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Ki Pool and Action Points Explained

This is a D20 based game system meant to be set in the Dragon Ball or similar universe. This game system is heavily inspired by D20 Modern and Naruto D20 respectively. This core rule book should be used along side the techniques list also found on my page.

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Mario Rivas
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0% found this document useful (0 votes)
146 views27 pages

Ki Pool and Action Points Explained

This is a D20 based game system meant to be set in the Dragon Ball or similar universe. This game system is heavily inspired by D20 Modern and Naruto D20 respectively. This core rule book should be used along side the techniques list also found on my page.

Uploaded by

Mario Rivas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ki Pool and Uses

The equation that decides a characters ki pool is 10 points per level (x2 for 1st level). Bonus ki
points are equal to your constitution modifier x your number of hit dice. The Ki Control skill is
what will allow you to learn new ki techniques. The learn bonus for a new technique is your ki
control skill and you must roll a D20 to meet a technique’s learn DC. Techniques take different
amounts of time to learn depending on the rank of the technique. Technique ranks also decide
the learn DC for it. Ki points can also be put into ki waves/blasts to raise the disintegration rate
(a percentile for an attack where if an enemy is reduced to 0 hp, you would roll a 1d100. Should
the result fall under the disintegration rate, the enemy will be disintegrated to nothing but
ashes), by 5%. Your ki points can also be used to add extra damage dice to an attack. You can
share your ki points with your allies in need and either give them increased damage die or +5%
disintegration rate.

Action Points
All basic classes offer the same number of action points: 5 + half the character's level in the
class (rounded down).

Add to a Roll
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll
(including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the
target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made,
but only before the GM reveals the result of that roll. You can’t use an action point to alter the
result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6
when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A
15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he
rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Character Level Action Point


Dice Rolled

1st-7th 1d6
8th-14th 2d6

15th-20th 3d6

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions
described below, some prestige classes or feats (see below) might allow the expenditure of
action points in order to gain or activate specific abilities, at the GM’s option.

Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him
double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC;
+6 if he has 5 or more ranks in Tumble).

Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the
benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the
benefit until the beginning of his next turn.

Extra attack
During any round in which a character takes a full attack action, he may spend 1 action point to
make an extra attack at his highest base attack bonus. Action points may be used in this way
with both melee and ranged attacks.

Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit
point total.

Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s easier on
characters simply to improve existing feats to take advantage of action points—that way,
characters needn’t spend their precious feat slots simply to gain the ability to use their action
points. Below are a few examples of how action points can be used with existing feats. Unless
otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.

Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For
example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect
lasts for the entire encounter.

Improved Critical
You can spend 1 action point to double your critical threat range. Since two doublings equals a
tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or
from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with
the benefit from Improved Critical, but not with other effects that increase threat range.

Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from
+4 to +8.

Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For
example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

BASIC CLASSES
All classes count ki control as a class skill as it is what the ability to learn new techniques relies
on.

Strong Hero

The Strong hero is a hero that uses his Strength score to the best
of his ability. Levels in this class demonstrates intense physical
ability for greater overall strength and power. Strong heroes
Excel at both melee and close-quarter combat, as well as other
types of extreme effort and activities that require raw strength
over the skilled finesse some other heroes possess.
The Strong hero type of hero is often a melee
specialist or a heroes that focuses on the close-quarter
aspect of combat.
Examples of Strong Heroes

Martial artists, swordsmen or even some type of


bodybuilder are all good examples of Strong Heroes.
Any character making better use of raw physical
strength rather than brain power of agility might
prefer this class to others.

Class Information

The following information pertains to the Strong Hero basic class.

Ability

Strength is the ability associated with this class of hero. Strong heroes
tend to have higher Dexterity and Constitution to aid them in battle, as
they increase saving throws, defense and hit points.

Hit Die

The Strong Hero gains 1d8 hit points per level. The Constitution modifier applies.

Action Points

The Strong Hero gains a number of action points equal to 5 + one-half his character level,
rounded down, every time he attains a new level in this class.

Class Skills

The Strong Hero's class skills, and the key ability for each are as follows:
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events,
popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair
(Int), Speak Language (none), and Swim (Str).

Skill Points at First Level:​ (3 + Int modifier) × 4.

Skill Points at Each Level:​ 3 + Int modifier.

Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus

1st +1 +1 +0 +0 +1 +0

2nd +2 +2 +0 +0 Bonus +2 +0
Feat

3rd +3 +2 +1 +1 Ability +2 +0
Score
Improv.

4th +4 +2 +1 +1 Bonus +3 +0
Feat

5th +5 +3 +1 +1 +3 +1

6th +6 +3 +2 +2 Bonus +3 +1
Feat

7th +7 +4 +2 +2 Ability +4 +1
Score
Improv.

8th +8 +4 +2 +2 Bonus +4 +1
Feat

9th +9 +4 +3 +3 +5 +2

10th +10 +5 +3 +3 Bonus +5 +2


Feat

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be
selected from the following list, and the Strong hero must meet any prerequisites.
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat
Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts,
Power Attack, Weapon Focus.

Fast Hero

The Fast hero is a type of hero that relies on both defense and often stealth as its best
weapon, and thus makes best uses of Dexterity. With
levels in this class, one qualifies as both a ranged and
melee specialist, with the ability to make quick and
precise throw and using one's quickness to get out of
harm's way.
The Fast hero makes for a fine melee specialist, but
is much less damage oriented than the Strong hero.

Examples of Fast Heroes

Acrobats, thieves and burglars are all good examples


of fast heroes. They are nimble and quick on their
feet, which enables them to make a quick retreat in
time of need or swiftly hide around a corner to avoid
unwanted attention.

Class Information

The following information pertains to the Fast Hero


basic class.

Ability

The main focus of this class is Dexterity. While


this characteristic is very important, a Fast hero makes
good use of his Strength and Constitution score. Having a high
Intelligence score also helps increasing his already wide array
of skills.

Hit Die

The Fast Hero gains 1d8 hit points per level. The Constitution modifier
Applies.

Action Points

The Fast Hero gains a number of action points equal to 5 + one-half his character level,
rounded down, everytime he attains a new level in this class.

Class Skills

The Fast Hero's class skills, and the key ability for each are as follows.
Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex),
Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex),
Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak
Language (none), and Tumble (Dex).
Skill Points at First Level:​ (5 + Int modifier) × 4.

Skill Points at Each Level:​ 5 + Int modifier.

Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus

1st +0 +0 +1 +0 +3 +0

2nd +1 +0 +2 +0 Bonus +4 +0
Feat

3rd +2 +1 +2 +1 Ability +4 +1
Score
Improv.

4th +3 +1 +2 +1 Bonus +5 +1
Feat

5th +3 +1 +3 +1 +5 +1

6th +4 +2 +3 +2 Bonus +6 +2
Feat

7th +5 +2 +4 +2 Ability +6 +2
Score
Improv.

8th +6 +2 +4 +2 Bonus +7 +2
Feat

9th +6 +3 +4 +3 +7 +3

10th +7 +3 +5 +3 Bonus +8 +3
Feat

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be
selected from the following list, and the Fast hero must meet any prerequisites. Acrobatic,
Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target,
Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy,
Weapon Finesse.

Tough Hero
The elements of a tough hero can enable one to run for great distances without tiring,
concentrate on a tough technique, utilize a higher level of ki reserve, or simply outlast your
opponents with sheer vitality. melee perfectly augments this type of hero who would follow the
meaning of the heroes to endure through their endeavors. Although lacking in offensive
capabilities, their defensive qualities and endurance openly out class those of the fast or strong
hero.

Examples of Tough Heroes

Brawlers, sprinter or any type of hero that believes having a fit body and being in good health
before training his mind is the thing to do. A tough hero is highly resistant to the whims of
nature, poisons and tends to be able to take more of a hit than your ordinary hero.

Class Information

The following information pertains to the Tough Hero basic class.

Ability

For a Tough hero, Constitution is the primary ability score. It is also important to have a good
Strength and Dexterity score to fare well in combat, which is usually their main affectation. A
good Wisdom is also helpful for a Tough hero that wishes to resist the effects of torture or
illusions, the bane of many heroes.

Hit Die

The Tough Hero gains 1d10 hit points per level. The Constitution modifier applies.

​Action Points

The Tough Hero gains a number of action points equal to 5 + one-half his character level,
rounded down, everytime he attains a new level in this class.

Class Skills

The Tough Hero's class skills, and the key ability for each are as follows. Climb (Str),
Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha),
Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write
Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).

Skill Points at First Level:​ (3 + Int modifier) × 4.

Skill Points at Each Level:​ 3 + Int modifier.


Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus

1st +0 +1 +0 +0 +1 +0

2nd +1 +2 +0 +0 Bonus +2 +0
Feat

3rd +2 +2 +1 +1 Ability +2 +1
Score
Improv.

4th +3 +2 +1 +1 Bonus +3 +1
Feat

5th +3 +3 +1 +1 +3 +1

6th +4 +3 +2 +2 Bonus +3 +2
Feat

7th +5 +4 +2 +2 Ability +4 +2
Score
Improv.

8th +6 +4 +2 +2 Bonus +4 +2
Feat

9th +6 +4 +2 +3 +5 +3

10th +7 +5 +3 +3 Bonus +5 +3
Feat

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be
selected from the following list, and the Tough hero must meet any prerequisites. Alertness,
Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush,
Improved Feint, Knockout Punch, Power Attack, Street fighting, Toughness, Vehicle Expert.

Smart Hero
The Smart hero makes the best use of Intelligence of all the other hero. His large array of skills
and number of skill points make him perfect to add a variety of knowledge and skill to a
character. Taking levels in this class demonstrate extreme proficiency in many domains and
allows for more versatile characters. A Smart hero is by no means an expert in either close
quarter or ranged battle, but he is an efficient tactician and very proficient in the use of the
heroes Arts.
Examples of Smart Heroes

True technique specialists, biology experts, war tacticians or master crafter are all aspect a
Smart hero may take. Of all the other classes, he has the widest variety of skills and therefore
the most potential to make the best use of them. Smart heroes also make excellent puppeteers.

Class Information

The following information pertains to the Smart Hero basic class.

Ability

A Smart hero relies mostly on Intelligence. This ability is priceless for one who likes a wide
range of skills and flexibility in their build. Wisdom is also important to complement their good
Will saves and many skills.

Hit Die

The Smart Hero gains 1d6 hit points per level. The Constitution modifier applies.

Action Points

The Smart Hero gains a number of action points equal to 5 + one-half his character level,
rounded down, everytime he attains a new level in this class.

Class Skills
The Smart Hero's class skills, and the key ability for each are as follows. Computer Use (Int),
Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int),
Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int),
Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life
sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology
and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair
(Int), Research (Int), Search (Int), and Speak Language (none).

Skill Points at First Level:​ (9 + Int modifier) × 4.

Skill Points at Each Level:​ 9 + Int modifier.

Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus
1st +0 +0 +0 +1 +0 +1

2nd +1 +0 +0 +2 Bonus +1 +1
Feat

3rd +1 +1 +1 +2 Ability +1 +1
Score
Improv.

4th +2 +1 +1 +2 Bonus +1 +2
Feat

5th +2 +1 +1 +3 +2 +2

6th +3 +2 +2 +3 Bonus +2 +2
Feat

7th +3 +2 +2 +4 Ability +2 +3
Score
Improv.

8th +4 +2 +2 +4 Bonus +3 +3
Feat

9th +4 +3 +3 +4 +3 +3

10th +5 +3 +3 +5 Bonus +3 +4
Feat

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be
selected from the following list, and the Smart hero must meet any prerequisites. Builder,
Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will,
Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

Dedicated Hero

The Dedicated hero is the most intuitive of all the other hero types, and he makes the best use
of his Wisdom score. Be it at discerning lies, tracking down a foe or avoiding surprise, the
Dedicated hero is the best there is at using his intuition to save himself and his comrades.
Taking levels in this class demonstrate true determination and proficiency in battle situation to
avoid surprise and turn an ambush to your advantage. While the Dedicated hero is not
particularly strong in either melee or ranged combat, his unrivaled Willpower and toughness
makes it easy for him to fare just as well as a hero as any other.

Examples of Dedicated
Heroes Sages, medical specialists or scouts, Dedicated heroes are proficient at detecting lies,
treating wounds and tracking, thus they make efficient addition to any team of hero, during both
peace or war time. Class Information The following information pertains to the Dedicated Hero
basic class.

Ability

Wisdom is the primary ability for the Dedicated hero, mainly because of his good Will saves and
many Wisdom-based skills. Constitution is also important for both hit points and Fortitude, just
as a good Intelligence score allows more flexibility with skill points.

Hit Die

The Dedicated Hero gains 1d6 hit points per level. The Constitution modifier applies. Action
Points The Dedicated Hero gains a number of action points equal to 5 + one-half his character
level, rounded down, everytime he attains a new level in this class.

Class Skills

The Dedicated Hero's class skills, and the key ability for each are as follows. Craft
(pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane
lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history,
physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy)
(Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak
Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).

Skill Points at First Level:​ (5 + Int modifier) × 4.

Skill Points at Each Level:​ 5 + Int modifier.

Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus

1st +0 +1 +0 +1 +1 +1

2nd +1 +2 +0 +2 Bonus +2 +1
Feat

3rd +2 +2 +1 +2 Ability +2 +1
Score
Improv.
4th +3 +2 +1 +2 Bonus +3 +2
Feat

5th +3 +3 +1 +3 +3 +2

6th +4 +3 +2 +3 Bonus +3 +2
Feat

7th +5 +4 +2 +4 Ability +4 +3
Score
Improv.

8th +6 +4 +2 +4 Bonus +4 +3
Feat

9th +6 +4 +3 +4 +5 +3

10th +7 +5 +3 +5 Bonus +5 +4
Feat

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be
from this list, and the Dedicated hero must meet any prerequisites. Advanced Firearms
Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive,
Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.

Charismatic Hero

The Charismatic hero is a type of hero that relies on his wits and sharp
tongue to fare well in life, and makes the best use of Charisma. Taking levels
of Charismatic hero demonstrate a greater ability with words and the various
skills required for a heroes, and greater proficiency with illusions.
The Charismatic hero specializes in spying and illusions, rather than
close quarter or even ranged combat.

Examples of Charismatic Heroes

Charismatic heroes make the best spy one could possibly hope for.
They are proficient with disguises, information gathering, illusions and
many social skills most heroes simply can't practice for mere lack of time.
Spies, public entertainers or part time bartender are all examples of
Charismatic hero found in the everyday life of a hero.

Class Information
The following information pertains to the Charismatic Hero basic class.

Ability

Charisma is the primary ability for the Charismatic hero. Intelligence also
allows for even more skill points, as he is second to only the Smart hero in
that domain. A good Dexterity and Constitution score allow for better
efficiency with saving throws.

Hit Die

The Charismatic Hero gains 1d6 hit points per level. The Constitution modifier applies.

Action Points

The Charismatic Hero gains a number of action points equal to 5 + one-half his character
level, rounded down, everytime he attains a new level in this class.

Class Skills

The Charismatic Hero's class skills are as follows. Bluff (Cha), Craft (visual art, writing) (Int),
Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate
(Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events,
popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards,
percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha),
Profession (Wis), Read/Write Language (none), and Speak Language (none)

Skill Points at First Level:​ (7 + Int modifier) × 4.

Skill Points at Each Level:​ 7 + Int modifier.

Level Base Fort Ref Save Will Save Special Defense Reputatio
Attack Save Bonus n Bonus
Bonus

1st +0 +1 +1 +0 +0 +2

2nd +1 +2 +2 +0 Bonus +1 +2
Feat

3rd +1 +2 +2 +1 Ability +1 +2
Score
Improv.

4th +2 +2 +2 +1 Bonus +1 +3
Feat

5th +2 +3 +3 +1 +2 +3

6th +3 +3 +3 +2 Bonus +2 +3
Feat

7th +3 +4 +4 +2 Ability +2 +4
Score
Improv.

8th +4 +4 +4 +2 Bonus +3 +4
Feat

9th +4 +4 +4 +3 +3 +4

10th +5 +5 +5 +3 Bonus +3 +5
Feat

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat
must be selected from the following list, and the Charismatic hero must meet any
Prerequisites. Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning
Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.

Races
Humans

Racial Traits:
● +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
● Humans have a base speed of 30 feet.
● Humans select one extra feat at 1st level.
● Humans gain an additional skill rank at first level and one additional rank whenever they
gain a level.

Saiyans
Racial Traits:
● +2 Strength, +2 Wisdom: Saiyans get +2 to their strength and wisdom due to their
combat prowess and potential.
● Saiyans have a base speed of 30 feet.
● Zenkai: When a Saiyan is restored to full health they receive experience points equal to
4x their damage taken, with a maximum of 1000xp.
● Saiyans get Combat Martial Arts as a bonus feat at first level.

Saiyans can choose whether or not to keep their tails at first level and these will lead to different
saiyan transformation.

Tailed Saiyans
Tailed saiyans have the ability to transform into a great ape but only when a full moon is out.
Great apes are considered large creatures and their weapons and armor do not transform with
them. Great apes get advantage on Strength and Constitution based checks as well as fortitude
checks. However, untrained great apes have to make a will save DC 15 in order to not lose
control of themselves during their turns. Tailed saiyans can take the Trained Great Ape feat
rather than Combat Martial Arts at first level, otherwise they must wait to take it later.

Super Saiyans
Saiyans that choose to remove their tails can take a feat at later levels that allows them to go
Super Saiyan. These can all be taken as bonus feats.

Super Saiyan Feats

Name Prerequisite Benefit Special

Super Saiyan Saiyan (No tail), Base A bonus +4 to Super Saiyan can be
Attack +3 Strength, Dexterity, activated as a bonus
and Constitution action and takes 1
based checks and point of ki every
attack/damage rolls round to keep it
activated.

Super Saiyan 2 Super Saiyan Feat, Adds a +2 bonus to Super Saiyan 2 can
Base Attack +5 previous feat be activated as a
bonuses bonus action and
takes 2 points of ki
every round to keep it
activated.

Super Saiyan 3 Super Saiyan 2 Feat, Adds a +2 bonus to Super Saiyan 3 can
Base Attack +8 previous feat be activated as a
bonuses bonus action and
takes 3 points of ki
every round to keep it
activated.

Super Saiyan 4 Super Saiyan 3 Feat, Adds a +2 bonus to Super Saiyan 4 can
Base Attack +9, previous feat be activated as a
Regained saiyan tail bonuses bonus action and
takes 2 points of ki
every round to keep it
activated.

Super Saiyan God Super Saiyan 3 Feat, Adds a +2 bonus to Super Saiyan God
Base Attack +9, No previous feat can be activated as a
Tail, Shared energy bonuses (Does not bonus action and
from 5 other saiyans include SSJ4) takes 4 points of ki
every round to keep it
activated.

Super Saiyan Blue Super Saiyan God Adds a +2 bonus to Super Saiyan God
Feat, Base Attack previous feat Blue can be activated
+10, Be considered bonuses (Does not as a bonus action
god trained. include SSJ4) and takes 4 points of
ki every round to
keep it activated.

(To be considered god trained, you must learn at least 3 techniques from a deity or someone
who has achieved god trained status)

Name Prerequisite Benefit Special

Ikari state Base attack +2 A saiyan with access Uncontrolled:


(Requires special DM to the ikari power can Consumes 2hp per
permission) tap into the power of round, if you can turn
a great ape without super saiyan you
leaving their human cannot enter higher
state. (transform as a levels of super saiyan
free action, stacks
with super saiyan) Controlled (DC: 15
will save, or
controlled great ape
feat.) No hp
consumption, higher
super saiyan
transformations.
Namekians

Racial Traits:
● +2 Constitution, +2 Wisdom - Namekians are well known for their resilience and historic
wisdom.
● Namekians have a base speed of 30 feet.
● After a short or long rest, namekians who have lost a non-vital part of their body can
regenerate that body part. They can also take a bonus feat called True Regeneration.
● Namekians extendable limbs make their unarmed strikes have a distance of 20 feet.

Name Prerequisite Benefit Special

True Regeneration Namekian; You can get the


Constitution of 15+ same namekian
regen power but only
takes an action to go
into effect.

Namekian Fusion Namekian Allows for one


namekian to absorb
the powers of another
and adds their
consciousness to
their own. Namekian
fusion adds half of
each of the fused
namekian’s ability
scores, rounded
down, to the fuser. All
subsequent modifiers
are recalculated with
these new scores.

Buus

Racial Traits:
● +2 Constitution, +2 Dexterity, -2 Intelligence: While not the smartest creatures, they can
withstand some of the most powerful attacks known to man.
● Buus have a base speed of 30 feet.
● The only way to properly kill a buu is to disintegrate one. Buus reduced to 0 hp without
disintegration must take a long rest before restoring their body and gaining back their
health.

Name Prerequisite Description Benefit


Majin Majin Race A Majin can make a Upon consuming the target you may
Absorption grapple check to learn two of their techniques that
absorb a creature you don’t already know, and you can
into themselves, by distribute points equivalent to ½ the
doing this they can target’s level (minimum of 1) to your
take the victim’s ability scores.
power and abilities
into themselves.
This can be used
once a day.

Half-Saiyans

Racial Traits:
● +2 Strength, +1 in any other ability score: Half-Saiyans get the saiyan strength as well as
the humans versatility.
● Half-Saiyans have a base speed of 30 feet.
● Half-Saiyans select one extra feat at 1st level.
● Half-Saiyans also have the ability to go super saiyan or enter great ape.

Frieza Race

Racial Traits:
● +2 Intelligence, +2 Wisdom: Frieza races while not the most physically adept, are very
cold and calculating.
● Frieza Race has a base speed of 30 feet.
● Frieza Race gets the Frightful Presence feat as a bonus feat.
● Frieza Race have the ability to grow their own natural armor on their bodies, this adds a
+3 to their defense via the misc bonus.

Name Prerequisite Benefit Special

Gold Frieza Form Be Frieza Race, A bonus +10 to Golden Frieza Form
Base attack +9, Be Strength, Dexterity, can be activated as a
considered God and Constitution bonus action and
trained based checks and takes 5 points of ki
attack/damage rolls every round to keep it
activated.
Androids

Racial Traits:
● +2 Intelligence, +2 Constitution: Androids are built to be durable and to think faster than
their opponents.
● Androids have a base speed of 30 feet.
● Androids gain an additional skill rank at first level and one additional rank whenever they
gain a level.

Exotic Races
All exotic races require DM approval

Cell Race

Racial Traits:
● +2 Intelligence, +2 in any chosen ability: Cell is a variable race and has many different
specialties allowing him to be useful in many situations.
● Cell Race has a 30 base speed.
● Cell Race has a special ability called absorption. This ability allows them to absorb other
characters and take an ability. The cell can choose to take a racial ability (excluding
super saiyan and great ape) or a technique. If you can’t take either, you get XP.

Kai Race

Racial Traits:
● +2 Intelligence, +2 Wisdom: Kais are known for their omnipotence and cunning natures.
● Kais have a 30 base speed
● Kais can teleport to anyone they deem an ally no matter how far they are. Also, Kais
have a special healing technique known only by them (Details in techniques list).

Feats List
List of Feats can be found here.

Metamoran Fusion - A fusion of two entities with power greater than the sum of its parts,
achieved through a synchronized dance combining the bodies and souls of the two warriors. In
order to perfect this fusion. The two characters combine their ability scores by multiplying each
corresponding ability’s score and dividing by 5 (rounded down). All subsequent modifiers are
recalculated with these new scores. Combination techniques would use the equivalent of both ki
costs but would also dish out the damage of both attacks as well. Ki points used to raise the
damage dice would still only add on damage dice of the highest number. Disintegration rates
are combined as well. The total ki would be the equivalent of both characters current ki pools.
When the fused character’s hp reaches 0, both characters separate, unconscious, into their
base forms. This fusion lasts 30 minutes and both characters separate into base form when
time runs out. Fusing this way takes the turns of both characters involved.
Prerequisites: 15 ranks in Performance (Metamoran), Be Sayian or Human

Potara Fusion - A fusion of two creatures wearing one earring on their left ear. The two
characters combine their ability scores by multiplying each corresponding ability’s score and
dividing by 5 (rounded down). All subsequent modifiers are recalculated with these new scores.
Combination techniques would use the equivalent of both ki costs but would also dish out the
damage of both attacks as well. Ki points used to raise the damage dice would still only add on
damage dice of the highest number. Disintegration rates are combined as well. The total ki
would be the equivalent of both characters current ki pools. When the fused character’s hp
reaches 0, both characters separate, unconscious, into their base forms. The fusion lasts for an
hour and both characters separate into base form when time runs out. Fusing this way takes the
turns of both characters involved. Fusing this way with someone of the Kai race makes it a
permanent fusion unless changed by the dragon balls.
Prerequisites: Must have obtained Potara Earrings

Ultra Instinct - A transformation that can be attained by anyone that allows its users to dodge
and attack their opponents without thinking about it. To attain it, a character must be god
trained, have at least 10 levels in a singular class, and upon reaching 0 hp with these
requirements, make a will save check of 30. Upon succeeding the check, the character will
enter ultra instinct form and gain the Ultra Instinct feat. This will give the user a +15 bonus to
their dexterity and 50 bonus ki points. This form can only be activated when the user reaches 0
hp with less than 10 ki points. While in this form, the user also takes 15 damage every turn.

Mastered Ultra Instinct - This transformation is similar to Ultra Instinct. To achieve it, a character
must already have the ultra instinct feat and do a series of will saves. These saves happen in
place of a character’s death save and have an increasingly higher dc each check. The player
can choose to either make a standard set of death saves or a series of will saves, not both. The
DCs are as follows, 30, 40, 45. Upon succeeding these saves, the character will enter Mastered
ultra instinct. In this state a character has a dex bonus of +25, 3 extra attack actions, and 100
bonus ki points. However, a character can only last in this form for 5 rounds before their health
drops to 0. At this point, the death save DC is increased to 15 rather than 10. Should the user
survive, MUI will replace the UI feat and can be activated the same way as UI.

Techniques List
Techniques
All characters start with up to 3 level 1 techniques of their choice.

Some techniques are a radius/spread attack which requires the target to make a reflex save.
The reflex save DC for an attack is 10 + the amount of ki points in the attack.

Items

Starting Money and DC Conversion


Player’s begin play with 5d6x10 zeni which they can spend on equipment while making their
character. Anything left over from this process will just carry over as starting money.
Weapons
A character takes a –4 penalty on his or her attack rolls when wielding or throwing an
improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so
weapon proficiency feats cannot offset the –4 penalty.
Armor

Custom DBZ Armor

Armor Type Equipm Nonp Maxim Armor Speed Weight Purcha Restric
ent rof. um Penalty (30 ft.) se DC tion
Bonus Bonu Dex
s Bonus

Basic Tactica +9 +4 +8 -0 30 10 lb. 17 -


Armor l

Full Tactica +11 +6 +7 -0 30 15 lb. 20 -


Body l
Basic
Armor

Roshi Improp +4 +4 +10 -0 30 10 lb. 10 -


Trainin mptu
g Gi

Misc. DBZ Items

Name Description Weight Purchase DC Restriction


Scouter Activating this 1 lb. 6 -
item will allow
you to view the
current
level/challenge
rating of an
opponent.

Potara Earrings Earrings - Must be gifted to


normally gifted a player by a Kai
by the gods,
these earrings
allow for fusing
greater than that
of Metamoran
fusion.

Character Sheet Link


Character Sheet

Earth HP - 191,930

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