Saiyans are back, revised for 3.5 and better than ever! Included herein are the rules for everythign related to Saiyans. I would like to note that Saiyans were originally created by Akira Toriyama, and I'm simply converting them into this great game. I would also like to note that any non-Toriyama Dragonball-related material (Dragonball GT) is not included herein.
Some of the feats mentioned herein are of my own design, and can be found here:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=60097
In addition, CR, ECL, and EL were calculated (for the most part) using UK's system, and thus you need to use that system when using Saiyan's in your campaign. See one of the many threads to find out more about UK's system. If you do not use UK's system or if you do not want to convert, you will need to reassign CR, ECL, and EL and add a Level Adjustment on your own.
Saiyans are usable in nearly any campaign, as they are balanced very well for all but the "weakest" of campaigns.
That said, Saiyans are EXTREMELY powerful, but as I said before, they are reasonably balanced. If you play in a low-magic or lower-power campaign, however, be EXTREMELY cautious when considering the use of Saiyans.
Here it is, "Rules: Saiyans 3.5"! This post will be updated as necessary with additions, corrections, errata, etc. ENJOY!
SAIYAN
Saiyan, Giant Form
Medium Giant (Shapechanger)
Hit Dice: 8d8+32+5 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +3 natural, +5 Saiyan battle armor)
Base Attack/Grapple: +6/+10
Attacks: Unarmed strike +10 melee (1d8+4)
Full Attack: Unarmed strike +8/+8/+3 melee (1d8+4)
Face/Reach: 5 ft./5 ft.
Special Attacks: Alternate form, unarmed strike, flurry of blows
Special Qualities: Tail weakness, power adaptation, AC Bonus, fast movement, low-light vision
Saves: Fort +12, Ref +4, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 10, Wis 10, Cha 8
Skills: Balance +8, Jump +11, Tumble +14
Feats: Toughness, Improved Initiative, Great Fortitude
Environment: Any land and underground
Organization: Solitary, pair, unit (2-5), company (5-20), or legion (101-200)
Challenge Rating: 10
Encounter Level: 14
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Saiyan, Oozaru Form
Colossal Giant (Shapechanger)
Hit Dice: 8d8+32+5 (181 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 30 (-2 Dex, -8 size, +25 natural, +5 Saiyan battle armor)
Base Attack/Grapple: +6/+46
Attacks: Slam +22 melee (8d6+24)
Full Attack: 2 slams +22 melee (8d6+24) and 2 stomps +17 melee (8d8+12) and bite +17 melee (4d8+12)
Face/Reach: 30 ft./30 ft.
Special Attacks: Alternate form, breath weapon, improved grab, constrict 8d6+24, crush (Reflex save DC 38, 8d6+36)
Special Qualities: Tail weakness, power adaptation, low-light vision, scent, blindsense 80 ft., damage reduction 32/-, spell resistance +15
Saves: Fort +22, Ref +2, Will +0
Abilities: Str 59, Dex 11, Con 39, Int 6, Wis 6, Cha 4
Skills: Balance +6, Jump +31, Tumble +12
Feats: (same as giant form)
Environment: Any land and underground
Organization: (same as giant form)
Challenge Rating: 10
Encounter Level: 14
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Saiyans are a powerful mercenary shapechanging race composed almost entirely of warriors. They sell their services to the highest bidder, and frequently take over entire planets in order to sell salvaged goods, people captured to be used as slaves, and even the planets themselves to whoever is willing to meet their price. This warlike race is unmatched in power and brutality.
Saiyans are powerfully built, with wild hair and dark eyes. For the most part, however, they look frighteningly human, and are unable to be distinguished from humans by the untrained eye.
What makes the Saiyan race even more frightening, however, is their ability to transform into colossal apes in the light of a full moon. When in their Oozaru form, they destroy everything and kill everyone in their paths, leaving a wake of death and destruction.
COMBAT
Saiyans have a natural gift for fighting, able to fight unarmed just as a monk, and also able to defend himself or herself as a monk could as well. Saiyans live to fight. Saiyans rarely do anything other than fight directly in combat, not caring for the use of tactics when power will usually suffice. A Saiyan is rendered powerless, however, by grabbing its tail.
In Oozaru form, Saiyans merely smash and eat everything in sight, using its devastating breath weapon on those out of reach. These terrible monsters are ten times as powerful as a normal Saiyan, and are nearly impossible to defeat in physical combat. Only by removing the light of the moon or cutting off the Saiyan's tail can the Oozaru be forced back into its normal Saiyan form.
Oozaru Form (Su): In the light of a full moon, Saiyans revert to a primordial state in the form of a colossal ape. In this form, the Saiyan is in a constant state of rage, and will destroy anything and everything around it. A Saiyan must have his or her tail to transform. When the light of the full moon is gone, the Oozaru will change back into its normal Saiyan form. Removing the tail of the Oozaru also causes the Saiyan to change back to his or her normal form. A Saiyan in Oozaru form receives maximum hit points per hit die upon transforming.
Breath Weapon (Su): While in Oozaru form, a Saiyan is sometimes attacked from afar and unable to pummel, squash, or eat the attacker. Sometimes a Saiyan in Oozaru form is simply in a really bad mood. In these instances, the Oozaru breath weapon is invaluable. Line of energy, 400 feet; damage 1d10 per HD/level, Reflex half DC 28. The save DC is Constitution-based.
Unarmed Strike (Ex): Saiyans have the monk's Unarmed Strike class feature, gaining Improved Unarmed Strike as a bonus feat and dealing damage as a monk of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Flurry of Blows (Ex): Saiyans have the monk's Flurry of Blows class feature, improving as a monk of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
AC Bonus (Ex): Saiyans have the monk's AC Bonus class feature, gaining a bonus to their AC as monks of a level equal to 1/2 the sum of the Saiyan's HD and levels, including a Wisdom bonus to AC whenever applicable. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Fast Movement (Ex): Saiyans have the monk's Fast Movement class feature, gaining an enhancement bonus to their speed as monks of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Tail Weakness: By grabbing the tail of a Saiyan, you can stun him or her. This condition lasts as long as the tail is tightly held. This is ineefective against a Saiyan in Oozaru form. If a Saiyan's tail is removed while he or she is in Oozaru form, he or she immediately changes back to his or her normal form. Whenever a Saiyan's tail is removed, he or she must succeed at a Fortitude save (DC 30) or be stunned for a number of rounds equal to the amount the save was missed by, double that number if a natural "1" is rolled. The tail has a 1 in 6 chance of growing back in 1d12 months. Upon losing his or her tail, a Saiyan takes 4 points of Strength and Constitution drain plus 2 points of Dexterity drain.
Power Adaptation (Ex): Saiyans are very hard to kill, and only gain more power if they survive what would normally be a fatal attack. When a Saiyan is reduced below 0 hit points, once he or she recovers, he or she gains 100 experience points for each point below 0 he or she went, and receives a permanent cumulative +1 bonus to Strength and Constitution; if the added experience points give him or her enough to gain a level, he or she gains that level immediately. For example, if a Saiyan is reduced to -9 hit points and then healed with a Heal spell, the Saiyan immediately gains 900 experience points. If the Saiyan had 104,600 experience points before, he now has 105,500 experience points and gains a level. *A Saiyan can only be killed by reducing it to a negative number of hit points equal to it's Constitution score plus its total Effective Character Level. In other words, if a Saiyan has four character levels and a Constitution score of 19, he or she must be reduced to -33 hit points to be killed, not counting the effects of Toughness feats. A normal Saiyan must be reduced to -38 hit points to be killed, factoring in Toughness.
*In the Chaotic Worlds campaign, all characters follow this rule. In the Chaotic Worlds campaign, Saiyans are harder to kill due to the Toughness feat.
SAIYAN SOCIETY
Saiyans are an extremly militant race. Saiyans live for war, fighting, and power. Only the strongest survive, and the strong will rule over the weak. Saiyans are loyal to the most powerful of their kind.
Saiyans are well organized in fighting armies, all with extreme amounts of power. Saiyans' teamwork is second to none, but if one shows weakness, his or her comrades will show no remorse in disposing of the weakling. This race strived to increase their power in the universe, and will routinely take over planets, strip a planet of its natural resources, kill all opposing males, take opposing females as slaves for harems, and sell opposing children into slavery. Most Saiyans are pure evil. although because of their warlike nature, many die before fulfilling their true potential.
Saiyans usually live approximately as long as humans do.
SAIYANS AS CHARACTERS
Almost all Saiyans belong to combat-related classes, the favorite classes being those involving unarmed combat and ki. Saiyan clerics are few and far between and worship "The Legendary Super Saiyan", and can choose two of the following domains: Destruction, Strength, and War. Saiyan characters possess the following racial traits:
--- +8 Strength, +4 Dexterity, +8 Constitution, -2 Charisma.
--- Medium size.
--- A Saiyan's base land speed is 30 ft.
--- Low-light vision.
--- Racial Hit Dice: A Saiyan begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2.
--- Racial Skills: A Saiyan's giant levels give it skill points equal to 11 X (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Tumble.
--- Racial Feats: A Saiyan's giant levels give it three feats.
--- +3 natural armor bonus.
--- Special Attacks (see above): Alternate form, unarmed strike, flurry of blows.
--- Special Qualities (see above): Tail weakness, power adaptation, AC Bonus, fast movement.
--- Favored Class: Martial Artist.
--- ECL +10.
SAIYAN WARRIOR PRESTIGE CLASS
Most Saiyans are Saiyan Warriors. These are their powers.
Hit Die: d8.
Requirements
To qualify to become a Saiyan Warrior, a character must fulfill all of the following criteria.
Race: Saiyan or half-Saiyan.
Feats: Great Fortitude, Improved Initiative, Toughness.
Class Skills
The Saiyan Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Intimidate (Cha), Jump (Str), Knowledge (ki), Sense Motive (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Saiyans are born warriors, and have no need for weapons or armor of any kind. The only armor a Saiyan will ever wear is Saiyan battle armor. Saiyan battle armor is the same as Mithral Breastplate. Those in Saiyan battle armor are considered unarmored.
Evasion (Ex): At 4th level, a Saiyan Warrior gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the Saiyan Warrior is wearing light armor, no armor, or Saiyan battle armor.
Wholeness of Body (Su): At 8th level, a Saiyan Warrior can cure his own wounds. He can cure up to twice his current total ECL in hit points each day, and he can spread this healing out among several uses.
Improved Evasion (Ex): At 12th level, a Saiyan Warrior's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he only takes half damage on a failed save.
Fortified Soul (Ex): At 16th level, a Saiyan Warrior gains spell resistance. His spell resistance equals his EL + 10. In order to affect the Saiyan Warrior with a spell, a spellcaster must roll the Saiyan Warrior's spell resistance or higher on 1d20 + the spellcaster's EL.
SAIYAN ELITE EPIC PRESTIGE CLASS
The few . . . The proud . . . The Saiyan Elite . . . These are the most powerful warriors of the Saiyans.
Hit Die: d10
Requirements
To qualify to become a Saiyan Elite, a character must fulfill all of the following criteria.
Race: Saiyan or half-Saiyan
Base Attack Bonus: +20
Knowledge (ki): 20 ranks
Feats: Control Oozaru Form, Energy Manipulation, Improved Energy Manipulation, Saiyan's Toughness, Tail Weakness Immunity
Class Skills
The Saiyan Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Intimidate (Cha), Jump (Str), Knowledge (ki) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency: Saiyans are born warriors, and have no need for weapons or armor of any kind. The only armor a Saiyan will ever wear is Saiyan battle armor. Saiyan battle armor is the same as Mithral Breastplate. Those in Saiyan battle armor are considered unarmored.
*These are bonus feats.
Abundant Step (Sp): At 3rd level, a Saiyan Elite can slip magically between spaces, as per the spell dimension door, at will as a move action. This affects only the Saiyan Elite himself, and the Saiyan Elite's effective casting level is one-half his actual level (rounded down).
Bonus Feat: A Saiyan Elite gets a bonus feat at 4th level and an additional bonus feat every four levels thereafter (8th, 12th, 16th, and so on). The Saiyan Elite must still meet all prerequisites for a bonus feat. These bonus feats must be chosen from the following list: Armor Skin, Damage Reduction, Empower Ki, Enhance Ki, Epic Dodge, Epic Energy Manipulation, Epic Ki Focus, Epic Reflexes, Epic Saiyan's Toughness, Great Constitution, Great Dexterity, Great Strength, Greater Ki Focus, Ki Focus, Supreme Energy Manipulation.
Smite (Ex): Once per day, a Saiyan Elite of 5th level of higher may make a single melee attack an attack bonus equal to his Saiyan Elite level and a damage bonus equal to his total effective character level (if he hits). The Saiyan Elite must declare the smite before making the attack. The Saiyan Elite can make an extra smite every five levels thereafter (10th, 15th, 20th, and so on). This form of smite does not stack with any other smite ability.
Mettle (Ex): A Saiyan Elite's powerful body and force of will allows him to shrug off most attacks that would otherwise harm him. If subjected to an attack that allows a Will or Fortitude save for half damage, the Saiyan Elite takes no damage on a successful save.
Perfect Abundant Step (Sp): At 9th level, a Saiyan Elite can use abundant step at will as a free action.
SUPER SAIYAN
The legendary Super Saiyans are beings with power the likes of which most mortals will never witness. When a Saiyan is pushed beyond the normal limits of power, he becomes a Super Saiyan.
CREATING A SUPER SAIYAN
"Super Saiyan" is a template that can be added to any creature with any amount of Saiyan blood. Half-Saiyans born after a Saiyan parent has gone Super Saiyan can themselves go Super Saiyan quite easily, although all Half-Saiyans can go Super Saiyan more easily than full Saiyans. Those with less than half Saiyan blood get increasingly diminished returns from going Super Saiyan. There are four known "levels" of Super Saiyan, although more may exist (DM's discretion). Note: Whenever a Super Saiyan loses consciousness, he automatically reverts back to his original form. In addition, if he takes enough damage in a single hit to reduce his hit points by 50% of his maximum, he must make a Fortitude save (DC 10 + damage dealt) or revert back to his normal form. Initial Super Saiyan transformations require an entire minute.
When a Saiyan goes Super Saiyan, his hair turns gold and spikes up in a thick manner. In addition, his eye color changes to a deep glossy sky blue and he becomes surrounded by a golden aura. The power of a Super Saiyan is so great that it can not be concealed, hidden, or disguised in any way. A Super Saiyan takes 1d6 points of nonlethal damage per round he remains as a Super Saiyan. Any Super Saiyan transformation after the first is a move-equivalent action.
When a Saiyan goes Super Saiyan 2, his hair spikes up even more although it becomes a bit thinner than before. In addition, a Super Saiyan 2 is surrounded by a harmless field of electricity. Except as noted, a Super Saiyan 2 looks exactly like a Super Saiyan. A Super Saiyan 2 takes 4d6 points of nonlethal damage per round he remains as a Super Saiyan 2. Any Super Saiyan 2 transformation after the first is a full-round action.
When a Saiyan goes Super Saiyan 3, his hair grows out thick and to a length equal to half the Saiyan's height. In addition, his eyes glow and his eyebrows disappear, giving the Super Saiyan 3 a barbaric or villainous look. Except as noted, a Super Saiyan 3 looks exactly like a Super Saiyan 2. A Super Saiyan 3 takes 9d6 points of nonlethal damage per round because of the immense amount of power and stress involved in remaining in the form. Any Super Saiyan 3 transformation after the first requires three rounds.
For a full Saiyan to become a Super Saiyan, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Goku went Super Saiyan in response to the death of his best friend, Krillin. Vegeta went Super Saiyan out of pure frustration that two other Super Saiyans existed while he, the Saiyan Prince, had not yet attained such power.); in addition, he must have at least 20 class levels. For a full Saiyan to reach Super Saiyan 2, he must have already attained the ability to transform into a Super Saiyan and have at least 50 class levels. For a full Saiyan to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan 2 and have at least 100 class levels.
For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to become a Super Saiyan, he must have at least 16 class levels. For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to become a Super Saiyan 2, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Gohan, who felt unending pain and frustration due to his continuous cowardice and inability to save his friends from dying at the hands of evil, finally snapped when Cell killed Android 16, who had assured him that there was no shame in using all of his power to help those he cared about.); in addition, he must have at least 40 class levels. For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan and have at least 80 class levels.
For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to become a Super Saiyan, he must have at least 12 class levels, and must have seen a Saiyan transform into a Super Saiyan at least once. For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to become a Super Saiyan 2, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Trunks and Goten, the only Half-Saiyans born after their Saiyan parents had become Super Saiyans, never reached the level of Super Saiyan 2; as such, this is an educated guess based on the requirements for Gohan to go Super Saiyan 2.); in addition, he must have at least 30 class levels. For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan and have at least 60 class levels, and must have seen a Saiyan transform into a Super Saiyan 3 at least once.
Although they are not divine or immortal, Saiyans who have attained Super Saiyan powers are considered deities for purposes of determining whether or not certain Salient Divine Abilities can work on them.
HD: A Super Saiyan always has maximum hit points per Hit Die.
Speed: Super Saiyan x2, Super Saiyan 2 x4, Super Saiyan 3 x8.
*AC: All Super Saiyans have a deflection bonus to their AC equal to their Dexterity bonus (if any). In addition, a Super Saiyan gains a +20 natural armor bonus, a Super Saiyan 2 gains a +40 natural armor bonus, and a Super Saiyan 3 gains a +80 natural armor bonus. Note: Super Saiyans with less than half Saiyan blood receive only a +5 natural armor bonus.
Attacks: Super Saiyans may make an unlimited number of attacks as determined by his base attack bonus. Super Saiyans do not automatically fail on a natural attack roll of 1.
**Special Qualities: Super Saiyan: damage reduction 15/-, Super Saiyan 2: damage reduction 30/-, Super Saiyan 3: damage reduction 60/-.
*Saves: A Super Saiyan gains a +20 resistance bonus to all saving throws, a Super Saiyan 2 gains a +40 resistance bonus to all saving throws, and a Super Saiyan 3 gains a +80 resistance bonus to all saving throws. Note: Super Saiyans with less than half Saiyan blood receive only a +5 resistance bonus to all saving throws.
*Abilities: Super Saiyan: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10; Super Saiyan 2: Str +40, Dex +40, Con +40, Int +20, Wis +20, Cha +20; Super Saiyan 3: Str +80, Dex +80, Con +80, Int +40, Wis +40, Cha +40. Note: Super Saiyans with less than half Saiyan blood receive only Str +5, Dex +5, Con +5, Int +1, Wis +2, Cha +2.
Challenge Rating: Super Saiyan: ECL +20, Super Saiyan 2: ECL +40, Super Saiyan 3: ECL +80 (Half-Saiyans: Super Saiyan: ECL +10, Super Saiyan 2: ECL +20, Super Saiyan 3: ECL +40) Note: Super Saiyans with less than half Saiyan blood are ECL +5.
* Half-Saiyans receive only half of these bonuses for the various levels of Super Saiyan.
** Those with less than half Saiyan blood receive limited Super Saiyan power, and thus do not get these Super Saiyan qualities. Furthermore, those with less than half Saiyan blood can never achieve any level beyond that of Super Saiyan.
Some of the feats mentioned herein are of my own design, and can be found here:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=60097
In addition, CR, ECL, and EL were calculated (for the most part) using UK's system, and thus you need to use that system when using Saiyan's in your campaign. See one of the many threads to find out more about UK's system. If you do not use UK's system or if you do not want to convert, you will need to reassign CR, ECL, and EL and add a Level Adjustment on your own.
Saiyans are usable in nearly any campaign, as they are balanced very well for all but the "weakest" of campaigns.
That said, Saiyans are EXTREMELY powerful, but as I said before, they are reasonably balanced. If you play in a low-magic or lower-power campaign, however, be EXTREMELY cautious when considering the use of Saiyans.
Here it is, "Rules: Saiyans 3.5"! This post will be updated as necessary with additions, corrections, errata, etc. ENJOY!
SAIYAN
Saiyan, Giant Form
Medium Giant (Shapechanger)
Hit Dice: 8d8+32+5 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +3 natural, +5 Saiyan battle armor)
Base Attack/Grapple: +6/+10
Attacks: Unarmed strike +10 melee (1d8+4)
Full Attack: Unarmed strike +8/+8/+3 melee (1d8+4)
Face/Reach: 5 ft./5 ft.
Special Attacks: Alternate form, unarmed strike, flurry of blows
Special Qualities: Tail weakness, power adaptation, AC Bonus, fast movement, low-light vision
Saves: Fort +12, Ref +4, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 10, Wis 10, Cha 8
Skills: Balance +8, Jump +11, Tumble +14
Feats: Toughness, Improved Initiative, Great Fortitude
Environment: Any land and underground
Organization: Solitary, pair, unit (2-5), company (5-20), or legion (101-200)
Challenge Rating: 10
Encounter Level: 14
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Saiyan, Oozaru Form
Colossal Giant (Shapechanger)
Hit Dice: 8d8+32+5 (181 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 30 (-2 Dex, -8 size, +25 natural, +5 Saiyan battle armor)
Base Attack/Grapple: +6/+46
Attacks: Slam +22 melee (8d6+24)
Full Attack: 2 slams +22 melee (8d6+24) and 2 stomps +17 melee (8d8+12) and bite +17 melee (4d8+12)
Face/Reach: 30 ft./30 ft.
Special Attacks: Alternate form, breath weapon, improved grab, constrict 8d6+24, crush (Reflex save DC 38, 8d6+36)
Special Qualities: Tail weakness, power adaptation, low-light vision, scent, blindsense 80 ft., damage reduction 32/-, spell resistance +15
Saves: Fort +22, Ref +2, Will +0
Abilities: Str 59, Dex 11, Con 39, Int 6, Wis 6, Cha 4
Skills: Balance +6, Jump +31, Tumble +12
Feats: (same as giant form)
Environment: Any land and underground
Organization: (same as giant form)
Challenge Rating: 10
Encounter Level: 14
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Saiyans are a powerful mercenary shapechanging race composed almost entirely of warriors. They sell their services to the highest bidder, and frequently take over entire planets in order to sell salvaged goods, people captured to be used as slaves, and even the planets themselves to whoever is willing to meet their price. This warlike race is unmatched in power and brutality.
Saiyans are powerfully built, with wild hair and dark eyes. For the most part, however, they look frighteningly human, and are unable to be distinguished from humans by the untrained eye.
What makes the Saiyan race even more frightening, however, is their ability to transform into colossal apes in the light of a full moon. When in their Oozaru form, they destroy everything and kill everyone in their paths, leaving a wake of death and destruction.
COMBAT
Saiyans have a natural gift for fighting, able to fight unarmed just as a monk, and also able to defend himself or herself as a monk could as well. Saiyans live to fight. Saiyans rarely do anything other than fight directly in combat, not caring for the use of tactics when power will usually suffice. A Saiyan is rendered powerless, however, by grabbing its tail.
In Oozaru form, Saiyans merely smash and eat everything in sight, using its devastating breath weapon on those out of reach. These terrible monsters are ten times as powerful as a normal Saiyan, and are nearly impossible to defeat in physical combat. Only by removing the light of the moon or cutting off the Saiyan's tail can the Oozaru be forced back into its normal Saiyan form.
Oozaru Form (Su): In the light of a full moon, Saiyans revert to a primordial state in the form of a colossal ape. In this form, the Saiyan is in a constant state of rage, and will destroy anything and everything around it. A Saiyan must have his or her tail to transform. When the light of the full moon is gone, the Oozaru will change back into its normal Saiyan form. Removing the tail of the Oozaru also causes the Saiyan to change back to his or her normal form. A Saiyan in Oozaru form receives maximum hit points per hit die upon transforming.
Breath Weapon (Su): While in Oozaru form, a Saiyan is sometimes attacked from afar and unable to pummel, squash, or eat the attacker. Sometimes a Saiyan in Oozaru form is simply in a really bad mood. In these instances, the Oozaru breath weapon is invaluable. Line of energy, 400 feet; damage 1d10 per HD/level, Reflex half DC 28. The save DC is Constitution-based.
Unarmed Strike (Ex): Saiyans have the monk's Unarmed Strike class feature, gaining Improved Unarmed Strike as a bonus feat and dealing damage as a monk of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Flurry of Blows (Ex): Saiyans have the monk's Flurry of Blows class feature, improving as a monk of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
AC Bonus (Ex): Saiyans have the monk's AC Bonus class feature, gaining a bonus to their AC as monks of a level equal to 1/2 the sum of the Saiyan's HD and levels, including a Wisdom bonus to AC whenever applicable. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Fast Movement (Ex): Saiyans have the monk's Fast Movement class feature, gaining an enhancement bonus to their speed as monks of a level equal to 1/2 the sum of the Saiyan's HD and levels. Levels in the actual monk class stack with the virtual levels gained for being a Saiyan for determining the power of this benefit.
Tail Weakness: By grabbing the tail of a Saiyan, you can stun him or her. This condition lasts as long as the tail is tightly held. This is ineefective against a Saiyan in Oozaru form. If a Saiyan's tail is removed while he or she is in Oozaru form, he or she immediately changes back to his or her normal form. Whenever a Saiyan's tail is removed, he or she must succeed at a Fortitude save (DC 30) or be stunned for a number of rounds equal to the amount the save was missed by, double that number if a natural "1" is rolled. The tail has a 1 in 6 chance of growing back in 1d12 months. Upon losing his or her tail, a Saiyan takes 4 points of Strength and Constitution drain plus 2 points of Dexterity drain.
Power Adaptation (Ex): Saiyans are very hard to kill, and only gain more power if they survive what would normally be a fatal attack. When a Saiyan is reduced below 0 hit points, once he or she recovers, he or she gains 100 experience points for each point below 0 he or she went, and receives a permanent cumulative +1 bonus to Strength and Constitution; if the added experience points give him or her enough to gain a level, he or she gains that level immediately. For example, if a Saiyan is reduced to -9 hit points and then healed with a Heal spell, the Saiyan immediately gains 900 experience points. If the Saiyan had 104,600 experience points before, he now has 105,500 experience points and gains a level. *A Saiyan can only be killed by reducing it to a negative number of hit points equal to it's Constitution score plus its total Effective Character Level. In other words, if a Saiyan has four character levels and a Constitution score of 19, he or she must be reduced to -33 hit points to be killed, not counting the effects of Toughness feats. A normal Saiyan must be reduced to -38 hit points to be killed, factoring in Toughness.
*In the Chaotic Worlds campaign, all characters follow this rule. In the Chaotic Worlds campaign, Saiyans are harder to kill due to the Toughness feat.
SAIYAN SOCIETY
Saiyans are an extremly militant race. Saiyans live for war, fighting, and power. Only the strongest survive, and the strong will rule over the weak. Saiyans are loyal to the most powerful of their kind.
Saiyans are well organized in fighting armies, all with extreme amounts of power. Saiyans' teamwork is second to none, but if one shows weakness, his or her comrades will show no remorse in disposing of the weakling. This race strived to increase their power in the universe, and will routinely take over planets, strip a planet of its natural resources, kill all opposing males, take opposing females as slaves for harems, and sell opposing children into slavery. Most Saiyans are pure evil. although because of their warlike nature, many die before fulfilling their true potential.
Saiyans usually live approximately as long as humans do.
SAIYANS AS CHARACTERS
Almost all Saiyans belong to combat-related classes, the favorite classes being those involving unarmed combat and ki. Saiyan clerics are few and far between and worship "The Legendary Super Saiyan", and can choose two of the following domains: Destruction, Strength, and War. Saiyan characters possess the following racial traits:
--- +8 Strength, +4 Dexterity, +8 Constitution, -2 Charisma.
--- Medium size.
--- A Saiyan's base land speed is 30 ft.
--- Low-light vision.
--- Racial Hit Dice: A Saiyan begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2.
--- Racial Skills: A Saiyan's giant levels give it skill points equal to 11 X (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Tumble.
--- Racial Feats: A Saiyan's giant levels give it three feats.
--- +3 natural armor bonus.
--- Special Attacks (see above): Alternate form, unarmed strike, flurry of blows.
--- Special Qualities (see above): Tail weakness, power adaptation, AC Bonus, fast movement.
--- Favored Class: Martial Artist.
--- ECL +10.
SAIYAN WARRIOR PRESTIGE CLASS
Most Saiyans are Saiyan Warriors. These are their powers.
Hit Die: d8.
Requirements
To qualify to become a Saiyan Warrior, a character must fulfill all of the following criteria.
Race: Saiyan or half-Saiyan.
Feats: Great Fortitude, Improved Initiative, Toughness.
Class Skills
The Saiyan Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Intimidate (Cha), Jump (Str), Knowledge (ki), Sense Motive (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Code:
The Saiyan Warrior
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +2 +2 Damage reduction 5/magic
2nd +1 +3 +3 +3
3rd +2 +3 +3 +3 Evasion
4th +3 +4 +4 +4 Wholeness of body
5th +3 +4 +4 +4 Damage reduction 10/magic
6th +4 +5 +5 +5 Improved evasion
7th +5 +5 +5 +5
8th +6 +6 +6 +6 Fortified soul
9th +6 +6 +6 +6
10th +7 +7 +7 +7 Damage reduction 15/magic
Class Features
Weapon and Armor Proficiency: Saiyans are born warriors, and have no need for weapons or armor of any kind. The only armor a Saiyan will ever wear is Saiyan battle armor. Saiyan battle armor is the same as Mithral Breastplate. Those in Saiyan battle armor are considered unarmored.
Evasion (Ex): At 4th level, a Saiyan Warrior gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the Saiyan Warrior is wearing light armor, no armor, or Saiyan battle armor.
Wholeness of Body (Su): At 8th level, a Saiyan Warrior can cure his own wounds. He can cure up to twice his current total ECL in hit points each day, and he can spread this healing out among several uses.
Improved Evasion (Ex): At 12th level, a Saiyan Warrior's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he only takes half damage on a failed save.
Fortified Soul (Ex): At 16th level, a Saiyan Warrior gains spell resistance. His spell resistance equals his EL + 10. In order to affect the Saiyan Warrior with a spell, a spellcaster must roll the Saiyan Warrior's spell resistance or higher on 1d20 + the spellcaster's EL.
SAIYAN ELITE EPIC PRESTIGE CLASS
The few . . . The proud . . . The Saiyan Elite . . . These are the most powerful warriors of the Saiyans.
Hit Die: d10
Requirements
To qualify to become a Saiyan Elite, a character must fulfill all of the following criteria.
Race: Saiyan or half-Saiyan
Base Attack Bonus: +20
Knowledge (ki): 20 ranks
Feats: Control Oozaru Form, Energy Manipulation, Improved Energy Manipulation, Saiyan's Toughness, Tail Weakness Immunity
Class Skills
The Saiyan Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Intimidate (Cha), Jump (Str), Knowledge (ki) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Code:
The Saiyan Elite
Saiyan
Elite
Level Special
1st Damage reduction 5/epic
2nd Superior Initiative*
3rd Abundant Step
4th Bonus Feat
5th Damage reduction 10/epic, Smite 1/day
6th Epic Speed*
7th Mettle
8th Bonus Feat
9th Perfect Abundant Step
10th Damage reduction 15/epic, Smite 2/day
Class Features
Weapon and Armor Proficiency: Saiyans are born warriors, and have no need for weapons or armor of any kind. The only armor a Saiyan will ever wear is Saiyan battle armor. Saiyan battle armor is the same as Mithral Breastplate. Those in Saiyan battle armor are considered unarmored.
*These are bonus feats.
Abundant Step (Sp): At 3rd level, a Saiyan Elite can slip magically between spaces, as per the spell dimension door, at will as a move action. This affects only the Saiyan Elite himself, and the Saiyan Elite's effective casting level is one-half his actual level (rounded down).
Bonus Feat: A Saiyan Elite gets a bonus feat at 4th level and an additional bonus feat every four levels thereafter (8th, 12th, 16th, and so on). The Saiyan Elite must still meet all prerequisites for a bonus feat. These bonus feats must be chosen from the following list: Armor Skin, Damage Reduction, Empower Ki, Enhance Ki, Epic Dodge, Epic Energy Manipulation, Epic Ki Focus, Epic Reflexes, Epic Saiyan's Toughness, Great Constitution, Great Dexterity, Great Strength, Greater Ki Focus, Ki Focus, Supreme Energy Manipulation.
Smite (Ex): Once per day, a Saiyan Elite of 5th level of higher may make a single melee attack an attack bonus equal to his Saiyan Elite level and a damage bonus equal to his total effective character level (if he hits). The Saiyan Elite must declare the smite before making the attack. The Saiyan Elite can make an extra smite every five levels thereafter (10th, 15th, 20th, and so on). This form of smite does not stack with any other smite ability.
Mettle (Ex): A Saiyan Elite's powerful body and force of will allows him to shrug off most attacks that would otherwise harm him. If subjected to an attack that allows a Will or Fortitude save for half damage, the Saiyan Elite takes no damage on a successful save.
Perfect Abundant Step (Sp): At 9th level, a Saiyan Elite can use abundant step at will as a free action.
SUPER SAIYAN
The legendary Super Saiyans are beings with power the likes of which most mortals will never witness. When a Saiyan is pushed beyond the normal limits of power, he becomes a Super Saiyan.
CREATING A SUPER SAIYAN
"Super Saiyan" is a template that can be added to any creature with any amount of Saiyan blood. Half-Saiyans born after a Saiyan parent has gone Super Saiyan can themselves go Super Saiyan quite easily, although all Half-Saiyans can go Super Saiyan more easily than full Saiyans. Those with less than half Saiyan blood get increasingly diminished returns from going Super Saiyan. There are four known "levels" of Super Saiyan, although more may exist (DM's discretion). Note: Whenever a Super Saiyan loses consciousness, he automatically reverts back to his original form. In addition, if he takes enough damage in a single hit to reduce his hit points by 50% of his maximum, he must make a Fortitude save (DC 10 + damage dealt) or revert back to his normal form. Initial Super Saiyan transformations require an entire minute.
When a Saiyan goes Super Saiyan, his hair turns gold and spikes up in a thick manner. In addition, his eye color changes to a deep glossy sky blue and he becomes surrounded by a golden aura. The power of a Super Saiyan is so great that it can not be concealed, hidden, or disguised in any way. A Super Saiyan takes 1d6 points of nonlethal damage per round he remains as a Super Saiyan. Any Super Saiyan transformation after the first is a move-equivalent action.
When a Saiyan goes Super Saiyan 2, his hair spikes up even more although it becomes a bit thinner than before. In addition, a Super Saiyan 2 is surrounded by a harmless field of electricity. Except as noted, a Super Saiyan 2 looks exactly like a Super Saiyan. A Super Saiyan 2 takes 4d6 points of nonlethal damage per round he remains as a Super Saiyan 2. Any Super Saiyan 2 transformation after the first is a full-round action.
When a Saiyan goes Super Saiyan 3, his hair grows out thick and to a length equal to half the Saiyan's height. In addition, his eyes glow and his eyebrows disappear, giving the Super Saiyan 3 a barbaric or villainous look. Except as noted, a Super Saiyan 3 looks exactly like a Super Saiyan 2. A Super Saiyan 3 takes 9d6 points of nonlethal damage per round because of the immense amount of power and stress involved in remaining in the form. Any Super Saiyan 3 transformation after the first requires three rounds.
For a full Saiyan to become a Super Saiyan, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Goku went Super Saiyan in response to the death of his best friend, Krillin. Vegeta went Super Saiyan out of pure frustration that two other Super Saiyans existed while he, the Saiyan Prince, had not yet attained such power.); in addition, he must have at least 20 class levels. For a full Saiyan to reach Super Saiyan 2, he must have already attained the ability to transform into a Super Saiyan and have at least 50 class levels. For a full Saiyan to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan 2 and have at least 100 class levels.
For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to become a Super Saiyan, he must have at least 16 class levels. For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to become a Super Saiyan 2, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Gohan, who felt unending pain and frustration due to his continuous cowardice and inability to save his friends from dying at the hands of evil, finally snapped when Cell killed Android 16, who had assured him that there was no shame in using all of his power to help those he cared about.); in addition, he must have at least 40 class levels. For a Half-Saiyan (born BEFORE his Saiyan parent became a Super Saiyan) to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan and have at least 80 class levels.
For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to become a Super Saiyan, he must have at least 12 class levels, and must have seen a Saiyan transform into a Super Saiyan at least once. For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to become a Super Saiyan 2, his heart must be pure (DM's discretion) and he must then go through a traumatic, horrific, or utterly frustrating experience (In Dragonball Z, Trunks and Goten, the only Half-Saiyans born after their Saiyan parents had become Super Saiyans, never reached the level of Super Saiyan 2; as such, this is an educated guess based on the requirements for Gohan to go Super Saiyan 2.); in addition, he must have at least 30 class levels. For a Half-Saiyan (born AFTER his Saiyan parent became a Super Saiyan) to transform into a Super Saiyan 3, he must have already attained the ability to transform into a Super Saiyan and have at least 60 class levels, and must have seen a Saiyan transform into a Super Saiyan 3 at least once.
Although they are not divine or immortal, Saiyans who have attained Super Saiyan powers are considered deities for purposes of determining whether or not certain Salient Divine Abilities can work on them.
HD: A Super Saiyan always has maximum hit points per Hit Die.
Speed: Super Saiyan x2, Super Saiyan 2 x4, Super Saiyan 3 x8.
*AC: All Super Saiyans have a deflection bonus to their AC equal to their Dexterity bonus (if any). In addition, a Super Saiyan gains a +20 natural armor bonus, a Super Saiyan 2 gains a +40 natural armor bonus, and a Super Saiyan 3 gains a +80 natural armor bonus. Note: Super Saiyans with less than half Saiyan blood receive only a +5 natural armor bonus.
Attacks: Super Saiyans may make an unlimited number of attacks as determined by his base attack bonus. Super Saiyans do not automatically fail on a natural attack roll of 1.
**Special Qualities: Super Saiyan: damage reduction 15/-, Super Saiyan 2: damage reduction 30/-, Super Saiyan 3: damage reduction 60/-.
*Saves: A Super Saiyan gains a +20 resistance bonus to all saving throws, a Super Saiyan 2 gains a +40 resistance bonus to all saving throws, and a Super Saiyan 3 gains a +80 resistance bonus to all saving throws. Note: Super Saiyans with less than half Saiyan blood receive only a +5 resistance bonus to all saving throws.
*Abilities: Super Saiyan: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10; Super Saiyan 2: Str +40, Dex +40, Con +40, Int +20, Wis +20, Cha +20; Super Saiyan 3: Str +80, Dex +80, Con +80, Int +40, Wis +40, Cha +40. Note: Super Saiyans with less than half Saiyan blood receive only Str +5, Dex +5, Con +5, Int +1, Wis +2, Cha +2.
Challenge Rating: Super Saiyan: ECL +20, Super Saiyan 2: ECL +40, Super Saiyan 3: ECL +80 (Half-Saiyans: Super Saiyan: ECL +10, Super Saiyan 2: ECL +20, Super Saiyan 3: ECL +40) Note: Super Saiyans with less than half Saiyan blood are ECL +5.
* Half-Saiyans receive only half of these bonuses for the various levels of Super Saiyan.
** Those with less than half Saiyan blood receive limited Super Saiyan power, and thus do not get these Super Saiyan qualities. Furthermore, those with less than half Saiyan blood can never achieve any level beyond that of Super Saiyan.
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