DBZ Key Arcane Infusionner (3.5e Class)
DBZ Key Arcane Infusionner
A DBZ fighter with the power to infuse arcane magic into his key attacks to cause effects decided on school of magic infused into key attack.
Making a DBZ class with key and arcane magic
very strong front line fighter.
Abilities: unarmed combat, key attacks.
Races: Any race from DBZ, or any with a plus to physical stats.
Alignment: Any.
Starting Gold: 2d4x10 (-50.
Age: Any.
Level | Base Attack Bonus |
Saving Throws | Special | Arcane Infusion Points | Key Points | Unarmed Damage | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | key, Arcane Infusion, Unarmed Attacks, Unarmed Defense | 5 | 10 | 1d6 | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Power up, Combo Attack | 6 | 12 | 1d6 | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Arcane Attack, Evasion | 7 | 14 | 1d8 | |||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Quickling Speed | 8 | 16 | 1d8 | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | 9 | 18 | 1d10 | ||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Improved Combo Attack | 10 | 20 | 1d10 | |||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | 12 | 25 | 1d12 | ||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Extra Key Attack | 14 | 30 | 1d12 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | 16 | 35 | 3d6 | ||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Double Infusion | 18 | 40 | 3d6 | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +7 | Unrealistic Speed | 20 | 45 | 3d8 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +8 | Improved Power Up | 22 | 50 | 3d8 | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +8 | 24 | 55 | 3d10 | ||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +9 | Superior Combo Attack | 26 | 60 | 3d10 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +9 | Triple Arcane Infusion | 28 | 65 | 3d12 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Godlike Speed | 30 | 70 | 3d12 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Triple Key Attack | 35 | 75 | 4d12 | |||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Superior Power Up | 40 | 80 | 4d12 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Ultimate Combo Attack | 45 | 90 | 5d12 | |||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Key Mastery, Infusion Mastery | 50 | 100 | 5d12 | |||||||||||||||||||||||||||||||||
Class Skills ( 4+ Int modifier per level, 4+int mod x 4 at 1st level) |
Class Features
All of the following are class features of the DBZ Key Arcane Infusionner.
Weapon and Armor Proficiency: your are proficient with simple weapons.
Key: Key, you can use your inner energy to focus it into attacks, you can use your key to make a key blast as a cantrip, the range on this is 60ft and is a 5ft by 5ft line, also you can create balls or beams to attack, for energy balls you can create up to a 30ft sphere and can throw it up to 60ft and it explodes an extra 15ft out past the balls size, dealing 3d6 damage, and an extra d6 damage per round you charge it to a max of 10d6, this attack takes 2 key points and an extra 1 key point per round you charge it, with a reflex save to half. For a beam attack it is a 60ft line with a 10ft by 10ft radius, and the damage is 4d6 damage and an extra d6 per round you charge it, it takes 3 key points to use and an extra key point per round you charge it, reflex save to half. Also to this you can create your own attacks talk to your DM. You gain 4 extra Key attacks at 1st level and 1 extra per 2 levels starting at 2nd level. Any Key attack that does not require a Saving throw such as a key blast, you use your con for the ranged attack and the DC for Key attacks that require them, is 10+con mod+Key points spent.
Arcane Infusion: Arcane Infusion, you can use arcane magic to infuse it into your key attacks, pick a school of magic for your attack such as divination, you could use this to make a beam attack or a destructo disk chase down your target giving you an extra plus to hit, talk to your dm about what you can do at what level, the more points you put into an attack, the more magical effect it will have, such as if you were to spend 5 infusion points on evocation at 5th level, dealing an extra 8d8 lighting damage with a double sunday. You may only infuse one ability per key attack.
Unarmed Attacks: Unarmed Attacks, at 1st level you gain improved unarmed strike and improved grapple, then stunning fist and snatch arrows at 2nd level. You also gain an extra off hand attack at first level. This ability is the same to the monk's Unarmed Strike on page 41 of the PHB
Unarmored Defense: Unarmored Defense, You have unarmed defense, you add your con score to AC.
Power Up: Power Up, as a full round action you can chose to power up and gain bonus key points equal to level+con modifier, you can continue to charge next round gaining an extra 1d6 bonus key points in addition to the key you gain from level+con modifier, and if you charge again next round it goes to 2d6 and so on. You can only have a total of bonus key equal to level x con modifier.
Combo Attack: Combo Attack, once per initiative you can combine 3 key attacks for half the key points in a sequence as a full round action.
Arcane Attack: Arcane Attack, as an action you can use an evocation attack, which include the a cone, line, sphere attack. The cone attack is a 30ft cone, the line is 60ft long and 10ft by 10ft. The sphere is a 30ft sphere. These attacks deal 4d6 damage and cost 2 arcane points, also they can be fire, lighting, cold, wind, sonic or force damage. Wind attacks don’t deal damage but count as tornado winds speeds or hurricane wind speeds if you spend an extra Arcane point.
Evasion: Evasion, If you make a reflex save against something that you would usually take half damage against you would instead take no damage.
Quickling Speed: You gain an extra +30 to movement speed and can take one extra unarmed attack with a -5 to hit, and suffer a -2 to Ac until your next turn.
Improved Combo Attack: You now do 4 Key attacks as a full round action, also you can do this 3 times in initiative.
Extra Key Attack: You can now use one key attack as a bonus action on your turn.
Double Infusion: When ever you infuse a key attack, you can infuse it with 2 schools of magic, or 2 different effects of the same school as magic.
Unrealistic Speed: You gain an extra +30ft to speed, and can do 2 extra unarmed attacks per round with a -5 to hit with each and suffer -4 to Ac until your next turn.
Improved Power Up: Now as a full round action when you power up, you will gain bonus key equal to level+con score+2d6, with an extra 2d6 on top of that for every other round you charge, to a max of level x con score of bonus key points.
Superior Combo Attack: Now you can do 5 key attacks as a full round action, and can do 2 unarmed attacks with it. You can use this 6 times in initiative
Triple Arcane Infusion: You can now Infuse 3 schools of magic into a key attack, or 3 different effects from that school.
Godlike Speed: You gain an extra +30ft to speed, and can do 3 extra unarmed attacks per round with a -5 to hit with each and suffer -5 to Ac until your next turn.
Superior Power up: Now when you power up, you gain bonus key points equal to level x con score+4d8, with an extra 4d8 on top of that for every other round you charge, to a max bonus key points equal to level x con score x con mod.
Ultimate Combo Attack: You now can do 6 Key attacks, 4 unarmed attacks, and can do it 10 times in initiative.
Key Mastery: Your a master of key, and now all attacks cost half as much key, your key attacks deal an extra 2 damage dye, you can power up 3 times a day as an action, and you have no max of what you can charge an attack to, and what you can power up to.
infusion Mastery: You can now infuse 4 schools into a key attack or 4 different effects of the same school, on top of that, you deal an extra 2 damage dye for arcane infusion damage rolls. 5 times a day you can use half as much infusion points as you should for attacks and can use an arcane attack as a free action.
Epic <-class name->
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30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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