Ki Master (3.5e Class)

Ki Master

The body flows with ki energy, it animates us and drives our bodies. Ki Masters use that force as a weapon, firing blasts to smite their foes, and to boost their physical powers.

Making a Ki Master

Ki Masters are well against single targets, able to strike from afar, then move into melee for the kill. They can fill the role of the monk of the party well.

Abilities: Strength, Dexterity, and Constitution are all important traits of the Ki Master who will be forced into melee. However, Wisdom and Charisma are both important, for the sake of their monk-like AC bonus from Wisdom, and the power and effectiveness of their ki blasts from Charisma. High scores are practically needed everywhere, depending on your abilities depends which sort of focus your Ki Master may take, melee, ranged, or midway between.

Races: Humans and half-orcs make great Ki Masters, while frailer elves shy away from it. Even small characters such as Gnomes can make good Ki Masters if they focus on evasive abilities. It is obvious this class would not exist without the Saiyan race known or available in the campaign. There is no point pretending this class which uses spirit bomb and kamehameha to exist normally in the DnD world.

Alignment: Any.

Starting Age: Complex.

Table: The Ki Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Spells per Day
FortRefWill 0th1st2nd3rd4th5th6th7th8th9th
1st+0+0+2+0Ki sense, Aura of Power, Special Ability, Improved Unarmed Strike, Furry of Blows1d4+0+0 ft.42
2nd+1+0+3+0Damage Reduction 1/magic1d4+0+0 ft.53
3rd+1+1+3+1Evasion1d4+0+5 ft.54
4th+2+1+4+1Ki Strike (Magic)1d4+0+5 ft.552
5th+2+1+4+1Damage Reduction 2/magic1d6+1+5 ft.553
6th+3+2+5+2Special Ability1d6+1+10 ft.5542
7th+3+2+5+2Intimidating Aura1d6+1+10 ft.5553
8th+4+2+6+2Damage Reduction 3/magic1d6+1+10 ft.55542
9th+4+3+6+3Improved Evasion1d8+1+15 ft.55553
10th+5+3+7+3Diehard1d8+2+15 ft.555542
11th+5+3+7+3Greater Flurry, Damage Reduction 4/magic1d8+2+15 ft.555553
12th+6/+1+4+8+4Special Ability1d8+2+20 ft.5555542
13th+6/+1+4+8+4Diamond Soul1d10+2+20 ft.5555553
14th+7/+2+4+9+4Damage Reduction 5/magic1d10+2+20 ft.55555542
15th+7/+2+5+9+5Transfer Energy1d10+3+25 ft.55555553
16th+8/+3+5+10+5"Ki" Strike (Adamantine)1d10+3+25 ft.555555542
17th+8/+3+5+10+5Damage Reduction 6/magic2d6+3+25 ft.555555553
18th+9/+4+6+11+6Special Ability2d6+3+30 ft.5555555542
19th+9/+4+6+11+6Inner Calm2d6+3+30 ft.5555555553
20th+10/+5+6+12+6Adamant Body2d6+4+30 ft.5555555555
  1. The value shown is for Medium Ki Masters. See Table: Monk Unarmed Damage by Size for Small or Large Ki Masters.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features

All of the following are class features of the ki master.

Weapon and Armor Proficiency: Ki Masters are not proficient with any weapons, They prefer light weight armors or no armour when fighting.

Ki Masters are not proficient with any armor or shields.(excluding bracers)

When wearing armor, using a shield, or carrying a medium or heavy load, a "Ki" Master loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Ki Blasts: A ki master uses super natural powers drawn from the Ki Master Spell List. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a ki blast, a ki master must have a Wisdom score equal to at least 10 + the ki blast level. The Difficulty Class for a saving throw against a ki master's blast is 10 + the blast level + the ki master's Charisma modifier.

Like other spellcasters, a ki master can cast only a certain number of blasts of each spell level per day. Her base daily spell allotment is given on Table: The Ki Master. In addition, he receives bonus spells per day if she has a high Wisdom score.

A ki master's selection of spells is extremely limited. A ki master begins play knowing three 0-level blasts and two 1st-level blasts of your choice. At each new ki master level, he gains one or more new spells, as indicated on Table: Ki Master Blasts Known. (Unlike spells per day, the number of spells a ki master knows is not affected by his [[SRD:Constitution|Constitution] score; the numbers on Table: Ki Master Blasts Known are fixed.) These new blasts are chosen from the Ki Master spell list. The ki master can’t use this method of spell acquisition to learn blasts at a faster rate, however.

Upon reaching 4th level, and at every even-numbered ki master level after that (6th, 8th, and so on), a ki master can choose to learn a new blast in place of one she already knows. In effect, the ki master “loses” the old blast in exchange for the new one. The new blast's level must be the same as that of the blast being exchanged, and it must be at least two levels lower than the highest-level ki master blast the ki master can cast. A ki master may swap only a single blast at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a ki master need not prepare her blasts in advance. She can cast any blast she knows at any time, assuming she has not yet used up her blasts per day for that blast level. She does not have to decide ahead of time which spells she’ll cast.

Ki Masters rarely keep track of spell names. Actually, most of their moves are re-named as they see fit (and that way a Blur spell is something else, some mystical ki technique which makes you difficult to hit.)


Ki Masters choose their spells from the following list, with their casting level being one half of their class level:

0th Level: Light, Flare, Resistance*, Mage Hand, Cure Minor Wounds, Ki Push.

1st Level: Shield, Mage Armor*, Magic Fang*, Feather Fall, Jump*, Expeditious Retreat, Cure Light Wounds, True Strike, Lesser Ki Barrage, Ki Bullet.

2nd Level: Protection from Arrows*, See Invisibility, Resist Energy*, Undetectable Alignment*, Locate Object, Detect Thoughts, Gust of Wind, Blur*, Mirror Image, False Life, Bear’s Endurance*, Bull’s Strength*, Cat’s Grace*, Eagle’s Splendor*, Fox’s Cunning*, Levitate, Owl’s Wisdom*, Status. Cure Moderate Wounds, Suppress Power Level, Ki Ball, Eyebeams.

3rd Level: Nondetection*, Protection from Energy*, Arcane Sight, Clairaudience/Clairvoyance, Rage*, Daylight, Displacement*, Blink, Haste*, Fly, Greater Magic Fang*, Cure Serious Wounds, Bolster Spirit, Special Beam Cannon, Lesser Kamehameha Wave, Solar Flare.

4th Level: Lesser Globe of Invulnerability, Stoneskin*, Dimension Door, Locate Creature, Scrying, Detect Scrying, Resilient Sphere, Shout, Cure Critical Wounds, Ki Barrage, Kaioken, Foresight*, Protective Aura.

5th Level: Teleport, Contact Other Plane, Telepathic Bond, Wall of Force, Overland Flight, Telekinesis, Control Winds, Greater Bolster Spirit, Ki Bomb.

6th Level: Globe of Invulnerability, Repulsion, Analyze Dweomer, True Seeing*, Mislead, Shadow Walk, Transformation, Find the Path, Destructo Disc, Kamehameha Wave.

7th Level: Spell Turning, Plane Shift, Greater Teleport, Greater Arcane Sight, Greater Scrying, Reverse Gravity, Destruction, Regenerate*, Project Image, Perfect Beam Cannon.

8th Level: Mind Blank*, Protection from Spells*, Discern Location, Moment of Prescience, Greater Shout, Sunburst, Telekinetic Sphere, Iron Body, Earthquake, Ki Shackles, Raging Aura, Cluster Ki Bomb.

9th Level: Astral Projection, Time Stop, Greater Kamehameha Wave, Spirit Bomb, Self-Detonate, Ki Clone.

*(Self only)

Table: Ki Master Blasts Known
LevelKi Blasts Known
0th1st2nd3rd4th5th6th7th8th9th
1st31
2nd41
3rd42
4th521
5th531
6th6311
7th6421
8th64211
9th64321
10th643211
11th644321
12th6443211
13th6443321
14th64433211
15th64433321
16th644333211
17th644333221
18th6443332211
19th6443332221
20th6443332222


AC Bonus: When unarmored and unencumbered, the ki master adds her Wisdom bonus (if any) to her AC. In addition, a ki master gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ki master levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the ki master is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Sense (Su): At will, a ki master can use Detect Power Level, as the spell. Classes or creature which emanate an aura, such as the paladin's aura of good, may also be detected by this ability.

Aura of Power (Ex): The power of a ki master's aura of power (see the detect power level spell) is equal to her ki master level.

Unarmed Strike: At 1st level, a ki master gains Improved Unarmed Strike as a bonus feat. A ki master's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ki master may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ki master striking unarmed. A ki master may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a ki master's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A ki master's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A ki master also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium ki masters. A Small ki master deals less damage than the amount given there with her unarmed attacks, while a Large ki master deals more damage; see Table: Monk Unarmed Damage by Size.

Damage Reduction (Ex): At 2nd level, a ki master gains Damage Reduction/magic. Subtract 1 from the damage the ki master takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three ki master levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

At 20th level the kind of damage reduction changes due to Adamant Body.

Evasion (Ex): At 3rd level or higher if a ki master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a ki master is wearing light armor or no armor. A helpless ki master does not gain the benefit of evasion.

Ki Strike (Su): At 4th level, the ki master's fighting spirit grows stronger. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Intimidating Aura (Su): As a full round action, a ki master may attempt an Intimidate check to all who can see them, the power and might of a visible ki aura about them. They may add half their ki master level as a bonus to Intimidate.

Special Ability: At 1st level, and at every six levels thereafter (6rd, 12th and 18th), a ki master gains a special ability of her choice from among the following options.

Power Up (Su): A ki master may spend several turns supercharging their next attack. Every round spent charging up increases their effective caster level for ki blasts by +1. They may charge up for as many rounds as their Constitution modifier.

Rapid Metamagic: When employing metamagic feats on Ki Blasts (done akin to a sorcerer), it no longer extends the time of the casting to a full round action, but instead is reduced to a standard action. Through this ability Quicken Metamagic may be applied.

Catch Energy: When facing spells or ki blasts which target the Ki Master (and thus not area effects) and which require an attack roll, the Ki Master may attempt to counterspell, identifying the spell with Spellcraft. On succees the Ki Master expends a slot equal to the spell he is attempting to catch. The spell is put on 'hold'. The Ki Master can choose to deflect it harmlessly aside, or wait until next round to launch it back at the caster (using the caster's save DCs and the like). Launching it at the caster requires a Concentration check DC (10 + spell level) to do effectively.

Fly: A Ki Master can fly at a speed of 60 feet (or 40 feet if it carries a heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using the fly ability requires only as much concentration as walking, so the Ki Master can attack or cast spells normally. While using the Fly ability a Ki Master can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. This ability functions 3 times per day, and each use lasts 10 minutes.

Draw Energy (Su): By calling on surrounding life energy you attempt to cast without expending your own ki blast slots. It takes concentration, and focus may be interrupted. If you fail your Concentration check you stop drawing in power, but may continue where you left off. If you fail your Concentration check by 5 or more you lose the power and must start over. You gain the ability to supplement 1 ki blast level for every round you draw in energy. For example, Goku has used up all his 9th, 8th, and 7th level slots, yet wants to cast a 9th level ki blast. He can charge for 9 rounds and expend no blasts per day, or he can expend 3 rounds, and use an available 6th level blast per day to complete the attack. This ability is a pre-requisite for the Ki Blast "Spirit Bomb".

Speed of Ki (Ex): You may add an additional +10 ft. to your movement rate. This ability may be taken multiple times.

Critical Blow (Ex): The critical multiplier on your unarmed attacks rises from x2 to x3. It may not increase above x4. Alternatively, you can increase the range of your critical hits by +1 (maximum +3), making it in the 17-20 range (for the purposes of spells and abilities which double your critical range, it does stack but is treated as if your fists still crit only on a 20... that is, with 3 applications of this feat and a version of Keen for bludgeoning weapons, your range is 16-20). This ability may be taken multiple times.

Push Yourself (Ex): You may expend Constitution as a swift action to increase the damage of your ki blasts. For every point of Constitution used up, add an additional +1d6 to your damage on your next ki blast attack made in that round. The additional damage only applies once. The Constitution damage cannot be avoided, and it is possible to kill yourself with this ability. You may not spend yourself into negative Constitution (you're too dead to try). The Constitution damage recovers normally through sleep, but not from Restoration spells. This ability is a pre-requisite for the Ki Superhuman prestige class.

Defensive Roll (Ex): The ki master can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ki master can attempt to roll with the damage. To use this ability, the ki master must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ki master's evasion ability does not apply to the defensive roll.

Bonus Feat: A ki master may gain a bonus feat in place of a special ability.

Diehard: The ki master receives the feat Diehard for free at level 10, even if she does not meet the pre-requisites.

Improved Evasion (Ex): This ability works like evasion, except that while the ki master still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ki master does not gain the benefit of improved evasion.

Diamond Soul (Ex): At 13th level, a ki master gains spell resistance equal to her current ki master level + 10. In order to affect the ki master with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the ki master's spell resistance.

Transfer Energy (Su): By a touch a ki master may transfer ki to another, refreshing them. With another ki master, they may expend twice as many ki blast levels to restore one ki blast per day in another. For example, Goku needs a use of his 4th level abilities, having used them up for the day. Vegeta expends the use of his available 8th level blast per day to restore Goku's 4th level blast per day.

With this limitation the highest level that can be refreshed is a 4th level blast per day.

This can also be used with traditional spellcasters at a higher waste. The requirement is 3 times the spell level or slot being restored, causing you to expend a 9th level blast per day to restore somebody else's 3rd level spell slot.

Inner Calm (Ex): At level 19, a ki master becomes immune to fear effects.

Adamant Body (Ex): At level 20 a ki master has grown tough as nails. He gains +1 damage reduction as normal but his damage reduction changes to adamantine instead of magic.

Ex-"Ki" Master Like a member of any other class, a "Ki" Master may be a multiclass character, but multiclass "Ki" Master face a special restriction. A "Ki" Master who gains a new class or (if already multiclass) raises another class by a level may never again raise her "Ki" Master level, though she retains all her "Ki" Master abilities.

Epic Ki Master

Table: The Epic Ki Master

Hit Die: d8

Ki Master LevelAC BonusUnarmored Speed BonusSpecial
21st+4+35 ft.
22nd+4+35 ft.
23rd+4+35 ft.DR 8/adamantine
24th+4+40 ft.
25th+5+40 ft.Bonus feat
26th+5+40 ft.DR 9/adamantine
27th+5+45 ft.
28th+5+45 ft.
29th+5+45 ft.DR 10/adamantine
30th+6+50 ft.

2 + Int modifier skill points per level.

AC Bonus: The ki master's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Unarmored Speed Bonus: The epic ki master's speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven ki masters increases by 5 feet instead of 10 feet.

Bonus Feats: The epic Ki Master may gain 1 bonus feat every five levels higher than 20th they do not meat the prerequisites for. They may choose a Special Ability instead of a bonus feat.

Ki Blasts

Ki Push/Mage Push
Transmutation
Level: Ki Master 0, Sor/Wiz 0
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

He threw his hand out and the air seemed to ripple, as his enemy was thrust back into the wall of spikes.

By throwing your hand out you can push a creature 5 ft. away from you. They are allowed a save to resist being moved, but with careful planning you can move them into a dangerous position (such as off a cliff). You can only move creatures or objects within your weight limit for pushing heavy loads.

Spellcasters generally refer to this spell as Mage Push rather than Ki Push.

Material Component

A pinch of dust from a well worn path.

Lesser Ki Barrage
Evocation
Level: Ki Master 1
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The sky, look at the sky.... my god, there's so many bolts....

3e Summary::A missile of ki energy darts forth from your hand and strikes its target, dealing 1d6+1 points of typeless magic damage.

Specific parts of a creature cant be singled out. Inanimate objects are still damaged by the spell however.

For every two caster levels beyond 1st, you gain an additional missiletwo at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Ki Bullet
Evocation
Level: Ki Master 1, Sor/Wiz 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target, or Effect: One target
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A golden bolt of energy shot out with such speed and force. Before we knew it, the cultist was dead, a hole burst right in his chest.

This spell deals 1d6 points of typeless ki damage per caster level (maximum 5d6). You must succeed at a ranged touch attack to hit your target.

Suppress Power Level
Abjuration
Level: Ki Master 2, Sor/Wiz 2
Components: F
Casting time: 1 standard action
Range: You
Effect: Existence of life force is hidden from divination.
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: None

Where did he go? Come out and show yourself Kakarot!'

This spell removes signs of your life force, preventing detection from Detect Power Level and similar life-detecting spells, as well as removing yourself as a viable target for any spell that requires a living creature to lock on or target (such as magic missile or trap the soul... it would not stop an implosion however, as you are still actually alive). In addition other divination spells such as Detect Evil also function normally.

The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Focus

A tiny fragment of a crystal that has been exposed to smoke.

Ki Ball
Evocation
Level: Ki Master 2, Sor/Wiz 3
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The ground lit up with a tremendous explosion as the energy rained from afar.

A Ki Ball is an explosion of magic energy that detonates with a bright flash and deals 1d6 points of typeless magic damage per caster level (maximum 5d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the Ki Ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Ki Ball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

If the damage caused to an interposing barrier shatters or breaks through it, the Ki Ball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Eyebeams
Evocation
Level: Ki Master 2, Sor/Wiz 2
Components: V, M
Casting time: 1 standard action
Range: 30 ft.
Target: One target.
Duration: Instantaneous
Saving Throw: Fort negates (dazing only)
Spell Resistance: Yes

If looks could kill, I'd shoot lasers out of my frikkin' eyes.

3e Summary::With a steely glare you fire laser beams from your eyes. Make a ranged touch attack to deal 2d6 typeless magic damage, and a Fort save or be dazed for one round from the sharp and surprising pain from it (it hurts more than it actually deals). You gain one additional round of dazing for every four levels beyond 2nd (to a maximum of three rounds at 10th level).

At your will, you can halve its damage to 1d6, with the same dazing effects, and make it nonlethal damage.

Material Component: Salt grain from a sun-dried tear.

Bolster Spirit
Enchantment
Level: Ki Master 3, Sor/Wiz 3
Components: V, S
Casting time: 1 round
Range: You
Target: You
Duration: 1 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: No

I swear I will defeat you!

This spell grants with great bravery and morale in battle. The target gains a +3 morale bonus on attack rolls, saves, and skill checks. In addition, you can discharge the spell to gain a +6 bonus for 1 round. Doing so ends the spell.

Special Beam Cannon
Evocation
Level: Ki Master 9, Sor/Wiz 4
Components: V, S
Casting time: 3 rounds
Range: 120 ft.
Area: 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

He kept his fingers pressed together, energy building until he could hold it no more. He snapped his hand out and drilled a hole through 120 ft. of matter, neither man nor rock surviving.

It takes a great deal of preparation to prepare, but the Special Beam cannon is a very powerful low level spell. It deals 2d6 typeless magic damage per caster level (max 40d6), and gives no spell resistance.

It is unique in that before damage is rolled, make an attack roll against any caught in the attack. On a natural 20, roll again as if confirming a critical. If this unique critical hit is made, the laser has drilled through a vital, killing the target. Treat as vorpal. Creatures immune to vorpal are also immune to Special Beam Cannon's killing blow.

The spell is at its best when used for surprise, for it makes an excellent sniping tool.

Lesser Kamehameha Wave
Evocation
Level: Ki Master 3
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) line
Area: Medium (100 ft. + 10 ft./level) line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Moving your hands back and cupping them, you channel your inner ki into a swirling ball of glowing light. The power building and the air around you shivering with energy, you thrust both hands forward and release a shining bolt of energy!

This spell fires a 5' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d6 damage per caster level (maximum 10d6).

Draw Energy: For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Lesser Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Lesser Kamehameha Wave, for 200% damage.

Solar Flare
Evocation [Light]
Level: Ki Master 3, Clr 3, Drd 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: 30-ft.-radius burst, centered on you
Effect, or Area: 30 ft. blinding burst, 60 ft. illuminating burst
Duration: Instantaneous/1 round per 2 levels
Saving Throw: Reflex half
Spell Resistance: None

He fanned his fingers over his forehead, and all turned white!

3e Summary::A bright flash of light erupts from your body, causing everyone in a 30 ft. burst around you save vs blindness and dazing for 1 round every 2 levels. Those outside the 30 ft. burst but within 60 ft. only need to save or be dazed.

Material Component: A pinch of phosphorous.

Ki Barrage
Evocation
Level: Ki Master 4
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to ten creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Destruction rains from the heavens!

Five missiles of ki energy darts forth from your hand and strikes its target, dealing 1d6+2 points of typeless magic damage.

Specific parts of a creature cant be singled out. Inanimate objects are still damaged by the spell however.

For every second caster levels beyond 8th, you gain an additional missilesix at 10th level, seven at 12th, eight at 14th, nine at 16th, and the maximum of ten missiles at 18th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Kaioken
Transmutation
Level: Ki Master 4, Sor/Wiz 4
Components: V, S, Con damage
Casting time: 1 swift action
Range: You
Effect: You
Duration: 3 rounds
Saving Throw: Special; see below
Spell Resistance: No

His body exploded into a red aura and suddenly he seemed a lot stronger and faster than before.

The technique is used to dramatically increase the user's overall performance, and can be multiplied by x2, x4, or even x20 at the highest shown level. A fourth level Ki master may use the Kaioken technique to gain a +2 to all attribute’s as well as a +4 to base attack, +4 to Natural armor and double base land speed (and fly/burrow/swim speed, if such bases exist). Beginning at 5th level, a Ki master may declare a higher level Kaioken. This declaration enhances the effect by every multiple of 2 at and can declare a higher level of Kaioken every two caster levels. The maximum caster level for boosts is 20, to with which the declaration level for the Kaioken also maxes out for x18 or x20.

While using the Kaioken, the user may take a move action and still make a full attack action. Any successful attack roll on a spell while in Kaioken increases damage by 50% this effect remains stationary through all levels of Kaioken. Each positive level Kaioken multiplies all attributes by 2 (x4 doubles all attributes, x6 triples it and so on). In addition to this, the Kaioken x2 also grants the user an attack bonus of +5 toward all attacks and natural armor bonus of +5; and for every multiple after x2, the user gains a +1 to both effects (so x4 would have an attack and natural armor bonus of +6; x6 would have +7 to said boosts; x8 would have +8 and so on).

In order to achieve a state of Kaioken, the caster must make a fortitude save against a DC of 16+1 per level the user declares; if the user fails, the caster becomes instantly fatigued. The caster can declare a higher level of Kaioken as he casts the spell, or during (if he fits the prerequisites) their current use of one without expending another spell slot, but cannot lower their level of Kaioken once the fort save for this level is made. The Kaioken level boost in this way can be made as a Swift action, only while in the Kaioken state.

In addition to this, when the effects of Kaioken where off, all stats, including health gained from the constitution bonuses, boosted with the use of this spell are returned to normal. However the rapid loss of such power causes 1d4 rounds of fatigue. Higher levels of the Kaioken, in addition to the fatigue, deal 1d6+1 damage to constitution for Kaioken x2 and an additional 1 point of damage for every two stages higher upon the spell duration's end.

Protective Aura
Abjuration
Level: Ki Master 4, Clr 4
Components: V,S, M
Casting time: 1 standard action
Range: 1-ft.-radius/level sphere centered on you
Area: 1-ft.-radius/level sphere centered on you
Duration: Concentration up to 1 round/level
Saving Throw: No
Spell Resistance: No

There was no stopping it now. He raised his shields and braced for impact.

A golden aura shield appears around you and those who can fit inside. The spherical/hemispherical barrier is clear but impassable, acting as a Wall of Force. Teleportation, ethereal creatures or other forms of extraplanar transport must make a caster level check to attempt to breach into the barrier. However, the barrier can be broken with normal attacks. It has 10 hp per level, max at 20th level. You or those inside may not attack those outside (as you will damage your own shield), though enemy attacks will not get through until all the barrier's hp is expended.

You can only move at half speed while maintaining the shield.

Material Component: A fragment of a shield.

Greater Bolster Spirit
Enchantment
Level: Ki Master 6, Sor/Wiz 6
Components: V, S
Casting time: 1 round
Range: You
Target: You
Duration: 1 round/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: No

I do not fear you, your time is over!

This spell functions like Bolster Spirit, except the creature gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 10). In addition, you can discharge the spell to gain a +12 bonus for 1 round. Doing so ends the spell.

Ki Bomb
Evocation
Level: Ki Master 5
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. to 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A more powerful form of the Ki Ball. The area of effect for the Ki Bomb may be between 20 and 40ft., depending on the desire of the caster. The Ki Bomb deals 1d8 +2 points of typeless magic damage for every two Ki Master levels (maximum 5d8+10) to every creature within the area of effect. All other rules that apply to the Ki Ball also apply to the Ki Bomb.

Destructo Disc
Conjuration
Level: Ki Master 6
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets, or Area: One or more targets in a 100 ft. line
Duration: Instantaneous or up to 5 rounds (see text)
Saving Throw: No
Spell Resistance: Yes

A golden buzzsaw flew through the air, slicing him clean in two.

A powerful spell, a Destructo Disc deals 1d6 slashing damage per caster level (max 20d6) in a 100 ft. line. You make attack rolls against each possible target as needed. Normally that is all, however, it is a vorpal weapon. On a natural 20, it will decapitate the enemy, with all rules about vorpal pertaining.

Draw Energy: When using Draw Energy, instead of supplementing spell slots, you can use it to power this spell. For every round spent charging, you can have the disc maintain itself for an additional round, assigning it a new path to swing across as a move action. The disc flies at 100 ft. per round.

Kamehameha Wave
Evocation
Level: Ki Master 6
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) line
Area: Medium (100 ft. + 10 ft./level) line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Moving your hands back and cupping them, you channel your inner ki into a swirling ball of radiant light. The power building and the air around you blowing away, you thrust both hands forward and release a powerful blast of energy!

This spell fires a 15' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d8 damage per caster level (maximum 20d8).

Draw Energy: For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Kamehameha Wave, for 200% damage.

Perfect Beam Cannon
Evocation
Level: Ki Master 7
Components: V, S
Casting time: 3 rounds
Range: 120 ft. line
Area: 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Follows the rules of Special Beam Cannon (3.5e Spell), except the damage becomes 2d10 points of typeless magic damage per caster level (max 40d10). In addition, if the target succeeds in a Reflex saving throw, and takes no damage, the caster can make a Concentration check of 7 + Caster Levels Caster Level to have the Perfect Beam Cannon make an additional attack against the target. This can only be done once each time this spell is cast.

Ki Shackles
Evocation
Level: Ki Master 8
Components: V, S
Casting time: 1 standard action
Range: 30 ft.
Duration: 1 round./3 Ki Master levels
Saving Throw: None
Spell Resistance: None

The caster holds a hand towards their opponent as five golden rings of ki energy appear from each digit. If the caster succeeds in a single ranged touch attack, the rings fly out towards the targets wrists, ankles, and neck. The rings bind the target to a solid surface where the target becomes immobilized. Each round the target may attempt a Strength check with DC equal to the spells DC to break the rings and end the effect of the Ki Shackles. Creatures with no limbs are unaffected by the effects of Ki Shackles, but creatures with lost limbs may still be affected as long as they retain one or more of their original limbs (in this case, any unused shackles harmlessly dissolve).

Raging Aura
Enchantment
Level: Ki Master 8
Components: V, S
Casting time: 1 standard action
Area: You
Duration: 1 round/caster level + Base CON Modifier
Saving Throw: No
Spell Resistance: No

The caster may only cast this spell when their current amount of hit points are less than 10% of their maximum hit points. This spell causes the caster to lose all spells per day. The caster restores all hit points and gains temporary hit points equal to their current maximum hit points value. While emitting a Raging Aura, the caster gains a +4 bonus to Strength, a +4 bonus to Constitution, and suffers -5 to AC. All unarmed attacks made by the caster deal an additional 1 point of damage for every 3 caster levels and gains a +1 attack bonus for every 5 caster levels. In addition, the caster gains access to the Raging Aura Mystery Attack. The caster suffers an additional 1d6 points of damage each time they are dealt damage. When the caster has completed his round, he suffers 1d6+2 damage due to strain. Unlike a Barbarian's rage, the caster of a Raging Aura spell may still attempt any and all actions. However, while in a Raging Aura, the caster experiences a -5 penalty to all Dexterity, Intelligence, Wisdom, and Charisma based skills. When the Raging Aura ends, the caster must succeed in a Fortitude save with a DC equal to the number of rounds the caster had been in a Raging Aura + the casters caster level. If the Fortitude save is not met, the caster has his hit points reduced to 1 and loses consciousnes. If the caster succeeds, then his hit points return to the value they were at before the Raging Aura, his Strength and Constitution scores become 1 for one hour and are dazed for 1d4 rounds.


Raging Aura Mystery Attack: This special ability may be used once per round as a free action. When used, roll a d6 to determine the effect.

1: The user unleashes a devastating kick. The attack deals 1d8 points of melee damage per STR modifier.

2: The user gains damage reduction 50/+5 for 1d4 rounds, and takes no damage from strain for 1d4 rounds. The additional damage taken when dealt damage still applies, even if the damage dealt is 0.

3: The user gains Regeneration 10 for 1d4+2 rounds.

4: The user gains the ability of flight for 1d4+2 rounds and a 50ft. Movement Speed bonus on land and in the air for the same number of rounds.

5: The user conjures a large spear of ki energy. The user must make a successful ranged touch attack. However, a Fortitude save of 10 + half the users class level + the users Wisdom modifier will negate the attack. When the spear makes contact with the target, it begins to drive itself in, seeming to pierce straight through, but instead it fuses with the target. Once the spear is one with the target attacks from within. All organs are destroyed and the spear explodes, causing damage as per the Disintegrate spell. The target dies and is entirely destroyed. This attack does not kill undead creatures or creatures that do not possess vital organs. Instead, this attack deals 1d12+2 typeless magic damage per caster level (max 5d12+10), and the spear does not explode but dissolves instead.

Range:20ft.+5ft./level Explosion radius:20ft. Targets within this area are entitled to a REF save of 10 for half damage. 1d12 damage. Save: Fort negates Spell Resistance: No

6: No effect.

Each of these effects may only be used once during a Raging Aura. If an already used effect is rolled, then re-roll.

Cluster Ki Bomb
Evocation
Level: Ki Master 8
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. to 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The caster draws in energy in order to unleas multiple Ki Bomb spells at once. The caster may deploy up to five Ki Bombs at once given that he has concentrated on Drawing in Energy for at least five rounds. All rules that apply to the Ki Bomb also apply to the Cluster Ki Bomb. Targets who would be affected by multiple Ki Bombs must make a saving throw for each Ki Bomb. However, instead of rolling damage for each Ki Bomb, roll damage once and add +10 for each additional Ki Bomb that would effect the target (+5 if the target had succeeded in a saving throw).

Fusion
Transmutation
Level: Ki Master 8, Sor/Wiz 8
Components: V, S
Casting time: 1 round
Range: Personal
Target: Two willing creatures, self included
Duration: Instantaneous; 30 minute duration; see text
Saving Throw: None
Spell Resistance: none


Fusion allows two creatures to merge into one being, to become a destructive, powerful force. As two creatures, it gains class levels/hit dice and all abilities of the classes of each of the two creatures that fused. In addition to this, all of the creature's ability scores add toward each corresponding score (Str to Str, Dex to Dex, etc.) and total to the new score while in the fusion. Creatures also gain both spell lists from each class or, if spell types differ, gains spells per day and known spells for each class type. If class types are the same upon fusion, the spells per day (and known spells if known) stack.

The fusion only lasts for 30 minutes, to with which each creature fused will appear 5 feet away from each other on the round following the 30 minute duration. Upon the fusion's end, any class abilities, stat adjustments and Hit dice adjustments are split back between the two creatures to it's original values before the fusion.

Fusion can be made permanent with the permanency spell at an XP cost of 1,000 per total ECL of the creature fused. In addition to this, the creature who cast the Fusion spell, upon the fusion being permanent, also permanently loses an 8th level spell slot for the permanency spell; which cannot be repaired by any means, even by Wish or Miracle. Only creatures of the same size as one another can fuse bodies.

Greater Kamehameha Wave
Evocation
Level: Ki Master 9
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) line, 25 ft. wide
Area: Medium (100 ft. + 10 ft./level) line, 25 ft. wide
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Moving your hands back and cupping them, you channel your inner ki into a swirling ball of rippling plasma. The power rages forth and the air around you explodes with energy, as you thrust both hands forward and release a wide blast of destructive energy!

This spell fires a 25' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d10 damage per caster level (maximum 25d10).

Draw Energy: For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Greater Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Greater Kamehameha Wave, for 200% damage.

Spirit Bomb
Evocation
Level: Ki Master 9
Components: V, S
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Hands held high, you can feel the life energy of those around you flow towards the shimmering blue light above your head. Your allies had been keeping your opponent busy for long enough, and with every second the sphere pulsed like a heartbeat, almost excited, eager to be released. With a heave, you throw the almost weighty orb of light. It strikes true and in a flash of light, everything is gone!

The most powerful of all the Ki Master's attacks, it is not easy to achieve. You must know how to Draw Energy, and proceed to do so every step of this spell, for 10 rounds (1 minute). In spite of drawing energy, you still expend this spell. If you manage to maintain your energy focus for all 10 rounds, you may then launch a powerful glowing sphere of light which explodes in a massive 60 ft. radius, dealing 1d12 disintegration damage per caster level (maximum 25d12).

Post launch you must succeed on a Concentration check, DC (19 + number of rounds charged, usually 10) or be dazed for 1d4 rounds afterward.

The Spirit Bomb is alignment based, and takes on the properties of your alignment. For example, a Lawful Good Ki Master using this spell will have the attack also count as Lawful and Good for purposes of bypassing damage reduction.

A unique quality of the spirit bomb is that a direct hit will render the target immune to all healing and regeneration effects.

Self-Detonate
Transmutation
Level: Ki Master 9
Components: V, M
Casting time: 1 full round
Range: 30-ft.-radius burst, centered on you
Area: 30-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Beaten and bruised, at wits end, he reached out and grappled the Demon Lord. "For victory!" were his last words as he and the demon were lost in a bright flare of light and chaos!

This dramatic spell uses your own body as the material component. Transforming a tiny amount of your matter into energy you explode, killing yourself instantly and dealing 20d20 disintegration damage per caster level, maximum 600d20 at level 30.

This incredibly potent blast is not without severe consequences however. The caster is left a gray statue of ash, which crumbles at the slightest touch. They cannot be revived by anything short of a Wish or Miracle, and even then it only has a 50% chance of success. If they fail, they cannot be revived by any mortal means. Due to the astronomical amounts of energy created from converting actual matter into energy, this spell is able to kill those protected by immortality, high regeneration rates, and abilities allowing those in the damage area to resist death by only falling unconscious. Material Component: Yourself, which is consumed.

Ki Clone
Evocation
Level: Ki Master 9, Sor/Wiz 9
Components: V, S
Casting time: 1 round
Range: Personal
Area: you
Duration: 2 hours (d)
Saving Throw: None
Spell Resistance: Yes

The user of this spell learns to duplicate his own life-force. This technique allows him to summon an almost identical duplicate of himself, made purely out of ki energy. The ki creature has the caster's HP, Base Attack Bonus, and other attributes equal to three-fourths of the caster's and have all the same spells and abilities, barring some restrictions. The caster has an empathic link with the ki creature as it is created and will otherwise obey most commands given to it. Otherwise, it remains idle, awaiting command and keeping itself alive for up to 2 hours until summoned back, destroyed, or it's time ends. The Ki creature is unaffected by enchantment effects that may cause it to take a command from another being. The ki clone is otherwise limited to the abilities and weaknesses that the caster is.

Unlike it's creator, it uses it's spells with a greater cost to it's duration. For each time it uses a spell slot, the ki creature loses ten minutes/per level of the spell used; in the case of 0th level spells, it instead decreases the duration by five minutes. If the duration is lowered to negative or zero in this way, the caster level for the spell used is decreased by one per ten minutes of extra time expanded from the spell level used and any damage variables are decreased by 50% of the total damage caused. In addition to this, at the end of the turn following the ki clone's use of the spell also destroys the clone.

Campaign Information

Playing a Ki Master

Religion: Religion is usually a subject of indifference, as the ki master focuses on the self and drawing power from their own bodies. They are most in tune with druids, especially if they discover how to draw energy from their surroundings.

Other Classes: They have a great deal of respect for monks, although not being restricted by alignment does cause the occasional conflict. Spellcasters are both mocked as weak and feared for their ability to attack their minds, a weak point, and fighters are seen as strong allies.

Combat: The Ki Master covers both roles of ranged attacker and brawler. Focus on which skill varies, but they are best with one on one encounters.

Advancement: Any class suitable for monk is also suitable for ki masters. A few take a more barbaric route and take barbarian oriented classes.

Ki Masters in the World

It's over 9000!!!!
Prince Vegeta, Humanoid (Saiyan), Prince of the Saiyans.

The Ki Master often does not care for the desires of the rest of the world. They are people driven by personal desires. The fact that their desires line up with the rest of the world, for better or worse, is coincidence.

Daily Life: Physical training is important as well as physical enlightenment. The ki master is always attempting to improve something, less they grow slack and stagnate.

Notables: Legends tell that those who walk the path of the Ki Master eventually become as gods, and leave the world for other planes in search of further enlightenment, their hair changing colors, growing long, and their bodies aging slowly as they travel through the multiverse, challenging the strong to battle.

Organizations: Ki Masters rarely have any groups, meeting only for tournaments, or the occational master teaching their student. They are encouraged to adventure and through surviving the dangerous path of adventure, discover their power and purpose.

NPC Reactions: Most NPCs do not recognize any notable difference between Ki Masters and Monks. Both are men who use their fists in amazing shows of force and fury. On occasion, after a show of ki blasts, one may be mistaken for a warlock however.

Ki Master Lore

Characters with ranks in Knowledge (history) can research Ki Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC 5: Ki Masters are a sort of monk. They fight things with their bare hands

DC 10: A ki master channels ki to fuel their powers and use spell-like abilities.

DC 15:A ki master has inhuman speed, durability, and a powerful sense of energy in the world.

DC 20: A ki master has several tricks to improve their ki blasts, some even able to draw energy from others.


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