Z Warrior (3.5e Class)

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Making a Z Warrior

Abilities: Most important abilities are wisdom for damage and constitution for health both are needed for a large ki pool.

Races: Any race of the DBZ Series

Hit Points: 1d10

Alignment: Any

Starting Gold: 2d6x5 Gp.

Starting Age: Complex

Table: The Z Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Ki Pool Unarmed Strike Flurry of Blows
Attack Bonus
FortRefWill
1st+1+2+2+2 Z Unarmed Strike, Precognitive Defense, Movement Speed, Furry of Blows, Ki Blast, Flightcon+wis1d6-2/-2
2nd+2+3+3+3 Ki Powercon+wis1d6-1/-1
3rd+3+3+3+3 con+wis1d6+/0+0
4th+4+4+4+4 Ki Power, Ki Strike (Magic)con+wis1d8+1/+1
5th+5+4+4+4 Lesser Focus, Pump upcon+wis1d8+2/+2
6th+6/+1+5+5+5 Sudden Empower, Ki Powercon+wis1d8+3/+3
7th+7/+2+5+5+5 con+wis1d10+4/+4
8th+8/+3+6+6+6 Ki Strike (Force), Ki Powercon+wis1d10+5/+5/+0
9th+9/+4+6+6+6 con+wis1d10+6/+6/+1
10th+10/+5+7+7+7 Focus, 1st Transformation, Ki Powercon+wis1d12+7/+7/+2
11th+11/+6/+1+7+7+7 Ki Strike (Adamantine)con+wis1d12+8/+8/+8/+3
12th+12/+7/+2+8+8+8 Ki Power, Energy Barriercon+wis1d12+9/+9/+9/+4
13th+13/+8/+3+8+8+8 con+wis2d6+9/+9/+9/+4
14th+14/+9/+4+9+9+9 Ki Powercon+wis2d6+10/+10/+10/+5
15th+15/+10/+5+9+9+9 Greater Focuscon+wis2d6+11/+11/+11/+6/+1
16th+16/+11/+6/+1+10+10+10 Ki Powercon+wis2d8+12/+12/+12/+7/+2
17th+17/+12/+7/+2+10+10+10 con+wis2d8+12/+12/+12/+7/+2
18th+18/+13/+8/+3+11+11+11 Ki Powercon+wis2d8+13/+13/+13/+8/+3
19th+19/+14/+9/+4+11+11+11 con+wis2d10+14/+14/+14/+9/+4
20th+20/+15/+10/+5+12+12+12 2nd Transformation, Ki Power, Ultimate Focuscon+wis2d10+15/+15/+15/+10/+5

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

Class Features

Weapon and Armor Proficiency: Z Warriors are proficient with no weapon or armor, unless trained by another. However, weighted training clothes do not count as light armor for them, they are counted as regular clothing. Although a z warrior can train in heavy armor they suffer a ki power failure chance as that of the arcane spell failure chance for any otherwise spell using class.

Z Unarmed Strike: As a honed Z Warrior they may add their wisdom modifier to their to hit and damage while making unarmed attacks.

Precognitive Defense: (Ex): Whilst unencumbered the Z Warrior may add his Wisdom to his defense as an insight bonus.

Flurry of Blows: At 1st level the Z Warrior gains the Flurry of blows ability as a monk.

Fast Movement: With fast movement starting at level one you gain a +10 to your movement speed (including flight speed). This buff increases +10 every 3 levels.

Ki Strike: At 4th level the Z Warrior gains Ki Strike as a monk. A Z Warriors unarmed attacks are empowered with Ki. Their unarmed attacks are treated as force weapons for the purpose of dealing damage to creatures with damage reduction. At 8th level, Their unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Lesser Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 25) check as a move action to reduce all of your ki costs on the following round by 1/4 (rounded up), until your next turn.

Sudden Empower: At 6th level, a Z warrior gains the Sudden Empower feat, even if he doesn't have the prerequisites for it. Any power affected by this ability increases its point cost by times 2.

Ki Blast: The character can manifest a energy blast from their ki, striking any single opponent in medium range for 1d8+Wis modifier. Making an attack against AC. At every 4 levels after 1st, the damage increases +1d8. This power costs Ki points equal to 1/2 the characters level(round down).

Ki Power: As a Z warrior, the character has learned to tap into the mysterious ki energies flowing throughout their body. Learning to channel this power, they can manifest it in many forms, but only as their selection of Ki powers allows. Each Ki power has a ki point cost that is to be deducted from the character's Ki Pool every time it is used. All Ki powers require a standard action to activate unless otherwise mentioned. All abilities that aren't stated otherwise will require a reflex save with DC of Player Level+Wisdom Score+10. The powers are as follow: Note: Later Levels you can exchange your extra ki powers for custom moves or named moves from npcs

  • Energy Wave: This Ki power is treated as a ray attack out to short range (25ft + 5ft/2 levels) fired from your hand, that does damage equal to 1d6/level + twice their Wisdom Modifier. This power costs 4 Ki points. Note: Character must know this ki power in order to learn/create attacks like the Kamehameha wave from a master.
  • Finger Beam: This Ki power is treated as a ray attack out to short range (25ft + 5ft/2 levels) fired from your finger tip, that does damage equal to 1d4/level + their Wisdom Modifier 20/x3 critical multiplier. This power costs 4 Ki points. Note: Character must know this ki power in order to learn/create attacks like the Special Beam Cannon from a master.
  • Mouth Energy Wave: This Ki power is treated as a ray attack out to short range (25ft + 5ft/2 levels) fired from your mouth, that does damage equal to 1d8/level + their Wisdom Modifier. This power costs 4 Ki points. Note: Character must know this ki power in order to learn/create attacks like the Victory Cannon from a master.
  • Explosive Wave: This Ki power is treated as an area attack out to short range in all directions (5ft + 5ft/2 levels) from you, that does damage equal to 1d4/level + their Wisdom Modifier and knock back those hit to the end of the area range. This power costs 4 Ki points. Note: Can be used as a defensive cast.
  • Planet Geyser: This Ki power is a full round action firing a ki blast charged with extra ki to an area to explode on impact, fired a short range (10ft + 5ft/2 levels) from you then explodes creating a giant geyser-like blast that emerges from the ground, that does damage equal to 1d8/level + their Wisdom Modifier to all those in a 15ft + 5ft/2 levels area and knock back those hit to the end of the area range. This power costs 6 Ki points. Note: Character must know this ki power in order to learn/create attacks like the Eraser Cannon from a master.
  • Full Power Energy Wave: This Ki power is treated as a ray attack out to short range (25ft + 5ft/2 levels) fired from your hand, that does damage equal to 1d10/level + twice their Wisdom Modifier. This power costs 10 Ki points. Note: Character must know Energy Wave ki power in order to learn this ki power.
  • Super Explosive Wave: This Ki power is treated as an area attack out to short range in all directions (10ft + 5ft/2 levels) from you, that does damage equal to 1d10/level + their Wisdom Modifier and knock back those hit to the end of the area range. This power costs 12 Ki points. Note: Can be used as a defensive cast and must know the explosive wave ki power.
  • Continuous Energy Bullets: This Ki power allows the character to perform a barrage of energy blasts from their ki, striking any single opponent in medium range 15ft + 5ft/level for 1d8/level + Wis modifier per blast. Making an attack against AC. This power costs 5 Ki points per bullet (max bullet number=level).
  • Full Power Energy Blast Volley: This Ki power allows the character to perform a barrage of energy blasts from their ki, striking any single opponent in medium range 20ft + 5ft/level for 1d10/level + Wis modifier per blast. Making an attack against AC. This power costs 5 Ki points per blast (max blast number=level). Note: Must know Full Power Energy wave to learn.
  • Full Power Energy Ball: This Ki power is treated as a ball attack out to short range (25ft + 5ft/2 levels) fired from your hand, that does damage equal to 1d10/level + their Wisdom Modifier. This power costs 10 Ki points. Note: Character must know this ki power in order to learn/create Sphere type attacks from a master.
  • Ki Sense: Upon taking this ability, the character is granted awareness of the life energy around him has given his the ability to "feel" where things are around him. This grant the character Blindsight 60 ft. The Character can as a standard action make a search check on a targeted opponent to determine their Ki pool to the nearest 100.

Pump up: Is a power up move, this move is a full round action to use, that grants the user more strength and power at the cost of speed. the warrior reduces their speed and dex by half to double their str and con for 1d4 rounds, cost 6 ki points to engage and 2 ki points per round to sustain( this stacks with transformations).

1st Transformation: This unlocks the 1st power listed in the transformation section of each of the races for this series.

Focus: You learn to better conserve you ki reserves by taking time to concentrate. You can make a Concentration (DC 30) check as a move action to reduce all of your ki costs on the following round by 1/3 (rounded up), until your next turn.

Energy Barrier: (Lesser): Remaining perfectly still, the character surrounds himself in a dense sphere of Ki. If someone breaks the AC of the barrier, the barrier dissipates. The AC of the barrier is equal your AC plus your Wisdom, it's hardness is 0 and it has 1 hp. Spells cast at your sphere that require any saves to be rolled instead require a caster level check equal to 20+ The Z Warriors Wisdom. Cost: Class Level/each round Ki points.

Greater Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 35) check as a move action to reduce all of your ki costs on the following round by 1/2 (rounded up), until your next turn.

Ultimate Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 35) check as a move action to reduce all of your ki costs on the following until your next turn.

Epic Z Warrior

Table: The Epic Z Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Ki Pool Unarmed Strike Fast Movement
FortRefWill
21st+21/+16/+11/+6/+1+12+12+12 con+wis2d10+60
22nd+21/+16/+11/+6/+1+13+13+13 Ki Powercon+wis2d12+60
23rd+22/+17/+12/+7/+2+13+13+13 con+wis2d12+60
24th+22/+17/+12/+7/+2+14+14+14 Ki Powercon+wis2d12+70
25th+23/+18/+13/+8/+3+14+14+14 Sudden Quickencon+wis3d6+70
26th+23/+18/+13/+8/+3+15+15+15 Ki Powercon+wis3d6+70
27th+24/+19/+14/+9/+4+15+15+15 con+wis3d6+70
28th+24/+19/+14/+9/+4+16+16+16 Ki Powercon+wis3d8+80
29th+25/+20/+15/+10/+5+16+16+16 con+wis3d8+80
30th+25/+20/+15/+10/+5+17+17+17 3rd Transformation, Ki Powercon+wis3d8+80
31st+26/+21/+16/+11/+6/+1+17+17+17 con+wis3d10+60
32nd+26/+21/+16/+11/+6/+1+18+18+18 Ki Powercon+wis3d10+60
33rd+27/+22/+17/+12/+7/+2+18+18+18 con+wis3d10+60
34th+27/+22/+17/+12/+7/+2+19+19+19 Ki Powercon+wis3d12+70
35th+28/+23/+18/+13/+8/+3+19+19+19 con+wis3d12+70
36th+28/+23/+18/+13/+8/+3+20+20+20 Ki Powercon+wis3d12+70
37th+29/+24/+19/+14/+9/+4+20+20+20 con+wis4d6+70
38th+29/+24/+19/+14/+9/+4+21+21+21 Ki Powercon+wis4d6+80
39th+30/+25/+20/+15/+10/+5+21+21+21 con+wis4d6+80
40th+30/+25/+20/+15/+10/+5+22+22+22 4th Transformation, Ki Powercon+wis4d8+80
41st+31/+26/+21/+16/+11/+6/+1+22+22+22 con+wis4d8+90
42nd+32/+27/+22/+17/+12/+7/+2+23+23+23 Ki Powercon+wis4d8+90
43rd+33/+28/+23/+18/+13/+8/+3+23+23+23 con+wis4d10+90
44th+34/+29/+24/+19/+14/+9/+4+24+24+24 Ki Powercon+wis4d10+100
45th+35/+30/+25/+20/+15/+10/+5+24+24+24 Full Powercon+wis4d12+100

Epic Class Features

Epic Ki Power: A Dbz warrior gains a new ki power at 21st, 25th, and 29th level from the Epic Ki Powers list shown below.


Sudden Quicken: At 25th level, a dbz warrior gains Sudden Quicken, as the feat. This can be applied to a Ki Power, as normal, however the cost of that power increases by times 3.

Full power: At 45th level, a z warrior may fully realize his power. They may use/enter the full power listed in the race's traits.



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