Saiyan Transformations (Grim Alteration)
Saiyan Transformations[edit]
"The already darkened skies of the dying Planet grew darker as the Saiyan's pain was brought forth to the outside. The air around him sparked with electromagnetic discharges from his body as his power level increased due to the anger he felt for the loss of 2 of his closest friends, one of them being his best friend. His hair spiked straight upward and changed into a golden color similar to that of an Angel, and his aura grew deadly. It too changed into Angellic Gold. With a final explosion of power and cry of pain, he had transformed into none other than the creature spoken of in legends: The Super Saiyan. He eyed the alien murderer with a deadly gaze, then moved in to attack with the speed and force that the Gods themselves would envy."
During times of extreme pressure, or when a great injustice has been done against the Saiyan, their level of power will increase exponentially. During rare occurrences, a Saiyan may transform into a Super Saiyan. These rules for Super Saiyan are meant for campaigns that are sub-epic, and may be tweaked for Epic Campaigns as the DM sees fit. The rulings below are for Super Saiyan and Super Saiyan 2 only. Rules for Super Saiyan 3, and 4 will be added at a later time.
Super Saiyan 1[edit]
Prerequisites:
- Class Level 4 or higher
- Must have the following Attribute Scores:
- STR 13+
- CON 13+
- DEX 13+
Bonuses:
- Base Movement Speed: x2
- Damage Reduction: The Saiyan gains Damage Reduction against all attacks (Stackable with any other Damage Reduction Bonuses) equal to their Effective Character Level.
- Spell Resistance: The Saiyan gains Spell Resistance (stackable with any other Spell Resistance bonuses) equal to their Effective Character Level.
Attribute Bonuses:
- Strength, Dexterity, and Constitution each increase by an amount equal to the Class Level (For example you get +20 at Level 20).
- Wisdom, Intelligence, and Charisma each increase by an amount equal to 1 point every 2 Class Levels (For example you get +10 at Level 20).
- The Saiyan gains Max Hit Dice for their class.
Damage Bonuses
- Unarmed Physical damage increases by one step, as if size had increased by one category. Armed damage increases according to the new Temp. STR Mod.
- Energy/Spell/Psionic Damage increases by an additional +1 per die every 4 Class Levels (For example you get +5 at level 20). Saving throws against the Saiyan's attacks of this nature increase accordingly with the attribute increases.
Activating Super Saiyan Stage 1
- In order to achieve Super Saiyan for the first time, a great injustice must be done (Such as Goku seeing his best friend Krillin being killed by the tyrant Frieza on the Planet Namek). Or, they must have witnessed another Saiyan transform into a Super Saiyan. The Saiyan must be at least 4th level.
- Activating Super Saiyan for the first time takes 3 full rounds to achieve. Damage received by attacks of opportunity or otherwise do not break the Sayian from gathering his energy to transform. Each subsequent activation of Super Saiyan requires 1 full round.
- Attacks against the transforming Saiyan do not break their concentration on gathering their energy unless the attack drops their HP to 0 or less.
- While powering up to Super Saiyan, anyone in adjacent spaces are knocked back 5 feet and take 2 points of subdual energy damage (Spell Resistance applies) due to the amount of energy being released by the Saiyan. Players or NPCs that are 15 feet away take 1 point of subdual energy damage (Spell resistance applies) per round, and that damage increases by 1 point for every 5 feet closer they are to the transforming Saiyan.
- Super Saiyan Stage 1 lasts for the amount of rounds equal to the Effective Character Level. When the time ends, the Saiyan takes 5 points of subdual damage and takes a -2 penalty to all Attributes, AC, and Attack Rolls, Damage rolls, and 1/2 Base Movement Speed for 1d4 rounds due to fatigue and sudden energy loss. To feel these effects by 1/2, a fortitude save of DC 14+ECL is required. A fortitude Save of DC17+ECL is required to have no negative effects whatsoever. To transform back to normal early, a concentration check of DC 17+ is required, followed by the saves mentioned beforehand from it deactivating normally. Subdual damage that the Saiyan receives during this transformation back to normal goes away at the rate of 1 point per hour, or fully disappears after an amount of restful sleep. Anyone who sees the transformation has to make a fear save of 10+ Characters Fort.
DESCRIPTION-when in super saiyan(ssj): hair turns golden, and spikes up, muscles seem to increase along with power and saiyans gain a yellowish Auora
Super Saiyan 2[edit]
"As he watched his friends fall one by one at the hands of the cynical Cell, Gohan's cries for the madness to cease fell on deaf ears. Finally, after Android 16's head was flung at his feet, he realized what he must do. The frightful powers he held inside, that his father Goku had known existed since he was a child, were to be released at last. Gohan cried out in anguish against the smug Cell and gathered his energy, letting it explode outward, and surpass that of any other Saiyan, including Goku. When all was done, the newly restored teenager looked upon Cell with a glare that would kill any normal man where he stood. Then he made his move..."
Prerequisites:
- Class Level 10 or higher
- Must be in Super Saiyan 1 Form and have the following Attribute Scores:
- STR 16+
- CON 16+
- DEX 16+
Bonuses (From Super Saiyan 1)
- Base Movement Speed x3 (From Normal)
- Strength, Dexterity, and Constitution each increase by an additional 2 point for each Class Level (From normal you get +20 total at Lv 40)
- Wisdom, Intelligence, and Charisma each increase by an additional 1 point for every 2 Class Levels (From normal you get +10 total at Lv 40)
Defensive Bonuses (From Super Saiyan 1)
- Gains additional Damage Reduction against all attacks equal to their Effective Character Level (From normal, this is 2 points of DR/ECL)
- Gains additional Spell Resistance equal to their ECL (From normal, this is 2 points of SR/ECL)
- Gains Max HD for their class. (This is exactly the same as the bonus from Super Saiyan 1)
Offensive Bonuses (From Super Saiyan 1)
- Unarmed Physical Damage increases by an additional step, as if size had increased by one category (For a total of 2 steps)
- All Energy attacks (Ki/Magic/Psionic) increases by an additional +1 per die every 4 class level. (From normal you get +10 at Lv 30)
How to Activate Super Saiyan 2:
- Must already be in Super Saiyan 1 form.
- In order to achieve Super Saiyan 2 for the first time, the Saiyan must have undergone some sort of extreme emotional pressure while in Super Saiyan 1 form (Such as Gohan witnessing his friends being pummeled into pulp by the Cell Jrs. in the Cell Games).
- Activating Super Saiyan 2 for the first time requires 3 full rounds. Each subsequent activation of Super Saiyan 2 takes only 1 full round.
- Super Saiyan 2 lasts for the amount of minutes equal to the character's Effective Character Level, regardless of how many rounds were left until Super Saiyan 1 ran out.
- While powering up to Super Saiyan 2, everyone in an adjacent space to the Saiyan is knocked back 10 feet, and takes 5 points of magical subdual damage (Damage Reduction/magic applies like normal). All characters or enemies within 20 feet receive 2 points of subdual magical damage per round, and that damage increases by 2 for every 5 feet closer to the transforming Saiyan.
- Attacks against the transforming Saiyan do not break their concentration on transforming, unless the attack drops their HP to 0 or less.
- When Super Saiyan 2 runs out, the Saiyan is severely drained. A Fortitude save of DC 15+ECL is required (after transforming back to normal) to prevent from being knocked prone for 1d4 rounds. Saiyans that revert back to normal from Super Saiyan 2 receive 10 points of subdual damage, suffer a penalty of -3 to all Attributes, attack rolls, and AC, as well as 1/2 their base movement speed for 1d6 rounds. To feel these effects by 1/2 (rounded up), an additional Fortitude save of DC 15+ECL is required. To negate these effects, the Fortitude save must meet a DC of 17+ECL. To transform back early, a concentration check of DC17+ECL is required, then after reverting to normal, the required Fortitude saves must be rolled. Subdual damage the Saiyan receives from this disappears at the rate of 1 point per hour, or it will disappear completely after an amount of restful sleep.Anyone who see this transformation have to make a fear save of 15+ Characters Fort
Description- When in super saiyan 2(ssj2):Hair becomes more rough and spikier than super saiyan 1, and you gain slight electricity along with your slightly expanded auora
Super Saiyan 3[edit]
"And this is what I call Super Saiyan 3!" -Goku
Prerequisites
- Class Level 15 or higher
- Must be in Super Saiyan 2 Form and have the following Attribute Scores:
- STR: 18+
- DEX: 18+
- CON: 18+
Bonuses (From Super Saiyan 2)
- Base Movement Speed x4 (From Normal)
- Strength, Dexterity, and Constitution each increase by an additional 3 point per Class Level (From normal you get +30 at Lv 50)
- Wisdom, Intelligence, and Charisma each increase by an additional 1 point every 2 Class Levels (From normal you get +5 at Lv 50)
Defensive Bonuses (From Super Saiyan 2)
- Gains additional Damage Reduction against all attacks equal to their Effective Character Level (From normal, this is 3 points of DR/ECL)
- Gains additional Spell Resistance equal to their ECL (From normal, this is 3 points of SR/ECL)
- Gains Max HD for their class. (This is exactly the same as the bonus from Super Saiyan 1)
Offensive Bonuses (From Super Saiyan 2)
- Unarmed Physical Damage increases by an additional step, as if size had increased by one category (For a total of 3 steps)
- All Energy attacks (Ki/Magic/Psionic) increases by an additional +1 per die every 1 class levels. (From normal you get +10 at LvL 50)
How to Achieve Super Saiyan 3
- Must already be in Super Saiyan 2 Form.
- After the Saiyan achieves Super Saiyan 2, they are beginning to realize that there's virtually no limit to their power and begin putting themselves through extreme mental and physical training to see what limitations their power level can reach. There's no necessary emotional distress or extreme injustice that must be served to achieve this level of Super Saiyan.
- To Activate Super Saiyan 3 for the first time requires 3 full rounds. Each subsequent activation of Super Saiyan 3 only requires 1 full round.
- Attacks against the transforming Saiyan do not break their concentration to gather their energy unless the attack drops their HP to 0 or less.
- While powering up to Super Saiyan 3, all characters/enemies within 10 feet are knocked back 30 feet and receive 8 points of energy subdual damage (Damage Reduction/Magic applies normally). Enemies within 35 feet of the Saiyan receive 3 points of subdual energy damage and the damage increases by 3 points for every 5 feet closer to the transforming Saiyan.
- Super Saiyan 3 lasts for the number of rounds equal to the ECL, regardless of the amount of active rounds Super Saiyan 2 had remaining.
- When Super Saiyan 3 runs out, the Saiyan must make a Fortitude save of DC 17+ECL to prevent from being knocked prone for 1d6 rounds. Due to the extreme drain of energy, after reverting back to normal, the Saiyan takes massive penalties. -5 to all Attributes, AC, and Attack Rolls. Base Movement speed is also cut in half. To feel these effects by half (rounded up), a Fortitude save of DC 15+ECL is required. To negate these effects, the Fortitude save must meet or exceed a roll equal to 17+ECL. To transform back early, a Concentration check of DC17+ECL is required, then after reverting to normal, the required Fortitude saves must be rolled. Subdual damage the Saiyan receives from this disappears at the rate of 1 point per hour, or it will disappear completely after an amount of restful sleep. Anyone who see this transformation have to make a fear save 15+ Characters Fort.
Decription- When in super saiyan 3 (ssj3):Hair Grows Out To a little lower than knee length, as you can see in the pic, saiyan has no eyebrows while in ssj3, auora Expands even more, and gains a lot of electricity
Super Saiyan God[edit]
Prerequisites
- Saiyan Subtype
- Must have have the following Attribute Scores:
- STR: 20+
- DEX: 20+
- CON: 20+
- Class level 18 or higher
Bonuses:
- Base Movement Speed x8
- Strength, Dexterity, and Constitution each increase by an additional 10 point per Class Level (For a total of +100 at Lv 50)
- Wisdom, Intelligence, and Charisma each increase by 2 point per 1 class levels (From normal you get +10 at lv 50)
Defensive Bonuses:
- Gains additional Damage Reduction against all attacks equal to double their Effective Character Level (From normal, this is 5 points of DR/ECL)
- Gains additional Spell Resistance equal to double their ECL (From normal, this is 5 points of SR/ECL)
- Gains Max HD for their class. (This is exactly the same as the bonus from Super Saiyan 1
Offensive Bonuses:
- Unarmed Physical Damage increases by an additional two steps, as if size had increased by two category (For a total of 10 steps)
- All Energy attacks (Ki/Magic/Psionic) increases by an additional +2 per die every 1 class levels. (From normal you get +10 at Lv 50)
How to Achieve Super Saiyan God:
- To Activate Super Saiyan God for the first time requires 5 full rounds. The Saiyan has to hold hands with five other saiyans that awake their Super Saiyan Power during 1d6 rounds.
- Super Saiyan God lasts for the number of rounds equal to the ECL
- When Super Saiyan God runs out, the Saiyan must make a Fortitude save of DC 18+ECL. if the DC is success, the saiyan gains free access to god power.
Super Saiyan God Super Saiyan[edit]
Prerequisites
- Must have have the following Attribute Scores:
- STR: 20+
- DEX: 20+
- CON: 20+
- Class level 20 or higher
- Super Saiyan power and beyond saiyan god power
Bonuses(From Super Saiyan God)
- Base Movement Speed x12
- Strength, Dexterity, and Constitution each increase by an additional 15 point per Class Level (For a total of +150 at Lv 50)
- Wisdom, Intelligence, and Charisma each increase by 3 point per 1 class levels (From normal you get +15 at lv 50)
Defensive Bonuses(From Super Saiyan God)
- Gains additional Damage Reduction against all attacks equal to double their Effective Character Level (From normal, this is 8 points of DR/ECL)
- Gains additional Spell Resistance equal to double their ECL (From normal, this is 8 points of SR/ECL)
- Gains Max HD for their class. (This is exactly the same as the bonus from Super Saiyan God)
Offensive Bonuses:
- Unarmed Physical Damage increases by an additional three steps, as if size had increased by two category (For a total of 15 steps)
- All Energy attacks (Ki/Magic/Psionic) increases by an additional +3 per die every 1 class levels. (From normal you get +15 at Lv 50)
How to Achieve Super Saiyan God Super Saiyan
- To Activate Super Saiyan God Super Saiyan for the first time the saiyan has saiyan beyond god power. The Saiyan has to turn super saiyan.
- Super Saiyan God Super Saiyan lasts for the number of rounds equal to the ECL
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