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The following chapter details a selection of new feats appropriate to a Dragonball setting.
Monstrous Feats
Oozaru Mastery
Powerful Tail
Super Saiya-jinn
Heritage
Unbridled Rage
Prerequisites
Wis 13, saiya-jinn or
half-saiya-jinn, base
attack bonus +15
Saiya-jinn or
half-saiya-jinn, base
attack bonus +10
Half-saiya-jinn,
super saiya-jinn parent
Half-saiya-jinn
Benefit
Control Oozaru form
Act normally when tail is grappled
Ignore trauma requirement for
super saiya-jinn prestige class
Gain powerful rage 1/day at
DMs discretion
NEW MONSTERS
This chapter details some of the most iconic races in the Dragonball series for use as allies,
adversaries, and interesting player character choices.
HUMAN VARIANTS
The world of Dragonball introduces two new subraces of human; the Awakened and the Eternal
Child. Tienshenhan and Chaiotzu, two of the series most enduring characters, are members of
these subraces.
Awakened
The awakened are humans that have gone through a mystical ritual that permanently opens their
third eye, unlocking a wellspring of hidden power. However, their insight into the mysteries of the
supernatural renders them somewhat inept at dealing with the mundane world.
Awakened humans share all the racial traits of humans except as follows;
+2 Wis, -2 Cha.
Naturally Psionic; Awakened humans gain 1 bonus power point at 1st level. This benefit
does not grant them the ability to manifest powers unless they gain that ability through
another source, such as levels in a psionic class.
Awakened humans do not receive extra skill points at 1st level.
Eternal Child
A mysterious race, the eternal children are naturally gifted in the psionic arts.
Eternal children share all racial traits of humans except as follows;
+2 Wis, -2 Int.
Small; As a Small creature, an eternal child gains a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons
than Medium creatures use, and his lifting and carrying limits are three-quarters of those of
a Medium character.
Naturally Psionic; Eternal children gain 3 bonus power point at 1st level. This benefit does
not grant them the ability to manifest powers unless they gain that ability through another
source, such as levels in a psionic class.
Psi-like abilities; 3/dayfar hand, force screen, mindlink.
NAMEKE-JINN
NAMEKE-JINN RACIAL TRAITS
+2 Dexterity, +2 Constitution, +4 Wisdom; nameke-jinns are agile, tough, and wise.
extend any one limb out to a reach of 10 feet once per round. Regardless of the version
chosen, this ability only lasts 10 rounds per day.
Nameke-jinn Fission (Ps): Once per week, a nameke-jinn of 11th level or higher can
manifest fission, as the power; this is the method by which nameke-jinns reproduce. The
fission is permanent once completed.
Nameke-jinn Fusion (Ps): Once per week, a nameke-jinn of 13th level or higher can
manifest fusion, as the power. A nameke-jinn can only fuse in this manner with another
nameke-jinn, and the fusion is permanent once completed.
Regeneration 5 (Ex); Electricity and sonic deal normal damage to a nameke-jinn. If a
nameke-jinn loses a limb or body part, the lost portion regrows in 3d6 minutes. The
creature can reattach the severed member instantly by holding it to the stump.
Favored class: Psychic Warrior.
Level Adjustment: +3.
SAIYA-JINN
This humanoid stands head and shoulders above the average human, with a solidly muscular
build. Its face is framed by wild, dark-colored hair and a monkey-like tail wraps around its waist.
Saiya-jinns are a race of barbaric soldiers that live for the thrill of battle.
A saiya-jinn stands about six-and-a-half feet tall and weighs around 250 lb. Their hair, which is
almost always worn long and free, ranges in color from rusty to black, and the eyes are typically a
dark brown. All saiya-jinns have a simian tail, which is usually covered with brown fur. A primitive
race, saiya-jinns in their natural environment dress in tanned leather and hide.
Behavior
Saiya-jinn Pride (Ex): Saiya-jinn are proud and tenacious warriors. When saiya-jinns drop
between -1 and -9 hit points, they are treated as disabled rather than dying. At -10 hit points, they
immediately die as normal. Furthermore, saiya-jinns in this deaths door range gain fast healing
1 until they are restored to at least 1 hit point. If a saiya-jinn has some means to extend this
negative hit point range, the fast healing applies during this time as well.
Furthermore, saiya-jinns always gain XP for any encounter in which they enters combat, win or
lose, so long as they survive the encounter.
Tail Weakness (Ex): Saiya-jinn have extremely sensitive tails. If an opponent manages to
grapple a saiya-jinn by its tail, it is automatically rendered helpless until the tail is released. Also,
a saiya-jinn that has its tail removed (for the purpose of sundering, a saiya-jinns tail has a
hardness of 2 with 10 hit points in normal form and 30 hit points in Oozaru form) cannot transform
into an Oozaru until the tail is replaced with regeneration or a similar effect.
Warrior Race (Ex): Saiya-jinn are natural warriors, and their own bodies are more powerful
than most weapons and armor. Saiya-jinns treat their unarmed strikes as both natural and
manufactured weapons for the purpose of spells and effects that enhance or improve either type
of weapon.
Additionally, saiya-jinns gain a +1 insight bonus to Armor Class for every five character levels
they attain. The insight bonus stacks with the class bonus provided by monk levels.
Finally, saiya-jinns take only half the aging penalty to their Strength, Dexterity, and Constitution
score that a character of another race would take; although they mature mentally at about the
same rate as a human, they retain their youth and vigor for much longer.
The saiya-jinn presented here had the following ability scores before racial adjustments; Str 13,
Dex 11, Con 12, Int 8, Wis 10, Cha 9.
SAIYA-JINN ELITE
While even the weakest saiya-jinn is a deadly opponent, saiya-jinn elites are nearly
unstoppable in battle. These terrifying warriors are sent across planar boundaries by their
fiendish employers for a single purpose: to conquer entire worlds in the name of Hell.
Saiya-jinn Elite, 13th-Level Monk
Medium Outsider (Native)
Hit Dice: 6d8+13d8+76 (165 hp)
Initiative: +7
Speed: 80 ft. (16 squares)
Armor Class: 41 (+7 Dex, +7 natural, +3 Wis, +2 insight, +4 monk, +8 armor), touch 26, flatfooted 34
Base Attack/Grapple: +15/+25
Attack: +1 unarmed strike +23 melee (6d8+7)
Full Attack: Flurry of +1 unarmed strikes +23/+23/+23/+18 melee (6d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike (magic and lawful), Oozaru form
Special Qualities: Abundant step, darkvision 60 ft., diamond body, evasion, improved evasion,
powerful build, purity of body, saiya-jinn pride, slow fall 60 ft., still mind, tail weakness, warrior
race, wholeness of body, SR 23
Saves: Fort +16, Ref +19, Will +15
Abilities: Str 22, Dex 24, Con 18, Int 8, Wis 16, Cha 10
Skills: Appraise +8, Balance +9, Climb +31, Intimidate +25, Jump +53, Sense Motive +28,
Survival +11, Tumble +18
Feats: Deflect Arrows, Improved Natural Attack (unarmed strike), Improved Trip, Improved
Unarmed StrikeR, Leap Attack, Oozaru Mastery, Power Attack, Powerful Tail, Ring the Golden
Bell, Stunning Fist, Superior Unarmed StrikeR, Weapon Focus (unarmed strike)
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 18
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Possessions: Boots of speed, monks belt, +8 vest of armor, +6 gloves of Dexterity, 3 potions of
cure serious wounds, artificial moonlight (1 sphere)
Saiya-jinn Elite, Oozaru Form
Huge Outsider (Native)
Hit Dice: 6d8+13d8+152 (241 hp)
Initiative: +5
Speed: 80 ft. (16 squares)
Armor Class: 42 (-2 size, +5 Dex, +12 natural, +3 Wis, +2 insight, +4 monk, +8 armor), touch 22,
flat-footed 35
Base Attack/Grapple: +15/+41
Attack: +1 unarmed strike +29 melee (12d8+15) or breath weapon (9d6 force)
Full Attack: Flurry of +1 unarmed strikes +29/+29/+29/+24 melee (12d8+15) or breath weapon
(9d6 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ki strike (magic and lawful), Oozaru form
Special Qualities: Abundant step, darkvision 60 ft., diamond body, evasion, improved evasion,
powerful build, purity of body, saiya-jinn pride, slow fall 60 ft., still mind, tail weakness, warrior
race, wholeness of body, SR 23
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 36, Dex 20, Con 26, Int 8, Wis 16, Cha 10
Skills: Appraise +8, Balance +7, Climb +39, Intimidate +25, Jump +61, Sense Motive +28,
Survival +11, Tumble +16
Feats: Deflect Arrows, Improved Natural Attack (unarmed strike), Improved Trip, Improved
Unarmed StrikeR, Leap Attack, Oozaru Mastery, Power Attack, Powerful Tail, Ring the Golden
Bell, Stunning Fist, Superior Unarmed StrikeR, Weapon Focus (unarmed strike)
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 18
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Possessions: Boots of speed, monks belt, +8 vest of armor, +6 gloves of Dexterity, 3 potions of
cure serious wounds, artificial moonlight (1 sphere)
COMBAT
Oozaru Form (Ex): A saiya-jinn elite that makes a Will save (DC 22) maintains control of his
behavior during an Oozaru transformation. The Reflex save for half damage against a saiya-jinn
elite Oozarus breath weapon has a DC of 22.
The saiya-jinn elite presented here had the following ability scores before racial adjustments;
Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
SAIYA-JINN SOCIETY
Militant in the extreme, saiya-jinns judge everything and everyone based on combat prowess.
Weak or inferior opponents are unworthy of notice at best and cattle to be slaughtered at worst.
In addition to strength and endurance, saiya-jinn culture extols the virtue of a warriors pride, and
any saiya-jinn worth his salt would rather die honorably in battle than surrender.
The saiya-jinns once shared their world with a technologically superior but physically weaker
race known as the Tsufuru-jinn. The two races coexisted uneasily for many generations before
the saiya-jinn finally attacked one fateful, moonlit night, nearly driving the Tsufuru-jinn to extinction
and forcing them to flee their home plane.
Soon after, the saiya-jinns encountered a new breed of visitors; the devils of the Nine Hells,
who made them a lucrative offer. If the saiya-jinns would serve as shock troops in the Blood War,
in addition to conquering other Material Planes so that their diabolical employers could sell them
to the highest bidder, the devils promised access to technology beyond the saiya-jinns wildest
dreams. So far, both sides have kept up their end of the bargain, but saiya-jinns are not known
for their loyalty or adherence to tradition, so the pact between the warrior race of Vegeta and the
tyrants of Baator remains dubious at best.
Saiya-jinn have no true deity as a race, but most believe in the Legendary Super Saiya-jinn, a
warrior of such incredible power that he could level worlds in the blink of an eye. The few saiyajinn clerics in existence gain spells through belief in this mythical figure, which also grants access
to the Destruction, Strength, and War domains. His favored weapon is an unarmed strike; hence,
clerics of the Legendary Super Saiya-jinn with the War domain gain Improved Unarmed Strike
and Weapon Focus (unarmed strike) as bonus feats.
SAIYA-JINNS AS CHARACTERS
Saiya-jinn characters possess the following racial traits.
+4 Str, +4 Dex, +4 Con, +4 Wis; saiya-jinn are natural warriors. They are strong, fast,
tough, and possessed of an innate combat sense.
Outsider with native subtype.
Medium-size.
Base land speed 40 feet.
+7 natural armor bonus.
Saiya-jinns gain darkvision out to 60 feet.
Oozaru form; see above.
Powerful build; see above.
Saiya-jinn pride; see above.
Warrior race; see above.
Improved Unarmed Strike and Superior Unarmed Strike as racial bonus feats.
Favored class: Monk.
Level Adjustment: +4.
HALF-SAIYA-JINN
Although far rarer than half-elves or half-orcs, saiya-jinns sometimes copulate with humans,
usually the strongest they can find, producing offspring that combine uncanny adaptability with
phenomenal power.
Half-saiya-jinn are slighter in build than their saiya-jinn forebearers, but possess the same tails,
and usually have the same hair and eye color as their human parents.
Half-saiya-jinn characters possess the following traits.
+4 Str, +2 Dex, +4 Con, +2 Wis; half-saiya-jinn inherit the natural combat prowess of the
saiya-jinns, although to a lesser degree.
Outsider with native subtype.
Medium-size.
Base land speed 30 feet.
+5 natural armor bonus.
Half-saiya-jinns gain darkvision out to 60 feet.
Hybrid Prodigy (Ex): For the purpose of qualifying for saiya-jinn-related feats and prestige
classes, the half-saiya-jinn must only meet 1/2 the base attack bonus requirement of a
normal saiya-jinn. The adaptability of the human blood in a half-saiya-jinns veins allows
it to learn new fighting techniques at a phenomenal rate.
Oozaru form; as saiya-jinn.
Saiya-jinn pride; a half-saiya-jinn gains XP for every encounter, win or lose, but does not
gain the ability to take any special actions when reduced to -1 hit points or lower, and
does not gain fast healing at this stage.
Warrior race; Half-saiya-jinn weapons are considered natural and manufactured weapons
for the purpose of spells and abilities that enhance them, and they gain a +1 insight
bonus to AC for every five character levels they attain. Half-saiya-jinns age normally.
Improved Unarmed Strike and Superior Unarmed Strike as racial bonus feats.
CLASS REQUIREMENTS
To qualify to become a super saiya-jinn, a character must fulfill all of the following criteria.
Race: Saiya-jinn or half-saiya-jinn
Base Attack Bonus: +21.
Feats: Endurance, Diehard.
Special: The character must have suffered an emotional setback sufficiently traumatic to push
him past his limits and provoke him into his first super saiya-jinn rage. Effectively, the aspiring
super saiya-jinn must have sufficient XP to level into this class just as the incident occurs.
CLASS STATISTICS
Hit Dice: d12.
Skills: 4 + Int modifier. The super saiya-jinns class skills are Appraise, Balance, Climb,
Intimidate, Jump, Sense Motive, Survival, and Tumble.
THE SUPER SAIYA-JINN (SPECIAL ABILITIES BY LEVEL)
1st Super saiya-jinn transformation, fast movement +10 ft.
2nd Voluntary transformation
3rd Kiai Shout
4th Bulky transformation
5th Super saiya-jinn transformation (level 2), fast movement +20 ft
6th Greater Kiai Shout
7th Destructive transformation
8th Blinding speed
9th Unstoppable transformation
10th Super saiya-jinn transformation (level 3), fast movement +30 ft.
CLASS FEATURES
All of the following are class features of the super saiya-jinn prestige class.
Super Saiya-jinn Transformation (Ex): Whenever a saiya-jinns hit points fall below a number
equal to 5 multiplied by his Hit Dice, he gains a +10 bonus to his Strength score, a +4 bonus on
all saves, and damage reduction of 10/ (or his existing damage reduction of the same kind
improves by 10). He also takes a -2 penalty to AC as his rage partially blinds his judgment.
There is no limit to the number of times per day this ability can be used. A super saiya-jinn
transformation has all the same limitations on actions as a barbarians rage (see the barbarian
class feature in the Players Handbook). A super saiya-jinn cannot voluntarily end his
transformation, although he automatically drops out of it while unconscious, helpless, or if his hit
points rise above the threshold indicated above for any reason.
At 5th level, the bonus to a super saiya-jinns Strength score increases to +15, his bonus to
saves increases to +5, his damage reduction increases to 15/, and he also gains a +10 bonus to
his Dexterity score while transformed.
At 10th level, the bonus to a super saiya-jinns Strength score increases to +20, his bonus to
saves increases to +6, his damage reduction increases to 20/, the bonus to his Dexterity score
increases to +15, and he also gains a +10 bonus to his Wisdom score while transformed.
Fast Movement (Ex): A super saiya-jinns base speed increases by 10 feet. At 5th level, his
base speed increases by 20 feet, and at 10th level his base speed increases by 30 feet.
Voluntary Transformation (Ex): Beginning at 2nd level, a super saiya-jinn can voluntarily
initiate his transformation a number of times per day equal to his Wisdom modifier as a full-round
action that does not provoke attacks of opportunity. Unlike the standard version, this
transformation only lasts a number of rounds equal to 3 + his (newly modified at 10th level)
Wisdom modifier.
Kiai Shout: At 3rd level, a super saiya-jinn gains Kiai Shout as a bonus feat, even if he does
not normally meet the prerequisites. While transforming, the super saiya-jinn may opt to initiate a
kiai shout (or greater kiai shout, if he has the ability) as a swift action.
Bulky Transformation (Ex): At 4th level, a super saiya-jinn learns how to bulk up his muscles
at the expense of his agility. During a super saiya-jinn transformation, the super saiya-jinn can
decrease his speed by multiples of 10 (to a minimum of 20 feet). For every 10 feet sacrificed, he
gains a +4 bonus to his Constitution score. Also, for every 10 feet of speed sacrificed, the super
saiya-jinn suffers a -2 penalty to Reflex saves.
Greater Kiai Shout: At 6th level, a super saiya-jinn gains Greater Kiai Shout as a bonus feat,
even if he does not normally meet the prerequisites.
Destructive Transformation (Ex): Beginning at 7th level, a super saiya-jinn ignores the
hardness of any objects he strikes while transformed.
Blinding Speed (Ex): While transformed, a super saiya-jinn of 8th level or higher can act as if
subjected to a haste spell for up to 5 rounds per day. This ability does not stack with the Blinding
Speed epic feat, or the benefits of the actual haste spell.
Unstoppable Transformation (Ex): At 9th level, a super saiya-jinns transformation can no
longer be ended by receiving healing that would bring him past his normal damage threshold.
While this has no effect on a voluntary transformation, a super saiya-jinn that has entered an
involuntary transformation remains transformed until the end of combat. Furthermore, a super
saiya-jinn of this level no longer becomes exhausted at the end of a transformation.
or 1 Large creature and 2 Medium or smaller creatures. If still aloft at the end of its duration, the
cloud floats downward 60 feet per round for 1d6 rounds before dissipating.
Strong conjuration; CL 15th; Craft Wondrous Item, cloud chariot; Price 216,000 gp.
Scouters: These devices, which are worn over the ear and one eye (taking up the same item
slot as goggles), are used to gauge the approximate fighting capability of an opponent. They
function as the detect evil spell, without regard to alignment. Characters with the ability to control
ki are automatically treated as clerics when detected by the scouters.
Faint divination; CL 1st; Craft Wondrous Item, detect evil; Price 2,000 gp.
Sensu Beans: Upon being ingested, these beans immediately heal the imbiber of 110 hit
points, and immediately end any and all of the following adverse conditions affecting the target;
ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued,
feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
Moderate conjuration; CL 11th; Craft Wondrous Item, heal; Price 3,300 gp
NEW ARTIFACTS
Dragonballs: There is a legend of a great and powerful dragon that sleeps at the center of the
world. The only way to summon this dragon is to bring together seven magical orbs known as
dragonballs. Upon being awakened from its centuries-long slumber, the Holy Dragon will grant
any one wish, as the spell. After granting the wish, the dragon vanishes, and the balls scatter to
the far corners of the world, lying dormant (and indistinguishable from ordinary boulders) for one
year afterward.
ChiChi VS Goku
Tienshenhan VS Yamcha
????? VS Krillin
Kame VS Piccolo
Goku VS Tienshenhan
Krillin VS Piccolo OR ????? VS Piccolo
Goku VS Piccolo OR ????? VS Goku
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions:
Son Goku, Piccolo Saga
Male Saiya-jinn Ki Master 12
Medium Outsider (Native)
Hit Dice: 6d8+12d8+90 (171 hp)
Initiative: +5
Speed: 80 ft. (16 squares)
Armor Class: 33 (+5 Dex, +6 Wis, +7 natural, +3 class, +2 insight), touch 26, flat-footed 28
Base Attack/Grapple: +15/+25
Attack: Unarmed strike +22 melee (4d8+6) or ki powers
Full Attack: Flurry of unarmed strikes +22/+22/+22 melee (4d8+6) or ki powers
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater flurry of blows, ki power (15 ki points per day), ki strike (magic, good),
powerful build, unarmed strike
Special Qualities: Darkvision 60 ft., saiya-jinn pride, warrior race
Saves: Fort +18, Ref +18, Will +19 (+21 if ki pool isnt empty)
Abilities: Str 22, Dex 20, Con 20, Int 12, Wis 23, Cha 16
Skills: Balance +28, Climb +27, Concentration +26, Diplomacy +26, Jump +28, Sense Motive
+27, Tumble +22
Feats: Expanded Ki Pool (+3 ki points), Force Ki Blast, Improved Unarmed Strike, Kamehameha,
Ki Blast, Ki Jaunt, Ki Sense, Leap Attack, Power Attack, Ranged Ki Blast, Ring The Golden Bell,
Stunning Fist, Superior Unarmed Strike, Taiyoken, Weapon Focus (unarmed strike)
Challenge Rating: 16
Alignment: Lawful Good
Possessions: Dragon pole, monks belt, nimbus cloud, 3 sensu beans
Tienshenhan, Piccolo Saga
Male Awakened Human Ki Master 13/Psychic Warrior 2
Medium Humanoid (Human)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 15
Alignment: Lawful Neutral
Possessions: