| Transformations |
Transformations allow characters to
power-up, greatly increasing their combat abilities for a
short period of time. In general, transformations work
a lot like styles. Each transformation is race
specific and has 5 levels, each with their own special
prerequisites and experience point costs. Most
transformations have an energy point cost associated with
using them, however this is not always the case. When
transformed, the characters ECL (effective character level)
increases, effecting the experience gained from the
encounter.
|
| All Race Transformations |
Unleashing Hidden Powers
After finding someone with the ability to bring forwth your hidden power you can gain the self improvment feat three times and skill focus.
|Prerequisite: 5000 experience points|
|
|
| Human |
Adaptation
While not able to transform like the other races, humans have found a way to keep them selves from being over taken, by sealing up thier spirit energy and life energy into a point on there body. The power that is gathered can only be unleashed once a day and lasts for a number of rounds equel to the users Con stat. A human can only uptain one seal and each level in it cost a feat slot that cannot be bought through the feat buying method.
|
Health: Slowly gathering your life energy into a seal on your body, apearing as a tatoo. You can unleash its gathered energy flooding your body with the pent up life energy.
Level 1: Activiating the seal gives you a days rest for power hit gaining back level x2 in HP.
|Prerequisite: Con 19+, 9+ Ranks in Ki Craft|
Level 2: When activated your body purges it sell of all ill effects, such as exhuastion, poisen, blindness or any other such effect.
|Prerequisite: Con 20+|
Level 3: While the Seal is activated you gain Fast Healing 3
|Prerequisite: Con 21+|
|
Power: Slowly collecting your spirit energy into a seal on yoru body, apearing as a tatoo. You can unlock its power opening the gate to let the built up energy flow through your body.
Level 1: Activiating the seal gives you a days rest for power points gaining back level x2 in PP.
|Prerequisite: Ki 19+, 9+ Ranks in Ki Craft|
Level 2: Cause of the sudden flux of energy in a humans body they are able to channel one extra power point into each tech they perform while the tatoo is in effect.
|Prerequisite: Ki 20+|
Level 3: While the Seal is activated you gain Fast Healing 3 for power points
|Prerequisite: Ki 21+|
|
Body Over Load: Building your spirit energy and life energy into a seal on your body you may unleash it to maximize your body in combat.
Level 1: Activiating the seal gives you back power points and hit points gaining back your level in PP and HP.
|Prerequisite: Con 17+, Ki 17, 9+ Ranks in Ki Craft|
Level 2: With the sudden burst of extra energy a human's body is infused with the energy gaining a +4 to Str and Ki
|Prerequisite: Con 18+, Ki 18+|
Level 3: While the Seal is activated you gain Fast Healing 1 for hit points and power points
|Prerequisite: Con 19+, Ki 19+|
Humans also have the uniqe ability to have more then one advanced style, while other races are held to only having one.
|
|
| Saiya-jin & Half-Saiyan Transformations |
Oozaru
Every Saiya-jin and Half-Saiyan with a tail has the inborn ability to transform into an Oozaru. An Oozaru is a giant ape creature, standing roughly 50ft tall (actual height varies from the one performing it). The transformation is triggered whenever the Saiya-jin or Half-Saiyan sees a full moon. While in this form, the Saiya-jin or Half-Saiyan benefits from greatly increased strength and endurance. In Oozaru form, they loose the ability to use his or her energy attacks (save for the Mouth Blast which all Oozaru posses) and becomes a rampaging beast. Oozaru are pack hunters, and will recognize an alpha male as their pack leader. If their is no clear alpha male, the Oozaru will fight each other for control of the pack. The transformation lasts as long as the Saiya-jin or Half-Saiyan is in moonlight and will not end unless the tail is severed from the beast. Upon returning to their true form, the transformee is rendered unconscious. Additionally, the character has no recollection for what transpired while in the Oozaru form. Transforming (either way) takes 2 rounds and begins on the character's turn.
|
 |
Level
1 - Oozaru Form: Stat
Modifiers (+24 Strength, -4 Dexterity, +16
Constitution, Intelligence 2); +9 natural armor, -4 size modifier to
attack rolls and armor class; +10 to Listen checks; gain Mouth Blast and Low-Light Vision for the duration of the transformation. As gargantuan creatures, Oozaru gain reach 20ft and their fists of course, their fists do more damage. The character's ECL increases by 7 when using this transformation.
|Prerequisite: Saiya-jin or Half-Saiyan|
(The Following Oozaru Forms are for Full Blooded Saiyans only)
Level 2: Instead of falling unconscious after reverting to their true form, the Saiya-jin is instead fatigued (suffering a -2 penalty to armor class, attack rolls, and skill checks) and exhausted. Exhausted characters can only make partial actions.
|Prerequisite: character
level 3+; 1500 experience points|
Level 3 - Evolved Tail: The Saiya-jin is no longer paralyzed with pain when someone grabs their tail.
|Prerequisite: character
level 5+; Great Fortitude; 2500 experience points|
Level 4: The Saiya-jin is no longer exhausted after reverting back to their true form.
|Prerequisite: character
level 7+; 3500 experience points|
Level 5 - Oozaru Mastery: The Saiya-jin is able to control themselves and remember everything that transpires while in Oozaru form. The character's ECL increases by 8 when using this transformation.
|Prerequisite: character
level 10+; Iron Will; 5000 experience points|
|
Super Saiya-jin
A
legendary transformation...
Level 1: Super Saiya-jin - Stat Modifiers (+12 Strength, +12 Dexterity, +12 Constitution, +12 Ki); +20 to all movement rates; extra partial action every round; costs 3 power points per round to maintain. The character's ECL increases by 8 when using this transformation.
|Prerequisite: Saiya-jin or Half-Saiyan; role-playing requirement; character level 16+; 8000 experience points|
Level 2: Accelerated Transformation -
Transforming into a Super Saiya-jin is now a standard
action rather then a full-round action.
|Prerequisite: character
level 17+ 8500 experience points|
Level 3: Ultra-Super Saiya-jin - Stat Modifiers (+24 Strength, +16 Constitution, +12 Ki); +10 to all movement rates; extra partial action every round; costs 5 power points per round to maintain. The character's ECL increases by 8 when using this transformation.
|Prerequisite: character
level 18+ 9000 experience points|
Level 4: Quickened Transformation -
Transforming into a Super Saiya-jin is now a free
action rather then a standard action.
Transforming into an Ultra-Super Saiya-jin is now a
standard action rather then a full-round action.
|Prerequisite: character
level 19+ 9500 experience points|
Level 5: Ascended Super Saiya-jin - Stat Modifiers (+16 Strength, +16 Dexterity, +16 Constitution, +16 Ki); +20 to all movement rates; extra partial action every round; costs 16 power points transform. The character's ECL increases by 9 when using this transformation.
|Prerequisite: character
level 20+ 10000 experience points| |
|
| Namekian
Transformations |
Super Namek
Long ago an ancient sect of
Nameks discovered the secrets to unlocking their
race's full potential. These Nameks became
corrupted with the power they had discovered, and were
banished from their planet forever by way of the
Dragon Balls. They were able to reach a new
level of consciousness, greatly augmenting their
natural abilities.
Level 1: Super Namek - +2
str, +2 con The
character's ECL 1 increases permanently upon getting
the first level in this Transformation.
|Prerequisite: character
level 10 , Mystic attack, Kyodaika, 2 levels in Dragon
style experience points|
Level 2: Super Namek - +4 str,
+4 con The
character's ECL 2 increases permanently upon getting
the first level in this Transformation.
|Prerequisite: character
level 11 , Mystic attack, Kyodaika, 4 levels in Dragon
style experience points|
Level 3: Super Namek - +6
str, +6 con, Improved Kyodaika (able to become Huge
instead of Large with Kyodaika, giving the Namek -4 size modifier to
attack rolls and armor class, +16, -4 dex, +8 con, +5
natural armor) The character's ECL 3 increases permanently upon getting the first level in this Transformation.. Or increases by 4 when going to Huge with Kyodaika.
Prerequisite: character
level 12 , Mystic attack, Kyodaika, 6 levels in Dragon
style experience points|
Level 4: Super Namek - +8
str, +8 con The
character's ECL 4 increases permanently upon getting
the first level in this Transformation..
|Prerequisite: character
level 13 , Mystic attack, Kyodaika, 8 levels in Dragon
style experience points|
Level 5: Super Namek - +10
str, +10 con, Master of Kyodaika (able to become gargantuan,
giving them +24 Strength, -4 Dexterity, +16
Constitution); +9 natural armor, -4 size modifier to
attack rolls and armor class The character's ECL 5increases permanently upon getting the first level in this Transformation. Or increases by 8 using the top size in Kyodaika.
Prerequisite: character
level 14 , Mystic attack, Kyodaika, 10 levels in
Dragon style experience points| |
|
| Changeling
Transformations |
Beauty
to Beast
A horrible and terrifying
transformation... Transforming (either
way) is a standard action. The Charisma penalty
can never result in reduced spell casting ability,
however it may lower the effectiveness of most
spells. Changelings loose their Pheromone
ability while transformed.
Level 1: From Beauty to Beast - Stat Modifiers (+8 Strength, +8 Constitution, -6 Charisma); +2 natural armor; +4 to Intimidate checks; costs 8 power points transform. The character's ECL increases by 2 when using this transformation.
|Prerequisite:
Changeling; character level 6+; 3000 experience
points|
Level 2: From Beauty to Beast - Stat Modifiers (+10 Strength, +10 Constitution, -8 Charisma); +3 natural armor; +8 to Intimidate checks; costs 10 power points transform. The character's ECL increases by 3 when using this transformation.
|Prerequisite:
Changeling;
character level 7+; 3500 experience points|
Level 3: From Beauty to Beast - Stat Modifiers (+12 Strength, +12 Constitution, -10 Charisma); +4 natural armor; +8 to Intimidate checks; Intimidating Presence (one target must make a Will save DC 10+ Changeling level or be shaken); costs 12 power points transform. The character's ECL increases by 4 when using this transformation.
|Prerequisite:
Changeling;
character level 8+; 4000 experience points|
Level 4: From Beauty to Beast - Stat Modifiers (+14 Strength, +14 Constitution, -12 Charisma); +5 natural armor; +8 to Intimidate checks; Intimidating presence (one target upon transformation must make a Will save DC 14+ Changeling level or be shaken); costs 14 power points transform. The character's ECL increases by 5 when using this transformation.
|Prerequisite:
Changeling;
character level 9+; 4500 experience points|
Level 5: From Beauty to Beast - Stat Modifiers (+16 Strength, +16 Constitution, -14 Charisma); +6 natural armor; +8 to Intimidate checks; Intimidating Aura (all creatures within a 20ft radius upon transformation must make a Will save DC 14+ Changeling level or be shaken); costs 16 power points transform. The character's ECL increases by 6 when using this transformation.
|Prerequisite:
Changeling;
character level 10+; 5000 experience points| |
|
| Icer Transformations |
Icer
Transformations
Level 1: Gore attack 1d8 + 1/2 str mod to damage; +10 Strength, +6 Constitution, +2 Natural Armor, Increases DR amount by 3, -1 size modifier to attacks and defense. +3 ECL; costs 10 power points transform.
|Prerequisite:
Icer;
character level 6+; 3000 experience points|
Level 2: +16 Strength, -2 Dexterity, +8 Constitution, +4 Natural Armor, Increases DR amount by 6 +4 ECL; costs 14 power points transform.
|Prerequisite: Icer;
character level 10+; 5000 experience points|
Level 3 - Accelerated Transformation: Transforming into any
of the Icer's alternate forms is now a standard
action rather then a full-round action.
|Prerequisite: Icer;
character level 14+; 7000 experience points|
Level 4: +10 Strength, +16 Dexterity, +10 Constitution, +10 Ki, +10 to all movement rates +5 ECL; costs 20 power points transform.
|Prerequisite: Icer;
character level 16+; 8000 experience points|
Level 5: +16 Strength, +16 Dexterity, +14 Constitution, +14 Ki, +20 to all movement rates, +4 Natural Armor, Increases DR amount by 6 +8 ECL; costs 24 power points transform.
|Prerequisite:
Icer;
character level 20+; 10000 experience points|
|
|
| Fie'nnar Transformations |
Fie'nnar Transformation
The Fie'nnar have legends of the mightiest of their race managing a powerful transformation, bonding themselves with shadows and darkness to enhance their own physiology and ability in combat. At the beginning phases, the Fie'nnar actually gets slightly shorter, while their physical strength greatly increases. Strips of darkness striate themselves across their body's, creating a meshwork of shadow that envelops them completely at the last levels, empowering the Fie'nnar to phenomenal levels.
Level 1: Stat Modifiers (+6 Strength, +2 Dexterity, +4 Constitution), Shadow Blur (10% miss chance), +4 bonus to Hide, +10 movement, Shadow Blend (10%, 5 PP/use), ECL +1
|Prerequisite: Fie'nnar; character level 8+; 4000 experience points|
Level 2: Stat Modifiers (+8 Strength, +4 Dexterity, +6 Constitution), +4 bonus to Hide, +15 movement, Shadow Blend (15%, 4 PP/use) ECL +3
|Prerequisite: Fie'nnar; character level 10+; 5000 experience points|
Level 3: Stat Modifiers (+10 Strength, +6 Dexterity, +8 Constitution), +4 bonus to Hide, +20 movement, Shadow Blend (20%, 3 PP/use) Shadow Body: The Fie'nnar looses only half of the bonuses from his transformation when in daylight. ECL +4
|Prerequisite: Fie'nnar; character level 12+; 6000 experience points|
Level 4: Stat Modifiers (+12 Strength, +8 Dexterity, +10 Constitution), +4 bonus to Hide, +25 movement, Shadow Blend (25%, 2 PP/use) ECL +5
|Prerequisite: Fie'nnar; character level 14+; 7000 experience points|
Level 5: Stat Modifiers (+14 Strength, +10 Dexterity, +12 Constitution), +4 bonus to Hide, +30 movement, Shadow Blend (30%, 1 PP/use)
Shadow Discorportation: (A Fie'nnar may try to cheat death at this point. Once Perday as a free action an any turn, he may make a Reflex save (DC + damage dealt) if using this ability when you don't take any damage the DC is 0; if successful, the Fie'nnar simply breaks into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the Fie'nnar reappears at a spot of his choosing within 1 mile of the place where he was forced to discorporate. While discorporated, the Fie'nnar simply does not exist. He can do nothing, and his enemies can do nothing to him.) ECL +6
|Prerequisite: Fie'nnar; character level 16+; 8000 experience points|
|
|
| Sai-Eil Transformations |
Sai-Eil Transformation
The Sai-eil of the planet Shaln don't transform. Instead they become the host to a symbiotic ghost-like creature. This bond is permanent, and can become more powerful as time progresses. This being greatly increases the energy manipulating prowess of the host, and as such, they are no longer able to hide their Ki. Their is no visual effect on the host, however if someone with Spirit Sight were to look at the being, they would see the ethereal form of the ghost overlapping that of the host.
Level 1: Symbiosis - +1 Damage Reduction, +3 Deflection bonus to AC, +2 Ki. Spirit Sight (as Mystic class ability) The character's ECL permanently increases by 2 when using this transformation.
|Prerequisite: Sai-eil; character level 5+; 2500 experience points|
Level 2: Symbiosis - +2 Damage Reduction, +4 Deflection bonus to AC, +4 Ki. The character's ECL permanently increases by 3 when using this transformation.
|Prerequisite: Sai-eil; character level 6+; 3000 experience points|
Level 3: Symbiosis - +3 Damage Reduction, +5 Deflection bonus to AC, +6 Ki. Life Drain (By concentrating Ki into your melee attacks, you are able to deal more damage then normal. Each melee attack deals additional 1d4 damage for every power point channeled, giving it back to the host as temporary HP. Using the technique counts as a free action, however it uses up a melee attack.
|MT: free action; Damage: +1d4 per energy point; Channel DC: 10; Range: Touch; Type: Touch Attack The character's ECL permanently increases by 4 when using this transformation.
|Prerequisite: Sai-eil; character level 7+; 3500 experience points|
Level 4: Symbiosis - +4 Damage Reduction, +6 Deflection bonus to AC, +8 Ki. The character's ECL permanently increases by 5 when using this transformation.
|Prerequisite: Sai-eil; character level 8+; 4000 experience points|
Level 5: Symbiosis - +5 Damage Reduction, +7 Deflection bonus to AC, +10 Ki. Spirit Body (ability to become ethereal, allowing you to walk through solid objects, and giving you a 50% miss chance.) Costing 5 power points per round maintained. The character's ECL permanently increases by 6 when using this transformation.
|Prerequisite: Sai-eil; character level 9+; 4500 experience points| |
|
| Verlarian |
Verlarian Transformation
The crustacean like race is a master of evolving becoming more and more powerful as they develope. Once they change into there new form there is no going back.
Level 1: Stat modifiers (+6 Strength, +6 Contitution) +2 Damage Reduction, Vorpal Spines +1 Damage to Physical attacks. A Verlarian's ECL increases by 2 once they evolve into this form.
|Prerequisite: Verlarian; 8 character level, Rapid Metabolism|
Level 2: Stat modifiers (+8 Strength, +8 Contitution) +4 Natural Armor, Vorpal Spines +2 Damage to Physical attacks. A Verlarian's ECL increases by 3 once they evolve into this form.
|Prerequisite: Verlarian; 10 character level|
Level 3: Stat modifiers (+10 Strength, +10 Contitution) +3 Damage Reduction, Vorpal Spines +3 Damage to Physical attacks. A Verlarian's ECL increases by 4 once they evolve into this form.
Renew from Within: This technique can heal any wound; Renew from Within can heal a number of Hit Points equal to 1d4 per power point channeled. Channel DC: 4
|Prerequisite: Verlarian; 12 character level|
Level 4: Stat modifiers (+12 Strength, +12 Contitution) +6 Natural Armor, Vorpal Spines +4 Damage to Physical attacks. A Verlarian's ECL increases by 5 once they evolve into this form.
|Prerequisite: Verlarian; 14 character level|
Level 5: Stat modifiers (+14 Strength, +14 Contitution) +4 Damage Reduction, Vorpal Spines +5 Damage to Physical attacks. A Verlarian's ECL increases by 6 once they evolve into this form.
|Prerequisite: Verlarian; 16 character level| |
|
| Alien Transformations |
Alien Transformations
Alien transformations work a bit different then those of all other races for the simple fact that all aliens are different. Depending on when you choose to have your first transformation level available determines how many points you have to purchase the abilities of your first level in that transformation. Based upon this first level, the GM will construct the remaining 4 levels in the transformation. If you choose to have your first level available at 5th level, you receive 6 points. If you choose to have your first level available at 10th level, you receive 12 points. If you choose to have your first level available at 15th level, you receive 18 points. These points are used to enhance your races normal abilities. They cannot add abilities (other then stat modifiers) that your race does not already posses.
|
|
|
|