Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170207141044

First, your bonus techniques. You get 7 from this list:

Ki Sense - Able to detect the energy of other beings that use ki (i.e. most fighters). Does not work on beings with godly ki or creatures without ki, like machines.

Instant Transmission (40 ki) - Teleport next to someone you can see. If you have ki sense, you may teleport to anyone you can sense, as well. On your turn, you may use Instant Transmission to perform a surprise melee attack or technique (you must also pay the cost for that technique) on an opponent, ignoring their DEX mod to AC. A melee attack performed this way is referred to as an “Instant Strike.” If combined with another technique, you may refer to it as an “Instant” version of that attack (“Instant Kamehameha,” “Instant Death Ball,” “Instant Galactic Buster,” etc.).

Ki Suppress - Render yourself immune to ki sensing and scouters. Scouters will read a power level of 5 when scanning you.

Imitate Space Duck (10 ki) - (Prerequisite - Ki Suppress) If someone scans or senses your suppressed ki from a distance, you may attempt a Charisma check (DC 10 + their INT modifier + their level) to convince them you are wildlife. You may apply your bluff skill modifier to this check if you are proficient.

Solar Flare (20 ki) - Opponents looking at you must make a reflex save to cover their eyes or be stunned for a turn and blinded for 1d4 rounds. Cannot be used if your hands are bound or the sun is obscured. Does not work on the blind or someone wearing a visor or sunglasses (scouters do not count).

Tri-Beam/Kikōhō (10 ki) - Uses your life force to deal damage to an enemy. You must succeed in a ranged touch attack on your intended target. If you do, roll your hit die in damage and lose as much health as the result, inflicting the same amount of damage to your target.

Neo Tri-Beam/Shin Kikōhō (5 ki per Tri-Beam/Kikōhō after the initial hit) - (Prerequisite - Tri-Beam/Kikōhō) After succeeding in a Tri-Beam on an opponent, you may continue to roll additional Tri-Beam attacks on that same target. You do not need to succeed on repeated touch attacks - Neo Tri-Beam/Shin Kikōhō will continue to connect as long as the initial hit connected. If you use more than half your health, you must attempt a Fortitude save (DC 10 + enemy’s CON modifier + their level) to continue attacking. If you succeed, you must make an additional Fortitude save with an extra +1 DC for each attack. Failing a save causes you to pass out.

Kaio-ken - (Levels: x1 - 5 ki, x2 10 ki, x3 15 ki, x4 20 ki, x10 25 ki, x20 30 ki) - Select a Kaio-Ken level when you activate the technique. Kaio-Ken lasts 1d4 + user level rounds (max: 10 rounds) or until you choose to end it. For levels x1, x2, x3 and x4, add that number to all damage rolls you make. For x10 and x20, add a d10 and d20, respectively. You take damage equal to the amount added to your attack power as recoil while Kaio-Ken is active.

Kaio-What?! - (Prerequisite - Kaio-Ken) Attacks made with Kaio-Ken gain a +3 to hit.

Spirit Bomb - (Prerequisite - Lawful Alignment) Gather energy from life around you into a single blast. You must remain still for as long as the bomb charges, and may charge it for 1 turn per user level (max: 10 rounds). Each round charged adds 1d8 to damage. An uncharged Spirit Bomb deals no damage. Other party members may offer up their own energy by using a move action to raise their arms during their turn. Doing so adds their hit die to the damage but drains them of 25% of their max ki. A party member may only give energy to the same Spirit Bomb once each. The name and cost of the final Spirit Bomb depends on the number of turns charged. (A character may only know one of either “Spirit Bomb,” “Negative Karma Ball” or “Revenge Death Ball.”) 1-2 turns - “Spirit Bomb” 3-4 turns - “Large Spirit Bomb” 5-6 turns - “Super Spirit Bomb” 7-8 turns - “Ultra Spirit Bomb” 10 turns - “Universal Spirit Bomb”

Absorb Spirit Bomb - (Prerequisite - Saiyan, Super Saiyan, Spirit Bomb) You may turn Super Saiyan while charging a Spirit Bomb to add all charged damage from the Spirit Bomb to your next unarmed attack and gain ki relative to the time spent charging. Doing so ends the Spirit Bomb prematurely without throwing it. If a Saiyan absorbs a Spirit Bomb by turning Super Saiyan 4, and proceeds to perform Super Dragon Fist on an opponent, and the attack connects, they revert to base form and take -2 to all modifiers for the remainder of the fight.

Negative Karma Ball - (Prerequisite - Evil Alignment) See “Spirit Bomb.” (A character may only know one of either “Spirit Bomb,” “Negative Karma Ball” or “Revenge Death Ball.”)

Dark Dragon - (Prerequisite - Negative Karma Ball, Chaotic Evil Alignment) A stronger version of Negative Karma Ball that may only be used be Chaotic Evil characters. Add 1d10 per turn instead of 1d8. Each level costs an additional 25 ki instead of Negative Karma Ball’s 20.

Revenge Death Ball - (Prerequisite - Chaotic Alignment) See “Negative Karma Ball” (A character may only know one of either “Spirit Bomb,” “Negative Karma Ball” or “Revenge Death Ball.”)

Revenge Death Ball Final - (Prerequisite - Revenge Death Ball, Super Namek/Super Saiyan/Pure Majin/Full-Power/Super Evolution/Special Fighting Poses and Level 15 [Brenchians only]) A stronger version of Revenge Death Ball that may only be used by a transformed character. Add 1d10 per turn instead of 1d8.

Wolf Fang Fist (35 ki) - You may make a second attack during your turn at a -2 to hit penalty. At level 5, this penalty becomes -1 and the cost decreases by 10, and vanishes completely at level 9, with the cost further diminishing by 10. Wolf Fang Fist is a full round action. If this is your only damaging technique, you shall be referred to as “Yamcha.”

Explosive Wave (10 ki) - Use your ki to create a small explosion with you at the epicenter, dealing 1d6 damage to all enemies adjacent to you. For every level past 1, you may pay another 5 ki to further increase the damage by another d6 (max: 10d6).

Super Explosive Wave (20 ki per level) - (Prerequisite - Explosive Wave) An even bigger explosion, dealing 1d8 x user level (max 10d8) to all enemies in a 10-foot radius).

Energy Charge - Replenish 1d6 ki + user level ki. Full round action.

Full Power Charge - (Prerequisite - Level 10 or Energy Charge) Replenish 1d8 ki + user level. Full round action.

Maximum Charge - (Prerequisite - Level 15 or Full Power Charge) Replenish 1d10 ki + user level. Full round action.

Final Explosion - Expend all your health and ki to deal that much damage to everyone in a 100-foot radius. Using this attack will instantly kill you. Use only if you hate yourself and everything else in the immediate vicinity.

Fusion Technique (75 ki each) - You and another willing, corporeal, living creature of the same size fuse into one being. You must both succeed in a “Fusion Dance check” (roll a d12. Your rolls must come within x of each other, where x is your combined DEX modifiers). The initiator of the dance has control over the fused warrior. The fused being has your combined hit points, techniques and ki. Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the fused being also has the higher Hit Dice —this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it uses techniques at the higher of the levels that you or the other creature possessed before becoming fused.

Backstep Ki Blast (20 ki) - Blast an enemy in the face at melee range and use the recoil to jump safely out of range. Deals 1d4 damage instantaneously and causes you to retreat 20 feet back. Can be performed immediately after a melee attack for an additional 5 ki.

(HP is next, promise.)