There are heroes who train themselves, pushing their bodies to their limits to gain their power. And then there are those kids who happen to stumble upon a force of good that grants them the power to fight evil where ever it may be though use of a trinket.
The key ability of a Sentai is Charisma, as most abilities they can gain draw bonuses from it. Constitution and Dexterity are the next most important abilities, as more Hit Points and AC are always useful, especially to lightly armored melee combatants. Strength finishes up the main focus, and Intelligence always provides additional skill points.
The Sentai serves as a melee combatant who can empower his allies with fighting spirit and vigor. Due to their various potential class features, they can fill some other roles with some success, but not truly excel at them.
Most Sentai gain their powers from an entity that wishes to have an impact upon the world, and needs proxies to do so. They are either lucky enough to stumble upon the being, or are specifically chosen due to their personality being suitable for the job. Some gain their powers from magical accidents, being given prototype armor, or similar situations.
Typically, a Sentai is part of a small team, unrelated to any other force. However, a large group of Lawful Sentai have been working on forming a group called the Sentai First Division to hunt down evildoers wherever they might hide.
The vast majority of Sentai are of a good alignment, drawing their powers from some powerful good entity. Some, though, draw their powers from an evil entity, or even from the fabric of reality itself. Sentai can be of any alignment, though, again, most are good. If a Sentai is Evil, it is usually of the Lawful sort, viewing its actions as necessary and those who are repulsed by them as too weak to defend the world.
Due to their adventurous nature and constant striving to improve themselves, humans are the most common race to become Sentai. Sentai of the other common races are not unheard of, and rumors even speak of a group of Aasimar Sentai wandering around, fighting evil.
The majority of Sentai don't follow a specific religion, instead following the major religion of their homeland, a god appropriate to their alignment, or no god at all.
Good Sentai and Paladins typically get along famously, with the righteous forces they draw power from giving both a common bonding point. Good Bards also tend to get along with Good Sentai, due to the amount of attention a Sentai typically draws while fighting providing Bards with plenty of new tales to tell.
3d4x10 (75 gp)
|Level ||Base Attack Bonus ||Fort Save ||Ref Save ||Will Save ||Special ||Maneuvers Known||Maneuvers Readied||Stances Known|
|1st||+1||+0||+2||+0||Improved Unarmed Strike, Henshin, Alter Ego, Sentai Ability, Sentai's Weapon||2||2||1|
|3rd||+3||+1||+3||+1||Heroic Stimulant, Sentai Ability||3||2||1|
|4th||+4||+1||+4||+1||Superior Unarmed Strike, Strike of Justice +1d6||3||3||1|
|5th||+5||+1||+4||+1||Heroic Legacy (Defense), Sentai Ability||4||3||2|
|6th||+6/+1||+2||+5||+2||Quickened Henshin (Full-Round)||4||3||2|
|8th||+8/+3||+2||+6||+2||Strike of Justice +2d6, Double Team||5||3||2|
|9th||+9/+4||+3||+6||+3||Heroic Legacy (Saves), Sentai Ability||6||4||2|
|12th||+12/+7/+2||+4||+8||+4||Strike of Justice +3d6, Quickened Henshin (Standard)||7||4||3|
|13th||+13/+8/+3||+4||+8||+4||Heroic Legacy (Offense), Sentai Ability||8||4||3|
|14th||+14/+9/+4||+4||+9||+4||The Power of Teamwork||8||5||3|
|16th||+16/+11/+6/+1||+5||+10||+5||Strike of Justice +4d6||9||5||4|
|17th||+17/+12/+7/+2||+5||+10||+5||Heroic Legacy (Precision), Sentai Ability||10||5||4|
|18th||+18/+13/+8/+3||+6||+11||+6||Quickened Henshin (Move)||10||5||4|
|20th||+20/+15/+10/+5||+6||+12||+6||Strike of Justice +5d6, True Allies of Justice||11||6||4|
Balance, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Perform (Any), Profession, Search, Sense Motive, Spot, Swim, and Tumble.
Skill Points at First Level:
(4+Int Modifier) x4
Skill Points at each additional level:
4 + Int Modifier
Weapon and Armor Proficiencies:
The Sentai is proficient with all simple weapons, as well as any weapons generated by his abilities. The Sentai is not proficient with any armor or shields except those generated through his Henshin ability.
A first level Sentai has knowledge of two martial maneuvers. Sentai have access to the Iron Heart and White Raven disciplines, along with one discipline of their choice, the key skill for which is added to the class skills of the Sentai.
In order to use a maneuver, a Sentai must first ready it. Sentai maneuvers are extraordinary abilities unless otherwise noted. A Sentai's maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.
A Sentai learns additional maneuvers as he gains levels. He must meet a maneuverís prerequisites to learn it. At 4th level, and each subsequent even level, a Sentai can exchange one of his maneuvers known for another maneuver of any level he is capable of initiating.
A Sentai can choose his readied maneuvers by exercising or meditating for 5 minutes. The maneuvers he chooses remain readied until he readies new maneuvers. A Sentai begins an encounter with all of his readied maneuvers unexpended. Once a maneuver is initiated, it is expended. A Sentai automatically recovers one expended maneuver of his choice at the beginning of each round, provided he wearing his hero suit. Otherwise, he may recover all of his maneuvers as a Full-Round action, during the round of which he may not initiate a maneuver or change his stance.
A first level Sentai knows one stance of any discipline available to him. At 5th, 11th, and 15th levels, he learns an additional stance. He must meet the prerequisites of a stance to learn it. Stances do not have to be readied, and are never expended. He can enter a stance or change stances as a swift action. A Sentai's stances are extraordinary abilities unless otherwise noted.
Improved Unarmed Strike:
At first level, the Sentai gains Improved Unarmed Strike as a bonus feat.
The Sentai's greatest technique, yet also the ability that has lead to the downfall of many. Through use of a focus, typically a fine sized object, such as a watch, belt buckle, or similar, the Sentai takes on a costumed form. Activating this ability is a 1-round action. During the round the Sentai is transforming, enemies must make a Will Save (DC of 10 + 1/2 Sentai Level + Charisma modifier), or be blinded for one round by the Sentai's transformation. The Sentai's transformation lasts for one round per class level, plus his Charisma modifier. Upon leaving the transformation, a Sentai cannot transform again until the end of the encounter.
While transformed, the Sentai gains a hero suit, usually a brightly colored, form fitting piece of toughened clothing that covers their entire body, with a hardened helmet covering the head, though this does not obscure sight. The typical hero suit is a masterwork piece of Light armor that provides the same AC benefits as a Chain Shirt, though some abilities may change this. The Sentai Suit is easy to maneuver in, with no armor check penalties, maximum dexterity bonus, or arcane spell failure chance.
While using Henshin, the Sentai gains a bonus to attack and damage rolls equal to their charisma modifier, as well as a deflection bonus to AC equal to his Charisma modifier. These bonuses may not exceed his Sentai level. If he would be put under 0 HP by a single attack, he may sacrifice the remaining time in his Henshin to reduce the damage from that attack by half.
The armor gained through the Henshin ability gain enhancements as the Sentai gains levels. At 5th level, his suit gains an enhancement bonus of +1. At 10th level and every five levels thereafter, this bonus increases by an additional +1.
Alter Ego (Su):
As a Sentai typically lives a double life, he usually struggles to keep his transformed form and his untransformed from separate. Luckily, the powers that grant him his ability to transform include a ready-made disguise. When he enters Henshin he switches his form from that of his normal identity and that of his alter ego. This ability works like the alter self spell, except that he can assume only the appearance of his alternate identity. The caster level for this ability is equal to the characters level in Sentai.
Sentai's Weapons (Su):
A Sentai typically has a weapon in which they're specialized in. At first level, he can choose one of the following, which cannot be changed. First, he may select one martial or exotic weapon that is not a double weapon. While in Henshin, he may, as a move action, call forth a masterwork version of that weapon, which counts as magic for the purposes of damage reduction. At 4th level, that weapon gains a +1 enhancement bonus. At 8th level, and every four levels thereafter, this bonus increases by 1.
Alternatively, he may gain a combination of two simple or martial weapons (meaning he could gain two crossbows, or two short swords, or one of each, as an example) or a double weapon while in Henshin, with the weapons holstered, easily accessible for the purposes of Quick Draw. Regardless of the choice of weapons or a double weapon, at 6th level, the chosen weapons gain a +1 enhancement bonus, which increases by 1 at 10th level and every four levels thereafter. If he chose a double weapon, both ends of it gain the enhancement bonus.
As a third option, he may focus on his unarmed strike, giving it a +1 enhancement bonus at 4th level, which increases by 1 at 8th level and every four levels thereafter.
If a Sentai gains a ranged weapon with this ability, the weapon is treated as though it had an unlimited amount of the most basic ammunition for it- for example, after each shot, a crossbow would rearm with a new bolt, allowing the sentai to make a full attack with it.
Regardless of the choice he makes, if his weapon is destroyed in some manner, it cannot be summoned until 24 hours have passed.
A Sentai may gain the option he did not choose as a Sentai ability, with a minimum Sentai level of 3rd.
At first level and every odd numbered level thereafter, a Sentai gains a new Sentai Ability for which he meets the prerequisites.
Team Player (Ex):
From second level onwards, when he transforms, a Sentai can inspire his team with ease. Upon activating his Henshin ability, he grants allies, including himself, within 30 feet a morale bonus on all damage rolls equal to 1/5th his Sentai level, minimum +1, for the duration of the encounter. If multiple Sentai use this ability at once, the bonus damage rolls increases by 1 for every Sentai after the first. This bonus remains for the duration even if his allies move out of the range. This bonus stacks with a Bard's Inspire Courage ability.
Heroic Stimulant (Su):
At third level, the Sentai's determination to mete out justice has grown to affect his very body and mind, sharpening it while in his superheroic form. While using his Henshin ability, he now adds his Charisma modifier as an untyped bonus to all saving throws.
Superior Unarmed Strike:
At fourth level, the Sentai gains Superior Unarmed Strike as a bonus feat.
Strike of Justice (Su):
Upon reaching fourth level, the Sentai's attacks begin to take on an elemental property. While in Henshin, the Sentai may now perform a Strike of Justice attack. Upon gaining this class feature, the Sentai selects a type of energy from the following list: acid, cold, electricity, fire, force, or sonic. As a free action while wearing his hero suit, the Sentai may deal an extra 1d6 points of this type of damage when he attacks with a weapon gained from Sentai levels or an unarmed strike, in addition to normal damage, until the end of his turn. Sentai that deal Force or Sonic damage with this ability reduce the size of the damage die from 1d6 to 1d4. The damage dealt increases by one die at 8th level and every four levels thereafter.
Heroic Legacy (Defense) (Ex):
At fifth level, part of the Sentai's abilities while transformed are applied to his untransformed state. The Sentai gains the deflection bonus to AC granted by Henshin while in his normal form.
Quickened Henshin (Su):
As a Sentai grows in power, he becomes quicker at transforming. From sixth level on, he may activate Henshin as a Full-Round action instead of a 1 Round action. At twelfth level, he may activate it as a Standard action, and at eighteenth level as a Move action.
Double Team (Ex):
When a team of Sentai manage to surround an opponent, a quick battering usually ensues. At eighth level, whenever a Sentai flanks with an ally, the flanking bonuses granted to both the Sentai and his ally are increased by 1 for every 4 levels the Sentai has. A character may only gain one instance of this ability at a time, and the sentai may not flank with himself. Furthermore, if the Sentai successfully grapples his foe, an ally that he is flanking with may make an attack on that foe at her highest attack bonus.
Heroic Legacy (Saves) (Ex):
At ninth level, the Sentai's righteous willpower is overwhelming. He gains the effects of Heroic Stimulant while in his untransformed state
Rider Effect (Su):
At tenth level, the Sentai's Strike of Justice increases in power and grants additional benefits. Whenever the Sentai makes a Strike of Justice for the first time in a round, it now has one of the following effects, depending upon the element chosen. All saving throw DCs are 10+1/2th Sentai level+ the Sentai's Charisma modifier.
When an opponent is struck with a Strike of Justice, they must make a Reflex save or be caught in the flames for a number of rounds equal to one half of the Sentai's level. Creatures caught in the flames of a Strike of Justice take damage each turn, equal to half of the Sentai's level in this class.
When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be slowed for a number of rounds equal to the Sentai's Charisma modifier.
When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be stunned for one round.
When an opponent is struck with a Strike of Justice, they must make a Fortitude save or become sickened for a number of rounds equal to half of the Sentai's level.
When an opponent is struck with a Strike of Justice, they must make a Fort save or be deafened for a number of rounds equal to half of the Sentai's level.
When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be staggered for a number of rounds equal to the Sentai's Charisma modifier.
Heroic Legacy (Offense) (Ex):
At thirteenth level, the Sentai's justice fueled power is without peer. He gains the bonus to damage rolls granted by Henshin while in his untransformed state.
The Power of Teamwork (Ex):
The sheer skill of the Sentai is able to help his allies make attacks they'd normally miss. At fourteenth level, a Sentai who is flanking an opponent can reroll an ally's missed attack, using the same bonus to hit as the original attack, dealing half of the Sentai's normal damage on a successful attack. If a Sentai misses an attack while flanking, the ally they are flanking with may do the same, dealing damage equal to half of their normal damage on a successful attack. This may only be used once per round.
Heroic Legacy (Precision) (Ex):
At seventeenth level, a Sentai's ability to strike quickly and accurately has improved, even without his suit providing its aid. He gains the bonus to attack rolls granted by Henshin while in his untransformed state.
True Allies of Justice (Su):
At twentieth level, a Sentai's personal power as a force of justice eclipses most others, and can even help inspire his allies to aspire to his height. Once per day, he may deputize up to four allies as Sentai for one hour, giving them the class features (excluding maneuvers) of a 5th level Sentai until the end of the duration.
If a Sentai's focus is destroyed in some manner, or his source of power removed, he loses all Suit abilities and supernatural class feature until he gains access to a new focus or power source. If the new focus comes from a different power source (for instance, a Sentai who drew his power from a Lawful outsider had his focus destroyed, and gained a new focus from magical experimentation), they may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.