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    Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

    Adapting to Pathfinder

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    Adapting the Sentai base class to Pathfinder is simple.

    Replace the skill section with the following.

    Class Skills: Acrobatics, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Local), Perform (Any), Perception, Profession, and Swim.

    Skill ranks per level: 4 + Int Modifier

    For any Sentai ability that has a requirement of skill ranks, reduce the number of ranks required by 3.


    Change the Heroic Endurance sentai ability to read as follows.

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    Heroic Endurance [Self]
    Requirements: Sentai level 7
    Benefit: The job of a sentai is endless, and his will to complete it moreso- not even being brought near death can stop him. Whenever the sentai is brought to 0 or fewer Hp, he is no longer disabled or dying, and can act normally. He still dies at negative hit points equal to his Con score, unless an ability alters the negative hit point total at which he dies. At 10th level, the power of his will to live increases. He dies at negative hit points equal to his twice his Constitution score, instead of negative hit points equal to his Constitution score.



    Archetype

    The Magician Archtype does not gain Concentration as a class skill. It may make concentration checks using they key ability for its spellshapes+its shaper level.


    Alternate Class Features

    The Technician Sentai gains bonus Combat feats at levels 5, 10, and 15, instead of bonus Fighter feats.

    Favored Class Bonuses
    It comes as no suprise that some races take naturally to the Sentai's abilities. The following races gain the listed options as a favored class bonus, should they have Sentai as their favored class.
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    Aasimar- +1 energy resistance to the element chosen for Strike of Justice. If they do not have Strike of Justice, they may choose the element beforehand, gaining the resistance
    Human- +1/6th sentai ability
    Changeling- +1/6th daily use of Modular Suit
    Tiefling- +1/4th bonus to attack rolls with unarmed strike or weapons from the Sentai class
    Half-Orc- +1/4th bonus to damage with unarmed strike or weapons from the Sentai class
    Elf- +1/5th Resistance bonus to a save of choice
    Warforged- +1/5th DR/-



    Feats

    Due to changes in Pathfinder, some feats are altered.

    Replace Ascetic Senshi with the following.

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    Ascetic Senshi [General]
    Prerequisites: Unarmed Strike class feature, Henshin class feature, Flurry of Blows
    Benefit: Your Monk levels and Sentai levels stack for determining your Initiator Level, the effects of abilities that depend on Sentai level, your Ki pool, and to determine your unarmed strike damage and the effect of the flurry of blows class feature (including improved flurry of blows). Furthermore, you may use your Charisma for any monk class feature that normally uses Wisdom, including Ki pool size, and your hero suit does not prevent you from using any monk ability that requires you to be unarmoured, though the Sentai Knight ability does. You may not add both your Wisdom and Charisma to AC and CMD, or your Charisma to AC and CMD twice, but you still gain the bonus from Monk levels. You may multiclass freely between the Monk and Sentai classes.
    Special: You may take this feat if you have any archetypes or Alternate Class Features that replaces Flurry of Blows. If you do so, you may advance those instead of it.


    Replace Holy Senshi with the following.

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    Holy Senshi [General]
    Prerequisites: Smite Evil, Lay on Hands, Henshin class feature
    Benefit: Your Paladin levels and Sentai levels stack for determining your Initiator Level, Henshin duration, the effects of abilities that depend on Sentai level, the effects of Smite Evil, and the uses and effects of your Lay on Hands class feature. You may add half of your sentai level to your paladin levels to determine the uses each day of Smite Evil, as well as Mercy progression. You may multiclass freely between Paladin and Sentai.
    Special:If you have taken the Magician Archetype, you may add your Paladin level to your Sentai level to determine your Shaper level.



    Replace Unholy Senshi with the following.

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    Unholy Senshi [General]
    Prerequisites: Smite Good, Touch of Corruption, Henshin class feature
    Benefit: Your Antipaladin levels and Sentai levels stack for determining your Initiator Level, Henshin duration, the effects of abilities that depend on Sentai level, the effects of Smite Good, and the uses and effects of your Touch of Corruption class feature. You may add half of your sentai level to your Antipaladin levels to determine the uses each day of Smite Good, as well as Cruelty progression.
    Special:If you have taken the Magician Archetype, you may add your Antipaladin level to your Sentai level to determine your Shaper level.




    Sentai Feats

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    Ascetic Senshi [General]
    Prerequisites: Unarmed Strike class feature, Henshin class feature, Flurry of Blows
    Benefit: Your Monk levels and Sentai levels stack for determining your Initiator Level, the effects of abilities that depend on Sentai level, and to determine your unarmed strike damage and the effect of the flurry of blows class feature (including improved flurry of blows). Furthermore, you may use your Charisma for any monk class feature that normally uses Wisdom, and your hero suit does not prevent you from using any monk ability that requires you to be unarmoured, though the Sentai Knight ability does. You may not add both your Wisdom and Charisma to AC, or your Charisma to AC twice, but you still gain the bonus from Monk levels. You may multiclass freely between the Monk and Sentai classes.
    Special: You may take this feat if you have any archetypes or Alternate Class Features that replaces Flurry of Blows. If you do so, you may advance those instead of it.


    Burning Soul [General]
    Prerequisites: Race with a Charisma penalty, Henshin class feature
    Benefits: The blazing soul of an ally of justice burns within you, dispite your difficulty with people. You may treat your Charisma modifier as though it were one greater than normal for the purposes of Sentai abilities and class features.


    Chivalrous Rider [General]
    Prerequisites: Sentai's Steed ability, creature capable of serving as a mount gained from another class
    Benefit: The Rider's clockwork steed and the special mount from any other class are one and the same. Your Clockwork Steed is treated as your special mount, animal companion, or mount, depending on how you qualified for this feat, and your levels in Sentai and the qualifying class stack for the purposes of determining your mount's abilities, your Initiator level, and the effects of abilities that depend on Sentai level, to a maximum effective level equal to your hit dice.
    Special: If you have taken the Magician Archetype, you may count the levels in the qualifying class as Sentai levels to determine your Shaper level.


    Experienced Warrior of Justice [General]
    Prerequisites: Sentai level 15, True Sentai class ability
    Benefit: Through extreme training, fighting, and effort, you have nigh-mastered your abilities. Select a [Suit] ability you have that requires Sentai level 11 or less. You may use that ability outside of your suit. Furthermore, you may use Strike of Justice while not wearing your hero suit.
    Special: You may take this feat multiple times. Each time, you select a different ability to be able to use outside of your Hero Suit, and may increase the required level maximum by 2. You gain no other benefits from taking this ability.


    Extra Sentai Ability [General]
    Prerequisites: Sentai level 5
    Benefits: You gain an extra [Suit] Sentai ability for which you meet the prerequisites.
    Special: This feat may be taken up to three times. Each time, you gain a different ability.


    Hastened Henshin [General]
    Prerequisites: Sentai level 6, Quick Draw
    Benefit: A number of times each day equal to your Wisdom modifier, you may activate Henshin as an immediate action. If you do so, the transformation lasts for half as long as it normally would.


    Holy Senshi [General]
    Prerequisites: Smite Evil, Lay on Hands, Henshin class feature
    Benefit: Your Paladin levels and Sentai levels stack for determining your Initiator Level, Henshin duration, the effects of abilities that depend on Sentai level, and the uses and effects of your Smite Evil and Lay on Hands class features. You may multiclass freely between Paladin and Sentai.
    Special:If you have taken the Magician Archetype, you may add your Paladin level to your Sentai level to determine your Shaper level.


    Iron Senshi [General]
    Prerequisites: Grit class feature, Deeds, Henshin class feature
    Benefit: Your Gunslinger levels and Sentai levels stack for determining initiator level and the duration of Henshin, as well as for sentai abilities that have effects that scale with level. You may use your Charisma modifier to determine your grit pool instead of your Wisdom modifier, and you may add half of your Sentai level to your Gunslinger levels to determine the deeds you can use. Upon taking this feat, you may replace a weapon gained from Sentai levels with a gun gained from Gunslinger levels. Your choice may not be changed at a later point.
    Special:If you have taken the Magician Archetype, you may add your Gunslinger level to your Sentai level to determine your Shaper level.


    Musical Senshi [General]
    Prerequisites: Henshin class feature, Team Player, Bardic Music, BAB +3
    Benefit: Your Sentai and Bard levels stack for the purposes of determining your Inspire Courage bonus, daily Bardic Music, and Initiator level. When you use Henshin, you may activate Bardic Music as a swift action the round you don your hero suit.
    Special:If you have taken the Magician Archetype, you may add your Bard level to your Sentai level to determine your Shaper level.


    Serene Sentai [General]
    Prerequites: Henshin class feature
    Benefit: You may use your Wisdom modifier instead of your Charisma modifier for Sentai class features and abilities.


    Shinobi Senshi [General]
    Prerequisites: Ki Pool class feature, Henshin class feature
    Benefit: You may count your Ninja levels as Sentai levels for determining initiator level and the duration of Henshin, as well as for abilities that have effects that scale with level. You may count your Sentai levels as Ninja levels for the purpose of determining your ki pool, and you may gain a ninja trick, or a greater ninja trick, if you are at least 10th level, instead of a sentai ability. You may not gain a rogue talent, unspecified feat, or advanced talent instead of a sentai ability.
    Special:If you have taken the Magician Archetype, you may add your Ninja level to your Sentai level to determine your Shaper level.


    Themed Sentai [General]
    Prerequisites: Must be gained at or before the first level in Sentai is taken.
    Benefit: Choose two skills not on the Sentai class skill list, such as Swim and Use Rope. You may treat those skills as if they were Sentai class skills for the purposes of buying ranks and maximum ranks. You gain a +2 bonus on skill checks with each of those skills.
    Note: It is advised that these skills be thematically related, but not completely required.


    Unholy Senshi [General]
    Prerequisites: Smite Good, Deadly Touch, Henshin class feature
    Benefit: Your Paladin of Slaughter levels and Sentai levels stack for determining your Initiator Level, Henshin duration, the effects of abilities that depend on Sentai level, and the uses and effects of your Smite Good and Deadly Touch class features. You may multiclass freely between Paladin of Slaughter and Sentai.
    Special: If you have taken the Magician Archetype, you may add your Paladin of Slaughter level to your Sentai level to determine your Shaper level.



    Sentai Items

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    Wondrous Items
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    Henshin Booster
    Some sentai realize that, in order to better fight evil, they must prepare their allies by assisting them in branching out. Thus, Henshin Boosters were made. A henshin booster is a small item, usually a card, focusing crystal, or similar, that can amplify a Sentai's arsenal.

    Each Henshin booster contains a Suit ability, which anyone with the Henshin class feature may use. A character can use a maximum of three Henshin Boosters each day, and each booster can only be used for five rounds a day, split as desired.

    While using a Henshin Booster, the character gains the Sentai Ability contained. Activating a henshin booster is a free action, as is deactivating one,but activating it consumes one of the rounds available. If a Henshin booster provides an ability requiring another Sentai ability, the character must have the required Sentai ability, either from Sentai levels or through another Henshin Booster.

    A sentai determines the effects of a Henshin Booster that scales by taking their sentai level, -5. A non-sentai who activates a Henshin Booster (such as by using Use Magic Device, or with a henshin license) treats their sentai level as 1/2 of their HD.

    Henshin Boosters vary in price based on the required sentai level for the ability contained, as seen on the below table.


    CL varies; Craft Wondrous Item, alter self, creator must have ability being used to create item


    Henshin License
    When sentai stop to think about things for a few days, they realize that they cannot always be there to help, and that their powers might not always be there.

    Working with expert artificers, they came up with a solution- the Henshin License. Allowing non-sentai to take a form similar to that of a true sentai, though at a reduced power.

    As a full-round action, a character who owns a Henshin License may take on a hero-suit like form for a number of rounds equal to half their level, plus their charisma modifier, which obscures their physical characteristics and allows them to use henshin boosters. The default Henshin License gives armor equivalent to a masterwork chain shirt, not included in the price, but others might give armor equivalent to full-plate, or any other type of armor, including magical armor, which adjusts the price appropriately. While using a Henshin License, a character gains their charisma modifier as a Deflection bonus to AC, and may make unarmed attacks as though they had Improved Unarmed Strike. If they have Improved Unarmed Strike, they treat their unarmed damage as though it were one die larger than it is.

    A Henshin License may only be used 3 times each day.


    Strong Transmutation; CL 11th; Craft Wondrous Item, creator must have the Henshin class feature, alter self; Price 20,000 gp, plus cost of armor used


    Minor Artifact
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    Henshin Record

    The crystalization of a Sentai's abilities and willpower, a Henshin Record is typicaly a small figurine of the Sentai's costumed form or a card with the picture of the costumed form on it. By default, only a Sentai who still has their powers can use a Henshin Record, though a small number of magical tools have been crafted to allow non-sentai to use them.

    A Henshin Record contains the complete abilities of a Sentai's costume- their archetype, Sentai Abilities, and other class features are stored in it, even including their maneuvers or formulae known and readied or prepared at the time the Record was made. When a Sentai uses a Henshin Record, they lose access to their own abilities, but gain access to those of the assumed costume, gaining the abilities of it that corrospond to their level.

    Any Sentai may create a Henshin Record, but doing so consumes 200 xp per character level and causes them to lose their powers, as detailed in Ex-Sentai. They may not use their own Henshin Record for a year and a day after they sacrifice their powers to form it.



    Prestige Classes

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    Super Senshi
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    While all Sentai have armor and powers beyond normal beings, some stand out above them. Able to enter a form stronger than the default Sentai's, they are paragons of justice, and strike down their foes with outstanding might.


    A Super Senshi has the following requirements.

    Skills: Tumble 13 ranks, Diplomacy or Intimidate 13 ranks, Disguise 5 ranks
    Feats: Extra Sentai ability, Hastened Henshin
    Maneuvers: Must be able to initiate maneuvers of 5th level, must know at least 2 maneuvers from the Iron Heart discipline of 3rd level or higher.
    Special: Henshin class feature, Enhanced Suit Sentai ability, Enhanced Weapon Sentai ability


    Hit Die: d10

    Class Skills: Balance, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Martial Lore, Perform (Any), Sense Motive, Spot, Swim, and Tumble.

    Skill Points at each level: 4 + Int Modifier



    Weapon and Armor Proficiencies: A Super Senshi gains no new weapon or armor proficiencies.


    Sentai progression: You may count 3/4ths of your levels in Super Senshi (rounded down) as Sentai levels for determining the effects of abilities that depend on sentai level, your effective sentai level for taking Sentai abilities, and for class features that scale based on level.

    Maneuvers: At 3rd level, and every three levels thereafter, you learn a new maneuver from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 4th level and every 4 levels thereafter, you can ready an additional maneuver.


    Stances: At 5th level and every five levels thereafter, you learn a new stance from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal.


    Battleizer (Su): As a Super Senshi, you have gained an additional trinket that empowers you. A number of times per day equal to your Wisdom modifier, as a standard action while using Henshin, you may amp up your suit's power, increasing the amount of damage you can deal. For the duration of the encounter, you deal additional damage of the same type as your Strike of Justice equal to twice your level in this class.

    Furthermore, as a full-round action, you can enter a more powerful form of Henshin for a limited time. For one minute per day per level in this class, you can enter a super mode. This time does not need to be consecutive, but each time you enter this mode it counts as a minute of the total time. While in this super mode, your Strength and Dexterity scores are increased by 2, and you gain a +1 Luck bonus to AC, saving throws, and attack and damage rolls. At 5th level and every 5 levels thereafter, this luck bonus increases by 1. You retain all of the benefits of Henshin, but if your Henshin duration expires, you are forced out of the super mode as well.


    Boosted Armor: While in henshin, the armor bonus of your hero suit increases by 1, and your hero suit gains an additional +1 armor ability. While in Super Mode, your hero suit's armor bonus increases by a further +1, it's enhancement bonus increases by 1, and you may change the armor ability gained from this to a +2 ability. If you have the Sentai's Steed ability, you may apply the bonus to AC and additional armor ability to your mount gained from it.


    Super Ability: At 2nd level, and every 3 levels thereafter, you gain a Super Ability. You must meet all requirements for the ability, if any, to take it.


    Sentai Ability: At 3rd level, and every 5 levels thereafter, you gain a Sentai ability you meet the requirements for.


    Boosted Weapon: From 3rd level on, while in henshin, your Sentai weapon gains an additional +2 weapon ability. While in Super Mode, it's enhancement bonus increases by 1, and you may change the weapon ability gained from this to a +3 ability. If you have chosen a double weapon or multiple weapons, each end or weapon may gain a different ability.


    Supreme Armor: At 7th level, your armor has reached nigh perfection. While in henshin, you increase the AC bonus granted by your hero suit by an additional +2, and it gains a single +3 armor ability. At all times, you may treat it as though it were made of one special material, chosen when you gain this ability.


    Supreme Weapon: At 9th level, your weapon's enhancement increases to an absurd power. While in henshin, your sentai weapon gains a single +4 weapon ability. At all times, you may treat it as though it were made of one special material, chosen when you gain this ability. If you have chosen a double weapon or multiple weapons, each end or weapon may gain a different ability, but both are the same material.


    Limitless Sentai (Su): At 10th level, a Super Senshi's mastery of his suit has reached a pinnacle. Each activation of Henshin now lasts for a number of hours equal to your effective Sentai level, instead of a number of rounds equal to your effective sentai level + Charisma modifier.




    Super Abilities
    A third sub-category of Sentai abilities. Super Abilities can only be selected when a prestige class grants one. They are only active when a Sentai is in Super Mode, and cannot be used otherwise. Unless otherwise noted, Super Abilities are Supernatural.


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    Accel [Super]
    Requirements: Super Senshi level 5
    Benefit: Each round, you may take an extra swift action. Furthermore, as an immediate action that provokes attacks of opportunity, you may move up to your speed. This may be used at any point, allowing you to avoid area attacks, and similar.


    Final Strike [Super]
    Requirements: Finisher
    Benefit: As a standard action, you can deliver a crushing attack, that nigh-instantly ends fights. Infusing your weapon (or unarmed attack) with the full power of Justice, you assault your foe with all your might. As part of this ability, you may make a single attack as a touch attack (melee or ranged, at your choice, though you must be using the appropriate type of weapon), at a target within 60 feet. If it hits, the attack deals an extra 4d6 points of damage, of the same type as your Strike of Justice, which stacks with your Strike of Justice damage. If your target is at less than full hit points, the attack instead deals an extra 8d6 points of damage, of the same type as your Strike of Justice. If your target is at less than half hit points, , the attack instead deals an extra 14d6 points of damage, of the same type as your Strike of Justice. Regardless of if this attack killed the target or not, on your next turn, the remnants of your power violently explode, dealing 4d6 points of damage of the same type as your strike of justice to all creatures within 15 feet of it.
    Team Bonus: For each ally that assists you in using Final Strike by readying a standard action, the damage increases by 1d6 points of damage, of the type of the assisting character's Strike of Justice. If the target has less than full hit points, the damage is instead increased by 3d6, of the same type. If the target is at less than half hit points, the damage is instead increased by 5d6.
    Special: If you do not possess Strike of Justice, you deal untyped damage with this ability.


    Flight [Super]
    Requirements: None
    Benefit: You gain a Fly speed equal to twice your base land speed, with perfect maneuverability. At effective Sentai level 15, you gain a +2 bonus to Dexterity.


    Masterful Warrior of Justice [Super]
    Requirements: Strike of Justice +3d6
    Benefit: Your Strike of Justice becomes more powerful in super mode. Increase your Strike of Justice damage by 2d6. In addition, you may forgo using your Strike of Justice to shield yourself from the element of it. As a free action once per round, before any attacks, you may choose to convert your strike of Justice bonus to Energy Resistance at the end of your turn, at a rate of 10 points of ER for each attack you would have made using Strike of Justice. You must trade all Strike of Justice damage or none. The type of Energy Resistance varies based on the type of the Strike of Justice, as shown on the below table. If there are two types listed, you may choose which to gain when you activate this ability.


    Perfect Sentai Knight [Super]
    Requirements: Sentai Knight, Improved Sentai Knight,
    Benefit: As fitting a true knight, your defensive powers increase yet again. The armor gained from Sentai Knight increases it's armor bonus to a base of +8, its maximum Dexterity bonus decreases to +4, and it's arcane spell failure increases to 25%. Furthermore, your shield increases in defensive capability, becoming equivalent to a tower shield in AC and ability to take cover. You may apply the effects of Boosted Armor and Supreme Armor to your shield.


    Storm of Blades [Super]
    Requirements: None
    Benefit: As a standard action while in super mode, you may unleash a barrage of attacks at a targeted area. This deals 2d6+cha points of damage per effective Sentai level, with a Reflex save (DC 15+1/2 HD+Cha) for half, to a 60 foot cone (spread). The type of damage is determined upon taking this ability- half of it is the same type as you Strike of Justice, and the other half is your choice of Bludgeoning, Piercing, or Slashing, and treated as though it were one type of special material of your choice and magical for the purposes of overcoming damage reduction. Once chosen, the damage type may not be changed.


    Superior Weapon [Super]
    Requirements: None
    Benefit: When you enter super mode, you may dismiss your normal weapon and call a larger, more powerful one. You may select another weapon of the same general type (for example, if your normal weapon was a longsword, you could select a bastard sword, or a greatsword, and so on) to be the base of this. It gains a +1 enhancement bonus, increased by 1 for every three effective sentai levels you have. It has a pool of enhancement bonus only usable on weapon abilities equal to the combined total effective enhancement bonus of all weapon abilities your normal weapon has, plus 1. It is treated as a large weapon for the purposes of dealing damage, and you take no non-proficiency or size penalties when attacking with it.


    Twined Weapon [Super]
    Requirements: Sentai's Weapon (Single)
    Benefit: When you enter super mode, you may, as a free action, instantly form a second weapon that is an exact duplicate of the single weapon gained from Sentai's Weapon. For the purposes of two weapon fighting, this is treated as a light off-hand weapon. You gain the Two Weapon Fighting feat as a bonus feat whenever you enter super mode, regardless of if you meet the prerequisites. If you already have the feat, you may choose a feat that requires it, ignoring non-Base Attack Bonus prerequisites for it. Once chosen, the feat cannot be changed, unless you obtain it as a normal feat. If you do so, you may choose a different feat that requires Two Weapon Fighting, ignoring non-Base Attack Bonus prerequisites for it.


    Prism Ranger
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    While most sentai focus on a single set of powers at all times, some realize that their lack of versatility is their weakness, and develop ways around that. Those sentai are called Prism Rangers, and are renown for their skills.



    A Prism Ranger has the following prerequisites

    Skills: Disguise 8 Ranks
    Feat: Quick Draw
    Special: 2 Sentai abilities, Henshin class feature


    {table=head]Level|BAB |Fort Save |Ref Save |Will Save |Special|Maneuvers Known|Maneuvers Readied|Stances Known
    1|+0|+0|+2|+0|Form Gain (1st form), Sentai Progression|0|0|0
    2|+1|+0|+3|+0|Sentai Ability|0|0|0
    3|+2|+1|+3|+1|Form Boost|1|0|0
    4|+3|+1|+4|+1||0|1|0
    5|+3|+1|+4|+1|Form Gain (2nd form),Sentai Ability|1|0|1
    6|+4|+2|+5|+2|Form Fuse|0|0|0
    7|+5|+2|+5|+2||1|0|0
    8|+6|+2|+6|+2|Sentai Ability|0|1|0
    9|+6|+3|+6|+3|Instant Form|1|0|0
    10|+7|+3|+7|+3|Form Finish, Form Gain (3rd form)|0|0|1[/table]

    Hit Die: d8

    Class Skills: Balance, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Martial Lore, Perform (Any), Sense Motive, Spot, Swim, and Tumble.

    Skill Points at each level: 4 + Int Modifier



    Maneuvers: At 3rd level, and every two levels thereafter, you learn a new maneuver from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 4th level and every 4 levels thereafter, you can ready an additional maneuver.


    Stances: At 5th level and every five levels thereafter, you learn a new stance from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal.

    Form Gain (Su): A/t first level, a Prism Ranger gains the ability to access multiple forms of their powers. While in Henshin, as the same action you took to enter Henshin, you may change from your normal hero suit to a second one, with similar abilities to his normal suit's.

    At its base, this second suit has the same abilities his primary suit has. Upon gaining a level in this class, you may exchange one [Suit] ability gained from class levels for another for which you meets the prerequisites, to a maximum number of changed abilities equal to his Intelligence modifier per form. You may also change the element of your Strike of Justice and your choice for Sentai's Weapon for this new form. Whenever you gain a new ability for your primary suit, all other suits gain that ability.

    At 5th level and every five levels thereafter, you gain access to an additional form. Upon gaining a form, you may immediately exchange a number of abilities up to a maximum of half of your Prism Ranger level, minus one, for abilities that you qualify for. You must keep to the limit of your Intelligence modifier in changed abilities for each form.


    Sentai progression: You may count all of your levels in Prism Ranger as Sentai levels for determining the effects of abilities that depend on sentai level, your effective sentai level for taking Sentai abilities, and for the Quickened Henshin class feature.


    Sentai Ability: At 2nd level, and every four levels thereafter, you gain a new Sentai ability for which you meet the prerequisites.


    Form Boost (Su): At 4th level, a Prism Ranger has gained a new understanding of his forms. From this point on, the first time each encounter that you change to one of your forms gained from this class, you add your Int modifier to the duration of the Henshin.

    Form Fuse (Su): At 6th level, a Prism Ranger has learned how to fuse abilities of his forms. Once per day per point of your Intelligence modifier, as a free action when activating henshin or changing form, you may use the Strike of Justice and weapon associated with one of a form you are not assuming with the form you are taking. For instance, if your basic henshin has Strike of Justice (Fire) and a longsword as its weapon, and a form has Strike of Justice (Electricity) and unarmed strike as its selected weapon, you could change the element of your basic henshin's Strike of Justice and the weapon.

    This lasts for the duration of the henshin.


    Instant Form: At 9th level, a Prism Ranger has mastered the art of form changing. Whenever you use henshin, you may change into any of your forms, instead of just your default hero suit.


    Form Finish (Su): At 10th level, a Prism Ranger has uncovered the final ability of the class. A number of times each day equal to your Intelligence modifier, you may perform a special Finisher attack as a standard action. Make a single melee touch attack or ranged touch attack against the target. If this hits, you deal normal damage, plus 4d6 points of damage, each die of the same type as one of your Strike of Justice. If the target is at less than full hit points, the damage dealt is increased to 8d6, and two dice are of each of your Strike of Justice elements. If the target is at less than half hit points, the damage dealt is increased to 16d6, and four dice are of each of your Strike of Justice elements.

    If the target is brought below 0 HP by this, it explodes violently when it reaches its intitative count, dealing 2d6 points of untyped damage for every four hit dice it had to all creatures within a ten foot radius of it.



    ===============



    Added a dozen Sentai abilities, as you might be able to guess.



    Also, guess I should have said "Done reserving posts. So you can post now."


    Comments and critiques are welcomed and encouraged.

    Also, considering more sentai abilities. Got a few planned in broad ideas, but... Need more. Quite a few more...
    Last edited by The-Mage-King; 2012-09-17 at 10:07 AM.
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