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    Pixie in the Playground
     
    DrowGuy

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    Default Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    TABLE OF CONTENTS

    The Sentai (Base Class)
    The Mahou Shoujo (Base Class)
    Mahou Shoujo Cause List
    Mahou Shoujo Appeal List
    Sentai/Mahou Shoujo Feat List

    THE SENTAI

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    "There are only two things in this world I cannot stand... Lies... and evil... and lies... and BELL PEPPERS!!!" ~ Bang Shishigami, eccentric Human Sentai


    There are warriors that have trained their whole lives to better their skill with the blade, or the might of their fist. These men bear calloused hands and rigid bodies from constant, rigorous training and battle, bearing scars of past glory and conquest over their muscled physiques...

    ...And then there are some lucky stiffs that trip over a magical trinket that turns them into an awe-inspiring, monster slaying bad@$$ with just some fancy words and a cool pose.

    ...Life just ain't fair sometimes, huh?

    What is a Sentai?: The Sentai is based upon the superhero archetype of the same name. A Sentai is a type of hero that, while a normal person most of the time, makes use of some form of magic device to become a masked superhero, frequently showcasing superstrength and powerful physical blows. The Sentai's hero outfit frequently consists of a full body spandex suit, a visored helmet to conceal identity, and a huge, colourful scarf dramatically flapping in unseen wind. The Power Rangers are textbook Sentai, and Viewtiful Joe is another perfect example. While Captain Falcon isn't a Sentai in the traditional sense, his getup is a good example of a Sentai suit, and his Falcon Punch and Kick are staple Sentai attacks. No, the Sentai Base Class DOES NOT provide a giant mecha.

    Adventurers: Sentai are determined individuals. If they see a goal that will further their cause, they will achieve it come hell and high water. As such, it is not uncommon for a Sentai to tag along with adventuring companions if his goals mirror theirs. Some Sentai also adventure for the sake of it, feeling they can make a greater difference in the world by traveling amongst others rather than policing one particular field.

    Characteristics: Sentai use their ability to create a dizzying first impression to its utmost. Using their special gifts, they transform into their heroic states, growing in power dramatically and harvesting several benefits in the process. Every Sentai, while bearing key similarities in ability, are different in execution. Just because one Sentai focuses on one gimmick in combat doesn't mean you won't encounter another Sentai utilizing the same trick.

    Alignment: Sentai are almost always heroes. A majority of the time a Sentai is some variation of Good. The devices used for the Sentai's transformation are more often than not Good aligned devices, making them all but unusable by the vile and selfish. However, it is not unheard of for evil forces to grant their power in the form of a Sentai's Henshin ability. It is also occasionally heard of for the Sentai and his transformational devices to be corrupted or purified by a greater power. If a Sentai is evil, chances are they're nonetheless Lawful Evil, seeing their actions as necessary to maintain order and viewing Good Sentai as too soft.

    Religion: Sentai as a group have no particular deity that they revere exclusively. As such, it is up to the individual Sentai to believe what they wish. As a general trend, though, Sentai are more often led to revere heroic gods and demigods, like Heironeous. Sentai may also have gained their powers through the blessing of a patron god. In this case, it's almost guaranteed that the Sentai worships that particular deity.

    Background: Some say that Sentai are born, not made. Others disagree and state the opposite. It may be more accurate to say that it's a little bit of both. Sentai are men and women with strong, indomitable beliefs, and it is because of this conviction that these men and women are selected by some sort of greater power to wield an unnatural and unorthodox ability. From here, the Sentai vows to use his new powers to his absolute utmost and realise his noble ambitions.

    Other times, the Sentai's power stems from no one but himself. Truly, the Sentai are such a varied group that it would be almost impossible to pin down an exact blueprint for the origin story of each one. When it comes down to it, the only thing each Sentai shares in their past is the fickle meddling of fate.

    Races: Most Sentai are humans, due to their lofty ambitions and vision. However, this is not a rule set in stone. It's not unheard of to see Sentai of many different races, like Elves or Halflings. Changelings, with their ability to change shape naturally, adore the concept of the Sentai, and it's entirely possible for many different Sentai to actually be the work of one Changeling. Some races that are bound to tradition and clan, like Dwarves, may take up the mantle of Sentai on their behalf, although they still keep their identity shrouded from the populace.

    Among the savage humanoids, Sentai are practically a ridiculous myth, and among the more uncharismatic, bestial races, they may not be known of at all.

    Other Classes: Depending on their attitude and style, the Sentai's relations with other classes are vastly different. Marshals and Paladins appreciate and respect their ability to command attention and inspire courage and valor, but may gather the idea that they're just a tad bit flaky in the head, depending on how dramatic the Sentai chooses to get with his combat performance. Sentai and Bards share a splendid relationship. Sentai are often the wonderful dramatic heroes that Bards dream of spreading the tales of, and Sentai often appreciate a Bard's great charisma. Barbarians and Fighters often shun the Sentai, dismissing them as rather silly combatants that value flashiness over power. Disciplined classes are more likely to turn their nose up at more cavalier Sentai, and even some of the more reserved Sentai recieve their somewhat unwarranted scorn.

    SENTAI
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Unarmed Strike, Henshin!, Alter Ego, Bonus Feat

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Strike of Justice +1d6

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Heroic Stimulant, Bonus Feat

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Strike of Justice +2d6

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Heroic Legacy (Offense and Defense), Bonus Feat

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +2
    |Heroic Power, Strike of Justice +3d6

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +2
    |Bonus Feat

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +2
    |Strike of Justice +4d6

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +3
    |Rider Effect, Bonus Feat

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +3
    |Strike of Justice +5d6

    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +3
    |Heroic Legacy (Saves), Bonus Feat

    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +4
    |Strike of Justice +6d6

    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +4
    |Bonus Feat

    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +4
    |Strike of Justice +7d6

    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +5
    |Bonus Feat

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +5
    |Strike of Justice +8d6

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Heroic Legacy (Stats), Bonus Feat

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Strike of Justice +9d6

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |Bonus Feat

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Strike of Justice +10d6[/table]

    Class Skills

    Skill Points at First Level: (6+Int Modifier) x4
    Skill Points at each additional level: 6 + Int Modifier

    Hit Dice: d10

    Class Skills: Balance (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Perform (Oratory) (Cha), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex)

    Class Abilities:

    Weapon and Armour Proficiencies: The Sentai is proficient with all simple weapons and one martial or exotic melee weapon and one martial or exotic ranged weapon of the player's choice. This proficiency selection is made when taking the first level of Sentai and cannot be changed afterwards. The Sentai is not proficient with any armour or shields EXCEPT those generated through his Henshin! ability. (Eg. Schwarz generates light armour when transformed. While transformed he is proficient with light armour, but once the transformation sequence is over he loses his proficiency.) Of course, taking a level in a class that bestows armour proficiency counteracts this effect.

    Unarmed Strike: The Sentai gains the Unarmed Strike class ability just like the Monk.

    Henshin!: The main power of the Sentai, and the commanding force behind much of what he can do. The Sentai uses a magic object (typically a focus object of the Fine size, if of any consequential size at all, and providing no additional weight. A Sentai must have one, but what it actually is is up to the player. It can be a ring or bracelet or amulet etc.) to transform into his hero form. The transformation is performed by wearing or holding the focus item and reciting a command phrase. As such, the Sentai cannot transform if he is silenced or if his focus is not on hand. Transforming is a 1-round action, but during the transformation round, enemies must pass a Will Save (DC 10 + 1/2 Sentai Level + Sentai's CHA mod) to not be both blinded and stunned by the Sentai, and the Sentai also gains a deflection bonus to AC equal to both his character level and CHA modifier for the round. The Sentai's transformation lasts for one round per half of his class level (minimum of 1) and Cha modifier. (So, using Schwarz again. Schwarz is a level 6 Sentai with a Cha of 16, so his transformation lasts 3+3 rounds.) Upon expending the transformation time, the Sentai cannot transform again for the rest of the encounter.

    While transformed, the Sentai is in his hero suit. The average Sentai Suit is a Masterwork piece of Light Armour that provides the same AC benefits of a Chain Shirt. The Sentai Suit is easy to maneuver in, providing no armour check penalties, dexterity to AC limits or arcane spell failure rates. The Sentai also produces a masterwork version of the weapon he selected to have proficiency with. This weapon is counted as magical. The Sentai may have also selected to specialize in Unarmed Strikes. If this is so, then the Sentai's Unarmed Strikes are counted as magical weapons and gain a CHA modifier bonus to both Attack Rolls and Damage.

    The Sentai gains a bonus to Damage, Attack Rolls and a deflection bonus to AC equal to his CHA mod while in Henshin! mode. Additional bonuses are added at subsequent levels.

    Alter Ego: The superhero's golden rule is to ALWAYS keep your two identities seperate, and this applies to the Sentai down to the last letter. Whether it be through your own initiative or the actual power of your Henshin-enabling device, you are effectively under the affects of an Alter Self spell while in Henshin! mode. Your Sentai form has its own unique physical qualities, quirks, and traits to seperate it from your true form. Upon taking the first level of Sentai, the player decides the form he takes upon using his/her Henshin! ability. These changes are limited to the Changeling's Minor Shape Change racial power. In other words, only things like height, weight, gender and racial appearance can be changed. Changing race does not give you the race's abilities nor their subtype. The Sentai can take Changeling Racial feats to augment his Alter Ego's traits.

    Bonus Feat: At each level, the Sentai may select a bonus feat from the Sentai Feat list (to be added). This feat then becomes akin to a new class ability for the Sentai.

    Strike of Justice: Upon reaching second 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. The Sentai selects a type of energy from fire, cold, electricity, sonic, acid or force. The Sentai now deals this type of damage in addition to any damage he may deal in his attack. The Strike of Justice only applies to the first successful hit of a turn. Sentai that use the Force or Sonic energy have their damage dice for Strike of Justice lowered from 1d6 to 1d4.

    Heroic Stimulant: At third level, the Sentai's determination to mete out justice has grown to affect his very body and mind, sharpening it while in superheroic form. The Sentai now gains a Charisma modifier bonus to saving throws while using the Henshin! ability.

    Heroic Legacy (Offense and Defense): At fifth level and every sixth level thereafter (i.e. Level 5, Level 11, Level 17), part of the Sentai's Henshin power is applied to his untransformed state. At fifth level, the Sentai's bonuses to Attack and Damage rolls and AC are applicable to the Sentai's normal form.

    Heroic Power: At sixth level, the Sentai begins to gain additional power when in Henshin!'d state. The Sentai now gains an enhancement bonus to Strength, Constitution, Dexterity and Charisma. The new charisma value is applied to all of the Sentai's other bonuses, but the unmodified Charisma modifier and only the unmodified Charisma modifier is used for the stat boosts. These bonuses take the form of a custom made Belt of Giant's Strength, Amulet of Health, Gloves of Dexterity and Cloak of Charisma that are spontaneously added to the Sentai's suit. These items are made for free and are only active in Henshin! mode.

    Rider Effect: At ninth level, the Sentai's Strike of Justice increase in power has granted additional benefits. The Sentai's Strike of Justice now has the following property:

    Fire: Sentai whose Strike of Justice is of the fire element now pours his very fighting spirit into his blows. When an opponent is struck with a Strike of Justice, they must make a Reflex saving throw (DC 10 + 1/2 Sentai's class level + Sentai Cha mod) or be caught in the flames. For a number of rounds equal to your collected Strike of Justice dice, you deal extra damage. This damage is also equal to your collected Strike of Justice dice. This damage comes from the Sentai's burning spirit, and is thus not considered fire damage.

    Cold: An opponent suffering a Cold Sentai's Rider Effect must make a Fortitude saving throw (DC 10 + 1/2 Sentai's class level + Sentai Cha mod) or be slowed for an amount of rounds equal to half the accumulated dice.

    Electricity: An opponent struck with an Electric Rider Effect must make a Fortitude Saving throw (DC 10 + 1/2 Sentai's class level + Sentai Cha mod) or be paralyzed for one round.

    Acid: An opponent must make a fortitude saving throw (DC 10 + 1/2 Sentai's class level + Sentai Cha mod) when struck with the Acid Rider Effect or become Sickened. Instead of a fixed -2 penalty, however, the penalty for being Sickened is -1 for every four character levels the Sentai has.

    Sonic: An opponent must make a Will saving throw (DC 10 + 1/2 Sentai's class level + Sentai Cha mod) when struck by a Sonic Rider Effect or be deafened for a number of turns equal to the accumulated Strike of Justice dice.

    Force: Force Sentai gain no Rider Effect, due to the benefits the Force element already grants them.

    Heroic Legacy (Saves): At eleventh level the Sentai's bonuses to saving throws are applied to his untransformed state.

    Heroic Legacy (Stats): At seventeenth level the Sentai's stat bonuses now apply to his untransformed state. This is not to say, however, that the Sentai now has his magic Sentai Suit items at all times. The stat boosts do not take any physical form while in an untransformed state.

    Heroic Legacy (Elemental Justice): At twentieth level, the last of the Sentai's heroic power manifests in untransformed state. The Sentai's attacks now gain the benefits of Elemental Justice when in untransformed state.

    PLAYING A SENTAI

    "You have threatened the inhabitants of this world for too long. This ends today, evildoer! For justice, for good, and for love!! HOLY STRIKE OF JUSTICE!!" ~ Granje Ronald, also known as the Shining Knight of Justice, a Sentai.

    What you probably lack in terms of training, you make up for in spades with sheer determination and grit. Your strikes are powered not by the strength of your hand, but the strength of your convictions, something that can strike fear into many opponents. You use the power of your words and personality to their utmost, and regardless of your alignment, you uphold a rigid code of what is right and wrong.

    Combat

    Your combat prowess is reliant upon your ability to transform into a much, much stronger form. While you will eventually gain the basic combat bonuses of your Henshin! power, you will still be missing out on the myriad of combat bonuses that your Sentai Feats will grant you. As you gain levels, more and more unique options will open for you, allowing you to meld your fighting style as you see fit.

    Advancement

    As stated many times before, the path of the Sentai leads you where you want it to. You began with only the power to Henshin at your command, and as you progress in levels, you'll be able to modify your Henshin benefits to form a unique form of combat. You can take the route of support or strict combat, depending on the Sentai feats you select. This also works with Prestige Classes, allowing you to undertake several unique paths that you can't go through with elsewhere. (Well, once they're done, at least...) As a straight sentai, Charisma is crucial, and to neglect it is to doom yourself to death over and over. Feats are also likely to involve the Perform (Oratory) skill, so be sure to invest in it.

    Resources

    It is not uncommon for a Sentai or a group of Sentai to be sponsored by a powerful figure. This figure may be an experienced mage, or a dragon, or any other manner of extraordinary being. If this is the case, one can often count on this sponsor to provide useful knowledge, guidance and information at the very least. In other cases, this sponsor will provide lodging, sanctuary and sustinence for the Sentai, as well as equipment and transportation. At the same time Sentai can also count on the support of the populace if they recognise the Sentai's transformed state. Since the Sentai can only take form in combat, this support isn't always the most useful. However, it's not unreasonable to believe that a supportive civillian will nonetheless try to help the Sentai however they can, be it through the protection of his alter ego from prying eyes or the treatment of his wounds after combat.

    Sentai in the World

    "You should have seen how he fights!! First, he taunted that undead knight, and the warrior couldn't move back! Then, he spoke such heroic words; I was just so close to get on and strike him, but I was stunned by hie awe!! Then, BLAM!! One punch, and the undead was dust. I'm so glad I was saved by the Shining Knight!!" ~ a bar patron, speaking to Granje Ronald

    Incorperating the Sentai into an already existing world may take some work. However, it can be done. Given the often magical origin of the Sentai, it is entirely possible for the Sentai to be relatively rare or even newly developed. It's also possible for Sentai to be a regional occurance, or maybe a phenomenon that only takes place in a few specific cities. If you are running an urban campaign, the Sentai could be introduced as a relatively recent vigilante movement, purging crime from the streets with never before seen techniques and unnaturally fierce determination.

    (Okay, so it's nowhere near done, but believe it or not, posting it up here is so much easier to do instead of just recopying all this and putting it on wordpad... if you'd like to drop suggestions as to what to add to the class, please do so. In the meantime, I need some shuteye... I'll get back to work on this in the morning.)
    Last edited by Giant Brother; 2010-02-25 at 10:06 AM.

  2. - Top - End - #2
    Firbolg in the Playground
     
    DracoDei's Avatar

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Transformation sequence... Charisma to AC the way the Monk gets Wis to AC... Some reason to power down and/or HAVE a secret identity (time limit???).
    Best homebrew:
    Grace-Gift - Truly Defensive base class, Falling Anvil Discipline - Loony Slapstick as Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread livers, skins, etc.
    Filk: 4000 Years(to live)
    Running: Ruceeglaelsktinag: "Justifiable Genocide", Contradiction in terms? IC OOC Active Map: None.
    For everything else see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  3. - Top - End - #3
    Pixie in the Playground
     
    DrowGuy

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    I've already been working on a transformation sequence power, and am considering much of what you suggest. I have never considered a CHA bonus to AC, and I think that'd be a good idea. Let me see if I can implement it somewhere.

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    Dwarf in the Playground
     
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    For a start,the henshin ability requires the sentai to wear or hold the transformation item and speak a transformation phrase.
    The transformation also makes the sentai stronger,faster and tougher,as well as more impressive (i.e. I suggest henshin boosts Strength,Dexterity,Constitution and Charisma,plus increasing the sentai's natural armour).

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    Ogre in the Playground
     
    T.G. Oskar's Avatar

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    First, have a look at the Mountebank.

    Now, see the part where it says "Cover Identity".

    Mug that. The Sentai needs it badly!

    Also: the Giant's Champion class is a take on covered-identity superheroes. You might want to have a look at it. No need for spells or the like, just recall:

    --Charisma to everything. Get Charisma to attack, Charisma to AC, Charisma to damage, Charisma to saves. These only work when you're in Sentai form, or else a dip will break the game.

    --As it goes, take bits and pieces of the Monk (or Swordsage): AC bonus when on Sentai form, as well as increased unarmed damage and perhaps a maneuver or two.

    --Maneuver-wise, define which maneuvers are good when on non-sentai form, and which are good when on sentai form. Making a discipline and a line of maneuvers that are closely related part of the sentai ability list will give it a definite sentai feel.

    --Most important, the Sentai is either a loner or a team player. If it's a loner, then guide it through the ways of Ultraman or Kamen Rider. If it's a team, then guide it on Power Ranger dynamics. Consider the benefits that other fellow sentai may bring.

    --Don't deny their non-sentai form. Even when not transformed, they are capable warriors. Sentai form is limited mostly when you're facing a really bad monster or a BBEG.

    --A way to measure threat. This one is a must! That way, you may link your sentai transformation to a challenge: you can beat mooks easily, have a challenge with people of your challenge rating, and can't beat tougher enemies without going Sentai form.

    --Finally: the ultimate attack. ALL Sentai have some sort of ultimate attack. What would Ultraman be without his signature beam attack? Or Kamen Rider without the Rider Kick!? Options are welcome.
    Now with a shiny new Homebrewer's Sig. See the magic! Use the retools in your campaign...today!
    Quote Originally Posted by Seerow View Post
    I'm not sure he's actually capable of making a post with fewer than 500 words. That's why we love him though.
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    Barbarian in the Playground
     
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Ohh, nice! For some suggestions, I'd suggest feats that allow them to perform absurd leaps and acrobatics, and grant morale bonuses to other characters. Maybe a full-round action worth of striking poses at the beginning of a fight grants a bonus?

    I'd also suggest a signature weapon or spell descriptor that's chosen at level 1, granting a weapon and skill set that's usable while in their sentai identity. For example, picking a bow as a signature weapon provides the sentai with a masterwork bow only they can use that grows in power as they level up, and grants some bow related feats as they get stronger. I'd make them limited use so the sentai will save them as finishing moves/trump cards like in the shows. Maybe allow Unarmed Strike be selectable as a signature 'weapon', if you don't make Unarmed Strike bonuses part of the class regardless of which is picked.

    The option to select a spell descriptor would allow this to serve for magical girls (which are a sub-group of sentai, imo) and provide weak and/or limited use spell-like abilities, possibly with low level spell casting of spells with the selected spell descriptors. It would be a big work, but I think it'd be awesome.

    For a capstone, maybe allow them to summon an allied/transform into a powerful outsider or some such (Like the Megazord from Power Rangers) when at very low health or facing a suitably powerful enemy.
    Thanks to Akrim.elf for the avi of my OC.

    Homebrewer's signature.

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    Ogre in the Playground
     
    T.G. Oskar's Avatar

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by UserShadow7989 View Post
    Ohh, nice! For some suggestions, I'd suggest feats that allow them to perform absurd leaps and acrobatics, and grant morale bonuses to other characters. Maybe a full-round action worth of striking poses at the beginning of a fight grants a bonus?

    I'd also suggest a signature weapon or spell descriptor that's chosen at level 1, granting a weapon and skill set that's usable while in their sentai identity. For example, picking a bow as a signature weapon provides the sentai with a masterwork bow only they can use that grows in power as they level up, and grants some bow related feats as they get stronger. I'd make them limited use so the sentai will save them as finishing moves/trump cards like in the shows. Maybe allow Unarmed Strike be selectable as a signature 'weapon', if you don't make Unarmed Strike bonuses part of the class regardless of which is picked.

    The option to select a spell descriptor would allow this to serve for magical girls (which are a sub-group of sentai, imo) and provide weak and/or limited use spell-like abilities, possibly with low level spell casting of spells with the selected spell descriptors. It would be a big work, but I think it'd be awesome.

    For a capstone, maybe allow them to summon an allied/transform into a powerful outsider or some such (Like the Megazord from Power Rangers) when at very low health or facing a suitably powerful enemy.
    I like those ideas. Good way to point it out.

    The signature weapon works, but not exactly as a total solution. I'd say that, much like the Loner Sentai from Tokusatsu and the Team Sentai from Super Sentai, those could be made as the Ranger's combat styles. In that way, the magical girl Sentai can be added (and with a spell list similar or equivalent to the Duskblade: good point about the description-based magic.

    So...how about combat-style based Sentai? You could have the Loner Sentai (which has the Signature Weapon ability amongst others), the Team Sentai (which could summon an outsider or a construct, but whose abilities are mostly based on teammates), and the Magical Girl Sentai (and who knows, maybe add UMD for them; just recall that there's also male Sailors and Tuxedo Mask...as weird as it sounds...). It would make the class interesting, but at the same way workable.
    Now with a shiny new Homebrewer's Sig. See the magic! Use the retools in your campaign...today!
    Quote Originally Posted by Seerow View Post
    I'm not sure he's actually capable of making a post with fewer than 500 words. That's why we love him though.
    T.G. Oskar profile by Specter.

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    Pixie in the Playground
     
    DrowGuy

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    ... *sheds tear*

    I...

    I love you guys...

    Okay, wow. HUGE support and it hasn't even been half an hour since I put this up. I've gotta get on all of these replies stat, it seems. I'm gonna comb over all of this and see what you guys have that I might not have thought of. So far, I'm seeing a lot of options right now, and a heck of a lot of great ideas.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by Giant Brother View Post
    ... *sheds tear*

    I...

    I love you guys...

    Okay, wow. HUGE support and it hasn't even been half an hour since I put this up. I've gotta get on all of these replies stat, it seems. I'm gonna comb over all of this and see what you guys have that I might not have thought of. So far, I'm seeing a lot of options right now, and a heck of a lot of great ideas.
    What can we say? A sentai is very different from most D&D homebrew, very open and ripe for creativity, and I don't think there's a single person here that didn't enjoy it at some time or another. Besides that, playing as a sentai would be freaking awesome. I'm shocked nobody thought of this before. (Well, there's Rich Burlew's Champion, but still.)

    @T. G. Oskar: Thank you, your ideas are fantastic as well. I agree that the Ranger's combat styles is a better way to handle it.
    Thanks to Akrim.elf for the avi of my OC.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    This is all a little more overwhelming than I anticipated, but at the same time, I'm glad. Anyways, the first draft of the basic Henshin is up. A majority of the class abilities will, of course, only be accessable in Henshin mode. I'll have to do some hard research into where to go from here.

    (Oskar, I can't find "Cover Identity" when I read the Mountebank. Did you mean "Alter Ego"?)

    Edit: Also, I am considering making the "Team Sentai" and Magical Girl variants of this form of Sentai, which I shall make the "Loner Sentai". Is this acceptable? Until I have more energy in me, I'm probably just gonna sort out the fluff for the class. Even though it's clear people know plenty of it.
    Last edited by Giant Brother; 2010-01-29 at 11:21 PM.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by Giant Brother View Post
    This is all a little more overwhelming than I anticipated, but at the same time, I'm glad. Anyways, the first draft of the basic Henshin is up. A majority of the class abilities will, of course, only be accessable in Henshin mode. I'll have to do some hard research into where to go from here.

    (Oskar, I can't find "Cover Identity" when I read the Mountebank. Did you mean "Alter Ego"?)
    Yeah, that. I was away from the books, so I thought mostly of Cover Identity instead of Alter Ego. It makes for an interesting ability, since some of the Sentai may or may not use organic-based uniforms, and it generally fits the concept.

    Edit: Also, I am considering making the "Team Sentai" and Magical Girl variants of this form of Sentai, which I shall make the "Loner Sentai". Is this acceptable? Until I have more energy in me, I'm probably just gonna sort out the fluff for the class. Even though it's clear people know plenty of it.
    I'd say keep Loner Sentai and Magical Girl separate. Magical Girls (Mahou Shoujo) can work both as a team (Sailor Moon, for example), or separate (say...Kamikaze Kaitou Jeanne?). However, their mechanics work very differently from Sentai, and while they can be gathered as a single class, the inherent differences may allow for a different class altogether. However, you can still work with Magical Girls as part of the sentai collection.

    Now, the main idea is to make a class that can work with the following three:
    Loner Sentai: this would be Ultraman, or Kamen Rider. They usually work alone, and are powerful enough to face or even defeat a single opponent or a group of mooks. The combat style should fit that idea, allowing them to be strong enough while on non-Henshin mode, and very powerful on Henshin mode. Another wonderful example of how that works is Alkaiser, from SaGa Frontier; you can develop the alter ego (Red) as a normal character, but when things are dire, you can go into Henshin Mode (Alkaiser) and take a benefit from special maneuvers and powers, as well as a massive stat boost. Maneuvers would fit them very well.

    Team Sentai: on the other hand, this would be the Power Rangers. They benefit from several people together, and work alongside with the team. The Paragnostic Assembly's non-mage PrC (I don't recall the name right now) from Complete Champion works well to determine how a character can be made to support another; Bard works well too. Essentially, their class abilities work on the lines of supporting team members and gaining support from them.

    Mahou Shoujo Sentai: these can be female-only, if you desire (unless you want to go with the weird ideas of male Sailors, or support males such as Tuxedo Mask). They may or may not use real magic, but they can use a heckuva lot of spell-like abilities. UMD may or may not be recommended, as Magical Girls in non-Henshin mode may suffer from lack of spell access and proper special abilities.

    Finally, you may argue that all Sentai that enter Henshin mode have a long and a short Henshin transformation time; short means perhaps a full round action or so, and long means more than one round, but they get a special Sanctuary ability that always works while they transform. Just to play with the idea of "you can't hurt a Sentai in mid-transformation".

    Also, recall some of the defensive properties of Sentai. Spell resistance, proper damage reduction and high natural armor are a must, for any of them actually.

    Oh, and to aid for fluff:
    "You have threatened the inhabitants of this world for too long. This ends today, evildoer! For justice, for good, and for love!! HOLY STRIKE OF JUSTICE!!" - Granje Ronald, also known as the Shining Knight of Justice, a sentai. Entry quote

    "You should have seen how he fights!! First, he taunted that undead knight, and the warrior couldn't move back! Then, he spoke such heroic words; I was just so close to get on and strike him, but I was stunned by hie awe!! Then, BLAM!! One punch, and the undead was dust. I'm so glad I was saved by the Shining Knight!!" - a bar patron, speaking to Granje Ronald
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    I toyed around with the "sentai armor" idea a while back. Here are my 2 cents:

    Sentai Transformation (Su): A sentai has 5 armor points per level. He can transform to begin using his armor as a full-round action.
    When his transformation is active, armor points are treated similarly to temporary hit points. The sentai loses 1 armor point at the start of each round his transformation is active. Half of the damage the sentai takes goes to his hit points, and half goes to his armor points. The sentai can revert to normal form as a free action.
    When his transformation is not active, the sentai regains 1 armor point per minute.
    If a sentai's armor points are reduced to 0, the sentai reverts immediately to his normal form. If an attack would have reduced his armor points below 0, he instead takes the remainder as normal damage. If a sentai is knocked unconscious, his armor continues to function until he is slain or runs out of armor points.

    (This means that you don't treat the armor as actual armor, though some sentai abilities could boost existing armor. This setup makes the sentai tougher, but still equipment-reliant, and you then use armor points to fuel special attacks. In my opinion, they should all be wearing spandex. However, if you really want to use armor...)

    Item Attunement (Su): The sentai can incorporate 1 piece of equipment per level into his sentai transformation by spending 24 hours to attune to it. An attuned item can only be used while the sentai is transformed, but gains a benefit based on its type:
    • Weapon: The weapon gains a +2 bonus to d20 rolls to confirm critical hits. The weapon appears in the sentai's hand when he transforms, or at his feet if he cannot hold it.
    • Armor: The armor grants a +2 bonus to AC against rolls to confirm critical hits. Attuned armor replaces any clothing and armor the sentai is wearing when he transforms.
    • Shield: The shield's armor check penalty is reduced by 1. The shield appears attached to the sentai's off hand when he transforms, or at his feet if he cannot hold it.
    • Tool: The tool magically returns to the sentai when his transformation ends. If the tool is expended or destroyed, it is lost. A tool appears attached to the sentai's belt.
    • Ammunition: One quiver of ammunition counts as one item (10 sling stones, 10 crossbow bolts, 20 arrows, 5 shuriken, or a clip of 5 repeating bolts.) This ammunition magically returns to the sentai unbroken when his transformation ends. Magical ammunition's magic is not preserved, it becomes masterwork ammunition once fired.
    • Magic Item: The item only takes half damage when sundered or damaged in any way. The item appears where it would be worn on the character's body, or on his belt if it isn't normally worn.

    Attuned items still count towards the sentai's weight and carrying limits.
    A sentai can unattune an item as a full-round action, making it appear in his hands.

    (Finally, for epic life-draining Heroic Sacrifices...)
    Overdrive (Su): Starting at level X, a sentai can use his own life force to power his armor. If a sentai's armor points would be reduced to 0 from being damaged, from using a special attack, or just from losing 1 point at the start of a round, he may choose to spend hit points to continue. He continues his transformation, taking 1 point of lethal damage per round, taking full damage from attacks, and spending his own hit points to fuel special attacks.
    Hit point loss from Overdrive cannot be diverted, negated, or resisted. Abilities like damage reduction and fast healing cannot prevent or heal it.
    The sentai cannot transform and immediately begin using Overdrive if he has 0 armor points.
    (You may want to make this one a higher-level ability.)

    A sentai can never spend more armor points than his level on a special attack. He cannot use a special attack that would reduce his armor points below 0 (unless he chooses to use his Overdrive ability.) Here are some sample special attacks:

    Flaming Strike: As a swift action, the sentai can spend armor points to sheathe his fists and weapons in fire. His weapons, unarmed strikes, and natural attacks deal an extra 1d6 fire damage for 1 round per armor point spent.

    Healing Surge: As a standard action, the sentai can spend armor points to heal some of his wounds and his allies' wounds. This affects the sentai and all allies within 5' per armor point spent. Affected creatures convert half of their current lethal damage into nonlethal damage, and immediately stabilize if they are dying. (It's not actual healing because armor points regenerate, but it's still very useful.)

    Zing!: The sentai can teleport as a move action. He can instantly move to any open space within 5' per armor point spent. This movement does not provoke an attack of opportunity, but if the sentai is affected by any of the conditions listed under the Concentration skill he must make a successful Concentration check or the teleport fails and the armor points are wasted. If the sentai teleports into mid-air or onto a surface that cannot support him, he immediately falls.

    Some abilities could also be passive.

    Super Armor: The sentai gains a +1 deflection bonus to AC and a +1 enhancement to saving throws while using his armor.
    You may take this ability multiple times, each time increasing your AC and save bonuses by +1.

    Super Strength: The sentai gains a +2 enhancement bonus to Strength while using his armor.
    You may take this ability multiple times, each time increasing your Strength bonus by +2.

    Super Speed: The sentai gains a +10' enhancement bonus to his base land speed while using his armor.
    You may take this ability multiple times, each time increasing your speed bonus by +10'.

    The passive abilities could also be prerequisites for more powerful buffing abilities.


    Now, the way I originally envisioned it, the armor would have been a perk for all of the PCs. Each would be custom-designed to compliment their normal class abilities. For example, a mage who would be hindered by armor would get a cannon that could fire powerful long-range energy beams if she sacrificed spell slots.

    As for "team sentai," you could give a few abilities bonus augmentation options that allow other sentai to contribute a few armor points to an attack as an immediate action (no more than 2-4 points per sentai over the level cap, for balance's sake.)
    So, healing surge would have this line: Another sentai within 30' can contribute 4 armor points to convert all damage to nonlethal damage.
    You can see how this would be extrapolated to apply to laser beams and summoning giant mecha.

    Make magical girl a seperate class. I mean, seriously, what's the mechanical difference between magical girl and sorcerer?
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by Thomar_of_Uointer View Post
    I toyed around with the "armor henshin" idea for a while. Here are my 2 cents:
    Good, but let's help the guy with easier mechanics, shall we?

    Sentai Transformation (Su): A sentai has 5 armor points per level. He can transform to begin using his armor as a full-round action.
    When his transformation is active, armor points are treated similarly to temporary hit points. The sentai loses 1 armor point at the start of each round his transformation is active. Half of the damage the sentai takes goes to his hit points, and half goes to his armor points. The sentai can revert to normal form as a free action.
    When his transformation is not active, the sentai regains 1 armor point per minute.
    If an attack would reduce sentai's armor points below 0, he instead takes the remainder as normal damage.

    (This means that you don't treat the armor as actual armor, though some sentai abilities boost existing armor. This setup makes the sentai tougher, but still equipment-reliant, and you then use armor points to fuel special attacks. However, if you really want to do it this way...)
    Basically, what you're explaining is adding temporary hit points to the Sentai. You reduce the damage of the sentai by half, and once it's over, its over. THP works perfectly for that, and it actually makes more sense than "armor points".

    So, working on a similar guideline: when on Henshin mode, the Sentai gains an amount of temporary hit points equal to 5 points per class level. If an attack would reduce the sentai's temporary hit points below 0, he instead takes the remainder as normal damage.

    Essentially, it is a once per transformation augmented Vigor, which is very, very, VERY good to reduce the impact of HP damage.

    Item Attunement (Su): The sentai can incorporate 1 piece of equipment per level into his sentai transformation by spending 24 hours to attune to it. An attuned item can only be used while the sentai is transformed, but gains a benefit based on its type:
    * Weapon: The weapon gains a +2 bonus to d20 rolls to confirm critical hits.
    * Armor: The armor grants a +2 bonus to AC against rolls to confirm critical hits.
    * Shield: The shield's armor check penalty is reduced by 1.
    * Tool: The tool magically returns to the sentai when his transformation ends. If the tool is expended or destroyed, it is lost.
    * Ammunition: The sentai can only attune one quiver's worth of ammunition (10 sling stones, 10 crossbow bolts, 20 arrows, 5 shuriken). This ammunition magically returns to the sentai unbroken when his transformation ends. Magical ammunition becomes masterwork ammunition once fired.
    * Magic Item: The item only takes half damage when sundered or damaged when the sentai rolls a natural 1 on a saving throw.
    Static bonuses are bad. It's better to make them scaling bonuses. I'd say that a +1 per four or five class levels would be good for the first two benefits, eliminate the second (if you haven't noticed, ACF for shields is almost negligible, and sentai aren't known to use many shields anyways, aside from the fact that masterwork reduces ACF by one anyways), the tool ability is pretty senseless, the ammo ability is pretty good for saving money (though it's not particularly powerful), and the magic item ability is basically a safety zone for them, so it's decent.

    In any case, this ability isn't particularly game-breaking, so I could say "make it +1 per two class levels or something and it still wouldn't be catastrophic.

    (Finally, for epic life-draining Heroic Sacrifices...)
    Overdrive (Su): Starting at level X, a sentai can use his own life force to power his armor. If a sentai's armor points would be reduced to 0 from being damaged or using a special attack, he may choose to spend hit points to continue. He continues his transformation, taking 1 point of lethal damage per round, taking full damage from attacks, and spending his own hit points to fuel special attacks.
    Hit point loss from Overdrive cannot be diverted, negated, or resisted. Abilities like damage reduction and fast healing cannot prevent or heal it.
    (You may want to make this one a higher-level ability.)

    A sentai can never spend more armor points than his level on a special attack. He cannot use a special attack that would reduce his armor points below 0 (unless he chooses to use his Overdrive ability.) Here are some sample special attacks:
    Limiting Sentai transformation by points instead of by a time-restraint doesn't seem very proper. The idea could work well if you used HP (or even the temporary HP) as augmentations to attacks (as if they were psionic powers of any sort). As it stands...well, you planned for armor points to be THP AND PP at the same time, which isn't very exhilarating...

    Flaming Strike: As a swift action, the sentai can spend armor points to sheathe his fists and weapons in fire. His weapons, unarmed strikes, and natural attacks deal an extra 1d6 fire damage for 1 round per armor point spent.
    Flame is easily resisted. Plus, where are lightning strikes? Or cold strikes (such as if you desired to duplicate Hyoga's Diamond Dust)? I'd say perhaps all physical damage + 1d6/2d6 damage, half is elemental and half is "the blazing spirit of the sentai manifested forth".

    Also, another way to activate it, please.

    Healing Surge: As a standard action, the sentai can spend armor points to heal some of his wounds and his allies' wounds. This affects the sentai and all allies within 5' per armor point spent. Affected creatures convert half of their current lethal damage into nonlethal damage, and immediately stabilize if they are dying. (It's not actual healing because armor points regenerate, but it's still very useful.)
    This one is pretty weird. Basically, you're healing their wounds, but not healing them. This one could very well justify HP consumption. Say...fixed area (about 30 feet or so), all allies within area, and you turn lethal damage to non-lethal damage at a 1-by-1 ratio (or perhaps 1-by-2 ratio, since battlefield combat isn't a good choice) If you use temporary hit points, you can count yourself as a target too: otherwise, if you use real HP, you can't treat yourself as a target.

    Zing!: The sentai can teleport as a move action. He can instantly move to any open space within 5' per armor point spent. This movement does not provoke an attack of opportunity, but if the sentai is affected by any of the conditions listed under the Concentration skill he must make a successful Concentration check or the teleport fails and the armor points are wasted. If the sentai teleports into mid-air or onto a surface that cannot support him, he immediately falls.
    Aside from the armor point requirement, this ability is awesome. Free teleports are great, and one way to handle the trouble of movement: basing it on a 1 point per 5 feet, however, is not. Also, sentai never risk damage from falling.

    So...I'd say that instead of moving, you teleport yourself at your lowest base speed as a move action. You can still act while on it. As a swift action, you can move half your lowest base speed (minimum 5 feet, round down to nearest 5)

    Teleporting would be cool, but it has to work in a proper way. If you essentially sacrifice your defense for a weak movement, when you can simply resist the damage from an AoO and save the AP/THP, it represents a bad option.

    Also: add either Slow Fall (no walls required) or Feather Fall.

    Some abilities could also be passive.

    Super Armor: The sentai gains a +1 deflection bonus to AC and a +1 enhancement to saving throws while using his armor.
    You may take this ability multiple times, each time increasing your AC and save bonuses by +1.

    Super Strength: The sentai gains a +2 enhancement bonus to Strength while using his armor.
    You may take this ability multiple times, each time increasing your Strength bonus by +2.

    Super Speed: The sentai gains a +10' enhancement bonus to his base land speed while using his armor.
    You may take this ability multiple times, each time increasing your speed bonus by +10'.

    The passive abilities could also be prerequisites for more powerful buffing abilities.
    The ideas are interesting, actually. Deflection bonus is a rare choice, free enhancement bonuses to Strength that can overflow from Bull's Strength (and potentially the Bite spells), and the enhancement bonus to speed that might be just as fast as Haste are nice options. A better way should be thought off to justify this (although you suggest that it's a "modification" to the sentai's Henshin mode), but it works nice in practice. It allows to get important buffs without the need of friendly spellcasters.

    Did I say Loner Sentai would love the latter few? I think not, but it does.

    Now, the way I originally envisioned it, the armor would have been a perk for all of the PCs. Each would be custom-designed to compliment their normal class abilities. For example, a mage who would be hindered by armor would get a cannon that could fire powerful long-range energy beams if she sacrificed spell slots.
    That would suggest making the sentai some sort of template, or the Henshin mode some sort of artifact. That's potentially catastrophic, since the mere suggestion implies that spellcasters would greatly benefit from custom-made templates, which spells brutal disaster.

    A class works better on the long run, since the idea is that you're devoted to the path of the sentai; you may have been granted the power by a god, a dragon, a powerful wizard or such, but in the end, it all depends on the hot-bloodedness and courage you possess.

    As for "team sentai," you could give a few abilities bonus augmentation options that allow other sentai to contribute a few armor points to an attack as an immediate action (no more than 2-4 points per sentai over the level cap, for balance's sake.)
    So, healing surge would have this line: Another sentai within 30' can contribute 4 armor points to convert all damage to nonlethal damage.
    You can see how this would be extrapolated to apply to laser beams and summoning giant mecha.
    That's a good idea, actually. Except for the points (what makes them mechanically distinct to...say, power points? The fact that the armor points are a hybrid between temporary HP and PP?), the participation of many sentai would magnify the powers of the team sentai, and in the end, of the abilities as a whole.

    Make magical girl a seperate class. I mean, seriously, what's the mechanical difference between magical girl and sorcerer?
    A sorcerer doesn't have to spend 5 minutes transforming into her super-powered form to cast her spells; she just does. A magical girl, on the other hand, doesn't have the flexibility that the sorcerer does of being the ultimate utility sorcerer.

    Besides, magical girls behave like invocation classes anyways. Get one ability, spam it at will, gets stronger with the power of love, justice and the girly way. So there's a BIG mechanical difference.
    Last edited by T.G. Oskar; 2010-01-30 at 01:36 AM.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Yes! Thank you so much for reinventing this! I realize that it is incomplete still, but it's pretty clear that you have a much better idea of what you are doing then when i tried to write this up half a year ago.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Love, Justice and the Girly Way? Sweet. I am totally quoting that when it comes to making the Magical Girl, Oskar. So far, what I'm looking at here doesn't seem like a "Power Point" type class, really. Sorry, Thomar. I will be looking at the other things you have, though.

    How does the first draft of the Henshin ability look thus far? I have been wanting to know.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    I... I...

    I love it...

    It's wonderful to see something so cliche as a base class...
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    After watching the Henshin! ability, I'll give my rumination about it:

    First, Henshin! works better as a 1/encounter ability. Once per day per X class levels is reasonable too. Think of Henshin! as if the Rage ability of the Barbarian, which while not exactly groundbreaking is a perfect example of a once per day ability that actually earns its denomination. Other 1/day abilities (such as Smite Evil) aren't so powerful so as to justify their limitations. Henshin!, on the other hand, may very well use the Rage progression of uses per day; that would make it some sort of last resort action that, at higher levels, becomes your best weapon.

    1/2 level + Cha modifier is quite reasonable for lasting rounds. A character with high Charisma will have enough uses per day, while one with low Charisma...well, quite probably chose the wrong class. Although there are Sentai that may have lower Charisma than usual (say...if you remember Billy from the US Power Rangers: he definitely had low Charisma. He rose it, however)

    One pointer: full round action =/= 1-round action. A full-round action implies you take both your move and your standard action to transform (basically, your entire turn except for free and swift actions); a 1-round action implies you're taking the entire round to do the action, and that it'll activate at the beginning of your next turn. That idea may not be useful mechanically at higher levels, where you're essentially wasting a turn to power up (though having a SERIOUS power up!) when the optimized Wizard may just end the battle in one round. However, it does fit thematically, and the reaction may be just as intended. You may want to alter the Henshin!-provoked status effects depending on the type of Sentai:

    Loner: perhaps stun, or blind
    Team: Sanctuary + Spell Turning effect
    Magical Girl: dazzled + fascinated

    As for the Sentai suit and Sentai weapon: I'd say that both gain an effective enhancement bonus to attack rolls, damage rolls and AC (first two for weapons and last one for armor, evidently) per each 4 levels. Starting it at 3rd level, or perhaps at 5th would be a good moment to place such an ability. Also, might as well base yourself on Greater Magic Weapon and Magic Vestment for such an idea: the point is that by a specific level, you should already have effective magical weapons while on Henshin! You may also declare that the suit provides no maximum Dex penalty, if it's so comfy (and think about it: Sentai pretty much use their Dex and Cha as their defense)

    As for what Charisma increases: don't make the Charisma bonus scale with itself. It can cause problems. For example:

    Think of a Sentai with 18 Charisma. When he goes Henshin!, his Charisma increases by an amount equal to his Charisma modifier (essentially by itself), so that means an increase of 22 Charisma. However, his new Charisma would imply a further increase, since the Charisma modifier increased: now it's a +6, so the Charisma would be altered to 24. Yet again, you gain another Charisma increase, so your original 18 Charisma would increase to 25. That's basically a +7 to Strength, Dexterity, Constitution, attack rolls, damage rolls, saves, and AC for around 1/2 class level plus 7 rounds. That's pretty strong, you know...

    I wouldn't add a Charisma increase to Charisma, and I'd be wary of increasing stats so early. I'd make the progression a bit delayed:

    --At first level, I'd say that an increase in AC, attack rolls and damage rolls would go well. Since you wouldn't have the rest, it would be only a minor increase.
    --At third level, I'd add the bonus to saves. Think of it as Divine Grace.
    --At sixth level, I'd add the bonus to stats. That way, you already can gain the benefits of much better stats on an appropriate level. Also, you may claim them as enhancement bonuses: as it stands, you can get a Belt of Giant's Strength, a Gloves of Dexterity and an Amulet of Health and stack those bonuses (and if you don't remove the Charisma increase, you can get a Cloak of Charisma and get stats of nearly 30...at level 6. Four stats, to boot).
    --The Sentai should have something to fight with while he's not in Henshin! state. For example, when he's facing a lot of mooks, he's effectively worse than a Monk in combat, despite full BAB. I'd say that, perhaps at 5th level, the Charisma bonus to attack, damage and AC may apply even while outside of Henshin!; as you develop, you slowly get as strong as your Henshin side, until you effectively remain *always* in Henshin! at 20th level. Since you'd still have benefits while on Henshin! mode, what this implies is that you don't get truly depowered if you get suddenly dropped out of Henshim! mode.
    --An artificial limit may not be that useful. At first, just having an increase of 1 in four stats, attack rolls, damage rolls, AC and saves is considered quite powerful. That's, to boot: as if you had a constant Inspire Courage, Resistance, plus a 1/4 potency Bull's Strength + Cat's Grace + Bear's Endurance + Eagle's Splendor, which implies about three buffs at the same time. Delaying the limits may be more useful, since you effectively would acquire a better AC, attack roll and damage roll but for a limited time, and afterwards you'd be quite weakened. Consider that you can get Mage Armor and Shield to provide about a +8 bonus to AC with two spells for a reasonable amount of time, and that cumulative bonuses to attack and damage rolls aren't so difficult to get. You may also want to limit them based on the kind of Sentai, if the intention is to keep them limited.

    So, as I would rework it (don't worry, it works fine), would be:
    --1/day, plus one more time for each five levels, starting with 5th.
    --Duration time: half class level + Cha modifier
    --Masterwork Light Armor, no ACF, no ASF, no max. Dex penalty, effective AC as if chain shirt
    --Masterwork weapon of your choice
    --Add Cha modifier as bonus to attack rolls and damage rolls, plus as a deflection bonus to AC. No hard limit.

    What do you think?
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by Giant Brother View Post
    Love, Justice and the Girly Way? Sweet. I am totally quoting that when it comes to making the Magical Girl, Oskar. So far, what I'm looking at here doesn't seem like a "Power Point" type class, really. Sorry, Thomar. I will be looking at the other things you have, though.

    How does the first draft of the Henshin ability look thus far? I have been wanting to know.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    --Don't deny their non-sentai form. Even when not transformed, they are capable warriors. Sentai form is limited mostly when you're facing a really bad monster or a BBEG.
    Most of the time, I'd argue this is due to the power of plot. Also, it already applies anyway since every time they level up they gain HD which their normal form can't deny. Even 1/2 BAB at a high level is enough to make them 'decent warriors'... compared to the high school bully or a street thug.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    I'd say you're making sense, Oskar. I've edited Henshin! to mesh more with your suggestions, and I'll definitely be putting in the staggered boosts to abilities that you've suggested. It makes more sense that way. Having the transformation once a day doesn't sit right with me, though... so I may have it once per encounter like you mentioned.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by imp_fireball View Post
    Most of the time, I'd argue this is due to the power of plot. Also, it already applies anyway since every time they level up they gain HD which their normal form can't deny. Even 1/2 BAB at a high level is enough to make them 'decent warriors'... compared to the high school bully or a street thug.
    That would make sense...were it not because you'll face mooks every now and then, and 1/2 BAB won't do much to deal with a group of mooks.

    Then again, the wizard will probably end the mook invasion with a single spell.

    However, another of the plot events is when the Henshin! power gets denied. Power Rangers tended to lose their powers. Ultraman had a limit to his giant-size, if I believe correctly. Perhaps the most famous is Tekkaman Blade, who had a 30-minute limiter or he went almost irredemably evil. And when those powers are denied, they need to survive with whatever skill they have. That's also not to say that mooks won't ever improve: recall when the Putties from MMPR first got improved. Originally, they were literal mook squads, but Zedd's Putties were far stronger. Once they found the weak spot, they could face them even in non-Sentai form.

    As you know, in this case mooks just don't get a weak point that a character can't exploit. In that sense, the Sentai must become strong to withstand the increase in power of said mooks. Perhaps at first they'll have to go Henshin! to beat them, but later on, they'll be capable of saving their abilities for a better day, even if said ability is best once per encounter.

    Otherwise, it'd be essentially as having a Warrior that got the first two levels or three of Monk; not exactly powerful to go on, and depending on very powerful items to move on. Furthermore, what if a battle extends beyond their Henshin! time limit? You return to Monk 2/Warrior X. The idea is that, even when they aren't on Sentai form, they can still contribute to the battle. That's one of the things the Champion does well: even if you have the powerful Avatar form, which is pretty much a secondary character, you are still useful. Some of that power you get from being a Sentai seeps upon you, and you become somewhat capable of contributing.

    Otherwise, a spellcaster will laugh at your "one-round powerup". Since they can effectively end a battle in one round, which can mean they end the battle before you even transform. Or even if you do, you're losing one valuable turn that you could have saved if you had delayed that transformation to take a hit for someone, or maybe stand in flanking formation.

    @Brother bigger than Big Brother: I am quite surprised with the Alter Ego ability. Specifically that part that you can alter gender. Made me think of the male Sailors, and in this bizarre fan-made example of them all. Fortunately you're not following the First Law of Gender Bending like another Magical Girl Sentai that exists on the Internets.

    Then again, there's Moldiver...

    Now, it's mostly time to deal with Sentai typical abilities. I'm not exactly a fan of the Tome Monk in terms of replacing the Monk, but the system it introduces definitely fits with the Sentai archetype. There's several things that Sentai can do (special techniques, increase in size, call special constructs, use spells, use very powerful items, teamwork, hot-bloodedness, and so forth) that could be given as per day abilities while using the Sentai suit. For example, one of those abilities (for a stealthy Sentai) would be the ability to become invisible while under Henshin! (you can say it's a special modification to the Sentai suit). Also, Loners would get more of these abilities, while Team Sentai would gain abilities attuned to aid the rest more than to enhance themselves.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    I was thinking about the whole Loner - Team - Magical Girl split and the need to make them capable outside of Henshin!. Allow the player to select a feat at each level from a list that modifies or grants additional bonuses to Henshin!, and apply a weaker version of the benefit when the Sentai is not transformed.

    Each feat will have a descriptor (Loner, Team, or Magical) next to it. You can pick feats from any of them, but depending on which you have the feats from, you gain different benefits from the main class progression (If there's a tie, go with whichever came first). A Sentai going from "I work alone" to Sixth Ranger is pretty common in the shows, after all.

    Edit: Actually, does Magical girl really need to be a seperate category? Other then trading super-wire-fu and technology capable of wrecking a city block for super-wire-acrobatics and magic capable of wrecking a city block, there's no mechanical difference in how they work. Heck, there are even Team and Loner magical girls, so you could just note that they can be made with the Sentai class too and reduce your work load by 1/3rd.
    Last edited by UserShadow7989; 2010-01-31 at 11:38 PM.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by UserShadow7989 View Post
    I was thinking about the whole Loner - Team - Magical Girl split and the need to make them capable outside of Henshin!. Allow the player to select a feat at each level from a list that modifies or grants additional bonuses to Henshin!, and apply a weaker version of the benefit when the Sentai is not transformed.

    Each feat will have a descriptor (Loner, Team, or Magical) next to it. You can pick feats from any of them, but depending on which you have the feats from, you gain different benefits from the main class progression (If there's a tie, go with whichever came first). A Sentai going from "I work alone" to Sixth Ranger is pretty common in the shows, after all.

    Edit: Actually, does Magical girl really need to be a seperate category? Other then trading super-wire-fu and technology capable of wrecking a city block for super-wire-acrobatics and magic capable of wrecking a city block, there's no mechanical difference in how they work. Heck, there are even Team and Loner magical girls, so you could just note that they can be made with the Sentai class too and reduce your work load by 1/3rd.
    Interesting proposal you suggest: making the Sentai specifications as Sentai-specific feats instead of Sentai class abilities, is that it? That could work on the long run, but it should have some fundament on the class itself. Perhaps treat as:

    Loner: increase the provided bonus
    Team: provides half the bonus as an aura
    Mahou-Shoujo: this one is more magical related, so it should be granting extra uses of the same ability?

    As for Magical Girl/Mahou Shoujo Sentai, there's a pretty distinct difference between the concepts. The lore of Mahou-Shoujo Sentai tends to include certain concepts that usually are absent on Shonen-Sentai; magical animals that speak as if animal companions, for example; romantic stories as well, and a lack of hot-bloodedness. That's mostly the main difference: if you were to create a Sentai ability that has a basis on willpower or anger, it cannot be accessible to a Mahou-Shoujo Sentai. That's why it's a Sentai category, but still noticeable to work on its own, even if there's both Team Sentai, Loner Sentai, Team Magical Girl and Loner Magical Girl.

    However...how about Mahou-Shoujo as a PrC from Sentai? That would allow Dark Magical Girl to happen. Then again, that could allow even Mecha Pilots to happen...
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by T.G. Oskar View Post
    Interesting proposal you suggest: making the Sentai specifications as Sentai-specific feats instead of Sentai class abilities, is that it? That could work on the long run, but it should have some fundament on the class itself. Perhaps treat as:

    Loner: increase the provided bonus
    Team: provides half the bonus as an aura
    Mahou-Shoujo: this one is more magical related, so it should be granting extra uses of the same ability?
    Sounds good. I wish I could help out on this part, but I haven't played much or recently. I meant to say in my previous post that if you have more Loner Sentai feats, your main class abilities change slightly from if you had more Team Sentai feats, but your idea sounds better and doesn't require 3 versions of every class ability.

    Quote Originally Posted by T.G. Oskar View Post
    As for Magical Girl/Mahou Shoujo Sentai, there's a pretty distinct difference between the concepts. The lore of Mahou-Shoujo Sentai tends to include certain concepts that usually are absent on Shonen-Sentai; magical animals that speak as if animal companions, for example; romantic stories as well, and a lack of hot-bloodedness. That's mostly the main difference: if you were to create a Sentai ability that has a basis on willpower or anger, it cannot be accessible to a Mahou-Shoujo Sentai. That's why it's a Sentai category, but still noticeable to work on its own, even if there's both Team Sentai, Loner Sentai, Team Magical Girl and Loner Magical Girl.
    I don't know. I've seen hot blooded Mahou-Shoujo (though it's more of a Tranquil Fury then a screaming righteousness) and Sentai with animal companions (but robotic dogs instead of talking cats), and the noted differences is more based on demographic appeal then integral to the essence of Sentai or Magical Girl. Despite that, your point still stands; it's vastly more common to have a hot blooded Sentai and a Magical Girl with a talking animal companion, along with mildly different genres.

    Quote Originally Posted by T.G. Oskar View Post
    However...how about Mahou-Shoujo as a PrC from Sentai? That would allow Dark Magical Girl to happen. Then again, that could allow even Mecha Pilots to happen...
    While it could work as a prestige class, what if someone wants to start as a Mahou-Shoujo?... Though I suppose you can stick to Sentai skills that are also found in both Magical Girls and Sentai and start taking levels of the PrC once you meet the requirements. Or set the requirements so they can be met early.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by UserShadow7989 View Post
    Sounds good. I wish I could help out on this part, but I haven't played much or recently. I meant to say in my previous post that if you have more Loner Sentai feats, your main class abilities change slightly from if you had more Team Sentai feats, but your idea sounds better and doesn't require 3 versions of every class ability.
    Well, I haven't played much recently either, aside from collaboration with the Test of Spite fellas; still, I tend to refine rather than provide ideas.

    Feat-wise, it makes great sense that you can focus feats on a direction. Loner Sentai tend to have abilities that don't differ from Team Sentai; it is the mechanics that differ. Tekkaman Blade, for example, has both Voltekka, Blaster Mode and Blaster-Voltekka, aside from his Twin Lancer weapon. Rangers, on the other side, have weapons such as the combined blaster, or the huge cannon that required everybody's power, and only through separately combining their Zords can they make the Megazord. Technically, they have the same abilities but their use differs. That can translate as powers or abilities that fit the idea of a feat, but not of a class ability, even if the feat is based on a class ability itself.

    I don't know. I've seen hot blooded Mahou-Shoujo (though it's more of a Tranquil Fury then a screaming righteousness) and Sentai with animal companions (but robotic dogs instead of talking cats), and the noted differences is more based on demographic appeal then integral to the essence of Sentai or Magical Girl. Despite that, your point still stands; it's vastly more common to have a hot blooded Sentai and a Magical Girl with a talking animal companion, along with mildly different genres.
    Mahou-Shoujo's rare Tranquil Fury isn't enough nekketsu compared to Sentai nekketsu. Gunbuster has a marvelous example of how females manifest Nekketsu, and quite evidently it is very similar to male Hot Blood. As for Sentai with "animal companions" (Casshern comes to mind), they are closer to Homunculi or Guardian Familiars than actual magical beast animal companions such as in the case of Mahou Shoujo. So even in the differences, the tendency is to treat Mahou Shoujo as a different kind of Sentai.

    While it could work as a prestige class, what if someone wants to start as a Mahou-Shoujo?... Though I suppose you can stick to Sentai skills that are also found in both Magical Girls and Sentai and start taking levels of the PrC once you meet the requirements. Or set the requirements so they can be met early.
    That would be the main trouble; PrC-wise, it would fit thematically but not to the extent that other Magical Girls would work with. Magical Girls tend to have a penchant for at-will attacks, so Invocations are the first thing that come to mind (as well as UMD).

    PrCs would be to represent those Sentai archetypes that come later. For example, Dark Magical Girls and Sixth Rangers are quite definitely PrC material, while Magical Girls and Sentai are base class material. PrCs that grant other classes abilities relevant to Sentai would also work.

    I'll let Giant Brother figure out how to handle the situation, but Mahou-Shoujo as a different class, as part of the Sentai class, or as a PrC all have equal value upon further examination. Something like:

    Base Classes: Sentai, Magical Girl
    Prestige Classes: Dark Magical Girl (magical girl with evil or dark powers), First Sentai (your archetypal Sixth Ranger or mentor-as-Sentai), Empowered Sentai (think D-Boy/Blade in Blaster Mode), Golemsuit Sentai (a Sentai that slowly gains construct-like traits while on Henshin! state; think Tekkaman or Guyver. Also considerable evolution of Loner Sentai).
    Feats: Loner-inclined Sentai feats (Sentai, Loner), Team-inclined Sentai feats (Sentai, Team)
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Phew, sorry for the absence, folks. Okay, so to address what's been left behind...

    @Brother bigger than Big Brother: I am quite surprised with the Alter Ego ability. Specifically that part that you can alter gender. Made me think of the male Sailors, and in this bizarre fan-made example of them all. Fortunately you're not following the First Law of Gender Bending like another Magical Girl Sentai that exists on the Internets.

    Then again, there's Moldiver...
    Well, I believe that the First Law is a big bunch of hokum, really. Now, I'm a big genderbending fan, most likely because of my own transgender desires, but I've never felt right enforcing that particular law. It feels.... just... well, most importantly there's no literary fun in the plot if you know for sure they're going to stay in the altered gender, right? If a player wants their sentai to go from male to female via Henshin! then that's their perogative. I've seen it done admirably. However, that's simply an option, and it definitely doesn't have to be taken. I just want to make sure people know it's there if they want it.

    Now, it's mostly time to deal with Sentai typical abilities. I'm not exactly a fan of the Tome Monk in terms of replacing the Monk, but the system it introduces definitely fits with the Sentai archetype. There's several things that Sentai can do (special techniques, increase in size, call special constructs, use spells, use very powerful items, teamwork, hot-bloodedness, and so forth) that could be given as per day abilities while using the Sentai suit. For example, one of those abilities (for a stealthy Sentai) would be the ability to become invisible while under Henshin! (you can say it's a special modification to the Sentai suit). Also, Loners would get more of these abilities, while Team Sentai would gain abilities attuned to aid the rest more than to enhance themselves.
    Hmm, I'm not familiar with the Tome Monk. What book is that in? I'll see if I can track it down. Meanwhile, I'll start making a list of Sentai abilities to use.

    I was thinking about the whole Loner - Team - Magical Girl split and the need to make them capable outside of Henshin!. Allow the player to select a feat at each level from a list that modifies or grants additional bonuses to Henshin!, and apply a weaker version of the benefit when the Sentai is not transformed.

    Each feat will have a descriptor (Loner, Team, or Magical) next to it. You can pick feats from any of them, but depending on which you have the feats from, you gain different benefits from the main class progression (If there's a tie, go with whichever came first). A Sentai going from "I work alone" to Sixth Ranger is pretty common in the shows, after all.
    Interesting... That may be a workable concept, yes... Indeed, I do believe I like it, Wattson! That should work nicely.

    Interesting proposal you suggest: making the Sentai specifications as Sentai-specific feats instead of Sentai class abilities, is that it? That could work on the long run, but it should have some fundament on the class itself. Perhaps treat as:

    Loner: increase the provided bonus
    Team: provides half the bonus as an aura
    Mahou-Shoujo: this one is more magical related, so it should be granting extra uses of the same ability?
    YES. That'll work perfectly. Good idea, you two. I'll get to work on Sentai feats. If you two have ideas for any, feel free to share.

    That would be the main trouble; PrC-wise, it would fit thematically but not to the extent that other Magical Girls would work with. Magical Girls tend to have a penchant for at-will attacks, so Invocations are the first thing that come to mind (as well as UMD).

    PrCs would be to represent those Sentai archetypes that come later. For example, Dark Magical Girls and Sixth Rangers are quite definitely PrC material, while Magical Girls and Sentai are base class material. PrCs that grant other classes abilities relevant to Sentai would also work.

    I'll let Giant Brother figure out how to handle the situation, but Mahou-Shoujo as a different class, as part of the Sentai class, or as a PrC all have equal value upon further examination. Something like:

    Base Classes: Sentai, Magical Girl
    Prestige Classes: Dark Magical Girl (magical girl with evil or dark powers), First Sentai (your archetypal Sixth Ranger or mentor-as-Sentai), Empowered Sentai (think D-Boy/Blade in Blaster Mode), Golemsuit Sentai (a Sentai that slowly gains construct-like traits while on Henshin! state; think Tekkaman or Guyver. Also considerable evolution of Loner Sentai).
    Feats: Loner-inclined Sentai feats (Sentai, Loner), Team-inclined Sentai feats (Sentai, Team)
    Already tackled the isssue by classifying Mahou-Shoujo as a different class. I have handed the undertaking of the Magical Girl class over to my girlfriend Velvet Pillow, and she should have a skeleton chart up sometime today with some beginning ideas on the concept. Of course, this is still a collaborated effort between us, and you guys too. So, feel free to keep posting ideas for the Magical Girl up here before the thread gets put up.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Quote Originally Posted by T.G. Oskar View Post
    That would make sense...were it not because
    blah blah blah
    Judging from the gist of your argument (the main point being the power rangers and ultraman moments every now and then in the plot), I'd just say that those characters took levels in other classes.

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Base Class WIP, PEACH)

    Okay, let's not all get riled up here... Does anybody have any suggestions for Sentai feats?

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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Okay, so! I've got class abilities for every level now. I'm looking for some critique on what I've got, and I'm still looking for Sentai Feat suggestions. Does anyone have anything? When I first put this up I couldn't get anyone to stop...

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