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  1. - Top - End - #31
    Pixie in the Playground
     
    Velvet Pillow's Avatar

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

    (Without further ado, I present to you the beginnings of....)

    The Mahou Shoujo

    Spoiler
    Show


    "In the name of all that is great and beautiful, your evil deeds shall be punished!" - Amber "The Lightning Siren" Scorchwick, Aasimar Mahou Shoujo


    The lovable sister to the Sentai, the Mahou Shoujo runs with similar concepts. Mahou Shoujo utilize arcane or divine items to transform themselves into magical maidens with great power. While transformed, the Mahou Shoujo unleashes powerful magic attacks known as Appeals, which she draws from various Causes that she is devoted to. In this manner, the Mahou Shoujo is similar to both the Cleric (or perhaps more accurately, the Lurk from Complete Psionic) and the Warlock (Complete Arcane).

    Mahou Shoujo
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Causes Known|Appeals Known

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Pretty Up!, Lovely Burst 1d8, Magical Pet, Bonus Feat|1|2

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Class Ability|1|-

    3rd|
    +2
    |
    +1
    |
    +4
    |
    +4
    |Class Ability|1|-

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Class Ability|1|-

    5th|
    +3
    |
    +1
    |
    +5
    |
    +5
    |Class Ability|2|-

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Class Ability|2|-

    7th|
    +5
    |
    +2
    |
    +6
    |
    +6
    |Class Ability|2|-

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Class Ability|2|-

    9th|
    +6/+1
    |
    +3
    |
    +7
    |
    +7
    |Class Ability|3|-

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Class Ability|3|-

    11th|
    +8/+3
    |
    +3
    |
    +8
    |
    +8
    |Class Ability|3|-

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Class Ability|3|-

    13th|
    +9/+4
    |
    +4
    |
    +9
    |
    +9
    |Class Ability|4|-

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Class Ability|4|-

    15th|
    +11/+6/+1
    |
    +5
    |
    +10
    |
    +10
    |Class Ability|4|-

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Class Ability|4|-

    17th|
    +12/+7/+2
    |
    +5
    |
    +11
    |
    +11
    |Class Ability|5|-

    18th|
    +13/+8/+3
    |
    +6
    |
    +12
    |
    +12
    |Class Ability|5|-

    19th|
    +14/+9/+4
    |
    +6
    |
    +12
    |
    +12
    |Class Ability|5|-

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Class Ability|5|-[/table]

    Class Skills

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

    Hit Dice: d8

    Class Skills: Balance (dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magical Device (Cha)

    (Oh gawd my head... okay... break tiem for now...)
    Last edited by Velvet Pillow; 2010-02-12 at 01:17 PM.

  2. - Top - End - #32
    Pixie in the Playground
     
    Velvet Pillow's Avatar

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

    Post reserved for Causes. Whooo.

  3. - Top - End - #33
    Pixie in the Playground
     
    Velvet Pillow's Avatar

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

    Aaaaaand this post is reserved for Appeals. Hopefully this'll be enough space.

  4. - Top - End - #34
    Pixie in the Playground
     
    DrowGuy

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    Nov 2009
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    Canada, live it, love it.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    And we might as well leave this post open for Feats, and perhaps a Prestige Class Compendium once we have some PrCs running...

    Loner [SENTAI]
    You are the sole follower of your destiny, and your mission is to always remain alone
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: You treat your Charisma as twice your amount when you fight alone. This feat activates if you are alone on an encounter, or if all your allies are paralyzed, unconscious, or otherwise helpless. Charmed or Dominated creatures are not treated as allies for purposes of this feat, nor special mounts, animal companions, familiars, summoned creatures or similar creatures.
    Special: A character that gets the Loner feat may not take the Team Player feat.

    Team Player [SENTAI]
    Be they fellow warriors or even people that follow your mystique, you are best when fighting as a team
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When you activate your Henshin! or Pretty Up! class ability, all allies gain a +1 bonus of your choice: attack rolls, damage rolls, saves or AC. This bonus lasts for as long as you are transformed, and the effects are lost if you are unconscious, paralyzed, or otherwise helpless.
    Special: A character that gets the Team Player feat may not take the Loner feat.
    If more than one ally has the Team Player feat, the bonuses stack.

    Energetic Spirit [Sentai]

    Your sword courses with electricity as you raise it up, poised to strike. With a cry, you swing down. While your blade hits nothing but air, the energy you've built up shoots forth in a condensed bolt, felling a charging Gnoll before it gets too close to strike.

    Prerequisites: Henshin! and Strike of Justice Class Ability, Melee Weapon or Unarmed Strike Specialty
    Benefits: Once per encounter for every four Sentai levels you have, you can turn your Strike of Justice attack boost into a standalone bolt attack with a range of 60 feet. Only your Strike of Justice damage dice apply. The bolt attack counts as a ranged touch attack.
    Normal: Normally, your Strike of Justice damage only applies to direct melee attacks unless if you wield a ranged weapon.

    Sentai KICK!!! [Sentai]

    With a simple bend of the knees, you launch yourself into the air, soaring through the sky before giving a swift series of flips and coming down on a shocked dinosaur's head... Burning red hot foot first. Awesome.

    Prerequisites: Henshin! and Elemental Justice class ability, Jump 4 ranks
    Benefits: While in transformed state, you may perform the Sentai Kick ability once per day times your charisma modifier. The Sentai Kick behaves like the Spring Attack feat, however, you do not need the prerequisites of the Spring Attack feat. The target of a Sentai Kick must make a saving Reflex throw (DC being 10 + your ranks in Jump).

    Invulnerable Charge [Sentai]

    With a determined war cry, you barrel at the enemy horde before you, not even noticing the crossbow bolts that harmlessly whizz by you.

    Prerequisites: Henshin! class ability
    Benefits: You know that as a Sentai, dramatic effect is part of your lifeblood, and dramatic effect has always rewarded selfless courage. While in Henshin! form, you gain a dodge bonus to AC equal to your Dexterity modifier when attempting a bull rush or charge, or if you move up to twenty feet.
    Normal: You normally gain no AC benefits for charging or moving.

    Theme Song Power Up! [SENTAI]
    When enemies threaten to gain the upper hand and mock your dreams, the music of your heart blasts forth and turns the tables around!
    Prerequisite: Henshin! or Pretty Up! class ability, Perform 4 ranks
    Benefit: When you're under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), the effect increases by 2.

    Theme Song Power Up!! [SENTAI] (Note: it has two exclamation points)
    The music in your heart plays louder, much louder; so much that you are filled of courage that intimidates your enemies!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!, Perform 9 ranks
    Benefit: If you are under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), you become immune to fear. All enemies that see you must succeed on a Will saving throw equal with a DC equal to 10 + the sentai or mahou shoujo's character level + the sentai or mahou shoujo's Cha modifier or be shaken for as long as the effect remains. This effect is not a mind-affecting effect, but it does not work against creatures immune to fear.

    Theme Song Power Up!!! [SENTAI] (Note: it has three exclamation points)
    Even without a song in the air, a phantom song sounds in the air; it is the music of your heart that cannot be quelled!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!, Perform 15 ranks
    Benefit: As a swift action, you may sacrifice part of your remaining Henshin! or Pretty Up! duration. You can only reduce rounds gained as part of class levels; thus, you cannot reduce your remaining rounds to an amount lower than your Cha modifier, and cannot use this ability at all if the remaining amount of rounds of your Henshin! or Pretty Up! ability is lower than your Cha modifier. You may grant yourself a morale bonus on attack rolls, damage rolls, saving throws and AC equal to 1 per four character levels, plus temporary HP equal to your character level, which lasts for an amount of rounds equal to the amount of rounds you sacrificed. You may not apply the Theme Song Power Up! benefit while using this ability.
    Special: If you have the Loner feat, you may apply the Theme Song Power Up! benefit; this is an exception to the rule. If you have the Team Player feat, the bonus is decreased by one, but it applies to all allies within 60 feet.

    Theme Music Power Up MAX!!!! [SENTAI]
    The music in your heart cannot be quelled by anything.
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!!, Perform 21 ranks
    Benefit: Enemies that fail the save for Theme Song Power Up!! are panicked instead of shaken. Furthermore, you may ignore immunity to fear only for purposes of this ability. Finally, you may use the Theme Song Power Up!!! ability even if under the effect of Silence.

    Unbreakable [Sentai]
    Through force of will, you continue to fight despite your injuries!
    Prerequisite: Henshin! or Pretty Up! class ability, Diehard feat
    Benefit: You are no longer staggered when reduced to -1 to -9 Hit Points, and are considered stable. All other effects of Die Hard still apply.

    Heroes Never Die [Sentai]
    A true hero never gives up!
    Prerequisite: Henshin! or Pretty Up! class ability, Die Hard feat
    Benefit: You do not die when reduced to -10 Hit Points or lower. Instead, you are considered staggered. At the beginning of each round, make a Will Save with DC equal to how many negative Hit Points you have, or die instantly. Healing spells, potions, and similar effects applied to you in this state heal half as much as they normally do.

    Experienced Warrior of Love and Justice! [Sentai]
    While your transformed state is by far your greatest weapon, a hero is more then their abilities.
    Prerequisite: Henshin! or Pretty Up! class ability, at least 1 other [Sentai] feat
    Benefit: Select 1 other Sentai feat you have learned. The effects of that feat are available even when not using Henshin! or Pretty Up! You can take this feat multiple times, but no more then once for every four Sentai and/or Mahou Shoujo class levels.

    Oveeeeerly Innntriiicaaate COMBINATION!
    Sacrificing efficiency for style is never a good idea, but who cares?
    Prerequisite: Henshin! or Pretty Up! class ability, Base Attack Bonus +5
    Benefit: When performing a full attack, you can sacrifice all of your acquired attacks and deal only a single attack at your lowest attack bonus. If the attack hits, you are treated as if you had succeeded on all attacks. You gain a +1 bonus on the attack roll per each attack you sacrifice.

    Diamond Heart [Sentai]
    Pressure is what turns coal to diamonds. So to does it forge heroes.
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When your hit points are equal to or below half their maximum, you receive a morale bonus to attack rolls, damage rolls, AC, and saves equal to your Sentai and Mahou Shoujo class levels divided by 4. If the player makes an in-character speech about never giving up, increase the morale bonus by 1.

    Into the Fray [Sentai]
    "Who wants some?!"
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: Your grace allows you to move about without leaving yourself open to attack. A number of times per day equal to your Dexterity Modifier, you can activate this feat as a Free Action. If you perform a Move Action in the same round, you do not provoke Attacks of Opportunity from creatures with a lower Dexterity Score then you for that Move Action.

    Special: You can spend 1 use of the Flashy Acrobatics feat to activate this feat. If you do, you gain the Morale Bonus Flashy Acrobatics would provide to your Dexterity Score for the duration of your next Move Action this round, and do not count this use towards your per day limit of this feat. Increase the Morale Bonus provided by Flashy Acrobatics by 1.

    Multimook Melee [Sentai]
    "I'll take you all on!"
    Prerequisites: Henshin! or Pretty Up! class ability, Into the Fray feat
    Benefit: As a true hero, number alone cannot overcome you. When there are more then one enemy creatures adjacent to you, you can divide your Base Attack Bonus by the number of adjacent enemy creatures to attack all of them with a single Full Attack Action (round down).

    Multitasking Brawler [Sentai]
    "There's plenty to go around!
    Prerequisites: Henshin! or Pretty Up! class ability, Into the Fray feat
    Benefit: You're used to being outnumbered, so simply surrounding you won't work. Once per encounter, when flanked, you can activate this feat as an immediate action to count yourself as not being flanked for the next (Sentai/Mahou Shoujo class levels/2) turns (counting the turn this feat is activated).

    Aggressive Evasion [Sentai]
    "Stop hitting yourself! Stop hitting yourself!"
    Prerequisites: Henshin! or Pretty Up! class ability, Into the Fray feat
    Benefit: If you're attacked or targeted by a single target spell when there's an adjacent enemy creature (other then the attacking creature), you can roll a DC (adjacent creature's CR +5) Reflex Save. If successful, treat the adjacent creature as the target of that attack or spell.

    Dramatic Declaration [Sentai]
    "That it! You've wrecked my house, raided my village, and stole our food! I'm taking you down!"
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: Once per day, when declaring an attack, you make a dramatic declaration towards the target as a free action. This can be anything from a catch phrase, a list of wrongs they committed, or a statement of your ire towards them. If your attack is successful, double the damage dealt. If the attack fails, you can redo the attack roll once to try again for normal damage.

    Special: If you have the Team Player feat, grant the effects of this feat to any ally attacking the same creature during this round. If you have the Loner feat, this effect lasts for your next 3 attacks against the target or until combat ends, whichever comes first.

    In the name of ...!!! [Sentai]
    In the name of the moon, I will punish you!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, on your first turn after the activation of your Henshin! or Pretty Up! class ability, you may spend a Full Round action that provokes an attack of opportunity to strike a pose or make a valiant speech to ingrain fear into your enemies. Your enemies must make a Will Save with DC 10 + 1/2 character level + Charisma modifier, or receive a morale penalty to attack rolls and AC equal to the Sentai's class levels divided by 4 until they successfully damage or inflict a condition on you.

    Unstoppable Bravery [Sentai]
    Who the hell do you think we are?!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Intimidate checks made against you instantly fail. If you are targeted by an opponent's spell or ability that would inflict the Cowering, Frightened, Panicked, or Shaken conditions and successfully save against it or are immune to the condition, gain your Cha modifier as a morale bonus to your damage roll until the end of your next turn.

    Special: If you have the Team Player feat, grant this benefit to allies within 20 ft. of you. If you have the Loner feat, add your Cha modifier to attack rolls as well.

    The Power of Teamwork [Sentai]
    Quantity has a quality all it's own.
    Prerequisite: Henshin! or Pretty Up! class ability, Team Player feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat you have that grants a benefit only to yourself. Apply that benefit to all willing allies within (Sentai class levels * 5) ft. of you. You may take this feat more then once.

    Special: You cannot choose feats with specific Sentai feat prerequisites for purposes of this feat unless you have chosen the Power of Teamwork feat for the prerequisite feat earlier.

    Army of One [Sentai]
    Isolation breeds strength.
    Prerequisite: Henshin! or Pretty Up! class ability, Loner feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat; this feat must be one which the Team Player modifies (such as Theme Song Power Up!!! or Unstoppable Bravery). You may consider yourself as fighting alone, even if there are allies present, for purposes of the Loner feat

    Heroic Guardian [Sentai]
    I am a protector above all else. As long as air fills my lungs, you will not come to harm!
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, when an adjacent creature would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you may treat the Sentai as the target instead.

    Special: If you have the Team Player feat, grant the original target a morale bonus to it's AC and saves equal to your Cha modifier. If you have the Loner feat, you gain a circumstance bonus to your AC and saves against the redirected effects equal to your Cha modifier.

    Belief in That Whom Believes
    "Don't believe in the you who believes in me. Don't believe in the me who believes in you. Believe in the you who believes in yourself."
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: When you are using the Aid Another action to aid an ally, you grant a bonus on attack rolls, AC, skill checks or ability checks equal to +2 plus 1 per each four character levels.
    Normal: Aid Another grants a +2 bonus on either attack rolls, Armor Class, skill checks or ability checks.
    Special: If the character has the Team Player feat, it may initiate an Aid Another action from a distance of 30 feet.

    Double Team! [Sentai]
    "Together, We, Are, The, Sword!"
    Prerequisites: Henshin! or Pretty Up! class ability, Team Player
    Benefit: When you are flanking, you and your ally provide each other a bonus on attack rolls equal to 2 + 1 per four character levels.
    Normal: When flanking, you and your ally get a +2 bonus on attack rolls.

    Double Team Set-Up! [Sentai]
    "I've got the enemy! Now, strike!"
    Prerequisites: Henshin! class ability, Team Player, Double Team!, Improved Grapple
    Benefit: When flanking, you may choose to grapple the enemy instead of attacking. You gain a bonus on the opposed grapple roll equal to the bonus on flanking. If you succeed on the grapple, any allies within 30 feet gain a free attack at their highest attack bonus.

    Double Team Twin Strike! [Sentai]
    "Let's finish this..." "The moment of truth! Seriously!"
    Prerequisites: Henshin! class ability, Team Player, Double Team!, Oveeeeerly Innntriiicaaate COMBINATION!
    Benefit: When flanking, any time you or your ally misses a hit, the other may roll using the same base attack bonus (but its own modifiers, such as Strength modifier to attack and other attack bonuses). If the second roll succeeds, whomever did the attack roll deals damage as if it had done it itself, but halved.

    Glorious Superhero! [Sentai]
    "Who put the glory in glorious? Warrior King!
    Whose daring deeds are most notorious? Warrior King!
    Is he bold? No one braver!
    Is he courageous? Of Fear, the tamer!
    Warrior King! Warrior King!..."

    Prerequisites: Initiator level 1st, Weapon Aptitude class ability, Henshin! class ability
    Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Warblade class levels. As well, you are treated as having an effective Fighter level equal to the sum of your Sentai and Warblade levels minus 3.
    When your Henshin! state ends, you refresh all maneuvers.
    Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack.

    Crusading Superhero [Sentai]
    "I am the Silver Knight of Heironeous!! The sword that smites evil!!"
    Prerequisites: Initiator level 1st, Steely Resolve and Furious Counterstrike class ability, Henshin! class ability
    Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Crusader class levels. As well, the damage cap of Steely Resolve increases as if you had a class level equal to the sum of your Sentai and Crusader class levels.
    When your Henshin! state ends, you are treated as if you had all readied maneuvers granted for a number of rounds equal to your Charisma modifier. Once this period ends or you expend all maneuvers (whichever comes first), you restart the cycle once again.
    Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack. You may treat your Smite ability as a maneuver for purposes of this ability.

    Sentai's Secret Move! [Sentai]
    "This is the skill that pierces the Nine Hells!"
    Prerequisite: Knowledge of maneuvers, Henshin! class ability
    Benefit: Choose any maneuver that you know that requires to make a melee attack of up to 3rd level. You may use this ability at will while under the Henshin state. Once the maneuver has been chosen, it is permanent and may not be changed.
    As well, your Sentai level is treated as your initiator level for purposes of choosing maneuvers and stances.
    Special: You may take this ability up to three more times. Each time, you may choose a maneuver of up to two levels higher, up to an 8th level maneuver.

    Flashy Acrobatics [Sentai]
    Hmph. Show off.
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: When making a Balance, Jump, Ride, or Tumble skill check, you may add a +1 morale bonus to your roll result. You may use this a number of times equal to your total Sentai and Mahou Shoujo class levels/2 per day (minimum 1).

    Impressive Acrobatics [Sentai]
    Okay, that was actually pretty cool.
    Prerequisites: Henshin! or Pretty Up! class ability, Flashy Acrobatics feat
    Benefit: You can now apply the morale bonus from Flashy Acrobatics to Climb and Escape Artist skill checks, or halve the bonus and apply it to your AC or Reflex save as a dexterity bonus instead. Increase the morale bonus from Flashy Acrobatics by 1.

    Defy Gravity [Sentai]
    Come on! Now this is just getting silly!
    Prerequisites: Henshin! or Pretty Up! class ability, Flashy Acrobatics feat
    Benefit: Your acrobatic capabilities can now defy gravity. You can spend one use of your Flashy Acrobatics feat to run up a vertical wall a distance equal to half your run speed. as a full-round action that provokes an attack of opportunity.

    Saving Dive [Sentai]
    Look out!
    Prerequisites: Henshin! or Pretty Up! class ability, Heroic Guardian feat
    Benefit: If a creature within 30 ft. would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you can move into a space adjacent to the creature as an immediate action; this immediate action is part of the activation of the Heroic Guardian feat. Moving through a threatened square this way provokes an attack of opportunity.

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    Shield of Righteousness [Sentai]
    A life spent for others is a life well spent.
    Prerequisites: Henshin! or Pretty Up! class ability, Saving Dive feat
    Benefit: If using the Heroic Guardian feat on a living creature that has 0 or less hit points, is unable to take actions, and/or is denied their Dexterity modifier to AC, your hot blood boils at the attempt to harm a defenseless person and nullifies half the damage you take from attacks, abilities, spells, or other sources, redirected by Heroic Guardian, and you receive a morale bonus to all saves against redirected effects equal to your combined Sentai and Mahou Shoujo levels divided by 4.

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    Special: If you have the Team Player feat, both you and the original target receive a +2 morale bonus to AC and saves on the turn following the use of Heroic Guardian. If you have the Loner feat, your damage rolls, AC, and saves receive a +3 morale bonus until your next turn.

    Impassible Protector [Sentai]
    YOU SHALL NOT PASS!
    Prerequisites: Henshin! or Pretty Up! class ability, Shield of Righteousness feat
    Benefit: If a living creature has 0 or less hit points, is unable to take actions, and/or denied their Dexterity modifier to AC, uses of the Heroic Guardian feat on that creature do not count towards your encounter limit.

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    Hero's Instinct [Sentai]
    A real hero is always prepared.
    Prerequisites: "Henshin!" or "Pretty Up!" class feature, +10 ranks spread between Spot, Listen, and Search.
    Benefit: You more then anyone know to follow your gut. You can add half your charisma modifier rounded up to your dexterity modifier when you roll for initiative. In addition, when a surprise round occurs for an encounter you are a part of, you can take 10 on a roll to determine awareness.

    Danger Sense [Sentai]
    "My Spider Sense is tingling!"
    Prerequisites: "Henshin!" or "Pretty Up!" class feature, Hero's Instinct feat, +20 ranks spread between Spot, Listen, and Search.
    Benefit: You can see your enemies coming, no matter how stealthy their cowardly ambushes or sudden their girly swings are. When a creature within (10 * Sentai/Mahou Shoujo class levels) ft. approaches you with malicious intent or a trap is within (5 * Sentai/Mahou Shoujo class levels) ft. of you, make a charisma check to instinctively notice the creature's position or the trap's position. The check to locate a creature is DC (10 + Creature's CR), and a check to locate a trap has the same DC as to disable it. Succeeding the former check by 8 or more grants a +2 to your Initiative if you fight the creature, and the latter grants a +2 to your Saves and Disable Device checks against the trap.

    Special: If you have the Teamplayer feat, apply any bonuses from this feat to your allies. If you have the Loner feat, double any bonuses from this feat.

    Explosive Pose
    "We fight for evil!" "We live for disorder!" "We like what we do!" "We struggle for chaos!" "We are..." "The AXEM RANGERS!" -The Axem Rangers, a rare example of a team of evil Sentai
    Prerequisites: "Henshin!" or "Pretty Up!" class features
    Benefit: In the turn you complete your transformation, you can spend a Move Action or Standard Action to strike a pose that causes sudden, random explosions. Any hostile creatures within (Charisma modifier x 5) ft. of you are caught by an inexplicable explosion, doing (Charisma modifier)d4 untyped nonlethal damage.

    Special: If you have the Teamplayer feat, roll an additional 1d4 of untyped nonlethal damage for every ally that strikes a pose (again a Standard or Move action) with you. If you have the Loner feat, you can choose to reduce the number of d4 rolled to double the range of effect.

    Dramatic Tension
    "Trust your dramatic instincts. The scene calls out to you, asking you to arrive in the nick of time. You just need to feel it..."
    Prerequisites: "Henshin!" or "Pretty Up!" class features
    Benefits: The drama and chaos around you only encourages your senses. (Sentai/Mahou Shoujo class levels)/4 times per day, when making a roll for a skill check in a tense situation that prevents you from taking 10, you can add a bonus to the roll equal to your Charisma modifier.

    Righteous Assault [Sentai]
    "This sword of mine glows with my burning desire for justice! All who stand in the name of evil, begone! SHINING BLADE!!!"
    Prerequisites: Henshin! or Pretty Up! class feature
    Benefit: Once per encounter, when performing an attack or using the Lovely Burst class feature on a single creature, you can roll against the target's AC four times with a -8 untyped penalty. Multiply the damage done by the number of successful rolls +1. The damage is multiplied before factoring in damage resistance, or other bonuses or penalties. If the initial attack roll fails, you may treat a successful roll for this feat's effect instead. This feat can be taken up to 2 more times, increasing the number of dice rolled by 2 and reducing the penalty by 1 for each.

    Leading the Charge [Sentai]
    "They may take our lives, but they will never! Take! Our! FREEDOM!"
    Prerequisites: Henshin! or Pretty Up! class feature, Teamplayer feat
    Benefit: Your hot blood brings forward the inner strength and courage of your allies. When an ally attacks the same creature you attacked in the same round, grant a Morale Bonus to their Attack and Damage rolls equal to the number of attacks made after yours that target that creature +1.

    Clash of Virtues [Sentai]
    "Back off! This one is mine!
    Prerequisites: Henshin! or Pretty Up! class feature, Loner feat
    Benefit: As a free action, make an opposed Charisma check against a non-mindless target. If successful, the target and the Sentai can only target each other with their attacks, spells, and spell-like abilities. Effects used by either that cover an area or don't target must be positioned to affect the user or the enemy. Other creatures can still be effected if within the area of effect. This lasts until one or both are unable or unwilling to fight. During this time, other creatures cannot target you or the creature you specified as a target for this feat. The effects of other creatures do not affect you or your selected opponent during this time, and visa-versa. The Loner feat acts as if you're alone for the duration of this feat.

    Willpower [Sentai]
    "Yeah, I'm an idiot... but. That does NOT mean I'm gonna let some two-bit bookworm turn me into his meat puppet!" -Kandan Merobii, before shaking off a series of Charm Person and Suggestion spells and killing the horrified caster.
    Prerequisites: Henshin! or Pretty Up! class feature
    Benefit: Your sheer force of personality compensates for lack of common sense. You may now apply you Charisma Modifier to your Will Save instead of your Wisdom Modifier. When making a Wisdom based skill check, you can also substitute your Wisdom Modifier with your Charisma Modifier by taking a -2 penalty to your roll.

    Heroic Presence [Sentai]
    "Fear not, peasents!"
    Prerequisites: Henshin! or Pretty Up! class feature, Perform (Oratory) 3 ranks.
    Benefit: Once per encounter, as a full round action, you may channel your inner hero to draw the attention of all nearby. All non-mindless enemy creatures within 25 ft. of you must make a DC (10 + Sentai/Mahou Shoujo class levels/2) Will Save or become Fascinated for (Charisma modifier)d4 rounds or until they receive damage.

    Special: If you have the Teamplayer feat, grant a +1 Morale Bonus to the attack and damage rolls of all allied creatures within the range of this feat for (Charisma modifier)d4 rounds. If you have the Loner feat, all enemy creatures within range of this feat receive a -1 Morale Penalty to attack and damage rolls for (Charisma modifier)d4 rounds.

    Special Specs [Sentai]
    "They're not there just to look cool."
    Prerequisites: Henshin! or Pretty Up! class feature,
    Benefit: Your visor/glasses/insert eye ware here is no longer just for looks or concealing your face. While Henshin! or Pretty Up! is in effect, you gain a +2 to spot checks, +20 ft. to your normal range of sight, and either low light vision or darkvision out to 1/2 of your normal range of sight. If you already have low light vision or darkvision, increase the distance to equal your normal range of sight.

    Your selection between low light vision and darkvision occurs when you take this feat, and cannot be changed later. You can take this feat a second time to double the bonus to spot checks and your normal range of sight, and receive both low light vision and darkvision.

    Enhanced Suit [Sentai]
    Luxurious elven silk on the inner layers of the suit for maximized comfort, increased durability to deal with marauding Orcs, muscle stimulators to enhance mobility and prevent cramps, resistance to the elements, and self cleaning darling- that's a new feature.
    Prerequisites: Henshin! or Pretty Up! class feature
    Benefit: Your suit or dress's list of features and abilities increases alongside your abilities. Select one of the following effects when you take this feat. Your selection cannot be changed afterwords.
    • Strength: You get a +1 competence bonus to Strength checks and damage rolls for physical attacks.
    • Durability: Gain a +1 deflection bonus to AC while Henshin! or Pretty Up! is in effect.
    • Agility: Your movement speed is increased by 10 ft. and you receive a +1 competence bonus to Dexterity checks while Henshin! or Pretty Up! is in effect.
    • Resistance: While Henshin! or Pretty Up! is in effect, add a +1 competence bonus to saves and a Spell Resistance of Charisma Modifier + (Sentai/Mahou Shoujo Class levels/4).
    • Lasting: Increase the duration of Henshin! or Pretty Up! by 1 round.

    This feat can be taken multiple times. You can take this feat a maximum number of times equal to your Sentai and Mahou Shoujo class levels/3. You cannot take any individual effect provided by this feat more than twice.

    Special: You cannot select this feat for the effects of "Experienced Warrior of Love and Justice!"

    Super Suit [Sentai]
    The suit grants the powers. Why else would we run around a battlefield in our pajamas?
    Prerequisites: Henshin! or Pretty Up! class feature, Enhanced Suit feat
    Benefit: The clothes make the man. Select one of the following effects when you take this feat. You must have the equivalent Enhanced Suit bonus of the benefit you select twice. Your selection cannot be changed afterwords.
    • Strength: You get a +2 competence bonus to Strength checks, Grappling checks, and damage rolls for physical attacks.
    • Durability: Gain a +2 deflection bonus to AC while Henshin! or Pretty Up! is in effect. You receive (2 * level) Temporary Hit Points at the start of each Henshin! or Pretty Up! use. You lose any Temporary Hit Points you have left at the end of Henshin! or Pretty Up!'s effect.
    • Agility: Your movement speed is increased by 20 ft., you receive a +2 competence bonus to Dexterity checks, and you gain a +1 to your Dexterity Modifier for AC while Henshin! or Pretty Up! is in effect.
    • Resistance: While Henshin! or Pretty Up! is in effect, add a +1 competence bonus to saves and a Spell Resistance of Charisma Modifier + (Sentai/Mahou Shoujo Class levels/2). Reduce all non-physical non-force damage by 1 per die.
    • Lasting: At the end of Henshin! or Pretty Up!'s duration, you can make a DC(10 + X) Charisma check, where 'X' is the number of times this effect has activated this combat *3. If successful, increase the duration of Henshin! or Pretty Up! by 1 round.


    Special: You cannot select this feat for the effects of "Experienced Warrior of Love and Justice!"

    Sentai Diving KICK!! [Sentai]
    Prerequisites: Henshin! class feature, Sentai KICK!, Strength 13, Jump 8 ranks
    Benefit: When fighting unarmed and making a charge attack, or if using the Sentai KICK! feat, you deal a powerful kick that pushes the enemy away. Make a Jump check (with a DC equal to 10 + the creature's HD) as part of the charge action. If you succeed on the skill check, you may make your attack roll as usual; if you succeed on this second roll, you are treated as if you had initiated a charging bull rush attempt. The creature being attack may not execute an attack of opportunity as part of this action. If you fail your attack roll or your Jump check, you fall prone in a square adjacent to the creature and you provoke attacks of opportunity from it.
    Special: If you have the Flying Kick feat, you gain the benefits of this feat while using this ability even if you are not charging. Furthermore, if you reduce your base attack bonus by using the Power Attack feat to deal extra damage, you also apply this bonus to the opposed Strength check.
    Last edited by Giant Brother; 2010-03-19 at 03:10 PM.

  5. - Top - End - #35
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Well, this one is a massive work-out for the Sentai, what with the introduction to Magical Girls, as well as the feats and the completion of the sentai as a class. First things first, Sentai:

    Elemental Justice could have a different name. Since neither holy, unholy, axiomatic, anarchic, force or divine damage spells are elemental, and that comprises nearly half of the types of damage that a Sentai can deal, it could cause some trouble to understand.

    Furthermore, the Justice ability can be delayed and improved at the same time. As it stands, it seems as the Monk's Unarmed Strike progression, but rather bizarre for how it goes. Considering they also get the Unarmed Strike progression as if a Monk, you can make the Justice a bit closer to existing mechanics. For example:

    --At first, the Strike of Justice (or a better name, cheesy but not cheesy enough for Sentai material) could deal elemental damage to a character. This can only be fire, cold, electricity, acid, sonic or force damage. Make the progression go as if Sneak Attack (+1d6 per two levels), except you start on even levels instead of odd levels. Since this is precision damage, you must state a limiter: for example, it only applies to the first successful hit of the turn. Alternatively, you can make the Elemental Justice/Strike of Justice progression go 1d6 every four levels, and make it apply to everything.

    --Later on, you can add a rider effect to the Strike of Justice. For absolute win, call it the Rider Effect. This implies adding a special ability that increases as levels go, and that differ according to the chosen element. All effects that grant saving throws have a DC of 10 + 1/2 the sentai's class level + the sentai's Cha modifier. To state it properly:
    • Choosing Fire forces a Reflex saving throw or the opponent is caught in flames. For a number of rounds equal to the amount of collected dice (say, 4 rounds at level 8 because you have 4d6 damage), you deal an amount of extra damage equal to the amount of dice you have (say, you deal at 8th level 4 points of extra damage for 4 turns). This isn't Fire damage, but the damage that comes from your "Burning Spirit". Lets call this "Burning" Sentai
    • Choosing Cold forces a Fortitude saving throw or the opponent is slowed for an amount of rounds equal to half the accumulated dice. Let's call these "Cool" Sentai
    • Choosing Electricity forces a Fortitude saving throw or be paralyzed for one round. Since Paralyzed = Helpless, the ability can't be very strong or else it can be potentially lethal. Let's call these "Energetic" Sentai
    • Choosing Acid forces a Fortitude saving throw or become Sickened. However, instead of a -2 fixed penalty on attack rolls, weapon damage rolls, saving throws, ability checks and skill checks, it's a -1 per four character levels instead. Let's call these rare Sentai the "Eroding" Sentai.
    • Choosing Sonic lowers your damage die size from 1d6 to 1d4 (Sonic is rarely resisted). However, they must succeed on a Will saving throw or be deafened for an amount of rounds equal to the amount of accumulated dice (so, they'd be deaf for 4 rounds at level 8). These brave Sentai would be the "Loud" Sentai.
    • Choosing Force is a limitation, since it's usually powerful. As with Sonic, your damage die decreases from 1d6 to 1d4. Unlike others, they don't have a rider effect: Force damage already has a rider effect of hitting incorporeal creatures, so there's no need to add it a further rider effect. These are the "Unyielding" Sentai, and perhaps the rarest of them all.


    --Much later, you can make the Strike of Justice deal further damage to creatures of a specific alignment subtype. For example: a Sentai that chooses to oppose Evil has the damage die used against creatures of Evil subtype to be increased to 1d8 instead. A character can't choose an opposing alignment to its own (so Evil creatures can't choose Evil), only one alignment path must be chosen (so LG Sentai can choose only Chaotic or Evil to oppose, but not both). True Neutral characters choose any of the four.

    --For Positive or Negative Energy: those can be accessed as feats. They would have their own effects, but those are explained on the feats. "Divine" or untyped damage does not exist except as the rider effect of the Fire Strike of Justice.

    --Finally, I would keep Elemental Justice exclusive for the Henshin! State. It would be a tad unfair to grant it to the Epic Sentai, regardless of circumstances. A better capstone would suffice.

    Bonus Feats, on the other hand, are quite numerous even if kept as part of a Sentai-exclusive list. I'd limit them to odd-numbered levels instead; you still get a hefty number of feats, so I wouldn't worry about that. Recall that you can use your level-based feats to get more Sentai feats, and long Sentai feat chains aren't well recommended. With the boost and retuning of Elemental Justice/Strike of Justice/whichever name fits better, bonus feats would seem a tad too much.

    As for what it lacks: I'd say, add DR and SR to the Sentai. They could make a good use of it. I'd say DR X/-, with X equal to half your class level while on your Sentai suit (non-transferrable); spell resistance would be equal to 10+class level n(transferrable), but spells with a descriptor on the saving throw of "Harmless" still affect you normally. That way, you get the amazing ability to resist damage from the Sentai while on the suit, but a special protection against harmful magics.

    Now, for Mahou Shoujo:
    Pretty Up! should be almost a carbon copy of the Henshin ability, except all references to Sentai and Sentai suits are exchanged to Mahou Shoujo and Magical Girl dresses.

    Lovely Beam will behave as Eldritch Blast, probably, so try to keep it close to the power of a Sentai. 1d6 per two levels is reasonable, with the same proposed ability from the Sentai of dealing further damage to creatures of a single alignment. Since Mahou Shoujo will probably not settle to physical attack unless necessary, I'd say that granting a second beam attack at a later level (or even at the same levels where you get more iterative attacks!) would make it very nice. That way, it gets pretty strong but also pretty relevant.

    Familiar Companion (or as I'd call it, Magical Pet) should behave mostly as a Familiar. But I guess that's understandable.

    It would be nice to explain how Causes and Appeals work, Velvet. I presume one will be much like the Essence/Blast Shape invocations or Breath Effects from DFA, and the other will be full invocations. Try using a lot of mind-affecting effects, and add an ability that causes even those immune to mind-affecting effects to be affected, but grant them a significant bonus to their saving throws to represent their stronger resistance. Things such as Charm, Sleep and Paralyze work nicely as full-power invocations; Illusion spells and even a few Conjuration and Transmutation spells would also work nicely.

    As for Sentai feats:
    Interesting proposals you've got there. Energetic Spirit is great for ranged attacks, though I'd make it not per day but per encounter, and lesser times per day: say, once per encounter per each 4 character levels. Sentai KICK!!! seems to be a tad convoluted: it acts as Spring Attack and Power Attack at the same time, but too bizarre. I'd go with the lines of: as Spring Attack (move, attack and move), and enemy must succeed on a Reflex saving throw (DC = your ranks in Jump) or fall prone. Enemy gets a +4 size bonus on the saving throw per size larger than yours. Invulnerable Charge acts somehow as if Mobility: might as well say that if you make a bull rush, charge, or move up to 20-30 ft., you get your Dex modifier as a dodge bonus to AC. The biggest disappointment would seem to be Theme Song Power Up!: it doesn't have the feel of proper pumping music. I'd make it a feat chain, with the ability to manifest your own music as the middle of the chain. For example:

    Theme Song Power Up! [SENTAI]
    When enemies threaten to gain the upper hand and mock your dreams, the music of your heart blasts forth and turns the tables around!
    Prerequisite: Henshin! or Pretty Up! class ability, Perform 4 ranks
    Benefit: When you're under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), the effect increases by 2.

    Theme Song Power Up!! [SENTAI] (Note: it has two exclamation points)
    The music in your heart plays louder, much louder; so much that you are filled of courage that intimidates your enemies!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!, Perform 9 ranks
    Benefit: If you are under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), you become immune to fear. All enemies that see you must succeed on a Will saving throw equal with a DC equal to 10 + the sentai or mahou shoujo's character level + the sentai or mahou shoujo's Cha modifier or be shaken for as long as the effect remains. This effect is not a mind-affecting effect, but it does not work against creatures immune to fear.

    Theme Song Power Up!!! [SENTAI] (Note: it has three exclamation points)
    Even without a song in the air, a phantom song sounds in the air; it is the music of your heart that cannot be quelled!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!, Perform 15 ranks
    Benefit: As a swift action, you may sacrifice part of your remaining Henshin! or Pretty Up! duration. You can only reduce rounds gained as part of class levels; thus, you cannot reduce your remaining rounds to an amount lower than your Cha modifier, and cannot use this ability at all if the remaining amount of rounds of your Henshin! or Pretty Up! ability is lower than your Cha modifier. You may grant yourself a morale bonus on attack rolls, damage rolls, saving throws and AC equal to 1 per four character levels, plus temporary HP equal to your character level, which lasts for an amount of rounds equal to the amount of rounds you sacrificed. You may not apply the Theme Song Power Up! benefit while using this ability.
    Special: If you have the Loner feat, you may apply the Theme Song Power Up! benefit; this is an exception to the rule. If you have the Team Player feat, the bonus is decreased by one, but it applies to all allies within 60 feet.

    Theme Music Power Up MAX!!!! [SENTAI]
    The music in your heart cannot be quelled by anything.
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!!, Perform 21 ranks
    Benefit: Enemies that fail the save for Theme Song Power Up!! are panicked instead of shaken. Furthermore, you may ignore immunity to fear only for purposes of this ability. Finally, you may use the Theme Song Power Up!!! ability even if under the effect of Silence.

    Also, to further up the ante: the prerequisite feats for Loner Sentai and Team Sentai:
    Loner [SENTAI]
    You are the sole follower of your destiny, and your mission is to always remain alone
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: You treat your Charisma as twice your amount when you fight alone. This feat activates if you are alone on an encounter, or if all your allies are paralyzed, unconscious, or otherwise helpless. Charmed or Dominated creatures are not treated as allies for purposes of this feat, nor special mounts, animal companions, familiars, summoned creatures or similar creatures.
    Special: A character that gets the Loner feat may not take the Team Player feat.

    Team Player [SENTAI]
    Be they fellow warriors or even people that follow your mystique, you are best when fighting as a team
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When you activate your Henshin! or Pretty Up! class ability, all allies gain a +1 bonus of your choice: attack rolls, damage rolls, saves or AC. This bonus lasts for as long as you are transformed, and the effects are lost if you are unconscious, paralyzed, or otherwise helpless.
    Special: A character that gets the Team Player feat may not take the Loner feat.
    If more than one ally has the Team Player feat, the bonuses stack.

    --

    Comments? Inquiries? Critique? Anything!?
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    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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  6. - Top - End - #36
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    I've got a few feat ideas for the Sentai here. I hope that they'll be of use.

    Unbreakable [Sentai]
    No matter what punishment your body must endure, your spirit will never die!
    Prerequisite: Henshin! or Pretty Up! class ability, combined Will Save and Charisma modifier is +6 or higher.
    Benefit: When reduced to between 0 and -9 hit points, make a (DC 10) Will Save. If successful, you are treated as if you had at least 1 hit point, and are not disabled, dieing, or unconscious. This does not affect your actual hit point total and you are dead if you are reduced to -10 hit points. At the start of each of your turns, you must make a Will Save of DC 10 + X, where X is the number of turns this feat has been in effect * 2. If successful, you continue as if you had 1 hit point. If you fail, the effect ends and you are unconscious and dieing.

    Pushing onwards after a beating that should have rendered you a bloody pulp is a common feat in Sentai. This lets you keep swinging until you fail an increasingly difficult Will Save or you die. I'm worried it might be overpowered, and I wonder if there should be an additional requirement for Mahou Shoujo who want to learn it (the Iron Will feat, perhaps?) since it's not quite as common in Magical Girls.

    Diamond Heart [Sentai]
    Pressure is what turns coal to diamonds. So to does it forge heroes.
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When being attacked or targeted by or making an attack against a creature with (insert significant advantage in hit points, hit dice, or whatever you think fits best), your spirit shinning brightly grants a +2 untyped bonus to attack rolls, damage rolls, AC, and saves.

    I want this feat to activate often enough to make it worth the investment, without being used every single occasion. Since I couldn't think of what the requirement to activate it should be exactly, I figured I'd leave it open to suggestion.

    Experienced Warrior of Love and Justice! [Sentai]
    While your transformed state is by far your greatest weapon, a hero is more then their abilities.
    Prerequisite: Henshin! or Pretty Up! class ability, at least 1 other [Sentai] feat
    Benefit: Select 1 other Sentai feat you have learned. The effects of that feat are available even when not using Henshin! or Pretty Up! You can take this feat multiple times, but no more then once for every four Sentai and/or Mahou Shoujo class levels.

    While the class abilities do a good job of keeping the Sentai useful even when unable to Henshin!, you're still pretty gimped when you run out or if you're saving uses as a trump card against the BBEG or a generic but tough baddie sitting at the end of the current dungeon. This lets you do something to help in combat when you're not transformed, though you still won't demolish enemies left and right without it.

    Oveeeeerly Innntriiicaaate COMBINATION!
    Sacrificing efficiency for style is never a good idea, but who cares?
    Prerequisite: Henshin! or Pretty Up! class ability, Base Attack Bonus +5
    Benefit: Every subsequent round you spend performing a Full Attack on the same target, add half your Charisma bonus to your attack roll and damage roll for each round. If you fail your attack roll or receive damage at any point, do not count that round or any of the rounds before it for the purposes of this feat.

    Flashy, powerful, but situational combo attacks. Mmmmm, cheesy. I don't think this will be useful on it's own, but if you find a way to keep the enemy from attacking for a little while you're gold. (Maybe some help from a Wizard with Color Spray or a trip focused Fighter? Do Monks have anything that can help with that? Maybe another Sentai feat that can stun, daze, or blind a target can help.)
    Thanks to Akrim.elf for the avi of my OC.

    Homebrewer's signature.

  7. - Top - End - #37
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Whee! Replies! Okay, I'll take a look here while I keep working...

    Quote Originally Posted by T.G. Oskar View Post
    Now, for Mahou Shoujo:
    Pretty Up! should be almost a carbon copy of the Henshin ability, except all references to Sentai and Sentai suits are exchanged to Mahou Shoujo and Magical Girl dresses.

    Lovely Beam will behave as Eldritch Blast, probably, so try to keep it close to the power of a Sentai. 1d6 per two levels is reasonable, with the same proposed ability from the Sentai of dealing further damage to creatures of a single alignment. Since Mahou Shoujo will probably not settle to physical attack unless necessary, I'd say that granting a second beam attack at a later level (or even at the same levels where you get more iterative attacks!) would make it very nice. That way, it gets pretty strong but also pretty relevant.

    Familiar Companion (or as I'd call it, Magical Pet) should behave mostly as a Familiar. But I guess that's understandable.

    It would be nice to explain how Causes and Appeals work, Velvet. I presume one will be much like the Essence/Blast Shape invocations or Breath Effects from DFA, and the other will be full invocations. Try using a lot of mind-affecting effects, and add an ability that causes even those immune to mind-affecting effects to be affected, but grant them a significant bonus to their saving throws to represent their stronger resistance. Things such as Charm, Sleep and Paralyze work nicely as full-power invocations; Illusion spells and even a few Conjuration and Transmutation spells would also work nicely.
    Pretty Up! is indeed basically a Mahou Shoujo version of the Henshin! ability. No big surprises there. I wasn't really planning on the Mahou Shoujo gaining a weapon like the Sentai, though.

    Okay, SO, Lovely Burst is indeed a Magical Girl version of the Eldritch Blast. I never considered giving the Magical Girl two beams, though... or making it effective against specific alignments. Hmm... That's a good idea, though. Giant Brother and I were also thinking of providing a feat that allows a Magical Girl to shape her Lovely Burst into something like a cone. What would you think of that?

    You pretty much hit Familiar Companion on the head. I do, however, like Magical Pet a lot more in terms of name.

    Okay, now... the tricky part... I've been putting a lot of work into this, so here goes.... Causes and Appeals... A Magical Girl selects her Cause at the first level, this Cause works similar to the Cleric's Domain, or a Lurk/Divine Mind's Mantle. This is so the Mahou Shoujo can access different energy types or other thematics. Each Cause would provide multiple Appeals of scaling power. The Appeals are basically Magical Girl Invocations. For example... let's say... oh, Sailor Mercury and Sailor Mars. Mercury is water, Mars is fire. Mercury's Lesser Power provides an area fog of bubbles (so battlefield control), while Mars's involves a flaming arrow attack (blasting). BUT, what if the Mahou Shoujo would like a water themed blasting power, or a fire themed battlefield control? It also provides a great opportunity to experiment with unorthodox themes, granted I can come up with enough Appeals for them. I can always use help with that, though, since it's gonna be a big, big job. Not that I'm complaining, mind you...

    Also... UserShadow, no fair quoting Psychonauts... >.<
    Last edited by Velvet Pillow; 2010-02-07 at 12:18 PM.

  8. - Top - End - #38
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Whoohoo, replies! Alright, let's take a look here...

    Quote Originally Posted by T.G. Oskar View Post
    Well, this one is a massive work-out for the Sentai, what with the introduction to Magical Girls, as well as the feats and the completion of the sentai as a class. First things first, Sentai:

    Elemental Justice could have a different name. Since neither holy, unholy, axiomatic, anarchic, force or divine damage spells are elemental, and that comprises nearly half of the types of damage that a Sentai can deal, it could cause some trouble to understand.

    Furthermore, the Justice ability can be delayed and improved at the same time. As it stands, it seems as the Monk's Unarmed Strike progression, but rather bizarre for how it goes. Considering they also get the Unarmed Strike progression as if a Monk, you can make the Justice a bit closer to existing mechanics. For example:

    --At first, the Strike of Justice (or a better name, cheesy but not cheesy enough for Sentai material) could deal elemental damage to a character. This can only be fire, cold, electricity, acid, sonic or force damage. Make the progression go as if Sneak Attack (+1d6 per two levels), except you start on even levels instead of odd levels. Since this is precision damage, you must state a limiter: for example, it only applies to the first successful hit of the turn. Alternatively, you can make the Elemental Justice/Strike of Justice progression go 1d6 every four levels, and make it apply to everything.

    --Later on, you can add a rider effect to the Strike of Justice. For absolute win, call it the Rider Effect. This implies adding a special ability that increases as levels go, and that differ according to the chosen element. All effects that grant saving throws have a DC of 10 + 1/2 the sentai's class level + the sentai's Cha modifier. To state it properly:
    • Choosing Fire forces a Reflex saving throw or the opponent is caught in flames. For a number of rounds equal to the amount of collected dice (say, 4 rounds at level 8 because you have 4d6 damage), you deal an amount of extra damage equal to the amount of dice you have (say, you deal at 8th level 4 points of extra damage for 4 turns). This isn't Fire damage, but the damage that comes from your "Burning Spirit". Lets call this "Burning" Sentai
    • Choosing Cold forces a Fortitude saving throw or the opponent is slowed for an amount of rounds equal to half the accumulated dice. Let's call these "Cool" Sentai
    • Choosing Electricity forces a Fortitude saving throw or be paralyzed for one round. Since Paralyzed = Helpless, the ability can't be very strong or else it can be potentially lethal. Let's call these "Energetic" Sentai
    • Choosing Acid forces a Fortitude saving throw or become Sickened. However, instead of a -2 fixed penalty on attack rolls, weapon damage rolls, saving throws, ability checks and skill checks, it's a -1 per four character levels instead. Let's call these rare Sentai the "Eroding" Sentai.
    • Choosing Sonic lowers your damage die size from 1d6 to 1d4 (Sonic is rarely resisted). However, they must succeed on a Will saving throw or be deafened for an amount of rounds equal to the amount of accumulated dice (so, they'd be deaf for 4 rounds at level 8). These brave Sentai would be the "Loud" Sentai.
    • Choosing Force is a limitation, since it's usually powerful. As with Sonic, your damage die decreases from 1d6 to 1d4. Unlike others, they don't have a rider effect: Force damage already has a rider effect of hitting incorporeal creatures, so there's no need to add it a further rider effect. These are the "Unyielding" Sentai, and perhaps the rarest of them all.


    --Much later, you can make the Strike of Justice deal further damage to creatures of a specific alignment subtype. For example: a Sentai that chooses to oppose Evil has the damage die used against creatures of Evil subtype to be increased to 1d8 instead. A character can't choose an opposing alignment to its own (so Evil creatures can't choose Evil), only one alignment path must be chosen (so LG Sentai can choose only Chaotic or Evil to oppose, but not both). True Neutral characters choose any of the four.

    --For Positive or Negative Energy: those can be accessed as feats. They would have their own effects, but those are explained on the feats. "Divine" or untyped damage does not exist except as the rider effect of the Fire Strike of Justice.

    --Finally, I would keep Elemental Justice exclusive for the Henshin! State. It would be a tad unfair to grant it to the Epic Sentai, regardless of circumstances. A better capstone would suffice.

    Bonus Feats, on the other hand, are quite numerous even if kept as part of a Sentai-exclusive list. I'd limit them to odd-numbered levels instead; you still get a hefty number of feats, so I wouldn't worry about that. Recall that you can use your level-based feats to get more Sentai feats, and long Sentai feat chains aren't well recommended. With the boost and retuning of Elemental Justice/Strike of Justice/whichever name fits better, bonus feats would seem a tad too much.

    As for what it lacks: I'd say, add DR and SR to the Sentai. They could make a good use of it. I'd say DR X/-, with X equal to half your class level while on your Sentai suit (non-transferrable); spell resistance would be equal to 10+class level n(transferrable), but spells with a descriptor on the saving throw of "Harmless" still affect you normally. That way, you get the amazing ability to resist damage from the Sentai while on the suit, but a special protection against harmful magics.
    Let's see here. Okay, the name change to Elemental Justice makes sense, I'll go with Strike of Justice, like you suggested. I can see how the power progression you're thinking of would be much better than what I had going. If it's not to be used while untransformed, however... what would you suggest for a capstone? As for the other features... how does having the Rider Effect come in at level nine sound?

    As for DR and SR, would you say that's something the Sentai should have immediately, or should it be an additional effect added on at a later level? If so, what level do you think it should come in? Personally, I think level eight may be befitting.

    Quote Originally Posted by T.G. Oskar View Post
    As for Sentai feats:
    Interesting proposals you've got there. Energetic Spirit is great for ranged attacks, though I'd make it not per day but per encounter, and lesser times per day: say, once per encounter per each 4 character levels. Sentai KICK!!! seems to be a tad convoluted: it acts as Spring Attack and Power Attack at the same time, but too bizarre. I'd go with the lines of: as Spring Attack (move, attack and move), and enemy must succeed on a Reflex saving throw (DC = your ranks in Jump) or fall prone. Enemy gets a +4 size bonus on the saving throw per size larger than yours. Invulnerable Charge acts somehow as if Mobility: might as well say that if you make a bull rush, charge, or move up to 20-30 ft., you get your Dex modifier as a dodge bonus to AC. The biggest disappointment would seem to be Theme Song Power Up!: it doesn't have the feel of proper pumping music. I'd make it a feat chain, with the ability to manifest your own music as the middle of the chain. For example:

    Theme Song Power Up! [SENTAI]
    When enemies threaten to gain the upper hand and mock your dreams, the music of your heart blasts forth and turns the tables around!
    Prerequisite: Henshin! or Pretty Up! class ability, Perform 4 ranks
    Benefit: When you're under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), the effect increases by 2.

    Theme Song Power Up!! [SENTAI] (Note: it has two exclamation points)
    The music in your heart plays louder, much louder; so much that you are filled of courage that intimidates your enemies!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!, Perform 9 ranks
    Benefit: If you are under the effect of a spell or song that grants a Morale bonus (such as Inspire Courage or Heroism), you become immune to fear. All enemies that see you must succeed on a Will saving throw equal with a DC equal to 10 + the sentai or mahou shoujo's character level + the sentai or mahou shoujo's Cha modifier or be shaken for as long as the effect remains. This effect is not a mind-affecting effect, but it does not work against creatures immune to fear.

    Theme Song Power Up!!! [SENTAI] (Note: it has three exclamation points)
    Even without a song in the air, a phantom song sounds in the air; it is the music of your heart that cannot be quelled!
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!, Perform 15 ranks
    Benefit: As a swift action, you may sacrifice part of your remaining Henshin! or Pretty Up! duration. You can only reduce rounds gained as part of class levels; thus, you cannot reduce your remaining rounds to an amount lower than your Cha modifier, and cannot use this ability at all if the remaining amount of rounds of your Henshin! or Pretty Up! ability is lower than your Cha modifier. You may grant yourself a morale bonus on attack rolls, damage rolls, saving throws and AC equal to 1 per four character levels, plus temporary HP equal to your character level, which lasts for an amount of rounds equal to the amount of rounds you sacrificed. You may not apply the Theme Song Power Up! benefit while using this ability.
    Special: If you have the Loner feat, you may apply the Theme Song Power Up! benefit; this is an exception to the rule. If you have the Team Player feat, the bonus is decreased by one, but it applies to all allies within 60 feet.

    Theme Music Power Up MAX!!!! [SENTAI]
    The music in your heart cannot be quelled by anything.
    Prerequisite: Henshin! or Pretty Up! class ability, Theme Song Power Up!!!, Perform 21 ranks
    Benefit: Enemies that fail the save for Theme Song Power Up!! are panicked instead of shaken. Furthermore, you may ignore immunity to fear only for purposes of this ability. Finally, you may use the Theme Song Power Up!!! ability even if under the effect of Silence.

    Also, to further up the ante: the prerequisite feats for Loner Sentai and Team Sentai:
    Loner [SENTAI]
    You are the sole follower of your destiny, and your mission is to always remain alone
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: You treat your Charisma as twice your amount when you fight alone. This feat activates if you are alone on an encounter, or if all your allies are paralyzed, unconscious, or otherwise helpless. Charmed or Dominated creatures are not treated as allies for purposes of this feat, nor special mounts, animal companions, familiars, summoned creatures or similar creatures.
    Special: A character that gets the Loner feat may not take the Team Player feat.

    Team Player [SENTAI]
    Be they fellow warriors or even people that follow your mystique, you are best when fighting as a team
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When you activate your Henshin! or Pretty Up! class ability, all allies gain a +1 bonus of your choice: attack rolls, damage rolls, saves or AC. This bonus lasts for as long as you are transformed, and the effects are lost if you are unconscious, paralyzed, or otherwise helpless.
    Special: A character that gets the Team Player feat may not take the Loner feat.
    If more than one ally has the Team Player feat, the bonuses stack.

    --

    Comments? Inquiries? Critique? Anything!?
    I will admit, I'm still new at this, so the fact that I royally screwed some of the feats doesn't surprise me. That is, after all, part of the reason why I'm asking for help. It seems reasonable to apply the Energetic Spirit to more uses per encounter rather than uses per day. The fixes you suggest to Sentai Kick are good too, so that's definitely going in. And finally, I must thank you for taking the Sentai ability I wanted the absolute most and actually making it work well. Your suggestions for the Theme Song Powerup are DEFINITELY better than what I had thought of, and I'll be implementing them right away. Thank you very much, Oskar.

    The Loner and Team Player feats look good, and they seem like good beginning Sentai feats that do not require many prerequisites, which is good. Given that so far the Sentai feat ideas have at least one prerequisite that isn't knowing Henshin! or Pretty Up! it's easy and safe to assume a Sentai player would be interested in at least one of them.

    Quote Originally Posted by UserShadow7989 View Post
    I've got a few feat ideas for the Sentai here. I hope that they'll be of use.

    Unbreakable [Sentai]
    No matter what punishment your body must endure, your spirit will never die!
    Prerequisite: Henshin! or Pretty Up! class ability, combined Will Save and Charisma modifier is +6 or higher.
    Benefit: When reduced to between 0 and -9 hit points, make a (DC 10) Will Save. If successful, you are treated as if you had at least 1 hit point, and are not disabled, dieing, or unconscious. This does not affect your actual hit point total and you are dead if you are reduced to -10 hit points. At the start of each of your turns, you must make a Will Save of DC 10 + X, where X is the number of turns this feat has been in effect * 2. If successful, you continue as if you had 1 hit point. If you fail, the effect ends and you are unconscious and dieing.

    Pushing onwards after a beating that should have rendered you a bloody pulp is a common feat in Sentai. This lets you keep swinging until you fail an increasingly difficult Will Save or you die. I'm worried it might be overpowered, and I wonder if there should be an additional requirement for Mahou Shoujo who want to learn it (the Iron Will feat, perhaps?) since it's not quite as common in Magical Girls.

    Diamond Heart [Sentai]
    Pressure is what turns coal to diamonds. So to does it forge heroes.
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When being attacked or targeted by or making an attack against a creature with (insert significant advantage in hit points, hit dice, or whatever you think fits best), your spirit shinning brightly grants a +2 untyped bonus to attack rolls, damage rolls, AC, and saves.

    I want this feat to activate often enough to make it worth the investment, without being used every single occasion. Since I couldn't think of what the requirement to activate it should be exactly, I figured I'd leave it open to suggestion.

    Experienced Warrior of Love and Justice! [Sentai]
    While your transformed state is by far your greatest weapon, a hero is more then their abilities.
    Prerequisite: Henshin! or Pretty Up! class ability, at least 1 other [Sentai] feat
    Benefit: Select 1 other Sentai feat you have learned. The effects of that feat are available even when not using Henshin! or Pretty Up! You can take this feat multiple times, but no more then once for every four Sentai and/or Mahou Shoujo class levels.

    While the class abilities do a good job of keeping the Sentai useful even when unable to Henshin!, you're still pretty gimped when you run out or if you're saving uses as a trump card against the BBEG or a generic but tough baddie sitting at the end of the current dungeon. This lets you do something to help in combat when you're not transformed, though you still won't demolish enemies left and right without it.

    Oveeeeerly Innntriiicaaate COMBINATION!
    Sacrificing efficiency for style is never a good idea, but who cares?
    Prerequisite: Henshin! or Pretty Up! class ability, Base Attack Bonus +5
    Benefit: Every subsequent round you spend performing a Full Attack on the same target, add half your Charisma bonus to your attack roll and damage roll for each round. If you fail your attack roll or receive damage at any point, do not count that round or any of the rounds before it for the purposes of this feat.

    Flashy, powerful, but situational combo attacks. Mmmmm, cheesy. I don't think this will be useful on it's own, but if you find a way to keep the enemy from attacking for a little while you're gold. (Maybe some help from a Wizard with Color Spray or a trip focused Fighter? Do Monks have anything that can help with that? Maybe another Sentai feat that can stun, daze, or blind a target can help.)
    These all look quite good, UserShadow. Consider them in. For the Diamond Heart feat... maybe... hm.... the opponent having double or more hit dice? I'm not quite sure...

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    Quote Originally Posted by UserShadow7989 View Post
    I've got a few feat ideas for the Sentai here. I hope that they'll be of use.

    Unbreakable [Sentai]
    No matter what punishment your body must endure, your spirit will never die!
    Prerequisite: Henshin! or Pretty Up! class ability, combined Will Save and Charisma modifier is +6 or higher.
    Benefit: When reduced to between 0 and -9 hit points, make a (DC 10) Will Save. If successful, you are treated as if you had at least 1 hit point, and are not disabled, dieing, or unconscious. This does not affect your actual hit point total and you are dead if you are reduced to -10 hit points. At the start of each of your turns, you must make a Will Save of DC 10 + X, where X is the number of turns this feat has been in effect * 2. If successful, you continue as if you had 1 hit point. If you fail, the effect ends and you are unconscious and dieing.

    Pushing onwards after a beating that should have rendered you a bloody pulp is a common feat in Sentai. This lets you keep swinging until you fail an increasingly difficult Will Save or you die. I'm worried it might be overpowered, and I wonder if there should be an additional requirement for Mahou Shoujo who want to learn it (the Iron Will feat, perhaps?) since it's not quite as common in Magical Girls.
    Good idea, poorly executed concept. The problem lies in that you're tying your survival to a Will save, which isn't so troubling when you already have Diehard letting you at least staggered.

    I'd divide Unbreakable into two feats, with one much more powerful than the other. It'd be hard to make them dependant on Diehard, but it fits thematically with the idea.

    The first part of Unbreakable would require Henshin! or Pretty Up!, as well as Diehard as a feat. The benefit would be that you're not considered staggered (thus, you can make a move action or standard action), and are considered stable (no HP loss) while within -1 to -9. Once you reach -10, you're still dead.

    The second part, which would have a thematical name (such as Heroes Never Die) would allow you to fight beyond -10, but staggered. HP recovery would be halved; thus, you can only recover half of your HP with a healing spell or ability. Finally, you're forced to do a Will save equal to your negative HP; if you fail it just once, you die (no questions asked). This makes the Sentai (or Magical Girl) nearly unkillable, but it still allows it to remain in combat; however, one fatal hit and your Sentai is finished. Immortal Fortitude and Loyal Beyond Death work on similar terms, except for the halved HP recovery, so it's good to use them as basis for this feat.

    Diamond Heart [Sentai]
    Pressure is what turns coal to diamonds. So to does it forge heroes.
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When being attacked or targeted by or making an attack against a creature with (insert significant advantage in hit points, hit dice, or whatever you think fits best), your spirit shinning brightly grants a +2 untyped bonus to attack rolls, damage rolls, AC, and saves.

    I want this feat to activate often enough to make it worth the investment, without being used every single occasion. Since I couldn't think of what the requirement to activate it should be exactly, I figured I'd leave it open to suggestion.
    I'd say you should steal from 4th Edition. Say that if you're under 50% of your HP, you gain a morale bonus on attack rolls, damage rolls, AC and saves equal to 1 per four class levels of the Sentai. Thus, it doesn't depend on your enemy but on your condition; your enemy may be of a Challenge Rating 5 higher than your own, and you might never get a chance to beat him because it gets beaten by another character with a lucky shot. I'd, however, limit it to when the Sentai/Magical Girl is on Henshin!/Pretty Up! state. I'd also let it stack with other morale bonus.

    Still, I love the idea. I'd even say that if the player says a cheesy line on the table about never giving up, I'd raise the morale bonus by one. That's how awesome this feat is.

    Experienced Warrior of Love and Justice! [Sentai]
    While your transformed state is by far your greatest weapon, a hero is more then their abilities.
    Prerequisite: Henshin! or Pretty Up! class ability, at least 1 other [Sentai] feat
    Benefit: Select 1 other Sentai feat you have learned. The effects of that feat are available even when not using Henshin! or Pretty Up! You can take this feat multiple times, but no more then once for every four Sentai and/or Mahou Shoujo class levels.

    While the class abilities do a good job of keeping the Sentai useful even when unable to Henshin!, you're still pretty gimped when you run out or if you're saving uses as a trump card against the BBEG or a generic but tough baddie sitting at the end of the current dungeon. This lets you do something to help in combat when you're not transformed, though you still won't demolish enemies left and right without it.
    YES! Much wisdom you have, UserShadow. I'd limit it to some of them (this wouldn't bode well with Theme Song Power Up!!! (you know, the one with three exclamation points, not the one with just one point or two), but it bodes well with, say, lower feats on the feat chain. It's also sacrificing one feat to get a feat to work while under non-transformed shape.

    Oveeeeerly Innntriiicaaate COMBINATION!
    Sacrificing efficiency for style is never a good idea, but who cares?
    Prerequisite: Henshin! or Pretty Up! class ability, Base Attack Bonus +5
    Benefit: Every subsequent round you spend performing a Full Attack on the same target, add half your Charisma bonus to your attack roll and damage roll for each round. If you fail your attack roll or receive damage at any point, do not count that round or any of the rounds before it for the purposes of this feat.

    Flashy, powerful, but situational combo attacks. Mmmmm, cheesy. I don't think this will be useful on it's own, but if you find a way to keep the enemy from attacking for a little while you're gold. (Maybe some help from a Wizard with Color Spray or a trip focused Fighter? Do Monks have anything that can help with that? Maybe another Sentai feat that can stun, daze, or blind a target can help.)
    Too powerful, and I'd say something that it would fit better as a roleplay bonus rather than a mechanical feat. Oveeeeerly Innntriiicaaate COMBINATION! has to be something that's insanely wacky and out of rationale, so I'd go a tad further. How about:

    Benefit: When doing a full attack action, you can sacrifice all of your acquired attacks and deal only a single attack at your lowest attack bonus. If the attack hits, you are treated as if you had succeeded on all attacks. You gain a +1 bonus on the attack roll per each attack you sacrifice.

    That is wacky, but awesome; you effectively make fancy moves, but when you get to really hit, the guy is so distracted you get a solid hit, and all of a sudden the opponent notices you actually made all of those hits. It's over, it's intricate, and since it's a full attack you may very well consider it a combination. Isn't it perfect?

    Quote Originally Posted by Velvet Pillow View Post
    Okay, now... the tricky part... I've been putting a lot of work into this, so here goes.... Causes and Appeals... A Magical Girl selects her Cause at the first level, this Cause works similar to the Cleric's Domain, or a Lurk/Divine Mind's Mantle. This is so the Mahou Shoujo can access different energy types or other thematics. Each Cause would provide multiple Appeals of scaling power. The Appeals are basically Magical Girl Invocations. For example... let's say... oh, Sailor Mercury and Sailor Mars. Mercury is water, Mars is fire. Mercury's Lesser Power provides an area fog of bubbles (so battlefield control), while Mars's involves a flaming arrow attack (blasting). BUT, what if the Mahou Shoujo would like a water themed blasting power, or a fire themed battlefield control? It also provides a great opportunity to experiment with unorthodox themes, granted I can come up with enough Appeals for them. I can always use help with that, though, since it's gonna be a big, big job. Not that I'm complaining, mind you...
    Hmm...very interesting proposal. I like your line of thought, although it is not exactly potent and somewhat limiting. However, I wholeheartedly wish to tackle that problem, since if done correctly it's a path to deal with Cleric domain powers and Warlock/DFA invocations the right way.

    Now...if you handle the idea as Causes being the raw essence of the power you can add at will, and Appeals are modifiers to that power...now that's something that can be worked with. It also makes Causes an ample field to deal with (healing, elemental blasting, buffing, illusions, enchantments, barriers, teleportation, wards, transformations, enhancements and more), while it makes Appeals something far more personal. It will be pretty hard to deal with, since it can work in several ways, but each would have their trifles:

    1) The Ardent path: You choose a Cause, and from that Cause, you select a number of Appeals. Every few levels, you get a new Cause, and a new set of Appeals to handle that out. The main problem is that this would make the Cause power somewhat irrelevant, since it would place far more importance on the Appeals.

    2) The Shadowcaster path: You choose a Cause, from that Cause you can get some Appeals. However, you must have as a prerequisite one cause to get to another Cause, and from there, you get stronger Appeals. The big problem is that it forces too much foreplanning, and the power of lesser Causes would dwindle with the power of higher Causes, while lesser Appeals would dwindle with higher-level Appeals. Since the idea is that Causes and Appeals work in tandem, and should be level-appropriate, this makes it far more difficult to work it out.

    3) The Cleric path: Causes and Appeals are different. Evidently, not the idea.

    4) The Warlock's Eldritch Blast path: Causes are the raw power, and Appeals are the enhancers to that power. This is even more of a headache than before, although it allows to create Appeals that are similar one another. Not only that, the idea is that Appeals are separate powers but thematically linked to the Cause.

    5) The M&M Array path (I have only read M&M lightly, so it may not be a good analogy): Much like the Ardent path, you get a Cause, and a set of Appeals from it. However, these Appeals either enhance the raw power of the Cause or have a thematic link to it that cannot be used with another Cause; alternatively, you'd have "Universal" Appeals that are enhancers to Cause powers, and "Thematic" Appeals that are based on the theme of the Cause. On the alternative, Universal Appeals can be acquired regardless of the Cause, and the Thematic Appeals can be acquired only if you have access to the Cause.

    6) The Dragonfire Adept path: Basically, you have your Causes as raw powers, such as "you can create a flame as if Produce Flame, but it deals Xd6 points of damage per X levels of Mahou Shoujo". Appeals would be powers that are thematically linked (in a Fire Cause, it would be something like "Petals of Flame", "Burning Love" and "Blazing Hearts of Eternity"), which are independent on their own. However, as part of the class abilities, you have a set of special modifiers to Appeals, Causes and Lovely Burst that can be taken separately. Say: one of these abilities makes your Causes and Lovely Burst abilities to assume the form of a cone. They would work as prefixes or suffixes to these abilities. The main difference from the DFA is that your "enhancers" apply to Causes and Appeals, not just to your Lovely Burst.

    I'll see if I can get ideas about the path of Causes and Appeals, but that's as far as I can deal with. It's an entirely new mechanic based on a pastiche of other existing ones, so it will be difficult but not impossible to manage. An example Cause/Appeal as you intend to work it would be great to initiate brainstorming about the best path to it.
    Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    @T.G. Oskar: Those sound much better. Here's the revised versions:
    Unbreakable [Sentai]
    Through force of will, you continue to fight despite your injuries
    Prerequisite: Henshin! or Pretty Up! class ability, Die Hard feat
    Benefit:You are no longer staggered when reduced to -1 to -9 Hit Points, and are considered stable. All other effects of Die Hard still apply.

    Heroes Never Die [Sentai]
    A true hero never gives up!
    Prerequisite: Henshin! or Pretty Up! class ability, Die Hard feat
    Benefit: You do not die when reduced to -10 Hit Points or lower. Instead, you are considered staggered. At the beginning of each round, make a Will Save with DC equal to how many negative Hit Points you have, or die instantly. Healing spells, potions, and similar effects applied to you in this state heal half as much as they normally do.

    Diamond Heart [Sentai]
    Pressure is what turns coal to diamonds. So to does it forge heroes.
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: When your hit points are equal to or below half their maximum, you receive a morale bonus to attack rolls, damage rolls, AC, and saves equal to your Sentai and Mahou Shoujo class levels divided by 4. If the player makes an in-character speech about never giving up, increase the morale bonus by 1.

    Oveeeeerly Innntriiicaaate COMBINATION! [Sentai]
    Sacrificing efficiency for style is never a good idea, but who cares?
    Prerequisite: Henshin! or Pretty Up! class ability, Base Attack Bonus +5
    Benefit: When performing a full attack, you can sacrifice all of your acquired attacks and deal only a single attack at your lowest attack bonus. If the attack hits, you are treated as if you had succeeded on all attacks. You gain a +1 bonus on the attack roll per each attack you sacrifice.
    Here's a couple more that I came up with: (EDITED on Feb. 08, 2010, based on the below post's suggestions.)

    In the name of ...!!! [Sentai]
    In the name of the moon, I will punish you!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, on your first turn after the activation of your Henshin! or Pretty Up! class ability, you may spend a Full Round action that provokes an attack of opportunity to strike a pose or make a valiant speech to ingrain fear into your enemies. Your enemies must make a Will Save with DC 10 + 1/2 character level + Charisma modifier, or receive a morale penalty to attack rolls and AC equal to the Sentai's class levels divided by 4 until they successfully damage or inflict a condition on you.

    Unstoppable Bravery [Sentai]
    Who the hell do you think we are?!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Intimidate checks made against you instantly fail. If you are targeted by an opponent's spell or ability that would inflict the Cowering, Frightened, Panicked, or Shaken conditions and successfully save against it or are immune to the condition, gain your Cha modifier as a morale bonus to your damage roll until the end of your next turn.

    Special: If you have the Team Player feat, grant this benefit to allies within 20 ft. of you. If you have the Loner feat, add your Cha modifier to attack rolls as well.

    The Power of Teamwork [Sentai]
    Quantity has a quality all it's own.
    Prerequisite: Henshin! or Pretty Up! class ability, Team Player feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat you have that grants a benefit only to yourself. Apply that benefit to all willing allies within (Sentai class levels * 5) ft. of you. You may take this feat more then once.

    Special: You cannot choose feats with specific Sentai feat prerequisites for purposes of this feat unless you have chosen the Power of Teamwork feat for the prerequisite feat earlier.

    Army of One [Sentai]
    Isolation breeds strength.
    Prerequisite: Henshin! or Pretty Up! class ability, Loner feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat; this feat must be one which the Team Player modifies (such as Theme Song Power Up!!! or Unstoppable Bravery). You may consider yourself as fighting alone, even if there are allies present, for purposes of the Loner feat.
    Last edited by UserShadow7989; 2010-02-09 at 05:22 PM.
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    Quote Originally Posted by UserShadow7989 View Post
    @T.G. Oskar: Those sound much better.
    Hmm...I like how you redacted them. Simple, easy, straight to the point. I should see if there's some RAW/RAI differences, but through different means; basically, have someone playtest them and see how they can be broken up.

    But that's for later. Kudos on redaction; I don't think I could do it simpler (except on Oveeeeerly Innntriiicaaate COMBINATION!, perhaps?)

    Here's a couple more that I came up with:

    In the name of Justice! [Sentai]
    In the name of the moon, I will punish you!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, on your first turn after the activation of your Henshin! or Pretty Up! class ability, you may spend a Full Round action that provokes an attack of opportunity to strike a pose or make a valiant speech to ingrain fear into your enemies. Your enemies must make a Will Save with DC equal to the Sentai's Charisma modifier * 4, or receive a morale penalty to attack rolls and AC equal to the Sentai's class levels divided by 4 until they successfully damage or inflict a condition on you.
    Excellent idea, but I'd rework the DC because it scales too violently. Effectively, a Sentai with the unthinkable Charisma of 12-13 would cause a save DC of 4, which is pathetically weak; on the meanwhile, just an increase of +2 to Charisma adds 4 to the mix. By Charisma 20, your save DC is exactly 20, and then it skyrockets.

    I'd go with the standard DC of 10 + 1/2 character level + modifier (using Charisma for the modifier), but add some sort of bonus. I'd say it makes a good and small feat chain, so you can make another in which you grant a bonus and perhaps extend the duration of the penalty. Still, a -5 penalty on attack rolls and AC just because they get struck by your burning justice or your tender love is priceless.

    Perhaps a slight name change to "In the name of...!!!"? It's a tad more "unisex", if you know what I mean.

    Unstoppable Bravery [Sentai]
    Who the hell do you think we are?!
    Prerequisite: Henshin! or Pretty Up! class ability
    Benefit: Intimidate checks made against you instantly fail. If you make a successful save against a spell or ability that would inflict the Cowering, Frightened, Panicked, or Shaken conditions, gain your CHA modifier as a morale bonus to your damage roll until the end of your next turn.

    Special: If you have the Team Player feat, grant this benefit to allies within 20 ft. of you. If you have the Loner feat, you gain a Will Save (DC equal to the creature's CR or caster level, whichever is lower if it has both) against spells and abilities that would inflict the Cowering, Frightened, Panicked, or Shaken conditions if that spell or ability would not normally allow a Will Save.
    Lots of extra kudos for quoting Kamina. That alone makes the feat awesome.

    I'd let you think how can that be related to the Theme Song Power Up!! (the one with two exclamation points) feat. Recall that, if you're under any spell or ability that grants you a Morale bonus, by the effects of that feat you're immune to fear; thus, this would invalidate the feat entirely. You could say that the effects of this feat do not function if you become immune to fear; alternatively, you can cause the feat to temporarily lower the immunity for the effects of acquiring the benefit.

    Team Player feat synch is really good, actually. Your fear rubs upon others. Loner version technically wouldn't work, since as far as I reckon there's no fear effect that fails to grant a saving throw to negate the effect. I'd say that Loner feat synch would be that you add your Charisma to attack rolls as well (that way, if you're alone and someone attempts to Intimidate you, you become even stronger). I'd also say that you get a slight circumstance bonus on saves against Fear effects regardless of circumstances.

    The Power of Teamwork [Sentai]
    Quantity has a quality all it's own.
    Prerequisite: Henshin! or Pretty Up! class ability, Team Player feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat you have that grants a benefit only to yourself. Apply that benefit to all willing allies within (Sentai class levels * 5) ft. of you.
    Clever tactic! I like how that works. Though, it has to be measured; I can see The Power of Teamwork and Heroes Never Die coupling to make your entire team almost literally invincible (and depending on their Will saves). Maybe make give it the special property of allowing it to take more than once, and each time it applies to a different feat; then, you add the disclaimer that you cannot use this ability to choose feats with specific Sentai feat prerequisites unless you have chosen the prerequisite feat earlier (so that you can't directly choose Heroes Never Die without first choosing Unbreakable for purposes of this feat)

    Army of One [Sentai]
    Isolation breeds strength.
    Prerequisite: Henshin! or Pretty Up! class ability, Loner feat, at least one other Sentai feat
    Benefit: Select 1 Sentai feat you have that grants a benefit to others. Multiply any stat bonuses it would provide to a single ally by 3 and apply it to yourself instead.
    So far, the only feats that grant a benefit to allies usually have the "if you have the Team Player feat..." disclaimer, so this feat would technically not apply to any feat thus far. I'll leave this stored around, since it's really hard to actually pinpoint a benefit proper for it...

    ...although there may be a chance. How about:
    Benefit: Select 1 Sentai feat; this feat must be one which the Team Player modifies (such as Theme Song Power Up!!! or Unstoppable Bravery). You may consider yourself as fighting alone, even if there are allies present, for purposes of the Loner feat.

    How about it?
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    Alright, I edited the feats based on your suggestions. I edited the original post so it wouldn't get confusing for anyone reading through the topic. For Unstoppable Bravery, I made it work even if you are immune to the condition so it wouldn't be obsoleted by Theme Song Power Up!!, in fact the immunity it provides makes U.B. more reliable. I also took your suggestions on the Benefit for Army of One, imposed the restriction on The Power of Team Work, changed the DC for In the name of Justice!, and changed the latter's name to In the name of ...!.

    Edit: I just had a flash of inspiration again.

    Heroic Guardian [Sentai]
    I am a protector above all else. As long as air fills my lungs, you will not come to harm!
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, when an adjacent creature would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you may treat the Sentai as the target instead.

    Special: If you have the Team Player feat, grant the original target a morale bonus to it's AC and saves equal to your Cha modifier. If you have the Loner feat, you gain a circumstance bonus to your AC and saves against the redirected effects equal to your Cha modifier.
    Last edited by UserShadow7989; 2010-02-10 at 01:01 PM.
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    Quote Originally Posted by UserShadow7989 View Post
    Alright, I edited the feats based on your suggestions. I edited the original post so it wouldn't get confusing for anyone reading through the topic. For Unstoppable Bravery, I made it work even if you are immune to the condition so it wouldn't be obsoleted by Theme Song Power Up!!, in fact the immunity it provides makes U.B. more reliable. I also took your suggestions on the Benefit for Army of One, imposed the restriction on The Power of Team Work, changed the DC for In the name of Justice!, and changed the latter's name to In the name of ...!.
    I noticed. I'd still refine it a bit further, since the reading can be a bit confusing. For example: Power of Teamwork's special disclaimer should read "You cannot choose feats with specific Sentai feat prerequisites for purposes of this feat unless you have chosen the Power of Teamwork feat for the prerequisite feat earlier." (Clarification in bold and italic for indication purposes only) As for Unstoppable Bravery and immunity to fear, I'd add half the bonus; it's pretty strong, and you'll be asking for your allies to cast fear spells on you just to get the benefit otherwise. I'd also state that it has to be a fear effect caused by your opponent.

    Now...since everyone's doing feats and my contribution is only on idea refining, how about I do some feats of my own (aside from Loner and Team Player)?

    Belief in That Whom Believes
    "Don't believe in the you who believes in me. Don't believe in the me who believes in you. Believe in the you who believes in yourself."
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: When you are using the Aid Another action to aid an ally, you grant a bonus on attack rolls, AC, skill checks or ability checks equal to +2 plus 1 per each four character levels.
    Normal: Aid Another grants a +2 bonus on either attack rolls, Armor Class, skill checks or ability checks.
    Special: If the character has the Team Player feat, it may initiate an Aid Another action from a distance of 30 feet.

    Double Team! [Sentai]
    "Together, We, Are, The, Sword!"
    Prerequisites: Henshin! or Pretty Up! class ability, Team Player
    Benefit: When you are flanking, you and your ally provide each other a bonus on attack rolls equal to 2 + 1 per four character levels.
    Normal: When flanking, you and your ally get a +2 bonus on attack rolls.

    Double Team Set-Up! [Sentai]
    "I've got the enemy! Now, strike!"
    Prerequisites: Henshin! class ability, Team Player, Double Team!, Improved Grapple
    Benefit: When flanking, you may choose to grapple the enemy instead of attacking. You gain a bonus on the opposed grapple roll equal to the bonus on flanking. If you succeed on the grapple, any allies within 30 feet gain a free attack at their highest attack bonus.

    Double Team Twin Strike! [Sentai]
    "Let's finish this..." "The moment of truth! Seriously!"
    Prerequisites: Henshin! class ability, Team Player, Double Team!, Oveeeeerly Innntriiicaaate COMBINATION!
    Benefit: When flanking, any time you or your ally misses a hit, the other may roll using the same base attack bonus (but its own modifiers, such as Strength modifier to attack and other attack bonuses). If the second roll succeeds, whomever did the attack roll deals damage as if it had done it itself, but halved.

    Glorious Superhero! [Sentai]
    "Who put the glory in glorious? Warrior King!
    Whose daring deeds are most notorious? Warrior King!
    Is he bold? No one braver!
    Is he courageous? Of Fear, the tamer!
    Warrior King! Warrior King!..."

    Prerequisites: Initiator level 1st, Weapon Aptitude class ability, Henshin! class ability
    Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Warblade class levels. As well, you are treated as having an effective Fighter level equal to the sum of your Sentai and Warblade levels minus 3.
    When your Henshin! state ends, you refresh all maneuvers.
    Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack.

    Crusading Superhero [Sentai]
    "I am the Silver Knight of Heironeous!! The sword that smites evil!!"
    Prerequisites: Initiator level 1st, Steely Resolve and Furious Counterstrike class ability, Henshin! class ability
    Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Crusader class levels. As well, the damage cap of Steely Resolve increases as if you had a class level equal to the sum of your Sentai and Crusader class levels.
    When your Henshin! state ends, you are treated as if you had all readied maneuvers granted for a number of rounds equal to your Charisma modifier. Once this period ends or you expend all maneuvers (whichever comes first), you restart the cycle once again.
    Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack. You may treat your Smite ability as a maneuver for purposes of this ability.

    Sentai's Secret Move! [Sentai]
    "This is the skill that pierces the Nine Hells!"
    Prerequisite: Knowledge of maneuvers, Henshin! class ability
    Benefit: Choose any maneuver that you know that requires to make a melee attack of up to 3rd level. You may use this ability at will while under the Henshin state. Once the maneuver has been chosen, it is permanent and may not be changed.
    As well, your Sentai level is treated as your initiator level for purposes of choosing maneuvers and stances.
    Special: You may take this ability up to three more times. Each time, you may choose a maneuver of up to two levels higher, up to an 8th level maneuver.

    (...Sorry if most feats are Sentai-exclusive. I figure physical combat is the trait of all Sentai, so they aren't so fit for Magical Girls unless they are are warrior-like. I would make more Magical Girl feats to balance out the feat selection, but I'll wait until Causes and Appeals are dealt with.

    Also, kudos on whom gets all references.)
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    My 2cp to this awesome thread!

    Out of the inferno [SENTAI]
    You devil...
    Prerequisite: Henshin! or Pretty Up! class ability, Cha 13 , Con 15 bade
    Benefit:By making a DC20 Charisma check, you can enter a state where you cannot be hindered by any mundane environmental damage drectly threatens you,or prevents you from acting on your Cause. as per Endure elements with following changes: you are also protected from all other energy types and other hazards such as smoke and falling debris.Note that this benefit does not extend to creatures directly and deliberately attacking you with such means. For example this feat woulden´t proteczs you from a flask of alchemist´sfire, but it would negate damege caused by the fire that is a consequnce of this attack. Mundane or magical bindings restricting you or other creatures do not count as a hazard for purporses of this feat and neither do deliberately constructed mundane or magical traps.


    In addtion to the above benefits,when you fall, you are treated to be under the effects of the Feather fall spell at caster level equall to you class level. Lastly when this feat is active, you are considered to have the Woodland stride ability as 2nd level Druid. This ability also lets you ignore any munadane or mechanical effects that impede you movements such as a greased floor, deep snow and caltrops as above Obviously,this feat cannot be used to walk through walls, doors and the like. This is a supernatural abillty that you can use for a total time per day of 1 round per Maho shojo or Sentai level you possess, split up between uses as you desire.
    Special: This benefit of this feat is a supernatural ability; this is an exception to the rule that all feats are extraordinary abilities.



    We help the helpless [SENTAI]
    How can somebody so beautiful have such pain in her eyes..?
    Prerequisite: Henshin! or Pretty Up! class ability.
    Benefit: When you are fighting an opponent that you know is possesed or supernautraly compelled to oppose you, your Cause or your goals, you gain +1 dodge bonus to AC per four character levels, spell restance equal to 10+ class levels and the effect of a Mind blank spell. All these effects have a range of Personal ( or a 20ft circle centerd nf you if you have the team player feat. If you have the Loner feat you gain the retributive ability as apropriate for you alignment as per the Protection from Alignment spells.This is a supernatural ability that you can use a number of times per day equal to 3 + your Charisma modifier.
    Ediited for balance as per the most excellent suggestions of T.G. Oskar. Thanks a lot man.
    Also, Velvet Pillow, when we can expect the Causes and Applals to be up? I´d hate to put pressure on you but I´ve got some ideas for causes tought up. How does a maid-slash-Mahou Shojo sound?
    Last edited by ScIaDrd; 2010-02-10 at 10:39 AM.
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    T.G. Oskar: I see Gurren Lagaan and... that's all I recognize. I need to start watching animation again. The feats look good, and having a few Sentai only feats is fine as it differentiates the Sentai and the Mahou Shoujo.

    ScIaDrd: w00t Nanoha! I can't tell if the feats are balanced or not, but I love the concepts.

    Incoming Ham [Sentai]
    Pacifist Crush! Kindness to all Creatures Kick!
    Prerequisites: Henshin! or Pretty Up! class feature, In the name of ...!!!
    Benefit: As a free action, you can activate this feat while making an attack. Your hot blood boils to the surface and you shout the name of your attack. The target of your attack makes a DC 10 + 1/2 character level + Charisma modifier Reflex Save. If successful, your attack fails and you provoke an attack of opportunity. If they fail, double the result of your damage rolls for this attack.

    Special: If you have the Team Player feat, increase the Reflex Save's DC by 8 while the target is flanked. If you have the Loner feat, triple the result of your damage rolls instead. If you have the Pretty Up! class feature, this can be applied to your Lovely Burst! class feature as well.
    Last edited by UserShadow7989; 2010-02-10 at 01:01 PM.
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    Quote Originally Posted by UserShadow7989 View Post
    T.G. Oskar: I see Gurren Lagaan and... that's all I recognize. I need to start watching animation again. The feats look good, and having a few Sentai only feats is fine as it differentiates the Sentai and the Mahou Shoujo.
    Not all of it is anime. Indeed, the first two or so, plus one more are Tengen Toppa! Gurren Lagann references. The rest are based on a game and on American animation.

    Spoiler
    Show
    [LIST][*]Kamina's last words[*]Sanger Zonvolt, from Super Robot Wars, while doing his combination signature move with Ratsel Feinschmecker, the Tornado Blade (Tatsumaki Zankantou). This is the quote right before they charge the enemy[*]Arado Balanga, also from SRW, while doing his combination signature move with Seolla Schweitzer, the Twin Bird Strike. This is a quote when Arado is holding the enemy, and tells Seolla to fire (much like what the feat intends)[*]Kyosuke Nambu and Excellen Browning, yet again from SRW, while doing thier combination signature move, the Rampage Ghost. This is their quote right when they are about to execute the move.[*]From Zero to Hero. Hercules. Disney. UserShadow, I'd recommend you either retake the geek test or return your geek license, please. (Darn it, it's the frickin' chorus! And I've only heard it in Spanish![*]Once again, Sanger Zonvolt. This is his catchphrase ("I am Sanger! Sanger Zonvolt! The Sword that Smites Evil!")


    Incoming Ham
    Pacifist Crush! Kindness to all Creatures Kick!
    Prerequisites: Henshin! or Pretty Up! class feature, In the name of ...!!!
    Benefit: As a free action, you can activate this feat while making an attack. Your enthusiasm towards your goals bubbles to the surface and you shout the name of your attack. The target of your attack makes a DC 10 + 1/2 character level + Charisma modifier Reflex Save. If successful, your attack fails and you provoke an attack of opportunity. If they fail, double the result of your damage rolls for this attack.

    Special: If you have the Team Player feat, increase the Reflex Save's DC by 8 while the target is flanked. If you have the Loner feat, triple the result of your damage rolls instead. If you have the Pretty Up! class feature, this can be applied to your Lovely Burst! class feature as well.
    Interesting proposal. Effectively, you've added the ability to loudly reveal your attack and reveal your hot bloodedness in all glory to double your hits. (Did you know there's an ability in Super Robot Wars that does something similar? And that calling your attacks is way too common?).

    I don't think it needs a change. But a reference to hot blood would be nice for Sentai.

    Quote Originally Posted by UserShadow7989 View Post
    Heroic Guardian
    I am a protector above all else. As long as air fills my lungs, you will not come to harm!
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: Once per encounter, when an adjacent creature would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you may treat the Sentai as the target instead.

    Special: If you have the Team Player feat, grant the original target a morale bonus to it's AC and saves equal to your Cha modifier. If you have the Loner feat, you gain a circumstance bonus to your AC and saves against the redirected effects equal to your Cha modifier.
    Another interesting feat. Basically, it's a 1/encounter double-strength Shield Other. I'd like to see a small feat chain from this, such as being able to move adjacent to the ally if within 30 feet as an immediate action to activate this move, and then to make a Shield Other effect after using this ability. Each feat would also, probably, increase the uses per encounter of this ability by one. Certainly, it would seem as an interesting feat chain.

    Quote Originally Posted by ScIaDrd View Post
    Out of the inferno [SENTAI]
    You devil...
    Prerequisite: Henshin! or Pretty Up! class ability, Cha 13 , Con 15
    Benefit:By making a DC20 Charisma check, you can ingnore any mundane evroronmental damage such as fire, extreme cold, and falling scenery that drectly threatens you, or prevents you from acting on your Cause. Note that mundane bindings restricting you or other creatures do not count as a hazard for purporses of this feat. In addtion to the above benefits, you can use the slow fall abillity as a monk of half your class level {rounded up} Lastly when this feat is active, you can ignore any mundane environmetal effects the impede your movement, such as shallow water,swamps or caltrops, as above. This is a supernatural abillty that you can use for a total time per day of 1 round per Maho shojo or Sentai level you possess, split up between uses as you desire.
    Hmm...basically, it's Endure Elements + Feather Fall + Woodland Stride, but working a bit outside their normal parameters. I must admit, it's a tad confusing actually, but it's what you intend.

    I'd recommend you split the big paragraph into three large chunks, look at the two spells and the Druid class ability I mentioned, and work from there. For example:

    Benefit: For a number of rounds per day equal to 1 round per class level in Sentai (or Mahou Shoujo), you enter a state in which no external hazards can harm you in the pursuit of your quest. This takes the form of the following benefits.

    First, you are treated as if under the effect of an Endure Elements spell, but with the following additions. You become immune to damage from mundane fire, cold and acid sources, as well as being unaffected by smoke, falling debris, and similar environmental hazards. You are still affected by magical hazards, damage from traps, and your immunity to fire, cold and acid does not extend to individuals attacking you with them (so you are not immune to being attacked with an acid flask, because of its alchemical preparation process, but you are immune to naturally happening acid sources).

    Second, if you fall, you are treated as if under the effects of a Feather Fall spell.

    Third, you are treated as if having the Woodland Strike ability (see class features of the Druid for information on the ability), but with the following additions. You are also immune to mechanical or non-natural attempts to impede your movement, such as a greased floor, or caltrops (but not to walls or doors). You are still affected by magical means to impede your movement.

    Special: This benefit of this feat is a supernatural ability; this is an exception to the rule that all feats are extraordinary abilities.

    We help the helpless [SENTAI]
    How can somebody so beautiful have such pain in her eyes..?
    Prerequisite: Henshin! or Pretty Up! class ability.
    Benefit: When you are fighting an opponent that you know is possesed or supernautraly compelled to oppose you, your Cause or your goals, you gain the effects of the shield of law spell as if cast by you, ingnoring any aligment restrictions and with folowwing exceptions: The effects that target chaotic creatures target possesed creatures instead and the spell restance granted is +10
    This is a supernatural ability that you can use a number of times per day equal to 3 + your Charisma modifier.
    I...presume that the intention is not to give so easily an 8th level spell, right? It's too strong for what it seems; WAY too strong.

    I'd make it have much more requirements (perhaps an earlier feat, or an Appeal that works as Protection from Evil), and then work with the restrictions. Just to you know:

    Shield of Law grants four bonuses. One is a +4 deflection bonus to AC and a +4 resistance bonus on saves, which works against everybody. You get spell resistance 25, which is high but not so strong as you may think by that moment (a drow perhaps won't reach that at level 15, but a monk does), only against chaotic creatures, Third, you get a pseudo Mind Blank on you, but against the effects of chaotic creatures. Finally, any creature that attacks you gets an effect, which is resisted by a save; in the case of SoL, it's slow, and it gets resisted with a Will save. For reference, the other similar spells cause confusion [Chaos] for one round, blindness [Good], and 1d6 temporary points of Str damage [Evil]. All of this is granted to all allies (including yourself) within 20 feet of you, which means it's a VERY strong spell.

    One way to handle this would be: make it personal, make the Spell Resistance variable by class level (such as 10 + class level), make the benefits variable by class level (1 per four class levels), keep the pseudo-Mind Blank effect, and give it some other restriction. Then, if using Team Player, the effect extends to 20 feet, while if using Loner, you get the retributive ability based on your alignment.
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    Quote Originally Posted by T.G. Oskar View Post
    Not all of it is anime. Indeed, the first two or so, plus one more are Tengen Toppa! Gurren Lagann references. The rest are based on a game and on American animation.

    Spoiler
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    • Kamina's last words
    • Sanger Zonvolt, from Super Robot Wars, while doing his combination signature move with Ratsel Feinschmecker, the Tornado Blade (Tatsumaki Zankantou). This is the quote right before they charge the enemy
    • Arado Balanga, also from SRW, while doing his combination signature move with Seolla Schweitzer, the Twin Bird Strike. This is a quote when Arado is holding the enemy, and tells Seolla to fire (much like what the feat intends)
    • Kyosuke Nambu and Excellen Browning, yet again from SRW, while doing thier combination signature move, the Rampage Ghost. This is their quote right when they are about to execute the move.
    • From Zero to Hero. Hercules. Disney. UserShadow, I'd recommend you either retake the geek test or return your geek license, please. (Darn it, it's the frickin' chorus! And I've only heard it in Spanish!
    • Once again, Sanger Zonvolt. This is his catchphrase ("I am Sanger! Sanger Zonvolt! The Sword that Smites Evil!")
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    Ah. I never played SRW, and I haven't seen Hercules in nearly a decade (gotta watch it again sometime). "Who puts the glad in gladiator?" "HERC-U-LES!". I still should have recognized Sanger Zonvolt's famous catchphrase, but I thought you were using exact quotes so I dismissed the notion... I'm gonna go find Super Robot Wars games now; I've been wanting to check it out forever and never bothered for some reason.


    Quote Originally Posted by T.G. Oskar View Post
    Interesting proposal. Effectively, you've added the ability to loudly reveal your attack and reveal your hot bloodedness in all glory to double your hits. (Did you know there's an ability in Super Robot Wars that does something similar? And that calling your attacks is way too common?).

    I don't think it needs a change. But a reference to hot blood would be nice for Sentai.
    Hot blood reference added in.

    Quote Originally Posted by T.G. Oskar View Post
    Another interesting feat. Basically, it's a 1/encounter double-strength Shield Other. I'd like to see a small feat chain from this, such as being able to move adjacent to the ally if within 30 feet as an immediate action to activate this move, and then to make a Shield Other effect after using this ability. Each feat would also, probably, increase the uses per encounter of this ability by one. Certainly, it would seem as an interesting feat chain.
    A fantastic idea.

    Saving Dive [Sentai]
    Look out!
    Prerequisites: Henshin! or Pretty Up! class ability, Heroic Guardian feat
    Benefit: If a creature within 30 ft. would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you can move into a space adjacent to the creature as an immediate action; this immediate action is part of the activation of the Heroic Guardian feat. Moving through a threatened square this way provokes an attack of opportunity.

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    Shield of Righteousness [Sentai]
    A life spent for others is a life well spent.
    Prerequisites: Henshin! or Pretty Up! class ability, Saving Dive feat
    Benefit: If using the Heroic Guardian feat on a living creature that has 0 or less hit points, is unable to take actions, and/or is denied their Dexterity modifier to AC, your hot blood boils at the attempt to harm a defenseless person and nullifies half the damage you take from attacks, abilities, spells, or other sources, redirected by Heroic Guardian, and you receive a morale bonus to all saves against redirected effects equal to your combined Sentai and Mahou Shoujo levels divided by 4.

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    Special: If you have the Team Player feat, both you and the original target receive a +2 morale bonus to AC and saves on the turn following the use of Heroic Guardian. If you have the Loner feat, your damage rolls, AC, and saves receive a +3 morale bonus until your next turn.

    Impassible Protector [Sentai]
    YOU SHALL NOT PASS!
    Prerequisites: Henshin! or Pretty Up! class ability, Shield of Righteousness feat
    Benefit: If a living creature has 0 or less hit points, is unable to take actions, and/or denied their Dexterity modifier to AC, uses of the Heroic Guardian feat on that creature do not count towards your encounter limit.

    This feat grants an extra use per encounter of the Heroic Guardian feat.
    Last edited by UserShadow7989; 2010-02-11 at 11:20 AM.
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    Sorry guys, I've been crazy busy with Uni, I'll try to get some Causes and Appeals up asap for all of you.

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    Quote Originally Posted by Velvet Pillow View Post
    Sorry guys, I've been crazy busy with Uni, I'll try to get some Causes and Appeals up asap for all of you.
    Worry not. We've been having a blast with feat-making.

    We do need to get ideas for PrCs, though. We have a few, but a bit of brainstorming on how to make them work would be fine.

    Quote Originally Posted by UserShadow7989 View Post
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    Ah. I never played SRW, and I haven't seen Hercules in nearly a decade (gotta watch it again sometime). "Who puts the glad in gladiator?" "HERC-U-LES!". I still should have recognized Sanger Zonvolt's famous catchphrase, but I thought you were using exact quotes so I dismissed the notion... I'm gonna go find Super Robot Wars games now; I've been wanting to check it out forever and never bothered for some reason.
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    Good that you caught the reference.

    I have it a bit fresh given that the music is catchy, and Disney references aren't so bad to be used (I used an Aladdin reference for a homebrew I made, but only as a title). Hercules, to a point, behaves like a Sentai in spirit, even if it doesn't has the suit.

    Also, getting at least the official GBA games is a must. Atlus must know that we have a need for more SRW games pitched to our side.


    A fantastic idea.

    Saving Dive [Sentai]
    Look out!
    Prerequisites: Henshin! or Pretty Up! class ability, Heroic Guardian feat
    Benefit: If any creature within 30 ft. would receive damage or be negatively affected by an attack, ability, spell, or other source that targets, you may shift up to 30 ft. into a space adjacent to that creature and use your Heroic Guardian feat as an immediate action. You cannot shift through a threatened square this way, and must be able to get to an adjacent square without traveling more then 30 ft.

    Special:You can now use the Heroic Guardian feat twice per encounter. If you have the Shield Other feat, you may use it with this feat instead of Heroic Guardian.

    Impassible Protector [Sentai]
    YOU SHALL NOT PASS!
    Prerequisites: Henshin! or Pretty Up! class ability, Saving Dive feat
    Benefit: If an adjacent creature is under the effects of a condition or conditions, uses of the Heroic Guardian feat when used to redirect damage or negative effects of attacks, abilities, spells, or other sources, that target that creature do not count towards your encounter limit.

    Special:You can now use the Heroic Guardian feat three times per encounter. If you have the Shield Other feat, you may use it with this feat instead of Heroic Guardian.

    Shield of Righteousness [Sentai]
    A life spent for others is a life well spent.
    Prerequisites: Henshin! or Pretty Up! class ability, Impassible Protector feat
    Benefit: If using the Heroic Guardian feat on a living creature with 0 or less hit points, unable to take actions, and/or denied their Dexterity modifier to AC, your hot blood boils at the attempt to harm a defenseless being and reduces all damage or negative effects of attacks, abilities, spells, or other sources, redirected by Heroic Guardian, and receive a morale bonus to all saves against redirected effects equal to your combined Sentai and Mahou Shoujo levels divided by 3.

    Special: You can now use the Heroic Guardian feat four times per encounter. If you have the Team Player feat, both you and the original target receive a +2 morale bonus to AC and saves on the turn following the use of Heroic Guardian. If you have the Loner feat, your damage rolls, AC, and saves receive a +3 morale bonus until your next turn.
    Interesting idea. However, you don't need to add the Special tag to indicate extra uses of Heroic Guardian; you can mention it as part of the benefit. For example:

    --

    Benefit: [insert benefit]

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    --

    Feats such as Fiery Fist and Fiery Ki Defense grant extra daily uses of Stunning Fist (which is a feat by itself), so it's not much of a stretch to simplify the description. The other descriptions may remain in the Special tag, though (such as using the Shield Other feat, or the Loner/Team Player enhancements).

    One more thing: Shield Other is a spell, not exactly a feat. I'm sure there's something that works along those lines, and class features that have a methodology such as that (Shield Ally from the Knight, for example).

    Now, to study them closely:

    Saving Dive should have a minor edition only. I don't mind if you use shifting (it's a 4th Edition term, which effectively replaces "5-ft. step"), but consider that you already activate Heroic Guardian as a free action. I'd mostly say "you can move into a space adjacent to the ally as an immediate action; this immediate action is part of the activation of the Heroic Guardian feat." I'd also recommend either to allow movement through threatened squares (but still producing attacks of opportunity, as usual) or not limiting the movement to 30 feet, but to the Sentai's maximum speed.

    Impassible Protector only needs a bit of simplification. You don't need to be redundant with the effect of Heroic Guardian; just say that if the character is under the effect of a specific set of conditions (which you may indicate, and you'd be well advised to do so), your use of the Heroic Guardian feat does not count for purposes of encounter uses per day. I'd also rise it up one step on the feat chain, and then lower one step...

    Shield of Righteousness. Now...this one sounds a tad confusing. Apparently, if the character is dying or helpless, you gain a set of benefits, which...I don't seem to gather. You state a reduction, but which would be those reductions? You absorb all of the attack, or null the attack altogether? You absorb the attack in full brunt, or absorb part of the attack and then get a reduction of what you absorb? Or you essentially reduce the effect of that you've absorbed? It's...a tad unclear. Might want to revise it and clear that point up. Also, since the character is either dying or helpless, Impassible Protector kicks in automatically with this feat (not sure if you noticed), so it's reasonable to lower this one step and get the former one as the last part of the feat chain. As I see it, the feat basically causes you to reduce the damage or effect you take from absorbing all of the attack (as per Heroic Guardian), but not the amount (25%, 50%, 100%?)
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    Quote Originally Posted by T.G. Oskar View Post
    Worry not. We've been having a blast with feat-making.

    We do need to get ideas for PrCs, though. We have a few, but a bit of brainstorming on how to make them work would be fine.
    How about a PrC that gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.

    Another could be a cross between the Sentai and the Bard, basic "Power of ROCK!!!111!" deal that gets a preferred instrument in the same way a Sentai picks a preferred weapon and uses Sonic attacks and Bardsong-like abilities. It's just crazy cheesy enough to work through refuge in audacity.

    Quote Originally Posted by T.G. Oskar View Post
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    Good that you caught the reference.

    I have it a bit fresh given that the music is catchy, and Disney references aren't so bad to be used (I used an Aladdin reference for a homebrew I made, but only as a title). Hercules, to a point, behaves like a Sentai in spirit, even if it doesn't has the suit.

    Also, getting at least the official GBA games is a must. Atlus must know that we have a need for more SRW games pitched to our side.
    Spoiler
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    Thanks. Yeah, I remember loving that song as a kid. Herc really was a Sentai in spirit. I'll look around for a copy of the SRW games. I hear the reason we haven't received many is licensing issues. Getting all these series together to begin with is a pain, and since different countries have different companies holding the rights to translation and marketing... well, at least that doesn't stop the Original Generation games.


    Quote Originally Posted by T.G. Oskar View Post
    Interesting idea. However, you don't need to add the Special tag to indicate extra uses of Heroic Guardian; you can mention it as part of the benefit. For example:

    --

    Benefit: [insert benefit]

    This feat grants an extra use per encounter of the Heroic Guardian feat.

    --

    Feats such as Fiery Fist and Fiery Ki Defense grant extra daily uses of Stunning Fist (which is a feat by itself), so it's not much of a stretch to simplify the description. The other descriptions may remain in the Special tag, though (such as using the Shield Other feat, or the Loner/Team Player enhancements).

    One more thing: Shield Other is a spell, not exactly a feat. I'm sure there's something that works along those lines, and class features that have a methodology such as that (Shield Ally from the Knight, for example).

    Now, to study them closely:

    Saving Dive should have a minor edition only. I don't mind if you use shifting (it's a 4th Edition term, which effectively replaces "5-ft. step"), but consider that you already activate Heroic Guardian as a free action. I'd mostly say "you can move into a space adjacent to the ally as an immediate action; this immediate action is part of the activation of the Heroic Guardian feat." I'd also recommend either to allow movement through threatened squares (but still producing attacks of opportunity, as usual) or not limiting the movement to 30 feet, but to the Sentai's maximum speed.

    Impassible Protector only needs a bit of simplification. You don't need to be redundant with the effect of Heroic Guardian; just say that if the character is under the effect of a specific set of conditions (which you may indicate, and you'd be well advised to do so), your use of the Heroic Guardian feat does not count for purposes of encounter uses per day. I'd also rise it up one step on the feat chain, and then lower one step...

    Shield of Righteousness. Now...this one sounds a tad confusing. Apparently, if the character is dying or helpless, you gain a set of benefits, which...I don't seem to gather. You state a reduction, but which would be those reductions? You absorb all of the attack, or null the attack altogether? You absorb the attack in full brunt, or absorb part of the attack and then get a reduction of what you absorb? Or you essentially reduce the effect of that you've absorbed? It's...a tad unclear. Might want to revise it and clear that point up. Also, since the character is either dying or helpless, Impassible Protector kicks in automatically with this feat (not sure if you noticed), so it's reasonable to lower this one step and get the former one as the last part of the feat chain. As I see it, the feat basically causes you to reduce the damage or effect you take from absorbing all of the attack (as per Heroic Guardian), but not the amount (25%, 50%, 100%?)
    All noted and fixed to the best of my ability. I tried to make SoR more readable and put in the amount of damage that's negated (I forgot the first time, sorry). Basically, you transfer the damage and effects to yourself like normal, then negate half the damage and gain a moral bonus to your saves equal to Sentai+Mahou Shoujo class levels/4.
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    Quote Originally Posted by UserShadow7989 View Post
    How about a PrC that gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.
    A Factotum-ish Sentai? Well...it could work, but that's not a concept I'd be familiar with. Perhaps someone else can make it a tad more workable?

    Another could be a cross between the Sentai and the Bard, basic "Power of ROCK!!!111!" deal that gets a preferred instrument in the same way a Sentai picks a preferred weapon and uses Sonic attacks and Bardsong-like abilities. It's just crazy cheesy enough to work through refuge in audacity.
    Ouendan. Gitaroo Man. I like your style!

    Perhaps make it a Bard/Sentai hybrid class, or a Bard manifesting Sentai powers and linking them to its music. It could also boost up a bit the Sonic Strike of Justice, as part of its features.
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    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    Just offering a couple while I putter away on this. I think Giant Brother wanted to do one for Fire Sentai. In it, the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda. He'd have to explain it, 'cause I'm not sure.

    But I think Changelings should get a special, but short PrC that let's them assume MORE alternate identities, allowing them a few different Henshin!'d forms with different weapon, feat, and energy selections. That might be a little awkward, though... And possibly broken.

    Also, the Sentai needs Martial and Psionic variants or PrCs. It just makes sense... I wanna see a Psychokinetic Brawler Sentai, one that shifts his Strike of Justice energy into pure psionic energy, and can manifest a special Sentai Mind Blade and imbue it with his heroic fighting spirit!

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    Quote Originally Posted by Velvet Pillow View Post
    Just offering a couple while I putter away on this. I think Giant Brother wanted to do one for Fire Sentai. In it, the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda. He'd have to explain it, 'cause I'm not sure.

    But I think Changelings should get a special, but short PrC that let's them assume MORE alternate identities, allowing them a few different Henshin!'d forms with different weapon, feat, and energy selections. That might be a little awkward, though... And possibly broken.

    Also, the Sentai needs Martial and Psionic variants or PrCs. It just makes sense... I wanna see a Psychokinetic Brawler Sentai, one that shifts his Strike of Justice energy into pure psionic energy, and can manifest a special Sentai Mind Blade and imbue it with his heroic fighting spirit!
    Hmmm...that's a good list to work with.

    So, to recap everything on PrCs:
    • Dark Magical Girl (magical girl with evil or dark powers;not necessarily evil)
    • First Hero/First Sentai (your archetypal Sixth Ranger or mentor-as-Sentai; think of it as the one hero that inspires others to follow his path.)
    • Empowered Hero/Empowered Sentai (think D-Boy/Blade in Blaster Mode;a Sentai/Magical Girl with an evolved suit that grants more powers, but that sacrifices being capable of manifesting those while untransformed)
    • Golemsuited (a Sentai that slowly gains construct-like traits while on Henshin! state; think Tekkaman or Guyver. Also considerable evolution of Loner Sentai)
    • Factotum-ish Sentai/Magical Girl PrC
      [...] gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.
    • Bard + Sentai/Magical Girl PrC (Sonic-based Sentai?)
      [...]a cross between the Sentai and the Bard, basic "Power of ROCK!!!111!" deal that gets a preferred instrument in the same way a Sentai picks a preferred weapon and uses Sonic attacks and Bardsong-like abilities. It's just crazy cheesy enough to work through refuge in audacity.
    • Fire-based Sentai PrC
      [...]the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda.
    • Changeling Sentai PrC (sounds so reasonable it might just work!)
      [...]a special, but short PrC that let's them assume MORE alternate identities, allowing them a few different Henshin!'d forms with different weapon, feat, and energy selections.
    • Pure Martial Sentai PrC (monkish derived?)
    • Psychic-based Sentai (replaces Strike of Justice with psychokinetic energy, uses of Psionic Focus?)
      [...]a Psychokinetic Brawler Sentai, one that shifts his Strike of Justice energy into pure psionic energy, and can manifest a special Sentai Mind Blade and imbue it with his heroic fighting spirit!


    I presume that, except for a few, all are both available for Sentai and Magical Girls. Might as well brainstorm for exceptions (such as probably the Dark Magical Girl and the Golemsuited). I might leave this as the working board for gathering all PrC ideas unless Giant Brother decides to alter it. Might as well get somewhere to link it on the meanwhile (also, have the first page provide links to the Sentai, Magical Girl, and feat compilation posts)
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    That's a good idea, and if I knew GB's password I'd do it right now. When I see him I'll pester him to link all of this together. Besides, he has a lot of work to do on this now!

    Although frankly, so do I. Back to work I gooo.

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    Quote Originally Posted by T.G. Oskar View Post
    Hmmm...that's a good list to work with.

    So, to recap everything on PrCs:
    • Dark Magical Girl (magical girl with evil or dark powers;not necessarily evil)
    • First Hero/First Sentai (your archetypal Sixth Ranger or mentor-as-Sentai; think of it as the one hero that inspires others to follow his path.)
    • Empowered Hero/Empowered Sentai (think D-Boy/Blade in Blaster Mode;a Sentai/Magical Girl with an evolved suit that grants more powers, but that sacrifices being capable of manifesting those while untransformed)
    • Golemsuited (a Sentai that slowly gains construct-like traits while on Henshin! state; think Tekkaman or Guyver. Also considerable evolution of Loner Sentai)
    • Factotum-ish Sentai/Magical Girl PrC
    • Bard + Sentai/Magical Girl PrC (Sonic-based Sentai?)
    • Fire-based Sentai PrC
    • Changeling Sentai PrC (sounds so reasonable it might just work!)
    • Pure Martial Sentai PrC (monkish derived?)
    • Psychic-based Sentai (replaces Strike of Justice with psychokinetic energy, uses of Psionic Focus?)


    I presume that, except for a few, all are both available for Sentai and Magical Girls. Might as well brainstorm for exceptions (such as probably the Dark Magical Girl and the Golemsuited). I might leave this as the working board for gathering all PrC ideas unless Giant Brother decides to alter it. Might as well get somewhere to link it on the meanwhile (also, have the first page provide links to the Sentai, Magical Girl, and feat compilation posts)
    The list looks fantastic. About the Factotum-like one, I was thinking of the over the top feats most Sentai pull off (leaping massive distances to put their foot in the villain's face, running up walls, explosions appearing behind them when they strike a pose). It only just occurred to me that that's what most Sentai do normally.

    For a replacement, I was thinking of a Magical Girl/Sentai hybrid class. Like the Mystic Theurge is a mix of Divine/Arcane casters, the PrC would be adept at both physical fighting and spells. Several of the characters from the Nanoha series would be a good example.

    Ouendan. Gitaroo Man. I like your style!

    Perhaps make it a Bard/Sentai hybrid class, or a Bard manifesting Sentai powers and linking them to its music. It could also boost up a bit the Sonic Strike of Justice, as part of its features.
    It could provide the Theme Song Power Up! feat tree as class features. Should the first of the tree be a requirement to take it? Maybe it can substitute a Perform check for specific rolls, with the list of what can be substituted and how many times per day increasing every few levels?

    EDIT: You missed an 'x' on the Mahou Shoujo table. 15th level, Will Save.
    Last edited by UserShadow7989; 2010-02-11 at 08:42 PM.
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    Snap! Second-page falling out! This must not happen!

    Thus, aiding bump FOR GREAT JUSTICE!!!!

    Quote Originally Posted by UserShadow7989 View Post
    The list looks fantastic. About the Factotum-like one, I was thinking of the over the top feats most Sentai pull off (leaping massive distances to put their foot in the villain's face, running up walls, explosions appearing behind them when they strike a pose). It only just occurred to me that that's what most Sentai do normally.

    For a replacement, I was thinking of a Magical Girl/Sentai hybrid class. Like the Mystic Theurge is a mix of Divine/Arcane casters, the PrC would be adept at both physical fighting and spells. Several of the characters from the Nanoha series would be a good example.
    Interesting, albeit odd. By the reasoning of both Henshin! and Pretty Up!, that would be akin to a feat and not exactly a Prestige Class: it would allow both base classes to progress.

    However, Sentai/Monk and Magical Girl/Warlock or DFA would perhaps work just as fine. Dark Magical Girl would be roughly adding Warlock invocations to the Causes and Appeals list, so it would mostly be Mahou Shoujo/DFA.

    But both...would make mostly a feat choice, given that they're different.

    Now, I'm not well aware of Magical Girl exclusive tropes, so which of those would settle up for a Mahou Shoujo-exclusive PrC? First Hero and Empowered Sentai would effectively cover for stuff like Usagi and the Silver Crystal (not sure if I actually got it right, though). Also, Tuxedo Mask seems not to be one that uses Causes and Appeals, but a sort of Bard for Magical Girls.

    Quite frankly, with Sailor Ranko and Sparkling Generation Valkyrie Yuuki as my cursory dealings with Magical Girls, I don't seem to be appropriately suited to this. Thus, some aid is advised.

    It could provide the Theme Song Power Up! feat tree as class features. Should the first of the tree be a requirement to take it? Maybe it can substitute a Perform check for specific rolls, with the list of what can be substituted and how many times per day increasing every few levels?
    Hmm...that and Sonic Strike of Justice. Something like:

    --

    Prerequisites
    To become [insert PrC name here], you must comply with the following prerequisites:
    Feats: Theme Song Power Up!
    Special: Bardic Music ability
    Special: Strike of Justice (sonic damage) or [insert Mahou Shoujo equivalent ability]
    Special: Must have the Henshin! or Pretty Up! class ability

    --

    Of course, it requires more restrictions to limit it to around 6th level or higher. Schematics can come for later.

    Speaking of which...where is Giant Brother!?
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

  27. - Top - End - #57
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Quote Originally Posted by T.G. Oskar View Post
    Interesting, albeit odd. By the reasoning of both Henshin! and Pretty Up!, that would be akin to a feat and not exactly a Prestige Class: it would allow both base classes to progress.

    However, Sentai/Monk and Magical Girl/Warlock or DFA would perhaps work just as fine. Dark Magical Girl would be roughly adding Warlock invocations to the Causes and Appeals list, so it would mostly be Mahou Shoujo/DFA.

    But both...would make mostly a feat choice, given that they're different.
    That's true. An X/day ability that lets you instantly succeed/grants a powerful bonus to a balance, climb, escape artist, jump, ride, or tumble skill check regardless of DC. A feat chain that would increase uses and apply it to saves and other skills.

    DFA? What is that?

    Quote Originally Posted by T.G. Oskar View Post
    Now, I'm not well aware of Magical Girl exclusive tropes, so which of those would settle up for a Mahou Shoujo-exclusive PrC? First Hero and Empowered Sentai would effectively cover for stuff like Usagi and the Silver Crystal (not sure if I actually got it right, though). Also, Tuxedo Mask seems not to be one that uses Causes and Appeals, but a sort of Bard for Magical Girls.

    Quite frankly, with Sailor Ranko and Sparkling Generation Valkyrie Yuuki as my cursory dealings with Magical Girls, I don't seem to be appropriately suited to this. Thus, some aid is advised.
    That's better then me. I'm only familiar with the Nanoha series, which is heavily based on the mecha genre for the battles, and a very faint memory of watching the Mackre'd version of Sailor Moon on Toonami as a kid. 'Very faint' meaning I don't remember anything other then the main characters.

    A Mahou Shoujo using magic to augment physical combat would work. Signum (who's an expy of Lamia Loveless) focuses on her swordsmanship in a battle, but is capable of flight and uses a personal magic barrier (like all other magic users from the show) to protect herself. She has several powerful spells, like a large shockwave generated by a sword swing, but physical combat is her preference. Vid:(http://www.youtube.com/watch?v=MFxFhxrfBzQ)

    Vita from the same series uses her hammer device (a device works as both the transformation trinket and weapon in the series) as her primary weapon, but is capable of breaking magical barriers with it and uses a flash bang to catch enemies off guard. She has a homing shot spell that she uses to split her opponent's attention while she attacks, or distract them while she comes in from behind.

    Quote Originally Posted by T.G. Oskar View Post
    Hmm...that and Sonic Strike of Justice. Something like:

    --

    Prerequisites
    To become [insert PrC name here], you must comply with the following prerequisites:
    Feats: Theme Song Power Up!
    Special: Bardic Music ability
    Special: Strike of Justice (sonic damage) or [insert Mahou Shoujo equivalent ability]
    Special: Must have the Henshin! or Pretty Up! class ability

    --

    Of course, it requires more restrictions to limit it to around 6th level or higher. Schematics can come for later.

    Speaking of which...where is Giant Brother!?
    A minimum of 4~6 ranks in the Perform skill (depends on if Perform is a class skill for Sentai/Mahou Shoujo).

    Haven't seen him in a while. Maybe he's busy with irl problems, or working on feats himself. He might be trying to catalog everything and having trouble keeping up, what with our back and forth feat making.
    Last edited by UserShadow7989; 2010-02-13 at 12:55 PM.
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  28. - Top - End - #58
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Quote Originally Posted by T.G. Oskar View Post
    Speaking of which...where is Giant Brother!?
    *counts fingers* Work, studying, preparing for big Valentine's Day party, stumbling about in a rush to get a date with me on Valentine's Day, and preparing for Family Day. Don't you worry, Oskar, I'll make sure he doesn't neglect this thread, 'cause I love this idea just as much as he does. ^_^ Also, I have the class skills and HD for the MJ up now, and should have the class abilities started either before I have guests coming or soon after the party is over and the fallout is cleaned up.

    (Also, do you guys have msn, yim or aim accounts you could share? I think that'd really help expedite some of the discussion regarding stuff like the Mahou Shoujo.)
    Last edited by Velvet Pillow; 2010-02-13 at 01:55 PM.

  29. - Top - End - #59
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Quote Originally Posted by UserShadow7989 View Post
    That's true. An X/day ability that lets you instantly succeed/grants a powerful bonus to a balance, climb, escape artist, jump, ride, or tumble skill check regardless of DC. A feat chain that would increase uses and apply it to saves and other skills.
    That's a tad upon the Epic levels, I believe. There still has to be a challenge for Sentai, which is going on the line of massive stacking bonuses. Instant success is just pushing it a bit further down the line.

    DFA? What is that?
    Dragonfire Adept, from Dragon Magic. It's the second invocation-based class, and it's essentially someone that gains the power to generate magical effects from a relationship to dragons, such as a pact, or a form of worship. It's basically the last base class invented for D&D along with Factotum, and it's pretty unknown actually. Instead of an Eldritch Blast, it has a breath weapon it can use at will, gains special breath effects that can be used at will but with some limitations (which take the form of changes to the breath's shape and element) and invocations that have a draconic feel or ripped from the Warlock's list.

    That's better then me. I'm only familiar with the Nanoha series, which is heavily based on the mecha genre for the battles, and a very faint memory of watching the Mackre'd version of Sailor Moon on Toonami as a kid. 'Very faint' meaning I don't remember anything other then the main characters.
    Considering you've actually seen one (and a bit of another) series of Magical Girls, I'd say you're a tad more familiar in my case. The latter two are webcomics that somehow are based on a series (the former) or kinda parody it (the latter).

    A Mahou Shoujo using magic to augment physical combat would work. Signum (who's an expy of Lamia Loveless) focuses on her swordsmanship in a battle, but is capable of flight and uses a personal magic barrier (like all other magic users from the show) to protect herself. She has several powerful spells, like a large shockwave generated by a sword swing, but physical combat is her preference. Vid:(http://www.youtube.com/watch?v=MFxFhxrfBzQ)

    Vita from the same series uses her hammer device (a device works as both the transformation trinket and weapon in the series) as her primary weapon, but is capable of breaking magical barriers with it and uses a flash bang to catch enemies off guard. She has a homing shot spell that she uses to split her opponent's attention while she attacks, or distract them while she comes in from behind.
    Hmm...interesting proposal. That also reminded me of a possible set of Causes and Appeals, based on the eponymous "Hammerspace". Basically, you get the chance of almost literally conjuring bludgeoning weaponry to your hand almost from anywhere when circumstances are dire, and those weapons are more effective against chauvinists. Something like this:

    Cause: Hammerspace
    Appeals: Storing Chest, Summon Avenging Hammer, Graceful Twin Hammer Stance

    Then, do a further explanation based on the main idea from Velvet. Which...speaking of Velvet...
    Quote Originally Posted by Velvet Pillow View Post
    *counts fingers* Work, studying, preparing for big Valentine's Day party, stumbling about in a rush to get a date with me on Valentine's Day, and preparing for Family Day. Don't you worry, Oskar, I'll make sure he doesn't neglect this thread, 'cause I love this idea just as much as he does. ^_^ Also, I have the class skills and HD for the MJ up now, and should have the class abilities started either before I have guests coming or soon after the party is over and the fallout is cleaned up.

    (Also, do you guys have msn, yim or aim accounts you could share? I think that'd really help expedite some of the discussion regarding stuff like the Mahou Shoujo.)
    Great to know. Though, it's mostly placing links, which shouldn't take much time (as well as a notice indicating the first-page links for those who don't take the time to read the first post...)

    As for IM account...yes, yes I do. Send a PM and I'll send the address. There's also Meebo in case you want a more open chat.
    Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

  30. - Top - End - #60
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    Default Re: Henshin-A-Go-Go, Baby! (DnD 3.5 Supplement WIP, PEACH)

    Quote Originally Posted by T.G. Oskar View Post
    That's a tad upon the Epic levels, I believe. There still has to be a challenge for Sentai, which is going on the line of massive stacking bonuses. Instant success is just pushing it a bit further down the line.
    Just bonuses to them, then. Maybe the Instant Success could be turned into an Epic Feat, but I'm even less knowledgeable about Epic rules then the rest of it.

    --------------------------------------

    Flashy Acrobatics [Sentai]
    Hmph. Show off.
    Prerequisites: Henshin! or Pretty Up! class ability
    Benefit: When making a Balance, Jump, Ride, or Tumble skill check, you may add a +1 morale bonus to your roll result. You may use this a number of times equal to your total Sentai and Mahou Shoujo class levels/2 per day (minimum 1).

    Impressive Acrobatics [Sentai]
    Okay, that was actually pretty cool.
    Prerequisites: Henshin! or Pretty Up! class ability, Flashy Acrobatics feat
    Benefit: You can now apply the morale bonus from Flashy Acrobatics to Climb and Escape Artist skill checks, or halve the bonus and apply it to your AC or Reflex save as a dexterity bonus instead. Increase the morale bonus from Flashy Acrobatics by 1.

    Defy Gravity [Sentai]
    Come on! Now this is just getting silly!
    Prerequisites: Henshin! or Pretty Up! class ability, Flashy Acrobatics feat
    Benefit: Your acrobatic capabilities can now defy gravity. You can spend one use of your Flashy Acrobatics feat to run up a vertical wall a distance equal to half your run speed. as a full-round action that provokes an attack of opportunity.

    If you are still on the wall at the start of your next turn, you can either spend another use of Flashy Acrobatics to ascend further, make a Climb skill check to grab onto the surface, or to make a Jump skill check to jump down and land safely anywhere on the ground within horizontal distance from the ground below you equal to the vertical distance between you and the ground.

    If you take damage, run into a ceiling, or fail either a climb or jump check, you fall off the wall and take falling damage as normal. If you choose to jump to a square adjacent to a creature, you may attack that creature using your smallest BAB as a free action. If successful, you deal an additional 1d4 bludgeoning damage for every 10 ft. you climbed. Increase the Moral Bonus from Flashy Acrobatics by 1.

    --------------------------------------

    I'm wondering if I should make it one feat chain, or keep it a branching feat and add some more later. If I do the latter, should there be a maximum to the morale bonus? On one hand, the bonus could get huge, but on the other hand that requires you dedicate a whole mess of feats to it.

    Quote Originally Posted by T.G. Oskar View Post
    Dragonfire Adept, from Dragon Magic. It's the second invocation-based class, and it's essentially someone that gains the power to generate magical effects from a relationship to dragons, such as a pact, or a form of worship. It's basically the last base class invented for D&D along with Factotum, and it's pretty unknown actually. Instead of an Eldritch Blast, it has a breath weapon it can use at will, gains special breath effects that can be used at will but with some limitations (which take the form of changes to the breath's shape and element) and invocations that have a draconic feel or ripped from the Warlock's list.
    Ah. I've heard of that class, and I say it sounds pretty cool.

    Quote Originally Posted by T.G. Oskar View Post
    Considering you've actually seen one (and a bit of another) series of Magical Girls, I'd say you're a tad more familiar in my case. The latter two are webcomics that somehow are based on a series (the former) or kinda parody it (the latter).
    Not really. After the first four episodes, Magical Girl Lyrical Nanoha's all but a mecha anime in a magical girl disguise. It makes a huge jump in quality at that point, too, but that's besides the point. And I only remember the title characters of Sailor Moon as they were in the horribly butchered (or so I hear it was) English dub I haven't seen in 8~10 years. Well, only one thing to do. To TvTropes!

    *WARNING! TVTROPES LINKS! DO NOT CLICK UNLESS YOU HAVE PLENTY OF SPARE TIME TO WASTE!*

    http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalGirl
    http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicWarrior
    http://tvtropes.org/pmwiki/pmwiki.ph...icalGirlSeries

    Quote Originally Posted by T.G. Oskar View Post
    Hmm...interesting proposal. That also reminded me of a possible set of Causes and Appeals, based on the eponymous "Hammerspace". Basically, you get the chance of almost literally conjuring bludgeoning weaponry to your hand almost from anywhere when circumstances are dire, and those weapons are more effective against chauvinists. Something like this:

    Cause: Hammerspace
    Appeals: Storing Chest, Summon Avenging Hammer, Graceful Twin Hammer Stance

    Then, do a further explanation based on the main idea from Velvet. Which...speaking of Velvet...
    I love EGS. Love it. Love the idea too.

    Quote Originally Posted by T.G. Oskar View Post
    Great to know. Though, it's mostly placing links, which shouldn't take much time (as well as a notice indicating the first-page links for those who don't take the time to read the first post...)

    As for IM account...yes, yes I do. Send a PM and I'll send the address. There's also Meebo in case you want a more open chat.
    @Velvet: I have a Yahoo IM account that's been unused for almost a year, though I'd prefer a Xat chat room if possible. Does Meebo require registration? You can give me the details over PM and I'll send you my Yahoo IM screen name.
    Last edited by UserShadow7989; 2010-02-26 at 12:05 AM.
    Thanks to Akrim.elf for the avi of my OC.

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