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    Default It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    The Sentai

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    There are heroes who train themselves, pushing their bodies to their limits to gain their power. And then there are those kids who happen to stumble upon a force of good that grants them the power to fight evil where ever it may be though use of a trinket.

    Lucky bastards.

    Abilities: The key ability of a Sentai is Charisma, as most abilities they can gain draw bonuses from it. Constitution and Dexterity are the next most important abilities, as more Hit Points and AC are always useful, especially to lightly armored melee combatants. Strength finishes up the main focus, and Intelligence always provides additional skill points.

    Role: The Sentai serves as a melee combatant who can empower his allies with fighting spirit and vigor. Due to their various potential class features, they can fill some other roles with some success, but not truly excel at them.

    Background: Most Sentai gain their powers from an entity that wishes to have an impact upon the world, and needs proxies to do so. They are either lucky enough to stumble upon the being, or are specifically chosen due to their personality being suitable for the job. Some gain their powers from magical accidents, being given prototype armor, or similar situations.

    Organization: Typically, a Sentai is part of a small team, unrelated to any other force. However, a large group of Lawful Sentai have been working on forming a group called the Sentai First Division to hunt down evildoers wherever they might hide.

    Alignment: The vast majority of Sentai are of a good alignment, drawing their powers from some powerful good entity. Some, though, draw their powers from an evil entity, or even from the fabric of reality itself. Sentai can be of any alignment, though, again, most are good. If a Sentai is Evil, it is usually of the Lawful sort, viewing its actions as necessary and those who are repulsed by them as too weak to defend the world.

    Races: Due to their adventurous nature and constant striving to improve themselves, humans are the most common race to become Sentai. Sentai of the other common races are not unheard of, and rumors even speak of a group of Aasimar Sentai wandering around, fighting evil.

    Religion: The majority of Sentai don't follow a specific religion, instead following the major religion of their homeland, a god appropriate to their alignment, or no god at all.

    Other Classes: Good Sentai and Paladins typically get along famously, with the righteous forces they draw power from giving both a common bonding point. Good Bards also tend to get along with Good Sentai, due to the amount of attention a Sentai typically draws while fighting providing Bards with plenty of new tales to tell.

    Starting Gold: 3d4x10 (75 gp)


    {table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Maneuvers Known|Maneuvers Readied|Stances Known
    1st|+1|+0|+2|+0|Improved Unarmed Strike, Henshin, Alter Ego, Sentai Ability, Sentai's Weapon|2|2|1
    2nd|+2|+0|+3|+0|Team Player|2|2|1
    3rd|+3|+1|+3|+1|Heroic Stimulant, Sentai Ability|3|2|1
    4th|+4|+1|+4|+1|Superior Unarmed Strike, Strike of Justice +1d6|3|3|1
    5th|+5|+1|+4|+1|Heroic Legacy (Defense), Sentai Ability|4|3|2
    6th|+6/+1|+2|+5|+2|Quickened Henshin (Full-Round)|4|3|2
    7th|+7/+2|+2|+5|+2|Sentai Ability|5|3|2
    8th|+8/+3|+2|+6|+2|Strike of Justice +2d6, Double Team|5|3|2
    9th|+9/+4|+3|+6|+3|Heroic Legacy (Saves), Sentai Ability|6|4|2
    10th|+10/+5|+3|+7|+3|Rider Effect|6|4|2
    11th|+11/+6/+1|+3|+7|+3|Sentai Ability|7|4|3
    12th|+12/+7/+2|+4|+8|+4|Strike of Justice +3d6, Quickened Henshin (Standard)|7|4|3
    13th|+13/+8/+3|+4|+8|+4|Heroic Legacy (Offense), Sentai Ability|8|4|3
    14th|+14/+9/+4|+4|+9|+4|The Power of Teamwork|8|5|3
    15th|+15/+10/+5|+5|+9|+5|Sentai Ability|9|5|4
    16th|+16/+11/+6/+1|+5|+10|+5|Strike of Justice +4d6|9|5|4
    17th|+17/+12/+7/+2|+5|+10|+5|Heroic Legacy (Precision), Sentai Ability|10|5|4
    18th|+18/+13/+8/+3|+6|+11|+6|Quickened Henshin (Move)|10|5|4
    19th|+19/+14/+9/+4|+6|+11|+6|Sentai Ability|11|6|4
    20th|+20/+15/+10/+5|+6|+12|+6|Strike of Justice +5d6, True Allies of Justice|11|6|4[/table]


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

    Skill Points at First Level: (4+Int Modifier) x4
    Skill Points at each additional level: 4 + Int Modifier

    Hit Dice: d10



    Class Features:

    Weapon and Armor Proficiencies: The Sentai is proficient with all simple weapons, as well as any weapons generated by his abilities. The Sentai is not proficient with any armor or shields except those generated through his Henshin ability.


    Maneuvers: A first level Sentai has knowledge of two martial maneuvers. Sentai have access to the Iron Heart and White Raven disciplines, along with one discipline of their choice, the key skill for which is added to the class skills of the Sentai.

    In order to use a maneuver, a Sentai must first ready it. Sentai maneuvers are extraordinary abilities unless otherwise noted. A Sentai's maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

    A Sentai learns additional maneuvers as he gains levels. He must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, a Sentai can exchange one of his maneuvers known for another maneuver of any level he is capable of initiating.

    A Sentai can choose his readied maneuvers by exercising or meditating for 5 minutes. The maneuvers he chooses remain readied until he readies new maneuvers. A Sentai begins an encounter with all of his readied maneuvers unexpended. Once a maneuver is initiated, it is expended. A Sentai automatically recovers one expended maneuver of his choice at the beginning of each round, provided he wearing his hero suit. Otherwise, he may recover all of his maneuvers as a Full-Round action, during the round of which he may not initiate a maneuver or change his stance.


    Stances: A first level Sentai knows one stance of any discipline available to him. At 5th, 11th, and 15th levels, he learns an additional stance. He must meet the prerequisites of a stance to learn it. Stances do not have to be readied, and are never expended. He can enter a stance or change stances as a swift action. A Sentai's stances are extraordinary abilities unless otherwise noted.


    Improved Unarmed Strike: At first level, the Sentai gains Improved Unarmed Strike as a bonus feat.


    Henshin (Su): The Sentai's greatest technique, yet also the ability that has lead to the downfall of many. Through use of a focus, typically a fine sized object, such as a watch, belt buckle, or similar, the Sentai takes on a costumed form. Activating this ability is a 1-round action. During the round the Sentai is transforming, enemies must make a Will Save (DC of 10 + 1/2 Sentai Level + Charisma modifier), or be blinded for one round by the Sentai's transformation. The Sentai's transformation lasts for one round per class level, plus his Charisma modifier. Upon leaving the transformation, a Sentai cannot transform again until the end of the encounter.

    While transformed, the Sentai gains a hero suit, usually a brightly colored, form fitting piece of toughened clothing that covers their entire body, with a hardened helmet covering the head, though this does not obscure sight. The typical hero suit is a masterwork piece of Light armor that provides the same AC benefits as a Chain Shirt, though some abilities may change this. The Sentai Suit is easy to maneuver in, with no armor check penalties, maximum dexterity bonus, or arcane spell failure chance.

    While using Henshin, the Sentai gains a bonus to attack and damage rolls equal to their charisma modifier, as well as a deflection bonus to AC equal to his Charisma modifier. These bonuses may not exceed his Sentai level. If he would be put under 0 HP by a single attack, he may sacrifice the remaining time in his Henshin to reduce the damage from that attack by half.

    The armor gained through the Henshin ability gain enhancements as the Sentai gains levels. At 5th level, his suit gains an enhancement bonus of +1. At 10th level and every five levels thereafter, this bonus increases by an additional +1.


    Alter Ego (Su): As a Sentai typically lives a double life, he usually struggles to keep his transformed form and his untransformed from separate. Luckily, the powers that grant him his ability to transform include a ready-made disguise. When he enters Henshin he switches his form from that of his normal identity and that of his alter ego. This ability works like the alter self spell, except that he can assume only the appearance of his alternate identity. The caster level for this ability is equal to the characters level in Sentai.


    Sentai's Weapons (Su): A Sentai typically has a weapon in which they're specialized in. At first level, he can choose one of the following, which cannot be changed. First, he may select one martial or exotic weapon that is not a double weapon. While in Henshin, he may, as a move action, call forth a masterwork version of that weapon, which counts as magic for the purposes of damage reduction. At 4th level, that weapon gains a +1 enhancement bonus. At 8th level, and every four levels thereafter, this bonus increases by 1.

    Alternatively, he may gain a combination of two simple or martial weapons (meaning he could gain two crossbows, or two short swords, or one of each, as an example) or a double weapon while in Henshin, with the weapons holstered, easily accessible for the purposes of Quick Draw. Regardless of the choice of weapons or a double weapon, at 6th level, the chosen weapons gain a +1 enhancement bonus, which increases by 1 at 10th level and every four levels thereafter. If he chose a double weapon, both ends of it gain the enhancement bonus.

    As a third option, he may focus on his unarmed strike, giving it a +1 enhancement bonus at 4th level, which increases by 1 at 8th level and every four levels thereafter.

    If a Sentai gains a ranged weapon with this ability, the weapon is treated as though it had an unlimited amount of the most basic ammunition for it- for example, after each shot, a crossbow would rearm with a new bolt, allowing the sentai to make a full attack with it.

    Regardless of the choice he makes, if his weapon is destroyed in some manner, it cannot be summoned until 24 hours have passed.

    A Sentai may gain the option he did not choose as a Sentai ability, with a minimum Sentai level of 3rd.


    Sentai Ability: At first level and every odd numbered level thereafter, a Sentai gains a new Sentai Ability for which he meets the prerequisites.


    Team Player (Ex): From second level onwards, when he transforms, a Sentai can inspire his team with ease. Upon activating his Henshin ability, he grants allies, including himself, within 30 feet a morale bonus on all damage rolls equal to 1/5th his Sentai level, minimum +1, for the duration of the encounter. If multiple Sentai use this ability at once, the bonus damage rolls increases by 1 for every Sentai after the first. This bonus remains for the duration even if his allies move out of the range. This bonus stacks with a Bard's Inspire Courage ability.


    Heroic Stimulant (Su): At third level, the Sentai's determination to mete out justice has grown to affect his very body and mind, sharpening it while in his superheroic form. While using his Henshin ability, he now adds his Charisma modifier as an untyped bonus to all saving throws.


    Superior Unarmed Strike: At fourth level, the Sentai gains Superior Unarmed Strike as a bonus feat.


    Strike of Justice (Su): Upon reaching fourth level, the Sentai's attacks begin to take on an elemental property. While in Henshin, the Sentai may now perform a Strike of Justice attack. Upon gaining this class feature, the Sentai selects a type of energy from the following list: acid, cold, electricity, fire, force, or sonic. As a free action while wearing his hero suit, the Sentai may deal an extra 1d6 points of this type of damage when he attacks with a weapon gained from Sentai levels or an unarmed strike, in addition to normal damage, until the end of his turn. Sentai that deal Force or Sonic damage with this ability reduce the size of the damage die from 1d6 to 1d4. The damage dealt increases by one die at 8th level and every four levels thereafter.


    Heroic Legacy (Defense) (Ex): At fifth level, part of the Sentai's abilities while transformed are applied to his untransformed state. The Sentai gains the deflection bonus to AC granted by Henshin while in his normal form.


    Quickened Henshin (Su): As a Sentai grows in power, he becomes quicker at transforming. From sixth level on, he may activate Henshin as a Full-Round action instead of a 1 Round action. At twelfth level, he may activate it as a Standard action, and at eighteenth level as a Move action.


    Double Team (Ex): When a team of Sentai manage to surround an opponent, a quick battering usually ensues. At eighth level, whenever a Sentai flanks with an ally, the flanking bonuses granted to both the Sentai and his ally are increased by 1 for every 4 levels the Sentai has. A character may only gain one instance of this ability at a time, and the sentai may not flank with himself. Furthermore, if the Sentai successfully grapples his foe, an ally that he is flanking with may make an attack on that foe at her highest attack bonus.


    Heroic Legacy (Saves) (Ex): At ninth level, the Sentai's righteous willpower is overwhelming. He gains the effects of Heroic Stimulant while in his untransformed state


    Rider Effect (Su): At tenth level, the Sentai's Strike of Justice increases in power and grants additional benefits. Whenever the Sentai makes a Strike of Justice for the first time in a round, it now has one of the following effects, depending upon the element chosen. All saving throw DCs are 10+1/2th Sentai level+ the Sentai's Charisma modifier.

    Fire: When an opponent is struck with a Strike of Justice, they must make a Reflex save or be caught in the flames for a number of rounds equal to one half of the Sentai's level. Creatures caught in the flames of a Strike of Justice take damage each turn, equal to half of the Sentai's level in this class.

    Cold: When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be slowed for a number of rounds equal to the Sentai's Charisma modifier.

    Electricity: When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be stunned for one round.

    Acid: When an opponent is struck with a Strike of Justice, they must make a Fortitude save or become sickened for a number of rounds equal to half of the Sentai's level.

    Sonic: When an opponent is struck with a Strike of Justice, they must make a Fort save or be deafened for a number of rounds equal to half of the Sentai's level.

    Force: When an opponent is struck with a Strike of Justice, they must make a Fortitude save or be staggered for a number of rounds equal to the Sentai's Charisma modifier.


    Heroic Legacy (Offense) (Ex): At thirteenth level, the Sentai's justice fueled power is without peer. He gains the bonus to damage rolls granted by Henshin while in his untransformed state.


    The Power of Teamwork (Ex): The sheer skill of the Sentai is able to help his allies make attacks they'd normally miss. At fourteenth level, a Sentai who is flanking an opponent can reroll an ally's missed attack, using the same bonus to hit as the original attack, dealing half of the Sentai's normal damage on a successful attack. If a Sentai misses an attack while flanking, the ally they are flanking with may do the same, dealing damage equal to half of their normal damage on a successful attack. This may only be used once per round.


    Heroic Legacy (Precision) (Ex): At seventeenth level, a Sentai's ability to strike quickly and accurately has improved, even without his suit providing its aid. He gains the bonus to attack rolls granted by Henshin while in his untransformed state.


    True Allies of Justice (Su): At twentieth level, a Sentai's personal power as a force of justice eclipses most others, and can even help inspire his allies to aspire to his height. Once per day, he may deputize up to four allies as Sentai for one hour, giving them the class features (excluding maneuvers) of a 5th level Sentai until the end of the duration.



    Ex-Sentai
    If a Sentai's focus is destroyed in some manner, or his source of power removed, he loses all Suit abilities and supernatural class feature until he gains access to a new focus or power source. If the new focus comes from a different power source (for instance, a Sentai who drew his power from a Lawful outsider had his focus destroyed, and gained a new focus from magical experimentation), they may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.
    Last edited by The-Mage-King; 2012-09-11 at 06:52 PM.
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  2. - Top - End - #2
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    Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

    Sentai abilities

    The core abilities of the Sentai, gained from levels in the class, manifests in two types of abilities-Suit abilities and Self abilities.

    Suit abilities are supernatural unless otherwise noted, and can only be used by the Sentai while he is wearing his hero suit, unless otherwise noted. These represent the adjustments and customization of the Sentai's hero suit.

    Self abilities are extraordinary, unless otherwise noted, and can be used at any time, though they are usually passive effects. They represent the Sentai's efforts at training himself to fight for his cause, as well as his sheer skill. A Sentai may have a maximum number of Self abilities equal to his Wisdom modifier, minimum 1.

    For the purposes of sentai abilities that affect or require allies, the sentai does not count as his own ally.

    Some Sentai abilities have a "Team Bonus" or "Solo Effect".

    In order to gain the effects of a team bonus, a Sentai must have the Team Player class feature and allies with the ability in question who have the Team Player class feature within 30 feet of him. Each ally that wishes to help must spend an immediate action (or the action listed in the ability's Team Bonus section) to add their aid to the sentai's technique. A Sentai can benefit from a maximum of five allies for team bonuses. Abilities with team bonus usually increase the damage or effects of the ability by a set amount for each team member who helps.

    A solo effect takes effect while a sentai with the Singular Warrior class feature is fighting alone (see Loner Archetype). Abilities with solo effects usually have the action required to use them altered or uses increased.



    Sentai Abilities (A-M)
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    Ardent Defender [Suit]
    Prerequisites: Rebutal of Justice, Sentai level 13
    Benefit: Whilst most sentai focus their might to defeat the forces of evil, unleashing the power of justice as a weapon, the guardian calls upon this power as a shield, to ensure he does not fall or falter in his duty. Three times per day, as a free action, the Sentai may activate Ardent Defender. While this is active, the sentai's movement speed is reduced by 1/2, and the sentai is no longer able to charge or run (this effect any mount he gained from class levels that he is riding as well). The Sentai cannot be moved by any outside force, and any damage dealt to him is not applied until ardent defender ends. In addition, the Sentai gains a bonus to all attack and damage rolls equal to 1/5th the delayed damage.
    Ardent defender lasts for a number of rounds equal to the Sentai's Wisdom modifier. Once Ardent defender ends, the sentai is fatigued. If he was already fatigued, he is instead exhausted.

    At 15th level, and every 5 levels thereafter, the sentai gains an additional daily use of this ability.


    Artifical Familiar [Suit]
    Requirements: Sentai level 5, Spellcraft 3 ranks
    Benefit: The sentai has gained the use of a handful of small creatures to do his bidding, scout, or otherwise assist. He gains a number of artificial familiars equal to his Wisdom modifier, and each creature has the same statistics as an effigy raven or rat, chosen upon gaining this ability. Each gains the benefits of being a familiar, with half of the Sentai's class level serving as his sorcerer level for determining advancement. They do not gain the ability to deliver touch spells, but can speak a single language that its master knows. These familiars have hit points equal to one quarter of the Sentai's, instead of the normal half that familiars possess. If one is destroyed, the Sentai suffers no ill effects, and the familiar is regenerated after 2d3-Sentai's Wis days (minimum of one day), at full health.
    Special: This ability remains active even if the sentai is not in henshin, despite being a [Suit] ability.

    Background Explosions [Suit]
    Requirements: Sentai level 3
    Benefit: Somehow, a sentai causes explosions when he transforms. It may be a feedback loop in his suits powers, the excess energy from forming the suit over his body, or something entirely different, but the area behind him explodes with the power of justice. When the sentai uses his Henshin ability, a 5 foot burst of energy detonates within close range, dealing 1d6 points of nonlethal damage per four sentai levels to any creatures in the burst. If using the Combat Facing rules, this explosion must be behind the sentai, and it deals 1d6 points of nonlethal damage per three sentai levels instead of the normal damage.
    Team Bonus: For every allied sentai who transforms in the same round as the sentai, the explosion damage increases by 1d6 if they have 10 or fewer levels of Sentai, or 2d6 if they have more than 10 levels.


    Background Music [Suit]
    Requirements: Sentai level 5, Perform (any sound based) 8 ranks OR Sentai level 3, Musical Senshi feat, Perform (any sound based) 6 ranks
    Benefit: A hero fights with style, grace, and totally kicking tunes. Upon gaining this ability, the sentai may use the following. He may only use one of these abilities in a given encounter.
    Empowering Song- As a swift action while wearing his hero suit, the sentai may reduce the amount of time left in his hensin to increase the bonuses granted by an active bardic performance being used by himself or an ally. For every 3 rounds he reduces his Henshin duration by, he may increase the bonus granted by 1, to a maximum increase equal to his Wisdom modifier, min 1. This increase lasts until his henshin expires. This may be used only once per encounter.
    Negating Song- As a standard action while wearing his hero suit, the sentai may activate a bellowing tune that disrupts magical particles. He rolls a dispel check on all active magical effects within 30 feet of him, including those of his allies, using his Sentai level as his caster level. If he succeeds against an effect, that effect is dispelled. This may be used a number of times each day equal to the sentai's Wisdom modifier.
    Menacing Song- As a swift action while wearing his hero suit, the sentai can start a song that drives home his power, intimidating his foes. He adds half of his Sentai level as an enhancement bonus to all intimidate checks he makes until his suit duration expires. This may be used once per encounter


    Back To Back [Self]
    Requirements: Spot 4 Ranks
    Benefit: The Sentai is able to more effectivly watch his allies' backs, making sure they're safe and helping each other survive. Any ally in a square adjacent to the Sentai gains a bonus to AC and Reflex saves equal to the Sentai's Charisma modifier. For each ally the Sentai is adjacent to, he gains a stacking +1 bonus to AC and Reflex saves.


    Beastly Wrath [Suit]
    Requirements: Sentai level 11, Primal Warrior
    Benefit: Focusing their suit's abilities to increase the savageness of their attacks, some sentai unlock another mindset, and are able to take it on in battle to great effectiveness. Three times a day, as a swift action while in Henshin, he can enter a state similar to a rage, which lasts for a number of rounds equal to twice his charisma modifier. Upon entering the Beastly Wrath, he gains a +4 bonus to Strength and Dexterity, and a +2 bonus to Constitution, but is unable to make Charisma, Intelligence, or Wisdom based skill checks except for Intimidate, Listen, and Spot checks, nor is he able to use the Concentration skill. He also cannot use any ability that would grant a Morale bonus to his allies, and all abilities that do so immediately end when he enters this state. At 15th level and every five levels thereafter, he gains an additional use of this ability.
    If he has the Combat Theme (Beast) ability, and uses the roar while in a state of Beastly Wrath, the shaken condition lasts for a number of rounds equal to his Charisma modifier instead of 1 round. If he has the Combat Theme (Draconic) ability, he deals an additional point of damage per die with his breath weapon while using this ability.


    Bloodlust [Self]
    Prerequisites: Torture Technician, Sentai level 13
    Benefit: The Psycho Ranger is capable of letting go what little control they have possessed, becoming a whirlwind of unrestrained violence and destruction. Up to three times per day, while in his hero suit, he may enter his Bloodlust state. Whilst bloodlust is active, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in Bloodlust, the Psycho may make one extra attack in a round at his highest base attack bonus, but this attack takes a −2 penalty, as do all other attacks they make until the beginning of his next turn.

    While in Bloodlust, the Sentai cannot make Charisma, Intelligence, or Wisdom based skill checks except for Intimidate, Listen, and Spot checks, nor is he able to use the Concentration skill. He also cannot use any ability that would grant a Morale bonus to his allies, and all abilities that do so immediately end when he enters this state. At 15th level and every five levels thereafter, he gains an additional use of this ability per day.
    This many not be used at the same time as Bestial Wrath.

    If the Sentai Possesses the Bestial Combat Theme or the Maniacal Laughter abilities and uses either of them while in Bloodlust, the duration of the shaken effect is increased from 1 round to a number of rounds equal to his charisma modifier.


    Bloody Insanity [Self]
    Prerequisites: Bloodlust, Sentai level 17
    Benefit: The Psycho has unlocked the strength of the madman within. While in Henshin, he increases his Strength and Dexterity scores by 2, which stacks with the bonuses provided by Bloodlust. In addition, the psycho is revitalized by the sight of carnage; whenever they deal slashing or piercing damage to a foe, they gain 1/2 the slashing or piercing damage they deal as temporary hit points, up to an amount equal to 1/2 their maximum HP. They cannot gain more temporary hit points than the amount of damage needed to kill a creature from one attack. These hit points last for 1 minute.


    Bolt of Justice [Suit]
    Requirements: Sentai level 7, Strike of Justice
    Benefit: The sentai lashes out with a blow that seems to stretch beyond their normal range. He may make a ranged touch attack with an increment of 10 feet. This deals damage equal to his Strike of Justice damage plus his unarmed strike damage. If a sentai is able to use Strike of Justice outside of his hero suit, he may use this ability, even if he is not wearing his hero suit.


    Clash of Virtues [Suit]
    Requirements: Sentai level 7, Intimidate 10 ranks OR Sentai level 5, Singular Warrior, Intimidate 8 ranks
    Benefit: A sentai can appeal to the better nature of an opponent, drawing him into single combat. Once per encounter as a standard action, the sentai may challenge a non-mindless opponent to a Clash of Virtues. This opponent may accept the challenge, or attempt to resist it. If the opponent accepts the challenge or fails to resist it, both they and the sentai are considered to be in a clash of virtues, gaining an untyped bonus equal to half of their hit dice to AC and saves against any opponent except the other. Furthermore, they each take a -10 penalty to all non-attack of opportunity attack rolls that they make against any opponent other than the one they are clashing with.

    If the opponent attempts to resist the challenge, they must make a Will save (DC 10+1/2 Sentai level+Cha mod). If they succeed, they are not pulled into the clash, though they take a -2 morale penalty on all attack and damage rolls until the end of the encounter or they make a successful melee attack on the Sentai. If they fail the save, they are pulled into the challenge, taking a -4 penalty on all attack and damage rolls due to shame at hesitating to fight honorably until the end of the encounter or they make a successful melee attack on the sentai.
    Solo effect: If the sentai is fighting alone, he may use this ability as a move action. If he uses it as a standard action while fighting alone, the save DC is increased by 2.


    Clash of a Single Stroke [Self]
    Requirements: Finisher, Sentai Level 15
    Benefit: No matter what the odds, some are capable of ending a fight in a single, climatic stroke. Once per day, the sentai may make a melee touch attack against an adjacent enemy. If successful, the enemy must make a Fortitude save (DC 10 + 1/2 Sentai class levels + Charisma modifier) or either die or be reduced to 0 HP, at the sentai's discretion. If the attack fails or the victim makes the save, they become immune to this effect for the next 72 hours.


    Combat Theme [Suit]
    Courtesy of UserShadow7989 and BlackestofMages.
    Requirements: First level only
    Benefit: While a number of suits are fairly simple (if bombastic) in design, there are times when groups of sentai have a shared theme to their suits. With these themes come a sense of unity in larger groups of sentai, and powers beyond what the average sentai is capable. The sentai gains a theme from the list below when he takes this ability. In addition to gaining a a +1 morale bonus to AC for each other sentai with the same theme (or ally of a class with a similar theme) within 15 feet of him, he gains the listed effect or ability:

    Beast- Barbarians, Rangers, and Druids are treated as a sentai with the same theme for the effects of the morale bonus. Be it creatures long extinct, denizens of the jungle, or common house pets, this sentai has a relation to the animal kingdom. The sentai gains Wild Empathy, as a Ranger of his Sentai level. As a standard action, he may imitate the roar or cry of a wild beast, making an Intimidate check against each enemy within 30 ft. Every enemy who fails the opposed check is shaken for 1 round. At 5th level, and again every four levels thereafter, the range of his roar increases by 10 feet. He may deal slashing damage with his unarmed strikes.

    Draconic- Dragonfire Adepts, Dragon Shamans, and Sorcerers are treated as a sentai with the same theme for the effects of the morale bonus. Upon taking this ability, the sentai gains a breath weapon of one of the following damage types. Acid, Cold, Electricity, or Fire. He may use it as a Standard action, dealing 1d6 points of that type of damage, and increasing by 1d6 at 4th level and every three levels thereafter. The breath weapon is either a 30 foot cone (Fire, Cold), or a 60 foot line (Acid, Electricity), and allows a Reflex Save (DC 10 + 1/2 Sentai levels + Charisma Mod) for half damage. When he gains the Strike of Justice class feature, he must choose between the element he selected for this ability, force, or sonic, the latter of which reduce the damage die down to a d4. This breath weapon may be used once every 10 rounds, minus the Sentai's charisma modifier, to a minimum of once every 3 rounds. He may deal slashing damage with his unarmed strikes.

    Insect- Fighters, Rangers, and Druids are treated as a sentai with the same theme for the effects of the morale bonus. This sentai's armor hardens, takng on the characteristics of a beetle's shell or some sort of exoskeleton. This provides the sentai with a +1 natural armor bonus to AC that increases by +1 for every 4 sentai levels. The sentai's biology is affected due to taking on a suit with this theme, granting him greater resiliency against most poisons and other hazardous materials. He gains a bonus to saves against poisons, parasites, and other harmful substances equal to 1/3rd his sentai level, rounding up, which applies even when not transformed.

    Ninja- Monks, Ninjas, and Rogues are treated as a sentai with the same theme for the effects of the morale bonus. He can deal 1d6 points of Sneak Attack damage (see rogue), which increases by 1d6 at level 7 and again every seven levels thereafter. If he already has the ability to inflict precision damage in some form, he adds half his sentai class levels to those of whatever class is used to determine his progression with that ability for the purposes of determining the damage done. He may use obscuring mist as a spell like ability with a caster level equal to his Sentai level, a number of times per day equal to his Charisma modifier.

    Military- Fighters, Rangers, Knights, Warblades and Scouts are treated as Sentai of the same theme for the effects of the morale bonus. The sentai's weapon gained from class levels has two forms- a simple or martial melee weapon and a simple or martial ranged weapon. Changing between these two forms is a swift action that provokes an attack of opportunity. The two forms of the weapon function independently to one another, but must have the same abilities. If the Sentai possesses a second weapon gained from class level, then only one of the two has multiple forms - the other has only one form and cannot change. They otherwise function as normal for a sentai weapon. In addition, the Sentai gains a bonus on all saves against fear and compulsion effects equal to his charisma modifier.
    Special: If the sentai's focus is lost or destroyed in some manner, and he receives a new one, he may change which theme he has selected for this ability (even if the old focus is lost and a new one is gained in a manner that normally would not let him change which Suit abilities he has selected). If the Sentai chooses the Sentai Knight ability at first level, he may choose this ability at third level. This supersedes the requirement of 1st level only.


    Dimensional Step [Suit]
    Requirements: Sentai level 5, Tumble 8 ranks
    Benefit: Some sentai's suits have been enhanced with minor teleportation capabilities, allowing them to move short distances unharmed. As a move action that provokes attacks of opportunity, up to a number of times each day equal to his Charisma modifier, the sentai may move up to 30 feet or his base land speed, whichever is slower, by teleportation, ignoring all obstacles and provoking no attacks of opportunity for moving through a threatened area, though they provoke at the beginning and end of their movement. At 10th level, he may use this any number of times each day, and may use the higher of his base land speed or 30 feet, and at 15th level the range increases to 40 feet. This is a [Teleportation] effect.


    Dimensional Strike [Suit]
    Requirements: Sentai level 13, Dimensional Step, Dodge, Tumble 12 ranks
    Benefit: As a sentai practices with his techniques, he comes to realize that movement is key. Whenever he makes an attack action, but not a full attack action, he may spend a use of Dimensional Step and a move action to move both before and after the attack, with a maximum limit of the range of Dimensional Step, appearing and then vanishing in an instant. He does not provoke attacks of opportunity for moving into a threatened square when using this, but does when leaving one. At 20th level, he may make a full attack instead of a normal attack, and does not need to spend the move action. This is a [Teleportation] effect.


    Dual Justice [Self]
    Requirements: Strike of Justice
    Benefit: The flames of Justice burn bright within the Sentai's heart. He selects a second element from the options for Strike of Justice. When he uses Strike of Justice, half of the bonus damage dealt is treated as one element, while the other half is treated as the second. If he possesses the Rider Effect class feature, he chooses one of the two element's effects to apply to his attack. He deals an extra point of damage per die of his Strike of Justice


    Enhanced Shield [Suit]
    Requirements: Sentai level 7, Sentai Knight
    Benefit: The sentai's shield gains a shield ability with an enhancement modifier of +1.
    Special: This ability may be taken multiple times. For each time after the first, the level requirement increases by 4, and the sentai may select an ability with an enhancement modifier of 1 greater than the previous instance of this ability. The second time he takes this ability, he may choose a special material. His shield is treated as that material for all purposes.


    Enhanced Suit [Suit]
    Requirements: Sentai level 5
    Benefit: The sentai's suit gains an armor ability with an enhancement modifier of +1.
    Special: This ability may be taken multiple times. For each time after the first, the level requirement increases by 4, and the sentai may select an ability with an enhancement modifier of 1 greater than the previous instance of this ability. The second time he takes this ability, he may choose a special material. His suit is treated as that material for all purposes.


    Enhanced Visor [Suit]
    Requirements: Spot 4 ranks, Listen 4 ranks
    Benefit: The sentai's suit's helmet has been modified, giving his senses a boost. He gains a +2 bonus on all Spot and Listen checks, as well as Blindsense out to 5 feet. At 5th level, and every 5 levels thereafter, the range of his blindsense increases by 5, and the bonus on Spot and Listen checks increases by 1.


    Enhanced Weapon [Suit]
    Requirements: Sentai level 7
    Benefit: The sentai's specialized weapon gains a weapon ability with an enhancement modifier of +1. If the sentai has chosen to obtain two weapons or a double weapon, both weapons or both sides of the weapon gain the ability. If the weapons are different, the sentai may choose one ability for each.
    Special: This ability may be taken multiple times. For each time after the first, the level requirement increases by 4, and the sentai may select an ability with an enhancement modifier of 1 greater than the previous instance of this ability. The second time he takes this ability, he may choose a special material. His weapon is treated as that material for all purposes.


    Favored Technique [Suit]
    Prerequisites: Sentai level 7, at least one maneuver or formula known of 3rd level or higher
    Benefit: A skilled sentai can use the same technique more often than others. He chooses a maneuver or formula of 3rd level or lower that he knows. While in his hero suit, he treats that as always readied or prepared, regardless of if he used it or readied it, though he may only use it once per round. At 9th level and every two levels thereafter, he may change the chosen maneuver, and increases the maximum level of the chosen maneuver by 1, to a maximum of 8th level.


    Fearless Bravado [Self]
    Requirements: Sentai level 5
    Benefit: The sentai has faced down mighty foes, and has yet to fall to their intimidation techniques. If he would be Shaken, he does not take the penalty associated with the condition, but instead gains a +2 bonus on attack rolls, skill checks, ability checks, and saving throws until the condition ends. At 10th level, if he is Frightened, he does not suffer any of the ill effects of the condition, instead gaining a +4 bonus on attack rolls, skill checks, ability checks, and saving throws until the condition ends. At 15th level, if he is Panicked, he does not suffer any of the ill effects of the condition, instead gaining a +6 bonus on attack rolls, skill checks, ability checks, and saving throws until the condition ends.


    Finisher [Suit]
    Requirements: Sentai level 7
    Benefit: The sentai is able to launch an all out attack that can end a fight early. Once per encounter, as a standard action, he may make a special attack called a Finisher, as a melee or ranged touch attack. If the attack hits, the target takes 2d6 points of damage, and must make a Reflex save (DC 10+1/2th sentai level+Cha mod) or be knocked prone. If the target has less than its full health, it instead takes 4d6 points of damage. If it has less than half of its full health, it instead takes 8d6 damage. If the target is brought below 0 HP by this, it explodes violently the next turn, dealing 1d6 points of fire damage for every five hit dice it had to all creatures within a five foot radius of it.
    Team bonus: For each ally that assists the Sentai in using Finisher by readying a standard action, increase the damage dealt by 1d6 and the Reflex save DC by 1. If the enemy has less than full health remaining, increase the damage by 2d6 per ally instead. If the enemy has less than half of its maximum hit points remaining, increase the damage by 4d6 per ally instead.


    Flashy Acrobatics [Self]
    Requirements: 6 ranks in two Dexterity based skills
    Benefit: A sentai knows how to show off his acrobatic abilities. When making a check for a Dexterity based skill or ability check, he may add his Charisma modifier to it as a bonus. At fifth level, when making Strength based skill checks, he may use his Dexterity modifier in place of his Strength modifier. If he does so, they gain the effects of this ability.


    Flying Kick [Self]
    Requirements: Jump 4 ranks
    Benefit: Rarely the type to beat around the bush, most sentai will leap fearlessly into the fray at the first opportunity. As a full round action, the sentai may make a Jump check to try and land in the space adjacent to an enemy at least 15 feet away from himself, but no more than his land speed away. If successful, the sentai may make a single melee attack at his highest BAB as a touch attack against the enemy.
    He gains a bonus to the attack and damage roll of this attack equal to half the amount his jump check exceeded the DC, to a maximum of +5. If his check exceeded the DC by 5 or more, the target is knocked prone. The jump towards the enemy does not provoke an attack of opportunity and the attack can be combined with any offensive sentai ability that requires a standard, swift, or free action.
    This ability cannot be used if the sentai is in a threatened square. If he fails the jump check, the sentai lands in whatever square his roll would have put him in, provoking an attack of opportunity from any who threaten the square.


    Forced Surge [Self]
    Requirements: Sentai level 7, must know the Iron Heart Surge maneuver.
    Benefit: A trained sentai can easily aid his allies by dispelling spells hanging around them. As a standard action, he may expend a readied Iron Heart Surge to apply the effects of that maneuver to one creature he touches. He chooses the effect to remove. If the target is unwilling, it may make a Will save (DC 10+1/2 Sentai level+Cha mod) to negate the effects of this ability. If he loses access to Iron Heart Surge due to retraining or other means, he may ot use this ability until he regains access to it.


    Foe Clearing Strike [Suit]
    Requirements: Sentai level 7, Strike of Justice OR Sentai level 5, Strike of Justice, Singular Warrior
    Benefit: A Sentai may, as a full round action, deal damage equal to their strike of justice damage to all creatures in a 30 foot cone. Furthermore, all creatures in the cone are hit with the backblast, forcing them to make a Reflex save (DC 10+ 1/2 Sentai level+Cha modifier), or be pushed to the nearest edge of the cone, taking 1 additional point of the same damage as the sentai's strike of justice per five feet the move. The reflex save does not negate the primary damage, but does prevent the movement. Creatures do not provoke attacks of opportunity for this movement.
    Solo Effect: If the sentai is fighting alone, he may use this ability as a standard action.


    Greater Improved Suit [Suit]
    Requirements: Sentai level 11, Improved Suit with the same ability
    Benefit: After a while, a sentai's suit can be further customized to fit his style. He gains one of the following abilities, which must be the same type as the once chosen for Improved Suit..
    Power- While wearing the suit, the Sentai hits harder. He gains a +2 circumstance bonus on all unarmed or weapon attack he makes, as well as a +2 bonus to all Strength checks. The bonus to damage and to Strength checks by 1 at level 15 and every five levels thereafter.
    Speed- The sentai's suit enhances his speed, letting him move faster and hit more. He gains an extra attack at his Base Attack Bonus -5. At 15th level and every five levels thereafter, the penalty to his extra attack is reduced by 1. This extra attack counts as a Haste effect, and can be used even with a normal attack.
    Toughness- The sentai's suit has risen beyond the norm for durability. Each day, he gains a pool of temporary hit points equal to twice his Sentai level. When he activates henshin, he may choose to gain any number of those hit points for the duration of the encounter. If he does, the pool for the day is reduced by that amount. This pool refreshes each day, and leftover temporary hit points are wasted.
    Size- The sentai's suit seems larger than it is, and menaces. While in their hero suit, the sentai gains the powerful build special quality. If he already has the powerful build special quality, he may treat himself as one size larger than he normally could.


    Great Leap [Suit]
    Requirements: Sentai level 5, Flashy Acrobatics
    Benefit: The Sentai's suit has been modified, enabling him to make jumps far greater than normal. He counts as having a running start for Jump checks, and the DCs of all Jump checks he makes to move are halved (rounding up).


    Gut Instinct [Self]
    Requirements: Sentai level 7, Sense Motive 10 ranks
    Benefit: The sentai has acute senses, and is able to easily detect hostile intentions within a fairly large range. He becomes aware of any creatures who are within 60 feet of him who have hostile intent (with this meaning those who are actively intending to cause harm, not just those who are vigilant.), but not their exact location. Creatures immune to Mind Affecting effects are not detected by this ability.


    Hero's Pose [Suit]
    Requirements: None
    Benefit: A sentai knows how to take the perfect pose to strike fear into his foes. As a standard action, he may strike a pose and give all foes within 30 feet a -2 morale penalty on AC and saves for 3 rounds, or until one successfully attacks the sentai. He may only affect up to his charisma modifier in foes this penalty with a single use.
    Team Bonus: For every ally who uses an immediate action to join the sentai in his pose, the morale penalty increases by 1.


    Heroic Durability [Suit]
    Requirements: Sentai level 5
    Benefit: As he gains power, a sentai's suit grows with him, hardening to attacks. The sentai gains DR 3/-, which stacks with other DR. This ability may be taken up to 5 times. Each time this is taken, the DR granted from it is increased by 3.


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


    Heroic Speech (Demotivate) [Self]
    Requirements: Intimidate 4 ranks
    Benefit: When injustice strike, a Sentai can call out his target. As a move action, the sentai may make a speech about the actions of a foe, and how rightful their impending defeat is. All enemies within 30 feet take a morale penalty to damage rolls equal to the sentai's Charisma modifier for 3 rounds, or until one of them successfully attacks the sentai, if they fail a Will save (DC 10+1/2 Sentai level+Cha mod).
    Team Bonus: For every ally who uses an immediate action to join the sentai in his pose, the morale penalty increases by 1.


    Heroic Speech (Inspire) [Self]
    Requirements: Diplomacy 4 ranks
    Benefit: When injustice strike, a Sentai can call out his target. As a move action, the sentai may make a speech about the actions of a foe, inspiring his allies to fight harder against that enemy. The sentai and all allies within 30 feet of him gain a +1 morale bonus on attack rolls for 3 rounds. At 5th level, and every five levels thereafter, this bonus increases by 1.


    Immutable Heroism [Self]
    Requirements: Sentai Level 17
    Benefit: Legends never die, and the sentai is truly legendary. Upon taking this ability, he becomes immune to level damage, level drain, and [Death] effects.


    Improved Background Music [Suit]
    Requirements: Background Music, Sentai level 9, Perform (any sound based) 12 ranks
    Benefit: As a hero grows in power, so does his totally kicking tunes. Upon gaining this ability, the sentai may use the following. Only one of these abilities may be used in a given encounter
    Critical- The sentai's inspirational powers increase. As a standard action, he may increase the critical hit range of himself and all allies within 30 feet by his Charisma modifier, to a maximum critical threat range of 14-20, which does not stack with the Keen enhancement or similar effects. This lasts for the duration of the sentai's Henshin, and may be used a number of times each day equal to the sentai's Wisdom modifier, minimum 1.
    Fortification- The sentai's ability to menace foes grows. As an immediate action, he may negate a single critical hit or instance of precision damage upon himself or an ally, reducing it to normal damage. For the remainder of his henshin, he or the ally he protected gains the light fortification ability, providing a 25% chance that any critical hit or instance of precision damage will not harm him and instead deal normal damage. If they already had light fortification, they gain medium fortification instead. This may be used a number of times each day equal to the sentai's Charisma modifier, minimum 1.


    Improved Dual Justice [Self]
    Requirements: Sentai level 11, Dual Justice
    Benefit: The Sentai is capable of merging the energy of his two Strikes of Justice, creating a composite effect from his Rider Effect. When using Rider effect, the Sentai inflicts the effect of both of their elements on the foe. The target must make the save for each effect.


    Improved Senshi of the Sky [Suit]
    Requirements: Senshi of the Sky, Sentai level 9
    Benefit: Training has helped the sentai improve the power output of his suit, enabling him to fly. He gains a fly speed equal his base land speed, with Good maneuverability. He gains Flyby Attack as a bonus feat.


    Improved Sentai Knight [Suit]
    Requirements: Sentai Knight, Proficiency with heavy armor, Sentai level 5
    Benefits: The sentai's armor increases in protective power, but reduces his mobility slightly more than normal. The AC bonus it grants increases to +7, its maximum dexterity bonus is reduced to +5, and it's Arcane Spell Failure chance is increased to 20%. It is still treated as medium armor for the purposes of speed and other effects that are restricted by armor. His shield increases in power, granting an AC bonus equivalent to a heavy shield.


    Improved Steed [Suit]
    Prerequisites: Sentai's Steed, Sentai level 5
    Benefit: The Sentai's steed increases in power. When this ability is obtained, select one of the following options. The Sentai's mount benefits from that option from now on.

    • The mount's base land speed increases by 10 feet.
    • The mount gains a +2 bonus to one ability score.
    • The mount gains an additional natural weapon, of a type thematically appropriate for its design.
    • The mount has a slot for a manufactured ranged weapon to be installed.
    • This does not grant the mount a weapon, but once one is installed it gains all of the benefits a sentai's weapon would gain for being ranged.
    • The enhancement bonus of the mount's natural weapons increases by 1, to a maximum of +2. Alternatively, the mount's natural weapons gain a single weapon property equivalent to a +1 bonus.
    • The mount gains a swim speed equal to its base land speed.
    • The mount gains a burrow speed equal to half of its base land speed. While burrowing, it has tremorsense 10 feet.
    • The mount gains a climb speed equal to half of its base land speed.
    • The mount's natural armor increases by 2, or it gains a +1 deflection bonus to AC. This can only be taken twice.


    If the sentai's level is at least 11, the following options are added.
    • The mount gains a fly speed equal to its base land speed, with poor maneuverability.
    • The mount's climb or swim speed increases by its base land speed.
    • The mount's fly or burrow speed increases by half of its base land speed.
    • The mount gains resistance 10 to a single energy type.
    • The mount's fly speed maneuverability increases by one step.
    • The enhancement bonus of the mount's natural weapons increases by 1, or by 2 if they have an existing enhancement bonus, to a maximum of +4. Alternatively, the mount's natural weapons gain a single weapon property equivalent to a bonus of up to +3
    • The mount gains spell resistance equal to the sentai's level +10. If it already has spell resistance, increase the existing spell resistance by 5 instead.
    • The mount increases in size category one step. This can only be taken once.
    • The mount's natural armor increases by 3, or it gains a +2 deflection bonus to AC, stacking with any other deflection bonus it has from abilities. This can only be taken once.


    If the sentai's level is at least 15, the following options are added.
    • The mount's natural weapons benefit from the sentai's Strike of Justice and Rider Effect abilities, as a sentai of half its owner's level. The element of these is the same as the sentai's.
    • The mount gains a single 3rd level or lower spell as a SLA, usable a number of times each day equal to the Sentai's charisma modifier. The mount must have an intelligence score to gain this ability.
    • The enhancement bonus of the mount's natural weapons increases by 2, or by 3 if it already has an enhancement bonus of +2, to a maximum of +5.
    • Alternatively, the mount's natural weapons gain a weapon property equivalent to an enhancement bonus of up to the existing enhancement bonus.


    Special: This ability may be taken multiple times. Its effects stack where applicable.
    Special: If a sentai with the Rider archetype takes this ability, he may treat his Sentai level as though it were 4 higher to determine what abilities he may select


    Improved Suit [Suit]
    Prerequisites: Sentai level 5
    Benefit: As a sentai works out his fighting style, he customizes his suit to fit it. He gains one of the following abilities.
    Power- The sentai has trained, learning how to break through even the strongest defenses. He may ignore up to 5 points of damage reduction or hardness with his attacks. At 10th level and every five levels thereafter, the amount of damage reduction or hardness he can ignore increases by 5.
    Speed- The sentai's suit boosts his speed, letting him cover more ground quicker. He gains a +10 foot enhancement bonus to land speed. At 10th level and every five levels thereafter, this bonus increases by 5.
    Toughness- Time after time, the sentai has narrowly dodged attacks that would otherwise scorch, sear, or fry him. His suit has adapted, protecting him from one of these. He gains Energy Resistance 5 against one of the following energy types; Acid, cold, electricity, fire. At 10th level and every five levels thereafter, this energy resistance increases by 5.
    Size- The sentai has focused on throwing his weight around, forcing his foes to go where he wants them to. He gains a +2 bonus on all grapple, bull rush, and trip attempts. At 10th level and every five levels thereafter, this bonus increases by 1.


    Inhuman Henshin [Suit]
    Requirements: Sentai level 5
    Benefit: Most sentai receive the power to transform into armored versions of themselves through the use of ther Sentai powers, but an odd few sentai gain the power to transform into warriors of another species while in Henshin. Upon obtaining this ability, the sentai chooses one of the following types; Aberration, Dragon, Fey, Giant, Monstrous Humanoid, Outsider. While wearing his hero suit, he is treated as a creature of that type, instead of his normal type, for all effects. If the sentai gains this ability at level 11 or later, he may choose one of the following types, instead of the normal selection; Construct, Elemental, Ooze, Plant, or Undead.
    Special: This ability may be taken up to two times. If it is taken twice, the sentai chooses which type to be treated as while in Henshin.


    Intelligent Weapon [Suit]
    Requirement: Sentai level 9, Enhanced Weapon OR Sentai level 5, Rider archetype
    Benefit: Though many sentai fight with relatively normal magical weapons, some have need of guidance. His sentai weapon becomes an intelligent item, with one of its mental ability scores being 14, a second being 12, and the third being 10. It has 10 ranks in any two skills that have Int, Wis, or Cha as their primary attribute, and can speak common and one other language per point of Int bonus. It can see and hear out to 60 feet, using the senses of its owner. It gains a single intelligent Item Lesser Power, and is the same alignment as its owner. At 15th level, its mental ability scores all increase by 4, and it gains a single Intelligent Item Greater Power.
    Special: If the sentai qualifies for this through the Rider Archetype, instead of the usual benefit, his steed gains intelligence. It gains the listed benefits other than the lesser and greater power, and reduces the increase to ability scores at level 15 by 2. It gains DR 5/-, which increases by 5 at level 10 and every 5 levels thereafter. The mount gains feats as normal for a creature with an Int score, and may move by itself without a rider.
    Special: This ability may be taken multiple times. Each time, it applies to a different weapon of the sentai.
    Special: The sentai may apply this to his transformation trinket, instead of a weapon. If he does so, the item retains intelligence even when he is not in Henshin, but cannot access it's lesser or greater powers unless he is in Henshin.


    Lofty Challenge [Self]
    Requirements: Heroic Guardian, Sentai level 7
    Benefit: The Guardian is capable of goading a foe into focusing their rage and attention upon themselves, invoking the supernatural powers of the sentai to draw a threat from their allies. As a standard action a number of times per encounter equal to his Wisdom modifier, the Sentai may taunt a single foe within close range (25 feet+5 feet/2 levels). The target must make a Will save (DC 10 + 1/2 sentai level + Cha mod) or be forced to target the sentai with all attacks and other offensive abilities they make or use for a number of rounds equal to the Sentai's charisma modifier. Each round, the target is entitled to a new will save at the same DC to resist the effect. This is a supernatural, mind-affecting ability.


    Magical Adaptation [Suit]
    Prerequisites: Sentai Level 9, Spellcraft 4 ranks OR Sentai Level 5, Magician Archetype
    Benefit: Exposure to the spells of the world has caused your suit to adapt to the usage of scrolls, wands, and staves. You gain Use Magical Device and Spellcraft as class skills, immediately gaining all skill points spent in it as ranks. While in Henshin, you may reduce the DC of arcane and divine spell-trigger and spell-completion items by 5. For spell trigger items, you may treat your caster level as though it were half of your Sentai class level, rounded down.
    Despite being a [Suit] ability, only the reduced DC of spell-trigger and spell-completion items is lost while not in Henshin.
    Special: A Magician Sentai may treat his caster level as equal to his Sentai level.


    Maniacal Laughter [Self]
    Prerequisites: Psycho Ranger archetype, Intimidate 4 ranks
    Benefit: The Psycho Ranger is prone to bursting into fits of uncontrolled, creepy laughter in the midst of battle, that soon escalates to full blown blood chilling super-villain laugh. Once per encounter, as a swift action, the Psycho may make an opposed intimidate roll against all foes within 30ft. If the enemy looses they are shaken for 1 round.
    At 4th level and every 4 levels thereafter, the Psycho Ranger may use this ability once more per encounter, and the range is increased by 10ft.


    Mastery of the Sky [Suit]
    Requirements: Improved Senshi of the Sky, Sentai level 15
    Benefit: The sentai's mastery of flight has reached a peak. His fly speed increases to one and a half times his base land speed, and his maneuverability to perfect. He gains Improved Flyby Attack as a bonus feat, even if he does not meet the prerequisites.


    Monster Crystallization [Suit]
    Prerequisites: Sentai level 7, Knowledge (Arcana, Dungeoneering, Nature, Religion, or The Planes) 9 ranks
    Benefit: The sentai's suit contains features that transform the defeated essence of a foe into a small token that the Sentai may use to temporarily boost their own abilities.

    This ability allows the Sentai to, after dealing the finishing blow to a non-humanoid creature, make a Knowledge check (of the type that would normally be required to determine information about the creature) with a DC of 15 + the creatures HD. If this check succeeds, he creates a Henshin booster from the foe, which contains one of the creature's racial supernatural or extraordinary abilities, chosen by the DM. An ability that grants spell-like or psi-like abilities, or otherwise provides multiple abilities, cannot be crystallized.
    Any effect of this booster based on HD uses the lowest of the Sentai's or source's.

    The Sentai may use this abilty once per encounter, up to a number of times each day equal to his Charisma modifier.

    Henshin Boosters created with this ability cannot be bought or sold normally, and their price is left to the DM to determine.
    Last edited by The-Mage-King; 2012-10-20 at 03:12 AM.
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    Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

    Sentai Abilities (N-Z)
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    Overriding Background Music [Self]
    Requirements: Improved Backgound Music, Sentai level 13, Musical Senshi feat, Perform (any sound based) 16 ranks
    Benefit: The sentai's very soul is aligned with the rhythm of the universe. He may use Background Music and Improved Background Music while not in henshin, though the Empowering Song function of Background music does not function, and abilities that last for the duration of his Henshin lasts for a number of rounds equal to his sentai level instead. Furthermore, whenever he activates bardic music, Background Music, or Improved Background Music while in Henshin, he may attempt to wrest control of any other sound-based effect from its originator. He and the originator make opposed Perform checks. If he wins, he wrests control of the effect from the originator, allowing him to redefine "allies" or "enemies" for it if it specifies one.


    Primal Warrior [Suit]
    Requirements: Sentai level 7 OR Sentai level 5, Combat Theme (Beast or Draconic)
    Benefit: Some sentai are more in touch with their inner savage than others. While in henshin, the sentai gains a pair of secondary Claw attacks that deal 1d4 damage (assuming a Medium sentai. Adjust as appropriate for size), and are treated as magic and the sentai's alignment for the purposes of overcoming Damage Reduction. He also gains the Multiattack feat while in henshin, regardless of if he meets the prerequisites. His unarmed strike is considered his primary natural attack for the purposes of these claws.


    Rebuttal of Justice [Suit]
    Prerequisites: Heroic Guardian, Sentai level 9
    Benefit: The Guardian assumes a stance ready to defend his allies not with his body but with his blade, daring any foe fooling enough to try and slip past his guard and strike at his ward. As a move action, the mysterious guardian may set himself into a defensive posture for one round. While using this, any attacks directed against an ally in an adjacent square provoke an attack of opportunity from the Sentai. As part of an attack of opportunity provoked by this ability, the sentai may take a five-foot step, provided he has not moved nor taken one previously in the round.


    Righteous Resolve [Self]
    Requirements: Sentai level 9
    Benefit: A common trait of sentai is the desire to protect others, be it indiscriminatingly or those close to them. When an ally is threatened, it unlocks something deep inside them, allowing them to fight even harder. When an ally or creature friendly towards the sentai within 30 feet of him is rendered helpless, unconscious, or under 0 HP, he may use an immediate action to receive one of the following benefits for a number of rounds equal to his Charisma modifier.
    Hurried Heroics- On the round round that he activates this effect and every other until the duration expires, the sentai may take a single additional move or swift action.
    Roaring Blitzkrieg- Attacks made by the sentai this time do 1.5x their normal damage
    Unerring Guardian- The sentai gains DR (Cha Mod)/- for the duration of this effect. This stacks with any other DR.
    Unrelenting Spirit- The sentai gains Spell Resistance (10 + Sentai level) against harmful spell and effects for the duration.


    Savage Mastery [Suit]
    Requirements: Sentai level 15, Beastly Wrath
    Benefit: As their power grows, a sentai comes to accept the other mindset, gaining some of its benefits when not actively using it. While in Henshin, he gains a +2 bonus to his Strength and Dexterity scores, which stacks with that provided by Beastly Wrath, and he may make use of the Concentration and Martial Lore skills while using Beastly Wrath, in addition to the exceptions. Furthermore, he gains a pair of Slam secondary natural attacks, dealing 1d4 points of damage (assuming a Medium sentai. Adjust as appropriate for size), which are treated as magic and his alignment for the purposes of overcoming Damage Reduction. His unarmed strike is considered his primary natural attack for the purposes of these slam attacks.
    Special: If the Sentai is of the Magician archetype, he may make use of the Spellcraft skill while in Beastly Wrath.


    Saving Dive [Suit]
    Prerequisites: Sentai level 7, Heroic Guardian
    Benefit: The sentai's will to protect his allies goes beyond the norm. As an immediate action, by expending a use of Heroic Guardian, when an ally within his land speed of him is targeted by an effect that would trigger Heroic Guardian, he may move to that ally and redirect that effect to himself.


    Senshi of the Sky [Suit]
    Requirements: Sentai level 3
    Benefit: The sentai's suit has been modified with a weak spell to aid in high-altitude regions, allowing him greater aerial safety. While in henshin, he benefits from a constant feather fall effect. If he leaves henshin while falling, this persists for a number of rounds equal to his Sentai level. Furthermore, he is considered acclimated to high-altitudes, even while not in henshin.


    Sentai Knight [Suit]
    Requirements: Can only be taken as at first Sentai level.
    Benefit: Most sentai focus on light-armor, flitting about the battlefield and delivering powerful blows. The Sentai Knight, though, does not. The hero suit granted by the Sentai's Henshin ability increases in its defensive capabilities, becoming medium armor with the same AC benefits as a breastplate. However, it gains a -2 armor check penalty, a Maximum dexterity bonus of +6, an Arcane Spell Failure chance of 10%, and reduces the sentai's maximum speed as normal for medium armor. Furthermore, as a free action, the sentai may call a shield with the same AC benefits as a light shield, but no armor check penalty or arcane spell failure chance, into being. The shield gains an enhancement bonus to AC at the same rate as the sentai's armor. Dismissing the shield is a swift action. If the Sentai opts to gain two weapons with Sentai's Weapon, or gains it at a later point, he may designate his shield as one of the weapons.


    Sentai's Steed [Suit]
    Requirements: Ride 5 ranks, Mounted Combat
    Benefit: The Sentai has obtained a speciaized, personal vehicle, summonable with a word.
    He gains a mount with the statistics of a Clockwork Steed (MMIV), a Horse or a Pony as appropriate for his size, with an appearance that can be reflavored as desired. As a standard action, he may call this mount. The mount takes three rounds to appear, and remains for a number of hours equal to his Sentai level. Despite this being a [Suit] ability, the Sentai may summon this mount at any time.


    Sentai's Reflexes [Self]
    Requirements: Sentai level 7, Combat Reflexes
    Benefit: A true warrior of justice fights at the speed of his will. The sentai may make a number of additional attacks of opportunity each round equal to his Charisma modifier. The total number of attacks of opportunity made with this and Combat Reflexes may not exceed half of his base attack bonus.


    Shifting Weapon [Suit]
    Requirements: Sentai level 9, Enhanced Weapon
    Benefit: Some sentai realize that, to better combat injustice, they must adapt their weapons to be best suited for the foe in question. The sentai's weapon gains a number of alternate forms equal to his Wisdom modifier. He may reassign the shape and properties of the weapon for each form, allowing him to have, for example, a +2 flaming greatsword for one weapon, a +2 Smoking Spiked Chain for another, and a +2 Stunning Surge Club for a third. He cannot change a melee weapon into a ranged weapon, or a ranged weapon into a melee weapon with this ability, though converting a melee weapon to a thrown weapon is possible. Changing between forms takes five minutes, or a full round action at level 15 and higher. A sentai cannot change his unarmed strike to a different form with this ability.
    Special: If the sentai has multiple weapons gained from this class, only one weapon gains the alternate forms. The sentai may take this multiple times. Each time, it affects a different weapon.


    Strength of Spirit [Suit]
    Requirements: Sentai level 5
    Benefit: A truly strong warrior relies not on his muscles, but on his spirit. While wearing his hero suit, the sentai may add his Charisma modifier as a Morale bonus to his Strength score.


    Suitless Weapons [Suit]
    Requirements: Sentai level 11, Enhanced Weapon
    Benefit: A strong enough sentai has greater freedom with his powers. As a swift action, he may draw the weapon or weapons gained from Sentai levels or abilities, though they are treated as though their enhancement bonuses were 1 less than normal. Though this is a [Suit] ability, a sentai does not need to be wearing their suit to use this ability.


    Take the Lead[Suit]
    Requirements: Sentai level 5, Team Player, Diplomacy 8 ranks
    Benefit: The sentai leads by example, showing his allies how to do what he does. Whenever he uses an ability with a Team Bonus, he may treat any allies that could assist him in using it as though they had the ability in question and the Team Player class feature for the purposes of activating the Team Bonus.


    Team Tactics [Suit]
    Requirements: Sentai level 5, Team Player
    Benefit: A sentai's suit can often keep up with the actions of his allies, giving him greater effectiveness at piercing defenses. If he attacks a creature that an ally had successfully attacked in the last round, he gains a +2 bonus on the attack roll. If multiple allies attacked that same target, the bonuses stack.


    Templated Sentai [Suit]
    Requirements: Sentai level 3, Craft (Weaponsmithing or armorsmithing) 3 ranks
    Benefit: Some sentai have slightly customized gear, making small adjustments to fit their fighting style. Upon gaining this ability, a sentai's hero suit and weapon gain the benefits of a single weapon and armor template (DMGII p.273). Both weapon and hero suit must gain the same template. If the sentai has Sentai Knight, his shield gains the same template as well.


    Timeflipper [Suit]
    Requirements: Sentai level 13, Timestepper, Tumble 16 ranks
    Benefit: The modifications to the suit have increased beyond taking advantage of eddies in time, to so much as creating them. Once per day, he may reverse time by one round, undoing all actions taken since the beginning of his last turn. This ability is still used, even though his state was reversed to the beginning of the round.


    Timestepper [Suit]
    Requirements: Sentai level 9, Tumble 11 ranks
    Benefit: The sentai's suit has been modified to take advantage of eddies in time. A number of times per day equal to his Charisma modifier, he may act as though under the effects of a haste spell, with a caster level equal to his Sentai level.


    Timestopper [Suit]
    Requirements: Sentai level 17, Timeflipper, Tumble 20 ranks
    Benefit: The extensive modifications to the sentai's suit have been further enhanced, allowing him to halt time momentarily and move within other's personal bubbles of time. As an immediate action, he may act as though under the effects of a time stop spell for a number of rounds equal to his Charisma modifier each day. These rounds do not need to be consecutive, allowing him to to use one round early on in the day, and another two together at a later point, or any combination thereof. Furthermore, if an a creature casts time stop or any similar ability, he may make a Will save (DC equal to the ability's level, + the casting stat of the creature using it) to be affected by the ability as well as the caster, allowing him to move freely while time is stopped.


    Torture Technician [Self]
    Prerequisites: Harbinger of Dread class feature, Sentai level 9
    Benefit: The Pyscho Ranger is a master at causing pain and discomfort, and knows just where to strike a foe to cause the greatest injury possible. Whenever the Psycho Ranger deal damage with a slashing or piercing weapon, they leave behind deep, bleeding wounds that threaten to bleed out the victim; after inflicting piercing or slashing damage to a living creature, the victim must make a Fortitude save (DC 10 + 1/2 sentai level + strength modifier) or begin to bleed out at a rate of 1d6 points of damage per round. Each round, after damage from the bleeding is calculated, the victim may attempt to staunch it by making an additional fortitude save at the same DC. If the victim succeeds on this save, the bleed damage ends. A DC 15 heal check also ends the bleeding, as does any amount of magical healing.


    True Sentai [Self]
    Requirements: Sentai level 15
    Benefit: A sentai who has been fighting for a long while has grown attuned to his powers, and able to access them even when he otherwise should not be able to. He no longer requires his focus to use Henshin, and may transform at any time. If he uses his focus, his Henshin lasts for a number of minutes equal to his Sentai level, plus a number of rounds equal to his Charisma modifier, instead of a number of rounds equal to his Sentai level plus his Charisma modifier.


    Unarmored Grace [Suit]
    Requirements: Improved Sentai Knight, Sentai level 9, Tumble 13 ranks
    Benefit: Not all knights wear their armor for additional defense. Some have it as a limiter. Up to three times each day, as a standard action that provokes attacks of opportunity, the sentai may remove the extra armor granted by Sentai Knight for a number of rounds equal to his charisma modifier plus 1, reducing the AC bonus to that granted by the default hero suit for the duration, though also adjusting the Max Dex, ACP, and ASF to that of the default hero suit. His Dexterity score increases by 2 while his armor is removed, and his speed increases by 10 feet. At 15th level, his speed increases by another 10 feet, and his Strength score increases by 2 when his armor is removed, and at 20th level he increases both his Strength and Dexterity scores by 2, as well as his speed by another 10 feet.
    He may use this an additional time each day at 15th level and every 5 levels thereafter.


    Unshakable Challenge [Self]
    Requirements: Lofty Challenge, Sentai level 13
    Benefit: The Guardian is a mighty defender, willing to put his body and life on the line for his allies, and possessed of a steely determination to bring the entirety of the forces of evil upon himself. Once per encounter, as a full round action, the sentai may use Lofty Challenge to target all enemies in range.
    Last edited by The-Mage-King; 2012-10-20 at 03:15 AM.
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    Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

    Archetypes

    Loner Archetype
    Spoiler
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    Not all Sentai fight as a team. Some wander alone, fighting evil wherever they may be, and are unused to having allies. Loner Sentai are sentai who forsake teamwork for greater effectiveness while alone.


    For the purposes of the abilities of the Loner archetype, "fighting alone" is defined as targeting an enemy that none of the Sentai's allies have targeted with an attack, spell, or ability within the last 3 rounds, nor have they cast a spell or used an ability that affected that enemy within the last 3 rounds. He is counted as fighting alone until his next turn, or an ally targets of affects that enemy. If a Loner sentai has a creature (such as a special mount or summoned monster) gained through class levels or through magic, that creature does not count as an ally for the purposes of this ability.


    A Loner Sentai has the following features.


    Maneuvers: The Loner Sentai loses access to the White Raven discipline. He gains access to the Army of One discipline.


    Singular Warrior (Ex): At second level, a Loner Sentai is a paragon of single combat. He no longer benefits from morale bonuses provided by allies, but does not take morale penalties from abilities possessed by enemies. If an ability that would provide a morale bonus is changed to provide a different type of bonus, the Sentai gains no benefit from it. Furthermore, he gains a +2 Dodge bonus to AC whenever he is fighting alone, which increases by 1 at 5th level and every five levels thereafter.

    This replaces Team Player.


    Uncanny Dodge (Ex): By eighth level, a Loner Sentai has gotten used to having no one watch his back, and has no need for it any more. He gains Uncanny Dodge, as the rogue ability of the same name.

    This replaces Double Team.


    Improved Uncanny Dodge (Ex): By fourteenth level, a Loner Sentai has mastered the art of not getting stabbed and murdered by enemies. He gains Improved Uncanny Dodge, as the rogue ability of the same name.

    This replaces The Power of Teamwork.


    True Lone Warrior (Ex): A twentieth level Loner Sentai in combat is a fearsome sight. The Loner Sentai may himself as Flanking while fighting alone. Furthermore, once every four rounds, he may use a Swift action to treat a creature he is flanking with himself as flat footed for all attacks he makes until the beginning of his next turn.

    This replaces True Allies of Justice.



    Magician Archetype
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    Not all Sentai focus on the fine art of melee combat. Some have more aptitude with the mystical arts, and eschew the maneuvers that they would learn normally for something more suitable to their talents- the art of spellshaping.


    A Magician Sentai has the following features.


    Skills: A Magician Sentai does not gain Martial Lore as a class skill. Instead, he gains Concentration, Spellcraft, and Knowledge (Arcana) as class skills.


    Formulae: A first level Sentai has knowledge of two arcane formulae. Sentai have access to two circles of their choice, selected at first level. Sentai learn additional formulae as they gain levels

    Once a Sentai knows a formula, he must prepare it before he can use it. A formula used by a Sentai is considered a spell-like ability unless otherwise noted in its description. Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance. The save DC for a formula that allows a save is 10 + formula level + the Sentai's Charisma modifier.

    A Sentai learns additional formulae at higher levels, as shown on the below table. To learn or shape a formula, a Sentai must have a Charisma score equal to at least 10 + the formula's level, as well as meeting the formula's prerequisite. At 4th level and every two levels thereafter, he may trade a formula known for another of which he meets the prerequisites. The formula that he gains does not have to be the same level, or even of the same circle, as the replaced formula.

    A Sentai can prepare both of the formulae he knows at first level, but as he advances in level and learns more formulae, he must choose which formulae to prepare. A Sentai prepares his formulae by meditating for 5 minutes. The formulae he chooses remain prepared until he decides to meditate again and change them. A sentai does not need to sleep or rest for any long period of time to prepare his formulae; any time he spends 5 minutes in meditation and exercise, he can change his prepared formulae.

    A Sentai begins an encounter with all of his prepared formulae unexpended, regardless of how many times he might have already used them since preparing them. When a Sentai shapes a formula, it is expended for the current encounter, so each of his prepared formulae can be used once per encounter (unless you recover them, as described below).

    A Sentai can recover expended formulae by using a move action to quickly meditate. Doing this does not provoke attacks of opportunity. If he completes his meditation, a Sentai recovers all of his expended formulae, with the exception of any that he shaped in the current round. If the Sentai had not shaped any formulae in the current round, he instead recovers all of expended formulae with the exception of any that he shaped in the previous round.

    In addition, once per encounter, a Sentai can change his prepared formulae as a swift action. If a Sentai changes his prepared formulae in this way, he also recovers his expended formulae, as though he had prepared them in the usual way.

    This ability replaces Maneuvers and Stances.


    Spellshape Attacks (Sp): The first abilities a Sentai learns as a magician are his spellshape attacks. At first level, he learns the spellshape attacks associated with the circles to which he has access.


    Spellshape Strike (Su): At second level, a Sentai has learned how to channel his spellshapes into his attacks with his specialized weapon. Once per round as a free action, during his turn, he may channel one of the two spellshape attacks gained from his Sentai levels into a manufactured weapon or his unarmed strike. Until the end of his turn, all attacks with the weapon or unarmed strike are treated as though they were that spellshape attack for shaping formulae, and deal bonus dice of damage equal to half of the amount that would be dealt by the spellshape attack, minimum 1 die of damage. For instance, a 6th level Sentai specialized in the longsword channels his Fireblast spellshape attack into the longsword he gained from Henshin. The longsword deals normal damage, plus 1d6 points of fire damage from the spellshape attack, and may be used to shape any Searing Flame formulae that he might wish to use.

    A Sentai is immune to the effects of any formulae shaped in this manner. If a Sentai uses this ability, he may not gain the effects of Strike of Justice in the same round.

    Though this ability is Supernatural, it is retained if the Sentai loses his powers in some manner, as it is his own skill with spellshaping, not his suit, providing this.


    Table: Formula known and prepared by level
    {table=head]Level|Formulae Known|Formulae Prepared
    1|2|2
    2|2|2
    3|3|2
    4|3|3
    5|4|3
    6|4|3
    7|5|3
    8|5|3
    9|6|4
    10|6|4
    11|7|4
    12|7|4
    13|8|4
    14|8|5
    15|9|5
    16|9|5
    17|10|5
    18|10|5
    19|11|6
    20|11|6[/table]



    Medalist Archetype
    Spoiler
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    Some sentai lack powers of their own. Instead of being utterly destroyed, as might be expected of them, they have adapted, becoming experts at the use of Henshin Boosters.


    A Medalist Sentai has the following features

    Skills: A Medalist Sentai adds all Knowledge skills to his class skill list.


    Sentai Abilities: The Medalist Sentai does not gain Sentai Abilities at each odd level. Instead, they gain a single [Self] ability at 1st level, and an additional one at 10th and20th levels. These abilities do not count toward the maximum number of [Self] abilities a Sentai normally has. This changes the normal Sentai Ability class feature.


    Booster Amp (Su): At 3rd level, a Medalist has gained some skill with combining various sources of power. As a free action whenever he invokes a Henshin Booster, he may spend one round of its 5 rounds/day to activate this ability. That use of the booster lasts for the duration of the encounter.

    This replaces Heroic Stimulant.


    Beast Containment: At 5th level, a Medalist gains the Monster Crystallization sentai ability as a bonus ability, regardless of meeting it's prerequisites. He gains a +2 bonus on Knowledge checks made to identify monsters.

    This replaces Heroic Legacy (Defense).


    Booster Multiplication (Su): At 9th level, a Medalist has come closer to mastering the art of using Henshin boosters. He may use his Intelligence modifier+3 henshin boosters each day, instead of the normal 3.
    At 15th level and every five levels thereafter, he may increase his maximum number of boosters used each day by 3.

    This replaces Heroic Legacy (Saves).


    Heroic Replication (Su): At 13th level, a Medalist has gained new insight into the abilities of humanoids, unlocking his own hidden potential. When he deals the finishing blow to a creature with class levels, he may make a Knowledge (Local) check with a DC of 20+ the creatures HD to copy a single Extraordinary or Supernatural class feature of the defeated creature as a Henshin Booster. This class feature cannot be from any level higher than half of the Medalist's, cannot be a bonus feat, and is chosen by the DM.

    This replaces Heroic Legacy (Offense).


    Booster Finish (Su): At 17th level, a Medalist has mastered his abilities. He gains the Finisher [Suit] ability as a bonus ability, and can spend uses of Henshin boosters to increase damage. As a free action when using Finisher, he may expend 3 daily rounds of a Henshin booster to increase the damage dealt by 2d6, to a maximum number of uses of this ability equal to his Intelligence modifier per encounter. The booster(s) used for this purpose count(s) towards the daily limit of boosters each day.

    This replaces Heroic Legacy (Accuracy).



    Mysterious Guardian Archetype
    Spoiler
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    Though they work in teams, some Sentai wish to defend their allies above and beyond aiding them with attacking foes. These warriors are known as Mysterious Guardians.


    A Mysterious Guardian Sentai has the following features.


    Hit Die: A Mysterious Guardian is sturdier than normal Sentai, allowing him to take a few more hits for his teammates. His hit die is increased to a d12.


    Maneuvers: The Mysterious Guardian Sentai loses access to the White Raven discipline. He gains access to the Scarlet Bravura discipline.


    Heroic Guardian (Ex): The first line of defense for his teammates, a Mysterious Guardian often redirects damaging blows from his comrades to himself. At 2nd level, once per encounter, he may redirect one harmful targeted ability (an attack, spell, or other ability which targets a creature) from an ally within 5 feet to himself. At 5th level and every five levels thereafter, he gains an additional use of this ability each encounter.

    This ability replaces Team Player.


    Swift Takedown (Ex): The best defense is a good offense, and taking down a foe quickly can save the Mysterious Guardian the hassle of having to redirect their attacks. At 8th level, he may make a special attack to knock an opponent out, rendering them harmless for a few minutes. In order to make an attack, he must spend two consecutive rounds studying his target, losing his move action for each round. He may then, as a standard action, make an attack with a melee or ranged weapon which deals normal damage, and forces the target to make a Fortitude save (DC 10+1/2 Sentai level+the higher of the Sentai's Wis or Cha mods) or be knocked unconscious for a number of minutes equal to the Mysterious Guardian's Wisdom modifier. If the target makes the save, they take nonlethal damage equal to half of their hit points. This ability only works on creatures not immune to nonlethal damage.

    This ability replaces Double Team.


    Righteous Guardian (Ex): Nothing gets a Mysterious Guardian's blood boiling like attacking a defenseless person. At 14th level, if he is targeting a creature that has 0 or fewer hit points, is denied its Dex bonus to AC, or unable to take actions with his Heroic Guardian ability, he gains a +3 Morale bonus to all saving throws against any effects he redirects to himself, and halves all damage dealt to him by those effects. The Morale bonus increases by 1 at 16th level and every four levels thereafter.

    This ability replaces The Power of Teamwork.


    Impossible Guardian (Ex/Su): The sheer determination of the Mysterious Guardian to defend his team knows no bounds. He no longer fails saving throws on a natural one, though if his result does not meet the DC he still fails the save. This part of the ability is Extraordinary. Furthermore, he may designate up to his Wisdom modifier in allies as protectorates each day. As long as the protectorates are within close range of the Mysterious Guardian, they are treated as though they were the target of a shield other spell cast by him, with the resistance bonus to saves being increased to equal the Mysterious Guardian's Charisma modifier, instead of being a flat +1. If they leave close range, but then return to it, they regain the benefits of this when they reenter the area. This part of the ability is Supernatural, and is lost if the Mysterious Guardian loses his Sentai powers for some reason.

    This ability replaces True Allies of Justice.


    Psycho Ranger Archetype
    Created by BlackestofMages, edited by myself. Except for Eternal Nemesis, which I made because he forgot an 8th level ability.
    Spoiler
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    There are Sentai amongst the sides of both good and evil, champions of both causes who carry the values of the sentai as they fight for their respective cause. Between these two groups exists grudging respect, and though their ideologies may clash, both hope that they can turn the other Sentai to their path.

    Then there are the Psycho Rangers. These Sentai care nothing for honour, or a fair fight. They have no regard or respect for anything but strength, and they want nothing but to destroy and ruin, to leave all they meet a smoldering ruin. If you ever find yourself facing a psycho ranger, pray he does not notice you, for mercy is not a word they understand.

    Note: Though Psycho Rangers focus on destruction and mayhem, not all of them serve the forces of darkness. There are Psycho Rangers on the side of good- reckless fighters who are seen as loose cannons by their peers, they are a sight to see in battles against evil.

    Only non-lawful Sentai may take this archetype.


    Psycho Rangers have the following features.


    Hit Dice: The Psycho Ranger is more focused on dealing damage than taking it. Their HD is reduced to a d8

    Skills: The Psycho Ranger removes Diplomacy from his list of Class Skills.



    Maneuvers: Psycho Rangers have access to the Dread Crown and Tiger Claw disciplines, as well as one other discipline of their choice. Even if they are not of Evil alignment, they still gain access to Dread Crown, and can use the maneuvers freely.

    Psycho Rangers recover maneuvers not by focus or by time, but by carnage. In any round that Psycho Ranger inflicts lethal damage while wearing his hero suit, he can recover one maneuver. He recover all of his expended maneuvers if he kills an enemy with an equal or greater number of hit dice than he has. In addition, he may recover all expended maneuvers as a full round action that provokes attacks of opportunity.

    This changes the normal Maneuvers class feature, removing the normally accessible disciplines and the recovery mechanic.


    Henshin: A Psycho Ranger's suit is much more vicious, focused more on causing pain than protecting the wearer. The Psycho Ranger's hero suit grants an AC bonus of 1 less than normal, but is Spiked (see armor upgrades)


    Harbinger of Dread (Ex): A Psycho Ranger calling forth his Henshin is far from the inspiring sight that a normal Sentai's is. From 2nd level onwards, whenever he uses Henshin, the Psycho Ranger curses all enemies within 30ft of himself. Unless they succeed on a Will save (DC 10+1/2 Sentai level+Cha mod), those enemies take a -1 penalty on all attack rolls until the end of the encounter. If multiple Psycho Rangers use this ability in a round, the penalty is increased by 1 for each after the 1st. This penalty remains for the duration of the encounter, even if the enemy moves out of range. At 5th level and every five levels thereafter, this penalty increases by 1. This stacks with a Harbinger Bard's Inspire Dread ability.

    This replaces Team Player.


    Avatar of Ruin: The Psycho Ranger is capable of channeling his Sentai powers to supercharge the destructive potential of his abilities, This surge of psycho power is enough to bring low even the strongest foe. While wearing his Hero Suit, the save DCs of all abilities the Psycho Ranger uses are increased by an amount equal to his Charisma modifier, even if they already used Charisma to determine the save DC.

    This replaces Heroic Stimulant.


    Strike of Ruin (Su): Upon reaching fourth level, the Psycho Ranger's attacks begin to take on an elemental property. While wearing his hero suit, the Psycho Ranger may perform a Strike of Ruin attack, charging their strikes with unstable destructive force. Upon gaining this class feature, the Sentai selects a type of energy from the following list: acid, cold, electricity, fire, force, or sonic. While in Henshint, the Sentai can choose to deal an extra 2d6 points of this type of damage when he attacks with a weapon gained from Sentai levels or an unarmed strike, in addition to normal damage, until his Henshin ends. Sentai that deal Force or Sonic damage with this ability reduce the size of the damage die from 2d6 to 2d4. The damage dealt increases by one die at eighth level, and again every four levels thereafter.
    However, the power of Strike of Ruin comes with a cost, as 1/4 of the total damage dealt by the attack is dealt directly to the Psycho Ranger. This damage is untyped and cannot be reduced by damage reduction. The Psycho Ranger is entitled to a fortitude save (DC 10 + the amount of damage to be resisted) to reduce this damage to half.

    This replaces Strike of Justice, but is treated as Strike of Justice for all purposes, including Rider Effect and archetypes that replace Strike of Justice.


    Power From Pain (Ex): The Psycho Ranger draws greater power from damage and injury, and one near death is as deadly a foe as there is in the world. From 5th level onwards, if the Psycho is at half or less HP, he gains a +2 morale bonus to all attack and damage rolls. If he is at one fourth or less HP, he instead gains a +4 morale bonus to all attack and damage rolls.

    This replaces Heroic Legacy (Defense)


    Eternal Nemesis (Ex): A Psycho Ranger with a personal nemesis fights harder than normally, focusing on utterly destroying that foe. At 8th level, by spending a day focusing on why he wants to destroy a specific creature, a Psycho Ranger can unlock the power of hatred when fighting that being. He gains a +4 Hatred bonus on all attack and damage rolls made against that creature, as well as a +2 Hatred bonus on initiative checks if that creature is involved in the encounter. At 10th level, and every five levels thereafter, the bonus to attack and damage increases by 2, and the bonus on Initiative checks increases by 1.

    These bonuses last until that creature is dead. A Psycho Ranger can have a maximum number of Nemeses equal to his Charisma modifier at one time.

    This replaces Double Team.


    Bring the World Down (Ex): The Psycho ranger is able to understand how to destroy all that he lays his eyes upon, his fists infused with the power of chaos. From 11th level onwards, The Psycho Ranger's attacks (armed and unarmed) ignore an amount of DR equal to twice his Charisma modifier. His attacks also ignore any hardness of less than 20.

    This replaces Heroic Legacy (Saves)


    Cruel Persistence (Ex): The Psycho has earned his title by being ruthlessly determined even in the face of defeat and merciless against his helpless enemies. From 14th level onwards, when the Psycho Ranger attacks, if he or his target is at half of maximum hit points or less, he deals an additional 1d4 damage per three sentai levels. The extra damage from this ability ignores damage resistance of all kinds.

    This replaces The Power of Teamwork.


    Pandora's Box (Su): A Psycho Ranger who has reached the peak of their power is capable of unleashing the pure destructive energy of chaos they tap upon to power their Sentai Abilities. At 20th level, once per day, the Psycho Ranger may open Pandora's Box. For a number of rounds equal to his Charisma modifier, the Psycho Ranger gains the following benefits- he acts as though under the effects of a haste spell, all damage he deals is multiplied by 1.5, and Strike of Ruin automaticaly deals maximum damage. However, this form comes with a great risk to the Psycho Ranger; while using Pandora's Box, all damage the Psycho Ranger takes is multiplied by 1.5, and his AC is halved. Once Pandora's Box ends, the Pyscho Ranger's Henshin state is ended, and he is exhausted.

    This replaces True Allies of Justice.


    Rider Archetype, take 2!
    Thanks to BoM for the last two abilities.
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    Not all sentai focus on working in a team. Several focus instead on using a mount to improve their mobility, striking out at opponents from the back of their steed.

    A Rider Sentai has the following features.

    Skills: A Rider Sentai adds Ride to his list of class skills.

    Maneuvers: A Rider Sentai loses access to the White Raven discipline. He gains access to the Twin Spirit discipline.

    Rider (Ex): A Rider Sentai has obtained training and a steed for his abilities. At 2nd level, he gains Mounted Combat as a bonus feat, and gains Sentai's Steed as a bonus ability.

    This replaces Team Player.

    Greater Steed (Ex): By 5th level, a Sentai has mastered using his mount in combat. It gains extra hit dice, increased natural armor, and other abilities based on his class level, as shown on the following table.

    This ability replaces Heroic Legacy (Defense) and Double Team. If the Sentai does not have Heroic Legacy (Defense), this may replace what replaces it.


    Rider Strike (Ex): At 14th level, a Rider Sentai has mastered the art of delivering crushing blows from the back of his steed. A number of times each day equal to his Wisdom modifier, he may deal double damage with all melee attacks made at the end of a charge, so long as he was mounted for that charge.

    This ability replaces The Power of Teamwork.


    Juggernaut (Su): The Sentai and his mount can become an unstoppable force, focusing their will to allow them to break through any barrier and overcome any obstacle. From level 20 onwards, while mounted, the Rider and his mount benefit from Freedom Of Movement, and may both make a full attack at the end of a charge, so long as the distance charged is greater than the mount's base move speed.


    Final Attack Ride (Ex): At 20th level, once per day, the Rider and his mount can make a single charge with nigh unstoppable momentum. This is resolved as a normal charge, except it does not benefit from the Pounce ability, and the Sentai does not stop moving after hitting his foe, but instead keeps moving until he reaches his maximum charge distance. He may make a single attack, which deals double damage, against each creature adjacent to his movement. This charge does not provoke attacks of opportunity, and the Rider may freely move through enemy squares while using Final Attack Ride.

    This may not be combined with Rider's Strike

    This replaces True Allies of Justice


    Rider's Steed
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    Bonus HD: The Sentai's mount gains additional hit dice as he gains levels. These HD behave like normal construct hit dice, increasing the Steed's BAB and base saves as normal.
    Natural Armor Adj.: The durability of a Sentai's mount increases as he gains levels. It's Natural Armor bonus increases by the listed amount
    Str Adj.: As the Sentai gains levels, his mount's strength increases. It's Strength score is increased by the listed amount.

    Evasion: The Sentai's mount gains the Evasion ability, as the Rogue class feature of the same name.

    Improved Speed (Ex): The Sentai's mount's speed increases by 10 feet. This affects all modes of movement.

    Improved Evasion: The Sentai's mount gains the Improved Evasion ability, as the Rogue ability of the same name.

    Spell resistance (Ex): The Sentai's mount has become practically a bulwark against hostile magic. It gains SR equal to 10 plus the Sentai's level.




    Alternate Class Features


    Changeling Sentai
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    The Changeling race is known for their adaptability and transformation skills. It comes as no surprise that they expand the abilities they can use as a Sentai with great ease.

    A Changeling Sentai does not gain the abilities a normal Sentai would gain at levels 5, 11, and 17. Instead, he gains the following.

    Modular Suit (Su): A changeling always has a few tricks up his sleeve, especially one who has sleeves that shouldn't be able to hide anything. At 3rd level, once per day, as a full-round action, he may change any [Suit] Sentai ability that he has for a number of minutes equal to his Sentai level. The ability he changes out must not have a list of options to choose, nor may the ability he gains. At 9th level and every six levels thereafter, he gains an additional daily use of this ability.



    Technician Sentai
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    Not all sentai can draw on the supernatural power of Justice. Those who don't find new understanding of combat techniques.

    A Technician Sentai does not gain Strike of Justice or Rider Effect.

    At 5th level, 10th level, and 15th level, they gain a bonus feat for which they meet the prerequisites from the Fighter bonus feat list.



    Warforged Sentai
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    Surprisingly, a number of the construct race made for battle known as the Warforged have heard the call of Justice, becoming Sentai. Their plating, though, has strange effects on their hero suits, up to inverting the disguise features of it.


    A Warforged must not have the Unarmored Body feat to take this ACF.
    The Warforged Sentai's Henshin and Alter Ego class features are changed as follows.


    Henshin (Su): Instead of gaining a hero suit, a Warforged Sentai enhances her own plating, giving it the bonuses and abilities that her hero suit would normally gain while she is using Henshin.

    Alter Ego (Su): Unlike a normal Sentai, a Warforged Sentai has the option to make her non-transformed form the disguise- in effect, she can become a different person while not transformed, but her normal self while using Henshin. Furthermore, she may have a number of alternate appearance equal to her charisma modifier, instead of just one, and can take the appearance of a humanoid, not just constructs. If they take the form a humanoid, they lose the armor bonus of their plating until they take the form of a construct.



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

    HERE is the Pirate Pad I'm using to take rough suggestions for abilities and feats. Feel free to make any there. Just note your username when you do.



    And that's that.


    Sorry for not having abilities up yet. Wanted to get this here so that I'll have a reason to keep working on it.



    EDIT: Oh, and I forgot to mention this.


    This class is a rewrite of Giant Brother's Sentai class, with his permission. I'll be adapting stuf from that thread for abilities.
    Last edited by The-Mage-King; 2012-09-18 at 03:34 PM.
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    Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

    Adapting to Pathfinder

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    Adapting the Sentai base class to Pathfinder is simple.

    Replace the skill section with the following.

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

    Skill ranks per level: 4 + Int Modifier

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


    Change the Heroic Endurance sentai ability to read as follows.

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



    Archetype

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


    Alternate Class Features

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

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



    Feats

    Due to changes in Pathfinder, some feats are altered.

    Replace Ascetic Senshi with the following.

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


    Replace Holy Senshi with the following.

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



    Replace Unholy Senshi with the following.

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




    Sentai Feats

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


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


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


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


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


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


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


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


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


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


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


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


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



    Sentai Items

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

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

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

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

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


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


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

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

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

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


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


    Minor Artifact
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    Henshin Record

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

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

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



    Prestige Classes

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


    A Super Senshi has the following requirements.

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


    Hit Die: d10

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

    Skill Points at each level: 4 + Int Modifier



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


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

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


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


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

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


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


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


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


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


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


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


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




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


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


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


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


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


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


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


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


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


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



    A Prism Ranger has the following prerequisites

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


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

    Hit Die: d8

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

    Skill Points at each level: 4 + Int Modifier



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


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

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

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

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


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


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


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

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

    This lasts for the duration of the henshin.


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


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

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



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



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



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


    Comments and critiques are welcomed and encouraged.

    Also, considering more sentai abilities. Got a few planned in broad ideas, but... Need more. Quite a few more...
    Last edited by The-Mage-King; 2012-09-17 at 10:07 AM.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    First, I should point out that "sentai" roughly means "taskforce". Individual members are usually referred to as senshi (warriors).

    Needs a fear effect on Background Explosion/greater fear from posing as a team than solo.

    Also, some way to combine attacks. Maybe if you ready an action to attack at the same time as a fellow sentai, the damage from your attacks is combined? Or if everyone does it while adjacent to each other, the attack becomes a line.

    Maybe gain a single ability based on colour. Red gets inspiration abilities which he can redirect to himself when he sees his teammates defeated (think Inverse Ninja Law). Other options include faster maneuver recovery, Powerful Build, virtual ranks in all Knowledge skills, and Cha to AC.

    The enhancement bonus for the weapon/armor is pretty low, and it doesn't say if you can enchant them normally. I'd also suggest some ability which lets you Quick Draw the weapon and convert it between different forms (the weapon also gains the aptitude property). Because guns that turn into swords/vice versa are a staple.
    Last edited by Prime32; 2012-05-09 at 06:07 AM.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Seems to be a good solid class, but to keep with the theme it's based one I would include things that allow the class users to ride constructs that at gargantuan or larger from the inside, specialized constructs for the members of the class, and add the ability for said constructs to have the inherent ability to form together with other constructs belonging to the same class owners.

    potentially making the constructs similar to the weapons of legacy so that level up with you

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by killianh View Post
    Seems to be a good solid class, but to keep with the theme it's based one I would include things that allow the class users to ride constructs that at gargantuan or larger from the inside, specialized constructs for the members of the class, and add the ability for said constructs to have the inherent ability to form together with other constructs belonging to the same class owners.

    potentially making the constructs similar to the weapons of legacy so that level up with you
    Or use something like this?

    Nice rework. Brings the class up a notch too, with the martial maneuvers.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Prime32 View Post
    First, I should point out that "sentai" roughly means "taskforce". Individual members are usually referred to as senshi (warriors).
    Noted, but Sentai gets the point across better.

    Needs a fear effect on Background Explosion/greater fear from posing as a team than solo.
    There'll be some vanillia sentai only abilities that do that.

    Also, some way to combine attacks. Maybe if you ready an action to attack at the same time as a fellow sentai, the damage from your attacks is combined? Or if everyone does it while adjacent to each other, the attack becomes a line.
    Hm... Seems interesting. Might do that.

    Maybe gain a single ability based on colour. Red gets inspiration abilities which he can redirect to himself when he sees his teammates defeated (think Inverse Ninja Law). Other options include faster maneuver recovery, Powerful Build, virtual ranks in all Knowledge skills, and Cha to AC.
    Hm... good ideas. "Custom Suit", maybe?

    The enhancement bonus for the weapon/armor is pretty low, and it doesn't say if you can enchant them normally. I'd also suggest some ability which lets you Quick Draw the weapon and convert it between different forms (the weapon also gains the aptitude property). Because guns that turn into swords/vice versa are a staple.
    Yeah, I made the base enhancement bonus low, because there are plenty of abilities flowing, so sinking some into abilities to buff the weapon/armor is fine.

    Quote Originally Posted by killianh View Post
    Seems to be a good solid class, but to keep with the theme it's based one I would include things that allow the class users to ride constructs that at gargantuan or larger from the inside, specialized constructs for the members of the class, and add the ability for said constructs to have the inherent ability to form together with other constructs belonging to the same class owners.

    potentially making the constructs similar to the weapons of legacy so that level up with you


    Knew this was going to be suggested from the start.

    Mechs are going to be a PrC, eventually. They aren't... Right for a base class.

    Quote Originally Posted by Morph Bark View Post
    Or use something like this?
    That was something I was considering for the PrC, yes.

    Nice rework. Brings the class up a notch too, with the martial maneuvers.
    Heh. Thanks.


    Magician Archetype is going up in a few minutes. It's using Spellshaping instead of maneuvers!
    Last edited by The-Mage-King; 2012-05-09 at 12:12 PM.
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    Quote Originally Posted by Lord_Gareth View Post
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    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by killianh View Post
    Seems to be a good solid class, but to keep with the theme it's based one I would include things that allow the class users to ride constructs that at gargantuan or larger from the inside, specialized constructs for the members of the class, and add the ability for said constructs to have the inherent ability to form together with other constructs belonging to the same class owners.

    potentially making the constructs similar to the weapons of legacy so that level up with you
    Quote Originally Posted by The-Mage-King View Post


    Knew this was going to be suggested from the start.

    Mechs are going to be a PrC, eventually. They aren't... Right for a base class.
    Indeed. The first few Super Sentai series didn't even have mecha! *nerdglasses*

    Maybe another PrC for characters with multiple forms and/or Super Modes? A Sentai Ability which lets you summon a bike mount? (speaking of which, this class needs Ride as a class skill)

    EDIT: Maybe at a certain level you gain a special weapon which you can fire as a full-round action, dealing 2d6 damage per class level (Ref half). If adjacent to other sentai with special weapons and you attack the same target at the same time, you can choose to combine your attacks into a single attack which sums the damage and gains a bonus to the save DC based on the number of participants.

    Now is there any way to enforce "hold back the best attack for last"? Maybe the finishing moves are 1/1d4 rounds and take heavy penalties to accuracy, but every X points of damage dealt by Strike of Justice reduces the penalty against that target...
    Last edited by Prime32; 2012-05-09 at 04:31 PM.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Prime32 View Post
    Indeed. The first few Super Sentai series didn't even have mecha! *nerdglasses*
    Indeed. That's another reason for making it be a PrC.


    Maybe another PrC for characters with multiple forms and/or Super Modes? A Sentai Ability which lets you summon a bike mount? (speaking of which, this class needs Ride as a class skill)
    For the first, already planned. For the second, I was working on the archetype already...

    Current plan trades off three sentai abilities and Strike of Justices, gets a special mount (Clockwork Steed), Twin Spirit access, Ride By Attack with that mount, and Favored Mount (from the
    Twin Spirit thread).


    What? Kamen Rider is a costumed hero too, you know!

    EDIT: Maybe at a certain level you gain a special weapon which you can fire as a full-round action, dealing 2d6 damage per class level (Ref half). If adjacent to other sentai with special weapons and you attack the same target at the same time, you can choose to combine your attacks into a single attack which sums the damage and gains a bonus to the save DC based on the number of participants.
    Sentai ability.

    Now is there any way to enforce "hold back the best attack for last"? Maybe the finishing moves are 1/1d4 rounds and take heavy penalties to accuracy, but every X points of damage dealt by Strike of Justice reduces the penalty against that target...
    I was thinking something like Finishing Move- weaker if the foe has a higher amount of its HP. Given how Strike of justice isn't going to always be used, due to Archetypes...
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    Quote Originally Posted by Lord_Gareth View Post
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    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Oh TMK. You so awesome. xD
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Lix Lorn View Post
    Oh TMK. You so awesome. xD
    It's sigging time!



    Of course I am.



    Also, four more abilities, and two feats! Half the abilities address the "Crap weapons" problem.

    The other half give a board and better armor.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by The-Mage-King View Post
    It's sigging time!
    LET'S SIGGING

    Quote Originally Posted by The-Mage-King View Post
    For the first, already planned. For the second, I was working on the archetype already...

    Current plan trades off three sentai abilities and Strike of Justices, gets a special mount (Clockwork Steed), Twin Spirit access, Ride By Attack with that mount, and Favored Mount (from the
    Twin Spirit thread).
    Well plenty of teams have bikes (moreso Power Rangers than Super Sentai), or occasionally brooms/hoverboards/whatever. Riding vehicles doesn't come up very often, but it seems established enough for Ride as a class skill at least. (they can get the bike itself through methods outside the class, like just buying one)

    Also plugging my similarly-named discipline.
    Last edited by Prime32; 2012-05-09 at 07:00 PM.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Prime32 View Post
    LET'S SIGGING
    Sigging Change!

    Well plenty of teams have bikes (moreso Power Rangers than Super Sentai), or occasionally brooms/hoverboards/whatever. Riding vehicles doesn't come up very often, but it seems established enough for Ride as a class skill at least. (they can get the bike itself through methods outside the class, like just buying one)
    Point... But if they take Twin Spirit, they get ride for free!



    But yeah. Rider Archetype is needing some work.

    And if they want it Ride without the mount thing, they can grab Themed Sentai at first level for it and another skill, at a +2 bonus.

    That's more for one with a pet than for a REAL mounted warrior.




    Anyway, any critisism about the feats and abilities so far?
    Last edited by The-Mage-King; 2012-05-09 at 07:21 PM.
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    Quote Originally Posted by Lord_Gareth View Post
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    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    for the finishing move, what about haveing it scale based on either health percentage or some less fiddly method of that idea?

    so for example:
    100-80% health: 1d6 damage/class level
    79-60% health: 1d8/class level
    59-40% Health: 1d8/class level, enemy shaken for class level/2 rounds
    39-20% health: 1d8/class level, enemy knocked prone for class level/2 rounds
    19-0% health: death effect (could maybe even get away with death effect with no save at that health level)

    make it a once per encounter ability, and your set.
    possibly at higher levels allow an AOE version that scales down the dice by one step or something.

    if the percentage is a bit fiddly, you could work it based on enemy hit dice in relation to your own but that seems even more so.

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by zegram 33 View Post
    for the finishing move, what about haveing it scale based on either health percentage or some less fiddly method of that idea?

    so for example:
    100-80% health: 1d6 damage/class level
    79-60% health: 1d8/class level
    59-40% Health: 1d8/class level, enemy shaken for class level/2 rounds
    39-20% health: 1d8/class level, enemy knocked prone for class level/2 rounds
    19-0% health: death effect (could maybe even get away with death effect with no save at that health level)

    make it a once per encounter ability, and your set.
    possibly at higher levels allow an AOE version that scales down the dice by one step or something.

    if the percentage is a bit fiddly, you could work it based on enemy hit dice in relation to your own but that seems even more so.

    I was planning on just stealing the Finishing Move maneuver's mechanics. :V


    3d6 if at full, 5d6 if less than full, and 10d6 if half or below.

    +1d6 per other sentai using it with you (max +4d6), +2d6/sentai for less than full, and +4d6/sentai if at half or less.


    11th level ability, for reference.
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    Quote Originally Posted by Lord_Gareth View Post
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    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    that works just as well
    i was visualising the whole knocked prone thing as how people always seem to be slumped flat after big finishers for some reason.
    probably falls under the "needlessly complex" header though

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Knocking something prone might be added, actually.



    At any rate, I need to know something.


    Does this ability look balanced?

    Spoiler
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    Improved Suit [Suit]
    Requirements: Sentai level 5
    Benefit: After a while, a sentai's suit can be customized to fit his fighting style. His suit gains one of the following abilities.
    Power- While wearing the suit, the Sentai hits harder. He deals an additional 1d6 points of damage with each unarmed or weapon attack he makes, of the appropriate damage type (For instance, a sentai making an unarmed attack deals his normal unarmed damage +1d6, all bludgeoning. If he attacked with a sword, the extra damage would be slashing.). This bonus increases by 1d6 at level 10 and again every five levels thereafter.
    Speed- The sentai's suit enhances his speed, letting him move faster and hit more. He gains an extra attack at his Base Attack Bonus -5, as well as a +1 dodge bonus to AC. At 10th level and every five levels thereafter, the dodge bonus to AC increases by +1, and the penalty to his extra attack is reduced by 1. This extra attack counts as a Haste effect, and can be used even with a normal attack.
    Toughness- The sentai's suit has risen beyond the norm for durability. Each day, he gains a pool of temporary hit points equal to twice his Sentai level. When he activates henshin, he may choose to gain any number of those hit points for the duration of the encounter. If he does, the pool for the day is reduced by that amount. This pool refreshes each day, and leftover temporary hit points are wasted. Futhermore, he gains a +2 bonus on all fortitude saves, increasing by 1 at level 10 and every five levels thereafter.
    Size- The Sentai's suit seems larger than it is, and menaces. While in their hero suit, the sentai gains the powerful build special quality, as well as a +2 bonus on all strength checks. If he already has the powerful build special quality, he may treat himself as one size larger than he normally could. At 10th level and very five levels thereafter, the bonus on strength checks increases by 1.
    Inspirational-



    If so, what should I give for inspirational?


    If not, should I bump the level up a bit? Maybe to 11th, minimum?
    Last edited by The-Mage-King; 2012-05-10 at 01:58 PM.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    i like it.
    i find a good test for these types of choice abilities is "would you ever choose NOT to get this the first level you could", and i think it settles about right power wise.
    maybe a bit later, in the 7 ish range.
    for the speed suit, i would add bonus to mevement speed as well, for fluff as much as anything. same thing with power maybe adding a bit to strength checks, so that the suit actually makes the character stronger rather than a flat damage increase

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Hm...


    Revising it to be 11th level, with a 5th level ability replacing it. Still need ideas for the fifth option for it.


    Also, planning to add a "Copier" archetype. Yes, Gokai Change is mainly what inspired it.


    How many sentai abilities would you (anyone) say it's worth to trade off for the versatility, and how many should be useable with the archetype? I want it to keep the first level ability, for sure, but the others... Well, I was thinking all by 3rd, 9th, and 15th, for a pool of four abilities to change around might be fair, but...

    Eh. Need feedback on the idea. It'd be a standard action to change abilities, by the way.


    Or are the Gokaiger's and Decade just in possession of artifacts that allow them to use that BS...
    Last edited by The-Mage-King; 2012-05-11 at 01:26 AM.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
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    Thumbs up Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    I know this is based directly from the manga series, but why not call the base class Power Ranger and have done with it

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    ...


    What.

    I'm sorry, but just, what?


    It's based on the entire concept of a hero who gains a suit and with it powers. And the only manga version of a Sentai series I know of is the Jetman one, and that's an epilogue.


    And it's mostly a matter of simplifying it- going with "Power Ranger" flies against the standard class naming scheme of a single word, and could get confused with the actual Ranger class.


    So I chose Sentai for the name, in addition to it being a legacy name, for the unambiguoisity of it. And because it sounds cooler.
    Avatar by Ceika.
    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
    Steam account. Add me to argue about philosophy whatever!
    Advertized Homebrew: Fire Emblem 4's Holy Blood as Bloodlines
    Extended Signature.
    Using a different color of text for sarcasm is so original.

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    sorry i misunderstood . I thought this was based on the super sentei manga series, which was what power rangers was based on.

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Marc_In_Da_Room View Post
    sorry i misunderstood . I thought this was based on the super sentei manga series, which was what power rangers was based on.


    It's draws most of its inspiration from the Super Sentai TV meta-series (not manga, which are comic books, while Super Sentai and its ilk are live action) and Power Rangers, along with various other costumed hero series providing further ideas.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    OK, some questions and comments.
    First, it sounds like a fun class to play.

    OK, pleasantries... check. Lets go on.

    Henshin (Su)
    Looks nice and fits.

    But one, the blind effect is connected to light not mind affecting spell- I would say the save would be either fort or reflex (you endure the flash or you managed to close eyes or something like that).

    And two, 1r/lvl is good... later. Imagine 1st level character, which spends 1 full round changing, then attacks once... and goes back to being semi-useless (semi because he still has some manuevers, but looses his 'summoned weapon' which is somehow useful)

    Rider Effect (Su)
    Interesting, but paralyze from electricity part is too much, go for stunned (don't give players easy ways to make coup de grace)

    Clash of Virtues [Suit]
    [
    Spoiler
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    If the opponent attempts to resist the challenge, they must make a Will save (DC 10+1/2 Sentai level+Cha mod). If they succeed, they are not pulled into the clash, though they take a -2 morale penalty on all attack and damage rolls. If they fail the save, they are pulled into the challenge, taking a -4 penalty on all attack and damage rolls due to how easily they were forced into the fight.

    I don't really like this one, it is best if someone doesn't try to resist, it is the only way to avoid penalties.
    Second problem- duration of penalties- 3 rounds, until he hits Sentai, till the end of encounter, till he dies of old age? (last one is a joke...)
    The penalty even if you pass the save is a bad thing, unless it is short duration type.
    The penalty for failed save... I would make it more like inability to make AoO, or make penalty lower... or make it till he hits sentai, ... or at least change the reason, typical is 'was ashamed that he hesitated' or sth.

    Last one here is a question, what happens if 2 Sentai try to challenge 1 enemy, does he get -14 to attack for all enemies?

    Sentai Knight [Suit]
    Fine one, would think about heavy armor (mech?) as an upgrade that you can take later.
    Cosmetic change, instead of 'he summons shield' I would make 'gains ability to summon shield' ... why hinder the 2-h guys...

    Last one:
    Heroic Speech (Demotivate) [Suit]
    While if we assume that the penalty would stay around -1 to -5 it is nice (later in the game because the possible -4 on 1 lvl is a bit scary)
    it become bad when we consider high charisma types... -15 penalty without a save? ... would be bad
    I would make it a set penalty/ limit the penalty to for example 1/2 lvl/ give the poor guys a save. Also is it fear based?

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by The-Mage-King View Post
    going with "Power Ranger" flies against the standard class naming scheme of a single word
    Divine mind. Dragonfire adept. Dragon shaman. Dread necromancer. Favored soul. Psychic warrior. Spirit shaman. Wu jen.
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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Quote Originally Posted by Lexin View Post
    OK, some questions and comments.
    First, it sounds like a fun class to play.

    OK, pleasantries... check. Lets go on.
    Heh. Alright, let's go.

    Henshin (Su)
    Looks nice and fits.

    But one, the blind effect is connected to light not mind affecting spell- I would say the save would be either fort or reflex (you endure the flash or you managed to close eyes or something like that).

    And two, 1r/lvl is good... later. Imagine 1st level character, which spends 1 full round changing, then attacks once... and goes back to being semi-useless (semi because he still has some manuevers, but looses his 'summoned weapon' which is somehow useful)

    Hm... Point on the Blind effect. As for duration, 1 round/class level... +Cha modifier. He could get 4 rounds out of it, easily, at first level.

    Rider Effect (Su)
    Interesting, but paralyze from electricity part is too much, go for stunned (don't give players easy ways to make coup de grace)
    Yeah, that was a leftover from the original project that I adopted.. Think I will change that.

    Clash of Virtues [Suit]
    Spoiler
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    If the opponent attempts to resist the challenge, they must make a Will save (DC 10+1/2 Sentai level+Cha mod). If they succeed, they are not pulled into the clash, though they take a -2 morale penalty on all attack and damage rolls. If they fail the save, they are pulled into the challenge, taking a -4 penalty on all attack and damage rolls due to how easily they were forced into the fight.

    I don't really like this one, it is best if someone doesn't try to resist, it is the only way to avoid penalties.
    Second problem- duration of penalties- 3 rounds, until he hits Sentai, till the end of encounter, till he dies of old age? (last one is a joke...)
    The penalty even if you pass the save is a bad thing, unless it is short duration type.
    The penalty for failed save... I would make it more like inability to make AoO, or make penalty lower... or make it till he hits sentai, ... or at least change the reason, typical is 'was ashamed that he hesitated' or sth.
    Last one here is a question, what happens if 2 Sentai try to challenge 1 enemy, does he get -14 to attack for all enemies?
    Yeah... This is why I ask people to look over classes for me.


    For the first: that's by design. It's supposed to represent how honorable warriors who accept the challenge can fight with no ill effects, while cowards are shaken.

    Second: Yeah, gonna make the penalty last for the encounter.

    Third... The "Until he hits the sentai with a melee attack" idea might work. The reason'll be changed too.

    For the last question... Gonna make it so that a creature under the effects of that can't be targeted by it again.

    Sentai Knight [Suit]
    Fine one, would think about heavy armor (mech?) as an upgrade that you can take later.
    Cosmetic change, instead of 'he summons shield' I would make 'gains ability to summon shield' ... why hinder the 2-h guys...
    Super mode is a planned PrC already. As is mech.

    Yeah, that would be better. Fixing.

    Last one:
    Heroic Speech (Demotivate) [Suit]
    While if we assume that the penalty would stay around -1 to -5 it is nice (later in the game because the possible -4 on 1 lvl is a bit scary)
    it become bad when we consider high charisma types... -15 penalty without a save? ... would be bad
    I would make it a set penalty/ limit the penalty to for example 1/2 lvl/ give the poor guys a save. Also is it fear based?
    Eh. It rewards a person with high stats, just like... Some wizard or sorc spell that does so. :p.

    But a limit might be needed, yes. So might a Will save...
    Will add "This counts as an intimidate effect."

    Quote Originally Posted by Prime32 View Post
    Divine mind. Dragonfire adept. Dragon shaman. Dread necromancer. Favored soul. Psychic warrior. Spirit shaman. Wu jen.
    Two of those don't count, because they were badly made.

    The rest are outnumbed by classes with one name.
    Last edited by The-Mage-King; 2012-05-11 at 08:36 PM.
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    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
    Steam account. Add me to argue about philosophy whatever!
    Advertized Homebrew: Fire Emblem 4's Holy Blood as Bloodlines
    Extended Signature.
    Using a different color of text for sarcasm is so original.

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    Added Finisher and Team Amplification.

    Changed Strike of Justice to be any attack, but half the damage, and moved a sentai's weapons to their own ability. So they get a choice of one weapon at a higher enhancement, or two at a slightly lower.
    Avatar by Ceika.
    Quote Originally Posted by Lord_Gareth View Post
    The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

    Order the solars to attack and run like hell.
    Steam account. Add me to argue about philosophy whatever!
    Advertized Homebrew: Fire Emblem 4's Holy Blood as Bloodlines
    Extended Signature.
    Using a different color of text for sarcasm is so original.

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    Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

    .... I'm disappointed that you lack a picture. That needs to be fixed immediately. Because pictures make everything better.

    There are lots of tier 3-4 classes that could do what they do best without being threatned too much, but I still wonder if the Sentai is too good at some times... mainly because of all of the options. You could have 5 people in a party all Sentai and each be different from eacho-oh...

    All and all, I like it. Though I wonder what other options for Prestige Classes could be taken for the Sentai, beside the obvious need for a prestige class that enables a giant robot or some kind to be controlled by the Sentai... A lot of potential ideas are somewhat covered in the various abilities...
    Last edited by INoKnowNames; 2012-05-15 at 09:47 AM.

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