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Old 05-06-2012, 08:47 PM   Top  -  End  -  #1
The-Mage-King
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Default It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

The Sentai

Spoiler


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)


Level Base Attack Bonus Fort Save Ref Save Will Save Special Maneuvers KnownManeuvers ReadiedStances Known
1st+1+0+2+0Improved Unarmed Strike, Henshin, Alter Ego, Sentai Ability, Sentai's Weapon221
2nd+2+0+3+0Team Player221
3rd+3+1+3+1Heroic Stimulant, Sentai Ability321
4th+4+1+4+1Superior Unarmed Strike, Strike of Justice +1d6331
5th+5+1+4+1Heroic Legacy (Defense), Sentai Ability432
6th+6/+1+2+5+2Quickened Henshin (Full-Round)432
7th+7/+2+2+5+2Sentai Ability532
8th+8/+3+2+6+2Strike of Justice +2d6, Double Team532
9th+9/+4+3+6+3Heroic Legacy (Saves), Sentai Ability642
10th+10/+5+3+7+3Rider Effect642
11th+11/+6/+1+3+7+3Sentai Ability743
12th+12/+7/+2+4+8+4Strike of Justice +3d6, Quickened Henshin (Standard)743
13th+13/+8/+3+4+8+4Heroic Legacy (Offense), Sentai Ability843
14th+14/+9/+4+4+9+4The Power of Teamwork853
15th+15/+10/+5+5+9+5Sentai Ability954
16th+16/+11/+6/+1+5+10+5Strike of Justice +4d6954
17th+17/+12/+7/+2+5+10+5Heroic Legacy (Precision), Sentai Ability1054
18th+18/+13/+8/+3+6+11+6Quickened Henshin (Move)1054
19th+19/+14/+9/+4+6+11+6Sentai Ability1164
20th+20/+15/+10/+5+6+12+6Strike of Justice +5d6, True Allies of Justice1164


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.
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Old 05-06-2012, 08:49 PM   Top  -  End  -  #2
The-Mage-King
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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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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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Using a different color of text for sarcasm is so original.

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Old 05-06-2012, 08:50 PM   Top  -  End  -  #3
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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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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 debate philosophy!

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Using a different color of text for sarcasm is so original.

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Old 05-06-2012, 08:52 PM   Top  -  End  -  #4
The-Mage-King
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Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

Archetypes

Loner Archetype
Spoiler



Magician Archetype
Spoiler



Medalist Archetype
Spoiler



Mysterious Guardian Archetype
Spoiler


Psycho Ranger Archetype
Created by BlackestofMages, edited by myself. Except for Eternal Nemesis, which I made because he forgot an 8th level ability.
Spoiler


Rider Archetype, take 2!
Thanks to BoM for the last two abilities.
Spoiler



Alternate Class Features


Changeling Sentai
Spoiler



Technician Sentai
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Warforged Sentai
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============================

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.
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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 debate philosophy!

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Using a different color of text for sarcasm is so original.

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Old 05-08-2012, 08:59 PM   Top  -  End  -  #5
The-Mage-King
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Default Re: Friends, why did you do that? (3.P Base Class) (WIP)

Adapting to Pathfinder

Spoiler



Sentai Feats

Spoiler



Sentai Items

Spoiler



Prestige Classes

Spoiler


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



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...
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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 debate philosophy!

Extended Signature.
Using a different color of text for sarcasm is so original.

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Old 05-09-2012, 06:01 AM   Top  -  End  -  #6
Prime32
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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.
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Old 05-09-2012, 07:05 AM   Top  -  End  -  #7
killianh
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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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Old 05-09-2012, 10:16 AM   Top  -  End  -  #8
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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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Old 05-09-2012, 12:12 PM   Top  -  End  -  #9
The-Mage-King
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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.

Quote:
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.

Quote:
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.

Quote:
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?

Quote:
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.

Quote:
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!
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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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Old 05-09-2012, 04:18 PM   Top  -  End  -  #10
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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...
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Old 05-09-2012, 04:54 PM   Top  -  End  -  #11
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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.


Quote:
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!

Quote:
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.

Quote:
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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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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Old 05-09-2012, 05:09 PM   Top  -  End  -  #12
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Oh TMK. You so awesome. xD
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Old 05-09-2012, 05:55 PM   Top  -  End  -  #13
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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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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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Old 05-09-2012, 06:56 PM   Top  -  End  -  #14
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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.
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Old 05-09-2012, 07:21 PM   Top  -  End  -  #15
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LET'S SIGGING
Sigging Change!

Quote:
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?
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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 debate philosophy!

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Old 05-10-2012, 12:28 PM   Top  -  End  -  #16
zegram 33
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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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Old 05-10-2012, 01:38 PM   Top  -  End  -  #17
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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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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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Old 05-10-2012, 01:45 PM   Top  -  End  -  #18
zegram 33
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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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Old 05-10-2012, 01:52 PM   Top  -  End  -  #19
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Knocking something prone might be added, actually.



At any rate, I need to know something.


Does this ability look balanced?

Spoiler



If so, what should I give for inspirational?


If not, should I bump the level up a bit? Maybe to 11th, minimum?
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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 debate philosophy!

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Old 05-10-2012, 02:08 PM   Top  -  End  -  #20
zegram 33
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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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Old 05-11-2012, 01:16 AM   Top  -  End  -  #21
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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...
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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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Old 05-11-2012, 01:28 PM   Top  -  End  -  #22
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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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Old 05-11-2012, 01:53 PM   Top  -  End  -  #23
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...


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.
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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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Old 05-11-2012, 02:52 PM   Top  -  End  -  #24
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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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Old 05-11-2012, 03:07 PM   Top  -  End  -  #25
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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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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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Old 05-11-2012, 04:45 PM   Top  -  End  -  #26
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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

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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Old 05-11-2012, 07:41 PM   Top  -  End  -  #27
Prime32
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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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Old 05-11-2012, 08:35 PM   Top  -  End  -  #28
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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.

Quote:
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.

Quote:
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.

Quote:
Clash of Virtues [Suit]
Spoiler

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.

Quote:
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.

Quote:
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.
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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 debate philosophy!

Extended Signature.
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Old 05-13-2012, 02:05 PM   Top  -  End  -  #29
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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.
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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 debate philosophy!

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Old 05-15-2012, 09:47 AM   Top  -  End  -  #30
INoKnowNames
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Join Date: Jan 2012
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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 : 05-15-2012 at 09:47 AM.
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