sciencepanda
2009-08-20, 06:38 PM
Truly, my nerdiness knows no bounds.
Anywho, the idea here is to create a base class for a Power Ranger/Super Sentai/Kamen Rider sort of character. Tis my first homebrew character, so be gentle.
Here Goes:
Sentai
In times of great crisis, certain special men and woman (with attitude) are chosen by the ruler of the area and granted enchanted weapons and armor to fight off the threat. These items are tied to the warrior's own spirit, may be summoned at will and grow in power as they do.
Adventures: Sentai are specifically chosen to do heroic deeds, and so it is quite common to find them on quests, slaying monsters, or rescuing childrens' cats from trees. However, as they tied to the service of a specific master of lord, they rarely venture further than the nearest city, unless times are especially dire.
Alignment: Sentai are primarily good, however it is not unheard of for an evil sorceror or wizard to power and evil sentai to serve him/her. Regardless of this, Sentai are always lawful.
Race: Humans are most commonly made sentai, as their natural adaptability is well suited for the position. However, any race can become a sentai.
HD: d8
Class Skills: (6 x Int) Balance, Climb, Concentration, Diplomacy Heal, Hide, Intimidate, Jump, Listen, Perform, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device and Use Rope
Sentai
{table=head]Level|BA Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+2|
+0|
+1|Unarmed Strike, Henshin!, Dynamic Pose
2nd|
+2|
+3|
+3|
+0|
+1|Signature Weapon
3rd|
+3|
+3|
+3|
+1|
+1|Upgrade Weapon, Teamwork Aura
4th|
+4|
+4|
+4|
+1|
+2|Mecha, Slow Fall 20 ft.|0
5th|
+5|
+4|
+4|
+1|
+2|Upgrade Weapon, Bonus Feat|0
6th|
+6/+1|
+5|
+5|
+2|
+2|Jumping Kick, Dual Wield|1
7th|
+7/+2|
+5|
+5|
+2|
+3|Upgrade Weapon, Upgrade Armor|1
8th|
+8/+3|
+6|
+6|
+2|
+3|Deflect Arrows, Slow Fall 30 ft.|1|0
9th|
+9/+4|
+6|
+6|
+3|
+3|Upgrade Weapon|1|0
10th|
+10/+5|
+7|
+7|
+3|
+4|Super Henshin|1|1
11th|
+11/+6/+1|
+7|
+7|
+3|
+4|Upgrade Weapon, Upgrade Armor|1|1|0
12th|
+12/+7/+2|
+8|
+8|
+4|
+4|Greater Teamwork Aura|1|1|1
13th|
+13/+8/+3|
+8|
+8|
+4|
+5|Upgrade Weapon, Slow Fall 50 ft.|1|1|1
14th|
+14/+9/+4|
+9|
+9|
+4|
+5|Bonus Feat|2|1|1|0
15th|
+15/+10/+5|
+9|
+9|
+5|
+5|Upgrade Armor, Upgrade Weapon|2|1|1|1
16th|
+16/+11/+6/+1|
+10|
+10|
+5|
+6|Lay On Hands, Courageous Blow|2|2|1|1
17th|
+17/+12/+7/+2|
+10|
+10|
+5|
+6|Upgrade Weapon|2|2|2|1
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
+6|Slow Fall 70 ft. Enhanced Speed|3|2|2|1
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
+7|Upgrade Weapon, Upgrade Armor, Greater Courageous Blow|3|3|3|2
20th|
+20/+15/+10/+5|
+12|
+12|
+6|
+7|Ultimate Henshin, Bonus Feat|3|3|3|3[/table]
A Sentai's spells are chosen from the Ranger list and cast the same way as a Ranger.
Weapon and Armor Proficiencies: A sentai is proficient with his signature weapon. He is not proficient with any armor of shields.
Abilities
Unarmed Strike: Same as Monk.
Henshin!: (1 x Sentai Level) per day as a free action, the sentai may invoke the powers granted to him by his master, granting him the mystical armor which he uses to fight. This effect temporarily replaces any armor the sentai may already be wearing with a brightly colored, streamlined battlesuit. When this is in affect, give the sentai additional temporary points of str, dex and con equal to his str, dex and con modifiers. (For instance, if the sentai has an initial str of 13, add his modifier of +1 to that, giving him a new str score of 14, and a new modifer of +2.) Any additional points of con do not grant additional hit points. With the exception of Unarmed Strike, he must have henshin activated to access any of his sentai abilities. The henshin may be dismissed at any time as a free action.
Dynamic Pose: When activating his henshin, the sentai may decide to do that as a standard action. If he does so, he strikes a mighty pose, granting all allies within viewing range a +2 moral bonus on all saving throws until his henshin expires.
Signature Weapon: At 2nd level, a sentai becomes proficient with one basic, martial or exotic weapon. When henshined, he can summon as a free action a single weapon of that type. This is treated as +1 enchanted weapon of his size category. If the weapon is removed from the sentai's hands for more than one round, it dissolves into the aether. If this happens, or if the weapon is destroyed, the sentai may summon another one as another free action.
Upgrade Weapon: Starting at 3rd level, and every other level afterward, the sentai may improve upon his weapon by applying one of these affects to it. A new affect may be applied with each upgrade, however the same upgrade cannot be taken multiple times, unless stated otherwise:
An additional +1 to the weapon. This upgrade may be applied multiple times.
For the rest, see the AaE Guide:
Binding
Commanding
Corrosive
Crazed
Disarming
Energy Aura
Eager
Everbright
Fortunate
Radiant
Stunning
Sweeping
Teamwork Aura: A sentai is now skilled at working in tandem with other sentai members. Each allied sentai gains a +1 moral bonus to attack roles when fighting against the same enemies.
Mecha: When fighting against a colossal or larger sized foe, a sentai may summon his giant robot to fight in his stead. A mecha is treated similarly to a ranger's animal companion, however it is a humanoid shaped colossal construct. Additionally, rather than traveling constantly with the sentai, it may be summoned from out of the aether as a full round action but only when the sentai faces a colossal or larger opponent. The mecha's status growth is described near the bottom of the page.
Slow Fall: The same as the monk ability. It is upgraded periodically as the sentai levels up.
Jumping Kick: The sentai may use its movie action for the round to jump towards and kick the enemy. The sentai must perform a jump check (DC=10+1 for every 5 feet of distance.) If this succeeds, they immediately move up to the foe and use a single unarmed attack against it.
Dual Wield: At 6th level, the sentai gains the Two Weapon Fighting feat, even if he does not have the prerequisites for it. Additionally, when summoning his signature weapon, the sentai may choose to summon a second copy of it with which to dual wield. Any upgrades granted to the intial weapon are granted to the second one as well.
Upgrade Armor: The sentai's henshin based armor now grants +1 DR. This increases by an another one point for every upgrade. In addition to this, choose one of the following effects. The same rules apply as with upgrading weapons:
An additional +1 to AC.
An additional +1 to DR.
From the AaE Guide:
Acidic
Aquatic
Arrow Catchin
Buffering
Daylight
Distracting
Feathered
Sacred
Wrapping
Deflect Arrows: Same as the feat, except that the sentai may use it when holding his signature weapon(s).
Super Henshin: At 10th level, the sentai receives an upgraded version of his standard henshin ability. From this point on, add the sentai's modifiers to his ability scores twice when henshinning. (A 13 str with a +1 modifer would temporarily be 15 str with a +2 modifier for the duration of the henshin.) Additionally, the sentai may take a proficiency in a second weapon type and be able to summon this weapon it in the place of his original one (or two, or one of each if he is dual wielding.) Any upgrades granted to the first weapon apply to the second as well.
Greater Teamwork Aura: At 12th level, the sentai's teamwork aura improves so that it now affects non-sentai teammates.
Lay On Hands: Same as Paladin ability
Courageous Blow: The sentai can now apply his charisma modifier to his attack rolls.
Enhanced Speed: The sentai's armor now grants him an improved running pace. Increase his base speed while henshinned by 60 ft.
Greater Courageous Blow: The sentai may now apply both his wisdom and charisma modifiers to his attack rolls while henshinned.
Ultimate Henshin: At level 20, a sentai may maintain his henshinned state indefinitely, although he may still dismiss it at will. The sentai may now take a proficiency in a third type of weapon. Lastly, increase all of the sentai's ability scores by 1.
---
Code of Conduct: A sentai must maintain the same alignment as the one granting him his powers. Should he commit sufficient acts to change his alignment, he looses the ability to gain sentai levels, cast sentai spells, and henshin, until he redeems himself or finds a new master better fitting his new code of conduct.
---
Mecha
A Mecha is a construct of colossal size which essentially serves as the sentai's equivalent of a familiar. A mecha increases in level for every 4th level the sentai gains. It's ability scores are equal to the sentai's except with size modifiers for a colossal sized entity taken into account and that as a construct, it has no intelligence score. It's HD are equal half those of the sentai's, plus the bonus it gains from leveling up.
A mecha's stat growth is as follows:
MECHA
{table=head]Sentai Level|Bonus HD|BA Bonus|Natural Armor Bonus|Special
4th-7th|
+0|
+0|
+0|Power Attack
8th-11th|
+5|
+5|
+5|Evasion
12th-15th|
+10|
+10|
+10|Multiattack
16th-20th|
+15|
+15|
+15|Improved Evasion[/table]
---
So what do you think? How balanced/imbalanced does it seem?
Anywho, the idea here is to create a base class for a Power Ranger/Super Sentai/Kamen Rider sort of character. Tis my first homebrew character, so be gentle.
Here Goes:
Sentai
In times of great crisis, certain special men and woman (with attitude) are chosen by the ruler of the area and granted enchanted weapons and armor to fight off the threat. These items are tied to the warrior's own spirit, may be summoned at will and grow in power as they do.
Adventures: Sentai are specifically chosen to do heroic deeds, and so it is quite common to find them on quests, slaying monsters, or rescuing childrens' cats from trees. However, as they tied to the service of a specific master of lord, they rarely venture further than the nearest city, unless times are especially dire.
Alignment: Sentai are primarily good, however it is not unheard of for an evil sorceror or wizard to power and evil sentai to serve him/her. Regardless of this, Sentai are always lawful.
Race: Humans are most commonly made sentai, as their natural adaptability is well suited for the position. However, any race can become a sentai.
HD: d8
Class Skills: (6 x Int) Balance, Climb, Concentration, Diplomacy Heal, Hide, Intimidate, Jump, Listen, Perform, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device and Use Rope
Sentai
{table=head]Level|BA Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+2|
+0|
+1|Unarmed Strike, Henshin!, Dynamic Pose
2nd|
+2|
+3|
+3|
+0|
+1|Signature Weapon
3rd|
+3|
+3|
+3|
+1|
+1|Upgrade Weapon, Teamwork Aura
4th|
+4|
+4|
+4|
+1|
+2|Mecha, Slow Fall 20 ft.|0
5th|
+5|
+4|
+4|
+1|
+2|Upgrade Weapon, Bonus Feat|0
6th|
+6/+1|
+5|
+5|
+2|
+2|Jumping Kick, Dual Wield|1
7th|
+7/+2|
+5|
+5|
+2|
+3|Upgrade Weapon, Upgrade Armor|1
8th|
+8/+3|
+6|
+6|
+2|
+3|Deflect Arrows, Slow Fall 30 ft.|1|0
9th|
+9/+4|
+6|
+6|
+3|
+3|Upgrade Weapon|1|0
10th|
+10/+5|
+7|
+7|
+3|
+4|Super Henshin|1|1
11th|
+11/+6/+1|
+7|
+7|
+3|
+4|Upgrade Weapon, Upgrade Armor|1|1|0
12th|
+12/+7/+2|
+8|
+8|
+4|
+4|Greater Teamwork Aura|1|1|1
13th|
+13/+8/+3|
+8|
+8|
+4|
+5|Upgrade Weapon, Slow Fall 50 ft.|1|1|1
14th|
+14/+9/+4|
+9|
+9|
+4|
+5|Bonus Feat|2|1|1|0
15th|
+15/+10/+5|
+9|
+9|
+5|
+5|Upgrade Armor, Upgrade Weapon|2|1|1|1
16th|
+16/+11/+6/+1|
+10|
+10|
+5|
+6|Lay On Hands, Courageous Blow|2|2|1|1
17th|
+17/+12/+7/+2|
+10|
+10|
+5|
+6|Upgrade Weapon|2|2|2|1
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
+6|Slow Fall 70 ft. Enhanced Speed|3|2|2|1
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
+7|Upgrade Weapon, Upgrade Armor, Greater Courageous Blow|3|3|3|2
20th|
+20/+15/+10/+5|
+12|
+12|
+6|
+7|Ultimate Henshin, Bonus Feat|3|3|3|3[/table]
A Sentai's spells are chosen from the Ranger list and cast the same way as a Ranger.
Weapon and Armor Proficiencies: A sentai is proficient with his signature weapon. He is not proficient with any armor of shields.
Abilities
Unarmed Strike: Same as Monk.
Henshin!: (1 x Sentai Level) per day as a free action, the sentai may invoke the powers granted to him by his master, granting him the mystical armor which he uses to fight. This effect temporarily replaces any armor the sentai may already be wearing with a brightly colored, streamlined battlesuit. When this is in affect, give the sentai additional temporary points of str, dex and con equal to his str, dex and con modifiers. (For instance, if the sentai has an initial str of 13, add his modifier of +1 to that, giving him a new str score of 14, and a new modifer of +2.) Any additional points of con do not grant additional hit points. With the exception of Unarmed Strike, he must have henshin activated to access any of his sentai abilities. The henshin may be dismissed at any time as a free action.
Dynamic Pose: When activating his henshin, the sentai may decide to do that as a standard action. If he does so, he strikes a mighty pose, granting all allies within viewing range a +2 moral bonus on all saving throws until his henshin expires.
Signature Weapon: At 2nd level, a sentai becomes proficient with one basic, martial or exotic weapon. When henshined, he can summon as a free action a single weapon of that type. This is treated as +1 enchanted weapon of his size category. If the weapon is removed from the sentai's hands for more than one round, it dissolves into the aether. If this happens, or if the weapon is destroyed, the sentai may summon another one as another free action.
Upgrade Weapon: Starting at 3rd level, and every other level afterward, the sentai may improve upon his weapon by applying one of these affects to it. A new affect may be applied with each upgrade, however the same upgrade cannot be taken multiple times, unless stated otherwise:
An additional +1 to the weapon. This upgrade may be applied multiple times.
For the rest, see the AaE Guide:
Binding
Commanding
Corrosive
Crazed
Disarming
Energy Aura
Eager
Everbright
Fortunate
Radiant
Stunning
Sweeping
Teamwork Aura: A sentai is now skilled at working in tandem with other sentai members. Each allied sentai gains a +1 moral bonus to attack roles when fighting against the same enemies.
Mecha: When fighting against a colossal or larger sized foe, a sentai may summon his giant robot to fight in his stead. A mecha is treated similarly to a ranger's animal companion, however it is a humanoid shaped colossal construct. Additionally, rather than traveling constantly with the sentai, it may be summoned from out of the aether as a full round action but only when the sentai faces a colossal or larger opponent. The mecha's status growth is described near the bottom of the page.
Slow Fall: The same as the monk ability. It is upgraded periodically as the sentai levels up.
Jumping Kick: The sentai may use its movie action for the round to jump towards and kick the enemy. The sentai must perform a jump check (DC=10+1 for every 5 feet of distance.) If this succeeds, they immediately move up to the foe and use a single unarmed attack against it.
Dual Wield: At 6th level, the sentai gains the Two Weapon Fighting feat, even if he does not have the prerequisites for it. Additionally, when summoning his signature weapon, the sentai may choose to summon a second copy of it with which to dual wield. Any upgrades granted to the intial weapon are granted to the second one as well.
Upgrade Armor: The sentai's henshin based armor now grants +1 DR. This increases by an another one point for every upgrade. In addition to this, choose one of the following effects. The same rules apply as with upgrading weapons:
An additional +1 to AC.
An additional +1 to DR.
From the AaE Guide:
Acidic
Aquatic
Arrow Catchin
Buffering
Daylight
Distracting
Feathered
Sacred
Wrapping
Deflect Arrows: Same as the feat, except that the sentai may use it when holding his signature weapon(s).
Super Henshin: At 10th level, the sentai receives an upgraded version of his standard henshin ability. From this point on, add the sentai's modifiers to his ability scores twice when henshinning. (A 13 str with a +1 modifer would temporarily be 15 str with a +2 modifier for the duration of the henshin.) Additionally, the sentai may take a proficiency in a second weapon type and be able to summon this weapon it in the place of his original one (or two, or one of each if he is dual wielding.) Any upgrades granted to the first weapon apply to the second as well.
Greater Teamwork Aura: At 12th level, the sentai's teamwork aura improves so that it now affects non-sentai teammates.
Lay On Hands: Same as Paladin ability
Courageous Blow: The sentai can now apply his charisma modifier to his attack rolls.
Enhanced Speed: The sentai's armor now grants him an improved running pace. Increase his base speed while henshinned by 60 ft.
Greater Courageous Blow: The sentai may now apply both his wisdom and charisma modifiers to his attack rolls while henshinned.
Ultimate Henshin: At level 20, a sentai may maintain his henshinned state indefinitely, although he may still dismiss it at will. The sentai may now take a proficiency in a third type of weapon. Lastly, increase all of the sentai's ability scores by 1.
---
Code of Conduct: A sentai must maintain the same alignment as the one granting him his powers. Should he commit sufficient acts to change his alignment, he looses the ability to gain sentai levels, cast sentai spells, and henshin, until he redeems himself or finds a new master better fitting his new code of conduct.
---
Mecha
A Mecha is a construct of colossal size which essentially serves as the sentai's equivalent of a familiar. A mecha increases in level for every 4th level the sentai gains. It's ability scores are equal to the sentai's except with size modifiers for a colossal sized entity taken into account and that as a construct, it has no intelligence score. It's HD are equal half those of the sentai's, plus the bonus it gains from leveling up.
A mecha's stat growth is as follows:
MECHA
{table=head]Sentai Level|Bonus HD|BA Bonus|Natural Armor Bonus|Special
4th-7th|
+0|
+0|
+0|Power Attack
8th-11th|
+5|
+5|
+5|Evasion
12th-15th|
+10|
+10|
+10|Multiattack
16th-20th|
+15|
+15|
+15|Improved Evasion[/table]
---
So what do you think? How balanced/imbalanced does it seem?