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Giant Brother
2010-01-29, 09:54 PM
TABLE OF CONTENTS

The Sentai (Base Class) (http://www.giantitp.com/forums/showpost.php?p=7790535&postcount=1)
The Mahou Shoujo (Base Class) (http://www.giantitp.com/forums/showpost.php?p=7837177&postcount=31)
Mahou Shoujo Cause List (http://www.giantitp.com/forums/showpost.php?p=7837202&postcount=32)
Mahou Shoujo Appeal List (http://www.giantitp.com/forums/showpost.php?p=7837205&postcount=33)
Sentai/Mahou Shoujo Feat List (http://www.giantitp.com/forums/showpost.php?p=7837236&postcount=34)

THE SENTAI

http://balancebox.files.wordpress.com/2009/07/5093321.jpg
"There are only two things in this world I cannot stand... Lies... and evil... and lies... and BELL PEPPERS!!!" ~ Bang Shishigami, eccentric Human Sentai

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class Skills

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

Hit Dice: d10

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

Class Abilities:

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

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

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

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

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

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

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

Strike of Justice: Upon reaching second level, the Sentai's attacks begin to take on an elemental property. While in Henshin! the Sentai may now perform a Strike of Justice attack. The Sentai selects a type of energy from fire, cold, electricity, sonic, acid or force. The Sentai now deals this type of damage in addition to any damage he may deal in his attack. The Strike of Justice only applies to the first successful hit of a turn. Sentai that use the Force or Sonic energy have their damage dice for Strike of Justice lowered from 1d6 to 1d4.

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

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

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

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

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

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

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

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

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

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

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

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

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

PLAYING A SENTAI

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

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

Combat

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

Advancement

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

Resources

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

Sentai in the World

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

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

(Okay, so it's nowhere near done, but believe it or not, posting it up here is so much easier to do instead of just recopying all this and putting it on wordpad... if you'd like to drop suggestions as to what to add to the class, please do so. In the meantime, I need some shuteye... I'll get back to work on this in the morning.)

DracoDei
2010-01-29, 10:04 PM
Transformation sequence... Charisma to AC the way the Monk gets Wis to AC... Some reason to power down and/or HAVE a secret identity (time limit???).

Giant Brother
2010-01-29, 10:11 PM
I've already been working on a transformation sequence power, and am considering much of what you suggest. I have never considered a CHA bonus to AC, and I think that'd be a good idea. Let me see if I can implement it somewhere.

Southern Cross
2010-01-29, 10:14 PM
For a start,the henshin ability requires the sentai to wear or hold the transformation item and speak a transformation phrase.
The transformation also makes the sentai stronger,faster and tougher,as well as more impressive (i.e. I suggest henshin boosts Strength,Dexterity,Constitution and Charisma,plus increasing the sentai's natural armour).

T.G. Oskar
2010-01-29, 10:16 PM
First, have a look at the Mountebank.

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

Mug that. The Sentai needs it badly!

Also: the Giant's Champion (http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html) class is a take on covered-identity superheroes. You might want to have a look at it. No need for spells or the like, just recall:

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

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

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

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

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

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

--Finally: the ultimate attack. ALL Sentai have some sort of ultimate attack. What would Ultraman be without his signature beam attack? Or Kamen Rider without the Rider Kick!? Options are welcome.

UserShadow7989
2010-01-29, 10:19 PM
Ohh, nice! For some suggestions, I'd suggest feats that allow them to perform absurd leaps and acrobatics, and grant morale bonuses to other characters. Maybe a full-round action worth of striking poses at the beginning of a fight grants a bonus?

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

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

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

T.G. Oskar
2010-01-29, 10:27 PM
Ohh, nice! For some suggestions, I'd suggest feats that allow them to perform absurd leaps and acrobatics, and grant morale bonuses to other characters. Maybe a full-round action worth of striking poses at the beginning of a fight grants a bonus?

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

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

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

I like those ideas. Good way to point it out.

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

So...how about combat-style based Sentai? You could have the Loner Sentai (which has the Signature Weapon ability amongst others), the Team Sentai (which could summon an outsider or a construct, but whose abilities are mostly based on teammates), and the Magical Girl Sentai (and who knows, maybe add UMD for them; just recall that there's also male Sailors and Tuxedo Mask...as weird as it sounds...). It would make the class interesting, but at the same way workable.

Giant Brother
2010-01-29, 10:32 PM
... *sheds tear*

I...

I love you guys...

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

UserShadow7989
2010-01-29, 10:50 PM
... *sheds tear*

I...

I love you guys...

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

What can we say? A sentai is very different from most D&D homebrew, very open and ripe for creativity, and I don't think there's a single person here that didn't enjoy it at some time or another. Besides that, playing as a sentai would be freaking awesome. I'm shocked nobody thought of this before. (Well, there's Rich Burlew's Champion, but still.)

@T. G. Oskar: Thank you, your ideas are fantastic as well. I agree that the Ranger's combat styles is a better way to handle it.

Giant Brother
2010-01-29, 11:07 PM
This is all a little more overwhelming than I anticipated, but at the same time, I'm glad. Anyways, the first draft of the basic Henshin is up. A majority of the class abilities will, of course, only be accessable in Henshin mode. I'll have to do some hard research into where to go from here.

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

Edit: Also, I am considering making the "Team Sentai" and Magical Girl variants of this form of Sentai, which I shall make the "Loner Sentai". Is this acceptable? Until I have more energy in me, I'm probably just gonna sort out the fluff for the class. Even though it's clear people know plenty of it.

T.G. Oskar
2010-01-29, 11:58 PM
This is all a little more overwhelming than I anticipated, but at the same time, I'm glad. Anyways, the first draft of the basic Henshin is up. A majority of the class abilities will, of course, only be accessable in Henshin mode. I'll have to do some hard research into where to go from here.

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

Yeah, that. I was away from the books, so I thought mostly of Cover Identity instead of Alter Ego. It makes for an interesting ability, since some of the Sentai may or may not use organic-based uniforms, and it generally fits the concept.


Edit: Also, I am considering making the "Team Sentai" and Magical Girl variants of this form of Sentai, which I shall make the "Loner Sentai". Is this acceptable? Until I have more energy in me, I'm probably just gonna sort out the fluff for the class. Even though it's clear people know plenty of it.

I'd say keep Loner Sentai and Magical Girl separate. Magical Girls (Mahou Shoujo) can work both as a team (Sailor Moon, for example), or separate (say...Kamikaze Kaitou Jeanne?). However, their mechanics work very differently from Sentai, and while they can be gathered as a single class, the inherent differences may allow for a different class altogether. However, you can still work with Magical Girls as part of the sentai collection.

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

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

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

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

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

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

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

Thomar_of_Uointer
2010-01-30, 12:55 AM
I toyed around with the "sentai armor" idea a while back. Here are my 2 cents:

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

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

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

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

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

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

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

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

Some abilities could also be passive.

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

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

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

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


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

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

Make magical girl a seperate class. I mean, seriously, what's the mechanical difference between magical girl and sorcerer?

T.G. Oskar
2010-01-30, 01:29 AM
I toyed around with the "armor henshin" idea for a while. Here are my 2 cents:

Good, but let's help the guy with easier mechanics, shall we?


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

(This means that you don't treat the armor as actual armor, though some sentai abilities boost existing armor. This setup makes the sentai tougher, but still equipment-reliant, and you then use armor points to fuel special attacks. However, if you really want to do it this way...)

Basically, what you're explaining is adding temporary hit points to the Sentai. You reduce the damage of the sentai by half, and once it's over, its over. THP works perfectly for that, and it actually makes more sense than "armor points".

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

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


Item Attunement (Su): The sentai can incorporate 1 piece of equipment per level into his sentai transformation by spending 24 hours to attune to it. An attuned item can only be used while the sentai is transformed, but gains a benefit based on its type:
* Weapon: The weapon gains a +2 bonus to d20 rolls to confirm critical hits.
* Armor: The armor grants a +2 bonus to AC against rolls to confirm critical hits.
* Shield: The shield's armor check penalty is reduced by 1.
* Tool: The tool magically returns to the sentai when his transformation ends. If the tool is expended or destroyed, it is lost.
* Ammunition: The sentai can only attune one quiver's worth of ammunition (10 sling stones, 10 crossbow bolts, 20 arrows, 5 shuriken). This ammunition magically returns to the sentai unbroken when his transformation ends. Magical ammunition becomes masterwork ammunition once fired.
* Magic Item: The item only takes half damage when sundered or damaged when the sentai rolls a natural 1 on a saving throw.

Static bonuses are bad. It's better to make them scaling bonuses. I'd say that a +1 per four or five class levels would be good for the first two benefits, eliminate the second (if you haven't noticed, ACF for shields is almost negligible, and sentai aren't known to use many shields anyways, aside from the fact that masterwork reduces ACF by one anyways), the tool ability is pretty senseless, the ammo ability is pretty good for saving money (though it's not particularly powerful), and the magic item ability is basically a safety zone for them, so it's decent.

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


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

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

Limiting Sentai transformation by points instead of by a time-restraint doesn't seem very proper. The idea could work well if you used HP (or even the temporary HP) as augmentations to attacks (as if they were psionic powers of any sort). As it stands...well, you planned for armor points to be THP AND PP at the same time, which isn't very exhilarating...


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

Flame is easily resisted. Plus, where are lightning strikes? Or cold strikes (such as if you desired to duplicate Hyoga's Diamond Dust)? I'd say perhaps all physical damage + 1d6/2d6 damage, half is elemental and half is "the blazing spirit of the sentai manifested forth".

Also, another way to activate it, please.


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

This one is pretty weird. Basically, you're healing their wounds, but not healing them. This one could very well justify HP consumption. Say...fixed area (about 30 feet or so), all allies within area, and you turn lethal damage to non-lethal damage at a 1-by-1 ratio (or perhaps 1-by-2 ratio, since battlefield combat isn't a good choice) If you use temporary hit points, you can count yourself as a target too: otherwise, if you use real HP, you can't treat yourself as a target.


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

Aside from the armor point requirement, this ability is awesome. Free teleports are great, and one way to handle the trouble of movement: basing it on a 1 point per 5 feet, however, is not. Also, sentai never risk damage from falling.

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

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

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


Some abilities could also be passive.

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

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

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

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

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

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


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

That would suggest making the sentai some sort of template, or the Henshin mode some sort of artifact. That's potentially catastrophic, since the mere suggestion implies that spellcasters would greatly benefit from custom-made templates, which spells brutal disaster.

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


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

That's a good idea, actually. Except for the points (what makes them mechanically distinct to...say, power points? The fact that the armor points are a hybrid between temporary HP and PP?), the participation of many sentai would magnify the powers of the team sentai, and in the end, of the abilities as a whole.


Make magical girl a seperate class. I mean, seriously, what's the mechanical difference between magical girl and sorcerer?

A sorcerer doesn't have to spend 5 minutes transforming into her super-powered form to cast her spells; she just does. A magical girl, on the other hand, doesn't have the flexibility that the sorcerer does of being the ultimate utility sorcerer.

Besides, magical girls behave like invocation classes anyways. Get one ability, spam it at will, gets stronger with the power of love, justice and the girly way. So there's a BIG mechanical difference.

sciencepanda
2010-01-30, 02:09 AM
Yes! Thank you so much for reinventing this! I realize that it is incomplete still, but it's pretty clear that you have a much better idea of what you are doing then when i tried to write this up half a year ago. :smallbiggrin:

Giant Brother
2010-01-30, 09:32 AM
Love, Justice and the Girly Way? Sweet. I am totally quoting that when it comes to making the Magical Girl, Oskar. So far, what I'm looking at here doesn't seem like a "Power Point" type class, really. Sorry, Thomar. I will be looking at the other things you have, though.

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

Latronis
2010-01-30, 09:44 AM
Does this qualify? (http://www.youtube.com/watch?v=JEsHUel04dY)

The-Mage-King
2010-01-30, 12:06 PM
I... I...

I love it...

It's wonderful to see something so cliche as a base class...

T.G. Oskar
2010-01-30, 03:23 PM
After watching the Henshin! ability, I'll give my rumination about it:

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

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

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

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

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

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

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

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

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

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

What do you think?

Thomar_of_Uointer
2010-01-31, 01:55 AM
Love, Justice and the Girly Way? Sweet. I am totally quoting that when it comes to making the Magical Girl, Oskar. So far, what I'm looking at here doesn't seem like a "Power Point" type class, really. Sorry, Thomar. I will be looking at the other things you have, though.

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

No problem, use what you want. I'm never going to use it seriously. (And a few times when I've said that, it comes up later in the group I run...)

imp_fireball
2010-01-31, 08:13 PM
--Don't deny their non-sentai form. Even when not transformed, they are capable warriors. Sentai form is limited mostly when you're facing a really bad monster or a BBEG.

Most of the time, I'd argue this is due to the power of plot. Also, it already applies anyway since every time they level up they gain HD which their normal form can't deny. Even 1/2 BAB at a high level is enough to make them 'decent warriors'... compared to the high school bully or a street thug.

Giant Brother
2010-01-31, 09:50 PM
I'd say you're making sense, Oskar. I've edited Henshin! to mesh more with your suggestions, and I'll definitely be putting in the staggered boosts to abilities that you've suggested. It makes more sense that way. Having the transformation once a day doesn't sit right with me, though... so I may have it once per encounter like you mentioned.

T.G. Oskar
2010-01-31, 11:11 PM
Most of the time, I'd argue this is due to the power of plot. Also, it already applies anyway since every time they level up they gain HD which their normal form can't deny. Even 1/2 BAB at a high level is enough to make them 'decent warriors'... compared to the high school bully or a street thug.

That would make sense...were it not because you'll face mooks every now and then, and 1/2 BAB won't do much to deal with a group of mooks.

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

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

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

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

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

@Brother bigger than Big Brother: I am quite surprised with the Alter Ego ability. Specifically that part that you can alter gender. Made me think of the male Sailors, and in this bizarre fan-made example of them all (http://www.sailorranko.com/archive/001page001.htm). Fortunately you're not following the First Law of Gender Bending (http://tvtropes.org/pmwiki/pmwiki.php/Main/FirstLawOfGenderBending) like another Magical Girl Sentai that exists on the Internets (http://www.sgvy.com/archives/Edda1/Cover.html).

Then again, there's Moldiver (http://en.wikipedia.org/wiki/Moldiver)...

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

UserShadow7989
2010-01-31, 11:33 PM
I was thinking about the whole Loner - Team - Magical Girl split and the need to make them capable outside of Henshin!. Allow the player to select a feat at each level from a list that modifies or grants additional bonuses to Henshin!, and apply a weaker version of the benefit when the Sentai is not transformed.

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

Edit: Actually, does Magical girl really need to be a seperate category? Other then trading super-wire-fu and technology capable of wrecking a city block for super-wire-acrobatics and magic capable of wrecking a city block, there's no mechanical difference in how they work. Heck, there are even Team and Loner magical girls, so you could just note that they can be made with the Sentai class too and reduce your work load by 1/3rd.

T.G. Oskar
2010-02-01, 07:02 PM
I was thinking about the whole Loner - Team - Magical Girl split and the need to make them capable outside of Henshin!. Allow the player to select a feat at each level from a list that modifies or grants additional bonuses to Henshin!, and apply a weaker version of the benefit when the Sentai is not transformed.

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

Edit: Actually, does Magical girl really need to be a seperate category? Other then trading super-wire-fu and technology capable of wrecking a city block for super-wire-acrobatics and magic capable of wrecking a city block, there's no mechanical difference in how they work. Heck, there are even Team and Loner magical girls, so you could just note that they can be made with the Sentai class too and reduce your work load by 1/3rd.

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

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

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

However...how about Mahou-Shoujo as a PrC from Sentai? That would allow Dark Magical Girl to happen. Then again, that could allow even Mecha Pilots to happen...

UserShadow7989
2010-02-01, 09:16 PM
Interesting proposal you suggest: making the Sentai specifications as Sentai-specific feats instead of Sentai class abilities, is that it? That could work on the long run, but it should have some fundament on the class itself. Perhaps treat as:

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

Sounds good. I wish I could help out on this part, but I haven't played much or recently. I meant to say in my previous post that if you have more Loner Sentai feats, your main class abilities change slightly from if you had more Team Sentai feats, but your idea sounds better and doesn't require 3 versions of every class ability.


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

I don't know. I've seen hot blooded Mahou-Shoujo (though it's more of a Tranquil Fury then a screaming righteousness) and Sentai with animal companions (but robotic dogs instead of talking cats), and the noted differences is more based on demographic appeal then integral to the essence of Sentai or Magical Girl. Despite that, your point still stands; it's vastly more common to have a hot blooded Sentai and a Magical Girl with a talking animal companion, along with mildly different genres.


However...how about Mahou-Shoujo as a PrC from Sentai? That would allow Dark Magical Girl to happen. Then again, that could allow even Mecha Pilots to happen...

While it could work as a prestige class, what if someone wants to start as a Mahou-Shoujo?... Though I suppose you can stick to Sentai skills that are also found in both Magical Girls and Sentai and start taking levels of the PrC once you meet the requirements. Or set the requirements so they can be met early.

T.G. Oskar
2010-02-01, 10:35 PM
Sounds good. I wish I could help out on this part, but I haven't played much or recently. I meant to say in my previous post that if you have more Loner Sentai feats, your main class abilities change slightly from if you had more Team Sentai feats, but your idea sounds better and doesn't require 3 versions of every class ability.

Well, I haven't played much recently either, aside from collaboration with the Test of Spite fellas; still, I tend to refine rather than provide ideas.

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


I don't know. I've seen hot blooded Mahou-Shoujo (though it's more of a Tranquil Fury then a screaming righteousness) and Sentai with animal companions (but robotic dogs instead of talking cats), and the noted differences is more based on demographic appeal then integral to the essence of Sentai or Magical Girl. Despite that, your point still stands; it's vastly more common to have a hot blooded Sentai and a Magical Girl with a talking animal companion, along with mildly different genres.

Mahou-Shoujo's rare Tranquil Fury isn't enough nekketsu compared to Sentai nekketsu. Gunbuster has a marvelous example of how females manifest Nekketsu, and quite evidently it is very similar to male Hot Blood. As for Sentai with "animal companions" (Casshern comes to mind), they are closer to Homunculi or Guardian Familiars than actual magical beast animal companions such as in the case of Mahou Shoujo. So even in the differences, the tendency is to treat Mahou Shoujo as a different kind of Sentai.


While it could work as a prestige class, what if someone wants to start as a Mahou-Shoujo?... Though I suppose you can stick to Sentai skills that are also found in both Magical Girls and Sentai and start taking levels of the PrC once you meet the requirements. Or set the requirements so they can be met early.

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

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

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

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

Giant Brother
2010-02-02, 09:10 AM
Phew, sorry for the absence, folks. Okay, so to address what's been left behind...


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

Then again, there's Moldiver...

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


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

Hmm, I'm not familiar with the Tome Monk. What book is that in? I'll see if I can track it down. Meanwhile, I'll start making a list of Sentai abilities to use.


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

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


Interesting... That may be a workable concept, yes... Indeed, I do believe I like it, Wattson! That should work nicely.


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

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

YES. That'll work perfectly. Good idea, you two. I'll get to work on Sentai feats. If you two have ideas for any, feel free to share.


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

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

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

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

Already tackled the isssue by classifying Mahou-Shoujo as a different class. I have handed the undertaking of the Magical Girl class over to my girlfriend Velvet Pillow (http://www.giantitp.com/forums/member.php?u=47908), and she should have a skeleton chart up sometime today with some beginning ideas on the concept. Of course, this is still a collaborated effort between us, and you guys too. So, feel free to keep posting ideas for the Magical Girl up here before the thread gets put up.

imp_fireball
2010-02-02, 01:22 PM
That would make sense...were it not because
blah blah blah

Judging from the gist of your argument (the main point being the power rangers and ultraman moments every now and then in the plot), I'd just say that those characters took levels in other classes.

Giant Brother
2010-02-04, 08:14 AM
Okay, let's not all get riled up here... Does anybody have any suggestions for Sentai feats?

Giant Brother
2010-02-06, 01:57 PM
Okay, so! I've got class abilities for every level now. I'm looking for some critique on what I've got, and I'm still looking for Sentai Feat suggestions. Does anyone have anything? When I first put this up I couldn't get anyone to stop...

Velvet Pillow
2010-02-06, 09:28 PM
(Without further ado, I present to you the beginnings of....)

The Mahou Shoujo

http://i211.photobucket.com/albums/bb233/Giant_Brother/Ilyana4.jpg

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class Skills

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

Hit Dice: d8

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

(Oh gawd my head... okay... break tiem for now...)

Velvet Pillow
2010-02-06, 09:36 PM
Post reserved for Causes. Whooo.

Velvet Pillow
2010-02-06, 09:37 PM
Aaaaaand this post is reserved for Appeals. Hopefully this'll be enough space.

Giant Brother
2010-02-06, 09:44 PM
And we might as well leave this post open for Feats, and perhaps a Prestige Class Compendium once we have some PrCs running...

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

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

Energetic Spirit [Sentai]

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

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

Sentai KICK!!! [Sentai]

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

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

Invulnerable Charge [Sentai]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Glorious Superhero! [Sentai]
"Who put the glory in glorious? Warrior King!
Whose daring deeds are most notorious? Warrior King!
Is he bold? No one braver!
Is he courageous? Of Fear, the tamer!
Warrior King! Warrior King!..."
Prerequisites: Initiator level 1st, Weapon Aptitude class ability, Henshin! class ability
Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Warblade class levels. As well, you are treated as having an effective Fighter level equal to the sum of your Sentai and Warblade levels minus 3.
When your Henshin! state ends, you refresh all maneuvers.
Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Enhanced Suit [Sentai]
Luxurious elven silk on the inner layers of the suit for maximized comfort, increased durability to deal with marauding Orcs, muscle stimulators to enhance mobility and prevent cramps, resistance to the elements, and self cleaning darling- that's a new feature.
Prerequisites: Henshin! or Pretty Up! class feature
Benefit: Your suit or dress's list of features and abilities increases alongside your abilities. Select one of the following effects when you take this feat. Your selection cannot be changed afterwords.
Strength: You get a +1 competence bonus to Strength checks and damage rolls for physical attacks.
Durability: Gain a +1 deflection bonus to AC while Henshin! or Pretty Up! is in effect.
Agility: Your movement speed is increased by 10 ft. and you receive a +1 competence bonus to Dexterity checks while Henshin! or Pretty Up! is in effect.
Resistance: While Henshin! or Pretty Up! is in effect, add a +1 competence bonus to saves and a Spell Resistance of Charisma Modifier + (Sentai/Mahou Shoujo Class levels/4).
Lasting: Increase the duration of Henshin! or Pretty Up! by 1 round.
This feat can be taken multiple times. You can take this feat a maximum number of times equal to your Sentai and Mahou Shoujo class levels/3. You cannot take any individual effect provided by this feat more than twice.

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

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

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

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

T.G. Oskar
2010-02-07, 03:48 AM
Well, this one is a massive work-out for the Sentai, what with the introduction to Magical Girls, as well as the feats and the completion of the sentai as a class. First things first, Sentai:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

--

Comments? Inquiries? Critique? Anything!?

UserShadow7989
2010-02-07, 05:40 AM
I've got a few feat ideas for the Sentai here. I hope that they'll be of use.

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

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

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

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

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

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

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

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

Velvet Pillow
2010-02-07, 12:17 PM
Whee! Replies! Okay, I'll take a look here while I keep working...


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

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

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

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

Pretty Up! is indeed basically a Mahou Shoujo version of the Henshin! ability. No big surprises there. I wasn't really planning on the Mahou Shoujo gaining a weapon like the Sentai, though.

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

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

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

Also... UserShadow, no fair quoting Psychonauts... >.<

Giant Brother
2010-02-07, 02:38 PM
Whoohoo, replies! Alright, let's take a look here...


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

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

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

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

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

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

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

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

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

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

Let's see here. Okay, the name change to Elemental Justice makes sense, I'll go with Strike of Justice, like you suggested. I can see how the power progression you're thinking of would be much better than what I had going. If it's not to be used while untransformed, however... what would you suggest for a capstone? As for the other features... how does having the Rider Effect come in at level nine sound?

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


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

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

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

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

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

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

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

--

Comments? Inquiries? Critique? Anything!?

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

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


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

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

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

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

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

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

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

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

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

These all look quite good, UserShadow. Consider them in. For the Diamond Heart feat... maybe... hm.... the opponent having double or more hit dice? I'm not quite sure...

T.G. Oskar
2010-02-08, 03:25 AM
I've got a few feat ideas for the Sentai here. I hope that they'll be of use.

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

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

Good idea, poorly executed concept. The problem lies in that you're tying your survival to a Will save, which isn't so troubling when you already have Diehard letting you at least staggered.

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

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

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


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

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

I'd say you should steal from 4th Edition. Say that if you're under 50% of your HP, you gain a morale bonus on attack rolls, damage rolls, AC and saves equal to 1 per four class levels of the Sentai. Thus, it doesn't depend on your enemy but on your condition; your enemy may be of a Challenge Rating 5 higher than your own, and you might never get a chance to beat him because it gets beaten by another character with a lucky shot. I'd, however, limit it to when the Sentai/Magical Girl is on Henshin!/Pretty Up! state. I'd also let it stack with other morale bonus.

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


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

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

YES! Much wisdom you have, UserShadow. I'd limit it to some of them (this wouldn't bode well with Theme Song Power Up!!! (you know, the one with three exclamation points, not the one with just one point or two), but it bodes well with, say, lower feats on the feat chain. It's also sacrificing one feat to get a feat to work while under non-transformed shape.


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

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

Too powerful, and I'd say something that it would fit better as a roleplay bonus rather than a mechanical feat. Oveeeeerly Innntriiicaaate COMBINATION! has to be something that's insanely wacky and out of rationale, so I'd go a tad further. How about:

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

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


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

Hmm...very interesting proposal. I like your line of thought, although it is not exactly potent and somewhat limiting. However, I wholeheartedly wish to tackle that problem, since if done correctly it's a path to deal with Cleric domain powers and Warlock/DFA invocations the right way.

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

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

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

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

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

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

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

I'll see if I can get ideas about the path of Causes and Appeals, but that's as far as I can deal with. It's an entirely new mechanic based on a pastiche of other existing ones, so it will be difficult but not impossible to manage. An example Cause/Appeal as you intend to work it would be great to initiate brainstorming about the best path to it.

UserShadow7989
2010-02-08, 03:56 PM
@T.G. Oskar: Those sound much better. Here's the revised versions:

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

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

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

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

Here's a couple more that I came up with: (EDITED on Feb. 08, 2010, based on the below post's suggestions.)

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

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

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

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

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

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

T.G. Oskar
2010-02-08, 10:29 PM
@T.G. Oskar: Those sound much better.

Hmm...I like how you redacted them. Simple, easy, straight to the point. I should see if there's some RAW/RAI differences, but through different means; basically, have someone playtest them and see how they can be broken up.

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


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

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

Excellent idea, but I'd rework the DC because it scales too violently. Effectively, a Sentai with the unthinkable Charisma of 12-13 would cause a save DC of 4, which is pathetically weak; on the meanwhile, just an increase of +2 to Charisma adds 4 to the mix. By Charisma 20, your save DC is exactly 20, and then it skyrockets.

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

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


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

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

Lots of extra kudos for quoting Kamina. That alone makes the feat awesome.

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

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


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

Clever tactic! I like how that works. Though, it has to be measured; I can see The Power of Teamwork and Heroes Never Die coupling to make your entire team almost literally invincible (and depending on their Will saves). Maybe make give it the special property of allowing it to take more than once, and each time it applies to a different feat; then, you add the disclaimer that you cannot use this ability to choose feats with specific Sentai feat prerequisites unless you have chosen the prerequisite feat earlier (so that you can't directly choose Heroes Never Die without first choosing Unbreakable for purposes of this feat)


Army of One [Sentai]
Isolation breeds strength.
Prerequisite: Henshin! or Pretty Up! class ability, Loner feat, at least one other Sentai feat
Benefit: Select 1 Sentai feat you have that grants a benefit to others. Multiply any stat bonuses it would provide to a single ally by 3 and apply it to yourself instead.


So far, the only feats that grant a benefit to allies usually have the "if you have the Team Player feat..." disclaimer, so this feat would technically not apply to any feat thus far. I'll leave this stored around, since it's really hard to actually pinpoint a benefit proper for it...

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

How about it?

UserShadow7989
2010-02-08, 11:07 PM
Alright, I edited the feats based on your suggestions. I edited the original post so it wouldn't get confusing for anyone reading through the topic. For Unstoppable Bravery, I made it work even if you are immune to the condition so it wouldn't be obsoleted by Theme Song Power Up!!, in fact the immunity it provides makes U.B. more reliable. I also took your suggestions on the Benefit for Army of One, imposed the restriction on The Power of Team Work, changed the DC for In the name of Justice!, and changed the latter's name to In the name of ...!.

Edit: I just had a flash of inspiration again.

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

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

T.G. Oskar
2010-02-09, 01:00 AM
Alright, I edited the feats based on your suggestions. I edited the original post so it wouldn't get confusing for anyone reading through the topic. For Unstoppable Bravery, I made it work even if you are immune to the condition so it wouldn't be obsoleted by Theme Song Power Up!!, in fact the immunity it provides makes U.B. more reliable. I also took your suggestions on the Benefit for Army of One, imposed the restriction on The Power of Team Work, changed the DC for In the name of Justice!, and changed the latter's name to In the name of ...!.

I noticed. I'd still refine it a bit further, since the reading can be a bit confusing. For example: Power of Teamwork's special disclaimer should read "You cannot choose feats with specific Sentai feat prerequisites for purposes of this feat unless you have chosen the Power of Teamwork feat for the prerequisite feat earlier." (Clarification in bold and italic for indication purposes only) As for Unstoppable Bravery and immunity to fear, I'd add half the bonus; it's pretty strong, and you'll be asking for your allies to cast fear spells on you just to get the benefit otherwise. I'd also state that it has to be a fear effect caused by your opponent.

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

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

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

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

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

Glorious Superhero! [Sentai]
"Who put the glory in glorious? Warrior King!
Whose daring deeds are most notorious? Warrior King!
Is he bold? No one braver!
Is he courageous? Of Fear, the tamer!
Warrior King! Warrior King!..."
Prerequisites: Initiator level 1st, Weapon Aptitude class ability, Henshin! class ability
Benefit: You are treated as a character whose Initiator level is the sum of your Sentai and Warblade class levels. As well, you are treated as having an effective Fighter level equal to the sum of your Sentai and Warblade levels minus 3.
When your Henshin! state ends, you refresh all maneuvers.
Once per encounter as a swift action, you may expend a boost maneuver to add your Strike of Justice bonus damage to a single maneuver you know. This maneuver must be one that deals a single melee attack.

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

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

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

Also, kudos on whom gets all references.)

ScIaDrd
2010-02-09, 05:10 PM
My 2cp to this awesome thread!:smallsmile:

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


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



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

UserShadow7989
2010-02-09, 06:11 PM
T.G. Oskar: I see Gurren Lagaan and... that's all I recognize. I need to start watching animation again. The feats look good, and having a few Sentai only feats is fine as it differentiates the Sentai and the Mahou Shoujo.

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

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

Special: If you have the Team Player feat, increase the Reflex Save's DC by 8 while the target is flanked. If you have the Loner feat, triple the result of your damage rolls instead. If you have the Pretty Up! class feature, this can be applied to your Lovely Burst! class feature as well.

T.G. Oskar
2010-02-10, 03:30 AM
T.G. Oskar: I see Gurren Lagaan and... that's all I recognize. I need to start watching animation again. The feats look good, and having a few Sentai only feats is fine as it differentiates the Sentai and the Mahou Shoujo.

Not all of it is anime. Indeed, the first two or so, plus one more are Tengen Toppa! Gurren Lagann references. The rest are based on a game and on American animation.

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

Incoming Ham

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

Special: If you have the Team Player feat, increase the Reflex Save's DC by 8 while the target is flanked. If you have the Loner feat, triple the result of your damage rolls instead. If you have the Pretty Up! class feature, this can be applied to your Lovely Burst! class feature as well.

Interesting proposal. Effectively, you've added the ability to loudly reveal your attack and reveal your hot bloodedness in all glory to double your hits. (Did you know there's an ability in Super Robot Wars that does something similar? And that calling your attacks is way too common?).

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


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

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

Another interesting feat. Basically, it's a 1/encounter double-strength Shield Other. I'd like to see a small feat chain from this, such as being able to move adjacent to the ally if within 30 feet as an immediate action to activate this move, and then to make a Shield Other effect after using this ability. Each feat would also, probably, increase the uses per encounter of this ability by one. Certainly, it would seem as an interesting feat chain.


Out of the inferno [SENTAI]
You devil...
Prerequisite: Henshin! or Pretty Up! class ability, Cha 13 , Con 15
Benefit:By making a DC20 Charisma check, you can ingnore any mundane evroronmental damage such as fire, extreme cold, and falling scenery that drectly threatens you, or prevents you from acting on your Cause. Note that mundane bindings restricting you or other creatures do not count as a hazard for purporses of this feat. In addtion to the above benefits, you can use the slow fall abillity as a monk of half your class level {rounded up} Lastly when this feat is active, you can ignore any mundane environmetal effects the impede your movement, such as shallow water,swamps or caltrops, as above. This is a supernatural abillty that you can use for a total time per day of 1 round per Maho shojo or Sentai level you possess, split up between uses as you desire.

Hmm...basically, it's Endure Elements + Feather Fall + Woodland Stride, but working a bit outside their normal parameters. I must admit, it's a tad confusing actually, but it's what you intend.

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

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

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

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

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

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


We help the helpless [SENTAI]
How can somebody so beautiful have such pain in her eyes..?
Prerequisite: Henshin! or Pretty Up! class ability.
Benefit: When you are fighting an opponent that you know is possesed or supernautraly compelled to oppose you, your Cause or your goals, you gain the effects of the shield of law spell as if cast by you, ingnoring any aligment restrictions and with folowwing exceptions: The effects that target chaotic creatures target possesed creatures instead and the spell restance granted is +10
This is a supernatural ability that you can use a number of times per day equal to 3 + your Charisma modifier.

I...presume that the intention is not to give so easily an 8th level spell, right? It's too strong for what it seems; WAY too strong.

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

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

One way to handle this would be: make it personal, make the Spell Resistance variable by class level (such as 10 + class level), make the benefits variable by class level (1 per four class levels), keep the pseudo-Mind Blank effect, and give it some other restriction. Then, if using Team Player, the effect extends to 20 feet, while if using Loner, you get the retributive ability based on your alignment.

UserShadow7989
2010-02-10, 01:54 PM
Not all of it is anime. Indeed, the first two or so, plus one more are Tengen Toppa! Gurren Lagann references. The rest are based on a game and on American animation.

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

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


Interesting proposal. Effectively, you've added the ability to loudly reveal your attack and reveal your hot bloodedness in all glory to double your hits. (Did you know there's an ability in Super Robot Wars that does something similar? And that calling your attacks is way too common?).

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

Hot blood reference added in.


Another interesting feat. Basically, it's a 1/encounter double-strength Shield Other. I'd like to see a small feat chain from this, such as being able to move adjacent to the ally if within 30 feet as an immediate action to activate this move, and then to make a Shield Other effect after using this ability. Each feat would also, probably, increase the uses per encounter of this ability by one. Certainly, it would seem as an interesting feat chain.

A fantastic idea.

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

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

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

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

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

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

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

Velvet Pillow
2010-02-10, 08:24 PM
Sorry guys, I've been crazy busy with Uni, I'll try to get some Causes and Appeals up asap for all of you.

T.G. Oskar
2010-02-11, 10:40 AM
Sorry guys, I've been crazy busy with Uni, I'll try to get some Causes and Appeals up asap for all of you.

Worry not. We've been having a blast with feat-making.

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


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

Good that you caught the reference.

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

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


A fantastic idea.

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

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

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

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

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

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

Interesting idea. However, you don't need to add the Special tag to indicate extra uses of Heroic Guardian; you can mention it as part of the benefit. For example:

--

Benefit:

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

--

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

One more thing: Shield Other is a spell (http://www.d20srd.org/srd/spells/shieldOther.htm), not exactly a feat. I'm sure there's something that works along those lines, and class features that have a methodology such as that (Shield Ally from the Knight, for example).

Now, to study them closely:

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

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

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

UserShadow7989
2010-02-11, 11:42 AM
Worry not. We've been having a blast with feat-making.

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

How about a PrC that gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.

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


Good that you caught the reference.

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

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

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


Interesting idea. However, you don't need to add the Special tag to indicate extra uses of Heroic Guardian; you can mention it as part of the benefit. For example:

--

Benefit:

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

--

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

One more thing: Shield Other is a spell (http://www.d20srd.org/srd/spells/shieldOther.htm), not exactly a feat. I'm sure there's something that works along those lines, and class features that have a methodology such as that (Shield Ally from the Knight, for example).

Now, to study them closely:

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

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

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

All noted and fixed to the best of my ability. I tried to make SoR more readable and put in the amount of damage that's negated (I forgot the first time, sorry). Basically, you transfer the damage and effects to yourself like normal, then negate half the damage and gain a moral bonus to your saves equal to Sentai+Mahou Shoujo class levels/4.

T.G. Oskar
2010-02-11, 12:58 PM
How about a PrC that gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.

A Factotum-ish Sentai? Well...it could work, but that's not a concept I'd be familiar with. Perhaps someone else can make it a tad more workable?


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

Ouendan. Gitaroo Man. I like your style!

Perhaps make it a Bard/Sentai hybrid class, or a Bard manifesting Sentai powers and linking them to its music. It could also boost up a bit the Sonic Strike of Justice, as part of its features.

Velvet Pillow
2010-02-11, 01:13 PM
Just offering a couple while I putter away on this. I think Giant Brother wanted to do one for Fire Sentai. In it, the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda. He'd have to explain it, 'cause I'm not sure.

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

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

T.G. Oskar
2010-02-11, 01:33 PM
Just offering a couple while I putter away on this. I think Giant Brother wanted to do one for Fire Sentai. In it, the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda. He'd have to explain it, 'cause I'm not sure.

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

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

Hmmm...that's a good list to work with.

So, to recap everything on PrCs:
Dark Magical Girl (magical girl with evil or dark powers;not necessarily evil)
First Hero/First Sentai (your archetypal Sixth Ranger or mentor-as-Sentai; think of it as the one hero that inspires others to follow his path.)
Empowered Hero/Empowered Sentai (think D-Boy/Blade in Blaster Mode;a Sentai/Magical Girl with an evolved suit that grants more powers, but that sacrifices being capable of manifesting those while untransformed)
Golemsuited (a Sentai that slowly gains construct-like traits while on Henshin! state; think Tekkaman or Guyver. Also considerable evolution of Loner Sentai)
Factotum-ish Sentai/Magical Girl PrC

[...] gets something close to the 'inspiration points' system (that's the name, right?) that grant him bonus uses of feats, class abilities, or bonuses to his or his allies' rolls? Someone whose sheer force of will warps reality and makes the impossible possible.
Bard + Sentai/Magical Girl PrC (Sonic-based Sentai?)

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

[...]the Sentai would gain the power to burst into a being of pure flames upon using Henshin! a la Human Torch and would gain a slew of fire abilities besides. Sort of a non-psionic Pyrokineticist, kinda.
Changeling Sentai PrC (sounds so reasonable it might just work!)

[...]a special, but short PrC that let's them assume MORE alternate identities, allowing them a few different Henshin!'d forms with different weapon, feat, and energy selections.
Pure Martial Sentai PrC (monkish derived?)
Psychic-based Sentai (replaces Strike of Justice with psychokinetic energy, uses of Psionic Focus?)

[...]a Psychokinetic Brawler Sentai, one that shifts his Strike of Justice energy into pure psionic energy, and can manifest a special Sentai Mind Blade and imbue it with his heroic fighting spirit!

I presume that, except for a few, all are both available for Sentai and Magical Girls. Might as well brainstorm for exceptions (such as probably the Dark Magical Girl and the Golemsuited). I might leave this as the working board for gathering all PrC ideas unless Giant Brother decides to alter it. Might as well get somewhere to link it on the meanwhile (also, have the first page provide links to the Sentai, Magical Girl, and feat compilation posts)

Velvet Pillow
2010-02-11, 01:44 PM
That's a good idea, and if I knew GB's password I'd do it right now. When I see him I'll pester him to link all of this together. Besides, he has a lot of work to do on this now!

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

UserShadow7989
2010-02-11, 02:22 PM
Hmmm...that's a good list to work with.

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


I presume that, except for a few, all are both available for Sentai and Magical Girls. Might as well brainstorm for exceptions (such as probably the Dark Magical Girl and the Golemsuited). I might leave this as the working board for gathering all PrC ideas unless Giant Brother decides to alter it. Might as well get somewhere to link it on the meanwhile (also, have the first page provide links to the Sentai, Magical Girl, and feat compilation posts)

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

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


Ouendan. Gitaroo Man. I like your style!

Perhaps make it a Bard/Sentai hybrid class, or a Bard manifesting Sentai powers and linking them to its music. It could also boost up a bit the Sonic Strike of Justice, as part of its features.

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

EDIT: You missed an 'x' on the Mahou Shoujo table. 15th level, Will Save.

T.G. Oskar
2010-02-13, 11:29 AM
Snap! Second-page falling out! This must not happen!

Thus, aiding bump FOR GREAT JUSTICE!!!!


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

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

Interesting, albeit odd. By the reasoning of both Henshin! and Pretty Up!, that would be akin to a feat and not exactly a Prestige Class: it would allow both base classes to progress.

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

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

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

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


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

Hmm...that and Sonic Strike of Justice. Something like:

--

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

--

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

Speaking of which...where is Giant Brother!?

UserShadow7989
2010-02-13, 12:55 PM
Interesting, albeit odd. By the reasoning of both Henshin! and Pretty Up!, that would be akin to a feat and not exactly a Prestige Class: it would allow both base classes to progress.

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

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

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

DFA? What is that?


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

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

That's better then me. I'm only familiar with the Nanoha series, which is heavily based on the mecha genre for the battles, and a very faint memory of watching the Mackre'd version of Sailor Moon on Toonami as a kid. 'Very faint' meaning I don't remember anything other then the main characters.

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

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


Hmm...that and Sonic Strike of Justice. Something like:

--

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

--

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

Speaking of which...where is Giant Brother!?

A minimum of 4~6 ranks in the Perform skill (depends on if Perform is a class skill for Sentai/Mahou Shoujo).

Haven't seen him in a while. Maybe he's busy with irl problems, or working on feats himself. He might be trying to catalog everything and having trouble keeping up, what with our back and forth feat making.

Velvet Pillow
2010-02-13, 01:54 PM
Speaking of which...where is Giant Brother!?

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

(Also, do you guys have msn, yim or aim accounts you could share? I think that'd really help expedite some of the discussion regarding stuff like the Mahou Shoujo.)

T.G. Oskar
2010-02-13, 02:55 PM
That's true. An X/day ability that lets you instantly succeed/grants a powerful bonus to a balance, climb, escape artist, jump, ride, or tumble skill check regardless of DC. A feat chain that would increase uses and apply it to saves and other skills.

That's a tad upon the Epic levels, I believe. There still has to be a challenge for Sentai, which is going on the line of massive stacking bonuses. Instant success is just pushing it a bit further down the line.


DFA? What is that?

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


That's better then me. I'm only familiar with the Nanoha series, which is heavily based on the mecha genre for the battles, and a very faint memory of watching the Mackre'd version of Sailor Moon on Toonami as a kid. 'Very faint' meaning I don't remember anything other then the main characters.

Considering you've actually seen one (and a bit of another) series of Magical Girls, I'd say you're a tad more familiar in my case. The latter two are webcomics that somehow are based on a series (the former) or kinda parody it (the latter).


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

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

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

Cause: Hammerspace
Appeals: Storing Chest, Summon Avenging Hammer, Graceful Twin Hammer Stance (http://egscomics.com/?date=2002-05-29)

Then, do a further explanation based on the main idea from Velvet. Which...speaking of Velvet...

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

(Also, do you guys have msn, yim or aim accounts you could share? I think that'd really help expedite some of the discussion regarding stuff like the Mahou Shoujo.)

Great to know. Though, it's mostly placing links, which shouldn't take much time (as well as a notice indicating the first-page links for those who don't take the time to read the first post...)

As for IM account...yes, yes I do. Send a PM and I'll send the address. There's also Meebo in case you want a more open chat.

UserShadow7989
2010-02-13, 09:16 PM
That's a tad upon the Epic levels, I believe. There still has to be a challenge for Sentai, which is going on the line of massive stacking bonuses. Instant success is just pushing it a bit further down the line.

Just bonuses to them, then. Maybe the Instant Success could be turned into an Epic Feat, but I'm even less knowledgeable about Epic rules then the rest of it.

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

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

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

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

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

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

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

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


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

Ah. I've heard of that class, and I say it sounds pretty cool.


Considering you've actually seen one (and a bit of another) series of Magical Girls, I'd say you're a tad more familiar in my case. The latter two are webcomics that somehow are based on a series (the former) or kinda parody it (the latter).

Not really. After the first four episodes, Magical Girl Lyrical Nanoha's all but a mecha anime in a magical girl disguise. It makes a huge jump in quality at that point, too, but that's besides the point. And I only remember the title characters of Sailor Moon as they were in the horribly butchered (or so I hear it was) English dub I haven't seen in 8~10 years. Well, only one thing to do. To TvTropes!

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

http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalGirl
http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicWarrior
http://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAMagicalGirlSeries


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

Cause: Hammerspace
Appeals: Storing Chest, Summon Avenging Hammer, Graceful Twin Hammer Stance (http://egscomics.com/?date=2002-05-29)

Then, do a further explanation based on the main idea from Velvet. Which...speaking of Velvet...

I love EGS. Love it. Love the idea too.


Great to know. Though, it's mostly placing links, which shouldn't take much time (as well as a notice indicating the first-page links for those who don't take the time to read the first post...)

As for IM account...yes, yes I do. Send a PM and I'll send the address. There's also Meebo in case you want a more open chat.

@Velvet: I have a Yahoo IM account that's been unused for almost a year, though I'd prefer a Xat chat room if possible. Does Meebo require registration? You can give me the details over PM and I'll send you my Yahoo IM screen name.

Giant Brother
2010-02-13, 10:47 PM
Hey, sorry for the absence. Just currently posting to let you guys know I haven't fallen off the face of the earth. I'll get around to these posts in due course. In the meantime, I've also been working on a PrC, something of a Sentai answer to the Dark Magical Girl. I'll try to put up the beginnings of it when I can.

Kuma
2010-02-14, 10:56 AM
Just plain awesomeness. that is all.

ScIaDrd
2010-02-16, 10:15 AM
Hey poeple just got an idea about some mahou shojo class abillities.
basically the idea in that you would select a thematic Archetype tied to you Cause at 1st level, such as Maid ( rogue/face type with maid fluff and any and all trappings thereof. :smallbiggrin:) or Miko/priestess (divine spells divination, spirit binding, ofuda) or a kaitou (gentleman thief, look it up on tv tropes.)
Now I propose that these Archetype work as bloodlines (http://www.dandwiki.com/wiki/Category:Bloodline) except don´t buy them with levels. Instead you get the minor perks automaticly, and the intermediate and major ones (like ability boosts, spells, Lovely beam upgrades/invocatons and metamagics) have prerequisities like feats.
Wll try to whip up some examples once I have the time.
What do you say about this?

T.G. Oskar
2010-02-16, 06:49 PM
Hey poeple just got an idea about some mahou shojo class abillities.
basically the idea in that you would select a thematic Archetype tied to you Cause at 1st level, such as Maid ( rogue/face type with maid fluff and any and all trappings thereof. :smallbiggrin:) or Miko/priestess (divine spells divination, spirit binding, ofuda) or a kaitou (gentleman thief, look it up on tv tropes.)
Now I propose that these Archetype work as bloodlines (http://www.dandwiki.com/wiki/Category:Bloodline) except don´t buy them with levels. Instead you get the minor perks automaticly, and the intermediate and major ones (like ability boosts, spells, Lovely beam upgrades/invocatons and metamagics) have prerequisities like feats.
Wll try to whip up some examples once I have the time.
What do you say about this?

I'd be disagreeing with the idea on various terms.

Maid archetypes (and by definition, butler and head maid archetypes) are strikingly different from Sentai or Magical Girl archetypes. A maid MAY be a magical girl and viceversa, but they are treated through separate means; a Magical Girl's cover identity would be a maid, or a Sentai's cover identity would be a butler, but that doesn't mean the archetype is what gives them their powers. Kaitou (noble thieves or gentlemen thieves, as you call them) are also another archetype that doesn't need to have Sentai powers. Kaitou could work as a Prestige Class for Sentai and Magical Girl, however; the thing is that Kaitou are also a pretty independent archetype. Shrine Maiden or Shinto Priest archetypes are covered by different means; Shugenja is where you should be looking at, which should cover (albeit imperfectly) the archetypes of Shugenja, Shrine Maiden, Shinto Priest and Omnyoji.

Second is that if you introduce those archetypes, you'll be dangerously approaching what BESM deals with. There's a d20 version of BESM which has the classes and feats that you seek. The purpose of this project is to use the d20 rules and make it compatible with the setting, however insane as that may seem. Evidently, we use modern world references (such as Bang, for example), but the idea is that Sentai are used as if they were on a high fantasy setting.

Third and most important, Mahou Shoujo is pretty much working fine. Most of the abilities from the Mahou Shoujo are taken from invocation classes (Warlock/Dragonfire Adept) and others are taken from the Sentai class that's already developed (mostly the use of Charisma for nearly everything). There will be some differences, of course, but the idea is that the Magical Girl will in the end be a pretty much magic-inclined version of a heroic Sentai. In fact, while it says Mahou Shoujo, it has the intention of being open to males, in case you haven't noticed.

If the idea were to adapt those archetypes as part of a high-fantasy setting and not as an independent concept, then BESM would be a better idea. We could certainly adapt some of the concepts (given that DN Angel and Kamikaze Kaitou Jeanne have examples of over-the-top noble thieves), but it has to follow that same idea to make it a different path from BESM.

SephlidJam
2010-02-17, 01:24 AM
Although, the defensive feel that he is proposing for the Priestess wouldn't be that bad of an idea for one of the Magical Girl's causes. Maybe including an effect that duplicated Shield, or Circle of Protection (at appropriate levels, of course). It would be a magical girl with a defensive bent, and maybe a few specialty powers to work on Outsiders / Undead. And depending on how things work, maybe other, specialized abilities based on the spirit(s) she worships.

Just an idea I had while reading. Frankly, the Sentai/Magical Girl classes in general are quite amazing. When this finished, I am so playing one in the next campaign I'm in.

T.G. Oskar
2010-02-17, 09:27 AM
Although, the defensive feel that he is proposing for the Priestess wouldn't be that bad of an idea for one of the Magical Girl's causes. Maybe including an effect that duplicated Shield, or Circle of Protection (at appropriate levels, of course). It would be a magical girl with a defensive bent, and maybe a few specialty powers to work on Outsiders / Undead. And depending on how things work, maybe other, specialized abilities based on the spirit(s) she worships.

Interesting counter-point. Of course, the way Causes and Appeals work isn't particularly complete as of yet, but we have a more solid idea of how it can be dealt with.

Thing is, as it's going, the set of abilities gained by means of Causes and Appeals doesn't mesh well with the idea of animism or Shrine Maidens. Animism is a concept that's already explored somewhat in the game (Spirit Shaman), and Shrine Maidens are also an explored concept (Shugenja, for example); the biggest of those concepts is that it threads too much into completely inclusive anime archetypes which will end in the inevitable "why not play BESM d20 then?", when the idea is to introduce the concept of Sentai (heroes with classy suits that fight enemies with their sheer willpower in the name of justice) and Magical Girl (heroines with pretty suits that fight enemies with their attachment to love and justice), as well as all that implies. We're using Mecha Pilot lore somewhat (not everything or anything, most specifically bits and pieces such as phrases), but Mechas aren't the main concept; Powered Suits, given that they cross both the Mecha genre and the Sentai genre, are considered through means of a PrC (Golemsuited)

However, associating a Cause thematically with a concept isn't quite far off in terms of how it would apply. You could consider that a Magical Girl will quite probably assume a set of defensive abilities (perhaps stuff like Shield of Faith, Protection from Evil, etc.) and link it to a better known concept, but still retaining the main idea of being a Magical Girl instead of the concept. A Magical Girl with roguish abilities (such as...say, Find Traps, Knock, Detect Snares and Pits and perhaps Arcane Eye as equivalent invocations) could be associated with the Kaitou, but not exactly BE a Kaitou, since a Kaitou involves stealing for the very idea of proving that anything can be stolen, and some of the most daring thefts are of immaterial things, which are concepts that don't mingle well with love and justice. Equally, a character that gains banishment abilities could be associated with Shrine Maidens.

It's a good counterpoint since it brings up a different way of seeing the proposal, however.

sciencepanda
2010-02-17, 05:09 PM
As for the Sentai/Bard hybrid, it ought to have some method of directly using it's musical powers offensively, or at least using them to conjure something offensive.

Something along these lines: http://www.youtube.com/watch?v=GS5RyK9XC3k

T.G. Oskar
2010-02-17, 07:08 PM
As for the Sentai/Bard hybrid, it ought to have some method of directly using it's musical powers offensively, or at least using them to conjure something offensive.

Something along these lines: http://www.youtube.com/watch?v=GS5RyK9XC3k

Approved so hard it is almost offensive. Just as offensive as sticking the blunt side of your Sentai lute into the fleshy body of a fiend and pulling off a face-melting solo.

Which reminds me: whomever does the Sentai/Bard hybrid (be it me or someone else, but this is for the someone else) must by definition add a class ability called "Face Melting Solo" where you essentially...do something that melts faces. With a solo.

Wait, that's called Dragonfire Inspiration: Fire-or-Acid shoot-ya'-in-the-face. Still, Face Melting Solo...mmm...

And just because this has to be topped or equaled somehow...
Find a group of songs with attitude! (http://www.youtube.com/watch?v=UgQhyquS9Ms)

UserShadow7989
2010-02-23, 07:57 PM
A few more Sentai feats, because you can never have enough options.

Into the Fray [Sentai]
"Who wants some?!"
Prerequisites: Henshin! or Pretty Up! class ability, Tumble 5 ranks
Benefit: Your grace allows you to move about without leaving yourself open to attack. A number of times per day equal to your Dexterity Modifier, you can activate this feat as a Free Action. You can take 10 on Tumble Skill Checks even if in a situation where you wouldn't normally be able to. Alternately, you can make a normal roll with a +5 Competency bonus.

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

If you have the Mobility feat, you gain a dodge bonus to AC equal to 1 per five character levels. This applies to all attacks done until the end of the next round.

Law of Concentration of Hot Blood [Sentai]
"I'll take you all on!"
Prerequisites: Henshin! or Pretty Up! class ability, Into the Fray feat
Benefit: As a true hero, number alone cannot overcome you. When there are more then one enemy creatures adjacent to you, you gain a competence bonus to attack and damage rolls equal to the number of adjacent enemies within your threat range. This bonus is reduced by each time you defeat an enemy.

Special: If you have the Whirlwind Attack feat, you can make a second attack while using this feat, and you apply the benefits from feats, spells and special abilities in each of these attacks.
If you have the Loner feat, you gain twice the competence bonus to attack and damage rolls, plus a competence bonus to Armor Class equal to the number of creatures surrounding you.

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

Special: If you have the Improved Uncanny Dodge class ability, you treat your Sentai or Mahou Shoujo class levels to the level that grants this ability for purposes of its benefit.

Aggressive Evasion [Sentai]
"Stop hitting yourself! Stop hitting yourself!"
Prerequisites: Henshin! or Pretty Up! class ability, Into the Fray feat
Benefit: If you're attacked or targeted by a single target spell when there's an adjacent enemy creature (other then the attacking creature), and the attack misses, you may roll a Reflex saving throw, with the save DC being the result of the opponent's attack roll. If successful, treat the adjacent creature as the target of that attack or spell.

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

Special: If you have the Team Player feat, grant the effects of this feat to any ally attacking the same creature during this round. If you have the Loner feat, this effect applies to the first attack you do on your turn for the next 3 turns or until combat ends, whichever comes first.

Giant Brother
2010-02-25, 09:35 AM
(I'm wiped, man... got the table of contents up, and I THINK I have all of the feats listed and up to date. I may not, though... I'll double check in a bit.)

UserShadow7989
2010-02-25, 04:59 PM
(I'm wiped, man... got the table of contents up, and I THINK I have all of the feats listed and up to date. I may not, though... I'll double check in a bit.)

Missed posts 47, 60, and 69. Though the feats in 60 and 69 haven't been scrutinized yet. Other then that, I don't see any missing.

EDIT: Scratch 60 and 69, you got those. How come I can notice tiny things out of place but never something sitting in the open?

EDIT2: Okay, so I was partially mistaken again. None of the stuff in 60 was noted either.

ScIaDrd
2010-02-25, 05:04 PM
Here I come with some more feats

[Sentai Diving KICK!! [Sentai]
Prerequisites: Henshin! class feature, Sentai KICK!, Strength 13, Jump 8 ranks
Benefit: When fighting unarmed and making a charge attack, or if using the Sentai KICK! feat, you deal a powerful kick that pushes the enemy away. Make a Jump check (with a DC equal to 10 + the creature's HD) as part of the charge action. If you succeed on the skill check, you may make your attack roll as usual; if you succeed on this second roll, you are treated as if you had initiated a charging bull rush attempt. The creature being attack may not execute an attack of opportunity as part of this action. If you fail your attack roll or your Jump check, you fall prone in a square adjacent to the creature and you provoke attacks of opportunity from it.
Special: If you have the Flying Kick feat, you gain the benefits of this feat while using this ability even if you are not charging. Furthermore, if you reduce your base attack bonus by using the Power Attack feat to deal extra damage, you also apply this bonus to the opposed Strength check.
Changed on UserShadow7989´s advice. Thank you.

T.G. Oskar
2010-02-25, 10:50 PM
Well peeps, excuses for not doing the revision work so deeply. I was a tad worried between a slight combat and a homebrew I was working on and that I recently posted, so it's evident I wasn't on the mood to check up.

Couple that with an expected call, an expected pre-order game (Ragnarok DS...yes, I am weak. Your point?), and expecting an imported game (Super! Robot! Wars! A...PORTABLE!! With a heavy dose of Ahoseru on the go!)...

Still, I feel on the mood to work things out. Full tummy, listening to awesome song (http://www.youtube.com/watch?v=6bhZupyjVhM&feature=PlayList&p=59A03746262C454D&playnext=1&playnext_from=PL&index=15)...let's go!


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

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

First...I don't recall very well the Flashy Acrobatics feat. Can't seem to find it on the feat list.

Second...this is basically a souped-up Mobility/auto-succeeding Tumble check, in which you essentially ignore attacks of opportunity. I could basically make it dependent on Mobility (which would make a lot of sense), but then again it's a difficult choice. I'd do the following: make the feat require at least 5 ranks in Tumble, then granting the character the ability to take 10 in Tumble even if stress and distractions normally prevent it. If you decide to make a roll, you gain a +5 competence bonus on Tumble checks.

Then, for the Special point, you can add "if you have the Mobility feat, you gain a dodge bonus to AC equal to 1 per five character levels. This applies to all attacks done until the end of the next round". That makes Mobility pretty useful, much better than what's supposed to be, and it makes Tumble equally as useful.


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

If the latter is a souped up Mobility, this is basically a weaker version of Whirlwind Attack. A VERY weak version, with the idea that you are reducing your BAB to attack all enemies at the expense of requirements. I'd go with the following:

Benefit: As a true hero, number alone cannot overcome you. When there are more then one enemy creatures adjacent to you, you gain a competence bonus to attack and damage rolls equal to the number of adjacent enemies within your threat range. This bonus is reduced by each time you defeat an enemy.
Special: If you have the Whirlwind Attack feat, you can make a second attack while using this feat, and you apply the benefits from feats, spells and special abilities in each of these attacks.
If you have the Loner feat, you gain twice the competence bonus to attack and damage rolls, plus a competence bonus to Armor Class equal to the number of creatures surrounding you.

I'd also call it the Law of Conservation of Ninjutsu (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConservationOfNinjutsu). Though, this isn't a Ninja thread but a Sentai thread, so it's the Law of Concentration of Hot Blood.


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

Minor nitpick: it should be "for a number of turns equal to half your class levels in Sentai or Mahou Shoujo", not "for the next (Sentai/Mahou Shoujo class levels/2) turns". Also, it sounds a tad better to "deny an opponent the benefits of flanking" instead of "count yourself as not being flanked".

Finally, I'd add as Special:
Special: If you have the Improved Uncanny Dodge class ability, you treat your Sentai or Mahou Shoujo class levels to the level that grants this ability for purposes of its benefit.


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

Interesting. Though I'd make it a Reflex Save vs. the attack roll result of the creature, and only if the attack misses. As in "If you're attacked or targeted by a single target spell when there's an adjacent enemy creature (other then the attacking creature) and the attack misses, you may roll a Reflex saving throw, with the save DC being the result of the opponent's attack roll. If successful, treat the adjacent creature as the target of that attack or spell."


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

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

Excellent feat, though I'd add as prerequisite the feat In the name of...!!!, and I'd remove the last sentence of the benefit. Basically, you can once per day make an attack deal double damage, but if you fail, you essentially lose the benefit since you don't hit at all. I'd also make it once per encounter, or once per day per X class levels, whichever is more fitting. Although, if it's per day uses, I'd say that if the attack fails you still deal normal damage as if you had succeeded on the attack roll; thus, it is an auto-hit, and you're basically confirming if it's a crit or not.

However, that should be very specific: it applies only to the next attack you make. For purposes of the Loner feat, it applies only to the first attack you do on your turn for the next 3 turns or until combat ends, whichever comes first.


Flying Kick [Sentai]
Boom...headshot. (http://www.youtube.com/watch?v=Fv3Mp_5DB6o)
Prerequisites: Strength 13, Jump 4 ranks, Balance 4 ranks, Diminutive or larger size.
Benefit: Select one creature to which you have line of sight and that you can reach. Make a Jump check as part of your movement; if the result equals or exceeds the creature's AC, you make a long jump and hit it with a flying kick. The attack deals Xd6 bludgeoning damage, where X is your grapple modifier, plus one extra die of damage per ten feet of movement speed beyond 30 feet. No matter the result of the attack, you land afterwards either in the opponent's square or at an adjacent square, determined randomly. If you fall the check by less than five, you can make a DC15 Balance check to land on your feet. If you fail by 6 or more, you fall prone in the target space. Using this feat requires a standard action.

Words in italics are orthographical corrections. Not exactly punishing you for that, but it makes it a tad easier to read. However, that doesn't mean I agree with the feat benefit.

First, there's already a feat in Complete Warrior called Flying Kick (http://realmshelps.dandello.net/cgi-bin/feats.pl?Flying_Kick). It's a feat that has a lot of requirements, and basically it's a charge while attacking with an unarmed strike that allows you to deal extra damage. The extra damage is 1d12, which isn't exactly powerful by any means.

Second, the benefit goes real bad real fast. Basically, it's 1d6 per each point of BAB AND Strength modifier you get, which means you can get to deal something along the lines of 5d6 with a standard action at first round, just by making an easy Jump check; the AC of CR 1 creatures doesn't exceed 16; someone with Strength 18 and 4 ranks succeeds on an 8 or less. Enter level 2, and you can use the Tumble synergy benefit to succeed on a 6 or less; that nets a single 6d6 damage.

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

--

So...opinions? Comments? Can I do shameless self-promotion? What else can I do?

UserShadow7989
2010-02-25, 11:59 PM
Made the suggested changes. The Flashy Acrobatics feat is in post 60, the last post of the previous page if I'm not mistaken.

EDIT: Few more. I don't know if I'm doing too many or too few of these, but the class is too cool not to do so many feats for.

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

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

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

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

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

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

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

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

Enhanced Suit [Sentai]
Luxurious elven silk on the inner layers of the suit for maximized comfort, increased durability to deal with marauding Orcs, muscle stimulators to enhance mobility and prevent cramps, resistance to the elements, and self cleaning darling- that's a new feature.
Prerequisites: Henshin! or Pretty Up! class feature
Benefit: Your suit or dress's list of features and abilities increases alongside your abilities. Select one of the following effects when you take this feat. Your selection cannot be changed afterwords.
Strength: You get a +1 competence bonus to Strength checks and damage rolls for physical attacks.
Durability: Gain a +1 deflection bonus to AC while Henshin! or Pretty Up! is in effect.
Agility: Your movement speed is increased by 10 ft. and you receive a +1 competence bonus to Dexterity checks while Henshin! or Pretty Up! is in effect.
Resistance: While Henshin! or Pretty Up! is in effect, add a +1 competence bonus to saves and a Spell Resistance of Charisma Modifier + (Sentai/Mahou Shoujo Class levels/4).
Lasting: Increase the duration of Henshin! or Pretty Up! by 1 round.
This feat can be taken multiple times. You can take this feat a maximum number of times equal to your Sentai and Mahou Shoujo class levels/3. You cannot take any individual effect provided by this feat more than twice.

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

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

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

EDIT 2: I just thought of something. Should "In the name of...!", "Dramatic Declaration", and "Incoming Ham" require ranks in Perform (Oratory)?

ScIaDrd
2010-03-02, 04:52 PM
I´ve reworked the old feat a bit. Feedback is still apprecitated.
Combat throw {SENTAI},
Sometimes, you just don´t have a weapon handy. Then it is time to defend justice with only the strenght of you arms and a bit of spirited determination.
Prerequisites: Improved grapple Strength 13, improved unarmed attack, Henshin” or Pretty up! class feature BAB+5
Benefit: Whenever you are targeted by a combat maneuver, , you can use an unarmed melee attack, as your attack of opportunity to use the following options:

Takedown throw: You grab an opponent and if you win a contested grapple check with a +2 comptence bonus, you throw your opponent off balance and into the ground dealing (1d8+Strength modifier) points of nonlethal bludgeoning damage. You can choose to inflict lethal damage instead, but you deal only half damage. The target falls prone in your space afterwards unless he makes a Relex save against DC of 10+ your Strength modifier.

Joint lock throw: If you pin an opponent you can make a strength check against DC of 10+the opponent’s Strength modifier. If you succeed you can throw the opponent. (the Strength check result-5) feet in any direction you want. He takes ( 1d8 + Strength modifier) points of nonlethal bludgeoning damage.You can choose to inflict lethal damage instead, but you deal only half damage. Additonally, he suffers a-4 circumstance penalty to skill checks and attack rolls (-6 while using a two handed weapon or two weapons. ) due to having a broken joint. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. The target can give the first aid to himself at a -2 carcumstance penalty)
Special:This feat can also be selected as a fighter or monk bonus feat, in which case ignore the "Henshin” or "Pretty up!" class feature prerequisite.

Improved combat throw {SENTAI},
Prerequisites: Combat throw , Strength 15, BAB+7 Henshin” or Pretty up! class feature.
As you experince with rough close-quarter brawling grows, you discover new ways to fight.
Benefit: Whenever you are targeted by a combat maneuver, , you can use an unarmed melee attack, as your attack of opportunity to use extra options
Charge counter: : You can you can use a melee unarmed attack with a -2 circumstance penalty on attack roll to throw a foe who is charging or performing a bull rush over your back. He moves in the direction of the charge for a number of feet equal to (his double move- the distance moved while charging) taking ( 1d8 + Strength modifier) points of nonlethal bludgeoning damage per five feet of the distance travelled. You can choose to inflict lethal damage instead, but you deal only half damage. He must make a DC15 Reflex save at the end of his movement or fall prone.

Manhandle: When you pin an opponent the same size as you or smaller you can make a contested grapple check to lift the opponent overhead. Now you have two options:
You can throw the opponent (10 + (15 for every size category smaller then you) + (strength score rounded to the nearest multiple of 5))ft. He takes (1d8 + Strength modifier) points of nonlethal bludgeoning damage per five feet of the distance travelled. You can choose to inflict lethal damage instead, but you deal only half damage. He must make a DC15 Reflex save at the end of his movement or fall prone.

Conversely, you can make a grapple check against a DC of (touch AC + dex mod + grapple mod) to slam the held opponent headfirst against the ground. He takes (1d12 + strength modifier+ 1 per every point you beat the DC by) points of nonlethal bludgeoning damage. You can choose to inflict lethal damage instead, but you deal only half damage. The target automatically falls prone in your square. When you hold an opponent aloft you receive a +8 circumstance bonus on Intimidate checks against anybody who can see you.
Special:This feat can also be selected as a fighter or monk bonus feat, in which case ignore the "Henshin” or "Pretty up!" class feature prerequisite.

Once again, many thanks to UserShadow7989 for feeback.
And why shouden´t people move farther if you judo throw them when they are charging?:smallconfused: Its just inertia, a basic natural law.:smalltongue: *Nyaaow-splatrch* There she goes!:smallamused:

ScIaDrd
2010-03-07, 01:40 PM
Sorry for a double post but I only want to help the development of the Mahou Shojo a bit. Since the warlock is the only one of the suggested classes that I´m remotely familiar with so I´ll be using that as a base. I also think it thematicaly fits the most. If you would like to use a Lurk and mantles instead, here (http://www.wizards.com/default.asp?x=dnd/dd/20060428a) is some information online.
The idea is that the MS gets invocations and Lovely Burst essences like a warlock that are tied to the thematic frameworek of a Cause. The Cause also grants benefits smilar to domain powers.
For the sake of fluff, the Dark level of invocations is renamed to Wondrous and eldrich essence invocations are renamed to burst essence invocations. Regular invocations are renamed to appeals. With this in mind any prepublished warlock invocations may be used provided they are thematically close to MS concepts or are refluffed appropriately.

Cause of Compassion
Your heart feels deep compassion torwards your fellow living (or undead, as the case may be) creatures. Now that you´ve been granted arcane powers, you draw on you feelings to fuel your magic.
Suggested alignment: Any good or neutral good.
Cause power: Your Lovely Burst and spells can deal nonlethal damage at your option, but othewise function the same.
Appeals:
Appeal of warding: You can use Protection against evil (or equivalent, as appropriate for you alignment) as the spell. Lesser invocaton. Effective spell level 3rd.

Appeal of sacrifice: You can use Share Pain as the power. Least invocation.Effective spell level 2nd

Appeal of protection: You can use Shield as the spell, but you can lend it to allies by touch. Least essence invocation. Effective spell level 1st.

Appeal of Sanctuary: You can use Sanctuary as the spell. Least essence invocation. Effective spell level 1st.

Burst of disarming: Any creature struck by your Lovely burst must make a Will save or drop any weapons it wields at her feet. Least burst essence invocation. Effective spell level 1st.

Appeal of aid:You can use Cure light wounds as the spell.. Least essence invocation. Effective spell level 1st

Appeal of purification: You can use Remove disease as the spell. Lesser essence invocation. Effective spell level 3rd

Hand of the guardian: You can use Interposing hand as the spell. Greater essence invocation. Effective spell level 5th

Appeal of vigilance: You can use Status as the spell. Least invocation. Effective spell level 2nd

Watchful patron: You can use Status, Greater as the spell. Lesser essence invocation. Effective spell level 4th

Forceful burst: Your Pretty burst functions as a Gust of wind spell but ground bound Medium creatues are blown back 1d4*5 feet.and take 1d6 points of nonlethal damage per 10 feet travelled. Large creaturest are stunned for 1 round unless they make a Fortitude save. Larger ceatues are not affected. A Pretty bust with this burst essence deals only half damage. Least burst essence invocation. Effective spell level 2nd.

Appeal of shielding: You use Shield other as the spell. Least invocation.Effective spell level 2nd.

Appeal of retribution: You useEnergy retort as the power, but with a range of Close. Lesser invocation. Effective spell level 3rd.

Asylum: You can useResilient sphere as the spell, but only on willing targets. Therefore, they don´t receive a saving throw to negtate the spell. Lesser invocation. Effective spell level 4th.

Sacred blast: You can use Bolt of glory as the spell. Nongood users receive a different spell of the same level instead. Greater essence invocation. Effective spell level 6th.


How is this? I´m feeling pretty good although it totally feels like a warlock ripoff.(which it basically is:smalltongue:) There will be more, of course.
EDIT: Here I go. I think that might be enough for one Cause, altiough it does lack in the higher levels department. PEACH and suggestions for more Causes and invocations are always welcome.
EDIT: More stuff!!!

Cause of the Hunter
You are a hunter ,and whether you want to strike your prey down, ensnare it in traps and binds, or just prove your strength, there is nothing that can escape your mark.
Suggested alignment: Any chaotic or evil.
Cause power: You gain the scent special ability. Its range doubles when you´re in your transformed state. This is a supernatural ability.
Appeals:

Friend of amimalsYou can use Speak with animals as the spell Least essence invocation. Effective spell level 1st.

Plant Guardian You enchant a plant to ensnare any character that comes within 20 feet of it.,, if the creatue does not speak a password (specifed by you when you cast the spell, o rif ti does not match some other criteria (as the Symbol spelsl) Treat the binds as ropes Dur: Week/3 lvls Greater essence invocation. Effective spell level 6th

Marking the quarry The creaeture struck by your Pretty burst must make a Will save or you get a +4 enhancment bonus on attack rolls and AC.against that creature This spells lasts fot 10 minutes/ caster level. A Pretty burst with this burst essence invocations deals no damage. You may have only one Marking the quarry active at any time. Lesser burst essence invocation. Effective spell level 3rd

Impeding blast: A creature struck by your Pretty burst must make a Will save or be slowed as the spell. . Lesser burst essence invocation. Effective spell level 3rd

Clear trail A creature struck by your Pretty burst must make a Will save or leave a faintly glowing trait behind it wherever it goes ,lowering the DC of Survival check made to track that creature by 4. for 1 day per caster level. A Pretty burst with this essence invocation deals no damage Lesser burst essence invocation. Effective spell level 3rd

Stone trap: You can useSpike stones as the spell.Lesser essence invocation. Effective spell level 4th.

Arcadian labyrinth: You can use Hallucinatory terrain as the spell. Lesser essence invocation. Effective spell level 4th.

Know your prey: You can use Locate creature as the spell. e Lesser ssence invocation. Effective spell level 4th

Thundering rage: You can use Call lightening as the spell. . Lesser essence invocation. Effective spell level 3rd

Swiftness. You can use Expeditous retreat as the spell. Least essence invocation. Effective spell level 1st

Devourig despair You can use Death urge as the power. Lesser essence invocation. Effective spell level 4th.

Ensnaring vines: You can use Entangle as the spell .Least essence invocation. Effective spell level 1st.

Bait you cast Symapthy as the spell.Wondous essence invocation Effective spell level 9th

Blend in: You can use Veil as the spell. Greater essence invocation. Effective spell level 6th.

Bind:You cna use Hold animal as the spell.. Least invocation. Effectice spell level 2nd.

Baraousel´s wrath: By invoking the name of the Havenly Hunter, you call down a storm of lightenig and thunder on your prey. You can use Call lightening storm as the spell Greater essence invocation. Effective spell level 5th.

Unerring arrow: You can use Magic Missile as the spell. Least essence invocation. Effective spell level 1st.
Resist the wild: You use Endure elements as the spell. .. Least invocation. Effective spell level 1sr..

Stealthy hunter: you can use Hide from Animals as the spell Least essence invocation. Effective spell level 1st.

Salvo of missiles You use Issac´s greater missile storm (http://nwn.wikia.com/wiki/Isaac's_greater_missile_storm) as the spell, but the missles deal 1d6 points of damage each.- Greater essence invocation. Effective spell level 6th.

[I]Terrifying blast Any creatres that are struck by you Pretty burt and those present in a 30 foot circle centered around the burst must make a Will save or be frightened. .A pretty burst with this essence invocation deals no damage. Lesser burst essence invocation. Effective spell level 3rd.

Whew.. that was some seriously hard work. Alsso I must ask. Who around here is knowlegeable enough with warlock-y matters to do some balancing? It´d help a ton.:smallwink:

UserShadow7989
2010-03-11, 03:53 AM
I´ve reworked the old feat a bit. Feedback is still apprecitated.
Combat throw {SENTAI},
prerequisites: Improved grapple Strength 13, improved unarmed attack, Henshin” or Pretty up! class feature BAB+5
Benefit: Whenever you are targeted by a combat maneuver, , you can use an unarmed melee attack, as your attack of opportunity to use the following options:
Takedown throw: You grab an opponent and if you win a contested grapple check with a +2 bonus , you throw your opponent off balance and into the ground dealing (1d 8 + strength modifier) points of nonlethal bludgeoning damage. You can choose to inflict lethal damage instead, but you deal only half damage. The target falls prone in your space afterwards unless he make
Joint lock throw: If you pin an opponent you can make a strength check against DC of 12+ the opponent’s strength modifier. If you succeed you can throw the opponent (the strength check result-5) feet in any direction you want. He takes ( 1d8 + strength modifier) points of nonlethal bludgeoning damage as above and a-4 circumstance penalty to skill checks and attack rolls (-6 while using a two handed weapon or two weapons) due to having a broken joint. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. The target can give the first aid to himself at a -2 penalty)
Note:This feat can also b e treated as a fighter or monk bonus feat, in which case it loses the Sentai-specific prerequisites.

Improved combat throw {SENTAI},
prerequisites: Combat throw , Strength 15, BAB+7 Henshin” or Pretty up! class feature
b]Benefit:[/b] Whenever you are targeted by a combat maneuver, , you can use an unarmed melee attack, as your attack of opportunity to use extra options
Charge counter: : You can you can use a melee unarmed attack with a -2 penalty on attack roll to throw a foe who is charging or performing a bull rush over your back. He moves in the direction of the charge for a number of feet equal to his double move- the distance moved while charging., taking damage as above per five feet of the distance travelled. He must make a DC15 Reflex save at the end of his movement or fall prone.
Manhandle: When you pin an opponent the same size as you or smaller you can make amake a contested grapple check to lift the opponent overhead. Now you can either throw the opponent as above,, but add 1,5 Str. modifier to damage, or you can make a grapple check against a DC of (touch AC + dex mod + grapple mod) to slam the opponent headfirst against the ground. He takes (1d 12 + strength modifier+ 1 per every point you beat the DC by) points of nonlethal bludgeoning damage. You can choose to inflict lethal damage instead, but you deal only half damage. The target automatically falls prone in you square. When you hold an opponent aloft you receive a +8 circumstance bonus on Intimidate checks against anybody who can see you.

Note:This feat can also be treated as a fighter or monk bonus feat, in which case it loses the Sentai-specific prerequisites.

I may not know how to balance, but I can still help. First, I'm gonna clean this up a bit:


Combat throw [SENTAI]
[Insert flavorful description here]
Prerequisites: Improved grapple, Improved Unarmed Attack, "Henshin” or "Pretty up!" class feature, Strength +13, BAB+5
Benefit: Whenever you are targeted by a combat maneuver that provokes an attack of opportunity, you can perform one of the following as an unarmed melee attack for your attack of opportunity:
Takedown throw: Make a contested grapple check against the foe with a +2 competence bonus. If successful, you grab the attacker and throw them to the ground for either (1d8 + strength modifier) nonlethal bludgeoning damage, or half that as lethal bludgeoning damage. If the opponent does not make a [you didn't finish the sentence, I assume it's a Reflex Save], they fall prone in your space.
Joint lock throw: Make a grapple check to pin the attacker. If successful, you can make a DC (12 + opponent's strength modifier) strength check to throw the opponent (strength check result - 5) feet in any direction you want. The foe takes either (1d8 + strength modifier) points of nonlethal bludgeoning damage, or half that as lethal bludgeoning damage, and a -4 circumstance penalty to skill checks and attack rolls (-6 if using a two handed weapon or two weapons) due to their broken joint. This penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or it receives at least 1 point of magical curing. The target can attempt the Heal check themselves with a -2 penalty.

Special:This feat can also be selected as a fighter or monk bonus feat, in which case ignore the "Henshin” or "Pretty up!" class feature prerequisite.

Okay. For the Reflex Save for Takedown throw, I'd suggest DC (10 + strength modifier). For the Flavorful description, I'd say: Fighting up close and personal with nothing but your bare hands teaches many things. Most of which are painful for others.


Improved Combat Throw [SENTAI]
[Insert flavorful description here]
Prerequisites: Combat throw, "Henshin” or "Pretty up!" class feature, Strength +15, BAB+7
Benefit: Whenever you are targeted by a combat maneuver that provokes an attack of opportunity, you can perform one of the following as an unarmed melee attack for your attack of opportunity:
Charge counter: Perform a melee unarmed attack with a -2 penalty on the attack roll to throw a charging or bull rushing enemy over your back. The target continues in the same direction a distance equal to his doubled movement - distance traveled while charging. Deal either (1d8 + strength modifier) nonlethal bludgeoning damage or half that as lethal bludgeoning damage for every 5 ft. they are thrown. The enemy must make a DC 15 Reflex Save at the end of this movement or fall prone.
Manhandle: Make a grapple check to pin the attacker. If the opponent pinned is equal to your size or smaller, make a contested grapple check to lift the opponent overhead. You can throw the opponent a distance of [Specify here. Since they might not have been charging and it doesn't make sense that that you throw them farther because of it, "same as above" doesn't help] to do either (1d8 + strength modifier * 1.5) nonlethal bludgeoning damage or half that as lethal bludgeoning damage for every 5 ft. they are thrown, or make a DC (touch AC + dexterity modifier + grapple mod) grapple check to slam them head first into the ground. The head slam does either (1d12 + strength modifier + 1 for every point you beat the DC by) points of nonlethal bludgeoning damage or half that as lethal bludgeoning damage. When holding a foe overhead, you gain a +8 bonus to Intimidate rolls against any creature that can see you.

Special:This feat can also be selected as a fighter or monk bonus feat, in which case ignore the "Henshin” or "Pretty up!" class feature prerequisite.

For the Reflex Save of Charge counter, I'd recommend a DC of (DC 10 + strength modifier), same as with T.T. As for Manhandle's distance, I recommend the ability to throw the target anywhere up to (10 + (15 for every size category smaller they are) + (strength score rounded to the nearest multiple of 5)) ft. Don't know about the flavor text.

For Cause of Compassion, I love the flavor. Mechanically, I don't know. I think it was stated earlier that they wouldn't function like invocations, though that may just be the late night hours talking here. Regardless, it's awesome and gives the Mahou Shoujo some much needed love that it's been deprived of in favor of the Sentai.

EDIT: Another pair of feats, cause I can.

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

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

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

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

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

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

Giant Brother
2010-03-19, 02:53 PM
I'm BACK! Okay... phew... let's see if I can get this back on track. Time to bolster the feat list...

Giant Brother
2010-03-19, 03:13 PM
Okay, finished the feat list, when I feel real ambitious, I'll organize it. In the meantime, I'll be working on our first PrC. Keep a look out for it.

UserShadow7989
2010-04-06, 01:46 PM
I have two more feats, ready for use.

Bull Headed [Sentai]
"You can't trick me, I'm too simple! ...wait..."
Prerequisites: Henshin! or Pretty Up! class feature, Willpower feat
Benefits: Whenever you are asked to make a Will Save to disbelieve something, or make an opposed check against a Forgery, Slight of Hand, Bluff, or Intimidate check, you may take 10 on that Save or opposed skill check.

Rally [Sentai]
"Do not go gentle into that good night!"
Prerequisites: Henshin! or Pretty Up! class feature, 9 ranks in Perform (Oratory), Teamplayer feat OR Loner feat
Benefits: When preparing for a battle, leaders have been known to make moving speeches to increase moral. You may spend 3 or more uninterrupted rounds making a speech to all allies within hearing range of you. If you complete the minimum 3 rounds without taking damage or interruption, all allies that hear it receive a +1 Morale Bonus to all rolls in the current or next combat for every 3 Rounds making a speech (rounded down, maximum +3). You cannot take any other actions during this time, except Free Actions.

Special: If you have the Loner feat instead of the Teamplayer feat, this only affects the party you travel with. In addition, the Loner version provides a +1 morale bonus for every 2 rounds spent making a speech, with a maximum benefit of +2.

ScIaDrd
2010-04-09, 05:17 PM
One more feat. I originally intended to make some more and then post in bulk, but it gettnig really late here an my mentalm powers and homebrewing abilities are alredy waning because I´m so tired. Besides my ha craseh like five times this night, resulting in the methaphorical load of brick getting dropped, if you get my drift, and once in even hasn´t auto-restored:smalleek::smallmad:, but thankfully I saved that with some back-up-copy trawling. The god of chance and computers favored me , luckily. Freaking Open office ,I think it´s going kinda tsundere on me anyways:smallsigh::smallconfused:
To cut the rambling.. Here goes:

Exceed blade [Sentai]
Hmph. It seems I´ll have to cut you down a couple of notches.
Prerequisites: Henshin or Pretty up! class feature, Dex 15, Cha 15, Sentai KICK!, Perform (oratory) 10 ranks
Benefit: Trading efficiency for style you forgo your attacks and insteead taunt you oppont with flashy dancing and boisterous gestures. As your heart soars from your performance, your blade is set ablaze by the fire in your blood.
You can make a Perform check to taunt your opponent as a full round action that provokes attacks of opportunity. If your opponent fails a Will save against a DC equal to the result of your Perform check , you will gain an Exeed Charge, which can be used to either gain a +4 bonus on the attack roll or deal 3d6 extra points of Fire damage (or your Strike of justice energy type, at you choice). You can have a total of (Cha mod) Exceed Charges stored at any time. An unused Exceed Charge will dissipate after 1 minute or if you fail a DC15 Will save when you´re hit.

Alternate costume [Sentai]
Two, four six. Don´t you think that´s enough clothes Miss Selene?
Silly you, a girl can never have too much clothes.”
-A conversation between a magical girl and her sidekick, when he was checking out her dressing room.
Prerequisites: Henshin or Pretty up! class feature, Wisdom 13 Cha 15
Benefit: When you select this feat you gain a number of alternate costmes equal to your Wisdom modifier. They provide special bonuses when you´re tranformed into them (as normal Henshin!).
These outfits an their abilities are:
Stealthy: A traditional ninja-slash-stagehand suit that gives you a +2 circumstance bonus to Hide and Move silently checks when worn .This outfit has no effect if you´re spotted transforming into it.
Athletic: An tracksuit or a manly muscle shirt and slacks that grant you a +2 circumstance bonus on Jump and Climb checks.
Formal : An opulent robe, a twelve layered kimono, or a stylish tail coat, that give you a +2 circumstance bonus to Diplomacy and Gather information checks. This outfit has no effect if you´re spotted transforming into it.
Swimsuit: Whether it is a pair of speedos bikinis, or even the mythical dark-blue-one-piece-with-a-name-tag-on-the-front, it confers a +2 circumstance bonus to Swim checks on the wearer. It also includes a snorkel that the wearer can use to breathe underwater if she is five feet or less under the surface.
Speedster: Prioritizing speed and mobility over defense and sensible fashion choices, the Sentai sheds his clothes to reveal a skintight jersey that gives him +1 dodge bonus to AC per two levels bonus to a maximum of +10 at 20th Level Additionally the character takes 1.5 times the damage he would normally, because the body suit offers almost no protection. The aerodynamic design of the suit also help the sentai to move faster increasing his land speed by 10 feet.
Juggernaut: A sentai transforms himself in to a bulwark of resistance and defense, giving him a +2 bonus to Armor class and Fortitude saves, per four levels to a maximum of +8 to both at 20th level. These bonuses are classified as enhancement and resistance respectively. This suit also decreases a character´s speed by 10 feet.
A character with the Juggernaut alternate costume cannot gain the Speedster alternate costume and vice versa.
Note: A character can gain this feat multiple times. Each time you select this feat you can pick an extra alternate costume to use.

Actually, that was two. Oh well.:smallconfused:

Mulletmanalive
2010-04-10, 06:30 AM
Two things: First, please go through the first post and clean up the language. There are references to abilities that don't exist any more throughout the text. It never makes it truly clear when you can use Strike of Justice and some of the other bits are sketchy too.

Second, In every sentai thing i've ever watched, the explosion-fist thing always happens as a sort of Finishing Move. As a result, i suggest this nifty ability i picked up from Mongoose as a base for it:



Finishing Move: When making an attack, once per round, the character may declare their attack to be a "Finishing Move." The attack deals additional damage listed in the class table [+1d6 at second level] to the target struck, but in exchange, the character lowers their defences, losing their Dex bonus to defence until the start of its next turn
The suppliment in question used this for a bunch of Monk prestige classes that added various additional effects to the Finishing Move as time went by.

My final question is "how come you haven't included the inevitable upgraded Hanshin! form?" Every series i've ever seen has something summonable; be is a bike, a mech or even just nunchaku. Seems like a shame to not have it as a feature.