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View Full Version : Let's make this showy! (3.P, repost, Sentai Base Class/Archetypes)



The-Mage-King
2012-12-17, 04:47 AM
The Sentai


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

Lucky bastards.

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

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

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

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

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

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

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

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

Starting Gold: 3d4x10 (75 gp)

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



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

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

Hit Dice: d10



Class Features:

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


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

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

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

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


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


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


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

During the round the Sentai is transforming, enemies within 30 feet of him must make a Fortitude Save (DC 10 + 1/2 Sentai Level + Charisma modifier), or be dazzled for a number of rounds equal to the Sentai's Wisdom modifier (min 1) by a bright flash from the Sentai's transformation. If a creature cannot see for any reason, then they are not affected by this. At 5th level, this blinds for a number of rounds equal to the Sentai's Wisdom modifier (min 1) instead of dazzling, and at 15th level, this stuns for one round instead of blinding. The sentai may choose which effect to use upon transforming.

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

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

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




Some Prestige Classes or feats may provide a character with an Effective Sentai Level increase. If the Sentai possesses fewer Sentai levels then they do HD, this allows them to treat their Sentai level as though it were higher for the purposes of several effects.

The first is class feature improvement. Henshin duration, Sentai's Weapons, Strike of Justice, Quickened Henshin, and saving throw DCs are all treated as though the Sentai's actual level was that of his Effective Sentai Level, provided that he already has the class feature. This does not affect the cap on the bonuses gained from Henshin- a 4th level sentai/6th level Paladin with the Holy Senshi feat can only gain a +2 bonus to attack rolls, damage rolls, and AC from his Sentai levels, though he counts as a 10th level Sentai for most other effects.

The second is Sentai abilities that scale with Sentai level (EG: The
Enhanced Visor ability's bonus to spot checks and Blindsense range, Background Explosion's damage). Abilities that gain new uses based on Sentai level, such as Flashy Acrobatics, do not bestow the additional effects until the Sentai's actual level in the class has reached that point.



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


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

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

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

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

Regardless of the choice he makes, if his weapon is destroyed in some manner, it cannot be summoned until 24 hours have passed. All weapons that are gained through this ability are sized appropriately for the Sentai.

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


When a Sentai's Weapon requires ammunition, it typically creates the most basic (least expensive) sort usable by the weapon. However, some weapons can use multiple types of ammunition, which are equally basic (the same price).

In these cases, the sentai can switch between their basic ammunition types once per turn, as a swift action. More exotic forms of ammunition, though, he must purchase and load himself.


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


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


Heroic Stimulant (Su): At third level, the Sentai's determination to mete out justice has grown to affect his very body and mind, sharpening it while in his superheroic form. While using his Henshin ability, he now adds his Charisma modifier as an untyped bonus to all saving throws, with a maximum of half his Sentai level. This does not stack with similar abilities, such as Divine Grace.


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


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


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


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


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


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


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

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

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

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

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

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

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


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


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


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


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



Ex-Sentai
If a Sentai's focus is destroyed in some manner, or his source of power removed, he loses all Suit abilities and supernatural class feature until he gains access to a new focus or power source. If the new focus comes from a different power source (for instance, a Sentai who drew his power from a Lawful outsider had his focus destroyed, and gained a new focus from magical experimentation), they may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.



Epic Sentai


HD: d10
Skill Points: 4+Int mod

LevelSpecial
21stHenshin, Sentai Ability
22nd―
23rdSentai Ability, Bonus Feat
24thStrike of Justice +6d6
25thSentai Ability
26thBonus Feat
27thSentai Ability
28thStrike of Justice +7d6
29thSentai Ability, Bonus Feat
30th―


Maneuvers: The Sentai's initiator level is equal to his or her class level. The Sentai's maneuvers readied does not increase after 20th level. The Sentai does not learn additional maneuvers unless he or she selects the Martial Knowledge** feat.

Henshin: The epic Sentai continues to gain skill in using his transformative abilities. He continues to increase the duration of henshin, as well as any other effects that depend on Sentai level.

Sentai Ability: At 21st level and every two levels thereafter, the Sentai gains an additional Sentai ability. He must meet all prerequisites for this normally.

Bonus Feat: At 23rd level and every three levels thereafter, the epic Sentai gains a bonus feat from the Epic Sentai Bonus Feat list.

Strike of Justice: At 24th level and every four levels thereafter, the epic Sentai's Strike of Justice damage increases by 1d6.





Epic Sentai Bonus Feats: Adamantine General*, Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Duel Stance Mastery**, Empower Maneuver**, Energy Resistance, Epic Blade Mediation**, Epic Combat Expertise, Epid Dodge, Epic Prowess, Epic Reflexes, Epic Weapon Focus, Epic Will, Exceptional Deflection, Fast Healing, Improved Stunning Fist, Infinite Deflection, Ivory Raven Warmaster*, Keen Strike, Martial Knowledge**, Maximize Maneuver**, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two Weapon Fighting, Reflect Arrows, Self Concealment, Shattering Strike, Signature Move**, Strike of the Duel Adept**, Strike of the Triadic Master**, Superior Initiative, Vorpal Strike



*Feat originates from the thread "9 Martial Discipline Epic [Feats]" (http://www.giantitp.com/forums/showthread.php?t=95435)
**Feat originates from thread "Epic Martial Adept Progressions and Feats" (http://www.giantitp.com/forums/showthread.php?t=95516)

The-Mage-King
2012-12-17, 04:48 AM
Sentai abilities

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

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

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

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

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

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

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



Sentai Abilities (A-M)

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

Background Explosions [Suit]
Requirements: Sentai level 3
Benefit: Somehow, a sentai causes explosions when he transforms. It may be a feedback loop in his suits powers, the excess energy from forming the suit over his body, or something entirely different, but the area behind him explodes with the power of justice. When the sentai uses his Henshin ability, a 5 foot burst of energy detonates within close range, dealing 1d6 points of nonlethal damage per four sentai levels to any creatures in the burst. If using the Combat Facing (http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm) rules, this explosion must be behind the sentai, and it deals 1d6 points of nonlethal damage per three sentai levels instead of the normal damage.
Team Bonus: For every allied sentai who transforms in the same round as the sentai, the explosion damage increases by 1d6 if they have 10 or fewer levels of Sentai, or 2d6 if they have more than 10 levels.


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


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


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


Bolt of Justice [Suit]
Requirements: Sentai level 7, Strike of Justice
Benefit: The sentai lashes out with a blow that seems to stretch beyond their normal range. Whenever he makes an unarmed melee attack while using Strike of Justice, he may instead make that attack into a ranged touch attack with an increment of 10 feet, dealing the damage it would have dealt as a melee attack. If a sentai is able to use Strike of Justice outside of his hero suit, he may use this ability at any time, even if he is not wearing his hero suit.


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

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


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


Clone Shatter [Suit]
Prerequisites: Sentai level 17, Improved Mirrored Body
Benefit: The sentai has gained the ability to split his power in two, forming a second body. As a standard action a number of times each day equal to his Intelligence modifier, he may activate this ability, creating a near perfect copy of himself in an adjacent space. This duplicate possesses none of the Sentai's magical equipment other than that granted by his class, but does possess mundane versions of any that he possesses, and a copy of each piece of mundane equipment he possesses.
This duplicate also possesses all abilities of the sentai, but is treated as though it had 4 negative levels for the purposes of determining which abilities it can access and any spellcasting or manifesting purposes. The sentai and his duplicate share one pool for uses of any limited abilities (eg: Sentai abilities, maneuvers readied, spells or power points, if any), which is drawn from whenever one uses a relevant ability. Both the sentai and his duplicate act on the same initiative.
This ability lasts for a number of rounds equal to the sentai's level, and may be ended as a free action at any time. Upon this ability ending, the sentai and his duplicate rejoin, regardless of distance, and the sentai takes half of the damage that the duplicate took since forming. This damage cannot kill the sentai, but can potentially leave him stable, at -9 hp. Any ability damage, burn, and drain taken by the duplicate is applied to the Sentai as this ability ends.
If the duplicate dies before the duration ends, there is no rejoining, and the Sentai gains 2 negative levels. If the sentai dies, his duplicate remains in existence, for all intents and purposes him, but with 4 negative levels, of which one becomes a lost level when the duration expires.


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

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

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

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

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

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


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


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


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


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


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


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


Enhanced Weapon [Suit]
Requirements: Sentai level 7
Benefit: The sentai's specialized weapon gains a weapon ability with an enhancement modifier of +1. If the sentai has chosen to obtain two weapons or a double weapon, both weapons or both sides of the weapon gain the ability. If the weapons are different, the sentai may choose one ability for each.
Special: This ability may be taken multiple times. For each time after the first, the level requirement increases by 4, and the sentai may select an ability with an enhancement modifier of 1 greater than the previous instance of this ability. The second time he takes this ability, he may choose a special material. His weapon is treated as that material for all purposes.
Special: If the Sentai possesses multiple instances of the Sentai's Weapon ability, only one gains the benefit of this ability, of his choice. This does not have to be the same one, if he takes this ability more than once.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Improved Mirrored Body [Suit]
Prerequisites: Sentai level 13, Mirrored Body OR Sentai level 11, Mirrored Body, Combat Theme (Ninja)
Benefit: The reflections created by Mirrored Body gain some small amount of substance, and their own mobility. Whenever you use Mirrored Body, the reflections do not remain clustered around you, but can move freely and make attacks of opportunity. They must remain adjacent to at least one other reflection or you, and may move up to their speed with you, so long as they end their movement adjacent to at least one other reflection or yourself. Alternatively, you may move them all as a move action. If an opponent attacks you, determine if it hit you or an image randomly.


Improved Overdrive [Suit]
Prerequisites: Sentai level 15, Overdrive
Benefit: The sentai's overclocking of his suit has caused it to adapt. Whenever he uses Overdrive, he splits the ability burn between his Constitution score and his Charisma score, taking 1 point of burn in each at the beginning of each turn instead of 2 points of burn to one of them.


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


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


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

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

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

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

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


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


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


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


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


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


Mirrored Body [Suit]
Prerequisites: Sentai level 7, Hide 5 ranks OR Sentai level 5, Combat Theme (Ninja), Hide 8 ranks
Benefit: The sentai's suit is able to project several reflections of himself onto the battlefield, causing confusion and otherwise painful hits to be turned into misses. A number of times each day equal to his Charisma modifier, he may gain the effects of a mirror image spell, with the number of images always being equal to his Intelligence modifier +1 per 5 Sentai levels. These images last for the duration of the henshin, unless destroyed.


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

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

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

Henshin Boosters created with this ability cannot be bought or sold normally, and their price is left to the DM to determine.

The-Mage-King
2012-12-17, 04:50 AM
Sentai Abilities (N-Z)
Overriding Background Music [Self]
Requirements: Improved Backgound Music, Sentai level 13, Musical Senshi feat, Perform (any sound based) 16 ranks
Benefit: The sentai's very soul is aligned with the rhythm of the universe. He may use Background Music and Improved Background Music while not in henshin, though the Empowering Song function of Background music does not function, and abilities that last for the duration of his Henshin lasts for a number of rounds equal to his sentai level instead. Furthermore, whenever he activates bardic music, Background Music, or Improved Background Music while in Henshin, he may attempt to wrest control of any other sound-based effect from its originator. He and the originator make opposed Perform checks. If he wins, he wrests control of the effect from the originator, allowing him to redefine "allies" or "enemies" for it if it specifies one.


Overdrive [Suit]
Prerequisites: Sentai level 7, Improved Suit
Benefit: Some skilled sentai have the ability to overclock their suits, providing more power at the cost of damaging themselves. The sentai chooses two Suit abilities for which he qualifies, either of which may be used to qualify for the other (Ex. A sentai could take Senshi of the Sky and Improved Senshi of the Sky, if he met the non-Senshi of the Sky requirements for the latter) . As a swift action while in henshin, he may gain access to both abilities, until he takes another swift action to cancel this. However, at the beginning of each of his turns while this is active, he takes 2 points of Constitution or Charisma burn, chosen upon taking this ability, which cannot be prevented by any means.
Special: This ability may be taken up to three times. Each time, the sentai selects a different pair of sentai abilities for which he qualifies.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

The-Mage-King
2012-12-17, 04:52 AM
Archetypes

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


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


A Loner Sentai has the following features.


Maneuvers: The Loner Sentai loses access to the White Raven discipline. He gains access to the Army of One (http://www.giantitp.com/forums/showthread.php?p=5710146) discipline.


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

This replaces Team Player.


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

This replaces Double Team.


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

If the Sentai does not have the Uncanny Dodge ability, he instead gains the Uncanny Dodge ability, as the rogue ability of the same name.

This replaces The Power of Teamwork.


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

This replaces True Allies of Justice.


Magician Archetype
Not all Sentai focus on the fine art of melee combat. Some have more aptitude with the mystical arts, and eschew the maneuvers that they would learn normally for something more suitable to their talents- the art of spellshaping (http://www.minmaxboards.com/index.php?topic=845.0).


A Magician Sentai has the following features.


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


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

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

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

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

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

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

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

This ability replaces Maneuvers and Stances.


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


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

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

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


Table: Formula known and prepared by level
LevelFormulae KnownFormulae Prepared
53
853
964
1064
1174
1274
1384
1485
1595
1695
17105
18105
19116
20116



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


A Medalist Sentai has the following features

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


Sentai Abilities: The Medalist Sentai does not gain Sentai Abilities at each odd level. Instead, they gain a single [Self] ability at 3rd level, and an additional one at 10th and 17th levels. These abilities do not count toward the maximum number of [Self] abilities a Sentai normally has. This changes the normal Sentai Ability class feature.


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

This replaces Heroic Stimulant.


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

This replaces Heroic Legacy (Defense).


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

This replaces Heroic Legacy (Saves).


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

This replaces Heroic Legacy (Offense).


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

This replaces Heroic Legacy (Accuracy).


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


A Mysterious Guardian Sentai has the following features.


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


Maneuvers: The Mysterious Guardian Sentai loses access to the White Raven discipline. He gains access to the Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?t=101008) discipline.


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

This ability replaces Team Player.


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

This ability replaces Double Team.


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

This ability replaces The Power of Teamwork.


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

This ability replaces True Allies of Justice.


Mysterious Guardian Exclusive Abilitie
Not all abilities are available to all Sentai. Mysterious Guardians have a small number of Sentai abilities available exclusively to them, focusing on defensive capabilities and protecting allies

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

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


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


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


Unshakable Challenge [Self]
Requirements: Lofty Challenge, Sentai level 13
Benefit: The Guardian is a mighty defender, willing to put his body and life on the line for his allies, and possessed of a steely determination to bring the entirety of the forces of evil upon himself. Once per encounter as a full round action, the sentai may use Lofty Challenge to target all enemies in range.


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

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

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

As an additonal note, this archetype may be combined with any archetype that replaces the Team Player ability other than Mysterious Guardian. If this is combined with another archetype, the sentai loses the Harbinger of Dread ability at 1st level, instead gaining that archetype's replacement for Team Player. Whenever they would gain an ability that replaces Double Team, The Power of Teamwork, or True Allies of Justice, they choose which of the abilities to gain. (Ex: The Azure Menace is a 7th level Sentai, with the Loner and Psycho Ranger Archetypes. At 8th level, he must choose to gain either the Eternal Nemesis ability from the Psycho Ranger archetype, or the Uncanny Dodge ability from the Loner archetype. He does not gain both.) Once chosen, the ability cannot be changed.

Only non-lawful Sentai may take this archetype.



Psycho Rangers have the following features.


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

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



Maneuvers: Psycho Rangers have access to the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218) and Tiger Claw disciplines, as well as one other discipline of their choice. Even if they are not of Evil alignment, they still gain access to Dread Crown, and can use the maneuvers freely.

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

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


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


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

This replaces Team Player.


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

This replaces Heroic Stimulant.


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

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


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

This replaces Heroic Legacy (Defense)


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

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

This replaces Double Team.


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

This replaces Heroic Legacy (Saves)


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

This replaces The Power of Teamwork.


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

This replaces True Allies of Justice.


Psycho Ranger exclusive abilities
Not all abilities are available to all Sentai. Psycho Rangers have a small number of Sentai abilities available exclusively to them, focusing on begetting terror and inflicting more and more damage to opponents.


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

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

This many not be used at the same time as Bestial Wrath.


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

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


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


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


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

A Rider Sentai has the following features.

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

Maneuvers: A Rider Sentai loses access to the White Raven discipline. He gains access to the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) discipline.

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

This replaces Team Player.

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

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


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

This ability replaces The Power of Teamwork.


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


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

This may not be combined with Rider's Strike

This replaces True Allies of Justice


Rider's Steed
Sentai LevelBonus HDNatural ArmorAdj.Str Adj.Special
8th-10th+4+6+2Improved Speed
11th-14th+6+8+3Improved Evasion
15th-20th+8+10+4Spell resistance


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

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

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

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

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



Alternate Class Features


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

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

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


Henshin Replacements
There are two alternate class features that change the Henshin class feature. These are Offensive Henshin and Defensive Henshin

Offensive Henshin
Some sentai sacrifice their showiness to expand their attacks, and provide a distraction while transforming.
These Sentai are represented by the Offensive Henshin alternate class feature.

A Sentai with this ACF changes the following class features.

Henshin: When a Sentai with the alternate class feature uses Henshin, he may make one ranged touch attack at a target within 30 feet as his transformation completes itself. This attack deals 1d3 points of untyped damage per two Sentai levels he posseses.

This replaces the dazzling effect of Henshin.


Defensive Henshin
Some sentai sacrifice their showiness to expand their defenses.
These Sentai are represented by the Defensive Henshin alternate class feature.

A Sentai with this ACF changes the following class features.

Henshin: When a Sentai with the alternate class feature uses Henshin, his suit vents a cloud of smoke, blurs him into a hazy figure, or conceals him in some other manner. Until the start of his next turn, all attacks directed at the Sentai have a 10% miss chance.
At 7th level, and every 6 levels thereafter, the miss chance granted by this increases by 10%.

This replaces the dazzling effect of Henshin.





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

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

At 5th level, 10th level, 15th level, and 20th level, they gain a bonus feat for which they meet the prerequisites from the Fighter bonus feat list.


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


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


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

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

The-Mage-King
2012-12-17, 04:53 AM
Prestige Classes

Sentai Prestige Classes and Spellshaping
While the majority of Sentai use maneuvers, some have the ability to use the form of magic called Spellshaping (http://www.minmaxboards.com/index.php?board=64.0). When taking levels in a Prestige Class that requires the Henshin class feature or Sentai levels, a Sentai of the Magician archetype may substitute Formulae known for Maneuvers known when meeting the entry requirements. If he does so, he does not gain maneuvers known or readied from that prestige class, nor does he gain stances known from that prestige class.

Instead, he gains formulae known and readied at the same rate as he would have gained additional maneuver known and readied, from the circles he has access to from Sentai levels.


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


A Super Senshi has the following requirements.

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

LevelBAB Fort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances Known
Ability000
3+3+3+1+1Sentai Ability, Boosted Weapon100
4+4+4+1+1010
5+5+4+1+1Super Ability001
6+6+5+2+2100
7+7+5+2+2Supreme Armor000
8+8+6+2+2Sentai Ability, Super Ability010
9+9+6+3+3Supreme Weapon100
10+10+7+3+3Limitless Sentai001


Hit Die: d10

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

Skill Points at each level: 4 + Int Modifier



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


Sentai progression: You may add half of your levels in Super Senshi (rounded down) to your Sentai levels to determine your effective sentai level, as well as to determine what new effects you gain from existing Sentai abilities.


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


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


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

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


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


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


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


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


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


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


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




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


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


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


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


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


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


Storm of Blades [Super]
Requirements: None
Benefit: As a standard action while in super mode, you may unleash a barrage of attacks at a targeted area. This deals 2d8+cha points of damage per two effective Sentai levels you possess, with a Reflex save (DC 15+1/2 HD+Cha) for half, to a 60 foot cone (spread). The type of damage is determined upon taking this ability- half of it is the same type as you Strike of Justice, and the other half is your choice of Bludgeoning, Piercing, or Slashing, and treated as though it were one type of special material of your choice and magical for the purposes of overcoming damage reduction. Once chosen, the damage type may not be changed.


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


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



Prism Ranger



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



A Prism Ranger has the following prerequisites

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


LevelBAB Fort Save Ref Save Will Save SpecialManeuvers KnownManeuvers ReadiedStances Known
1+0+0+2+0Form Gain (1st form), Sentai Progression000
2+1+0+3+0Sentai Ability000
3+2+1+3+1Form Boost100
4+3+1+4+1010
5+3+1+4+1Form Gain (2nd form),Sentai Ability101
6+4+2+5+2Form Fuse000
7+5+2+5+2100
8+6+2+6+2Sentai Ability010
9+6+3+6+3Instant Form100
10+7+3+7+3Form Finish, Form Gain (3rd form)001

Hit Die: d8

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

Skill Points at each level: 4 + Int Modifier



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


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

Form Gain (Su): At first level, a Prism Ranger gains the ability to access multiple forms of their powers. While in Henshin, as the same action you took to enter Henshin, you may change from your normal hero suit to a second one, with similar abilities to his normal suit's.

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

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


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


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


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

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

This lasts for the duration of the henshin.


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


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

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



Prestige Class Archetypes


Arcane Prism

The Arcane Prism has the following requirements, in addition to those for Prism Ranger:
Feat: Formula Study, Reshape Formula
Special: Strike of Justice must share the same element with at least one Spellshaping Circle that can be accessed.




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

Formulae: At third level and every two levels thereafter, you gain a new formula known from any of the circles to which you have access. In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it. You add your full Prism Ranger levels to your shaper level to determine your total shaper level and your highest-level formulae known.

At 4th level and every four levels thereafter, you gain an additional formula prepared per day.

This replaces the Maneuvers Known, Maneuvers Readied, and Stances Known class features.

Form Gain (Su): At first level, a Prism Ranger gains the ability to access multiple forms of their powers. While in Henshin, as the same action you took to enter Henshin, you may change from your normal hero suit to a second one, with similar abilities to his normal suit's.

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

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

In addition, for each form you obtain, you gain access to a new Circle of Spellshaping, based on the Strike of Justice that you choose for it, as shown on the below table. You only have access to this Circle while in that form, but lose access to the circle used to qualify for this class while in that form.

Effectively, you gain a separate pool of Formula known and readied for each form, keeping one of your two Circles gained from Sentai levels, and replacing the second with one based on their new Strike of Justice element. The formula from the remaining circle must be the same in all forms, but you replace all formula of the lost circle with ones of the new circle, which must be of the same level as the replaced formula.

When you first ready formula each day, you ready formula for all forms.

This modifies the Form Gain class feature.


Form Reshaping (Su): At 6th level, an Arcane Prism has learned how to move his magical talents between forms. Once per day per point of your Intelligence modifier, as a free action when activating Henshin or changing form, you may replace the pool of Formula known and readied of the assumed form with that of another form. However, this pool of formula is treated as belonging to the original associated spellshaping circle, as if affected by the Reshape Formula feat. This lasts until you leave the form or your Henshin duration expires.

This replaces the Form Fuse class feature.

The-Mage-King
2012-12-17, 04:55 AM
Adapting to Pathfinder

Adapting the Sentai base class to Pathfinder is simple.

Replace the skill section with the following.


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

Skill ranks per level: 4 + Int Modifier


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


Change the Heroic Endurance sentai ability to read as follows.

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


Archetype

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


Alternate Class Features

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

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


Feats

Due to changes in Pathfinder, some feats are altered.

Replace Ascetic Senshi with the following.

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

Replace Holy Senshi with the following.

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


Replace Unholy Senshi with the following.

Unholy Senshi [General]
Prerequisites: Smite Good, Touch of Corruption, Henshin class feature
Benefit: Your Antipaladin (http://www.d20pfsrd.com/classes/alternate-classes/antipaladin) levels and Sentai levels stack for determining your Initiator Level, effective Sentai level, the effects of Smite Good, and the uses and effects of your Touch of Corruption class feature. You may add half of your sentai level to your Antipaladin levels to determine the uses each day of Smite Good, as well as Cruelty progression.
Special:If you have taken the Magician Archetype, you may add your Antipaladin level to your Sentai level to determine your Shaper level.



Sentai Feats

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


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


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


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


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


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


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


Iron Senshi [General]
Prerequisites: Grit class feature, Deeds, Henshin class feature
Benefit: Your Gunslinger (http://www.d20pfsrd.com/classes/base-classes/gunslinger) levels and Sentai levels stack for determining initiator level and effective Sentai level. You may use your Charisma modifier to determine your grit pool instead of your Wisdom modifier, and you may add half of your Sentai level to your Gunslinger levels to determine the deeds you can use. Upon taking this feat, you may replace a weapon gained from Sentai levels with a gun gained from Gunslinger levels. Your choice may not be changed at a later point.
Special:If you have taken the Magician Archetype, you may add your Gunslinger level to your Sentai level to determine your Shaper level.


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


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


Shinobi Senshi [General]
Prerequisites: Ki Pool class feature, Henshin class feature
Benefit: You may count your Ninja (http://www.d20pfsrd.com/classes/alternate-classes/ninja) levels as Sentai levels for determining initiator level and effective Sentai level. You may count your Sentai levels as Ninja levels for the purpose of determining your ki pool, and whenever you would gain a sentai ability, you may select a ninja trick (or greater ninja trick, if you are at least 10th level) instead.. You may not gain a rogue talent, unspecified feat, or advanced talent instead of a sentai ability.
Special:If you have taken the Magician Archetype, you may add your Ninja level to your Sentai level to determine your Shaper level.


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


Unholy Senshi [General]
Prerequisites: Smite Good, Deadly Touch, Henshin class feature
Benefit: Your Paladin of Slaughter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofSlaughterClas sFeatures) levels and Sentai levels stack for determining your Initiator Level, effective Sentai level, and the uses and effects of your Smite Good and Deadly Touch class features. You may multiclass freely between Paladin of Slaughter and Sentai.
Special: If you have taken the Magician Archetype, you may add your Paladin of Slaughter level to your Sentai level to determine your Shaper level.



Sentai Items

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

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

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

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

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

Required level/CL of item|Price|Aura
1|1,000 gp|Moderate Transmutation
3|3,000 gp|Moderate Transmutation
5|6,000 gp|Moderate Transmutation
7|10,000 gp|Moderate Transmutation
9|16,000 gp|Moderate Transmutation
11|28,000 gp|Strong Transmutation
13|40,000 gp|Strong Transmutation
15|60,000 gp|Strong Transmutation
17|80,000 gp|Strong Transmutation
19|100,000 gp|Strong Transmutation

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


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

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

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

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


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

Minor Artifact
Henshin Record

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

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

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

The-Mage-King
2012-12-17, 04:58 AM
And one more for good measure.



Why a repost, you may ask?

Because, it became apparent that, due to my constant additions of content, the originally reserved posts were not enough. Planning a slight refresher for the main class itself, I figured I'd make an entirely new thread for this.


I held off until I had sufficient new and changed content to justify the new thread.


There's a large number of minor fixes, but the main ones are: tweaking amount of Cha bonus to Yes, adding about 5 abilities (the Overdrive and Mirrored Body lines), and moving non-generic sentai abilities, meaning those made specifically for a given Archetype, to that archetype's section.


So, commentate!

RoyVG
2012-12-18, 10:36 AM
Awesome class.

I'm statting a Sentai 10/Super Senshi 4 right now for a next campaign, and I have 2 small questions.

The 'Enhanced Weapon' Sentai ability is a prerequisite for Super Senshi, which grants him the ability to add a +1 weapon enhancement to his Sentai weapon.
The Super Senshi gains the 'Boosted Weapon' class feature, allowing him to add a +2 weapon enhancement on his weapon, which increases to +3 if he goes Super.
Are you allowed stack these to a +3 enhancement,(+4 if super) or do you need to take separate enhancements?
This same question is also relevant for the Enhanced Suit Ability and the Boosted Armor class feature.

Second question, my character has Powerful build, does that allow him to call a weapon of one size catagory larger as his Sentai Weapon or does it have to be of the same size as the character?

The-Mage-King
2012-12-18, 01:30 PM
Awesome class.

I'm statting a Sentai 10/Super Senshi 4 right now for a next campaign, and I have 2 small questions.

Morph's campaign, right? :smalltongue:

I saw that.



The 'Enhanced Weapon' Sentai ability is a prerequisite for Super Senshi, which grants him the ability to add a +1 weapon enhancement to his Sentai weapon.
The Super Senshi gains the 'Boosted Weapon' class feature, allowing him to add a +2 weapon enhancement on his weapon, which increases to +3 if he goes Super.
Are you allowed stack these to a +3 enhancement,(+4 if super) or do you need to take separate enhancements?
This same question is also relevant for the Enhanced Suit Ability and the Boosted Armor class feature.

Nope. Those are individually chosen. I figure there are good abilities that remain viable throughout the levels, and being able to combine would be a bit less fair


Second question, my character has Powerful build, does that allow him to call a weapon of one size catagory larger as his Sentai Weapon or does it have to be of the same size as the character?

It should. Adding some wording to that to allow for non-medium Sentai.

RoyVG
2012-12-18, 01:36 PM
Morph's campaign, right? :smalltongue:

Yep, that one


Nope. Those are individually chosen. I figure there are good abilities that remain viable throughout the levels, and being able to combine would be a bit less fair

Figured as much, but nice to get confirmation.


It should. Adding some wording to that to allow for non-medium Sentai.

Thanks again

Durazno
2013-01-06, 02:55 AM
So a couple of months ago, I proposed the possibility of a PrC built around having lost one's powers and struggling to get them back. This is an incredibly rough WIP; everything is open to being reworked, dropped, picked up or whatever. If we start working on it, I suppose I should just make a changelog in this post, right?

At the moment, it feels pretty underpowered to me, or at least not worth losing True Allies of Justice for. Also, I'm a little squidgy on how to handle maneuvers granted by a PrC.

The one thing I'm happy about is the possibility of playing Silent Weapon for horror, like in the case of a hypothetical Warlock/Psycho Ranger who's trying to turn over a new leaf.

Forsaken Senshi

Prerequisites:
Class: Ex-Sentai
BAB:+5
Special: Must have taken at least one level in another class since the last level of Sentai.

Hit Dice: d8
Class Skills: Balance, Climb, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Move Silently, Perform (Any), Profession, Search, Sense Motive, Spot, Swim, and Tumble.
Skill Points: 6+Int per level

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied

1st|
+0|
+0|
+0|
+2|Silent Weapon, Sentai Progression, Self-Discovery|1|0

2nd|
+1|
+0|
+0|
+3|Mettle, Whisper of Power|1|0

3rd|
+2|
+1|
+1|
+3|The Floodgates Open, Bonus Feat|1|1[/table]

Maneuvers: At each level, the Forsaken Senshi learns a new maneuver from any discipline that she has access to from Sentai levels. She must meet all prerequisites as normal. In addition, at 3rd level she can ready an additional maneuver.

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

Silent Weapon: The Forsaken Senshi had a destiny before her misfortune, and it's not going to give up on her easily. When she takes her first level as a Forsaken Senshi, a colorless, powerless (but still masterwork) version of her weapon appears in her possession. If broken, lost or discarded, it reappears in her possession the next day - disappearing from the possession of whoever had it before. Combined with the ominous aura it gives off to other people, the clear mystical trail it leaves as it returns to her side and the potential ire of patrons or other Sentai, this makes it difficult to sell without consequences.

Self-Discovery: Now that she is no longer defined by her powers, the Forsaken Senshi has begun to discover talents and interests that have, until recently, been drowned out. She chooses a martial discipline with a key skill that she has has no ranks in and adds it to her list of available disciplines for Sentai, and its key skill is now a class skill for Sentai and Forsaken Senshi. In addition, she gains a competence bonus equal to 1/4 her Sentai level (rounded down) to checks in that skill.

Mettle: Honing her strength and will without the benefit of her powers, the Forsaken Senshi is able to stand firm against magical and unusual attacks. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Forsaken Senshi does not gain the benefit of mettle.

Whisper of Power: The Forsaken Senshi gains one Sentai ability with the [Self] descriptor that she meets the prerequisites for.

The Floodgates Open: The Forsaken Senshi regains full access to all of her Sentai features, and may start working towards her next level of Sentai. This will destroy any Henshin Records that she made before losing her powers, provided they are in her possession or within ten miles.

Bonus Feat: The Forsaken Senshi gains a Sentai Multiclass feat as a bonus feat.

Forsaking Forsaken Senshihood
If the Forsaken Senshi cannot convince her patrons to release her, it becomes difficult to be rid of Silent Weapon (and thus her chances of regaining her original powers.) Here are some suggestions for ways to escape her destiny:

Go to a place where her patron's strength waxes strong, repudiate them and break the weapon there.
Go to the place where she first got her powers and renounce them, then leave the weapon there.
Take a concrete action that demonstrates utter contempt for the ideals that led her to be a Sentai in the first place, such as a former hero committing mass murder or a villainous Sentai risking her life to save innocents.
Get Sentai powers from another source and use them to destroy the weapon.
Destroy her patron.
Bequeath the weapon to a worthy character, who may then begin taking levels in Sentai. (More mechanical support here?)


Chanegelog

Day 1

Changed name from Forsaken Ranger to Forsaken Senshi. "Ranger" is something completely different in this setting, after all.
Added +5 BAB and a level in another class since the last level of Sentai to the prerequisites.
Added Hide and Move Silently to the class skills.
Moved Mettle to the second level to make room for...
Combined Marital Study and Self-Discovery into a single feature, added maneuvers learned and readied.
Floodgates Open destroys all Henshin Records in the Forsaken Senshi's possession, as well as any within 10 miles. I really want to enable a scene where the bad guys are using their stolen powers for evil and suddenly falter as our heroes regain them.
Turned the level 3 bonus feat into "a Sentai multiclass feat." This sort of creates an invitation to whip up an appropriate feat for whatever they chose to spend their level doing, but they were using homebrew anyway, right?
Added a list of suggestions for ways that a Forsaken Senshi might get rid of that blasted weapon.

Day 2

Self-Discovery only adds the discipline to the Sentai class, rather than giving our heroine a free maneuver.
Added maneuver text.
Moved the maneuver readied to level 3.



Forsaken Senshi abilities coming soon

Garryl
2013-01-06, 03:07 AM
Where did the table of abilities go? I know you had one before. Here's one I made for personal a while back, sorted by minimum level and ability chains. I remember finding it easier to use than an alphabetical table (especially since the forum's code can easily sort it alphabetically with a single click, anyways). When building a character, you can just check your level, then look at everything from the top down to the abilities made available at that level, rather than hunting through a list.


{table=head]Ability Name|Prerequisites|Effects|Type
Combat Theme|First level only|Gain a combat theme|Suit
Sentai Knight|First level only|Gain improved Hero Suit, shield|Suit
-Improved Sentai Knight|Sentai level 5, Sentai Knight, Proficiency with heavy armor|Armor and shield increase in defenses|Suit
--Unarmored Grace|Sentai level 9, Improved Sentai Knight, Tumble 13 ranks|Shed armor for boost to speed and power|Suit
Back to Back|Spot 4 ranks|Grant bonuses to adjacent ally|Self
Enhanced Visor|Listen 4 ranks, Spot 4 ranks|Gain limited blindsense|Suit
Flying Kick|Jump 4 ranks|Jump to add damage to attack|Self
Heroic Speech (Inspire)|Diplomacy 4 ranks|Inspire allies to hit the target|Self
Heroic Speech (Demotivate)|Intimidate 4 ranks|Impose penalty on damage|Self
Hero's Pose|None|Inflict AC and Save penalty on foes|Suit
Sentai's Steed|Ride 5 ranks, Mounted Combat|Gain ability to summon a clockwork steed|Suit
Flashy Acrobatics|6 ranks in two Dex-based skills|Add Cha to Dex checks|Self
-Great Leap|Sentai level 5, Flashy Acrobatics|Lower Jump DCs|Suit
Background Explosions|Sentai level 3|Cause explosions when transforming|Suit
Senshi of the Sky|Sentai level 3|Gain Feather Fall at all times|Suit
-Improved Senshi of the Sky|Sentai level 9, Senshi of the Sky|Gain fly speed and Flyby Attack|Suit
--Mastery of the Sky|Sentai level 15, Improved Senshi of the Sky|Improve sly speed, gain Improved Flyby Attack|Suit
Templated Sentai|Sentai level 3, Craft (Weaponsmithing or Armorsmithing) 3 ranks|Hero Suit and weapon gain a crafting template|Suit
Dual Justice|Strike of Justice|Gain a second Strike of Justice element|Self
-Improved Dual Justice|Sentai level 11, Dual Justice|Use both elements' Rider Effects|Self
Artificial Familiar|Sentai Level 5, Spellcraft 3 ranks|Gain a number of weak familiars|Suit
Background Music|Sentai level 5, Perform 8 Ranks|Gain bardic music-like effects|Suit
-Improved Background Music|Sentai level 9, Background Music, Perform 12 ranks|Gain additional bardic music-like effects|Suit
--Overriding Background Music|Sentai level 13, Improved Background Music, Musical Senshi, Perform 16 ranks|Take over opposing bard song|Suit
Dimensional Step|Sentai level 5, Tumble 8 ranks|Move action to teleport|Suit
-Dimensional Strike|Sentai level 13, Dimensional Step, Dodge, Tumble 12 ranks|Teleporting attacks|Suit
Enhanced Suit|Sentai level 5|Gain an armor ability|Suit
Fearless Bravado|Sentai level 5|Reverse penalties of Fear effects|Self
Heroic Durability|Sentai level 5|Gain DR|Suit
Improved Suit|Sentai level 5|Gain one of four effects|Suit
-Greater Improved Suit|Sentai level 11, Improved Suit|Gain an upgraded version of Improved Suit|Suit
Inhuman Henshin|Sentai level 5|Take on a different type while transformed|Suit
Strength of Spirit|Sentai level 5|Add Charisma modifier to Strength score as morale bonus|Suit
Take the lead|Sentai level 5, Team Player, Diplomacy 8 ranks|Gain Team Boni with non-sentai and those without the ability|Suit
Team Tactics|Sentai level 5, Team Player|Gain bonuses against foe allies attacked previously|Suit
Bolt of Justice|Sentai level 7, Strike of Justice|Deliver Strike of Justice as a ranged touch attack|Suit
Clash of Virtues|Sentai level 7, Intimidate 10 ranks|Force single combat|Suit
Enhanced Weapon|Sentai level 7|Gain a weapon ability|Suit
-Intelligent Weapon|Sentai level 9, Enhanced Weapon|Weapon or transformation trinket gains Int, Wis, and Cha scores|Suit
-Shifting Weapon|Sentai level 9, Enhanced Weapon|Sentai's weapon gains additional forms|Suit
-Suitless Weapons|Sentai level 11, Enhanced Weapon|Use Sentai's Weapon while not transformed, though slightly weaker|Suit
Favored Technique|Sentai level 7, one maneuver or formula of 3rd level or greater|Make one maneuver or formula at-will|Suit
Finisher|Sentai level 7|Settle the battle with a single blow|Suit
-Clash of a Single Stroke|Sentai level 15, Finisher|End a fight before it begins|Suit
Foe Clearing Strike|Sentai level 7, Strike of Justice|Deal Strike of Justice damage to all creatures in an area|Suit
Forced Surge|Sentai level 7, Iron Heart Surge|Use Iron Heart Surge on another creature|Self
Gut Instinct|Sentai level 7, Sense Motive 10 ranks|Detect hostile creatures within 60 feet|Self
Heroic Endurance|Sentai level 7|Act while dying|Self
Monster Crystallization|Sentai level 7, Knowledge (Monster related) 9 ranks|Turn slain monsters into Henshin Boosters|Suit
Primal Warrior|Sentai level 7|Gain claws, Multiattack|Suit
-Beastly Wrath|Sentai level 11, Primal Warior|Gain Rage-like state 3/day|Suit
--Savage Mastery|Sentai level 15, Beastly Wrath|Improve stats, gain slams|Suit
Sentai's Reflexes|Sentai level 7, Combat Reflexes|Gain bonus AoOs based on Cha|Self
Righteous Resolve|Sentai level 9|Gain bonus when ally is injured|Self
Timestepper|Sentai level 9, Tumble 11 ranks|Accel.|Suit
-Timeflipper|Sentai level 13, Timestepper, Tumble 16 ranks|Reverse time by one round|Suit
--Timestopper|Sentai level 17, Timeflipper, Tumble 20 ranks|Clock Up. |Suit
True Sentai|Sentai level 15|Henshin without trinket, gain bonus time when using it|Self
Immutable Heroism|Sentai level 17|Gain immunity to Death effects and negative levels|Self[/table]


I made this table back in September, so it's a little out of date and probably missing some more recent changes.

The-Mage-King
2013-01-06, 04:01 AM
So a couple of months ago, I proposed the possibility of a PrC built around having lost one's powers and struggling to get them back. This is an incredibly rough WIP; everything is open to being reworked, dropped, picked up or whatever. If we start working on it, I suppose I should just make a changelog in this post, right? And if it's unworkable as it stands, I will happily torpedo it.

Huh. Been a while. Yeah, working on it here should be good.



At the moment, it feels pretty underpowered to me, or at least not worth losing True Allies of Justice for. Also, I'm a little squidgy on how to handle maneuvers granted by a PrC.

Taking a look at it, yeah, it seems a little weak, possible.

For maneuvers in a PrC, you list how many are gained each level, individually.


So instead of the final level having a total counting, each level gets an individual count.


So if you were giving a total of 3 maneuvers known for a 5 level PrC, it'd be...


{table=head]Level|Maneveuvers Known
1|1
2|0
3|1
4|0
5|1[/table]

Not

{table=head]Level|Maneveuvers Known
1|1
2|1
3|2
4|2
5|3[/table]

Same applies to maneuvers readied and stances.


Time to dissect!


Prerequisites:
Class: Ex-Sentai

Moar prereqs. Maybe a BaB or skill req, too?



Hit Dice: d8
Class Skills: Balance, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Perform (Any), Profession, Search, Sense Motive, Spot, Swim, and Tumble.
Skill Points: 6+Int per level


Seems good.


Silent Weapon: The Forsaken Ranger had a destiny before her misfortune, and it's not going to give up on her easily. When she takes her first level as a Forsaken Ranger, a colorless, powerless (but still masterwork) version of her weapon appears in her possession. If broken, lost or discarded, it reappears in her possession the next day - disappearing from the possession of whoever had it before. Combined with the ominous aura it gives off to other people and the clear mystical trail it leaves as it returns to her side, this makes it very tricky to sell. If the Forsaken Ranger cannot convince her patrons to release her, the only way to be rid of the weapon (and thus any chance of regaining this set of powers) is to take it to a place where her patron's powers wax strong, repudiate them for all to hear and sunder the weapon there. (Or something like that. In the case of patrons with little power in the world, you may have to summon or commune with them instead? And I guess this class wouldn't work for people who get their Sentai powers from impersonal forces.)

Yeah... Maybe in the case of those who draw power from an impersonal source must go to where they gained their powers and shatter it? Or something?


Sentai Progression: You may count all of your levels in Forsaken Ranger as Sentai levels for determining the effects of abilities that depend on sentai level, your effective sentai level for taking Sentai abilities, and for the Quickened Henshin class feature. (Not sure about this, actually. I feel like it should maybe be limited in some way - that the levels in Forsaken Ranger should benefit you in a completely different way from growing as a Sentai.)

Then maybe a small set of unique Forsaken abilities? Like, 3-5, that vary in level, but are somewhat more potent than the normal Sentai abilities?

Stuff like Finisher+, which still counts as Finisher. That sort of thing.




Mettle: Honing her strength and will without the benefit of her powers, the Forsaken Ranger is able to stand firm against magical and unusual attacks. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Forsaken Ranger does not gain the benefit of mettle.

Now that's a good thing. Nice, solid ability.


Self-Discovery: Now that she is no longer defined by her powers, the Forsaken Ranger has begun to discover talents and interests that have, until recently, been drowned out. Choose a skill that she has not yet invested points in or a skill from the list of another class that the Forsaken Ranger has levels in; she gets a +2 competence bonus to checks in this skill and now treats it as a Sentai and Forsaken Ranger class skill. (This may or may not be useful, depending on the campaign and what level the character takes this class at. I probably need to represent this concept in a different way.)

Hm... How about a Competence bonus equal to 1/4th their effective sentai level? That scales, remains somewhat relevant over the levels, and is flavorful.


Martial Study: The Forsaken Ranger has to learn some new tricks if she's going to make it without her powers. She gains Martial Study as a bonus feat. (Maybe this should be rolled in with Self-Discovery?)

Or just add a maneuver known at level 2.

Possibly maneuvers known at all three levels and a maneuver readied at 2nd? That gives them an advantage over normal sentai in that department...

Check Prism Ranger or Super Senshi for how the description is formatted.


Whisper of Power: The Forsaken Ranger gains one Sentai Self ability that she meets the prerequisites for. (For some reason, I'd gotten it into my head that there was a separate strain of Weapon abilities in addition to the Self and Suit abilities. It was originally going to make you able to activate those abilities in a more limited way.)

Hm...
Well, the terminology is "A Sentai Ability with the [Self] descriptor", but other than that, this seems decent.

...Make the Forsaken abilities be [Self], almost exclusively, maybe?



The Floodgates Open: The Forsaken Ranger regains full access to all of her Sentai features, and may start working towards her next level of Sentai. (This might also destroy any Henshin Records that you made before losing your powers. Not sure. It would be a nice touch if your powers were stolen by someone who was using them for evil...)

Hm... The Henshin Record thing IS something to think about...


How about any still in the Sentai's possession? It shatters the storage, restoring the strength to its owner if it's near enough. But further away, it cannot.


Bonus Feat: Select one feat from a short list I'm not sure of, but mainly features the Sentai multiclass feats. The idea is to make it easier to integrate whatever you did after losing your powers into your new identity, but I suppose the list would need some other options for people who went straight from Sentai to Forsaken Ranger and back again.[/spoiler]

Multiclassing feats seem good. Unsure on other options. Maybe a bonus [Fighter] Feat?


On a different note, how would you feel about multiclass feats with other homebrew classes?

Well, there's a Magical Girl 1.0 (http://www.giantitp.com/forums/showthread.php?t=218981) one floating around out there somewhere...

So basically, I feel fine about them.


Where did the table of abilities go? I know you had one before. Here's one I made for personal a while back, sorted by minimum level and ability chains. I remember finding it easier to use than an alphabetical table (especially since the forum's code can easily sort it alphabetically with a single click, anyways). When building a character, you can just check your level, then look at everything from the top down to the abilities made available at that level, rather than hunting through a list.

Yeah, uh, that was kinda only on Minmax boards, which has/had somewhat different coding for tables than here. :smallredface:


Though I can certainly put the one you just posted up in one of the posts, if you don't mind.




{table=head]Ability Name|Prerequisites|Effects|Type
Combat Theme|First level only|Gain a combat theme|Suit
Sentai Knight|First level only|Gain improved Hero Suit, shield|Suit
-Improved Sentai Knight|Sentai level 5, Sentai Knight, Proficiency with heavy armor|Armor and shield increase in defenses|Suit
--Unarmored Grace|Sentai level 9, Improved Sentai Knight, Tumble 13 ranks|Shed armor for boost to speed and power|Suit
Back to Back|Spot 4 ranks|Grant bonuses to adjacent ally|Self
Enhanced Visor|Listen 4 ranks, Spot 4 ranks|Gain limited blindsense|Suit
Flying Kick|Jump 4 ranks|Jump to add damage to attack|Self
Heroic Speech (Inspire)|Diplomacy 4 ranks|Inspire allies to hit the target|Self
Heroic Speech (Demotivate)|Intimidate 4 ranks|Impose penalty on damage|Self
Hero's Pose|None|Inflict AC and Save penalty on foes|Suit
Sentai's Steed|Ride 5 ranks, Mounted Combat|Gain ability to summon a clockwork steed|Suit
Flashy Acrobatics|6 ranks in two Dex-based skills|Add Cha to Dex checks|Self
-Great Leap|Sentai level 5, Flashy Acrobatics|Lower Jump DCs|Suit
Background Explosions|Sentai level 3|Cause explosions when transforming|Suit
Senshi of the Sky|Sentai level 3|Gain Feather Fall at all times|Suit
-Improved Senshi of the Sky|Sentai level 9, Senshi of the Sky|Gain fly speed and Flyby Attack|Suit
--Mastery of the Sky|Sentai level 15, Improved Senshi of the Sky|Improve sly speed, gain Improved Flyby Attack|Suit
Templated Sentai|Sentai level 3, Craft (Weaponsmithing or Armorsmithing) 3 ranks|Hero Suit and weapon gain a crafting template|Suit
Dual Justice|Strike of Justice|Gain a second Strike of Justice element|Self
-Improved Dual Justice|Sentai level 11, Dual Justice|Use both elements' Rider Effects|Self
Artificial Familiar|Sentai Level 5, Spellcraft 3 ranks|Gain a number of weak familiars|Suit
Background Music|Sentai level 5, Perform 8 Ranks|Gain bardic music-like effects|Suit
-Improved Background Music|Sentai level 9, Background Music, Perform 12 ranks|Gain additional bardic music-like effects|Suit
--Overriding Background Music|Sentai level 13, Improved Background Music, Musical Senshi, Perform 16 ranks|Take over opposing bard song|Suit
Dimensional Step|Sentai level 5, Tumble 8 ranks|Move action to teleport|Suit
-Dimensional Strike|Sentai level 13, Dimensional Step, Dodge, Tumble 12 ranks|Teleporting attacks|Suit
Enhanced Suit|Sentai level 5|Gain an armor ability|Suit
Fearless Bravado|Sentai level 5|Reverse penalties of Fear effects|Self
Heroic Durability|Sentai level 5|Gain DR|Suit
Improved Suit|Sentai level 5|Gain one of four effects|Suit
-Greater Improved Suit|Sentai level 11, Improved Suit|Gain an upgraded version of Improved Suit|Suit
Inhuman Henshin|Sentai level 5|Take on a different type while transformed|Suit
Strength of Spirit|Sentai level 5|Add Charisma modifier to Strength score as morale bonus|Suit
Take the lead|Sentai level 5, Team Player, Diplomacy 8 ranks|Gain Team Boni with non-sentai and those without the ability|Suit
Team Tactics|Sentai level 5, Team Player|Gain bonuses against foe allies attacked previously|Suit
Bolt of Justice|Sentai level 7, Strike of Justice|Deliver Strike of Justice as a ranged touch attack|Suit
Clash of Virtues|Sentai level 7, Intimidate 10 ranks|Force single combat|Suit
Enhanced Weapon|Sentai level 7|Gain a weapon ability|Suit
-Intelligent Weapon|Sentai level 9, Enhanced Weapon|Weapon or transformation trinket gains Int, Wis, and Cha scores|Suit
-Shifting Weapon|Sentai level 9, Enhanced Weapon|Sentai's weapon gains additional forms|Suit
-Suitless Weapons|Sentai level 11, Enhanced Weapon|Use Sentai's Weapon while not transformed, though slightly weaker|Suit
Favored Technique|Sentai level 7, one maneuver or formula of 3rd level or greater|Make one maneuver or formula at-will|Suit
Finisher|Sentai level 7|Settle the battle with a single blow|Suit
-Clash of a Single Stroke|Sentai level 15, Finisher|End a fight before it begins|Suit
Foe Clearing Strike|Sentai level 7, Strike of Justice|Deal Strike of Justice damage to all creatures in an area|Suit
Forced Surge|Sentai level 7, Iron Heart Surge|Use Iron Heart Surge on another creature|Self
Gut Instinct|Sentai level 7, Sense Motive 10 ranks|Detect hostile creatures within 60 feet|Self
Heroic Endurance|Sentai level 7|Act while dying|Self
Monster Crystallization|Sentai level 7, Knowledge (Monster related) 9 ranks|Turn slain monsters into Henshin Boosters|Suit
Primal Warrior|Sentai level 7|Gain claws, Multiattack|Suit
-Beastly Wrath|Sentai level 11, Primal Warior|Gain Rage-like state 3/day|Suit
--Savage Mastery|Sentai level 15, Beastly Wrath|Improve stats, gain slams|Suit
Sentai's Reflexes|Sentai level 7, Combat Reflexes|Gain bonus AoOs based on Cha|Self
Righteous Resolve|Sentai level 9|Gain bonus when ally is injured|Self
Timestepper|Sentai level 9, Tumble 11 ranks|Accel.|Suit
-Timeflipper|Sentai level 13, Timestepper, Tumble 16 ranks|Reverse time by one round|Suit
--Timestopper|Sentai level 17, Timeflipper, Tumble 20 ranks|Clock Up. |Suit
True Sentai|Sentai level 15|Henshin without trinket, gain bonus time when using it|Self
Immutable Heroism|Sentai level 17|Gain immunity to Death effects and negative levels|Self[/table]


I made this table back in September, so it's a little out of date and probably missing some more recent changes.

Yeah, some changes need to be added. Not much, though. :smallredface:




In an unrelated idea, how does a sentai archetype that loses all of the non-weapon suit bonuses, but gains a fair bit longer duration when using Henshin sound? (The Cha-to-Yes parts are gained when Heroic Legacy for them would be gained, instead of 1st level).

Durazno
2013-01-06, 08:43 PM
Revised! Changelog is up so you don't have to go wading through the whole prc again. In fact, here it is:


Changed name from Forsaken Ranger to Forsaken Senshi. "Ranger" is something completely different in this setting, after all.
Added +5 BAB and a level in another class since the last level of Sentai to the prerequisites.
Added Hide and Move Silently to the class skills.
Moved Mettle to the second level to make room for...
Combined Marital Study and Self-Discovery into a single feature, added maneuvers learned and readied. Now the FS chooses a discipline with a key skill that she has no ranks in, and gains the scaling competence bonus in that skill as you suggested.
The Floodgates Open destroys all Henshin Records in the Forsaken Senshi's possession, as well as any within 10 miles. I really want to enable a scene where the bad guys are using their stolen powers for evil and suddenly falter as our heroes regain them.
Turned the level 3 bonus feat into "a Sentai multiclass feat." This sort of creates an invitation to whip up an appropriate feat for whatever they chose to spend their level doing, but they were using homebrew anyway, right?
Added a list of suggestions for ways that a Forsaken Senshi might get rid of that blasted weapon. I might need to add more mechanics to the last item on that list - bequeathing the weapon to a worthy character.

The-Mage-King
2013-01-07, 02:56 AM
Hm... First, Copy/pasta this into the start, under the table. It's kinda needed, to define what you can take with it.



Maneuvers: At each level of this, you learn a new maneuver from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level you can ready an additional maneuver.


I'd drop the 1st level maneuver, if you're giving a free one from an unused discipline at that point. Maybe add that discipline to the class discipline list for Sentai and Forsaken Senshi, too? Shift the maneuver readied to the 3rd level, too. That way, you get the sweets sort of spread out.

Adjust the spoilered text above as needed before you drop it in, of course.

Otherwise, seems fairly good. A bit tougher, but you're going 3 levels without Cha to Yes, and then you can't get the capstone for your archetype or the 17th level ability, minimum. Not too bad a trade.

Durazno
2013-01-07, 07:23 AM
Done. Text added, maneuver readied moved to third level, and now Self-Discovery adds the new discipline to the FS/Sentai class discipline list rather than granting a maneuver itself. (So the first level still grants a maneuver, but it doesn't have to be from the new one.)

All that remains is the abilities, which I shall take my time with. I think I'll be looking into the kinds of things our heroes do in these shows when they lose their powers for inspiration.

Thank you for the quick, encouraging feedback. This is my first 3.5 brew!

The-Mage-King
2013-01-07, 02:44 PM
Wow. It's good for a first 'brew, I have to say.


Also, been batting around an idea for a feat.


You know how in the various Kamen Rider series with the floating transformation fields, the riders occasionally use them as a defense?

Yeah.


Defensive Henshin [General]
Prerequisites: Hastened Henshin
Benefit: Whenever you use Hastened Henshin, you gain an +4 shield bonus to AC until the end of turn. At 15th level, this bonus increases by 4, to +8



Too strong as a feat? Or should I just make it a Sentai ability?

Durazno
2013-01-07, 08:30 PM
Thanks. I had a good base to work from, and sprawling, thematically foused classes like this are fun to play around with.

The feat looks good to me, though I would almost think that it would be better to get when you don't have quickened henshin, so that the defensive benefit can offset having to spend your action transforming.

What about a transformation defense ability that's available at lower levels, then a feat to improve it when you get quickened henshin? (It might need to be improved past this point, though, since it'd be turning into an ability and a feat in that case.) Another way a feat might improve it is by making it so that allies get some small benefit from the field as well - so a whole team could henshin together and make a fortress of light for that round.

LunarWolfPrime
2013-01-23, 05:34 PM
Do you have any plans on a epic progression for this class?

The-Mage-King
2013-01-23, 06:08 PM
Do you have any plans on a epic progression for this class?

I have... Absolutely no plans. However, I can probably whip one up in a matter of minutes.

Lix Lorn
2013-01-23, 06:25 PM
Level dependent abilities continue to advance, bonus fighter/monk/sentai feat every four levels, done. :smalltongue:

The-Mage-King
2013-01-23, 06:48 PM
Level dependent abilities continue to advance, bonus fighter/monk/sentai feat every four levels, done. :smalltongue:

Ah, but I have found a number of Epic Martial Adept Feats which I enjoy use of.

So not quite that easy. :smallwink:

Lix Lorn
2013-01-23, 07:01 PM
Ha. Fair enough. xD

LunarWolfPrime
2013-01-23, 07:54 PM
would you con't to get sentai abilities?

Rokku
2013-01-23, 08:32 PM
Wow. It's good for a first 'brew, I have to say.


Also, been batting around an idea for a feat.


You know how in the various Kamen Rider series with the floating transformation fields, the riders occasionally use them as a defense?

Yeah.


Defensive Henshin [General]
Prerequisites: Hastened Henshin
Benefit: Whenever you use Hastened Henshin, you gain an +4 shield bonus to AC until the end of turn. At 15th level, this bonus increases by 4, to +8



Too strong as a feat? Or should I just make it a Sentai ability?

I'd think a Sanctuary-style ability would be apropos. Especially since it's usually explosive doom of some sort that the transformation's blocking, which a shield bonus wouldn't apply to anyway.

The-Mage-King
2013-01-23, 09:18 PM
would you con't to get sentai abilities?

The way I wrote the class, all the Epic Progression really needs is a bonus feat list.


Which is annoying to write up. :smalltongue:

Ilorin Lorati
2013-01-23, 10:54 PM
You have no idea how much I love this. I grew up on the Sentai in all their forms. Words cannot describe the feelings I have for this beautiful, beautiful batch of text.

The-Mage-King
2013-01-23, 11:31 PM
You have no idea how much I love this. I grew up on the Sentai in all their forms. Words cannot describe the feelings I have for this beautiful, beautiful batch of text.

Well in that case, thank you. Any comments on the balance?



Also, Epic Progression is up. First post.

Ilorin Lorati
2013-01-24, 02:43 AM
Well in that case, thank you. Any comments on the balance?



Also, Epic Progression is up. First post.

I really don't see anything major. Recovery may be too easy at higher levels, as you're getting into the teens in rounds in your hero suit.

zhdarkstar
2013-01-25, 04:58 PM
I love the new format of the post. I plan on using this class for my group's "anything goes" PF game in a couple months. I was thinking of mixing magician with prismatic.

Are you still using the same PiratePad as before for new ability ideas? I've got one regarding a prismatic magician but I'll post it there if you don't want this thread to be filled with WIP ideas.

EDIT: I added the idea to the PP just in case I forgot it later.

EDIT 2: I got a lot of questions regarding Sentai Weapon and firearms.

I get that a pure Sentai could choose a single firearm for your SW since they are exotic weapons and could fire unlimited basic bullets. How would that work with a scatter weapon like a blunderbuss or dragon pistol? Would you be able to switch ammo types or are you stuck to one choice upon acquisition? If you can switch ammo types, what is the action speed for it?

When you take the Iron Senshi feat and swap your SW for a Gunslinger-earned gun, do you lose access to it when not in henshin? Or does it become a weapon that you can use out of suit but can't be summoned again after destruction?

I'm liking the way the Forsaken Senshi class is coming along. The concept I'm thinking about playing for the game is:

Sentai (Magician) 4/Gunslinger (Pistol Spade) 1/Forsaken Senshi 3/Prism Ranger 10/Sentai 2

This would give me an Effective Sentai Level of 19 before adding the 1-dip of Gunslinger via Iron Senshi. Now Iron Senshi doesn't specify whether you round up or round down for the boost to Effective Gunslinger Level for Deeds. With this build rounding down makes me EGL 10 and rounding up makes me EGL 11, hitting the next tier of Deeds.

EDIT 3: I came up with a couple possible candidates for a Forsaken Senshi ability and addendum for compatibility with the Magician archetype

Heroic Instincts [Forsaken]
Benefit: The Forsaken Senshi does not let the fact that she can no longer access her Sentai powers keep her from the front lines. She may add her Con modifier as a dodge bonus to her AC.

Heroic Strength [Forsaken]
Benefit: The Forsaken Senshi puts all of her might into her attacks, regardless of her ability to enter Henshin. She can add her Con modifier as an untyped bonus to damage rolls from attacks made with her Silent Weapon. This carries over to her Sentai Weapon when she regains access to her Sentai powers.

Suitless Weapon+ [Forsaken]
Benefit: The Forsaken Senshi is capable of restoring her Silent Weapon to its former glory for brief periods of time at the expense of her body. A number of times per day equal to her Sentai level, the Forsaken Senshi's Silent Weapon functions like her Sentai Weapon did before losing access to her Sentai powers for a number of rounds equal to her Con modifier. Using this ability causes 1 point of ability drain to her Con. This drain cannot be prevented in any way.
Special: Once the Forsaken Senshi regains access to her Sentai powers, this functions identically to Suitless Weapon but there is no reduction in enhancement bonus when she is not in Henshin.

Self Discovery
Special: A Magician instead chooses an additional Spell Circle and receives the competence bonus to Concentration checks made while spellshaping.

Durazno
2013-01-30, 12:05 AM
A Forsaken Senshi in action? Awesome! What skill/discipline do you think you'll save for self-discovery? I didn't realize until thinking about it just now how much planning that could require, unless the DM waives the "skill that you haven't invested in" requirement or makes it less stringent (perhaps by saying "that you have fewer ranks in than you have HD.")

As for FS abilities, I'm having a hard time making sure that they play nice with the existing list. Here are the ideas I'm playing with, though:


An enhanced version of Suitless Weapons that lets you use your full-powered weapon when not transformed.
An ability that lets you recover some maneuvers as a free action when your transformation ends.
A version of True Sentai that has a lower level requirement.
A substantial bonus to Hide and Move Silently when not transformed.
The ability to sacrifice your remaining rounds of transformation for some effect. My first thought was a Power Attack kind of thing, but that seems both boring and unbalanced.
A limited chance to retrain Sentai abilities that you've already taken, though the replacements would have to require the same or lower level, of course.


EDIT: I missed your third edit, Zhdarkstar! It seems that great minds think alike on the Suitless Weapon thing. Heroic Strength and Heroic Instincts are both pretty cool because I wasn't sure how to justify giving them a bonus that wouldn't carry over into their morphed forms - keying it to constitution makes a bonus that applies to both forms more reasonable.

The alternative for Self Discovery is great.

The-Mage-King
2013-01-30, 02:42 AM
Sorry for the delays in replying.


I love the new format of the post. I plan on using this class for my group's "anything goes" PF game in a couple months. I was thinking of mixing magician with prismatic.

Are you still using the same PiratePad as before for new ability ideas? I've got one regarding a prismatic magician but I'll post it there if you don't want this thread to be filled with WIP ideas.

EDIT: I added the idea to the PP just in case I forgot it later.

Eh. I kinda stopped checking the PP regularly, but I'll go take a look.


EDIT 2: I got a lot of questions regarding Sentai Weapon and firearms.

Shoot. :smalltongue:


I get that a pure Sentai could choose a single firearm for your SW since they are exotic weapons and could fire unlimited basic bullets. How would that work with a scatter weapon like a blunderbuss or dragon pistol? Would you be able to switch ammo types or are you stuck to one choice upon acquisition? If you can switch ammo types, what is the action speed for it?

Hm. I'd say that you can swap between basic ammo types as a swift action, if using a weapon that has multiple damage types available. More exotic ammunition needs to be purchased, though.

So a Dragon Pistol can swap between shot and bullets with a swift. But if you want a Flare, Entangling, or Dragon's Breath shot, you need to buy it. I'll toss up a Sidebar.


When you take the Iron Senshi feat and swap your SW for a Gunslinger-earned gun, do you lose access to it when not in henshin? Or does it become a weapon that you can use out of suit but can't be summoned again after destruction?

You retain access to your gun when not in Henshin- effectively, the transformation enhances it as your suit becomes equipped.


This would give me an Effective Sentai Level of 19 before adding the 1-dip of Gunslinger via Iron Senshi. Now Iron Senshi doesn't specify whether you round up or round down for the boost to Effective Gunslinger Level for Deeds. With this build rounding down makes me EGL 10 and rounding up makes me EGL 11, hitting the next tier of Deeds.


When in doubt, (https://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_rounding&alpha=) round down. (http://www.d20pfsrd.com/basics-ability-scores/getting-started)





Also, tossing up something regarding PrCs and Spellshaping.

zhdarkstar
2013-01-30, 03:06 AM
I'm glad you enjoyed my suggestions. Silent Weapon was just screaming for Suitless Weapon+ when I read it. Constitution seemed like the ideal stat for bonuses through fluff logic. A Sentai without his/her powers is gonna have to rely on his/her own testicular/ovariolgical fortitude to get by until they come back.

The build I'm planning on using the Magician Archetype as the base. First two spell circles are going to be Brilliant Dawn and Searing Flame, which should give away my color. Unseen Impetus is going to be the third circle I pick up. I'm gonna take Formulae Study at least once so I can have my fomulae split be Brilliant Dawn 6/Searing Flame 3/Unseen Impetus 3.

These choices all are for backstory purposes and mechanically mesh well. Our group has been playing all of our campaigns (3.5, CoC, SWD20, Mega Man X, and soon Pathfinder) in a multiverse with Mindflayers as the central plot element along the way. Since it's going to be our 6th campaign by the time we get to AGPF, I'm gonna try to convince the DM to start this game at level 6 so we can start with a bunch of bells and whistles already and a better backstory.

He was the leader of a team of 4 Sentai in world where the Mindflayers attacked. The rest of his team was killed as the Mindflayers were closing in on victory. Knowing that defeat was inevitable, he used the last of his Sentai powers to transport to another dimension in hopes of being able to get there before the Mindflayers do. Upon arriving in the new world where firearms have become commonplace, he picks up the way of the gunslinger. He also finds a gladius similar to the one he used before in an antique store, thus why his gunfighting style is that of the Pistol Spade. When the Mindflayers arrive in this dimension, the gladius he purchased begins to glow and begins the path of the Forsaken Senshi.

Here's the idea that I put on the PiratePad so I can get your opinion on it as well.

Prismatic Magician

If a Magician takes the Spell Circle that matches the element of their Strike of Justice and becomes a Prism Ranger, then any new form that changes the element of SoJ can also exchange their elemental SC to the corresponding SC of the new element in lieu of exchanging X amount of suit abilities. Spellshape Attacks and all formulae of the former SC would be exchanged forthose of the latter SC at equal levels.

This is the idea I had because it wouldn't make sense for a Fire Magician to still use Fire formulae if his new form is Cold-based. If a 4th level Fire Magician who knows 2 Fire formulae enters Prism Ranger and chooses Cold for the new SoJ element of his first Form Gain could exchange the Fire SC for Cold SC and use the Cold Spellshape Attack plus two Cold formulae instead of those from the Fire SC while he remains in the new form.

If you guys think that this is a fair idea, these are the spell circles that I had linked to each SoJ:

Fire: Brilliant Dawn/Searing Flame
Cold: Glimmering Moon/Perfect Freeze
Acid: Crushing Stone/Deteriorating Corrosion
Shock: Blustering Gale/Shocking Current
Sonic: Screeching Roc
Force: Unseen Impetus


If the Prismatic Magician suggestion is too unbalanced, the other build I was thinking would move Sentai 5-6 to CL 9-10 and then replace Prism Ranger with Super Senshi. Then I would start with Brilliant Dawn/Glimmering Moon and pick up Astral Essence for the third circle.

The-Mage-King
2013-01-30, 03:24 AM
Now that?


That sounds like an Archetype for a PrC, to me. I'll bat some ideas around over there with you.

zhdarkstar
2013-01-30, 04:56 PM
As for FS abilities, I'm having a hard time making sure that they play nice with the existing list. Here are the ideas I'm playing with, though:


An enhanced version of Suitless Weapons that lets you use your full-powered weapon when not transformed.

I think I nailed that with Suitless Weapon+ :smallcool:


An ability that lets you recover some maneuvers as a free action when your transformation ends.

It's not usable in the span from FS2 to FS3 as you can't transform. I know it's your creation, but I think Forsaken abilities should have some utility before and after regaining powers.


A version of True Sentai that has a lower level requirement.

Silent Suit? Functions similarly to Suitless Weapon+ for activation and Silent Weapon for lack of bonuses but becomes a combination of True Sentai and Hastened Henshin upon regaining powers. You can transform as an immediate action without focus for normal penalty or use focus for no penalty. Counts as Hastened Henshin for any abilities/feats/classes that require it.


A substantial bonus to Hide and Move Silently when not transformed.

Add Con mod to maintain consistency in theme?


The ability to sacrifice your remaining rounds of transformation for some effect. My first thought was a Power Attack kind of thing, but that seems both boring and unbalanced.

Again this lacks immediate usability as you get your Forsaken Ability at FS2. Also seems rather boring.


A limited chance to retrain Sentai abilities that you've already taken, though the replacements would have to require the same or lower level, of course.



Perhaps an addendum to The Floodgates Open? Seems like the perfect opportunity for it. Limit to Con mod - 1 abilities.

Durazno
2013-01-30, 09:10 PM
Good points all.

It was my thought that some Forsaken Senshi abilities would be intended for your Sentai career afterwards. The rounds-off-transformation and refresh-on-demorphing abilities would be for Sentai who want to demonstrate their ability and willingness to do without even after regaining their powers.

I'm thinking that rather than a Power Attack effect, the rounds-off-transformation ability might work as an alternative Overdrive.

zhdarkstar
2013-01-30, 10:59 PM
Good points all.

It was my thought that some Forsaken Senshi abilities would be intended for your Sentai career afterwards. The rounds-off-transformation and refresh-on-demorphing abilities would be for Sentai who want to demonstrate their ability and willingness to do without even after regaining their powers.

I'm thinking that rather than a Power Attack effect, the rounds-off-transformation ability might work as an alternative Overdrive.

Here's the Overdrive variant

Maximum Overdrive
Start off as a minimal Overdrive (1 ability for 1 Cha/rd & 1 Con/rd) for F2->F3
Change into modified Overdrive (3 abilities for 1 Cha/rd & 1 Con/rd & each round takes off two rounds of Henshin instead of one)

And here's the refresher ability I came up with:

Just A Little More
Start off as refresh as free action for 1 Con drain (this stays after regaining powers)
In Henshin bonus: When a maneuver/formula is used, Sentai has X% chance of not expending the maneuver/formula. X = (% of prepared slots expended) - (# of successful free maneuvers this encounter X 10), minimum X = 1 (succeeds only on d% roll of 100 when X = 1)

This ability doesn't give you the refresh on demorph you were looking for but it grants a free action refresh at the cost of Con that's usable regardless of transformation state. Then you get a chance of not expending prepared slots with a diminishing return for each time it's successful.

I'm starting to realize I'm really good at finding workable variants rather than coming up with abilities from scratch...

EDIT: Added names to abilities

ErrantX
2013-01-31, 02:53 PM
I saw this and immediately your class brought me back to being a kid again. I love this work, truly. It mixes in all of the coolest and neatest parts of shows like the Power Rangers and does it well. I'm sure this has been asked, but I gotta say, "We need Megazord power now"?

This class is solid on its own, but that little part of me that gets a kick out of giant robots still (and as I have a young son of my own, when we watch the new MMPR shows), I didn't see much in the way of calling in giant fighting robots.

-X

The-Mage-King
2013-01-31, 06:08 PM
I saw this and immediately your class brought me back to being a kid again. I love this work, truly. It mixes in all of the coolest and neatest parts of shows like the Power Rangers and does it well. I'm sure this has been asked, but I gotta say, "We need Megazord power now"?

This class is solid on its own, but that little part of me that gets a kick out of giant robots still (and as I have a young son of my own, when we watch the new MMPR shows), I didn't see much in the way of calling in giant fighting robots.

-X


Well, thanks for the compliment. :smallredface:

That's been asked quite a bit in the old thread, honestly.

Mostly, I haven't gone for giant robots yet because I lack a good system for handling them.


I'm considering just going over to Minmax and stealing borrowing Osc's SRW (http://www.minmaxboards.com/index.php?board=138.0) system,though

zhdarkstar
2013-01-31, 10:55 PM
The SRW system looks like a good base. The only thing that could get in the way is coming up with a balanced combination mechanic for making Megazords. I know that you hated the idea before, but from a historical perspective it's the core function of zords.

The only rangers that piloted Megazords solo were either external to the core team (non-red Tommy, zeo gold, quantum, etc.) or battlized reds. (The Samurai Rangers swapped control of their battlizer but the principle's the same.) Otherwise, the individual zords would be at least one size smaller than the average giant kaijin.

Just a little food for thought.

EDIT: I also went back and named the two Forsaken Senshi abilities in my previous post.

Rokku
2013-02-01, 05:08 AM
Looking at it, I'm finding the Finisher sentai ability kind of underwhelming. A lot of the time you're going to get better damage out of just attacking or using a Strike than the 2d6 to 8d6 it offers. It might be better as a kicker to an attack rather than a seperate attack of its own!

zhdarkstar
2013-02-06, 08:19 PM
Looking at it, I'm finding the Finisher sentai ability kind of underwhelming. A lot of the time you're going to get better damage out of just attacking or using a Strike than the 2d6 to 8d6 it offers. It might be better as a kicker to an attack rather than a seperate attack of its own!

The power behind Finisher is the Team Bonus. The max team bonus of 5 allies delivers 7d6-28d6 with a Finisher. 7-42 damage isn't worth it to blow the load in the beginning. However, 28-168 at level 7 is nothing to shake a stick at. Don't forget that the bigger the boss, the higher the minimum HP to get the maximum bonus dice.

Now the only possible gray area I can think of is regarding multiple people with the Finisher ability and the Team Bonus. If Red and Blue both have Finisher, could Red assist Blue in his Finisher and then have Blue assist Red in his in the same encounter? If assisting in a Finisher takes up your own usage of Finisher for the encounter, then it does look kind of lackluster in the long run.

That same team of 6 Sentai would instead do 2d6-8d6 each if they all did their Finishers individually. When you're dealing with touch attacks, hitting 6 is about as easy as hitting 1. That becomes a max one round output of 48d6, or 48-288 damage, against a enemy with less than half HP. Not only does that ramp up the min by 20, but it also raises the max by 120.

Durazno
2013-02-10, 03:39 AM
Okay, so here's a crack at the Forsaken Senshi's abilities, using all four of Zhdarkstar's ideas. (Should I capitalize?) I'm sticking with having some FS abilities that are intended for the Sentai to take after she regains her powers, as having gone through this experience ought to be reflected in the rest of her career. Anyway, all of the names are subject to change, especially the + and S ones.

I originally had a suitless variant of Overdrive, but looking over the [Self] abilities, I realized that most of them aren't qualities that you can turn off and on, so it was really kind of silly.

True Sentai S will definitely need a new name, and I think that if it survives in this form or one like it, then I will remove the clause that says that FS levels count as Sentai levels for the purposes of the Quickened Henshin feature.

EDIT: In retrospect, I'm thinking that I should space these out more, levelwise.

Cunning Senshi [Self, Forsaken]
Requirements: Hide 4 ranks, Move Silently 4 ranks
Benefit: Bereft of her dazzling armor, the Forsaken Senshi has learned the benefit of keeping a low profile. When she is not transformed, she gains a bonus to Hide and Move Silently checks equal to her Constitution modifier. At Sentai level 5 and every 5 levels after that, this bonus increases by 1.

(Charisma might make more sense?)

Justice from the Shadows [Self, Forsaken]
Requirements: Sentai level 8, Cunning Senshi, Sneak Attack or Sudden Strike +2d6
Benefit: If you hit with a sneak attack or sudden strike, you may choose to forgo +2d6 of the extra damage to apply the effects of your Strike of Justice. You can still apply this effect if you are not transformed. Using this ability automatically reveals you even if you have an ability that would normally allow you to remain hidden after using a sneak attack or sudden strike.

Heroic Instinct [Self, Forsaken]
Requirements: Sentai level 4
Benefit:The Forsaken Senshi does not let the fact that she can no longer access her Sentai powers keep her from the front lines. She may add her Con modifier as a dodge bonus to her AC.

Heroic Resurgence [Self, Forsaken]
Requirements: The Floodgates Open
Benefit: Having learned to do without her powers, the Forsaken Senshi doesn't even slow down when they falter. When her transformation ends, she may refresh all of her maneuvers as a free action.

Heroic Strength [Self, Forsaken]
Requirements: Sentai level 4
Benefit: The Forsaken Senshi puts all of her might into her attacks, regardless of her ability to enter Henshin. She can add her Con modifier as an untyped bonus to damage rolls from attacks made with her Silent Weapon. This carries over to her Sentai Weapon when she regains access to her Sentai powers.

Hero's Wager [Suit, Forsaken]
Requirements: Sentai level 10
Benefit: Being used to lacking her powers, the Forsaken Senshi is willing to expend them more freely. This ability functions as Overdrive, except instead of inflicting constitution or charisma burn, it makes every round you spend transformed count as three for the purposes of determining how many rounds remain before your transformation ends. Hero's Wager and Overdrive may be activated separately from one another, and they may be deactivated separately or together with the same swift action.
Special: This ability counts as an instance of Overdrive for the purposes of determining how many times the Forsaken Senshi may take it.

(Two notes - one, I am aware that it is hugely problematic in combination with True Sentai, and so might need to be changed to an ability that immediately ends your henshin for some benefit, and two, something like this may be more fitting to a Billy Cranston-style Power Scientist Prc. You know, because they've learned enough about their powers to make the suit bear the brunt of their Overdrive?)

Suitless Weapon+ [Self, Forsaken]
Requirements: Sentai level 11, Enhanced Weapon
Benefit: The Forsaken Senshi is capable of restoring her Silent Weapon to its former glory for brief periods of time at the expense of her body. A number of times per day equal to her Sentai level, the Forsaken Senshi's Silent Weapon functions like her Sentai Weapon did before losing access to her Sentai powers for a number of rounds equal to her Con modifier. Using this ability causes 1 point of ability drain to her Con. This drain cannot be prevented in any way.
Special: Once the Forsaken Senshi regains access to her Sentai powers, this functions identically to Suitless Weapon but there is no reduction in enhancement bonus when she is not in Henshin.

True Sentai S [Self, Forsaken]
Requirements: Sentai level 10, The Floodgates Open
Benefit: You may transform as a swift action without your focus.

(For the moment I'm not adding the "rounds to minutes" clause because of hero's wager. Yeah, one needs to go.)


Note to self:
When I go back to add these, I will also add the Zhdarkstar's addition to Self Discovery, with the spell circle instead of the discipline. I'm sort of tempted to make it so that they "may" take a circle instead of the discipline.

One concern is that the normal Sentai is getting this bonus to a skill she didn't have any ranks in and will mostly be using for her new discipline. Her magician friend, on the other hand, gets the bonus to a skill he was already investing in and will use for all of his spell circles, not just the new one. And yet limiting the bonus to concentration checks in that one circle would probably be too stifling...

zhdarkstar
2013-02-10, 11:13 PM
Okay, so here's a crack at the Forsaken Senshi's abilities, using all four of Zhdarkstar's ideas. (Should I capitalize?)

I usually go by Z. H. Darkstar but I was rushing when I registered here so I just went with the quick and dirty route.


Note to self:
When I go back to add these, I will also add the Zhdarkstar's addition to Self Discovery, with the spell circle instead of the discipline. I'm sort of tempted to make it so that they "may" take a circle instead of the discipline.

One concern is that the normal Sentai is getting this bonus to a skill she didn't have any ranks in and will mostly be using for her new discipline. Her magician friend, on the other hand, gets the bonus to a skill he was already investing in and will use for all of his spell circles, not just the new one. And yet limiting the bonus to concentration checks in that one circle would probably be too stifling...

The thing is that the Magician replaces the maneuvers and stances with spellshaping abilities. So your hand is kind of forced in this situation. Adding the option to have both seems OP and hard to derive the progression of known/ready/stances. The only relevant skills for bonus are Concentration, Spellcraft, Use Magic Device.


Justice from the Shadows [Self, Forsaken]
Requirements: Sentai level 8, Cunning Senshi, Sneak Attack or Sudden Strike +2d6
Benefit: If you hit with a sneak attack or sudden strike, you may choose to forgo +2d6 of the extra damage to apply the effects of your Strike of Justice. You can still apply this effect if you are not transformed. Using this ability automatically reveals you even if you have an ability that would normally allow you to remain hidden after using a sneak attack or sudden strike.

I don't see Cunning Senshi in any of the feat or ability lists. If it's supposed to be like a Rogue/Sentai multiclass feat, then making it a requirement is counter-intuitive to already getting a multiclass feat at FS3. I'm having trouble with PiratePad at the moment so I don't know if you pulled it from the pad.


True Sentai S [Self, Forsaken]
Requirements: Sentai level 10, The Floodgates Open
Benefit: You may transform as a swift action without your focus.

It's impossible to meet the requirements as you get the FS ability at FS2 and The Floodgates Open at FS3. Just an observation I made

Durazno
2013-02-11, 12:09 AM
Z.H. Darkstar. Acknowledged!

You're right about the Self-Discovery dilemma. I'll look more deeply into spell circles more to see if I can think of an alternative, but for now I'll make it a bonus to Concentrate. Another alternative is to just give them the bonus to a skill they've never invested in and then, separately, a new spell circle, with encouragement to make it thematically consistent... but Concentrate is probably the best bet.

"Cunning Senshi" is the Forsaken ability just above "Justice from the Shadows" in that list. The one is the prerequisite for the other.

I'm not sure how this version of True Sentai is impossible to reach. Remember that FS stacks with Sentai levels to determine what abilities you can take, so if you happened to be level 9 when you lost your powers, you could take it as your FS2 ability. Alternatively, you could just take it later; the requirement for Forsaken abilities is having FS levels, so if you were really determined and had enough of your career left, you could rack up all of these. Or am I misunderstanding how the Sentai PrCs work?

zhdarkstar
2013-02-11, 02:34 AM
When I saw the addition of Forsaken Abilities, I likened them mechanically to the Super Senshi PrC's Super Abilities. For the entire 10 levels of Super Senshi, you get 3 Super Abilities for the rest of your career, regardless of further Sentai progression in an epic level game.

So when your 3-dip PrC only had one Forsaken Ability listed in the progression chart, I assumed that just like with Spider-Man, everybody gets one. The placement of it at second level actually made an easy theme to design with: something that's kinda good when you're powerless, but becomes even better than the norm once you have your powers back. That's why the abilities I came up with had no level requirements and were self-contained.

I was confused as to why you would have Forsaken Abilities that you would not be able to qualify for according to the chart you came up with. The minimal loss in terms of Sentai class features (Sentai 16/Non-Sentai 1/FS 3) is True Allies of Justice, Quickened Henshin (Move), +2d6 Strike of Justice, 2 Sentai Abilities, and Heroic Legacy (Precision). Mettle is a great trade-off, as are the extra discipline/circle and multiclass feat. Having access to more than one Forsaken Ability in a lifetime kinda makes the class feel less dramatic.

This is the fluff story that I gathered from what the class mechanically does:

Sentai X - Business as usual until loss of powers.
Non-Sentai 1 - Having to start life all over without Sentai powers
FS 1 - A chance to reclaim what was lost presents itself (Silent Weapon)
FS 2 - The struggle reveals a fraction of the power that was always within you. (Whisper of Power)
FS 3 - Redemption is earned (The Floodgates Open) and a new understanding of what defines a Sentai is achieved (bonus feat)

Sidenote: How would Silent Weapon work fluff-wise with a Sentai who only focused on unarmed strikes?

EDIT: After re-reading Hero's Wager, it's way too broken. Part of what limits Overdrive from being gamebreaking is the self-inflicted ability damage. Shifting that cost over to purely Henshin rounds is lopsided and can be easily overcome via True Sentai without better wording. Allowing it to be active with Overdrive simultaneously breaks it even further. The only reason I put the extra suit ability for the extra round burnt in Maximum Overdrive was because the ability costs were also factored into the overall balance of the ability.

The best way for me to explain it is with a money analogy.

Overdrive: Buy 2 abilities for $2
Improved Overdrive: Doesn't change the amount purchased but grants better financing options
Maximum Overdrive: Starts at buy 1 ability for $2. Becomes buy 3 abilities for $2.25 Get the same finance options as improved.
Hero's Wager: Buy 2 abilities for $0.50 or Buy 4 for $2.50

Saying that the round of Henshin is worth 25% of an ability point is very generous. The reality is that by later levels, each round of duration loses value in comparison to ability points. By level 15, that round would be lucky to be likened to a dime.

Don't forget to take into consideration that while a Sentai can only Henshin once per encounter, he can Henshin in every encounter during a single day. See how that opens the door to abuse?

Durazno
2013-02-11, 04:55 AM
That is more or less the fluff journey I was going for. It was my thought that some Forsaken Senshi would never forget those powerless levels, and that, months or years after regaining their powers, they might choose advance in ways that reflect their new understanding. You know, it might be possible to split this - have a short list of dramatic options for Whisper of Power, then separate a list of "congratulations on not being Forsaken anymore" Sentai abilities aimed at being more useful when demorphed.

The multiclass feat was also intended to encourage the player to invest more in whatever their other class is and limit the number of Forsaken abilities that could pile up.

I imagine an unarmed strike Sentai would feel their returning powers in a more visceral way, wouldn't they? It would hum through their body in diminished form at first, coming out when they land good punches, and then
burst within them when the floodgates open. I suppose they would have to carry a Silent Focus around, since they don't have a weapon to serve as a symbol of what they hope to regain.

As for Hero's Wager, I was well aware of the potential for abuse and fretted quite a bit about it (especially as True Sentai basically turns it into free abilities, as I noted in the parenthesis.) Honestly, I shouldn't have even posted it in that form. The alternative I suggested at the time was that it could become an ability that immediately ends your transformation however many rounds you have left. Of course, that would become problematic with Resurgence.

Something like Hero's Wager might work in E6, but that's a battle for another day.

zhdarkstar
2013-02-11, 12:12 PM
That is more or less the fluff journey I was going for. It was my thought that some Forsaken Senshi would never forget those powerless levels, and that, months or years after regaining their powers, they might choose advance in ways that reflect their new understanding. You know, it might be possible to split this - have a short list of dramatic options for Whisper of Power, then separate a list of "congratulations on not being Forsaken anymore" Sentai abilities aimed at being more useful when demorphed.

The multiclass feat was also intended to encourage the player to invest more in whatever their other class is and limit the number of Forsaken abilities that could pile up.

To be quite honest, it feels like you're overthinking the design of this PrC too much. The concept of Forsaken Abilities according to your original chart is perfect the way it is: one unique ability to reflect your time spent off the beaten path. Now you're trying to overcomplicate it by having FA options spill back into the base Sentai class. I've never seen any PrC do that before with a qualifying base class. The large amount of Sentai Ability options is large and complex enough as it is.

I know it's your idea, but it feels like you're ignoring basic KISS Principle (http://en.wikipedia.org/wiki/KISS_principle). No need to further complicate matters in search of greater power.


I imagine an unarmed strike Sentai would feel their returning powers in a more visceral way, wouldn't they? It would hum through their body in diminished form at first, coming out when they land good punches, and then
burst within them when the floodgates open. I suppose they would have to carry a Silent Focus around, since they don't have a weapon to serve as a symbol of what they hope to regain.

The idea of a Silent Focus actually works well for all Forsaken Senshi regardless of Sentai Weapon. It reminds me of the episode of Power Rangers In Space where Adam takes out the broken morpher*. It also provides a clear-cut way for forsaking FS: destroy the Silent Focus with the Silent Weapon. If you're an unarmed fighter, then you break it with your bare hands.

*Rant about that here:
I still never understood why they had Adam use the Mighty Morphin Black suit in the cameos. The Zeo Rangers never lost use of their Zeo abilities. They simply weren't useful against Divatox, hence the switch to Turbo. Tommy used the Zeo powers again in Forever Red. Why couldn't Adam do the same in both times they brought him back for cameos?


As for Hero's Wager, I was well aware of the potential for abuse and fretted quite a bit about it (especially as True Sentai basically turns it into free abilities, as I noted in the parenthesis.) Honestly, I shouldn't have even posted it in that form. The alternative I suggested at the time was that it could become an ability that immediately ends your transformation however many rounds you have left. Of course, that would become problematic with Resurgence.

Something like Hero's Wager might work in E6, but that's a battle for another day.

That's why I suggested sticking to the current overdrive formula of ability point costs as a built-in abuse countermeasure. If you're worried about balance for expending rounds when your duration is measured in minutes or hours, here's a line from a PrC suit ability I'm working on that is a good anti-abuse clause.

"If the duration of Henshin lasts a number of minutes or hours based on his effective Sentai level, then the duration is reduced by that increment instead."

Durazno
2013-02-11, 05:37 PM
Still working, but I'd like to say that I am not trying to go for more power with most of the FS abilities. (So, in adding requirements, Suitless Weapon+ might end up requiring vanilla Suitless Weapon as a prerequisite.) I know Hero's Wager made it look like I was shooting for power, but that one was just ill-considered. Ideally, whatever abilities you can qualify for (and I don't see the list getting longer than what I posted above) would not be more powerful than Sentai options, but follow a theme of not needing to be transformed or even benefiting from doing without.

The FS2 ability was never limited to Forsaken abilities - it was always any Sentai ability with the [Self] descriptor. That's why I've been designing these as Sentai abilities.

EDIT: And looking back over the Sentai abilities, I can see how your different idea of how the Forsaken abilities worked informed some of them - I realize now that gaining an all-day-long, all-day-strong bonus to attack and damage rolls is pretty powerful for one of these abilities, especially since it would swallow the 1 point hit to BAB from taking the PrC.

It should be totally possible to take a single FS ability and say, "That's what came of this chapter in my career," and leave it at that. I want that option to be every bit as powerful and mechanically viable as taking more Forsaken abilities, but I don't want it to be the only way to do this. It should also be possible to take multiple abilities that are informed by this time, or none; characters should be able to say "Hell yeah, I'm a Power Ranger again!" and not worry about thematic stuff.

EDIT EDIT: Also, your point is well taken about simplicity. I don't think that giving Whisper of Power three options and then introducing a small cluster of abilities that have Floodgates Open as a prereq would make things too messy, but it seems like an unnecessary amount of work. Also, if a FS wants to take a normal Self ability for RP reasons, I see no reason to stop them. (The notion I had that actually inspired the Whisper of Power feature was a former Psycho Ranger taking Righteous Resolve after making White Raven her new discipline.)

zhdarkstar
2013-02-12, 01:56 AM
I get where you're coming from in trying to add a batch of general Sentai abilities to supplement the Forsaken Senshi class. It's just a lot of extra work to make sure they don't upset the balance. Even the Mysterious Guardian archetype only has a handful of exclusive abilities.

That said, I just got the green light to post the recent work from the PiratePad, including the spellcaster progression PrC that turns a sentai caster into a variant magus clone. Time for a bunch of stuff hidden in spoiler tags! :P


Magical Senshi

There are a select few who are capable of combining raw spellcasting power with the abilities of a Sentai. These Magical Senshi are capable of weaving their magical abilities with acts of martial prowess. While they do not wield the same breadth of power as their fellow casters who do not stray from their studies, they can channel their spells through their weapons to achieve a greater impact upon their foes.

A Magical Senshi has the following requirements.

Skills: Spellcraft 10 ranks, Use Magic Device 10 ranks, Knowledge(arcana, nature, or religion) 10 ranks
Feats: one of the Spellcaster Senshi feats
Special: Magical Adaptation, Henshin class feature, able to cast 2nd-level spells or infusions OR able to create 2nd-level extracts




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
Spellcasting


1st
+0
+0
+0
+2
Spell Combat, Sentai Progression
1
0
0
-


2nd
+1
+0
+0
+3
Spellstrike (Single Target), Magical Ability
0
0
0
+1 spellcasting level


3rd
+2
+1
+1
+3
Sentai Ability
1
1
0
+1 spellcasting level


4th
+3
+1
+1
+4
-
0
0
0
-


5th
+3
+1
+1
+4
Magical Ability
1
0
1
+1 spellcasting level


6th
+4
+2
+2
+5
Spellstrike (Multiple Targets), Sentai Ability
0
1
0
+1 spellcasting level


7th
+5
+2
+2
+5
-
1
0
0
-


8th
+6
+2
+2
+6
Magical Ability
0
0
0
+1 spellcasting level


9th
+6
+3
+3
+6
Sentai Ability
1
1
0
+1 spellcasting level


10th
+7
+3
+3
+7
Martial Spellweave
0
0
0
+1 spellcasting level





Class Skills: Balance, Climb, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Knowledge (arcana, nature, or religion) (whichever was used to qualify for the class), Listen, Martial Lore, Perform (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, and Use Magical Device.

Skill Points at each additional level: 4 + Int Modifier

Hit Dice: d8



Class Features:

Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Magical Senshi, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Sentai Progression: You may count 3/4ths of your levels in Magical Senshi (rounded down) as Sentai levels for determining your effective Sentai level.


Maneuvers: At 1st level, and every two levels thereafter, you gain a new maneuver known from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. At 3rd level, and every three levels thereafter, you gain an additional maneuver readied per day.


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


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


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


Spell Combat (Ex): At 1st level, a Magical Senshi learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Magical Senshi must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed weapon in the other hand. As a full-round action, she can make all of her attacks with her weapon at a –2 penalty and can also cast any spell from the Magical Senshi spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her casting ability modifier, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Magical Senshi can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks. Though this ability is Supernatural, it is retained if the Magical Senshi loses her powers in some manner, as it is her own skill with spellcasting, not her suit, providing this.
Special: A Magical Senshi may treat one hand as free for the purposes of casting a spell while using a weapon wielded in two hands. By doing so, the Magical Senshi takes a cumulative -1 penalty to concentration checks by level of the spell cast. This allows her to cast a spell and full-attack with the benefits of a two-handed weapon in the same round.
Special: The weapon attacks can be used with Spellshape Strike, however the attacks cannot be used to shape formulae in the same turn as you use Spell Combat.

Spellstrike (Su): At 2nd level, whenever a Magical Senshi casts a spell with a range of “touch” from the spell list of the qualifying spellcasting class, she can deliver the spell through any weapon she is wielding as part of a melee attack. Alternately, a Magical Senshi can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged attack. Instead of the free touch attack normally allowed to deliver the spell, a Magical Senshi can make one free attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 6th level, a Magical Senshi using a multiple-target spell with this ability may deliver one missile, ray, effect, or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell. Any effects not used in the round the spell is cast are lost. Though this ability is Supernatural, it is retained if the Magical Senshi loses her powers in some manner, as it is her own skill with spellcasting, not her suit, providing this.
Special: If the Magical Senshi makes this attack in concert with spell combat, this attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Special: Spellstrike may be used with Bolt of Justice attacks, but not Spellshape Strike attacks.
Special: This may be used with the Spellstrike Gloves to apply its effects to a ranged spell from a non-magus Magical Senshi's chosen spell list and it uses the Magical Senshi's Spellstrike feature to determine the amount creatures that can be targeted.


Martial Spellweave (Su): Beginning at 10th level, you can apply any spell that affects a target or requires a melee or ranged touch attack to a marital maneuver made with your sentai weapon. The spell’s level must be at least as high as the level of the maneuver. If the maneuver requires a saving throw, use the normal save DC for that maneuver.

Using this ability increases the spell’s casting time to 1 full-round action. A spell that has a normal casting time of 1 full-round or longer takes an extra full-round action to cast.

If the maneuver has more than one target or allows more than one attack, you choose one target to be affected by the spell; all other targets take only the normal effect of the maneuver, unless the spell itself allows for multiple targets or attacks.

You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1). Though this ability is Supernatural, it is retained if the Magical Senshi loses her powers in some manner, as it is her own skill with spellcasting and martial maneuvers, not her suit, providing this.

Magical Senshi Abilities

Magical Finisher [Magical Suit]
Benefit: Once per encounter as a full-round action, a Magical Senshi may imbue an attack spell being cast with extra energy from her Sentai powers. The spell can have a casting time no longer than a standard action. The spell adds an additional number of damage dice equal to one-quarter of the Magical Senshi's caster level, rounded down. The bonus dice are d8 if the enemy has full HP, d10 if the enemy has less than full HP, and d12 if the enemy has less than half HP.


Spellblade of Justice [Magical Suit]
Prerequisites: Force Athame, Strike of Justice
Benefit: A Magical Senshi may apply her Strike of Justice damage to attacks made with her force athame.
Special: If a Magical Senshi may use her Strike of Justice outside of her suit, she may use this ability outside of her suit as well.


Spellsource of Justice [Magical Self]
Prerequisites: Bloodline Senshi or Cursed Senshi or Evangelical Senshi or Scholarly Senshi or Senshi of the Coven or Bellum Arcanum Senshi
Benefit: A Magical Senshi may use the feat which she qualified for this ability with when determining the powers and bonus spells gained from her bloodline, mystery, domain, arcane school, patron, or advanced learning class feature. This ability does not grant bonus spells to her unless she possesses spell slots of an appropriate level. Such bonus spells are automatically granted if she gains spell slots of the spell's level.


Spellshield of Justice [Magical Self]
Prerequisites: Strike of Justice
Benefit: As an immediate action, a Magical Senshi may sacrifice a spell slot to a shield bonus to her AC equal to the level of the sacrificed spell slot. She also gains ER against her Strike of Justice element equal to 2 x the sacrificed spell level. This effect lasts until the end of her next turn.
Special: A Magical Senshi with Dual Justice gains half of ER granted to each of her chosen elements. If the Magical Senshi is using a shield granted by Sentai Knight, then half of the shield bonus granted by this ability (rounded down) stacks with the shield bonus granted by Sentai Knight.


Spellstrike of Justice [Magical Suit]
Prerequisites: Strike of Justice
Benefit: As a free action, a Magical Senshi may sacrfice a spell slot to add a number of bonus dice to their Strike of Justice damage roll equal to the level of the spell slot sacrificed. This effect lasts until the end of her turn.
Special: A Magical Senshi with Dual Justice gains half of extra dice granted to each of her chosen elements. If the sacrificed spell slot's level is odd, the Magical Senshi chooses which element gains one more die.


Energy Influx Conversion [Magical Suit]
Benefit: Once per encounter, a Magical Senshi may sacrifice a spell slot to increase the duration of Henshin a number of rounds equal to the level of spell slot sacrficed. If the duration of Henshin lasts a number of minutes or hours based on her effective Sentai level, then the duration is increased by that increment instead.


Energy Outflux Conversion [Magical Suit]
Benefit: Instead of expending a charge from a spell-trigger item, a Magical Senshi may reduce the duration of her Henshin by one round per level of the spell. If the duration of Henshin lasts a number of minutes or hours based on her effective Sentai level, then the duration is reduced by that increment instead.


Sentai Staff [Magical Suit]
Benefit: The Magical Senshi may replace a Sentai Weapon granted by Sentai class levels with a wand, staff, or scepter. The Sentai Staff disappears from the Magical Senshi's normal inventory and becomes subject to the Sentai Weapon rules. While in Henshin, the Sentai Staff has a maximum amount of bonus charges equal to half of the Magical Senshi's effective Sentai level. These charges are used first and replenish at a rate of 1 charge per day. For weapon purposes, treat wands as Small clubs, staffs as Medium quarterstaffs and scepters as Medium clubs or light maces. There is no penalty to a Medium character for using a wand as a weapon due to its size. A Small character may use a staff as a weapon even though it is a Medium two-handed weapon. A Large character may use a scepter as a weapon even though it is a Medium light weapon. Large and Small characters suffer no size penalties to using staffs or scepters as weapons.
Special: A Sentai Staff with no remaining base charges loses these abilities. The Magical Senshi may either regain the originally replaced Sentai Weapon or imbue a new Sentai Staff after 24 hours. A Magical Senshi can only have one Sentai Staff at a time. If summoned using Suitless Weapon, the Sentai Staff does not access the bonus charges and expends base charges as usual.
Special: A Magical Senshi with Combat Theme (Military) may keep the ranged form granted and change between the two forms as normal. A Sentai Staff while in its ranged form may only expend its bonus charges and not base charges.
Information regarding scepters can be found on pages 8 and 153 of Lost Empires of Faerun.


Sentai Scroll [Magical Suit]
Benefit: Once per day per point of Intelligence modifier, the Magical Senshi can use an available spell slot to harness the Sentai energies to create a temporary spell-completion item of a spell available to their spellcasting class. The spell cannot be of a level higher than that of the sacrificed slot. The Sentai must succeed a Spellcraft check (DC 15 + spell level x 5) to create the Sentai Scroll. The creation time is included in the normal casting time for the spell. Material and XP costs for the Sentai Scroll are identical to the normal costs for scribing scrolls.


Shielded Spell Combat [Magical Self]
Benefit: The Magical Senshi may use his shield hand to perform somatic components for spells, forfeiting the shield’s bonus to AC until the beginning of his next turn.


Wand Senshi [Magical Self]
Benefit: The Magical Senshi may activate a wand, staff, or scepter in place of casting a spell when using spell combat.


Improved Wand Mastery [Magical Suit]
Benefit: Whenever the Magical Senshi uses a wand or scepter while in Henshin, she calculates the DC for any spell it contains using her spellcasting ability modifier, instead of the minimum modifier needed to cast a spell of that level. She may also use her caster level instead of the minimum caster level required for the spell.
Special: For scepters, use whichever is higher: the original DC set by the creator of the scepter or the new one calculated with this ability. The same applies to caster level.


Eldritch Spellblast [Magical Suit]
Prerequisites: Eldritch Combat, Eldritch Spellstrike
Benefit: A Magical Senshi may place an arcane spell that affects an area upon her eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect.

It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon her eldritch blast.

Treat eldritch spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 3rd level).


Improved Eldritch Combat [Magical Suit]
Prerequisites: Eldritch Spellstrike, Magical Senshi level 6th
Benefit: When using Eldritch Spellstrike in concert with Spell Combat, a Magical Senshi may add half of her eldritch blast damage to weapon attacks made during Spell Combat.


Invocation Spellweave [Magical Suit]
Prerequisites: Improved Eldritch Combat
Benefit: A Magical Senshi can apply an invocation she knows (other than those that change the range of eldritch blast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. If the invocation requires a saving throw, use the normal save DC for that invocation. If an invocation changes the damage of eldritch blast, it can be applied only to a spell that deals damage (you can't add inferno blast to charm person).

Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.

If the spell has more than one target or allows more than one attack, she chooses one target to be affected by the invocation; all other targets take only the normal effect of the spell.

A Magical Senshi can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).


Edge of Justice [Magical Suit]
Prerequisites: Bellum Arcanum Senshi, Enhanced Visors
Benefit: A Magician Senshi may add the bonus to Spot and Listen granted by Enhanced Visors to her Warmage Edge bonus damage.


Magical Senshi Archetypes

Apothecary Senshi (Alchemist/Sentai)

Sentai Discovery (Su): Upon blending her sentai powers with her knowledge of alchemy, the Apothecary Senshi forever changes the way her strength grows. Whenever she gains a sentai ability through classes which grant sentai abilities, she may choose to gain a discovery instead. She cannot choose a discovery or sentai ability more than once. She must qualify for the discovery as normal.
Special: Though this ability is Supernatural, discoveries gained from it are retained if the Apothecary Senshi loses her powers in some manner, as it is her own skill with alchemy, not her suit, providing this.

This modifies the Sentai Ability class feature.


Inquisition Senshi (Inquisitor/Sentai)

Take the Lead: At 1st level, the Inquisition Senshi gains Take the Lead as a bonus sentai ability.


Invocation Senshi (Warlock (https://docs.google.com/document/d/1VmtA9do9LVXx-4suiQZQDm0VQES6Ck1lTNCtUgcLi0Y/)/Sentai)

Sentai Invocation (Su): Upon blending her sentai powers with the raw eldritch power in her body, the Invocation Senshi forever changes the way her strength grows. Whenever she gains a sentai ability through classes which grant sentai abilities, she may choose to gain an invocation instead. She cannot choose an invocation or sentai ability more than once. She must qualify for the invocation as normal.
Special: Though this ability is Supernatural, invocations gained from it are retained if the Invocation Senshi loses her powers in some manner, as it is her own skill with invocations, not her suit, providing this.

This modifies the Sentai Ability class feature.

Eldritch Combat (Ex): A Magical Senshi may use her eldritch blast in place of a spell when using Spell Combat.

This modifies the Spell Combat class feature.

Eldritch Spellstrike (Su): As a swift action, a Magical Senshi may use her eldritch blast as a weapon when using Spellstrike. The swift action used to activate this ability is in addition to the casting time of the spell being cast. She may not apply any invocations to this eldritch blast, except hideous blow. If the spell grants a saving throw, damage from eldritch blast is halved on a successful save.

This modifies the Spellstrike class feature.

Eldritch Blastweave (Su): An Invocation Senshi can use Martial/Formulaic Spellweave with either a spell or eldritch blast.
Special: If the Invocation Senshi also has the Improved Eldritch Combat magical ability, then she may use Martial/Formulaic Spellweave in concert with Eldritch Spellstrike by spending a swift action in addition to the action required to activate Martial/Formulaic Spellweave. However, use of Martial/Formulaic Spellweave in this manner counts as two of its daily uses instead of one.

This is gained at 10th level, alongside Martial/Formulaic Spellweave.


Life Link Senshi (Summoner/Sentai)

The Life Link Senshi has the following additional entry requirement:
Eidolon Feats: Eidolon of Justice

Eidolon of Justice [Eidolon]
Prerequisites: summoner has Senshi of the Maker, eidolon has at least two arms and two legs
Benefit: The Eidolon gains access to the following evolutions:
Eidolon Henshin (Su) (1-Point): When the player uses Henshin, she may cut her duration in half (rounded down) to grant her eidolon the effects of a Henshin License, except the eidolon does not receive the armor bonus.
Eidolon Booster (Su) (2-Point): (requires Eidolon Henshin) If Eidolon Henshin is activated, the eidolon gains a Henshin Booster with an ability for which the eidolon meets the prerequisites, as well as an Effective Sentai Level equal to half of the eidolon's level (rounded down), minimum 1. You may change this ability each time the eidolon enters Henshin.
Eidolon Armaments (Su) (3-Point): (requires Eidolon Booster) The eidolon now gains the default Hero Suit and Sentai Weapon class feature while in Henshin, using its Effective Sentai Level to determine the enhancement bonuses.
Eidolon Sentai (Su) (4-Point): (requires Eidolon Armaments) The eidolon gains the class features (excluding maneuvers) of a Sentai. The eidolon's Sentai Level is equal to half of the Summoner's Effective Sentai Level (Min 1), up to Eidolon level + Eidolon Sentai level = Summoner's HD. Sentai Abilities gained from Eidolon Sentai are chosen the first time you choose this evolution and cannot be changed. The Summoner may reduce her Henshin duration by one-quarter to have the Eidolon enter Henshin as an immediate action when the Summoner enters Henshin.
Sentai Custom (Su) (4-Point): (requires Eidolon Sentai) When the summoner and eidolon are both in Henshin, they may fuse together as a full-round action. The eidolon's current HP and summoner's Henshin duration are reduced to half (round down), while adding the eidolon's hit points as temporary hit points and the eidolon's physical stat modifiers to the summoner's physical stats as a synergy bonus. Eidolon loses use of skills and feats. The summoner gains access to the eidolon's Sentai Weapon, Sentai Abilities and Henshin Booster.

Take the Lead: At 1st level, the Life Link Senshi gains Take the Lead as a bonus sentai ability that functions only with her Eidolon

Rider's Steed: A Life Link Senshi may treat her Eidolon as her Rider's Steed if it has four legs and is large enough for her to ride.


Master Magician (Caster/Magician Sentai)

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

Formulae: At first level and every two levels thereafter, you gain a new formula known from any of the circles to which you have access. In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it. You add your full Magical Senshi levels to your shaper level to determine your total shaper level and your highest-level formulae known.

At 3rd level and every three levels thereafter, you gain an additional formula prepared per day.

This replaces the Maneuvers Known, Maneuvers Readied, and Stances Known class features.

Formulaic Spellweave (Su): Beginning at 10th level, you can apply an arcane formula you know that alters the effect of one of your spellshape attacks to any spell that affects a target or requires a melee or ranged touch attack. The spell’s level must be at least as high as the level of the arcane formula. If the formula requires a saving throw, use the normal save DC for that formula. If an arcane formula will increase or otherwise change the damage of the spell it affects, it can be applied only to a spell that deals damage. If the spell is delivered via Spellstrike, then you may also add the Spellshape Strike bonus damage dice, based on the formula's corresponding spellshape attack, to the attack. This is an exception to the rule about using Spellstrike and Spellshape Strike in the same attack.

Using this ability increases the spell’s casting time to 1 full-round action. A spell that has a normal casting time of 1 full-round or longer takes an extra full-round action to cast.

If the spell has more than one target or allows more than one attack, you choose one target to be affected by the formula; all other targets take only the normal effect of the spell.

You can use this ability a number of times per day equal to 3 + your spellshaping ability modifier (minimum 1). Though this ability is Supernatural, it is retained if the Master Magician loses her powers in some manner, as it is her own skill with spellcasting and spellshaping, not her suit, providing this.

This replaces the Martial Spellweave class feature.


Occult Senshi (Witch/Sentai)

Sentai Hex (Su): Upon blending her Sentai powers with her knowledge of the occult, the Occult Senshi forever changes the way her strength grows. Whenever she gains a sentai ability through classes which grant sentai abilities, she may choose to gain a hex instead. She cannot choose a hex or sentai ability more than once. She must qualify for the hex as normal.
Special: Though this ability is Supernatural, hexes gained from it are retained if the Occult Senshi loses her powers in some manner, as it is her own skill with hexes, not her suit, providing this.

This modifies the Sentai Ability class feature.


Soothsayer Senshi (Oracle/Sentai)

Sentai Revelation (Su): Upon blending her sentai powers with the secrets of her mystery, the Soothsayer Senshi forever changes the way her strength grows. Whenever she gains a sentai ability through classes which grant sentai abilities, she may choose to gain a revelation instead. She cannot choose a revelation or sentai ability more than once. She must qualify for the revelation as normal.
Special: Though this ability is Supernatural, revelations gained from it are retained if the Soothsayer Senshi loses her powers in some manner, as it is her own knowledge of her mystery, not her suit, providing this.

This modifies the Sentai Ability class feature.


Spellweapon Senshi (Magus/Sentai)

Sentai Arcana (Su): Upon blending her sentai powers with the arcane secrets of her fighting style, the Spellweapon Senshi forever changes the way her strength grows. Whenever she gains a sentai ability through classes which grant sentai abilities, she may choose to gain a magus arcana instead. She cannot choose a magus arcana or sentai ability more than once. She must qualify for the magus arcana as normal.
Special: Though this ability is Supernatural, magus arcana gained from it are retained if the Spellweapon Senshi loses her powers in some manner, as it is her own skill with magus arcana, not her suit, providing this.

This modifies the Sentai Ability class feature.

Improved Spell Combat (Ex): At 1st level, the Spellweapon Senshi’s ability to cast spells and make attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Special: If the Spellweapon Senshi already has Improved Spell Combat before taking this class, she gains Greater Spell Combat (https://sites.google.com/site/pathfinderogc/classes/base-classes/magus#TOC-Greater-Spell-Combat-Ex-) instead.

This replaces the Spell Combat class feature.

Spellstrike: The single target restrictions only apply to ranged spells and attacks made by the Spellweapon Senshi. This is because her Magus training already permitted her to use a multiple target spell with iterative melee attacks.
Special: A Spellweapon Senshi with the Myrmidarch archetype loses the single ranged target restriction at 2nd level and gains Spell Recall (http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Spell-Recall-Su-) at 6th level. If further Myrmidarch levels are taken afterwards, she gains Improved Spell Recall (http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Improved-Spell-Recall-Su-) at Myrmidarch 11th level. If the Myrmidarch already has no ranged spellstrike restrictions upon taking this class, she instead gains Spell Recall and Improved Spell recall at 2nd and 6th levels, respectively.
Special: A Spellweapon Senshi with the Spellblade archetype gains Spellstrike as if she was in a non-magus class. If she has the Myrmidarch archetype as well, she only has the target restrictions when using melee weapons.

This modifies the Spellstrike class feature.


Spellcaster Senshi Feats

Alchemic Senshi [General, Spellcaster, Multiclass]
Prerequisites: Bomb, able to create 1st level extracts, Discovery class feature, Henshin class feature
Benefit: Your Alchemist levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Bomb class feature. Add half of your Sentai level to your Alchemist level to determine caster level, what discoveries are available, and their effects. Upon taking this feat, you may replace a weapon gained from Sentai levels with bombs gained from Alchemist levels. Your choice may not be changed at a later point.
Special: If you have taken the Magician Archetype, you may add your Alchemist level to your Sentai level to determine your Shaper level.


Arcane Senshi [General, Spellcaster, Multiclass]
Prerequisites: Summon Familiar, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Sorcerer/Wizard levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Summon Familiar class feature. Add half of your Sentai level, rounded down, to your Sorcerer/Wizard level to determine caster level.
Special: If you have taken the Magician Archetype, you may add your Sorceror/Wizard level to your Sentai level to determine your Shaper level.
Pathfinder: This affects the arcane bond class feature regardless of if it is a familiar.


Bellum Arcanum Senshi [General, Spellcaster, Multiclass] (Pathfinder Only)
Prerequisites: Warmage Edge, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Warmage (https://docs.google.com/document/d/1XFux7mLkjgmWyr1_NYxoLxB7afYXyUusPQZFe14a1Tc/edit) levels and Sentai levels stack for determining your Initiator Level and your effective Sentai level. Add half of your Sentai level, rounded down, to your Warmage level to determine caster level and the effects of your Warmage Edge class feature.
Special: If you have taken the Magician Archetype, you may add your Warmage level to your Sentai level to determine your Shaper level.


Bloodline Senshi [General, Spellcaster, Multiclass] (Pathfinder Only)
Prerequisites: Bloodline, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Sorcerer levels and Sentai levels stack for determining your Initiator Level and your effective Sentai level. Add half of your Sentai level, rounded down, to your Sorcerer level to determine caster level and the effects of your Bloodline class feature. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal.
Special: If you have taken the Magician Archetype, you may add your Sorceror level to your Sentai level to determine your Shaper level.


Cursed Senshi [General, Spellcaster, Multiclass]
Prerequisites: Oracle's Curse, able to cast 1st level divine spells, Revelation class feature, Henshin class feature
Benefit: Your Oracle levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Oracle's Curse class feature. Add half of your Sentai level to your Oracle level to determine caster level and the effects of Revelations.
Special: If you have taken the Magician Archetype, you may add your Oracle level to your Sentai level to determine your Shaper level.


Divine Senshi [General, Spellcaster, Multiclass]
Prerequisites: Turn or Rebuke Undead, able to cast 1st level divine spells, Henshin class feature
Benefit: Your Cleric/Paladin levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the uses and effects of your Turn or Rebuke Undead class feature. You may add half of your Sentai level, rounded down, to your Cleric/Paladin level to determine your caster level. You may multiclass freely between Sentai and Paladin.
Special: If you have taken the Magician Archetype, you may add your Cleric/Paladin level to your Sentai level to determine your Shaper level.


Eldritch Senshi [General, Spellcaster, Multiclass](Pathfinder Only)
Prerequisites: Eldritch Blast, able to cast 1st level arcane spells, Invocation class feature, Henshin class feature
Benefit: Your Warlock (https://docs.google.com/document/d/1VmtA9do9LVXx-4suiQZQDm0VQES6Ck1lTNCtUgcLi0Y/) levels and Sentai levels stack for determining your Initiator Level and your effective Sentai level. Add half of your Sentai level to your Warlock level to determine caster level, what invocations are available, and the effects of your Eldritch Blast class feature. Upon taking this feat, you must replace a weapon gained from Sentai levels with eldritch blasts gained from Warlock levels. Your choice may not be changed at a later point.
Special: If you have taken the Magician Archetype, you may add your Warlock level to your Sentai level to determine your Shaper level.
Special: This feat only allows you to add any bonuses to your eldritch blasts that you could apply to your Sentai Weapon while in Henshin. You may use the Suitless Weapon sentai ability to apply these bonuses to your eldritch blasts while out of Henshin. This does not allow you to use eldritch blasts with maneuvers nor does it change any other mechanic of eldritch blasts.


Evangelical Senshi [General, Spellcaster, Multiclass]
Prerequisites: Domain, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Cleric/Inquisitor levels and Sentai levels stack for determining your Initiator Level and your effective Sentai level. Add half of your Sentai level, rounded down, to your Cleric/Inquisitor level to determine caster level and the effects of your Domain class feature. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal.
Special: If you have taken the Magician Archetype, you may add your Cleric/Inquisitor level to your Sentai level to determine your Shaper level.


Extra Magical Ability [General]
Prerequisites: Extra Sentai Ability, one [Magical] ability
Benefit: You gain an extra [Magical] ability for which you meet the prerequisites.
Special: You may take this feat up to two times before character level 20, choosing a new [Magical] ability each time. After character level 20, you may take this feat two more times, up to four times total.


Know-it-all Senshi [General, Spellcaster, Multiclass]
Prerequisites: Bardic Knowledge, able to cast 1st-level arcane spells, Henshin class feature
Benefit: You Bard levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Bardic Knowledge class feature. Add half of your Sentai level, rounded down, to your Bard level to determine your caster level.
Special: If you have taken the Magician Archetype, you may add your Bard level to your Sentai level to determine your Shaper level.


Manufactured Senshi [General, Spellcaster, Multiclass]
Prerequisites: Artificer Knowledge, able to cast 1st-level infusions, Henshin class feature
Benefit: Your Artificer levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Artificer Knowledge class feature. Add half of your Sentai level, rounded down, to your Artificer level to determine your caster level.
Special: If you have taken the Magician Archetype, you may add your Artificer level to your Sentai level to determine your Shaper level.


Nature's Senshi [General, Spellcaster, Multiclass]
Prerequisites: Animal Companion, able to cast 1st level divine spells, Henshin class feature
Benefit: Your Druid/Ranger levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Animal Companion class feature. Add half of your Sentai level, rounded down, to your Druid/Ranger level to determine caster level. Your hero suit does not disrupt your ability to use Druid abilities other than Wild Shape.
Special: If you have taken the Magician Archetype, you may add your Druid/Ranger level to your Sentai level to determine your Shaper level.


Natural Henshin [General, Multiclass]
Prequisites: Wild Shape, Combat Theme(beast or insect), Henshin class feature
Benefit: Add half of your effective Sentai level, rounded down, to your Druid level to determine the uses and effects of your Wild Shape class feature. You may use Wild Shape while in Henshin and retain all benefits of the hero suit. You gain Inhuman Henshin as a bonus suit ability, but with Magical Beast as the type.


Scholarly Senshi [General, Spellcaster, Multiclass] (Pathfinder Only)
Prerequisites: Arcane School, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Wizard levels and Sentai levels stack for determining your Initiator Level and your effective Sentai level. Add half of your Sentai level, rounded down, to your Wizard level to determine caster level and the effects of your Arcane School class feature. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal.
Special: If you have taken the Magician Archetype, you may add your Wizard level to your Sentai level to determine your Shaper level.


Senshi of Justice [General, Spellcaster, Multiclass]
Prerequisites: Judgment class feature, able to cast 1st level divine spells, Henshin class feature
Benefit: Your Inquisitor levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level. Add half of your Sentai level to your Inquisitor level to determine caster level, how many Judgments can be active at once, and their effects.
Special: If you have taken the Magician Archetype, you may add your Inquisitor level to your Sentai level to determine your Shaper level.


Senshi of the Coven [General, Spellcaster, Multiclass]
Prerequisites: Witch's Familiar, able to cast 1st level arcane spells, Hex class feature, Henshin class feature
Benefit: Your Witch levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Witch's Familiar class feature. Add half of your Sentai level to your Witch level to determine caster level, what hexes are available, and their effects.
Special: If you have taken the Magician Archetype, you may add your Witch level to your Sentai level to determine your Shaper level.


Senshi of the Magi [General, Spellcaster, Multiclass]
Prerequisites: Arcane Pool, able to cast 1st level arcane spells, Magus Arcana class feature, Henshin class feature
Benefit: Your Magus levels and Sentai levels stack for determining your Initiator Level, your effective Sentai level, and the effects of your Arcane Pool class feature. Add half of your Sentai level to your Magus level to determine caster level, what magus arcana are available to learn, and their effects.
Special: If you have taken the Magician Archetype, you may add your Magus level to your Sentai level to determine your Shaper level.


Senshi of the Maker [General, Spellcaster, Multiclass]
Prerequisites: Eidolon class feature, able to cast 1st level arcane spells, Henshin class feature
Benefit: Your Summoner levels and Sentai levels stack for determining your Initiator Level and effective Sentai level. Add half of your Sentai level to your Summoner level to determine caster level and the effects of your Eidolon class feature.
Special: If you have taken the Magician Archetype, you may add your Summoner level to your Sentai level to determine your Shaper level. Archetypes that modify the Eidolon class feature are ineligible to take this feat.


Change to Magical Adaptation

The following should be added to the Special section of the ability:
"A Sentai with a Spellcaster Senshi feat is treated as a Magician for the purposes of meeting prerequsites of Magical Adaptation."


Changelog

6/16/14: Updated table code. Added support for Master Arminas' Warlock (http://paizo.com/threads/rzs2noz9&page=2?Master-Arminass-Revised-Warlock-for-the) and Warmage (http://paizo.com/threads/rzs2of9k?Master-Arminass-Warmage-A-Pathfinder-Conversion) Pathfinder conversions. May not be optimized for use with the original 3.5 classes. Also dropped down to 3/4 BAB. Updated Spellsource of Justice to grant bonus spells from Oracle's mysteries and Witch's patrons.
10/16/13: Changed a copypasta error in Martial Spellweave into something more appropriate.
9/15/13: Updated Sentai Staff interacting with Combat Theme (military). Added Spellblade of Justice and updated Spellweapon Senshi to clarify interaction with the Spellblade archetype.
9/14/13: Added Evangelical Senshi and Scholarly Senshi as alternate feats for Clerics and Wizards. Added Spellsource of Justice as well. Gave Alchemic Senshi the same option as Iron Senshi to swap out a Sentai Weapon with Bombs. Changed Magical Ability progression from 3-6-9 to 2-5-8 and Sentai Ability progression from 4-8 to 3-6-9. Rearranged lost spellcasting levels from 1-4-8 to 1-4-7 to balance. Addressed how Spellstrike Gloves work with non-magus Magical Senshi.
9/5/13: Added some clarifications as to how Spellstrike interacts with Spellshape Strike.
9/1/13: Replaced Explosive Spellstrike with Martial Spellweave.
7/19/13: Clarified that only the Knowledge skill used to qualify was treated as a class skill. This is to keep the divine and arcane Magical Senshi from being homogenized.
7/12/13: Added Know-it-all Senshi because I completely forgot to create a Bard feat.
6/15/13: Added Master Magician archetype as spellshaping alternative
5/31/13: Added Extra Magical Ability feat
5/28/13: Updated Spellweapon Senshi and Life Link Senshi. Added Pathfinder rule for Arcane Senshi. Added Bloodline Senshi.
5/26/13: Added the Summoner-based archetype and its relevant feats. Cleaned up wording to be more in line with new definition of Effective Sentai Level.
2/17:13: Changed Spell Combat to use casting stat modifier as limit instead of just Int mod for Wis/Cha casters. Added Combat theme (Insect) to Natural Henshin as an alternative to combat Theme (Beast) and specified the Inhuman Henshin type as Magical Beast.
2/15/13: Shielded Spell Combat
2/14/13: Added archetypes and more feats.
2/12/13: Created it

The-Mage-King
2013-02-13, 01:26 PM
Yeah, regarding Forsaken, I'd really suggest just the one ability to be available, representing that part of the character's life, and benefit he gains when he merges it with his regained powers.

So the Forsaken abilities should be VERY useful when not a Sentai, and improved when the Sentai has his powers back.

So a decently useful ability for the Crappy-Warblade without plusses, and then something that is an above average choice after the plusses are back.

Durazno
2013-02-14, 12:11 AM
Understood. It shall be so.

zhdarkstar
2013-02-14, 03:10 PM
Updated Magical Senshi with 5 archetypes for the Pathfinder spellcaster classes and the feats that go with them.

inuyasha
2013-02-14, 07:42 PM
just to put it out there:
we need...
MEGAZORDZ

The-Mage-King
2013-02-14, 09:22 PM
Working on that, actually. It's probably going to be in the next update I make.

Probably using the aforementioned SRW homebrew as a base.

inuyasha
2013-02-14, 10:11 PM
yaaay :D so cool

Seer_of_Heart
2013-02-24, 02:42 PM
Sorry, but I cannot find what the sentai abilities may be used for. The only use of a sentai ability I could find was to get a different type of weapon automatically enhanced too. Or is it meant to be an open ended cool thing?

The-Mage-King
2013-02-24, 02:58 PM
Sorry, but I cannot find what the sentai abilities may be used for. The only use of a sentai ability I could find was to get a different type of weapon automatically enhanced too. Or is it meant to be an open ended cool thing?

Check the second and third posts. Those contain the rest of the abilities, aside from Archetype-specific ones, which are listed with their Archetype.

zhdarkstar
2013-02-26, 02:34 AM
2 questions regarding Bolt of Justice

(A) Can it be used in a full-attack action? The wording makes it seems like it could be an alternate use for unarmed strikes that doesn't affect the action economy. Seems like the perfect ability for an unarmed finesse build in that case.

(B) Can it be used in concert with Spellshape Strike? If (A) is true, then this just seems like a logical follow up question for the Magician archetype. Most spellshape attacks are ranged touch attack anyways and they have far better range increments than Bolt of Justice.

EDIT: Question about Combat Theme (Draconic) + Dual Justice

Would Dual Justice grant you an extra type of damage for the breath weapon? Not necessarily at the same time like SoJ but the option to switch between Type A and Type B. Although you could possibly make a special exception for when the paired elements share the same type of AoE--Fire/Cold for cone and Acid/Shock for line--to be mechanically compatible to do 50/50 typed damage.

EDIT 2: Question about Enhanced Weapon

If I were to pick one of the Sentai Weapon options (single, double, unarmed) as a sentai ability, does Enhanced Weapon only apply to one of my Sentai Weapon choices or does it apply to all of my available Sentai Weapons?

Ex: Start with bow (single). Get pair of short swords (double) at 3rd level. Unarmed boosted at 5th level. Enhanced Weapon at 7th.

The-Mage-King
2013-02-26, 04:20 AM
2 questions regarding Bolt of Justice

(A) Can it be used in a full-attack action? The wording makes it seems like it could be an alternate use for unarmed strikes that doesn't affect the action economy. Seems like the perfect ability for an unarmed finesse build in that case.

Yes. Some revisions will be made to it... Now, actually.


(B) Can it be used in concert with Spellshape Strike? If (A) is true, then this just seems like a logical follow up question for the Magician archetype. Most spellshape attacks are ranged touch attack anyways and they have far better range increments than Bolt of Justice.

No, but you get to punch people with fire. I fail to see how lobbing a ball of flame compares to that. :smalltongue:




EDIT: Question about Combat Theme (Draconic) + Dual Justice

Would Dual Justice grant you an extra type of damage for the breath weapon? Not necessarily at the same time like SoJ but the option to switch between Type A and Type B. Although you could possibly make a special exception for when the paired elements share the same type of AoE--Fire/Cold for cone and Acid/Shock for line--to be mechanically compatible to do 50/50 typed damage.

Nope. You only get the initial SoJ element for your Breath Weapon.


EDIT 2: Question about Enhanced Weapon

If I were to pick one of the Sentai Weapon options (single, double, unarmed) as a sentai ability, does Enhanced Weapon only apply to one of my Sentai Weapon choices or does it apply to all of my available Sentai Weapons?

Ex: Start with bow (single). Get pair of short swords (double) at 3rd level. Unarmed boosted at 5th level. Enhanced Weapon at 7th.

Each applies only to one instance of Sentai's Weapon. That will be specified.

zhdarkstar
2013-02-26, 02:55 PM
I just found another possibly interesting combination.

Sentai Weapon (unarmed) + Intelligent Weapon

Would that even work? If so, would you end up with Jennifer Lopez for a left hand?

http://www.youtube.com/watch?v=2k64w3354kE



No, but you get to punch people with fire. I fail to see how lobbing a ball of flame compares to that. :smalltongue:


You'd be lobbing a fireball shaped like a fist that could then do something cool like create a smoke cloud or cause other status effects. Or an foot made out of force energy to knock people over from a short distance.

If that's too much, I'd say limit it only to Circles of the matching SoJ element, much like we did for AP; that way the only way to add more functionality to it would be to take Dual Justice.

Edit: Speaking of Dual Justice, how do you roll SoJ for combos like Fire/Force where you mix d6 with d4? d5s?

Durazno
2013-02-26, 10:43 PM
Another way to handle it would be to have the intelligence reside in your Sentai Suit like Iron Man's AI (and presumably in your focus when you're not morphed.)

Vampire Hunter D's hand is another inspiration you could take. Or, if you want to go into a more gruesome direction, the creature from the manga Parasyte? The character may also have a gauntlet they always wear or a bionic arm that the intelligence lives in.

...hm, I suppose the simplest thing to do would be to have a ghostly intelligence living in your body that you can communicate with, huh?

BlackestOfMages
2013-02-27, 04:14 AM
Ore Sanjou!

so, lets see what changes have been made during my long hiatus and what I can do to advise shizz.

warning: looooooooooooooooooooooooong post

Sentai Weapon: There is currently precious little reason to ever choose to focus on unarmed strikes since it offers no benefit when compared to anything else, since it'd work like the single weapon except with worse damage, crit rating, material and no double point power attack. Mayhaps allow a sentai who focused on their fists to increase their unarmed damage like a monk (though at a slower rate) whilst they have access to their sentai weapon to make it at least a semi-viable choice?

true allies of justice: a little unispiring for a capstone to be honest. not sure what you could swap it out form but since it's a level 20 ability the bonuses of a level 5 sentai are going to be drops in a bucket for any allies (a +1 weapon (or a monk finally gets an enhancement o.0) and if they spend a full turn + charisma to their attacks), especially since very few melee classes will have that high a charisma score to make use of the abilities (bard maybe, but then he's still more caster than melee).

Epic Sentai: Looks good, not much more I can say about it at the moment :smallsmile:

Artificial Familiar: might need to state that it dosen't count as a rat/raven familliar or else someones going to get confused and think every point of wis modifier also grants them +2 fortitude save bonus from the rat familliar power

clash of a single strike: might be a bit much, since it requires no prep time and since its a touch attack its not going to miss. maybe make it at least require henshin active or something perhaps, or else your going to get someone sneaking up to the big bad out of combat and poking him with this.

clone shatter: I like, though how would this work with immutable heroism? would the negative levels take place anyway, or would immutable heroism make you immune to them?

fearless bravado: Nice. though it might be a bit abuseable if an ally has a potent fear spell since the bonus is untyped and +6 to all saves is pretty insane, especially since its untyped so stacking with his charisma bonus to saves.

intelligent weapon: I like it :D nice touch about the rider part

monster crystalization: glad to see you finally shifted position on that ability :p now one step closer to being able to make OOOs XD

I like medalist archetype. nice touch, though I'm not to sure about its effectiveness XD.

Technician ACF: maybe every 4 levels for a feat rather than every 3, since your giving up your two strongest class features to get it (5d6 damage and potent debufs, as well as access to a lot of abilities/archetypes)?

super senshi: No man, I'm wearing the spandex all day. it feels like I'm wearing nothing at all, nothing at all, nothing at all :P

still think accell is overpowered, since you just no sell any ability you choose (twice thanks to the extra swift). but I think we've had this discussion in like seven different forms, so...

final strike: Nice, though maybe standard might be a but much for the damage it can deal, since its ranged and touch. it effectivly means there's no point in ever making a full attack against a foe thats injured, though I guess the activation time for super-senshi makes up for it so meh.

flight: Maybe make t stack with senshi of the sky? other than that I like it

masterful warrior of justice: maybe a note that if resistance goes over X you instead gain immunity? other than that I like it

storm of blades: Oh sweet merciful dragon-ceaser above :smalleek: that thing is a rape button; 2d6 + your cha (which is probably going to be +5/6 or more by now, for an average of 12/13 * character level) and a boosted save DC - all for a standard action. I understand the need for something powerful, but there's powerful and there's putting the attacks from our bleachd20 project to shame. I mean, going off averages everything in that cone of around your level save barbarians/giant monsters is a corpse.

superior: Nice. needs an option to make it bigger as an action :p so you can slash someone with a colossal sword.

Twinned: Nice :D

Prismatic: I like it a lot. pretty awesome class, and good for riders who have several forms.

Done.

zhdarkstar
2013-02-27, 12:32 PM
Sentai Weapon: There is currently precious little reason to ever choose to focus on unarmed strikes since it offers no benefit when compared to anything else, since it'd work like the single weapon except with worse damage, crit rating, material and no double point power attack. Mayhaps allow a sentai who focused on their fists to increase their unarmed damage like a monk (though at a slower rate) whilst they have access to their sentai weapon to make it at least a semi-viable choice?


The unarmed strikes already progress like a monk-lite according to Superior Unarmed Strike (4th level bonus feat) with a cap of 2d6. Bolt of Justice also turns your unarmed strike into a short-ranged touch attack with no loss of damage or action economy. Ascetic Senshi gives you the option of taking a monk 1-dip to get full monk unarmed damage and flurry of blows. Flurry of Bolts of Justice would be a legal tactic since Bolt of Justice is just an alternate use for unarmed strikes. By RAW (or at the very least RAI) that becomes a deadly combination for a Finesse Sentai.

You could enhance the crit range by feats or by changing your unarmed strikes to slashing via Combat Theme(Beast or Draconic) to qualify for Keen. As far as special materials are concerned, you can only choose one for your SW after taking Enhanced Weapon for that weapon the second time, regardless of what the weapon is.

Then of course, there's always the Jennifer Lopez combination I posted above. :P

Speaking of Enhanced Weapon, does the Minimum Level Requirement increase for Enhanced Weapon only apply when you're adding it again to the same weapon?

EX: Sentai with Unarmed and Single Sentai Weapons takes EW(Unarmed) at 7th level and EW(Single) at 9th level. Would that be legal or would he have to wait until 11th level to take EW(Single) even though it's the first time taking it for that weapon.?

The-Mage-King
2013-02-27, 01:19 PM
Ore Sanjou!

*Stomps ground*
My strength has made you cry!


so, lets see what changes have been made during my long hiatus and what I can do to advise shizz.

warning: looooooooooooooooooooooooong post

Ooh, ooh! I love long posts!




Sentai Weapon: There is currently precious little reason to ever choose to focus on unarmed strikes since it offers no benefit when compared to anything else, since it'd work like the single weapon except with worse damage, crit rating, material and no double point power attack. Mayhaps allow a sentai who focused on their fists to increase their unarmed damage like a monk (though at a slower rate) whilst they have access to their sentai weapon to make it at least a semi-viable choice?

As ZH says- there's plenty of love for it. Bonuses with SoJ, a monk dip basically giving you more plusses, and the fun of being able to punch people with fire.



true allies of justice: a little unispiring for a capstone to be honest. not sure what you could swap it out form but since it's a level 20 ability the bonuses of a level 5 sentai are going to be drops in a bucket for any allies (a +1 weapon (or a monk finally gets an enhancement o.0) and if they spend a full turn + charisma to their attacks), especially since very few melee classes will have that high a charisma score to make use of the abilities (bard maybe, but then he's still more caster than melee).

Yeah...

Maybe give them the abilities of a 5th level Sentai, with an Effective Sentai Level equal to their HD? That'd be somewhat more potent, and far more useful.


Epic Sentai: Looks good, not much more I can say about it at the moment :smallsmile:

Good to know. I basically slapped it together over about 10 minutes, so I'm glad it's holding up as well as any Epic rules do...



Artificial Familiar: might need to state that it dosen't count as a rat/raven familliar or else someones going to get confused and think every point of wis modifier also grants them +2 fortitude save bonus from the rat familliar power

A "Though this is treated as a familiar, the sentai does not gain any benefits for choosing a specific type of creature to be his familiar (This means no +2 to Fort saves for choosing the effigy rats.)"


clash of a single strike: might be a bit much, since it requires no prep time and since its a touch attack its not going to miss. maybe make it at least require henshin active or something perhaps, or else your going to get someone sneaking up to the big bad out of combat and poking him with this.

Hm... Fair enough.

Though it does require a Fort save, and at that level isn't nearly as bad as what Wizards are getting up to...


Then again, it's 1/day. So there's that to consider.



clone shatter: I like, though how would this work with immutable heroism? would the negative levels take place anyway, or would immutable heroism make you immune to them?

*Quietly goes and adds "which cannot be prevented or negated in any way" to the text*



fearless bravado: Nice. though it might be a bit abuseable if an ally has a potent fear spell since the bonus is untyped and +6 to all saves is pretty insane, especially since its untyped so stacking with his charisma bonus to saves.

I suppose I should type it. Morale would work, which would cut off Bards from both buffing him AND DeBuffing him...


intelligent weapon: I like it :D nice touch about the rider part

Just realized I need to tweak it a little.


monster crystalization: glad to see you finally shifted position on that ability :p now one step closer to being able to make OOOs XD

I like medalist archetype. nice touch, though I'm not to sure about its effectiveness XD.

Yeah. At least you're versatile, though!


Technician ACF: maybe every 4 levels for a feat rather than every 3, since your giving up your two strongest class features to get it (5d6 damage and potent debufs, as well as access to a lot of abilities/archetypes)?

Hm... 4 instead of 5? Might work.

Thing is, feats are insanely valuable. And you'd have them while not in Henshin. So yeah.


super senshi: No man, I'm wearing the spandex all day. it feels like I'm wearing nothing at all, nothing at all, nothing at all :P

still think accell is overpowered, since you just no sell any ability you choose (twice thanks to the extra swift). but I think we've had this discussion in like seven different forms, so...

Nah. That was the nosell teleport one. :p

Accel: Provokes, is movement, not teleportation, and can only be used for about 10 minutes a day at 20th level. It takes the amount of time that Henshin takes+a standard action, and requires you to tank your maneuver progression and ESL.

So yeah.

I might add another requirement to make it even more difficult to get... Like, say, Timeflipper. It fits...


final strike: Nice, though maybe standard might be a but much for the damage it can deal, since its ranged and touch. it effectively means there's no point in ever making a full attack against a foe thats injured, though I guess the activation time for super-senshi makes up for it so meh.

Yeah. Super Senshi is intended to be the "OH GOD HE'S SPROUTED BIGGER ARMOR WE ARE ALL DEAD" PrC. :smalltongue:



flight: Maybe make t stack with senshi of the sky? other than that I like it

masterful warrior of justice: maybe a note that if resistance goes over X you instead gain immunity? other than that I like it

Good idea on the first, not doing so on the second.


storm of blades: Oh sweet merciful dragon-ceaser above :smalleek: that thing is a rape button; 2d6 + your cha (which is probably going to be +5/6 or more by now, for an average of 12/13 * character level) and a boosted save DC - all for a standard action. I understand the need for something powerful, but there's powerful and there's putting the attacks from our bleachd20 project to shame. I mean, going off averages everything in that cone of around your level save barbarians/giant monsters is a corpse.

Nope. EFFECTIVE Sentai level. Which, I admit, is not much better, but it's something.

With the nerfening that is approaching Super Senshi's ESL progression... Well, it's gonna be like an average of 187/188 damage at 20th, to an area, with a Save. Not just a Save, but a Reflex Save, which is one of the more useless saves to target.



superior: Nice. needs an option to make it bigger as an action :p so you can slash someone with a colossal sword.

Twinned: Nice :D

Good to know.


Prismatic: I like it a lot. pretty awesome class, and good for riders who have several forms.

There's an Spellshaping archetype I'm gonna post after I get the next PrC done.


Speaking of Enhanced Weapon, does the Minimum Level Requirement increase for Enhanced Weapon only apply when you're adding it again to the same weapon?

EX: Sentai with Unarmed and Single Sentai Weapons takes EW(Unarmed) at 7th level and EW(Single) at 9th level. Would that be legal or would he have to wait until 11th level to take EW(Single) even though it's the first time taking it for that weapon.?

Nope, it applies to all.

Catch is, so does the part about increasing the enhancement bonus you can choose.

So you can give your fists Flaming, then your bow Holy, then your two daggers Speed.

So yeah.

zhdarkstar
2013-02-27, 01:41 PM
Nope, it applies to all.

Catch is, so does the part about increasing the enhancement bonus you can choose.

So you can give your fists Flaming, then your bow Holy, then your two daggers Speed.

So yeah.

Then which ones would get the special material treatment according to your example?

The-Mage-King
2013-02-27, 03:25 PM
Then which ones would get the special material treatment according to your example?

Any one of choice.

BlackestOfMages
2013-02-27, 04:31 PM
As ZH says- there's plenty of love for it. Bonuses with SoJ, a monk dip basically giving you more plusses, and the fun of being able to punch people with fire.


maybe - even the enhanced damage from superior (which i previously forgot what it did) will put it on average equal to the single weapon without the double strength/power attack bonus, and picking up the ranged ability is both something you have to spend a limited resource to get and offers the same reach as several of the weapons avaliable. so without the monk dip, and ability and a feat it still dosen't really measure up.


Yeah...

Maybe give them the abilities of a 5th level Sentai, with an Effective Sentai Level equal to their HD? That'd be somewhat more potent, and far more useful.

should be a bit more effective. :smallsmile: I mean, breaking it down fully as the current thing it grants people:

+ charisma to AC all the time, at level 20, when ac is mostly useless.
and if they're wiling to spend a full round they get:
a +1 weapon.
a suit of armour any melee fighter will have vastly outgrown, though somewhat useful for a ranged fighter
+1d6 energy damage if they use the +1 weapon over one they already possessed and at level 20 I'd rather hedge my bets on the likely +5 weapons passive doing more damage
a blinding effect 15 levels too low to be of use.
max +2 to saves

there'd be no point in triggering it - the defencive bonus is to low to be of use, and the bonus damage requires you to use a pretty aweful weapon AND even then 1d6 per hit would harldy make up for missing a full turn of action. so it'd really break down to + charisma to ac, which might be acceptable as a constant passive (possibly the sentai's cha rather than the characters, since its likely to be higher for the people who'll ever be hit), but a once per day thing is just pure meh.

whilst giving ecl counting as sentai level grants instead
charisma to AC (stil not that effective)
and if they spend a full round action
a +5 weapon, which should at least match the one the melee fighter already had when you add strike of justice.
a suit of armour thats still not too impressive, but at least the blind has a chance to activate now.
+5d6 energy damage if they use the weapon, which should help make up for the turn spent doing nothing and make it look attractive, since on average with 4 attacks per turn, it's about a 70% increase - meaning that by turn 2 you've made up for the lost turn :smallsmile:


Good to know. I basically slapped it together over about 10 minutes, so I'm glad it's holding up as well as any Epic rules do...


effigy[/I] rats.)"

lol and yes. just to be clear to everyone.


Hm... Fair enough.

Though it does require a Fort save, and at that level isn't nearly as bad as what Wizards are getting up to...

Then again, it's 1/day. So there's that to consider.

by the logic wizards can do it better so its acceptable, my sentai wants his own dimension, the ability to stop time, gate in solars and transform into a dragon at will :smalltongue:

and it may be a fort save, but it is still a pure save or die, and with a psycho or just base high cha it's got a fair chance of out and out killing the target. the 1/day is the only restraining bolt here - maybe make it take more than a standard action (assuming standard since it states no action but does state a single melee attack which is a standard) since, well, even 1/dsay SoD standard is nasty.


*Quietly goes and adds "which cannot be prevented or negated in any way" to the text*

excelent. just making sure.


[/quote]I suppose I should type it. Morale would work, which would cut off Bards from both buffing him AND DeBuffing him...[/quote]

morale sounds good. it stops a sentai with 4 charisma from being able to lolno every save in the world, and still comes with the fact it does also protect from other effects. pluss, the penalties from fear are morale, so surely the buff from being to dumb to realise what fear is should be as well


Yeah. At least you're versatile, though!

yep :D


Hm... 4 instead of 5? Might work.

Thing is, feats are insanely valuable. And you'd have them while not in Henshin. So yeah.

valuable yes, but as valuable as +5d6 damage per hit, a chance to take the target out of the fight for a round or two, energy damage to overcome DR, and access to a fair number of the henshin abilities? it may offer more versatility, but then your a melee fighter, the base number of feats provides enough to hit the most needed feats, so these 4 will be spent on things that are nice utilitaries, but it's also locking you out of a lot of the sentai classes best abilities.
and honestly, dipping fighter 2 will give you one less feat right now without giving up nearly as much (since you drop your main scailing ability and the last two levels aren't where the juicy stuff is). so its hardly like they get much they couldn't get otherwise for less sacrifice.


Nah. That was the nosell teleport one. :p

Accel: Provokes, is movement, not teleportation, and can only be used for about 10 minutes a day at 20th level. It takes the amount of time that Henshin takes+a standard action, and requires you to tank your maneuver progression and ESL.

So yeah.

I might add another requirement to make it even more difficult to get... Like, say, Timeflipper. It fits...

but onces its active you can no-sell anything. sure, it provokes an AoO, but it avoids a shock trooper charge/full attack to do so, which is a trade of i'd take any day of the week. and it does no-sell

meaning that if you know your about to go into combat, you'll be nigh-on damage proof. and since its super senshi and the suit never runs out, they still only need one round to get working :P

so a little bit more prerequisite might work.

[QUOTE=The-Mage-King]Nope. EFFECTIVE Sentai level. Which, I admit, is not much better, but it's something.

With the nerfening that is approaching Super Senshi's ESL progression... Well, it's gonna be like an average of 187/188 damage at 20th, to an area, with a Save. Not just a Save, but a Reflex Save, which is one of the more useless saves to target.

even if it only gives 1/2 esl once the nerfing is done (as right now the 3/4 would be 17), assuming normal point buy and items, the average damage for a 60ft cone is still going to be 195 - which, considering that the average hp for a 20 con fighter at that level is 220, well...

and using that current 17 rather than 15, the average damage jumps to 221 - on an area attack. and average damage knocking down characters on the second highest hit dice bracket in an area on a standard action is obscene

and it may target the save that's most commonly the strongest, but since it comes with a base +5 on the save DC, it's still more likely than not going to land, since the base DC advances at the same rate as a class' good saves, and charisma is as important to a sentai as dex is to reflex classes, meaning the +5 is going to push it from around a 50% chance to hit to something closer to 70/80.

and even then, with the damage output, anything d6 or lower caught in the blast is in serious chance of death regardless of if they pass the save or not.

so, yeah, might need more than half damage for a passed save.

zhdarkstar
2013-02-27, 06:35 PM
maybe - even the enhanced damage from superior (which i previously forgot what it did) will put it on average equal to the single weapon without the double strength/power attack bonus, and picking up the ranged ability is both something you have to spend a limited resource to get and offers the same reach as several of the weapons avaliable. so without the monk dip, and ability and a feat it still dosen't really measure up.


Maybe grant Improved Natural Attack (unarmed) as a bonus feat at 4th level for choosing Sentai Weapon (unarmed). That would bring it up to almost natural monk progression. The only difference being the Sentai would cap out at 3d6 and the natural monk caps out at 2d10. However a monk that takes INA caps out at 4d8.

Lix Lorn
2013-02-27, 06:42 PM
If you're trying to balance against core monk, you're doing it wrong. :smalltongue:

zhdarkstar
2013-02-27, 06:50 PM
If you're trying to balance against core monk, you're doing it wrong. :smalltongue:

Then elaborate as what I'm missing.

Superior Unarmed Strike 20 = 2d6 (avg 7)
Monk 20 = 2d10 (avg 11)
SUS + INA = 2d6 -> 3d6 (avg 10.5)
Monk + INA = 2d10 -> 4d8 (avg 19)

Lix Lorn
2013-02-27, 06:53 PM
Monks are really, really bad and you want to be /better/ than them.

zhdarkstar
2013-02-27, 06:57 PM
Monks are really, really bad and you want to be /better/ than them.

I'm not trying to be rude (it's more due to the fact that I've been replaying the Ace Attorney games that has me evidence-oriented) but vagueness like that doesn't tell me anything. The main issue was trying to find a better balance for the SW(unarmed) option. The reason that I made the comparisons to the monk are because a) it's the class that has an unarmed progression and b) SUS grants you monk-lite progression. The rest of the monk's abilities are irrelevant to the point I was trying to make.

Lix Lorn
2013-02-27, 07:11 PM
This is fair.

The monk fix that I like to use (this one (http://www.giantitp.com/forums/showthread.php?t=150122), I heartily recommend it) begins at 1d6 damage and scales up to 6d6 at level 20.
When I made a class that needed unarmed damage scaling, I believe I set it four levels behind the Monk, so it was still good, but not /as/ good.

zhdarkstar
2013-02-27, 07:21 PM
Looks like a very interesting remix on the 3.5 Monk. I can see where you're coming from with the damage scale in comparison. However don't forget about the extra damage from Strike of Justice.

Maybe give the Sentai its own unarmed damage scale instead of relying on SUS and then giving INA to SW(U) for the increased size damage?

EDIT: Don't forget that a second dose of Enhanced Weapon could change unarmed strikes to be treated as made of alchemic gold/platinum, increasing the damage die size again.

Lix Lorn
2013-02-27, 07:26 PM
Makes sense to me. And Strike of Justice is fair.

zhdarkstar
2013-02-27, 08:15 PM
Hmmm.. I think the best way to figure out the progression is to start with comparing the most min/maxed possibilities applying Sentai abilities to SUS and Monk progression, both core and remix. These numbers do not take into consideration ability modifiers or possible additional damage dice gained via the +1 and +2 enhancements from Enhanced Weapon.

Total = Unarmed + SoJ +Sentai Weapon

Enhanced weapon x2 (Gold), Dual Justice (A)

SUS 20 = 3d6 + 5d6 + 5 + 5 (min 18, avg 38.5, max 59)
Core 20 = 4d8 + 5d6 + 5 + 5 (min 19, avg 45.5, max 72)
Remix 20 = 8d6 + 5d6 + 5 + 5 (min 23, avg 55.5, max 88)

add Improved Natural Attack (B)

SUS 20 = 4d6 + 5d6 + 5 + 5 (min 19, avg 41.5, max 64)
Core 20 = 6d8 + 5d6 + 5 + 5 (min 21, avg 54.5, max 88)
Remix 20 = 12d6 + 5d6 + 5 + 5 (min 27, avg 69.5, max 112)

So capping natural progression at 4d6 like Lix's class did would result in the damage of Remix (A) with the (B) build. A cap of 3d6 turns into 6d6 in the (B) build.

EDIT: Adding Supreme Weapon increases the base damage die, doesn't change the enhancement bonus, and reduces the Dual Justice SoJ damage down to 3d6 + 3 if Super Senshi's ESL drops to 1/2 progression.

The-Mage-King
2013-03-21, 12:27 PM
Gaburincho!

New ACFs up, as well as an Archetype for Prism Ranger.

Sidebar on Effective Sentai level up, too.

BlackestOfMages
2013-03-22, 03:04 PM
hmmmm, I'm not too sure there's ever a reason not to take one of the two new henshin variants in place of the blinding effect.

The-Mage-King
2013-03-22, 04:52 PM
Well, that blinding flash is in need of a change too.


As written, it's too big to be an incidental bonus, and hits all enemies. Like the one in the big castle on the other side of the planet. :smalltongue:

The-Mage-King
2013-04-11, 02:41 AM
Pain is Strength!


And what's more painful than nerfing a prestige class and tweaking a basic class feature? :smalltongue:



Super Senshi, and it's abilities, have been adjusted. Storm of Blades now deals 2d8+Cha/2 ESL. Accel has a half-speed limit, and requires Timeflipper. The class now only bestows 1/2th ESL.

Henshin...

Now is going to be fun.

Instead of a flat "1 round blind", the effect targets all foes within 30 feet, and Dazzles for Wis mod rounds.. At 5th level, it upgrades to blinding, Wis mod rounds. At 15th, to Stunning, 1 round.

Now is it worth it?


Also! Nerfed the recovery. You get a maneuver recovered each round... But it can't have been used within the last round.

zhdarkstar
2013-04-14, 01:42 PM
I like the new changes. Unfortunately, my recent move has put my plans on testing out my Forsaken Prism build on indefinite hold until I can find a new group up here that allows homebrew. I may end up having to run one myself but I prefer being a player instead of an npc.

I still see one area that needs a little clarification. What happens when you take Dual Justice with two elements with different damage die, Fire/Force for example? Do you take the larger of the two, d6, or the average, d5?

zhdarkstar
2013-05-24, 12:15 PM
After reading up on ErrantX's Iron Man (http://www.giantitp.com/forums/showthread.php?t=258113) I got bit by the brewing bug. I was thinking of a 6-level late-game PrC for a Iron Man 8/Sentai 6 build that would turn you into a walking megazord at level 20.

A feat that would be good to have in general would be an Int-based version of Serene Senshi. Possibly call it Intellectual Senshi? I could see the potential issues with the amount of skill points Sentai already get per level, so perhaps make it a double-edged sword that reduces the skill points per level by 2?

Here's the rough draft of that feat

Intellectual Sentai [General]
Prerequites: Must be taken before or at Sentai class level 1
Benefit: You may use your Intelligence instead of your Charisma for Sentai class features and abilities. Your skill points per Sentai class level are reduced by 2.

EDIT: Upon further review, I realized that the wording of Serene Sentai when applied to Magicians causes some MAD by RAW. The DC would be based off Wisdom, but learning a formula would still be restricted by Charisma. I updated Intellectual Sentai to remove the word "modifier" so as to patch that bug.

EDIT 2: Updated Magical Senshi

EDIT 3: I had an idea for a feat to allow Prisms to run the traditional 5 color gambit and give Form Finish a little more chutzpah.

Extra Form [General]
Prerequites: Form Gain, Form Fuse or Form Reshaping
Benefit: You have learned to channel the power of Justice into another facet of the your prismatic Sentai abilities. You may gain another hero suit as per the rules of Form Gain.
Special: You may only take this feat once before character level 20. Afterwards, you may take this feat as many times as you like, gaining a new hero suit each time. This feat also increases Form Finish's damage tiers by 1d6, 2d6, and 4d6, respectively. The extra damage dice are of the Strike of Justice type from the hero suit gained from this feat.

The Arcane Prism is also missing the associated spellcircle table. You can copy it from here into the main post. I also added a column of the colors usually associated with those elements for ease of design of multiple forms.

{table=head]
Strike of Justice Element|
Associated Spellshaping Circle|
Typical Form Color

Fire|Searing Flame (http://www.minmaxboards.com/index.php?topic=871.msg5316#msg5316)|Red

Cold|Perfect Freeze (http://www.minmaxboards.com/index.php?topic=868.msg5312#msg5312)|Blue or White

Acid|Deteriorating Corrosion (http://www.minmaxboards.com/index.php?topic=863.msg5294#msg5294)|Green or Yellow

Shock|Shocking Current (http://www.minmaxboards.com/index.php?topic=872.msg5319#msg5319)|Yellow or Black

Sonic|Screeching Roc (http://www.minmaxboards.com/index.php?topic=3095.0)|Pink or Yellow or Green

Force|Unseen Impetus (http://www.minmaxboards.com/index.php?topic=873.msg5320#msg5320)|Black or White or Metallic

Dual Justice(Cold/Fire)|Astral Essence (http://www.minmaxboards.com/index.php?topic=1006.0)|Purple or White or Metallic
[/table]

EDIT 4: I just noticed that the Spellcaster Senshi feats ultimately favor Cha casters as Wis casters would require Serene Sentai (and Intellectual Sentai for Int casters) to get Sentai abilities lined up with their casting stat. If I were to include a key ability score alignment with the SS feats, (a) would it be balanced and (b) which stat should change? My initial thought is to shift all casting to Cha as to not break skill points.

EDIT 5: Just added a spellshaping archetype for Magical Senshi, the Master Magician, borrowing Formulaic Spellweave from the Archmage of the Tower Conclave as a replacement for Explosive Spellstrike.

Also was thinking that perhaps a Psycho could qualify for Super Senshi with Dread Crown maneuvers instead of Iron Heart so that the Psycho wouldn't be forced to use their third discipline on Iron Heart if they wanted to go Super. Otherwise you're going to have to either burn a feat or go Forsaken if you wanted to be a Super Psycho with maneuvers from disciplines other than Iron Heart, Dread Crown, and Tiger Claw.

@Durazno, if you wanted Forsaken Senshi to be able to choose another Forsaken ability down the road, you could make an Extra Forsaken Ability feat with Open the Flood Gates and Extra Sentai Ability as requirements. Although I would put a pre-epic cap on the amount of times it can be taken (x2 perhaps)to prevent power overload.

Durazno
2013-07-09, 04:13 PM
Okay. Six months ago, I started Forsaken Senshi. Now I'm going to do my best to finish it. Here are some rough (but not as rough as last time) ideas for Forsaken Senshi abilities. I haven't given them proper names yet. As advised, I am shooting for "above-average choices that become better when powers return," though it's been so long since I've gotten to play 3.5 that I might be a little scattershot.

Fluffwise, I was trying to think of different ways people could react to losing their powers. Some of these are more awkward than others. (I feel like there should be some fluffy, low-optimization options, as long as they're labeled as such.)

If this is just a total mess, I might just contract the whole thing into three or four different broad choices.

Shining Determination
The Forsaken Senshi gain the benefits of Suitless Weapons as though she still had her Sentai powers. If she had Intelligent Weapon, then her weapon becomes conscious again.
Floodgates: The weapons are no longer treated as though their enhancement bonus was 1 less when the Forsaken Senshi isn't transformed.

Ceaseless Seeking
The Forsaken Senshi gains Track as a bonus feat and Trapfinding as the rogue feature. (Maybe I should just pick one and offer a skill bonus instead of the other? I know these aren't fantastic abilities on their own, but they could be really handy in an all-Sentai campaign, depending on the direction your DM wants to take things.)
Floodgates: When transformed, the Forsaken Senshi's visor grants him a continuous See Invisibility effect as an extraordinary ability. (Perhaps Mystic Senshi could trade this for Arcane Sight?)

Acceptance of Insignificance
When she is not transformed, the Forsaken Senshi can add her Charisma modifier as a competence bonus to Hide and Move Silently checks. (It's competence because I didn't think it should stack with what they get from self-discovery.)
Floodgates: Even when she is not transformed, the Forsaken Senshi may perform a Strike of Justice on a successful sneak attack. Additionally, she may treat the dice she gains from Strike of Justice as though they were Sneak Attack dice for the purposes of qualifying for and using Ambush feats.

Thematic Rethinking
The Forsaken Senshi both grants and gains the morale bonus to AC from his Combat Theme even when he is not transformed.
Floodgates: When he regains his powers, the Forsaken Senshi may choose two Combat Themes and benefit from both simultaneously. If a single character triggers multiple themes (such as a Sorcerer/Rogue allied to a Dragon Ninja Sentai), they still only count once.

Self-Integration
The Forsaken Senshi gains a multiclass feat as a bonus feat. (It doesn't have to include Sentai.)
Floodgates: When she regains her powers, the Forsaken Senshi gains a Senshi multiclass feat as a bonus feat. (Yes, that brings the total to three. It's silly, but it makes me smile to imagine, say, a Gunslinger/Ninja/Sentai who manages to use the few levels they get in the other classes effectively because they've made a "triangle" of feats that links features of each to the other two.)

Refusal to Believe
The Forsaken Senshi gains no benefit immediately.
Floodgates: Upon regaining his powers, the Forsaken Senshi exchanges all of his FS levels for Sentai levels as though he had never lost his powers. (Forcing them to take a level in another class sort of throws a wrench into this one, but hopefully they were planning to multiclass anyway.)

Growth of Trust
A Loner Sentai who takes this ability can now benefit from morale bonuses provided by her allies. (This one doesn't really escalate at the moment, but it may not need to.)
Floodgates: The Forsaken Senshi is faced with a choice - she can remain a Loner Sentai who benefits from allies' morale bonuses, or she can become a different Sentai archetype (EDIT: maybe it should just be vanilla Sentai) without losing her immunity to morale penalties from enemies.

And some rougher ones.

Greed for Power
This would include the ability to steal power from other Sentai for a limited time, and would be especially thematically appropriate if their other class were something like Spellthief. (I was going to say Ur-Priest, but, uh... wow, I'm getting silly enough here.)
Floodgates: Power theft would never become permanent, but maybe longer term? Maybe it would let them switch out Sentai abilities when they suck up others' powers, resulting in a sort of gestalt Sentai that still isn't too stupidly powerful? What about a kind of vampiric life-draining thing? EDIT: Got it! They could get the ability to create one or more special instances of Overdrive using only abilities from a given Sentai that they've leeched.

Arbitrary Decision to Become Evil
I dunno, like a vile feat or something?
Floodgates: Smite good? Aura of evil? Something to really drive home the level of cackling, ridiculous, card-carrying evil we're talking here.

Anyway, I think that there should be one specially for people who choose Kaijin as their other class. If any of these work, I'll add that in the next draft.

zhdarkstar
2013-07-09, 06:02 PM
Personally, I liked the first batch of Forsaken abilities better than these, as I used them (along with Extra Forsaken Ability) in the Lv 30 Lotron sample build for Mecha Senshi. I don't see many of these seeing use except for Shining Determination, Thematic Rethinking, and Growth of Trust. Refusal to Believe is completely pointless as Forsaken already gives full sentai progression for the three levels once you get your powers back.

Acceptance of Insignificance is only useful for Combat Theme(ninja), and even then Thematic Rethinking is a better choice. Ninja/Beast = sneak attack while rage-flanking.

Self-Integration is a bookkeeping nightmare that would only really see use in Gestalt.

Greed for Power is useless in a game without Sentai enemies or willing partners. You're better off using the Maximum Overdrive I came up with.

Ceaseless Seeking is just useless as a reward for going three levels without powers, even in an all-Sentai group.

Durazno
2013-07-09, 07:06 PM
Ceaseless Seeking
The specific kind of all-Sentai campaign I was thinking was "The DM has us descending into the Kobold Warrens to find the stolen power coins, and none of us know how to find traps. And do we even know where the Warrens are? Where did those little blighters get to?" It's highly situational, but I've had the kind of games where the DM would pull something like that.

However, I agree that something more outrageous than See Invisibility is necessary for when you get your powers back. It was originally a continuous effect of True Seeing, but that felt like overkill. Maybe not, though, given the level that you'd be at.

Self-Integration
Would you believe that I only just found out that multiclass feats aren't a thing? I could have sworn that there was a keyword for those theurge-like feats. Anyway, I don't know what to say here. I would totally play a Paladin/Sentai/Bard if I could fix a way to get Holy Senshi, Musical Senshi and Devoted Performer without losing the feats I'd spend on punching things better. It would be completely absurd, but I'd love it.

Insignificance
Not sure what to do here. I really want there to be a "I can't kick the door down in pink spandex, so I'll have to sneak through in a black cloak" ability. I suppose one option for a more significant floodgates bonus there would be the ability to transform out of hiding with a blinding flash that stuns and terrifies the enemies around you.

Denial
This one just exists for if the whole "You lost your powers!" plot is derailing the Sentai build the person was trying for. What if they just want the Sentai ability they missed out on and the class features that they would have gotten over those levels? If having been a Forsaken Senshi is clearly and unambiguously better than having those levels of Sentai, then I screwed up big time.

Greed
And, yeah, Greed for Power would probably be a better choice for a rival NPC than a player character. Or perhaps by a FS whose other class is Kaijin and expects to have bands of misguided heroes coming after her.

zhdarkstar
2013-07-10, 01:01 AM
Ceaseless Seeking
The specific kind of all-Sentai campaign I was thinking was "The DM has us descending into the Kobold Warrens to find the stolen power coins, and none of us know how to find traps. And do we even know where the Warrens are? Where did those little blighters get to?" It's highly situational, but I've had the kind of games where the DM would pull something like that.

However, I agree that something more outrageous than See Invisibility is necessary for when you get your powers back. It was originally a continuous effect of True Seeing, but that felt like overkill. Maybe not, though, given the level that you'd be at.

Usually Diplomacy/Intimidate/Gather Information/Knowledge (geography/local) would cover finding the location. A Sentai with a decent Int will have a good amount of skill points, and one using my Intellectual Sentai feat would be more than able to compensate for the change to 2+Int skill points.

As for the Trapfinding scenario, at least one member of the party should go Rogue before FS. I noticed that Rogue was one of the few classes missing a multiclass feat, but Trapfinding by itself seems so weak of a class feature to give the effective level raise. Raising Sneak Attack even by half Sentai level would be too much. Then again, I'm never a Rogue so I don't really know the appeal too well.


Self-Integration
Would you believe that I only just found out that multiclass feats aren't a thing? I could have sworn that there was a keyword for those theurge-like feats. Anyway, I don't know what to say here. I would totally play a Paladin/Sentai/Bard if I could fix a way to get Holy Senshi, Musical Senshi and Devoted Performer without losing the feats I'd spend on punching things better. It would be completely absurd, but I'd love it.

They're pretty much Sentai territory for the most part. There are couple feats out there that are the spirit of multiclassing that I would allow this to be used on, like Alternate Spell Source or Monastic Legacy. Paladins, Druids, and Cavalier/Samurai in particular have multiple Sentai feats that are made for multiclassing. I'll put the ones I have in mind to fill in the gaps at the bottom of the post.


Insignificance
Not sure what to do here. I really want there to be a "I can't kick the door down in pink spandex, so I'll have to sneak through in a black cloak" ability. I suppose one option for a more significant floodgates bonus there would be the ability to transform out of hiding with a blinding flash that stuns and terrifies the enemies around you.

By RAW you could already add SoJ to a Sneak Attack if you haven't burned your swift action before you attack. Unless you are trying to create some double-SoJ scenario where it's added to both the attack and the sneak attack bonus itself. I ran into that situation with the capstone for my latest PrC contest entry (another Sentai hybrid PrC) and that needed a patch fast.

Granting a simple +1d6 sneak attack that stacks isn't a bad idea. It would make Ninja + Combat Theme(Ninja) a nice boost. You could also gain a competence bonus to sneak attacks equal to the amount of SoJ dice.


Denial
This one just exists for if the whole "You lost your powers!" plot is derailing the Sentai build the person was trying for. What if they just want the Sentai ability they missed out on and the class features that they would have gotten over those levels? If having been a Forsaken Senshi is clearly and unambiguously better than having those levels of Sentai, then I screwed up big time.

That all really depends on what level you lose your powers. Sentai 6 is the ideal point to lose your powers as you want Quickened Henshin if you're going FS as a bridge to another PrC like Magical Senshi or my Forsaken Pistol Spade Arcane Prism build.

EDIT: I expect Forsaken Senshi to be slightly better than vanilla Sentai considering that you have to go three levels without your powers, instead of just doing a DM-determined quest to regain your powers like a vanilla could.

Plus the real issue I see with this is regarding martial maneuver progression. Would you suddenly lose access to the discipline/maneuvers you gained via FS just to replace them with those gained from the 3 sentai levels? That doesn't make sense from a thematic standpoint. Although another route to take would be treat your Sentai class level as 3 levels higher for determining what class features you have other than Sentai Abilities, Strike of Justice, and martial maneuvers/spellshaping. That way a Sentai 6/X 1/FS 3 would still get Double Team and Heroic Legacy (Saves) but none of the other features gained from Sentai 7-9.


Greed
And, yeah, Greed for Power would probably be a better choice for a rival NPC than a player character. Or perhaps by a FS whose other class is Kaijin and expects to have bands of misguided heroes coming after her.

This should really use my Maximum Overdrive mechanic so that you eliminate the situation-specific limits on its utility. You could rename it Thirst for Power if you didn't want to go with the Overdrive name.

One thing I like to keep in mind while brewing a menu of options is that each ability should be just as enticing as the next one. Thus, it leaves the player with the tough decision of how they want to customize their build by using the opportunity cost principle. Take Magical Senshi, for example. I made sure to provide an array of abilities that would complement each spellcaster build without making any one ability the must-have.



New Sentai Multiclass feats
Cunning Senshi [General, Multiclass]
Prerequisites: Trapfinding class feature, Trap Sense class feature, Henshin class feature
Benefit: Your Rogue levels and Sentai levels stack for determining your Initiator Level, Effective Sentai level, and the effects of the Trapfinding and Trap Sense class features.
Special: If you have taken the Magician Archetype, you may add your Rogue level to your Sentai level to determine your Shaper level.
Pathfinder: Whenever you would gain a sentai ability, you may select a rogue talent (or advanced talent, if you are at least 10th level) instead. You may not gain a ninja trick, unspecified feat, or greater ninja trick instead of a sentai ability.

Enraged Senshi [General, Multiclass]
Prerequisites: Rage class feature, Henshin class feature
Benefit: Your Barbarian levels and Sentai levels stack for determining your Initiator Level and Effective Sentai level. Add half of your Sentai level, rounded down, to your Barbarian level to determine the duration and effects of Rage.
Special: If you have taken the Magician Archetype, you may add your Barbarian level to your Sentai level to determine your Shaper level.
Pathfinder: Whenever you would gain a sentai ability, you may select a rage power instead, using your Sentai level as your Barbarian level.

Prodigy Senshi [General, Multiclass] (Pathfinder Only)
Prerequisites: Concentration class feature, Insight class feature, Henshin class feature
Benefit: Your Genius (http://pfcrd.dotq.org/classes/genius)levels and Sentai levels stack for determining your Initiator Level and Effective Sentai level. Add half of your Sentai level, rounded down, to your Genius level to determine the duration and effects of Concentration. Whenever you would gain a sentai ability, you may select an insight instead, using your Sentai level as your Genius level.
Special: If you have taken the Magician Archetype, you may add your Genius level to your Sentai level to determine your Shaper level.

Senshi of the Order [General, Multiclass]
Prerequisites: Order class feature, Challenge class feature, Henshin class feature
Benefit: Your Cavalier/Samurai levels and Sentai levels stack for determining your Initiator Level and Effective Sentai level. Add half of your Sentai level, rounded down to your Cavalier/Samurai level to determine the uses and effects of your Challenge class feature, skill bonuses related to order, and what order abilities are available and their effects.
Special: If you have taken the Magician Archetype, you may add your Cavalier/Samurai level to your Sentai level to determine your Shaper level.

EDIT 2: Realized that I didn't have a Spellcaster Senshi feat for Bard entry to Magical Senshi, so I added Know-it-all Senshi to the spellcaster feat section. Also added a multiclass feat for the Genius archetype for Barbarians because it's such a completely different Barb experience that needs some love.

Durazno
2013-07-20, 03:03 AM
Okay. So. I probably should have started from fluff instead of leaping right into crunch abilities for most of these.

Grr. I'm determined to see these through. This actually feels a bit like scattershot overkill, but I'm willing to give it a try. Still thinking about Seeking and Thirst for Power and all that.

Acceptance of Insignificance
As long as she is not transformed, the Forsaken Senshi gains Hide in Plain Sight as per the Ranger feature, adds her Cha modifier as an untyped bonus to Hide and Move Silently checks and may apply her Strike of Justice to a sneak attack without having to transform. Additionally, she may count her Strike of Justice dice as Sneak Attack dice for the purposes of qualifying for and using Ambush feats.
Floodgates: If the former Forsaken Senshi is hidden, she may transform silently and with no blinding flash or background explosions as a swift action. If she instead chooses to transform as normal, then her critical range is increased by one against any enemies that have been dazzled, blinded or stunned by her transformation until the end of her next turn. Additionally, she may add her sneak attack or sudden strike damage (without SoJ) to her background explosions, if she has them.

zhdarkstar
2013-07-20, 11:00 PM
Okay. So. I probably should have started from fluff instead of leaping right into crunch abilities for most of these.

Grr. I'm determined to see these through. This actually feels a bit like scattershot overkill, but I'm willing to give it a try. Still thinking about Seeking and Thirst for Power and all that.

Acceptance of Insignificance
As long as she is not transformed, the Forsaken Senshi gains Hide in Plain Sight as per the Ranger feature, adds her Cha modifier as an untyped bonus to Hide and Move Silently checks and may apply her Strike of Justice to a sneak attack without having to transform. Additionally, she may count her Strike of Justice dice as Sneak Attack dice for the purposes of qualifying for and using Ambush feats.
Floodgates: If the former Forsaken Senshi is hidden, she may transform silently and with no blinding flash or background explosions as a swift action. If she instead chooses to transform as normal, then her critical range is increased by one against any enemies that have been dazzled, blinded or stunned by her transformation until the end of her next turn. Additionally, she may add her sneak attack or sudden strike damage (without SoJ) to her background explosions, if she has them.

GO NINJA! GO NINJA! GO!

Sorry...had to say it... :smalltongue:

But seriously, this is very nice and provides an option that encourages multiclass diversity. However, I was thinking that maybe a lower BAB entry requirement fixes a diversity issue that favors martial classes for the multiclass, especially if the power loss happens at a low level. That's why my forsaken arcane prism build went gunslinger so I could be in by 6th level.

You can use skill rank requirements instead as the minimum entry level setting, like Spellcraft for the forsaken magician and Martial Lore for everyone else. It even has a thematic tie to Self-Discovery to represent the furthering of their basic training regardless of their powers.


I also just had a scary thought that could actually happen by an anti-Sentai DM. How far up the creek without the paddle would a FS be if he lost his powers again? :smalleek:

Durazno
2013-07-20, 11:39 PM
Okay, good, that's one ability fixed. Thematic Rethinking was alright with both of us. I suppose I'll go after Seeking next, since I really love the idea of a True-Seeing visor. Once I've got a nice array, I'll fix up the original post with them and then invite our host back.

Hm, lowering the BAB requirement hadn't occurred to me. The original class only had the requirement "must have once been a Sentai, but then lost one's powers", which Mage King pointed out wasn't quite enough. One possibility would be making a short list of skills that the player only needs one of to qualify, then a somewhat lower BAB requirement. Something like "Eight ranks in Martial Lore or Spellcraft or Profession: Power Coin Minter" or something like that.


I also just had a scary thought that could actually happen by an anti-Sentai DM. How far up the creek without the paddle would a FS be if he lost his powers again?

I have to admit, the thought of that happening made me snicker. I would hope that an anti-Sentai DM wouldn't let the player go through enough of a campaign to lose their powers and then regain them through a three-level PrC before finally bringing the hammer down for good. At least you'd have an extra discipline/school?

zhdarkstar
2013-07-21, 01:25 AM
Okay, good, that's one ability fixed. Thematic Rethinking was alright with both of us. I suppose I'll go after Seeking next, since I really love the idea of a True-Seeing visor. Once I've got a nice array, I'll fix up the original post with them and then invite our host back.

For Seeking: Add Con mod to a bunch of perception/tracking/trapfinding skills to start, if you're dead set on the Track/Trapfinding angle. At least that makes a little more sense from a thematic standpoint. It is supposed to be Ceaseless, after all.


Hm, lowering the BAB requirement hadn't occurred to me. The original class only had the requirement "must have once been a Sentai, but then lost one's powers", which Mage King pointed out wasn't quite enough. One possibility would be making a short list of skills that the player only needs one of to qualify, then a somewhat lower BAB requirement. Something like "Eight ranks in Martial Lore or Spellcraft or Profession: Power Coin Minter" or something like that.

Entry requirements are one area where there shouldn't be many options at all. Otherwise, the class loses its uniqueness. And generally when options are given, they're more indicative of distinct variant builds for a single concept. An example of this is the Knowledge requirement for Magical Senshi, where the Knowledge used to qualify for the class is the one that counts as a class skill and not the others. That was to cater to the different casters without giving access to other Knowledge skills they wouldn't normally have.


I have to admit, the thought of that happening made me snicker. I would hope that an anti-Sentai DM wouldn't let the player go through enough of a campaign to lose their powers and then regain them through a three-level PrC before finally bringing the hammer down for good. At least you'd have an extra discipline/school?

Well I actually just came up with a possible fix for the hypothetical situation.

The Levees Breach [General] (You may be able to cut off my connection, but you can't take away what's already within me)
Prerequisites: The Floodgates Open, must have lost powers a second time, must have gained two levels in a non-Sentai class since losing powers.
Benefit: You regain full access to your Sentai powers, which cannot be lost again. You may gain an additional Forsaken ability. However, you are no longer eligible to gain levels in any Sentai class. Moreover, your effective Sentai level may go no higher than it was when you lost your powers the second time.

zhdarkstar
2013-08-29, 10:41 AM
So I came up with a possible [Forsaken] ability to give the class some spellcaster appeal. It gives the class 1/3 spell progression and a caster level bonus while morphed to make up for the lost spell progression.

Magician of Justice [Forsaken]
Prerequisites: Magical Adaptation, able to cast 1st-level spells or infusions OR able to create 1st-level extracts
Benefit: You gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Forsaken Senshi, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Floodgates: Your caster level increases by 2 while you're in Henshin.

I also have a couple possible new archetypes for Magical Senshi in the works.

LunarWolfPrime
2013-08-31, 08:45 PM
Um just curious
how would this class interact with the features of this class

Kyodai AKA ULTRAMAN (http://www.giantitp.com/forums/showthread.php?p=15935107#post15935107)

I mean hero suite an the giant form

or is that a prc idea?

The-Mage-King
2013-08-31, 11:22 PM
Um just curious
how would this class interact with the features of this class

Kyodai AKA ULTRAMAN (http://www.giantitp.com/forums/showthread.php?p=15935107#post15935107)

I mean hero suite an the giant form

or is that a prc idea?

It interacts in the following way.


"Oh dammit, I was working on my update to add a mecha using PrC, and an Archetype to be Ultraman. Guess I'll scrap that plan."



:smalltongue:



In all honesty, it interacts just as though it were a character of that size taking the Sentai levels. Large versions, ect.


A PrC combining them would be reasonable, though. Probably more benefits for using them both at once.

Durazno
2013-09-01, 12:54 AM
This is what it made me think of. (http://www.youtube.com/watch?v=H_tpSiPpr64)

zhdarkstar
2013-09-01, 03:04 AM
This is what it made me think of. (http://www.youtube.com/watch?v=H_tpSiPpr64)

This has inspired me. Once I get some sleep, a hybrid PrC will be born.


EDIT: Here's what I was watching when coming up with the PrC. (https://www.youtube.com/watch?v=pn4eqPGbxEE)

EDIT 2: Got sidetracked while brewing and changed the capstone of Magical Senshi because I liked Formulaic Spellweave too much to not have a maneuvers version for non-Magicians.

About halfway done with the PrC.

zhdarkstar
2013-09-01, 12:40 PM
Gigantic Senshi

There are a select few Kyodai (http://www.giantitp.com/forums/showthread.php?t=300555) who are capable of wielding powerful Sentai equipment catered to their ever-growing needs. These Gigantic Senshi harness the power of Justice to accomplish great feats of combat.

A Gigantic Senshi has the following requirements.

Skills: Disguise 10 ranks, Martial Lore 10 ranks
Feats: Ultra Senshi
Special: Quick Transformation class feature, Quickened Henshin class feature




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known


1st
+0
+2
+2
+2
Gigantic Henshin (duration), Sentai Progression
1
0
0


2nd
+1
+3
+3
+3
Sentai Ability
0
0
0


3rd
+2
+3
+3
+3
Gigantic Ability
1
1
0


4th
+3
+4
+4
+4
Gigantic Henshin (defense)
0
0
0


5th
+3
+4
+4
+4
Sentai Ability
1
0
1


6th
+4
+5
+5
+5
Gigantic Ability
0
1
0


7th
+5
+5
+5
+5
Gigantic Henshin (attack)
1
0
0


8th
+6
+6
+6
+6
Sentai Ability
0
0
0


9th
+6
+6
+6
+6
Gigantic Ability
1
1
0


10th
+7
+7
+7
+7
Gigantic Henshin (damage)
0
0
0




Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Martial Lore (Int), Perform (Any) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Skill Points at each additional level: 4 + Int Modifier

Hit Dice: d10



Class Features:

Gigantic Henshin (Su): At 1st level, you may now transform to Giant Form as part of the same action as entering Henshin. If so, the duration of Henshin uses the Giant Form class feature, but adding your Charisma modifier in addition to your Constitution modifier. At 4th level, you may add half of your Constitution modifier to the deflection bonus granted by Henshin. At 7th level, you may add half of your Constitution modifier to the bonus to attack rolls. At 10th level, you may add half of your Constitution modifier to damage rolls. The total bonuses cannot exceed 3/4 of your Sentai level.


Sentai Progression: You may count half of your levels in Gigantic Senshi (rounded down) as Sentai levels for determining your effective Sentai level.


Maneuvers: At 1st level, and every two levels thereafter, you gain a new maneuver known from any discipline that you had access to from Sentai levels. You must meet all prerequisites as normal. At 3rd level, and every three levels thereafter, you gain an additional maneuver readied per day.


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


Sentai Ability: At 2nd level, and every 3 levels thereafter, you gain a Sentai ability you meet the requirements for.


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


Gigantic Abilities

Ultra Beams of Justice [Gigantic]
Requirements: Strike of Justice, Ultra Beams, Sentai Weapon (unarmed)
Benefit: Your Ultra Beams are treated as a Sentai Weapon for the purpose of attack and damage bonuses, including Strike of Justice and Rider Effect.

Ultra Bolt [Gigantic]
Requirements: Bolt of Justice, Ultra Beams, Sentai Weapon (unarmed)
Benefit: As a full-round action, you may make a single Bolt of Justice attack that deals an additional amount of damage equal to half of your Ultra Beam damage. The range increment of all of your Bolt of Justice attacks increases by 10 feet.

Ultra Sentai Knight [Gigantic]
Requirements: Sentai Knight
Benefit: You gain Improved Sentai Knight as a bonus suit ability and do not suffer penalties for non-proficiency. Your shield provides you a set of temporary hit points equal to your Sentai level times your Constitution modifier. Half of the damage you receive is first dealt to these temporary hit points and then the rest to your hit points. Once these temporary hit points reach 0, your shield is dismissed for the duration of Henshin.

Ultra Sentai's Steed [Gigantic]
Requirements: Improved Steed taken at least twice
Benefit: When entering Gigantic Henshin, you may increase your steed's size to the appropriate size for you to ride as a swift action. Your steed receives half of the physical stat bonuses granted by Giant Form, while you only receive 3/4 of the bonuses you would normally receive.

Ultra Sentai Steed Armor [Gigantic]
Requirements: Ultra Sentai's Steed, Improved Steed taken at least three times OR Intelligent Weapon (Steed)
Benefit: As a full-round action, your steed transforms into a suit of armor that greatly enhances your physical strength at the cost of mobility. The natural armor bonus of your steed stacks with your own. You may add its Strength and Dexterity modifiers as circumstance bonuses to your own respective stats. You have access to any weapons or abilities that it has. While in the Ultra Sentai Steed Armor, you are treated as being in medium armor for purposes of speed and other effects that depend on armor, but suffer no penalties for non-proficiency. You gain a pool of temporary hit points equal to the steed's current hit points. Half of the damage you receive is first dealt to the temporary hit points, and the rest to your hit points. Once these temporary hit points reach 0, your steed is immediately dismissed.
Special: If you have Ultra Sentai Knight, then damage is split between the shield and armor until one pool runs out. Then split the damage between the remaining temporary hit points and your hit points as normal.

Ultra Finishing Technique [Gigantic]
Requirements: Favored Technique, Finisher
Benefit: Once per encounter, you may combine your Ultra Beam with your Favored Technique as a full-round action, rolling it as a normal attack and not a touch attack. Include any additional damage from the maneuver when determining whether or not the target is instantly killed/destroyed. If the target is not killed, they receive 3/4 of the damage rolled. If the target is brought below 0 HP by this, it explodes violently the next turn, dealing 2d6 points of fire damage for every five hit dice it had to all creatures within a five foot radius of it, and 1d6 points of fire damage for every five hit dice it had to all creatures within a ten foot radius of it.

Ultra Guardian [Gigantic]
Requirements: Saving Dive
Benefit: When using Saving Dive, make a Fortitude save (DC equals save DC or damage dealt by redirected ability, whichever if higher) after resolving the redirecting ability. If successful, you may move any distance afterwards, up to the remaining amount of your speed not traveled to reach your ally.

Ultra Torture Technique [Gigantic]
Requirements: Torture Technician, Sentai Weapon (Unarmed), Improved Grapple
Benefit: You may use the damage dealt as the save DC for Torture Technician if it is higher than the normal DC. You may also apply Torture Technician to Ultra Beams and unarmed strike damage, this includes abilities based on unarmed strike damage like Bolts of Justice and grappling. The bleed damage caused by these alternate sources is considered internal bleeding and cannot be stopped by a Heal check while in combat. Nonmundane means of healing can stop the bleed damage as normal.

Ultra Heart Surge [Gigantic]
Requirements: Forced Surge
Benefit: You may use Forced Surge on a target within the range of your Ultra Beam. It may also heal the target for 1d6 hit points per three Sentai levels.

More TBD


New Feats

Ultra Senshi [General]
Prerequisites: Unarmed Strike class feature, Henshin class feature, Giant Form class feature, Ultra Beam class feature
Benefit: Your Kyodai levels and Sentai levels stack for determining your Initiator Level, effective Sentai level, and to determine your unarmed strike damage and the effects of the Giant Form and Ultra Beam class features. Furthermore, you may use your Charisma for any kyodai class feature that normally uses Wisdom, and your hero suit does not prevent you from using any kyodai ability that requires you to be unarmored, though the Sentai Knight ability does. You may not add both your Wisdom and Charisma to AC, or your Charisma to AC twice, but you still gain the bonus from Kyodai levels.
Special: If you have taken the Magician Archetype, you may add your Kyodai level to your Sentai level to determine your Shaper level.
Special: If you have Superior Unarmed Strike, your unarmed strikes deal damage as a kyodai 4 levels higher.

Extra Gigantic Ability [General]
Prerequisites: Extra Sentai Ability, one [Gigantic] ability
Benefit: You may gain an additional [Gigantic] ability for which you meet the prerequisites.
Special: You may take this feat once before character level 20 and once more afterwards, for a total of two times.


Changelog

6/16/14: Updated the table code.
9/1/13: Created the class. Initial post is missing Gigantic Abilities. Added the first batch of Gigantic Abilities. Still feel like it's incomplete

LibraryOgre
2014-06-16, 06:07 PM
The Mod Wonder: Revived by request.

zhdarkstar
2014-06-16, 07:15 PM
While I updated the table code for Gigantic Senshi and Magical Senshi, I gave Magical Senshi a couple of major updates.

1. BAB progression is cut down to 3/4. I don't even know what I was thinking before. My bad. :P

2. I've added compatibility for two of Master Arminas' conversions: the Warlock and the Warmage. I don't have an archetype idea for the Warmage, but it seemed like it didn't need one and should work fine with just the bonuses to Warmage Edge from the entry feat and Edge of Justice. The Warlock one has both an archetype and Magical Ability tree associated with it. I'm going to update it again in a few hours for compatibility with the Master Magician archetype. The thought of Eldritch Blast + Spellshaping + Spell might need a bit of tweaking in comparison to the Eldritch Maneuvers. Turned Eldritch Maneuvers into Eldritch Spellweave to make it a capstone supplement instead of a replacement to make it easier to work with the capstones for maneuvers and spellshaping.
(unfortunately the 3.5 versions of Warmage/Warlock may not work as well with the new content)

Let me know what you guys think about the changes made and if you have any suggestions for improving the class. I do have an idea of how to convert this class to a Psionic hybrid instead of casting, but I'm still not 100% comfortable working with the mechanic yet.

JonSoki
2016-10-24, 10:56 PM
Hey loving this idea/class! Just a quick question about the Archetypes however. Is it possible to combine Archetypes? I was looking over Loner and Psycho and I was thinking about how great those two together would be.

VTMarik
2017-08-16, 06:50 PM
I love this class, I joined the forums because of it.

I wonder... How would one go about adapting this for 5e? Asking for a friend...