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zhdarkstar
2013-08-19, 08:11 PM
RADIANT SENSHI

https://sphotos-a.xx.fbcdn.net/hphotos-ash4/q77/999344_10152035281273625_558715124_n.jpg

"Red isn't really my color... But this sword is SO COOL!!!"
-Serena Hart

There are select few in history who could wield the Light of Justice. Some were Wielders of Light who found the implements of Justice, while others were Sentai who discovered that their powers came from a light inside of them. Those beings who harness this miraculous power are known as the Radiant Senshi.

BECOMING A RADIANT SENSHI
Radiant Senshi come from those that have a good Sentai (http://www.giantitp.com/forums/showthread.php?t=264677) foundation while also being an evoker of Illuminations (http://www.giantitp.com/forums/showthread.php?t=258654).

ENTRY REQUIREMENTS
Skills: Disguise 10 ranks, Diplomacy or Intimidate 10 ranks, Tumble 10 ranks, Martial Lore 10 ranks
Feats: Illuminating Senshi, Mortal Miracle, and one of the following based on your Illumination-using class: Weapon Focus (Device)/Champion, Intellectual Sentai/Stargazer, or Serene Sentai/Empath
Maneuvers: Must be able to initiate maneuvers of 5th level, must know at least 2 maneuvers of 2nd level or higher
Illuminations: Must know at least 4 illuminations or at least 2 personas.
Special: Henshin class feature, Quickened Henshin class feature, Radiant Armaments class feature, The Power of Friendship class feature

Class Skills
The Radiant Senshi's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d8




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


1st
+0
+0
+2
+2
Sentai Progression, Radiant Hero Suits
1
0
0
-


2nd
+1
+0
+3
+3
Radiant Ability
0
1
0
+1 level of existing class


3rd
+2
+1
+3
+3
Sentai Ability
1
0
1
+1 level of existing class


4th
+3
+1
+4
+4
Radiant Arsenal, Reservoir of Justice
0
0
0
+1 level of existing class


5th
+3
+1
+4
+4
Radiant Ability
1
0
0
-


6th
+4
+2
+5
+5
Sentai Ability
0
1
0
+1 level of existing class


7th
+5
+2
+5
+5
Illuminating Maneuvers
1
0
0
+1 level of existing class


8th
+6
+2
+6
+6
Radiant Ability
0
0
0
-


9th
+6
+3
+6
+6
Sentai Ability
1
0
1
+1 level of existing class


10th
+7
+3
+7
+7
True Light of Justice
0
1
0
+1 level of existing class




Weapon Proficiencies: A Radiant Senshi gains no new proficiencies.

Maneuvers: At 1st 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 2nd level and every 4 levels thereafter, you can ready an additional maneuver.

Stances: At 3rd level, and every six 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.

Illuminations: At each indicated level, you gain an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which you belonged before adding the prestige class level. You does not, however, gain any other benefit a character of that class would have gained. If yoiu had more than one illumination-using class before becoming a Radiant Senshi, you must decide to which class to add each level for the aforementioned purposes.

Sentai Progression: You may count half of your levels in Radiant Senshi, rounded down, as Sentai levels for determining your effective Sentai level.

Radiant Hero Suits (Su): Starting at 1st level, Illuminating Senshi now applies to all of your Costumes and Devices, with the Costume and Device originally enhanced by Illuminating Senshi being your primary armaments and all other Radiant Hero Suits and Sentai Devices secondary. You also regain access to any Hero Suits or Sentai Weapons given up when you selected Illuminating Senshi, treating them as Radiant Hero Suits and Sentai Devices respectively. You may only have as many Sentai Devices manifested simultaneously as you have Sentai Weapon options. While in Henshin, as the same action you took to enter Henshin, you may spend 1 mote to change radiant hero suit or sentai device. For each Costume, 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 Costume. You gain Radiant Arsenal as a bonus feat at 4th level. Whenever you gain a new [Suit] ability for your primary radiant hero suit, all secondary radiant hero suits gain a [Suit] ability for which you meet the prerequisites if that radiant hero suit hasn't reached the maximum amount of changed abilities. Otherwise, your secondary radiant hero suits gain the same ability as the primary radiant hero suit.

Radiant Ability (Su): At 2nd level, and every three levels thereafter, you gain a new Radiant Ability for which meet the prerequisites.

Sentai Ability: At 3rd level, and every three levels thereafter, you gain a new Sentai Ability for which you meet the prerequisites.

Reservoir of Justice (Su): At 4th level, the Light of Justice begins to shine brightly in the Radiant Senshi, fueling the powers of her radiant hero suit. You gain a mote pool equal to your class level plus your evoking stat modifier. These motes can only be invested in [Radiant] abilities and bypass normal investment limits.

Illuminating Maneuvers (Su): At 7th level, you may combine a martial maneuver with a Blast illumination that has either the Imbue blast shape or the Assault blast shape. Doing so is a full-round action, and the chosen maneuver cannot take longer than a standard action.

True Light of Justice (Su): At 10th level, the Light of Justice flows as freely through a Radiant Senshi as the blood in her veins. She forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, you may add your Strike of Justice damage dice to all of your Blast illuminations. However, this does not allow you to add your Strike of Justice damage twice when using either the Imbue blast shape or the Assault blast shape. You also gain True Sentai as a bonus Sentai ability and Experienced Warrior of Justice as a bonus feat, regardless of whether or not you meet the prerequisites.

Radiant Abilities:
Martial Evoker [Radiant]
Benefit: Whenever you use a Blast illumination, you may treat it as if it possessed either the Imbue blast shape or the Assault blast shape. This replaces any effects the blast’s previous shape might have imparted, but does not alter the illumination’s final cost in any way.

Costumed Destiny [Radiant]
Benefit: You may add half of your Sentai level, rounded down, to your illumination-using class level to determine your Armament Effect limit.

Radiant Weaving [Radiant]
Requirements: Costume Effect (Warded), Enhanced Suit
Benefit: You may manifest your radiant hero suit out of pure radiant energy, adding its unenhanced armor bonus to your Touch AC. Your normal AC remains unchanged. For every 2m invested in this ability, you may add +1 of its enhancement bonus to your Touch AC.

Lightforged Device [Radiant]
Requirements: Device Effect (Enhanced), Enhanced Weapon
Benefit: You may summon a sentai device manifested from radiant energy that deals untyped energy damage, rather than physical damage. Any additional damage imparted by martial maneuvers executed while wielding a radiant device may likewise be converted to untyped energy damage. For every 2m invested in this ability, you may convert one Strike of Justice damage die into untyped energy damage.

Aegis of Justice [Radiant]
Requirements: Blazing Aegis, Sentai Knight, Enhanced Shield
Benefit: The shield bonuses provided by Blazing Aegis and Sentai Knight stack with each other. However, you only add the unenhanced shield bonus to adjacent allies. For every 2m invested in this ability, you may add +1 of its enhancement bonus as well.

Twinned Arms of Justice [Radiant]
Requirements: Enhanced Weapon, Twinned Device, Two-Weapon Fighting
Benefit: You may add your Strike of Justice damage to the amount of damage dealt by one floating sentai device when taking a full attack action. For every 2m invested in this ability, you may add it to another floating sentai device. For every 8m invested in the combined total of this ability and Twinned Device, you may attack with one floating sentai device as if you were wielding it and had Multiweapon Fighting.

Soulbond of Justice [Radiant]
Requirements: Craft Soulbond, Team Player
Benefit: You may create a Soulbond with a number of partners equal to your Illusion-using stat modifier. This allows you to benefit from multiple Soulbonds simultaneously. Each of your partners benefits from their Soulbond with you; however, your partners do not gain the benefit of each other unless they also have Soulbond of Justice.

Heart of Sentai [Radiant]
Requirements: Changing Heart, Overdrive
Benefit: For each of your personas, you may select a single sentai ability you qualify for, except for Overdrive or Improved Overdrive. Once made, this choice can never be reversed. While manifesting a persona, you gain the benefits of the sentai ability assigned to it. You do not actually possess the chosen abilities, and this effect may not be used to qualify for any prerequisites which might require them.
Special: You may take this ability multiple times. Each time you take this ability, you gain the effects of an additional sentai ability for each of your personas. Sentai abilities already assigned to a given persona through an existing application of this ability may be used to qualify for prerequisites for the purpose of choosing sentai abilities for all further applications.

Surging Boost [Radiant]
Requirements: must know at least two Surge illuminations and two Boost maneuvers
Benefit: Once per day while in Henshin, you may evoke a Surge illumination with the Awakening shape component while performing a Boost maneuver without increase of action speed. For every 2m invested in this ability, you may use this ability one more time per day, to a maximum equal to half of your Sentai level, rounded down.

Sentai Cartridges [Radiant]
Requirements: Cartridges, Booster Amp
Benefit: Once per day as a free action whenever you use a Henshin Booster, you may apply the Cartridge Boost of a single costume effect at the same time. For every 2m invested in this ability, you may use this ability one more time per day, to a maximum equal to half of your Sentai level, rounded down.

Sentai Celerity [Radiant]
Requirements: Astral Celerity, Dimensional Step or Timestepper
Benefit:You may add half of your Sentai level, rounded down, to your illumination-using class level to determine the limit of your bonus to initiative granted by Astral Celerity.

New Feats:
Illuminating Senshi [General, Multiclass]
Prerequisites: Radiant Armaments, Henshin class feature, none of your Costumes or Devices can be enhanced by any means other than Illumination-using class features
Benefit: Your Illumination-using class levels and Sentai levels stack for determining your Initiator Level and effective Sentai level. You may add half of your Sentai level, rounded down, to your Evoker level to determine your mote pool, the save DCs, and the maximum cost of a single Illumination. This cannot bring your Evoker level higher than your current HD. You may choose one of your costumes and one of your devices to be connected to your Henshin, thus subject to the mechanics in terms of duration, enhancement, and action speed. Alternately, you may choose to keep your hero suit or sentai weapon. Regardless of what choice is made, the chosen armor and weapon are known as your Radiant Hero Suit and Sentai Device, respectively. They gain the benefits of any Costume Effects, Enhanced Armaments, Suit Abilities, and Henshin/Sentai Weapon. Once this choice is made, it cannot be changed.
Special: If you have taken the Magician Archetype, you may add your Illumination-using class level to your Sentai level to determine your Shaper level.
Special: If you qualified via the Empath base class, you may add half of your Sentai level, rounded down, to your Empath class level to determine what aspects are available for your Manifest Persona class feature.

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

EX-RADIANT SENSHI
If a Radiant Senshi's focus is destroyed in some manner, or her source of power removed, her loses all Suit abilities and supernatural class features until he gains access to a new focus or power source. Her Costumes and Devices no longer function as Hero Suits and Sentai Weapons. If the new focus comes from a different power source, she may reassign the Suit abilities they have gained from class levels to different abilities. They must meet all prerequisites of the new abilities.

PLAYING A RADIANT SENSHI
While the entry requirements are stacked heavily on the Sentai side, this is ultimately an Illumination-using class at the heart of it.
Combat: Follow the same basic combat strategy for your Illumination-using base class, but take into consideration the bonuses and limitations added by the Sentai class features.
Advancement: The advancement really depends on the Illumination-using base class. Champions will make better use of the Sentai's prowess in martial maneuvers. Stargazers are better suited to be paired with the Magician Archetype to fight at a distance with illuminations and spellshaping. Empaths can go either route depending on how important Heart of Sentai is to them, as it naturally lends itself to the Magician archetype for easier access.
Resources: A Radiant Senshi gets most of her essential gear and enhancements provided for her through the features of her base classes, much like those who are dedicated solely to either one. As such, she can focus on spending her money on wondrous items and the like.

RADIANT SENSHI IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

RADIANT SENSHI IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Pathfinder Adaptation: The following adjustments are made to the class for Pathfinder:
Replace Tumble with Acrobatics as an entry requirement skill.

Reduce all skill entry requirements by 3 ranks.

Class Skills: The Radiant Senshi's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Martial Lore (Int), Perception (Wis), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Magic Device (Cha)

Magician-based Radiant Senshi do not gain Concentration as a class skill. He may make concentration checks using the key ability for her spellshapes + his shaper level.
Magician Sentai: Magician Sentai entering the class apply these alternate entry requirements and class features to the Radiant Sentai:
Replace the Martial Lore and Maneuvers entry requirements and class features with:
Skills: Spellcraft 10 ranks
Spellshaping: Must be able to shape formulae of 5th level, must know at least 2 formulae of 2nd level or higher

Replace Martial Lore (Int) as a class skill with Concentration (Con) and Spellcraft (Int)

Replace Maneuvers and Stances with:
Spellshaping: At 1st level, and every two levels thereafter, you learn a new formula from any spellshaping circle that you had access to from Sentai levels. You must meet all prerequisites as normal. In addition, at 2nd level and every 4 levels thereafter, you can ready an additional formula.

Replace Illuminating Maneuvers with:
Illuminating Formulae (Su): At 7th level, you may combine a formula shaped via Spellshape Attack with a Blast illumination that has either the Imbue blast shape or the Assault blast shape. Doing so is a full-round action, and the chosen formula cannot take longer than a standard action.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

zhdarkstar
2013-08-19, 08:12 PM
Reserved post for any possible overflow

zhdarkstar
2013-08-19, 08:13 PM
Feel free to comment/critique/peach/dissect.

AuraTwilight
2013-08-19, 10:41 PM
Yes. Yes. I am so down.

zhdarkstar
2013-08-22, 09:46 PM
Updated the class into a 10-level PrC to be more in line with other ToR material. This also lowers the effective Sentai Level cap from 16/20 to 15/20. True Light of Justice now adds the standard apotheosis Outsider status in addition to its previous bonuses.

Edit: Also added Surging Boost to the Radiant Ability list and changed a couple prereqs since Enhanced Armaments is gone. Plus partially addressed possible issues with Aura costumes within Radiant Weaving.

zhdarkstar
2013-09-08, 10:27 PM
Big time change made in light of recent critiques.

The class has been made a 7/10 Illumination-progression class, but gained a powerful new class feature: Reservoir of Justice. This allows you to fuel your Radiant abilities without tapping into your regular mote pool.

Also removed the Enhanced Suit/Weapon entry requirements to accommodate Medalists taking the class to take advantage of Sentai Cartridges, the Medalist/Champion build ability.

Sentai Evoker/Formulaic Evoker have been renamed Illuminating Maneuvers/Illuminating Formulae

zhdarkstar
2014-08-05, 04:24 PM
Finally got around to updating the table code.