View Full Version : Let's go Rider Kick! (3.5) PEACH

2013-11-21, 06:51 AM
Masked Hero

This entire class was inspired by way too much Kamen Rider, specifically, Black, Stronger, OOO a spot of Kiva and a dash of Agito. Though most of the influence is Stronger. I kinda lost count how many times I almost typed rider.

Yes, it's an E6 class, I could not think of enough to fill up a full 20 level class. Also used charisma since I could not think of any other stat that won't boost it up to godstat.

And yes I read the Sentai and stole a bit from it, I really need to get an AFC that mimics OOO. Count the Medals and all that.

Finally, I hammered this together a couple hours after a maths exam.

Abilities: Most Masked Heroes are melee fighters, so Strength and Dexterity are important. However Charisma is the most important stat for them since it boosts most of their abilities.
Races: These heroes can come from any race, all that is needed is for them to find a device.
Alignment: Mostly good because most devices select based on morality, though there are some evil and neutral devices.
Starting Gold: as fighter
Starting Age: as fighter

Hit Dice: d10

Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Knowledge (Local), Knowledge (Geography), Profession, Ride, Sleigh Of Hand, Spot, Survival, Swim, Tumble.

Proficiencies: All simple weapons and all light armour

Skill Points: 4+Int

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

1|+1|+0|+0|+2|Henshin, Hero Weapon|2|2|1

2|+2|+0|+0|+3|Knocked out|2|2|1




6|+6/+1|+2|+2|+5|It is the Man that makes the Mask|4|3|2

Manuvers and Stances
A first level Hero has knowledge of two martial maneuvers. Heroes have access to the Iron Heart discipline, Devoted Spirit discipline and one other Discipline of their choice, the key skill for which is added to the class skills of the Hero.

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

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

A Hero 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 Hero automatically recovers one expended maneuver of his choice at the beginning of each round, provided he is transformed. 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.

A first level Hero knows one stance of any discipline available to him. At 5th level, 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 Hero's stances are extraordinary abilities unless otherwise noted.

A Masked Hero is nothing without his mask, and this ability allows him to don in a mere moment. Through the use of a small device, most of the times a belt or a buckle, he transforms into his alter ego. Transforming uses a full round action and bestows upon the hero a suit that gives a +4 bonus to AC. When transformed the Hero also adds his charisma bonus to his AC, attack bonus, damage and saves, this bonus is capped at his Hero level. However he can only remain in this form for 1 + Hero level + Charisma modifier rounds. He can only transform n times per encounter, n being the number of levels he has in Masked Hero divided by 2 rounded down.

At level 3 it takes a standard action to transform and at level 6 it's a Swift action.

At level 5, the armour also gains a +1 enhancement.

Hero Weapon
When transformed the Hero gains access to a hero weapon, a piece of equipment that is almost part of his suit.

He can choose 1 exotic weapon that is not twinned, 2 martial weapons or his fists. He automatically gains proficiency in the chosen weapons and when he transforms has a sheathed masterwork version of the chosen weapon at his side.

If he chooses his fists however, he gains Improved Unarmed Strike and his unarmed attack is one damage dice larger.

If he picks a ranged weapon, it automatically reloads with the cheapest ammunition available for it, allowing the hero to make a full attack.

If his weapon is destroyed or damaged, the next time he transforms it is fully restored to its original state.

At level 4, the weapon gains a +1 enhancement bonus.

Knocked Out
Dammit he's strong!
When damaged enough to reduce his hitpoints to 0, a Hero may give up his remaining time transformed to negate the damage. However he is knocked back 10 feet and is rendered prone.

My desire for justice is never-ending!
When this ability is gained, the Hero selects a type of energy from the following list: cold, electricity, fire, force, or sonic. All attacks from the Hero Weapon or unarmed attacks do 1d6 damage of the chosen type in addition to normal damage when he is transformed. Heroes who deal Force or Sonic damage with this ability reduce the size of the damage die from 1d6 to 1d4.

As a full round action a hero may enter into his final form. In his final form, the Hero adds his Hero level to his AC, attack bonus, damage and saves on top of that gained from the charisma bonus. This form deactivates along with the Hero form at the end of a battle, or if the hero form runs out of time.

It is the Man that makes the Mask
It's not Batman that makes you worthwhile, it's the other way around.
The hero now adds his charisma bonus to his AC, attack bonus, damage and saves as if he was in his Hero form at all times.

When using a Henshin device belonging to someone else, there are a few thing you have to look out for. Every turn you wear it, it will deal 1d6 damage to you. In addition, for every round after the first that you have it on you will have to make a Will Save DC 15+n. IF you fail the check, the device rejects you dealing nd6 damage, n is the number of rounds you wore the device excluding the first.

If you use a henshin device, you gain all the benefits of the Henshin class feature of the Hero.

If a Hero looses his device, he will regain it again within 1d4 days of searching, no matter what contrived circumstances are needed for it to happen. If a hero's device is destroyed, he looses access to the Henshin ability. Gaining a new device or repairing his destroyed one is prime fodder for quests.

2013-11-22, 09:49 AM
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