Psycho Ranger ArchetypeCreated 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.
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 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 Heishin 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'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 automatically 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 Psycho Ranger's Henshin state is ended, and he is exhausted.
This replaces True Allies of Justice.