Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - The-Mage-King

Pages: [1] 2
1
Talented Classes / Talented Classes- Discussion
« on: November 06, 2012, 05:22:48 PM »
So, discussion thread for the idea. If anyone wants to help out, feel free.

No, seriously. Feel free.  :bigeyes I'm insane enough without doing a whole rebalance by myself.


Talent suggestions are desired. I have some rough outlines, but only Warrior stuff is somewhat sketched out.


2
Talented Classes / Talents- Expert
« on: November 06, 2012, 05:10:32 PM »
Posting what I have for Expert.


It's... Not much.

Unlike the other two, there will probably be three or four trees, which will be more extended than the others. Sage, Crafter, and two others.  Most will be non-tree talents, like Intuitive Aptitude is. Crafting is going to similar to PF, in that you can sub spellcraft ranks for caster level if you want to be a non-wizard crafter, but you will still need spells for non-enhancement boni.


Intuitive Aptitude: You may use your key ability modifier in place of that of the normal modifier for up to five skills. This talent may be taken multiple times. Each time, it affects a different five skills.


Alchemical Mastery: You may create any alchemical item with the appropriate check, instead of needing to be a spellcaster. Whenever you create an alchemical item, you may choose to add your key ability either its base damage, its duration, or its saving throw DC.
Prerequisites: Craft (Alchemy) 4 ranks.


Magical Replication: You may create magical items without the required spells, provided you succeed on a Use Magic Device check with a DC equal to 20+ the minimum caster level of that spell. You may substitute Use Magic Device for Spellcraft for the purposes of takin and using [Item Creation] feats.
Prerequisites: Craft Wondrous Item, Use Magic Device 6 ranks, Spellcraft 6 ranks.

3
Talented Classes / Talents- Mage
« on: November 06, 2012, 04:57:22 PM »
Posting what I've got for Mage talents. These'll wind up being the start of their schools. Much like Warrior talents, there will be 10 trees, half of which will be Spell focused, and the other half will be tradition based.

Spells are down to 6 schools, one of which everyone has full access to, the others which are restricted with talents. Traditions will be arcanist, magic-blooded, priest, master of nature, and mind-mage.


Magician of Power and Defense: You gain full access to the Evocation school. Whenever casting a damage dealing spell from this school, you may add your key ability to the damage roll.
Prerequisites: Spellcraft 8 ranks.


Magician of Subtlety: You gain full access to spells of up to 3rd level from the Enchantment school. Whenever you cast a spell with a duration measured in rounds from this school, you may add your key ability to the duration.
Prerequisites: Spellcraft 8 ranks.


Magician of Life and Death: You gain full access to spells of up to 3rd level from the Necroturgy school. Whenever you cast a spell that heals a creature of damage, you may add your key ability to the damage healed.
Prerequisites: Spellcraft 8 ranks.


Magician of Form and Shape: You gain full access to spells of up to 3rd level from the Transmutation school. Whenever you cast a spell that provides a creature or object with an enhancement bonus with a duration measured in minutes from this school, you may add your key ability to the duration.
Prerequisites: Spellcraft 8 ranks.


Magician of Mass and Realms: You gain full access to spells of up to 3rd level from the Conjuration school. 
Prerequisites: Spellcraft 8 ranks.

4
Talented Classes / Talents- Warrior
« on: November 06, 2012, 04:49:13 PM »
Posting what I've got for the Warrior's talents so far. I've decided to go with an overall 10 trees- 5 style, 5 tradition.

The styles will be Power, Finesse, Sniper, Ambidexterity, and Guardian. The traditions will be Berserker (Rage), Armsman (Warblade, basically, focusing on maneuvers or improved use of one weapon), Skirmisher (Exactly what it sounds like), Knight (Armor, maybe mounted combat), and a last one I don't have an idea for.

Naturally, some will work well with each other. Armsman+Finesse, for example.



Power Tree

Focused on dishing out damage and knocking the target for a loop, the Power tree appeals most to those who just want to get in there and beat their opponents into the ground. You can only deliver one condition from the Two-Handed tree per attack- you could use Impressive Strike on one creature, and Punishing Blow on another, but not both on the same creature.

(click to show/hide)
         

Finesse Tree
The central aspect of this tree is skill at arms- any yahoo can swing a sword, but it takes skill to aim for precise strikes.

(click to show/hide)

5
Talented Classes / Spells- What spells to use?
« on: October 22, 2012, 09:51:22 AM »
As a major part of the Talent project, I need to revise most of the spells in the game. Since all casting will be based on the psionics rules, I figure I should take what I can of it.

Here's a basic thing regarding how magic is set up.

I've condensed to 6 schools of magic, which should make things be easier to plan out.


What I need is suggestions for the spells converted. Got a handful of first level Evoc spells planned out, but...


And yes, I'm planning dual-school spells for the wierd ones. Disguise Self, for example.

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

The Schools of Magic

Thaumaturgy- Spells dealing with use of energy in a pure form. Some are offensive, and some are defensive, but all use energy.

Conjuration- Spells that create, summon, and call. These bring new things into existence, or move already existing things to a new place.

Divination- Spells related to knowledge, foresight, and planning.

Necroturgy- Spells relating to life and death. Creating undead falls here, as does healing magic.

Transmutation- Spells related to altering an existing thing. Spells that convert existing materials into new structures, as well as those that enhance magical items, fall under this school.

Enchantment- Spells that affect the mind and senses. Illusions fall here, as does direct mind meddling.


Some spells may have aspects of two schools. If so, they typically have multiple access augments, one for each school involved, but are only affected by one of the access talents, chosen at casting.

6
Talented Classes / Talented Classes: Original idea
« on: October 22, 2012, 09:42:57 AM »
So, reposting from Giantitp.


Quote from: TheMageKing@GiantitP
The idea is actually simple- take a page from d20 Modern and Star Wars SAGA, revising 3.5 to remove most of the class bloat and rebalance it..

So far, I've gotten a small framework set up for it- Six classes, named the Warrior, the Mage, the Expert, the Spellsword, the Trickster, and the Rogue.


The first three will be "pure" classes, having full access to the basics of the three subsystems used to differentiate them. The other three....


Well, Spellsword is Gish, Trickster is SkillGish, and Rogue is Skill/Combat.



I'm still trying to think up the subsystems. Considering ToB/Psionics/Something.


Needs more thought, though.

Quote

So, having thought about it some, talents would need to be simple, basic, and somewhat flavorful.

I can see Warrior class talents being split into trees based on fighting style.

Power Attack (perhaps merged with using two hands to attack)/Weapon Finesse (maybe merged with einhander)/Archery/TWF/Tank would all need to be assigned as basic ones, with maybe a few others if needed.

Quote
For caster-types, I was considering making a set of basic talents that decide what they have access to, and maybe grant access if taken again. Additional talents would expand on these. Note that each school -will- be based on Psionic rules, and adjusted to fit, along with compressed. Conjuration will be strictly summoning and teleporting, for example, and enchantment will have illusion effects folded in.

Quote
Now, for the most annoying to figure out of the classes...

The Expert.

Their main gimmick will be skills, and interesting ways of using skills. But they also get to be the most equipment reliant of the classes, since they aren't combatants, and they can't cast.


What I need to do is hammer out the spells list.More on that in another thread.

7
Min/Max 3.x / So, telepathy...
« on: September 22, 2012, 02:22:44 PM »
I've been wondering- how to best abuse Telepathy, other than Mindsight. Suggestions?

8
Toku & Tamashii / Rider Archetype [Sentai]
« on: September 17, 2012, 07:45:19 PM »
Rider Archetype
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 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
(click to show/hide)

9
Toku & Tamashii / Magician Archetype [Sentai]
« on: September 17, 2012, 07:42:38 PM »
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.


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.


10
Toku & Tamashii / Index
« on: September 17, 2012, 10:59:04 AM »
Sentai Materials

Base Class

Archetypes
-Loner
-Magician
-Medalist
-Mysterious Guardian
-Psycho Ranger
-Rider


Alternate Class Features

Feats

Sentai Abilities

Items

Prestige Classes
-Prism Ranger
-Super Sentai

Converting to Pathfinder


The Sentai class is a rewrite of Giant Brother's Sentai class, with his permission.

11
Toku & Tamashii / Items
« on: September 17, 2012, 10:56:15 AM »
Sentai Items

Wondrous Items
(click to show/hide)



Minor Artifact
(click to show/hide)

12
Toku & Tamashii / Feats
« on: September 17, 2012, 10:55:18 AM »
Sentai Feats

(click to show/hide)


13
Toku & Tamashii / Pathfinder Conversions
« on: September 17, 2012, 10:53:57 AM »
Adapting Sentai to Pathfinder

Adapting the Sentai base class to Pathfinder is simple.

Replace the skill section with the following.

Quote
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.

(click to show/hide)


Archetype

The Magician Archtype does not gain Concentration as a class skill. It may make concentration checks using they 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.
(click to show/hide)


Feats
Due to changes in Pathfinder, some feats are altered.

Replace Ascetic Senshi with the following.

(click to show/hide)

Replace Holy Senshi with the following.

(click to show/hide)


Replace Unholy Senshi with the following.

(click to show/hide)


14
Toku & Tamashii / Alternate Class Features [Sentai]
« on: September 17, 2012, 10:51:51 AM »
Alternate Class Features

Though they make a change to the abilities of the class, the following are not as extensive as Archetypes, and are grouped together.

Changeling Sentai
(click to show/hide)


Technician Sentai
(click to show/hide)


Warforged Sentai
(click to show/hide)

15
Toku & Tamashii / Psycho Ranger Archetype [Sentai]
« on: September 17, 2012, 10:47:11 AM »
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.

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.

16
Toku & Tamashii / Mysterious Guardian Archetype [Sentai]
« on: September 17, 2012, 10:44:48 AM »
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 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.

17
Toku & Tamashii / Medalist Archetype [Sentai]
« on: September 17, 2012, 10:43:37 AM »
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 1st level, and  an additional one at 10th and20th 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).

18
Toku & Tamashii / Loner Archetype [Sentai]
« on: September 17, 2012, 10:42:19 AM »
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 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.

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 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.

19
Toku & Tamashii / Sentai Abilities [Sentai]
« on: September 17, 2012, 10:39:50 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)
(click to show/hide)

20
Toku & Tamashii / Sentai Base Class [Sentai]
« on: September 17, 2012, 10:27:27 AM »
The Sentai

(click to show/hide)

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)



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. 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.  During the round the Sentai is transforming, enemies must make a Will Save (DC of 10 + 1/2 Sentai Level + Charisma modifier), or be blinded for one round by the Sentai's transformation. 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.

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 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.


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 Weapons (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 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.

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


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.


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.

Pages: [1] 2