Artifical 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 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. He may make a ranged touch attack with an increment of 10 feet. This deals damage equal to his Strike of Justice damage plus his unarmed strike damage. If a sentai is able to use Strike of Justice outside of his hero suit, he may use this ability, 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.
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.
Millitary- 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.
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 it may only be used 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 ability damage, ability drain, negative levels, 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 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, it's 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 the purposes of spells and other 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 it's 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's caster level is 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.
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 ability 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