Post by weisritter69 on Aug 26, 2016 22:05:09 GMT -5
PRESTIGE PATHS
So I got an inspiration to create a Skating based PrP, after watching a bunch of Braille Skateboarding videos. So here is the first of possibly many PrP creations. I would also like to thank Dionon for his help in creating this.
EXTREME SKATER
You are the balls to the wall Skater, you always go for the big tricks. You do things that other lesser skaters fear to do, you may have spent a night in holding because of a few of these tricks. Tony Hawk, Chad Muska, Rodney Mullen, these are the names you aspire to surpass in skill.
PREREQUISITES:
FEATS: Melee Mastery (Skateboard), Skill Focus (Jump), Skill Focus (Balance)
SKILLS: Jump 10+ Ranks, Balance 10+ Ranks, Weapon Attack !0+ Ranks
SPECIAL: Dexterity 16+, Constitution or Charisma 16+, Must have succesfully done at least one Skating trick of DC 30+ in front of at least 10 witnesses.
1 -- BIG OLLIE [PRESTIGE]
One per day per 3 levels, when making jumps on your skateboard make a concentration check at DC 25 if succesful add a bonus of +10 to you Jump check. Additionally during combat if you succeed on a Concentration check for Big Ollie during combat, you may add double the resulting fall damage from the jump to an opponent. On a succesful attack you will end up taking half of the resulting fall damage, on a failed attack you will take the full fall damage.
2 -- Bonus feat or +2 to Dexterity and +2 to constitution or Charisma
3 -- THE GRIND [PRESTIGE]
You may charge over objects that are within your jumping height by grinding across them and charging a foe. This can even be done across a vertical surface. When you begin a grind, you must make a Balance check as if you were perched on a 1 inch wide ledge. If you're successful, and you're able to move more than 15 feet, you deal an additional 2d6 damage +2d6 damage per 4 levels you possess now and in the future to your charge target. The penalty to this is that you take a -4 penalty to Defense instead of -2 for charging
4 -- Bonus feat or +2 to Dexterity and +2 to constitution or Charisma
5 -- SIGNATURE TRICK [PRESTIGE]
You may create a Skateboard based Weapon Special attack as normal. Lastly you gain a +4 Dexterity Bonus as well as a +4 Constitution or Charisma Bonus. Your board takes no damage from your special attacks in this way.
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Thank you again Dionon for your help in creating another PrP. So hat's off to you bud.
SUPER SENTAI
PREQUISITES:
FEATS: Heroic Attribute, Sentai, Combat Martial Arts, Defensive Martial Arts
SKILLS: Perform (Act or Dance(all in your team must take the same one)), +6 to Unarmed Attack, 6+ Ranks either Weapon Attack or Ranged Shot.
SPECIAL: You must take this Path with at least 2 other PCs at the same time.
1 -- TRANSFORMATION SEQUENCE [PRESTIGE]
Once per day per four levels (Minimum once per day), as a full-move action you and your team may activate your Sentai forms. To define your sentai forms, add +2 to each stat and gain 10 points +1 more for each member in your team, to distribute between stats as you see fit. You also gain the use of two team weapons, one based on weapon attack and one based on ranged shot (these two weapons are the same for the entire team). Once per Transformation you gain the use of Theme Song and Battle Theme to be activated at any time during combat as a swift action. At the end of the transformation sequence, if you are with the rest of your team an explosion happens behind you that deals no damage, but looks really cool. Finally, you and your team have double your bonus to initiative in combat, instead of the normal bonus.
2 -- Bonus Feat
3 -- SPECIAL WEAPONS [PRESTIGE]
You and your team gain a special weapon usable once per transformation and persists so long as the transformation persists, which is separate from the team weapon you gain on TRANSFORMATION SEQUENCE. This weapon is only usable when in Sentai Form. Additionally this can only be activated when you have been critted upon, or you have dealt critical damage to or have critically defended against your opponent. Your Special weapon is created as 50% Fullbring. Finally you gain +1 point for each member in your team for fullbring creation.
4 -- Bonus Feat
5 -- WEAPON COMBINATION [PRESTIGE]
As a move action, if you and your team are in the same encounter, you and your team can combine your weapons for one final ranged super attack. This is created as a special attack based on the highest spellscore team member +2 for each member in your team (such as if the highest spellscore is 20 cha, and you have 10 members in your team, you have 40 for Weapon Combination creation). No abilities may stack unless it normally would. Upon being fired for the first time, the weapon is set in stone and cannot be changed. The weapon's attack and damage is based upon the Ranged Shot of the one firing the weapon.
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Thank you to maddwaffle for the creation iof this PrP, this one is all on him, and it's way better then what I was thinking about doing. This is meant for the evil side of the sentai wars, and is meant for a singular evil sentai whether or not you are the BBEG.
Dark Sentai
A counterpart to those pathetic Super Sentai, your power draws from your solidarity, and possibly the fact that you're a way cooler bad guy.
Prerequisites:
Feats: Heroic Attribute, Dark Hero, Combat Martial Arts, Defensive Martial Arts; Melee Mastery, Ranged Mastery, or Supersonic Strike
Skills: Perform (Act or Dance) 4+ Ranks, 6+ Ranks Unarmed Strike, +6 Ranks Weapon Attack or Ranged Shot
Allegiances: Evil, Power, Hatred, or Self
Special: Must either have the Evil Overlord feat, or enter the service of a character with said feat.
Special 2: Designate an existing Sentai team (or intended structure if the team hasn't been formed yet, even Zordon had a plan) to emulate your powers and abilities from, these will henceforth be known as "the base team".
1 - Dark Transformation (Prestige)
As many times per day as the highest level member of your base team, you may take a full-round action to activate your sentai form, Minimum 1. While defining your sentai form add +2 to each of your statistics, and then allocate 12 additional points, increasing this by +1 for each member of your base team, and then an additional +1 for yourself. If you are taking this feat alongside anyone outside of your base team, or anyone else takes Dark Sentai for the same base team, reduce your bonus points by 1, if you have Evil Overlord and these other sentai are under your leadership then ignore this penalty. You gain one of your base team's team weapons, choosing either ranged or weapon-attack based, the other is forfeit. However, you do gain an additional weapon built as per the Evil Overlord feat as if you were their general, there is no need to actually be the Evil Master's general, and you do not have to be your own general, if you have the Evil Overlord feat, to gain this second weapon either. Any other bonuses gained by the base team from their Transformation Sequence feat are also granted to you, except for the explosion bonus, which only works if you win the battle and do so without assistance.
2 - Bonus Feat
3 - Potent Weaponry (Prestige)
You weapon gained from Evil Mastermind is now able to activate as if it were a 100% Fullbring, though it can still also activate its 50% as normal. The only occurrences when the 100% version are allowed to activate are when you critically hit a target, or have your health reduced below 25%. Additionally, when fighting other sentai from your base team, your weapons gained from this PrP deal an extra BW of damage. This feat counts as Special Weapon for purposes of prerequisites.
4 - Bonus Feat
5 - Ultimate Evil (Prestige)
You may design and utilize one ultimate attack, as per the epic feature. This is a no-holds barred use of your powers for those do-or-die situations, or just for when you want to crush a foe extra hard. When this technique is fired against a member of the Dark Sentai's base team, increase the spellscore of the special attack by +2 for each member of the base team (counting the dark sentai) to be allocated at that specific instance of use, before multiplying. Additionally, this attack may have the Demonic Special Attack feat's benefit applied to it at double the feat's usual cost, if the user desires.
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Thanks to Maddwaffles for the creation of this PrP. Full Credit to him for this one :3
Robo-Fusor
Some machines are solitary titans that can't even be stopped by entire armies, but there are others, of which their power combined is greater than the sum of their abilities.
Prerequisites:
Feats: Mobile Vehicle
Frame: Must feature a cockpit that can fit at least 1 pilot
Special: At least 1 other robot with a compatible design must have been designed at some point, that this vehicle has been designed to combine with. Special frame components for combining that equal 5000 CP.
1 - Robotic Fusion (Prestige)
Upon gaining this feature, the vehicle with this feature gains the software necessary to combine with another another compatible unit. In order to do this, the other unit must have this same feature. Upon gaining this feature, the vehicle must invest action dice that will always be spent in the event of fusion, if a vehicle does not have enough action dice to spend on a fusion, they cannot utilize this feature. If two or more vehicles fuse, the machine which invested the most action dice becomes the dominant machine, prompting its pilot to be the primary pilot, if all were spent equally then all machines are equal, equally piloted, with a primary vehicle only designated as a starting point for building the new fused machine.
When fusing, the dominant machine gains the frame components of the other vehicles, including any weapons, thrusters, and the like, combining them with the primary machine's for a full design. Additionally, the machine's rank is combined to form a new handling rank that the pilots must meet, or else be penalized while piloting. If it is a solitary pilot, with other pilots assisting, they may assist all handling and piloting checks, if it is all equal pilots they may combine their ranks, but any statistic or feat-related bonuses are reduced to that of the weakest pilot, thus if 3 pilots have skill focus (Pilot) but one lacks it, no pilot benefits from that feat. If the other pilots have a dexterity mod of +2, and one have a mod of +1, they all go off of +1. A team is only as strong as its weakest pilot.
2 - Bonus Feat
3 - Enhanced Fusion (Prestige)
Now, when combining, the fused machine gains half of the statistic modifiers from all of the non-dominant vehicles added to its statistics, as well as 1/4 of the features from the non-dominant vehicles. As well, the effective piloting rank of the fused vehicle is reduced by 10+5 ranks per additional machine, making it easier to pilot. (NOTE: This feature only works if all involved vehicles have this feat)
4 - Bonus Feat
5 - Perfected Fusion (Prestige)
When combining, the machine with this feat can designate an extra 10 statistic points (+5 per vehicle beyond 2 involved in the combination) to freely be distributed upon combining. Additionally, now the dominant machine benefits from 1/2 the features taken by the non-dominant machines. (NOTE: All involved vehicles need to have the Perfected Fusion Feat in order to benefit from its benefits, but not Ultimate Weapon) Finally, upon gaining this feature the vehicle gains the Ultimate Weapon feature as a bonus feat.
Ultimate Weapon (Combat, Mobile Vehicle)
A weapon only available for when you have fused with another vehicle, it draws from all of your power to create a superior armament, that can strike foes down in a single attack!
Prerequisites: Perfected Fusion Feat, Has not taken Ultimate Weapon in the last 4 levels.
Benefit: Build a weapon that may only be used by the mobile vehicle when it is fused, it becomes treated as the fused vehicle's new racial weapon for BW calculation and only one Ultimate Weapon at a time may be used by a fused vehicle, though they may be switched between as necessary during battle with a movement action. The CP budget is 2000 CP.
Special: This feature may be taken multiple times, each time it can either be used to develop a new ultimate weapon, or add an additional 500 to the CP budget of an existing Ultimate Weapon.
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Thanks to Dionon for his assistance in creating this feat. It was his mind that went into creating level 5 of this epic feat
You are the A-Team, the front liners, the first stringers, the cream of the crop. When it hits the fan you are the first ones that come to mind. You might not be the only team, But you are definitely the best and your skills show it.
VETERAN SENTAI
PREQUISITES:
FEATS: Heroic Attribute, Sentai, Combat Martial Arts, Defensive Martial Arts, Super Sentai, Epic Heroic Attribute, Seasoned
SKILLS: 24+ Ranks Perform (Act or Dance(all in your team must take the same one)), 24+ Ranks Unarmed Attack, 24+ Ranks either Weapon Attack or Ranged Shot.
SPECIAL: You must take this Path with at least 2 other PCs at the same time, you and your entire team must have fought the Main Evil guy regardless of success or failure.
1 -- SUPER MODE[PRESTIGE]
You've learned the tricks of your trade and can now, along with your team, change into Sentai mode as a move action. Once per 4 levels per day, lasting for 1 round per level, you may go into SUPER MODE, in super mode you may distribute an additional 10 points + 1 point per member of your team to your Sentai Mode stats as you wish. As a team you may choose to change or upgrade your team weapons, these new team weapons gain an an additional die size (if you have a team weapon that deals 1d6 [BW], the new or upgraded weapon now deals 1d8 [BW] in damage). Additionally you now gain one use of Badass Theme Song once per combat as a swift action. At the end of the Super Transformation sequence, an even bigger explosion happens behind you, which still does nothing, but does look even cooler.
2 -- Bonus Feat
3 -- SUPER MODE WEAPONS
You and your team each gain a super mode weapon which is separate from both the team weapons and your 50% Fullbring. This Super Mode Weapon is usable oncer per SUPER MODE transformation, and persists so long as the transformation persists. This Super Mode Weapon is created as 100% Fullbring and is subject to the same rules and restrictions as SPECIAL WEAPONS. Additionally this Super Mode Weapon gains +1 point per team member for fullbring creation
4 -- Bonus Feat
5 -- SENTAI: ULTIMATE HYPER SENTAI MODE ACTIVATE! [PRESTIGE]
Once per day per 2 team members, ONE of your team may use this feat. When this feat is used, one member of your team, generally the Team Leader if there is one, is empowered by the remaining members. They gain 10 additional Statistic points to place towards their statistics in any order, and then they get the exact placement of the secondary points from Super Mode that each other team member made. While this transformation is active, the other sentai members reduce their stats by the amount they donated to the target. During this time, the designated target is treated as 2 Size Categories larger for the purposes of determining abilities such as Swallow Whole and Grapple Checks. Lastly, while in this transformation, the designated target gains Damage Mitigation equal to his lowest Base Statistic Modifier (Minimum +2) multiplied by the number of Team Members he is with (Including himself). Once this form ends, after 3 + New Constitution Modifier Rounds, The Designated Target is exhausted. This is a Tier 4 Transformation. No target can enter this transformation while Exhausted.
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What is a team of good guys, without a Big Bad Evil Guy/Girl leading the other extreme. Your motivations are your own, You may have had a tragic past, perhaps your mother didn't give you enough cookies, perhaps your out seeking revenge against your highschool bully, or perhaps you're an evil space witch/wizard bent on conquering earth. Whatever your reasons, you're goal is clear.
EVIL MASTER
PREREQUISITES
FEATS: Skill Focus (Intimidate, Diplomacy, or Bluff), Any 1 Aura Feat, Any 2 Reiatsu/Chi/Haki/etc. feats (excluding Spellcaster or Martial Study), Seasoned, Spellcaster or Martial Study, Leadership
SKILLS: 7+ ranks in any attack skill, 7+ Ranks Intimidate, Diplomacy, or Bluff
1 -- EVIL OVERLORD [PRESTIGE]
Starting off you gain stats at the following rate. You gain an attribute increase every two levels instead of every four and gain 3 stat points instead of 2, this counts retroactively. You gain a minion that is 3 levels lower then you and levels as you do. This minion can be created as any living race (or unliving per GM fiat), to be known as your general. To define you general create as normal then add a flat +4 bonus points to one stat and flat +2 bonus points to charisma. As this minion has served you well, they have also been granted a weapon of their choice from your arsenal. This weapon is created as 50% Fullbring and can be activated once per combat, and persists until combat ends or until deactivated. Additionally, once per day per 2 levels you may summon a number of lesser minions equivalent to your level, leveled at 1/2 of your level. For this purpose your General may command your summoned minions as if they had leadership if they don't already have it. This General also starts with a friendly disposition toward you.
2 -- Bonus Feat
3 -- MONSTER OF THE WEEK [PRESTIGE]
Once per day per 3 levels you may summon a monster, or you may tether them to a medium of your choice for future use, to do your bidding. This monster's character level is equal to 3/4 your current level, and is created as a Bount Doll, starting with a Neutral Disposition toward the Evil Master. This Monster will follow your orders as given, but still has the free will to carry out those orders as it pleases. Should the Evil Master ever give the monster a command that goes against its best interests, or desire to live, the monster is entitled to make a will save against its master's intimidation, diplomacy, or bluff check to disobey. The Evil Master may make a second attempt to dominate their monster, but if he fails the second check the monster is no longer under his command, and now considers the Evil Master another enemy.
4 -- Bonus Feat
5 -- MAKE MY MONSTER GROW! [PRESTIGE]
Once per encounter, if the Evil Master's Minions have been defeated, they may choose to ressurect it as if it had Diehard. The amount of minions able to be ressurected in this manner is 1 per 10 levels, minimum 1. If the Evil Master chooses to do this, their minion transforms as if it had the changeling transformation feat. For the purposes of transformation base (Character Level + Constitution Modifier), as well as any instances of spellscore upon the Evil Master. This transformation persists until the minion defeated, called back, or deactivated by the Evil Master.
SPECIAL: Only minions recruited (not summoned) by the evil master have a chance of bypassing defeat or escaping combat. If this goes against direct orders by the Evil Master, the minion in question must make a will save against the Evil Master's Intimidate, Diplomacy, or Bluff check. If the minion fails they must continue combat until defeated or called back by the Evil Master.
So I got an inspiration to create a Skating based PrP, after watching a bunch of Braille Skateboarding videos. So here is the first of possibly many PrP creations. I would also like to thank Dionon for his help in creating this.
EXTREME SKATER
You are the balls to the wall Skater, you always go for the big tricks. You do things that other lesser skaters fear to do, you may have spent a night in holding because of a few of these tricks. Tony Hawk, Chad Muska, Rodney Mullen, these are the names you aspire to surpass in skill.
PREREQUISITES:
FEATS: Melee Mastery (Skateboard), Skill Focus (Jump), Skill Focus (Balance)
SKILLS: Jump 10+ Ranks, Balance 10+ Ranks, Weapon Attack !0+ Ranks
SPECIAL: Dexterity 16+, Constitution or Charisma 16+, Must have succesfully done at least one Skating trick of DC 30+ in front of at least 10 witnesses.
1 -- BIG OLLIE [PRESTIGE]
One per day per 3 levels, when making jumps on your skateboard make a concentration check at DC 25 if succesful add a bonus of +10 to you Jump check. Additionally during combat if you succeed on a Concentration check for Big Ollie during combat, you may add double the resulting fall damage from the jump to an opponent. On a succesful attack you will end up taking half of the resulting fall damage, on a failed attack you will take the full fall damage.
2 -- Bonus feat or +2 to Dexterity and +2 to constitution or Charisma
3 -- THE GRIND [PRESTIGE]
You may charge over objects that are within your jumping height by grinding across them and charging a foe. This can even be done across a vertical surface. When you begin a grind, you must make a Balance check as if you were perched on a 1 inch wide ledge. If you're successful, and you're able to move more than 15 feet, you deal an additional 2d6 damage +2d6 damage per 4 levels you possess now and in the future to your charge target. The penalty to this is that you take a -4 penalty to Defense instead of -2 for charging
4 -- Bonus feat or +2 to Dexterity and +2 to constitution or Charisma
5 -- SIGNATURE TRICK [PRESTIGE]
You may create a Skateboard based Weapon Special attack as normal. Lastly you gain a +4 Dexterity Bonus as well as a +4 Constitution or Charisma Bonus. Your board takes no damage from your special attacks in this way.
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Thank you again Dionon for your help in creating another PrP. So hat's off to you bud.
SUPER SENTAI
PREQUISITES:
FEATS: Heroic Attribute, Sentai, Combat Martial Arts, Defensive Martial Arts
SKILLS: Perform (Act or Dance(all in your team must take the same one)), +6 to Unarmed Attack, 6+ Ranks either Weapon Attack or Ranged Shot.
SPECIAL: You must take this Path with at least 2 other PCs at the same time.
1 -- TRANSFORMATION SEQUENCE [PRESTIGE]
Once per day per four levels (Minimum once per day), as a full-move action you and your team may activate your Sentai forms. To define your sentai forms, add +2 to each stat and gain 10 points +1 more for each member in your team, to distribute between stats as you see fit. You also gain the use of two team weapons, one based on weapon attack and one based on ranged shot (these two weapons are the same for the entire team). Once per Transformation you gain the use of Theme Song and Battle Theme to be activated at any time during combat as a swift action. At the end of the transformation sequence, if you are with the rest of your team an explosion happens behind you that deals no damage, but looks really cool. Finally, you and your team have double your bonus to initiative in combat, instead of the normal bonus.
2 -- Bonus Feat
3 -- SPECIAL WEAPONS [PRESTIGE]
You and your team gain a special weapon usable once per transformation and persists so long as the transformation persists, which is separate from the team weapon you gain on TRANSFORMATION SEQUENCE. This weapon is only usable when in Sentai Form. Additionally this can only be activated when you have been critted upon, or you have dealt critical damage to or have critically defended against your opponent. Your Special weapon is created as 50% Fullbring. Finally you gain +1 point for each member in your team for fullbring creation.
4 -- Bonus Feat
5 -- WEAPON COMBINATION [PRESTIGE]
As a move action, if you and your team are in the same encounter, you and your team can combine your weapons for one final ranged super attack. This is created as a special attack based on the highest spellscore team member +2 for each member in your team (such as if the highest spellscore is 20 cha, and you have 10 members in your team, you have 40 for Weapon Combination creation). No abilities may stack unless it normally would. Upon being fired for the first time, the weapon is set in stone and cannot be changed. The weapon's attack and damage is based upon the Ranged Shot of the one firing the weapon.
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Thank you to maddwaffle for the creation iof this PrP, this one is all on him, and it's way better then what I was thinking about doing. This is meant for the evil side of the sentai wars, and is meant for a singular evil sentai whether or not you are the BBEG.
Dark Sentai
A counterpart to those pathetic Super Sentai, your power draws from your solidarity, and possibly the fact that you're a way cooler bad guy.
Prerequisites:
Feats: Heroic Attribute, Dark Hero, Combat Martial Arts, Defensive Martial Arts; Melee Mastery, Ranged Mastery, or Supersonic Strike
Skills: Perform (Act or Dance) 4+ Ranks, 6+ Ranks Unarmed Strike, +6 Ranks Weapon Attack or Ranged Shot
Allegiances: Evil, Power, Hatred, or Self
Special: Must either have the Evil Overlord feat, or enter the service of a character with said feat.
Special 2: Designate an existing Sentai team (or intended structure if the team hasn't been formed yet, even Zordon had a plan) to emulate your powers and abilities from, these will henceforth be known as "the base team".
1 - Dark Transformation (Prestige)
As many times per day as the highest level member of your base team, you may take a full-round action to activate your sentai form, Minimum 1. While defining your sentai form add +2 to each of your statistics, and then allocate 12 additional points, increasing this by +1 for each member of your base team, and then an additional +1 for yourself. If you are taking this feat alongside anyone outside of your base team, or anyone else takes Dark Sentai for the same base team, reduce your bonus points by 1, if you have Evil Overlord and these other sentai are under your leadership then ignore this penalty. You gain one of your base team's team weapons, choosing either ranged or weapon-attack based, the other is forfeit. However, you do gain an additional weapon built as per the Evil Overlord feat as if you were their general, there is no need to actually be the Evil Master's general, and you do not have to be your own general, if you have the Evil Overlord feat, to gain this second weapon either. Any other bonuses gained by the base team from their Transformation Sequence feat are also granted to you, except for the explosion bonus, which only works if you win the battle and do so without assistance.
2 - Bonus Feat
3 - Potent Weaponry (Prestige)
You weapon gained from Evil Mastermind is now able to activate as if it were a 100% Fullbring, though it can still also activate its 50% as normal. The only occurrences when the 100% version are allowed to activate are when you critically hit a target, or have your health reduced below 25%. Additionally, when fighting other sentai from your base team, your weapons gained from this PrP deal an extra BW of damage. This feat counts as Special Weapon for purposes of prerequisites.
4 - Bonus Feat
5 - Ultimate Evil (Prestige)
You may design and utilize one ultimate attack, as per the epic feature. This is a no-holds barred use of your powers for those do-or-die situations, or just for when you want to crush a foe extra hard. When this technique is fired against a member of the Dark Sentai's base team, increase the spellscore of the special attack by +2 for each member of the base team (counting the dark sentai) to be allocated at that specific instance of use, before multiplying. Additionally, this attack may have the Demonic Special Attack feat's benefit applied to it at double the feat's usual cost, if the user desires.
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Thanks to Maddwaffles for the creation of this PrP. Full Credit to him for this one :3
Robo-Fusor
Some machines are solitary titans that can't even be stopped by entire armies, but there are others, of which their power combined is greater than the sum of their abilities.
Prerequisites:
Feats: Mobile Vehicle
Frame: Must feature a cockpit that can fit at least 1 pilot
Special: At least 1 other robot with a compatible design must have been designed at some point, that this vehicle has been designed to combine with. Special frame components for combining that equal 5000 CP.
1 - Robotic Fusion (Prestige)
Upon gaining this feature, the vehicle with this feature gains the software necessary to combine with another another compatible unit. In order to do this, the other unit must have this same feature. Upon gaining this feature, the vehicle must invest action dice that will always be spent in the event of fusion, if a vehicle does not have enough action dice to spend on a fusion, they cannot utilize this feature. If two or more vehicles fuse, the machine which invested the most action dice becomes the dominant machine, prompting its pilot to be the primary pilot, if all were spent equally then all machines are equal, equally piloted, with a primary vehicle only designated as a starting point for building the new fused machine.
When fusing, the dominant machine gains the frame components of the other vehicles, including any weapons, thrusters, and the like, combining them with the primary machine's for a full design. Additionally, the machine's rank is combined to form a new handling rank that the pilots must meet, or else be penalized while piloting. If it is a solitary pilot, with other pilots assisting, they may assist all handling and piloting checks, if it is all equal pilots they may combine their ranks, but any statistic or feat-related bonuses are reduced to that of the weakest pilot, thus if 3 pilots have skill focus (Pilot) but one lacks it, no pilot benefits from that feat. If the other pilots have a dexterity mod of +2, and one have a mod of +1, they all go off of +1. A team is only as strong as its weakest pilot.
2 - Bonus Feat
3 - Enhanced Fusion (Prestige)
Now, when combining, the fused machine gains half of the statistic modifiers from all of the non-dominant vehicles added to its statistics, as well as 1/4 of the features from the non-dominant vehicles. As well, the effective piloting rank of the fused vehicle is reduced by 10+5 ranks per additional machine, making it easier to pilot. (NOTE: This feature only works if all involved vehicles have this feat)
4 - Bonus Feat
5 - Perfected Fusion (Prestige)
When combining, the machine with this feat can designate an extra 10 statistic points (+5 per vehicle beyond 2 involved in the combination) to freely be distributed upon combining. Additionally, now the dominant machine benefits from 1/2 the features taken by the non-dominant machines. (NOTE: All involved vehicles need to have the Perfected Fusion Feat in order to benefit from its benefits, but not Ultimate Weapon) Finally, upon gaining this feature the vehicle gains the Ultimate Weapon feature as a bonus feat.
Ultimate Weapon (Combat, Mobile Vehicle)
A weapon only available for when you have fused with another vehicle, it draws from all of your power to create a superior armament, that can strike foes down in a single attack!
Prerequisites: Perfected Fusion Feat, Has not taken Ultimate Weapon in the last 4 levels.
Benefit: Build a weapon that may only be used by the mobile vehicle when it is fused, it becomes treated as the fused vehicle's new racial weapon for BW calculation and only one Ultimate Weapon at a time may be used by a fused vehicle, though they may be switched between as necessary during battle with a movement action. The CP budget is 2000 CP.
Special: This feature may be taken multiple times, each time it can either be used to develop a new ultimate weapon, or add an additional 500 to the CP budget of an existing Ultimate Weapon.
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Thanks to Dionon for his assistance in creating this feat. It was his mind that went into creating level 5 of this epic feat
You are the A-Team, the front liners, the first stringers, the cream of the crop. When it hits the fan you are the first ones that come to mind. You might not be the only team, But you are definitely the best and your skills show it.
VETERAN SENTAI
PREQUISITES:
FEATS: Heroic Attribute, Sentai, Combat Martial Arts, Defensive Martial Arts, Super Sentai, Epic Heroic Attribute, Seasoned
SKILLS: 24+ Ranks Perform (Act or Dance(all in your team must take the same one)), 24+ Ranks Unarmed Attack, 24+ Ranks either Weapon Attack or Ranged Shot.
SPECIAL: You must take this Path with at least 2 other PCs at the same time, you and your entire team must have fought the Main Evil guy regardless of success or failure.
1 -- SUPER MODE[PRESTIGE]
You've learned the tricks of your trade and can now, along with your team, change into Sentai mode as a move action. Once per 4 levels per day, lasting for 1 round per level, you may go into SUPER MODE, in super mode you may distribute an additional 10 points + 1 point per member of your team to your Sentai Mode stats as you wish. As a team you may choose to change or upgrade your team weapons, these new team weapons gain an an additional die size (if you have a team weapon that deals 1d6 [BW], the new or upgraded weapon now deals 1d8 [BW] in damage). Additionally you now gain one use of Badass Theme Song once per combat as a swift action. At the end of the Super Transformation sequence, an even bigger explosion happens behind you, which still does nothing, but does look even cooler.
2 -- Bonus Feat
3 -- SUPER MODE WEAPONS
You and your team each gain a super mode weapon which is separate from both the team weapons and your 50% Fullbring. This Super Mode Weapon is usable oncer per SUPER MODE transformation, and persists so long as the transformation persists. This Super Mode Weapon is created as 100% Fullbring and is subject to the same rules and restrictions as SPECIAL WEAPONS. Additionally this Super Mode Weapon gains +1 point per team member for fullbring creation
4 -- Bonus Feat
5 -- SENTAI: ULTIMATE HYPER SENTAI MODE ACTIVATE! [PRESTIGE]
Once per day per 2 team members, ONE of your team may use this feat. When this feat is used, one member of your team, generally the Team Leader if there is one, is empowered by the remaining members. They gain 10 additional Statistic points to place towards their statistics in any order, and then they get the exact placement of the secondary points from Super Mode that each other team member made. While this transformation is active, the other sentai members reduce their stats by the amount they donated to the target. During this time, the designated target is treated as 2 Size Categories larger for the purposes of determining abilities such as Swallow Whole and Grapple Checks. Lastly, while in this transformation, the designated target gains Damage Mitigation equal to his lowest Base Statistic Modifier (Minimum +2) multiplied by the number of Team Members he is with (Including himself). Once this form ends, after 3 + New Constitution Modifier Rounds, The Designated Target is exhausted. This is a Tier 4 Transformation. No target can enter this transformation while Exhausted.
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What is a team of good guys, without a Big Bad Evil Guy/Girl leading the other extreme. Your motivations are your own, You may have had a tragic past, perhaps your mother didn't give you enough cookies, perhaps your out seeking revenge against your highschool bully, or perhaps you're an evil space witch/wizard bent on conquering earth. Whatever your reasons, you're goal is clear.
EVIL MASTER
PREREQUISITES
FEATS: Skill Focus (Intimidate, Diplomacy, or Bluff), Any 1 Aura Feat, Any 2 Reiatsu/Chi/Haki/etc. feats (excluding Spellcaster or Martial Study), Seasoned, Spellcaster or Martial Study, Leadership
SKILLS: 7+ ranks in any attack skill, 7+ Ranks Intimidate, Diplomacy, or Bluff
1 -- EVIL OVERLORD [PRESTIGE]
Starting off you gain stats at the following rate. You gain an attribute increase every two levels instead of every four and gain 3 stat points instead of 2, this counts retroactively. You gain a minion that is 3 levels lower then you and levels as you do. This minion can be created as any living race (or unliving per GM fiat), to be known as your general. To define you general create as normal then add a flat +4 bonus points to one stat and flat +2 bonus points to charisma. As this minion has served you well, they have also been granted a weapon of their choice from your arsenal. This weapon is created as 50% Fullbring and can be activated once per combat, and persists until combat ends or until deactivated. Additionally, once per day per 2 levels you may summon a number of lesser minions equivalent to your level, leveled at 1/2 of your level. For this purpose your General may command your summoned minions as if they had leadership if they don't already have it. This General also starts with a friendly disposition toward you.
2 -- Bonus Feat
3 -- MONSTER OF THE WEEK [PRESTIGE]
Once per day per 3 levels you may summon a monster, or you may tether them to a medium of your choice for future use, to do your bidding. This monster's character level is equal to 3/4 your current level, and is created as a Bount Doll, starting with a Neutral Disposition toward the Evil Master. This Monster will follow your orders as given, but still has the free will to carry out those orders as it pleases. Should the Evil Master ever give the monster a command that goes against its best interests, or desire to live, the monster is entitled to make a will save against its master's intimidation, diplomacy, or bluff check to disobey. The Evil Master may make a second attempt to dominate their monster, but if he fails the second check the monster is no longer under his command, and now considers the Evil Master another enemy.
4 -- Bonus Feat
5 -- MAKE MY MONSTER GROW! [PRESTIGE]
Once per encounter, if the Evil Master's Minions have been defeated, they may choose to ressurect it as if it had Diehard. The amount of minions able to be ressurected in this manner is 1 per 10 levels, minimum 1. If the Evil Master chooses to do this, their minion transforms as if it had the changeling transformation feat. For the purposes of transformation base (Character Level + Constitution Modifier), as well as any instances of spellscore upon the Evil Master. This transformation persists until the minion defeated, called back, or deactivated by the Evil Master.
SPECIAL: Only minions recruited (not summoned) by the evil master have a chance of bypassing defeat or escaping combat. If this goes against direct orders by the Evil Master, the minion in question must make a will save against the Evil Master's Intimidate, Diplomacy, or Bluff check. If the minion fails they must continue combat until defeated or called back by the Evil Master.