Fused Hero (Magical Girl)

Wiki Note: This archetype can be taken by both the Henshin Hero and the Magical Girl.

Not all heroes make use of an external item to focus their transformation, some utilize metaphysical focuses for their transformation, others implant their focuses within themselves with arcane surgeries. Regardless of the method by which they do so, fused heroes are potent warriors who can draw more of their items potential forth, at great risk to themselves.

Transformation (Su): The fused hero uses their Constitution modifier in place of their Charisma modifier to determine their total number of rounds of transformation per day and AC bonus. This modifies the parent classes transformation class feature and replaces its transformation trinket class feature.

Physical Powers: The fused hero may use either their Strength or Dexterity modifier in place of their Charisma modifier to determine the save DCs of any of their hero powers, magical girl talents, or motif abilities.

This modifies the parent classes hero powers or magical girl powers class feature

Overdrive (Su): Whenever the fused hero transforms, or as a swift action while they are transformed, they may choose to enter a state of overdrive, pushing his powers beyond their normal limits. When they enter overdrive the fused hero gains a point of tension and a number of temporary hit points equal to their Constitution modifier + twice their class level, which last until the this state ends. At 4th level and every 4 levels thereafter they gain an additional point of tension. The fused hero may maintain this state safely for up to 1 round + one additional round per 4 class levels they possess each time they enters it. Once these rounds expire, the the fused hero must make a Will or Fortitude Save (DC 10 + his class level). If they fail then their transformation ends, they gains one temporary negative level and become fatigued. Success reduces this to a single temporary negative level. Negative levels gained from this class feature dissipate at a rate of 1 per day.

This replaces the class's first hero power or magical girl power.

Maximum Overdrive (Su): Whenever the fused hero enters a state of overdrive, they may choose to reduce the number of rounds they may safely maintain that state to gain additional benefits, as described below.

  • By reducing the number of rounds by 1 they gain an additional point of tension whenever they gain tension while in overdrive. They may select this multiple times, its effects stack.
  • By reducing the number of rounds by 1 they gains an additional number of temporary hit points equal to their level while in overdrive. They may select this multiple times, its effects stack.
  • By reducing the number of rounds by 1 they may treat their class level as 4 higher than it actually is for the purpose of spending tension on their finishing move. They may select this multiple times, its effects stack. For each round they reduce in this manner, they gains 1 temporary negative level at the end of their overdrive, these negative levels dissipate at a rate of 1 per day.

For each round he reduces in this manner, he gains 1 temporary negative level at the end of his overdrive. These negative levels dissipate at a rate of 1 per day.

This replaces the parent classes 12th level hero power or magical girl power.

Final Overdrive (Su): Whenever the fused hero uses their finishing move while in a state of overdrive, they may shorten the duration of their overdrive by 2 rounds to roll an additional number of dice equal to ½ their level. Each time they use this ability they must make a Will save or their transformation immediately ends and the henshin hero takes 2d4+2 temporary negative levels, which dissipate at a rate of 1 per day. If shortening the duration of their overdrive would reduce their remaining rounds to less than 0 these negative levels are instead permanent.

This replaces the parent class’s 20th level hero power or magical girl power.


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