Henshin Hero
Table of Contents

In dire times, fate itself intercedes on behalf of the earthly realm and empowers a scion. These chosen ones serve as the first and last line of defense against otherworldly evils.

Fate works in mysterious ways and empowers each henshin hero with abilities befitting the particular battle they must face. Henshin heroes are tenacious warriors who channel powers beyond their ken and are backed up by formidable martial training. A henshin hero’s power is greatest in the face of adversity and the mounting tension of the moment allows them to transcend their mortal limits and bring battles to a dramatic end with a single decisive strike.

The origin of each henshin hero is unique. Some have their power thrust upon them unwillingly by the forces of darkness, while others ready their mind and bodies for decades in hopes of being given the chance to fulfill an ancient prophecy.

Hit Dice: d10.

Role: Henshin heroes are skilled combatants able to excel at any sort of combat with ease, however their true power is their ability to morph into a new, more powerful form and even up the score.

Alignment: Any

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The henshin hero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int Modifier

Class Features

Table: The Henshin Hero
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Finishing move +1d6, motif, strong start transformation, transformation trinket, tension
2nd +2 +3 +0 +3 Hero power
3rd +3 +3 +1 +3 Finishing move +2d6
4th +4 +4 +1 +4 Hero power
5th +5 +4 +1 +4 Finishing move +3d6, motif
6th +6/+1 +5 +2 +5 Hero power
7th +7/+2 +5 +2 +5 Finishing move +4d6
8th +8/+3 +6 +2 +6 Hero power
9th +9/+4 +6 +3 +6 Finishing move +5d6
10th +10/+5 +7 +3 +7 Hero power, motif
11th +11/+6/+1 +7 +3 +7 Finishing move +6d6
12th +12/+7/+2 +8 +4 +8 Hero power
13th +13/+8/+3 +8 +4 +8 Finishing move +7d6
14th +14/+9/+4 +9 +4 +9 Hero power
15th +15/+10/+5 +9 +5 +9 Finishing move +8d6, motif
16th +16/+11/+6/+1 +10 +5 +10 Hero power
17th +17/+12/+7/+2 +10 +5 +10 Finishing move +9d6
18th +18/+13/+8/+3 +11 +6 +11 Hero power
19th +19/+14/+9/+4 +11 +6 +11 Finishing move +10d6
20th +20/+15/+10/+5 +12 +6 +12 Hero power, motif

Weapon and Armor Proficiency

The henshin hero is proficient with all simple and martial weapons, and with light armor, but not with shields.

Transformation Trinket (Su)

At 1st level the henshin hero has been given, discovered, created, or had forced upon him a transformation trinket. This item can be a belt, a weapon, a bracelet or some other object that he can carry on his person. A henshin hero can add additional magic abilities to his transformation trinket as if he had the required item creation feats so long as he meets the level prerequisites of the feat. For example, a henshin hero with a Japanese school uniform must be at least 5th level to add magic abilities to it (see Craft Magic Arms and Armor feat). The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the henshin hero who owns it. If he dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a transformation trinket is damaged or destroyed the henshin hero cannot use his transformation class feature. His transformation trinket is restored to full hit points the next time the henshin hero regains all of his rounds of the transformation class feature. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 gp per henshin hero level plus the cost of the item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the previous transformation trinket.

Transformation (Su)

The most renowned ability of the henshin hero is the ability to conjure a suit of armor whose bulwark is as strong as his spirit! At 1st level, so long as he has his transformation trinket in hand, the henshin hero may conjure this armor as a standard action. This armor is treated as light armor in all ways and has no armor check penalty, arcane spell failure chance, movement speed reduction, or maximum Dexterity bonus. This armor replaces any armor the henshin hero is currently wearing and grants an armor bonus to AC equal to his Charisma modifier. At 5th level this armor gains a +1 enhancement bonus to AC, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 17th level. The henshin hero may remain transformed for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can remain transformed for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a henshin hero can remain transformed per day. These rounds need not be consecutive but must be used in at least one round increments.

Tension (Su)

As the din of battle resounds, so too does the henshin hero grow in power. At first level the henshin hero gains a pool of tension- supernatural power that he can use to devastate his foes. This pool has no points in it by default, instead he gains points under the following conditions.

  • The henshin hero gains a point of tension when he uses his transformation class feature.
  • At the start of each turn that he remains transformed he gains 1 point of tension.
  • Each time he reduces a foe to 0 or fewer hitpoints, or renders a foe unconscious via nonlethal damage with his finishing move he gains an amount of tension equal to 1/4 the creature’s HD (minimum 1).

The henshin hero may spend points of tension to modify his finishing move in the following ways:

  • He may spend 1 point to increase the damage dealt by his finishing move by 1d6, at 4th level and every 4 levels thereafter the henshin hero may spend an additional point to increase this damage by an extra 1d6. If the henshin hero has an ability that allows him to roll a different sort of die for his finishing move then dice added with this ability are instead of that size.
  • He may spend 1 point to gain a +1 competence bonus on the attack roll for his finishing move, at 4th level and every 4 levels thereafter this bonus improves by +1. In addition at 4th level and every 4 levels thereafter the henshin hero may spend an additional point to increase this bonus by an additional +1, this bonus stacks with the bonus from his strong start class feature.

A henshin hero’s tension pool can hold an amount of tension equal to 2 + ½ his henshin hero level; points above this maximum are lost.

If the henshin hero uses his finishing move or ends his transformation class feature, then any unspent tension is lost.

Strong Start (Su)

When the henshin hero uses his transformation class feature he gains a +1 competence bonus on attack rolls, this bonus increases by +1 at 4th level and every 4 levels thereafter. At the end of his next turn after enacting his transformation ability, and each round thereafter this bonus is reduced by 1. This bonus is restored to its full value each time the henshin hero uses his finishing move class feature. In addition he may also spend one point of tension as a free action to restore this bonus to its full value.

Finishing Move (Su)

Even the greenest henshin hero can strike a mighty blow against those who would oppose him. At 1st level, while transformed, the henshin hero may spend a swift or immediate action before an attack to empower it with destructive energy. This attack deals an additional 1d6 points of extra damage. At 3rd level and every 2 levels thereafter the amount of damage dealt increases by 1d6. This damage ignores damage reduction and isn’t multiplied on a critical hit.

Hero Powers

As the henshin hero grows in power he gains new ways to strike down his foes. Hero powers marked with an asterisk* add effects during the round that the henshin hero uses his transformation class feature or modify how that class feature works. Only one of these powers can be used when he transforms.

Accurate Finisher (Su)

Whenever the henshin hero spends points of tension to gain a bonus on his finishing move’s attack roll, the second point of tension increases the competence bonus on that attack roll by his Charisma bonus, rather than its normal value. A henshin hero must be at least 4th level to select this hero power.

Arcane Tinkerer (Ex)

The henshin hero gains spellcraft as a class skill and gains Craft Magic Arms and Armor as a bonus feat, even though he does not meet the prerequisites. He may enchant any item conjured by his transformation class feature (such as the armor generated by his transformation class feature or weapons generated with the signature weapon hero power) with this feat so long as he has access to his transformation trinket. If he expends a round of his transformation class feature each day that he spends enchanting it, he may ignore increases to the items construction DC incurred as a result of not possessing any of the items construction requirements and adds a bonus equal to ½ his henshin hero level on any checks made to enchant the item. The henshin hero may use this Hero power to qualify for other item creation feats so long as he has a henshin hero level equal to the caster level required to qualify for those feats. The henshin hero must be at least 6th level to select this ability.

Armor Piercing Finisher (Su)

The henshin hero may spend 3 points of tension when making a finishing move to treat it as a touch attack. The henshin hero must be at least 12th level to select this hero power.

Bashing Finisher (Su)

The henshin hero may elect to have his finishing move deal bludgeoning damage or half bludgeoning damage and half of another type of damage that he can deal with his finishing move. If he spends a point of tension on a finishing move that deals bludgeoning damage in this manner, then his finishing move stuns the target for 1d4 rounds if they fail a Fortitude save (DC 10+1/2 henshin hero level + Charisma modifier). The henshin hero must be at least 12th level to select this hero power.

Charging Finisher (Su)

The henshin hero may leap as part of a charge attack, traversing twice his move speed or the distance granted by his Acrobatics check result, whichever is greater. This allows him to move further than his move speed would normally allow, unlike the normal rules for leaping. If he makes a finishing move attack as part of this leaping charge, he gains 2 points of tension. A henshin hero must be at least 8th level to select this hero power.

Critical Tension (Su)

While transformed, once per round, whenever the henshin hero confirms a critical hit he gains a number of points of tension equal to his his critical multiplier. If the attack was a finishing move then he gains these points on a threatened critical hit, and may spend those points retroactively. The henshin hero must be at least 4th level to select this hero power.

Deceptive Tension (Ex)

The henshin hero gains Improved Feint as a bonus feat, even if he does not meet the prerequisites. If the henshin hero successfully feints an opponent, he gains a point of tension. f this feint check was a natural 20 and he succeeds, then he gains an additional point of tension for every 4 levels above 1st he possesses.

Delayed Finisher (Su)

The henshin hero may spend a swift or immediate action to retroactively declare any creature he has struck with an attack in the past round the target of a finishing move, this creature immediately takes damage as though stuck with his finishing move. The henshin hero may spend tension points to modify this attack as normal.

Destructive Finisher (Su)

Whenever the henshin hero spends points of tension to add extra dice to his finishing move he adds two dice instead of one for each point he spends. Magical girls who take this talent instead deal an extra two points of damage, instead of one, per die rolled with their finishing move the first time they spend tension in this manner. The henshin hero must be at least 12th level to take this hero power.

Exploding Transformation* (Su)

When the henshin hero transforms he may deal 1d6 points of damage per henshin hero level to all creatures within a 10 foot radius. At 5th level and every 5 levels thereafter he may elect to increase the radius of this ability by 5 feet. This damage may be of any type that the henshin hero may deal with his finishing move class feature. A Reflex save (DC 10+ ½ henshin hero level + Charisma modifier) halves this damage. Any creatures reduced to 0 hit points by this ability grant the henshin hero 1 additional point of tension.

Explosive Finisher (Su)

Whenever the henshin hero uses his finishing move he may spend a point of tension to cause his target to explode, dealing the damage from that attack as fire damage to all creatures other than himself in a 10 foot radius. He may spend points of tension to increase the radius by 10 feet per point spent or to increase the save DC by 1, although he may never spend more than 1/4 his level in points of tension on this ability. A Reflex save (DC 10+½ his henshin hero level+his charisma modifier) halves this damage for all creatures, except the initial target. If his finishing move has an effect other than damage on a successful hit, creatures who fail this save take that effect as well, making any saves called for by the effect. If the henshin hero has the ability to deal energy damage with his finishing move he may elect to have this explosion to deal that type of energy damage, instead of fire damage. If a finishing move with this ability causes the target to drop to 0 or fewer hitpoints, the save DC for this ability is increased by 2. The henshin hero must be at least 4th level to select this hero power.

Extended Transformation (Ex)

The henshin hero can remain transformed for 6 additional rounds per day. A henshin hero can gain extended transformation multiple times. Its effects stack.

Flamboyant Transformation* (Su)

The henshin hero’s transformation is a sight to behold, any creature who can see the henshin hero when he transforms must make a Will save (DC 10 + ½ henshin hero level + Charisma modifier) or be fascinated for 1 round. If the henshin hero spends a full round action transforming the save DC of this ability is increased by 2. This is a mind-affecting effect. The henshin hero must be at least 4th level to select this hero power.

Focused Tension (Su)

Whenever the henshin hero declares his finishing move against a creature that he has targeted with his marked target class feature, he gains one point of tension for each round that creature has been the target of his marked target class feature, plus one additional point for every two times he has switched targets. The henshin hero must have the marked target hero power to select this hero power.

Hand to Hand Training (Ex)

The henshin hero gains Improved Unarmed Strike as a bonus feat. While transformed, he deals damage with his unarmed strikes as though he were a monk of his level. At 5th level, while transformed, the henshin hero’s unarmed strikes gain a +1 enhancement bonus to attack and damage rolls, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 17th level.

Heroic Bastion (Su)

The henshin hero increases the Armor bonus to AC granted by his transformation class feature by 2, this bonus increases by an additional 2 against critical conformation rolls. If a creature threatens a critical hit against the henshin hero and fails to confirm then the henshin hero gains 2 points of tension.

Heroic Leap (Ex)

While transformed, the henshin hero is always considered to have a running start when making Acrobatics checks made to jump. In addition he reduces the DC of acrobatics checks made to jump to ¼ their normal DC.

Hideaway (Su)

The henshin hero gains an invisible pocket of extra dimensional space in which he may store a number of items equal to his henshin hero level, these items must items that can be worn or wielded by the henshin hero. Items may be stored and retrieved from this space as a free action. When he uses his transformation class feature, he may elect to have these items occupy the slot on his body that they would normally occupy as part of his transformation (or wield them in the case of items like weapons and shields). Items he was wearing or wielding in those slots are swapped out into that extra dimensional space. If the henshin hero’s transformation ends, the items equipped in those slots revert to normal. The henshin hero may also store his transformation trinket in this space, it never counts against his item limit.

High Speed Transformation* (Su)

The henshin hero may use his transformation class feature as a swift or immediate action, instead of a standard action. The henshin hero must be at least 4th level to select this hero power.

Kinetic Finisher (Su)

If the henshin hero spends a point of tension while dealing force damage in this manner, then the target must succeed at a Fortitude save (DC 10+1⁄2 henshin hero level + Charisma modifier) or be pushed away from the henshin hero in a straight line up to 5 feet per two henshin hero levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. The henshin hero may spend points of tension to increase the distance traveled by 10 feet per point spent or the save DC of this ability by 1 per point spent, although he may never spend more than 1/4 his level in points of tension on this ability. If the target strikes a solid object then the creature takes damage as though it had fallen the pushed distance. Creatures who are in the pushed creature’s path must make a Reflex save (DC 10+½ henshin hero level + Charisma modifier) or take damage equal to the henshin hero’s finishing move and move back as though affected by this ability. Creatures reduced to 0 hitpoints by this effect do not receive a save to negate the movement. The henshin hero must be at least 12th level to select this hero power.

Lifeburn (Su)

The henshin hero may, as a free action, deal himself an amount of damage up to his henshin hero level, if he does then he gains an additional number of rounds of his transformation ability equal to 1/4th the damage he took. Rounds of transformation gained in this manner are temporary and disappear after 1 minute. The henshin hero must be at least 4th level to select this hero power.

Maneuver Tension (Ex)

The henshin hero selects one combat maneuver, he gains the appropriate Improved maneuver feat even if he does not meet the prerequisites. Once per round when the henshin hero successfully performs that maneuver on a creature, he gains a point of tension. In addition he may perform a finishing move as part of a combat maneuver as a swift or immediate action. If this maneuver does not deal damage normally then it deals his finishing move damage in addition to its normal effects. If this combat maneuver check was a natural 20, then he gains an additional point of tension for every 4 levels above 1st he possesses. A henshin hero may gain this power multiple times, each time he selects a new combat maneuver.

Marked Target (Su)

The henshin hero may, as a free action, declare one creature he can see as his target. The bonus from his strong start class feature is restored to its full value, but only applies against his target and is not reduced at the end of each round. Additionally, the strong start bonus now applies on damage rolls as well as attack rolls. This ability lasts until the target dies, has been damaged by the henshin hero’s finishing move, the henshin hero spends a free action to switch targets, or until the henshin hero dismisses his transformation class feature.

Masked Rider (Ex)

While transformed and mounted, the henshin hero’s orthella mount gains the benefits of any motif powers that are constant in effect when the henshin hero is transformed (the henshin hero must have the orthella hero power to select this hero power).

Orthella (Ex)

The henshin hero gains an orthella mount, as a cavalier with the rancer archetype, except that the henshin hero’s effective cavalier level is equal to his character level –3, minimum 1. The henshin hero may deliver his finishing move through his orthella’s slam attack.

Piercing Finisher (Su)

The henshin hero may elect to have his finishing move deal piercing damage or half piercing damage and half of another type of damage that he can deal with his finishing move. If he spends a point of tension on a finishing move that deals piercing damage in this manner then damage dealt by that attack ignores all of a creature’s damage reduction and energy resistance.

Power Shield (Su)

The henshin hero may conjure any type of shield with which he is proficient as a free action as part of using his transformation class feature or as a move action while transformed. Shields created by this class feature disappear when wielded by anyone other than the henshin hero or when the henshin hero’s transformation ends. At 5th level shields created by this ability gain a +1 enhancement bonus to AC, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 17th level.

Pushing the Limit (Su)

The henshin hero may hold more points of tension then his pool allows. While he has more points of tension than his normal limit he treats his henshin hero level as 5 higher than normal for the purpose of determining what motif powers he can use and their effects. In addition he gains a +1 bonus to attack and damage rolls for each point of tension he has above his maximum, up to a maximum bonus equal to his Charisma modifier. Each round that he has points of tension above his maximum he takes 5 points of damage per point above his maximum. The henshin hero must be at least 8th level to select this hero power.

Resilient Tension (Su)

The henshin hero may gain a point of tension whenever he takes more damage than his character level from a single attack or effect. For every additional multiple of damage equal to this amount he gains an additional point of tension. The henshin hero must be at least 8th level to select this hero power.

Restoration Surge (Su)

Whenever the henshin hero dismisses his transformation class feature, he may spend two points of tension to regain one round of his transformation class feature. He may spend multiple points in this manner to regain more rounds of transformation.

Rising Tension (Su)

A henshin hero with this power may, as a swift action, expend 2 rounds of his transformation ability to gain one point of tension. At 8th level and every 4 levels thereafter the henshin hero may spend an additional round of transformation to gain an additional point of tension. The henshin hero must be at least 4th level to select this power.

Savage Finisher (Su)

The henshin hero may spend a point of tension to reduce the minimum possible result of his damage dice, this first point he spends allows him to treat all 1s and 2s that he rolls as 3s. At 4th level and every 4 levels thereafter he may spend an an additional point on this ability, increasing the minimum possible result by an additional 1 for each point he expends.

Signature Weapon (Su)

When the henshin hero selects this power, he selects one weapon that he is proficient with. He may conjure that weapon as a free action as part of using his transformation class feature or as a move action while transformed. Weapons created by this class feature disappear when wielded by anyone other than the henshin hero or when the henshin hero’s transformation ends. At 5th level weapons created by this ability gain a +1 enhancement bonus to attack and damage rolls, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 17th level. The henshin hero may select this talent an additional time. If he does, then he may conjure any weapon that he is proficient with as a free action while transformed. Ranged weapons created by this ability generate their own ammunition, but must be reloaded normally.

Slashing Finisher (Su)

The henshin hero may elect to have his finishing move deal slashing damage, or half slashing damage and half of another type of damage that he can deal with his finishing move. If he spends a point of tension on a finishing move that deals slashing damage in this manner then his finishing move deals an additional amount of bleed damage equal to twice his henshin hero level. The henshin hero must be at least 8th level to select this hero power.

Soulshatter Finisher (Su)

The henshin hero may elect to have his finishing move deal negative energy damage or half negative energy damage and half of another type of damage that he can deal with his finishing move. If he spends a point of tension on a finishing move that deals negative energy damage in this manner he may force the target to make a Will save (DC 10 + 1/2 henshin hero level + Charisma modifier); failure results in the target receiving 1d4 negative levels. Furthermore the target reduces the effect of any healing it receives by five times the amount of negative levels it received while they persist. The henshin hero must be at least 12th level to select this hero power.

Spellshatter Tension (Sp)

The henshin hero may spend a point of tension when making a finishing move to attempt to dispel a spell effect or a spell effect on a creature that he strikes. This ability functions as a targeted greater dispel magic attempt using his henshin hero level as his caster level and is resolved before his attack roll is made. If he dispels an active spell effect on a creature, he gains an amount of tension equal to 1⁄2 the spells level

Stalwart Tension (Su)

While transformed, once per round, whenever an attack fails to hit the henshin hero or he successfully makes a saving throw he gains 2 points of tension. If the opponent’s attack was a natural 1 or the result of his saving throw was a natural 20 he gains one point of tension per 4 henshin hero levels he possesses.

Vitality Surge (Su)

Whenever the henshin hero dismisses his transformation class feature he may spend a point of tension to regain ½ his henshin hero level in hitpoints. He may spend multiple points in this manner to regain more hitpoints.


Motif (Su)

Each henshin hero possesses a motif, a theme from which he draws his powers. While this typically determines the aesthetic details of the armor summoned by his transformation class feature, it also grants him a suite of abilities related to his motif. Each motif grants the henshin hero a signature move, an ability that allows him to expend tension on his finishing move and motif powers, special powers that allow him to fortify his defenses or harry his foes.


Chaos

The henshin hero’s power carries the foul taint of chaos, allowing them to strike down the scions of order and laugh in the face of “certain” doom.

Signature Move

The henshin hero’s finishing move counts as chaotically aligned for the purpose of overcoming damage reduction. In addition he may spend a point of tension to deal an extra point of damage per die rolled against non-chaotic targets, if the target is lawful this instead becomes 2 points of damage per die rolled.

Fist of Chaos (Su)

At 1st level, while transformed, the henshin hero emits an aura of chaos as a cleric of his level. In addition after damaging an opponent the henshin hero may spend a round of his transformation class feature to force that creature to roll twice on the next d20 roll he makes within a number of rounds equal to 1/4 the henshin hero’s level (minimum 1) and take the less favorable result. Each further expenditure of rounds of transformation causes the target to likewise reroll further d20 rolls excluding the reroll caused by this ability.

Superposition (Su)

At 5th level, while transformed, the henshin hero gains a 25% chance to ignore critical hits and sneak attacks. At 10th level this improves to 50%, and to 75% at 15th. In addition he gains a bonus equal to half his level to acrobatics checks made to move through threatened areas and to escape artist checks.

Improbability Mode (Su, Sp)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, He may choose to enter an enhanced version of his normal form. This consumes 2 rounds of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s. In addition all enemies within 20 feet of the henshin hero must roll twice and take the less favorable result on their D20 rolls. If they are subject to the henshin hero’s fist of chaos ability, then they take a penalty on their second roll equal to the henshin hero’s level and he gains the effects of a constant freedom of movement spell using his henshin hero level as his caster level.

Strange Strikes (Su)

At 15th level, while transformed, the henshin hero may spend up to 1 round of his transformation class feature per 5 henshin hero levels he possesses as a free action, for one round his melee attacks gain an additional 5 feet of reach for each round of his transformation class feature that he spent. In addition, the henshin hero may spend a point of tension when performing a finishing move to have that attack ignore insight and deflection bonuses to AC and saving throws.

Manifest Chaos (Su)

At 20th level, while transformed, the henshin hero becomes immune to critical hits and sneak attacks. In addition enemies who start their turn within 20 feet of the henshin hero must make make a Will save (DC 10 + 1/2 henshin hero level + Charisma modifier) or become confused for one round, this is a mind-affecting effect. Creatures who spend more than one round in this area take a -2 penalty on their saves for each round after the first.


Dragon

The henshin hero draws his power from assuming the likeness of a dragon, and his new form is an image that invokes both terror and awe from those who witness him. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your motif powers deal damage and grant resistances based on your dragon type, as noted below.

Signature Move

The henshin hero may spend a point of tension to have his attack deal the same type of energy damage as his dragon type or half of that type of damage and half of another type of damage he can deal - his finishing move deals an additional point of damage per die rolled when used in this manner.

Draconic Physiology (Su)

Starting at 1st level, the henshin hero counts as both his original creature type and a dragon. In addition he gains Darkvision out to 60 feet, low-light vision, aand a +2 competence bonus on both Perception checks and Reflex saving throws. At 4th level and every 4 levels thereafter these bonuses increase by +1. In addition, the henshin hero gains Draconic as a bonus language.

Draconic Aegis (Su)

At 5th level, the henshin hero gains magical resistances. While transformed, the henshin hero gains spell resistance equal to 11 + his henshin hero level. In addition, while transformed, the henshin hero has resistance 5 to the energy type of his signature dragon. At 10th level, this energy resistance increases to 10, and increases to 20 at 15th level.

Wyrm Mode (Su)

At 10th level, when a henshin hero transforms he gains a fly speed of 60 feet with average maneuverability, as draconic wings spring forth from his back. Additionally, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form - this consumes two rounds of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10 and he also gains DR/Magic equal to 1⁄2 his level. Additionally, while in this state, the henshin hero can, as a free action upon successfully hitting a creature, may make an intimidate check against all creatures within 30 feet of the creature he attacked. If this attack is a critical hit, or a finishing move the henshin hero gains a competence bonus on this intimidate check equal to 1/4th his level. Whenever he successfully uses this ability to demoralize a creature, the duration of the shaken condition is increased by 1 round.

Breath Weapon (Su)

At 15th Level, the henshin hero may, as a standard action, spend 6 points of tension to perform his finishing move as a 60 foot line or 30 foot cone, as appropriate to the breath weapon of his signature dragon. When using his finishing move in this manner he rolls twice the normal amount of dice for damage. A Reflex save (DC 10+ ½ his henshin hero level + his charisma modifier) halves this damage. Additionally, the henshin hero’s fly speed increases to 80 feet with good maneuverability.

Table: Dragon Motif
Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Dragon Soul (Su)

At 20th level, while transformed, the henshin hero’s darkvision improves to 120 feet, and he gains blindsense up to 60 feet. He also gains immunity to paralysis, sleep, and damage of his dragon’s energy type. In addition, the henshin hero may now perform his breath weapon as an 80 foot line or 40 foot cone, as appropriate to the breath weapon of his signature dragon.


Earth

The henshin hero’s power stems from the earth itself, making the henshin hero an unshakable mountain.

Signature Move

The henshin hero may spend a point of tension to have his attack deal an additional point of damage per die rolled. All damage his finishing move deals is bludgeoning damage when used in this manner.

Stalwart Body (Su)

At 1st level the henshin hero gains a number of temporary hit points equal to 4 times his henshin hero level while transformed, these temporary hit points last as long as he is transformed, and are renewed at the beginning of each transformation.

Like A Rock (Su)

At 5th level while transformed, the henshin hero gains a DR 1/ adamantine. At 8th level and every three levels thereafter his DR improves by 1.

Landslide Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes two rounds of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s. His DR increases by 3 and becomes DR/-, he gains tremorsense out to a range of 20 feet, and he may pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at his base speed. If protected against fire damage, he can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. This ability does not give the henshin hero the ability to breathe underground. When passing through solid material, he must hold his breath.

Unfettered Movement (Su)

At 15th level, while transformed the henshin hero may traverse vertical and horizontal surfaces as easily as he walks on the ground. When climbing, he moves at his normal land speed and takes none of the penalties associated with climbing, he may even move upside down on horizontal surfaces normally. The surface must be able to support his weight, and difficult terrain affects his speed as normal. The henshin hero may also choose to ignore abnormal gravity effects from planar traits, spells such as reverse gravity or similar effects.

Weight of the World (Su)

At 20th level, while transformed the henshin hero emits a 20 foot aura of heavy gravity. Creatures entering the field must make a Strength check (DC = henshin hero level) or fall prone. While within this aura creatures take a -20 foot penalty to move speed as well as a -4 penalty on both attack rolls and skill checks that are based on a physical ability score. This penalty to attack rolls also applies to creatures who make ranged attacks against creatures who are within this area. If the henshin hero is using his landslide mode ability, then the DC of this check increases by 4 and the penalties increase by 2.


Endurance

The henshin hero’s powers fortify his physical endurance, turning him into an unstoppable juggernaut.

Signature Move

The henshin hero may spend a point of tension when making a finishing move to gain DR/- equal to the number of die he rolls for his finishing move class feature for 1 round.

Tougher Than Nails (Su)

At 1st level, while transformed, the henshin hero gains a +4 bonus to his Constitution score. Whenever he would gain a condition that would limit the number of actions that he may take in a round (such as the dazed, staggered, or unconscious conditions), he may delay the condition’s onset by 1 round by spending 2 rounds of his transformation class feature. At 4th level and every 4 levels thereafter the henshin hero may increase the number of rounds he can delay the onset of these conditions by 1 additional round, each round after the first doubles the number of rounds he must spend to delay the onset of these conditions.

Stalwart Heart (Su)

At 5th level, while transformed, the henshin hero becomes immune to bleed damage and any time he would take ability damage, ability drain, or other penalties to an ability score he may spend 2 rounds of his transformation class feature as a swift or immediate action to reduce those penalties by 2. At 9th level and every 4 levels thereafter he reduces such penalties by an additional 1.

Adamantite Mode (Su)

At 10th level, the bonus from the henshin hero’s tougher than nails class feature becomes +6. In addition, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s, he gains an amount of temporary hit points equal to three times his henshin hero level, and whenever he succeeds on a Fortitude save that would have a diminished result on a successful save, he is unaffected by that ability.

Muscle Bomb (Su)

At 15th level, while transformed, the henshin hero may spend 2 rounds of his transformation class feature an immediate action when taking hit point damage to halve the damage from that attack.

Unbreakable Body (Su)

At 20th level, while transformed, the bonus from the henshin hero’s tougher than nails class feature becomes +8. In addition he becomes immune to critical hits and may activate his stalwart heart and muscle bomb abilities as a free action that he may take even when it is not his turn.


Fiend

The henshin hero’s power is cursed by the forces of evil. While this makes it ideal for slaying the forces of good, not all wield this power in the name of evil - some abscond with it and turn this power against their foul progenitors.

Signature Move

The henshin hero’s finishing move counts as evil aligned for the purpose of overcoming damage reduction. In addition he may spend a point of tension to deal an extra point of damage per die rolled against non-evil targets, if the target is good this instead becomes 2 points of damage per die rolled.

Wounding Strikes (Su)

At 1st level, while transformed,the henshin hero emits an aura of evil as a cleric of his level. In addition the henshin hero deals a single point of bleed damage on a critical hit. At 5th level this damage is increased to twice his critical multiplier, and at 10th level he treats his normal attacks as though they had the wounding special ability.

Demon's Boon (Su)

At 5th level, while transformed, the henshin hero gains an additional point of tension each round that he deals lethal damage to a creature.

Devil Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and he deals an additional point of bleed damage for each die that he rolls. If the target was suffering from bleed damage beforehand then this bleed damage is doubled. The henshin hero also gains a 60 foot fly speed with good maneuverability as large, leathery wings sprout from his back while transformed.

Kyton's Joy (Sp, Su)

At 15th level, while transformed, the henshin hero may spend 4 rounds of his transformation class feature to cast unwilling shield as a spell like ability using his henshin hero level as his caster level. If the henshin hero confirms a critical hit on a creature, he may cast this spell on one of that creature’s allies as a swift action, once per round. When a creature takes damage because of this unwilling shield effect, the henshin hero may gain a point of tension. Good creatures take a -2 on their saves against this ability.

Infernal Grace (Su)

At 20th level, while transformed, the henshin hero gains immunity to fire and poison. He also gains resistance 10 to acid and cold and the see in darkness ability. In addition he gains a profane bonus on all saving throws equal to his charisma modifier.


Fire

The henshin hero’s power burns with the ferocity of fire, allowing him to reduce his foes to cinders.

Signature Move

The henshin hero may spend a point of tension to have his attack deal fire damage or half fire and half of another type of damage he can deal, his finishing move deals an additional point of damage per die rolled when used in this manner.

Burning Knuckle (Su)

Any weapons that the henshin hero wields while transformed deal an additional 1d4 points of fire damage. At 5th level any weapon he wields gains the flaming special ability and at 10th level this becomes the flaming burst ability.

Elemental Resistance (Su)

At 5th level, while transformed the henshin hero gains fire resistance 10. At 10th level, this fire resistance increases to 20, and to 30 at 15th level. Once per round when he would take fire damage (whether or not his resistance prevents it) he gains one point of tension.

Wildfire Mode (Su)

At 10 level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s. Whenever he would take fire damage he instead gains 1 temporary hit point per 3 points of fire damage the attack would have dealt.These temporary hit points last until he ends his transformation. Finally any creature striking him with a non-reach melee weapon takes 1d6 + his henshin hero level points of fire damage.

Brilliant Flames (Su)

At 15th level, whenever the henshin hero deals fire damage to a creature he may spend one round of his transformation class feature to cause that target to become vulnerable to fire damage until the end of his next turn. A Will save (DC 10 + 1/2 henshin hero level + Charisma modifier) negates this vulnerability.

Inferno Power (Su)

At 20th level, while transformed the henshin hero deals 1d10 + his henshin hero level in fire damage to all creatures who end their turn within 20 feet of him. In addition fire damage dealt by the henshin hero ignores his henshin hero level in fire resistance. If using his wildfire mode ability, then creatures striking him take 1d10+ his henshin hero level points of fire damage. Whenever he would take fire damage, he gains 1 temporary hit point for each point of fire damage he would have taken - these temporary hit points last until his transformation ends.


Ice

The henshin hero’s power draws from the infinite glacial wellsprings of the elemental plane of water, allowing him to chill his foes in their tracks.

Signature Move

The henshin hero may spend a point of tension to have his attack deal cold damage or half cold and half of another type of damage he can deal, his finishing move deals an additional point of damage per die rolled when used in this manner.

Frigid Knuckle (Su)

Any weapons that the henshin hero wields while transformed deal an additional 1d4 points of cold damage. At 5th level this becomes 1d6, just as though the weapon had the frost special ability. At 10th level this becomes the icy burst special ability.

Elemental Resistance (Su)

At 5th level, while transformed the henshin hero gains cold resistance 10. At 10th level, this cold resistance increases to 20, and to 30 at 15th level. Once per round when he would take cold damage (whether or not his resistance prevents it) he gains one point of tension.

Glacier Mode (Su)

At 10 level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and whenever he would take cold damage he instead gains 1 temporary hit point per 3 points of cold damage the attack would have dealt. These temporary hit points last until he ends his transformation. Finally any creature striking him with a non-reach melee weapon takes 1d6 + his henshin hero level points of cold damage.

Bitter Cold (Su)

At 15th level, whenever the henshin hero deals cold damage to a creature he may spend one round of his transformation class feature to cause that target to become vulnerable to cold damage until the end of his next turn. A Will save (DC 10 + 1/2 henshin hero level + Charisma modifier) negates this vulnerability.

Absolute Zero (Su)

At 20th level, while transformed the henshin hero deals 1d10 + his henshin hero level in cold damage to all creatures who end their turn within 20 feet of him. In addition cold damage dealt by the henshin hero ignores his henshin hero level in cold resistance. If using his glacier mode ability then creatures striking him take 1d10+ his henshin hero level points of cold damage, and whenever he would take cold damage he gains 1 temporary hit point for each point of cold damage he would have taken.


Lightning

The henshin hero channels the hammer of the storms, discharging massive power onto his foes.

Signature Move

The henshin hero may spend a point of tension to have his attack deal electricity damage or half electricity and half of another type of damage he can deal. His finishing move deals an additional point of damage per die rolled when used in this manner.

Lightning Knuckle (Su)

Any weapons that the henshin hero wields while transformed deal an additional 1d4 points of electricity damage. At 5th level this becomes 1d6, just as though the weapon had the shocking special ability. At 10th level this becomes the shocking burst special ability.

Elemental Resistance (Su)

At 5th level, while transformed the henshin hero gains electricity resistance 10. At 10th level, this electricity resistance increases to 20, and to 30 at 15th level. Once per round when he would take electricity damage (whether or not his resistance prevents it) he gains one point of tension.

Superbolt Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes an additional round of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s. Whenever he would take electricity damage he instead gains 1 temporary hit point per 3 points of electricity damage the attack would have dealt. These temporary hit points last until he ends his transformation. Finally any creature striking him with a non-reach melee weapon takes 1d6 + his henshin hero level points of electricity damage.

Overcharge (Su)

At 15th level, whenever the henshin hero deals electricity damage to a creature he may spend one round of his transformation class feature to cause that target to become vulnerable to electricity damage until the end of that creature’s next turn, a Will save (DC 10 + 1/2 henshin hero level + Charisma modifier) negates this vulnerability.

Body Electric (Su)

At 20th level, while transformed, the henshin hero may, as a special charge turn into a bolt of lightning and move up to 4 times his movement speed, this movement does not provoke attacks of opportunity. Any creature he passes through takes 1d6 points of electricity damage per henshin hero level. A reflex save (DC 10 + 1/2 henshin hero level + Charisma modifier) halves this damage. Each creature the henshin hero damages with this movement grants him one point of tension. In addition any electricity damage the henshin hero deals while transformed ignores an amount of electricity resistance equal to his henshin hero level.


Luck

The henshin hero’s power affects probability itself, allowing him to nudge the dice of fate in his favor.

Signature Move

The henshin hero may spend a point of tension when making a finishing move attack. If he does then he may elect to re-roll any result less than half of the maximum possible result on any individual damage die, he must accept the second result, even if it is worse. The henshin hero may declare use of this ability after he rolls his damage dice.

Near Miss (Su)

At 1st level, while transformed, the henshin hero may spend 1 round of his transformation class feature as part of being attacked to roll 1d4, he then subtracts the amount he rolled from the opponent’s attack roll. At 5th level and every 5 levels thereafter, he may spend an additional round from his transformation class feature to increase the size of the die he rolls for this ability by 1 (maximum 1d12 at 20th level). If the henshin hero’s roll for this ability is equal to or greater than the result of his opponent’s d20 roll, then the opponent must make a Will save (DC 10+1/ henshin hero level + his Charisma modifier) or become confused for a number of rounds equal to 1+ the number the henshin hero rolled. The henshin hero must declare use of this ability before the opponent makes his attack roll.

Near Hit (Su)

At 5th level, while transformed, the henshin hero may spend 2 rounds of his transformation class feature whenever he makes a d20 roll to add 1d6 to the result as a luck bonus, at 10th level and every 5 levels thereafter he may spend an additional round from his transformation class feature to increase the size of the die he rolls for this ability by 1 (maximum 1d12 at 20th level).

Black Swan Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes an additional round of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s. In addition while in this mode, the henshin hero automatically re-rolls any 1s, however, he must accept the second result even if it is also a 1.

Luck Taker (Su)

At 15th level, while transformed, the henshin hero may spend up to 4 rounds of his transformation class feature when making an attack, if his attack successfully damages the target he rolls 1d6. That creature takes a penalty to AC and damage rolls for a number of rounds equal to the rounds the henshin hero spent on this class feature. If the henshin hero spends an additional round of his transformation class feature he gains a luck bonus to AC and damage rolls equal to the result of that d6 roll.

Lucky Shot (Su)

At 20th level, while transformed, the henshin hero may spend 2 points of tension when making a finishing move attack as a standard action or as part of a charge, if he does then the attack is considered an automatic critical threat, though he must still roll to confirm as normal.


Music

The henshin hero wields the power of song against his foes, his sick beats empowering his allies or hindering his foes.

Signature Move

The henshin hero may spend a point of tension to have his attack deal an additional point of damage per die rolled. All damage his finishing move deals is sonic damage when used in this manner.

Power Ballad (Su)

At 1st level, while transformed, the henshin hero emits a song so potent that he can hinder enemies or aid allies. The henshin hero makes this choice when he transforms and may change it as a swift action, in either case stealth checks based on sound become impossible for the henshin hero. If the henshin hero chooses to aid allies, then all allies within 30 feet of the henshin hero gain a +1 morale bonus on damage rolls. At 4th level and every 4 levels thereafter, this bonus increases by +1. If the henshin hero chooses to hinder enemies, then these bonuses become penalties and apply to all enemies within 30 feet. In both cases this is a mind-affecting effect that a creature must hear to be affected. If affected by an area of magical silence, then these bonuses end and the henshin hero’s transformation is suppressed just as though he were in an anti-magic field spell.

Stalwart Beats (Su)

At 5th level, while transformed, the henshin hero may choose to apply the bonus or penalty from the power ballad class feature to either AC and Reflex saves or Fortitude and Will saves, instead of to damage rolls. This choice is made when the henshin hero transforms and he may change it as a swift or immediate action.

Crescendo Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes an additional round of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s. The range at which allies or enemies that are affected by his power ballad class feature doubles and he no longer needs to choose which bonuses to grant with his stalwart beats class feature. In addition enemies who strike him with a non-reach melee weapon or end their turn adjacent to him take 1d6 + his henshin hero level points of sonic damage. Creatures who take this damage must make a Fortitude save (DC 10 + 1/2 henshin hero level + Charisma modifier) or be deafened for 1 round, creatures who make this save are immune to this ability for 1 round. If within an area of magical silence, the henshin hero may still attempt to transform during which he attempts to dispel the effect as per dispel magic using his henshin hero level as his caster level.

The Warrior's Aria (Su)

At 15th level, while transformed, the henshin hero may choose to increase the bonuses granted by his power ballad class feature by 50%. If he does so, then these bonuses only apply to the henshin hero. If the henshin hero chooses to inflict penalties, then he may choose to have them only apply to foes adjacent to him. All creatures adjacent to him also take 1d6 points of sonic damage per 2 henshin hero levels at the start of their turn.

Fortissimo (Su)

At 20th level, while transformed, the range of allies or enemies that are affected by his power ballad class feature doubles (or triples if using his Crescendo Mode mode class feature). Any sonic damage the henshin hero deals while transformed ignores an amount of sonic resistance equal to his henshin hero level. Finally, the henshin hero may spend 3 points of tension to target all creatures in a 90 foot cone with burst of sonic energy, ailles have any bonuses granted by his power ballad class feature doubled for one round, while enemies take 1d6 points of sonic damage per henshin hero level. The henshin hero may spend points of tension on this effect, using this ability’s damage dice in place of his normal finishing move damage die.


Order

The henshin hero draws strength from the power of law, allowing him to deliver doom to chaos as surely as an apple falls from a tree.

Signature Move

The henshin hero’s finishing move counts as lawful aligned for the purpose of overcoming damage reduction. In addition he may spend a point of tension to deal an extra point of damage per die rolled against non-lawful targets. If the target is chaotic, this instead becomes 2 points of damage per die rolled.

Reliable Strike (Su)

At 1st level, while transformed,the henshin hero emits an aura of law as a cleric of his level. In addition the henshin hero may, as a free action once per round, spend a round of his transformation class feature to roll twice on his next d20 roll and take the more favorable result. If the henshin hero is under the effect of an ability that forces him to roll twice he may use this ability to counteract that one for 1 roll.

Combat Insight (Su)

At 5th level, while transformed, the henshin hero receives either a +1 insight bonus to AC or to damage rolls. Changing which bonus he receives is a swift or immediate action. At 9th level and every 4 levels thereafter these bonuses increase by +1

Arbiter Mode (Su)

At 10th level, when he transforms or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes an additional round of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s and he becomes immune to mind-affecting effects. In addition he may spend a round of his transformation class feature as a free action that he may take once per round, even if it is not his turn, to add his henshin hero level to his AC, a saving throw or an attack roll as an insight bonus. This causes him to lose the benefit from his Combat Insight class feature for one round.

Bane of Chaos (Su)

At 15th level, while transformed, all creatures of chaotic alignment within 20 feet of the henshin hero are sickened. Chaotic creatures who strike him must succeed at a Will save (DC 10 + 1/2 henshin hero level + Charisma modifier) or become staggered on their next turn. Creatures who save against this ability are immune until the start of their next turn.

Assured Criticals (Su)

At 20th level, while transformed, the henshin hero automatically confirms critical hits against his opponents and increases his critical multiplier by one. Effects that foil insight bonuses foil this effect.


Power

The henshin hero’s power increases his raw physical might, allowing him to overwhelm his foes.

Signature Move

The henshin hero may spend a point of tension to increase the size of his finishing move die by 1 step (maximum 1d12).

Surging Strength (Su)

At 1st level, while transformed, the henshin hero gains a +4 bonus to his Strength score. In addition the amount of weight he can lift quadruples and he may spend a swift or immediate action to add his henshin hero level to a Strength or Strength based skill check he makes.

Heavy Strikes (Su)

At 5th level, while transformed, the henshin hero increases the damage die of all weapons he attacks with by one size category. This benefit does not stack with other abilities that increase a weapon’s effective size category.

Power Mode (Su)

At 10th level, the bonus from the henshin hero’s surging strength class feature becomes +6. In addition when he transforms or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes an additional round of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s. In addition the amount he can lift increases tenfold (this replaces and does not stack with his surging strength class feature), his attacks ignore an amount of damage reduction equal to ½ his henshin hero level, and when activating his surging strength class feature he may add that amount to a combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him.

Devastating Blow (Su)

At 15th level, while transformed, the henshin hero may, once per round as a free action, spend three rounds of his transformation class feature to deal double damage with his next attack.

Olympian Might (Su)

At 20th level, while transformed, The bonus from the henshin hero’s surging strength class feature becomes +8 and he increases his critical multiplier by one. If he confirms a critical hit with his finishing move then he deals an additional 2 points of damage per die rolled with his finishing move.


Radiance

The henshin hero channels the power of the sun, blinding foes with his radiance!

Signature Move

The henshin hero may spend a point of tension when making a finishing move to emit a burst of light, blinding all creatures other than himself within 5 feet of his target. A fortitude save (DC 10+½ henshin hero level + Charisma modifier) negates this blindness. This effect is resolved before the attack roll is made. Targets blinded by this effect receive a new Fortitude save at the beginning of each round to restore their vision.

Incandescent Soul (Su)

At 1st level, while transformed, the henshin hero emits bright light out to 60 feet. Creatures within this area, or who attack the henshin hero while this ability is active, are dazzled.

Lance of Light (Su)

At 5th level, while transformed, the henshin hero may spend 3 points of tension when performing a finishing move and suppress his incandescent soul ability for 1d4 rounds. If his finishing move hits, it damages the target of his attack normally, and also deals his finishing move damage to all creatures within a 120 foot line, drawn from that creature’s square. Creatures other than the henshin hero within or adjacent to this line must make a Fortitude save (DC 10+½ henshin hero level + Charisma modifier) or be blinded for a number of rounds equal to ¼ his henshin hero level, succeeding at this save also halves the damage.

Radiance Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and he may suppress his incandescent soul class feature for 1d4 rounds as a free action. If he does then he gains a gaze attack with a range of 60 feet for that many rounds. Foes who fall victim to this gaze attack must make a Fortitude save (DC 10+½ henshin hero level + Charisma modifier) or be blinded for 1d4+1 rounds.

Sunlight Breaker (Su)

At 15th level, while transformed, whenever he uses his finishing move and only makes a single attack on his turn (such as when making an attack as a standard action or an attack at the end of a charge) he may spend 6 points of tension. The finishing move becomes a touch attack that deals his twice his finishing move’s dice in damage instead of the attacks normal damage. If this damage reduces a creature to 0 or fewer hp, then the foe explodes in a burst of light, eliminating its remains and rendering all creatures within 30 feet of it (other than the henshin hero) permanently blinded. A Fortitude save (DC 10+½ henshin hero level + Charisma modifier) halves this damage and negates the blinded condition.

Brilliant Nova (Su)

At 20th level, while transformed, the henshin hero may spend 6 points of tension as a full round action to deal double his finishing move damage to all creatures within the range of his incandescent soul ability. A Reflex save. (DC 10+½ henshin hero level + Charisma modifier) halves this damage. After he uses this ability his incandescent soul ability is suppressed for 1d4 rounds.


Saint

The henshin hero’s power stems from the forces of good, imparting him with a raw beatific grace that only the holiest of saints can match.

Signature Move

The henshin hero’s finishing move counts as good aligned for the purpose of overcoming damage reduction. In addition he may spend a point of tension to deal an extra point of damage per die rolled against non-good targets, if the target is evil this instead becomes 2 points of damage per die rolled.

Merciful Combatant (Su)

At 1st level, while transformed, the henshin hero emits an aura of good as a cleric of his level. In addition the henshin hero takes no penalty to attack rolls when dealing nonlethal damage and deals an additional point of damage while doing so. At 4th level and every 4 levels thereafter this damage increases by one.

Angel's Boon (Su)

At 5th level, while transformed, the henshin hero gains an additional point of tension each round that he deals non-lethal damage to a creature.

Seraphim Mode (Sp, Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes an additional round of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and he may spend 4 rounds of his transformation class feature to cast shield other as a spell like ability, once per round. When he takes damage from this ability, he may gain a point of tension. The henshin hero also gains a 60 foot fly speed as large, avian wings sprout from his back while transformed.

Hammer of the Devas (Su)

At 15th level, while transformed, if the henshin hero strikes a creature twice in one round, he may spend a round of his transformation class feature to force that creature to make a Fortitude save (DC 10 + 1/2 henshin hero level + Charisma modifier) or be stunned for one round. Evil creatures take a -2 on their saves against this ability.

Celestial Grace (Su)

At 20th level, while transformed, the henshin hero gains immunity to acid, cold, and petrification. He also gains resistance 10 to electricity and fire, and he gains a sacred bonus on all saving throws equal his Charisma modifier.


Shadow

Wielding the power of the shadows, the henshin hero may strike down his foes with all of the inscrutability of the dark side of the moon.

Signature Move

The henshin hero may expend a point of tension when making a finishing move in an area of dim light or darker to deal an additional point of damage per die rolled.

Spirit of Shadow (Su)

At 1st level, while transformed, the henshin hero gains darkvision 60 feet. If he possesses darkvision from another source then that range increases by 30 feet. Additionally, while he is transformed he may spend a round of his transformation class feature as a free action to lower the light level within 60 feet of him by one step. Nonmagical light sources are extinguished in this area, magical light sources must make a caster level check (DC 11+henshin hero level) or be suppressed while within the area.

Smothering Darkness (Su)

At 5th level, while transformed, as a swift action the henshin hero may attempt to entangle foes in shadow. The henshin hero may, as a standard action, designate one creature in the area of his spirit of shadow class feature. That creature must make a Reflex save (DC 10+½ henshin hero’s level + his Charisma modifier) or be entangled for one round per henshin hero level. The henshin hero may spend a point of tension to use this ability against the target of his finishing move as part of his finishing move, instead of as a standard action.

Umbral Mode (Su, Sp)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and he gains the See in Darkness universal monster ability. In addition the light level is lowered by an additional step, potentially making areas supernaturally dark, as if by a Deeper Darkness spell. The henshin hero may expend a round of his transformation class feature to teleport, as if by a dimension door spell between any two spaces of dim light or darker that he can see within range.

Flickering Shadow (Su)

At 15th level, while transformed, the henshin hero may, as an immediate action, spend a round of his transformation class feature to to become incorporeal until the end of his next turn.

One With The Shadows (Su)

At 20th level, while transformed, the henshin hero gains total concealment in any area of dim or lower light, even against creatures who would otherwise ignore this miss chance, such as creatures with darkvision or the see in darkness ability. He becomes immune to precision damage and critical hits while in an area of dim or darker light.


Space

The henshin hero’s power grants him authority over the fabric of space itself, allowing him to harry foes from impossible angles.

Signature Move

The henshin hero may spend a point of tension when making a finishing move to teleport either himself or his target 10 feet, at 5th level and every five levels thereafter this distance increases by 10 feet. A Will save (DC 10+½ henshin hero level+Charisma modifier) negates this effect, wasting any points spent. This teleportation can occur before or after the finishing move attack.

Tele-Step (Sp)

At 1st level, while transformed, the henshin hero can expend 2 rounds of his transformation class feature to teleport to a nearby space as a move action as if using dimension door . This movement does not provoke an attack of opportunity. He must be able to see the space that he intends to move into, and he cannot take other creatures with him when he uses this ability. The henshin hero can move 20 feet in this manner, at 5th level and every 5 levels thereafter he may move an additional 20 feet with this ability.

Tele-Strike (Sp)

At 5th level, while transformed, the henshin hero may mark any creature, object, or space that he successfully attacks. The henshin hero may only have one of these marks per 4 henshin hero levels active at any given time. He may determine the approximate distance and direction to any target he has marked as a free action. The henshin hero can spend a round of his transformation class feature when making an attack to teleport that attack to any marked creature within 20 feet of the henshin hero, or 20 feet from any point in the attack’s line of effect in the case of a ranged attack. This ability allows the henshin hero to bypass any sort of cover with this attack, but he still suffers from concealment if he cannot see his target. If used on an attack that occurs outside of his turn (such as an attack of opportunity) this instead requires 2 rounds of his transformation class feature. At 10th level and every 5 levels thereafter the range of this ability improves by 20 feet. A mark made by this ability disappears after 1 minute, if this ability successfully hits a creature, or until it is successfully dispelled.

Astral Mode (Su)

At 10th level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes two rounds of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s and the distance he may teleport with any of his henshin hero class features doubles. In addition he may perceive any targets he has marked with his telestrike class feature within 60 feet of him as if by blindsight. Unlike ordinary blindsight the henshin hero need not have line of effect to a creature to perceive them.

Tele-Trick (Sp)

At 15th level, while transformed, the henshin hero may expend 3 rounds of his transformation class feature as an immediate action to swap places with a marked target, as if by a greater hostile juxtaposition UC spell. The save DC against this ability is equal to (10+ ½ henshin hero level +Charisma modifier). Alternatively the henshin hero may elect to have two creatures he has marked swap places, both creatures are entitled to a save and if either creature succeeds the entire effect fails. Using this ability ends the mark on the creature, just as though 1 minute had passed.

Tele-Barrage (Su)

At 20th level, whenever the henshin hero makes a finishing move attack, he may spend 2 points of tension to compare the result of his attack against every target he has marked with his tele-strike class feature. Each creature that would be hit by this attack roll takes damage, just as though they were struck by that attack. In addition, the henshin hero may use any of his class features to teleport to a marked target, even if the distance would not normally be sufficient to do so. If the henshin hero spends an additional round of his transformation class feature then this ability works across planes as well.


Speed

The henshin hero’s power supplements his reflexes, allowing him to blur across the battlefield and strike down foes in a flash.

Signature Move

The henshin hero may spend a point of tension when using his finishing move. If he does then he may make that attack as an extra attack, above those granted by his base attack bonus at a -4 penalty.

Swift Body (Su)

At 1st level, while transformed, the henshin hero gains a +4 bonus to his Dexterity score and a +10 foot bonus to his movement speed. At 4th level and every 4 levels thereafter this bonus to speed increases by +10. In addition, he may choose to apply the armor bonus from his transformation class feature as a dodge bonus instead. This still replaces any armor the henshin hero is wearing.

Clock Up (Sp)

At 5th level, while transformed, the henshin hero can expend 4 rounds of his transformation class feature as a swift action to move more quickly. This functions as a haste spell, but only targets the henshin hero and lasts until the end of his next turn. At 8th level and every 3 levels thereafter this ability lasts for another round and the bonus to attack rolls, AC and Reflex saves improves by 1.

Accel Mode (Su)

At 10th level, the Dexterity bonus from the henshin hero’s swift body class feature becomes +6. In addition, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes two rounds of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s and he may, when making a full attack action, move up to half his speed and deliver all of the attacks normally entitled to him. He may deliver these attacks at any point during his movement.

Impossible Speed (Su)

At 15th level, while transformed, the henshin hero may spend 2 rounds of his transformation class feature when taking a run, move, withdraw, or charge action to move an amount of distance as though he took a run action, subject to the normal rules for that action. If he actually takes a run action, then he moves twice the distance he normally does with that action. If the henshin hero would provoke an attack of opportunity from movement in this accelerated state, that target must make a Perception check (DC 10 + henshin hero level + Dexterity modifier) to make that attack.

Overclock (Sp)

At 20th level, while transformed, the Dexterity bonus from the henshin hero’s swift body class feature becomes +8. In addition, the henshin hero may, as a standard action spend a number of rounds of his transformation class feature equal to ½ his level to gain half that many rounds of apparent time, just as though under the effect of a time stop spell.


Wind

The henshin hero draws his power from the skies themselves, allowing him to move with the speed of the wind and dance among the clouds.

Signature Move

The henshin hero may spend a point of tension to have his attack deal an additional point of damage per die rolled - all damage his finishing move deals is slashing damage when used in this manner.

Feather Step (Su)

At 1st level, while transformed the henshin hero may choose to have the armor bonus from his transformation class feature apply as a dodge bonus to AC instead. This still replaces any armor the henshin hero is wearing. In addition, so long as he is unrestrained he never suffers falling damage.

Swift as the Wind (Su)

At 5th level, while transformed the henshin hero’s base speed increases by +20 feet, at 8th level and every 4 levels thereafter this improves by an additional 10 feet.

Hurricane Mode (Su)

At 10 level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes an additional round of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s, he gains a fly speed equal to his base speed (good maneuverability), and ranged attacks against him take a -4 penalty. Finally any creature who strikes him with a non-reach melee weapon or ends his turn adjacent to him takes 1d6 + his henshin hero level points of slashing damage.

Ride the Wind (Su)

At 15th level, while transformed, the henshin hero retains the fly speed granted by his hurricane mode class feature without needing to spend extra rounds of transformation to enact hurricane mode. If using his hurricane mode class feature, this fly speed doubles.

Bellowing Winds (Su)

At 20th level, while transformed, the henshin hero’s fly speed doubles (or triples if using hurricane mode) and ranged attacks made against him automatically fail. The henshin hero may, as a free action once per round that he may take even if it is not his turn, force any creature of his size or smaller who strikes him in melee to make a Fortitude save (DC 10 + ½ henshin hero level + Charisma modifier) or take 5d8 + his henshin hero level points of bludgeoning damage and be knocked back 2d6 x 10 feet.


Wood

The henshin hero channels the serenity and vitality of nature, allowing him to heal himself and his allies.

Signature Move

Whenever the henshin hero uses his finishing move, he may spend a point of tension to heal himself an amount of damage equal to half the damage he dealt with that attack.

Nature's Grace (Su)

At 1st level, while transformed, the henshin hero may choose to have the armor bonus from his transformation class feature apply as a natural armor bonus to AC instead. In addition, he gains a +2 bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning effects.

Nature's Kindness (Su)

At 5th level, while transformed, as a swift or immediate action, the henshin hero can share his vital energy with a living creature within 60 feet. He may deal damage to himself up to twice his henshin hero level in order to heal that creature for a like amount of damage. At 10th level and every 5th level thereafter he may increase the amount of damage dealt by up to ½ his level

Overgrowth Mode (Su, Sp)

At 10 level, whenever the henshin hero transforms, or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form. This consumes an additional round of his transformation class feature for each round he maintains this state. While in this form, the die size of his finishing move increases to d10s. He may spend two rounds of his transformation class feature to use transport via plants as a standard action and he gains immunity to the effects that his nature’s grace class feature grants him a bonus to saves against. In addition any creature striking him with a non-reach melee weapon takes 1d6 + his henshin hero level points of piercing damage, once per round the henshin hero may elect to heal half the damage he deals with this ability.

Bramble Explosion (Su)

At 15th level, while transformed, the henshin hero may, as a swift action by spending two rounds of his transformation class feature, cause thorny brambles to explode from his body. Treat this as a finishing move attack, making a single attack roll at the henshin hero’s highest BAB and applying it to all creatures within 20 feet of the henshin hero.

Nature's Wrath (Su)

At 20th level, while transformed, the henshin hero gains immunity to the effects that his nature’s grace class feature grants him a bonus to saves against, even while not using his overgrowth mode class feature. In addition if he is using his overgrowth mode class feature creatures striking him in with a non reach melee weapon take 1d10 + his henshin hero level points of piercing damage, and he heals an amount equal to twice the damage he deals with this ability, once per round.


Henshin Hero Favored Class Bonuses

Race Benefit Source
Human +1/5 of a new hero power CRB
Tiefling +1/2 to finishing move damage when used against outsiders with an alignment two steps away from yours on the good/evil axis. ARG
Elf Increase the total size of your tension pool by +1/4. CRB
Grippli +1/6 to Armor bonus granted by the transformation class feature ARG
Arma While transformed your wielder may execute a 1d6 finishing move with you. Each time you select this bonus the amount of d6 increases by +1/2. RG4

A Player’s Guide to the Henshin Hero

Henshin Heroes excel at dealing large amounts of damage with their finishing move class feature; without it, or if used without saving up tension, their damage is on the low end of the spectrum. To this end, how the henshin hero chooses to gain tension is absolutely vital to how well he does in combat. When building your character take note of what he is good at and try to take hero powers that compliment that. Is your character good at scoring critical hits? If so then critical tension may be a good choice for you. Does your character have good AC or saving throws? Then stalwart tension is something that you may want to look into, conversely if you have poor saves or AC then you may want to pick up resilient tension. When in doubt powers like rising tension and focused tension are almost always good choices.

While it is important to have a few talents to help build tension faster don’t neglect talents that allow you to spend tension in new ways either, as these often combine in ways that may not be immediately obvious. For example, some motif and several hero powers allow you to change the damage type of your finishing move, and also allow you to deal only part of that new type of damage, this allows you to combine these damage types and the benefits associated with them to great effect. Finally, if building a henshin hero at a level above first, note that between your transformation class feature and hero powers like signature weapon you can skip out on a lot of magical items that you would usually need a very good reason not to buy. Be sure to look at the magic items section of this book as there are several items that you can purchase to improve your class features in some way, Also GM, don’t forget to include some of these items in treasure from time to time.


Archetypes

-Empathetic Device

The Empathetic Device is a transformation trinket with an intelligence all its own.

-Fused Hero

The Fused Hero melds their powers with their bodies to push their transformation to its limit - and beyond.

-Morph Rangers

Morph Rangers are Henshin Heroes who are at their best when acting as a team.

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