Morph Rangers (Magical Girl)

Wiki Note: This archetype can be taken by both Henshin Heroes and Magical Girls.

Typically traveling with groups of 2-4 other like-minded compatriots, morph rangers excel at using the power of teamwork to defeat enemies much more powerful than themselves.

Finishing Move (Su): A morph ranger’s finishing move deals only 1 point of damage per D6 that his parent class normally rolls. Abilities that increase the size of the die that he rolls for that class feature improve the size as follows: 1d4,1d6,1d8,1d10

This modifies the parent class’s finishing move class feature.

Tension (Su): A morph ranger gains two additional ways to expend points of tension: The morph ranger may expend a point to improve the die size of his finishing move by 1 step, at 5th level this becomes 2 steps.

The morph ranger may, as a standard action, transfer tension to an ally within thirty feet who can also accrue tension (such as with levels in the henshin hero class or a transformation trinket item). Every two points he spends on this ability grants that ally 1 point of tension. If the morph ranger is adjacent to that ally he instead grants that ally 1 point of tension per point of tension spent. A morph ranger can never expend more points on this ability then ¼ his level (minimum 1).

This modifies the parent class’ tension class feature.

The Power of Teamwork (Su): At 1st level, a morph ranger receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the morph ranger can spend a round of his transformation class feature to grant any teamwork feats he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 1 round. Allies do not need to meet the prerequisites of these bonus feats. Whenever the morph ranger would gain a magical girl power or a henshin hero power, he may instead select a teamwork feat.


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