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Prism Ranger
Heroes of Justice in a demonic world, the Prism Rangers are a strange group of color coded losers that dash around the Netherworld fighting crime and trying to make friends. The uniforms often put people off and as such most people hate them, however they have their own Saturday morning cartoon show and a line of action figures that are very popular with otaku throughout the Cosmos.

Alignment: Any

Hit Dice: d10

Requirements

To become a Prism Ranger, you must fulfill all the following criteria.

Base Attack Bonus: +5

Skills: Acrobatics+6

Special: You must either become accepted as a member of the Prism Rangers or craft enough costumes (4,000 hl each) to become a Prism Ranger.

Class Skills

A Prism Ranger's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), stealth (Dex), Intimidate (Cha), Athletics (Dex), Swim, any two previous Martial Knowledge skills, and any one other class skill you wish to retain.

Skill Points Each Level:  2 + Int Modifier


Table: Prism Ranger

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Techniques Readied

1st

+1

+0

+1

+0

Evilty Inheritance, Prism Suit, When Evil casts it's sinister shadow

+1 level of existing class

2nd

+2

+1

+1

+1

When the World Drowns in Turmoil

+1 level of existing class

3rd

+3

+1

+2

+1

We spring fourth to protect humanity

----

4th

+4

+1

+2

+1

Our Courage races near speed C Velocity

+1 level of existing class

5th

+5

+2

+3

+2

Ultra Chroma Power Squad

+1 level of existing class


Evilty Inheritance (Ex) You add the Prism Evilties to the list of Evilties you can purchase.

Prism Suit (Ex) At 1st level each Prism Ranger is issued a specific color coded outfit. This Outfit is treated as a magical item that goes on the "Head" item slot, only while wearing this outfit can you utilize your Prism Ranger Powers. There are seven colors to choose from and Each has it's own abilities. This color also determines the kind of bonus from your abilities (Red bonus, Green Bonus) as each color does not stack with it's self. Non Prism Rangers gain no benefits from wearing these suits.

Red: You gain proficiency with Swords (Heavy) if you did not have it already, and you also gain a +2 Prism bonus to your Strength score. You gain a +1 bonus to damage with melee weapons. This increases to +2 at 3rd level and +3 at 5th level.

Blue: You gain proficiency with Crossbows and firearms (Light) if you did not already possess it, and you gain a +2 Prism Bonus to your dexterity score. You gain a +1 bonus to damage with all ranged weapons. This bonus increases to +2 at 3rd level and +3 at 5th.

Yellow: You gain proficiency with Spears if you did not already possess it, and you gain a +2 Bonus to Constitution. You gain a +2 Natural Armor bonus to armor class. At 3rd level this increases to +4 and increases to +6 at 5th level.

Green: You gain a +2 bonus to Intelligence. You gain a +6 bonus to use magical device checks. At 5th level you can always take 10 on use magic device checks.

Purple: You gain proficiency in Axes if you did not already possess it, and You gain a +2 bonus to Charisma. You gain a +1 bonus to all charisma based skill checks. This bonus increases to +2 at 3rd level and +3 at 5th.

Orange: You gain a proficiency in Bows if you didn't already possess it, You gain a +2 to Strength. You gain a +10 bonus to your movement speeds, this increases by +5 at 3rd level and again at 5th.

Indigo: You gain proficiency in Monk/Close weapons if you didn't already possess it, You gain a +2 to Wisdom. You can add your Wisdom bonus to your armor class in the same way a monk can.

When Evil Casts it's sinister Shadow (Ex) As a full round action that provokes attacks of opportunity, a Prism Ranger can strike a heroic pose and gain a bonus to it's attack rolls equal to +1 for each color of Prism Ranger within 30 feet. This bonus lasts for 1 minute per Prism Ranger level and must be performed for a creature other than a Prism Ranger.

Unconscious prism rangers do not grant a bonus.

When the World Drowns in Turmoil (Ex)

As a full round action that provokes attacks of opportunity, a Prism Ranger can strike a heroic pose and gain a bonus to it's damage rolls equal to +1 for each color of Prism Ranger within 30 feet. This bonus lasts for 1 minute per Prism Ranger level and must be performed for a creature other than a Prism Ranger.

Unconscious prism rangers do not grant a bonus.

We Spring Fourth to Protect Humanity (Ex)

As a full round action that provokes attacks of opportunity, a Prism Ranger can strike a heroic pose and gain a bonus to it's saving throws equal to +1 for each color of Prism Ranger within 30 feet. This bonus lasts for 1 minute per Prism Ranger level and must be performed for a creature other than a Prism Ranger.

Unconscious prism rangers do not grant a bonus.

Our courage races towards speed C velocity (Ex) As a full round action that provokes attacks of opportunity, a Prism Ranger can strike a heroic pose and gain a bonus to it's armor class equal to +1 for each color of Prism Ranger within 30 feet. This bonus lasts for 1 minute per Prism Ranger level and must be performed for a creature other than a Prism Ranger.

Unconscious prism rangers do not grant a bonus.

Ultra Chroma Power Squad (Ex) As a full round action that provokes attacks of opportunity, a Prism Ranger can strike a heroic pose. This grants a +2 bonus to whichever ability score your prism suit increases as well as Damage Reduction 1 overcome by nothing. This damage reduction increases by 1 for every Prism Ranger color within 30 feet (Dr 7/--). This ability lasts for 1 minute per Prism Ranger level. Finally, you gain an ability based on your color.


Red:  You gain the Smite Ability of a Paladin. You use your prism Ranger level + 1/2 your character level to determine the damage dealt and the number of times per day it can be used.

Blue: Once per round, you can make a ranged attack at melee range and do not provoke attacks of opportunity.

Yellow: Your natural armor bonus becomes a deflection bonus that stacks with all deflection bonuses as well as DR 5/-.

Green: You gain Spell Resistance equal to 12+ Your Total character level and the save DC on all spells and techniques you use increases by +2.

Purple: You can add your Charisma Bonus into your saving throws.

Orange: When you make a charge attack, you gain an additional +2 to attack rolls and no penalty to armor class. In addition, once per day you can use the pounce ability.

Indigo: You gain a flurry of blows equal to a monk of your Prism Ranger level +1/2 your character level.

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