Well, time to commit another idea. A lot of inspiration was taken from the Aerial Ace
The Aerial Mage
The wind is in the sky and the stars are in the heavens and a resolute heart beats within my chest!
Nanoha Takamachi, Aerial Mage
Many Magical Girls represent freedom, and what could be more free than the skies?
The ability to fly is often the most cherished ability of Magical Girls that become Aerial Mages. They embrace it and train hard to move trough the air with utmost grace and speed.
To become an Aerial Mage, you must meed the following requirements:
9 Ranks in Fly OR 12 ranks in Tumble
You must be able to invest at least three points into the Weightless Costume effect.
Class Skill List (3.5):
Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge [Arcana] (Int), Knowledge [The Planes] (Int), Perform (Cha), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) Tumble (Dex), Use Magic Device (Cha)
Class Skill List (Pathfinder):
Skill poins per level:
| Level || BAB || Fort || Ref || Will || Special || Illumination|
|1st || +0 || +0 || +1 || +1 || Themed Costume +1, Nimble Flyer || +1 Illumination|
|2nd || +1 || +1 || +1 || +1 || Aerial Evasion, Aerial Maneuver (1) Winged Speed +10 || |
|3rd || +2 || +1 || +2 || +2 || Aerial Maneuver (2), Supersonic Flight, Themed Costume +2 || +1 Illumination|
|4th || +3 || +1 || +2 || +2 || Aerial Maneuver (3), Improved Aerial Evasion, Winged Speed +20 || |
|5th || +3 || +2 || +3 || +3 || Aerial Maneuver (4), Freedom of the Skies, Themed Costume +3 || +1 Illumination|
An Aerial Mage does not gain costume points or increase the investment limit for her costume effects. At 1st, 3rd and 5th level, she she permanently ingrains one point of the Weightless effect into her Costume. This does not consume costume points or count against the maximum number of costume.
At 1st, 3rd and 5th level, the Aerial Mage increases all aspects of her Illumination class feature by one.
Nimble Flyer (Ex):
You can use your Charisma-modifier instead of your Dexterity-modifier for Fly- or Tumble-skill checks. You can also use your Fly-skill to move trough threatened squares as with the Acrobatics-skill.
Aerial Evasion (Ex):
You gain Evasion. If you already have Evasion it becomes Improved Evasion instead.
Winged Speed (Su):
At 2nd and again at 4th-level, your Fly speed increases by 10 feet. This is doubled if you have 6 points in the Weightless costume effect.
Aerial Maneuver (Su):
At every level beyond 1st, you learn one Aerial Maneuver from the following list. You can swap out these maneuvers whenever you select new Illuminations.
Supersonic Flight (Su):
All Aerial Mages are renowned for their speed, but only the best manage to surpass the sound barrier.
Over the course of five rounds (all spent moving forward in a straight line at your running speed) you can accelerate to supersonic speed. While at Supersonic Speed, your maneuverability drops to clumsy and you move two miles (about 15000 feet) in a straight line per round, and all attacks have a 50% miss chance against you. If you collide with any obstacle, you take 10D10 damage and are stunned for 1D6 rounds. You can drop out of supersonic speed at the beginning of your round, but you must spend the next three rounds moving forward in a straight lineat your running speed in order to slow down.
Improved Aerial Evasion (Ex):
At 4th-level, you gain Improved Evasion.
Freedom of the Skies (Su):
If any effect (such as an Antimagic Field) would disrupt your Weightless Costume effect or stop your from moving, you can make a Fly- or Tumble-check. If the result of your check is higher than the caster (or Initiatior, Evoker or similar) level of the disrupting effect, it does not stop you from flying (but affects you normally otherwise). This does not work against combat maneuvers only works if your limbs are free (though you can use it to prevent your limbs from becoming bound)
Some Magical Girls move with equal speed and grace as Aerial Mages, but on the ground rather than in the air. Change all references to the Fly-skill to Acrobatics, all references to Weightless to Quick, all references to fly-speed to land-speed and replace Supersonic Flight with the following ability
Magical Parkour (Su):
By gathering speed for two rounds (running in a straight line at your run-speed) you can being a Magical Parkour run. During your Parcours, you can multiply all jump-distances by 10, and your jump-distances are limited by your run-speed instead of your normal land-speed. You do not take damage from falling during your Parkour, but you can not avoid attacks of opportunity. You can also run on any solid or liquid surface, including vertical ones, and are not hindered by difficult terrain. You must move at least double your speed during your Parkour, and can end it by spending a full-round action to land.