1. - Top - End - #291
    Barbarian in the Playground
    Serafina's Avatar

    Join Date
    Jun 2012

    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Well, time to commit another idea. A lot of inspiration was taken from the Aerial Ace Martial Discipline

    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:
    Skills: 9 Ranks in Fly OR 12 ranks in Tumble
    Special: You must be able to invest at least three points into the Weightless Costume effect.
    You're supposed to be a good flyer. Thus these prerequisites - note that Tumble is supposed to be used for 3.5 and Fly for Pathfinder.

    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): Fly, Perception
    Like the Magical Girl, but with added Spot and Search because doing so from the air is beneficial, but hard.

    Skill poins per level: 4

    Aerial Mage
    Hit Dice: D8
    {table=head] 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[/table]
    Same Chassis as the Magical Girl, but using Pathfinder-prestige class progression (which mostly reduces the gap betwen good and bad saves.

    Themed Costume: 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.
    3 Costume points in 5 levels are a very good deal, but the rest of your costume will be weaker.

    Illuminations: 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.
    The Grace-part of an Aerial Mages flight. Worder that way to be compatible with both Pathfinder and 3.5

    Aerial Evasion (Ex): You gain Evasion. If you already have Evasion it becomes Improved Evasion instead.
    Because its much easier to dodge a fireball when you can fly.

    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.
    The speed-part of an Aerial Mages flight.

    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.
    Radiant Tornado: As a full-round action and by paying two additional motes, you can move your speed in a straight line. Each enemy that is within your reach of the squares you move trough is attacked by your Strike-Illumination. You must make Tumble- or Fly-checks as normal to avoid attacks of Opportunity or move trough enemy squares.
    Barrel Roll: Once per round as an immediate action, you can pay one mote to make a Fly- or Tumble-check. Treat the result as your new AC and Touch-AC against ranged attacks and ranged touch attacks (including those with spells and illuminations) until the beginning of your next round.
    Sonic Charge: When you make a Charge, you can pay a mote to move three times your speed (or twice your speed if the charge was made as a standard-action). Your immense speed produces a sonic boom - enemies within 15 feet of the squares you pass trough during your charge take 1D6 damage per point in the Weightless costume effect and must make a Fortitude-save (DC equal to your illuminations) or be deafened for 1 round per damage die.
    Rays from Above: When you use a Blast-illumination, you can pay one mote to increase its damage die by one size if you have a higher elevation that the target If you are directly above the target, the damage die increase by two sizes.
    Radiant Shockwave: Your movement produces a brilliant display of light, making it harder to target those near you. Whenever you move at least your fly speed, you can pay one mote to grant yourself and everyone within 15 feet 20% concealment. If you have moved more than your fly speed, this increases to 50%.
    Sonic Move: As a swift action, you can pay one mote to move your fly speed without provoking attacks of opportunity.

    The reason why you take this Prestige class. Something for everyone, and more may be added.

    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.
    A way to cross large distances quickly. Obviously not supposed to be used in combat, unless you have an enemy that is just as quick.

    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)
    You love flying, and this class revolves around flying - so its hard to stop you from flying. Yes, you can fly in an Antimagic Field.

    Adaption: 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.
    Last edited by Serafina; 2012-07-28 at 01:44 PM.