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  1. - Top - End - #301
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Well, just got back from vacation, so I can finally get a chance to look at the thread. I'm sure I can just-

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

    Okay, let me take a swing at this.

    First draft of my Magical Girl Archetype, GO! By the by, it may be appropriate to add a note to original base class saying Fly is a class skill in Pathfinder, since it seems to fit, you know?

    Anyway, the class as a whole is based around evasion and deception, including contingencies to avoid even magic missiles. I'm also working on something to replace their device with, making them more illumination focussed and keeping their hands free to snatch loot

    VERY WIP. I'm just posting this mostly as a template since I haven't added in the abilities yet; mostly it's just here to motivate me to finish the archetype. Also note this is Pathfinder focussed. I'll add notes for 3.5 backwards conversion when I'm done
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    Greedy Magician

    Version 0.1 - Unfinished, In-Progress


    "I know what you ghosts are up to! Give us back Spring before I steal it back!"
    -Marisa Kirisame, paragon of an Ordinary Black, Greedy Magician

    Dispensing with the image of magical girls as frail paragons of goodness, Greedy Magicians tend to be self-serving to a degree - not so bad you'd choose the villains over them, but certainly in the habit of occasionally 'borrowing' some things and forgetting to bring them back. They have a drive that either fortifies their sloth or puts them on the path to the top, if only they walk it. Assuming of course the many explosions thrown about because of misunderstandings with their lenders don't get in their way too much; never let someone tell you being a Greedy Magician is easy. It takes a keen mastery of the art of Bullet Hell, but a Greedy Magician is the first person you go to when you want something returned that's rightfully yours. Assuming you didn't forget you already lent it to the magician in question.

    Skills: Remove Diplomacy, Ride, Handle Animal and Heal from the list of class skills. Add Appraise, Bluff, Stealth, Escape Artist, Sleight of Hand, Disable Device, Perception and Spellcraft to list of class skills. Greedy Magicians tend to be more disagreeable than average magical girl, but more cunning and knowledgeable.

    HD and Skills: Change Hit Dice to d6 and number of skills per level to 8+intelligence modifier. You're good at evasion and craftiness, but taking hits is another thing altogether

    Proficiencies: Greedy Magicians are not proficient with any armour and must instead select a regular suit as their costume, or take Armour Proficiency separately, either from another class or the corresponding feats. They only have proficiency with clubs, daggers, quarterstaffs and light crossbows, and as usual no shield proficiency.

    Illuminations: You use your illuminations slightly different from other magical girls. You are not well built for melee, so when you prepare illuminations, you treat strikes as if they were one level higher (so a level 1 strike must be prepared with a level 2 slot).


    To add: Evasion, Uncanny Dodge, ability to add Charisma bonus to reflex saves. Also replace Device and Limit form with something cool - Master Spark for the latter
    Last edited by Princess Tracy; 2012-08-04 at 03:49 PM.

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

    +4 skill points is a fair trade for the loss of HP, i guess.

    Proficiency doesn't matter to a Magical Girl, item selection does. Change it to "can only select a simple device", unless you throw out the device altogether.

    Graze (Grace?) is really really powerful. ESPECIALLY since you can already do that with Nimble. Getting your main stat TWICE to AC&Touch-AC is just insane, even if it's just for ranged attacks.
    I'd change it thusly: Have it replace Shrug it Off. High Con doesn't seem like something that suits this archetype anyway. Make it non-stackable with Nimble (even if its technically a different bonus type), thus having the archetype profit from high dexterity (which suits it) without making it mandatory (nimble would still give you protection against melee).

    Evasion instead of Mettle? It would kick in rather late that way though. If you want it early, have it replace Not without Fear (pure determination doesn't seem fitting for the archetype either) and give Improved Evasion in place of Mettle.

    You can pay for Uncanny Dodge with a costume point or two, me thinks.



    By the way, i am interested in making an archetype for blast-illumination focussed magical girls. No, Spirit Shooters aren't it - they use ranged weapons. I'm thinking "simple weapons only" or "staff-like weapons only" (not sure which is better), but for now i don't really have any good boni to give them.

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

    Quote Originally Posted by Serafina View Post
    By the way, i am interested in making an archetype for blast-illumination focussed magical girls. No, Spirit Shooters aren't it - they use ranged weapons. I'm thinking "simple weapons only" or "staff-like weapons only" (not sure which is better), but for now i don't really have any good boni to give them.
    Go with blast amplification effects like what you did with Unison-Bound. Basically let them apply metamagic effects to their blasts for certain mote costs - without the need for the feat or give them some bonus ones ala wizard. Give them a steadily increasing range increment on their blasts so that they can eventually start firing at things miles away (fits), as well as the ability to use in-device targeting or something similar so that they can see that far without the need for absurd perception checks.

    Evasion instead of Mettle I think - the pure shooters generally don't mix it up in close combat. Or you could let them choose (not sure about that though). I'd go with polearms only personally, but that's me. Um...I think that's about all you'd need for it...
    Last edited by Snowfire; 2012-07-31 at 03:05 PM.
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    I consiered a 6+int skill points, but then I realised that the 3.5 version would need more skill points with stealth being a split skill of hide and m.s. and I wanted to be a litle fair. This way they make good skill monkeys, you know?. Yeah, I was going to trade off Shrug it Off, don't worry. Also the fear-resisting abilites. I was considering making some of the abilities like Graze (and yeah, it's called Graze, not Grace - in Touhou it's when something essentially hits you but misses your hit box [an invisible point on the character sprite at its centre that must be struck for you to take damage]) be based off intelligence. It wouldn't be to far out, would it? I'm also considering something like this... (These could be feats instead of class features, by the way)

    Magical Thief: Greedy Magicians snatch all sort of things up, among them magical trinkets that they have a knack for exploiting. For the purposes of using spell trigger magic items such as staves or scrolls, Greedy Magicians are considered a Sorcerer/Wizard (undecided, but leaning towards wizard) of their evoker level, treating spells on the Wizard spell list as being on their own, and their evoker level as their caster level.

    Bullet Hell Flame Dodge: you gain a rhythm for dodging attacks, a mantra as combat progresses. Every time you succeed on a reflex save against an affect caused by an opponent, or that opponent misses you, gain a cumilative +2 insight bonus to AC and reflex saves against that opponent for 1 round.

    And yeah, device is getting replaced with something, possibly Magical Thief. And I will make this archetype a bit more blasting focussed, since they don't have devices to use in combat instead. That additionally means I may bump their skills back down to 6 instead of 8.

    Higher level abilities are set to include some freedom of movement like affect and other cool things.

    Will think over proficiencies once I get back from the shops. I know it's a minor gripe. I think originally I had them have all the wizard proficiencies with weapons and nothing else, but I couldn't remember what weapons wizards were proficient with so I just stuck to saying simple weapons. I think I'm gonna add in some sort of scaling dodge bonus ability to make up for teh loss of armour.

  6. - Top - End - #306
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Sorry Seli, but when inspiration strikes you gotta use it^^
    Archetype is of course still WIP.

    Bombardment Mage

    Some Magical Girls prefer to use their magic while they keep their distance. They are no less courageous or determined, nor less effective.

    Class Features:

    A Bombardment Mage gains all of the following class features.

    Device: You can only pick a simple weapon as your device. You can still take the Devicer-Archetype (despite both altering this class feature), but you do not gain the ability to take Exotic or Martial Weapons for your device. Your Device can have enchantments for ranged weapons, despite being a melee-weapon.

    Ranged Specialist (Su): You can only prepare Strike-Illuminations of one level lower than the highest-level Illumination you can prepare. You must always prepare a Blast-Illumination of the highest level you can prepare. Your Devices Enhancement Bonus and Enchantments that apply to ranged attacks apply to your Blast-Illuminations.

    Bombardment Spell: At Level 5, you learn how to use any Blast-Illumination you have as a full-round action. This doubles its range, and you can apply the following effects:

    Multishot: By paying two motes, the Illumination targets two different enemies.

    Empower: By paying one mote, the damage die of the Illumination and its Save-DC increase by one, by paying two motes they increase by two.

    Disruptive: By paying two motes, enemies affected by your Illumination must make a Fortitude to use any supernatural, spell-like or spell-abilities for one round. If they fail their check the ability still counts as used, but does not produce any effect.

    Area: By paying two motes, any Blast can affect an area.
    Make a single attack roll, you hit anyone whose touch-AC you exceed within 15 feet of your original target.

    Concussive: By paying two motes, enemies affected by your Illumination must make a Fortitude-save. If they fail, all movement speeds during their next turn are halved and they can not make more than one attack during their next turn, regardless of their number or iterative attacks, natural attacks of other effects (though they can still make Attacks of Opportunity normally).
    Last edited by Serafina; 2012-08-10 at 02:48 PM.

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

    Quote Originally Posted by Serafina View Post
    Snip
    I was looking for pictures for an archetype like this and found some nice ones.

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    And yes, that is a planet.


    Nice work though.

    Also, I have some ideas on this point. If I have the time between everything else, I'll see about throwing them up here at some point.
    Last edited by Snowfire; 2012-07-31 at 03:51 PM.
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    Damn you Snowfire. I cried.
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    T_T I swear, you just made me cry.
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    Well, here's another for your sig, Snowfire.

    <struck dumb>

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

    Well, I was going to base the archetype around the exploits of Marisa, so would you be willing to like combine these two archetypes into one? Or better yet take those ability and turn them into some sort of meta-invocation feats. Actually there's not so much there taht i couldn't use it all... either way, Marisa is known for her own massive explosion, the Master Spark, which I'm making a class feature to replace the Device Limit Form and will amp the hell up out of any blast invocation. It's not good to have two archetypes floating around that do teh same thing after all. Actually, looking at what you've got so far it's fairly compatible save for my proposition to scrap Devices in my archetype.

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    Oh an image war, is it? We'll see about THAT!


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

    Spoiler
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    You know, I never meant to start this. But anyway.






    Too much fun finding these...
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
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    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

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

    Let's see, things to be traded off or altered for this archetype... Not all things marked removed will necessarily be so, but they are on teh list of things I may replace if I feel it appropriate to the Greedy Magician
    ..
    Pure of Heart: alter sense of justice to include occasional 'liberating' of shiny things from opponent, and for 'borrowing' things from allies.

    Device: remove or downgrade to simple weapons

    Illuminations: prohibit access to strike illuminations (only use them at their normal level +1), mandatory blast prepared

    Merciful + Power of Friendship (?) - may just keep as is. Just because they're thieves and a tad antisocial doesn't make them violent or opposed to making pals.

    Shrug it Off: removed

    Not Without Fear: Probably removed and replaced with, say, Evasion

    Stubborn: removed (?)

    Meaning of Courage: removed

    Device Limit Form: replaced with an ability to greatly power up blasts (master spark?)

    Mettle: probably removed, perhaps altered to only work with will effects?

    Voice of Light: altered and renamed; those enhanced skills aren't on her class skill list anymore, after all

    Come Back: Too sappy

    ...

    Ooh, speaking of, check it.

    Calling Card: You can use arcane mark at will to create your own stylised mark. Only one design is available to you, chosen at time you gain this ability. You can also use this to create an image of your seal that floats and glows in midair - with a maximum radius of 1 meter per evoker level, to no effect except style. It is apparent even in darkness (except magical), but it itself does not shed enough light to illuminate other objects.

    I also figured by placing your calling card upon items you can bond them to you - using them as a focus for your blasts or easier activating as a magic device. Haven't decided on the exact mechanics yet.

    Ooh, here's something to replace Merciful with, i think, if I need it
    Broker's Cunning: you can use Bluff to gather information in place of diplomacy... [and some stuff about selling things at unreasonable prices]

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

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

    Quote Originally Posted by TraceHyde View Post
    Ooh, here's something to replace Merciful with, i think, if I need it
    Broker's Cunning: you can use Bluff to gather information in place of diplomacy... [and some stuff about selling things at unreasonable prices]
    Just thought I'd note, if you're planning to base the archetype off Marisa, you shouldn't remove or replace merciful. After all, in all the Touhou games they don't actually kill each other, despite the massive amounts of power used.

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

    I'll note that I am working on sorting through the insane amount of contributions that piled up in my absence, but while I do that there's a bit of a dilemma I thought I'd toss out to all of you.

    Currently, the Magical Girl is a bizzare patchwork of editions - with a core class that is 3.5, feats (and now, entire PrCs and archetypes) that reference Pathfinder, and endless confusion for anyone not running a full-blown 3.P game. While the two systems are compatible to a great extent, someone is ultimately going to be running one or the other - either 3.5 rules with pathfinder content allowed, or pathfinder rules with 3.5 content allowed. As-is, the Magical Girl's periphery material is a messy glob of partitions and conflicts, sloppily put together no matter what system you use.

    Thus, as one part of my Great Normalization Campaign, I'm strongly considering a blanket revision of the Magical Girl class and all associated content to conform to a single version of the game, moving any content specific to another edition into a concentrated sidebar. Which brings me to my question to everyone following this:

    Would you prefer the Magical Girl as a 3.5 class, or a Pathfinder class?
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Quote Originally Posted by Selinia View Post

    Would you prefer the Magical Girl as a 3.5 class, or a Pathfinder class?
    Go with 3.5, PF conversion in a sidebar/spoiler. It's what I did for Sentai, and it's simpler to convert forwards than it is to go backwards.
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    I find 3.5 more prevalent but mentioning specific changes with a pathfinder sidebar would be good.

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

    I personally prefer Pathfinder - but its easier to convert to PF from 3.5 than the other way around, and 3.5 is more prevalent.

    You can still embrace some PF design philosophies (such as "no dead levels") though, and so far you did.

    Skills: Simply list "Skills (3.5) and "Skills (PF)
    In case of Concentration-checks, it might be best to explain what skill you use instead (because Concentration is no longer a skill in PF). Perform is IMO a good option, because it does nothing else for the Magical Girl right now.

    Feats: Some feats don't exist in Pathfinder anymore (such as Bounding Assault if you take a Quick costume). That's no big deal - if its in the SRD you can still apply it in some cases. Some feats interact weirdly with PF, so in that case its best to provide an alternative, or accept that taking that is pointless in PF.


    Really i don't see a lot of compatibility problems with PF. A few costume-granted feats that don't make much sense, the uncertainty about concentration-checks and what skill-list you have, and thats it.


    Oh, and some feats just have to stay marked (PF), because they reference pathfinder-material. Such as the Magus- or Oracle-multiclass feat. The Intelligent Item feat can actually work with either the PF-rules or the Intelligent Itme rules from the Arms&Equipment-guide.

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

    I've beer following this for a while, and supposed that I might as well put in my 2 cents. I really want it to be 3.5 (Mainly because that's all I know), plus, that's where the roots are, y'know?

    Just my opinion. :3

    EDIT: One random idea for an Archetype: Some manner of Burst-centric thing, perhaps? Or Aura. Or Barrier! We already have a quasi-Strike-Centric Archetype in the form of the Mistbreaker, and people are already working on Blast-Centric Archetypes, yet there's so little love for everything else! :3
    Last edited by caledscratcher; 2012-08-01 at 01:02 AM.

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

    Specific parts that need adressing. I would put everything but the skiill list in spoiler tags beneath the ability.

    Skill list: One for 3.5, one for Pathfinder.

    Radiant Focus: Needs a skill that it uses for Pathfinder.

    Chains of Concordance: Maybe a different Grapple-modifier for PF, because it works differently there. But thats not necessary

    Dance of Lights: Improved Mettle doesn't have a definition in PF, but it is very very rare in 3.5 as well, so one would be nice anyway.

    Shining Proclamation: Actually works, because Concentration-checks when taking damage still exist in Pathfinder, so no change needed.

    Costume Abilities: Some need their skill-boni changed (from Move Silently/Hide to Stealth, for example).

    Quick: Bounding Assault doesn't exist in Pathfinder, though its function is easily integrated.

    Weightless: Improved Flyby Attack doesn't exist, but is easily integrated into Pathfinder.


    Awaken Device: can work with the Arms&Equipment-guide Intelligent Items, maybe.

    Magical Mentor: Archivist doesn't exist in Pathfinder. Int-based Cleric casting works though.

    Right Makes Might: works much less well in PF (with fixed scaling PA) than it does in 3.5, but it still works.

    Multiclass feats should stay as they are.

    Mentor Animal: It really needs Intelligence=Charisma back if its going to be of any use with Pathfinder Bardic Knowledge (which is a bonus to Int-checks, not a seperate check). Taht doesn't even need to be a sidebar though, as long as one is aware that it'll work quite differnetly in 3.5 than in PF.

    Spirit Shooter: Needs Composite Bows for PF, and a reference to Firearms for 3.5

    The Prestige Classes need skill tables and PF prestige class progression for BAB and Saves. They also need prerequisite-adjustments for PF (-3 for skill requirements, different skill in place of concentration, but other than that they seem to work fine.




    Soo - its really not that much that needs to be adjusted.

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

    Quote Originally Posted by caledscratcher View Post
    I've beer following this for a while, and supposed that I might as well put in my 2 cents. I really want it to be 3.5 (Mainly because that's all I know), plus, that's where the roots are, y'know?

    Just my opinion. :3

    EDIT: One random idea for an Archetype: Some manner of Burst-centric thing, perhaps? Or Aura. Or Barrier! We already have a quasi-Strike-Centric Archetype in the form of the Mistbreaker, and people are already working on Blast-Centric Archetypes, yet there's so little love for everything else! :3
    I don't really see those as seperate combat-styles for Magical Girsl.
    However, an Aura-boost could work well for a Defender-Archetype, which the Magical Girl could really use!

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

    Quote Originally Posted by Selinia View Post

    Would you prefer the Magical Girl as a 3.5 class, or a Pathfinder class?
    I would like to request a Love Conquers All manual in Third Edition format, commonly referred to as three-point-five. I have less personal experience with Pathfinder, but from many comments that I have read on the forum it is not difficult to make the transition.

    My request is made in the spirit that I plan to use the manual that results from this project in an actual game. Thank you, Selinia, for asking the question.

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

    A Manual? As in, how to do a campaign that revolves around Magical Girls? Magic Items and other support that isn't already part of this class?

    I've already been working on a handbook, though i haven't for quite a while.

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

    As a long-time lurker of this thread, I'll pitch in a vote for 3.5. I find that it's generally easier to convert 3.5 to Pathfinder than the other way around.

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

    Quote Originally Posted by Serafina View Post
    Spirit Shooter: Needs Composite Bows for PF...
    Just thought I'd note that, no it doesn't. Composite bows are all either long or short bows, and not a distinct type of bow on their own. Thus they are already included in the part referring to long and short bows.

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

    They are listed as separate weapons in Pathfinder, so i'd list them additionally just to be safe.

  25. - Top - End - #325
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Quote Originally Posted by Serafina View Post
    A Manual?
    A manual. A document. Not a guide.

    You know, for after Selinia has made the classes and balanced them to satisfaction, it might be nice to have a Presentation Document File as a handy catalog for them.

  26. - Top - End - #326
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    How about some bonus combat feats for the Magical Girl?

    As it is right now it is REALLY hard to pull of a lot of combat styles with her unless you multiclass into Fighter or something. You can, but then you discard a lot of the really flavorful Magical Girl feats you could take.
    A few early combat bonus feats (say, at 1st, 3rd and 4th level) would solve that problem nicely.

    And while the Magical Girl gets a class feature at every level,a few of the later class features are repetitive - Stubborn makes Not Without Fear almost pointless, and it in turn gets outdone by Meaning of Courage. Some more feats at those levels would also be very nice (say, at 7th and 10th).


    Generally, bonus feats add a lot of customization without making the class too strong.
    Furthermore, they actually open up more possibilities for Archetypes - because an Archetype could then replace the bonus feats gained at certain levels, thus adding more of a drawback. The two latest archetypes by Trace and me are good examples - we can't really replace most of the current class features because removing them doesn't fit (Nanoha is definetly a Bombardment Mage, but also fearless), prevents combinations with other Archetypes or the class features are flavor (such as Power of Friendship).


    Hence, i am very much in favor of some bonus feats.

  27. - Top - End - #327
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Well, most archetypes aren't really meant to stack like that so I won't get too annoyed over not being able to make a Mistbreaker/Greedy Mage

  28. - Top - End - #328
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Mentor Animal

    "Now, how could you go and forget about a handsome cat like me?"
    -Artemis, a Mentor Animal

    Not all magical girls stumble upon their calling on their own. Sometimes, the powers-that-be need to give them a little nudge. Often, this comes in the form of a mentor animal - a diminutive companion for the magical girl, to aid and advise her on her journeys. These knowledgeable creatures take the form of common animals, and can provide invaluable advice to a magical girl... but constantly being under their tutelage can leave her much less self-assured than her peers who discovered their powers through their own efforts.

    Class Features:

    A magical girl with an mentor animal gains all of the class features listed below.

    Mentor: At first level, the magical girl finds herself accompanied by a talkative animal, who provides advice and guidance however it may. This mentor may take the form of any animal on the list of animals that can become familiars, and calculates its base attributes as described under Familiar Basics. Finally, all mentor animals are capable of speaking and understanding any language the magical girl can speak.

    If the magical girl already has a familiar, or if she gains one from another source, she may designate her mentor animal as her familiar as well. Doing so causes her levels in magical girl and any familiar-granting classes she might take to stack for the purposes of determining its base familiar abilities - but not for the special mentor abilities granted by this class feature. Should the mentor animal be killed, it will show up a week later; unharmed, but likely with a scolding ready at hand.

    Starting at 1st level, the mentor animal will share some of its vast collection of knowledge with the magical girl. The mentor gains the bardic knowledge ability, as a bard of the magical girl's class level.

    Starting at 4th level, the mentor animal gains some insight into the eccentricities of its particular ward. Once per day, it can advise the magical girl as to the most likely result of a proposed course of action. This functions as if the mentor animal had cast Augury, but no material component is required and the mentor animal is aware if the spell fails (if this happens, it will likely tell the magical girl some variation of the phrase 'I don't know'). For the purpose of the spell, consider the mentor animal to have a caster level equal to the magical girl's class level.

    A magical girl's mentor animal may use this ability an additional time per day at 7th level, and gains an additional use every three levels thereafter.

    Starting at 10th level, the magical girl's mentor animal has come to trust and respect her for what she has done. Once per day, it may attempt to recall information on a person, place, or thing it is presented with, delving into areas of its mind even it is uneasy with. This functions as the Legend Lore spell, but no material component is required.

    Starting at 15th level, a magical girl's mentor has finally begun to see her less as a student and more as a comrade and peer. Its insight into her behavior is peerless, and it likely understands her better than she does. When she asks its advice, it gives a much more complete and coherent answer - treat it as getting its results from the Divination spell, rather than Augury.

    Mentor replaces a magical girl's Not Without Fear, The Meaning of Courage, and Voice of Light class features.
    Last edited by Selinia; 2012-10-23 at 11:31 AM.
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Kofū Shōjo

    "Eternal Radiance, grant me thy power this day!"
    -Rei, a Kofū Shōjo

    Nothing really stays the same forever. Even the most immortal of causes and ideals has to change with the times or risk being swept away. Magical girls are no exception, and it is undeniable that modern magical girls are in many ways a far cry from their counterparts in prior eras. They're loud, stubborn, and full of more fire and passion than they know what to do with.

    There are, however, plenty of exceptions. Some magical girl take a more traditional pursuit of their calling, emphasizing grace and a healthy respect for the power they wield over hot blood and zeal. Such old-fashioned magical girls undeniably have a more direct bond to the light that infuses them, but they tend to lack the grit-toothed determination and self-sufficiency of more modern girls.

    Class Features:

    A kofū shōjo gains all of the class features listed below.

    Merciful: A kofū shōjo's sense of pacifism goes beyond that of a normal magical girl, and she has difficulty bringing herself to use her powers to inflict lasting harm on anyone. When the kofū shōjo deals lethal damage with a melee attack or an Illumination, she must make a Will saving throw against DC [10 + her Cha modifier]. If she succeeds, her attack resolves normally and she does not need to make this save against that specific target for the remainder of the encounter. If she fails the save, she finds herself involuntarily pulling her attack at the last moment, forcing the attack to deal non-lethal damage anyway.

    A kofū shōjo does not need to make this save against creatures immune to non-lethal damage.

    Trinket (Su): At 1st level, a kofū shōjo acquires a powerful trinket, which serves as the symbol and focus of her power. The exact form of this trinket varies, but it is always small, ornate, and easily kept on one's person - jewelry is the most common form of trinket by far, but it could be anything from a book of prayer strips to a fancy hat. A kofū shōjo must be wearing or holding her trinket to be able to cast illuminations.

    A kofū shōjo may use her trinket to amplify her magic. Doing so requires both hands be free to clasp the trinket. As a full round action, she may evoke a blast or burst illumination, treating her charisma modifier (not her charisma score) as two higher for all purposes relating to the resolution of that illumination. At 6th level, and every six levels thereafter, illuminations she evokes in this manner count as an having an additional +1 charisma modifier (to a maximum increase of +5 at 18th level).

    This ability replaces Device and Device - Limit Form.

    Costume: A kofū shōjo gains her second costume point at 5th level, and gains an additional costume point at every third level. She may never designate a weapon as part of her costume, and does not own a device.

    Bliss (Su): For a kofū shōjo, channeling the full power of an illumination is a rapturous experience before which all else seems numb. Filled with the power of light, she can happily ignore the blows of her enemies. The kofū shōjo gains DR X/- against attacks of opportunity provoked by her blasts or bursts equal to three times the level of the illumination used.

    This ability replaces Not without Fear and The Meaning of Courage.

    Barrier Maiden (Su): At 7th level, the kofū shōjo may add her Wis modifier as a shield bonus to AC. Since this relies on a kofū shōjo’s ability to direct her energies against incoming blows, she loses this bonus any time she would lose her Dex bonus to AC. Whenever the kofū shōjo is maintaining an aura, she may grant this bonus to any ally within that aura's radius of effect. Whenever she uses any Illumination other than an aura, the AC bonus granted by this ability increases by amount equal to the illumination's level until the beginning of her next turn. If she uses multiple illuminations in a single turn, only the highest level applies.

    Additionally, the kofū shōjo may add her Wis modifier to her Cha modifier when calculating the effects of her Barrier illuminations.

    This ability replaces Shrug it Off.

    Evasion (Ex): At 13th level and higher, a kofū shōjo can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the kofū shōjo is wearing light armor, her costume, or no armor. A helpless kofū shōjo does not gain the benefit of evasion.

    This ability replaces Mettle.
    Last edited by Selinia; 2012-10-23 at 11:32 AM.
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    Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

    Spirit Shooter

    "Silver cartridge load! SHOOT!"
    -Natsuki, a Spirit Shooter

    Most magical girls have a certain fondness for melee. Even if the violence itself appalls them, there is something deeply personal about a face-to-face duel. Much can be discerned about someone from the manner in which they fight, and magical girls have often been heard to describe fighting as an abstract (and dangerous) conversation of sorts.

    Those who break from this trend are often referred to as spirit shooters. While in truth as diverse as any other group of magical girls, Spirit Shooters have a tendency to be stereotyped as calm and level-headed in comparison to their boisterous comrades. This has a grain of truth to it, the only blanket statement that can really be made about these individuals is that they are no less effective for their weapon of choice. While they may be less suited for an up-close brawl, their magic is perfectly capable of striking down opponents like a shower of shooting stars.

    Class Features:

    A spirit shooter gains all of the class features listed below.

    Ranged Device (Su): A Device is the symbol of a Magical Girl’s power – a peerless tool, suffused with the power of light and good. At 1st level, a spirit shooter acquires her device, which appears in the form of a longbow, shortbow, heavy crossbow, light crossbow, pistol, or musket. The Device is always of Masterwork quality (and usually appears quite ornate), and otherwise functions as a normal weapon of its type. A spirit shooter is always proficient with her Device, but if it is a martial weapon or a firearm she is still not proficient with the mundane weapon it is modeled after.

    If the magical girl chooses a firearm as her ranged device, she may repair it as if she had the Gunsmithing feat. The Spirit Shooter archetype assumes use of the Pathfinder firearm system.

    This ability replaces Device and Device - Limit Form.

    Focused Illuminations: Unlike an ordinary magical girl, a spirit shooter's weapon of choice is complex to the point where natural fighting instinct simply isn't enough to be be effective in battle. She can overcome this with training, but splitting her time like this comes to the detriment of her ability to harness more esoteric Illuminations. A spirit shooter must always ready at least one Blast illumination of every level she can access, before she chooses what other illuminations to ready.

    Merciful: A spirit shooter can choose to deal non-lethal damage with ranged attacks, in addition to melee attacks and illuminations.

    Spirit Shot (Su): The signature ability of a spirit shooter allows them to collect and unleash radiant energy in an attack not dissimilar to a more controlled Blast. Whenever she makes an attack with her device, including as part of a full attack, she may replace the normal attack with a spirit shot by paying a number of motes.

    If the spirit shooter is wielding a weapon that she can reload as a free or swift action, this ability costs one mote. If she is wielding a weapon that she can reload as a move action, this ability costs two motes. If she is wielding a weapon that can be reloaded as a standard or full-round action, this ability costs three motes. Load time reductions from character abilities (such as Rapid Reload) will reduce the cost of a spirit shot, but those from items (such as alchemical cartridges) will not.

    Regardless of what weapon is used, a spirit shot uses no ammunition (and can be used even with an unloaded or broken weapon) and targets touch AC. If the weapon firing them is a firearm, spirit shots will never cause it to risk a misfire. Additionally, a spirit shot cannot be used on any target more than three range increments away. If all attacks are converted to spirit shots, it is possible to make a full attack with the weapon regardless of normal reload times. For all other purposes, a spirit shot is considered a normal ranged attack.

    At 5th level, a spirit shooter's spirit shot begins to gain additional effects based on her ranged device's weapon type.

    If she wields a long or short bow, whenever the spirit shooter makes a full attack comprised entirely of spirit shots, she may make an additional spirit shot at her full base attack bonus. This additional spirit shot must be paid for normally, and its effects stack with the effects of the Rapid Shot feat. At 10th level, when making a full attack, she may fire an additional spirit shot for each iterative attack she makes, (this stacks with the extra shot granted at 7th level, meaning she can make three spirit shots at her highest BAB), paying for each one normally. Thus, a spirit shooter of 10th level could make up to five spirit shots in a full attack, with base attack bonuses of +7/+7/+7/+2/+2. At 15th level, the spirit shooter may use her Radiant Focus ability at the end of an attack or full attack: however, the DC of the concentration check is equal to 10 + (5 * the number of attacks the spirit shooter is making this turn), rather than the habitual DC.

    If she wields a light or heavy crossbow, she may attach a blast or burst illumination to any of her spirit shots as a free action. Doing so requires that she pay the normal mote cost of the illumination, along with the cost of the spirit shot itself. If the attack is successful, the target suffers the effects of the illumination as well as those of the shot. At 10th level, when the spirit shooter makes iterative attacks with her spirit shot, she always uses her highest base attack bonus. Further, blast illuminations delivered through her spirit shot are considered to be Empowered, as the metamagic ability, and burst illuminations gain a bonus to their save DC equal to the illumination's level. At 15th level, the range increment of her spirit shots is doubled, and her spirit shots ignore all forms of miss chance or cover - even total cover - so long as you are able to target the correct square.

    If she wields a firearm, she may add her Cha modifier to the damage of each spirit shot. Further, each additional spirit shot to strike a target within one turn causes this damage to be dealt again. Thus, the first spirit shot to hit a target in a turn deals a spirit shooter's Cha modifier in damage, the second shot deals twice her Cha modifier, and so on. At 10th level, any creature that sustains damage from her spirit shots must make a fortitude saving throw of a DC is equal to [10 + half the magical girl’s evoker level + her Cha modifier] or be considered flat-footed until the beginning of their next turn. At 15th level, whenever the spirit shooter deals her Cha-derived extra damage with her spirit shot, an equal amount of damage is dealt to any enemy within ten feet of her target (though these additional targets do not risk becoming flat-footed).

    A spirit shooter may count half of her levels in any class that grants the Illuminations or Unfocused Illuminations class feature as spirit shooter levels for the purpose of determining the abilities granted by her spirit shot.

    This ability replaces Shrug it Off, Stubborn, and Mettle.
    Last edited by Selinia; 2012-10-23 at 11:33 AM.
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