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    Default The Magical Girl [Class Contest 3rd place, Updated, New Feats, Peach]

    The Magical Girl

    "In the name of Justice! I will punish you!"

    A youthful warrior of justice and truth! A Soldier of Love!

    Adventures: Magical Girls tend not to seek out adventure. Adventure always seems to find them.

    Characteristics: Magical Girls can vary wildly in abilities depending on their aspects, but they always appear in combat as less than intimidating. With Fanciful flourishes and calling the names of her attacks, and the cavalcade of bright colors, the Magical Girl is often a laughingstock to the unfamiliar, but the girl tends to always have the last laugh.

    Alignment: Most magical girls are good, with no tendency towards law or chaos. Evil magical girls are rare, but do exist. Often as rivals of good magical girls.

    Religion: Religion is not a necessity for a magical girl. Most, being so young, just follow what their parents do or did. A few magical girls are the vessels of the divine, but are not explicitly required to follow the faith's tenants.

    Background: Becoming bound to the transformation talisman and its familiar is the extent of any training the Magical Girl receives. Any lessons tend to be on the field. Despite the name, not all Magical Girls are female, even though most are.

    Races: Most magical girls are Humans and Half-Elves, although other races are possible. Catfolk are of note as the most frequent case of other races. Those with the blood of extra-planar creatures such as Aasimar and Tieflings are also prime candidates.

    Other Classes: Magical Girls tend to team up with other magical girls the most. Others take on Knights or Paladins as guardians. Their nature and penchant for flashiness lets them get along great with bards. Wizards tend to be annoyed with how they tend to treat their practiced art like a game or toy. Rogues and other stealthy classes find their bright colors detrimental to their work.

    Role: Depending on the aspects she chooses, a magical girl can be a melee combatant, a magic damage dealer, a support character, or whatever other role that needs to be filled. Although once her selection is made, she tends to focus on that role and none other.

    Adaptation: If the bright and colorful has no place in your game world, the Magical Girl could easily be converted to some other sort of mystical warrior that draws strength from a mysterious artifact.

    GAME RULE INFORMATION
    Magical Girls have the following game statistics.
    Abilities: Charisma is the most important ability for Magical Girls, Followed closely by Dexterity. Strength may be important for those with The Chariot aspect.
    Alignment: Any
    Hit Die: d8
    Starting Age: Adulthood minus sorcerer age modifier
    Starting Gold: As Sorcerer
    Class Skills
    The Magical Girl's class skills are Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(cha), Heal(Wis), Intimidate(Cha), Jump(Str), Perform(Cha), Profession(wis), Ride(Dex), Sense Motive(wis), Swim(Str), Tumble(Dex)

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Magical Girl
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +2
    Talisman Transformation, Primary Aspect, Familiar Mentor
    2nd
    +1
    +0
    +3
    +3
    Divine Grace
    3rd
    +2
    +1
    +3
    +3
    Warding Outfit (+4)
    4th
    +3
    +1
    +4
    +4
    Improved Transformation
    5th
    +3
    +1
    +4
    +4
    Heroic Speech
    6th
    +4
    +2
    +5
    +5
    7th
    +5
    +2
    +5
    +5
    Secondary Aspect
    8th
    +6/+1
    +2
    +6
    +6
    Improved Transformation
    9th
    +6/+1
    +3
    +6
    +6
    Warding Outfit (+6)
    10th
    +7/+2
    +3
    +7
    +7
    Guardian Familiar
    11th
    +8/+3
    +3
    +7
    +7
    12th
    +9/+4
    +4
    +8
    +8
    Improved Transformation
    13th
    +9/+4
    +4
    +8
    +8
    Tertiary Aspect
    14th
    +10/+5
    +4
    +9
    +9
    15th
    +11/+6/+1
    +5
    +9
    +9
    Warding Outfit (+8)
    16th
    +12/+7/+2
    +5
    +10
    +10
    Improved Transformation
    17th
    +12/+7/+2
    +5
    +10
    +10
    18th
    +13/+8/+3
    +6
    +11
    +11
    19th
    +14/+9/+4
    +6
    +11
    +11
    20th
    +15/+10/+5
    +6
    +12
    +12
    Grand Destiny, Improved Transformation

    Class Features
    All of the following are class features of the Magical Girl

    Weapon and Armor Proficiencies: A Magical girl is proficient with All simple weapons and no armor or shields.

    Talisman Transformation(Su): A magical girl starts with a small talisman to trigger her magical transformation. This may be a piece of jewelry, a small baton or key, an eye-patch, or a craven sandstone carving of a forgotten god. Any object small enough to be held in one hand may be used. This talisman may not be damaged by mortal means. As a full round-action the Magical Girl undergoes a dazzling transformation sequence, unleashing the power of the talisman. The bright lights and colorful effects given off by this transformation impose a -10 penalty on any hide checks. Her clothing completely changes appearance, and any magical items worn also change their appearance to coordinate with her outfit. Even though the new outfit often does not include any sort of disguise or mask of any kind, unless someone witnesses the magical girl transform in her entirety a DC 35 spot check is required to recognize the transformed magical girl as the same person. While in this transformed state, if she is not wearing armor, she adds her charisma modifier as a dodge bonus to her AC. A magical girl that falls unconscious returns to her ordinary state, otherwise it takes a full round action to end her transformation.

    Primary Aspect (Sp, Su, or Ex): A magical girl's transformation gives her a set of powers chosen at creation. The aspect she chooses may not be changed. The powers granted by aspects are only available when she is transformed.

    The Magician: While transformed, the magical girl picks three 0-level spells from the sorcerer/wizard list that may be used as spell-like abilities at will and a 1st level spell from the Warmage list that may be used 1/encounter.
    At 4th level, her chosen Warmage spell may be used at will.
    At 7th level she gains a 2nd level Warmage spell as an at-will spell-like ability.
    At 10th level she gains a 1st level spell from the sorcerer/wizard list and a 3rd level spell from the Warmage list as an at-will spell-like ability.
    At 13th level she gains a 2nd level spell from the sorcerer/wizard list and a 4th level spell from the Warmage list as an at-will spell-like ability.
    At 16th level she gains a 3rd level spell from the sorcerer/wizard list and a 5th level spell from the Warmage list as an at-will spell-like ability.
    At 19th level, she gains a 4th level spell from the sorcerer/wizard list and a 6th level spell from the Warmage list as an at-will spell-like ability.
    Unlike normal spell-like abilities, the Magical girl must still provide any verbal, somatic, and focus components that the spells require, but not material components. The spell keeps its original casting time. The saving throw for these spells are charisma based with a caster level equal to her class level.

    The High Priestess: As a standard action, the magical girl can heal a living target's wounds with a touch. She can heal a total number of hit points equal to twice her class level times her charisma modifier per day. An undead takes damage from this ability. The magical girl decides how many points to use as damage after successfully touching an undead creature. She may use any or all of her maximum per day with each touch.
    At 3rd level, she gains the ability to shield one of her allies. As a standard action she touches one of her allies and as long as that ally remains within 60ft that ally gains a +1 deflection bonus to AC and a +1 resistance bonus to saves for every four levels she possesses. Any damage that ally takes is split evenly between them and the magical girl, rounded down for them and rounded up for the Magical Girl. She does not need to touch this ally to use her healing touch.
    At 5th level she gains Remove Disease at will as a spell-like ability.
    At 7th level she gains neutralize poison at will as a spell-like ability.
    At 9th level, if the magical girl is Good or Neutral she is continuously surrounded by a Magic Circle against Evil. If she is Evil, she is surrounded by a Magic Circle against Good instead.
    At 13th level she gains Restoration at will as a spell-like ability.
    At 17th level she gains Regenerate at will as a spell-like ability.
    At 19th level, if she is good or neutral, the magical girl gains Holy Aura at will as a spell-like ability. If she is evil, she gains Unholy Aura instead.
    The saving throw for these spell-like abilities are charisma based with a caster level equal to her class level.

    The Chariot: The magical girl chooses a martial or simple weapon. When she transforms her talisman takes the shape of or produces a weapon of that type and she is treated as proficient with it. The weapon is always beautifully crafted and coordinates with her transformed outfit. If she chooses a light or finessable weapon, she gains the benefits of the Weapon Finesse feat and may her dexterity modifier instead of strength to damage while wielding it. Ranged weapons produce their own ammunition, and composite bows automatically adjust to her strength score.
    This weapon is of masterwork quality at first level, and gains a +1 enhancement bonus at 5th level. This bonus improves by 1 every three subsequent levels to a maximum of +5 at 17th level.
    At 3rd level she gains Weapon focus in the selected weapon as a bonus feat.
    At 6th level she gains Weapon Specialization in the chosen weapon as a bonus feat.
    At 7th level, the weapon gains A property chosen from the list below.
    Spoiler: Weapon Properties
    Show
    Weapon Properties
    Flaming
    Shock
    Frost
    Lucky
    Warning
    Defending
    Keen
    Impact
    At 9th level she gains Greater Weapon Focus with the selected weapon. as a bonus feat
    At 10th level, if her alignment is Good or Neutral the weapon becomes Holy, otherwise it becomes unholy.
    At 12th level she gains Greater Weapon Specialization with the selected weapon as a bonus feat.
    At 14th level the weapon gains the Metalline (MIC38) property.
    At 18th level, as a move action she may cause her weapon to turn into pure light, this has an effect similar to a brilliant energy weapon except that it can harm undead (if good or neutral) or Deathless (if evil) and it ignores the natural armor of Evil outsiders (if Good or Neutral) or good outsiders (if Evil). If she chose an elemental damage property at 7th level, she may have all the damage dealt by her weapon to be of that energy type. She may end this function with another move action.

    While transformed, her base attack bonus for this class becomes equal to her class level.

    In addition to the weapon, the magical girl adds her charisma modifier to her hit points per hit die instead of constitution while she is transformed. Treat the difference between her normal and transformed state as an increase or decrease to her constitution score.

    Familiar Mentor (Ex): With great power comes a mentor to try and make sure that you use that power responsibly. This familiar is a tiny outsider that looks something like a stuffed toy or an ordinary animal, though it is intelligent, capable of speech and flight. Use the section below to determine the attributes and abilities of the mentor.

    Divine Grace (Ex): At second level, A magical Girl gains a bonus equal to her charisma modifier (if positive) on all saving throws.

    Warding Outfit (Su): At third level, the Magical Girl's costume, despite its often delicate appearance and limited coverage, provides protections as armor through its magic. When she is transformed, she gains an armor bonus of +4. At 9th level this bonus increases to +6, and at 15th level it increases to +8. This armor is a force effect and provides its armor bonus against incorporeal touch attacks, but not ordinary touch attacks. As a magical effect, it cannot gain an enhancement bonus

    Improved Transformation (Su): At fourth level and every four levels after that the magical girl gains an improvement to her transformation chosen from the list below. She may use any or all of these abilities at once.
    • Quick Change: She may transform as a move action instead of a full round action. Changing back to normal is still a full round action.
    • Sweet Flash: When the Magical Girl Transforms, any sighted creatures within 30ft must make a fortitude save (DC 10+1/2 Class level+Charisma Modifier) or be blinded for 1d3 rounds. Those that fail this save do not count as witnessing the transformation for purposes of seeing through the disguise. Any that fail this save cannot be affected by Inspiring Form or Terrible Change
    • Stealthy Change: The Magical Girl no longer takes a -10 hide penalty while transforming. She may not use both this improvement and sweet flash.
    • Inspiring Form: Allies that witness the magical girl transform gain a +1 morale bonus per four levels on attack rolls, damage rolls, caster level checks, and saving throws for 1 round per level.
    • Terrible Change: The magical girl's transformation becomes a grisly thing to behold. Any opponents that view it must make a Will save (DC 10+1/2 Class level+Charisma Modifier) or become shaken for 1 round per level.
    • New Persona: The magical girl gains an additional alternate identity when she transforms. Any that have previously seen the magical girl transform must make a new spot check to recognize her when she transforms into this new persona. She must be in her normal form to transform into her new persona.


    Heroic Speech (Ex): By 5th level, the magical girl has learned the art of captivating her opponents with a stunning and dynamic speech about how she is going to defeat them. This is often a stock rehearsed speech, but she may have something special ready for a special enemy. First, all present opponents must be flatfooted. She then makes a stunning and impassioned speech full of dynamic poses to her opponents. She rolls 1d20 and adds half of her level plus her charisma modifier. If her opponents fail a will save against the result of that roll they are Fascinated for as long as she continues to talk. She can maintain her speech as a full-round action for a number of rounds equal to half her class level rounded down.

    Secondary Aspect (Su): At 7th level, the magical girl's power increases, gaining a second aspect when she transforms.

    Strength: Despite her often waifish and fragile frame, the magical girl is capable of great feats of strength. While transformed the magical girl gains a +4 enhancement bonus to her strength score. She gains a +4 bonus on all strength checks, and strength related skill checks. Her carrying capacity is multiplied by four, and her unarmed strikes and melee weapon attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness. Her base land speed improves by 10 feet.

    Temperance: When she is transformed, the magical girl sprouts luminous gossamer wings from her back. These wings allow her to fly at her land speed with good maneuverability. At 14th level the speed doubles and the maneuverability improves to perfect.

    Wheel of Fortune: While transformed, the magical girl reflexively summons a large disk of force energy when she is attacked. This provides a +4 shield bonus to her armor class that also protects against incorporeal touch attacks. By taking a total defense action, she may use the shield to gain Total Cover. The disk does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the disk. She may bash with the disk, dealing 1d8 damage using her charisma modifier to attack and damage instead of strength, although she loses the AC bonus it provides until her next round unless she has the improved shield bash feat. Finally, she may "spin" the disk, giving up its protections for one round, to produce a random effect three times per day. Roll 1d8 and consult the chart below to find out the effect.
    roll Effect
    1
    Blackout: The magical Girl loses use of the wheel and all its protections for 1d12 rounds. When it returns she may still attempt to spin again.
    2
    Divine Rejuvenation:The magical girl and up to one creature per level within 30ft heal 2d8+class level hit points. Can damage undead, will half
    3
    The Lady's Favor: For 1 round per two class levels, up to one target per level gains a +1 luck bonus to AC, and rolls attack rolls and miss chances twice, taking the better result.
    4
    Time Dilation:The magical girl and one target per level within 30ft of you are Hasted as the spell. One target per level within 60ft, no two of which are more than thirty feet apart must make a will save or be slowed as the spell. These effects last for one round per level
    5
    Might of the Ancients: For one minute per level, The magical girl and one ally per level gain a +4 enhancement bonus to strength, a +1 enhancement bonus to natural armor per four levels, and 2 temporary hit points per class level.
    6
    Violent Chord: 30ft burst within 100ft takes 1d4 sonic damage per levels (Reflex Half), and must make a fortitude save or be deafened for one hour.
    7
    Dragon's Breath: 60ft cone of fire deals 1d8 fire damage per class level. Reflex half.
    8
    Skyfire Blast: Target opponent within 100ft takes 1d6 electricity damage per class level. 1 secondary bolt per level to additional targets within 30ft of the primary target dealing half damage. A successful reflex saves halves all damage
    All saving throws are DC 10+1/2 class level+charisma modifier

    Guardian Familiar: At 10th level, once per day the magical girl's Familiar Mentor can take on a vicious guardian form for one hour. In this form its size becomes large. Its strength score improves to 27, its bite attack deals 2d6 base damage, it gains two secondary claw attacks that deal 1d8 points of base damage, it gains the multiattack feat. It gains an enhancement bonus of +4 to its natural armor. Its fly speed improves to 80ft. It gains temporary hit points equal to its maximum hit points.

    Tertiary Aspect (Su): At 13th level, the magical girl's power improves even further, gaining a third aspect, in the form of a power she can use while she is transformed.

    The Sun: The magical girl is is surrounded by a corona of light while she is transformed. This produces the effect of a daylight spell, giving off strong light in a radius of 60ft and dim light 60ft beyond that. She may concentrate that light into either a 150ft ray, 60ft cone, or a 30ft burst centered on the magical girl as a standard action. In either form, the projection deals 1d8 points of damage per 2 levels and those struck must make a fortitude save (DC 10+1/2class level+cha modifier) or be blinded for 1d3+1 rounds. Undead take 1d6 points of damage per level instead. Undead creatures particularly vulnerable to sunlight (such as vampires or nightstalkers) take 1d8 points of damage per class level. Constructs take only 1d6 damage per 2 levels. The cone and burst version of this attack allowed a reflex save for half damage. Once she uses this ability, she cannot use it again for 1d4+1 rounds. During this time, her corona reduces to that of a candle (shadowy illumination in a 5ft radius)

    The Star: The Magical girl can fire 1 shooting star per two levels per day, up to three simultaneously or one at a time. She must make a ranged touch attack for each star she shoots. They deal 1 point of bludgeoning damage per class level upon impact, then deal 2 points of fire damage per class level in a five foot radius in the target square regardless of a hit or miss. A successful reflex save (DC 10+1/2 class level+cha modifier) halves the fire damage.

    The Moon: Twice per Day the Magical Girl can, as a full round action, partially extend her transformation to one ally per two levels. For one round per level, those allies equipment and clothing's appearance changes to coordinate with that of the magical girl. During that time those allies and the magical girl gain a +1 luck bonus to hit and +1d6 electricity damage with weapons for every four class levels of the magical girl possesses.

    Grand Destiny (Sp or Su): At 20th level the magical girl has achieved her final ascension. Her fate has culminated to this point. She gains one of the following abilities when she transforms:

    The Hierophant: The magical girl is a gods emissary on the material plane. The if the magical girl is good or neutral, she can turn undead as a cleric of her class level a number of times per day equal to her charisma modifier. She also gains Good Devotion and one other Domain feat of her patron deity's domains as bonus feats. In addition she gains the following spell-like abilities: At Will--Holy Smite; 3/day--Dispel Evil; 2/day--Blade Barrier; 1/day--Holy Word. If the Magical Girl is evil she instead Rebukes undead, Gains Evil devotion and one other Domain feat of her patron deity's domains, and her spell-like abilities are as follows: At Will--Unholy Blight; 3/day--Dispel Good; 2/day--Summon Undead V; 1/day--Blasphemy. The Caster level for all spell-like abilities are equal to the magical girl's class level and the saving throws are charisma based.

    The Empress: The Magical girl is the future leader of a great civilization. Though she may not have her kingdom yet, she has the grace and power deserving of her queenly status. Firstly, if she is good or neutral she gains DR 10/Evil and all her attacks are treated as Good aligned., while if she is evil she gains DR 10/Good and all her attacks are treated as Evil aligned. Secondly, she exudes an aura of pure confidence, unnerving her opponents. Hostile creatures within a 20ft radius must succeed a Will save (DC 10+1/2 her class level+charisma modifier) or take a -2 penalty on attacks, AC, and saves for 24 hours. If they successfully damage the Magical Girl, they are entitled to another saving throw. A creature that resists is immune to the effects for 24 hours. Finally, she gains spell resistance equal to 12+her class level.

    The Lovers: The magical girl is a bridge between two worlds. Her Familiar Mentor ascends to its true form. If the magical girl is good or neutral she may choose either a Hound Archon Hero, Shiradi Eladrin (Book of Exalted Deeds) or Astral Deva. If she is Evil, she chooses between a Horned Devil or Glabrezu (The Glabrezu cannot grant wishes). The Familiar Mentor takes on the shape, powers, equipment, and abilities of the chosen form. The Familiar Mentor retains its personality trait and granted bonus, but loses all other familiar-related abilities and statistics.
    Last edited by Beelzebub1111; 2014-09-05 at 07:27 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: The Magical Girl [Base Class Contest 3rd place, New Feats]

    Familiar Mentor

    Bound to the magical girl (or more accurately bound to the power she wields) is an outsider, tasked with guarding and guiding that power and whomever wields it. A Familiar Mentor's appearance can vary wildly from one to the next, taking the appearance of fantastic creatures or normal animals with strange markings. although they all have the same statistics. They can speak whatever languages that the Magical Girl can, as well as Celestial, Infernal, and Abyssal.

    Size and Type: The familiar mentor is a Tiny Outsider

    Alignment: Alignment is chosen at creation, usually the same as the magical girl but certain personalities can limit or force options.

    Hit Dice:For the purpose of effects related to number of Hit Dice, use the Magical Girlís character level

    Hit Points:The familiar mentor has one-half the Magical Girlís total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Armor Class: A familiar mentor has a natural armor bonus of half the magical girl's class level rounded up

    Speed:The familiar mentor has a land speed of 30ft and a fly speed of 40ft with perfect maneuverability

    Attacks:The familiar has a bite attack that deals 1d3 points of base damage. Use the Magical Girlís base attack bonus, as calculated from all her classes. Use the familiarís Dexterity or Strength modifier, whichever is greater, to get the familiarís melee attack bonus with natural weapons.

    Abilities:A Familiar Mentor's base ability scores are as follows: Str 3, Dex 15, Con 10, Int 10, Wis 10, Cha 11. These abilities are modified by the Familiar Mentor's personality

    Saving Throws: A Familiar Mentor uses its own base saving throws (+2 Fort, +2 Ref, +2 Will) or the magical girl's, whichever are higher.

    Feats: The familiar mentor has weapon finesse as a bonus feat.

    Skills: A familiar mentor has a +20 bonus on disguise checks to seem as either a stuffed toy, or an ordinary tiny animal. Chosen at creation. Otherwise it is considered to have no skill points.

    Familiar Mentor Ability Descriptions
    Alertness (Ex): When within arm's reach a Familiar Mentor provides the Alertness feat

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar mentor takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Empathic Link (Su): The Familiar Mentor has an empathic link with the magical girl out to a distance of up to 1 mile. They cannot communicate information, but it can sense if the magical girl is in danger as the Status spell.

    Magical Lore (Ex): A Familiar Mentor has experience beyond time when it comes to identifying magical creatures. The Familiar mentor can make a special "Lore" roll that encompasses Knowledge(arcana), Knowledge (The Planes), and Knowlede (Religion) when Identifying creatures. It gains a bonus on this roll equal to the magical girl's level + the familiar's intelligence modifier + 3.

    Familiar Mentor's Personality
    A familiar mentor usually fits into one of the following Personality Archetypes. These alter its mental ability scores, and grant it and the magical girl a unique ability. At 10th level, when the magical girl gains the Guardian Familiar ability, it gains another special ability in its guardian form.

    Aloof: The Familiar Mentor doesn't seem to take his job seriously on the surface. Whether he's overly confidant, easily distracted, or consumed by the entertainment that the mortal world has to offer, this mentor can be frustrating to deal with. Even so, it seems to know what its doing and has an awareness of magical danger. If an aberration, construct, dragon, magical beast, outsider, fey, or undead is within 120ft of the Familiar mentor, it gets a shiver up its spine that alerts him to its presence. He cannot tell what or where, only that one is near. Its alignment is always chaotic. When in its guardian form it gains a fire-breath attack that deals 1d8 points of fire damage per two HD in a 60ft cone (Reflex Half DC 10+1/2HD+Charisma modifier) once every 1d4 rounds. Ability Modification: Int +2 Wis -2, Cha +2

    Antagonistic: Perhaps the Magical Girl was not the intended recipient of the power, perhaps the capricious gods of fate decided that it would be funny to match them up. Either way, the Familiar Mentor did not get what it was expecting. Even so, it is still loyal to the power that the Magical Girl wields, and will try to make due. If the magical girl is Good or Neutral, the Guardian Familiar's alignment is Evil and she gains abilities as if she were evil. If she is Evil, its alignment is Good and the Magical Girl gains abilities as if she were good. Additionally, she does not take penalties for using magic items of an alignment opposite to her own. When in its Guardian Form, its bite and claw attacks are treated as Unholy if the magical girl is good or neutral, and Holy if the magical girl is Evil. Ability Modifications: Wis +4, Cha -2

    Machiavellian: The machinations of this familiar mentor extend far beyond the scope of mortal comprehension The mind of this creature is truly alien, and its thoughts and true desires are complete unknowns. It will give advice, if it sets in motion its grand plan, but seems to withhold information rather than not knowing it. Its alignment is always True Neutral. The familiar mentor acts as if it is under a nondetection spell. This creature extends a small portion of this protection to the magical girl, granting her a +4 bonus on saves against divination spells and if a divination spell ordinarily wouldn't allow a saving throw, you gain a will save to negate it at -4. While in guardian form, it can teleport 60ft as a move action to any location it can see within that range. Ability modifications: Int +2, Wis +2, Cha -2

    Matronly: This familiar mentor cares for its Magical Girl as a parent would care for its child. Though from the Magical Girl's perspective it can seem bossy and nagging. Sure it may be tough on her, but it's only because it cares and wants to see her to her best. This love and concern for its charge allows it to stabilize the magical girl automatically with a touch. This personality is always lawful. While in its guardian form, the familiar mentor fights with a ferocity unlike any other. It gains the Pounce extraordinary ability and two secondary rake attacks (1d6 base damage) that may be used on the pounce and while grappling. Ability Modifications: Wis +2

    Salacious: Being dormant without a physical body for a long time can make even an ageless immortal spirit a little stir crazy. A familiar mentor with this personality is often distracted by beautiful specimens opposite its gender, sometimes going far out of its way to flirt with one. Because of the familiar mentor's form these pursuits rarely go well. These distractions do, however, allow the magical girl to gain a bit of insight into the opposite gender. She gains a +3 bonus on charisma related skill checks when dealing with the opposite gender. While the familiar mentor is in its guardian form, it gains the improved grab ability for its bite attack and also gains a +4 bonus on grapple checks. Ability Modifications: Wis -2 Cha +4

    Subservient: The Familiar Mentor is completely and unwaveringly loyal to the magical girl, no matter any sort of abuse, mistreatment, or neglect from his charge. It may tentatively speak up against her if it believes she is misusing or abusing her powers, but the Magical Girl's word is final. She is the chosen one, after all. This unwavering loyalty leaves it unable to be turned against her, even rendering it immune to charms and compulsions. The Magical Girl is similarly protected, gaining a +4 bonus on saves against these effects. Once per day, while in Guardian Form, if the familiar mentor is within 30ft of the magical girl, it may save her from a killing blow or spell (Damage that would put her hit points to -10 or less, kill her on a failed saving throw, or result in a save for Death by Massive Damage) by taking the damage in her place. If this damage would kill the familiar mentor, the magical girl does not take an experience penalty or constitution damage (See below) Ability Modifications Int +2, Wis +2, Cha -2



    Familiar Mentors and Death
    A familiar Mentor is an immortal spirit, bound to ancient and mysterious powers. It is not easily killed, but destroying its physical form can take a serious toll on the magical girl. If the Familiar Mentor's hit points are reduced to -10, its physical form dissolves into energy and returns to the transformation talisman to reform. The shock of this can damage the magical girl's powers, she loses 100xp per Magical Girl class level. This cannot reduce her XP to below 0. The magical girl must also make a fortitude save DC 15 or take 1d6 points of constitution damage. A successful save reduces this amount by half. After 1d4 days, the Familiar Mentor regains its physical form at the magical girl's side.



    Spoiler: Sidebar: Magical Girls and Alignment
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    When a magical girl gains an ability based on her alignment, it refers to her alignment at creation. If the magical girl's alignment changes, her abilities do not change until she receives an atonement from a cleric of her new alignment, at which case her powers are altered to the new alignment. This change is always deeply resisted by her Familiar Mentor, and will take every measure short of combat to prevent her from receiving the atonement spell.
    Last edited by Beelzebub1111; 2014-06-19 at 08:17 AM.

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    Default Re: The Magical Girl [Base Class Contest 3rd place]

    Feats

    Twin-Weapon Power
    The magical girl can create two weapons to fight with instead of one.
    Prerequisites: Primary Aspect Chariot with a light weapon as the chosen weapon, Dex 15+
    Benefit: When you create your personal weapon you may create a duplicate of that weapon in your opposite hand. It shares all the same enhancement bonuses and abilities
    of the original weapon. When fighting with these weapons, you are treated as if you have the Two-Weapon fighting feat.
    Special: This feat counts as two-weapon fighting for the purposes of prerequisites. You count your transformed Base Attack Bonus for the prerequisites of Two Weapon Fighting feats, but you may only use them if you wield your created weapon.

    Ancient Might
    The Magical Girl has the strengths of giants despite her size
    Prerequisites: Primary Aspect Chariot, Secondary Aspect Strength
    Benefit: You gain the Powerful Build special quality while you are transformed. Your chariot granted weapon increases by one size category.
    Special: You cannot take this feat if you already have the powerful build quality.



    Dark Magic Touch
    The Magical Girl can tap into the powers of darkness and
    Prerequisites: Primary Aspect High Priestess, Evil Alignment
    Benefit: You can use your healing touch ability to inflict damage to living targets or heal undead. You decide how many of your points to use as damage after successfully touching the target.

    Collateral Damage
    When the magical girl casts damaging spells, little can hold them back
    Prerequisite: Primary Aspect Magician, Secondary Aspect Strength
    Benefit: Spell-like abilities granted by your magical girl class ignore the first 20 points of hardness of any target.
    Last edited by Beelzebub1111; 2014-06-23 at 01:27 PM.

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    Default Re: The Magical Girl [Base Class Contest 3rd place]

    Updated the formatting
    Any rules changes from the contest version are in 0000FF
    Added a new feat, need suggestions on a name.
    Last edited by Beelzebub1111; 2014-06-17 at 03:40 PM.

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    RedKnightGirl

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    Default Re: The Magical Girl [Base Class Contest 3rd place]

    Some quick things :

    -Are you keeping the remaining arcanas for epic progression?

    -I kinda got the idea that "Strength" could, instead of giving a flat bonus to strength, allow to use charisma instead of strength. It will reduce the MADness of the melee based Magical Girls.
    Quote Originally Posted by Thanatos 51-50 View Post
    P.E.A.C.H : "Don't be nice, feel free to shishkabob any and all bad ideas present and lower my self-esteem thirty points. Self-esteem is measure in points, right? Anyway: here's a thing, if it sucks too much wind, tell me."


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    Default Re: The Magical Girl [Base Class Contest 3rd place]

    The other Arcana were for a Dark Magical Girl prestige class, though I've abandoned that idea.

    I've considered that for strength, but I wanted it to apply to skills, checks, and carrying capacity, and I think applying everything from strength to charisma would be a bit much.

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    Default Re: The Magical Girl [Base Class Contest 3rd place, Updated, New Feats]

    I added two more feats, thinking of a third that lets a chariot with a 1 handed melee weapon us it as a wand or gives them a maneuver or something. Thoughts?

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    Default Re: The Magical Girl [Class Contest 3rd place, Updated, New Feats, Peach]

    Made some minor tweeks to Improved Transformation and Heroic Speech to make them more flexible.

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    Default Re: The Magical Girl [Class Contest 3rd place, Updated, New Feats, Peach]

    .
    Great work you've done here.
    More than anything else, this reminds me of Cardcaptor Sakura.


    Just a few nitpicks, with your permission.
    I'm working mostly from memory here, so forgive me if I turn out off here and there.


    Talisman Transformation: Cha-mod to AC is usually deflection bonus, not dodge bonus.
    Also...
    1. How many times per day can a magical girl transform?
    2. What happens if the talisman gets stolen or lost? A magical girl should have a special power to locate it, and at higher levels summon it to her presence.

    Primary Aspect: While Sakura's cards manifested The Magician aspect more than anything else, I do remember some restorative powers in the series.

    Secondary Aspect: "Strength" is clearly inferior to the other two.

    Tertiary Aspect: "The Star" is clearly inferior to the other two.



    A neutral character should have the choice at first level if to adopt the good side or the evil side.



    I also remember something about a card of Light and a card of Darkness. Didn't see those aspects here (feats maybe?).

    Finally, in the series there was a second cards guardian.
    I believe that the series inspired the creation of 3e's Hound Archon and Trumpet Archon.
    If you wish to stay true to the series, her first familiar should at first transform into a Hound Archon. Later on, it should be able to transform into a Hound Archon Hero (I saw this option in "The Lovers", but I'd go with another power here) - before level 20. Both forms should be quadruped. Then she should gain a 2nd guardian familiar that can transform into a Trumpet Archon (or maybe the familiar could split into two guardians..... don't remember the 2nd guardian having a familiar form).

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    Default Re: The Magical Girl [Class Contest 3rd place, Updated, New Feats, Peach]

    Well, carcaptor sakura is the most obvious, but I also took influence from Sailor Moon, Magic Knights of Rayearth, Jubei-chan, Madoka Magika, Cutie Honey.

    1. The talisman transformation has no limits in uses or duration. Since all the class features (save familiar mentor)
    2. Same as would happen in any of the previous series, an adventure to find it. A need to improvise without your powers, and maybe some hilarity if it was lost for a silly reason. I see no reason a DM would take away your only class feature and never have a way for you to get it back for no reason. That would be akin to stealing a wizard's spell book and forcing him to start over from scratch.

    I am working on an alternate class feature for Evil Magical Girls that replaces the options for secondary and tertiary aspects, using Herme, Hanged Man, and Death for secondary, and The Devil, The Tower, and Judgement for the tertiary.
    Last edited by Beelzebub1111; 2014-09-09 at 07:43 PM.

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    NecromancerGuy

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    biggrin Re: The Magical Girl [Class Contest 3rd place, Updated, New Feats, Peach]

    BWAHAHAHAHA!!! This is too awesome! I like the idea for this class more then the "Champion" class that Rich posted forever ago, nice flavor! The abilities really capture the "Anime" feel, wonder if the "male" counterpart to this would be like a Power Ranger.
    Last edited by BlackMageV; 2014-09-06 at 04:28 PM.

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