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  1. - Top - End - #1
    Bugbear in the Playground
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    Jun 2012

    Default Mahou Shoujo Madoka Magica



    Incubator
    Size/Type: Tiny Fey
    Hit Dice: 1d6 (3 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-11
    Attack: Claw +4 melee (1d2-3)
    Full Attack: 2 claws +4 melee (1d2-3)
    Space/Reach: 2˝ ft./0 ft.
    Special Attacks: Contract, Soul disruption, Spell-like abilities, Grief Seed Disposal
    Special Qualities: Darkvision 60ft, Hive Mind, Immunity to mind-affecting, Imperceptible, Telepathy
    Saves: Fort +0, Ref +4, Will +7
    Abilities: Str 5, Dex 15, Con 10, Int 31, Wis 20, Cha 17
    Skills: *, Bluff +17, Climb +6, Diplomacy +17, Disguise +7, Hide +6, Intimidate +17, Jump +6, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Local) +14, Knowledge (Planes) +14, Listen +9, Move Silently +6, Search +14, Sense Motive +7, Spot +9
    Feats: Deceitful, Weapon FinesseB
    Environment: Wherever teenage girls can be found.
    Organization: Always singular
    Challenge Rating: 0; Sorry, no farming Incubators for XP (no matter how much you want to).
    Alignment: Always Neutral
    Advancement:
    Level Adjustment:

    “Make a contract with me, and become a Magical Girl~!”

    An Incubator is a fairy from far beyond the Prime Material Plane. Its origins unknown (they insist on being from Wildspace), they are creatures that seek to prevent the end of the multiverse. Ever since the creation of the cosmos, they claim, energy from the Positive Energy Plane has slowly been siphoning into the Negative Energy Plane, a sequence they call 'entropy' which will result in the Positive Energy Plane completely vanishing, and the end of all things being the immediate consequence. And so do they collect Grief Seeds and forge contracts in order to extend the world's lifespan indefinitely.

    Incubators do not speak, though they can communicate telepathically.

    Contract (Sp): As a full-round action, an Incubator can form a contract with a willing, conscious creature of Intelligence 3 or greater that can feel emotions and is within the Random Starting Age range of the Mahou Kodomo class or above. This grants the effects of a Wish spell to the target, except that producing "greater effects" is just as safe and reliable as producing one of the listed effects. However, due to its potential to have dramatic effects on the campaign, the Wish must be approved in advance by the DM (In-universe, this is proportional to the 'potential' of the prospective Mahou Kodomo. What this means, the Incubators are vague).

    As "payment" for the Wish, the target immediately gains the 1st level of the Mahou Kodomo class, increasing in experience to the amount required to gain the level. At the DM's option, the target may instead become a gestalt character of her current effective character level, with Mahou Kodomo as her second class.

    Incubators deliberately seek out creatures in the thrust of powerful emotion to make contracts with; Wishes made out of rationality rather than passion or emotional desperation produce less energy for the Incubators to use.

    Caster level 30th.

    Hive Mind (Ex): All Incubators are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Incubator in a group is considered flanked unless all of them are.

    Imperceptible (Su): An incubator is invisible to most eyes. This functions as the invisibility and nondetection spells at CL20, except thisalso prevents them from being heard or making noise to those who cannot perceive them. The Incubator can choose for certain creatures to be unaffected by this ability, allowing them to perceive it as normal. Once awareness is granted, the Incubator cannot revoke it.

    Soul Disruption (Su): An Incubator can make a special melee touch attack against a Soul Gem (and other objects containing souls). If it succeeds, the Mahou Kodomo (or equivalent owner) experiences extreme pain and is unable to act as long as the Incubator remains in contact with it. On each round she is entitled to a Fortitude save (DC 20, INT-based), success indicating that she is instead staggered for that round.

    Spell-like Abilities (Sp): At will - greater teleport (self only), locate object (Soul Gems and Grief Seeds only), true seeing. Caster level 20th

    Grief Seed Disposal (Ex): Incubators are immune to the power of Akubas, and thus as a standard action may absorb a Grief Seed to prevent it from hatching. They are able to regurgitate a Grief Seed as if it had been in stasis, but it is incredibly rare for an Incubator to do so.

    Telepathy (Su): An Incubator can communicate telepathically with any creature that has a language within 1 mile, or with other Incubators at unlimited distance. This ability functions across planar boundaries.

    * Incubators receive a +10 racial bonus on Bluff, Diplomacy and Intimidate checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

  2. - Top - End - #2
    Bugbear in the Playground
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    Jun 2012

    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Spoiler
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    Mahou Kodomo

    The Children of Magic; not necessarily children in the literal sense, they are those who have become codependent on magic like a child on its mother. For the sake of a single wish, these soldiers of miracles figuratively and literally sell their souls to the Incubators, accepting an unknowingly grim destiny in exchange for a once-in-a-lifetime opportunity. This class should probably be gestalted with the pactmaker's current class(es), especially if taken in the middle of an adventurer's career. Many of their ranks are simply gestalted with Commoner levels, due to the Incubators' tendency towards the powerless and disenfranchised.
    Role: Being cribbed in large part from the Cleric, the Mahou Kodomo fills much of the same roles, with a tendency towards lone-wolf magical fighters.
    Alignment: Any. Many Mahou Kodomo start off with strong ideals of justice, but many veterans come to become jaded and self-centered.
    Hit Die: d8.
    Starting Age: As Rogue, but use two-thirds the normal adulthood age specified by the appropriate table.
    Special: Only creatures that have been affected by an Incubator's Contract special attack may take levels of Mahou Kodomo.

    Class Skills
    The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Decipher Script (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Ranks per Level: 2 + Int modifier.

    Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +2 +2 +0 Orisons, Telepathy, Henshin +1, Soul Gem, Detect Despair, Magic Attack, Cursed Kiss Immunity * 1+1 - - - - - - - -
    2nd +1 +3 +3 +0 * 2+1 - - - - - - - -
    3rd +2 +3 +3 +1 * 2+1 1+1 - - - - - - -
    4th +3 +4 +4 +1 * 3+1 2+1 - - - - - - -
    5th +3 +4 +4 +1 Henshin +2 * 3+1 2+1 1+1 - - - - - -
    6th +4 +5 +5 +2 * 3+1 3+1 2+1 - - - - - -
    7th +5 +5 +5 +2 * 4+1 3+1 2+1 1+1 - - - - -
    8th +6/+1 +6 +6 +2 * 4+1 3+1 3+1 2+1 - - - - -
    9th +6/+1 +6 +6 +3 * 4+1 4+1 3+1 2+1 1+1 - - - -
    10th +7/+2 +7 +7 +3 Henshin +3 * 4+1 4+1 3+1 3+1 2+1 - - - -
    11th +8/+3 +7 +7 +3 * 5+1 4+1 4+1 3+1 2+1 1+1 - - -
    12th +9/+4 +8 +8 +4 * 5+1 4+1 4+1 3+1 3+1 2+1 - - -
    13th +9/+4 +8 +8 +4 * 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
    14th +10/+5 +9 +9 +4 * 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
    15th +11/+6/+1 +9 +9 +5 Henshin +4 * 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
    16th +12/+7/+2 +10 +10 +5 * 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
    17th +12/+7/+2 +10 +10 +5 * 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
    18th +13/+8/+3 +11 +11 +6 * 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
    19th +14/+9+4 +11 +11 +6 * 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
    20th +15/+10/+5 +12 +12 +6 Henshin +5 * 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

    Table: Spells Known
    Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 2 - - - - - - - -
    2nd 5 2 - - - - - - - -
    3rd 5 3 1 - - - - - - -
    4th 6 3 1 - - - - - - -
    5th 6 4 2 1 - - - - - -
    6th 7 4 2 1 - - - - - -
    7th 7 5 3 2 1 - - - - -
    8th 8 5 3 2 1 - - - - -
    9th 8 5 4 3 2 1 - - - -
    10th 9 5 4 3 2 1 - - - -
    11th 9 5 5 4 3 2 1 - - -
    12th 9 5 5 4 3 2 1 - - -
    13th 9 5 5 4 4 3 2 1 - -
    14th 9 5 5 4 4 3 2 1 - -
    15th 9 5 5 4 4 4 3 2 1 -
    16th 9 5 5 4 4 4 3 2 1 -
    17th 9 5 5 4 4 4 3 3 2 1
    18th 9 5 5 4 4 4 3 3 2 1
    19th 9 5 5 4 4 4 3 3 3 2
    20th 9 5 5 4 4 4 3 3 3 3

    Weapon/Armor Proficiency: Mahou Kodomo are proficient with all simple weapons, light armor, medium armor, and shields. In addition, you may take either Exotic Weapon Proficiency or Martial Weapon Proficiency as a bonus feat.

    Spells: Mahou Kodomo have the same spell list and same number of spells per day as Clerics. Unlike clerics, however, Mahou Kodomo are spontaneous casters, and their spells are based on Charisma rather than Wisdom. Their magic also counts as divine, but is not from an external source. Mahou Kodomo still have domain spell slots. Also, you may not cast spells that are opposed to your alignment (if you are neutral, choose which alignment you are "opposed" to). At the DM's discretion, domain spells are exempt from this. At character creation, a Mahou Kodomo may select two Sorcerer/Wizard schools of magic to add to their spell list. Universal spells are open as if they were part of all schools, but a Mahou Kodomo cannot take Wish.

    A Mahou Kodomo select a Domain as with Clerics, except that they only choose one Domain instead of two. Rather than representing a deity, this represents the power gained from the wish the Mahou Kodomo received from her contract. For instance, a wish to rule a country would grant the Mahou Kodomo powers of the "Law" domain (or if you're feeling cynical, the "Tyranny" domain).

    Orisons: Although their known 0-level spells are as indicated on the table, a Mahou Kodomo can spend them freely without expending slots. They are effectively free.

    Telepathy (Su): Mahou Kodomo can freely communicate telepathically with any creature with a language within 300 feet (and with Incubators and other Mahou Kodomo up to one mile and across planar boundaries).

    Henshin (Su):
    Each Mahou Kodomo has a costume in which they fight and use their magic most effectively. Changing into or out of this form is a free action. All of their equipment remains functioning normally, although most items worn are no longer visible in their Henshin form, making it hard or impossible for others to identify magical items worn. However, each Mahou Kodomo's outfit is unique, and tied to their past and personality, providing onlookers a +2 bonus to scrying. The new outfit often looks impractical, colorful, or elaborate, but is always easy to move in. When in this form, a Mahou Kodomo is able to use their spells, and she gains a +1 enhancement bonus to armor class equal to every 5 levels the Mahou Kodomo has. Once selected, the appearance of this costume may not be changed.

    Detect Despair (Su): At-will, Mahou Kodomo are able to sense the presence of Akuba and their magic, as if by Detect Evil, except it can work across planar boundaries.

    Magic Attack (Su): All attacks made by a Mahou Kodomo count as magical for the sake of bypassing damage reduction.

    Cursed Kiss Immunity: A Mahou Kodomo cannot be effected by an Akuba's Cursed Kiss ability.

    Soul Gem (Su): Similar to a Lich's phylactery, a Mahou Kodomo's soul gem houses her actual soul, and is the source of her magic. This has some pluses, and some drawbacks: The good news is that the body of the Mahou Kodomo is ageless and immune to nonmagical disease, and unless completely annihilated the body will regain hitpoints at a normal rate even if "Killed", and can in fact be restored with normal healing magic such as Cure Light/Moderate/Serious Wounds. If the body is annihilated. it can be brought back using a resurrection spell. True Resurrection can bring back a lost body and Soul Gem at the same time.

    A Mahou Kodomo cannot benefit from the Lich template or spells such as Hide Life; their soul and lifeforce are bound to their Soul Gem.

    Now for the bad stuff; first of all the Mahou Kodomo's body takes a -2 penalty to dexterity if the gem is over 100 feet away, a -5 penalty if the gem is over 200 feet away, and falls unconscious if the gem is over 300 feet away. Next, while the gem can change forms, it MUST take up a magic item slot in order to be used for magic. You may choose any slot you want, and the gem will change forms to accompany the slot (e.g. turning into a ring to accompany a ring slot, or turning into a necklace to accompany a necklace slot). You can choose how the gem appears, but your control isn't fine enough to make it look like a specific item. Regardless of the form it takes, Soul Gems have a strong Necromancy and Transmutation aura, created by a 30th level caster. Also, if your Soul Gem is destroyed, you die regardless of how many hit points your body still has. Though the gem can be repaired through a resurrection/raise dead spell, creating a new body counts as a separate casting of the spell. A Soul Gem has 15 Hardness, and a quarter of your body's maximum hit points.

    Finally, all soul gems start with 0 Despair Points. Whenever one of the following things happens, make a Will Save against a DC of your Character Level + 10 (Yes, the save gets harder as you level up. This is not a bug):
    *You discover that someone you care about has died.
    *You are reduced to negative hit points.
    *You roll a natural 1. Note that a kind GM can choose to ignore this for rolls that "don't matter".
    *You have gone 24 hours separated from your body.
    *Any other time the DM wants to make you sweat. ;)
    If you fail the save, you gain a despair point.

    In addition, the following things cause you to gain a despair point no matter what:
    *You witness the violent death of a close friend or loved one.
    *Your body is reduced to -10 hit points (gain 2 despair points in this case).
    *You have witnessed a Mahou Kodomo turning into an Akuba.

    If you ever reach 10 despair points, you will become an Akuba, and are no longer be playable as a PC (unless you are playing a very bizarre game. It's no secret on this board that I like everything being playable).
    If a Mahou Kodomo turns into an Akuba, there are only two ways to restore her:
    *Divine intervention, or a reality-warping spell such as Wish or Miracle.
    *True Resurrection can restore a Mahou Kodomo who turned into a Akuba that was later killed. If this happens, the Mahou Kodomo starts with 5 Despair Points. This method requires the Grief Seed to be present, so get that Incubator to cough it up!

    Mahou Kodomo do not intrinsically understand how Despair Points are gained or what happens when they gather ten of them, though they do know that a blackness starts to corrupt the color of their Soul Gem, and they need to use Grief Seeds or Grief Cubes (depending on the setting) to purify them. If there are other means of purifying Despair Points, the Incubators aren't interested in discussing it.

    On a Knowledge (Arcana) or Bardic Knowledge check of DC 20, the Mahou Kodomo learns that their soul is literally within their Soul Gem, and not a metaphor.

    On a DC of 30, they learn how Despair Points are accumulated, and what the consequences are of gaining a fully blackened Soul Gem.

    Players should not be made aware of having rolled a save against Despair, even on a success. Looking at the corruption of their Soul Gem should give them atleast a rough idea of their Despair Points, however.

  3. - Top - End - #3
    Bugbear in the Playground
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    Jun 2012

    Default Re: 3.5 Mahou Shoujo Madoka Magica



    Akuba

    When a Mahou Kodomo's soul gem turns completely black (represented by gaining 10 despair points), they will become an Akuba; that is, a horrific monster that spreads disaster across the world. An embodiment of curses and despair that live only to propagate.

    Since every Akuba is different, both physically and conceptually, they'll need to be made by the DM on a case-by case basis. The advised method is to take a thematically appropriate monster that properly symbolizes the Mahou Kodomo at the time of their falling, add half their Mahou Kodomo levels to the monster (with the same domain and spells known; they don't get a new wish or Soul Gem), and apply the following template:


    Type: Regardless of what the original Mahou Kodomo was, the Akuba is now an Outsider with the Evil subtype. Some akuba may have a subtype, such as construct. Do not recalculate Hit Dice, Saves, etc.

    Size: The Akuba increases in size by one category. Adjust attack rolls, AC and ability scores as appropriate.

    Abilities: Cha +4. Int -2, Wis becomes 0. The mental ability scores of the original Mahou Kodomo are otherwise preserved; WIS-based checks are made with the Charisma modifier when necessary so that they may continue to function and act, and their Wisdom may never be raised under any circumstances.

    Aura (Su): Akuba (and their Tsukaima) have a magical aura of Despair, working as if it were an evil aura, with the aura's strength determined by the Akuba's HD + CHA Modifier.

    Invisible to Normals (Su):
    Outside of their Labyrinths, Akuba, their Tsukaima, and their Barriers, are invisible to non-Mahou Kodomo, though spells such as See Invisibility and True Sight will reveal them.

    Cursed Kiss (Su):
    At-Will, an Akuba can place a mark known as a "Kiss" on any sentient being, which acts like the spell Dominate Monster with unlimited duration and a DC 20 save. An Akuba will typically use it's mind-controlled victims to spread misery before forcing them to commit suicide. Mahou Kodomo are completely immune to a Cursed Kiss, and it can be removed using Remove Curse or Remove Enchantment. This can cross planar boundaries, and mark those who are coterminous with the Akuba's Labyrinth.

    Labyrinth (Su): A Labyrinth is a demiplane that the Akuba resides. While invisible, a non-Mahou Kodomo can enter (either by accident or on purpose) by passing through the space it's "Barrier" is located. Labyrinths are typically filled with the local Akuba's familiars. In worlds where traveling adventurers are common, Labyrinths are filled with loot in order to tempt foolish adventures into seeking them out. A Mahou Kodomo or Incubator can open passageways into a Labyrinth coterminous with their location at-will as if by the Gate spell. Perhaps for this reason, an Akuba's Labyrinth is a 'mobile' plane, always connected to the Material Plane, but moving as the Akuba wanders.

    Create Tsukaima (Su): 1/week, an Akuba may spawn a Tsukaima. A Tsukaima is based on a creature of similar themes to the Akuba weaker than itself (and an Akuba can only create one type of Tsukaima), and only has half of the Akuba's Mahou Kodomo levels. Tsukaima also have no Grief Seeds. When a Tsukaima kills a number of sentient beings equivalent to its current Mahou Kodomo level, it becomes a full copy of its parent Akuba in every way, complete with Grief Seed. A newborn Akuba begins with a number of Tsukaima equal to its Charisma modifier.

    Damage Reduction (Su): An Akuba gains DR/magic equal to its HD.

    Unstable (Ex): If an Akuba is destroyed its body disappears, leaving behind its Grief Seed. In addition, the effects of all its abilities end instantly; everything on its demiplane not created by the Akuba is dumped onto the Material Plane at their point of contact. An Akuba that enters the Material Plane is destroyed instantly. Any surviving Tsukaima continue to exist in smaller versions of their parent Demiplane.

    Grief Seed: When an Akuba is defeated, it drops a magic item known as a Grief Seed. Grief Seeds can be used to absorb up to 1d3 of a Mahou Kodomo's Despair Points. If unused in 1d4 months, a brand new Akuba will hatch from the Grief Seed, identical to the original. It may or may not have grown stronger, depending on the DM. Generally, an Akuba will have gained a new Mahou Kodomo level every time it revives.

    Challenge Rating: Not including the Mahou Kodomo levels, a Familiar gains +1 CR, and an Akuba gains +3.

  4. - Top - End - #4
    Halfling in the Playground
     
    RustedKitsune's Avatar

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    I can see this ending so well, yet so badly.
    Be awesome and die young.
    Pre- or Post-Madoka?
    "We need franchise opportunities!"
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  5. - Top - End - #5
    Titan in the Playground
     
    CarpeGuitarrem's Avatar

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Quote Originally Posted by RustedKitsune View Post
    I can see this ending so well, yet so badly.
    Be awesome and die young.
    Pre- or Post-Madoka?
    Probably pre-Madoka, because it references Grief Seeds.
    Ludicrus Gaming: on games and story
    Quote Originally Posted by Saph
    Unless everyone's been lying to me and the next bunch of episodes are The Great Divide II, The Great Divide III, Return to the Great Divide, and Bride of the Great Divide, in which case I hate you all and I'm never touching Avatar again.

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  7. - Top - End - #7
    Bugbear in the Playground
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    Jun 2012

    Default Re: 3.5 Mahou Shoujo Madoka Magica

    This is now open! Feel free to critique!

    @Bekeleven: I strongly considered Tome of Radiance synergy, but I couldn't think of how to go about it in a way that pleased me, in no due part because I'm not confident with how Illuminations work enough to fiddle with them, and partly from a fluff standpoint. I kind of like the idea that the Incubators are pretty much bastardizing Evokers without using the same energy source.

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    Ogre in the Playground
     
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    A couple of notes:

    1. Henshin: "Subconscious" is the correct word, and I would note the caster level issues under "Spells", either instead of or in addition to here. As written, magical armor provides an enhancement bonus to an armor bonus, which then gets added to AC as an armor bonus, meaning that Henshin stacks with magical armor. I'm just checking that this is intended. Note the action for changing out.
    2. If you plan this to be accessible to people not familiar with the source, you may wish to explain Henshin further, such as by providing an example. I know what it means because I watched the show. Something like: "Each Mahou Kodomo has a costume in which they fight and use their magic most effectively. Changing into or out of this form is a free action. All of their equipment remains functioning normally, although most items worn are no longer visible in their Henshin form, making it hard or impossible for others to identify magical items worn. However, each Mahou Kodomo's outfit is unique, and tied to their past, providing onlookers a +2 bonus to <identify, scry, insert whatever here>. The new outfit often looks impractical <insert boilerplate description here>... When in this form, a Mahou Kodomo's caster level is increased to her class level, and she gains a +1 enhancement bonus to armor class equal to <blah blah>... Once selected, the appearance of this costume may not be changed.
    3. This class will be casting some spells at a lower CL than they were intended. I can't think of any hilarious issue off the top of my head, but be aware of it. Generally 1/2 caster level classes don't get spells above 6th level at most (mine has 5th).
    4. I would reword Detect Despair to say "like detect magic" and make note in the Akuba description that they have an aura.
    5. Explain the interaction involving restoring a broken soul gem. It currently looks like if the body dies, the soul gem will restore it. If the soul gem dies, do I need to cast 1 resurrection or two?
    6. The Akuba implementation right now is very calculation-heavy and not very accurate to the source material. If I had a suggestion, I would say make it either easier to use or more accurate. Example of easier to use: "An Akuba is a CR-appropriate monster with the pseudonatural template from Complete Arcane, and some thematic repainting." Example of more accurate: Give them base abilities to draw on (some are ranged, some have swallow whole, etc.), natural advancement, and easy, pervasive minionmancy.

  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Henshin: "Subconscious" is the correct word, and I would note the caster level issues under "Spells", either instead of or in addition to here. As written, magical armor provides an enhancement bonus to an armor bonus, which then gets added to AC as an armor bonus, meaning that Henshin stacks with magical armor. I'm just checking that this is intended. Note the action for changing out.
    I'm pretty sure 'Unconscious' is the proper term, but it's a stickler. I also freely admit I'm not at all happy with the caster level penalty, but I'm not sure what else to do to represent a Mahou Kodomo's weakened magic outside of Henshin aside from...like, not letting then access most of their spells outside?

    The AC stacking is intended, I think. Not 100% on it. Changing out should also be a free action, I'm sure.

    Henshin's probably the thing I'm least certain of in the class, so it's very much up to revision.

    If you plan this to be accessible to people not familiar with the source, you may wish to explain Henshin further, such as by providing an example. I know what it means because I watched the show. Something like: "Each Mahou Kodomo has a costume in which they fight and use their magic most effectively. Changing into or out of this form is a free action. All of their equipment remains functioning normally, although most items worn are no longer visible in their Henshin form, making it hard or impossible for others to identify magical items worn. However, each Mahou Kodomo's outfit is unique, and tied to their past, providing onlookers a +2 bonus to <identify, scry, insert whatever here>. The new outfit often looks impractical <insert boilerplate description here>... When in this form, a Mahou Kodomo's caster level is increased to her class level, and she gains a +1 enhancement bonus to armor class equal to <blah blah>... Once selected, the appearance of this costume may not be changed.
    Indeed. Henshin's a rough draft, I'll work on it more.

    This class will be casting some spells at a lower CL than they were intended. I can't think of any hilarious issue off the top of my head, but be aware of it. Generally 1/2 caster level classes don't get spells above 6th level at most (mine has 5th).
    Yea, caster level penalty probably won't be sticking around. In Henshin, regardless, they're still basically a full caster.

    I would reword Detect Despair to say "like detect magic" and make note in the Akuba description that they have an aura.
    Makes sense, actually.

    Explain the interaction involving restoring a broken soul gem. It currently looks like if the body dies, the soul gem will restore it. If the soul gem dies, do I need to cast 1 resurrection or two?
    If the Soul Gem is intact but the body is totally annihilated, you can cast Resurrection as if you had a piece of the body. If the Soul Gem is lost but the body is intact, you would need to cast Resurrection. You don't need to be casting two spells in any case, unless both are totally destroyed. One resurrection for each, or True Resurrection for both.

    The Akuba implementation right now is very calculation-heavy and not very accurate to the source material. If I had a suggestion, I would say make it either easier to use or more accurate. Example of easier to use: "An Akuba is a CR-appropriate monster with the pseudonatural template from Complete Arcane, and some thematic repainting." Example of more accurate: Give them base abilities to draw on (some are ranged, some have swallow whole, etc.), natural advancement, and easy, pervasive minionmancy.
    Yea, the Akuba are definitely the weakest part of this project. I'll think over your suggestions, thank you very much for the input.

    Though, thinking on it, I'm not entirely sure about your Akuba suggestion. The calculation-heavy problem is an accurate one, but thematic accuracy doesn't strike me quite yet. The only real difference between the two models is that you swiped my adding Mahou Kodomo levels for the Pseudonatural template (which I'm hesitant to give because Witches weren't quite THAT eldritch).

    Base abilities and such can be taken from the chosen base monster. Is it the Mahou Kodomo levels application that makes you think it's calculation-heavy?

    By the way, as of this edit, I think I've taken care of your points 1-5.

  10. - Top - End - #10
    Bugbear in the Playground
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Updated. Tell me what you think, everyone.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    I already talked things over with AuraTwilight, and while he made the suggested corrections, he requested I post this here for the sake of changelog-keeping.

    I was looking around, and I found your thread. However, I noticed that the Incubator entry is incomplete; you're missing skills and a DC for one of their powers.

    For skills, you have 64 skill points. May I recommend maxing out the following skills (at 4 points each)?

    • Bluff
    • Climb
    • Diplomacy
    • Disguise
    • Hide
    • Intimidate
    • Jump
    • Knowledge (Arcana)
    • Knowledge (Dungeoneering)
    • Knowledge (Local)
    • Knowledge (The Planes)
    • Listen
    • Move Silently
    • Search
    • Sense Motive
    • Spot


    If you want me to explain reasoning behind these skills, let me know, but if I understand enough about these creatures, these skills are likely to be useful for them (if you feel the need to remove the knowledge about Dungeoneering, think hard on it; Dungeoneering gives information about Akuba, Aberrations).

    For Soul Disruption (Su), you are missing what DC save. While you could have a scaling DC, I recommend DC 20 (make the DC Int based). This way, stronger Mahou Kodomo have a chance to resist the Incubator and act how they wish to defy it.
    Now, looking at the Akuba, I see that you have them lose their wisdom score. I'm not sure where I read this, but if I recall correctly, all creatures have a Wisdom Score and a Charisma score; if they lack one of these scores, they are not a creature but an object (like a normal, non-magical rose, or a stone statue). I don't recommend a Wisdom score of 0, either, since that effectively makes Akubas unthinking, sitting ducks waiting for a Rogue to come in and finish them off.

    Other than that, I'd say that just a couple of 'tweaks' to the Incubator need to be done; the skills chosen (and maxed out), but it has been neglected to add the ability bonuses to the skills (the Knowledge skills should be about +14 each due to the massive int these Incubators have). The Disguise skill should be about 9 due to feat choice (why Disguise? If someone who is supposed to be out of the loop manages to break through the protections from being seen in the first place, disguise the Incubator as a weasel!).

    I also recommend assigning these creatures advancement. An Incubator who has been working for a long time is more likely to be more skilled at manipulation. 2-6 HD (Tiny) perhaps? Or by class level?

    Looking closer at these Incubators, I see nothing present to keep them from staying down once struck down (no Back from the Dead for you!). They pose little threat to normal adventurers (CR 1/4), but how about CR 3 for Mahou Kodomo due to their powers keyed directly to them?

    Finally, may I make a suggestion? How about tying this in to current DND? Allow Soul Disruption to be used against not only Soul Gems of Mahou Kodomo, but also against the Phylacteries of Liches, or anything else that contains the soul of something. No Akuba in town and the Mahou Kodomo have no despair? Find the Phylactery of the local Lich and force him to work for the Incubator to speed the despair of the Mahou Kodomo. This might give an excuse for the Incubator to drop his unseen protections completely and pretend to be a familiar, all while baiting the Mahou Kodomo to confront the Lich.

    Thank you for your time.

    DISCLAMERS: AuraTwilight, owner of this thread, gave me express permisson to post this here. I have also not seen the anime or read the manga this is based off of, but I have read about it on TV Tropes.
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Now, looking at the Akuba, I see that you have them lose their wisdom score. I'm not sure where I read this, but if I recall correctly, all creatures have a Wisdom Score and a Charisma score; if they lack one of these scores, they are not a creature but an object (like a normal, non-magical rose, or a stone statue). I don't recommend a Wisdom score of 0, either, since that effectively makes Akubas unthinking, sitting ducks waiting for a Rogue to come in and finish them off.
    Yea, I was debating that. I had the idea that since their Soul Gem corruption is WIS-based, and that Akuba/Witches don't seem to have awareness of their former selves, that they effectively have no Wisdom and all WIS-functions are essentially relegated to Charisma.

    Other than that, I'd say that just a couple of 'tweaks' to the Incubator need to be done; the skills chosen (and maxed out), but it has been neglected to add the ability bonuses to the skills (the Knowledge skills should be about +14 each due to the massive int these Incubators have). The Disguise skill should be about 9 due to feat choice (why Disguise? If someone who is supposed to be out of the loop manages to break through the protections from being seen in the first place, disguise the Incubator as a weasel!).
    Righto.

    I also recommend assigning these creatures advancement. An Incubator who has been working for a long time is more likely to be more skilled at manipulation. 2-6 HD (Tiny) perhaps? Or by class level?
    Hm. I'm not sure. I kind of like them as static creatures; they don't really need to improve since they're effectively immortal and are already optimal for their prime directive.

    Looking closer at these Incubators, I see nothing present to keep them from staying down once struck down (no Back from the Dead for you!). They pose little threat to normal adventurers (CR 1/4), but how about CR 3 for Mahou Kodomo due to their powers keyed directly to them?
    Well, strictly speaking, they DON'T get back up. Another member of the hivemind just shows up to replace them. :3

    I gave them CR 0 so that they don't give XP.

    Finally, may I make a suggestion? How about tying this in to current DND? Allow Soul Disruption to be used against not only Soul Gems of Mahou Kodomo, but also against the Phylacteries of Liches, or anything else that contains the soul of something. No Akuba in town and the Mahou Kodomo have no despair? Find the Phylactery of the local Lich and force him to work for the Incubator to speed the despair of the Mahou Kodomo. This might give an excuse for the Incubator to drop his unseen protections completely and pretend to be a familiar, all while baiting the Mahou Kodomo to confront the Lich.
    Ooooh, that's a neat idea!

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Quote Originally Posted by AuraTwilight View Post
    Yea, I was debating that. I had the idea that since their Soul Gem corruption is WIS-based, and that Akuba/Witches don't seem to have awareness of their former selves, that they effectively have no Wisdom and all WIS-functions are essentially relegated to Charisma.
    In that case you just need to add the sentence "Despite having no Wisdom score, an Akuba is still a creature" somewhere, either in the "Abilities" entry or as a special quality.
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    So I recently re-found the Dicefreaks deity rules and decided to celebrate by putting them to use!

    --

    MADOKA, the Law of Cycles
    Greater Deity
    Symbol:
    Red ribbons
    Home Plane: Somewhere beyond the Multiverse and its flow of time.
    Alignment: Lawful Good (Neutral Good as a mortal)
    Portfolio: Hope, Salvation, Perfect Love, Martyrdom, Mahou Kodomo
    Clergy Alignments: LG, LN, NG, CG, CN, N (Mahou Kodomo can worship her even if Evil)
    Domains: Good, Law, Celestial, Joy, Purification, Charity, Healing
    Favored Weapon: Longbow

    “I wish to erase all Akuba before they are born. All the Akuba in all the universes, both past and future, by my own hands!

    All the people who believed in hope as Mahou Kodomo, I don't want them to despair. I want to see them smile until the very end. If any rule or law gets in my way, I will destroy and rewrite it. That is my wish.”


    “When she spoke those words, Truth melted and was born anew. When she fired her arrows, time and space came undone, to be sewn into a new tapestry. She took all the grief and pain onto herself, to give us all Salvation, and before she could become an Akuba herself, she destroyed it by her own hands. Because of this impossible, selfless act, she no longer exists in this universe. But she's real. I saw it all myself.

    ...Madoka...”


    Little is known about the Law of Cycles, save that it exists and delivers all Mahou Kodomo before their hopes can become curses. There are those who claim to have remembered a girl in life who sacrificed herself for us all, and there are Mahou Kodomo divination-specialists who collaborate their statements, but even with this, we can't discern much. The Law of Cycles used to be named Madoka, she's associated with red ribbons and the color pink, and she shoots arrows of light. Other than that, she's a mystery.

    Not even other gods can observe her, causing most non-Mahou Kodomo to be outright dismissive, but...from the words of the fallen, there might be a kernel of truth. Many Mahou Kodomo seem to hallucinate the presence of an angel coming for them, and usually mutter something to that effect, if they speak at all.

    MADOKA, the Law of Cycles
    Human Level 70 Mahou Kodomo, Divine Rank 20
    Size/Type
    : Medium Outsider (Lawful, Good)
    Hit Dice: 70d8+1050 (1610 HP)
    Initiative: +19
    Speed: land 60 ft., fly 200 ft. (perfect)
    Armor Class: 85, touch 65, flatfooted 69
    Base Attack/Grapple: +30/+40
    Attack: Sagitta Luminis +76 Ranged (1d8+30/x3)
    Full Attack: Sagitta Luminis +76 Ranged (1d8+30/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Alter Reality, Spell-like Abilities, Grant Spells, Communication, Create Items.
    Special Qualities: DR 40/Epic and Adamantine, Divine Aura (20 miles), Immortality, Immunities (Polymorphing, Petrification, Form-Altering, Energy Drain, Ability Drain, Energy Damage, Mind-Affecting, Acid, Cold, Fire, Electricity, Sonic, Disease, Poison, Stunning, Sleep, Paralysis, Death, Disintegration, Imprisoning and Banishing effects), Spell Resistance 87, Automatic Actions, Portfolio Sense, Godly Realm, Miss Chance 70%, Fast Healing 40
    Spells Per Day: */10+1/9+1/9+1/9+1/9+1/8+1/8+1/8+1/7+1/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2
    Saves: Fort +72, Reflex +73, Will +71
    Abilities: STR 30 DEX 40 CON 40 INT 40 WIS 50 CHA 60
    Skills: Diplomacy +123, Heal +113, Knowledge (Arcana) +108, Knowledge (History) +108, Knowledge (Planes) +108, Knowledge (Religion) +93, Sense Motive +113, Spellcraft +108, Use Magic Device +123, Spot +76, Listen +76, Search +71, Concentration +71, Autohypnosis +76, Knowledge (Dungeoneering) +71, Knowledge (Architecture) +71, Knowledge (Geography) +71, Knowledge (Local) +71
    Feats: Point Blank Shot, Far Shot, Improved Initiative, Bend Spell (DrCom), Chain Spell (CA), Consecrate Spell (Cdiv), Empower Spell, Energize Spell (LibMor), Energy Substitution (CA), Enhance Spell (CA), Enlarge Spell, Extend Spell, Heighten Spell, Improved Heighten Spell, Intensify Spell, Maximize Spell, Persistent Spell, Purify Spell (BOED), Rapid Spell (Cdiv), Reach Spell (Cdiv), Transdimensional Spell (CA), Widen Spell, Pure Soul (HoH), Combat Archery(B), Distant Shot(B), Swarm of Arrows(B), Uncanny Accuracy(B).
    Salient Abilities: “No Need To Despair, Ever!”* Alter Form, Annihilating Strike, Area Divine Shield, Automatic Metamagic, Banestrike (Anything Evil), Clearsight, Divine Archery, Divine Blast, Divine Blessing, Divine Celerity, Divine Dodge, Divine Fast Healing, Divine Inspiration (Hope Only), Divine Recall (Mahou Kodomo), Divine Shield, Divine Spellcasting, Supreme Initiative, Create Object, Divine Creation, Rejuvenation, Speak with Creatures, Extra Energy Immunity (x3)
    Equipment: Sagitta Luminis
    Environment: Outside of Space/time.
    Organization: She Fights Alone (1), or Mahou Kodomo Holy Quintet (herself + 4 Mahou Kodomo)
    Challenge Rating: 95
    Alignment: Lawful Good

    SAGITTA LUMINIS:

    Appearing as a large, pink rose with a bowstring conjured of pink force, this weapon is as much a piece of MADOKA as her own body and soul, though it is not intelligent. It is, however, an artifact.

    Sagitta Luminis is a +10 [Evilbane] [Unerring Accuracy] [Merciful] [Holy Power] [Speed] [Blessed](MIC) [Force](MIC) [Heavenly Burst](MIC) [Holy Surge](MIC) [Sacred](MIC) [Sacred Burst](MIC) longbow.

    In addition to these abilities, it also produces it's own ammunition, effectively just firing force bolts, which are plentiful in a multishot manner similar to Magic Missile (+1 missile for every 2 CL above 1), without the caster level cap. This means that MADOKA (who has a Caster Level of 70), can fire 35 arrows per attack. Additionally, Sagitta Luminis instantly destroys Akuba and their Tsukaima on a successful attack roll. However, Akuba killed through this method drop no Grief Seed. Despite what some of its enhancement traits otherwise imply, holding Sagitta Luminis confers no Negative Levels or any other penalties. However, only a Good-aligned Mahou Kodomo can operate this weapon.

    ABILITIES:

    Alter Reality (Su): Madoka is limited to altering reality in ways that benefit others; never herself directly. She cannot use this ability for purposes that do not inspire hope in mortals. She is also incapable of using this power of restoring the mortal existence she lost. For instance, even if she can otherwise alter any memories in the universe, she cannot cause people she personally knew to remember her human lifetime. She is incapable of performing Evil actions with this ability.

    Avatars, Proxies: Madoka is incapable of creating avatars or selecting proxies. Due to her nature, she is always forced to deal with things by her own hands. She can, however, be in multiple times at once due to her transcendent nature. Exceptions to this exist, but only when the Law of Cycles itself is being fundamentally interfered with in some way.

    “No Reason To Despair, Ever!” (Unique Salient Ability)
    They always fought alone. But because of one girl's sacrifice, this cycle of suffering was broken, and the world was lead to a new truth. As long as you remember her, you are not alone.

    Because of her selfless, perfect wish, Madoka is afforded great power that risks her stepping on the toes of Overdeitydom. No matter what time, or place, in any universe, Madoka will be there when Soul Gems become their most corrupted. Seen only by the Mahou Kodomo in question, she takes all the Grief onto her own shoulders, destroys the Soul Gem (rejoining the soul and body without loss of magical power) and bodily delivers the Mahou Kodomo off to her Godly Realm. As a result of this duty, Madoka transcends all times and spaces, able to access any point in temporal existence for the sake of bringing salvation and snuffing despair. As a result, in campaign settings where Madoka exists, Akuba never have existed, and never will, and no one has ever heard of them, or of Madoka Kaname.

    Furthermore, Madoka herself no longer possesses or needs a Soul Gem. She will never fall into Despair.

    Those taken to her Godly Realm possess all memories of all their fallen selves, including those from the world that knew Akuba. These fallen ones have become as her Valkyries, freed from the karma of Hope and Despair. They gain the Herald of Madoka template, as seen here.

    A Mahou Kodomo taken by Madoka can only be revived by a Wish or Miracle, and their Soul Gem is perfectly clean. They do not retain any memories gained after they were collected by her.

    As an extension of her psychopomp duties via this ability, Madoka may offer a freshly reaped Mahou Kodomo a chance to see the ultimate outcomes of their wishes, and a chance to be saved, by undoing their Contract from history. She has never been asked to do so, however. Not once.

    Finally, if Madoka is, somehow, ever permanently slain in such a way as to end her Godhood, the temporal fall-out of this will have undone her ever becoming a deity in the first place, undoing all she has done and returning the world to what it was before. This will not restore Madoka Kaname's human existence.

    ---

    I'll have to adapt Wraiths at some point for completion's sake. Too bad I got nothing to go on. Any ideas?

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    So I can't think of anything for Wraiths, not that it's really my fault. Thanks SHAFT.

    BUT. I am a genius. A lazy, but brilliant genius.

    Madoka's Law of Cycles truly alters the metaphysics of the multiverse. Any creature with the Evil subtype generates a single Grief Cube when destroyed, and 10 Grief Cubes recover 1d3 Despair Points as a single Grief Seed.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    The Akuba seriously breaks common rules. Anything without a Wisdom score also has no Charisma score. I see no problem with them having Wisdom 1 over Wisdom --.

    Cursed kiss: how often can an Akuba use this ability?

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    The Akuba seriously breaks common rules. Anything without a Wisdom score also has no Charisma score. I see no problem with them having Wisdom 1 over Wisdom --.
    Yea, I made them a deliberate exception, the fluff being that Akuba are essentially the spirit of the Mahou Kodomo in a constant self-created nightmare, with no real self-awareness of any kind. It kind of fits what's supposed to happen when one reaches WIS 0, so...

    Cursed kiss: how often can an Akuba use this ability?
    It's an At-Will standard action, but most players who would confront them are immune to it so it's really meant for just bewitching NPCs.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

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    I think that with the incubators being aliens and all they should honestly be the abberation type. Also, no ability that lets them download into a new body, or is that just MTP?
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Quote Originally Posted by Dragonexx View Post
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    I think that with the incubators being aliens and all they should honestly be the abberation type. Also, no ability that lets them download into a new body, or is that just MTP?
    I made them Fey because in production notes Kyubey and his kind are identified as fairies directly. As for the second concern, that's covrered by Hive-Mind. All Incubators are basically the same individual person.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Quote Originally Posted by AuraTwilight View Post
    Yea, I made them a deliberate exception, the fluff being that Akuba are essentially the spirit of the Mahou Kodomo in a constant self-created nightmare, with no real self-awareness of any kind. It kind of fits what's supposed to happen when one reaches WIS 0, so...
    Ah, Wisdom 0 is not a non-ability. You have it listed as "Wis -" which is NOT the same as Wisdom 0. You should fix this so it has Wis 0 not Wis -.

    It's an At-Will standard action, but most players who would confront them are immune to it so it's really meant for just bewitching NPCs.
    That should be stated.

    One more thing: In the Akuba entry it says that the Mahou Kodomo are immune to its cursed kiss but shouldn't it also be referenced in the Mahou Kodomo entry as well?
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Ah, Wisdom 0 is not a non-ability. You have it listed as "Wis -" which is NOT the same as Wisdom 0. You should fix this so it has Wis 0 not Wis -.
    If you insist.

    That should be stated.

    One more thing: In the Akuba entry it says that the Mahou Kodomo are immune to its cursed kiss but shouldn't it also be referenced in the Mahou Kodomo entry as well?
    Fair enough. Noted.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Quote Originally Posted by AuraTwilight View Post
    If you insist.
    In that case the exception needs to change from "An Akuba is still a creature" to "An Akuba may act normally at 0 Wisdom."

    Personally, I prefer -- to 0 in this case, as it avoids annoying questions like "What happens if you cast Owl's Wisdom on a Akuba."

    I have some other critiques and editing suggestions, but not the time to write them right now.
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Well, this looks pretty freaking awesome.

    Now let me go and read what it actually is...


    EDIT:
    This is amazing...

    My one complaint is in formatting/style: After the first paragraph of the Mahou Kodomo's Soul Gem, the description becomes less impersonal (i.e. it refers to "you" a lot). While still clear to understand (probably more so than most descriptions), it is nonstandard, and differs from the rest of the class' description. This doesn't really need to be fixed, but I personally feel like it should be.
    Actually, what bothers me more is that the description switches between personal and impersonal frequently, which is slightly bothersome, and annoys the slightly OCD parts of me.

    Also, I second the suggestion to synergize with existing D&D stuff.

    And a Mahou Kodomo should never be able to become a lich or benefit from the spell hide life.
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    In that case the exception needs to change from "An Akuba is still a creature" to "An Akuba may act normally at 0 Wisdom."

    Personally, I prefer -- to 0 in this case, as it avoids annoying questions like "What happens if you cast Owl's Wisdom on a Akuba."
    I think "The Akuba makes all Wisdom-based checks using Charisma" might satisfy both of these points? But the latter is why I made it a nonability in the first place.

    My one complaint is in formatting/style: After the first paragraph of the Mahou Kodomo's Soul Gem, the description becomes less impersonal (i.e. it refers to "you" a lot). While still clear to understand (probably more so than most descriptions), it is nonstandard, and differs from the rest of the class' description. This doesn't really need to be fixed, but I personally feel like it should be.
    Actually, what bothers me more is that the description switches between personal and impersonal frequently, which is slightly bothersome, and annoys the slightly OCD parts of me.
    English is like...my third or fourth language. If you want to clean it up, I'd be pretty grateful!

    Also, I second the suggestion to synergize with existing D&D stuff.
    Yea. I'm not sure how to go about doing that though. As much as I love Tome of Radiance, for example, I have issues understanding some parts and other parts don't fit with what I want to do. Ultimately I'm fine if a Puella Magi is strictly different in a weird way to reflect their horrific nature.

    And a Mahou Kodomo should never be able to become a lich or benefit from the spell hide life.
    Agreed. I didn't catch the latter and thought I took care of the former. I'll add them in next update:

    But first, a concern. I've playtested this with my group, with all four of them making the contract and while the Cleric spell list is pretty damn versatile, you end up sort of running up against the 0-level spells known limit very tightly. That, and a lot of canonical concepts can't be executed and multiple Mahou Kodomos end up being same-y.

    Should I open up access to the Sorcerer spell list or something? That's a powderkeg option, I know, but the fairly low Spells Known might make it okay?

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    You can just state that the Akuba is immune to any effect, mundane, magical and supernatural, that would change her Wisdom score; if any effect would change her wisdom score, it would immediately revert to 0.

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Yea, that works, actually. What do you think of my question in the above post, Debi? :D

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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    If you open up the sorcerer/wizard list, you're started into Tier -1. If you have the time and dedication, a customized spell list might be what you need. Grab the cleric spells that deal with certain types of healing (but not so much the buffing), and sorcerer spells that allow for a variety of abilities (evocations and certain vital transmutations are a must).

    Some spells probably don't fit the class at all (classic necromancy, for one (i.e. animate dead)). I don't know at all what you intend the class to be meant to do as a whole, so I can't give much more than that.

    Of course, making a custom list would be a very taxing effort, so it's probably not something you'll want to do.

    If you want to keep the power down, limit the schools available to a given character (i.e. enforced wizard specialization, but for no extra benefits—just banned schools). This would be very annoying in practice, but it could help.
    Jon Snow and Ghost avatar (not currently in use) by Gurgleflep 15370262 328.
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  28. - Top - End - #28
    Bugbear in the Playground
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Hm...A customized spell list doesn't SEEM the way to go, since I ideally want every Mahou Kodomo to be capable of being distinct from each other.

    Maybe allow the player to choose which spell list they draw from, at character creation? Or just accept the consequences of offering them that much power with both lists, because of spells known limits and the Soul Gem corruption mechanic?

    ...Or maybe offer the Sorcerer list and the ability to spontaneously convert to Cure spells as a cleric?

    I'm kind of leaning towards the bottom option.

  29. - Top - End - #29
    Bugbear in the Playground
     
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Maybe spontaneous cure and restoration (greater/lesser/all of them). Restoration seems to cover a lot more of the "classic healing" you imagine from this type of character. Less a healing of physical wounds, more a healing of the soul (or something cheesy like that).

    Actually, maybe a good set of spells would be the cleric list plus one or two sorcerer/wizard schools (evocation and transmutakon, probably). That seems like it would cover most normal powers with some variety. Maybe just say "cleric list plus two sorcerer/wizard schools, chosen a character creation."

    The problem is, saying that they get anything more than one major class' spell list immediately bumps the class up to a point far above sorcerer. Sure, sorcerer sucks, but that's the type of thing DMs don't like: classes that clearly outshine others.

    So maybe choosing a spell list is what you need. I just feel like that level some grey stuff out, like being a lightning specialist (sorcerer spells) and having Storm of Vengeance as a ninth level spell.


    When I say "custom spell list" I don't mean like, say, a Beguiler. I mean that this class might want its own, seperate, full-size spell list, with spells selecitvely chosen to fit the class. Maybe limit it to core spells (and maybe spell compendium), and say others are on a case-by-case basis. But it's still an enormous effort to make a list like that, so it isn't really very practical.
    Last edited by Zweisteine; 2014-01-21 at 11:31 PM.
    Jon Snow and Ghost avatar (not currently in use) by Gurgleflep 15370262 328.
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  30. - Top - End - #30
    Bugbear in the Playground
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    Default Re: 3.5 Mahou Shoujo Madoka Magica

    Maybe spontaneous cure and restoration (greater/lesser/all of them). Restoration seems to cover a lot more of the "classic healing" you imagine from this type of character. Less a healing of physical wounds, more a healing of the soul (or something cheesy like that).
    Soul healing?

    Hahahaha. Ha. Ha. I'm assuming you're not familiar with the source material, Puella Magi Madoka Magica? To sum it up, their souls corrupt over time intrinsically and it is not at all an idealized representation of Magical Girls.

    Actually, maybe a good set of spells would be the cleric list plus one or two sorcerer/wizard schools (evocation and transmutakon, probably). That seems like it would cover most normal powers with some variety. Maybe just say "cleric list plus two sorcerer/wizard schools, chosen a character creation."
    Ooh, now THAT'S a good idea.

    The problem is, saying that they get anything more than one major class' spell list immediately bumps the class up to a point far above sorcerer. Sure, sorcerer sucks, but that's the type of thing DMs don't like: classes that clearly outshine others.
    Indeed; but its class features already made it better than the Sorcerer atleast somewhat; the point of the class is to burn brightly, but burn out quick; characters with this class are trading for huge power gains at the price of damnation.

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