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Old 10-16-2011, 12:16 AM   Top  -  End  -  #1
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Love Conquers All! Magical Girl Class Project, Enhance! [3.5]

Quote:
Just a heads-up, this class is no longer being actively maintained. It is a fun class in its own right, I would like to think, and anyone is of course still welcome to use it, but active development on this version of the magical girl has stopped.

If you'd like to use, comment on, and participate in the construction the Magical Girl, I direct you to the Tome of Radiance project, which makes a lot of changes for the better and runs off of a much smoother base system. While it may not yet have the pile of supporting content that the MG 1.0 has accrued, it is a sounder, more flexible system that I strongly reccommend using for your love-and-justice-enforcing needs!
The Magical Girl

"Well, I guess I am a little demonic, now that you mention it. But that just means I'll have to use my hellish powers get get you to listen to me!"
-Nanoha, a magical girl

A Note for everyone reading this:
Spoiler


It is an accepted fact that Good is an actual, tangible force in the world. Many are those who crusade in its name, from the flights of angels to paladins of the mortal worlds. But there are some – a rare, precious few – who are something more. Those possessed of a kindness, mercy, and innocence so strong that it shines forth as a radiant power all its own.

They are the Mahou Shojo – the Magical Girls. And they fight to bring the light to those places where no other thinks it can be brought. The world may laugh at the innocence in their eyes, but their very existence argues that maybe things are not so dark as they seem.

Making a Magical Girl
Spoiler


Class Skill List: Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Perform (Cha), Ride (Dex), Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha)

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Spoiler


Magical Girl

Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Device, Merciful, Pure of Heart, Illuminations (First Level)
2nd
+1
+0
+3
+3
Costume (Max +1)
3rd
+2
+1
+3
+3
Power of Friendship, Radiant Focus
4th
+3
+1
+4
+4
Not Without Fear
5th
+3
+1
+4
+4
Costume (Max +2)
6th
+4
+2
+5
+5
Illuminations (Second Level)
7th
+5
+2
+5
+5
Shrug it Off
8th
+6/+1
+2
+6
+6
Costume (Max +3)
9th
+6/+1
+3
+6
+6
Stubborn
10th
+7/+2
+3
+7
+7
The Meaning of Courage
11th
+8/+3
+3
+7
+7
Illuminations (Third Level), Costume (Max +4)
12th
+9/+4
+4
+8
+8
Device – Limit Form
13th
+9/+4
+4
+8
+8
Mettle
14th
+10/+5
+4
+9
+9
Costume (Max +5)
15th
+11/+6/+1
+5
+9
+9
Voice of Light
16th
+12/+7/+2
+5
+10
+10
Illuminations (Fourth Level)
17th
+12/+7/+2
+5
+10
+10
Costume (Max +6)
18th
+13/+8/+3
+6
+11
+11
Font of Life
19th
+14/+9/+4
+6
+11
+11
Come back!
20th
+15/+10/+5
+6
+12
+12
True Illumination

Spoiler


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

Weapon and Armor Proficiency: Magical Girls are proficient with all simple weapons, and with light armor.
Spoiler


Device (Su): A Device is the symbol of a Magical Girl’s power – a peerless tool, suffused with the power of light and good. At 1st level, a Magical Girl acquires her device, which appears in the form of a simple or martial melee weapon of her choice. The Device is always of Masterwork quality (and usually appears quite ornate), and otherwise functions as a normal weapon of its type. A Magical Girl is always proficient with her Device, but if it is a martial weapon she is still not proficient with the mundane weapon it is modeled after. A magical girl may convert her device into a small trinket of her own design, and recall it to its weapon form with nothing but a thought. Doing so is an action equivalent to sheathing or drawing a weapon, respectively.

A magical girl may choose her device for feats requiring a specific weapon choice, such as Weapon Specialization. However, the benefits of such feats apply only when she is wielding her device, not with mundane weapons of its type.

Spoiler


Merciful (Ex)
: Whenever a Magical Girl deals damage with a melee attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.
Spoiler


Pure of Heart (Ex): A Magical Girl is innocent and pure – such is the source of her power. Unlike a paladin, they have no formal code, since those who would be disinclined to follow these tenets would never become a Magical Girl in the first place. However, most have a personal code of some sort, or at the very least certain morals they would never violate.

For the average Magical Girl, the mere thought of breaking their code is horrifying enough and the guilt over minor transgressions to can be punishment in its own right. But should one become jaded enough that she is no longer is of good alignment, or should she knowingly commit an act of great evil, the Magical Girl immediately loses access to her Illuminations, her Power of Friendship, Voice of Light, and Come Back! She retains her other class abilities, and may even continue taking levels in Magical Girl, but that radiant innocence is irrevocably lost to her.

Spoiler


Illuminations (Su): The fountain of light within the soul of a Magical Girl is no mere metaphor – they have within them a veritable maelstrom of radiant energy, which they can evoke in powerful techniques called Illuminations. A Magical Girl has knowledge of all Illuminations of any level she is capable of evoking, but can only have a fixed number of them ready to use at any given time (as seen on the table below). Changing her prepared Illuminations requires the Magical Girl spend an hour mulling over good memories, practicing weapon drills with her Device, reading a favorite book, or some other introspective and non-stressful activity.

Evoking Illuminations consumes motes of radiant energy. A Magical Girl has a Mote Pool equal to her class level, and begins each encounter with a number of motes equal to half her Mote Pool (minimum one). At the beginning of each of the Magical Girl's turns, she gains an additional mote. At fifth level, and ever five levels thereafter, a Magical Girl's per-turn mote accumulation increases by one (to a maximum of five motes per turn at level 20). If a Magical Girl would ever accumulate a number of motes greater than her Mote Pool, the excess motes are lost.

Illuminations Ready
Class Level Level 1 Level 2 Level 3 Level 4
1st
1
-
-
-
2nd
1
-
-
-
3rd
2
-
-
-
4th
2
-
-
-
5th
2
-
-
-
6th
2
1
-
-
7th
3
1
-
-
8th
3
2
-
-
9th
3
2
-
-
10th
3
2
-
-
11th
3
2
1
-
12th
3
3
1
-
13th
3
3
2
-
14th
3
3
2
-
15th
3
3
2
-
16th
3
3
2
1
17th
3
3
3
1
18th
3
3
3
2
19th
3
3
3
2
20th
3
3
3
2

Spoiler


Costume (Su): At second level, luminous energy begins to actually coalesce around the Magical Girl in physical form. With practice, she can learn to direct this energy into attuned items, strengthening her seemingly modest equipment and creating upgrades seemingly out of thin air. These –almost universally flashy and elaborate – costumes border on being synonymous with Magical Girls in the minds of those who have seen them in action.

A Magical Girl may claim a single suit of light armor as a part of her costume by practicing in it for a total of eight hours (which need not be consecutive, but must consist of 1-hour increments). She may attune a new suit of armor any time she likes, but may only ever be attuned to one at a time. If she wishes, she may attune any number of wondrous items to her costume - costume points may not be allocated to wondrous items, but they are summoned and dismissed along with the rest of the costume. A magical girl is still constrained by the normal limits for magical items and body slots.

She gains 1 Costume Point at 2nd level, and gains additional points as shown on the table below. These may be placed in either her costume or her device, and they may be re-allocated whenever she is able to change her prepared Illuminations.

By spending a full round action to dramatically shout some magical words and wave her Device around, a magical girl may immediately change into her costume; this effectively instantly replaces any armor she might have been wearing with the costume. As part of this action, the magical girl may make a disguise check as if she was trained in the skill, with a bonus of [+5 multiplied by the maximum bonus of her costume] to the check. Viewers must overcome this to recognize the magical girl, but the check may not be used to disguise oneself as any specific individual. If someone actually sees the magical girl transform, they automatically succeed their check.

An identical full-round action may be made to dismiss the costume, causing it to vanish from her person and restoring whatever she was wearing beforehand. If a magical girl attunes to a new set of armor while the previous one is dismissed, the prior costume simply materializes at her feet.

Class Level Costume Points
1st
-
2nd
1
3rd
2
4th
2
5th
3
6th
4
7th
4
8th
5
9th
6
10th
6
11th
7
12th
8
13th
8
14th
9
15th
10
16th
10
17th
11
18th
12
19th
12
20th
13

Spoiler


Radiant Focus (Su): The battlefield is a chaotic place, and it's easy to lose touch with oneself when embroiled in open conflict. By taking a moment to catch her breath and refocus, a Magical Girl of third level or higher may call forth an inner surge of spiritual power.

As a move action, the Magical Girl may make a Concentration check with a DC equal to 10 + (the number of motes currently in the magical girl's mote pool). If she is successful, she gains additional motes equal to her per-turn mote income.

Power of Friendship (Ex): At third level, a Magical Girl starts to understand something on a fundamental level that even many of the most zealous evangelists of good sometimes come to doubt. There is good in everyone. Of course, weapons are still nice to have around… how else are you supposed to get those poor misguided villains to sit down and listen? But with time and effort, a Magical Girl may eventually make fierce friends of even her most bitter enemies.

To begin the process, the Magical Girl must spend time talking one-on-one with the creature she wishes to redeem. Few evil creatures are terribly interested in this prospect, and this is usually done while they are in captivity. Any creature without an Int score is immune to this process by virtue of being mindless, and the target must be being taken care of reasonably well – not even a magical girl can get a prisoner to open up if they are being abused or neglected by their captors.

At the end of a session (which must last at least three hours, but can be more), the target creature makes a Will saving throw with a DC equal to that of the Magical Girl’s Illuminations. Mark the success or failure. Each day the Magical Girl continues to visit the prisoner and spends the necessary time with them, repeat the saving throw. If the prisoner accumulates ten failures, their moral alignment shifts one step towards Good. However, if the prisoner ever makes three successful saves in a row, they become immune to the Magical Girl’s Power of Friendship until she gains another level in this class (at which point the process must be begun anew).

Creatures with an alignment subtype (such as many Outsiders) are very difficult to sway with this power. They receive a bonus to their saving throw equal to their Cha modifier.
Spoiler


Not without Fear (Ex): At 4th level, a magical girl will never run or cower as a result of a fear effect. However, any other effects – such as penalties to rolls – still apply.
Spoiler


Shrug it off (Ex): At 7th level, the Magical Girl may add her Con modifier as a dodge bonus to AC. Since this relies on a Magical Girl’s ability to brace herself for an inevitable hit, she loses this bonus any time she would lose her Dex bonus to AC.

Spoiler


Stubborn (Ex): At 9th level, the Magical Girl may add her Cha modifier to Will saving throws against mind-affecting abilities.

Spoiler


The Meaning of Courage (Ex)
: Beginning at 10th level, whenever a magical girl is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken magical girl negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened magical girl furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked magical girl gains a +2 bonus to Armor Class. Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the magical girl for any creature of object that is not the source of fear. If the magical girl manages to defeat or destroy the source of fear, she is healed from the condition.

Spoiler


Device – Limit Form (Su): At 12th level, a Magical Girl’s bond with her device becomes so strong that she can push it to perform seemingly impossible feats. As a swift action, a Magical Girl may push her Device to its absolute limit. This causes the Device to temporarily transform into a much more powerful form – aside from being visually impressive, this has the following effects. Entering limit form consumes a number of motes equal to half the magical girl's current mote total, rounded up.

The Device’s damage die increases by two steps, and the size of the damage die of any Blast illuminations the magical girl uses while wielding it are increased by one step. Additionally, whenever the Magical Girl uses a Full Attack or Charge action, she may use a single Strike illumination she has prepared as part of the attack without spending an additional action. She must still pay the mote cost for the illumination, and she may not use this ability in tandem with any illumination possessing an evocation action of greater than 1 standard action.

However, there are notable drawbacks to leaving one's device in limit form. While extremely powerful, the surging power also renders a device extremely unwieldy, and unable to channel more subtle forms of light. So long as her device is in Limit Mode, the magical girl is unable to use Burst illuminations. The Magical Girl’s Device remains in Limit Mode until the end of the encounter, or until she falls unconscious, whichever comes first. Limit Mode can also be dismissed as a swift action.

Spoiler


Mettle (Ex): Beginning at 13th level, if a magical girl makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

Spoiler


Voice of Light (Su): Beginning at 15th level, a Magical Girl’s empathy and compassion transcends the limits of language. Her verbal communication is automatically understood by any creature capable of language, so long as it can hear her; this is a purely spoken effect, and does not extend to written communication of any sort.

In addition, a Magical Girl may henceforth take 10 on any Diplomacy, Handle Animal, or Gather Information check (she may still roll normally if she chooses, but must accept the result). Once per day, she may take 20 on such a roll instead, without altering the time it takes to use the skill.

Spoiler


Font of Life (Ex): At 18th level, a magical girl lives and breathes luminous energy – it floods her veins, and keeps her standing when anyone else would have been felled by their wounds. She is never considered disabled or staggered, even if she has less than 0 hit points or her nonlethal damage exceeds her current hit point total.

Furthermore, she may continue to fight even if she has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus half her character level plus her Constitution modifier. Instant death effects and attacks that destroy the body still affect the magical girl if successful.

Spoiler


Come back! (Su): The tears of a magical girl are precious things – wept in the purity of grief, they call out beyond the barriers of life and death. At 19th level and beyond, a magical girl can attempt to restore life to a fallen friend. Once per week, she may mourn over a body and shed tears upon it – this functions as the True Resurrection spell, with the following modifications: an identifiable body is required for the effect to function, no material components are required, and the subject must have been dead for no more 24 hours in order to function. Past that, they have drifted far enough from the mortal world that only powerful magic can reach them.

Spoiler


True Illumination (Su)
: The barrier between the magical girl and the radiant power she channels has all but dissolved. Her innocence and purity, preserved against all odds in the darkness of the world, beam forth with a fury that angels might envy. At 20th level, a magical girl forevermore becomes a Native Outsider with the Good subtype, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

However, the most spectacular benefit of her new form lies in her ability to call upon a single True Illumination. Once selected, this cannot be changed and is always considered prepared; otherwise, it functions as an ordinary Illumination in all respects.

Spoiler
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Homebrew:

Last edited by Selinia : 11-15-2012 at 02:29 AM.
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Old 10-16-2011, 12:17 AM   Top  -  End  -  #2
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Illuminations

Spoiler


Illuminations are potent effects that a magical girl may evoke in battle by expending motes of radiant energy. Since these motes refresh themselves continuously throughout an encounter, a magical girl has great flexibility in their use. Using an illumination is referred to as ‘evoking’ it, and your evoker level is equal to your level in the magical girl class. To evoke an illumination, you must be able to speak and move. Additionally, she must either have a free hand to make gestures with or be wielding your device to channel energy through.

Whenever an illumination offers a saving throw, unless otherwise noted, the DC is equal to [10 + half the magical girl’s evoker level + her Cha modifier]. Evoking illuminations is a largely instictual process, and while some illuminations provoke attacks of oppertunity, there is no risk of fumbling an illumination if damage is sustained while it is being evoked.

There are five categories of illumination, divided into four levels of power.

Strikes manifest as physical attacks, generally dealing increased damage or having some other effect (such as inflicting a status effect). Most strikes are made as part of a melee attack – if the attack is successful, the target suffers the effects of the strike along with normal melee damage from the attack. Since a strike manifests as a single independent action, it may not be combined with other attacks by the full attack action, even if the strike itself is a full-round action. Nor can a strike be used as part of a special attack (such as a charge or bull rush attempt), though some strikes might allow such attacks as part of their evocation.

Spoiler


Blasts are ranged attacks channeling various effects. To successfully target a blast, you must succeed on a ranged touch attack (using the magical girl’s Cha modifier for the attack roll instead of her Dex modifier). Using a blast in melee provokes attacks of opportunity.

Spoiler


Bursts are potent special abilities that create unique and unusual effects on behalf of the magical girl evoking them. To successfully target an enemy with a burst, you must succeed on a ranged touch attack (using the magical girl’s Cha modifier for the attack roll instead of her Dex modifier). If a burst does not target an enemy, no such roll is required. Using a burst in melee provokes attacks of opportunity.
Spoiler


Auras function somewhat differently from other evocations. Rather than being instant effects, for their duration their effect applies to all targets within a radius of the magical girl. Their mote cost is paid when they are evoked (which is always a swift action). At the beginning of each subsequent turn, you may choose to either dismiss them or pay their mote cost again to maintain them for a turn – both options are free actions.

Spoiler


Barriers manifest specialized objects or zones on the battlefield, allowing a tactically-minded magical girl opportunities to direct combat in favor of her allies. Their mote cost is paid when they are evoked (which is always a swift action). At the beginning of each subsequent turn, you may choose to either dismiss them or pay their mote cost again to maintain them for a turn – both options are free actions. Barriers often have secondary effects that are triggered when they are maintained. Unless otherwise noted, bonuses granted by barriers do not stack - only the highest bonus applies. Barriers dissipate at the end of an encounter.

Level One Illuminations
Spoiler


Level Two Illuminations

Spoiler


Level Three Illuminations
Spoiler


Level Four Illuminations
Spoiler


True Illuminations
Spoiler


Costumes


Spoiler


A magical girl’s costume is very much a part of her. Spun into being less by craftsmanship or careful enchantment than by the whimsical imaginings of their owner, they are often blatantly exotic or impractical in appearance… not that that reduces their true and undeniable effectiveness. While the specifics change frequently, most magical girls keep the same general aesthetic for their costume throughout their career – as a player, you ought to put some thought into this, and put together something suitable. While many costume elements have a common manifestation, these are just guidelines.

Mechanically, a magical girl has 1 costume point for every 2 levels she possesses. These may be spent freely on the following effects – however, the number of points that may be spent on a single effect is limited by the magical girl’s level (1 initially, increasing by 1 on every third level).

If a piece of a magical girl’s costume is somehow lost, she can regain it by spending 1d4+1 hours looking for it. Somehow, no matter how improbable (or outright impossible) it might be, they always turn up eventually.

A magical girl’s costume can be enchanted like a normal piece of weaponry or armor. If an item has an enhancement bonus, the Enhance costume element can stack with the existing bonus – but the total enhancement bonus still cannot be brought above the limit for the magical girl. For example, a 8th level magical girl using a +1 suit of enchanted armor as her costume could spend 2 points on the Enhance costume element – but no more, as this would bring her to her limit of a +3 effect.

Costume Elements
Spoiler
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Homebrew:

Last edited by Selinia : 07-11-2012 at 11:47 PM.
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Old 10-16-2011, 12:18 AM   Top  -  End  -  #3
Selinia
Ogre in the Playground
 
 
Join Date: May 2010
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Core Feats


Spoiler


Multiclass Feats


Spoiler


Archetypes

Mentor Animal

Kofū Shōjo

Spirit Shooter

Mistbreaker

Devicer

Stargazer

Prestige Classes


The Dark Magical Girl

The Costumed Crusader

The Sempai

The Prism Knight

The Magical Idol

The Aerial Mage
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Homebrew:

Last edited by Selinia : 08-30-2012 at 12:03 PM.
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Old 10-16-2011, 01:13 AM   Top  -  End  -  #4
Amechra
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Join Date: Dec 2010
Location: 
Where I live.
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

I'm sorry for what I'm about to say...

HOW DARE YOU STEAL MY MIND-THOUGHTS! AND DO A BETTER JOB THAN WHAT I WAS PLANNING!

In other words, welcome to 'brewing; hope you stay around.
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Old 10-16-2011, 11:01 AM   Top  -  End  -  #5
DualShadow
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Join Date: May 2010
Location: 
Where I am.
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Your costume idea is awesome, I was wondering if you will make a PrC or chain of feats themed around switching the weapon and/or armor like Erza Scarlet in Fairy Tail?

Last edited by DualShadow : 10-16-2011 at 11:01 AM.
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Old 10-16-2011, 12:07 PM   Top  -  End  -  #6
Elfstone
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Join Date: Oct 2010
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USA
Gender: Male
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Nice. Very nice. I love the T.G. Oskar Style as well.

Since this sin't complete, I will reserve judgement on the class as a whole, but I like what I see.

Minor nitpick, you forgot to change "paladin" to "magic girl" in the 18th level ability Font of Life (Ex).

Keep up the good work!
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Last edited by Elfstone : 10-16-2011 at 01:23 PM.
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Old 10-16-2011, 12:42 PM   Top  -  End  -  #7
Tanuki Tales
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Join Date: Nov 2009
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

The level of epic that this contains is off the charts!

I can only hope that one day my ideas are as well formulated, well thought out and presented as gorgeously as this class was.
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Old 10-16-2011, 01:19 PM   Top  -  End  -  #8
Amechra
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Join Date: Dec 2010
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

What formula did you use for mote costs?

And could you please consider a mote recharge method? 20 uses IN ALL at 20th level is rather scarce, especially since your Illuminations are your strongest class features...
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Old 10-16-2011, 01:35 PM   Top  -  End  -  #9
Selinia
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Join Date: May 2010
Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Quote:
Originally Posted by Amechra View Post
What formula did you use for mote costs?

And could you please consider a mote recharge method? 20 uses IN ALL at 20th level is rather scarce, especially since your Illuminations are your strongest class features...
My formula for the illuminations' costs was mostly gut instinct. I haven't really done this before, and wasn't exactly sure what to use. Advice on this would be appreciated, and its what I felt weakest on from a balance standpoint.

As for a recharge method, I'm... not really sure. I strongly considered implementing one, at least at higher levels (one that stuck around for a while was a simple 'regain one mote/round from lvl 11 onwards'). The idea is supposed to be that a magical girl should be able to use her illuminations found-to-round for most of a fight if she uses lower-cost ones, but will probably run out if she relies only on her most recent acquisitions.

Quote:
Originally Posted by DualShadow View Post
Your costume idea is awesome, I was wondering if you will make a PrC or chain of feats themed around switching the weapon and/or armor like Erza Scarlet in Fairy Tail?
The magical girl can already switch her costume around with only a half-hour of preparation, and most of them are general enough that I'm not entirely sure if 'combat re-tailoring' would be a viable PrC concept on its own. Perhaps a more general costume-based PrC, giving up some illuminations and class abilities for quickly swappable passive buffs.

Its a thought. The first PrC I'll be making is the Dark Magical Girl though, so that they have something to resort to if they lose their purity of heart. And before that, I need to put meat on the bones of the skeleton that is my illumination list. But the idea shall not be forgotten!

Quote:
Originally Posted by Elfstone View Post
Nice. Very nice. I love the T.J. Oskar Style as well.

Since this sin't complete, I will reserve judgement on the class as a whole, but I like what I see.

Minor nitpick, you forgot to change "paladin" to "magic girl" in the 18th level ability Font of Life (Ex).

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Old 10-16-2011, 01:41 PM   Top  -  End  -  #10
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Whoops, I misread motes as being per day; if they are per encounter, they don't need a recharge.

Oh, and may I make a suggestion for Dark Magical Girl? Rage, or some form thereof, or replace the Illuminations with carefully altered shadowcasting...
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Old 10-16-2011, 02:28 PM   Top  -  End  -  #11
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Quote:
So, the big meaty table here. I had to start by asking myself what exactly magical girls did, before deciding how they went about doing it. Which was tricky - they tend to go it mostly solo in their own medium, and just using their moves as a reference would be terribly unhelpful. So I thought about it in a more thematic sense, and came upon what would eventually drive the class.

Magical girls, at their heart, are fighting to protect their friends. They're stubborn, tough, and always get back up no matter how hard you knock them down. Oddly enough, that sounded like a defender-style class to me. So I made it one. She has a 3/4 BAB progression, two good saves, and a number of abilities that boost her endurance and ability to defend her allies. Some of them (like mettle) are of a pretty general nature, but I'll be going over my reasoning for all of them as we get there.
I question the accuracy here. First, Nanoha was far from a typical magical girl show. Madoka was closer, despite being a deconstruction.
http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalGirl

"Fighting to protect their friends" is a rather limited subset of Magical Girl shows, and those series usually involve a team. Plenty of MGs don't do any fighting at all, and just use magic to solve (and create) everyday problems, and/or become celebrities. I suppose those cases could be mostly wizards/bards with weird fluff though.

For one thing, magical girls tend to have vaguely-defined powers that do whatever the plot demands. Sailor Moon shoots a beam of light with a cheesy name and it might disintegrate an enemy, or turn a demon into a human, or break a curse, or erase someone's memories (seems like Turn Undead and a few abilities powered by it to me). Story climaxes are usually resolved by the protagonist doing something which could only be statted as a miracle spell, so they should get the ability to cast it at high levels.

For another, they tend to have cute mascots as power sources and/or advisors. So a variant familiar which trades Share Spells for bardic knowledge and the ability to talk.

I don't see anything saying that you need a trinket to transform and activate your powers. You can't just leave that part out!

Many magical girls are completely unrecognisable when in costume, even if their appearance doesn't change in any way - that should be an option.

The Diplomacy stuff works, albeit most girls aren't as sadistic about it as Nanoha.

I'd suggest giving a monk-style AC bonus while in costume, but based on Cha. Otherwise you'll see a lot of monk/swordsage dips.
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Old 10-16-2011, 03:08 PM   Top  -  End  -  #12
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Originally Posted by Amechra View Post
Whoops, I misread motes as being per day; if they are per encounter, they don't need a recharge.

Oh, and may I make a suggestion for Dark Magical Girl? Rage, or some form thereof, or replace the Illuminations with carefully altered shadowcasting...
I like this idea. A variant Rage could prove quite interesting - possibly using rounds as fuel for her other abilities. And converting the motes one loses by losing Pure of Heart into rounds of the new effect, the entrant would be somewhat compensated for the ability she had to give up to qualify.

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Nanoha may be a good bit different than most magical girl shows, but she is also a lot closer to someone who would be on an adventuring party in a fantasy setting. Thus, Nanoha (well, to be precise, more along the lines of Fate or the Wolkenritter - Nanoha is more range-based) is the baseline from which I extrapolated the class. Solving everyday problems is well and good for a show, but a D&D base class has to have the firepower to pull their weight in (and preferably, out of) combat.

The 'vaguely-defined powers' are Illuminations, because for all fluff is nice, vagueness is something you don't want in rules. They can easily be different from one battle to the next, and something she can do today might be mysteriously impossible in a later 'episode'. A talking familiar/companion is on my to-do list, either as a ACF or a full PrC. Some manner of Miracle-like effect could be interesting, and I will look into it.

I guess the short version is, I was working with the combat-oriented subgenre of MGs in the first place, because D&D is a pretty combat-oriented game. If one wanted to make a more strictly accurate magical girl, they'd probably want to use another system.

EDIT: To address the following points, which I missed replying the first time.

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I don't see anything saying that you need a trinket to transform and activate your powers. You can't just leave that part out!

Many magical girls are completely unrecognisable when in costume, even if their appearance doesn't change in any way - that should be an option.
Doh. I feel silly for forgetting about these now. I'll be heading back momentarily to cover these most vital of issues.

I'm thinking just allowing a magical girl to don her costume as a full-round action by waving her Device around and saying the magic words. If she wishes, she can make a Disguise check as part of the process, with a bonus of [5 times the maximum bonus of her device] and treating it like a class skill for this one purpose. If she does, someone has to beat the disguise check to recognize her (no matter how flimsy her 'disguise' might be).

EDITEDIT: This has been added to the costume feature, albeit with clumsier wording than I'd like. I'll probably polish that up later.

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The Diplomacy stuff works, albeit most girls aren't as sadistic about it as Nanoha.
Nothing says you have to beat someone up to redeemify them. You just have to keep them in one place. Why, there's all sorts of ways to get someone to listen to you... like... umm...

...maybe you could drug them?

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I'd suggest giving a monk-style AC bonus while in costume, but based on Cha. Otherwise you'll see a lot of monk/swordsage dips.
She actually has this at 7th level (albeit, keyed off of Con instead of Cha). I might have undershot things though, and switching it to Cha, or even adding a scaling bonus, is something I'm very much considering. Either way, I don't think dips are too much of an issue, as anything 'dipping' seven levels is either a magical girl dipping something else, or a rather high-level character.
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Old 10-16-2011, 08:47 PM   Top  -  End  -  #13
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Small update:

Added Shooting Star as a second-level Illumination. Largely shutting down a foe's ability to make AoOs could be quite helpful in a melee-heavy party.

Added Shining Proclamation as a third-level Illumination. Rather situational, but potentially life-saving against enemy casters. Gets better if you have a Arcana-savvy buddy who can let you know which spells are most worth countering.

Added Hammer it Home as a fourth-level Illumination. Making your opponent sit back and think about what he's done has never been quite this forceful before.

Currently working on:

Devising a more standard formula for Illuminations. I feel like I'm shooting a little blind here, and getting a base to work from will help me make more of them, quicker.
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Old 10-16-2011, 10:04 PM   Top  -  End  -  #14
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

What about a feat to give you multiple Costumes? That's pretty common. Heck, maybe even a PrC which gives you lots of them, and gives each one an SLA. (or you could associate some illuminations with the costume)

And Illuminations needs moar curse-breaking/undead-turning/demon-censuring/memories-of-evil-actions-erasing. Maybe an attack that's more effective against one type chosen from the Favoured Enemy list? (allowing for Dark Magical Girls to use anti-human magic or whatever)
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Old 10-16-2011, 10:57 PM   Top  -  End  -  #15
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

I do not see Hit Dice for this class. It could be because it's midnight where I am, but I feel the need to bring it up.
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Old 10-16-2011, 11:17 PM   Top  -  End  -  #16
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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I do not see Hit Dice for this class. It could be because it's midnight where I am, but I feel the need to bring it up.
Indeed. I do not see it either.

May I suggest a d8? Nice, medium sized, perfect for quasi-casters.
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Old 10-17-2011, 12:18 AM   Top  -  End  -  #17
Selinia
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Well, this is dreadfully embarrassing.

I could have sworn I put in her Hit Die! I even reference it in one of my commentary boxes. But yes, she has a d8. Small for a defender, but she has abilities to back it up.

Also, another small update:

Added Angel Buster as a second-level Illumination, and...

Added Avenging as a costume effect that can be slapped on a device. The two, separately or in tandem, give the aspiring demon-exorcising magical girl some potent tricks.

Added Cursebreaker's Anthem as a third-level Illumination. This... is probably actually overpowered. It'll probably either get bumped to fourth level or nerfed. Balance thought on this one are very welcome.

Added the Expanded Wardrobe feat, which gives the fashion-conscious magical girl a bit more variety in her attire. I like the idea of a costume-based character enough that I'll likely be making a PrC of it. As soon as I get through the stuff in front of it.

Tweaked illumination costs - they now operate on a simple, standard scale. Auras and 'utility' Blasts cost [Illumination level] motes, and Strikes and 'attack' Blasts cost [Illumination level*1.5] motes.

Currently working on:

More illuminations.
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Old 10-17-2011, 05:23 PM   Top  -  End  -  #18
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Thanks for the formula... it allows other people to brew stuff for your class.
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Old 10-17-2011, 11:11 PM   Top  -  End  -  #19
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

If Devoted Spirit Amulets allow you to use stances, then Megaton Hammer is infinite damage in combination with the middle level one for a Chaotic(or neutral??) aligned magical girl ... then again, one can't close all the loop holes.

Incidentally, this isn't the first try at such a thing on these boards, but I think I like yours more... can't remember enough to easily find the other one I don't think...
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Old 10-17-2011, 11:31 PM   Top  -  End  -  #20
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Incidentally, this isn't the first try at such a thing on these boards, but I think I like yours more... can't remember enough to easily find the other one I don't think...
Perhaps the one in this thread?
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The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 10-17-2011, 11:47 PM   Top  -  End  -  #21
Selinia
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Originally Posted by DracoDei View Post
If Devoted Spirit Amulets allow you to use stances, then Megaton Hammer is infinite damage in combination with the middle level one for a Chaotic(or neutral??) aligned magical girl ... then again, one can't close all the loop holes.
Ah, that slipped past me. May not be able to close all the loopholes. In this case, it should be simple enough to clarify that the dice are not rolled, and do not trigger any effect that would trigger upon rolling maximum damage on a dice. It may not be possible to close all the loopholes, but there's no sense in letting them go once they've been spotted. Thanks for pointing that out.

Quote:
Originally Posted by DracoDei View Post
Incidentally, this isn't the first try at such a thing on these boards, but I think I like yours more... can't remember enough to easily find the other one I don't think...
Quote:
Originally Posted by The-Mage-King View Post
Perhaps the one in this thread?
Ah, that is interesting. I did quite a bit of searching through the boards for a magical girl class, and came up with nothing, but I hadn't thought to look at senshi. While the mahou shojo in that thread is woefully unfinished, the senshi itself actually seems like it could have some interesting synergy with my version of the magical girl. Again, thanks for showing me this.
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Old 10-18-2011, 12:29 AM   Top  -  End  -  #22
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Ah, that is interesting. I did quite a bit of searching through the boards for a magical girl class, and came up with nothing, but I hadn't thought to look at senshi. While the mahou shojo in that thread is woefully unfinished, the senshi itself actually seems like it could have some interesting synergy with my version of the magical girl. Again, thanks for showing me this.
Senshi? You mean Sentai? Indeed it seems to be able to synergize well with this...

Hm...

Party of Sentai and Magical Girls?


Anyway, not a problem. Awesome homebrew must be spread around, no?
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The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 10-18-2011, 01:33 AM   Top  -  End  -  #23
Selinia
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Oops. That was silly of me - somehow the 'magical girl' and 'super sentai' wires in my brain crossed in a manner that resulted in me thinking (and apparently typing) about Sailor Moon and the Sailor Senshi.

Also, another update:

Added Wandering Waltz as a first-level Illumination. Mobility is always nice, and the level-one illuminations tend to have nice, rounded effects.

Added Chains of Concordance as a second-level Illumination. I've gotten much more of a feeling by now that the magical girl defends through debuffs and status effects as much as actual defensive prowess or AoOs. This gives them a nifty new snatchy-effect to help them out with that.

Added Hauling Anchor as a third-level Illumination. Confusion seems to synergize well with a defender to me - the 'bad' option of the target attacking you is actually something you were kind of going for anyway, and most of the others still reduce the amount of damage the target is putting out.

Added Immaculate Plea as a fourth-level Illumination. Because magical girls can make the strangest things seem like a good idea at the time.

Also, Tweaked Borealis to buff it slightly. Its cost was bumped up a point when I standardized the Illuminations' costs, and it was just lackluster compared to everything else at the level (particularly its direct competition Cursebreaker's Anthem).

As of now, I'm actually pretty happy with the volume of Illuminations the class has - there's finally a representative of each of the four categories in each level, and six or seven choices at each level still means a magical girl can only take half of her options with her at most. More illuminations are almost certainly going to be added as I think of them (or if someone presents a good idea for one), but I won't be actively brainstorming them just to fill the lists up anymore.

Currently Working On:

The Mentor alternate class feature. Also, feats.
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Old 10-18-2011, 03:12 PM   Top  -  End  -  #24
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Senshi? You mean Sentai? Indeed it seems to be able to synergize well with this...
Quote:
Originally Posted by Selinia View Post
Oops. That was silly of me - somehow the 'magical girl' and 'super sentai' wires in my brain crossed in a manner that resulted in me thinking (and apparently typing) about Sailor Moon and the Sailor Senshi.
Well technically senshi is "warrior(s)", and sentai is "team(s) of warriors" (with senshi used to refer to individual members)...

And while we're on the topic:
http://brilliantgameologists.com/boa...hp?topic=11792
http://brilliantgameologists.com/boa...hp?topic=13260
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Old 10-19-2011, 01:53 AM   Top  -  End  -  #25
Selinia
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Ooohhh, shiny. Many thanks, some of that stuff seems like it could be adapted for great useful justice. Also, I hate Tuesdays.

Also-also, an update!

Added the Mentor Animal Alternate Class Feature! These little creatures give all manner of helpful advice - valuable, given that magical girls are hardly known for their ironclad common sense.

Added the Echos of Light feat. Auras have some interesting effects, and this provides some interesting flexibility in their use.

Added the Barely Felt It feat. Because attacking someone from off-screen just isn't fair.

Tweaked the Symphony of the Light Eternal True Illumination - it now provides protection against death by hit-point loss, not just death effects. While not quite invulnerability, it comes pretty close - and targets your entire team to boot. That should bring it up into the league of its Strike and Blast counterparts.

Currently working on:

The Dark Magical Girl PrC. Also, feats.

As always, if you have an idea for additions in any section, suggest away!
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Old 10-19-2011, 09:47 AM   Top  -  End  -  #26
Prime32
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

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Added the Mentor Animal Alternate Class Feature! These little creatures give all manner of helpful advice - valuable, given that magical girls are hardly known for their ironclad common sense.
Quote:
A mentor animal may never have the form of any familiar which would require a minimum caster level.
First, there are no familiars which require that unless you take the Improved Familiar feat, so it would make more sense to ban Improved Familiar. Second, there are MGs with more powerful companions, though many of them need to stay in a weaker form most of the time. Maybe Improved Familiar can be used for 1 minute/level/day, but also grants some other bonus? Maybe a feat which lets the mentor cast spells as a wizard of one-third your class level (caster level = your class level), but only while in this powered-up state?

Quote:
A mentor animal's Hit Dice, Hit Points, Attacks, Saving Throws, and Skills are all calculated identically to those of a familiar.
I don't think this part is necessary. *shrug*

Quote:
Starting at 1st level, the mentor animal will share some of its vast collection of knowledge with the magical girl. If asked, the mentor can make a knowledge check on the behalf of the magical girl, with a bonus equal to [its Int score + the magical girl's class level]. The information this can retrieve is very similar in nature to bardic knowledge, and the DC for a given fact should be roughly the same.
"Roughly" isn't very useful. It would be easier just to say "The mentor gains Bardic Knowledge as a bard of its master's class level."
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Old 10-19-2011, 11:56 AM   Top  -  End  -  #27
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

I read the title and I knew I had to read this. It looks great, really fits the flavor well, and gives a lot of utility. A good excuse to play a good guy.

However, I would like to add that divine buster seems a tad over powered. 3d6+ damage at lvl 1 is too much.
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Old 10-19-2011, 02:36 PM   Top  -  End  -  #28
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

The group I usually play with doesn't usually allow homebrew, but I am prepared to beg in order to play this class. This is just ... magnitudes of awesome.

(Also, OP, is that a Princess Waltz avatar? You may be my new favorite person.)
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Old 10-20-2011, 12:54 AM   Top  -  End  -  #29
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

Must... resist... urge... to... imitate... Kore wa... Zombie... Desu ka...
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Old 10-20-2011, 01:02 AM   Top  -  End  -  #30
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Default Re: Friendship Through Superior Firepower! Magical Girl Base Class, Set Up! [3.5]

I always felt Nanoha style MGs were Warlocks myself.

Must be good?

So what is a Dark Magical Girl? Alternate class entirely? Blackguard style PRC? Warlock?
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