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AuraTwilight
2013-10-10, 04:10 PM
http://i40.tinypic.com/4ubfwk.png

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: 2½ 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.

AuraTwilight
2013-10-10, 04:11 PM
http://i44.tinypic.com/2agudqw.jpg



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.

AuraTwilight
2013-10-10, 04:12 PM
http://i44.tinypic.com/slh54m.jpg

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.

RustedKitsune
2013-10-10, 04:12 PM
I can see this ending so well, yet so badly.
Be awesome and die young.
Pre- or Post-Madoka?

CarpeGuitarrem
2013-10-10, 04:18 PM
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.

bekeleven
2013-10-10, 04:33 PM
You may wish to give this class synergy with the Tome of Radiance (http://www.giantitp.com/forums/showthread.php?t=258654) and/or my Fate/Prisma Ilya (http://www.giantitp.com/forums/showthread.php?t=299771) class. Then we can reach magical girl singularity together.

AuraTwilight
2013-10-10, 06:13 PM
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.

bekeleven
2013-10-10, 06:54 PM
A couple of notes:


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

AuraTwilight
2013-10-10, 07:37 PM
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.

AuraTwilight
2013-10-10, 09:59 PM
Updated. Tell me what you think, everyone.

Eternal Drifter
2013-11-03, 02:38 PM
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.

AuraTwilight
2013-11-03, 02:58 PM
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!

Sith_Happens
2013-12-08, 07:10 AM
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.

AuraTwilight
2013-12-13, 03:42 PM
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] (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.

[B]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. (http://www.giantitp.com/forums/showthread.php?308322-Mahou-Shoujo-Madoka-Magica&p=17379618&viewfull=1#post17379618)

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?

AuraTwilight
2014-01-17, 04:46 AM
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.

Debihuman
2014-01-18, 10:19 AM
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?

Debby

AuraTwilight
2014-01-18, 05:15 PM
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.

Dragonexx
2014-01-19, 09:50 PM
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?

AuraTwilight
2014-01-19, 11:23 PM
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.

Debihuman
2014-01-20, 07:08 AM
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?

AuraTwilight
2014-01-20, 05:01 PM
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.

Sith_Happens
2014-01-20, 07:47 PM
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.

Zweisteine
2014-01-20, 08:03 PM
Well, this looks pretty freaking awesome.

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


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.

AuraTwilight
2014-01-20, 09:01 PM
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?

Debihuman
2014-01-21, 10:26 AM
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.

Debby

AuraTwilight
2014-01-21, 05:38 PM
Yea, that works, actually. What do you think of my question in the above post, Debi? :D

Zweisteine
2014-01-21, 07:09 PM
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.

AuraTwilight
2014-01-21, 10:49 PM
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.

Zweisteine
2014-01-21, 11:31 PM
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.

AuraTwilight
2014-01-22, 12:01 AM
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.

AuraTwilight
2014-01-22, 12:18 AM
Updated with everyone's suggestions. I went with the two Sorcerer schools idea.

Debihuman
2014-01-22, 10:02 AM
Sorry I didn't get back to you on the sorcerer idea. Sounds like it should be fine. It's good that you have a playtest group too as that's the best way to test out new ideas. Good luck and let us know how it goes.

Debby

Zweisteine
2014-01-22, 10:06 AM
I am familiar with Madoka Magica, though I think I missed a bit in the middle of the series. I'm not quite sure what I was thinking when I wrote thy "soul healing" bit.

EDIT: from a Madoka wiki (trustworthy; no clue):

They are also capable of harnessing the regenerative power to heal problems like nearsightedness. According to Kyubey, it is possible to keep fighting even with every drop of blood in their body drained by healing it with magic
That's kind of like eerily similar to what restoration does.


I think there should also be a way to remove despair points. Not easy, and not something a character can do to themself, but it should be doable. Perhaps if long enough goes without gainin a point or having to make a save against gaining one, though I don't remember The specifics of the original transformation mechanic, so that might not make sense.


EDIT:
You should specify that they cannot learn limited wish, either, though I suppose it doesn't come close to wish in terms of actual power...

And you could open up all 0-level spells to be learned from, as long as there's a limit on how many you can know. They aren't game-breakingly powerful, with one exception. You should not allow infinite casting of Cure Minor Wounds.

Sith_Happens
2014-01-22, 01:16 PM
I think there should also be a way to remove despair points. Not easy, and not something a character can do to themself, but it should be doable. Perhaps if long enough goes without gainin a point or having to make a save against gaining one, though I don't remember The specifics of the original transformation mechanic, so that might not make sense.

Check the Grief Seed ability on Akubas again. That's how you get rid of Despair.

Zweisteine
2014-01-22, 01:32 PM
Check the Grief Seed ability on Akubas again. That's how you get rid of Despair.

Ah, missed that.


The one thing that will always bother me about this class: It can't effectively model the characters from the series.

Take Homura, for example: What she has is basically free timestops (limited by the sand in her shield) and a shield of holding, and Weapon Proficiency: firearms/explosives. She'd basically have a spell list consisting of Hidden Chest (maybe; it's like a bag of holding, kind of), Time Stop (variant that lets her cast evocations that drop into normal time when cast), and a bunch of evocations. But I suppose this is one of the limitations of the system we're working in. Ah well...

Sith_Happens
2014-01-22, 04:56 PM
I think "The Akuba makes all Wisdom-based checks using Charisma" might satisfy both of these points?

I meant "Act normally" as in not be affected by this rule:


Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.

As-is, an Akuba cannot act.

As for the other critiques/suggestions I mentioned earlier:
Needs a "Starting Age" entry. I recommend "As Rogue, but use two-thirds the normal adulthood age specified by the appropriate table." You also don't have any requirement that the character be female and/or Humanoid, which may or may not be intentional.
The way things are formatted currently, a new Mahou Kodomo gets two Wishes, one from the Contract special attack and one from the Wish class feature. I'd suggest cutting the Wish feature and folding its text into the Contract attack. So you'd end up with something like (obviously feel free to rip off my exact text):

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. 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.

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 (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) 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.
On similar note, instead of having the Incubator class feature, I'd add a "Special" section after either Alignment or Hit Die:

Special: Only creatures that have been affected by an Incubator's Contract special attack may take levels of Mahou Kodomo.
The default assumption is that characters know everything about their own class features and other abilities, which is problematic with respect to the Soul Gem feature. You'll need to set specific Knowledge DCs; DC 20 Knowledge(Arcana) or Bardic Knowledge to know that the Soul Gem contains the Mahou Kodomo's soul (and the consequences thereof) and DC 30 to know how Despair Points are gained and what happens when you have ten of them sounds about right. Also specify that the Mahou Kodomo is never aware of having rolled a save against despair, even on a success.
Mention in the Soul Gem feature description that using Grief Seeds or Grief Cubes (whichever exist in the campaign) removes Despair Points. Probably with a note to the effect of "The DM may designate additional ways of removing Despair Points as appropriate to the campaign" (so that a DM who doesn't want to make their campaign revolve to some extent around deliberate Akuba/Wraith-hunting doesn't feel pressured to do so anyways).
"Domains" doesn't need to be a separate class feature, just make it part of the "Spells" description like with Clerics.
For the Incubator's Imperceptible special quality, add that Incubators make no sound, that the decision to make a specific creature unaffected by the quality applies to all Incubators, and that the decision cannot be revoked.
I think that's it for now.

AuraTwilight
2014-01-22, 05:25 PM
That's kind of like eerily similar to what restoration does.

They have the Cleric's spell-list, so they already had Restoration since the class's inception. :)


You should specify that they cannot learn limited wish, either, though I suppose it doesn't come close to wish in terms of actual power...

And you could open up all 0-level spells to be learned from, as long as there's a limit on how many you can know. They aren't game-breakingly powerful, with one exception. You should not allow infinite casting of Cure Minor Wounds.

I'm actually fine with infinite casting of Cure Minor Wounds; atleast in my games since I don't allow players the luxury of abusing it in play. I suppose it is a potential problem though. How is it handled in Pathfinder? Or is it just accepted as one of that game's major balance screw-ups?

I'm fine with them getting Limited Wish. I just don't want them to have both Wish AND Miracle, because it's silly and redundant.



The one thing that will always bother me about this class: It can't effectively model the characters from the series.

Take Homura, for example: What she has is basically free timestops (limited by the sand in her shield) and a shield of holding, and Weapon Proficiency: firearms/explosives. She'd basically have a spell list consisting of Hidden Chest (maybe; it's like a bag of holding, kind of), Time Stop (variant that lets her cast evocations that drop into normal time when cast), and a bunch of evocations. But I suppose this is one of the limitations of the system we're working in. Ah well...


In fairness, Homura's magical level is rated in official documents as a 7+ out of a possible 5. So basically she's a Plot Powered DMPC of +2 Supreme Bollocks.

That being said, what you described is a feature of the Wish, specifically. And the Wishes made at the inception of this class are explicitly more powerful than the standard Wish-writeup, in a vague way up to DM-Player discussion.


As-is, an Akuba cannot act.

As for the other critiques/suggestions I mentioned earlier:

Needs a "Starting Age" entry. I recommend "As Rogue, but use two-thirds the normal adulthood age specified by the appropriate table." You also don't have any requirement that the character be female and/or Humanoid, which may or may not be intentional.
The way things are formatted currently, a new Mahou Kodomo gets two Wishes, one from the Contract special attack and one from the Wish class feature. I'd suggest cutting the Wish feature and folding its text into the Contract attack. So you'd end up with something like (obviously feel free to rip off my exact text):


I believe I made a specific clause that the Akuba's nature overrides the thing about Wisdom 0 ("So that they may continue to function"). I originally had it as a nonability, but I got stink for that too.

The rest of what you said is good though.


The default assumption is that characters know everything about their own class features and other abilities, which is problematic with respect to the Soul Gem feature. You'll need to set specific Knowledge DCs; DC 20 Knowledge(Arcana) or Bardic Knowledge to know that the Soul Gem contains the Mahou Kodomo's soul (and the consequences thereof) and DC 30 to know how Despair Points are gained and what happens when you have ten of them sounds about right. Also specify that the Mahou Kodomo is never aware of having rolled a save against despair, even on a success.

Eh, the last bit I'm not sure I'm cool with; Puella Magi always seemed to be aware of their growing Grief. Especially since you can just look at the damn thing and see this screwy black cloud of Bad News.



For the Incubator's Imperceptible special quality, add that Incubators make no sound, that the decision to make a specific creature unaffected by the quality applies to all Incubators, and that the decision cannot be revoked.

Good thinking.

Sith_Happens
2014-01-22, 05:56 PM
Eh, the last bit I'm not sure I'm cool with; Puella Magi always seemed to be aware of their growing Grief. Especially since you can just look at the damn thing and see this screwy black cloud of Bad News.

They can still look at their gem and know they've gotten more points, they just don't know exactly how they got the points.

...Actually, the feature right now doesn't say anything about a visual indicator of your Despair score. Need to add that.

Also, having the Invisibility from Imperceptible be a Phantasm is kind of dysfunctional, since Phantasms are specifically "only in your head" and Invisibility is a global effect.

AuraTwilight
2014-01-22, 07:51 PM
You also don't have any requirement that the character be female and/or Humanoid, which may or may not be intentional.

Forgot to address this. No, it's totally intentional. In the Incubator's Contract ability I think I wrote out that it can contract with any sentient being with emotions.

While this does model a Magical Girl archetype, I don't want to restrict gender or race because the Incubators are canonically contracting non-humanoids and targeting only females makes no sense.

EDIT: Updated all three posts.

Zweisteine
2014-01-22, 11:34 PM
Idea: Hide the Akuba in a spoiler marked "if you plan on using this class, tell yuit DM to read this, but do not read it youself." You could do the same for despair points, though perhaps just hse the section that says you become an Akuba. Maybe also add some lesser penalties for varying levels of despair to make it seem less suspicious.

Of course, everyone will read it anyway, or won't be using the class. Actually, the people who will use this will already know, so the point is rendered rather moot.


And why not just have the Akuba have no wisdom score (i.e. Wisdom -- instead of Wisdom 0). That makes it easier to deal with rules-wise. Also, make sure they add charisma to will saves (unless they aren't suppose to, I guess).

Actually, the Akuba could be an undead. Give it turn resustance and the other undead qualities, and it doesn't actually seem like bad idea; after all, Akuba are basically corrupted spirits...

And I believe you have to specify a type of magic aura for the Akuba to radiate...

AuraTwilight
2014-01-22, 11:54 PM
And why not just have the Akuba have no wisdom score (i.e. Wisdom -- instead of Wisdom 0). That makes it easier to deal with rules-wise. Also, make sure they add charisma to will saves (unless they aren't suppose to, I guess).

That was my original idea. People disagreed.

CHA is already applied to everything WIS would apply.


Actually, the Akuba could be an undead. Give it turn resustance and the other undead qualities, and it doesn't actually seem like bad idea; after all, Akuba are basically corrupted spirits...

Nah. I'm already nixxing an ability, I'd rather not nix two. Plus, Outsider makes more sense, considering they're inherently extraplanar beings with their Labyrinths.



And I believe you have to specify a type of magic aura for the Akuba to radiate...

"As if they were a magic item."

Zweisteine
2014-01-23, 12:49 AM
Magic item auras radiate a specific school of magic.
Perhaps Akubas should radiate Necromancy? Or maybe necromancy and transmutation (because they are a transformed Mahou Kodomo)? (or, with a small stretch, enchantment, or even abjuration?)

AuraTwilight
2014-01-23, 01:08 AM
Magic item auras radiate a specific school of magic.
Perhaps Akubas should radiate Necromancy? Or maybe necromancy and transmutation (because they are a transformed Mahou Kodomo)? (or, with a small stretch, enchantment, or even abjuration?)

Or just "Despair/Evil"?

It's not like the finer details can't change from individual Akuba to the next. I don't see the need to define things to such granularity.

Sith_Happens
2014-01-23, 06:48 PM
Magic item auras radiate a specific school of magic.
Perhaps Akubas should radiate Necromancy? Or maybe necromancy and transmutation (because they are a transformed Mahou Kodomo)? (or, with a small stretch, enchantment, or even abjuration?)


Or just "Despair/Evil"?

It's not like the finer details can't change from individual Akuba to the next. I don't see the need to define things to such granularity.

Just change Detect Despair from referencing Detect Magic to referencing Detect Evil. Like this:

Detect Despair (Su): This ability, usable at-will, functions as the Detect Evil spell, except that it only detects Akuba and can cross planar boundaries.

Also, the more I think about it, the more I think that Mahou Kodomo should have good Will saves. I know that probably sounds counterintuitive, so bear with me:
It will actually give them a chance of keeping up on their Soul Gem maintenance... at least until high levels when the DC scaling starts to screw them over just as they're getting complacent.:smallamused:
Witches/Akuba have "cosmic horror" written all over them, which means you need a chock-ton of willpower if you're hoping to make a career of fighting them (and you are supposed to be able to fight them effectively; after all, you can't become one if you're killed by one first:smallamused:).

AuraTwilight
2014-01-23, 07:22 PM
Also, the more I think about it, the more I think that Mahou Kodomo should have good Will saves.

Absolutely not. I've playtested it both ways; low Will saves worked way better for everyone involved and my group was unanimous on it.

You could always gestalt with a class with a good will save, if you disagree; they class is inherently meant for being gestalted.


Witches/Akuba have "cosmic horror" written all over them, which means you need a chock-ton of willpower if you're hoping to make a career of fighting them (and you are supposed to be able to fight them effectively; after all, you can't become one if you're killed by one first).

Akuba haven't really been given any special qualities that require making a lot of Will-saves like imply. You don't roll for SAN or anything. :P

Zweisteine
2014-01-23, 10:36 PM
Maybe they should get the moderate will save progression (1+(5/12)*level). It goes from +1 to +9, putting it directly between the standard progressions.


Also, though I don't know these variants well, there should probably be sanity and taint rules for this class (i.e. if sanity/taint reaches a certain point, become an Akuba).
Actually, the Taint rules should probably completely replace the despair points when in use. Mahou Kodomo might have special conditions that also get them taint, but it shouldn't be used alongside despair. The two mechanics are too similar in flavor to be used together.

(That could be as easy as a section saying "Mahou Kodomo in Taint campaigns: if using the taint variant from [book it's from], you may wish to eliminate despair. If you do, the Mahou Kodomo risks gaining taint when any event that would normally risk gaining despair occurs." (but worded better).)

AuraTwilight
2014-01-23, 11:15 PM
Maybe they should get the moderate will save progression (1+(5/12)*level). It goes from +1 to +9, putting it directly between the standard progressions.

I'd really rather not.



Also, though I don't know these variants well, there should probably be sanity and taint rules for this class (i.e. if sanity/taint reaches a certain point, become an Akuba).

My only problem is that Sanity/Taint wouldn't be exclusive to the Mahou Kodomo in the way Despair Points are, and only Sanity would meaningfully apply to the themes of the class to begin with.

Even then, Mahou Kodomo don't grow 'insane' so much as depressed, hopeless, and self-destructive. These variant rules would just feel tacked on for the sake of it, to me.



Actually, the Taint rules should probably completely replace the despair points when in use. Mahou Kodomo might have special conditions that also get them taint, but it shouldn't be used alongside despair. The two mechanics are too similar in flavor to be used together.


By all means, a GM is free to do so. I don't use Taint rules though for a number of reasons, so I won't be spending time putting energy into it.

Sith_Happens
2014-01-24, 01:15 PM
Absolutely not. I've playtested it both ways; low Will saves worked way better for everyone involved and my group was unanimous on it.

Okay, if you've actually been testing this a bunch already then I'll obviously defer to that. The main factor determining how long a MK character lasts is pretty obviously how often they have the chance at getting grief seeds, anyways.

AuraTwilight
2014-01-24, 05:10 PM
Indeed. Additionally, I just felt that in-universe, the class giving any sort of Will Save boost wouldn't mesh with the Incubator's objectives.

But to elaborate, a character with a high will save with this class basically went from levels 1 to 13 without getting a single Despair Point, and basically "Won Mahou Kodomo", to quote them. No, a low will-save is pretty necessary.

Zweisteine
2014-01-25, 09:15 PM
That makes sense.

So it looks like there's not much left...

I propose statting up all of the characters from the series (or rather statting them up using D&D rules to represent how they might be in D&D, like giving Homura evocations instead of stolen explosives).

I call Homura! :smallbiggrin::smalltongue:

AuraTwilight
2014-01-25, 10:57 PM
You're quite welcome to go ahead and do so! I was kind of thinking of seeing how Devil Homura would look, again using Dicefreaks rules.

Sith_Happens
2014-01-27, 10:40 PM
As for Wraiths, the only information provided about them is that they're created by negative emotions, attack people, and look like big pixelated ghost things. So you have a lot of space to make them whatever you want them to be. Personally, since the point of writing them up is to fit them into a wider D&D setting, I'd take inspiration from the various incorporeal undead (such as Allips) and other existing monsters with a similar shtick.

Of course, there will also need to be versions of them for different CRs. From their brief appearance they seem much more homogenous than Witches, so a simple HD-advancement scheme a-la Elementals (with a few variable abilities and other options for DMs to mix things up so fighting them doesn't get stale) might be best.

AuraTwilight
2014-01-27, 10:48 PM
Yea, I basically just decided Wraiths would be replaced with any D&D creature that has an Evil subtype, because Wraiths are undefined, homogenous, have basically all of no screentime, and are pretty boring.

Sith_Happens
2014-01-28, 01:41 AM
Yea, I basically just decided Wraiths would be replaced with any D&D creature that has an Evil subtype, because Wraiths are undefined, homogenous, have basically all of no screentime, and are pretty boring.

They should still be their own unique thing. Maybe go with a template again? Inherited, can be applied to any Undead or any creature with the Evil subtype, makes it look a little more "unreal," changes type and subtype to Outsider (Evil), confers Invisible to Normals, Despair Aura, and Grief Cube dropping, removes Create Spawn, CON becomes 10 if the base creature was Undead, leaves all other game statistics the same. Done.

AuraTwilight
2014-01-28, 04:04 AM
They should still be their own unique thing. Maybe go with a template again? Inherited, can be applied to any Undead or any creature with the Evil subtype, makes it look a little more "unreal," changes type and subtype to Outsider (Evil), confers Invisible to Normals, Despair Aura, and Grief Cube dropping, removes Create Spawn, CON becomes 10 if the base creature was Undead, leaves all other game statistics the same. Done.

If you really want, I guess. But it seems like you already wrote it right there. :P

AuraTwilight
2014-03-17, 09:14 PM
I've been playtesting this more, and it works fine, but I'm still nagged by something.

I don't know, would this work better as a template that gives casting (as described) as a Mahou Kodomo as your level, along with all the other caveats? I feel like that'd be a clunky template, even ignoring how much LA that would deserve, right?

What does the Playground think?

AuraTwilight
2014-04-27, 10:01 PM
HERALD OF MADOKA

“What in the world are you girls?”
“We're the ones who once held hope, and in time scattered curses!”
“And now, guided by the Cycles, we exist outside of this world's karma.”
“Are you also part of the Law of Cycles?”
“Well, we're kind of like secretaries.”

Due to the Law of Cycles, when a Mahou Kodomo falls into the depths of despair, they find Salvation. They vanish from this world in body and spirit, leaving not a trace behind, and become one with the Law of Cycles.

The Heralds of Madoka are essentially the goddess's Petitioners in every sense, immediately becoming a part of her divine essence but retaining their personal individuality. She is even capable of cutting them out of the Law of Cycles and exist independently, as rare as it is for her to do so. They are given the following template.

Creating a Herald of Madoka

“Herald of Madoka” is an acquired template that can be applied to any Mahou Kodomo.

Size and Type: The Herald's type becomes Outsider, with the Lawful and Good subtypes. Do not change Base Attack Bonus, base saves, or skill points. Size remains unchanged.

Hit Dice: All Racial Hit Dice and Class Levels are exchanged for levels in Mahou Kodomo. If gestalted, the other sides of the gestalt are lost. A Herald always has maximum hitpoints.

Speed: All movements of a Mahou Kodomo's are doubled in base speed. If they have a flying speed, their maneuverability increases by one category.

Special Attacks:

Familiar Smile (Su): Although they were not born, the Akuba were absorbed into the Law of Cycles along with their former selves, awakened from the dream of despair and karma and given the freedom of Salvation. As a standard action, a Herald of Madoka is capable of summoning her Akuba counterpart, save the following changes: They retain the same mental ability scores as the Herald, and share their hit points, forming a single unit as if a pair of Dvati. They still act on their individual initiatives, but they share their pool of spells, and both count as “You” for the sake of personal spells.
The Akuba does not have individual Mahou Kodomo levels, an aura of despair, a Labyrinth, a Grief Seed, the Unstable quality, or the Cursed Kiss ability.

The Herald can also summon their Akuba's Tsukaima equal to their Charisma score. These Tsukaima receive many of the same changes as the Akuba, save for remaining distinct entities for HP and spells. They can still receive Personal spells from their master, and they have their own mental ability scores as before, but they have a Wisdom of 10 instead of 0. The Akuba and Tsukaima otherwise gain all the benefits of the Herald template.

If an Akuba is destroyed, it cannot be summoned again for 24 hours, though Tsukaima can be replaced after an hour, so long as the Herald doesn't have a maximum of Tsukaima conjured already. Despite the terminology, the Tsukaima and Akuba cannot be banished like a summoned creature. The Tsukaima and Akuba also cannot advance (just like their Mistress).

At the Herald's option, they can choose the ability to Shapechange into their Akuba, as the spell. In this case, the Herald retains the ability to use the supernatural abilities of both their forms in either of them. This choice is made at the time this template is applied, and cannot be changed.

Special Qualities:

Eternal Feminine: So long as they have this template, a Herald is considered to have Divine Rank 0 for all intents and purposes, as according to the Dicefreaks Divinity rules. These benefits are included in the template.

A Herald's manufactured and natural attacks are all considered to be Good, Lawful, and Epic for the purposes of bypassing Damage Reduction. They also gain DR 20/Epic, and if destroyed, will reform within the Law of Cycles, indestructible so long as it exists intact.

A Herald is immune to polymorphing, petrification, and any other attack that changes her form, though she is capable of using any shapechanging abilities on herself or consenting to them willingly. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects. In addition, they gain Resistance 20 to one energy type of their choice (fire, cold, electricity, acid, sonic).

A Herald gains Spell Resistance equal to 32 + ½ HD.

There's No Way I'll Regret It: A Herald of Madoka does not possess a Soul Gem, or anything that implies. They may have an object resembling it, but it's merely a part of their Henshin outfit and has no special significance.

Abilities: +4 WIS, minimum 10.

Feats: The Herald gains Iron Will and Pure Soul as bonus feats.

CR: +6

Advancement: None

LA: –

AbridgingCritic
2015-09-30, 11:54 PM
First of all, I am super into this whole homebrew system! I absolutely love the show's premise and I can see how well it works from all your time and effort put into making it. Amazing Job@

I was wondering though, I have tried planning out certain Akuba Witches for possible campaigns. I've even tried planning Witches for my Mahou Shoujo NPCs. However, my questions are about the transfer between Akuba and Mahou Shoujo:


When I transfer the character, do you recommend I change their existing feats if they do not work for an NPC Akuba? Say a character turns into a Draconic/Plant/etc-inspired Akuba? Would you recommend I change their Mahou Shoujo feats that don't really mesh well with their new monstrous type into Monster or other feat types?
What about attacks as an Akuba? Should I simply replace their existing weapons with ones D&D monsters have? E.g.: a girl with a staff --> Akuba with a lashing attack; spellcaster with a wand --> spell-like ability Akuba or a long-range attack?


Honestly I am simply looking for your advice on this since you've probably playtested it more than I've been able to? Should I make a House Ruling decision or do you have any relevant advice?

AuraTwilight
2015-10-01, 02:20 PM
To both those questions: Yes and No, at your preference. The standard assumption of the template is that you're applying it to an entirely different monster that symbolically resonates, so change feats, attacks, and everything else as necessary. Sayaka wasn't a water elemental Magical Girl in any demonstrable way, but that didn't stop her Witch any.

AbridgingCritic
2015-10-28, 08:10 PM
Here's another question about Akuba. I'm creating a campaign using the Akuba/Grief Seed system for the Madoka Series, but instead of the Mahou Shoujo class I am using the Tome of Radiance Magical Girl Classes.
http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice

If I want to create an Akuba from a deceased MG, how would I go about doing that. The Tome of Radiance classes have the ability to craft spell-like powers, and gain bonuses to their costumes fueled by their magic point pool. Since the Akuba template is geared towards the Mahou Shoujo class and provides an Akuba with spell-like abilities, what should I do to compensate for lack of a spell list?

AuraTwilight
2015-10-29, 03:38 AM
Well, I suppose you could just give them the abilities of a Mahou Shoujo of half their Illumination levels. The general idea is that an Akuba is a monster with a portion of their previous abilities.

AuraTwilight
2015-11-08, 09:59 PM
Finally coming back to this with some changes.

1) No Gestalting. That was a good experiment but unless it's a Gestalt game NO.
2) Rewrite the Henshin mechanic
3) Amend the Soul Gem Corruption Point mechanic in some way.

Make the Despair Point maximum 10 at level 1 like standard, but add 2 to the max each level gained, so a level 2 Puella Magi witches out at 12 DP, etc.

Allow a Puella Magi to cast extra spells over their spells-per-day slots in exchange for extra corruption, as follows:
Levels 1-3: 2 Corruption Points
Levels 4-6: 3 Corruption Points
Levels 7-9: 4 Corruption Points

Rewrite the Henshin Mechanic: You require your Soul Gem, and when you henshin, you add your Charisma mod to AC as well as Dexterity. Transforming is a full-round action, and if you spend more than twice your Mahou Kodomo level in rounds in Henshin per day plus your Charisma modifier, make a saving throw against gaining Despair Points. At 20th Level, you can be Henshined all the time forever. Also, when Henshined, a Magical Girl can summon a weapon of the same type as their chosen Martial/Exotic Proficiency.

NEW FEATURE: Bodily Improvement: Starting at 7th Level, you are able to veer into the Soul Gem's true limits and in doing so, realize that you can push your own limits.

For the price of 1 Corruption Points, you can heal yourself for 1d8 + your Constitution modifier of hit points. This applies even if your HP is at -10.

For the price of 2 Corruption Points, you can cure yourself of a disease, though it will be 4 Corruption Points if it's brought on by a Spell.

For the price of 4 Corruption Points, you can temporarily increase one of your Ability Scores by 2 for 1 hour.

for the price of 9 Corruption Points, you can recreate a destroyed body.

How does this look?

mecucu
2016-05-26, 12:35 AM
Sorry for kind of necro'ing this thread. Regarding the Akuba, does it lose all racial features? Like say the original Mahou Kodomo was a human, netting it a bonus feat. Does the Akuba lose this bonus feat, or retain it? Same deal with other races that don't get a bonus feat, but do get other advantages.

As an added question, about Akubas... They gain half the levels of the Mahou Kodomo with the same domain and spells known. So let's say we had a 14th-level Mahou Kodomo who turned into a 7th-level Akuba. Would it retain spells known up to 7th level as the original Mahou Kodomo, but only be able to cast the spells up to Level 4 as that's the highest-level spell a 7th-level Mahou Kodomo can cast?

qazzquimby
2016-05-26, 01:11 PM
EDIT: Thought this was a new and relevant thread, and only skimmed first page.

While you're making a singularity:
http://princesswod.wikia.com/wiki/Princess:_The_Hopeful_Wiki

Also, if fate is in the hypothetical singularity, I'd really like if the servants are as OP as they're supposed to be. I think both rpg versions I've seen were way to toned down.

AuraTwilight
2016-05-26, 04:18 PM
Sorry for kind of necro'ing this thread. Regarding the Akuba, does it lose all racial features? Like say the original Mahou Kodomo was a human, netting it a bonus feat. Does the Akuba lose this bonus feat, or retain it? Same deal with other races that don't get a bonus feat, but do get other advantages.

I believe I specified that an Akuba is created by taking a symbolically appropriate monster and applying the template, so yes, you lose racial features.


As an added question, about Akubas... They gain half the levels of the Mahou Kodomo with the same domain and spells known. So let's say we had a 14th-level Mahou Kodomo who turned into a 7th-level Akuba. Would it retain spells known up to 7th level as the original Mahou Kodomo, but only be able to cast the spells up to Level 4 as that's the highest-level spell a 7th-level Mahou Kodomo can cast?

Yes, you would lose the spells known. You're effectively building an entirely new creature based on the dead Mahou Kodomo.

mecucu
2016-07-23, 10:07 PM
What kind of action is bodily improvement? Intuitively, it seems standard, but at the same time, strictly speaking, there's better alternatives at that level. If it was standard action it'd have no use in-combat ever, which I think you were kind of going for Sayaka's whole "not caring" aspect which would definitely be in battle.

I was thinking for my campaign it'd be 1 Corruption point for a Move Action, 2 for a Swift, and 3 for a Free (after all it is only 1d8+CON, which isn't much at that level. If you got to heal for "free" then it might be considerable) but I'd really like your opinion on it as you're the one who made and balanced this.

AuraTwilight
2016-07-24, 12:50 PM
I'd just straight up let it be a free action; Corruption is enough of a drawback since there's no easy way to get rid of it.

mecucu
2016-07-24, 04:31 PM
I'd just straight up let it be a free action; Corruption is enough of a drawback since there's no easy way to get rid of it.

Free action that can only be done once per round, or any number of times per round? Many free actions can only be done once/round, though other separate free actions can be taken in the same round.

AuraTwilight
2016-07-25, 06:44 AM
You can pay more corruption for more healing, no problem with that.