Beelzebub1111
2014-06-17, 02:03 PM
The Magical Girl
"In the name of Justice! I will punish you!"
A youthful warrior of justice and truth! A Soldier of Love!
Adventures: Magical Girls tend not to seek out adventure. Adventure always seems to find them.
Characteristics: Magical Girls can vary wildly in abilities depending on their aspects, but they always appear in combat as less than intimidating. With Fanciful flourishes and calling the names of her attacks, and the cavalcade of bright colors, the Magical Girl is often a laughingstock to the unfamiliar, but the girl tends to always have the last laugh.
Alignment: Most magical girls are good, with no tendency towards law or chaos. Evil magical girls are rare, but do exist. Often as rivals of good magical girls.
Religion: Religion is not a necessity for a magical girl. Most, being so young, just follow what their parents do or did. A few magical girls are the vessels of the divine, but are not explicitly required to follow the faith's tenants.
Background: Becoming bound to the transformation talisman and its familiar is the extent of any training the Magical Girl receives. Any lessons tend to be on the field. Despite the name, not all Magical Girls are female, even though most are.
Races: Most magical girls are Humans and Half-Elves, although other races are possible. Catfolk are of note as the most frequent case of other races. Those with the blood of extra-planar creatures such as Aasimar and Tieflings are also prime candidates.
Other Classes: Magical Girls tend to team up with other magical girls the most. Others take on Knights or Paladins as guardians. Their nature and penchant for flashiness lets them get along great with bards. Wizards tend to be annoyed with how they tend to treat their practiced art like a game or toy. Rogues and other stealthy classes find their bright colors detrimental to their work.
Role: Depending on the aspects she chooses, a magical girl can be a melee combatant, a magic damage dealer, a support character, or whatever other role that needs to be filled. Although once her selection is made, she tends to focus on that role and none other.
Adaptation: If the bright and colorful has no place in your game world, the Magical Girl could easily be converted to some other sort of mystical warrior that draws strength from a mysterious artifact.
GAME RULE INFORMATION
Magical Girls have the following game statistics.
Abilities: Charisma is the most important ability for Magical Girls, Followed closely by Dexterity. Strength may be important for those with The Chariot aspect.
Alignment: Any
Hit Die: d8
Starting Age: Adulthood minus sorcerer age modifier
Starting Gold: As Sorcerer
Class Skills
The Magical Girl's class skills are Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(cha), Heal(Wis), Intimidate(Cha), Jump(Str), Perform(Cha), Profession(wis), Ride(Dex), Sense Motive(wis), Swim(Str), Tumble(Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Magical Girl
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Talisman Transformation, Primary Aspect, Familiar Mentor
2nd
+1
+0
+3
+3
Divine Grace
3rd
+2
+1
+3
+3
Warding Outfit (+4)
4th
+3
+1
+4
+4
Improved Transformation
5th
+3
+1
+4
+4
Heroic Speech
6th
+4
+2
+5
+5
7th
+5
+2
+5
+5
Secondary Aspect
8th
+6/+1
+2
+6
+6
Improved Transformation
9th
+6/+1
+3
+6
+6
Warding Outfit (+6)
10th
+7/+2
+3
+7
+7
Guardian Familiar
11th
+8/+3
+3
+7
+7
12th
+9/+4
+4
+8
+8
Improved Transformation
13th
+9/+4
+4
+8
+8
Tertiary Aspect
14th
+10/+5
+4
+9
+9
15th
+11/+6/+1
+5
+9
+9
Warding Outfit (+8)
16th
+12/+7/+2
+5
+10
+10
Improved Transformation
17th
+12/+7/+2
+5
+10
+10
18th
+13/+8/+3
+6
+11
+11
19th
+14/+9/+4
+6
+11
+11
20th
+15/+10/+5
+6
+12
+12
Grand Destiny, Improved Transformation
Class Features
All of the following are class features of the Magical Girl
Weapon and Armor Proficiencies: A Magical girl is proficient with All simple weapons and no armor or shields.
Talisman Transformation(Su): A magical girl starts with a small talisman to trigger her magical transformation. This may be a piece of jewelry, a small baton or key, an eye-patch, or a craven sandstone carving of a forgotten god. Any object small enough to be held in one hand may be used. This talisman may not be damaged by mortal means. As a full round-action the Magical Girl undergoes a dazzling transformation sequence, unleashing the power of the talisman. The bright lights and colorful effects given off by this transformation impose a -10 penalty on any hide checks. Her clothing completely changes appearance, and any magical items worn also change their appearance to coordinate with her outfit. Even though the new outfit often does not include any sort of disguise or mask of any kind, unless someone witnesses the magical girl transform in her entirety a DC 35 spot check is required to recognize the transformed magical girl as the same person. While in this transformed state, if she is not wearing armor, she adds her charisma modifier as a dodge bonus to her AC. A magical girl that falls unconscious returns to her ordinary state, otherwise it takes a full round action to end her transformation.
Primary Aspect (Sp, Su, or Ex): A magical girl's transformation gives her a set of powers chosen at creation. The aspect she chooses may not be changed. The powers granted by aspects are only available when she is transformed.
The Magician: While transformed, the magical girl picks three 0-level spells from the sorcerer/wizard list that may be used as spell-like abilities at will and a 1st level spell from the Warmage list that may be used 1/encounter.
At 4th level, her chosen Warmage spell may be used at will.
At 7th level she gains a 2nd level Warmage spell as an at-will spell-like ability.
At 10th level she gains a 1st level spell from the sorcerer/wizard list and a 3rd level spell from the Warmage list as an at-will spell-like ability.
At 13th level she gains a 2nd level spell from the sorcerer/wizard list and a 4th level spell from the Warmage list as an at-will spell-like ability.
At 16th level she gains a 3rd level spell from the sorcerer/wizard list and a 5th level spell from the Warmage list as an at-will spell-like ability.
At 19th level, she gains a 4th level spell from the sorcerer/wizard list and a 6th level spell from the Warmage list as an at-will spell-like ability.
Unlike normal spell-like abilities, the Magical girl must still provide any verbal, somatic, and focus components that the spells require, but not material components. The spell keeps its original casting time. The saving throw for these spells are charisma based with a caster level equal to her class level.
The High Priestess: As a standard action, the magical girl can heal a living target's wounds with a touch. She can heal a total number of hit points equal to twice her class level times her charisma modifier per day. An undead takes damage from this ability. The magical girl decides how many points to use as damage after successfully touching an undead creature. She may use any or all of her maximum per day with each touch.
At 3rd level, she gains the ability to shield one of her allies. As a standard action she touches one of her allies and as long as that ally remains within 60ft that ally gains a +1 deflection bonus to AC and a +1 resistance bonus to saves for every four levels she possesses. Any damage that ally takes is split evenly between them and the magical girl, rounded down for them and rounded up for the Magical Girl. She does not need to touch this ally to use her healing touch.
At 5th level she gains Remove Disease at will as a spell-like ability.
At 7th level she gains neutralize poison at will as a spell-like ability.
At 9th level, if the magical girl is Good or Neutral she is continuously surrounded by a Magic Circle against Evil. If she is Evil, she is surrounded by a Magic Circle against Good instead.
At 13th level she gains Restoration at will as a spell-like ability.
At 17th level she gains Regenerate at will as a spell-like ability.
At 19th level, if she is good or neutral, the magical girl gains Holy Aura at will as a spell-like ability. If she is evil, she gains Unholy Aura instead.
The saving throw for these spell-like abilities are charisma based with a caster level equal to her class level.
The Chariot: The magical girl chooses a martial or simple weapon. When she transforms her talisman takes the shape of or produces a weapon of that type and she is treated as proficient with it. The weapon is always beautifully crafted and coordinates with her transformed outfit. If she chooses a light or finessable weapon, she gains the benefits of the Weapon Finesse feat and may her dexterity modifier instead of strength to damage while wielding it. Ranged weapons produce their own ammunition, and composite bows automatically adjust to her strength score.
This weapon is of masterwork quality at first level, and gains a +1 enhancement bonus at 5th level. This bonus improves by 1 every three subsequent levels to a maximum of +5 at 17th level.
At 3rd level she gains Weapon focus in the selected weapon as a bonus feat.
At 6th level she gains Weapon Specialization in the chosen weapon as a bonus feat.
At 7th level, the weapon gains A property chosen from the list below.
Weapon Properties
Flaming
Shock
Frost
Lucky
Warning
Defending
Keen
Impact
At 9th level she gains Greater Weapon Focus with the selected weapon. as a bonus feat
At 10th level, if her alignment is Good or Neutral the weapon becomes Holy, otherwise it becomes unholy.
At 12th level she gains Greater Weapon Specialization with the selected weapon as a bonus feat.
At 14th level the weapon gains the Metalline (MIC38) property.
At 18th level, as a move action she may cause her weapon to turn into pure light, this has an effect similar to a brilliant energy weapon except that it can harm undead (if good or neutral) or Deathless (if evil) and it ignores the natural armor of Evil outsiders (if Good or Neutral) or good outsiders (if Evil). If she chose an elemental damage property at 7th level, she may have all the damage dealt by her weapon to be of that energy type. She may end this function with another move action.
While transformed, her base attack bonus for this class becomes equal to her class level.
In addition to the weapon, the magical girl adds her charisma modifier to her hit points per hit die instead of constitution while she is transformed. Treat the difference between her normal and transformed state as an increase or decrease to her constitution score.
Familiar Mentor (Ex): With great power comes a mentor to try and make sure that you use that power responsibly. This familiar is a tiny outsider that looks something like a stuffed toy or an ordinary animal, though it is intelligent, capable of speech and flight. Use the section below to determine the attributes and abilities of the mentor.
Divine Grace (Ex): At second level, A magical Girl gains a bonus equal to her charisma modifier (if positive) on all saving throws.
Warding Outfit (Su): At third level, the Magical Girl's costume, despite its often delicate appearance and limited coverage, provides protections as armor through its magic. When she is transformed, she gains an armor bonus of +4. At 9th level this bonus increases to +6, and at 15th level it increases to +8. This armor is a force effect and provides its armor bonus against incorporeal touch attacks, but not ordinary touch attacks. As a magical effect, it cannot gain an enhancement bonus
Improved Transformation (Su): At fourth level and every four levels after that the magical girl gains an improvement to her transformation chosen from the list below. She may use any or all of these abilities at once.
Quick Change: She may transform as a move action instead of a full round action. Changing back to normal is still a full round action.
Sweet Flash: When the Magical Girl Transforms, any sighted creatures within 30ft must make a fortitude save (DC 10+1/2 Class level+Charisma Modifier) or be blinded for 1d3 rounds. Those that fail this save do not count as witnessing the transformation for purposes of seeing through the disguise. Any that fail this save cannot be affected by Inspiring Form or Terrible Change
Stealthy Change: The Magical Girl no longer takes a -10 hide penalty while transforming. She may not use both this improvement and sweet flash.
Inspiring Form: Allies that witness the magical girl transform gain a +1 morale bonus per four levels on attack rolls, damage rolls, caster level checks, and saving throws for 1 round per level.
Terrible Change: The magical girl's transformation becomes a grisly thing to behold. Any opponents that view it must make a Will save (DC 10+1/2 Class level+Charisma Modifier) or become shaken for 1 round per level.
New Persona: The magical girl gains an additional alternate identity when she transforms. Any that have previously seen the magical girl transform must make a new spot check to recognize her when she transforms into this new persona. She must be in her normal form to transform into her new persona.
Heroic Speech (Ex): By 5th level, the magical girl has learned the art of captivating her opponents with a stunning and dynamic speech about how she is going to defeat them. This is often a stock rehearsed speech, but she may have something special ready for a special enemy. First, all present opponents must be flatfooted. She then makes a stunning and impassioned speech full of dynamic poses to her opponents. She rolls 1d20 and adds half of her level plus her charisma modifier. If her opponents fail a will save against the result of that roll they are Fascinated for as long as she continues to talk. She can maintain her speech as a full-round action for a number of rounds equal to half her class level rounded down.
Secondary Aspect (Su): At 7th level, the magical girl's power increases, gaining a second aspect when she transforms.
Strength: Despite her often waifish and fragile frame, the magical girl is capable of great feats of strength. While transformed the magical girl gains a +4 enhancement bonus to her strength score. She gains a +4 bonus on all strength checks, and strength related skill checks. Her carrying capacity is multiplied by four, and her unarmed strikes and melee weapon attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness. Her base land speed improves by 10 feet. At 12th level the strength bonus increases to +6. At 17th level the strength bonus increases to +8
Temperance: When she is transformed, the magical girl sprouts luminous gossamer wings from her back. These wings allow her to fly at her land speed with good maneuverability. At 14th level the speed doubles and the maneuverability improves to perfect.
Wheel of Fortune: While transformed, the magical girl reflexively summons a large disk of force energy when she is attacked. This provides a +4 shield bonus to her armor class that also protects against incorporeal touch attacks. By taking a total defense action, she may use the shield to gain Total Cover. The disk does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the disk. She may bash with the disk, dealing 1d8 damage using her charisma modifier to attack and damage instead of strength, although she loses the AC bonus it provides until her next round unless she has the improved shield bash feat. Finally, she may "spin" the disk, giving up its protections for one round, to produce a random effect three times per day. Roll 1d8 and consult the chart below to find out the effect.
rollEffect
1Blackout: The magical Girl loses use of the wheel and all its protections for 1d12 rounds. When it returns she may still attempt to spin again.
2Divine Rejuvenation:The magical girl and up to one creature per level within 30ft heal 2d8+class level hit points. Can damage undead, will half
3The Lady's Favor: For 1 round per two class levels, up to one target per level gains a +1 luck bonus to AC, and rolls attack rolls and miss chances twice, taking the better result.
4Time Dilation:The magical girl and one target per level within 30ft of you are Hasted as the spell. One target per level within 60ft, no two of which are more than thirty feet apart must make a will save or be slowed as the spell. These effects last for one round per level
5Might of the Ancients: For one minute per level, The magical girl and one ally per level gain a +4 enhancement bonus to strength, a +1 enhancement bonus to natural armor per four levels, and 2 temporary hit points per class level.
6Violent Chord: 30ft burst within 100ft takes 1d4 sonic damage per levels (Reflex Half), and must make a fortitude save or be deafened for one hour.
7Dragon's Breath: 60ft cone of fire deals 1d8 fire damage per class level. Reflex half.
8Skyfire Blast: Target opponent within 100ft takes 1d6 electricity damage per class level. 1 secondary bolt per level to additional targets within 30ft of the primary target dealing half damage. A successful reflex saves halves all damage
All saving throws are DC 10+1/2 class level+charisma modifier
Guardian Familiar: At 10th level, once per day the magical girl's Familiar Mentor can take on a vicious guardian form for one hour. In this form its size becomes large. Its strength score improves to 27, its bite attack deals 2d6 base damage, it gains two secondary claw attacks that deal 1d8 points of base damage, it gains the multiattack feat. It gains an enhancement bonus of +4 to its natural armor. Its fly speed improves to 80ft. It gains temporary hit points equal to its maximum hit points.
Tertiary Aspect (Su): At 13th level, the magical girl's power improves even further, gaining a third aspect, in the form of a power she can use while she is transformed.
The Sun: The magical girl is is surrounded by a corona of light while she is transformed. This produces the effect of a daylight spell, giving off strong light in a radius of 60ft and dim light 60ft beyond that. She may concentrate that light into either a 150ft ray, 60ft cone, or a 30ft burst centered on the magical girl as a standard action. In either form, the projection deals 1d8 points of damage per 2 levels and those struck must make a fortitude save (DC 10+1/2class level+cha modifier) or be blinded for 1d3+1 rounds. Undead take 1d6 points of damage per level instead. Undead creatures particularly vulnerable to sunlight (such as vampires or nightstalkers) take 1d8 points of damage per class level. Constructs take only 1d6 damage per 2 levels. The cone and burst version of this attack allowed a reflex save for half damage. Once she uses this ability, she cannot use it again for 1d4+1 rounds. During this time, her corona reduces to that of a candle (shadowy illumination in a 5ft radius)
The Star: The Magical girl can fire 1 shooting star per two levels per day, up to three simultaneously or one at a time. She must make a ranged touch attack for each star she shoots. They deal 1 point of bludgeoning damage per class level upon impact, then deal 2 points of fire damage per class level in a five foot radius in the target square regardless of a hit or miss. A successful reflex save (DC 10+1/2 class level+cha modifier) halves the fire damage.
The Moon: Twice per Day the Magical Girl can, as a full round action, partially extend her transformation to one ally per two levels. For one round per level, those allies equipment and clothing's appearance changes to coordinate with that of the magical girl. During that time those allies and the magical girl gain a +1 luck bonus to hit and +1d6 electricity damage with weapons for every four class levels of the magical girl possesses.
Grand Destiny (Sp or Su): At 20th level the magical girl has achieved her final ascension. Her fate has culminated to this point. She gains one of the following abilities when she transforms:
The Hierophant: The magical girl is a gods emissary on the material plane. The if the magical girl is good or neutral, she can turn undead as a cleric of her class level a number of times per day equal to her charisma modifier. She also gains Good Devotion and one other Domain feat of her patron deity's domains as bonus feats. In addition she gains the following spell-like abilities: At Will--Holy Smite; 3/day--Dispel Evil; 2/day--Blade Barrier; 1/day--Holy Word. If the Magical Girl is evil she instead Rebukes undead, Gains Evil devotion and one other Domain feat of her patron deity's domains, and her spell-like abilities are as follows: At Will--Unholy Blight; 3/day--Dispel Good; 2/day--Summon Undead V; 1/day--Blasphemy. The Caster level for all spell-like abilities are equal to the magical girl's class level and the saving throws are charisma based.
The Empress: The Magical girl is the future leader of a great civilization. Though she may not have her kingdom yet, she has the grace and power deserving of her queenly status. Firstly, if she is good or neutral she gains DR 10/Evil and all her attacks are treated as Good aligned., while if she is evil she gains DR 10/Good and all her attacks are treated as Evil aligned. Secondly, she exudes an aura of pure confidence, unnerving her opponents. Hostile creatures within a 20ft radius must succeed a Will save (DC 10+1/2 her class level+charisma modifier) or take a -2 penalty on attacks, AC, and saves for 24 hours. If they successfully damage the Magical Girl, they are entitled to another saving throw. A creature that resists is immune to the effects for 24 hours. Finally, she gains spell resistance equal to 12+her class level.
The Lovers: The magical girl is a bridge between two worlds. Her Familiar Mentor ascends to its true form. If the magical girl is good or neutral she may choose either a Hound Archon Hero, Shiradi Eladrin (Book of Exalted Deeds) or Astral Deva. If she is Evil, she chooses between a Horned Devil or Glabrezu (The Glabrezu cannot grant wishes). The Familiar Mentor takes on the shape, powers, equipment, and abilities of the chosen form. The Familiar Mentor retains its personality trait and granted bonus, but loses all other familiar-related abilities and statistics.
"In the name of Justice! I will punish you!"
A youthful warrior of justice and truth! A Soldier of Love!
Adventures: Magical Girls tend not to seek out adventure. Adventure always seems to find them.
Characteristics: Magical Girls can vary wildly in abilities depending on their aspects, but they always appear in combat as less than intimidating. With Fanciful flourishes and calling the names of her attacks, and the cavalcade of bright colors, the Magical Girl is often a laughingstock to the unfamiliar, but the girl tends to always have the last laugh.
Alignment: Most magical girls are good, with no tendency towards law or chaos. Evil magical girls are rare, but do exist. Often as rivals of good magical girls.
Religion: Religion is not a necessity for a magical girl. Most, being so young, just follow what their parents do or did. A few magical girls are the vessels of the divine, but are not explicitly required to follow the faith's tenants.
Background: Becoming bound to the transformation talisman and its familiar is the extent of any training the Magical Girl receives. Any lessons tend to be on the field. Despite the name, not all Magical Girls are female, even though most are.
Races: Most magical girls are Humans and Half-Elves, although other races are possible. Catfolk are of note as the most frequent case of other races. Those with the blood of extra-planar creatures such as Aasimar and Tieflings are also prime candidates.
Other Classes: Magical Girls tend to team up with other magical girls the most. Others take on Knights or Paladins as guardians. Their nature and penchant for flashiness lets them get along great with bards. Wizards tend to be annoyed with how they tend to treat their practiced art like a game or toy. Rogues and other stealthy classes find their bright colors detrimental to their work.
Role: Depending on the aspects she chooses, a magical girl can be a melee combatant, a magic damage dealer, a support character, or whatever other role that needs to be filled. Although once her selection is made, she tends to focus on that role and none other.
Adaptation: If the bright and colorful has no place in your game world, the Magical Girl could easily be converted to some other sort of mystical warrior that draws strength from a mysterious artifact.
GAME RULE INFORMATION
Magical Girls have the following game statistics.
Abilities: Charisma is the most important ability for Magical Girls, Followed closely by Dexterity. Strength may be important for those with The Chariot aspect.
Alignment: Any
Hit Die: d8
Starting Age: Adulthood minus sorcerer age modifier
Starting Gold: As Sorcerer
Class Skills
The Magical Girl's class skills are Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(cha), Heal(Wis), Intimidate(Cha), Jump(Str), Perform(Cha), Profession(wis), Ride(Dex), Sense Motive(wis), Swim(Str), Tumble(Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Magical Girl
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Talisman Transformation, Primary Aspect, Familiar Mentor
2nd
+1
+0
+3
+3
Divine Grace
3rd
+2
+1
+3
+3
Warding Outfit (+4)
4th
+3
+1
+4
+4
Improved Transformation
5th
+3
+1
+4
+4
Heroic Speech
6th
+4
+2
+5
+5
7th
+5
+2
+5
+5
Secondary Aspect
8th
+6/+1
+2
+6
+6
Improved Transformation
9th
+6/+1
+3
+6
+6
Warding Outfit (+6)
10th
+7/+2
+3
+7
+7
Guardian Familiar
11th
+8/+3
+3
+7
+7
12th
+9/+4
+4
+8
+8
Improved Transformation
13th
+9/+4
+4
+8
+8
Tertiary Aspect
14th
+10/+5
+4
+9
+9
15th
+11/+6/+1
+5
+9
+9
Warding Outfit (+8)
16th
+12/+7/+2
+5
+10
+10
Improved Transformation
17th
+12/+7/+2
+5
+10
+10
18th
+13/+8/+3
+6
+11
+11
19th
+14/+9/+4
+6
+11
+11
20th
+15/+10/+5
+6
+12
+12
Grand Destiny, Improved Transformation
Class Features
All of the following are class features of the Magical Girl
Weapon and Armor Proficiencies: A Magical girl is proficient with All simple weapons and no armor or shields.
Talisman Transformation(Su): A magical girl starts with a small talisman to trigger her magical transformation. This may be a piece of jewelry, a small baton or key, an eye-patch, or a craven sandstone carving of a forgotten god. Any object small enough to be held in one hand may be used. This talisman may not be damaged by mortal means. As a full round-action the Magical Girl undergoes a dazzling transformation sequence, unleashing the power of the talisman. The bright lights and colorful effects given off by this transformation impose a -10 penalty on any hide checks. Her clothing completely changes appearance, and any magical items worn also change their appearance to coordinate with her outfit. Even though the new outfit often does not include any sort of disguise or mask of any kind, unless someone witnesses the magical girl transform in her entirety a DC 35 spot check is required to recognize the transformed magical girl as the same person. While in this transformed state, if she is not wearing armor, she adds her charisma modifier as a dodge bonus to her AC. A magical girl that falls unconscious returns to her ordinary state, otherwise it takes a full round action to end her transformation.
Primary Aspect (Sp, Su, or Ex): A magical girl's transformation gives her a set of powers chosen at creation. The aspect she chooses may not be changed. The powers granted by aspects are only available when she is transformed.
The Magician: While transformed, the magical girl picks three 0-level spells from the sorcerer/wizard list that may be used as spell-like abilities at will and a 1st level spell from the Warmage list that may be used 1/encounter.
At 4th level, her chosen Warmage spell may be used at will.
At 7th level she gains a 2nd level Warmage spell as an at-will spell-like ability.
At 10th level she gains a 1st level spell from the sorcerer/wizard list and a 3rd level spell from the Warmage list as an at-will spell-like ability.
At 13th level she gains a 2nd level spell from the sorcerer/wizard list and a 4th level spell from the Warmage list as an at-will spell-like ability.
At 16th level she gains a 3rd level spell from the sorcerer/wizard list and a 5th level spell from the Warmage list as an at-will spell-like ability.
At 19th level, she gains a 4th level spell from the sorcerer/wizard list and a 6th level spell from the Warmage list as an at-will spell-like ability.
Unlike normal spell-like abilities, the Magical girl must still provide any verbal, somatic, and focus components that the spells require, but not material components. The spell keeps its original casting time. The saving throw for these spells are charisma based with a caster level equal to her class level.
The High Priestess: As a standard action, the magical girl can heal a living target's wounds with a touch. She can heal a total number of hit points equal to twice her class level times her charisma modifier per day. An undead takes damage from this ability. The magical girl decides how many points to use as damage after successfully touching an undead creature. She may use any or all of her maximum per day with each touch.
At 3rd level, she gains the ability to shield one of her allies. As a standard action she touches one of her allies and as long as that ally remains within 60ft that ally gains a +1 deflection bonus to AC and a +1 resistance bonus to saves for every four levels she possesses. Any damage that ally takes is split evenly between them and the magical girl, rounded down for them and rounded up for the Magical Girl. She does not need to touch this ally to use her healing touch.
At 5th level she gains Remove Disease at will as a spell-like ability.
At 7th level she gains neutralize poison at will as a spell-like ability.
At 9th level, if the magical girl is Good or Neutral she is continuously surrounded by a Magic Circle against Evil. If she is Evil, she is surrounded by a Magic Circle against Good instead.
At 13th level she gains Restoration at will as a spell-like ability.
At 17th level she gains Regenerate at will as a spell-like ability.
At 19th level, if she is good or neutral, the magical girl gains Holy Aura at will as a spell-like ability. If she is evil, she gains Unholy Aura instead.
The saving throw for these spell-like abilities are charisma based with a caster level equal to her class level.
The Chariot: The magical girl chooses a martial or simple weapon. When she transforms her talisman takes the shape of or produces a weapon of that type and she is treated as proficient with it. The weapon is always beautifully crafted and coordinates with her transformed outfit. If she chooses a light or finessable weapon, she gains the benefits of the Weapon Finesse feat and may her dexterity modifier instead of strength to damage while wielding it. Ranged weapons produce their own ammunition, and composite bows automatically adjust to her strength score.
This weapon is of masterwork quality at first level, and gains a +1 enhancement bonus at 5th level. This bonus improves by 1 every three subsequent levels to a maximum of +5 at 17th level.
At 3rd level she gains Weapon focus in the selected weapon as a bonus feat.
At 6th level she gains Weapon Specialization in the chosen weapon as a bonus feat.
At 7th level, the weapon gains A property chosen from the list below.
Weapon Properties
Flaming
Shock
Frost
Lucky
Warning
Defending
Keen
Impact
At 9th level she gains Greater Weapon Focus with the selected weapon. as a bonus feat
At 10th level, if her alignment is Good or Neutral the weapon becomes Holy, otherwise it becomes unholy.
At 12th level she gains Greater Weapon Specialization with the selected weapon as a bonus feat.
At 14th level the weapon gains the Metalline (MIC38) property.
At 18th level, as a move action she may cause her weapon to turn into pure light, this has an effect similar to a brilliant energy weapon except that it can harm undead (if good or neutral) or Deathless (if evil) and it ignores the natural armor of Evil outsiders (if Good or Neutral) or good outsiders (if Evil). If she chose an elemental damage property at 7th level, she may have all the damage dealt by her weapon to be of that energy type. She may end this function with another move action.
While transformed, her base attack bonus for this class becomes equal to her class level.
In addition to the weapon, the magical girl adds her charisma modifier to her hit points per hit die instead of constitution while she is transformed. Treat the difference between her normal and transformed state as an increase or decrease to her constitution score.
Familiar Mentor (Ex): With great power comes a mentor to try and make sure that you use that power responsibly. This familiar is a tiny outsider that looks something like a stuffed toy or an ordinary animal, though it is intelligent, capable of speech and flight. Use the section below to determine the attributes and abilities of the mentor.
Divine Grace (Ex): At second level, A magical Girl gains a bonus equal to her charisma modifier (if positive) on all saving throws.
Warding Outfit (Su): At third level, the Magical Girl's costume, despite its often delicate appearance and limited coverage, provides protections as armor through its magic. When she is transformed, she gains an armor bonus of +4. At 9th level this bonus increases to +6, and at 15th level it increases to +8. This armor is a force effect and provides its armor bonus against incorporeal touch attacks, but not ordinary touch attacks. As a magical effect, it cannot gain an enhancement bonus
Improved Transformation (Su): At fourth level and every four levels after that the magical girl gains an improvement to her transformation chosen from the list below. She may use any or all of these abilities at once.
Quick Change: She may transform as a move action instead of a full round action. Changing back to normal is still a full round action.
Sweet Flash: When the Magical Girl Transforms, any sighted creatures within 30ft must make a fortitude save (DC 10+1/2 Class level+Charisma Modifier) or be blinded for 1d3 rounds. Those that fail this save do not count as witnessing the transformation for purposes of seeing through the disguise. Any that fail this save cannot be affected by Inspiring Form or Terrible Change
Stealthy Change: The Magical Girl no longer takes a -10 hide penalty while transforming. She may not use both this improvement and sweet flash.
Inspiring Form: Allies that witness the magical girl transform gain a +1 morale bonus per four levels on attack rolls, damage rolls, caster level checks, and saving throws for 1 round per level.
Terrible Change: The magical girl's transformation becomes a grisly thing to behold. Any opponents that view it must make a Will save (DC 10+1/2 Class level+Charisma Modifier) or become shaken for 1 round per level.
New Persona: The magical girl gains an additional alternate identity when she transforms. Any that have previously seen the magical girl transform must make a new spot check to recognize her when she transforms into this new persona. She must be in her normal form to transform into her new persona.
Heroic Speech (Ex): By 5th level, the magical girl has learned the art of captivating her opponents with a stunning and dynamic speech about how she is going to defeat them. This is often a stock rehearsed speech, but she may have something special ready for a special enemy. First, all present opponents must be flatfooted. She then makes a stunning and impassioned speech full of dynamic poses to her opponents. She rolls 1d20 and adds half of her level plus her charisma modifier. If her opponents fail a will save against the result of that roll they are Fascinated for as long as she continues to talk. She can maintain her speech as a full-round action for a number of rounds equal to half her class level rounded down.
Secondary Aspect (Su): At 7th level, the magical girl's power increases, gaining a second aspect when she transforms.
Strength: Despite her often waifish and fragile frame, the magical girl is capable of great feats of strength. While transformed the magical girl gains a +4 enhancement bonus to her strength score. She gains a +4 bonus on all strength checks, and strength related skill checks. Her carrying capacity is multiplied by four, and her unarmed strikes and melee weapon attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness. Her base land speed improves by 10 feet. At 12th level the strength bonus increases to +6. At 17th level the strength bonus increases to +8
Temperance: When she is transformed, the magical girl sprouts luminous gossamer wings from her back. These wings allow her to fly at her land speed with good maneuverability. At 14th level the speed doubles and the maneuverability improves to perfect.
Wheel of Fortune: While transformed, the magical girl reflexively summons a large disk of force energy when she is attacked. This provides a +4 shield bonus to her armor class that also protects against incorporeal touch attacks. By taking a total defense action, she may use the shield to gain Total Cover. The disk does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the disk. She may bash with the disk, dealing 1d8 damage using her charisma modifier to attack and damage instead of strength, although she loses the AC bonus it provides until her next round unless she has the improved shield bash feat. Finally, she may "spin" the disk, giving up its protections for one round, to produce a random effect three times per day. Roll 1d8 and consult the chart below to find out the effect.
rollEffect
1Blackout: The magical Girl loses use of the wheel and all its protections for 1d12 rounds. When it returns she may still attempt to spin again.
2Divine Rejuvenation:The magical girl and up to one creature per level within 30ft heal 2d8+class level hit points. Can damage undead, will half
3The Lady's Favor: For 1 round per two class levels, up to one target per level gains a +1 luck bonus to AC, and rolls attack rolls and miss chances twice, taking the better result.
4Time Dilation:The magical girl and one target per level within 30ft of you are Hasted as the spell. One target per level within 60ft, no two of which are more than thirty feet apart must make a will save or be slowed as the spell. These effects last for one round per level
5Might of the Ancients: For one minute per level, The magical girl and one ally per level gain a +4 enhancement bonus to strength, a +1 enhancement bonus to natural armor per four levels, and 2 temporary hit points per class level.
6Violent Chord: 30ft burst within 100ft takes 1d4 sonic damage per levels (Reflex Half), and must make a fortitude save or be deafened for one hour.
7Dragon's Breath: 60ft cone of fire deals 1d8 fire damage per class level. Reflex half.
8Skyfire Blast: Target opponent within 100ft takes 1d6 electricity damage per class level. 1 secondary bolt per level to additional targets within 30ft of the primary target dealing half damage. A successful reflex saves halves all damage
All saving throws are DC 10+1/2 class level+charisma modifier
Guardian Familiar: At 10th level, once per day the magical girl's Familiar Mentor can take on a vicious guardian form for one hour. In this form its size becomes large. Its strength score improves to 27, its bite attack deals 2d6 base damage, it gains two secondary claw attacks that deal 1d8 points of base damage, it gains the multiattack feat. It gains an enhancement bonus of +4 to its natural armor. Its fly speed improves to 80ft. It gains temporary hit points equal to its maximum hit points.
Tertiary Aspect (Su): At 13th level, the magical girl's power improves even further, gaining a third aspect, in the form of a power she can use while she is transformed.
The Sun: The magical girl is is surrounded by a corona of light while she is transformed. This produces the effect of a daylight spell, giving off strong light in a radius of 60ft and dim light 60ft beyond that. She may concentrate that light into either a 150ft ray, 60ft cone, or a 30ft burst centered on the magical girl as a standard action. In either form, the projection deals 1d8 points of damage per 2 levels and those struck must make a fortitude save (DC 10+1/2class level+cha modifier) or be blinded for 1d3+1 rounds. Undead take 1d6 points of damage per level instead. Undead creatures particularly vulnerable to sunlight (such as vampires or nightstalkers) take 1d8 points of damage per class level. Constructs take only 1d6 damage per 2 levels. The cone and burst version of this attack allowed a reflex save for half damage. Once she uses this ability, she cannot use it again for 1d4+1 rounds. During this time, her corona reduces to that of a candle (shadowy illumination in a 5ft radius)
The Star: The Magical girl can fire 1 shooting star per two levels per day, up to three simultaneously or one at a time. She must make a ranged touch attack for each star she shoots. They deal 1 point of bludgeoning damage per class level upon impact, then deal 2 points of fire damage per class level in a five foot radius in the target square regardless of a hit or miss. A successful reflex save (DC 10+1/2 class level+cha modifier) halves the fire damage.
The Moon: Twice per Day the Magical Girl can, as a full round action, partially extend her transformation to one ally per two levels. For one round per level, those allies equipment and clothing's appearance changes to coordinate with that of the magical girl. During that time those allies and the magical girl gain a +1 luck bonus to hit and +1d6 electricity damage with weapons for every four class levels of the magical girl possesses.
Grand Destiny (Sp or Su): At 20th level the magical girl has achieved her final ascension. Her fate has culminated to this point. She gains one of the following abilities when she transforms:
The Hierophant: The magical girl is a gods emissary on the material plane. The if the magical girl is good or neutral, she can turn undead as a cleric of her class level a number of times per day equal to her charisma modifier. She also gains Good Devotion and one other Domain feat of her patron deity's domains as bonus feats. In addition she gains the following spell-like abilities: At Will--Holy Smite; 3/day--Dispel Evil; 2/day--Blade Barrier; 1/day--Holy Word. If the Magical Girl is evil she instead Rebukes undead, Gains Evil devotion and one other Domain feat of her patron deity's domains, and her spell-like abilities are as follows: At Will--Unholy Blight; 3/day--Dispel Good; 2/day--Summon Undead V; 1/day--Blasphemy. The Caster level for all spell-like abilities are equal to the magical girl's class level and the saving throws are charisma based.
The Empress: The Magical girl is the future leader of a great civilization. Though she may not have her kingdom yet, she has the grace and power deserving of her queenly status. Firstly, if she is good or neutral she gains DR 10/Evil and all her attacks are treated as Good aligned., while if she is evil she gains DR 10/Good and all her attacks are treated as Evil aligned. Secondly, she exudes an aura of pure confidence, unnerving her opponents. Hostile creatures within a 20ft radius must succeed a Will save (DC 10+1/2 her class level+charisma modifier) or take a -2 penalty on attacks, AC, and saves for 24 hours. If they successfully damage the Magical Girl, they are entitled to another saving throw. A creature that resists is immune to the effects for 24 hours. Finally, she gains spell resistance equal to 12+her class level.
The Lovers: The magical girl is a bridge between two worlds. Her Familiar Mentor ascends to its true form. If the magical girl is good or neutral she may choose either a Hound Archon Hero, Shiradi Eladrin (Book of Exalted Deeds) or Astral Deva. If she is Evil, she chooses between a Horned Devil or Glabrezu (The Glabrezu cannot grant wishes). The Familiar Mentor takes on the shape, powers, equipment, and abilities of the chosen form. The Familiar Mentor retains its personality trait and granted bonus, but loses all other familiar-related abilities and statistics.