Solaris
2015-10-04, 07:41 PM
Majokko
http://i358.photobucket.com/albums/oo26/SPSchnepp2/dead_or_alive_5_ultimate_kasumi_by_virak%20700x394 _zps9lhmylc7.jpg
Impractical outfits? Magical baubles? It's gotta be a Majokko (http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalGirl)!
Though somewhat tongue-in-cheek, I designed this class (after spending a little too much time on TV Tropes) to emulate the genre of magical girls and be playable in a campaign alongside more standard D&D classes with or without the overt silliness of the genre. Its primary mechanics are somewhat similar to the soulknife in that it's largely built around making a magic item (primarily armor, although it's possible to do so with a weapon as well), and I designed it as something of a poor man's incarnum. While it uses no essentia or soulmelds, it has a similar attribute of creating a customized magic item that the majokko alone can use. There are also aspects of the bard, paladin, and fighter in the majokko, and through the costume abilities the class can be heavily customized to the point that a party full of majokko have several different characters, each filling a different role.
By the Tier System (http://brilliantgameologists.com/boards/index.php?PHPSESSID=2j21muqkbuur0o31uiplidchm2&topic=5293), I aimed for about a T3. While the class is highly flexible, any given majokko is going to have to specialize to get really good at doing things.
Game Rule Information
Majokkos have the following game statistics. Abilities: Many of the majokko's class features are derived from her Charisma score, making it a very important attribute for her. Also important are her Dexterity and Constitution, given the majokko's focus on combat, and a majokko who wishes to be competent in melee should have a good Strength score as well.
Alignment: Any.
Hit Die: d8.
Starting Gold: 2d4x10 gp (average 50 gp)
Starting Age: As rogue.
Class Skills
The majokok's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier.
CLASS
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+2
Costume (+4), costumed ability, magical companion
2nd
+2
+0
+3
+3
Majokko's grace, harmless bystander
3rd
+3
+1
+3
+3
Costumed ability, battle aura
4th
+4
+1
+4
+4
Costume enhancement (+1)
5th
+5
+1
+4
+4
Costume (+5)
6th
+6
+2
+5
+5
Costumed ability
7th
+7
+2
+5
+5
Costumed damage reduction (5/adamantine)
8th
+8
+2
+6
+6
Costume enhancement (+2)
9th
+9
+3
+6
+6
Costumed ability
10th
+10
+3
+7
+7
Costume (+6)
11th
+11
+3
+7
+7
Costumed warding
12th
+12
+4
+8
+8
Costumed ability, costume enhancement (+3)
13th
+13
+4
+8
+8
Costumed damage reduction (10/adamantine)
14th
+14
+4
+9
+9
15th
+15
+5
+9
+9
Costume (+7), costumed ability
16th
+16
+5
+10
+10
Costume enhancement (+4)
17th
+17
+5
+10
+10
18th
+18
+6
+11
+11
Costumed ability
19th
+19
+6
+11
+11
Costumed damage reduction (10/adamantine and magic)
20th
+20
+6
+12
+12
Costume (+8), costume enhancement (+5)
Class Features
All of the following are features of the majokko base class.
Weapon and Armor Proficiencies: The majokko is proficient with all simple and martial weapons. Majokko are not proficient with any armor or shields.
Costume (Su): The majokko's iconic power is her ability to summon an outfit of mystical potency that both protects her and provides her with supernatural power. Doing so is a full-round action that does not provoke an attack of opportunity, and the majokko may remain costumed for 10 minutes per majokko level before reverting back to normal. The majokko also reverts back to normal if she is unconscious or dead. In order to transform, the majokko must possess her power talisman - if it is stolen or lost, she is unable to don her costume and thus cannot access most of her powers. The majokko is also unable to don her costume if she is wearing magic armor of any sort; mundane clothing and armor disappear for the duration of the effect, but return as soon as the majokko doffs her costume. Magic items (including, but not limited, to belts, boots, gauntlets, bracers, cloaks, and so on) remain on the majokko, but the power of the costume alters them cosmetically to integrate into it.
The costume provides a +4 armor bonus, but does not apply any armor check penalties, nor does it impose a maximum Dexterity bonus or arcane spell failure chance. Abilities and features which are limited by armor are not limited by the majokko's costume. The costume's armor bonus improves by +1 at 5th, 10th, 15th, and 20th levels. This armor bonus is a force effect, and as such incorporeal opponents can't bypass it.
While in costume, the majokko gains enhancement bonuses to her ability scores. This is a +2 bonus to one ability score of the majokko's choice at 1st level, but improves at 4th, 8th, 12th, 16th, and 20th levels the majokko gains two more +2 bonuses which may be applied to a new ability score or to increase an existing enhancement bonus. The bonuses cannot both be applied to the same ability score at any given level For example, a majokko who chose to improve her Dexterity at 1st level (with a +2 bonus) could apply one bonus to Dexterity and the other to Charisma at 4th level for a +4 and +2 bonus, respectively, but she could not choose to apply both bonuses for a +6 enhancement bonus to Dexterity.
Lastly, the majokko's costume provides a sort of glamer effect that conceals her identity. Only those who know she is a majokko, or those who succeed at a Will save to disbelieve the illusion (DC 10 + 1/2 the majokko's level + majokko's Cha modifier) recognize her in her costume.
Costumed Ability: At 1st level, the majokko gains a special ability selected from the list below to enhance her costume. She gains a new ability at 3rd, 6th, and every three levels thereafter. All abilities function only when the majokko is in costume, and unless otherwise noted may be selected only once. Anarchic Wards: The majokko benefits from a continuous protection from law effect. Only a chaotic-aligned majokko may select this ability.
Axiomatic Wards: The majokko benefits from a continuous protection from chaos effect. Only a lawful-aligned majokko may select this ability.
Create Weapon: When she summons her costume, the majokko may create any weapon with which she has the Weapon Focus feat. This weapon is composed of solidified energy, and as such it ignores the miss chance from incorporeality. It is otherwise identical to a masterwork weapon of its type, and if it is destroyed the majokko may re-create it again on her turn as a free action. If the weapon created is a ranged weapon, it automatically creates ammunition for itself when used. If the weapon leaves the majokko's hand for any reason, it disappears at the end of her turn (so a thrown or ranged weapon could deal damage, but she could not hand her weapon off to another character).
Energy Blast: Select one energy type. The majokko can fire bolts of that energy type that 1d8 points of damage as a ranged attack with a range increment of 60 feet and may be used just as any other ranged weapon with regard to iterative attacks and feats like Rapid Shot. The majokko applies her Charisma bonus to damage rolls with her energy blast.
Energy Smite: Select one energy type. The majokko can use a swift action to empower her melee attacks and ranged attacks within 30 feet to deal +1d6 damage of that type for one full round. The majokko may use this ability a number of times per day equal to 3 + her Charisma bonus (if any).
Creatures damaged by the energy smite must make a Fortitude save against a DC of 10 + 1/2 the majokko's level + the majokko's Charisma modifier or suffer an effect dependent on the energy type. Acid damage causes the target to be sickened for 1 round from the noxious fumes. Cold damage causes the target to be slowed for 1 round. Electricity damage causes the target to be entangled for 1 round. Fire damage causes the target to be dazed for 1 round. The duration of multiple hits with the same smite is not cumulative.
Enhance Costume Abilities: The majokko's equivalent enhancement bonus for gaining special abilities increases by +1.
Enhance Weapon: Any weapons the majokko wields while costumed gain a +1 enhancement bonus, +1 per four majokko levels to a maximum of +5 at 16th level. This enhancement bonus does not stack with any enhancement bonuses the weapon may already possess.
Flight: The majokko must be of at least 6th level (including other class levels and racial Hit Dice) to select this ability. She either gains the ability to fly at a speed of 40 feet with good maneuverability through supernatural means, or she grows a pair of wings (feathered like a bird's, leathery like a dragon's or bat's, or membraneous like an insect's) that grant her a flight speed of 60 feet with average maneuverability. Any racial or class features that permanently increase her base land speed (but not temporarily, as through the longstrider spell) also increase her flight speed.
Heroics: The majokko gains a bonus feat chosen from the list of fighter bonus feats. She must meet all prerequisites of this feat in order to select it (although she may select feats whose prerequisites she meets only while in costume, in which case she gains their benefits only in costume). Unlike most costumed abilities, the benefits of this feat apply at all times. For purposes of Weapon Specialization and similar feats with a fighter level prerequisite, the majokko's effective fighter level is her majokko level -2 (minimum 0) plus her fighter levels (if any). This costumed ability may be selected multiple times.
Holy Wards: The majokko benefits from a continuous protection from evil effect. Only a good-aligned majokko may select this ability.
Inspire Courage: he majokko gains the ability to inspire courage in her allies (and herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the majokko sing or speak. The effect lasts for as long as the ally hears the majokko sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 16th level this bonus increases to +2. Inspire courage is a mind-affecting ability. She may use this ability a number of times per day equal to 1 + her Charisma bonus (minimum 1/day). If the majokko has bard levels, one-half of her majokko levels stack with her bard levels to determine the effectiveness of her inspire courage ability, but not any other bardic abilities. Abilities and effects that affect the bard's inspire courage also affect the majokko's inspire courage.
Smite: The majokko can spend a swift action to empower her normal melee attacks, gaining a bonus to her attack rolls equal to her Charisma bonus (if any) and deals 1 point of damage per majokko level. If the attack misses, the attempt is still wasted for the day. She may use this ability once per day at 1st level, gaining an additional daily use at 5th level and every five levels thereafter, to a maximum of five times per day at 20th levels. The majokko must have one of the four wards costumed abilities, and the smite damage applies only to creatures of an alignment protected against by the majokko's ward. If the majokko has any paladin levels, those levels stack with her majokko levels for determining the smite's damage.
Spell-Like Ability: The majokko gains the use of a spell-like ability of a level up to her majokko level divided by three (0 at 1st level, 1st at 3rd level, 2nd at 6th level, 3rd at 9th level, and so on up to a maximum of 6th-level spells at 18th level). The majokko may use this spell-like ability a number of times per day equal to 1 + her Charisma bonus (if any) with a caster level equal to her majokko level. The save DC for this spell-like ability is 10 + the spell's level + the majokko's Charisma modifier. For purposes of spell completion items, spell trigger items, and item creation, the majokko is treated as having the spells she selects with this ability on her spell list.
Transformation: Select one creature of a Challenge Rating equal to or less than the majokko's class level -2 and of a size category within one step of the majokko's. While in costume, the majokko can transform into that creature as a standard action. While in the creature's form, she gains its natural armor bonus, natural weapons, extraordinary special attacks and qualities, racial bonus feats, and racial skill modifiers. Her physical ability scores are modified by the creature's, taking bonuses (or penalties) equal to the creature's ability score -10 (or -11, if it is an odd number). She may use this ability a number of rounds per day equal to 3 + her majokko class level.
Alternatively, the majokko can opt to have her magical companion gain this ability instead of herself, with similar effect. The magical companion may select a creature within two size categories of it, as its arcane anatomy can better tolerate the transformative magic than the majokko can.
Unholy Wards: The majokko benefits from a continuous protection from good effect. Only an evil-aligned majokko may select this ability.
Weapon Ability: Any weapons the majokko wields while costumed gains weapon special abilities of an equivalent bonus equal to her 1 + 1/4 her majokko level. The majokko must have the enhance weapon costumed ability in order to select this one. Once selected, her weapon's special abilities do not change until she levels up as a majokko again.
Weapon Storage: The majokka can designate any weapons or shields she owns to be part of her arsenal while she is in costume. She can designate two weapons, a weapon and a shield, or a single weapon as a set, and can designate one such set at 1st level, plus another set at 3rd level and every three levels thereafter. The desired set manifests in the majokka's hands, ready for use, when she dons her costume and can be switched out as a swift action. When she is not in her costume, the stored sets exist in a pocket dimension accessible only through this ability. For purposes of this ability, magic wands, rods, and staves are considered 'weapons' and may be stored as such.
Weaponized Costume: The majokko can use her costume to attack in a manner very similar to a natural weapon by slashing at foes with what appears to be decorative frippery, such as ribbons, capes, sleeves, high heels, or scarves. She gains her choice of two claw attacks (1d6 damage), two slam attacks (1d6 damage), or two tentacle attacks (1d4 damage). The claw and slam attacks are considered primary natural weapons, although they can be used with a weapon wielded in the hand or an unarmed strike as a secondary natural weapon and a majokko with the Two-Weapon Fighting feat may use them as an off-hand weapon. The tentacle attacks are secondary natural weapons, but have a reach 5 feet greater than the majokko's and the improved grab special quality. Though they are used like natural weapons, the weapons gained from this ability are considered manufactured weapons for purposes of spells and magic effects - including the enhance weapon and weapon ability costume abilities. This ability may be selected multiple times, with the effect of either increasing the damage die by one size or gaining an additional pair of tentacle attacks.
Zettai Ryouiki: (http://tvtropes.org/pmwiki/pmwiki.php/Main/ZettaiRyouiki) The majokko adds her Charisma bonus (minimum +1) as a deflection bonus to Armor Class while costumed. This bonus cannot exceed the majokko's class level.
Magical Companion: The majokko commonly begins with a companion creature, which serves as a companion and guide as well as helping to channel her powers. This ability functions as the druid's animal companion, but the magical companion is considered a magical beast (including the traits thereof) and has the Intelligence of a familiar of equal level. All knowledge skills are on its class skill list. Unlike the druid, the majokko's magical companion can be no greater than Small size.
A majokko's magical companion can be a badger, dire rat, dog, eagle, hawk, owl, snake (Small viper), or any animal suitable for a familiar.
If her magical companion is killed, the majokko cannot replace it for 30 days or until she gains another level of majokko. During this time period, she takes a -1 penalty on attack rolls, saving throws, ability checks, and skill checks from the loss of power.
Majokko's Grace (Su): A majokko with a Charisma score of 12 or higher adds her Charisma bonus to her saving throws.
Harmless Bystander (Su): When not in costume, the majokko projects an aura of harmlessness that turns opponents away from her. To attack a majokko not wearing her costume, an opponent must make a Will save with a DC of 10 + 1/2 the majokko's level + majokko's Charisma modifier. If the save succeeds, the opponent can attack normally and is unaffected by that majokko's harmless bystander ability for 24 hours. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the majokko for the next 24 hours. However, if the majokko attacks the another creature within sight of that opponent, they are no longer affected by this ability exactly as if they had succeeded on their saving throw; it's hard to look harmless when stabbing someone.
For purposes of this ability, anything which would break an invisibility spell is considered an attack. The majikko could render aid to her allies, such as by administering a potion or casting a healing spell, but anything that causes harm or a sense of danger breaks the effect.
Battle Aura (Su): At 3rd level, the majokko gains one of the following abilities. The selected ability functions while the majokko is in her costume, and ends when she is no longer in costume. Aura of Courage: The majokko is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Aura of Darkness: An area of shadow surrounds the majokko, reducing illumination around her to shadowy with a radius of 10 feet. All creatures within this radius gain concealment (20% miss chance). Darkvision can penetrate this aura as easily as it does mundane darkness, and so creatures with darkvision ignore the miss chance.
Aura of Debilitation: All enemies within 10 feet of the majokko take a -1 penalty to Armor Class.
Aura of Despair: All enemies within 10 feet of the majokko take a -2 penalty to saving throws.
Aura of Energy: Choose an energy type (whether it be acid, cold, electricity, fire, or sonic). The majokko gains resistance 10 against that type, and all enemies within 10 feet of her take 1d6 points of damage per round against that type of energy.
Aura of Enthusiasm: All effects that would exhaust the majokko leave her fatigued instead, and all effects that fatigue her have no effect. All allies within 10 feet of the majokko gain a +4 morale bonus on endurance-related Constitution checks and on Climb, Jump, Swim, and Tumble checks.
Aura of Fortitude: The majokko is immune to poison and disease (both magical and mundane). All allies within 10 feet of the majokko gain a +4 morale bonus on Fortitude saving throws.
Aura of Helplessness: All enemies within 10 feet of the majokko take a -1 penalty to attack rolls.
Aura of Light: The majokko sheds light (as the daylight spell). Melee attacks made against her take a -2 penalty to the attack roll.
Aura of Perseverance: All allies within 10 feet of the majokko gain a +1 dodge bonus to Armor Class.
Aura of Resolve: The majokko is immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Aura of Tenacity: All allies within 10 feet of the majokko gain a +2 morale bonus on saving throws.
Costume Enhancement: At 4th level, the majokko's costume gains a special armor ability of value equivalent to a +1 bonus. At 8th, 12th, and every four levels thereafter, the special abilities of her armor improve by +1. Once chosen, the special abilities cannot be changed except by the majokko spending 24 hours in practice and meditation to do so.
For abilities which cost gold pieces rather than having a bonus equivalence, divide their price by one-half and compare to the cost of a suit of magic armor. Thus, special abilities with a base cost of 2,000 gp or less equal to a +1 bonus, 2,001 to 8,000 gp are equal to a +2 bonus, 8,001 to 18,000 gp are equal to a +3 bonus, 18,001 to 32,000 are equal to a +4 bonus, and 32,001 or more gp are equal to a +5 bonus.
Costumed Damage Reduction: While in her costume, the 7th-level majokko reduces all damage she takes by 5 points. Weapons made of adamantine bypass this damage reduction.
At 13th level, the majokko reduces damage taken by 10 points, and at 19th level weapons must be both magic and adamantine to bypass her damage reduction.
Costumed Warding: At 11th level, the majokko gains spell resistance equal to 11 + her majokko level bonus against all spells that are not harmless (so it would protect against a disintegrate spell, but not against a cure moderate wounds spell) while she wears her costume.
Power Talisman: A majokko's abilities stem from her power talisman, which is a small amulet, icon, or wand-like item. A wise majokko guards her power talisman very carefully, as she is powerless without it. However, the power talisman provides a way for the majokko to magically enhance her costume as though it were magical armor. It can have a total enhancement bonus from external (non-class) sources no greater than +5, though existing abilities granted through the costume enhancement or costume ability class features aren't factored into the price of enhancing the costume.
A majokko's power talisman functions only in her hands. In the hands of anyone else, it is merely a pretty bauble.
http://i358.photobucket.com/albums/oo26/SPSchnepp2/dead_or_alive_5_ultimate_kasumi_by_virak%20700x394 _zps9lhmylc7.jpg
Impractical outfits? Magical baubles? It's gotta be a Majokko (http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalGirl)!
Though somewhat tongue-in-cheek, I designed this class (after spending a little too much time on TV Tropes) to emulate the genre of magical girls and be playable in a campaign alongside more standard D&D classes with or without the overt silliness of the genre. Its primary mechanics are somewhat similar to the soulknife in that it's largely built around making a magic item (primarily armor, although it's possible to do so with a weapon as well), and I designed it as something of a poor man's incarnum. While it uses no essentia or soulmelds, it has a similar attribute of creating a customized magic item that the majokko alone can use. There are also aspects of the bard, paladin, and fighter in the majokko, and through the costume abilities the class can be heavily customized to the point that a party full of majokko have several different characters, each filling a different role.
By the Tier System (http://brilliantgameologists.com/boards/index.php?PHPSESSID=2j21muqkbuur0o31uiplidchm2&topic=5293), I aimed for about a T3. While the class is highly flexible, any given majokko is going to have to specialize to get really good at doing things.
Game Rule Information
Majokkos have the following game statistics. Abilities: Many of the majokko's class features are derived from her Charisma score, making it a very important attribute for her. Also important are her Dexterity and Constitution, given the majokko's focus on combat, and a majokko who wishes to be competent in melee should have a good Strength score as well.
Alignment: Any.
Hit Die: d8.
Starting Gold: 2d4x10 gp (average 50 gp)
Starting Age: As rogue.
Class Skills
The majokok's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier.
CLASS
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+2
Costume (+4), costumed ability, magical companion
2nd
+2
+0
+3
+3
Majokko's grace, harmless bystander
3rd
+3
+1
+3
+3
Costumed ability, battle aura
4th
+4
+1
+4
+4
Costume enhancement (+1)
5th
+5
+1
+4
+4
Costume (+5)
6th
+6
+2
+5
+5
Costumed ability
7th
+7
+2
+5
+5
Costumed damage reduction (5/adamantine)
8th
+8
+2
+6
+6
Costume enhancement (+2)
9th
+9
+3
+6
+6
Costumed ability
10th
+10
+3
+7
+7
Costume (+6)
11th
+11
+3
+7
+7
Costumed warding
12th
+12
+4
+8
+8
Costumed ability, costume enhancement (+3)
13th
+13
+4
+8
+8
Costumed damage reduction (10/adamantine)
14th
+14
+4
+9
+9
15th
+15
+5
+9
+9
Costume (+7), costumed ability
16th
+16
+5
+10
+10
Costume enhancement (+4)
17th
+17
+5
+10
+10
18th
+18
+6
+11
+11
Costumed ability
19th
+19
+6
+11
+11
Costumed damage reduction (10/adamantine and magic)
20th
+20
+6
+12
+12
Costume (+8), costume enhancement (+5)
Class Features
All of the following are features of the majokko base class.
Weapon and Armor Proficiencies: The majokko is proficient with all simple and martial weapons. Majokko are not proficient with any armor or shields.
Costume (Su): The majokko's iconic power is her ability to summon an outfit of mystical potency that both protects her and provides her with supernatural power. Doing so is a full-round action that does not provoke an attack of opportunity, and the majokko may remain costumed for 10 minutes per majokko level before reverting back to normal. The majokko also reverts back to normal if she is unconscious or dead. In order to transform, the majokko must possess her power talisman - if it is stolen or lost, she is unable to don her costume and thus cannot access most of her powers. The majokko is also unable to don her costume if she is wearing magic armor of any sort; mundane clothing and armor disappear for the duration of the effect, but return as soon as the majokko doffs her costume. Magic items (including, but not limited, to belts, boots, gauntlets, bracers, cloaks, and so on) remain on the majokko, but the power of the costume alters them cosmetically to integrate into it.
The costume provides a +4 armor bonus, but does not apply any armor check penalties, nor does it impose a maximum Dexterity bonus or arcane spell failure chance. Abilities and features which are limited by armor are not limited by the majokko's costume. The costume's armor bonus improves by +1 at 5th, 10th, 15th, and 20th levels. This armor bonus is a force effect, and as such incorporeal opponents can't bypass it.
While in costume, the majokko gains enhancement bonuses to her ability scores. This is a +2 bonus to one ability score of the majokko's choice at 1st level, but improves at 4th, 8th, 12th, 16th, and 20th levels the majokko gains two more +2 bonuses which may be applied to a new ability score or to increase an existing enhancement bonus. The bonuses cannot both be applied to the same ability score at any given level For example, a majokko who chose to improve her Dexterity at 1st level (with a +2 bonus) could apply one bonus to Dexterity and the other to Charisma at 4th level for a +4 and +2 bonus, respectively, but she could not choose to apply both bonuses for a +6 enhancement bonus to Dexterity.
Lastly, the majokko's costume provides a sort of glamer effect that conceals her identity. Only those who know she is a majokko, or those who succeed at a Will save to disbelieve the illusion (DC 10 + 1/2 the majokko's level + majokko's Cha modifier) recognize her in her costume.
Costumed Ability: At 1st level, the majokko gains a special ability selected from the list below to enhance her costume. She gains a new ability at 3rd, 6th, and every three levels thereafter. All abilities function only when the majokko is in costume, and unless otherwise noted may be selected only once. Anarchic Wards: The majokko benefits from a continuous protection from law effect. Only a chaotic-aligned majokko may select this ability.
Axiomatic Wards: The majokko benefits from a continuous protection from chaos effect. Only a lawful-aligned majokko may select this ability.
Create Weapon: When she summons her costume, the majokko may create any weapon with which she has the Weapon Focus feat. This weapon is composed of solidified energy, and as such it ignores the miss chance from incorporeality. It is otherwise identical to a masterwork weapon of its type, and if it is destroyed the majokko may re-create it again on her turn as a free action. If the weapon created is a ranged weapon, it automatically creates ammunition for itself when used. If the weapon leaves the majokko's hand for any reason, it disappears at the end of her turn (so a thrown or ranged weapon could deal damage, but she could not hand her weapon off to another character).
Energy Blast: Select one energy type. The majokko can fire bolts of that energy type that 1d8 points of damage as a ranged attack with a range increment of 60 feet and may be used just as any other ranged weapon with regard to iterative attacks and feats like Rapid Shot. The majokko applies her Charisma bonus to damage rolls with her energy blast.
Energy Smite: Select one energy type. The majokko can use a swift action to empower her melee attacks and ranged attacks within 30 feet to deal +1d6 damage of that type for one full round. The majokko may use this ability a number of times per day equal to 3 + her Charisma bonus (if any).
Creatures damaged by the energy smite must make a Fortitude save against a DC of 10 + 1/2 the majokko's level + the majokko's Charisma modifier or suffer an effect dependent on the energy type. Acid damage causes the target to be sickened for 1 round from the noxious fumes. Cold damage causes the target to be slowed for 1 round. Electricity damage causes the target to be entangled for 1 round. Fire damage causes the target to be dazed for 1 round. The duration of multiple hits with the same smite is not cumulative.
Enhance Costume Abilities: The majokko's equivalent enhancement bonus for gaining special abilities increases by +1.
Enhance Weapon: Any weapons the majokko wields while costumed gain a +1 enhancement bonus, +1 per four majokko levels to a maximum of +5 at 16th level. This enhancement bonus does not stack with any enhancement bonuses the weapon may already possess.
Flight: The majokko must be of at least 6th level (including other class levels and racial Hit Dice) to select this ability. She either gains the ability to fly at a speed of 40 feet with good maneuverability through supernatural means, or she grows a pair of wings (feathered like a bird's, leathery like a dragon's or bat's, or membraneous like an insect's) that grant her a flight speed of 60 feet with average maneuverability. Any racial or class features that permanently increase her base land speed (but not temporarily, as through the longstrider spell) also increase her flight speed.
Heroics: The majokko gains a bonus feat chosen from the list of fighter bonus feats. She must meet all prerequisites of this feat in order to select it (although she may select feats whose prerequisites she meets only while in costume, in which case she gains their benefits only in costume). Unlike most costumed abilities, the benefits of this feat apply at all times. For purposes of Weapon Specialization and similar feats with a fighter level prerequisite, the majokko's effective fighter level is her majokko level -2 (minimum 0) plus her fighter levels (if any). This costumed ability may be selected multiple times.
Holy Wards: The majokko benefits from a continuous protection from evil effect. Only a good-aligned majokko may select this ability.
Inspire Courage: he majokko gains the ability to inspire courage in her allies (and herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the majokko sing or speak. The effect lasts for as long as the ally hears the majokko sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 16th level this bonus increases to +2. Inspire courage is a mind-affecting ability. She may use this ability a number of times per day equal to 1 + her Charisma bonus (minimum 1/day). If the majokko has bard levels, one-half of her majokko levels stack with her bard levels to determine the effectiveness of her inspire courage ability, but not any other bardic abilities. Abilities and effects that affect the bard's inspire courage also affect the majokko's inspire courage.
Smite: The majokko can spend a swift action to empower her normal melee attacks, gaining a bonus to her attack rolls equal to her Charisma bonus (if any) and deals 1 point of damage per majokko level. If the attack misses, the attempt is still wasted for the day. She may use this ability once per day at 1st level, gaining an additional daily use at 5th level and every five levels thereafter, to a maximum of five times per day at 20th levels. The majokko must have one of the four wards costumed abilities, and the smite damage applies only to creatures of an alignment protected against by the majokko's ward. If the majokko has any paladin levels, those levels stack with her majokko levels for determining the smite's damage.
Spell-Like Ability: The majokko gains the use of a spell-like ability of a level up to her majokko level divided by three (0 at 1st level, 1st at 3rd level, 2nd at 6th level, 3rd at 9th level, and so on up to a maximum of 6th-level spells at 18th level). The majokko may use this spell-like ability a number of times per day equal to 1 + her Charisma bonus (if any) with a caster level equal to her majokko level. The save DC for this spell-like ability is 10 + the spell's level + the majokko's Charisma modifier. For purposes of spell completion items, spell trigger items, and item creation, the majokko is treated as having the spells she selects with this ability on her spell list.
Transformation: Select one creature of a Challenge Rating equal to or less than the majokko's class level -2 and of a size category within one step of the majokko's. While in costume, the majokko can transform into that creature as a standard action. While in the creature's form, she gains its natural armor bonus, natural weapons, extraordinary special attacks and qualities, racial bonus feats, and racial skill modifiers. Her physical ability scores are modified by the creature's, taking bonuses (or penalties) equal to the creature's ability score -10 (or -11, if it is an odd number). She may use this ability a number of rounds per day equal to 3 + her majokko class level.
Alternatively, the majokko can opt to have her magical companion gain this ability instead of herself, with similar effect. The magical companion may select a creature within two size categories of it, as its arcane anatomy can better tolerate the transformative magic than the majokko can.
Unholy Wards: The majokko benefits from a continuous protection from good effect. Only an evil-aligned majokko may select this ability.
Weapon Ability: Any weapons the majokko wields while costumed gains weapon special abilities of an equivalent bonus equal to her 1 + 1/4 her majokko level. The majokko must have the enhance weapon costumed ability in order to select this one. Once selected, her weapon's special abilities do not change until she levels up as a majokko again.
Weapon Storage: The majokka can designate any weapons or shields she owns to be part of her arsenal while she is in costume. She can designate two weapons, a weapon and a shield, or a single weapon as a set, and can designate one such set at 1st level, plus another set at 3rd level and every three levels thereafter. The desired set manifests in the majokka's hands, ready for use, when she dons her costume and can be switched out as a swift action. When she is not in her costume, the stored sets exist in a pocket dimension accessible only through this ability. For purposes of this ability, magic wands, rods, and staves are considered 'weapons' and may be stored as such.
Weaponized Costume: The majokko can use her costume to attack in a manner very similar to a natural weapon by slashing at foes with what appears to be decorative frippery, such as ribbons, capes, sleeves, high heels, or scarves. She gains her choice of two claw attacks (1d6 damage), two slam attacks (1d6 damage), or two tentacle attacks (1d4 damage). The claw and slam attacks are considered primary natural weapons, although they can be used with a weapon wielded in the hand or an unarmed strike as a secondary natural weapon and a majokko with the Two-Weapon Fighting feat may use them as an off-hand weapon. The tentacle attacks are secondary natural weapons, but have a reach 5 feet greater than the majokko's and the improved grab special quality. Though they are used like natural weapons, the weapons gained from this ability are considered manufactured weapons for purposes of spells and magic effects - including the enhance weapon and weapon ability costume abilities. This ability may be selected multiple times, with the effect of either increasing the damage die by one size or gaining an additional pair of tentacle attacks.
Zettai Ryouiki: (http://tvtropes.org/pmwiki/pmwiki.php/Main/ZettaiRyouiki) The majokko adds her Charisma bonus (minimum +1) as a deflection bonus to Armor Class while costumed. This bonus cannot exceed the majokko's class level.
Magical Companion: The majokko commonly begins with a companion creature, which serves as a companion and guide as well as helping to channel her powers. This ability functions as the druid's animal companion, but the magical companion is considered a magical beast (including the traits thereof) and has the Intelligence of a familiar of equal level. All knowledge skills are on its class skill list. Unlike the druid, the majokko's magical companion can be no greater than Small size.
A majokko's magical companion can be a badger, dire rat, dog, eagle, hawk, owl, snake (Small viper), or any animal suitable for a familiar.
If her magical companion is killed, the majokko cannot replace it for 30 days or until she gains another level of majokko. During this time period, she takes a -1 penalty on attack rolls, saving throws, ability checks, and skill checks from the loss of power.
Majokko's Grace (Su): A majokko with a Charisma score of 12 or higher adds her Charisma bonus to her saving throws.
Harmless Bystander (Su): When not in costume, the majokko projects an aura of harmlessness that turns opponents away from her. To attack a majokko not wearing her costume, an opponent must make a Will save with a DC of 10 + 1/2 the majokko's level + majokko's Charisma modifier. If the save succeeds, the opponent can attack normally and is unaffected by that majokko's harmless bystander ability for 24 hours. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the majokko for the next 24 hours. However, if the majokko attacks the another creature within sight of that opponent, they are no longer affected by this ability exactly as if they had succeeded on their saving throw; it's hard to look harmless when stabbing someone.
For purposes of this ability, anything which would break an invisibility spell is considered an attack. The majikko could render aid to her allies, such as by administering a potion or casting a healing spell, but anything that causes harm or a sense of danger breaks the effect.
Battle Aura (Su): At 3rd level, the majokko gains one of the following abilities. The selected ability functions while the majokko is in her costume, and ends when she is no longer in costume. Aura of Courage: The majokko is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Aura of Darkness: An area of shadow surrounds the majokko, reducing illumination around her to shadowy with a radius of 10 feet. All creatures within this radius gain concealment (20% miss chance). Darkvision can penetrate this aura as easily as it does mundane darkness, and so creatures with darkvision ignore the miss chance.
Aura of Debilitation: All enemies within 10 feet of the majokko take a -1 penalty to Armor Class.
Aura of Despair: All enemies within 10 feet of the majokko take a -2 penalty to saving throws.
Aura of Energy: Choose an energy type (whether it be acid, cold, electricity, fire, or sonic). The majokko gains resistance 10 against that type, and all enemies within 10 feet of her take 1d6 points of damage per round against that type of energy.
Aura of Enthusiasm: All effects that would exhaust the majokko leave her fatigued instead, and all effects that fatigue her have no effect. All allies within 10 feet of the majokko gain a +4 morale bonus on endurance-related Constitution checks and on Climb, Jump, Swim, and Tumble checks.
Aura of Fortitude: The majokko is immune to poison and disease (both magical and mundane). All allies within 10 feet of the majokko gain a +4 morale bonus on Fortitude saving throws.
Aura of Helplessness: All enemies within 10 feet of the majokko take a -1 penalty to attack rolls.
Aura of Light: The majokko sheds light (as the daylight spell). Melee attacks made against her take a -2 penalty to the attack roll.
Aura of Perseverance: All allies within 10 feet of the majokko gain a +1 dodge bonus to Armor Class.
Aura of Resolve: The majokko is immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Aura of Tenacity: All allies within 10 feet of the majokko gain a +2 morale bonus on saving throws.
Costume Enhancement: At 4th level, the majokko's costume gains a special armor ability of value equivalent to a +1 bonus. At 8th, 12th, and every four levels thereafter, the special abilities of her armor improve by +1. Once chosen, the special abilities cannot be changed except by the majokko spending 24 hours in practice and meditation to do so.
For abilities which cost gold pieces rather than having a bonus equivalence, divide their price by one-half and compare to the cost of a suit of magic armor. Thus, special abilities with a base cost of 2,000 gp or less equal to a +1 bonus, 2,001 to 8,000 gp are equal to a +2 bonus, 8,001 to 18,000 gp are equal to a +3 bonus, 18,001 to 32,000 are equal to a +4 bonus, and 32,001 or more gp are equal to a +5 bonus.
Costumed Damage Reduction: While in her costume, the 7th-level majokko reduces all damage she takes by 5 points. Weapons made of adamantine bypass this damage reduction.
At 13th level, the majokko reduces damage taken by 10 points, and at 19th level weapons must be both magic and adamantine to bypass her damage reduction.
Costumed Warding: At 11th level, the majokko gains spell resistance equal to 11 + her majokko level bonus against all spells that are not harmless (so it would protect against a disintegrate spell, but not against a cure moderate wounds spell) while she wears her costume.
Power Talisman: A majokko's abilities stem from her power talisman, which is a small amulet, icon, or wand-like item. A wise majokko guards her power talisman very carefully, as she is powerless without it. However, the power talisman provides a way for the majokko to magically enhance her costume as though it were magical armor. It can have a total enhancement bonus from external (non-class) sources no greater than +5, though existing abilities granted through the costume enhancement or costume ability class features aren't factored into the price of enhancing the costume.
A majokko's power talisman functions only in her hands. In the hands of anyone else, it is merely a pretty bauble.