Magic Girl (3.5e Class)

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Magic Girl

Some young individuals are blessed with powers that they can't understand. Some may be sorcerers, some warlocks, and some horrific abominations that should have never lived; but some become magic girls. These few are chosen not just by the strange magics that flow through the universe, but also by destiny itself to shape the very world around them. Of course, not every magic girl succeeds in her quest, but those who are resourceful enough and can gather good friends are truly a force to be reckoned with.

One of the most important aspects of a successful magic girl is the massive amount of passion that she has for whatever her goal is. Whatever a magic girl believes in, she devotes so much energy into those beliefs that it can seem to carry her through most anything. Despite the name, a few males enter this class as well. These individuals are often called 'magic boys' but are functionally identical.

Making a Magic Girl

Magic girls have a variety of abilities and skills available to them. Magic girls can lack a single strong point though and are often forced to fall back on other tricks or allies when confronted with a strong specialized opponent. A magic girl's talents usually rely in being able to use her spells and skills to gain an edge over combat types and her physical abilities to beat dedicated spell casters.

Abilities: Charisma determines the power of a magic girl's magic as well as how strong her passionate spirit is, so this is often the most important ability for a magic girl. Dexterity is also important for magic girls as they are limited in their armor choices.

Races: Most races have equal chances to create a magic girl since the only real qualifiers are magic and passion. Some notable exceptions are the dwarfs who have a tendency to frown on both the unbridled outgoingness off the magic girl as well as her natural magic. Half-orcs also tend to have problems grasping the pure devotion that most magic girls hold.

Alignment: Any nonlawful. Magic girls have a variety of outlooks on life and may be good or evil, however they may not be lawful since a large amount of the magic girl's power stems from her passion.

Starting Gold: 4d4 times 10 gp (100 gp).

Starting Age: "Simple" or "As rogue".

Table: The Magic Girl

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+2+2 Aura, Device, Summon Familiar 20
2nd+1+0+3+3 Transformation Sequence, Detect Device 31
3rd+2+1+3+3 Borrow Device, Aura of Exuberance 32
4th+3+1+4+4 Art (least) 330
5th+3+1+4+4 Free Cast 1/day 331
6th+4+2+5+5 Improved Aid 4320
7th+5+2+5+5 4331
8th+6/+1+2+6+6 Cary On, Call Out 43320
9th+6/+1+3+6+6 43331
10th+7/+2+3+7+7 Free Cast 2/day 443320
11th+8/+3+3+7+7 443331
12th+9/+4+4+8+8 4443320
13th+9/+4+4+8+8 4443331
14th+10/+5+4+9+9 44443320
15th+11/+6/+1+5+9+9 Free Cast 3/day 44443331
16th+12/+7/+2+5+10+10 444443321
17th+12/+7/+2+5+10+10 4444433321
18th+13/+8/+3+6+11+11 4444443332
19th+14/+9/+4+6+11+11 4444444443
20th+15/+10/+5+6+ 12+12 Free Cast 4/day 4444444444

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (arcana)(Int), Knowledge (local)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha)

Class Features

The magic girl is a cheerful companion or a dreaded slave driver. Either way, she has a variety of useful magic to draw on as well as useful skills for aiding her comrades.

Weapon and Armor Proficiency: A magic girl is proficient with all simple weapons, light armor, and small shields (but not heavy shields or tower shields). The magic girl is also proficient with her combat costume (see below). A magic girl can cast magic girl spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a magic girl wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (all do). A multiclass magic girl still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Aura: A magic girl who is good or evil has a particularly powerful aura corresponding to her alignment, the aura is equal to a cleric of the same level (see the detect evil spell for details).

Spells: A magic girl casts arcane spells, which are drawn from the magic girl spell list. She can cast any spell she knows without preparing it ahead of time. Every magic girl spell has several components; a verbal component (often the spell name), a somatic component, and an arcane focus (the magic girl's device); however, any other material or focus component costing less then 1gp is not needed to cast magic girl spells. Appropriate metamagic feats may be used to remove the components as normal (except the device requirement). To learn or cast a spell, a magic girl must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a magic girl’s spell is 10 + the spell level + the magic girl’s Charisma modifier.

Like other spellcasters, a magic girl can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magic Girl. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: Magic Girl Spells Known indicates that the magic girl gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

The magic girl’s selection of spells is extremely limited. A magic girl begins play knowing four 0-level spells of your choice as well as two 1st-level spells if her Charisma is high enough. At most new magic girl levels, she gains one or more new spells, as indicated on Table: Magic Girl Spells Known. (Unlike spells per day, the number of spells a magic girl knows is not affected by his Charisma score; the numbers on Table: Magic Girl Spells Known are fixed.)

Upon reaching 5th level, and at every third magic girl level after that (8th, 11th, and so on), a magic girl can choose to learn a new spell in place of one she already knows. In effect, the magic girl “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magic girl spell the magic girl can cast. A magic girl may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Some spells on the magic girl's spell list are followed by the note (good) or (evil). A magic girl may not learn or cast spells noted as opposing her own alignment. A neutral magic girl may not cast either. Spells noted as (good and evil) are good for good magic girls and evil for evil magic girls, neutral magic girls can not cast them.

As noted above, a magic girl need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. . Magic girls choose their spells from the following list:

0 Acid Splash, Daze, Detect Magic, Detect Poison (evil), Flair, Light, Lullaby, Mage Hand, Mending, Purify Food and Drink (good), Ray of Frost, Resistance, Touch of Fatigue (evil)

1st Burning Hands, Cause Fear (evil), Charm Animal, Charm Person, Color Spray (good), Detect Evil (good), Detect Good (evil), Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Inflict Light Wounds (evil), Jump, Ray of Enfeeblement (evil), Remove Fear (good), Shocking Grasp, Silent Image, Speak with Animals (good), Sleep, True Strike

2nd Aid (good), Acid Arrow, Align Weapon, Animal Messenger (good), Blur, Cat's Grace, Calm Emotions (good), Chill Metal, Command Undead (evil), Daze Monster, Eagle's Splendor, Enthrall, Flame Blade, Fox's Cunning, Gust of Wind, Heat Metal, Heroism (good or evil), Inflict Moderate Wounds (evil), Invisibility, Mirror Image, Owl's Wisdom, Protection from Arrows, Resist Energy, Scorching Ray, See Invisibility, Scare (evil), Spider Climb, Status, Whispering Wind (evil), Zone of Truth (good)

3rd Blink, Call Lightning, Charm Monster, Crushing Despair (evil), Daylight, Deep Slumber, Dispel Magic, Displacement, Flame Arrow, Fly, Good Hope (good), Halt Undead (good), Haste, Hold Person, Inflict Serious Wounds (evil), Keen Edge, Lightning Bolt, Magic Circle against Evil (good), Magic Circle against Good (evil), Magic Vestment, Major Image, Repel Vermin, Searing Light (good), Lesser Telepathic Bond, Vampiric Touch (evil)

4th Bestow Curse (evil), Blight (evil), Control Water, Death Ward (good), Dimensional Anchor, Dimension Door, Dismissal, Divine Power (good or evil), Lesser Globe of Invulnerability, Fire Shield, Freedom of Movement, Hold Monster, Inflict Critical Wounds (evil), Remove Curse (good), Shadow Conjuration, Speak with Plants (good)

5th Break Enchantment (good), Cone of Cold, Dominate Person (evil), Dream (good), Greater Heroism (good), Mage's Faithful Hound (good), Mind Fog(evil), Mislead, Nightmare (evil), Lesser Planar Ally (good or evil), Slay Living (evil), Telepathic Bond

6th Banishment, Mass Cat's Grace, Chain Lightning, Mass Charm Monster (good), Commune with Nature (good), Greater Dispel Magic, Eyebite (evil), Insect Plague (evil), Planar Ally (good or evil), Transformation (good or evil), True Seeing

7th Blasphemy (evil), Destruction(evil), Mass Hold Person, Holy Word (good), Power Word Blind, Prismatic Spray, Greater Shadow Conjuration, Sunbeam (good),

8th Binding (good), Dimensional Lock, Fire Storm, Holy Aura (good), Horrid Wilting (evil), Moment of Prescience, Greater Planar Ally (good and evil), Polar Ray, Sunburst (good), Trap the Soul (evil), Unholy Aura (evil)

9th Astral Projection, Freedom, Gate, Mass Hold Monster, Imprisonment, Iron Body, Wish

Table: Magic Girl Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd62
4th632
5th732
6th7432
7th7432
8th74332
9th74432
10th744332
11th744432
12th7544332
13th7544432
14th75544332
15th75544432
16th755444431
17th7555444321
18th7555444422
19th7555444432
20th7555544433

Device (Su): At level 1 a magic girl selects a single item in her possession and forms a powerful magical bond with that item. The item chosen becomes her method of channeling her magic into the world around her. A device must be something small enough that the magic girl can easily manipulate it with her hands. In order for the magic girl to cast any of her spells she must have her device in hand and perform the proper somatic components with it.

Any item that becomes a device has it's hardness increased by 5 and it's hit points increase by 10. At level 7 these bonuses increase to 10 and 20 respectively, at level 15 they increase to 20 and 50. At level 10 the device gains energy resistance 15 against acid, fire, cold, and sonic; at level 20 the resistance increases to 30 (this resistance does not extend to the magic girl).

If a magic girl's device is destroyed or lost she will be incapable of casting any spells or using her transformation sequence until she replaces it (unless she uses her free cast ability; see below). Replacing a device requires a ceremony taking up 24 hours and spending oils, incense, and other materials worth 100gp per class level. At the end of the ceremony the magic girl designates a new item as her device. Alternatively, if a destroyed device is somehow restored to functionality it becomes a device again. If the magic girl still has her old device in good condition, she can perform the ceremony to designate a new one by only spending 25gp per class level.

A magic girl can only have one device at a time. When she designates a new device the old one losses any device status and abilities. A device can be masterwork or magic in it's own right so long as the normal rules are followed.

Familiar: A magic girl may summon a familiar as though she was a Sorcerer of her class level.

However, a magic girl's familiar is often a guide or teacher sent from somewhere else. As such, a magic girl's familiar may speak one language of the player's choice (a raven may speak two). In addition the player selects one of the following skills: Knowledge (arcana), Knowledge (religion), Knowledge (the planes) or Spellcraft. The familiar is considered to have 10 ranks in the chosen skill and may make skill checks like a PC (modified by it's intelligence modifier like normal).

Transformation Sequence (Su): At 2nd level a magic girl is granted the use of a unique otherworldly protective covering, however it must spend most of it's time stored in a nondimentional space. The only way to retrieve it is by using the transformation sequence ability. Using this ability requires vocal and somatic components as well as the magic girl's device, and takes a full round action that does not provoke an attack of opportunity. During the transformation sequence the magic girl is bathed in light equivalent to a torch and any illusions that were cast on her are dispelled. Nothing can target or effect the magical girl during her transformation sequence and any attacks directed at her automatically miss.

After the magic girl has finished her transformation sequence her current armor is replaced by her combat costume (the old armor is temporarily stored in the nondementional space). A combat costume is a special piece of light armor that provides a +4 armor bonus and has a +8 maximum Dexterity bonus and a -0 armor check penalty. A combat costume is made of a supernaturally light material and weighs only 5lb.

In addition, when wearing her combat costume a magic girl gets a +20 circumstantial bonus on disguise checks (though the combat costume is obvious so she can not try to impersonate someone specific other then a different magic girl wearing a combat costume), she may also make a free disguise check when she activates her transformation sequence (though this check automatically fails against someone who sees her transform or who already has seen through her disguise previously).

If a magic girl uses her transformation sequence a second time her combat costume is replaced by her previous armor or clothing. Unfortunately, a combat costume can only be worn for so long in normal space. A magic girl can wear her combat costume for a total of 1 hour per day for every 2 class levels she has (minimum 1 hour), but this does not have to be consecutive and a magic girl may use her transformation sequence as many times a day as she wants so long as her total duration is not exceeded (rounds spent using the transformation count against the limit). If the total duration is exceeded then the magic girl is forced to use her transformation ability to return to her normal clothing on her turn and can not use this ability until she gets 6 hours of uninterrupted rest.

A combat costume has a hardness of 5 and 20 hit points. If a magic girl's combat costume is reduced to 0 hit points it is immediately destroyed. When this happens the magic girl immediately changes back to her old armor or clothing and she can not use her transformation sequence until she gets 6 hours of sleep at which point the combat costume is restored.

At 4th level the combat costume adds a +1 deflection modifier to AC, this bonus increases by 1 every 4 levels (+2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20)

When in a magic dead zone, the combat costume functions normally (though it loses it's deflection bonus), however the magic girl can not willingly use her transformation sequence. The transformation still force-ably activates when she runs out of time or if the combat costume is destroyed.

Detect device (Sp): At level 2 a magic girl's experience with her device allows her to sense the presence of devices nearby. This ability can be used at will and is similar to detect evil as the spell. However, the magic girl only detects auras given off by devices. A device gives off an aura identical to it's owner in both strength and alignment. Since every device is unique, a magic girl who examines a device's aura for three rounds can make a DC 10 Intelligence check to recognize a specific aura that she has examined before. A magic girl can detect her own device's aura from twice the normal range and always recognizes it as her's in the first round.

Borrow Device: At level 3 a magic girl becomes slightly less dependent on her device. While she still requires a device to cast her spells, in a pinch she may use another magic girl's device to fill the requirement. When using a device that is not her own, a magic girl casts all her spells as though she was two levels lower then she is and suffers a -2 penalty on the save DCs for any spells she casts.

Her experience with borrowing magic items also grants her a +4 competency bonus on Use Magic Device checks.

Aura of Exuberance (Ex): At 3rd level a magic girl's unbridled energy is already nearly unsurmountable. She becomes immune to any spell or ability that would cause her to become fatigued, and any spell or ability that would cause her to become exhausted merely causes her to become fatigued instead.

A magic girl's displays of energy also inspire her comrades to carry on and try to match her spirit. Any ally who can see or hear the magic girl also receives a +4 moral bonus on saves to resist fatigue or exhaustion.

At level 10 a magic girl becomes immune to inflicted fatigue and exhaustion, and the bonus she bestows to allies on saves becomes +8.

This ability functions while the magic girl is conscious, but not if she is unconscious or dead.

Art: Most magic girls are as wild in style as they are in spirit. This means that few magic girls are alike and this is often expressed in their Art, a specific style and passion that they can be inspired to gain extra abilities from. At 4th level a magic girl selects a single Art and gains the benefits from it. If an Art adds spells to a magic girl's spell list, they are in addition to her normal spells gained during leveling up and do not count towards her limit of spells known. A magic girl who has selected her Art may not chose another and may not change it later. The Arts a magic girl may chose and their benefits are as follows:

Arms: The magic girl gains proficiency with her device as long as it is a weapon. She is also considered to have the feats Weapon Focus and Weapon Specialization with her device.

Charm: The magic girl receives Spell Focus: Enchantment as a bonus feet and casts any Enchantment spells at +1 caster level. She also receives a +4 competency bonus on her Bluff and Diplomacy checks. Magic girls of this art tend to have particularly lacy and fashionable combat costumes, though this fact doesn't hamper their combat performance at all.

Destruction: The magic girl receives a +2 bonus on caster level checks to overcome spell resistance. A magic girl who selects this Art usually has a simple streamlined combat costume.

Healing: The magic girl adds the following spells to her spells known list. 0-Cure Minor Wounds, 1-Cure Light Wounds, 2-Cure Moderate Wounds, 2-Lesser Restoration 3-Cure Serious Wounds, 3-Remove Disease. She also receives a +2 competence bonus on Heal checks. A magic girl with this Art often has symbols associated with healing or doctors appear on her combat costume.

Moon: A magic girl with this Art may use the spells Light, Darkness, and Obscuring Mist as spell like abilities. She may use them a combined number of times per day equal to twice her Charisma modifier.

In addition, a hidden magic girl with this Art may reveal herself and suddenly confront her foe. If she delivers a speech as a full round action (a standard action during the surprise round) then all foes who can see and hear her must make a Will Saving Throw (DC 10 + Magic Girl level + Cha modifier) or become Shaken for the duration of the encounter.

Finally, a magic girl with this Art gets a +2 moral bonus on will saves when she can see the moon. Unintuitively, magic girls with this Art tend to have even flashier and brighter combat costumes then most others.

Nature: The magic girl may use Wild Empathy as though she were a Druid 3 levels lower then her Magic Girl level. She also adds Knowledge:Nature to her class skill list. A magic girl with this Art often has a combat costume that seems like it's made with plant or fur components.

Sun: A magic girl with this Art may at will cause her device to glow with the light of a hooded lantern, (30ft clear illumination and 60ft shadowy illumination) this ability is considered to be a spell level equal to 1/3 the magic girl's caster level (rounded up) for the purposes of interacting with darkness spells.

In addition, twice per day a magic girl of the sun Art may try to pierce an illusion by pure force of will. Doing so requires a standard action that provokes an attack of opportunity. Once this ability is activated it is treated as a casting of Dispel Magic that only affects spells and abilities of the Illusion school. Magic girls of this Art often find that there hair mysteriously turns a bright golden color when they use their transformation sequence.

Tower: When using her Transformation Sequence, a magic girl with this art may chose to call a heavier version of her combat costume. This new combat costume is medium armor that has a +6 Armor bonus, +6 maximum Dexterity bonus, and -2 armor check penalty. The medium combat costume weighs 15lb and like all medium armor reduces the wearer's speed to 20ft (15ft if small). The medium combat costume retains its deflection bonus and has 1.5 times as many hit points as the light combat costume.

A magic girl with this art may still use the light form of the combat costume and decides what form it takes whenever she uses her Transformation Sequence. She may also change from one form to the other using her Transformation Sequence.

A magic girl with this art also gains proficiency with medium armor and ignores the spell failure chance of medium armor and small shields. Regardless of actual weight, her combat costume always seems a bit more armored then others.

Wing: If the magic girl has her device in hand she may cause it to sprout wings and lift her off the ground magically granting her a fly speed of 60ft per round with average maneuverability (speed is 40ft with poor maneuverability if she wears medium or heavy armor, or if she carries a medium or heavy load). This ability lasts for 1 minute per level and may be used a number of times per day equal to her Cha modifier. To cast a spell while flying in this way a magic girl must succeed on a Concentration check (DC 12 + spell level). She also receives a +4 competency bonus on Jump checks. Magic girls of this Art tend to have their combat costumes decorated with feathers.

Word: A magic girl who chooses this Art adds all Knowledge skills to her class skill list as well as Decipher Script. In addition, a number of times per day equal to her Intelligence modifier she may cast a spell from a scroll that she could not normally use without having to make a Use Magic Device check. The magic girl must still decipher the scroll first.

Free Cast (Su): At level 5 a magic girl learns a limited amount of mastery of the magic inside her. Once per day when a magic girl casts a spell, she may treat it as though it were affected by the Still Spell and Silent Spell metamagic feats eliminating the spells vocal and somatic components. The magic girl also does not need her Device to Free Cast a spell. This ability does not increase the level of the spell slot required to cast the spell or change it's casting time.

A spell that is Free Cast still provokes an attack of opportunity like normal. A magic girl may not use this ability when casting a spell of the highest level spell she can cast.

A magic girl may use this ability an additional time per day for every 5 magic girl levels she has (twice at level 10, three times at level 15, four times at level 20).

Improved Aid (Ex): For a magic girl teamwork is life both on and off the battlefield. Whenever a magic girl succeeds at an Aid Another attempt, the bonus she grants her ally is +2 higher then normal.

Cary on (Ex): At level 8 a magic girl forms a bond with her comrades that allows her to push through even the worst hardships so long as she is not alone. Once per day when a magic girl fails a Will or Fortitude save she may attempt it again either immediately or on her next turn (her choice) at the same DC. When the magic girl attempts this second save each ally she can see or hear grants her a +1 bonus on the save and each other magic girl ally she can see or hear grants her a +2 bonus instead (maximum bonus equals character level). A magic girl can not use this ability if she can not see or hear any close allies.

Call Out (Ex): A magic girl who is level 8 can inspire and lead her friends to push beyond their normal limits. Once per day a magic girl can spend a standard action that does not provoke an attack of opportunity to speak passionately and loudly to her friends. Any ally that hears her speech becomes aware of the direction the magic girl is in and gains 2d6 + Cha temporary HP, this HP lasts for a number of minuets equal to the magic girl's Charisma modifier. Actual distance or location don't mater for this ability; as long as the ally can hear the magic girl speak it gains the benefit.

Ex-Magic Girls

A magic girl who becomes lawful loses the ability to use the transformation sequence and cannot gain more levels as a magic girl. She retains all the other benefits of the class

Epic Magic Girl

Table: The Epic Magic Girl

Hit Die: d6

LevelSpecial
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

4 + Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Magic Girl Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Magic Girl

Religion: Magical girls tend not to be especially religious, but those that are usually favor gods/goddesses of love, or good.

Other Classes: Magical girls are usually veteran team players, and work well with anyone - they respect what many fighter classes can do without magic, they appreciate the utility and immense flexibility of more traditional casting classes (and tend to be protective of them), and they can see the occassional need for the unique skills of more rogueish classes, though they don't necessarily approve of the methods.

Combat: Technically, a magical girl can take on any role in combat depending on which formula were selected in character creation. However, usually, a magical girl serves as an extremely agile mid-range damaging class - a magical girl serves best either by anchoring near the center of a formation and shooting at targets of opportunity to assist her party members, or by dashing through enemy lines to get a shot at the opponent's frailer casters, depending on her speed to minimize potential attacks directed at her, and her magical defences to reduce the chances of taking a hard hit. Skirmishing around the edge of a battle is also useful.

Advancement: A magical girl is generally best-served by focusing on her magical girl abilities, but useful multiclassing options include Rogue, and Fighter for some more martial magical girls. While magical girls generally benefit from the same statistics as spellcasters (particularly Sorcerors), multiclassing is generally not advisable since both her caster level as a spellcaster and as a magical girl will suffer. Some magical girls are also able to make use of the Arcane Archer prestige class (for the purposes of entry, a single spell-like formula can substitute for the arcane spellcasting requirement).

Magic Girls in the World

It's all right if I'm a devil... I'll just use my hellish powers to get you to listen!
—Nanoha Takamachi, Human Magic Girl

Magical girls usually serve either as independent adventurers or local guardians (the nature of their skills is very rough, and often self-taught), or as members of a military organization - they can serve very effectively as skirmishers, and while over short periods a magical girl lacks the flexibility of a true spellcaster to anchor and assist a unit of soldiers, their endurance means that they can do so over an entire battle, rather than a short engagement. Either way, a magical girl is meant for battle. Whether she is a healer, an infiltrator, a sniper, or a melee combatant, a magical girl has little to do when she is not fighting for something.

Daily Life: A magical girl's routine tends to vary between the independents and the military types. Either, however, can find themselves called upon more or less instantaneously to duty, and so tend to be on a state of alert. Civilian magical girls usually just enjoy civilian life, with the occassional patrol for whatever it is that they focus on fighting. Military magical girls, on the other hand, focus heavily on training and regular military duties.

Notables: Nanoha Takamachi.

Organizations: Magical girls do not have any particular class-wide organizations. Many are members of an existing military association, and there is at least one, the Time-Space Administration Bureau based on another world, that is composed essentially exclusively of magical girls.

NPC Reactions: NPCs are often unable to tell that the magical girl is a magical girl - when she is not actually doing anything spectacular, a magical girl is easily mistaken for a commoner, and when actually in action, an NPC is usually busier getting away from the exchange of firepower than deciding on how to react. Most NPCs do not really know what a magical girl is, and will generally presume them to be an outlandishly-dressed member of another class - usually a fighter or caster, and especially classes that are capable of both, such as paladin (or blackguard, depending on alignment and behavior), and react accordingly.

Magic Girl Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Magic Girls in the Game


Adaptation: .

Sample Encounter: .

EL : .


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