Author Topic: Class: Puella Magi  (Read 2782 times)

Kitsune_Kinomi

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Class: Puella Magi
« on: September 29, 2012, 06:24:32 PM »
All right ladies and gents. It's time for my second go round at home brew. This is some thing I've been working on for several months now. I will start off by saying that Puella Magi Madoka Magica is probably my second favorite anime of all time. After watching I knew that I had to make some thing similar to it in Legend hence why I have this class. 

Puella Magi
HP/Level: 8
Skills: 6
KOM: CHA
KDM: WIS
BAB: Good
Good Saves: Reflex & Fort
Fast Track: Soul Gem
Medium Track: Soul Weapon Scion
Slow Track: Magica

The Puella magi are girls who have been chosen by a creature of unknown origin. It seems both unsettling, but some how cute at the same time. The offer that it makes is a single wish in exchange for becoming a Puella Magi, those chosen to remove the corruption from the world. Unwitting these girls accept the offer and have sealed their fates. This class can only be taken by females (of any age technically). Additionally the three tracks of this class will all refear to magi points. These points are assined in the class discription and are refilled every [Scene], however if the number of magi points ever reaches 0 the character will die and can only be revived through the use of the miracle spell.
These three tracks are intended to be taken together, however multi-classing is permitted and taking these tracks with out the class chassis is also permitted, however soul gem can only be taken by girls.

Soul Gem
With a glimmer of light a magical being has handed you a beautifully crafted gem about the size of a peach pit. It gently pulses and glows with your favorite color, it seems to be calling you to an entirely different, unknown world. The magical creature has informed you that this is the key to your new life as a Puella Magi and you must keep it very safe. This track can only be taken by females. All bonuses from this track are fury bonuses and do not stack with fury bonuses from other tracks. A creature benefiting from fury bonuses may not benefit from sources of [precision] damage.
This is the source of power for a Puella Magi. In its standard form it resembles a gilded jewel, however in Henshin it will take the form of an emblem reminiscent of the girl's powers. It can also be changed into a variety of forms (ring, spyglass, etc...). The color of the soul gem will grow darker and darker as the number of Magi points gets closer to zero. This gem, as its name implies, houses the soul of the girl, meaning that it must remain within 300 yards of the girl for her body to function.
The Soul Gem track uses several abbilites that refer to magi points. The pool for magi points of this track is 7 * circle, this expands any existing magi point pool. Magi points are refreshed every [Scene], and if the wielder of a soul gem ever reaches 0 magi points they die immediately and can only be revived through the use of miracle.

1st Circle
HenshinSU: The most basic of all abilities for a Puella Magi. As a standard action she can change into a magical form that gives her extra abilities. The first of which will give her a bonus to attack and damage for each circle of this track she possesses. In addition in this heightened state she gains +1 to Fort/Reflex saves. Finally she will also gain dark vision, unless she naturally has darkvision, in which case she will gain ghostwise sight for 120ft. For each [Round] that henshin is maintained it costs 1 magi point. Henshin can be deactivated as a swift action.

2nd Circle
Fast HealingSU: A Puella Magi can restore can recover from injury at a much faster rate then normal though the use of her magic. While using henshin, at the cost of 1 Magi point per round, gain 2 points of [Fast Healing] for each circle of Puella Magi.
TelepathySU: The Puella Magi can communicate telepathically with any one within [Medium] range. This works like a channel that the Puella Magi opens with a target allowing return communication, however the Puella Magi can close the channel at any time. This power can be used even out of henshin.

3rd Circle
RegenerationSU: A Puella Magi is tough to kill. She possesses a regenerative power that can allow her to not only recover from cuts and scrapes, but pierced lungs and crushed spleens. She can make a pseudo-medicine check. No die is rolled and no additional modifier are added, but instead 1 Magi point must be spent to gain 5 point toward the medicine check. This check can only be used on the Puella Magi herself. For the purpose of time passage, treat the Puella Magi as both practitioner and patient. This ability can be used even while henshin is not active.

4th Circle
Greater HenshinSU: A Puella Magi can obtain her henshin in a much faster and powerful way. She can enter henshin as a move action. Additionally she now gains +2 Fort and Reflex saves and +1 AC.

5th Circle
BlinkSU: While in Henshin the Puella Magi can add the teleport descriptor to all her movements modes, this does not provoke an attack of opportunity, at the cost of 1 Magi point per move action.
Soul SuppressionEX: By disjoining the body and the soul all feelings of pain seem to vanish, however this technique will cost in agility. While in henshin, Ref saves and AC can be reduced by 3 to gain [Immunity] to [Battered], [Disabled], [Dying], [Sickened], and [Stunned].

6th Circle
Magical HenshinSU: A Puella Magi can now transform even more naturally. The activation of henshinis now a swift action. Additionally their Fort and Reflex saves increase to +4 and they gain +2 AC.

7th Circle
Epic HenshinSU: By using a large amount of energy a Puella magi can increase their combat expertise for a short time. Well in henshin, as a swift action she can double all effects of Henshin. However afterwords she will become [Exhausted] for the same numbers of rounds that she was in epic henshin. This will cost an attentional magi point per [Round] for a total of 2.
New Spells

Illusions of the Heart
Charm Person
Enchantment (Charm) [Mind-Affecting]
Circle: Illusions of the Heart 1
Casting Time: 1 Standard Action
Range: [Close] Range
Target: One Creature
Duration: Scene
Saving Throw: Will Negates
You can influence a single creature to view you in as favorable a light as possible. The target must make a Will save or immediately stop attacking you and your allies unless threatened. The use of any damaging or harmful effects against the target immediately cancels and dispels Charm. This influence lasts for the rest of the [Scene].
Once per social encounter, you may use Charm on an opponent. Doing so gives the opponent a social check (as if you used the Diplomacy skill). The opponent must succeed on a Will save or refrain from using the Intimidate skill for the duration of the social encounter. Additionally, the opponent must succeed on a Will save (same DC) to exit the [Encounter].

Blur
Illusion (Glamer)
Circle: Illusions of the Heart 2
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 [round] per [Scene
Saving Throw: None
Threw the use of bending lights and quick movments, one creature is rendered [Conseled].

Suggestion
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 3
Casting Time: 1 Standard Action
Range: [Close]
Target: One Living Creature
Duration: Scene
Saving Throw: Will negates
The Words you speak seem to have a magical effect on thouse around you. In a social encounter an opponent must make a Will save or you gain 3 tokens against them, however tokens gained in this way will expire at the end of the encounter.
When used in combat this spell manifests its self by giving you eith a +3 to AC against affected opponents, or reducing their Will save by 2.

Heroism
Enchantment (Compulsion) [Mind-Affecting]]
Circle: Illusions of the Heart 4
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: [Encounter]
Saving Throw: None
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks.

Confusion
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 4
Casting Time: 1 Standard Action
Range: [Medium]
Effect: 15ft Burst
Duration: 1 round/circle
Saving Throw: Will Negates
This spell causes the targets to become [Confused], making them unable to independently determine what they will do.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 5
Casting Time: 1 Standard Action
Range: [Close]
Effect: 35ft Radius
Duration: 2 Rounds
Saving Throw: Will negates
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. The creature is [Dazed] for 2 rounds.
A creature that fails its saving throw does not remember that you hypnotized it.

Antipathy
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 6
Casting Time: 1 hour
Range: [Close]
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will partial
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.
Antipathy counters and dispels sympathy.

Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 6
Casting Time: 1 hour
Range: [Close]
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will partial
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6×10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
Sympathy counters and dispels antipathy.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 6
Casting Time: 1 Standard Action
Range: [Medium]
Effect: Fog spreads in 20-ft. radius
Duration: [Encounter], see text.
Saving Throw: Will negates
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for the duration of the [Ecounter] or, outside of combat, 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.

Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Circle: Illusions of the Heart 7
Casting Time: 1 Full Round
Range: [Close]
Target: One creature
Duration: [Scene]
Saving Throw: Will Negates
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.


Chains of Life
Shield
Abjuration [Force]
Circle: Chains of Life 1
Casting Time: 1 Standard Action
Range: Personal
Effect: Self
Duration: Encounter
Saving Throw: None
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a [force] effect. The shield has no armor check penalty or arcane spell failure chance.

Black Tentacles
Conjuration (Creation)
Circle: Chains of Life 2
Casting Time: 1 Standard Action
Range: Medium
Effect: 20ft radius
Duration: 1 round/level
Saving Throw: None
1 opponent per circle within [close] range are [grappled]. These tenticles or ribbons burst from the ground and are treated as having the caster's level with a good Base attack Bonus and a KOM equal to the caster's, it is also treated as having health equal to 1/4 the casters. The Reflex save is treated as (10 + ½ casters level + KOM). When the tenticals or ribbons cease to [Grapple] with an opponent they disappear.

Protection from Arrows
Abjuration
Circle: Chains of Life 3
Casting Time: 1 Standard Action
Range: Touch
Target: Cearture Touched
Duration: Scene
Saving Throw: Will Negates
Gain [Lesser Resistance] to weapons with the [Ranged] discriptor. At third circle this protection increases to [Resistance], and at sixth it increases to [Greater Resistance].

Protection from Energy
Abjuration
Circle: Chains of Life 5
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: encounter
Saving Throw: Fortitude negates
Gain [Lesser Resistance] to an element of your choice. At third circle this protection increases to [Resistance], and at sixth it increases to [Greater Resistance].

Forcecage
Evocation [Force]
Circle: Chains of Life 6
Casting Time: 1 standard action
Range: [Close]
Effect: Barred Cage (20ft cube), windowless cell (10ft. cube)
Duration: Scene
Saving Throw: Relflex Negates
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Barred Cage
This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell
This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Crushing Hand
Evocation [Force]
Circle: Chains of Life 7
Casting Time: 1 standard action
Range: Close
Target: 1 creature
Duration: encounter
Saving Throw: None
Crushing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand; it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. This hand can attitionally push and grapple with the selected opponent.
Crushing hand is 10 feet long and that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20. It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field. The hand makes saving throws as its caster.
Any creature that tries to push past the hand is slowed to half its normal speed.
If you instruct the hand to push your opponent, treat the attack as a bull rush (DC 10 + 1/2 casters level + casters KOM +2). The hand is treated as having the same base land speed as its caster, but can affect those who are flying as well.
The crushing hand can grapple an opponent, and is treated as having the caster's level with a good Base attack Bonus and a KOM equal to the caster's. The Reflex save is treated as (10 + 1/2 caster's level + KOM + 2). When [grappled] the hand gains the Crushing natural weapon, however this natural weapon may only be used on the opponent who is being grappled, this natural weapon ignores the AC check (instead the grapple escape check will count for the AC check) and the KOM is as the caster's.
   
Crushing –  Range: Grapple [Brutal 3]
« Last Edit: December 08, 2012, 01:09:57 PM by Kitsune_Kinomi »
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

"The abuse of greatness is when it disjoins remorse from power."
~ Julius Cesar, William Shakespeare

My Moonshine

Kitsune_Kinomi

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Re: Class: Puella Magi
« Reply #1 on: September 29, 2012, 06:25:08 PM »
Weapon Scion: Soul Weapon
These weapons are the primary offense of a Puella Magi. They are a weapon that formed from their soul and over time can grant them a variety of different effects and abilities. These abilities will often cost magi points. The pool for magi points of this track is 3 * circle, this expands any existing magi point pool. Magi points are refreshed every [Scene] and if the wielder of a soul weapon ever reaches 0 magi points they die immediately and can only be revived through the use of miracle.

Determination of a Saber
You have chosen a path that is inevitable. It is always calling you closer and closer to your death, however you know that with enough determination you will prevail over anything that life can throw at you, even the inevitable. This determination is some thing you will use to protect those closest to you as well.

Unless otherwise specified, the abilities of this track only function while Determination is in your possession. Determination is a [Thrown], [Deft], [Parrying] melee Weapon that can only be obtained by taking this track. The weapon synchronizes with its user and functions only as a mundane sword without the use of this track. Starting at first circle Determination can be disarmed, however another can be summoned immediately thus rending disarm meaningless.

1st Circle
I Will Protect ThemEX: Determination is a blade that is surprisingly strong. It will allow you to do things that you never thought possible before now. Determination is treated as a lesser magical item and gains the enchantments, [Forceful] and [Extra Dimensional].

2nd Circle
You Will Not EscapeEX: With Determination at your side anyone who threatens you or your friends will have to pay the price, by your own hands. Once per round you may spend 1 magi point to, as part of your attack action, reduce the opponents AC by 1 and increase your AC by 1. This effect can stack with its self to a maximum of 5. Additionally Determination gains the [Drinking] enchantment.

3rd Circle
I Will Not FailEX: Through your continued strife, Determination has heeded your plea and become more powerful. It gains the [Brutal 1] and [Unbalancing] properties, and the [Spiteful] enchantment.

4th Circle
Blinding SpeedEX: Your movements have become so fast they are hard to track with the human eye alone. By spending 2 magi points deal two times your level damage to 3 enemies with in [close] ranger. These enemies must make a Reflex save (DC 10 + ½ your level + your Key Offensive Modifier) or be blinded for 2 [Rounds] and [Dazzled] for 2 [Rounds] after that.

5th Circle
You Can't Stop MeEX: Demtermination feels lighter now then it ever has before, it also seems to have become sharper then before allowing you to cleave your opponents in twain. Determination  gains the enchantment Wraithblade.

6th Circle
Deep SlashEX: Your blade cuts deep, and those who would stand in the way of your destiny must be cut down. By spending 1 magi point you can take a standard action to deal damage, to your opponet with in [Melee] range, equal to your character level plus your KOM and KDM.

7th Circle
Howling SlasherSU: Determination has grown to match your full potential. It has shown you a great amount of determination as well. Once per [Encounter] you may spend 4 Magi points to deal KDM and KOM plus 3 times your character level to all opponents within [close] range and must make a Fortitude save (DC 10 + ½ your level + your Key Offensive Modifier) or be [Blown away]. After this you are [Fatigued] until the end of the [scene].

Arrogance of a Spear
You are the best at what you do, you have become a fine-tuned killing machine and you know it. Anyone who stands in the way of what you want is nothing but a trilobite standing waiting to be crushed. This Arrogance is the only emotion you have left to cling to in life, after having the rest of them stripped away from you. This spear is the embodiment of all your pride and arrogance in a shape that will help you to crush those below you.

Unless otherwise specified, the abilities of this track only function while Arrogance is in your possession. Arrogance is a [Reach], [Tripping], and [Brutal 1] melee Weapon that can only be obtained by taking this track. The weapon synchronizes with its user and functions only as a mundane spear without the use of this track.

1st Circle
Finely-Crafted SpearEX: The spear you now hold has been crafted in an unknown forge, and this doesn't bother you in any way. Arrogance is treated as a [Lesser] magical item, and it gains the [Masterwork] and [Neutralizing] enchantments.

2nd Circle
Secrets of DistantEX: Having wielded Arrogance for some time now, you have discovered interesting properties of the spear. By spending 1 magi point you can exchange a single attack in your chain of attacks for an attack that will affect all enemies in one of the following ranges.
  • 20ft + 5ft per 5 levels, AOE on self.
  • Line of effect out to [Medium Range]
  • 15ft + 5ft per level cone
This can be done as many times as you have attacks in that round, however each attack will incur an additional magi point. Arrogance additionally gains the [Brutal 2], and [Brutal 3] properties.

3rd Circle
Master of CombatEX: Arrogance has become more like an extension of your body. At the cost of 1 magi point any successful combat maneuver you perform deals additional damage equal to your KOM plus your character level. This damage applies to all maneuvers, including Charge, except Power Attack and Deadly Aim. This damage never stacks with itself. So, for instance, if you Trip on a Charge due to some special ability, it only applies once. Additionally it gains the [Proactive] enchantment.

4th Circle
Blinding InsolenceEX: You have been growing stronger alongside Arrogance. Your endurance has become nearly tough enough to use Arrogance to its fullest. By spending 1 magi point you may Charge twice as a standard action: make a Charge, and then make a second Charge immediately afterwards. The penalties and benefits of these Charges do not stack. As part of a Charge, at any point in the Charge, you may move anywhere within your [Melee] range and make a [Bonus attack]. This movement does not provoke attacks of opportunity. After you make this [Bonus attack], you may continue your Charge in a straight line from your current location.

5th Circle
Binding ChainsEX: Arrogance has strengthaned and can now help you in some way. By spending 1 magi point you may use a new combat maneuver. This combat maneuver affects one opponet in medium range with a single attack and if the attack hits the opponet must make a reflex save (10 + 2/level + KOM) or be both [slowed] and [entangled] for 2 rounds.

6th Circle
Pride Before a FallEX: You have master one of arrogances final abbilites. You may spend 1 magi point to use a new combat maneuver. This attack will inflict the [Bleeding], [Battered], and [Burned] conditions.

7th Circle
Russo PhantasmSU: The final secret of Arrogance has been unlocked. Once per [Encounter] by spending 4 magi points you may enter a heightened state of mind allowing for more effective combat. For 5 rounds all damage you deal is doubled. When this effect ends you are treated as [Fatigued] until the end of the [Scene].

Seclusion of a Rifle
You have been left alone in this world. Their is no one for you to trust, no one to love. The only thing you have left is your own seclusion. If their is no one that you can depend on then the only option left is to depend on yourself. If you have no friends then the only thing left is to make sure no others end in the predicament that you are in. Treasure those who tolerate you and exterminate your enemies who stand in your way.

Unless otherwise specified, the abilities of this track only function while Seclusion is in your possession. Seclusion is a [Thrown], [Distant 1] and [Point Blank] ranged Weapon that can only be obtained by taking the track. The weapon synchronizes with it's user and functions only as a rifle sword with out the use of this track. Starting at first circle Seclusion can be disarmed, however another can be summoned immediately thus rending disarm meaningless.

1st Circle
Leave Me BeEX: This rifle you now hold seems to be of a caliber higher then your eyes have ever seen. You are sure that with this none will ever strike at you again. Seclusion is treated as a [Lesser] magic item.  By spending 1 magi point, after you are attacked by an enemy within [Close] range, you may make an immediate action to make a ranged attack against that enemy; this attack of yours does not provoke attacks of opportunity. If your attack hits, it does damage equal to your character level and leaves your target [Flat-footed] until the beginning of their next turn. Additionally Seclusion gains the [Magnum] and [Distant 2] properties.

2nd Circle
Powder ShellEX: The shells of Seclusion seem to have a special property much like the rifle its self. If you charge one with your energy it seems to cause a small explosion. By spending 1 magi point you can cause a 30ft radius on a selected square in [Medium] range.
Hit The MarkEX: Your aim with seclusion has grown a little bit better, allowing you to target even more vital areas in the heat of battle. By spending 1 magi point you can add 3 of damage per 2 character levels when making ranged attacks against a [Flat-footed] opponent.

3rd Circle
Solace of Fire PowerEX: Seclusion has been growing stronger alongside you. It seems as though this rifle is the only thing that you can truly put your faith in any more. Seclusion  gains the properties [Brutal 1] and [Brutal 2]. It additionally gains the [Energized (fire)] enchantment.

4th Circle
Deadly AimEX: Your accuracy with Seclusion has become astonishing. Your seem to never miss your mark, making you and your rifle more deadly then ever before to those who would dare to face you. By spending 2 magi points, as a move action, you can take aim, steady your breathing, and unleash devastation on your foe. Your next ranged attack this round deals additional damage equal to 4 times your character level if it hits. A successful Fortitude save (DC equal to 10 + ½ your level + your Key Offensive Modifier) halves the bonus damage and prevents that attack from reducing your target below 1 hit point. Regardless of the result of the attack, your attack inflicts the [Battered] condition on your target. Additionally Seclusion gains the [Brutal 3] and [Distant 3] properties.

5th Circle
Graceful EndEX: You and seclusion have developed a fighting style unique to you. Its swift movements and powerful blast can often dazzle your opponents. Seclusion is treated as an [Relic] magical item. By spending 1 magi point, as a swift action, you can make a single successful ranged attack that  deals normal damage, and your target must make a Reflex save (DC 10 +½ your character level + your Key Offensive Modifier) or be [Dazed] for one round. Additionally it gains the [Solar] enchantment.

6th Circle
DeflectionsEX: You have become so quick with Seclusion that even projectiles can't come close to you any longer. By spending 1 magi point, as an immediate action, you can intercept and negate all effects of any ranged weapon projectile, spell, supernatural ability, or spell-like ability with a single target, if that target is within [Close] range. Make an attack roll with a ranged weapon of your choice. Your attack roll replaces the target’s Armor Class, Fortitude, Reflex, or Will save, depending on the defense threatened by the particular attack. Additionally Seclusion gains the [Shock Wave] enchantment.

7th Circle
Tiro FinaleSU: Seclusion has shown you its final ability, and the trust between you and Seclusion has grown to its strongest point. Seclusion is now treated as an [Artifact] magical item. By spending 4 magi points, as a standard action you may deals damage in a 15 foot line of effect out to [Medium] range that may end at any point with a 50ft radius explosion. The damage dealt by this is your normal damage roll plus 4 times character level. After using Tiro Finale you are [Fatigued] until the end of the [Scene].
« Last Edit: February 04, 2013, 10:06:50 AM by Kitsune_Kinomi »
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

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Kitsune_Kinomi

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Re: Class: Puella Magi
« Reply #2 on: September 29, 2012, 06:25:17 PM »
Magica is the force that all Puella Magi can tap into. In some worlds it is much less pronounced, however in worlds where magic abounds the magic of Puella Magi grows stronger. In these world the Puella Magi have learned a few secrets of magic that few others know. Magica can be taken with out the class chassis, however the death penalty for running out of magi points remains. The Magi points gained for this track are 7 * Circle of Magica. The amount of magi points expended is based on the circle of the spell, C1 and C2 take up 1 point, C3 and C4 take up 2 points, C5 and C6 take up 3 points, and C7 takes up 4 points. There is no limit on how many spells may be cast from a specific school, as with other spellcasting tracks.

Curse of Healing
1st Circle
   Magic Missile – You fire a bolt of damaging magic.
   Cure Light Wounds  – Restores 1d8 HP +2 per level and removes one condition. (Inflict Light Wounds – 1d8 damage +1 per CL.)
   Bless (Bane) – Allies gain +1 to attack rolls and Will saves. Incantation – single creature gains +1 bonus to attack rolls, +1 more per 3 levels.

2nd Circle
   Nature’s Power – Improve one of a creature’s physical abilities by 4.
   Cure Moderate Wounds – Restores 2d4 +3 per CL and removes one condition. (Inflict Moderate Wounds – 2d4 damage +3 per CL.)
   Lesser Restoration – Removes magical ability penalties and restores 2 points of ability damage on a single ability; removes the [Fatigued] and [Exhausted] conditions.

3rd Circle
   Haste – Allies in an area gain a [Bonus attack] and have their movement speed increased.
   Cure Serious Wounds – Restores 3d4+4 per CL and removes two conditions. (Inflict Serious Wounds – 3d4 damage +4 per CL.)
   Death Ward – Allies gain [Immunity] to ability damage and [Negative levels].

4th Circle
   Wall of Force – Creates a wall of force.
   Regenerative Aura – Allies within [Close] range gain [Fast healing] 3 for the [Scene].
   Cure Critical Wounds – Restores 4d4 +4 per CL and removes three conditions. (Inflict Critical Wounds – 4d4 damage +4 per CL.)

5th Circle
   Sunburst - Blinds all within 10 ft., deals 6d6 damage.
   Heal – Restore 5 points of damage per character level and removes any 5 conditions. (Harm – deals 6 points of damage per character level to enemy.)
   Greater Dispel Magic – Like dispel magic, but better.

6th Circle
   Adamant Skin – Temporarily stop incoming damage.
   Heart of Oak – Creature gain [Immunity] to effects that are negated by a Fortitude save.
   Greater Restoration – Removes magical ability penalties and restores all ability damage; removes all harmful conditions presently on a character.

7th Circle
   Foresight – Gain immunity to surprise, discharge spell to automatically roll natural 20 on single die roll.
   Mass Heal – Restore 6 points of damage per character level to all allies. Reversal: deals 6 points of damage per character level to enemies, Fortitude save for half. Incantation: fully heals a single character (friendly incantation only).
   Miracle – Perform a miracle.

Illusions of the Heart
1st Circle
   Magic Missile – You fire a bolt of damaging magic.
   *Charm Person – Makes one person your friend.
   Sanctuary – Enemies must make a Will save or ignore the subject as long as the subject takes no hostile actions.

2nd Circle
   *Invisibility – Subject is invisible for 1 min./level or until it attacks.
   *Blur – Attacks miss subject 20% of the time.
   Nature’s Power– Improve one of a creature’s physical abilities by 4.

3rd Circle
   Haste – Allies in an area gain a [Bonus attack] and have their movement speed increased.
   *Suggestion – Compels subject to follow stated course of action.
   *Crushing Despair – Subjects take -2 on attack rolls, damage rolls, saves, and checks.

4th Circle
   *Heroism – Gives +2 bonus on attack rolls, saves, skill checks.
   Wall of Force – Creates a wall of force.
   *Confusion – Subjects behave oddly for 1 round/level.

5th Circle
   Sunburst – Blinds all within 10 ft., deals 6d6 damage.
   *Hypnotism – Put creatures in a [Daze]
   True Seeing – You see through figments and glamers.

6th Circle
   *Antipathy/Sympathy – Object or location affected by spell repels/attracts certain creatures.
   Project Image – Create an image of yourself that does and says whatever you do.
   Adamant Skin – Temporarily stop incoming damage.

7th Circle
   *Dominate Person – Controls humanoid telepathically.
   *Mind Fog – Subjects in fog take a -10 penalty to Will checks.
   Foresight – Gain immunity to surprise, discharge spell to automatically roll natural 20 on single die roll.

Chains of Life
1st Circle
   Magic Missile – You fire a bolt of damaging magic.
   *Shield – Invisible disc gives +4 to AC, blocks magic missiles
   Endure Elements – Exist comfortably in a hot or cold environment.

2nd Circle
   Nature’s Power – Improve one of a creature’s physical abilities by 4.
   *Black Tentacles – Tentacles or ribbons grapple within [close] range.
   Dimensional Swap – You instantly trade places with an ally within [Medium] range

3rd Circle
   Haste – One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
   *Protection from Arrows – Subject resistant to most ranged attacks.
   Resist Energy – You grant [Resistance] to a specific type of elemental damage.

4th Circle
   Wall of Force – Creates a wall of force.
   Repelling Ward – Creatures must make a Will save to approach you.
   Stoneskin – Reduce incoming damage.

5th Circle
   Sunburst – Blinds all within 10 ft., deals 6d6 damage.
   *Protection from Energy – Subject resistant to most energy attacks.
   Teleport – You and a few companions are instantly transported a long distance.

6th Circle
   Adamant Skin – Temporarily stop incoming damage.
   *Forcecage – Cube or cage of force imprisons all inside.
   Vortex – Creatures in area are drawn into a whirlwind and damaged.

7th Circle
   *Crushing Hand – Large hand provides cover, pushes, or crushes your foes.
   Spell Turning – Reflect several levels of spells back at their caster.
   Foresight – Gain immunity to surprise, discharge spell to automatically roll natural 20 on single die roll.
« Last Edit: December 08, 2012, 01:22:35 PM by Kitsune_Kinomi »
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

"The abuse of greatness is when it disjoins remorse from power."
~ Julius Cesar, William Shakespeare

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Grue

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Re: Class: Puella Magi
« Reply #3 on: September 29, 2012, 08:57:23 PM »
[throwing] is a melee weapon property, and you gave it to a ranged weapon (seclusion).
5th circle of determination:"Determination is not treated as a relic." typo?
Arrogance does not have the "resummon if disarmed" clause the other weapon tracks have is this intentional?

Kitsune_Kinomi

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Re: Class: Puella Magi
« Reply #4 on: September 29, 2012, 09:18:13 PM »
[throwing] is a melee weapon property, and you gave it to a ranged weapon (seclusion).
Sorry that pointed out in a beta version, it is tenically a Melee weapon with a thrown property mechanically. If you want to think of it the way I did I gave a Range weapon a property that made it melee.

5th circle of determination:"Determination is not treated as a relic." typo?
Welcome to my typing in general @.@ saying things that negate what I really mean, *fixing*

Arrogance does not have the "resummon if disarmed" clause the other weapon tracks have is this intentional?
Yes this is intentional. It was to model the fact that in the anime (apologies if you haven't watched the anime) Mami, who the rifle is based on, and Saiyaka, who the saber is based on, can both summon a near indefinite number of swords and rifles were as Kyoko, who the spear is based on, is only show to be able to have one out at a time there for i you disarmed her she would have to go pick it up. So yes this was intentional.

Oh and thank you for the help I really appreciate it ^^
« Last Edit: September 29, 2012, 09:19:48 PM by Kitsune_Kinomi »
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

"The abuse of greatness is when it disjoins remorse from power."
~ Julius Cesar, William Shakespeare

My Moonshine

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Re: Class: Puella Magi
« Reply #5 on: September 29, 2012, 09:23:34 PM »
Given the notes you made at the top, these are some pretty good tracks so far. They represent the anime pretty well.
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Re: Class: Puella Magi
« Reply #6 on: September 30, 2012, 10:43:56 PM »
*updated Info about Magica track*
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

"The abuse of greatness is when it disjoins remorse from power."
~ Julius Cesar, William Shakespeare

My Moonshine

Kitsune_Kinomi

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Re: Class: Puella Magi
« Reply #7 on: October 05, 2012, 10:48:02 AM »
All right I posted the Magic track @.@ that was a lot more complicated then I thought it was going to be.

Any ways I appologize as I got to impataint and so my editor hasn't seen it yet either meaning lots of typos, and logic issues are gunna be in the magica section for the time bing, feel free to point 'em out cause I can't find my own problems very easily >< any ways I hope you guys at least found the idea to be interesting and I look forward to posting some more content soon, I'm thinking one more weapon scion is in the works >:3
"The mark of a immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one. "
~ Wilhelm Stekel

"I thought I'd pretend I was one of those blind deaf-mutes."
~ Catcher in the Rye, J. D. Salinger

"The abuse of greatness is when it disjoins remorse from power."
~ Julius Cesar, William Shakespeare

My Moonshine