Emissaries of distant magical kingdoms, guardians of love and justice, or pawns of cosmic forces beyond their understanding, magical girls are fabulous spellcasters who can wield tremendous powers. Blessed with beauty, grace and charm magical girls are often on the front lines of the neverending war between good and evil. They, like henshin heroes, are chosen by fate or forces larger than themselves to do battle with the forces of darkness and it is only the weapons they wield that differentiates them. They share the magus’ skill in the arcane and, like them, choose to employ it from the frontlines. Magical girls, called magical boys if male, are often strong in their convictions- determined to complete whatever task lies before them.
Role: Magical girls are competent spell casters on their own, however their ability to transform gives them the power to unleash massive amounts of magical destruction on their foes.
Alignment: any
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Parent Classes: Magus and Henshin Hero.
Class Skills: The magical girl’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha) Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier
Class Features[]
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Transformation, transformation trinket, tension, finishing move +2d6, motif |
| 2nd | +1 | +3 | +0 | +3 | Spell combat |
| 3rd | +2 | +3 | +1 | +3 | Finishing move +4d6 |
| 4th | +3 | +4 | +1 | +4 | Magical girl power |
| 5th | +3 | +4 | +1 | +4 | Finishing Move +6d6, motif |
| 6th | +4 | +5 | +2 | +5 | Bonus feat |
| 7th | +5 | +5 | +2 | +5 | Finishing move +8d6 |
| 8th | +6/+1 | +6 | +2 | +6 | Magical girl power |
| 9th | +6/+1 | +6 | +3 | +6 | Finishing move +10d6 |
| 10th | +7/+2 | +7 | +3 | +7 | Motif |
| 11th | +8/+3 | +7 | +3 | +7 | Finishing move+12d6 |
| 12th | +9/+4 | +8 | +4 | +8 | Bonus feat, magical girl power |
| 13th | +9/+4 | +8 | +4 | +8 | Finishing move +14d6 |
| 14th | +10/+5 | +9 | +4 | +9 | Greater spell combat |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Finishing move +16d6, motif |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Magical girl power |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Finishing move +18d6 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Bonus feat |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Finishing move +20d6 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Magical girl power, motif |
The following are the class features of the magical girl.
Weapon and Armor Proficiency[]
A magical girl is proficient with all simple and martial weapons. A magical girl is also proficient with light armor. She can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magical girl wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magical girl still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells[]
A magical girl casts arcane spells drawn from the magus spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a magical girl must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a magical girl’s spell is 10 + the spell level + the magical girl’s Charisma modifier.
Like other spellcasters, a magical girl can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 12-2: Magical Girl Spells Per Day. In addition, she receives bonus spells per day if she has a high Charisma score.
The magical girl’s selection of spells is extremely limited. A magical girl begins play knowing four 0-level spells and two 1st-level spells of the magical girl’s choice. At each new magical girl level, she gains one or more new spells, as indicated on Table 12-3: Magical Girl Spells Known. (Unlike spells per day, the number of spells a magical girl knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells in the Pathfinder Core Rulebook).
Upon reaching 5th level, and at every third magical girl level after that (8th, 11th, and so on), a magical girl can choose to learn a new spell in place of one she already knows. In effect, the magical 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 one level lower than the highest-level magical girl spell the magical girl can cast. A magical 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.
A magical 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.
| Level | Spells Prepared | Spells Per Day | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 1st | 2nd | 3rd | 4th | 5th | 6th | |
| 1st | 4 | 2 | — | — | — | — | — | 1+1 | — | — | — | — | — |
| 2nd | 5 | 3 | — | — | — | — | — | 2+1 | — | — | — | — | — |
| 3rd | 6 | 4 | — | — | — | — | — | 3+1 | — | — | — | — | — |
| 4th | 6 | 4 | 2 | — | — | — | — | 3+1 | 1+1 | — | — | — | — |
| 5th | 6 | 4 | 3 | — | — | — | — | 4+1 | 2+1 | — | — | — | — |
| 6th | 6 | 4 | 4 | — | — | — | — | 4+1 | 3+1 | — | — | — | — |
| 7th | 6 | 5 | 4 | 2 | — | — | — | 4+1 | 3+1 | 1+1 | — | — | — |
| 8th | 6 | 5 | 4 | 3 | — | — | — | 4+1 | 4+1 | 2+1 | — | — | — |
| 9th | 6 | 5 | 4 | 4 | — | — | — | 5+1 | 4+1 | 3+1 | — | — | — |
| 10th | 6 | 5 | 5 | 4 | 2 | — | — | 5+1 | 4+1 | 3+1 | 1+1 | — | — |
| 11th | 6 | 6 | 5 | 4 | 3 | — | — | 5+1 | 4+1 | 4+1 | 2+1 | — | — |
| 12th | 6 | 6 | 5 | 4 | 4 | — | — | 5+1 | 5+1 | 4+1 | 3+1 | — | — |
| 13th | 6 | 6 | 5 | 5 | 4 | 2 | — | 5+1 | 5+1 | 4+1 | 3+1 | 1+1 | — |
| 14th | 6 | 6 | 6 | 5 | 4 | 3 | — | 5+1 | 5+1 | 4+1 | 4+1 | 2+1 | — |
| 15th | 6 | 6 | 6 | 5 | 4 | 4 | — | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | — |
| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 1+1 |
| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 2+1 |
| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 |
| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 |
| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 |
Transformation Trinket (Su)[]
At 1st level the magical girl has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A magical girl can add additional magic abilities to her transformation trinket as if she had the required item creation feats and if she meets the level prerequisites of the feat. For example, a magical girl with a magic baton must be at least 9th level to add magic abilities to the baton (see Craft Rod feat). The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the magical girl who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a transformation trinket is damaged, it is restored to full hit points the next time the magical girl regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 gp per magical girl level plus the cost of the item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket. If the magical girl casts a spell with a focus or divine focus component she may use her transformation trinket in place of the spell’s normal component.
Transformation (Su)[]
At 1st level the magical girl may, as a standard action, in an explosion of light and quite possibly ribbons, summon a suit of armor. This armor is treated as light armor in all ways and has no armor check penalty, arcane spell failure chance, movement speed reduction, or maximum Dexterity bonus. This armor replaces any armor the magical girl is currently wearing and grants a bonus to AC equal to her Charisma modifier. At 3rd level the armor gains a +1 enhancement bonus to AC, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 15th level. In addition she gains the ability to cast one extra spell per day of each level she can cast while transformed. She may remain transformed for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, he can remain transformed for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a magical girl can remain transformed per day. These rounds need not be consecutive but must be used in at least one round increments.
Finishing Move (Sp)[]
At 1st level, while transformed the magical girl may, as a standard action, fire a blast of magical energy. This is a melee or ranged touch attack that deals 2d6 points of damage. At 3rd level and every 2 levels thereafter the amount of damage dealt increases by 2d6. This damage is extra damage and is not multiplied on a critical hit, or with feats like Vital Strike.
Tension (Su)[]
At 1st level the magical girl gains a pool of tension, supernatural power that she can use to devastate her foes. This pool has no points in it by default instead she gains points under the following conditions..
- The magical girl gains a point of tension when she uses her transformation class feature.
- At the start of each turn that she remains transformed she gains 1 point of tension.
- Each time she reduces a foe to 0 or fewer hitpoints with her finishing move she gains an amount of tension equal to 1/4 the creatures HD.
She may spend points of tension to do either of the following:
- She may spend 1 point to increase the damage dealt by her finishing move by 1 per die rolled. She may never add more than 1/2 the maximum possible result of the die she rolls for her finishing move in this manner. This damage is multiplied on a critical hit.
- She may spend 1 point to gain a +2 competence bonus on rolls made to overcome a creature’s spell resistance with her finishing move. At 4th level and every 4 levels thereafter she may spend an additional point to increase this bonus by 1 per point spent.
A magical can never have more tension than 2 + 1/2 her level. Once a magical girl uses her finishing move, or when her transformation class feature ends, any accrued tension is lost.
Motif (Su)[]
A magical girl gains a henshin hero motif. The motif is selected at 1st level, and this choice cannot be changed. A magical girl’s effective henshin hero level for her motif abilities is equal to her magical girl level. In addition at 1st level, and every three levels thereafter, a magical girl gains an additional spell, derived from her motif. These spells are in addition to the number of spells given on Table 12-3: magical girl spells known. These spells cannot be exchanged for different spells at higher levels. If a spell requires a focus or divine focus she may use her transformation trinket in place of that focus.
Spell Combat (Ex)[]
At 2nd level, a magical girl learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magical girl must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of her attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Charisma bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but any attacks still take the penalty. A magical girl can choose to cast the spell first or make any weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.
Magical Girl Powers[]
As the magical girl gains experience she learns a number of abilities that empower her magic. Starting at 4th level and every 4 levels thereafter, a magical girl gains one magical girl power. Unless otherwise noted, a magical girl cannot select an individual talent more than once.
(Magical Girl Powers can be found here)
Bonus Feats[]
At 6th level, and every six levels thereafter, a magical girl gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or metamagic feats. She must meet the prerequisites for these feats as normal.
Improved Spell Combat (Ex)[]
At 8th level, the magical girl’s ability to cast spells and make attacks improves. When using the spell combat ability, she receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Greater Spell Combat (Ex)[]
At 14th level, the magical girl gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, her concentration check bonus equals double the amount of the attack penalty taken.
Favored Class Options[]
- Aasimar: +1/6th of a point of tension when targeting an evil outsider with your finishing move.
- Catfolk: +1/4th of the flamboyant transformation henshin hero power, each time after that adds +1/4th to that power’s save DC.
- Elf: +1/4th to the amount of tension you can spend to overcome spell resistance with your finishing move.
- Human: Increase the magical girl’s total number of transformation rounds per day by 1.
- Orc: +1/4th to the amount of tension you can spend to deal extra damage with your finishing move.
- Wug: +1/6th to the save DC of spells with the fear descriptor while bloated.