[Tome] Magical Warrior

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Prak
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[Tome] Magical Warrior

Post by Prak »

Magical Warrior
"In the name of Balance, I will punish you!"
--Nerali, Magical Warrior of Baphomet

It is not uncommon for young people to be chosen by mysterious patrons, learning of their destiny only when an adorable animal shows up and won't stop following them, or a small charm falls out of space and smacks them in the head.
Whether they know of their patron or not, and how much they know if anything, has no bearing on a magical warrior's power.
Individual Magical Warriors display a wide variety of specific powers, but all have an outfit and weapon granted and augmented by their patron, as well as an adviser they can consult.
Wizards, Bards, Archivists and other classes which have good will saves and at least one Kn. Skill have the easiest time becoming Magical Warriors. There are, however, many ways of gaining Knowledge skills as class skills, and so a character of any class may find themselves called to fight under their patron's banner.

Race: Patrons typically favour attractive and strong willed races, but any character who meets the requirements can enter the class.
Alignment: Magical Warriors often fight "for beauty and truth," or at least an aesthetic ideal and a belief that their way of life is superior. They tend to be Lawful, but nothing requires them to be.

Requirements
Base Will Save: +4
Skills: Knowledge (any one, see Patron) 8 ranks
8 ranks in any of the following: Bluff, Diplomacy, Disguise, Intimidate, Perform (Any), Use Magic Device

d8 Hit Die
Good Ref and Will
3/4 BAB
4+Int Mod Skill Points
Class Skills: Balance, Diplomacy, Disguise, Handle Animal, Intimidate, Jump, Knowledge (type by Patron), Sense Motive, Spellcraft, Tumble, Use Magic Device
LevelSpecial
1Patron, Craft of the Warrior, Patron's Regalia, Diminutive Advisor
2Sphere (Basic), Smite 1/day
3Bonus Feat, Regalia Power Up (increased damage), Quick Transformation (Standard)
4Smite 2/day, Regalia Power Up (improved armour)
5Sphere (Advanced), Regalia Power Up (increased damage), Quick Transformation (Move)
6Regalia Power Up (improved armour)
7Smite 3/day, Regalia Power Up (increased damage), Quick Transformation (Swift)
8Sphere (Expert), Regalia Power Up (improved armour)
9Quick Transformation (Free), Regalia Power Up (increased damage)
10Smite at will, Regalia Power Up (improved armour), Quick Transformation (Immediate)

Weapon and Armour Proficiencies: A Magical Warrior gains proficiency in one weapon and one armour of her choice.

Patron: Each Magical Warrior is chosen by a patron. The nature of this patron determines the Knowledge skill they must have 8 ranks in to enter the class and get a bonus to from their familiar, the target of their smite attack, and the sphere they gain access to.

Craft of the Warrior: Every warrior has their own suite of powers which draw on their history. Magical Warriors gives advancement to pre-existing class features, such as sneak attack, bardic songs per day (but not bardic music known), caster level (but not spells known), and initiator level (but not new maneuvers). It does not grant new class features, nor does it grant spells per day, spells known, or similar abilities.

Patron's Regalia: All Magical Warriors receive a weapon and armour from their patron, which, when not in use, change to an innocuous form or are stowed in an extra-dimensional space. As a Full Round Action, a Magical Warrior may transform, unleashing this armour and weapon for the duration of her combat, or until she becomes exhausted.
The armour of the Magical Warrior takes the form of any one type of armour, which always benefits from an enhancement bonus equal to 1/3 the Magical Warrior's character level.
The weapon of the Magical Warrior may be any one weapon, ranged or melee, or a ranged touch blast which she fires from her hand and deals 1d6 damage (the type may be chosen from the following: Cold, Electricity, Fire, Light, Sonic, Positive or Negative Energy).
The Magical Warrior always applies her Charisma modifier as a Deflection bonus to Armour Class, and as a bonus to damage rolls made with her weapon.
This armour and weapon is granted by her patron, and cannot be destroyed save by the patron's whim. If the weapon or armour is sundered, it will reform with 24 hours. Particularly grievous attacks against the regalia may prevent the regalia from reforming automatically, effectively placing a geas (which can be completed within 1 day's time once it is begun) upon the Magical Warrior, but in these events, the Warrior always retains a piece of the item in question, and once the geas is completed, the item reforms within 1d6 minutes.

Diminutive Adviser: A Magical Warrior is always accompanied by an intelligent adviser, who conveys the will and lessons of her Patron, and aids her in understanding her enemies. This functions as a familiar, save that the creature has an intelligence score equal to that of the base creature, or 10+Magical Warrior Class level, whichever is higher, and always has max ranks in the knowledge skill (using the Magical Warrior's HD) which the Magical Warrior's patron required. This means that a Magical Warrior's familiar is always able to aid her on her Patron's knowledge skill, effectively granting a +2 to rolls, and allowing the familiar to make it's own roll if the Magical Warrior's fails. Each level of Magical Warrior is treated as two levels of Wizard for the purposes of the Adviser's special abilities and natural armour.
Effectively, Magical Warriors gain Obtain Familiar and Improved Familiar (or just Acquire Familiar in Tome) as bonus feats. Typically, their Improved Familiar is a celestial or fiendish version of a normal animal.
Magical Warrior Teams wrote:It is not uncommon for multiple Magical Warriors to fight as a single team. In this case, they often share a single patron, who grants them one adviser for the group. These advisers are treated as the adviser of the Magical Warrior with the highest class level, with each other Magical Warrior acting as a bonus class level for determining special abilities, natural armour, intelligence and ranks in the patron's preferred Knowledge of the adviser.
Sphere: At 2nd level, a Magical Warrior gains basic access to one sphere, the nature of which is based on her Patron. This improves to Advanced at 5th level and Expert at 8th level.

Smite: A 2nd level Magical Warrior learns her mission is to destroy enemies of her Patron. To that end, she is granted the ability to smite a particular category or categories of foe 1/day as a paladin of her class level. She may smite one additional time per day at 4th and 7th level. When she reaches 10th level, she gains the ability to smite at will.
A Magical Warrior with levels of Paladin counts both her Paladin and Magical Warrior levels to determine the number of times per day she may use each smite ability, and may, at her option, apply both smite abilities to a single attack if appropriate to her target. A Magical Warrior with levels in any other class which grants a Smite ability may do the same.
Patrons generally grant the ability to smite one or two of the below categories:
[spoiler]
Aberration
Arcane Spellcasters
Construct
Creatures of a specific alignment part (good, evil, lawful or chaotic)
Divine Spellcasters
Dragon
Giant
Humanoid (typically a broad type or group of subtypes. "Goblinoids, Orcs and Kobolds," or "Civilized [Dwarves, Elves, Gnomes, Halflings and Humans]" for example)
Magical Beasts
Monstrous Humanoids
Oozes
Undead
Vermin
"Servants of [Nemesis]" (Example- Servants of Lolth, which would include drow, bebiliths, monstrous spiders, driders, etc)

[/spoiler]

This Smite ability counts as any other form of Smite for the purposes of trading it out. Some patrons give their magical warriors the Ranger's Favored Enemy class feature (a la the Holy Judge paladin variant), others a righteous fury akin to rage (a la the Half Orc paladin substitution levels).

Bonus Feat: At 3rd level, the Magical Warrior gains a bonus feat for which they qualify.

Regalia Power Up: At 3rd level, the Magical Warriors Regalia increases in Power. The weapon granted by her patron deals damage as if it were one size larger. Alternatively, the Magical Warrior may choose a second weapon to wield in her off hand. At 5th level, the weapon becomes a Minor Item, gaining an appropriate ability. At 7th level, it's damage increases as if it were another size larger. At 9th level, the weapon becomes a Moderate Item, gaining an appropriate bonus.
At 4th level, the Magical Warrior's armor becomes more protective, the armor bonus from the armor increases by 50%. At 6th level, the armor becomes a Minor Item, gaining an appropriate special ability. At 8th level, the armor bonus from the armor increases again, this time by 33% (For a total increase of 100% from the armor's base armor bonus). At 10th level, the armor becomes a Moderate Item, gaining an appropriate ability.
Once the Magical Warrior has gained four character levels beyond Magical Warrior 9, the weapon becomes a Major Item, gaining an appropriate ability, and once she gains four character levels beyond Magical Warrior level 10, her armor becomes a Major Item, gaining an appropriate ability.

Quick Transformation: At 3rd level, the Magical Warrior learns to transform into their battle regalia more quickly, taking only a standard action to do so.
At 5th level, they may transform as a move action, at 7th level as a swift action, at 9th level as a free action, and at 10th as an immediate action.
ACF: Talented Magical Warrior
Replaces: Diminutive Adviser
Benefit: Instead of a cute animal to tell you what to do, you get a little more out of your Transformation. Choose one class skill Good save, or weapon proficiency for the class your magical warrior levels stack worth for Craft of the Warrior. While you are transformed, you gain a competence bonus on checks with that skill equal to your magical warrior class level, our half it for attacks our saves with the chosen weapon or save. If you have the feast Versatile Magical Warrior, each persona may provide a bonus to a different skill, weapon or save.

ACF: Symbiote Warrior
Replaces: Patron's Regalia and Regalia Power Up, Diminutive Advisor.
Benefit: Instead of the Patron's Regalia weapon and armor the Magical Warrior gains a Nethar Symbiote with HD equal to the Magical Warrior's character level-2. When not in use, the symbiote will replicate normal clothing, but may be "unleashed" consistent with the Magical Warrior's transformation, taking a full round. As the Magical Warrior increases in level, their symbiote also improves, always having appropriate HD for their character level.

Whether active or inactive, the Magical Warrior's symbiote also serves as their advisor. The symbiote has the Intelligence and skills that the Magical Warrior's advisor would have, and improves as a familiar.

Because it combines the Magical Warrior's regalia and advisor, Symbiote Warriors also gain the Focused Magical Warrior feat (see below), with the caveat that their advisor is an outsider, rather than a construct, and their symbiote is considered to be both a weapon and armor. Finally, the Magical Warrior may sacrifice a level's worth of Craft of the Warrior benefits (ie, their Magical Warrior level is counted as 1 less) or Smite uses to instead take a Symbiote feat.

Note, all attacks granted by the symbiote, whether the basic bite and claws or weapons granted through weapon shaping, are considered to be Regalia weapons.

Feat: Versatile Magical Warrior [General]
"I'm going to change!"
The Magical Warrior has a number of personas, choosing the one to assume as fits the situation.
Prerequisite: Craft of the Warrior
Benefit: You may choose a number of Classes you possess levels in equal to your Magical Warrior class level. Each class now forms its own persona that you can transform into, with its own Craft of the Warrior benefit, weapons and armors. You may only benefit from one persona at a time, and each time you wish to change your persona, you must Transform.

Feat: Focused Magical Warrior [General]
Some Patrons grant their boons in more discrete packages.
Prerequisite: Patron's Regalia
Benefit: Your Devoted Adviser and a piece of your Regalia are one in the same. Your adviser has the Construct type (instead of the Magical Beast type), and may have the Living Construct subtype at your option (if you're not using Tome). Your adviser has a telepathic link with you at all times, and if destroyed, is reformed exactly as your regalia would be, and maintains a telepathic link through the piece of the regalia you keep if you must complete a geas to reform it. Because your regalia is sentient, it can aid you even better in combat, suggesting tactics, and using the Aid Another action on your attacks, if it is your weapon, or effectively using it to help you dodge, if it is your armour, granting a +2 misc bonus to your AC.
Finally, if you are unconscious or caught unawares, a Weapon Adviser can deflect a single attack each round (replace your AC with an attack roll at your highest bonus for one attack you are subject to each round if unconscious or denied your dexterity to AC), and an Armour Adviser may take a single standard or move action with your stats each round while you are unconscious.
Last edited by Prak on Sat Mar 29, 2025 8:40 pm, edited 23 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Magical Warrior Patrons
Many goddesses and magical queens sponsor magical warriors. A full listing of possible would be far too long, and so instead, this list will be more general.
A Patron determines several things for it's magical warriors--The Knowledge required to enter the class and specialized in by the adviser, the sphere which the magical warrior gains, the category of creature which the magical warrior can smite, and possible the form of the magical warrior's weapon and/or armour.
Gods and Goddesses: Gods who sponsor Magical Warriors are the easiest to make patrons. Generally speaking, a god will have an enemy--whether a type of creature or another god, an associated animal, domains which are easily turned into spheres, and a favoured weapon they may encourage or require their magical warriors to use.
  • Examples
  • Sehanine Moonbow
    • Sehanine Moonbow is the consort of Corellon Larethion, goddess of death, beauty and dreams, and opposes the Drow and undead.
    • Enemy: Servants of Lolth and Undead
    • Favoured Knowledge: Religion
    • Associated Animal: Owls
    • Spheres available: Dream, Knowledge, Oracle, Repose, Travel, Trickery
    • Favoured Weapon: Longbow
  • Freya
    • Freya, wife of Odin, is a goddess of love, marriage, and war. Like much of her pantheon, her enemy is the giants.
    • Enemy: Giants (especially Frost and Fire)
    • Favoured Knowledge: Nature
    • Associated Animal: Primarily cats, but also falcons
    • Spheres available: Air, Magic, Seduction
    • Favoured Weapon: Longsword
  • Odin
    • Odin is the chief of his pantheon. His magical warriors are either mortals who were slain in battle, or are women chosen to become valkyries.
    • Enemy: Giants
    • Favoured Knowledge: Nature
    • Associated Animal: Ravens, wolves
    • Spheres available: Aegis, Air, Magic, Majesty, Mystery, Oracle
    • Favoured Weapon: Shortspear
Magical Patrons: Powerful mortal mages may also sponsor magical warriors. While it takes a not-inconsiderable amount of personal power to create them, they are valuable to have, as they will frequently undertake quests for their patrons without asking many questions.
Magical Patrons are highly individualised, and are a good option for players who want to make up their own patron, as all it requires is the DM agreeing "yeah, there's probably a wizard or sorcerer like that somewhere in the world."
Outsider Lords: It is totally fair game for celestial paragons, demon lords and arch devils and other nigh-godlike outsiders to be patrons for Magical Girls. Typically they require Knowledge (the Planes), and have as their enemy outsiders of another faction. They grant as advisers celestial and fiendish versions of normal animals, and not-uncommonly minor outsiders such as imps or lantern archons. The spheres of such magical warriors are often related to their patron's own spell like abilities.
Elemental Princes: Much like Outsider Lords, Elemental Princes (of good and evil) can also empower magical warriors. They typically grant small elementals as advisers, have creatures of an opposed elemental subtype or servants of an opposed elemental prince as enemies, grant elemental spheres, and favour Knowledge Nature.
Magical Warriors as Knightly Orders[Tome]
The Knightly Orders of 10th level Knights often work well as Patrons of Magical Warriors.
  • The Angelic Order
    • Knights ordained by angels to combat the fiendish hordes and armies.
    • Enemy: Evil Outsiders and Fiendish Cultists
    • Knowledge: the Planes
    • Adviser: Lantern Archon
    • Spheres: Aegis, Courage, Healing, Judgement, Light, Majesty, Martyrdom, Prayer, Piety, Revelation, Splendor
    • Common Weapons: Greatswords, Longbows, Maces
  • The Order of Chaos
    • Knights handed power and patronage by capricious slaad lords to oppose conformity and oppression.
    • Enemy: Lawful Outsiders
    • Knowledge: the Planes
    • Adviser: Anarchic Advanced (3HD) Toad
    • Spheres: Bubbles, Creation, Sleep, Venom, Voracity
    • Common Weapon:
  • Ordo Draconis
    • Knights chosen to be the champions of dragons and wage their battles.
    • Enemy: opposing alignment dragons, servants of such, or servants of a specific dragon god
    • Knowledge: Arcana
    • Adviser: Psuedodragon with a single level of Dragonfire Adept (damage type matches patron)
    • Sphere: any element sphere
    • Common Weapon: Lances, Spears, Claws
  • The Balanced Order of the Elements
    • Knights who are cleansed in one or all of the elements and carry them forth
    • Enemy: Aberrations, Blighters, and others who despoil the land or elements
    • Knowledge: Nature or the Planes
    • Adviser: Small elemental, or a familiar chosen from the Wizard/Sorcerer list with an elemental creature template
    • Sphere: any element sphere
    • Common Weapon: Ranged Touch Blast
  • The Fae Courts
    • Knights of beauty and splendor who fight for fae kings and queens against the ugly, monstrous and constructed
    • Enemy: Aberrations, Constructs, Vermin
    • Knowledge: Nature
    • Adviser: Half Fey (FF) wizard's familiar (Charm Person 1/day, Faerie Fire and Glitterdust at will)
    • Spheres: Magic, Majesty, Mystery, Revelation, Splendor
    • Common Weapon: Rapier
  • The Order of Greatness
    • Enemy:
    • Knowledge:
    • Adviser:
    • Sphere:
    • Common Weapon:
  • The Infernal Order
    • Enemy:
    • Knowledge:
    • Adviser:
    • Sphere:
    • Common Weapon:
  • The Order of the Imperium
    • Enemy:
    • Knowledge:
    • Adviser:
    • Sphere:
    • Common Weapon:
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Post by Prak »

Can one of the 80-some odd (correcting for my own refreshes and views) people who looked at this provide some kind of feedback on it?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by radthemad4 »

Disclaimer: New to balance, and unfamiliar with Magical Girls

I've never watched a Magical Girl series (though I'll probably watch Kill la Kill sometime soon), but isn't a Magical Girl supposed to be an ordinary person before/without the transformation? This being a prestige class implies someone who's been adventuring for at least five levels. Also, they won't be significantly more powerful transformed until they've taken a few levels. I guess you could handwave the pre magical warrior levels as part of the transformation if you start at high level though.

However, I like the ideas of Craft of the Warrior and the Versatile Magical Warrior feat leading to transforming into different powersets. Would it be overpowered if it granted an extra level of craft of the warrior to any class that missed two or more levels? e.g. if Sorcerer 2, Bard 1, Summoner 2, Magical Warrior 1 let you cast as a Sorcerer 4, Bard 3 or Summoner 4 depending on which form you pick (what happens to familiars, animal companions, etc. that are keyed to a class? Do they become stronger when you transform into the class they're linked to) ? Maybe it could be granted at a higher level. I think it would help make a transformed warrior significantly better than a non transformed warrior.
Last edited by radthemad4 on Thu Apr 10, 2014 8:39 am, edited 3 times in total.
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Post by Kaelik »

Some magical girls are regular pre transformation, Others are always badasses and the transformation is merely cosmetic. Others are very badass without the transformation on the level of say, Hanna from the Hanna movie, and then they become superhumanly awesome with the transformation.
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Re: [Tome] Magical Warrior

Post by Koumei »

So far, the only problems I see are the Prophetic Power potentially being a pain, and the following:
Prak_Anima wrote: At 5th level, they may transform as a move action, at 7th level as a free action, at 9th level as a swift action, and at 10th as an immediate action.
7th: Free
9th: Swift

Free is better than Swift. Immediate is probably as good as Free (on the one hand you do it in someone else's turn, on the other hand, it uses up an action at all whereas Free actions are exactly that). So you probably want Full -> Standard -> Move -> Swift -> Free -> Immediate and state that they're allowed to use a previous action type if they really want to. That way a Magical Monk can still use a Move-EQ action for that and use her Swift to activate a Style, even if she progressed as far as Swift, likewise once you hit Immediate you can still go "No I'll wait until my turn and use a Free Action, I value my Swift Action too much".

Oh also, WotC had an official book that had guidelines for making Prestige Classes, and it says you shouldn't make "Ability Score: X" a requirement. Note that they always work around this by putting in a Feat or Spellcasting Requirement that mandates a certain Ability Score ("able to cast 5th level spells without preparation" probably means Cha 15+, "Power Attack" means Str 13+)

Whether that rule is particularly important I leave up to you.
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Post by Prak »

Ah, right. I've never used swift actions much.

I think I've seen some PrCs that outright require certain ability scores, bu even if I'm right, they are few and far between. The basic idea is just "be pretty," in keeping with source material. I suppose I could do a "8 ranks of [social skill]" requirement in it's place.

Rad: Craft of the Warrior is just a "this class does not directly map to a specific base class, so you can take levels in it without tanking the shtick you've gotten this far doing." So, unless they take Versatile Magical Warrior to be Cutie Honey, CotW always functions. I do like the idea of there being a difference in power between transformed and untransformed, so let me mull that over.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by OgreBattle »

I'm thinking about how to make Kamenrider with your Magical Warrior. I'd remove the charisma requirement just so more potential builds can come out of it.
Last edited by OgreBattle on Thu Apr 10, 2014 3:09 pm, edited 1 time in total.
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Post by Darth Rabbitt »

I'd probably replace the Charisma requirement with 8 ranks of one of Disguise, Bluff, Diplomacy, or Perform (player's choice). Maybe Intimidate should be added to that list.

You should totally be able to have Magical Warriors who may or may not be awkward socially but are good at putting up a heroic persona when transforming (Bluff), Magical Warriors being able to have most others not recognize that Sailor Lolth is actually Drizz't (or whatever) despite possibly not even wearing a mask (Disguise), Magical Warriors who are good at making friends (Diplomacy), and Magical Warriors who have hammy transformation speeches or overacted transformation sequences (Perform). Intimidate allows you to have Magical Warriors who are able to scare the shit out of people by showing up despite not necessarily being a scary-looking person so that probably works too.

They reflect a lot of source material and make it easier for characters to enter the class. So it's an all-around improvement.
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Post by Prak »

Ok, I'll change that too, then.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

For what it's worth, this is a class I'd enjoy playing.
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Post by Prak »

Glad you like it. I was actually surprised you hadn't made a Magical Girl class yet.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

I half-assed a caster PrCl for magical girls, actually. It was influenced more by the witches in Rosario + Vampire, however, but with the transformation and double-transformation of Sailor Moon.

This one actually has flexibility and stuff.
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Post by Prak »

Yeah, I tried to make it so that it was general enough to reflect most magical girls. Though admittedly, I mostly referenced general magical girl tropes, Sailor Moon, Kill La Kill, and Cutey Honey.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Darth Rabbitt »

I now have like 3 character concepts that I'd play in a game of D&D, given the chance, and one is a male character who takes this class. The world totes needs more sexualized empowered magical guys. :awesome:

If you read pretty much anything I've posted in the POKEYMANS thread this kind of thought pattern on my part probably isn't surprising in the least.
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Post by Prak »

Clearly you need to play a Drone Apiar Rog/Magical Warrior.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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OgreBattle
King
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Joined: Sat Sep 03, 2011 9:33 am

Post by OgreBattle »

Darth Rabbitt wrote:I now have like 3 character concepts that I'd play in a game of D&D, given the chance, and one is a male character who takes this class. The world totes needs more sexualized empowered magical guys. :awesome:

If you read pretty much anything I've posted in the POKEYMANS thread this kind of thought pattern on my part probably isn't surprising in the least.
look up Peter Chung's Reign: The conqueror
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AndreiChekov
Knight-Baron
Posts: 523
Joined: Fri Aug 17, 2012 12:54 pm
Location: an AA meeting. Or Caemlyn.

Post by AndreiChekov »

I fvcking love science!

and by science, I mean this class
Strike witches assemble!
Peace favour your sword.

I only play 3.x
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