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Novice

= Puella Magiae =

Hit Die: d8

Class Skills: 4 + INT ranks per level.

Armor and weapon proficiencies: Puella Magiae are proficient in simple weapons, plus a special weapon related to their personality or abilities. This weapon can be martial or exotic. Puella magiae are also proficient in light armor, but no shields.

{| cellspacing="1" cellpadding="1" border="1" style="width: 751px; height: 261px;" |- | Level | BAB | Fort | Ref | Will | Special | Corruption Limit | Max Spell Level |- | 1 | +0 | +0 | +0 | +2 | Arcane Bond, Cantrips, Contract | 5 | 1st |- | 2 | +1 | +0 | +0 | +3 | Summon Weapon | 5 | 1st |- | 3 | +2 | +1 | +1 | +3 | Contract Power | 6 | 1st |- | 4 | +3 | +1 | +1 | +4 | Bonus Feat | 6 | 2nd |- | 5 | +3 | +1 | +1 | +4 |
| 6 | 2nd |- | 6 | +4 | +2 | +2 | +5 | Contract Power | 7 | 2nd |- | 7 | +5 | +2 | +2 | +5 |
| 7 | 3rd |- | 8 | +6, +1 | +2 | +2 | +6 | Bonus Feat | 7 | 3rd |- | 9 | +6, +1 | +3 | +3 | +6 | Contract Power | 8 | 3rd |- | 10 | +7, +2 | +3 | +3 | +7 | Self Revival 1/month | 8 | 4th |- | 11 | +8, +3 | +3 | +3 | +7 |
| 8 | 4th |- | 12 | +9, +4 | +4 | +4 | +8 | Bonus Feat, Contract Power | 9 | 4th |- | 13 | +9, +4 | +4 | +4 | +8 |
| 9 | 5th |- | 14 | +10, +5 | +4 | +4 | +9 |
| 10 | 5th |- | 15 | +11, +6, +1 | +5 | +5 | +9 | Contract Power | 11 | 5th |- | 16 | +12, +7, +2 | +5 | +5 | +10 | Bonus Feat | 12 | 6th |- | 17 | +12, +7, +2 | +5 | +5 | +10 |
| 14 | 6th |- | 18 | +13, +8, +3 | +6 | +6 | +11 | Contract Power | 16 | 6th |- | 19 | +14, +9, +4 | +6 | +6 | +11 |
| 18 | 6th |- | 20 | +15, +10, +5 | +6 | +6 | +12 | Bonus Feat, Unlock Soul | 20 | 6th |}

Spells: Puella Magiae use their Charisma as their key ability score for spell casting, and draw from the Magus spell list. Puella Magiae are spontaneous casters, and have spells known as a bard. Puella magiae do not have spells per day, instead taking a point of corruption for each level of the spell they cast (cantrips do not incur corruption), including the adjustment of using metamagic feats. A Puella Magiae with a charisma high enough to gain extra spells per day can cast these bonus spells without incurring corruption.

Corruption: A puella that takes corruption over her corruption limit is in dire straights, and must make a fortitude save or turn into a Witchbeast. This save DC is equal to 10 + her current corruption. Effectively, upon failing this save, the Puella dies, and her bonded jewel (and thus soul), turns into a beast which attacks all those around it. If destroyed, it drops a grief seed, which has a corruption limit equal to the former puella. A puella cannot use her self revival ability if she dies in this manner.

Corruption is difficult to remove, and is typically done by releasing it into a grief seed, an item found at the core of witchbeasts. It is also possible to create other means of absorbing corruption through powerful divine magics, but the cost usually makes it a stop-gap solution. Certain types of puella magiae are capable of releasing corruption in other ways, however. A single Wish or Miracle spell can remove all corruption from a puella, however, and is required to restore one that has become a witch beast, followed by removing corruption from the puella to prevent it again.

Arcane Bond (ASu/Sp): Applies to a jewel which stores the Puella's soul. If the puella is more than 30 feet from her bonded jewel, also called a Soul Gem, her corporeal body loses all ability, as if it were merely a corpse (which it is). Due to protections on it, the puella's shell is unable to be animated by other forms of necromancy, however it is not protected in any other way from harm.

Starting at second level, a Puella is capable of summoning a masterwork version of the weapon she picked as her special proficiency as a move action. This weapon is a mundane item, but will dissappear if it leaves the Puella's hands for more than one round.

Self Revival (ASp): At tenth level, a puella magiae is capable of reviving herself from the dead, so long as her soul gem is safe. This is a strenuous task and cannot be done lightly; her corruption limit is decreased by half. This decrease lasts until she is capable of using this ability again. If her corruption exceeds this new limit, she is unable to be revived with this ability unless her corruption is reduced enough within a number of rounds equal to her hit dice.

Contracts:

Unless noted otherwise, save DCs for these powers is equal to 10, plus half your level, plus your charisma modifier.

  • Avarice - You've made a selfish wish, only for yourself. You gain power that furthers your own ends at the expense of others.

Consume Spirit (ASp): As a standard action, you may make a melee touch attack against one creature. This attack deals 2d4 points of damage, increasing by +1d4 every 3 puella magiae levels you possess, plus additional damage equal to your charisma modifier. On a successful hit, you gain temporary hit points equal to the hit dice of the creature you attacked; these temporary hit points last for 1 minute. If you drop a creature to below 0 hit points with this power, the creature must make a fortitude save or be killed outright; if the creature is killed (through damage or the effect), you lose 1 point of corruption for every 3 hit dice the creature possessed.
Healing Theft (ASp): As an immediate action when a healing effect is used within 15 feet of you, you may force the effect to instead target you, granting you healing instead of the intended recipient. You must be the correct creature type to be affected, but do not need to meet alignment or other prerequisites. You may use this ability up to 3 times per day.
Steal Cheer (ASp): You may target a single creature within 60 feet with this ability as a standard action. The target must make a will save, if the target fails, you may select one morale bonus the creature possesses and grant it to yourself, while depriving the creature of the bonus. This effect lasts for 1 minute, or until the effect normally expires, whichever comes first. You may steal one additional effect for every 4 puella magiae levels you possess. You may use this ability once per day, plus an additional time for every 4 puella magiae levels you possess. If you possess another Steal "x" ability from the Avarice contract, you use the same pool of uses for them all, but increase your daily uses by +2 for each you possess.
Steal Enhancement (ASp): As steal cheer, but instead applying to enhancement bonuses.
Steal Insight (ASp): As steal cheer, but instead applying to insight bonuses.
Thievery (Ex): You gain the Improved Steal feat as a bonus feat, even if you do not meet the requirements. In addition, you may treat your puella magiae level as your base attack bonus when determining your CMB and CMD for the steal maneuver.

  • Dream - You've made a wish to make a dream come true, not for power nor opportunity. Your powers bend cause and effect, forcing a result to occur.
  • Harm - You've made a wish to cause harm to another, for any reason. Your powers bring nothing but woe to all.

Aura of Corruption (ASu): You exude an aura of corruption, damage creatures near to you. While you have your aura active, all creatures within 20 feet of you take 1 point of damage each round (including allies); creatures with an intelligence less than 5 are immune to this effect. A creature may make a will save (DC is equal to 10 plus your corruption points) to stave off the effects of this aura for 5 rounds.
Channel Hatred (ASp): You gain the ability to channel energy as a cleric of your puella magiae level. Regardless of your alignment, you may only harm with this ability.
Force Corruption (ASp): As a standard action, you may attempt to force your corruption onto another creature. The creature must have an intellegince of at least 5, and is allowed a will save. If the creature fails, you lose 1 point of corruption and it gains 1 point of corruption; if a creature gains more corruption than it has HD, it must save against corruption or be turned into a Farmilar with HD equal to it's corruption +2. An unwilling creature gains its charisma bonus to its save against this ability.
*Healing - You've made a wish for healing, either yourself or someone else. You gain the power to heal your own wounds, or those of others.

Channel Healing (ASp): You gain the ability to channel energy as a cleric of your puella magiae level. Regardless of your alignment, you may only heal with this ability.
Fast Healing (ASu): You may activate this ability as a swift action, gaining Fast Healing 2 for 5 rounds. You may use this ability once per day, plus an additional time for every 5 puella magiae levels you possess. You may take this ability multiple times, each time increasing your fast healing by +1, and the duration by +5 rounds.
Feal No Pain (Ex): You can delay harm to yourself briefly, allowing you to fight longer. You gain a pool of delayed damage points equal to your puella magiae level. When you take damage, it first goes into the delayed damage pool until it is filled, then to your normal hit point total. On the next round, all points in your delayed damage pool then go towards your normal hit points. Points in your delayed damage pool can be healed as normal, potentially preventing any damage to you at all. In addition, you gain the Die Hard feat, and increase your negative HP by an amount equal to 3 plus your charisma bonus.
*Hope - You've made a wish which fufills your desires indirectly, often allowing simply the chance for it to happen. Your powers are as indirect as your wish, more often helping to succeed rather than outright accomplishing the task.

Improved Tactics: You gain a +2 insight bonus to all combat maneuvers you attempt, and gain a +4 dodge bonus to AC against attacks of opportunity caused by your attempts.
*Power - You've made a wish to allow you to fufill your desires, granting you the means to accomplish your goals. Your powers are strong thanks to this, boosting your own abilities higher than they would have been.

Agility: As a swift action, you may grant yourself greater speed, gaining a +10 insight bonus to your base speed, and a +1 dodge bonus to your AC. For every 6 puella magiae levels you possess, these bonuses increase by +10 and +1 respectively. You may use this ability a number of rounds per day equal to your puella magiae level.
Arcane Potency: When casting a spell from your puella magiae levels, you may imbue it with greater power, casting it at +1 caster level, and increasing any save DCs by +1. You may use this ability up to three times per day.
Arcane Potency, Improved: You gain an additional use of your arcane potency power, and instead cast at +2 caster level, and increase the save DCs by +2.
Arcane Potency, Greater: You gain an additional use of your arcane potency power, and instead cast at +4 caster level, and increase the save DCs by +4.
Strength: As a swift action, you may grant yourself greater physical might, gaining a +4 bonus to your strength. For every 6 puella magiae levels you possess, this bonus increases by +2. You may use this ability a number of rounds per day equal to your puella magiae level.
Resilience: You gain DR1/-. You may take this power multiple times, each time increasing your damage reduction by +1.
*Time - You've made a wish to correct a mistake. How it worked out is debatable, however. Your powers allow you to slip through the cracks of time, ever so subtly changing reality.

Time Hop (ASp): As a swift action, you may teleport up to half your movement speed. You must be able to reach your destination through normal movement, but to all perceptions, you teleported. You may use this ability a number of times per day equal to your constitution modifier plus 3.
Time Skip (ASp): As an immediate action, you may gain one of the following: 20% concealment against one attack, a +4 bonus to a single reflex save, or be treated as having evasion for a single effect. At 8th level, the benefits become 50% concealment, +8 to a single refleb save, or gaining improved evasion. You may use this ability once per day for every 5 puella magiae levels you possess.
Time Slow (ASp): As a swift action, you can slow down time, gaining the benefits of the Haste spell, however, for each round spent in slowed time, any effect upon your person is treated as having 2 rounds pass, wether the effect is good or ill (this excludes the duration of this ability). You may use this ability a number of rounds equal to half your puella magiae level. You must be at least 6th level to take this ability.
Time Stop (ASp): As a swift action, you may stop time for one round. This allows you to take up to two turns in a row, though creatures in stopped time are immune to all affects. However, you may pause any attacks or spells you make or cast during stopped time, and ready them to go off once time resumes, though you cannot exceed your normal amount of actions. You may use this ability a number of rounds equal to one-fifth your puella magiae level. You must be at least 15th level to take this ability.

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Page last modified on March 28, 2015, at 07:31 AM