Saikyo pasufainda chimu! Mahou shojo pasufaindazu ikuzou! (PFS build request)


Advice

Scarab Sages

So, I know it's jumping the gun a little, but my friends and I are laughing hysterically at the 'magical Child' archetype of the vigilante, and really want to make some PATHFINDER SOCIETY characters based off of them (I know, I know, don't even know if the archetype is legal yet, but it's just such a fun idea!) We would love to have an all magical girl squad, and so I'm trying to figure out how we can realistically accomplish this. I know that it isn't a great plan, but it sure would be a fun one!

So basically, I'm trying to figure out builds for the magical child archetype specifically. How to make a decent melee fighter, how to make a decent ranged fighter, spellcasting support, how to make the best use of your familiar . . . stuff like that.

Some options I've come up with:
High dex and Con, moderate Charisma-
--> Make a dervish dancing character. Requires level 3 and a scimitar. Gonna be less good than, say, a swashbucker, but should be able to do some damage.

-->Throwing-based character: So one of the vigilante options nets you a special 'returning' weapon that can pass its bonuses to other versions of that weapon so you can full-round attack with it. Unfortunately, the high feat requirements (quick draw, point blank, precice, etc) make this one have a bit of startup time.

-->Elegant slasher: So there is a vigilante talent that lets you add half your level to damage if you are weapon finessing but using strength-to-damage. Would require high Str, Dex, Con, and Chr to pull off, but might be worth it.

-->Archer: There doesn't seem to be any vigilante talents that help archery specifically, but it has always been a solid backup build.

Any other thoughts?


Remember the minimum age rules for PFS. Fifteen is on the old side for traditional mahou shojo. That said I'd love to see this group built. I wonder if I can con some of the players in my area into doing this.


The Magical Child is honestly just... not great. All you really get is a familiar for it, and it's not even like you can apply familiar archetypes to it either since it automatically gains improved familiar.

If ya really want, dip into it just for shiggles, but it's a pretty poor choice to continue with.

Scarab Sages

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1) while true, Sailor Moon was 14 at the BEGINING of her series. And Cutie Honney was 19 so I think we are okay.

2) With the advent of Yun, the lines have been muddled. Remember, Yun is PFS legal at the tender age of 9. I think as long as we use the young adult stat array and rules, and just flavor it as young kids, we are fine as long as we don't offend anyone.

Thanks for the reminder though.

Scarab Sages

Heretek wrote:

The Magical Child is honestly just... not great. All you really get is a familiar for it, and it's not even like you can apply familiar archetypes to it either since it automatically gains improved familiar.

If ya really want, dip into it just for shiggles, but it's a pretty poor choice to continue with.

Like I said, I know it isn't ideal. But I have learned in recent years that 'not ideal' doesn't automatically mean 'insolvent.' I think my friends and I have enough system mastery to make solvent characters, even if they aren't overpowered, I was just wondering if the community had come up with character ideas I hadn't.

Edit: additionally, you get a familiar and SPELLS from it, wich is a big difference.


VampByDay wrote:
Like I said, I know it isn't ideal. But I have learned in recent years that 'not ideal' doesn't automatically mean 'insolvent.' I think my friends and I have enough system mastery to make solvent characters, even if they aren't overpowered, I was just wondering if the community had come up with character ideas I hadn't.

You're losing all vigilante talents, and your specialization for unchained summoner casting and a familiar. That seems like... a pretty bad trade. Sure, spellcasting is great, but nothing is going to turn this into a strong melee or ranged character, or any character that isn't what you'd expect out of an unchained summoner without all its class features.

The familiar had good potential to be used in combat or something but since you can't apply the mauler archetype to it, that theory falls apart.

Scarab Sages

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Heretek wrote:
VampByDay wrote:
Like I said, I know it isn't ideal. But I have learned in recent years that 'not ideal' doesn't automatically mean 'insolvent.' I think my friends and I have enough system mastery to make solvent characters, even if they aren't overpowered, I was just wondering if the community had come up with character ideas I hadn't.

You're losing all vigilante talents, and your specialization for unchained summoner casting and a familiar. That seems like... a pretty bad trade. Sure, spellcasting is great, but nothing is going to turn this into a strong melee or ranged character, or any character that isn't what you'd expect out of an unchained summoner without all its class features.

The familiar had good potential to be used in combat or something but since you can't apply the mauler archetype to it, that theory falls apart.

Uhhh, no. You loose HALF your vigilante traits, big difference.

Now, yes, I know that it isn't great. I'd love to see some stuff like 'you count as an avenger for the purposes of qualifying for vigilante traits,' and maybe we'll see that in the FAQ.

Listen, thank you for your input, and we'll consider your words, but we'd love to see how far we can take this before giving up on the concept. So if you have no builds to offer. . .


I wish the magical child's tranformation sequence created a fascinate effect.

Scarab Sages

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So, I got together with a friend and the two of us went through Ultimate Intrigue and talked about stuff. We came up with a few starting builds, but would be willing to entertain more.

One point of contention: We don't know if the familiars can take archetypes. I know what you are thinking! BUT, you never actually gain the improved familiar feat when you use Magical Child. Instead, your familiar gains the statistics of a creature from the improved familiar list. Interesting debate (I've seen someone else post it on the boards.) If you can take alternate archetypes (mauler is traditional, but in a team of magical girls, scholar and mascot would work as well.)

Build 1: Strength and Charisma, semi-gish. Pretty simple build, use a high-strength, high charisma character. Grab yourself a two-handed weapon, power attack, furious focus, and go to town. You can get armor expert to wear mithral breastplate without any penalties.

Build 2: Lethal Grace build-So the Lethal Grace ability is actually pretty slick. Nets you 1/2 your level to damage if you use Dex to hit but strength to damage on weapon attacks.
Half-Elf (Alternate Racial Trait-Branch Spear weapon prof.)
Str 13, Dex (High), Con:(Med), Chr (Med)
Basically, net yourself the Lethal grace vigilante ability at level 2, and then pick up power attack at 3 and furious focus at 5 (you probably want combat reflexes or toughness at 1), You get to add +3/+6 to damage from two-handing power attack, and you get to add half your vigilante level to damage. Plus spells like shield and barkskin make you gish-ish

Build 3: Straight up dex to damage
Pick up dancing dervish and use a scimitar. You can use the Rice Runner trait to pick up acrobatics to pick up that cool feat that lets you acrobatic through people and cast spells! For extra fun, be a Kitsune!

Build 4: Debuff and friends! Only works if the 'familiar archetypes' thing is allowed. Get yourself a mascot familiar, lots of high charisma. Use intimidate (eventually dazzling display) to intimidate enemies to surrender (in the name of JUSTICE!). Also get utility spells to help out your friends (that you can cast as touch spells because of your mascot familiar!)

Build 5: Still working on it, but I'm trying to find a way to use the Starknife Grace feat that adds dex to damage on starknives, in conjunction with the Vigilante ability to turn their favored weapon into a returning weapon. It just requires too many feats. It works by about level 5 if you dip three levels of Flying Blade Swashbuckler. As Heretek pointed out, you only really need the one level of Magical Child for the transformation sequence, then you can multiclass away if you want.


I admit I'm not the most familiar with the familiar folio stuff, but what's the argument against applying a familiar archetype to an improved familiar? They're literally familiars that also have some extra abilities, and the feat even contains language to that effect "Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)."

My group's been debating uses for it, so far we have a goat-rider who'll focus on melee, playing a mock cavalier; plenty of feats to work with that, and there's some good talent support (the vital strike talent for example is open to all vigilantes). I think this would be similar to your semi-gish build.

Your builds 2+3 are very similar in spirit to build 1, but yes there are some different gish implementation options, many of which are viable.

Honestly I think the biggest difference for gish builds will be how you use the familiar; mount, touch attack deliver mechanism/flanker, buffer, or some other form of support.

Build 4 has a lot of support; go buff and debuff by picking up say a mascot familiar and utilize some of the morale focused vigilante talents. Definitely good for a face/bard-type slot.

I think those are the easiest builds, with some feat intensive stuff you can make tank work using a protector familiar, a lot of feats and/or buff spells. Various ranged builds, the starknife based one could be nice and cutesy/thematic; I think I'd start swashbuckler for the finesse and subtle throw, go human for PBS and weapon focus, then go magical girl and pick up starry grace and startoss style. Alternatively Unchained Rogue 1 (hey sneak attack damage is always good, especially with a flanking buddy), then magical child would work; maybe pick up a prestige class like arcane trickster later, or grab the accomplished sneak attacker feat a couple times.

So you can definitely do sneaky, tanky, buff/debuff, ranged, and dynamic entry with it. Full caster might be a little more difficult, but with improved familiar and UMD there are still options, and along similar lines magical traps will be difficult without scrolls/wands to dispel or negate their effects.

Overall I think it's doable.


Lethal Grace might as well be Dex-to-Damage. On paper a Magical Child can be quite effective at melee combat that way. The wording of the archetype would let you have a mauler improved familiar. Putting your feats into HP and 2 Weapon Fighting winds up getting you a pretty nice variant on vigilante-ism.


Trekkie90909 wrote:
I admit I'm not the most familiar with the familiar folio stuff, but what's the argument against applying a familiar archetype to an improved familiar? They're literally familiars that also have some extra abilities, and the feat even contains language to that effect "Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)."

It's losing the speaking with others of their kind that usually does it - most if not all familiar archetypes trade out that ability, so if an improved familiar doesn't have it to trade out they can't take the archetype.

Scarab Sages

Worked out a couple of rough builds, looking on ways to improve them.
These builds assume that you can archetype your familiar, if that's not the case, then they become somewhat less good.

NOTE: I don't have access to the book right now, so all builds are based off of memory. Also, all magical girls take quick change as their first social talent, to change as a standard action.

Ootaka Hideko (LN)
Vigilante name: Erufuin Supeaa (a.k.a. Elven Spear)(LG)
Female 1/2 elf (alternate racial trait: Proficiency with Elven Branched Spear)
Magical animal (Protector, Mongoose)
Str: 13, Dex: 18, Con:14, Int:10, Wis:9, Chr:13
Level 1: Magical Child (Feat: Toughness)
Level 2: Magical Child (Vigilante Trait-Lethal Grace)
Level 3: Magical Child (Feat: Power Attack)
Level 4: Magical Child (Con +1)
Level 5: Magical Child (Feat: Furious Focus)
Level 6: Magical Child
Traits: Armor Expert, (One other)
Base Stats at level 6: (Gear: +1 mithral Breastplate, +1 Elven Branch Spear, Belt of Dex +2)
HP 57
Important Spells: Shield, Barkskin
To hit: +10, 1d8+11 damage, AC:22 (26 with shield, 29 with shield and barkskin, 31 if animal companion bodyguards)

Build 2
Aguni Maiko (NG)
Vigilante name: Desaato fokusu (a.k.a. Desert Fox)(CG)
Female Kitsune (Alternate Racial trait-Fast Shifter)
Magical Animal (Sage)
Str:8, Dex:18, Con: 14, Int:12, Wis:10, Chr:15
Level 1: Magical Child (Feat: Toughness)
Level 2: Magical Child (Vigilante-Lethal Grace, we are just using this for the free weapon finesse, we don't actually plan on doing str to damage)
Level 3: Magical Child (Feat: Dervish Dance)
Level 4: Magical Child (+1 Dex)
Level 5: Magical Child (Feat: Open)
Level 6: Magical Child
Traits: Any
Base Stats at level 6: (Gear, +2 Scimitar, Belt of Dex +2)
HP: 57
Important Spells: Mage armor, shield, barkskin
To hit: +11, 1d6+7 damage, AC 25 (5 from dex, 4 from mage armor, 4 from shield, 3 from barkskin).

The builds seem similar, but they are actually somewhat different. Hideko is much more of an upfront fighter, with few spells and having her animal companion taking some of the hits for her (along with bodyguarding.) Maiko is much more of a utility fighter. While she's okay in combat, she has the ability to dodge in-and-out of combat, and has the charisma to cast a few more utility spells if need be. Her sage familiar can also help out with skill checks that she might not have.


I've been looking into this as well, as a way to potentially get my defunct red mantis assassin back into gear. It won't easily work for that, unfortunately, but it did make me realize that Lethal Grace is GREAT for TWF builds because the damage is specifically not reduced for off-hand attacks. That could easily make for another heavily-themed magical girl for this squad, using actual light weapons.

Scarab Sages

zefig wrote:
I've been looking into this as well, as a way to potentially get my defunct red mantis assassin back into gear. It won't easily work for that, unfortunately, but it did make me realize that Lethal Grace is GREAT for TWF builds because the damage is specifically not reduced for off-hand attacks. That could easily make for another heavily-themed magical girl for this squad, using actual light weapons.

The problem I'm discovering is that the to-hit just isn't there. Because they are a 3/4 BAB class, and they don't have any spells that help them hit (unlike a magus or a warpriest), they just aren't very accurate. I'm gonna mess around with a few more builds, see what I come up with.


Ooh, fair point. That might be something to specifically combine with a mauler familiar then, so at least you'd normally be getting a flank.

Designer

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VampByDay wrote:
zefig wrote:
I've been looking into this as well, as a way to potentially get my defunct red mantis assassin back into gear. It won't easily work for that, unfortunately, but it did make me realize that Lethal Grace is GREAT for TWF builds because the damage is specifically not reduced for off-hand attacks. That could easily make for another heavily-themed magical girl for this squad, using actual light weapons.
The problem I'm discovering is that the to-hit just isn't there. Because they are a 3/4 BAB class, and they don't have any spells that help them hit (unlike a magus or a warpriest), they just aren't very accurate. I'm gonna mess around with a few more builds, see what I come up with.

If you have a team of all MGs, consider having one with Cunning Feint or Greater Feint and then all with Surprise Strike. Cunning/Greater Feint is going to deny the foe a variable amount of AC based on Dex and then Surprise Strike gives you another +1 on top of that (+2 at 8th when your iteratives kick in).

Scarab Sages

Mark Seifter wrote:
VampByDay wrote:
zefig wrote:
I've been looking into this as well, as a way to potentially get my defunct red mantis assassin back into gear. It won't easily work for that, unfortunately, but it did make me realize that Lethal Grace is GREAT for TWF builds because the damage is specifically not reduced for off-hand attacks. That could easily make for another heavily-themed magical girl for this squad, using actual light weapons.
The problem I'm discovering is that the to-hit just isn't there. Because they are a 3/4 BAB class, and they don't have any spells that help them hit (unlike a magus or a warpriest), they just aren't very accurate. I'm gonna mess around with a few more builds, see what I come up with.
If you have a team of all MGs, consider having one with Cunning Feint or Greater Feint and then all with Surprise Strike. Cunning/Greater Feint is going to deny the foe a variable amount of AC based on Dex and then Surprise Strike gives you another +1 on top of that (+2 at 8th when your iteratives kick in).

Surprise strike? The . . .Halfling feat with a boatload of prereqs? I . . . I dunno how that would help.

Another two I've come up with. Sorry I don't have names for their civilian identities yet.

Vigilante name: Hopu Anjeru (a.k.a. Hope Angel)(NG)
Female Human
Magical Animal (valet)
Str:12, Dex:14, Con: 12, Int:12, Wis:12, Chr:17
Level 1: Magical Child (Feat: Toughness, Flagbearer)
Level 2: Magical Child (Vigilante-Lethal Grace, 'cuse WHY NOT) Retrain toughness to Weapon Focus (Spiked Gauntlet)
Level 3: Magical Child (Feat: Dazzling Dislplay)
Level 4: Magical Child (+1 CHR)
Level 5: Magical Child (Feat: Skill Focus-Intimidate)
Level 6: Magical Child
Traits: Armor Expert, any
Base Stats at level 6: (Circlet of Persuasion, Wand Key Ring, +1 Mithral Breastplate, +1 Buckler
HP: 39
Important Spells: Infernal Healing, wands and scrolls via UMD
To hit: +7 (Spiked gauntlet, 1d4+5)
AC: 21 (+7 armor, +2 Dex, +2 Shield)

Hope Angel is a much different beast than the other two. Designed as utility support, she can pull out a bunch of different wands and scrolls and cast them, using her Valet to deliver the effects to various team members. She makes up for her moderate spell list by a massive level of UMD. She gives everyone a +1 bonus to hit and damage as long as her flag is out, and can give speaches about delivering justice and honor to demoralize via dazzling display.

Vigilante name: Sutaaraito Haato (a.k.a. Starlight Heart)(NG)
Female Human
Magical Animal (Mongoose)
Str:8, Dex:18, Con: 14, Int:12, Wis:10, Chr:15
Level 1: Swashbuckler-Flying Blade: Weapon Focus (Starknife) Starry Grace
Level 2: Magical Child
Level 3: Magical Child (Feat: Point Blank Shot)(Vigilante ability-Returning weapon or whatever it's called, the one that gives the vigilante a returning weapon.)
Level 4: Swashbuckler
Level 5: Swashbuckler (Feat: Startoss Style)
Level 6: Swashbuckler (Feat: Precise shot)
Traits: Any
Base Stats at level 6: (Gear, +1 Merciful Starknife, Mithral Chain Shirt, Belt of Dex+2, Headband of Chr +2
HP: 56
Important Spells: Shield,
To hit: +12 (13 within 30,) 1d4+1d6+12(13 within 30) (4 of which is precise), AC 23 (5 from dex, 4 from chain shirt, 4 from shield).

As soon as I saw the Starry grace feat and this vigilante ability, I knew I wanted to make a character around it, but sadly, throwing builds are just SO damn feat intensive that this was the best I could do. The ability to go into melee if nessissary, (parry/riposte) or throw at range is great, but sadly she gets a very small pool of panache (3 if she gets a headband) and basically eschews her spells and familiar. Still, best I can do with a magical girl that throws Starknives.

Designer

No, the vigilante talent.

Scarab Sages

Mark Seifter wrote:
No, the vigilante talent.

Ah! Sorry, like I said, I don't have the book yet (I just thumbed through my friend's version while we were discussing characters) and only two vigilante talents caught my eye. I'm still in the process of getting mine.


VampByDay wrote:
Mark Seifter wrote:
No, the vigilante talent.
Ah! Sorry, like I said, I don't have the book yet (I just thumbed through my friend's version while we were discussing characters) and only two vigilante talents caught my eye. I'm still in the process of getting mine.

It gives a scaling bonus to attack rolls against any target denied dex. It looks like a pretty decent combo.

Scarab Sages

zefig wrote:
VampByDay wrote:
Mark Seifter wrote:
No, the vigilante talent.
Ah! Sorry, like I said, I don't have the book yet (I just thumbed through my friend's version while we were discussing characters) and only two vigilante talents caught my eye. I'm still in the process of getting mine.
It gives a scaling bonus to attack rolls against any target denied dex. It looks like a pretty decent combo.

I dunno, It would require one person to get Combat Expertiese, Improved Feint, then greater feint at level 8, so we'd only get to play with it for a few levels (8,9,10,11). It's a thought, though, if someone wants to come up with a build.

Designer

VampByDay wrote:
zefig wrote:
VampByDay wrote:
Mark Seifter wrote:
No, the vigilante talent.
Ah! Sorry, like I said, I don't have the book yet (I just thumbed through my friend's version while we were discussing characters) and only two vigilante talents caught my eye. I'm still in the process of getting mine.
It gives a scaling bonus to attack rolls against any target denied dex. It looks like a pretty decent combo.
I dunno, It would require one person to get Combat Expertiese, Improved Feint, then greater feint at level 8, so we'd only get to play with it for a few levels (8,9,10,11). It's a thought, though, if someone wants to come up with a build.

There's the Cunning Feint vigilante talent which will replace all three of those feats at level 8, as a second path, if you like (it doesn't actually give you CE, but if you have a haste by that point (or TWF), it does let the feinter full attack while giving away the first attack only, not only a move action).

Scarab Sages

Mark Seifter wrote:
There's the Cunning Feint vigilante talent which will replace all three of those feats at level 8, as a second path, if you like (it doesn't actually give you CE, but if you have a haste by that point (or TWF), it does let the feinter full attack while giving away the first attack only, not only a move action).

Hmmm, I've been wanting to try the Spear Dancer style feats . . . The problem is that Spear Dancing Style comes very late in the game to be useful . . .Hmmm

Also, does Cunning Feint REQUIRE level 8 to get (or does it just get the full unlock at level 8?) Because the Magical Child skips her level 4, 8, 12, and 16 talents for spellcasting (IIRC). If you can get it at six, then . . . hmmmm

So the build would go:

Vigilante name: Roovuri Buraido (a.k.a. Lovely Blade)(LG)
Female human
Magical animal (Protector)
Str: 13, Dex: 18, Con:14, Int:10, Wis:9, Chr:13
Level 1: Magical Child (Feat: Toughness), Two-Weapon Fighting
Level 2: Magical Child (Vigilante Trait-Lethal Grace), Retrain Toughness to Weapon Focus-Naginata
Level 3: Magical Child (Feat: Spear Dancing Style)
Level 4: Magical Child (Str +1)
Level 5: Magical Child (Feat: Spear Dancing Spiral)
Level 6: Magical Child (Vigilante talent-Cunning Feint.
Level 7: Magical Child (Feat: Spear Dancing Reach)
Level 8: Magical Child (Chr +1)
Traits: Armor Expert, (One other)
Base Stats at level 8: (Gear: +1 mithral Breastplate, Belt of Dex +2, +2/mwk Naginata, Circlet of Persuasion
HP: 59
Spells: Shield, Barkskin, Haste, Displacement
To Hit: +12/+11/+7 (1d8+8/1d6+5/1d8+8) AC: (including shield, barkskin, protector bodyguard), 31

So, this build is weird. Basically, even though you are prepping for use with a naginata, you don't get your full use out of it until level 5 when you can weapon finesse it. So until then you use two shortswords (or whatever). You bust out the Naginata at 5 and never look back.

Assuming Cunning Feint works like greater Two-Weapon Feint, what you do is use your off-hand attack first (the butt end of the polearm) to feint, and then go in with the main weapon.

Designer

Full unlock at 8. So you could swing it just like you have up there.

Liberty's Edge

VampByDay, thank you for making this thread! This archetype is very interesting to me, and I have been watching the thread since I found it. I had nothing to contribute unfortunately, so it was just lurking.

Now though, I hope I can help in regards to Spear Dancing Style. There seems to be quite a bit of table variation on its interaction with weapon enhancements.

Older, relevant thread

There is an argument that Spear Dancing Style's offhand attack always counts as an unenhanced light mace. As the offhand is not technically a weapon, it may not even be eligible for enhancement as a separate head. I was quite shocked to find such interpretations, and I hope that is not the case. It may be relevant however, especially as in regards to PFS RAW rules.

Scarab Sages

Simon Dragonar wrote:

VampByDay, thank you for making this thread! This archetype is very interesting to me, and I have been watching the thread since I found it. I had nothing to contribute unfortunately, so it was just lurking.

Now though, I hope I can help in regards to Spear Dancing Style. There seems to be quite a bit of table variation on its interaction with weapon enhancements.

Older, relevant thread

There is an argument that Spear Dancing Style's offhand attack always counts as an unenhanced light mace. As the offhand is not technically a weapon, it may not even be eligible for enhancement as a separate head. I was quite shocked to find such interpretations, and I hope that is not the case. It may be relevant however, especially as in regards to PFS RAW rules.

First of all, thank you for the kind words, I was hoping someone would get something out of this.

Secondly, I don't want to start another spear dancing thread, but

spear dancing style wrote:
Benefit(s): Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

Seems straightforward, you grant a weapon the double weapon property, and can treat it as such. At worst you would have to be with the enchanter during the process of enchanting so that it counted as a double weapon while he was enchanting it. But really, it doesn't matter too much, as all you are doing is using the butt end for feinting, you don't even need attack with it.

Liberty's Edge

VampByDay wrote:


First of all, thank you for the kind words, I was hoping someone would get something out of this.

You are very welcome! My sister and I have a favorite magical girl show called Magical Girl Lyrical Nanoha. For my character I would actually make a magical boy, but the concept is still great. I almost never get to play non-Society, non-local games, so I am definitely looking forward to a Magical Child character when it's added to additional resources! :)

VampByDay wrote:


Secondly, I don't want to start another spear dancing thread, but
Seems straightforward, you grant a weapon the double weapon property, and can treat it as such. At worst you would have to be with the enchanter during the process of enchanting so that it counted as a double weapon while he was enchanting it. But really, it doesn't matter too much, as all you are doing is using the butt end for feinting, you don't even need attack with it.

Oh, my apologies! I got a little confused about Feint. It's interesting, because I've never seen anyone use it here in San Diego. So if you use the offhand to feint from Cunning Feint, you get the full bonuses of your Skill and the attack bonus is irrelevant. I see; whether it's enhanced or not wouldn't matter then. That is pretty clever.

For myself, I am looking at your Dervish Dance build idea. He would be a Sun-themed Magical Child of Sarenrae. If I understand Vigilante talents correctly, you could get Dervish Dance right at Level 2 via Combat Trick. Thanks again! I will continue to keep my eye on the possible Magical Child ideas!

Scarab Sages

IIRC, combat trick requires you to be an avenger vigilante, and you give up vigilante specialization for the magical child. You can still get dervish dance at 2 through retraining though.

I've recently been watching Shugo Chara, which is actually subverts a lot of the tropes of magical girls. There are magical boys in it too, (roughly split 50/50 even) and it's not nearly as sickenly saccharine as some of the other ones out there (I couldn't even sit through two minutes of any of the Precure series). Character motivations are present, and it actually has a fair amount of character development.

I started watching it so I could just refresh myself on the magical girl genre in perpetration for making my own, but I actually really like it. It's on crunchyroll if you're interested.

Liberty's Edge

Oh, good catch! I was actually thinking of Rogue Talent Combat Trick, but that has a similar problem in that it's Stalker only. Combat Skill, likewise, is Avenger only. It's ok though! Retraining is an interesting idea.

Thank you for the suggestion on Shugo Chara. I will give it a try! I really enjoy seeing concepts beyond standard fantasy in Pathfinder.

Scarab Sages

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Eto-sa. . . . er. . . um . . .

I may, possibly, have gone too far with this.

DON'T JUDGE ME!

(Warning: My drawing skills aren't great. Also I store my work at FurAffinity, if you have a problem with that, don't go there. It's just the free web-hosting service I use.)

Liberty's Edge

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I think your artwork is really good; The Glyph of The Open Road is a nice touch. They look like fun characters, and I hope you enjoy playing them. I am eagerly awaiting the update to Additional Resources.

I have no idea about the web-hosting service or any problems, but my computer didn't explode so that's a good sign!

Scarab Sages

Thank you. I'm glad you knew that was the glyph, it's surprisingly hard to draw!

As for the web-hosting service, it is mainly a place for hosting furry art, which has a certain reputation on the net, so some people are pretty harsh on it.

Anyway, I also await the FAQ and update! Glad you like the pics!


Does the class specifically give out the unchained summoner casting? The classic summoner has a decidedly strong spell list.

Scarab Sages

The Shaman wrote:
Does the class specifically give out the unchained summoner casting? The classic summoner has a decidedly strong spell list.

Quite clearly unchained summoner.


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Not a vigilante thing, but just going to throw out a thought:

Magical Beat you to Death Murder-tan/ Magical Lead Pipe!

A half orc brawler that uses a quarterstaff made from a lead pipe (because 0 gp construction means you take duct tape to pipes and poles, basically). The pipe has ribbons attached to it.


I've been thinking that this might be a fun party concept to play with for an adventure path that is based in and around a town. For example, the magic girls wind up leading the resistance in Hell's Rebels.


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I once accidentally built Homura Akemi. Alchemist/Psion (nomad). Time magic and bombs.

Scarab Sages

robertness wrote:
I've been thinking that this might be a fun party concept to play with for an adventure path that is based in and around a town. For example, the magic girls wind up leading the resistance in Hell's Rebels.

I was thinking that too. Sadly I'm already running Hell's Rebels and my player's Aren't magical girls. Oh well, still fun.

I just want to sit down at a PFS table with some GM who doesn't know what we are up to. Then see his reaction when we start describing our transformation sequences, and see the look on his face when he realizes we are all magical girls.

Really, though, to make a good party, there either
A) needs to be some multiclassing going on (such as a cleric that dips one into magical girl just for the transformation sequence) or
B) Someone needs to build a utility build like Hope Angel who can UMD and can deliver spells for debuff removal and healing (because despite what a lot of people say, sometimes in-combat healing is necessary, and infernal healing just ain't gonna cut it.)

Scarab Sages

Working out another build. I noticed that I didn't have a straight up Strength build, and while that isn't particularly magical-girl inspired, I saw the Expose Weakness vigilante talent and thought it was worth looking into.

Civilian Name: Tomoe Gozen
Vigilante name: Kami no Tsurugi (a.k.a. Divine Sword)(NG)
Female human
Magical animal (Protector)
Str: 17, Dex: 12, Con:14, Int:12, Wis:10, Chr:13
Level 1: Magical Child Feats: Dirty Fighting, Improved Dirty Trick
Level 2: Magical Child (Vigilante Talent-Expose Weakness
Level 3: Magical Child (Feat: Toughness?)
Level 4: Magical Child (Str +1)
Level 5: Magical Child (Feat: Power Attack?)
Level 6: Magical Child (Strike the Unseen? Vigilante Talent)

Traits: Armor Expert, (One other)
Base Stats at level 6: (Gear: mithral Breastplate, Belt of Str +2, Gauntlets of the Skilled Maneuver (Dirty Trick), Dusty Rose Ioun Stone stocketed into a Wayfinder, +1 Nodachi)
HP: 57
Spells: Shield, Barkskin
AC: 26 (Including shield, barkskin, and bodyguard)
To Hit: +10 (1d10+8, OR power attack, +8, 1d10+14)
CMB for Dirty Trick: +14 or +18 if flanking

So the basis for this character is to dirty trick her opponents. While that may not seem very magical-girl esque, it can be envisioned as her being a swordmaster, using her mastery of the sword to help her debilitate foes. Her big goal is to flank with another magical girl and successfully use the Dirty Trick combat maneuver to reduce a creature's DR OR Hardness by 10, effectively turning off most DR or Hardness found in PFS.

The build isn't perfect (her to-hit is VERY low) and her CMB isn't great. I'm looking for other ways to improve her build, if there are any suggestions.

Liberty's Edge

VampByDay, that is another interesting character. I actually don't take Power Attack most of the time for CMB builds, as it reduces CMB as well. Admittedly it's always a nice option to have, even if you don't use it all the time. However, your damage of 1d10+8 is already respectable. In addition, your build already lowers DR and Hardness, so you won't need one of the biggest benefits of Power Attack; "Punching through" DR.

I can't tell offhand if your build needs to keep Swift Actions free. If not, Arcane Strike could be a nice alternative to Power Attack. It still adds a bit of damage, and it doesn't impact accuracy. Alternatively, I might even suggest Weapon Focus: Nodachi. I know it's a really boring feat, but it could really help your to-hit chance. Unfortunately, I'm not sure if you can use a weapon with Dirty Trick. If you can, that would increase your CMB for the maneuver too.

Scarab Sages

I threw in power attack just because there are some creatures out there with a bajillion hit points, and sometimes you just need to pump out the damage. At level six, power attack adds +6 damage (for a two-handed weapon like a nodachi), where as arcane strike adds 2. Obviously on rounds when you are using dirty trick, you should turn off power attack, as you should when fighting opponents with high AC.

The problem I keep finding is accuracy. Unlike Maguses, there are virtually no spells on the unchained summoner spell list that increase to-hit reliably until you hit heroism and haste (level 3 spells that you get at level 7). Weapon focus gives you a small +1 bonus, which is frankly not worth a feat slot unless it is a stepping stone feat for things like spear dancing or starry grace. I just really need to find a way to up my to-hit on these characters.


VampByDay wrote:
robertness wrote:
I've been thinking that this might be a fun party concept to play with for an adventure path that is based in and around a town. For example, the magic girls wind up leading the resistance in Hell's Rebels.

I was thinking that too. Sadly I'm already running Hell's Rebels and my player's Aren't magical girls. Oh well, still fun.

I just want to sit down at a PFS table with some GM who doesn't know what we are up to. Then see his reaction when we start describing our transformation sequences, and see the look on his face when he realizes we are all magical girls.
...

If you pulled those shenanigans at my table...

There'd be a five minute pause for guffawing followed by finding and playing the transformation sequence background music from CardCaptor Sakura.

You have been warned.

Scarab Sages

robertness wrote:
VampByDay wrote:
robertness wrote:
I've been thinking that this might be a fun party concept to play with for an adventure path that is based in and around a town. For example, the magic girls wind up leading the resistance in Hell's Rebels.

I was thinking that too. Sadly I'm already running Hell's Rebels and my player's Aren't magical girls. Oh well, still fun.

I just want to sit down at a PFS table with some GM who doesn't know what we are up to. Then see his reaction when we start describing our transformation sequences, and see the look on his face when he realizes we are all magical girls.
...

If you pulled those shenanigans at my table...

There'd be a five minute pause for guffawing followed by finding and playing the transformation sequence background music from CardCaptor Sakura.

You have been warned.

Oh no, we wouldn't dream of making you look for music. . .

We'll make sure to have our own transformation magic pre-loaded and ready to go!

Grand Lodge

I've been loving this thread!

I think that the magical girls need to travel with a Chosen One Paladin and a Duettist Bard to complete their party. Oh! And maybe one of those Bloodragers with a bloodline familiar to complete the group!

I've also been looking strongly at the archetype for a potential future character build. Thanks for making this thread to give me ideas to consider.

Hmm

Scarab Sages

Well, if you come up with some more ideas, I'm all ears.

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