Mahou no Ko (Magical Child Variant) - Vigilante Archetype


Homebrew and House Rules


This is my own personal homebrew for the Magical Child archetype. Many say this archetype falls short both mechanically and fluffing. As such, I'm presenting a much more 'magical girl' type archetype that is more balanced with the other vigilante archetypes as well. Of course, nothing is perfect, and I'm welcome to any feedback on this homebrewed creation, as well as answering any 'why this' questions. It will probably be easier to read using the pdf (at the end). Hope you enjoy:

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Mahou no Ko
Some vigilantes are contracted to fight for justice and peace at a young age. With the magic granted by a powerful contract, these fighters fight for the good. Aided in their fight by a magical item or animal, they fight undercover, keeping their powerful abilities hidden to keep their friends and family safe from the evils they face.

Alignment
A mahou no ko must be any Good alignment or Lawful Neutral.

This alters the vigilante’s alignment.

Class Skills
A mahou no ko adds Knowledge (arcana), Knowledge (planes), and Spellcraft her list of class skills, instead of Disable Device, Knowledge (engineering), and Survival.

This alters the vigilante's class skills.

Skill Ranks per Level
A mahou no ko gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of the normal 6 + her Intelligence modifier skill ranks.

This alters the vigilante's skill ranks per level.

Weapon and Armor Proficiency
A mahou no ko is not proficient with medium armor. She can cast bard spells (see spellcasting below) while wearing light armor without incurring the normal arcane spell failure chance.

This alters the vigilante's armor and weapon proficiencies.

Spellcasting
A mahou no ko casts arcane spells and cantrips as a Bard. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level, and she chooses her spells known from the bard spell list. A mahou no ko's selection of spells is extremely limited; use Table: Bard Spells Known to determine how many spells the mahou no ko knows at each level. A mahou no ko who chooses a spirit guide (see magical contract below) needs to commune with it for 1 hour in order to replenish her daily spell slots. A mahou no ko who chooses a magical tool (see magical contract below) needs to meditate with it for 1 hour in order to replenish her daily spell slots.

This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.

Transformation Sequence (Su)
A mahou no ko's transformation between identities is performed using her magical abilities. This makes it faster than usual, but also more noticeable.

A mahou no ko can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Magical Contract (Ex)
A mahou no ko’s magical abilities come from a magical contract. This contract can take many forms, but involves the mahou no ko making a pledge to fight for justice and against the evil that is in the world. This magical contract imparts two things to the mahou no ko: the ability to cast spells, as well as a magical tool or a spirit guide. Should the mahou no ko ever stop following the contract and fighting evil, she losses the ability to cast spells, as well as her magical tool or spirit guide. She may regain these by renewing her magical contract and fighting against evil once more.

At 1st level, a mahou no ko begins play with a magical tool or spirit guide. A magical tool is a powerful item that helps the mahou no ko perform her magic and can serve as a magical item. A spirit guide is a magical animal that helps guide her in her fight against evil and assists her in her skills. A mahou no ko must choose one of these to receive at 1st level. Once a mahou no ko makes this choice, it is permanent and cannot be changed.

A mahou no ko’s magical tool acts as a Wizard’s Arcane Bond, except as detailed here. Treat her vigilante level as her wizard level for any level dependent abilities. A magical tool has two identities, much as the mahou no ko. A magical item’s social identity can be any item that would take a space magical item slot, and can be as inconspicuous as a brooch, to a simple chocker. However, a magical item’s vigilante identity can be any item that would take a space magical item slot, as well as a wand, staff, or weapon. This vigilante form is much more noticeable, often becoming the icon of the mahou no ko.

A magical tool must be worn or equipped in order to receive its abilities. A mahou no ko’s magical tool is required to be held to perform her transformation sequence. Her magical tool provides an extra spell slot of the highest spell level she can cast, and any meta-magic applied to a spell that uses this slot does not have an increased casting time. A magical tool that is a weapon in its vigilante form is also treated as magic for the purpose of overcoming damage reduction.

A magical tool takes on its social identity while not worn or equipped, and cannot be identified as anything other than a mundane item while in this form. A magical item only works for its owner, and leaves this plane when a mahou no ko dies or otherwise ends her contract.

If a mahou no ko’s magical tool is ever destroyed or lost, she may replace the item after 24 hours by finding an identical masterwork item as the magical tool’s vigilant identity. Then, she must renew her contract by collecting materials that cost 200 gp per vigilante level spending 8-hours in her renewal ritual.

A mahou no ko’s spirit animal acts as a Wizard’s Arcane Bond, except as detailed here. Treat her vigilant level as her wizard level for any level dependent abilities. A mahou no ko’s spirit animal acts as a familiar with the outsider subtype as well as magical beast. Her spirit animal also has a social and a vigilante identity.

A spirit animal’s social identity is that of a seemingly normal animal. A spirit animal may change identities as a standard action. A spirit animal provides its familiar bonuses for either identity as long as it is in arm’s reach.

At 3rd level, the mahou no ko's spirit animal reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the spirit animal’s social identity always remains as the original normal animal). Also, it gains the change shape universal monster ability if it doesn't already have it. A spirit animal may use this ability at will while in its vigilant identity to transform into any of its available vigilante identities.

The spirit animal can change its vigilante identity again when the mahou no ko reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat's alignment restrictions apply to this ability, but only the mahou no ko's vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The spirit animal’s new vigilante form choices are permanent, and cannot be changed after being chosen. No matter its form, a spirit animal is treated as a regular Familiar for purposes of mechanics, such as a feat’s prerequisites.

In vigilante form, a mahou no ko's spirit animal gains an amount of DR/magic equal to her vigilante level.

If a mahou no ko’s familiar is ever killed, its spirit leaves its body and goes to its home plane until the contract is renewed. After 24 hours, a mahou no ko may find a replacement body for the spirit animal and renew her contract. To do so, a mahou no ko must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the spirit animal returns in its new body. It retains all of its memories from its earlier service to the mahou no ko.

If, for some reason, the mahou no ko breaks her contract, either by aiding evil or stopping her fight against it, she immediately losses her ability to cast magic and her magical tool or spirit animal leaves this plane. In order to receive her powers back, she must renew her contract to fight against evil. Renewing her contract is an 8-hour ritual that costs 200 gp per vigilante level.

This ability replaces vigilante specialization.

Mahou no Ko Talents
Social Talents
A mahou no ko can select from the following social talent, in addition to general vigilante talents.

Eternal Youth (Ex): A mahou no ko's body often slows in aging while under the effects of her magical contract. A mahou no ko with this ability no longer takes ability score changes for aging and cannot be magically aged. Any penalties or bonuses she may have already incurred are removed. She takes the appearance of a young adult of her race, and gains a +5 bonus to disguising herself as someone with the young template.

Mahou no ko that already have the young template still age until they reach adulthood, and their ability scores change back to normal. The mahou no ko still ages numerically and still dies when her time is up.

Vigilante Talents
A mahou no ko can select from any of the following vigilante talents, in addition to general vigilante talents.

Aligned Strike (Ex): A mahou no ko's fight against evil and injustice creates a focus of defeating such enemies. When a mahou no ko selects this talent, choose the Chaotic or Evil alignment. As a swift action, a mahou no ko may endue her weapons with special energy for one round. Upon striking her chosen alignment with her weapons, a mahou no ko deals 2 extra damage, plus 2 additional damage for every five vigilante levels she possesses.

A mahou no ko may select this talent a second time, but must choose the other alignment. This talent does not stack for opponents that are Chaotic Evil.

Magical Weapon (Su): A mahou no ko’s magical tool can be used to channel spells if it is a weapon. She no longer needs to have a free hand to cast spells as long as she has her magical tool equipped as a weapon.

If the mahou no ko’s magical tool is a melee weapon, she may use it when casting a melee touch attack, using the weapon’s attack bonus and reach, if any. If the attack roll also exceeds the target’s regular AC, then the target receives damage as though hit by the weapon as well.

If the mahou no ko’s magical tool is a ranged weapon, she may use its range when casting any ranged touch attack as well as its attack bonus. If the attack roll also exceeds the target’s regular AC, then the target receives damage as though hit by a regular projectile as well.

A mahou no ko must have a magical tool with a weapon as its vigilante identity to select this. A mahou no ko must also be at least 4th level to select this talent.

Power of Friendship (Ex): The mahou no ko can inspire allies through determination, friendship, and perseverance, often accompanied by a short psychological pep-talk. As a swift action, the mahou no ko may attempt to inspire an ally within 10 ft. (2 squares) to continue fighting. The mahou no ko must make a Charisma check of DC 10 to inspire the ally.

At 2nd level, the mahou no ko can grant a 1d6 to a successfully inspired ally to be used on any d20 roll within the next minute. This must be used after the dice is rolled, but before the result is announced.

At 8th level, a mahou no ko can remove the shaken condition instead.

At 12th level, it can reduce a frightened condition to shaken instead. Any allies with a 1d6 from this ability cannot be frightened while they have the inspired die.

At 16th level, it can remove the frightened condition completely instead. Any allies with a 1d6 from this ability cannot be shaken while they have the inspired die.

This ability can be used a number of times per day equal to 3 + the mahou no ko’s Charisma modifier.

Spirit Armor (Su): When in her vigilante identity, the mahou no ko gains a magical spirit armor that protects her from damage. The mahou no ko receives a DR 2/--. This damage reduction does not stack with any other source of damage reduction.

At 8th level, this increases to DR 4/--.

At 12th level, this increases to DR 6/--.

A mahou no ko must be at least 4th level to select this talent.

Staunch Ally (Ex): A mahou no ko's spirit animal counts as the mahou no ko for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the mahou no ko's, whichever is better. At 20th level, the spirit animal can make vengeance strikes as if it were the mahou no ko.

A mahou no ko must have a spirit animal to select this talent.

This alters vigilante talents.

A PDF file of this archetype for printing.


Just wanted to say, the name irritates me. It's like someone saying "man of wood" instead of woodsman.

Otherwise, I like some of the talents, but I'm curious why you kept the extra familiar changes. I can get the familiar having a social and a vigilante identity, but constant extra forms after that never felt very mahou shoujo to me. The item/weapon option is a good addition though, helpful for befriending opponents.


Scythia wrote:

Just wanted to say, the name irritates me. It's like someone saying "man of wood" instead of woodsman.

Otherwise, I like some of the talents, but I'm curious why you kept the extra familiar changes. I can get the familiar having a social and a vigilante identity, but constant extra forms after that never felt very mahou shoujo to me. The item/weapon option is a good addition though, helpful for befriending opponents.

As for the name, I'm not the greatest at Japanese. Yes, it directly translates to magic of child, rather than magical child. I'm open to a better translation or Japanese term for magical child (I know both magical girl and magical boy in Japanese, just not the non gender specific one :p). Or maybe even a better than for the archetype altogether.

I kept the familiar transforming, as I felt that their innate ability to switch forms from social to vigilante made it more of a magical shapeshifting pet, rather than a dual-identity animal that someone slaps a mask on (not literally of course). It also gives the familiar more power without requiring a feat, just as the bonded item shortens metamagic spells that uses its bonus slot.


It translates into child of magic, in a rough sense, you got the order correct. The problem is that "ko" is more often used as part of another word (commonly as a suffix) rather than on it's own. Mahouko would be a little closer to what you're going for. It's just my minor irritation in any case, nothing serious.

That makes sense. I would probably be more inclined to add bonuses or otherwise improve the existing familiar at those levels, but again that's just my preference.

I do appreciate that you used the term contract, made me immediately picture a certain red eyed catlike creature. :P


I definitely like this. The change to bard spellcasting from summoner spellcasting feels more appropriate for someone who's supposed to be powered by inspiration and emotions.


Scythia wrote:
I do appreciate that you used the term contract, made me immediately picture a certain red eyed catlike creature. :P

Just imagine a campaign of Magical Girls fighting through, only for each PC death becoming a new nemesis. That could actually turn into a pretty neat campaign now that I think about it.

And Mahouko does sound better than mahou no ko. Thanks for the help.


Blue Drake wrote:
Scythia wrote:
I do appreciate that you used the term contract, made me immediately picture a certain red eyed catlike creature. :P

Just imagine a campaign of Magical Girls fighting through, only for each PC death becoming a new nemesis. That could actually turn into a pretty neat campaign now that I think about it.

And Mahouko does sound better than mahou no ko. Thanks for the help.

That does sound like a fun concept.


Good to have some free Mahouko/Mahou no Ko stuff out there. ;)

Shadow Lodge

Generally like this archetype, especially the magical tool option and the archetype-specific talents.

I think it's odd that you require 1 hour of communion with the tool/guide as a spontaneous caster - 15 minutes is typical.

The magical tool strikes me as significantly less attractive than the guide. The guide gets a bunch of free improved familiar benefits and extra DR compared to a normal familiar, while the tool's only advantage compared to a normal bonded item is that it can be used to cast metamagic'd spells. (Both guide and tool appear unobtrusive in non-vigilante form.)

I would consider making "Magical Weapon" work like a normal spellstrike/ranged spellstrike rather than having it be able to miss/hit touch spell only/hit with everything.

Another idea for improving the tool is giving the Mahouko the ability to temporarily enhance it, like a paladin or magus. However that would be again weapon-specific and not something that would help if you wanted magical jewelry.

I don't like the charisma check in Power of Friendship. It doesn't need a chance of failure as a balancing factor, and it just slows things down. Making the uses per day based on charisma is enough, I think. Alternatively, you could grant the ally a bonus equal to the Mahouko's charisma bonus, instead of a d6. I would also consider extending the range to 30ft.

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