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Ceaon
2012-06-20, 07:04 PM
Note: this is a repost from this (www.giantitp.com/forums/showthread.php?t=228631) thread. I changed a few minor things and would like some more opinions. So, PEACH!

Edit: I am aiming for a tier 3/4 monk-like melee class.


Mystic Warrior
"Perfection can never be achieved, but it does not hurt to try."

http://img1.91huo.com/co/images/guides/classes/monk_class.jpg

Fluff
Mystic warriors are fighters who have learned to channel their inner energy, called Ki, to perform great feats and defend themselves against their foes. Although their study is long and hard, it allows them to access the powers that are hidden in every living being. Mystic warriors always seek to perfect themselves and their art and constantly train and test their bodies and minds to reach greater heights. When two mystic warriors first meet, they will often fight to see who is the strongest between them. The loser may rechallenge the victor at any moment.

Most mystic warriors do not utilize any weapons or armors, instead relying purely on their own, inherent power. Some mystic warriors, however train themselves in the use of weapons like the longsword, as weapons do not necessarily hamper their abilties.

Mystic warriors get along with most other classes, especially those who seek to perfect their art as well (like monks and some fighters, rogues and wizards do). They have no shared attitude regarding religion, magic or nature.

Mystic warriors train themselves to be effective in combat and social situations alike. Physical performance comes naturally to them, although they need to practice like any other class. They lean towards extreme alignments: they are often very rigid, zealous, passionate or aggressive, and this trait fuels their training, allowing them to overcome their limits.

Mystic warriors benefit from high strength and constitution scores, as does any close combat class. Dexterity provides the unarmored mystic warrior with a higher armor class, while charisma increases their social skills.

Game stats
Alignment
Any, except Neutral.

Hit Die
d12.

Class Skills
The mystic warrior’s class skills (and the key ability for each skill) are Balance (Dex),Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Mystic Warrior
{table=head]Level|Base[br]Attack Bonus|Fort[br]Save|Ref[br]Save|Will[br]Save|[br]Special|Unarmed[br]Damage

1st|
+1|
+0|
+0|
+2|Unarmed Strike, Ki Magic, Mage Armor|
2d3

2nd|
+2|
+0|
+0|
+3|Divine Favor|
2d3

3rd|
+3|
+1|
+1|
+3|Entropic Shield, Magic Vestment|
2d3

4th|
+4|
+1|
+1|
+4|Barkskin|
2d4

5th|
+5|
+1|
+1|
+4|Feather Fall, Greater Magic Weapon|
2d4

6th|
+6/+1|
+2|
+2|
+5|Freedom of Movement|
2d4

7th|
+7/+2|
+2|
+2|
+5|Arcane Sight, Keen Edge|
2d4

8th|
+8/+3|
+2|
+2|
+6|Blur|
2d6

9th|
+9/+4|
+3|
+3|
+6|Remove Fear, See Invisibility|
2d6

10th|
+10/+5|
+3|
+3|
+7|Lesser Globe of Invulnerability|
2d6

11th|
+11/+6/+1|
+3|
+3|
+7|Stoneskin, True Seeing|
2d6

12th|
+12/+7/+2|
+4|
+4|
+8|Fly|
2d8

13th|
+13/+8/+3|
+4|
+4|
+8|Death Ward, Good Hope|
2d8

14th|
+14/+9/+4|
+4|
+4|
+9|Spell Resistance|
2d8

15th|
+15/+10/+5|
+5|
+5|
+9|Globe of Invulnerability, Telepathic Bond|
2d8

16th|
+16/+11/+6/+1|
+5|
+5|
+10|Aligned Protection|
2d10

17th|
+17/+12/+7/+2|
+5|
+5|
+10|Foresight, Mind Blank|
2d10

18th|
+18/+13/+8/+3|
+6|
+6|
+11|Moment of Prescience|
2d10

19th|
+19/+14/+9/+4|
+6|
+6|
+11|Haste, Protection From Spells|
2d10

20th|
+20/+15/+10/+5|
+6|
+6|
+12|Regenerate|
2d12[/table]

Small or Large Mystic Warrior Unarmed Damage
{table=head]
[br]Level|[b]Damage[br](Small Mystic Warrior)|Damage[br](Large Mystic Warrior)

1st-3rd|
1d3|
2d4

4th-7th|
2d3|
2d6

8th-11th|
2d4|
2d8

12th-15th|
2d6|
2d10

16th-19th|
2d8|
2d12

20th|
2d10|
4d8[/table]

Class Features

All of the following are class features of the mystic warrior.

Weapon and Armor Proficiency
Mystic warriors are proficient with the unarmed strike.
Mystic warriors are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a mystic warrior loses his ki magic ability.

Unarmed Strike
At 1st level, a mystic warrior gains Improved Unarmed Strike as a bonus feat. A mystic warrior’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a mystic warrior may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a mystic warrior striking unarmed. A mystic warrior may thus apply her full Strength bonus on damage rolls for all his unarmed strikes.

Usually a mystic warrior’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A mystic warrior’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A mystic warrior also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Mystic Warrior. The unarmed damage on Table: The Mystic Warrior is for Medium monks. A Small mystic warrior deals less damage than the amount given there with his unarmed attacks, while a Large mystic warrior deals more damage; see Table: Small or Large Mystic Warrior Unarmed Damage.

Ki Magic (Su)
Beginning at 1st level, a mystic warrior can use his ki to imitate magical spells that increase his fighting prowess and mental abilities. All these forms of Ki magic are Supernatural abilities. Ki magic emulates a spell as if it was cast on the mystic warrior (and the mystic warrior only), with a few differences.
First, a Ki magic ability has a duration of permanent, independent of the mystic warrior's class level, unless otherwise specified.
Second, the caster level for the Ki magic is equal to the mystic warrior's class level (again, with the exception of caster level-based duration).
Third, some Ki magic abilities can run out. If they do, they are reset after 8 hours of rest. Reactivating them is a free action.
Fourthly, a mystic warrior may choose to supress or reactivate any single ability as a move action (with the exception of the Spell Resistance Ki Magic).
Finally, many Ki magic abilities increase with level, like the spell it is named for would do. This is noted in their description.

Mage Armor
At 1st level, a mystic warrior can summon an inner form of Ki protection. This ability functions like the Mage Armor spell and provides the mystic warrior with a +4 armor bonus AC.

Divine Favor
At 2nd level, a mystic warrior can increase his martial prowess by focusing his Ki. This ability functions like the Divine Favor spell and provides the mystic warrior with a +1 luck bonus to attack and damage rolls. This bonus increases to +2 at level 6 and +3 at level 9.

Entropic Shield
At 3rd level, a mystic warrior can divert incoming ranged attacks. This ability functions like the Entropic Shield spell. Ranged attack rolls against the mystic warrior suffer a 20% miss chance.

Magic Vestment
At 3rd level, a mystic warrior becomes harder to hit. This ability functions like the Magic Vestment spells (as if it was cast on the mystic warrior's clothing) and provides the mystic warrior with a +1 enhancement bonus to AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level.

Barkskin
At 4th level, the mystic warrior can use his ki to toughen his body. This ability functions like the Barkskin spell and increases the mystic warrior's natural armor bonus to +2. This bonus increases to +3 at 6th level, +4 at 9th level and +5 at 12th level.

Feather Fall
At 5th level, a mystic warrior has learned how to float in the air using his Ki. This ability functions like the Feather Fall spell. If the mystic warrior lands after this ability has activated, it can be reactivated as a move action. This is an exception to the above rule that an ability can only be reactivated after 8 hours of rest.

Greater Magic Weapon
At 5th level, a mystic warrior can channel his ki through his unarmed strikes. This ability functions like the Greater Magic Weapon spell and provides the mystic warrior with a +1 enhancement bonus to attack and damage rolls. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level. To affect a weapon other than the unarmed strike with this ability for 24 hours requires a single move action.

Freedom of Movement
At 6th level, a mystic warrior can ignore spells and other effects that impede his movement. This ability functions like the Freedom of Movement spell.

Arcane Sight
At 7th level, a mystic warrior's sense have heightend to incredible heights, allowing him to see magical aura's and the like. This ability functions like the Arcane Sight spell.

Keen Edge
At 7th level, a mystic warrior can channel his Ki in quick bursts through his unarmed strikes. This ability functions like the Keen Edge spell and increases the monk's threat range. To affect a weapon other than the unarmed strike with this ability for 24 hours requires a single move action.

Blur
At 8th level, a mystic warrior's movements have become so fast that he is hard to hit even for those right next to him. This ability functions like the Blur spell and provides the mystic warrior with concealment.

Remove Fear
At 9th level, a mystic warrior has trained his mind so well that he doesn't succumb to fear as easily as others. This ability functions like the Remove Fear spell and provides the mystic warrior with a +4 moral bonus to fear. Should the mystic warrior still fail a saving throw against fear, the fear effect is not supressed. The mystic warrior may choose to supress this ability and activate it when he is affected by a fear effect to supress the effect. Supressing and activating Remove Fear takes a move action, as normal.

See Invisibility
At 9th level, a mystic warrior's sense increase even further. He can spot invisible opponents as easily as visible ones. This ability functions like the See Invisibility spell.

Lesser Globe of Invulnerability
At 10th level, a mystic warrior's ki has increased to such a level that weaker forms of magic do not affect him. This ability functions like a Lesser Globe of Invulnerability spell and provides the mystic warrior with immunity against spells and spell-like abilities of 3rd level or lower.

Stoneskin
At 11th level, a mystic warrior has increased the toughness of his body even more. Using his Ki, he can withstand incredible punishment. This ability functions like the Stoneskin spell and provides the mystic warrior with damage reduction 10/adamantine. Once this ability has negated 110 damage, it becomes inactive and must be reactivated again after 8 hours of rest. This number increases to 120 at 12th level, 130 at 13th level, 140 at 14th level and 150 at 15th level.

True Seeing
At 11th level, a mystic warrior's sense become perfect. He can see things as they really are. This ability functions like the True Seeing spell.

Fly
At 12th level, the mystic warrior's ability to float in the air is perfected. This ability functions like the Fly spell and enables the mystic warrior to fly at a speed of 60 feet with good manouverability.

Death Ward
At 13th level, a mystic warrior can use his ki to protect himself against harm done to his body. This ability functions like the Death ward spell and provides the mystic warrior with immunity against all death spells, magical death effects, energy drain, and any negative energy effects.

Good Hope
At 13th level, a mystic warrior can summon incredible willpower and determination. This ability functions like the Good Hope spell. The mystic warrior gains a +2 morale bonus to saving throws, attack rolls, damage rolls, skill checks and ability checks.

Spell Resistance
At 14th level, a mystic warrior can shrug off most spells as harmless. This ability functions like the Spell Resistance spell. The mystic warrior gains a spell resistance of 26. This number increases by one each level. The mystic warrior can lower his spell resistance as a standard action that does not provoke attacks of opportunity. Once he lowers his resistance, it remains down until the mystic warrior’s next turn. At the beginning of his next turn, the mystic warrior’s spell resistance automatically returns unless he intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

Globe of Invulnerability
At 15th level, a mystic warrior's ki has increased even more, to such a level that many forms of magic do not affect him. This ability functions like a Globe of Invulnerability spell and provides the mystic warrior with immunity against spells and spell-like abilities of 4th level or lower.

Telepathic Bond
At 15th level, a mystic warrior can communicate telepathically with others. This ability functions like the Telepathic Bond spell. The mystic warrior chooses a target by touching the target's forehead, unlike the spell. The Bond remains until the mystic warrior chooses to dismiss it as a free action. A mystic warrior can have a Telepathic Bond with 5 creatures at once. This number increases by 1 for ever 3 levels above 15th (6 at 18th level, 7 at 21st level, and so forth).

Aligned Protection
At 16th level, a mystic warrior's ki's ability to protect him increases. When he attains 16th level, the mystic warrior chooses to embrace either Chaos, Good, Law or Evil (the mystic warrior's alignment must correspond with this choice). This ability functions like Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura (whichever spell corresponds with the chosen alignment). It provides him with a +4 deflection bonus to AC, a +4 resistance bonus on saves and blocks possession and mental influence.

This ability has an additional effect based on the mystic warrior's choice. A creature of the alignment opposing the alignment of the mystic warrior's choice that succeeds on a melee attack against the mystic warrior either becomes confused for 1 round (will negates), blinded (fortitude negates) or slowed (will negates) or takes 1d6 temporary strength damage (fortitude negates), depending on the ability chosen (see the spell descriptions for more information) The save DC is equal to 10 + ½ the mystic warrior's class level + the mystic warrior's constitution modifier.

Foresight
At 17th level, a mystic warrior can use his ki to anticipate what will happen next. This ability functions like the Foresight spell. It provides him with a +2 insight bonus to AC and reflex saves. The mystic warrior is never surprised or flat-footed.

Mind Blank
At 17th level, the mystic warrior has trained his mind so well that it seems blank to anyone trying to detect it. This ability functions like the Mind Blank spell.

Moment of Prescience
At 18th level, the mystic warrior can channel his ki to perform an incredible feat. This ability functions like the Moment of Prescience spell. It grants the mystic warrior an insight bonus equal to his class level on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, he can apply the insight bonus to his AC against a single attack. Once this bonus has been spent, this ability can not be used again until the mystic warrior has rested for 8 hours.

Haste
At 19th level, a mystic warrior can speed up by channeling all his ki. This ability functions like the Haste spell. It allows the mystic warrior to make an extra attack when using the full attack action at his full base attack bonus. The mystic warrior gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves and his speed increases by 30 feet.

Protection From Spells
At 19th level, a mystic warrior can use his ki to protect him from most spells. This ability functions like the Protection From Spells spell. The mystic warrior gains a +8 resistance bonus on saving throws against spells and spell-like abilities.

Regenerate
At 20th level, the mystic warrior mastery of Ki manipulation allows him to heal himself and regrow any lost limbs. This ability functions like the Regenerate spell, except that the mystic warrior can only target himself and the ability takes only a move action, not 3 full rounds.

Antonok
2012-06-20, 10:25 PM
First off: What tier are you aiming for?

Second, the link to the previous thread needs to be fixed. (You have to going to edit post instead of the actual thread, so no one can access it)

Ceaon
2012-06-21, 03:50 AM
Fixed and edited in. Thanks!

Antonok
2012-06-21, 08:35 AM
I'd have to say tier 2ish, its doesn't have much versatility. Its got the self defensive stuff down, but in the end doesn't contribute much else.

Flight isn't useful in combat unless you take the spring attack line due to no ranged abilities.

Its all defensive stuff, in the end your still only dealing 2d12+x damage at level 20.

And like the Monk its still a bit MAD needing Str, Dex, Con, and Cha. Granted not as bad as the regular monk but still.

A few suggestions I might make would be:

~Give them access to a small number of martial maneuvers for a bit of versatility instead of 'I punch it' over and over. (Setting Sun, Stone Dragon, Tiger Claw, and White Raven would be good choices) This would be my top suggestion, as it would add extra options for attacks, party buffs, debuffs, etc.

~Replace Telepathic Bond with Improved Blink (Comp. Divine)

~Switch the capstone to Transcend Mortality (Comp. Mage) but for a number of rounds equal to your Mystic War level and without the insta death at the end.

~Maybe even throw Repulsion, Repel Metal or Stone, or Enlarge Person in there somewhere.


Just my thoughts on it. Do with them as you will. :smallcool:

Terazul
2012-06-21, 09:22 AM
I'd have to say tier 2ish, its doesn't have much versatility. Its got the self defensive stuff down, but in the end doesn't contribute much else.


I... what? :smallconfused:The lack of versatility is the basically exact opposite of 2. It's more like... 4 or so. Rest of the suggestions are pretty spot on, though.

Antonok
2012-06-21, 09:30 AM
I... what? :smallconfused:The lack of versatility is the basically exact opposite of 2. It's more like... 4 or so. Rest of the suggestions are pretty spot on, though.

Well reason I said tier 2 is due to by level 12 the class gets around 30 AC, 20% miss chance, freedom of movement, DR 10/adamantine, immunity to spells 3rd lvl and lower, flight, trueseeing, +20/15/10 attack bonus, 2d8+6 damage and thats not including feats and gear.

It does what it does quite well, but other can still do it as good if not better and still have more versatility.

Terazul
2012-06-21, 09:40 AM
Yeah, it gets alot of personal buffs that make it pretty hard to take down... That isn't necessarily the same as ability to solve just about any problem by itself. It essentially gets access to a very limited spell list full of personal buffs; It's got defenses, and can punch you fairly hard, but it isn't reshaping the cosmos any time soon.