Grod_The_Giant
2015-01-31, 11:57 AM
The Warlock is a preeety simple class... but it's got a lot of choices for a new player to make. I think I can do a bit better in terms of "simple generic mage." This guy gets a few tricks in combat, decent damage, good mobility, and plenty of knowledge to play with.
Mystic
The Mystic’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+0
+2
Mystic Sight, Elemental Blessing, Elemental Blast +1d6
2nd
+1
+0
+0
+3
Mystic Armor
3rd
+2
+1
+1
+3
Knowledge Focus, Elemental Blast +2d6
4th
+3
+1
+1
+4
Mystic Mobility (Fire Step)
5th
+3
+1
+1
+4
Elemental Construct, Elemental Blast +3d6
6th
+4
+2
+2
+5
Knowledge Focus
7th
+5
+2
+2
+5
Elemental Blast +4d6
8th
+6/+1
+2
+2
+6
Mystic Mobility (Cloak of Winds)
9th
+6/+1
+3
+3
+6
Knowledge Focus , Elemental Blast +5d6
10th
+7/+2
+3
+3
+7
Elemental Summoning
11th
+8/+3
+3
+3
+7
Elemental Blast +6d6
12th
+9/+4
+4
+4
+8
Knowledge Focus , Mystic Mobility (Lightning Charge)
13th
+9/+4
+4
+4
+8
Elemental Blast +7d6
14th
+10/+5
+4
+4
+9
Planar Transit
15th
+11/+6/+1
+5
+5
+9
Elemental Blessing (Immunity), Knowledge Focus, Elemental Blast +8d6
16th
+12/+7/+2
+5
+5
+10
Mystic Mobility (Water Warp)
17th
+12/+7/+2
+5
+5
+10
Elemental Blast +9d6
18th
+13/+8/+3
+6
+6
+11
Knowledge Focus
19th
+14/+9/+4
+6
+6
+11
Elemental Blast +10d6
20th
+15/+10/+5
+6
+6
+12
Elemental Attunement
Weapon and Armor Proficiency: Mystic are proficient with all simple weapons. They are proficient with light armor but not with shields.
Elemental Blast (Su): Beginning at first level, a Mystic can fire bolts of elemental energy, dealing 1d6 damage, plus 1d6 damage at every odd-numbered Mystic level. An elemental blast is a ray with a range of 100 feet, a ranged touch attack affecting a single target. This damage can be either acid, cold, electricity, or fire. Each different element has a different effect:
Acid: An Acid Blast reduces the target’s Damage Reduction or Hardness (whichever the target possesses) by one-half the Mystic’ Intelligence modifier for 1 round.
Cold: A Cold Blast entangles the target for 1 round.
Electricity: An Electric Blast has a bonus to hit targets wearing metal armor equal to your Intelligence modifier.
Fire: A Fire Blast deals +1 damage/Mystic level.
Normally firing an Elemental Blast is a standard action. However, if you can make multiple attacks due to a high base attack bonus, you may fire one Elemental Blast for each iterative attack when making a full attack.
Mystic Sight (Su): A Mystic may detect magic auras, as the detect magic spell, and decipher magical inscriptions, as the read magic spell.
Elemental Blessing (Su): A Mystic is a master of the elements. He gains resistance to Acid, Cold, Electricity and Fire equal to his Mystic level plus his Intelligence modifier.
At 14th level, he becomes immune to the aforementioned damage types.
Mystic Armor (Su): Beginning at 2nd level, a Mystic gains a deflection bonus to armor class equal to his Intelligence modifier. This is a Force effect, applying against incorporeal creatures as well as corporeal ones.
Knowledge Focus (Ex): Beginning at 3rd level, and at each additional third level, a Mystic gains a +3 bonus to one Knowledge skill. These bonuses stack with each other, and count as the Skill Focus feat for the purposes of prerequisites.
Mystic Mobility (Su): A Mystic may focus his magical power to boost his own mobility.
Fire Step: Beginning at 4th level, a Mystic gains an enhancement bonus to base land speed equal to ten feet per point of his Intelligence modifier. On any turn where he moves at least ten feet, targets striking him in melee take one point of fire damage per point of his Intelligence modifier.
Cloak of Winds: Beginning at 8th level, a Mystic gains a fly speed equal to ten feet per point of Intelligence modifier, with good maneuverability. While aloft, he gains a 10% miss chance against ranged weapons.
Lightning Charge: Beginning at 12th level, a Mystic may transform into a bolt of lightning and flash across the battlefield. As a standard action, he may become incorporeal and move up to ten feet per point of Intelligence modifier before becoming corporeal again. Any target he moves through takes 1d6 electricity damage per Mystic level.
Water Warp: Beginning at 16th level, as a standard action Mystic may convert any body of water into a portal. This functions as the spell teleportation circle, with the following exceptions. The portal is two-way, with both ends being anchored in bodies of water. The size of the portal is equal to the smaller of the two bodies of water, or a circle with a radius of one foot per point of the Mystic’ Intelligence modifier, whichever is smaller. Finally, the spell cannot teleport targets more than one hundred miles per Mystic level.
Elemental Constructs (Su): Beginning at 5th level, a Mystic can create solid objects out of energy. These shapes can take the form of any simple geometric shape or common item. They can be hollow or solid, with dimensions of up to 10 cubic feet per Mystic level, with health equal to the Mystic's level and hardness equal to his Intelligence modifier.
Constructs cannot be moved once placed, and last for as long as the Mystic concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save, with a DC equal to 10+1/2 Mystic level+Intelligence modifier. The Mystic must have line of sight to create a construct, and it must be within 100 feet. This ability counts as a conjuration (creation) spell.
Constructs may be made of stone, ice, wind, or fire, with varying effects:
Fire: A fire construct deals 1 point of fire damage per Mystic level per round to anyone within 10 feet. Targets attempting to pass through the construct take 1d6 fire damage per Mystic level.
Ice: An ice construct has hardness equal to your Intelligence modifier, and hit points equal to your Intelligence modifier times your Mystic level. Anyone standing on or adjacent to the wall is denied their Dexterity bonus to armor class as they try to stand on the ice.
Stone: A stone construct has hardness equal to your Intelligence modifier, and hit points equal to your Intelligence modifier times your Mystic level. It must touch natural earth or stone, but unlike other constructs, it is permanent once created.
Wind: A wind construct is a curtain of wind, similar to a wind wall spell. Creatures attempting to pass through must make a Strength check (DC 10 + 1/2 Mystic level + Intelligence modifier), with a +4 bonus for every size category they are larger than the Mystic and a -4 penalty for every size category smaller. Ranged weapons and gasses cannot pass through the construct either.
Elemental Summoning (Su): Beginning at 10th level, a Mystic may summon an Air, Earth, Fire, or Water elemental as a standard action. Summoned elementals remain until slain or dismissed He may have any number of elementals, as long as their total challenge ratings do not exceed his Mystic level plus his Intelligence modifier.
Planar Transit (Su): Beginning at 15th level, a Mystic may use greater plane shift (SpC) as a supernatural ability, useable at will. However, unlike the spell, this ability can only access the Material Plane and the four Elemental Planes. When transporting to an Elemental Plane, the Mystic may take the targets directly to a desired location if he has visited it before.
Elemental Attunement: At 20th level, a Mystic’s type changes to Elemental, although he retains his soul, and hence may still be resurrected. He gains a +4 perfection bonus to all ability scores, and DR 10/—. In addition, he gains the Whirlwind, Earth Glide, Burn, and Vortex of an elemental.
Mystic
The Mystic’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+0
+2
Mystic Sight, Elemental Blessing, Elemental Blast +1d6
2nd
+1
+0
+0
+3
Mystic Armor
3rd
+2
+1
+1
+3
Knowledge Focus, Elemental Blast +2d6
4th
+3
+1
+1
+4
Mystic Mobility (Fire Step)
5th
+3
+1
+1
+4
Elemental Construct, Elemental Blast +3d6
6th
+4
+2
+2
+5
Knowledge Focus
7th
+5
+2
+2
+5
Elemental Blast +4d6
8th
+6/+1
+2
+2
+6
Mystic Mobility (Cloak of Winds)
9th
+6/+1
+3
+3
+6
Knowledge Focus , Elemental Blast +5d6
10th
+7/+2
+3
+3
+7
Elemental Summoning
11th
+8/+3
+3
+3
+7
Elemental Blast +6d6
12th
+9/+4
+4
+4
+8
Knowledge Focus , Mystic Mobility (Lightning Charge)
13th
+9/+4
+4
+4
+8
Elemental Blast +7d6
14th
+10/+5
+4
+4
+9
Planar Transit
15th
+11/+6/+1
+5
+5
+9
Elemental Blessing (Immunity), Knowledge Focus, Elemental Blast +8d6
16th
+12/+7/+2
+5
+5
+10
Mystic Mobility (Water Warp)
17th
+12/+7/+2
+5
+5
+10
Elemental Blast +9d6
18th
+13/+8/+3
+6
+6
+11
Knowledge Focus
19th
+14/+9/+4
+6
+6
+11
Elemental Blast +10d6
20th
+15/+10/+5
+6
+6
+12
Elemental Attunement
Weapon and Armor Proficiency: Mystic are proficient with all simple weapons. They are proficient with light armor but not with shields.
Elemental Blast (Su): Beginning at first level, a Mystic can fire bolts of elemental energy, dealing 1d6 damage, plus 1d6 damage at every odd-numbered Mystic level. An elemental blast is a ray with a range of 100 feet, a ranged touch attack affecting a single target. This damage can be either acid, cold, electricity, or fire. Each different element has a different effect:
Acid: An Acid Blast reduces the target’s Damage Reduction or Hardness (whichever the target possesses) by one-half the Mystic’ Intelligence modifier for 1 round.
Cold: A Cold Blast entangles the target for 1 round.
Electricity: An Electric Blast has a bonus to hit targets wearing metal armor equal to your Intelligence modifier.
Fire: A Fire Blast deals +1 damage/Mystic level.
Normally firing an Elemental Blast is a standard action. However, if you can make multiple attacks due to a high base attack bonus, you may fire one Elemental Blast for each iterative attack when making a full attack.
Mystic Sight (Su): A Mystic may detect magic auras, as the detect magic spell, and decipher magical inscriptions, as the read magic spell.
Elemental Blessing (Su): A Mystic is a master of the elements. He gains resistance to Acid, Cold, Electricity and Fire equal to his Mystic level plus his Intelligence modifier.
At 14th level, he becomes immune to the aforementioned damage types.
Mystic Armor (Su): Beginning at 2nd level, a Mystic gains a deflection bonus to armor class equal to his Intelligence modifier. This is a Force effect, applying against incorporeal creatures as well as corporeal ones.
Knowledge Focus (Ex): Beginning at 3rd level, and at each additional third level, a Mystic gains a +3 bonus to one Knowledge skill. These bonuses stack with each other, and count as the Skill Focus feat for the purposes of prerequisites.
Mystic Mobility (Su): A Mystic may focus his magical power to boost his own mobility.
Fire Step: Beginning at 4th level, a Mystic gains an enhancement bonus to base land speed equal to ten feet per point of his Intelligence modifier. On any turn where he moves at least ten feet, targets striking him in melee take one point of fire damage per point of his Intelligence modifier.
Cloak of Winds: Beginning at 8th level, a Mystic gains a fly speed equal to ten feet per point of Intelligence modifier, with good maneuverability. While aloft, he gains a 10% miss chance against ranged weapons.
Lightning Charge: Beginning at 12th level, a Mystic may transform into a bolt of lightning and flash across the battlefield. As a standard action, he may become incorporeal and move up to ten feet per point of Intelligence modifier before becoming corporeal again. Any target he moves through takes 1d6 electricity damage per Mystic level.
Water Warp: Beginning at 16th level, as a standard action Mystic may convert any body of water into a portal. This functions as the spell teleportation circle, with the following exceptions. The portal is two-way, with both ends being anchored in bodies of water. The size of the portal is equal to the smaller of the two bodies of water, or a circle with a radius of one foot per point of the Mystic’ Intelligence modifier, whichever is smaller. Finally, the spell cannot teleport targets more than one hundred miles per Mystic level.
Elemental Constructs (Su): Beginning at 5th level, a Mystic can create solid objects out of energy. These shapes can take the form of any simple geometric shape or common item. They can be hollow or solid, with dimensions of up to 10 cubic feet per Mystic level, with health equal to the Mystic's level and hardness equal to his Intelligence modifier.
Constructs cannot be moved once placed, and last for as long as the Mystic concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save, with a DC equal to 10+1/2 Mystic level+Intelligence modifier. The Mystic must have line of sight to create a construct, and it must be within 100 feet. This ability counts as a conjuration (creation) spell.
Constructs may be made of stone, ice, wind, or fire, with varying effects:
Fire: A fire construct deals 1 point of fire damage per Mystic level per round to anyone within 10 feet. Targets attempting to pass through the construct take 1d6 fire damage per Mystic level.
Ice: An ice construct has hardness equal to your Intelligence modifier, and hit points equal to your Intelligence modifier times your Mystic level. Anyone standing on or adjacent to the wall is denied their Dexterity bonus to armor class as they try to stand on the ice.
Stone: A stone construct has hardness equal to your Intelligence modifier, and hit points equal to your Intelligence modifier times your Mystic level. It must touch natural earth or stone, but unlike other constructs, it is permanent once created.
Wind: A wind construct is a curtain of wind, similar to a wind wall spell. Creatures attempting to pass through must make a Strength check (DC 10 + 1/2 Mystic level + Intelligence modifier), with a +4 bonus for every size category they are larger than the Mystic and a -4 penalty for every size category smaller. Ranged weapons and gasses cannot pass through the construct either.
Elemental Summoning (Su): Beginning at 10th level, a Mystic may summon an Air, Earth, Fire, or Water elemental as a standard action. Summoned elementals remain until slain or dismissed He may have any number of elementals, as long as their total challenge ratings do not exceed his Mystic level plus his Intelligence modifier.
Planar Transit (Su): Beginning at 15th level, a Mystic may use greater plane shift (SpC) as a supernatural ability, useable at will. However, unlike the spell, this ability can only access the Material Plane and the four Elemental Planes. When transporting to an Elemental Plane, the Mystic may take the targets directly to a desired location if he has visited it before.
Elemental Attunement: At 20th level, a Mystic’s type changes to Elemental, although he retains his soul, and hence may still be resurrected. He gains a +4 perfection bonus to all ability scores, and DR 10/—. In addition, he gains the Whirlwind, Earth Glide, Burn, and Vortex of an elemental.