New base class: Mystic Warrior

jasin

Explorer
Looking at the new spells, primarily from Complete Adventurer, I got to
thinking how a battle sorcerer (Arcana Unearthed variant) with the right
spell selection might do a decent job of modelling the warriors of wuxia
movies like Crouching Tiger, Hidden Dragon, and even more so the more
magical ones like the guy with Essence Draining Stance from Swordsman
II.

Then I got the idea of tweaking the battle sorcerer to better fit the
concept, and building a new spell list, so the mystic warrior can choose
even non-Sor/Wis spells that are appropriate, and can't choose stuff
like scorching ray which isn't.

But I'm not really happy with how the spell list turned out, after first
pass. High level spells that I think fit are sorely lacking, so I'm
wondering if perhaps a bard-like, 0-6th, progression might work better.
But that would necessitate adding some more non-spell abilities to
compensate... eh.

Anyway, I'd be more interested in doing this if people showed some
interest and perhaps helped out, so this is a rough draft of what I have
so far.



MYSTIC WARRIOR

Hit Die: d8

Class skills
The mystic warrior's class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),
Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
(arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently
(Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis),
Swim (Str), and Tumble (Dex).
4 skill points per level.

BAB: medium
Fort: weak
Ref: good
Will: weak

Proficiency with all martial weapons and no armour or shields.

Wisdom based arcane spells; spells per day as sorcerer, but one less at
each spell level; spells known as sorcerer, but one less at each spell
level (minimum one). (Perhaps it would be better flavour-wise to call
spells "meditations" or "techniques" or something like that, but they're
basically spells, arcane because I want them to suffer from ASF.)

AC bonus as monk (Wis to AC, +1/5 levels).

Improved Unarmed Strike as bonus feat at 1st level.



Spell list follows. First, there are the new wacky mobility spells like
swift expeditous retreat and swift fly, which were what got me thinking
about this. Then, combat buffs like bull's strength, divine power, keen
edge; perhaps they should all be limited to the mystic warrior and
weapons in his hand only? There are divinations, representing meditative
visions and such: augury, clairaudience/clairvoyance, scrying. There's
Conjuration (Healing) (restoring the chi flow), and some non-energy
touch attacks like inflicts and vampiric touch (disrupting the chi
flow). Also, hold person and hold monster, which should be limited to
touch range, making the effect similar to Freezing the Lifeblood monk
feat.

0-LEVEL SPELLS
cure minor wounds
detect magic
detect poison
disrupt undead
guidance
inflict minor wounds
know direction
resistance
touch of fatigue
virtue

1ST-LEVEL SPELLS
accelerated movement (CAdv)
arrow mind (CAdv)
bless weapon
comprehend languages
critical strike (CAdv)
cure light wounds
detect secret doors
detect undead
distract assailant (CAdv)
divine favor
expeditious retreat
expeditious retreat, swift (CAdv)
feather fall
guided shot (CAdv)
inflict light wounds
insightful feint (CAdv)
iron scarf (CA)
jump
longstrider
magic weapon
master's touch (CAdv)
sanctuary
sniper's shot (CAdv)
true strike

2ND-LEVEL SPELLS
alter self
augury
bladeweave (CAdv)
bull's strength
cat's grace
death knell
detect thoughts
entangling scarf (CA)
false life
fly, swift (CAdv)
invisibility, swift (CAdv)
levitate
owl's wisdom
rain of needles (CA)
see invisibility
shatter
spider climb
whirling blade (CA)
wraithstrike (CAdv)

3RD-LEVEL SPELLS
clairaudience/clairvoyance
cure moderate wounds
delay poison
gentle repose
haste, swift (CAdv)
heroism
hold person
inflict moderate wounds
keen edge
magic weapon, greater
remove paralysis
restoration, lesser
tongues
vampiric touch
water breathing

4TH-LEVEL SPELLS
blade storm (CAdv)
cure serious wounds
dancing blade (CA)
detect scrying
dimension door
divine power
inflict serious wounds
poison
poison needles (CA)
remove blindness/deafness
remove curse
remove disease
scrying
shout
tongues

5TH-LEVEL SPELLS
aiming at the target (CA)
arrow storm (CAdv)
cure critical wounds
death ward
divination
dream
freedom of movement
hold monster
inflict critical wounds
neutralize poison
nightmare
slay living

6TH-LEVEL SPELLS
brilliant blade (CA)
commune
greater heroism

7TH-LEVEL SPELLS
ethereal jaunt
ghostform (CA)
greater scrying
harm
heal

8TH-LEVEL SPELLS
mind blank
moment of prescience

9TH-LEVEL SPELLS
absorption (CA)
foresight
time stop
wail of the banshee
 

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You have the saves goofed up, IMO. Warrior = good Fort, arcane caster = good Will. With that in mind, good Ref seems to come out of nowhere.

Gaining 9th level spells for a combination class like this seems a bit overpowered. Also, I'm uncomfortable with the way you've cherry-picked spells from the Clr, Pal, and Sor/Wiz spell lists. I would likely ban this class as unbalanced in my campaign.
 

I like the premise. Instead of building a custom spell list, do you think you could get away with this:

"The Mystic Warrior can select any spells from the Sorcerer/Wizard list, the Assassin list and the Wu-Jen list, but is limited to spells with a range of Touch or target of You (the caster)."

That eliminates most of the BOOM spells right off, and requires that the Mystic Warrior be in melee most of the time to affect enemies. And it's a lot less work. Just a thought.
 

JimAde said:
I like the premise. Instead of building a custom spell list, do you think you could get away with this:

"The Mystic Warrior can select any spells from the Sorcerer/Wizard list, the Assassin list and the Wu-Jen list, but is limited to spells with a range of Touch or target of You (the caster)."

That eliminates most of the BOOM spells right off, and requires that the Mystic Warrior be in melee most of the time to affect enemies. And it's a lot less work. Just a thought.

I love the idea of touch or personal spells only. I would also model this particular idea as a Monk variant instead of fighter, dropping many/most of the monk special ablilities for limited spell use, on par with Bards. I also think full spell progression would be way way overblown for a combo class like this. Overall idea is great.

These changes would make an interesting mystical martial artist type class like in the movies with a magical twist.
 

Elephant said:
You have the saves goofed up, IMO. Warrior = good Fort, arcane caster = good Will. With that in mind, good Ref seems to come out of nowhere.
It's supposed to come from the whole "mobile wuxia warrior" schtick. And also, Ref is the least critical save, so trading Will for Ref (compared to a battle sorc) weakens it a bit, leaving more room for other stuff.

Gaining 9th level spells for a combination class like this seems a bit overpowered.
What do you think about the battle sorcerer varian from Unearthed Arcana?

This guy is like the battle sorc, but:

Good Ref instead of Good Will. (Adv: battle sorc.)

Better skills. (Adv: mystic warrior.)

Improved Unarmed Strike instead of familiar. (Even?)

Monk AC instead of light armour. (Adv: mystic warrior)

Weaker spells overall (I think?), even though they come from many different lists. (Adv: battle sorc.)

I was working on the assumption that the battle sorc was balanced, so this should be (roughly) balanced too.

Also, I'm uncomfortable with the way you've cherry-picked spells from the Clr, Pal, and Sor/Wiz spell lists.
Well, I did pick spells from many lists, but I skipped many of the sexiest spells on each, so I don't think it really qualifies as cherry-picking.

I would likely ban this class as unbalanced in my campaign.
I think the question to ask here is: what's the worst you could do with it as it stands now, that you couldn't do with a cleric or battle sorcerer (or an eldritch knight, to keep it core)? IMO, not much.
 

jasin said:
I think the question to ask here is: what's the worst you could do with it as it stands now, that you couldn't do with a cleric or battle sorcerer (or an eldritch knight, to keep it core)? IMO, not much.

I don't think it's ridiculously powerful, but as others have said (including you) a bard-type spell progression might be better.

I like it overall, though.
 

JimAde said:
I like the premise.
Thanks.

Instead of building a custom spell list, do you think you could get away with this:

"The Mystic Warrior can select any spells from the Sorcerer/Wizard list, the Assassin list and the Wu-Jen list, but is limited to spells with a range of Touch or target of You (the caster)."
Why assassin? Does assassin get anything particularly appropriate that wouldn't be covered by Sor/Wiz + Wuj?

Anyway, I don't really like this since it cuts them off from some appropriate spells (I think... can't think of many off hand, so maybe it's not so bad) and allows some not-so-appropriate spells like fire shield or mirror image...

Then again, are fire shield and mirror image really all that unappropriate? You don't see stuff like that in CTHD, but I can easily imagine something like that showing up in some of the more outrageous wuxia movies...

Maybe I've been thinking about this too hard, and my first idea was best: just be a battle sorc (or a bard...) and pick the right spells. Sure, you won't be a high-Wis mystic, instead of being something of a flamboyant airhead (high Cha and Wis as your likely dump stat), but close enough, eh?

I guess my reasoning was that if you tell people who want to play magical wuxia warriors "just play a battle sorc" they will eventually pick up some not-so-appropriate but oh-so-useful spells like glitterdust or limited wish, because they can. But if you limit their spell list by cutting out some good but not appropriate spells, you not only ensure better focus, but also leave room for some minor flavour-enhancing bennies elsewhere (like the better skill list or Improved Unarmed Strike).
 

I think it is fine. Very flavorful too, which is a double edged sword. Might work better as a PrC. how about a monk prc that grants spell casting like an ur-priest with your spell list only?

The only thing that make sorcerer/wizard spells good is the blasting spells and at upper level the save or die type spells. If I remember correctly the battle sorcerer get fewer spells per day to cast than a standard sorcerer and knows fewer too.

The curing and inflicting spells are an interesting spin.

I might go with d6 HD instead.

Sadrik
 

jasin said:
Thanks.


Why assassin? Does assassin get anything particularly appropriate that wouldn't be covered by Sor/Wiz + Wuj?
Actually I just pulled Assassin out of my..er.. hat. :) I was thinking of magic-using melee classes. I just looked at the list and I think all the spells are also on the sor/wiz list, so ignore that. You could include Hexblade, though, since they have lots of good buff/debuff spells.
jasin said:
Anyway, I don't really like this since it cuts them off from some appropriate spells (I think... can't think of many off hand, so maybe it's not so bad) and allows some not-so-appropriate spells like fire shield or mirror image...

Then again, are fire shield and mirror image really all that unappropriate? You don't see stuff like that in CTHD, but I can easily imagine something like that showing up in some of the more outrageous wuxia movies...
Exactly. Depends on the flavor you're going for, but I could see someone surrounding themselves with "Chi Fire" or some such silliness.
jasin said:
I guess my reasoning was that if you tell people who want to play magical wuxia warriors "just play a battle sorc" they will eventually pick up some not-so-appropriate but oh-so-useful spells like glitterdust or limited wish, because they can. But if you limit their spell list by cutting out some good but not appropriate spells, you not only ensure better focus, but also leave room for some minor flavour-enhancing bennies elsewhere (like the better skill list or Improved Unarmed Strike).
Seems reasonable to me.
 

Elephant said:
Gaining 9th level spells for a combination class like this seems a bit overpowered. Also, I'm uncomfortable with the way you've cherry-picked spells from the Clr, Pal, and Sor/Wiz spell lists. I would likely ban this class as unbalanced in my campaign.
Ditto. The class with a bard spell progession seems more balanced to me.
 

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