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
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