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Playing a Mystic (Immortal)
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<blockquote data-quote="Blue" data-source="post: 6854953" data-attributes="member: 20564"><p><span style="font-size: 15px">EDIT: April 2017 - this was about Mystic v2 and has been thread necro'd. It is not about the Mystic v3.</span></p><p><span style="font-size: 15px"></span></p><p>I've been playing around with ideas for a Mystic (Immortal) for a game that'll be played in the first two tiers, mostly around 3-7 and maybe topping at 9-10. At first I was excited for the idea, but playing around a little bit I don't see how a Mystic (Immortal) is pulling their own weight in the party.</p><p></p><p>I can make them fairly tanky if I'm willing to pump Int for temp HPs once I hit 3rd, but I don't see how they do enough damage to contribute meaningfully. Even just acting as a tank perhaps needs Sentinel, but with one ASI over much of play and a second coming in for the last 10-20% I'm not sure I can afford a feat. (Yes, I am sure everyone will say variant human.)</p><p></p><p>I've thought of two other alternatives around that, though they don't multiply each other.</p><p></p><p>One would be to get Booming Blade. High Elf is the easy answer, with +2 Dex and +1 Int plus the cantrip. Eldritch Knight or Arcane Trickster can give it. One level of Cleric (Arcana), Warlock and Sorcerer can get it, with a 13 pre-requisite when we're already MAD. Wizard can get it but doesn't add much, though a 2nd level could add Abjurer or Bladesinger, though I'm not sure how high Int will be to justify double dipping like that, especially when a race to 5th so that the Mystic starts go get enough PP and a high enough limit is half the campaign already. Mind you that warcaster to cast it on an AoO is likely not in the cards. (Yes, I do realize that some also could get access to shield and absorb elements. But at that point, it's playing an EK primary, not a Mystic. EKs are cool, trying to explore the Mystic right now.)</p><p></p><p>The other option is a level of Fighter (not Paladin because of requisites) for the Tunnel Fighter fighting style in the Underdark book, to at least make them pay when they go through.</p><p></p><p>But even then, I'm one attack doing an okay amount of damage, and if I take the right discipline I can spend PPs for extra damage. But that's it. It feels like the attack will be anemic compared to other weapon users of those levels, and they will have some disciplines but nothing like the flexibility or decisiveness of a full caster.</p><p></p><p>(I have also looked at fighter for Duelist style, but with only ne attack it's not a big deal.)</p><p></p><p>So, how do we get them on-par or better in terms of combat effectiveness for a character of their level in the 3-7 or 1-9 range?</p></blockquote><p></p>
[QUOTE="Blue, post: 6854953, member: 20564"] [SIZE=4]EDIT: April 2017 - this was about Mystic v2 and has been thread necro'd. It is not about the Mystic v3. [/SIZE] I've been playing around with ideas for a Mystic (Immortal) for a game that'll be played in the first two tiers, mostly around 3-7 and maybe topping at 9-10. At first I was excited for the idea, but playing around a little bit I don't see how a Mystic (Immortal) is pulling their own weight in the party. I can make them fairly tanky if I'm willing to pump Int for temp HPs once I hit 3rd, but I don't see how they do enough damage to contribute meaningfully. Even just acting as a tank perhaps needs Sentinel, but with one ASI over much of play and a second coming in for the last 10-20% I'm not sure I can afford a feat. (Yes, I am sure everyone will say variant human.) I've thought of two other alternatives around that, though they don't multiply each other. One would be to get Booming Blade. High Elf is the easy answer, with +2 Dex and +1 Int plus the cantrip. Eldritch Knight or Arcane Trickster can give it. One level of Cleric (Arcana), Warlock and Sorcerer can get it, with a 13 pre-requisite when we're already MAD. Wizard can get it but doesn't add much, though a 2nd level could add Abjurer or Bladesinger, though I'm not sure how high Int will be to justify double dipping like that, especially when a race to 5th so that the Mystic starts go get enough PP and a high enough limit is half the campaign already. Mind you that warcaster to cast it on an AoO is likely not in the cards. (Yes, I do realize that some also could get access to shield and absorb elements. But at that point, it's playing an EK primary, not a Mystic. EKs are cool, trying to explore the Mystic right now.) The other option is a level of Fighter (not Paladin because of requisites) for the Tunnel Fighter fighting style in the Underdark book, to at least make them pay when they go through. But even then, I'm one attack doing an okay amount of damage, and if I take the right discipline I can spend PPs for extra damage. But that's it. It feels like the attack will be anemic compared to other weapon users of those levels, and they will have some disciplines but nothing like the flexibility or decisiveness of a full caster. (I have also looked at fighter for Duelist style, but with only ne attack it's not a big deal.) So, how do we get them on-par or better in terms of combat effectiveness for a character of their level in the 3-7 or 1-9 range? [/QUOTE]
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