From Phantom Lama of Dicefreaks. He figured that it would be best to revamp Mystra to make her more appealing to standard games since so many people don't play beyond 20th level and may want to fight her.
Another 'freak felt that this was a poor decision as she is a goddess, but Phaedros set him straight...
We are doing all we can at Dicefreaks to support the anemi--- err --- more standard demon prince and lord builds. We hope this helps.
Mystra
Wizard 20
Medium Outsider (Extraplanar)
Hit Dice: 20d4 + 40 (90 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft. (squares)
AC: 21 (+5 armour, +5 deflection, +1 Dex), touch 16, flat-footed 20
Base Attack/Grapple: +10/+10
Attacks: Staff of the Magi +10 melee (1d6/x2)
Full Attack: Staff of the Magi +10/+5 melee (1d6/x2)
Space/Reach: 5ft/5ft
Special Abilities: Spells
Special Qualities: Weave Incarnate, Spell Resistance 23, energy resistance (all) 10.
Saves: Fort +12, Ref +11, Will +16
Abilities: Str 10, Dex 12, Con 14, Int 20, Wis 10, Cha 21
Skills: Craft (Alchemy) +28, Craft (The Very Fabric of Magic Itself) +30, Concentration +28, Knowledge (Arcana) +28, Knowledge (Religion) +28, Knowledge (The Planes) +28, Profession (Deity) +28, Spellcraft +30,
Feats: Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell, (Greater) Spell Penetration, Skill Focus (Spellcraft), Widen Spell
Environment: Dweomerheart
Organization: Solitary (Unique)
Challenge Rating: 21
Treasure: Triple standard
Alignment: Neutral Good
Advancement: If your game requires a more powerful Mystra, you could consider adding wizard or sorcerer levels, and possibly divine rank.
Wizard Spells Per Day: 4/6/5/5/5/5/4/4/4/4. Caster level 20th (26th to penetrate spell resistance). DC 15+ spell level.
Spells Known: All Wizard spells.
Possessions: Mystra typically wears a White Robe of the Archmagi, a Ring of Protection +5, a Ring of Universal Energy Resistance (Minor) and wields a Staff of the Magi. Given time, she can gain access to almost any nonepic magic item.
Weave Incarnate (Ex): Mystra may cast her wizard spells spontaneously, as a sorcerer. She does not need to extend casting time to spontaneously apply metamagic feats.
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I know some of her fluff suggests divine powers and the ability to deny the use of the weave, but I felt those abilities would have been excessive for a standard game.
What do you think guys? Is she a little too powerful? After all, many DMs don't like to run games past level 5 or so, and these stats won't be very useful to them. Maybe I should drop the spellcasting...
Another 'freak felt that this was a poor decision as she is a goddess, but Phaedros set him straight...
Phaedros the Wise 'Freak said:Ramos said:Mystra is a DEITY. She's supposed to be powerful. Deities are not used in lower than lvl 40-50 campaigns at all (except as cameos).
Demogorgon is a DEMON PRINCE. He's supposed to be powerful. Demon princes are not used in lower than level 40-50 campaigns at all (except as cameos).
Yet WotC has thrown us a CR 23 Demogorgon! With that in mind, this Mystra fits into the cosmology perfectly.
Nevermind that she's now less powerful than many of her mortal servitors. Nevermind that she's now weaker than a pit fiend, despite taking on hundreds of devils at once before. Internal consistency is secondary to 20th level PCs being able to kill them and take their stuff.
Now maybe we can get a version of Mask that will actually be scared of Kezef again!
We are doing all we can at Dicefreaks to support the anemi--- err --- more standard demon prince and lord builds. We hope this helps.