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*Pathfinder & Starfinder
Giving the monk more choices: the Mystic, version 1.6 -- post #41
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<blockquote data-quote="Cheiromancer" data-source="post: 2299263" data-attributes="member: 141"><p>A foolish mystic casting spells is a bit incongruous, but my suggestion about spell-like abilities adds as many peculiarities as it eliminates. I would not be unhappy if the priest path remained as it is.</p><p></p><p>I like that perform is a mystic skill; but my dislike of bardic music being a mystic power is greater. I am glad you are not including a bardic path.</p><p></p><p>I like this version of spiritual journey, and I think you've nailed focused mind. Asceticism and mind over body both fit admirably the theme of the class. But I wonder if mind over body might not be too high a level? I say that, alas, without knowing what a better ordering of powers would be.</p><p></p><p>Let me say too that I have my doubts about the current version of the "walk on water" power:</p><p></p><p></p><p></p><p>"Run" might be better than "walk"; slow moving <s>monks</s> mystics won't stay afloat. I confess I find this wording excessively intricate; a flat bonus, half of a class derived bonus, a modifier for current speed, and the fact (unstated but present in the skill description) that accelerated motion (more than 1/2 your normal speed) gives a -5 to balance checks. And it might raise the question as to what "this competence bonus" is- is it the +20, the 1/2 of the <s>monk's</s> mystic's speed bonus, or the sum of the two?</p><p></p><p>Assuming the total bonus is meant, say a human mystic with +30 movement attempts to run on water; if she moves at least 60 feet, her bonus is (20 + 1/2 * 30) * 2 = +70. That should do quite nicely, and so I presume that my reading of your intent is correct; with some ranks in balance and a good dex another +20 should be easy to get.</p><p></p><p>Now, I infer you weren't overly impressed by the "How do I run on water?" thread I linked to above. Let's see if I can clean up a bit what I posted there.... How about the following?</p><p></p><p></p><p></p><p>With the run feat, a mystic with a 60 base movement rate runs at 300 feet per round; that's a +75 bonus. If she doesn't have the run feat, she better have a base movement of at least 70, or else be really good at balancing.</p><p></p><p>Although probably not powerful enough for the #29 mystic power, consider what happens if you apply a bonus to jump checks equal to this bonus to balance; to top things up a bit, maybe drop the running start requirement too. A power granting such a bonus would make it easy to jump from the floor to a 20 foot balcony, and maybe even higher if a wall is nearby for them to run up. The DC for a 20 foot jump is 80, and we can add something about the mystic scrambling up a vertical surface to achieve even greater heights. Perhaps the resulting power might be described thus:</p><p></p><p></p><p></p><p>Note how the rule of the base movement rate coincides with the previous rule of "one quarter the speed she is currently running". Characters run at 4 times their base movement rate, 5 times that (or +25% faster) if they have the run feat; by eliminating the need for a running start and thus the need to run, the change in wording follows logically. Which change makes it easier to adjudicate spring attacks, charges and other maneuvers attempted while using this power.</p><p></p><p>The mystic from the previous example has a 60 foot base speed and therefore a +12 bonus bonus (see the jump skill description). With a total bonus of +72 (plus ranks, plus strength modifier, plus other modifiers) she can run up the sides of moderately tall buildings (50 feet or so) with a single move action. Moreover, her minimum jumping distance exceeds the distance she can move with a move equivalent action (60); all her time moving can thus, at her option, be spent in the air; she need touch down now and then, and then only momentarily.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2299263, member: 141"] A foolish mystic casting spells is a bit incongruous, but my suggestion about spell-like abilities adds as many peculiarities as it eliminates. I would not be unhappy if the priest path remained as it is. I like that perform is a mystic skill; but my dislike of bardic music being a mystic power is greater. I am glad you are not including a bardic path. I like this version of spiritual journey, and I think you've nailed focused mind. Asceticism and mind over body both fit admirably the theme of the class. But I wonder if mind over body might not be too high a level? I say that, alas, without knowing what a better ordering of powers would be. Let me say too that I have my doubts about the current version of the "walk on water" power: "Run" might be better than "walk"; slow moving [s]monks[/s] mystics won't stay afloat. I confess I find this wording excessively intricate; a flat bonus, half of a class derived bonus, a modifier for current speed, and the fact (unstated but present in the skill description) that accelerated motion (more than 1/2 your normal speed) gives a -5 to balance checks. And it might raise the question as to what "this competence bonus" is- is it the +20, the 1/2 of the [s]monk's[/s] mystic's speed bonus, or the sum of the two? Assuming the total bonus is meant, say a human mystic with +30 movement attempts to run on water; if she moves at least 60 feet, her bonus is (20 + 1/2 * 30) * 2 = +70. That should do quite nicely, and so I presume that my reading of your intent is correct; with some ranks in balance and a good dex another +20 should be easy to get. Now, I infer you weren't overly impressed by the "How do I run on water?" thread I linked to above. Let's see if I can clean up a bit what I posted there.... How about the following? With the run feat, a mystic with a 60 base movement rate runs at 300 feet per round; that's a +75 bonus. If she doesn't have the run feat, she better have a base movement of at least 70, or else be really good at balancing. Although probably not powerful enough for the #29 mystic power, consider what happens if you apply a bonus to jump checks equal to this bonus to balance; to top things up a bit, maybe drop the running start requirement too. A power granting such a bonus would make it easy to jump from the floor to a 20 foot balcony, and maybe even higher if a wall is nearby for them to run up. The DC for a 20 foot jump is 80, and we can add something about the mystic scrambling up a vertical surface to achieve even greater heights. Perhaps the resulting power might be described thus: Note how the rule of the base movement rate coincides with the previous rule of "one quarter the speed she is currently running". Characters run at 4 times their base movement rate, 5 times that (or +25% faster) if they have the run feat; by eliminating the need for a running start and thus the need to run, the change in wording follows logically. Which change makes it easier to adjudicate spring attacks, charges and other maneuvers attempted while using this power. The mystic from the previous example has a 60 foot base speed and therefore a +12 bonus bonus (see the jump skill description). With a total bonus of +72 (plus ranks, plus strength modifier, plus other modifiers) she can run up the sides of moderately tall buildings (50 feet or so) with a single move action. Moreover, her minimum jumping distance exceeds the distance she can move with a move equivalent action (60); all her time moving can thus, at her option, be spent in the air; she need touch down now and then, and then only momentarily. [/QUOTE]
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Giving the monk more choices: the Mystic, version 1.6 -- post #41
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