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Let's discuss the Mystic v.3
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<blockquote data-quote="Erechel" data-source="post: 7055318" data-attributes="member: 6784868"><p>There is absolutely no guidelines to adjudicate exhaustion from a day of adventure, unless you are a barbarian with frenzy. Unless you pass several hours without sleeping, you don't eat for several days or yu don't drink any water. Climbing a mountain (RAW) don't increase exhaustion. You can do a ruling about it, but RAW, it doesn't say anything like that. I'm not to parch failures in any game if I don't want to, or else I would be playing AD&D.</p><p></p><p>Fallacy. When it comes to relevance, it is broken. They are abilities focused on survival. You can dismiss also balance in combat and give champions triple dice of damage every time they hit with a weapon, and +10 to hit. Why worry about combat balance if your adventures are going to be intrigue on a city or exploration of the wilderness?</p><p></p><p>It expends a resource (spell slots and spells memorized). And it also requires material components (most DMs don't bother about it, but I do, and RAW the need is there. A sprig of mistletoe its a fairly specific component; a desert or jungle druid, EG, dont' have anything like it). And as I said earlier, it is a fallacy. We are discussing the Mystic here, and I never denied that there are other stupidly good options. Purify food and water is an awesome utility spell (one of my personal favourites, in fact), but you still need to eat and you still need food in the adequate quantities. It only prevents from spoiling or be poisoned by it. And a druid must have it prepared to cast it as a ritual, as it has no magic book.</p><p></p><p>I'm not "seeing it wrong". I'm seeing it RAW. Green dragon's breath is a gas. You don't breath. I don't know what a naja is. Cloudkill, EG, explicitly says that it affects creatures that don't need to breath too, the green dragon's breath don't. You could make a ruling about it, but, as I said earlier, there is no clear line about it, other than certain spells that specifically state that their targets don't need to breath to be affected. </p><p></p><p>Yes, you could choose any other enemy. See the monstruous damage the mystic does by punching. To compromise, let's take away the +2 from Strength. You still do at level 11th 7d10 from claws+7d6 from brute strike+7d6 (70 feet push) from knock back+1d8 Potent Psionics at 11th level, for less than a third of your resources (21 pps -you have 64 plus 9 "special"); let's say you have +4 to hit. You still have double concentration (as if you need it, most effects don't need it) to make other things. Go through the Monster Manual and see how many monsters expel gas. I did it when the mystic come around and from the dr to the go I've founded at least ten. As for the 30 AC, see how many creatures have something like it. I tell you: 0. The most armored creature is the Ancient Red Dragon, with 23 AC. An optimized figther with 20 on strength would need a 21 to hit that creature at the same level (+9), 19 if it is a champion or an archer. To create a challenge to the mystic, you screw anyone else in the party. The same old problem it has the wizard in prior editions.</p><p></p><p>Already explained: 4, at level 1. The psi limit is for a single effect, not for round. If you are level 11 and want to make that monstruous damage, 21. Rememeber that I've cited the very first three disciplines (bestial form, adaptative body, brute force). I'm sure that there are more broken options afterwards.</p><p>[</p><p>Psionics are probably too strong at level 11th too and 20th, as they do escalate by level (the moon druid also <em>had to know</em> the creatures in which it shapeshifts; so if he never see a dire wolf and instead saw worgs, its most powerful option is moot. Even in dire wolf form its AC is very low, so it will be hit often). The moon druid, although awfully strong at level 20, still can be killed by a single disintegration spell. I'm not saying that the druid don't need a little balance (sure as hell it needs it; I'm currently trying with their wild form sharing the HP pool of the character, and if the creature has more HP, they are considered temporary hit points, but if it falls to 0 in dire wolf form, it remains on 0 on humanoid form), but as I said earlier, we are discussing the mystic here. And the mystic at level 20 don't even die, he just vanishes and reapears a few days later.</p><p></p><p>So it has a great nova. And a correction: what I'm giving you is at level 11, not level 16th. You can do all that freaky damage at level 11th in a single class. At that point, a sorlock would be 6th/5th, so your maximum spell slot will be at level 3. And it is an optimized multiclass for DAMAGE. Here, it still has a lot of both damage and utility, with a lot more survivability.</p><p></p><p></p><p>Yes, we are discussing Psychic Focus. Psychic focus allows you to change the powers as needed to the task you need whenever you need it, excluding combat. For combat, as I've said earlier, they aren't as powerful, but for the OTHER pillars it's freakingly powerful. If you want some focus, at level 16th, I'll tell you:</p><p></p><p>1) Adaptative Body: incredibly powerful for utility and survival.</p><p>2) (Bestial Form): moot, incredibly marginal skill check. It has some use in combat, though.</p><p>3) Brute Force: Advantage on Athletics checks. Not even as useful as the 7th.</p><p>4) Diminution: Advantage on Stealth</p><p>5) Mantle of Fear: advantage on Intimidation.</p><p>7) Mastery of Force: Advantage on Strength checks. Athletics and saving throws included; it is about a +5 on every freaking strength check.</p><p>8) Mastery of Air: You ignore difficult terrain, and you have Feather Fall always active on yourself, without having to expend a single resource.</p><p>9)Telepathic Contact: Because telepathy is fun. </p><p></p><p>You change them as needed, granting you advantage on strength, telepathy, feather fall or difficult terrain for exploration, and if you need underwater exploration you don't have to renounce to your AB. You have advantage on Intimidation when you need to interact, and telepathy when you need stealth and communication. </p><p></p><p>I'm not even counting talents, ASIs or proficiencies. </p><p></p><p>You change them back whenever you need it too. In combat, if you have some intel, you can change your wisdom ST for another save if you need (although it would be stupid to change them for Strength), your potent psionics do 2d8 every time you hit, and you can mind thrust anyone with your high intelligence. You can nova, and concentrate on multiple effects with your 2 Psionic Masteries and 18 extra PPs, so concentration isn't a thing for you. You also cannot die, as you recover 5 temporary hit points every round, you have 16 extra HPs, and you can create inertial armor and though hide to further bump your AC (for a total of +4). Let's say you are subpar, and you have 10 str, 14 on Dex and Con, 20 on Int, 10 at wis and Cha: on average you have 128 hit points, and 18 AC to for 4 PPs. You regain +5 temporary hit points every round (this isn't all that powerful, but surely helps), and every time you use a psychic effect you recover a few hit points if you don't want to nova (7 on a Claw attack). You can cheat death using your psychic focus, and if you short rest you have it again. Say you are a gnome: you are resistant to magic. If you are a human and you want to further advance your survability, you take Resilient and have Constitution or Dexterity saving throws and +1 at level 1. Say you are an elf, you have resistance to charm and immunity to sleep and a cantrip. Say you are a mountain dwarf, and you have proficiency on axes and medium armor (and poison resistance, and such). Say you are a hill dwarf, and you have 16 extra hp. </p><p></p><p>All of them increase your prime stats, and give you some neat benefit. And even if you are a very subpar character, you still kick ass.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7055318, member: 6784868"] There is absolutely no guidelines to adjudicate exhaustion from a day of adventure, unless you are a barbarian with frenzy. Unless you pass several hours without sleeping, you don't eat for several days or yu don't drink any water. Climbing a mountain (RAW) don't increase exhaustion. You can do a ruling about it, but RAW, it doesn't say anything like that. I'm not to parch failures in any game if I don't want to, or else I would be playing AD&D. Fallacy. When it comes to relevance, it is broken. They are abilities focused on survival. You can dismiss also balance in combat and give champions triple dice of damage every time they hit with a weapon, and +10 to hit. Why worry about combat balance if your adventures are going to be intrigue on a city or exploration of the wilderness? It expends a resource (spell slots and spells memorized). And it also requires material components (most DMs don't bother about it, but I do, and RAW the need is there. A sprig of mistletoe its a fairly specific component; a desert or jungle druid, EG, dont' have anything like it). And as I said earlier, it is a fallacy. We are discussing the Mystic here, and I never denied that there are other stupidly good options. Purify food and water is an awesome utility spell (one of my personal favourites, in fact), but you still need to eat and you still need food in the adequate quantities. It only prevents from spoiling or be poisoned by it. And a druid must have it prepared to cast it as a ritual, as it has no magic book. I'm not "seeing it wrong". I'm seeing it RAW. Green dragon's breath is a gas. You don't breath. I don't know what a naja is. Cloudkill, EG, explicitly says that it affects creatures that don't need to breath too, the green dragon's breath don't. You could make a ruling about it, but, as I said earlier, there is no clear line about it, other than certain spells that specifically state that their targets don't need to breath to be affected. Yes, you could choose any other enemy. See the monstruous damage the mystic does by punching. To compromise, let's take away the +2 from Strength. You still do at level 11th 7d10 from claws+7d6 from brute strike+7d6 (70 feet push) from knock back+1d8 Potent Psionics at 11th level, for less than a third of your resources (21 pps -you have 64 plus 9 "special"); let's say you have +4 to hit. You still have double concentration (as if you need it, most effects don't need it) to make other things. Go through the Monster Manual and see how many monsters expel gas. I did it when the mystic come around and from the dr to the go I've founded at least ten. As for the 30 AC, see how many creatures have something like it. I tell you: 0. The most armored creature is the Ancient Red Dragon, with 23 AC. An optimized figther with 20 on strength would need a 21 to hit that creature at the same level (+9), 19 if it is a champion or an archer. To create a challenge to the mystic, you screw anyone else in the party. The same old problem it has the wizard in prior editions. Already explained: 4, at level 1. The psi limit is for a single effect, not for round. If you are level 11 and want to make that monstruous damage, 21. Rememeber that I've cited the very first three disciplines (bestial form, adaptative body, brute force). I'm sure that there are more broken options afterwards. [ Psionics are probably too strong at level 11th too and 20th, as they do escalate by level (the moon druid also [I]had to know[/I] the creatures in which it shapeshifts; so if he never see a dire wolf and instead saw worgs, its most powerful option is moot. Even in dire wolf form its AC is very low, so it will be hit often). The moon druid, although awfully strong at level 20, still can be killed by a single disintegration spell. I'm not saying that the druid don't need a little balance (sure as hell it needs it; I'm currently trying with their wild form sharing the HP pool of the character, and if the creature has more HP, they are considered temporary hit points, but if it falls to 0 in dire wolf form, it remains on 0 on humanoid form), but as I said earlier, we are discussing the mystic here. And the mystic at level 20 don't even die, he just vanishes and reapears a few days later. So it has a great nova. And a correction: what I'm giving you is at level 11, not level 16th. You can do all that freaky damage at level 11th in a single class. At that point, a sorlock would be 6th/5th, so your maximum spell slot will be at level 3. And it is an optimized multiclass for DAMAGE. Here, it still has a lot of both damage and utility, with a lot more survivability. Yes, we are discussing Psychic Focus. Psychic focus allows you to change the powers as needed to the task you need whenever you need it, excluding combat. For combat, as I've said earlier, they aren't as powerful, but for the OTHER pillars it's freakingly powerful. If you want some focus, at level 16th, I'll tell you: 1) Adaptative Body: incredibly powerful for utility and survival. 2) (Bestial Form): moot, incredibly marginal skill check. It has some use in combat, though. 3) Brute Force: Advantage on Athletics checks. Not even as useful as the 7th. 4) Diminution: Advantage on Stealth 5) Mantle of Fear: advantage on Intimidation. 7) Mastery of Force: Advantage on Strength checks. Athletics and saving throws included; it is about a +5 on every freaking strength check. 8) Mastery of Air: You ignore difficult terrain, and you have Feather Fall always active on yourself, without having to expend a single resource. 9)Telepathic Contact: Because telepathy is fun. You change them as needed, granting you advantage on strength, telepathy, feather fall or difficult terrain for exploration, and if you need underwater exploration you don't have to renounce to your AB. You have advantage on Intimidation when you need to interact, and telepathy when you need stealth and communication. I'm not even counting talents, ASIs or proficiencies. You change them back whenever you need it too. In combat, if you have some intel, you can change your wisdom ST for another save if you need (although it would be stupid to change them for Strength), your potent psionics do 2d8 every time you hit, and you can mind thrust anyone with your high intelligence. You can nova, and concentrate on multiple effects with your 2 Psionic Masteries and 18 extra PPs, so concentration isn't a thing for you. You also cannot die, as you recover 5 temporary hit points every round, you have 16 extra HPs, and you can create inertial armor and though hide to further bump your AC (for a total of +4). Let's say you are subpar, and you have 10 str, 14 on Dex and Con, 20 on Int, 10 at wis and Cha: on average you have 128 hit points, and 18 AC to for 4 PPs. You regain +5 temporary hit points every round (this isn't all that powerful, but surely helps), and every time you use a psychic effect you recover a few hit points if you don't want to nova (7 on a Claw attack). You can cheat death using your psychic focus, and if you short rest you have it again. Say you are a gnome: you are resistant to magic. If you are a human and you want to further advance your survability, you take Resilient and have Constitution or Dexterity saving throws and +1 at level 1. Say you are an elf, you have resistance to charm and immunity to sleep and a cantrip. Say you are a mountain dwarf, and you have proficiency on axes and medium armor (and poison resistance, and such). Say you are a hill dwarf, and you have 16 extra hp. All of them increase your prime stats, and give you some neat benefit. And even if you are a very subpar character, you still kick ass. [/QUOTE]
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