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Mystic Class (Long post, heavily revised from my old versions. Please read and coment
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<blockquote data-quote="Arkhandus" data-source="post: 1269419" data-attributes="member: 13966"><p>What's the Mystic got for base attack bonus and base saving throws? Are their spells divine or arcane? Are their spells spontaneous or prepared? Is their spells per day progression close to a cleric, or a sorcerer, or a wizard, or what? I'm not opening no file attachments. As it is now, without that data, the Mystic seems comparable to a cleric in general.... No domains and no turning/rebuking, fewer proficiencies, fewer hit points, but better skill points and four disciplines over time. As for the individual disciplines.....</p><p> </p><p>Path Of The Mind - Mental Barrier is less potent than the Iron Will feat, and overall less potent than the other 1st-level disciplines. Bump it up to a +4. Greater Telepathy should probably increase Telepathy range to 100 feet instead of leaving it at 60 feet. Telekinetic Barrier is too powerful due to its deflection bonus (much better than an armor bonus from Mage Armor or Inertial Armor), so reduce it to a +2 bonus. Fartouch should be improved, say, 1/day per Mystic level. Greater Telekinesis should maybe grant 4 uses per day instead of 3.</p><p> </p><p>Path Of The Guardian - Mystic Ward should only grant +1 initially, and should have a limit to how long the benefits may be transferred, such as a maximum of 1 day each time. Superior Ward needs to be explained, such as whether it is a permanent benefit (I sure as hell hope not), or has a certain duration, or whatever, and how is it activated? I would suggest one use per day, 1 round per Mystic level for duration.</p><p> </p><p>Path Of Mysteries - Mysterious Knowledge probably shouldn't be quite as potent as Bardic Knowledge, so remove the Wisdom/Intelligence bonus on the check. Hidden Lore should probably only grant Analyze Dweomer 1/day or 2/day, and the +2 increase to Deep Knowledge.</p><p> </p><p>Path Of Vitality - Ward Of Vitality should probably be improved to a +3 or +4 bonus, since all those save types are generally Fortitude saves; a meager +2 would only be equal to Great Fortitude at best, since a rare few of those save types are occasionally Reflex or Will. Gift Of Life should be specified as useable only once per day, and maybe should be weakened just a tad, say, 20 or 15 temporary HP instead of 30.</p><p> </p><p>Path Of Devotion - Turn Outsiders should only consider outsiders to have turn resistance equal to one-quarter their CR or something. Shield Of Faith should probably only grant SR of 10 + Mystic level.</p><p> </p><p>Path Of Dimensions - Not sure if any of these are overpowered or underpowered, but at least they all seem reasonably close to balanced as-is. Not sure how anyone could attune themselves to another plane with Planewalker though, since they'd likely die to any 'negative effects' of the plane in less than a week of meditation....</p><p> </p><p>Path Of Twilight - Eyes Of Twilight should probably grant low light vision of 3x the human range instead of 2x. Lifetap should only be useable once per day, period, and should only be based on the damage dealt to a single target of the spell (so as not to be horribly amplified by any area-effect spell). Disempower should only last 1 round per Mystic level, maybe 2 rounds per Mystic level. Drain Life should have its damage and ability modifiers reduced by half, otherwise it's wwwaaaayyy more powerful than the similar ability from Path Of Vitality.</p><p> </p><p>Path Of Destruction - Enhance Destruction should probably be limited to, say, 1 use per day per Mystic level. This path seems overall somewhere close to balanced, but it's difficult to say how close.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1269419, member: 13966"] What's the Mystic got for base attack bonus and base saving throws? Are their spells divine or arcane? Are their spells spontaneous or prepared? Is their spells per day progression close to a cleric, or a sorcerer, or a wizard, or what? I'm not opening no file attachments. As it is now, without that data, the Mystic seems comparable to a cleric in general.... No domains and no turning/rebuking, fewer proficiencies, fewer hit points, but better skill points and four disciplines over time. As for the individual disciplines..... Path Of The Mind - Mental Barrier is less potent than the Iron Will feat, and overall less potent than the other 1st-level disciplines. Bump it up to a +4. Greater Telepathy should probably increase Telepathy range to 100 feet instead of leaving it at 60 feet. Telekinetic Barrier is too powerful due to its deflection bonus (much better than an armor bonus from Mage Armor or Inertial Armor), so reduce it to a +2 bonus. Fartouch should be improved, say, 1/day per Mystic level. Greater Telekinesis should maybe grant 4 uses per day instead of 3. Path Of The Guardian - Mystic Ward should only grant +1 initially, and should have a limit to how long the benefits may be transferred, such as a maximum of 1 day each time. Superior Ward needs to be explained, such as whether it is a permanent benefit (I sure as hell hope not), or has a certain duration, or whatever, and how is it activated? I would suggest one use per day, 1 round per Mystic level for duration. Path Of Mysteries - Mysterious Knowledge probably shouldn't be quite as potent as Bardic Knowledge, so remove the Wisdom/Intelligence bonus on the check. Hidden Lore should probably only grant Analyze Dweomer 1/day or 2/day, and the +2 increase to Deep Knowledge. Path Of Vitality - Ward Of Vitality should probably be improved to a +3 or +4 bonus, since all those save types are generally Fortitude saves; a meager +2 would only be equal to Great Fortitude at best, since a rare few of those save types are occasionally Reflex or Will. Gift Of Life should be specified as useable only once per day, and maybe should be weakened just a tad, say, 20 or 15 temporary HP instead of 30. Path Of Devotion - Turn Outsiders should only consider outsiders to have turn resistance equal to one-quarter their CR or something. Shield Of Faith should probably only grant SR of 10 + Mystic level. Path Of Dimensions - Not sure if any of these are overpowered or underpowered, but at least they all seem reasonably close to balanced as-is. Not sure how anyone could attune themselves to another plane with Planewalker though, since they'd likely die to any 'negative effects' of the plane in less than a week of meditation.... Path Of Twilight - Eyes Of Twilight should probably grant low light vision of 3x the human range instead of 2x. Lifetap should only be useable once per day, period, and should only be based on the damage dealt to a single target of the spell (so as not to be horribly amplified by any area-effect spell). Disempower should only last 1 round per Mystic level, maybe 2 rounds per Mystic level. Drain Life should have its damage and ability modifiers reduced by half, otherwise it's wwwaaaayyy more powerful than the similar ability from Path Of Vitality. Path Of Destruction - Enhance Destruction should probably be limited to, say, 1 use per day per Mystic level. This path seems overall somewhere close to balanced, but it's difficult to say how close. [/QUOTE]
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