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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="Merlion" data-source="post: 1269529" data-attributes="member: 10397"><p>Ok..dont know why you wont open a file but their spells known/per day is simliar to a sorcerers, but they have slightly more spells known and slightly less per day. Also the can pick up new spell levels faster than a sorcerer but its not a sure thing...for instance at 7th level they have 0 4th level spells and there 4th level spells known is 2* (only if they have suffcient wisdom bonus etc) much like a bard. Saves and attack bonus is as wizard. Casting is as a sorcerer..I'm pretty sure thats in the descreption. In my design their spells are neither arcane nor divine cause I designed them originaly primarily to be used in my own game world(that I have never gotten to run <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> where there is no Arcane/Divine divide. Id leave that up to any DM that wants to use it...I find the concept of Arcane/Divine magic silly so I didnt even try to assign one.</p><p> Ok lets see here...you bring up some good points...of course some of the stuff is just clarification text I forgot to throw in while I was writing..</p><p></p><p>Path of the Mind: That all sounds good to me, accept I dont really see Telekinetic Barrier as being to powerful..and I definitly dont think Mystic Ward is..and if I made TB +2 it'd be identical to MW accept for having a duration..but you may be right that may be better for both of them. Do you like the Telepathic or Telekinetic version better? or should I perhaps intersperse them or something?</p><p></p><p>Path of The Guardian: I though I already gave the transference of the Mystic Ward a one day time limit but I will check...yes I forgot to give details on Superior Ward..what you mentioned sounds about right tho.</p><p></p><p>Path of Mysteries: Well you may be right that having it be less potent might not hurt(although I think its fine) but removing the Wis bonus and not adding anything makes it very weak seemingly. Your probably right about Analyze Dweomer.</p><p></p><p>Path of Vitality: Beefing up Ward of Vitality sounds good. Gift of Life already does say useable once per day...reducing the temporary hit points a tad might not hurt...but since its a 20th level ability and monsters hit awful hard at that point, I want em to actualy mean something. 20 or 25 would be ok.</p><p></p><p>Path of Devotion: Yea your right about the turn resistance. How about 12+ Mystic level for Shield of Faith?</p><p></p><p>Path of Dimensions: I think this path is pretty well balanced. I wouldnt mind suggestions for some more interesting things tho. I assume a 20th level Mystic would use spells to survive the attunement period to an extremely hostile plane (like Fire)</p><p></p><p>Path of Twilight: x3 sounds good for eyes of twilight. I think Lifetap is fine as is but once a day would probably be fine to. And yes I do need a provision for multi target spells. Stuff like that I some times think of as "dummy text" and some times I forget to put it in <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> 2 rounds/level would be good for disempower...and yes the damage at least of Drain Life does probably need to be reduced.</p><p></p><p>Path of Destruction: Sounds good for Enhance destruction. I agree the other abilities are all probably good as is.</p><p></p><p>Well I really apreciate this I rarely get deceit feedback with actual thought behnd it. I was begining to think I had actualy underpowered some things in my quest to avoid cries of "overpowered".</p><p> Whats your thoughts on the spell list, and the path "specialization" system?</p></blockquote><p></p>
[QUOTE="Merlion, post: 1269529, member: 10397"] Ok..dont know why you wont open a file but their spells known/per day is simliar to a sorcerers, but they have slightly more spells known and slightly less per day. Also the can pick up new spell levels faster than a sorcerer but its not a sure thing...for instance at 7th level they have 0 4th level spells and there 4th level spells known is 2* (only if they have suffcient wisdom bonus etc) much like a bard. Saves and attack bonus is as wizard. Casting is as a sorcerer..I'm pretty sure thats in the descreption. In my design their spells are neither arcane nor divine cause I designed them originaly primarily to be used in my own game world(that I have never gotten to run :-) where there is no Arcane/Divine divide. Id leave that up to any DM that wants to use it...I find the concept of Arcane/Divine magic silly so I didnt even try to assign one. Ok lets see here...you bring up some good points...of course some of the stuff is just clarification text I forgot to throw in while I was writing.. Path of the Mind: That all sounds good to me, accept I dont really see Telekinetic Barrier as being to powerful..and I definitly dont think Mystic Ward is..and if I made TB +2 it'd be identical to MW accept for having a duration..but you may be right that may be better for both of them. Do you like the Telepathic or Telekinetic version better? or should I perhaps intersperse them or something? Path of The Guardian: I though I already gave the transference of the Mystic Ward a one day time limit but I will check...yes I forgot to give details on Superior Ward..what you mentioned sounds about right tho. Path of Mysteries: Well you may be right that having it be less potent might not hurt(although I think its fine) but removing the Wis bonus and not adding anything makes it very weak seemingly. Your probably right about Analyze Dweomer. Path of Vitality: Beefing up Ward of Vitality sounds good. Gift of Life already does say useable once per day...reducing the temporary hit points a tad might not hurt...but since its a 20th level ability and monsters hit awful hard at that point, I want em to actualy mean something. 20 or 25 would be ok. Path of Devotion: Yea your right about the turn resistance. How about 12+ Mystic level for Shield of Faith? Path of Dimensions: I think this path is pretty well balanced. I wouldnt mind suggestions for some more interesting things tho. I assume a 20th level Mystic would use spells to survive the attunement period to an extremely hostile plane (like Fire) Path of Twilight: x3 sounds good for eyes of twilight. I think Lifetap is fine as is but once a day would probably be fine to. And yes I do need a provision for multi target spells. Stuff like that I some times think of as "dummy text" and some times I forget to put it in :-) 2 rounds/level would be good for disempower...and yes the damage at least of Drain Life does probably need to be reduced. Path of Destruction: Sounds good for Enhance destruction. I agree the other abilities are all probably good as is. Well I really apreciate this I rarely get deceit feedback with actual thought behnd it. I was begining to think I had actualy underpowered some things in my quest to avoid cries of "overpowered". Whats your thoughts on the spell list, and the path "specialization" system? [/QUOTE]
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