Mystic core class [low magic]

gpetruc

First Post
Introduction
I'm working at a low magic renaissance setting, with no gods (at least, not in that part of the world); the spellcasters are the alchemist (blasts, buffs and some healing), the artist (a few charms) and spellcasting is based on skill checks and not spells per day (the alchemist has also a limitation based on components).

The other classes in the setting are Fighter, Rogue, Ranger (no spells), Aristocrat.

There are no undeads, few mosters (the more natural ones). Enemies are usually other humanoids and mostly humans.

I was also wanted to add another "nearly magic" class, the Mystic, with a similar concept

Mystic

Hit die d4

BAB as wizard

Saves will good

Skill points 4 skill points/level

Class skills [still to fix] Concentration, Knowledge (any), Diplomacy, Sense Motive, Heal, Craft, Profession, Decipher Script

Proficiencies no armor or shield; quarterstaff, dagger, club, sickle.

Spellcasting the Mystic can cast a limited number of spells with using the "Karma" (still to fix the name. suggestions welcome also for this) skill (based on Wis, class skill for the Mystic and banned for all the others. The DC to cast a spell is 10 + 5/spell level (0-level DC 13) and is a full round action that provokes AoO
Meditating one minute gives a +5 bonus to the check (meditating is a full round action but does not provoke AoO; if damaged bust make Concentration DC 15 or must start again)
Meditating for one hour (cannot move) gives a +10 to the check.
Fasting and spending about one day in meditation (at least from dawn to sunset) gives a +15 to the check
Fasting and spending one full week in meditation gives a +20 to the check
(note: a 9th level spell is DC 55 !)

In case of failure you can retry the same spell but with a -2 cumulative penalty that goes off only after the next time increment (that is: if you fail a full round casting the penalty stays for one minute, if you fail a one minute casting it lasts 1 hour; if you fail a week casting it still lasts one week)

The Mystic must spend one hour meditating every day to be able to cast his spells (usually at dawn or sunset)

Cannot cast spells in armor (no way)

Spells known: as Druids spell per day; apply wisdom modifier

Spell list still to do, but should include
- some healing spells (but not many, as there are also the class abilities)
- some charms and hold spells (that terminate immediatly if the target is harmed)
- some divinations
- spells like Calm Emotions, Animal Frienship and so on

Class abilities
Level 1: Mystic ward (add Wis bonus to all saves, including will saves; only when conscious)
Level 2: Lay on hands (as paladin, but 2 x level x wis modif)
Level 3: none
Level 4: remove disease 1/week (as paladin); Health (disease immunity)
Level 5: Sanctuary (as the spell; must meditate for one minute, be unarmed except at most his walking staff, effect ends if the mystic does any action except talking, walking, meditating, healing and helping wounded people)
Level 6: none
Level 7: Health (Poison immunity)
Level 8: Rem disese 2/week, Greater Meditation (during the meditation hour every day it heals as if rested for one day)
Level 9:
Level 10: (DR = Wis modif / 2 (round down) that applies to both physical and energy damage; active only when the mystic is conscious)
Level 11: No need for food or drink if the character does his one hour of meditation
Level 12: Remove Disease 3/week
Level 13: True Meditation (after one day of meditation it heals damage up to half his unwounded hp, all temporary ability damage and 1 point of permanent ability drain in every ability score)
Level 14: Comprehend languages (as per spell, but spoken languages only; continuous)
Level 15: DR = wis modif
Level 16: Rem disease 4/week
Level 17: Thongues (as the spell, or the monks ability)
Level 18:
Level 19: Zone of Truth (as the spell, centered on the mystic; can itcreate or end as a free action, save DC 10+half level+wis modif
Level 20: DR = wis modif x 2, Rem disease 5/week, Ultimate Meditation (can meditate at will, and while meditating is as under a Temporal Statis spell except that he can hear the surrounding)

Ethos
Must not harm innocents, and should avoid killing if possible, even evil enemies. (I'll write more details later on)

Multiclass
Can multiclass freely only with Commoner and Expert. If multiclassed in a class with fighter BAB loses all the class abilities and spells.

Now, thinking about balance, comparing to some standard D&D classes

cleric:
-: worse HD, bab, no armor, less spells
+: additional abilities, more skills
wizard:
-: less useful spells, less high level spells/day, casting based on wis instead of int; no armor
+: more abilities skills
monk:
+: spells, some additional ability
-: combat skills, saves
paladin:
+: more spells, abilities a little better
-: very worse HD, BAB and no armor

What do you think ?
What to add/remove ?
Is it too powerful ? Too less powerful ?

Note: I already know that is not a main adventuring PC class. A bit like the Ecclesiastic class (from the netbooks) is more for NPCs, but it can still add some variety
 

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Wow, that was long and it looks like you put a lot of thought into it. At first glance I was thinking of a more physical druid or a monk with spells. It is truly an interesting class, but I think it may be a bit high-powered compared to some others a similar levels. Of course I am just comparing to the 3E system where there is no DC to cast, just a DC if you decide to cast while under pressure.
Without changing anything, the Mystic you have seems to outgun a wizard from start to finish, as the druid spells keep the Mystic up there with the high-powered wizard spells and the abilities put him clearly on top.
Based on your gaming set up, it could work out evenly, especially if you don't give your PCs a break to rest. Also, you might want to allow the chance of failure while wearing armor that wizards have.
 

Actually with "Spells known: as druid" I mas meaning that the number of spells the mystic knows are equal to the number of spells that a druid could cast every day and not that they have the same spell list.

About the DC's I'm not sure if they are high enough, but still (considering there will be no magic items that give bonuses to those skills and also very rare items boosting mental ability scores) the skill modifier should go up at +1/lvl +1/8 levels, while the DC of the highest spell level he can cast goes up by +5/ two levels, and so it will be very hard for them to cast high level spells except through long meditation and similar devices. (Anyway I'll probably keep all the campaign low level)

I've finally made the spell list for the Mystic:
Lvl 0 - Cure Minor Wounds, Detect Poison, Guidance (only skills or saves), Purify food and Drink, Resistance, Virtue
Lvl 1 - Calm Animals, Charm Person, Cure Light Wounds, Endure Elements, Feather Fall, Pass without Trace, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Sleep, Speak with Animals
Lvl 2 - Animal Frienship, Animal Messenger, Animal Trance, Augury, Calm Emotions, Delay Poison, Hold Animal, Hold Person, Lesser Restoration, Protection from Arrows, Remove Paralysis, Resist Elements, Shield Other, Undetectable Alignment, Zone of Truth
Lvl 3 - Clairaudience/Clairovoyance, Cure Moderate Wounds, Detect Thoughts, Magic Circle Against Evil, Neutralize Poison, Protection from Elements, Remove Blindness/Deafness, Silence, Slow, Speak with Plants, Thongues (self only), Water Walk
Lvl 4 - Charm Monster, Cure Serious Wounds, Death Ward, Dispel Magic, Discern Lies, Divination, Emotion (Frienship and Hope only), Hold Monster, Nondetection, Remove Curse, Restoration, Status
Lvl 5 - Atonement, Break Enchantment, Cure Critical Wounds, Dream, Freedom of Movement, Locate Creature, Sending
Lvl 6 - Find the Path, Greater Dispelling, Healing Circle, Spell Resistance
Lvl 7 - Antimagic field, Greater Restoration, Heal, Legend Lore, True Seeing
Lvl 8 - Discern Location, Holy Aura, Mind Blank, Protection from Spells
Lvl 9 - Foresight, Freedom, Mass Heal, Time Stop
 

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