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Mystic core class [low magic]
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<blockquote data-quote="gpetruc" data-source="post: 636305" data-attributes="member: 2255"><p><strong>Introduction</strong></p><p><em>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).<em></em></em></p><p><em><em></em></em></p><p><em><em><em>The other classes in the setting are Fighter, Rogue, Ranger (no spells), Aristocrat.</em></em></em></p><p><em><em></em></em></p><p><em><em><em>There are no undeads, few mosters (the more natural ones). Enemies are usually other humanoids and mostly humans.</em></em></em></p><p><em><em></em></em></p><p><em><em><em>I was also wanted to add another "nearly magic" class, the Mystic, with a similar concept</em></em></em></p><p><em><em></em></em></p><p><em><em><span style="font-size: 12px"><strong>Mystic</strong></span></em></em></p><p><em><em></em></em></p><p><em><em><strong>Hit die</strong> d4 </em></em></p><p><em><em></em></em></p><p><em><em><strong>BAB</strong> as wizard</em></em></p><p><em><em></em></em></p><p><em><em><strong>Saves</strong> will good</em></em></p><p><em><em></em></em></p><p><em><em><strong>Skill points</strong> 4 skill points/level</em></em></p><p><em><em></em></em></p><p><em><em><strong>Class skills</strong> [still to fix] Concentration, Knowledge (any), Diplomacy, Sense Motive, Heal, Craft, Profession, Decipher Script</em></em></p><p><em><em></em></em></p><p><em><em><strong>Proficiencies</strong> no armor or shield; quarterstaff, dagger, club, sickle.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Spellcasting</strong> 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</em></em></p><p><em><em>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)</em></em></p><p><em><em>Meditating for one hour (cannot move) gives a +10 to the check.</em></em></p><p><em><em>Fasting and spending about one day in meditation (at least from dawn to sunset) gives a +15 to the check</em></em></p><p><em><em>Fasting and spending one full week in meditation gives a +20 to the check </em></em></p><p><em><em>(note: a 9th level spell is DC 55 !)</em></em></p><p><em><em></em></em></p><p><em><em>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)</em></em></p><p><em><em></em></em></p><p><em><em>The Mystic must spend one hour meditating every day to be able to cast his spells (usually at dawn or sunset)</em></em></p><p><em><em></em></em></p><p><em><em>Cannot cast spells in armor (no way)</em></em></p><p><em><em></em></em></p><p><em><em><strong>Spells known:</strong> as Druids spell per day; apply wisdom modifier</em></em></p><p><em><em></em></em></p><p><em><em><strong>Spell list</strong> still to do, but should include</em></em></p><p><em><em>- some healing spells (but not many, as there are also the class abilities)</em></em></p><p><em><em>- some charms and hold spells (that terminate immediatly if the target is harmed)</em></em></p><p><em><em>- some divinations</em></em></p><p><em><em>- spells like Calm Emotions, Animal Frienship and so on</em></em></p><p><em><em></em></em></p><p><em><em><strong>Class abilities</strong></em></em></p><p><em><em>Level 1: Mystic ward (add Wis bonus to all saves, including will saves; only when conscious)</em></em></p><p><em><em>Level 2: Lay on hands (as paladin, but 2 x level x wis modif)</em></em></p><p><em><em>Level 3: none</em></em></p><p><em><em>Level 4: remove disease 1/week (as paladin); Health (disease immunity)</em></em></p><p><em><em>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)</em></em></p><p><em><em>Level 6: none</em></em></p><p><em><em>Level 7: Health (Poison immunity)</em></em></p><p><em><em>Level 8: Rem disese 2/week, Greater Meditation (during the meditation hour every day it heals as if rested for one day)</em></em></p><p><em><em>Level 9:</em></em></p><p><em><em>Level 10: (DR = Wis modif / 2 (round down) that applies to both physical and energy damage; active only when the mystic is conscious)</em></em></p><p><em><em>Level 11: No need for food or drink if the character does his one hour of meditation</em></em></p><p><em><em>Level 12: Remove Disease 3/week</em></em></p><p><em><em>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)</em></em></p><p><em><em>Level 14: Comprehend languages (as per spell, but spoken languages only; continuous)</em></em></p><p><em><em>Level 15: DR = wis modif</em></em></p><p><em><em>Level 16: Rem disease 4/week</em></em></p><p><em><em>Level 17: Thongues (as the spell, or the monks ability)</em></em></p><p><em><em>Level 18:</em></em></p><p><em><em>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</em></em></p><p><em><em>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)</em></em></p><p><em><em></em></em></p><p><em><em><strong>Ethos</strong></em></em></p><p><em><em>Must not harm innocents, and should avoid killing if possible, even evil enemies. (I'll write more details later on)</em></em></p><p><em><em></em></em></p><p><em><em><strong>Multiclass</strong></em></em></p><p><em><em>Can multiclass freely only with Commoner and Expert. If multiclassed in a class with fighter BAB loses all the class abilities and spells.</em></em></p><p><em><em></em></em></p><p><em><em>Now, thinking about balance, comparing to some standard D&D classes</em></em></p><p><em><em></em></em></p><p><em><em>cleric:</em></em></p><p><em><em>-: worse HD, bab, no armor, less spells</em></em></p><p><em><em>+: additional abilities, more skills</em></em></p><p><em><em>wizard:</em></em></p><p><em><em>-: less useful spells, less high level spells/day, casting based on wis instead of int; no armor</em></em></p><p><em><em>+: more abilities skills</em></em></p><p><em><em>monk:</em></em></p><p><em><em>+: spells, some additional ability</em></em></p><p><em><em>-: combat skills, saves</em></em></p><p><em><em>paladin:</em></em></p><p><em><em>+: more spells, abilities a little better</em></em></p><p><em><em>-: very worse HD, BAB and no armor</em></em></p><p><em><em></em></em></p><p><em><em>What do you think ?</em></em></p><p><em><em>What to add/remove ?</em></em></p><p><em><em>Is it too powerful ? Too less powerful ?</em></em></p><p><em><em></em></em></p><p><em><em><strong>Note:</strong> 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</em></em></p></blockquote><p></p>
[QUOTE="gpetruc, post: 636305, member: 2255"] [b]Introduction[/b] [i]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).[i] [i]The other classes in the setting are Fighter, Rogue, Ranger (no spells), Aristocrat.[/i] [i]There are no undeads, few mosters (the more natural ones). Enemies are usually other humanoids and mostly humans.[/i] [i]I was also wanted to add another "nearly magic" class, the Mystic, with a similar concept[/i] [size=3][b]Mystic[/b][/size] [b]Hit die[/b] d4 [b]BAB[/b] as wizard [b]Saves[/b] will good [b]Skill points[/b] 4 skill points/level [b]Class skills[/b] [still to fix] Concentration, Knowledge (any), Diplomacy, Sense Motive, Heal, Craft, Profession, Decipher Script [b]Proficiencies[/b] no armor or shield; quarterstaff, dagger, club, sickle. [b]Spellcasting[/b] 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) [b]Spells known:[/b] as Druids spell per day; apply wisdom modifier [b]Spell list[/b] 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 [b]Class abilities[/b] 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) [b]Ethos[/b] Must not harm innocents, and should avoid killing if possible, even evil enemies. (I'll write more details later on) [b]Multiclass[/b] 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 ? [b]Note:[/b] 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[/i][/i] [/QUOTE]
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Mystic core class [low magic]
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