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*Pathfinder & Starfinder
New base class: Mystic Warrior
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<blockquote data-quote="jasin" data-source="post: 2330639" data-attributes="member: 7531"><p>Looking at the new spells, primarily from Complete Adventurer, I got to </p><p>thinking how a battle sorcerer (Arcana Unearthed variant) with the right </p><p>spell selection might do a decent job of modelling the warriors of wuxia </p><p>movies like Crouching Tiger, Hidden Dragon, and even more so the more </p><p>magical ones like the guy with Essence Draining Stance from Swordsman </p><p>II.</p><p></p><p>Then I got the idea of tweaking the battle sorcerer to better fit the </p><p>concept, and building a new spell list, so the mystic warrior can choose </p><p>even non-Sor/Wis spells that are appropriate, and can't choose stuff </p><p>like scorching ray which isn't.</p><p></p><p>But I'm not really happy with how the spell list turned out, after first </p><p>pass. High level spells that I think fit are sorely lacking, so I'm </p><p>wondering if perhaps a bard-like, 0-6th, progression might work better. </p><p>But that would necessitate adding some more non-spell abilities to </p><p>compensate... eh.</p><p></p><p>Anyway, I'd be more interested in doing this if people showed some </p><p>interest and perhaps helped out, so this is a rough draft of what I have </p><p>so far.</p><p></p><p></p><p></p><p>MYSTIC WARRIOR</p><p></p><p>Hit Die: d8</p><p></p><p>Class skills</p><p>The mystic warrior's class skills (and the key ability for each skill) </p><p>are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), </p><p>Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge </p><p>(arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently </p><p>(Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), </p><p>Swim (Str), and Tumble (Dex).</p><p>4 skill points per level.</p><p></p><p>BAB: medium</p><p>Fort: weak</p><p>Ref: good</p><p>Will: weak</p><p></p><p>Proficiency with all martial weapons and no armour or shields.</p><p></p><p>Wisdom based arcane spells; spells per day as sorcerer, but one less at </p><p>each spell level; spells known as sorcerer, but one less at each spell </p><p>level (minimum one). (Perhaps it would be better flavour-wise to call </p><p>spells "meditations" or "techniques" or something like that, but they're </p><p>basically spells, arcane because I want them to suffer from ASF.)</p><p></p><p>AC bonus as monk (Wis to AC, +1/5 levels).</p><p></p><p>Improved Unarmed Strike as bonus feat at 1st level.</p><p></p><p></p><p></p><p>Spell list follows. First, there are the new wacky mobility spells like </p><p>swift expeditous retreat and swift fly, which were what got me thinking </p><p>about this. Then, combat buffs like bull's strength, divine power, keen </p><p>edge; perhaps they should all be limited to the mystic warrior and </p><p>weapons in his hand only? There are divinations, representing meditative </p><p>visions and such: augury, clairaudience/clairvoyance, scrying. There's </p><p>Conjuration (Healing) (restoring the chi flow), and some non-energy </p><p>touch attacks like inflicts and vampiric touch (disrupting the chi </p><p>flow). Also, hold person and hold monster, which should be limited to </p><p>touch range, making the effect similar to Freezing the Lifeblood monk </p><p>feat.</p><p></p><p>0-LEVEL SPELLS</p><p>cure minor wounds</p><p>detect magic</p><p>detect poison</p><p>disrupt undead</p><p>guidance</p><p>inflict minor wounds</p><p>know direction</p><p>resistance</p><p>touch of fatigue</p><p>virtue</p><p></p><p>1ST-LEVEL SPELLS</p><p>accelerated movement (CAdv)</p><p>arrow mind (CAdv)</p><p>bless weapon</p><p>comprehend languages</p><p>critical strike (CAdv)</p><p>cure light wounds</p><p>detect secret doors</p><p>detect undead</p><p>distract assailant (CAdv)</p><p>divine favor</p><p>expeditious retreat</p><p>expeditious retreat, swift (CAdv)</p><p>feather fall</p><p>guided shot (CAdv)</p><p>inflict light wounds</p><p>insightful feint (CAdv)</p><p>iron scarf (CA)</p><p>jump</p><p>longstrider</p><p>magic weapon</p><p>master's touch (CAdv)</p><p>sanctuary</p><p>sniper's shot (CAdv)</p><p>true strike</p><p></p><p>2ND-LEVEL SPELLS</p><p>alter self</p><p>augury</p><p>bladeweave (CAdv)</p><p>bull's strength</p><p>cat's grace</p><p>death knell</p><p>detect thoughts</p><p>entangling scarf (CA)</p><p>false life</p><p>fly, swift (CAdv)</p><p>invisibility, swift (CAdv)</p><p>levitate</p><p>owl's wisdom</p><p>rain of needles (CA)</p><p>see invisibility</p><p>shatter</p><p>spider climb</p><p>whirling blade (CA)</p><p>wraithstrike (CAdv)</p><p></p><p>3RD-LEVEL SPELLS</p><p>clairaudience/clairvoyance</p><p>cure moderate wounds</p><p>delay poison</p><p>gentle repose</p><p>haste, swift (CAdv)</p><p>heroism</p><p>hold person</p><p>inflict moderate wounds</p><p>keen edge</p><p>magic weapon, greater</p><p>remove paralysis</p><p>restoration, lesser</p><p>tongues</p><p>vampiric touch</p><p>water breathing</p><p></p><p>4TH-LEVEL SPELLS</p><p>blade storm (CAdv)</p><p>cure serious wounds</p><p>dancing blade (CA)</p><p>detect scrying</p><p>dimension door</p><p>divine power</p><p>inflict serious wounds</p><p>poison</p><p>poison needles (CA)</p><p>remove blindness/deafness</p><p>remove curse</p><p>remove disease</p><p>scrying</p><p>shout</p><p>tongues</p><p></p><p>5TH-LEVEL SPELLS</p><p>aiming at the target (CA)</p><p>arrow storm (CAdv)</p><p>cure critical wounds</p><p>death ward</p><p>divination</p><p>dream</p><p>freedom of movement</p><p>hold monster</p><p>inflict critical wounds</p><p>neutralize poison</p><p>nightmare</p><p>slay living</p><p></p><p>6TH-LEVEL SPELLS</p><p>brilliant blade (CA)</p><p>commune</p><p>greater heroism</p><p></p><p>7TH-LEVEL SPELLS</p><p>ethereal jaunt</p><p>ghostform (CA)</p><p>greater scrying</p><p>harm</p><p>heal</p><p></p><p>8TH-LEVEL SPELLS</p><p>mind blank</p><p>moment of prescience</p><p></p><p>9TH-LEVEL SPELLS</p><p>absorption (CA)</p><p>foresight</p><p>time stop</p><p>wail of the banshee</p></blockquote><p></p>
[QUOTE="jasin, post: 2330639, member: 7531"] Looking at the new spells, primarily from Complete Adventurer, I got to thinking how a battle sorcerer (Arcana Unearthed variant) with the right spell selection might do a decent job of modelling the warriors of wuxia movies like Crouching Tiger, Hidden Dragon, and even more so the more magical ones like the guy with Essence Draining Stance from Swordsman II. Then I got the idea of tweaking the battle sorcerer to better fit the concept, and building a new spell list, so the mystic warrior can choose even non-Sor/Wis spells that are appropriate, and can't choose stuff like scorching ray which isn't. But I'm not really happy with how the spell list turned out, after first pass. High level spells that I think fit are sorely lacking, so I'm wondering if perhaps a bard-like, 0-6th, progression might work better. But that would necessitate adding some more non-spell abilities to compensate... eh. Anyway, I'd be more interested in doing this if people showed some interest and perhaps helped out, so this is a rough draft of what I have so far. MYSTIC WARRIOR Hit Die: d8 Class skills The mystic warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). 4 skill points per level. BAB: medium Fort: weak Ref: good Will: weak Proficiency with all martial weapons and no armour or shields. Wisdom based arcane spells; spells per day as sorcerer, but one less at each spell level; spells known as sorcerer, but one less at each spell level (minimum one). (Perhaps it would be better flavour-wise to call spells "meditations" or "techniques" or something like that, but they're basically spells, arcane because I want them to suffer from ASF.) AC bonus as monk (Wis to AC, +1/5 levels). Improved Unarmed Strike as bonus feat at 1st level. Spell list follows. First, there are the new wacky mobility spells like swift expeditous retreat and swift fly, which were what got me thinking about this. Then, combat buffs like bull's strength, divine power, keen edge; perhaps they should all be limited to the mystic warrior and weapons in his hand only? There are divinations, representing meditative visions and such: augury, clairaudience/clairvoyance, scrying. There's Conjuration (Healing) (restoring the chi flow), and some non-energy touch attacks like inflicts and vampiric touch (disrupting the chi flow). Also, hold person and hold monster, which should be limited to touch range, making the effect similar to Freezing the Lifeblood monk feat. 0-LEVEL SPELLS cure minor wounds detect magic detect poison disrupt undead guidance inflict minor wounds know direction resistance touch of fatigue virtue 1ST-LEVEL SPELLS accelerated movement (CAdv) arrow mind (CAdv) bless weapon comprehend languages critical strike (CAdv) cure light wounds detect secret doors detect undead distract assailant (CAdv) divine favor expeditious retreat expeditious retreat, swift (CAdv) feather fall guided shot (CAdv) inflict light wounds insightful feint (CAdv) iron scarf (CA) jump longstrider magic weapon master's touch (CAdv) sanctuary sniper's shot (CAdv) true strike 2ND-LEVEL SPELLS alter self augury bladeweave (CAdv) bull's strength cat's grace death knell detect thoughts entangling scarf (CA) false life fly, swift (CAdv) invisibility, swift (CAdv) levitate owl's wisdom rain of needles (CA) see invisibility shatter spider climb whirling blade (CA) wraithstrike (CAdv) 3RD-LEVEL SPELLS clairaudience/clairvoyance cure moderate wounds delay poison gentle repose haste, swift (CAdv) heroism hold person inflict moderate wounds keen edge magic weapon, greater remove paralysis restoration, lesser tongues vampiric touch water breathing 4TH-LEVEL SPELLS blade storm (CAdv) cure serious wounds dancing blade (CA) detect scrying dimension door divine power inflict serious wounds poison poison needles (CA) remove blindness/deafness remove curse remove disease scrying shout tongues 5TH-LEVEL SPELLS aiming at the target (CA) arrow storm (CAdv) cure critical wounds death ward divination dream freedom of movement hold monster inflict critical wounds neutralize poison nightmare slay living 6TH-LEVEL SPELLS brilliant blade (CA) commune greater heroism 7TH-LEVEL SPELLS ethereal jaunt ghostform (CA) greater scrying harm heal 8TH-LEVEL SPELLS mind blank moment of prescience 9TH-LEVEL SPELLS absorption (CA) foresight time stop wail of the banshee [/QUOTE]
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