Requesting assistance with the final draft of my Mystic class

Merlion

First Post
Well, I have posted all my various versions of the Mystic on here, and now I am almost done. I am pretty happy with my latest draft, but i want to subject it to final criticism so I can fine tune it.
There are a few specfic things that I'm wondering about, aside from general balance etc. One, what kind of spellcaster they should be in standard DnD. They were created with my own campaign world in my head in mind, where there is no Arcane/Divine divide, but in standard DnD there going to have to be one or the other. Probably divine given there healing abilities, although that opens up the whole armor thing. But seeing as how they have no armor profciencies, few weapons, lousy BAB and a low HD, it probably wouldnt be a problem.
Another thing is my newly created Path of the Wanderer. I like the idea, but I'm not sure it works.
Since tables dont paste well in here, I am going to attach the spells per day and spells known in there Excel form to the message. But for those of you who cant, or for odd reasons dont want to download it, there progression is based on the Spontaneous Divine Spellcasters section in Unearthed Arcana. They use that Spells Known table, gaining 1 extra spell known at each spell level from their chosen Path, like a cleric with there domains. There spells per day are the same as a cleric, with domain slots included.
WEll, here it is :-)
Well, its not letting me attach attachments right now, but i will get to it..



The Mystic is a Spellcaster whose power stems from a deep understanding of the world around them, and themselves. They spend hours in intensive meditation and observation of the world around them. Their spells focus on healing, defense, and spiritual matters. They focus on specific types of spells, and as they grow in experience they gain special gifts linked to their deep understandings.


Adventures:
Mystics general adventure to gain knowledge and knew experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.


Characteristics:
The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights.
Alignment: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.

Religion:





Background:
Mystics come from various backgrounds. Many are self taught…many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.


Races:
All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.

Other Classes:
Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but in different ways.


Game Rule Information:
Mystics have the following game statistics
Abilities: Wisdom determines how powerful a spell a Mystic can cast, how many spells a Mystic can cast per day, and how hard those spells are to resist. To cast a spell a Mystic must have a Wisdom score of 10+ the level of the spell. A Mystic gains bonus spells based on Wisdom. The saving throw DC for a Mystics spell is 10 + the spells level + the Mystics Wisdom modifier. Charisma affects a Mystics Disciplines, and Constitution increases the Mystic’s hit points.
Alignment: Any
Hit Die: d6

BAB and BSB: as Wizard

Class Skills
The Mystics class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at 1st level: (4+ Int modifier) x4
Skill Points At Each Additional Level: 4+ Int modifier

Class Features
All of the following are class features of the Mystic
Weapon and Armor Proficiency: the Mystic is proficient with all simple weapons. Mystics are not proficient with any armor or shields.

Spells: A Mystic casts XXXXXX spells. A Mystics selection of spells is limited, Your Mystic begins play knowing 4 0th level spells, and 2 first level spells of your choice. Additionally, a Mystic knows an additional spell of each level that he can cast from his chosen Path. At each level a Mystic gains one or more new spells and indicated on the Mystic Spells Known table. A Mystics number of spells known is unaffected by his Wisdom modifier..
A Mystic is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. A Mystic’s bonus spells are based on Wisdom, and the saving throw DC for a Mystic’s spells is 10+ the level of the spell, + the Mystic’s Wisdom modifier.
At 4th level, and each even-numbered Mystic level thereafter the Mystic may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Mystic can cast. For instance, at 4th level the Mystic could lose one of his known 0th level spells, and exchange it for a different 0th level spell. This ability may not be used to switch out the extra spell gained from the Mystic’s chosen path, unless it is being switched for another spell also on that Path.

Mystic Paths

Each Mystic chooses to walk down a certain path. This path determines which Disciplines a Mystic will learn as he advances, as well as affecting his spell selection. A Mystic always knows 1 extra spell from his chosen Path at each spell level that he can cast.

Disciplines

A Mystic gains special powers known as Disciplines as he advances down his personal path of knowledge and enlightenment. He recieves a Disicpline at 1st, 7th, 13th and 20th level. The Disciplines a Mystic gains are determined by his chosen Path.

Mystic Paths


Mystic Disciplines

Path of The Mind Disciplines

1st level: Mental Barrier: at first level, the Mystic recieves a +2 competence bonus on all saving throws against mind affecting spells and abilities.

7th level: Telepathy: at 7th level the Mystic gains the ability to communicate telepathicaly with any creature within 60 feet with whom he shares a common langauge.

13th level: Greater Telepathy: at 13th level te Mystic's telepathic abilities increase. He gains the ability to communicate telepathicaly with any creature within 60 feet who has a language, and additionally he may duplicate the effect of a Detect Thoughts spell once per day.

20th level: Master Telepath: The Mystic has reached the pinnacle of his telepathic abilities. He gains Spell resistance equal to his level plus his Wisdom bonus(if positive) against all mind effecting effects, and gains the ability to use Detect Thoughts a number of times per day equal to his Charisma bonus. A Mystic with no Charisma bonus gains one additional usage per day of Detect Thoughts.




Path of the Guardian Disciplines

1st level: Mystic Ward: at 1st level the Mystic recieves either a +2 Deflection bonus to AC, or a +2 Resistance bonus to all saving thows. This decision cannot be changed once made. This bonus increases by +1 at 7th, 13th, and 20th level. If she so chooses, the Mystic may transfer her bonus to another willing creature by touch. The Mystic looses the bonus for the period it is transfered to another. The bonus remains with the receipient until the Mystic revokes it ( as a standard action, target must be within line of sight), or until one day passes whichever comes first.

7th level: Extended Protection: Once per day at 7th level the Mystic may cast a single spell from the Guardian Path as though it had the Extend Spell feat applied to it. This does not effect the spell slot used or casting time of the spell.

13th level: Mass Protection: at 13th level once per day the Mystic may cast a single spell from the Guardian Path with a single target, a target of "You" a range of Touch, or a range of 0 as an area spell with a radius of 30 feet that targets up to one creature or object per 3 Mystic levels.

20th level: Superior Ward: at 20th level the Mystic may grant herself or a single touched creature the following benefits: a +6 Deflection bonus to AC, a +6 Resistance bonus to all saving throws, and spell resistance equal to the Mystic's level plus her Charisma modifier, if positive.


Path of Mysteries Disciplines:

1st level: Mysterious Knowledge: This ability is exactly like Bardic Knowledge, accept the Mystic adds his Wisdom modifier to his Mystic Level for the check

7th level: Deep Knowledge: At 7th level the Mystic gains a +2 competence bonus to any two knowledge skills of his choice, and to all Spellcraft checks

13th level:Reveal Secrets: Once per day at 13th level the Mystic may use an effect identical to Legend Lore accept that it only requires one minute to use regardless of wether the Mystic is in the area or has the subject in hand or not.

20th level: at 20th level the Mystic may use Analyze Dweomer three times per day, and her Deep Knowledge bonuses increase by an additional +2

Path of Vitality Disciplines:

1st level: Gift of Healing: Once per day, the Mystic may cast a single spell from the Way of Vitality to maximum effect as though effected by the Maximize Spell feat. This does not alter the casting time of the spell, or the spell slot used.

7th level: Ward of Vitality: at 7th level, the Mystic recieves a +4 competence bonus to saves against all engery drain, negative energy, and death spells and effects.

13th level: Gift of Vitality: Once per day at 13th level the Mystic may invest herself or another creature, by touch, with the following benefits: 10 temporary hit points for each point of charisma bonus the Mystic posesses, and a total +6 bonus spread between Str, Con, and Dex as the Mystic chooses at the time of casting. No one statistic may receive more than +4. Thease benefits last for 1 round per Mystic level.

20th level: Gift of Life: At 20th level once per day a Mystic may cure herself or another touched willing being of 100 points of hitpoint damage, plus curing all disease, blindness, deafness and ability damage. Aditionally, the receipeint of this ability gains a +4 bonus to Strength, Dexterity and Constition, and 30 temporary hitpoints for 1 round, plus 1 round per point of the Mystic's Charisma bonus.

Path of Devotion Disciplines

1st level: Grace of Devotion: at 1st level, the Mystic may apply his Charisma modifier as a bonus to all saving throws against spells and abilities from beings who's alignment is in oposition to his own, or spells with an alignment descriptor oposed to his alignment. There must be a direction oposition in alignment (for instance a Chaotic Good mystic would recieve the bonus versus Lawful or Evil foes).

7th level: Turn Outsiders: at 7th level, the Mystic gains the ability to turn Outsiders and other Extraplanar beings who's alignment is oposed to his own alignment (for instance, a Lawful Good Mystic could turn evil or chaotic extraplanar beings). This ability functions exactly like the cleric's ability to turn undead. Extraplanar beings gain a "turn resistance" equal to half their CR.

13th level: Shield of Faith: at 13th level the Mystic gains a Spell Resistance of 15 +Mystic level against spells and abilities used by being's who's alignment is oposite his own on one or more axis, and against spells with an alignment discriptor oposed to his own alignment

20th level: Ascension: at 20th level the Mystic becomes a paragon of his ideals. His type changes to Outsider (Native) and he gains damage reduction 10/oposite alignment (the Mystic may choose which part of his alignment to key his DR to).


Path of Dimensions Disciplines

1st level: At 1st level the Mystic gains Augment Summoning as a bonus feat, even if she does not meet the prerequisites.

7th level: Banish: at 7th level the Mystic gains great skill in dealing with extraplanar beings. He recieves a +2 competence bonus to all caster level checks to overcome the spell resistance of extraplanar beings, and to all dispel attempts made against the spells and spell-like abilities of extraplanar beings. This bonus also applies to the saving throw DC of any Path of Dimensions spell used to banish an extraplanar being.

13th level: Dimension Slide: at 13th level the Mystic gains the ability to cover distance in an instant by slipping between dimensions. This ability is identical to a Dimension Door spell cast at the Mystic's class level, and may be used once per day.

20th level: Planewalker: at 20th level the Mystic is able to pass between dimensions more easily than most. She may use Planeshift once per day as a spell-like ability. Additionally, the Mystic becomes immune to the negative effects of one plane that she has previously visited. By spending a week in meditiation on another plane and sacrificing 3,000 xp, she may attune hersself to additionall planes.


Path of Twilight Disciplines

1st level: Eyes of Twilight: at 1st level, the Mystic gains Low-light vision. if he already has low-light vision, its effectiveness doubles.

7th level: Lifetap: Once per day at 7th level, when you deal damage to a creature with a spell from the Path of Twilight, you are healed for the same amount of damage. You may use this ability twice per day at 13th level, and three times per day at 20th level.

13th level: Disempower: at 13th level, once per day the Mystic may infilict a penalty of -1 per Mystic level to an ability score or ability scores of a target creature. This ability has a range of Close (25 feet +5 feet/2 level) and a duration of 1 minute per level. The Mystic may spread the penalty out among the targets ability scores as he sees fit, however no score may be lowered below 3 by this ability.

20th level: Drain Life: at 20th level once per day the Mystic may make a touch attack against a single living creature that deals 100 points of damage, and inflicts a -4 penalty to the targets Strength, Dexterity and Constitution scores. A Fortitude save (DC 10 + half Mystic's level +Mystic's Charisma modifier) reduces the damage to half and negates the ability penalties. Any damage deal to the target heals the Mystic for a like amount, and if the target fails there saving throw the Mystic receives a +4 bonus to Str Dex and Con. The ability penalty/bonus lasts for 1 minute/Mystic level.


Path of Destruction Disciplines

1st level: Enhance Destruction: Once per day at 1st level the Mystic may add one die of damage to any spell from the Path of Destruction that deals damage. At 7th level, he may add 2 dice.

7th level: Empowered Destruction: Once per day at 7th level the Mystic may cast a single spell from the Path of Destruction as though under the effect of the Empower Spell feat. This does not change the spell slot used by the spell, or the casting time.

13th level: Greater Destruction: Once per day at 13th level the Mystic may cast a single spell from the Path of Destruction and apply his positive Charisma modifier as either a bonus to each die of damage, or as a bonus to the saving throw DC. This ability may not be combined with Empowered Destruction.

20th level: Supreme Destruction: Once per day at 20th level the Mystic may cast a single spell from the Path of Destruction and either double the damage of the spell, or add twice his positive Charisma modifier to the saving throw DC.



Path of the Wanderer Disciplines:

1st level: Quick step: at 1st level the Mystic gains a +10 foot competence bonus to his base land speed.

7th level: Free Movement: at 7th level the Mystic gains a +2 competence bonus to all saves against paralyzation, holds, or any other spell or effect that impedes movement. Additionally, the Mystic does not suffer the movement penalties for moving through difficult terrain, such as undergrowth.

13th level: Boon of the Wanderer: Once per day at 13th level, the Mystic may invoke the Boon of the Wanderer. This ability lasts for 1 round for every 2 Mystic levels, and allows the Mystic to bypass obstacles and dangers between himself and a destination. While this ability is in effect, the Mystic may pass through any physical or magical barrier between himself and his destination. Additionally, the Mystic will not trigger any traps, magical or mechanical, between himself and his destination.

20th level: Absolute Freedom: At 20th level, the Mystic becomes totally immune to Hold, Paraylsis, and Entalgement effects, and may Greater Teleport once per day to any location that he has physically visited.





Mystic Spell List


The Path of The Mind

0th: Daze, Mage Hand, Open/Close

1st: Cause Fear, Charm Person, Command, Sleep

2nd: Calm Emotions, Daze Monster, Detect Thoughts, Eagle's Splendor,
Fox's Cunning, Owl's Wisdom, Touch of Idiocy, Scare

3rd: Clairaudienece/Clairvoyance, Deep Slumber, Hold Person, Suggestion

4th: Charm Monster, Confusion, Fear, Geas, Lesser

5th: Command, Greater, Dream, Feeblemind, Hold Monster, Nightmare, Rary's Telepathic Bond, Sending, Symbol of Sleep, Telekinesis

6th: Dominate Person, Eagle's Splendor, Mass, Fox's Cunning, Mass, Geas/Quest, Ow's Wisdom, Mass, Suggestion, Mass, Symbol of Fear, Symbol of Persuasion

7th: Hold Person, Mass, Insanity, Symbol of Stunning

8th: Charm Monster, Mass, Demand, Mind Blank, Moment of Prescience*, Power Word, Stun, Symbol of Insanity

9th: Astral Projection, Dominate Monster, Foresight, Hold Monster, Mass


The Path of The Guardian

0th: Resistance

1st: Alarm, Hold Portal, Mage Armor, Protection from Chaos/Evil/Good/Law, Sanctuary

2nd: Arcane Lock, Protection from Arrows, Magic Circle Against Chaos/Evil/Good/Law, Resist Energy, Shield Other, Status

3rd: Death Ward, Eldritch Aura*, Glyph of Warding, Nondetection, Protection From Energy

4th: Force Shield*, Globe of Invulnerability, Lesser, Stoneskin, Spell Immunity

5th: Eldritch Barrier*, Mordenkainen's Private Sanctum, Prismatic Aura*, Spell Resistance, Wall of Force

6th: Antilife Shell, Antimagic Field, Forbiddance, Force Field*, Globe of Invulnerability, Glyph of Warding, Greater, Guards and Wards, Repulsion

7th: Forcecage, Sequester, Spell Turning

8th: Holy Aura/Cloak of Chaos/Shield of Law/Unholy Aura, Mind Blank, Prismatic Wall, Protection from Spells, Spell Immunity, Greater

9th: Prismatic Sphere,


The Path of Mysteries

0th: Detect Poison

1st: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Undead, Identify

2nd: Augury, Detect Thoughts, See Invisibility

3rd: Arcane Sight, Clairaudience/Clairvoyance, Invisibility Purge, Locate Object, Speak with Animals, Speak with Dead

4th: Divination, Discern Lies, Locate Creature, Scrying, Speak with Plants

5th: Contact Other Plane, Legend Lore, Tongues, True Seeing

6th: Analyze Dweomer, Find the Path, Scrying, Greater

7th: Arcane Sight, Greater, Vision

8th: Discern Location

9th: Foresight


The Path of Vitality

0th: Cure Minor Wounds, Virtue

1st: Cure Light Wounds, Divine Favor, Expeditious Retreat

2nd: Aid, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Delay Poison, Restoration, Lesser, Status

3rd: Cure Serious Wounds, Haste, Remove Blindness/Deafness, Remove Disease

4th: Cure Critical Wounds, Divine Power, Neutralize Poison, Restoration

5th: Cure Light Wounds, Mass, Righteous Might, Raise Dead

6th: Animate Objects, Cat's Grace, Mass, Cure Moderate Wounds, Mass, Bear's Endurance, Mass, Bull's Strength, Mass, Heal, Hero's Feast

7th: Cure Serious Wounds, Mass, Regenerate, Restoration, Greater, Ressurection

8th: Cure Critical Wounds, Mass

9th: Heal, Mass, True Ressurection


The Path of Devotion

0th: Light

1st: Detect Chaos/Evil/Good/Law, Holy Bolt/Unholy Bolt* Lightbeam*, Protection from Chaos/Evil/Good/Law

2nd: Align Weapon, Darkness, Lesser Light Shield*, Magic Circle Against Chaos/Evil/Good/Law, Spiritual Weapon

3rd: Daylight, Deeper Darkness, Disruption Blast*, Prayer, Searing Light

4th: Holy Smite/Unholy Blight, Light Shield*, Planar Binding, Lesser

5th: Atonement, Dispel Chaos/Evil/Good/Law, Hallow/Unhallow, Mark of Justice Rays of Light*

6th: Light Shield, Greater*, Planar Binding

7th: Blasphemy/Dictum/Holy Word/Word of Chaos, Sunbeam

8th: Cloak of Chaos/Holy Aura/Unholy Aura/Shield of Law, Planar Binding, Greater, Sunburst

9th: Gate


The Path of Dimensions

0th:

1st: Expeditious Retreat, Summon Monster 1

2nd: Levitate, Rope Trick, Summon Monster 2

3rd: Blink, Displacement, Summon Monster 3

4th: Dimensional Anchor, Dimension Door, Planar Binding, Lesser, Summon Monster 4

5th: Dismissal, Contact Other Plane, Summon Monster 5

6th: Ethereal Jaunt, Planar Binding, Plane Shift, Shadow Walk, Summon Monster 6, Teleport

7th: Banishment, Mordenkainen's Magnificient Mansion, Phase Door, Summon Monster 7

8th: Dimensional Lock, Maze, Planar Binding, Greater, Teleport, Greater, Temporal Stasis

9th: Ethrealness, Gate, Refuge, Summon Monster 9, Time Stop


The Path of Twilight

0th: Touch of Fatigue

1st: Cause Fear, Doom, Inflict Light Wounds, Ray of Enfeeblement, Sleep

2nd: Blindness/Deafness, Darkness, Darkvision, Death Knell, Gentle Repose, Inflict Moderate Wounds, Spectral Hand

3rd: Animate Dead, Contagion, Deep Slumber, Inflict Serious Wounds, Invisibility, Ray of Exhaustion, Vampiric Touch

4th: Bestow Curse, Enervation, Fear, Inflict Critical Wounds, Phantasmal Killer

5th: Inflict Light Wounds, Mass, Invisibility, Improved, Slay Living, Symbol of Sleep, Waves of Fatigue

6th: Create Undead, Circle of Death, Harm, Symbol of Fear, Undeath to Death

7th: Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion

8th: Create Greater Undead, Symbol of Death,

9th: Energy Drain, Power Word, Kill, Weird


The Path of Destruction

0th: Inflict Minor Wounds

1st: Inflict Light Wounds, Holy Bolt/Unholy Bolt*, Lightbeam*, Magic Weapon, Prismatic Ray*

2nd: Inflict Moderate Wounds, Magic Missile, Prismatic Orb*, Spiritual Weapon

3rd: Contagion, Disruption Blast*, Inflict Serious Wounds, Searing Light

4th: Chaos Hammer, Enervation, Holy Smite, Inflict Critical Wounds, Magic Weapon, Greater, Order's Wrath, Phantasmal Killer, Prismatic Rays*, Unholy Blight

5th: Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Inflict Light Wounds, Mass, Mage Bolts*, Slay Living

6th: Circle of Death, Harm, Inflict Moderate Wounds, Mass, Undeath to Death

7th: Finger of Death, Prismatic Spray, Sunbeam

8th: Sunburst, Symbol of Death

9th: Energy Drain, Implosion, Power Word, Kill, Weird


Path of the Wanderer Spells:
0th: Know Direction
1st: Endure Elements, Longstrider, Mount
2nd: Locate Object, Remove Paraylsis
3rd: Fly, Leomund’s Tiny Hut, Phantom Steed
4th: Freedom of Movement, Leomund’s Secure Shelter, Locate Creature
5th: Overland Flight
6th: Find the Path, Plane Shift, Shadow Walk, Teleport
7th: Phase Door
8th: Teleport, Greater
9th: Astral Projection, Freedom






General Spells

0th: Detect Magic, Mending, Message, Read Magic

1st: Remove Fear

2nd: Make Whole

3rd: Continual Flame, Create Food and Water, Dispel Magic, Remove Curse, Water Breathing, Water Walk

4th: Break Enchantment

5th: Permanency

6th: Dispel Magic, Greater

7th:

8th:

9th: Freedom, Imprisonment, Mordenkainen's Dysjunction
 

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