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ZamielVanWeber
2014-03-11, 09:36 PM
So, as the name implies this actually started as a thought experiment as to how well a gestalt warrior/adept would work. Feeling that it would be bland with out class features, I began create some (starting with Mystic Way and Mystic Way Mastery) it began to take on a life of its own. I began to feel its flavor as a semi-hermetic warrior who studied taking magic deep into himself (hence the big focus on buffs, along with his buffs being more tenacious/lasting longer). His growing martial prowess, along with his growing magical nature, would eventually attract the attention of a magical beast companion, who would view him as a kindred soul and travel together, growing with him. That is when the spell list really began to take shape.

A few of my players are interested in this, so I wanted to post it here to get some feed back (and help cleaning up the language) before I make it an option in my world. Especially important: names are not set in stone. Feel free to suggest better ones!

Also shout out to the SRD for being helpful with getting some of the wording to D&D standards.


Hit Die: d8
Class Skills: The Warrior Adept's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Points per level: 4+Int Modifier
Weapon and Armor Proficiency: Mystic Adepts are proficient with all simple and martial weapons, and with light and medium armor and shields (excluding tower shields).



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th


1st
+1
+2
+0
+2
Divine Weapon Focus
3
1
-
-
-
-


2nd
+2
+3
+0
+3
Innate Knowledge
3
1
-
-
-
-


3rd
+3
+3
+1
+3
Spell Fortitude +1
3
2
0
-
-
-


4th
+4
+4
+1
+4
Divine Weapon Power
3
2
1
-
-
-


5th
+5
+4
+1
+4
Beast Companion
4
2
1
-
-
-


6th
+6/+1
+5
+2
+5
Spell Fortitude +2, Divine Blade Mastery, Innate Knowledge
4
2
2
-
-
-


7th
+7/+2
+5
+2
+5
Divine Channeling, Mystic Casting
4
3
2
0
-
-


8th
+8/+3
+6
+2
+6
Rend Magic
4
3
2
1
-
-


9th
+9/+4
+6
+3
+6
Spell Fortitude +3
4
3
2
1
-
-


10th
+10/+5
+7
+3
+7
Innate Knowledge
4
3
3
2
-
-


11th
+11/+6/+1
+7
+3
+7
Share Spell
4
4
3
2
0
-


12th
+12/+7/+2
+8
+4
+8
Divine Conversion, Spell Fortitude +4
4
4
3
2
1
-


13th
+13/+8/+3
+8
+4
+8
Beast Blade
4
4
3
2
1
-


14th
+14/+9/+4
+9
+4
+9
Improved Divine Channeling, Innate Knowledge
4
4
4
3
2


15th
+15/+10/+5
+9
+5
+9
Spell Fortitude +5
4
4
4
3
2
0


16th
+16/+11/+6/+1
+10
+5
+10
Greater Mystic Casting
4
4
4
3
2
1


17th
+17/+12/+7/+2
+10
+5
+10
Mystic Fusion
4
4
4
3
2
1


18th
+18/+13/+8/+3
+11
+6
+11
Spell Fortitude +6, Resilient Magic, Innate Knowledge
4
4
4
4
3
2


19th
+19/+14/+9/+4
+11
+6
+11
Magical Apotheosis
4
4
4
4
3
2


20th
+20/+15/+10/+5
+12
+6
+12
Beast Soul
4
4
4
4
3
2



Spells: A Warrior Adept casts divine spells which are drawn from the warrior adept spell list (see below). Like a cleric, a warrior adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, a warrior adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warrior adeptís spell is 10 + the spell level + the adeptís Wisdom modifier.

When the table indicates that the warrior adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each warrior adept has a particular weapon (as a divine focus) depending on the warrior adeptís personal inclination.

Divine Spell Focus: The warrior adept forms a magical bond with his chosen weapon that also serves as the focus for his spells.The warrior adept spends an hour meditating with his chosen weapon, at which point it becomes the divine focus for his spells. After he is done he receives a +1 bonus on all attacks he makes with that weapon and can treat it as a natural weapon for the purposes of spells and effects. He may only have one Divine Spell Focus at a time.

Innate Knowledge: At level 2, the warrior adept's study into magic grants him more spells known. He may pick any wizard, druid or cleric spell of the Abjuration, Divination, or Enchantment schools of the highest level he can cast +1 and add it to his list of spells known at the highest level of spell he can currently cast. He gains this ability again at every 4 levels beyond 2.

Spell Fortitude: The warrior adept adds 1 to the DC required to dispel his spells. This bonus increases by 1 for every 3rd level beyond 3.

Divine Weapon Power: The warrior adept's divine spell focus increases in power with the warrior adept's magical nature. The warrior adept's divine spell focus increases its enhancement bonus by 1. If the divine spell focus is non magical, treat it as thought it had an enhancement bonus of +1, but it may not be upgraded further without first being made magical.

Beast Companion: The growing innate magical nature of the warrior adept causes him to attract a magical beast to serve by his side. The magical beast is a loyal companion who aids the warrior adept to the best of its abilities for its kind. He may pick any magical beast from the list below that may not have more hit dice than the adept and must be within one alignment step on the Good/Evil axis.

If the beast companion dies or is dismissed the warrior adept will attract a new one in 24 hours. However, once a particular companion dies or is dismissed, he will be unable to attract any more of that type of magical beast unless he raises that companion or contacts them and convinces them to become his companion again. The beast companion will can sense when the warrior adept is involved in its raising or resurrecting and will always return in these situations.

Divine Blade Mastery: Whenever the warrior adept makes a full attack with his divine weapon focus, he may make an additional attack at his highest attack bonus. Whenever the warrior adept makes a standard attack, he may make an additional attack at a -5 penalty.

Divine Channeling 1+Wis times (min. 1) per day the warrior adept can channel a spell through his divine spell focus as a free action. This does not need to be a spell he has prepared today, but it must be of a level he can currently cast. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply) and the save receives a bonus to the DC equal to the enhancement bonus of the weapon. Even if the spell normally affects an area or is a ray, it affects only the target. The weapon stays charged for one round or until the weapon successfully strikes a target.

Mystic Casting: Whenever the warrior adept casts a spell targeting himself, and only himself, he may increase the duration as though it had been affected by the Extend Spell metamagic feat.

Rend Magic: Once per round, whenever the warrior adept and his beast companion strike the same target in the same round, the warrior adept may subject that target to an effect similar to Greater Dispel Magic, with a caster level equal to the warrior adept's class level as a free action.

Share Spell: At the warrior adeptís option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her beast companion. The beast companion must be within 15 feet of her at the time of casting to receive the benefit.

Divine Conversation: Whenever the warrior adept is the subject of a spell that grants an enhancement bonus, he may treat that bonus as a divine bonus instead. He may use this bonus 3+Wis mod times per day (min 1).

Beast Blade: Starting at 13th level, as long as the warrior adept's beast companion is within 15 feet of him, they acquire any enhancement bonuses and abilities of the warrior adept's Divine Weapon Focus, as appropriate.

Improved Divine Channeling: The warrior adept may use his Divine Channeling ability 3+Wis times per day and increase the DC of all spells cast by his Divine Channeling ability by 2.

Greater Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may cast the spell as a swift action, as though it had been affected by the Quicken Spell feat.

Mystic Fusion: Whenever the Mystic Adept casts a spell targeting himself, but no more than 1+Wis mod times per day (min 1) he may cast another spell of lower level at the same time without consuming an additional slot. The second spell does not need to be one the Mystic Adept has prepared, but it must be one that targets the Mystic Adept.

Resilient Magic: At 18th level, spells in effect on the warrior adept and his beast are no longer subject to Anti-Magic Field or similar effects. In essence, the innate magical nature of the of the adept and his beast can power the spells even where magic is otherwise not in effect.

Magical Apotheosis: At 19th level, the warrior adept's exercise into the nature of magic causes him to become more like the beasts he fights alongside. He gains the magical beast type. Additionally, he gains damage reduction 10/epic and cold iron.

Beast Soul: Starting at 20th level, due to the similarity between his nature and his beast's, both the warrior adept and his beast companion gain the effect of Mind Blank as long as they are within one mile of each other. Additionally, whenever the warrior adept or the beast dies and is subject to a Resurrection effect or similar magic, they may treat the effect of the spell as True Resurrection. Doing so is draining to both the beast and the warrior adept and causes all remaining spells, class features, spell-like abilities and supernatural abilities to be expended without effect.

The Beast Companion
The magical beast is different from the norm for its kind in many ways, drawing power off of the warrior adept as it grows in strength, intelligence, and raw magical power.



Class Level
Bonus HD
Attack/Damage/AC
Str/Dex Adj
Int Adj
Cha Adj
Special


1st-4th
+0
+0
+0
+0
+0



5th-8th
+2
+0
+2
+2
+0
Deflecting Force


9th-12th
+4
+1
+4
+2
+2
Magical Swiftness


13th-15th
+8
+2
+6
+4
+4
Magical Growth


16th-20th
+12
+3
+8
+4
+6
Improved Deflecting Force, Magical Ascension



Class Level: The characterís warrior adept level.

Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the beast companionís base attack and base save bonuses. A beast companionís base attack bonus is the same as that of a fighter of a level equal to the animalís HD. A beast companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). A beast companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice.
Attack/Damage/AC: The beast companion receives this number as a divine bonus to their attack, damage, and armor class.

Str/Dex Adj: Add this value to the beast companionís Strength and Dexterity scores.

Int Adj: Add this value to the beast companionís Intelligence score.

Cha Adj: Add this value to the beast companionís Charisma score.

Special:
Deflecting Force: The beast companion receives a +4 deflection bonus to AC.
Magical Swiftness: The beast companion can act as if hasted for 3 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Magical Growth: The beast companion increases one size category, acquiring the appropriate modifications.
Improved Deflecting Force: The companion's deflection bonus to AC increases to +8.
Magical Ascension: The beast companion gains the Monster of Legend template, although its type does not change to outsider. The warrior adept chooses which special attack and which special qualities the beast companion receives.



Magical Beast
Effective Level Penalty
Alignment


Darkmantle
0
N


Krenshar
0
N


Blink Dog
-4
G


Pegasus
-4
G


Unicorn
-4
G


Worg
-4
E


Owlbear
-6
N


Displacer Beast
-6
E


Manticore
-8
E


Winter Wolf
-8
E


Girallon
-8
N


Griffon
-8
N


Dragonne
-10
N


Crioshpinx
-12
N



Level 0
Guidance, Resistance, Detect Magic, Read Magic, Message, Ghost Sound, Virtue

Level 1
Lesser Vigor, Bear's Endurance, Bull's Strength, Cat's Grace, Heart of Air, Shield, Magic Fang, Longstrider, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Lesser Celerity, Hunter's Eye, Alter Self, Whelm, Lesser Deflect, Charm Person, Detect Thoughts

Level 2
Vigor, Benign Transposition, Blur, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Heart of Water, See Invisibility, Endure Elements, Invisibility, False Life, Gust of Wind, Spike Stones, Deflect, Dispelling Touch, Insight of Good Fortune, Black Karma Curse, Whelming Blast, Arcane Eye, Tongues

Level 3
Arcane Sight, Greater Vigor, Heart of Earth, Blink, Fly, Tongues, Divine Power, Regroup, Suggestion, Lightning Bolt, Poison, Commune with Nature, Energy Aegis, Alter Fortune, Inevitable Defeat, Mass Whelm, Slashing Dispel, Charm Monster, Hold Person

Level 4
Heart of Fire, Righteous Might, Greater Magic Fang, Stoneskin, Celerity, Toxic Weapon, Renewed Vigor, Swift Etherealness, Stone Tell, Stifle Spell, Mana Flux, Overwhelm, Greater Dispel Magic, Telepathic Bond, Hold Monster

Level 5
Chasing Perfection, Mass Lesser Vigor, Moment of Prescience, True Seeing, Flesh to Stone, Waves of Exhaustion, Greater Blink, Chain Dispel, Demand, Greater Arcane Sight, Spell Turning

Erberor
2014-03-13, 03:49 PM
Spells: A Warrior Adept casts divine spells which are drawn from the Warrior Adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, a Warrior Adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adeptís spell is 10 + the spell level + the adeptís Wisdom modifier.

When the table indicates that the Warrior Adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each Warrior Adept has a particular weapon (as a divine focus) depending on the Warrior Adeptís personal inclination.

Divine Spell Focus: The Warrior Adept forms a magical bond with his chosen weapon that also serves as the focus for his spells.The Warrior Adept spends an hour meditating with his chosen weapon. After he is done he receives a +1 bonus on all attacks he makes with that weapon and can treat it as a natural weapon for the purposes of spells.

I really like the weapon Divine Spell Focus. Very nice touch. I do personally think you could build on this a bit more, though, adding in some way of channeling spells through the weapon and such.


Spell Fortitude: Any spell currently affecting the Warrior Adept receives a +1 bonus to caster level for resisting dispelling. This bonus increases by for every 3rd level beyond 3.

a nice touch, allowing you to secure your buffs easier. However, I think a quick wording change would make this slightly smoother, but despite my best efforts I am unable to come up with a better way of putting it.


Beast Companion: The growing innate magical nature of the Warrior Adept causes him to attract a magical beast to serve by his side. The magical beast is a loyal companion who aids the Warrior Adept to the best of its abilities for its kind. He may pick any magical beast that is no more than one size category larger than the adept, may not have more hit dice than the adept, be un-templated, and must be within one alignment step on each access.

Typo at the end: presumably meant to say axis. This is nice, plain and simple, adding in something incredibly useful in a fairly easily understandable way.


Mystic Way: Whenever the Warrior Adept makes a full attack, he may make an additional attack at his highest attack bonus.

Mystic Way Mastery: Whenever the Warrior Adept makes a standard attack, he may make an additional attack at a -5 penalty.

These are both quite nice, but the titles imply some magic power, rather than the martial skill both abilities are centered around. Something along the lines of "Mystic Blade" and "Mystic Blade Mastery: would probably suit those abilities better.


Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may increase the duration as though it had been affected by the Extend Spell metamagic feat.

I would recommend making this stack with Extend Spell, to allow for TRIPLE normal durations.

Share Spell: At the Warrior Adeptís option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her beast companion. The beast companion must be within 10 feet of her at the time of casting to receive the benefit.

I like it how you don't have to stand right next to your animal for it to have buffs like you do. Very nice. :smallcool:


Divine Conversation: Whenever the Warrior Adept is the subject of a spell that grants an enhancement bonus, he may treat that bonus has a divine bonus instead. He may use this bonus 3+Wis mod times per day (min 1).

Greater Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may cast the spell as a swift action, as though it had been affected by the Quicken Spell.

Mystic Fusion: Whenever the Mystic Adept casts a spell targeting himself, but no more than 1+Wis mod times per day (min 1) he may cast another spell of lower level at the same time without consuming an additional slot.

I do like all of these. Well written, useful, potent, and adds just that much more flexibility. Very well done on all of these.


Beast Soul: At level 20, the Warrior Adept's exercise into the nature of magic causes him to become more like the beasts he admires. He gains the magical beast subtype. Additionally, he gains damage reduction 10/magic. Also, due to the similarity between his nature and his beast's, both the Warrior Adept and his beast companion gain the effect of Mind Blank as long as they are within one mile of each other.

I've never really played any high level stuff, but I'm pretty sure that at least 98% or so of all enemies have magic weapons or natural weapons that count as magic by the time you hit level 20, so the DR doesn't help much. Maybe DR5/- would do it, still providing the DR, even if at a reduced number.


The Beast Companion
The magical beast is typical for an animal of its type, except as follows:
1) The magical beast has hit dice equal to the number of class levels the Warrior Adept has.
2) If the increase in hit dice would cause the magical beast to increase in size category, it does not and instead gains a +4 bonus to Strength, a +2 bonus to Dexterity, a +6 bonus to Constitution, and a +4 Deflection bonus to AC
3) If the magical beast would have an Intelligence less than half of the Warrior Adept's level +2, it becomes that instead.

What really shines here are the bonuses your beast gets in place of size increases. I love it in its simplicity, man.


Level 0
Guidance, Resistance, Detect Magic, Read Magic, Message, Ghost Sound, Virtue

Level 1
Lesser Vigor, Bear's Endurance, Bull's Strength, Cat's Grace, Heart of Air, Shield, Magic Fang, Longstrider, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Lesser Celerity, Hunter's Eye, Alter Self

Level 2
Vigor, Benign Transposition, Blur, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Heart of Water, See Invisibility, Endure Elements, Invisibility, False Life, Gust of Wind, Spike Stones

Level 3
Arcane Sight, Greater Vigor, Heart of Earth, Blink, Fly, Tongues, Divine Power, Regroup, Suggestion, Lightning Bolt, Poison, Commune with Nature

Level 4
Heart of Fire, Righteous Might, Greater Magic Fang, Stoneskin, Celerity, Toxic Weapon, Renewed Vigor, Swift Etherealness, Stone Tell

Level 5
Chasing Perfection, Mass Lesser Vigor, Moment of Prescience, True Seeing, Flesh to Stone, Waves of Exhaustion, Greater Blink, Cone of Cold

I can openly say that I have little experience with spellcastering, so I can't really make an accurate judgement of the spell list, though it seems short.

ZamielVanWeber
2014-03-14, 07:58 PM
Changes: So I fixed a massive error with spells per day, so they have substantially more. I added an ability at 13 (to get rid of a dead level) that I hope to make picking the divine weapon focus more important. I forgot to add that beasts who avoid a size increase get a +2 Cha bonus. I updated the range of Share Spells to 15 feet. I added some clauses to beast companion.

Now, I ran into a serious problem when I was more closely researching magical beasts, mostly in that they are more varied than I remember off the top of my head. The flavor I was going for was the weak magical beasts were going to join with you and exchange their companionship in return for your aid in growth (their strength becomes yours). The very strong beasts (ones with CR >= their HD) would be less attracted than those with CR < HD. In short: keep a close eye on their choices and work with them to pick a companion that is fun, flavorful, and won't break your campaign.

3drinks
2014-03-14, 08:19 PM
Changes: So I fixed a massive error with spells per day, so they have substantially more. I added an ability at 13 (to get rid of a dead level) that I hope to make picking the divine weapon focus more important. I forgot to add that beasts who avoid a size increase get a +2 Cha bonus. I updated the range of Share Spells to 15 feet. I added some clauses to beast companion.

Now, I ran into a serious problem when I was more closely researching magical beasts, mostly in that they are more varied than I remember off the top of my head. The flavor I was going for was the weak magical beasts were going to join with you and exchange their companionship in return for your aid in growth (their strength becomes yours). The very strong beasts (ones with CR >= their HD) would be less attracted than those with CR < HD. In short: keep a close eye on their choices and work with them to pick a companion that is fun, flavorful, and won't break your campaign.

I was gonna say, haha, I'd play this and select a Blink Dog as my companion. Just let that thing "level up" with me hahaha.

At mid-to-high levels you could get a Bulette. That thing starts as huge, so by your stat suggestions to keep it medium, it would get some substantial buffs. How would you deal with something like that?

I almost thought Mind Flayers would be a problem as a companion, but I checked and they're Aberrations. Whew, dodged a bullet there haha.

ZamielVanWeber
2014-03-14, 08:51 PM
I was gonna say, haha, I'd play this and select a Blink Dog as my companion. Just let that thing "level up" with me hahaha.

At mid-to-high levels you could get a Bulette. That thing starts as huge, so by your stat suggestions to keep it medium, it would get some substantial buffs. How would you deal with something like that?

I almost thought Mind Flayers would be a problem as a companion, but I checked and they're Aberrations. Whew, dodged a bullet there haha.

Blink Dogs are actually one of the fine ones. Lammasu and gynosphinx come immediately to mind as big offenders.

If it starts as huge you cannot have it unless you are large (if you look there is a list of conditions that must be fulfilled for the companion). Also the stat change is triggered when the companion would gain its normal, HD based, size increase.

Just to Browse
2014-03-14, 09:55 PM
For my eyes, can you please un-spoiler the spell list? It's like 90% of the class from a mechanical standpoint anyways.

Cone of Cold does not deserve deserve to be accessed at level 15+. That's a level 3 spell for this guy, tops. I could even see it at level 1.

Beast Companion needs some serious quality control. At level 6, you can get a basilisk and TPK your friends by accident (or be a party of constructs/undead?). Or you can be a goliath and get a hydra that tanks all relevant things forever. You could also get a phase spider and never have a problem with scouting for the rest of your career. Bonus points for yelling "I choose you!" before having it appear and shank a dude for its killer poison damage. I recommend a druid-like list of companions, not a hit die limitation. At level 10, you can pick a roper and give them a custom item of expeditious retreat and walk around with a CR 12 death trap.

This class is decent, but it looks clunky (attack spells are pretty worthless since they get no synergy and your DCs suck, utility isn't something you'll generally prepare) and there isn't much flavor other than "magic, animal companion, attack dudes". My last qualm is Mystic Way and Mystic Way Mastery are large and strangely-placed boosts. Through your career (up until level 15) you only get 1 standard attack, and then suddenly you have 2 at no penalty. Only once in your time as a Warrior Adept will you ever get 2 attacks as a full-round action, because apparently you don't deal enough damage at 7th level.

Those are my big problems. I would appreciate a way to add spells to his spell list (so he can get stuff like blood wind), and a scaling (or otherwise craft-synergistic) benefit for Divine Weapon Focus. That, and fix some of those dead levels.

ZamielVanWeber
2014-03-14, 10:09 PM
For my eyes, can you please un-spoiler the spell list? It's like 90% of the class from a mechanical standpoint anyways.

Cone of Cold does not deserve deserve to be accessed at level 15+. That's a level 3 spell for this guy, tops. I could even see it at level 1.

That replaced the Prismatic Spray sitting in the same slot. I was musing how awful it was compared to everything else sitting in the same area, so this is called for. Also that list looked WAY bigger in my notebook than it does on the forum.


Beast Companion needs some serious quality control. At level 6, you can get a basilisk and TPK your friends by accident (or be a party of constructs/undead?). Or you can be a goliath and get a hydra that tanks all relevant things forever. You could also get a phase spider and never have a problem with scouting for the rest of your career. Bonus points for yelling "I choose you!" before having it appear and shank a dude for its killer poison damage. I recommend a druid-like list of companions, not a hit die limitation.

I really needed to look over the magical beast list before I wrote up some of that. (Also goliath's are NOT large, so they could not get a hydra/remorhaz. I will start making an appropriate list of animal companions though, so the point is moot). I would like to avoid the druid tier-ing thing, since I am offering innate scaling instead, so would something like: you may pick from x list, provided their HD does not exceed your warrior adept level.


This class is decent, but it looks clunky (attack spells are pretty worthless since they get no synergy and your DCs suck, utility isn't something you'll generally prepare) and there isn't much flavor other than "magic, animal companion, attack dudes". My last qualm is Mystic Way and Mystic Way Mastery are large and strangely-placed boosts. Through your career (up until level 15) you only get 1 standard attack, and then suddenly you have 2 at no penalty. Only once in your time as a Warrior Adept will you ever get 2 attacks as a full-round action, because apparently you don't deal enough damage at 7th level.

They were part of the original class when I created it, so they just stuck around. I think that rolling them into the magical beast flavor would make more sense (and really start to cement the magical beast flavor I am enjoying).


Those are my big problems. I would appreciate a way to add spells to his spell list (so he can get stuff like blood wind), and a scaling (or otherwise craft-synergistic) benefit for Divine Weapon Focus. That, and fix some of those dead levels.

Unless insomnia+mania rocks me bad I will look into it tomorrow. I kept the spell list narrow mostly as a courtesy to my players and, honestly, I am not sure how to template it to try to keep them to the buff flavored spells. I may just not worry about the narrow book list and grab a bunch more delicious and flavorful spells.

Just to Browse
2014-03-14, 10:42 PM
That replaced the Prismatic Spray sitting in the same slot. I was musing how awful it was compared to everything else sitting in the same area, so this is called for. Also that list looked WAY bigger in my notebook than it does on the forum.Prismatic spray would be a cool thing to see there. Remember that because of MAD and the low spell levels, the DC of this guy's spells are something like 2-8 below what they should be. Attack spells will likely be thrown to the wayside after level 7.


I really needed to look over the magical beast list before I wrote up some of that. (Also goliath's are NOT large, so they could not get a hydra/remorhaz. I will start making an appropriate list of animal companions though, so the point is moot). I would like to avoid the druid tier-ing thing, since I am offering innate scaling instead, so would something like: you may pick from x list, provided their HD does not exceed your warrior adept level.That's your call. I really recommend doing something like CR - 3 because ropers and their ilk are so abusable. There's also that one sphinx that gets cleric casting. Nope nope nope.

I chose goliath because they have powerful build, which (IIRC) lets them count as large when it would be beneficial. I'm AFB, but I think that's kosher. Also, the size limitation doesn't seem necessary. If a hydra is balanced (it's a decent companion at level 10), there shouldn't be a problem with it being huge.


They were part of the original class when I created it, so they just stuck around. I think that rolling them into the magical beast flavor would make more sense (and really start to cement the magical beast flavor I am enjoying).If you do want to keep them, I suggest granting the full attack thing at levels 1-3, and the standard attack thing at level 1-3 or 6. It's a weirdly-placed boost in power otherwise.


Unless insomnia+mania rocks me bad I will look into it tomorrow. I kept the spell list narrow mostly as a courtesy to my players and, honestly, I am not sure how to template it to try to keep them to the buff flavored spells. I may just not worry about the narrow book list and grab a bunch more delicious and flavorful spells.You could fulfill it with just one line. Something like "if you take Extra Spell, you may add a spell of your highest accessible level instead of your highest - 1". But I understand the concern, so you shouldn't make it a priority.

ZamielVanWeber
2014-03-15, 02:53 PM
I added an official list of beasts that players can choose from and added scaling so picking low HD companions is viable.
A mechanic to add spells was added (Innate Knowledge).
I added a channeling affect, as well as a boost, to make the divine spell focus a more important class feature.
Tenacious Magic and Dispelling strikes were added to give the beast companion more relevance beyond a simple body.
Type changing moved to 19 and changed to Magical Apotheosis.
Beast Soul now grants a means of making being raised (or raising the companion) more cheaply.

Mystic Blade (Mastery) combined and moved to 6th.

Minor changes to spell list.

Feel free to comment on the updates!

Edit: Should I move Divine Weapon Powet to 4? There is an empty level there and it seems strong for a 2nd level ability.

Just to Browse
2014-03-15, 04:22 PM
Yeah, DWP should definitely be bumped to at least 4th level. Free +2 swords at level 2 is a bit much.

ZamielVanWeber
2014-03-15, 04:46 PM
I will make that change I momentarily. Does evrrything else lool good? I was going to add a few more spells later on.

Edit: Aaaand fixed.

Jormengand
2014-03-15, 06:23 PM
Each Warrior Adept has a particular weapon (as a divine focus) depending on the Warrior Adeptís personal inclination.

You might want to elaborate on how that weapon comes to be the WA's divine focus, whether or not it can be changed, and so on.


Divine Spell Focus: The Warrior Adept forms a magical bond with his chosen weapon that also serves as the focus for his spells.The Warrior Adept spends an hour meditating with his chosen weapon. After he is done he receives a +1 bonus on all attacks he makes with that weapon and can treat it as a natural weapon for the purposes of spells.

This wording is weird, because it implies that he has to spend 1 hour meditating with it. Also, how long does the effect last, forever?


Innate Knowledge: At level 2, the Warrior Adept's study into magic grants him more spells known. He may pick any druid or cleric spell of the highest level he can cast +1 and add it to his list of spells known at the highest level of spell he can currently cast. He gains this ability again at every 4 levels beyond 2.

The templating on this is a bit funny. "The highest level he can cast +1" should probably be "One level higher than the highest level he can cast"


Spell Fortitude: Any spell currently affecting the Warrior Adept receives a +1 bonus to caster level for resisting dispelling. This bonus increases by for every 3rd level beyond 3.

What? So if someone Holds your Person, it's harder for a friendly cleric to get it off again?


Mystic Blade Mastery: Whenever the Warrior Adept makes a full attack, he may make an additional attack at his highest attack bonus. Whenever the Warrior Adept makes a standard attack, he may make an additional attack at a -5 penalty.

Can't see what's so mystic about his blade mastery. may as well just drop that off the front.


Divine Channeling 1+Wis times per day the Warrior Adept can channel a spell through his divine spell focus as a free action. This does not need to be a spell he has prepared today, but it must be of a level he can currently cast. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply) and the save receives a bonus to the DC equal to the enhancement bonus of the weapon. Even if the spell normally affects an area or is a ray, it affects only the target. The weapon stays charged for one round or until the weapon successfully strikes a target.

This leads to the odd conclusion that you end up stabbing your allies to buff them.


Divine Conversation: Whenever the Warrior Adept is the subject of a spell that grants an enhancement bonus, he may treat that bonus has a divine bonus instead. He may use this bonus 3+Wis mod times per day (min 1).

Should read "As a divine bonus instead." Is divine really a bonus type? I think it needs to be holy or profane.


Greater Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may cast the spell as a swift action, as though it had been affected by the Quicken Spell.

Should read "The Quicken Spell feat."


Mystic Fusion: Whenever the Mystic Adept casts a spell targeting himself, but no more than 1+Wis mod times per day (min 1) he may cast another spell of lower level at the same time without consuming an additional slot.

Add that the second one must target himself, otherwise you end up throwing quickened lightning bolts at people for no good reason.


Tenacious Magic: At 18th level, spells in effect on the Warrior Adept and his beast are no longer subject to Anti-Magic Field or similar effects. In essence, the innate magical nature of the of the adept and his beast can power the spells even where magic is otherwise not in effect.

Even enemy spells?


Magical Apotheosis: At 19th level, the Warrior Adept's exercise into the nature of magic causes him to become more like the beasts he admires. He gains the magical beast subtype. Additionally, he gains damage reduction 10/cold iron and magic.

Magical Beast is a type, not a subtype. Also, DR/cold iron and magic is going to be useless at 19th level because everything is magic.


Beast Soul: Starting at 20th level, due to the similarity between his nature and his beast's, both the Warrior Adept and his beast companion gain the effect of Mind Blank as long as they are within one mile of each other. Additionally, whenever the Warrior Adept or the beast dies and is subject to a Resurrection effect or similar magic, they may treat the effect of the spell as True Resurrection. Doing so is draining to both the beast and the Warrior Adept and causes all remaining spells, class features, spell-like abilities and supernatural abilities to be expended without effect.

What's "Or similar magic" mean? Does raise dead count? Revivify? Reincarnation?


The Beast Companion
{table=head]Criosphinx|10|N[/table]

Wait, why would you not just grab the best one off the list? I am confuse.

3drinks
2014-03-15, 06:25 PM
You should add a restriction with the Unicorn, yeah? Because Unicorns only allow female Elves to bond with them.

ZamielVanWeber
2014-03-15, 06:38 PM
I forgot to make a few small changes... And yea there are a ton of templating issues, which I shall fix some immediately. Also crioshpinx is a combat BRUTE, yes, but at 10 HD is is actually rather worse than your other choices, even for brute. Also Dispalcer Beast and Blink Dog can be way harder to kill, while Krenshar and Dragonne are just sweet (plus Dragonne's rawr is awesome).

Also while that is flavorful, 3drinks, the healer class also gets a unicorn compaion without restriction, so I am not sure it is entirely needed here. If nothing else than because there are very few good Core magical beasts that are not extremely powerful.


What's "Or similar magic" mean? Does raise dead count? Revivify? Reincarnation?
Yes, yes. Last Breath? Yes. Pretty much when either one of you would be raised while the other lives, the spell copies true res.

Also yes, I know the DR sucks, but that is pretty normal. Magic is common but cold iron is not, and magic natural weapons can never bypass it. I could switch it to epic, but I am not sure if that is overkill.

Edit: I cleaned up some wording and did make the magic to epic change.

3drinks
2014-03-15, 09:43 PM
...The Healer gets a Unicorn mount? Wow mind = blown. Never would have imagined that.

For some reason, i just can't get the image of this guy, LG, walking the planes with his Blink Dog companion fighting crime and righting wrongs. Like, I want to make this class as a Paladin lmao.

ZamielVanWeber
2014-03-15, 09:53 PM
Did you mean can't get rid of the image of him doing that? Because I will take that as a compliment. Actually, now that I think about it, that is a REALLY COOL mental image.

3drinks
2014-03-16, 03:13 PM
Did you mean can't get rid of the image of him doing that? Because I will take that as a compliment. Actually, now that I think about it, that is a REALLY COOL mental image.

Yes. Precisely.

Hanuman
2014-03-17, 12:37 PM
Conceptual Overview
This is a very easy to use vanilla 3.5 class, it's also quite strong and is an outstanding replacement to the caster ranger. The Warrior's Way (http://www.giantitp.com/forums/showthread.php?t=192596) details a very nice combat ranger so I don't think a combat focused Warrior Adept is needed, but this hybrid certainly does well.

I think two major things should be addressed:
First, I like the ease of use of the companion system but I dislike it's balance, I think that you should consider either making it more balanced or less. A more balanced system would run off standardized base stats and then have the character make up the creature to have those stats, a less balanced system would grant more options to the player, giving them a wide range of magical beast selection. This is actually more to do with how you want to direct the player's character creation process, they can focus on stat selection and then draw their own or they can search through pretty pictures of their creations in books. Both are valid and you may want to consider having 2 system options. Pathfinder has some improved balance datapoints in it's druid animal companion system.

Second, I think if you're going to put things like unicorns and pegasi you should put in a way to effectively ride your companions, if a creature can gain a swim, crawl of fly speed why not use mounts without constant checks? Perhaps disable riding companions smaller than you.

Small Points
I feel like this class is an incredibly strong tier3, it's kit is limited but it's optimization potentials allow for some very strong buff stacking, zen archery is assumed on the majority of people taking this class.

You def. need to stick with a modified selected spell list, but I would encourage that any spell you do not create you have linked to an SRD so all content is available from the page.

Spell list thoughts:
Make level 0 spells not expended upon use.

Add Stabilize (http://www.d20pfsrd.com/magic/all-spells/s/stabilize) or add Heal skill to the skill list. You want to give players the option to not let their animal companions bleed to death in their arms.

More spells to consider (for a start):
http://www.d20pfsrd.com/magic/all-spells/m/mending
http://www.d20pfsrd.com/magic/all-spells/b/blend
http://www.d20pfsrd.com/magic/all-spells/a/ant-haul
http://www.d20pfsrd.com/magic/all-spells/c/carry-companion
http://www.d20pfsrd.com/magic/all-spells/s/spider-climb
http://www.d20pfsrd.com/magic/all-spells/s/sun-metal
http://www.d20pfsrd.com/magic/all-spells/e/effortless-armor
http://www.d20pfsrd.com/magic/all-spells/e/enemy-s-heart
http://www.d20pfsrd.com/magic/all-spells/f/find-traps
http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation
http://www.d20pfsrd.com/magic/all-spells/m/make-whole
http://www.d20pfsrd.com/magic/all-spells/w/weapon-of-awe
http://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth
http://www.d20pfsrd.com/magic/all-spells/c/compel-hostility
http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing
http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition
http://www.d20pfsrd.com/magic/all-spells/a/animal-messenger
http://www.d20pfsrd.com/magic/all-spells/a/aspect-of-the-falcon
http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow
http://www.d20pfsrd.com/magic/all-spells/t/tireless-pursuit
http://www.d20pfsrd.com/magic/all-spells/u/unbreakable-heart
http://www.d20pfsrd.com/magic/all-spells/a/acute-senses
http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect
http://www.d20pfsrd.com/magic/all-spells/a/ape-walk
http://www.d20pfsrd.com/magic/all-spells/b/blood-scent
http://www.d20pfsrd.com/magic/all-spells/b/bloodhound
http://www.d20pfsrd.com/magic/all-spells/a/aspect-of-the-stag
http://www.d20pfsrd.com/magic/all-spells/c/companion-mind-link
http://www.d20pfsrd.com/magic/all-spells/s/strong-jaw
http://www.d20pfsrd.com/magic/all-spells/b/bloodsworn-retribution
http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement

Level 0
Selection looks good.

Level 1
Selection looks good, protection looks a bit odd.

Level 2
Cone of Cold is out of place, so is invisibility and spike stones is odd but could work, it's offensive battlefield control on a combat class, so..

Level 3
Fly is completely out of place here, the class is physical and has natural flavor to use mounts, wind, grow wings, ect. Just "flight" is similar to why I don't think the class should have darkvision or light... the class seems might and magic vanilla, use fire and flying beasts instead of flashlights and jetpacks... if you know what I mean.

Level 4
Seems a bit lacking, you could beef up the options here.

Level 5
Flesh to Stone and Prismatic Spray are out of place, these are full caster spells.


----
If the beast companion dies or is dismissed the Warrior Adept will attract a new one in 24 hours. However, once a particular companion dies or is dismissed, ...
----

ZamielVanWeber
2014-03-17, 05:48 PM
My.biggest concern with adding more cool stuff to the companion is that it will get shoved more to the top of tier 3. If that is not a problem in people's eyes then what about a compromise on that front:

I could either supplement, or replace, that with a selection of of mahical beast flavored powers. That way I can remove the magical beast flavored spells from the list.

Edit: I will add pegasus and the lack of need for ride checks, as well as rrturn Heal yo their skill list, once I get home. I am also leaning heavily toward the pile of bonuses as well as one magical beast themed ability per 4 bonus hit dice.

ZamielVanWeber
2014-03-19, 08:00 AM
Okay, I totally forgot to update this yesterday, sorry. I do believe my best answer to the beast.companion thing is to expand the list some more and then add a clause like "the DM may allow additional beast companions not on this list at their own discretion, followibg the prior conditions."

3drinks
2014-03-19, 05:27 PM
I also agree with Hanuman that level four spells could be amped up, especially considering how late this class gets them.

The Dragon
2014-03-19, 08:02 PM
@hanuman: I see a certain someone has a certain appreciation for pathfinder:smallamused:

ZamielVanWeber
2014-03-21, 09:33 AM
So I but pegasus in like I meant to, as well as added a clause that you can just ask your DM for anything not on the list.
Heal is back on the skill list.
Innate Knowledge has been changed: wizards spell are in, but the ability it locked to Abjuration, Divination, and Enchantment. I will be eventually updating the spell list to reflect these three schools more heavily.
Dispelling Strike renamed to Rend Magic
Tenacious Magic renamed to Resilient Magic.

Last big question on beast companion: Would giving the beast companion a free ability (from a list) every 4 bonus HD be too much? IT would customization, but also power.

Edit: I updated the spell lists. All spells are from the SRD or PHB II, except for the Heart of X spells and the Vigor spells.

ZamielVanWeber
2015-01-18, 07:14 PM
So I figured I would resurrect this. Not sure exactly what I intend to do yet beyond clean up Beast Companion. I intend to eventually convert it to a more druid-like system, where there are tiered benefits and taking companions beyond a certain level would lower the companions tier. I'll work on amping up the higher end spells next.