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gooddragon1
2018-01-20, 08:50 AM
The Battle Mystic

A battle mystic is a magic user through either innate talent or some training as well as a capable warrior. Although similar to sorcerer's in some ways (particularly if their talent is innate), they are generally recieved more favorably due to their ability to heal others.

Adventures: Battle mystics can fill many of the roles that a cleric could and may adventure for reasons similar to a sorcerer. As such, they could be a shaman for a village, a wandering sellsword, or be motivated by any number of other things.

Characteristics: Battle mystics are given to being wise in the ways of speech, but they lack the wisdom of many spellcasters who channel actual divine energy rather than ambient mystical energy. Their personalities can vary as much as their causes do.

Alignment: Battle mystics are capable of being any alignment and have no tendency towards any particular alignment despite the somewhat flexible nature of their magical abilities.

Religion: Battle mystics can sometimes be devoted to a particular belief or deity, but it is not required for them to make use of their abilities.

Background: A battle mystic is often trained, but innate talent is possible. Generally the ones who are trained are from villages and are trained by a more experienced magic user.

Races: Races that are more likely to form tribes and villages are more likely to produce battle mystics, but anyone with innate talent or a desire to learn their brand of magic is capable of becoming a battle mystic with the right training regimen.

Game Rule Information:
Battle Mystics have the following game statistics.
Ability Scores: As with most warriors, a battle mystic benefits from a high strength score and a high constitution score. A battle mystic's magical abilities rely greatly on his charisma score.
Alignment: Any
Hit Dice: d10.
Starting Wealth: As cleric.
Starting Age: As sorcerer.

Class Skills:
The Battle Mystic's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (Religion)(Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

The Battle Mystic



Saves



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Blast Foes 1d6, Force of Presence, Melee Blast, Mystic Energy, Mystic Reliquary


2nd
+2
+3
+0
+0
Mysticism 1/day


3rd
+3
+3
+1
+1
Blast Foes 2d6


4th
+4
+4
+1
+1
Rapid Energy


5th
+5
+4
+1
+1
Blast Foes 3d6


6th
+6/+1
+5
+2
+2
Melee Blast (1/2 Cha to Damage), Mystic Energy (3x)


7th
+7/+2
+5
+2
+2
Blast Foes 4d6


8th
+8/+3
+6
+2
+2
Blast Foes (Line)


9th
+9/+4
+6
+3
+3
Blast Foes 5d6


10th
+10/+5
+7
+3
+3
Mysticism 2/day


11th
+11/+6/+1
+7
+3
+3
Blast Foes 6d6


12th
+12/+7/+2
+8
+4
+4
Mystic Energy (4x)


13th
+13/+8/+3
+8
+4
+4
Mysticism 3/day


14th
+14/+9/+4
+9
+4
+4
Blast Foes 7d6


15th
+15/+10/+5
+9
+5
+5
Blast Foes (Cone)


16th
+16/+11/+6/+1
+10
+5
+5
Mysticism 4/day


17th
+17/+12/+7/+2
+10
+5
+5
Blast Foes 8d6


18th
+18/+13/+8/+3
+11
+6
+6
Mystic Energy (5x)


19th
+19/+14/+9/+4
+11
+6
+6
Mysticism 5/day


20th
+20/+15/+10/+5
+12
+6
+6
Blast Foes 9d6, Mystic Resilience, Tenacious Energy



Weapon and Armor Proficiency

Battle mystics are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Blast Foes (Su)

At 1st level, a battle mystic can blast his enemies with magical energy focused from a part of his body (usually the hands, but some battle mystics use their eyes, foreheads, etc.). As a standard action, a battle mystic may project a ray of energy at a single target within 25 feet + 5 feet per class level. If he succeeds on a ranged touch attack the target takes 1d6 damage. This damage increases by 1d6 at 3rd, 5th, 7th, 9th, and 11th level (up to 6d6 at 11th level). Thereafter it increases by 1d6 every 3 levels (14th, 17th, etc).

At 8th level, as a standard action, a battle mystic may project a line of energy out to up to close range (25 feet + 5 feet per 2 class levels) that deals damage as the ray form of this ability to targets caught within the line. Targets struck by this energy are allowed a reflex save for half damage (DC 10 + 1/2 battle mystic class level + Charisma Modifier).

At 15th level, as a standard action, a battle mystic may project a cone of energy out to up to 5 feet per 2 class levels that deals damage as the ray form of this ability to targets caught within the line. Targets struck by this energy are allowed a reflex save for half damage (DC 10 + 1/2 battle mystic class level + Charisma Modifier).

Melee Blast (Su)

At 1st level, a battle mystic may also channel his blasts into his melee attacks to further enhance his effectiveness when fighting in close combat. A battle mystic may add 1 damage per 1d6 of his blast foes ability to his melee attacks (1 at 1st, 2 at 3rd, ... 8 at 17th, etc.). This damage causes his attacks to be treated as magical for the purpose of striking targets, but is reduced by damage reduction and does not bypass DR/Magic.

At 6th level, a battle mystic may add half his charisma modifier (if any, and rounded down) to this damage dealt as well (to the final amount, not to each damage dice and this damage is not multiplied on a critical hit).

Force of Presence (Su)

At 1st level, a battle mystic's presence exerts a force that is intangible yet can be felt emotionally. A battle mystic adds his charisma modifier (if any) as a sacred bonus to all will saving throws and diplomacy checks. These bonus does not stack with any other ability that adds charisma to will saves (or saving throws in general) and/or diplomacy checks.

Mystic Reliquary (Ex)

The nature of a battle mystic's energy affords them the ability to use magic items as a cleric of their level would. If he has levels in the cleric class, actual cleric levels and this effective cleric level stack. A battle mystic may use his charisma score in place of his wisdom score for the purposes of this ability.

Mystic Energy (Su)

At 1st level, a battle mystic has access to a reserve of energy separate from their offensive energies which they can use for a variety of effects with the simplest being to heal injuries. A battle mystic can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to 2 x his class level x his Charisma bonus (minimum 1). A battle mystic may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using mystic energy is a standard action.

At 6th level, a battle mystic uses 3x his class level to determine the amount of hit points of damage he may heal each day. At 12th level and every 6 levels thereafter, he also the multiplier for his class level for the purposes of this class feature is increased by 1 (4x at 12th, 5x at 18th, etc.).

Mysticism (Su)

A battle mystic of at least 2nd level has learned the versatility of their energy reserve and how to use it to generate a much greater variety of effects in the form of spells. A battle mystic may channel healing from this pool to cast a spell from the cleric list, using his Charisma modifier to determine the saving throw DC. To do so, he must expend 2 points of healing per level of the spell (minimum 1 for a 0 level spell), and cannot expend more than 1 point per class level in this way for a single spell. A battle mystic has a caster level equal to his battle mystic class level. Spells cast by the battle mystic through this ability are spontaneous divine spells and require concentration as normal spells would. Treat each use per day of this ability as a spell slot (except that they cannot be recovered by items or other effects that recover spell slots). If the cleric version of a spell would require components they must be provided as needed (the divine focus for a battle mystic is a holy symbol with his own personal symbol carved into it). Metamagic can be applied to this spell by using more points of healing than normal for a spell of that level and thus casting a higher level slot version of the spell, however it is treated as a spontaneous spell as mentioned above for the purpose of metamagic and the maximum limit of points of healing invested still applies.

At 10th level and every three levels thereafter, a battle mystic may use Mysticism an additional time per day.

Rapid Energy (Ex)

At 4th level, a battle mystic has enough skill with their energy reserve to focus the simplest use of it on themselves much more quickly and efficiently. A battle mystic may use their mystic energy class feature on themselves as a swift action.

Tenacious Energy (Ex)

At 20th level, a battle mystic's energy is an insistent and tenacious force. All of a battle mystic's supernatural class abilities (other than mysticism) can ignore effects that would prevent supernatural abilities from functioning (such as an antimagic field). To do this, each round the battle mystic must roll 1d6 and if the result is 2 or higher the aforementioned supernatural abilities function normally for that round. In the case of creatures (or objects, or other targets, etc.) being immune to magic (such as an adamantine golem) the result must be 4 or higher and is made with the first strike against that target (the ability to bypass such immunity lasts for 1 round as well, but the battle mystic may only attempt this against any single target once per round).

Mystic Resilience (Su)

At 20th level, a battle mystic has such a supernaturally strong force of presence that it prevents some instances that should be certain failures. A battle mystic no longer fails a saving throw on a natural result of a 1.

===

Front line warrior with decent healing at the cost of damage output and a bit more multiple ability dependence. Fairly straightforward.

Most importantly, no need to make the tedious decisions about what spells to prepare each day.

Removed Ambiguity in whether the capstone works on things immune to magic. Settled on a 50% chance (4, 5, or 6 on a d6) to affect a target.

Just need fluff for now, but I'll check out feedback too.

Edit: Ran the damage numbers and they were as much as a somewhat optimized barbarian. Reduced from 1d6 per 6 levels (minimum 1d6 at 1st level) plus Charisma to 1 per 1d6 of blast foes and half Cha rounded down. Still respectable damage, scales more evenly, tied to blast foes once again, but distinctively less.

EDIT: Fluff added in. Orisons specified cost as 1 (clarification). Made sure the melee blast damage was as clear as possible. Added clarification on spell components required (the spell requires all the components that the cleric version would require, and a holy symbol with the battle mystic's personal symbol carved in is what the divine focus would be if necessary). That should finish the class out in terms of additions and modifications barring some serious game balance issue that could come up (doubtful though).

Edit: Allowed use of charisma in place of wisdom for item use with Reliquary. Also made AMF capstone capable of affecting more than just creatures. It's meant to give your abilities a chance to work in those situations, though plot armor is necessary at times.

Edit: Added "up to" on blast foes ranges.

Edit: Clarified intentions that what is being cast with mysticism is a spell and does require concentration (most notably with casting defensively) but that you cannot get them back with things like pearls of power. Also, fixed a typo "his double class level" to 2 x his class level.

Edit: Clarified how metamagic interacts with mysticism and changed the wording order to say how it works first followed by the restrictions and rules for the technical aspects (like caster level).

Amechra
2018-01-20, 01:58 PM
Mystic Energy is worded oddly - how about:

Divine Mystic (Ex): A battle mystic may use magic items as a cleric of their level. If he has levels in the cleric class, actual cleric levels and this effective cleric level stack.

Mystic Energy (Su): At 1st level, a battle mystic can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his class level x his Charisma bonus (minimum 1). A battle mystic may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using mystic energy is a standard action.

At 6th level, a battle mystic doubles the total number of hit points of damage he may heal each day. At 12th level and every 6 levels thereafter, he also doubles his class level for the purposes of this class feature.

Mysticism (Su): A battle mystic of at least 2nd level may channel healing from this pool to cast a spell from the cleric list, using his Charisma modifier to determine the saving throw DC and his battle mystic level as his caster level. To do so, he must expend 2 points of healing per level of the spell (minimum 1), and cannot expend more than 1 point per class level in this way for a single spell. He may apply metamagic to the spell as if it were cast spontaneously.

At 10th level and every three levels thereafter, a battle mystic may use Mysticism an additional time per day.

Rapid Energy (Ex): At 4th level, a battle mystic may use their mystic energy class feature on themselves as a swift action.

---

I split it into four class features, since Mystic Energy was doing way too much. Oh, and I dropped the cost for orisons to 1, since most things that check spell level treat orisons as being Level .

As for the scaling... I threw it in, but I think it's jankier than it needs to be. You're going to be spending a maximum of 90 points on your spells, and using it for healing is kind of a joke. I would personally just double the initial amount, and then come up with something else for 6th, 12th, and 18th levels.

gooddragon1
2018-01-20, 02:28 PM
Mystic Energy is worded oddly - how about:

Divine Mystic (Ex): A battle mystic may use magic items as a cleric of their level. If he has levels in the cleric class, actual cleric levels and this effective cleric level stack.

Mystic Energy (Su): At 1st level, a battle mystic can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his class level x his Charisma bonus (minimum 1). A battle mystic may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using mystic energy is a standard action.

At 6th level, a battle mystic doubles the total number of hit points of damage he may heal each day. At 12th level and every 6 levels thereafter, he also doubles his class level for the purposes of this class feature.

Mysticism (Su): A battle mystic of at least 2nd level may channel healing from this pool to cast a spell from the cleric list, using his Charisma modifier to determine the saving throw DC and his battle mystic level as his caster level. To do so, he must expend 2 points of healing per level of the spell (minimum 1), and cannot expend more than 1 point per class level in this way for a single spell. He may apply metamagic to the spell as if it were cast spontaneously.

At 10th level and every three levels thereafter, a battle mystic may use Mysticism an additional time per day.

Rapid Energy (Ex): At 4th level, a battle mystic may use their mystic energy class feature on themselves as a swift action.

---

I split it into four class features, since Mystic Energy was doing way too much. Oh, and I dropped the cost for orisons to 1, since most things that check spell level treat orisons as being Level .

As for the scaling... I threw it in, but I think it's jankier than it needs to be. You're going to be spending a maximum of 90 points on your spells, and using it for healing is kind of a joke. I would personally just double the initial amount, and then come up with something else for 6th, 12th, and 18th levels.

Most of that is good and I'll implement it when I'm at a keyboard. Staying away from the word divine for flavor purposes though.

Realized I forgot the split up healing clause...

Also, improved melee blast a bit.

Edit: going to have to adjust melee blast damage. Probably too much. Should be good now. (and with the new method, it offers a branched path of either dex or strength because of bonus damage making twf-ing possibly viable)

May include a 20th level capstone if I think of one.

EDIT: Capstone added in and separated into 2 parts for easier reading.

Amechra
2018-01-20, 06:11 PM
Did multiclassing beat up your parents or something? Seriously, Melee Blast (which feels pretty off now, since it's no longer mechanically connected to Blast Foes) and Force of Presence don't need a clause capping them.

To clarify my hostility - when you're designing your class, you want people to stick around and take more levels. There are two ways to handle this - I call them the stick and the carrot.

The "trap" is when you punish people for leaving your class early, usually through capping bonuses and restricting usage. Force of Presence is a classic example - it's a terrible ribbon feature unless you take a bunch of levels in battle mystic, at which point it becomes pretty good. You are effectively giving someone a feature and then telling them that they can't use it effectively without a bunch of levels in your class. It's a feel-bad kind of thing.

The "carrot" is when you tempt people to stay in your class by sticking cool class features in at higher levels - yeah, you could take a one-level dip into Paladin, but wouldn't you rather stick around for Divine Grace? Or, hey, you could take a level or two in Factotum, but 3rd level will net you +Int to a bunch of things, including initiative, which is pretty nice. And why leave when 8th level will net you bonus actions?

I personally vastly prefer the carrot to the stick - it feels better for the player, it gives me more room to design big splashy class features that couldn't show up at 1st level, and it prevents classes from being too front-loaded.

Additionally:

1) The current version of Melee Blast is very weak. Even without the weird anti-multiclassing clause, it's going to be +1d6 to damage until 12th level. Sure, it isn't conditional or precision damage (which is a point in its favor), but that's not enough to upgrade it past a cute trick. Adding +cha to your damage would at least scale.

2) Blast Foes is a mildly upgraded Eldritch Blast with all of the neat upgrades you'd get out of Blast Shapes and Eldritch Essences stripped out. And Eldritch Blast wasn't really all that good to start with - having an average of 31.5 damage at 20th level is absolute garbage, even if you're dealing it in a cone.

3) Speaking of being front-loaded, you get five class features at 1st level, and you have literally no non-upgrades past 2nd level. Spread the love out, my friend.

gooddragon1
2018-01-21, 01:09 AM
Did multiclassing beat up your parents or something? Seriously, Melee Blast (which feels pretty off now, since it's no longer mechanically connected to Blast Foes) and Force of Presence don't need a clause capping them.

To clarify my hostility - when you're designing your class, you want people to stick around and take more levels. There are two ways to handle this - I call them the stick and the carrot.

The "trap" is when you punish people for leaving your class early, usually through capping bonuses and restricting usage. Force of Presence is a classic example - it's a terrible ribbon feature unless you take a bunch of levels in battle mystic, at which point it becomes pretty good. You are effectively giving someone a feature and then telling them that they can't use it effectively without a bunch of levels in your class. It's a feel-bad kind of thing.

The "carrot" is when you tempt people to stay in your class by sticking cool class features in at higher levels - yeah, you could take a one-level dip into Paladin, but wouldn't you rather stick around for Divine Grace? Or, hey, you could take a level or two in Factotum, but 3rd level will net you +Int to a bunch of things, including initiative, which is pretty nice. And why leave when 8th level will net you bonus actions?

I personally vastly prefer the carrot to the stick - it feels better for the player, it gives me more room to design big splashy class features that couldn't show up at 1st level, and it prevents classes from being too front-loaded.

Additionally:

1) The current version of Melee Blast is very weak. Even without the weird anti-multiclassing clause, it's going to be +1d6 to damage until 12th level. Sure, it isn't conditional or precision damage (which is a point in its favor), but that's not enough to upgrade it past a cute trick. Adding +cha to your damage would at least scale.

2) Blast Foes is a mildly upgraded Eldritch Blast with all of the neat upgrades you'd get out of Blast Shapes and Eldritch Essences stripped out. And Eldritch Blast wasn't really all that good to start with - having an average of 31.5 damage at 20th level is absolute garbage, even if you're dealing it in a cone.

3) Speaking of being front-loaded, you get five class features at 1st level, and you have literally no non-upgrades past 2nd level. Spread the love out, my friend.

Multiclassing sealed my club. I had fond memories of that club. Brought it into every battle until it was sealed by a baby no less... I think I somewhat understand how Voldemort feels.

The thing is that I don't know what power levels DMs will go for so sometimes I lowball it. This isn't meant to be terribly powerful and it has access to 9th level spells (very few of them per day, but still access).

What I'm worried about is bonus stacking. X stat to Y bonus (http://www.giantitp.com/forums/showthread.php?125732-3-x-X-stat-to-Y-bonus) shows a list of how to add which stats to which bonuses. That's why I capped the saving throw bonus. I want it to come online early, but I don't want players to stack them. In the past I've said that the bonus just doesn't stack with any other bonuses that add to stuff like it.

I could go for 6th level add Cha mod to damage to bridge the gap between 1 and 12. As for other tantalizing class features (carrot [who should definitely join the straw hats] approach), would that be too powerful? Will DMs just say no outright? I aim to make these classes sometimes for players to be realistically able to play even with stingy DMs by making them weaker than counterparts but more fun to play in exchange.

1> As mentioned above, maybe cha to damage at 6th, but this class is capable of casting 9th level spells and healing and tanking fairly well with swift action self healing. I felt it's damage shouldn't outpace that of a dedicated damage dealer like a barbarian or a warblade.

A 1 level dip in warblade grants access to punishing stance for an extra 1d6 damage on each attack at the cost of 2 ac. This would give an extra 1d6 points of damage (though it is supernatural and goes away in an AMF, but forcing a DM to do that isn't good) for a 1 level dip. I worry about that sort of thing.

I could reconnect it numerically but basically it would look like this: Melee blast adds damage dice as though your ~ level is 1 per 4 (or something) levels you have in this class. I'd effectively get the same numbers, but it would be strangely worded and confusing.

2> It's not about the raw damage numbers here, it's about the options. The ability to deal damage at range ignoring damage reduction and using a touch attack can be very valuable. So can the ability to deal damage with a reflex save (ignoring AC outright and being able to harm swarms for example).

3> Most of those are low level class features that scale upwards. Reliquary is for wand of clw use, 2 combat options with melee blast and blast foes, force of presence offsets the weak will save partially, and mystic energy is to allow early healing. Lot's of class features yes, but necessary.

Cleric can use clw due to spells
Cleric can heal due to spells
Cleric has combat options due to spells
Cleric has a high will save naturally

So really while it is 5 class features, they're just there as a roundabout way of accomplishing the same thing as some classes get by default. Not with as much power (which is on purpose due to flexibility), but to make the class more fun to play in exchange for giving up some power (at least imo).

I could definitely add some interesting class features (what I view as interesting class features aren't necessarily number boosts, but enabling a class to do things that characters normally can't do, like jorm's delaying an entire rounds worth of actions with his chrono class or charging an adjacent target like a thoqqua can), but I wanted to keep the class simpler and lower power. Too many flashy class features could cause DMs to have a poor gut reaction to it and makes the class more difficult to take the time to review. The fun is in the novelty of having spellcasting as well as full BAB (and yes, I know the druid and cleric do it far better, but not everyone wants to play a tier 1 class for fun).

noob
2018-01-21, 01:45 PM
Maybe splitting the capstone in two abilities you get at level 20 would make it more readable.

gooddragon1
2018-01-22, 12:23 AM
Maybe splitting the capstone in two abilities you get at level 20 would make it more readable.

I like that idea. Implemented.

Also, I think I'll work some fluff into the abilities as well like I did when I split up the capstone.

EDIT: Fluff worked in.