[Class] Mystic Blade

Started by Throndir, April 13, 2012, 08:06:21 PM

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Throndir

Based on Warmage. Will edit.
Basically a mystic blade with more sword abilities. Renaming spells and skills, etc. (Of course getting rid of some for balancing)

Level BAB Fort Reflex Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored mage (light), 5 3 ? ? ? ? ? ? ? ?
mystic blade edge
2nd +1 +0 +0 +3 ? 6 4 ? ? ? ? ? ? ? ?
3rd +1 +1 +1 +3 Advanced learning 6 5 ? ? ? ? ? ? ? ?
4th +2 +1 +1 +4 ? 6 6 3 ? ? ? ? ? ? ?
5th +2 +1 +1 +4 ? 6 6 4 ? ? ? ? ? ? ?
6th +3 +2 +2 +5 Advanced learning 6 6 5 3 ? ? ? ? ? ?
7th +3 +2 +2 +5 Sudden Empower 6 6 6 4 ? ? ? ? ? ?
8th +4 +2 +2 +6 Armored mage (medium) 6 6 6 5 3 ? ? ? ? ?
9th +4 +3 +3 +6 ? 6 6 6 6 4 ? ? ? ? ?
10th +5 +3 +3 +7 Sudden Enlarge 6 6 6 6 5 3 ? ? ? ?
11th +5 +3 +3 +7 Advanced learning 6 6 6 6 6 4 ? ? ? ?
12th +6/+1 +4 +4 +8 ? 6 6 6 6 6 5 3 ? ? ?
13th +6/+1 +4 +4 +8 ? 6 6 6 6 6 6 4 ? ? ?
14th +7/+2 +4 +4 +9 ? 6 6 6 6 6 6 5 3 ? ?
15th +7/+2 +5 +5 +9 Sudden Widen 6 6 6 6 6 6 6 4 ? ?
16th +8/+3 +5 +5 +10 Advanced learning 6 6 6 6 6 6 6 5 3 ?
17th +8/+3 +5 +5 +10 ? 6 6 6 6 6 6 6 6 4 ?
18th +9/+4 +6 +6 +11 ? 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 ? 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Sudden Maximize 6 6 6 6 6 6 6 6 6 5

Mystic blades have the following game statistics.
Abilities: Charisma determines how powerful a spell
a mystic blade can cast, how many spells a mystic blade can cast
per day, and how hard those spells are to resist (see Spells,
below). A mystic blade?s Intelligence bonus is added to damage
dealt by spells through his mystic blade edge ability. Like a
sorcerer or wizard, a mystic blade benefi ts from high Dexterity
and Constitution scores.
Alignment: Any.
Hit Die: d6.

The mystic blade?s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Intimidate (Cha),
Knowledge (arcana) (Int), Knowledge (history) (Int), Profession
(Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifi er) ? 4.
Skill Points at Each Additional Level: 2 + Int
modifier.

All the following are class features of the mystic blade.
Weapon and Armor Proficiency: Mystic blades are profi -
cient with all simple weapons, martial weapons, light armor, and light shields.
At 8th level, a mystic blade gains profi ciency with medium armor
(see Armored Mage, below).
Spells: A mystic blade casts arcane spells (the same type of
spells available to sorcerers and wizards), which are drawn
from the mystic blade spell list given below. He can cast any
spell he knows without preparing it ahead of time the way
a cleric or wizard must. When a mystic blade gains access to a
new level of spells, he automatically knows all the spells for
that level listed on the mystic blade?s spell list. Essentially, his
spell list is the same as his spells known list. Mystic blades also
have the option of adding to their existing spell list through
their advanced learning ability as they increase in level (see
below). See page 90 for the mystic blade?s spell list.
To cast a spell, a mystic blade must have a Charisma score of
10 + the spell?s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel
spells, and so forth). The Diffi culty Class for a saving
throw against a mystic blade?s spell is 10 + the spell?s level +
the mystic blade?s Charisma modifi er. Like other spellcasters,
a mystic blade can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given
on Table 1?1: The Mystic blade. In addition, he receives bonus
spells for a high Charisma score (see Table 1?1, page 8 of the
Player?s Handbook).
Unlike a cleric or a wizard, a mystic blade need not prepare
his spells in advance. He can cast any spell he knows at any
time, assuming he has not yet used up his spells per day for
that spell level.
Armored Mage (Ex): Normally, armor of any type interferes
with an arcane spellcaster?s gestures, which can cause
his spells to fail (if those spells have somatic components). A
mystic blade?s limited focus and specialized training, however,
allows him to avoid arcane spell failure as long as he sticks to
light armor and light shields. This training does not extend
to medium or heavier armors, nor to heavy shields. Nor does
this ability apply to spells gained from a different spellcasting
class. At 8th level, a mystic blade learns to use medium armor with
no chance of arcane spell failure.
Mystic blade Edge (Ex): A mystic blade is specialized in dealing
damage with his spells. Whenever a mystic blade casts a spell
that deals hit point damage, he adds his Intelligence bonus (if
any) to the amount of damage dealt. For instance, if a 1st-level
mystic blade with 17 Intelligence casts magic missile, he deals
1d4+1 points of damage normally, plus an extra 3 points of
damage due to his Intelligence bonus. The bonus from the
mystic blade edge special ability applies only to spells that he
casts as a mystic blade, not to those he might have by virtue of
levels in another class.
A single spell can never gain this extra damage more than
once per casting. For instance, a fi reball deals the extra damage
to all creatures in the area it affects. However, if a 3rd-level
mystic blade casts magic missile and produces two missiles, only
one of them (of the mystic blade?s choice) gains the extra damage,
even if both missiles are directed at the same target. If a spell
deals damage for more than 1 round, it deals this extra damage
in each round.
Scrolls scribed by a mystic blade do not gain any benefi t from
mystic blade edge. Scrolls activated by a mystic blade also gain no
benefi t from mystic blade edge. The same is true for most other
magic items, such as wands and potions. However, staffs activated
by a mystic blade use not only the mystic blade?s caster level but
also gain the benefi ts of the mystic blade edge, if applicable.
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
level, a mystic blade can add a new spell to his list, representing
the result of personal study and experimentation. The spell
must be a wizard spell of the evocation school, and of a level
no higher than that of the highest-level spell the mystic blade
already knows. Once a new spell is selected, it is forever added
to that mystic blade?s spell list and can be cast just like any other
spell on the mystic blade?s list.
Sudden Empower: At 7th level, a mystic blade gains Sudden
Empower (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.
Sudden Enlarge: At 10th level, a mystic blade gains Sudden
Enlarge (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Widen: At 15th level, a mystic blade gains Sudden
Widen (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Maximize: At 20th level, a mystic blade gains Sudden
Maximize (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.

0-LEVEL MYSTIC BLADE SPELLS
(CANTRIPS)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL MYSTIC BLADE SPELLS
Accuracy*: Doubles weapon?s range increment.
Burning Hands: 1d4/level fi re damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly
1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of StoneM*: Rain of stone deals 1d4/level damage
(max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Acid Blade, Lesser*: Ranged touch attack deals 1d8 acid
damage + 1d8/two levels beyond 1st (max 5d8).
Cold Blade, Lesser*: Ranged touch attack deals 1d8 cold
damage + 1d8/two levels beyond 1st (max 5d8).
Electricity Blade, Lesser*: Ranged touch attack deals
1d8 electricity damage + 1d8/two levels beyond 1st (max
5d8).
Fire Blade, Lesser*: Ranged touch attack deals 1d8 fi re
damage + 1d8/two levels beyond 1st (max 5d8).
Sound Blade, Lesser*: Ranged touch attack deals 1d6
sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
True Strike: +20 on your next attack roll.
2ND-LEVEL MYSTIC BLADE SPELLS
Blades of Fire*: Your melee weapons deal +1d6 fi re
damage for 1 round.
Continual FlameM: Makes a permanent, heatless torch.
Fire TrapM: Opened object deals 1d4 +1/level fi re damage.
Fireburst*: Adjacent subjects take 1d8/level fi re damage.
Flaming Sphere: Creates rolling ball of fi re, 2d6 damage,
lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-
radius burst.
Melf?s Acid Arrow: Ranged touch attack; 2d4 damage for
1 round +1 round/three levels.
Pyrotechnics: Turns fi re into blinding light or choking
smoke.
Scorching Ray: Ranged touch attack deals 4d6 fi re
damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline
creatures.
Whirling BladeF*: Hurled slashing weapon magically
attacks all foes in 60-ft. line.
3RD-LEVEL MYSTIC BLADE SPELLS
Fire Shield: Creatures attacking you take fi re damage;
you?re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fi re damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other
creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL MYSTIC BLADE SPELLS
Blast of Flame*: 60-ft. cone of fi re (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard?s Black Tentacles: Tentacles grapple all within 20-
ft. spread.
Acid Blade*: Ranged touch, 1d6/level acid damage and
target might be sickened.
Cold Blade*: Ranged touch, 1d6/level cold damage and
target might be blinded.
Electricity Blade*: Ranged touch, 1d6/level electricity
damage and target might be entangled.
Fire Blade*: Ranged touch, 1d6/level fi re damage and
target might be dazed.
Force Blade*: Globe of force deals 1d6/level damage (max
10d6).
Sound Blade*: Ranged touch, 1d4/level sonic damage
and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or
deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fi re damage out to 10 ft. and 1d4
out to 20 ft. Passing through wall deals 2d6 damage
+1/level.
5TH-LEVEL MYSTIC BLADE SPELLS
Arc of Lightning*: Line of electricity between two creatures
(1d6/level damage).
CHAPTER 4
SPELLS AND
INVOCATIONS
91
Cloudkill: Kills 3 HD or less; 4?6 HD save or die; 6+ HD
take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take
damage; allies are protected from fi re or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level
fi re damage.
Flame Strike: Smite foes with divine fi re (1d6/level
damage).
Prismatic Ray*: Ray of light blinds target, deals random
effect.
6TH-LEVEL MYSTIC BLADE SPELLS
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/
level each deals half damage.
Circle of DeathM: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and
bombs.
Otiluke?s Freezing Sphere: Freezes water or deals cold
damage.
Tenser?s TransformationM: You gain combat bonuses.
7TH-LEVEL MYSTIC BLADE SPELLS
Delayed Blast Fireball: 1d6/level fi re damage; you can
postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fi re damage.
Mordenkainen?s SwordF: Floating magic blade strikes
opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.
8TH-LEVEL MYSTIC BLADE SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fi re damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold
damage.
Prismatic Wall: Wall?s colors have array of effects.
Scintillating Pattern: Twisting colors make target confused,
stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage,
stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9TH-LEVEL MYSTIC BLADE SPELLS
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fi re
damage.
Prismatic Sphere: Rays hit subjects with variety of
effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.

Sudden Empower Any metamagic feat Increase spell?s variable numeric effects by 50% without
special preparation 1/day
Sudden Extend ? Double spell?s duration without special preparation 1/day
Sudden Maximize Any metamagic feat Maximize spell?s variable numeric effects without special
preparation 1/day
Sudden Quicken Quicken Spell, Sudden Empower, Cast spells as a swift action without special preparation
Sudden Extend, Sudden Maximize, 1/day
Sudden Silent, Sudden Still
Sudden Silent ? Cast spells without verbal components without special
preparation 1/day
Sudden Still ? Cast spells without somatic components without special
preparation 1/day
Sudden Widen ? Increase spell?s numeric measurements by 50% without
special preparation 1/day

Kazamatta

[Holds drink up] Good Luck to all Mystic Blades trying to find their path of life. [Takes a drink and smiles]