Ich werde hier gewagter weise eine von mir überarbeitete Version einer Grundklasse präsentieren. Die
http://www.kenzerco.com/forums/showflat.php?Cat=&Number=49719&page=0&view=collapsed&sb=5&o=&fpart=1' target='_blank'>ursprüngliche Variante stammt von Sayburr (ein User der Kenzer & Co. Forums) und war noch für die 3.0 Edition. Sie wurde von einem anderen User des Kenzer Forums namens Outlaw editierd (ein professioneller Autor und Editor). Meine Version basiert auf dieser editierten und ich habe versucht, alle Kritikpunkte von Outlaw umzusetzen und die Klasse gleichzeitig für die 3.5e zu updaten.
Jede Kritik ist natürlich erwünscht!
Mystical Warrior: Mystical warriors are sorcerers who have learned to not only rely on their innate ability to cast spells, but also to use their bodies to fight. In the past, when sorcerers were thought of as evil demon touched peoples, they were often hunted down and killed. Because of this, they lived in roaming communities for mutual protection and survival. From these communities arose protectors and suppliers, mystical warriors. Because armor and weaponry were detrimental to their spellcasting, mystical warriors learned to attune their bodies and their minds, creating a weapon of their choosing. With pure sorcerers fighting from the rear and mystical warriors attuned for melee, the nomadic communities became easily defendable and battle-ready, reacting within seconds to an attack.
Because mystical warriors carry no weapons, it is easy for them to enter towns to gather supplies, and if they are discovered and attacked, they often surprise their foes with lethal attacks using hands and feet turned weapon. They also learned to escape missile attacks by knocking the airborne danger out of the air.
Because sorcerers are readily accepted today, many of the nomadic tribes have disbanded no longer reliant on the protection of the mystic warriors. Not all the communities disbanded, and today, though rare, mystical warriors are found still roaming, merging with equally nomadic bands of Dejy.
Adventures: Most mystical warriors adventure to escape the life of a nomad and to improve on their abilities. They will usually only adventure for a short period of time, feeling a sense of loss when they are away from their community for an extended period of time.
Characteristics: Mystical warriors are very wise. It is with such wisdom that they have learned to improve their defensive and offensive capabilities. Willpower and intuition allow them to cast spells and common sense and perception hone their martial abilities. Since mystical warriors do not wear armor, it is important for them to also have a high dexterity to improve their armor class. Because they are front-line combatants, they also need a high constitution to help them concentrate on their spellcasting.
Alignment: mystical warriors are very strict in their routines and every mystical warrior is trained rigidly with no tolerance for deviation. They believe that through ritual exercise and meditation they can physically overcome any obstacle; thus, they are always of a Lawful alignment. Also, because they are raised in a community environment where cooperation is necessary for survival, they are very rarely evil with neutrality being unique and the majority being good.
Religion: Most worship Styjor, the Powermaster. This is due to their beliefs that the attunement of their bodies, minds, and spirits gives rise to their abilities.
Background: Most mystical warriors come from nomadic tribes of Dejy who are usually descended from the original ancient tribes of wandering sorcerers. There are no formal monasteries such as those monks attend. Instead, other mystic warriors within the community train them. A combination of a sorcerer and a monk, both spells and martial combat come naturally to a mystical warrior. Once they obtain third level, they no longer need a master to train them. The secret of their abilities is locked away within their spirits and they automatically know the exercises and rituals that will help them achieve perfect attunement of mind, body, and spirit. Mystical Warriors usually feel a deep connection to their community and will not remain long away from their friends and family. They instinctively know in which direction their community is at all times even though the community is constantly moving.
Races: The most common race is Dejy due to the wondering communities that were first formed. Only races that can claim ancestry to the ancient nomadic tribes have the innate ability to know how to train themselves. Although extremely rare, other human and half-human races have been known to produce mystical warrior as their latent sorcery abilities and training techniques manifest themselves. Other races who find themselves with an innate ability to cast spells have tried to train as mystical warriors but have been unable to advance beyond third level.
Other Classes: Mystical warriors get along well with sorcerers and monks since they often find the same traits those classes. They also find comradeship with druids, having lived off the land for so long, they understand a druid's motivations.
Game Rule InformationMystical Warriors have the following game statistics.
Abilities: Mystical warriors cast the same spells as sorcerers. Wisdom determines how powerful a spell a mystical warrior can cast and how many spells the mystical warrior can cast per day. However, charisma determines how hard those spells are to resist. To cast a spell, a mystical warrior must have a Wisdom score of 10 + the spell level. A mystical warrior also receives bonus spells based on Wisdom. The difficulty class of a saving throw against a mystical warriors' spell is 10 + the spell's level + the mystical warrior's Charisma modifier.
Alignment: Any Lawful
Hit Die: d6
Class Skills: The Mystical Warrior’s class skills (and the key ability score for each) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + int bonus
Random Starting Gold: 2d4 x 10 gp
Class Features: Weapon and Armor Proficiency: The full list includes club, crossbow (light), dagger, handaxe, javelin, quarterstaff, and sling. These weapons are thereafter referred to as mystical warrior weapons. Mystical warriors are not proficient with any type of armor or shields.
A mystical warrior using a mystical warrior weapon can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon, not his or her unarmed damage.
When wearing armor or using a shield, a mystical warrior loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
AC Bonus (Ex): When unarmored and unencumbered, a mystical warrior adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the mystical warrior's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger and apply even against touch attacks or when the mystical warrior is flat-footed. He loses these bonuses when he is immobilized, helpless, or otherwise loses her dexterity modifier, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Table: The Mystical Warrior
LVL BAB Fort Ref Will Special
===============================================================
1st +0 +0 +2 +2 Unarmed Strike
2nd +1 +0 +3 +3 Evasion, Mystical Stun
3rd +2 +1 +3 +3 Deflect Arrows
4th +3 +1 +4 +4
5th +3 +1 +4 +4
6th +4 +2 +5 +5 Mystical strike(magic)
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6
10th +7/+2 +3 +7 +7 Mystical Touch
11th +8/+3 +3 +7 +7 Mystical Leap
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8 Mystical strike(lawful)
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Improved Evasion
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11 Mystical Attack
19th +14/+9/+4 +6 +11 +11 Mystical Step
20th +15/+10/+5 +6 +12 +12 Mystical strike(adamantine)
Table: More Mystical Warrior Abilities
LVL Unarmed BAB Unarmed Damage AC Bonus Unarmored Speed Bonus
==========================================================================
1st +0 1d4 +0 +0ft.
2nd +1 1d6 +0 +0ft.
3rd +2 1d6 +0 +0ft.
4th +3 1d6 +0 +0ft.
5th +3 1d6 +1 +10ft.
6th +4 1d8 +1 +10ft.
7th +5/+1 1d8 +1 +10ft.
8th +6/+2 1d8 +1 +10ft.
9th +6/+2 1d8 +1 +10ft.
10th +7/+3 1d10 +2 +10ft.
11th +8/+4 1d10 +2 +20ft.
12th +9/+5/+1 1d10 +2 +20ft.
13th +9/+5/+1 1d10 +2 +20ft.
14th +10/+6/+2 2d6 +2 +20ft.
15th +11/+7/+3 2d6 +3 +20ft.
16th +12/+8/+4 2d6 +3 +20ft.
17th +12/+8/+4 2d6 +3 +30ft.
18th +13/+9/+5/+1 2d8 +3 +30ft.
19th +14/+10/+6/+2 2d8 +3 +30ft.
20th +15/+11/+7/+3 2d8 +4 +30ft.
Table: Small or Large Mystical Warrior Unarmed Damage
Level Damage (small) Damage (large)
=====================================================
1st 1d3 1d6
2th–5th 1d4 1d8
6th–9h 1d6 2d6
10th–13th 1d8 2d8
14th–17th 1d10 3d6
18th–20th 2d6 3d8
Table: Mystical Warrior Spells Known
Level 0 1 2 3 4 5 6
===================================
1st 4 - - - - - -
2nd 5 2 - - - - -
3rd 6 3 - - - - -
4th 6 3 2 - - - -
5th 6 4 3 - - - -
6th 6 4 3 - - - -
7th 6 4 4 2 - - -
8th 6 4 4 3 - - -
9th 6 4 4 3 - - -
10th 6 4 4 4 2 - -
11th 6 4 4 4 3 - -
12th 6 4 4 4 3 - -
13th 6 4 4 4 4 2 -
14th 6 4 4 4 4 3 -
15th 6 4 4 4 4 3 -
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
Table: Mystical Warrior Spells per Day
Level 0 1 2 3 4 5 6
===================================
1st 2 - - - - - -
2nd 3 0 - - - - -
3rd 3 1 - - - - -
4th 3 2 0 - - - -
5th 3 3 1 - - - -
6th 3 3 2 - - - -
7th 3 3 2 0 - - -
8th 3 3 3 1 - - -
9th 3 3 3 2 - - -
10th 3 3 3 2 0 - -
11th 3 3 3 3 1 - -
12th 3 3 3 3 2 - -
13th 3 3 3 3 2 0 -
14th 4 3 3 3 3 1 -
15th 4 4 3 3 3 2 -
16th 4 4 4 3 3 2 0
17th 4 4 4 4 3 3 1
18th 4 4 4 4 4 3 2
19th 4 4 4 4 4 4 3
20th 4 4 4 4 4 4 4
Spells: A mystical warrior casts arcane spells as a sorcerer. The number of spells a Mystical Warrior knows is not affected by his Wisdom or Charisma score. A mystical warrior uses the sorcerer and wizard spell list, but cannot cast any spell with the Chaotic designator. Additionally, he may learn the following spells as he advances to the corresponding level: detect chaos (as 1st level-spell), dispel chaos (as 5th level-spell), order’s wrath (as 4th level-spell).
A mystical warrior is limited to casting a certain number of spells of each level per day, but she need not prepare her spells in advance. The number of spells she can cast per day is improved by her bonus spells (depending on her Wisdom score), if any.
A mystical warrior may use a higher-level slot to cast a lower-level spell if she so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
(This will have an effect on the DC of the spell being cast (kind of like a Heighten Spell feat for free. Did you mean that the higher spell slot is used regardless of the level of the spell that takes its place?)(Die andere Klammer stammt von Outlaw und irgendwie bin ich zu blöd, sie zu verstehen)To learn or cast a spell, a mystical warrior must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for saving throws against mystical warrior spells is 10 + the spell's level + the mystical warrior's Charisma modifier.
Upon reaching 8th level, and at every third mystical warrior level thereafter (11th, 14th and so on), a mystical warrior can choose to learn a new spell in place of one he already knows. In effect, the mystical warrior “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level mystical warrior spell the mystical warrior can cast. A mystical warrior may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unarmed Strike: At 1st level, a mystical warrior gains Improved Unarmed Strike as a bonus feat. There is no such thing as an off-hand attack for a mystical warrior striking unarmed. A mystical warrior may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a mystical warrior’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A mystical warrior’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A mystical warrior also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Mystical Warrior. The unarmed damage on Table: The Mystical Warrior is for Medium mystical warriors. A Small mystical warrior deals less damage than the amount given there with her unarmed attacks, while a Large mystical warrior deals more damage; see Table: Small or Large Mystical Warrior Unarmed Damage.
For further information see the D&D v.3.5 Main FAQ
Mystical Stun (Su): At 2nd level, a mystical warrior gains the Stunning Fist feat for free, even if he doesn't meet the prerequisites.
Evasion (Ex): If a mystical warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the mystical warrior instead takes no damage. Evasion can only be used if the mystical warrior is wearing light armor or no armor. A helpless mystical warrior does not gain the benefit of evasion. It is an extraordinary ability.
Deflect Arrows: At 3rd level, a mystical warrior gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
Fast Movement (Ex): At 5th level and higher, a Mystical Warrior moves faster than normal. A Mystical Warrior in armor (even light armor) or carrying a medium or heavy load loses this extra speed (see more abilities for the bonus speed to be added to base speed).
Mystical Strike (Su): At 6th level, a mystical warrior's unarmed attack is empowered with inner energy. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a magic weapon. At 13th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 20th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Mystical Strike is a supernatural ability.
Mystical Touch (Su): At 10th level, a mystical warrior can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Mystical Touch is a supernatural ability.
Mystical Leap (Ex): At 11th level or higher, a mystical warrior's jumping distance (both vertical and horizontal) is not limited according to her height.
Improved Evasion (Ex): At 15th level, a mystical warrior’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless mystical warrior does not gain the benefit of improved evasion.
Mystical Attack (Ex): At 18th level, a mystical warrior gains the cleave feat for free. If the character already has the cleave feat then the mystical warrior is able to take a 5-foot step before making a cleave attack. The character can also use this ability if he has the great cleave feat, but only one time per round.
Mystical Step (Sp): At 19th level, a mystical warrior can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability and the mystical warrior's effective casting level is one-quarter her actual level (rounded down).
Wenn jemand die Word-Datei will, in der die Tabellen auch tatsächlich Tabellen sind, dann soll er mir bitte eine PM mit seiner E-Mail Adresse schreiben und ich werde ihm das Word-Dokument dann schicken.
//edit:
Zauberlisten in CODE Form gebracht und dem Barden angepasst, Spring Attack weg, Unarmed Strike dem Mönch angepasst.