Mystic Warrior

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Some martial artists may have a bit of magical talent to augment them in combat. Learning a few touch spells or enhancement spells such as bull's strength, cat's grace or mage armor can round out a martial artist's abilities. Entire schools can be built around the art of combining magic with the martial arts. Mercenary groups or the bodyguards of a powerful villain might be mystic warriors, and they might all specialize in the same types of spells or have a theme built around their spells. For instance, the living servants of a lich might be martial artist/necromancers and may use the chill touch spell with their unarmed attacks.

The mystic warrior archetype presented below is a sorcerer/martial artist, and at high levels is capable of a lot of things you see in Hong Kong action films, such as flying around and moving supernaturally quick, and has probably acquired a style mastery feat. If you're Lawful Good and have a good Charisma, consider taking a level of paladin for Divine Grace and as an interesting character concept. To gain higher-level spells faster, you could make one up as a wizard or specialist wizard, or even use another spellcasting class as a cleric, bard or druid.

Advantages (over single class sorcerer): More hit points and much better base attack, better AC, better Reflex save, more feats.

Disadvantages (over single class sorcerer): No access to 4th level or higher spells, worse Will Save, Familiar doesn't continue to improve.

Min/Max Notes: Be careful when choosing your spells. You need spells that are efficient and give you significant advantages in combat. Good defensive choices include blur, mage armor, mirror image, and shield. Other good spells include true strike, chill touch, shocking grasp, ghoul touch, bull's strength, cat's grace, and invisibility. At higher levels, blink, fly, haste, and keen edge are good choices. Spells that increase in effect with caster level, such as magic missile, lightning bolt, and fireball, should be avoided. Also, avoid spells that have similar effects. You may not want to get both fly and expeditious retreat, or chill touch and shocking grasp.

Consider the Brew Potion feat, since you can use it to duplicate most of your spells to aid yourself and your party, but stay away from other item creation feats or metamagic feats.

Use your unarmed strikes to deliver touch spells, especially those with multiple charges such as chill touch.

Don't forget that you can also use "buffing" spells like bull's strength on your companions.

Lvl

Class Levels

Base Attack Bonus

Fort

Ref

Will

Avg HP

Highlights of Abilities

1

Mar1

+1

+2

+2

+0

10

feat, unarmed dmg 1d6, Surge 1/day, +1AC

2

Mar1/Sor1

+1

+2

+2

+2

12

1st level spells, familiar

3

Mar2/Sor1

+2

+3

+3

+2

17

Finish Move +1d6, feat, +2AC

4

Mar2/Sor2

+3

+3

+3

+3

19

5

Mar3/Sor2

+4

+3

+3

+4

24

Martial Secret, 1d8 unarmed dmg

6

Mar3/Sor3

+4

+4

+4

+4

26

Feat

7

Mar4/Sor3

+5

+5

+5

+4

31

Iron Palm

8

Mar4/Sor4

+6/+1

+5

+5

+5

33

2nd level spells

9

Mar5/Sor4

+7/+2

+5

+5

+5

38

Bonus Feat, feat

10

Mar5/Sor5

+7/+2

+5

+5

+5

40

11

Mar6/Sor5

+8/+3

+6

+6

+6

45

Finish Move +2d6, unarmed dmg 1d10, +3AC

12

Mar6/Sor6

+9/+4

+7

+7

+7

47

3rd level spells, feat

13

Mar7/Sor6

+10/+5

+7

+7

+7

52

Martial Secret

14

Mar8/Sor6

+11/+6/+1

+8

+8

+7

57

Surge 2/day

15

Mar9/Sor6

+12/+7/+2

+8

+8

+8

62

Bonus Feat, feat, unarmed dmg 1d12

16

Mar10/Sor6

+13/+8/+3

+9

+9

+8

67

Finish Move +3d6, +4AC

17

Mar11/Sor6

+14/+9/+4

+9

+9

+8

72

Martial Secret

18

Mar12/Sor6

+15/+10/+5

+ 10

+10

+9

77

feat, Steel Palm, unarmed dmg 2d8

19

Mar13/Sor6

+16/+11/+6/+1

+ 10

+10

+9

82

Bonus Feat

20

Mar14/Sor6

+17/+12/+7/+2

+ 11

+11

+9

87

Finish Move +4d6., +5AC

Table 3-2, Mystic Warrior Archetype

Table 3-2, Mystic Warrior Archetype

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