Homebrew archetype: Mystic Bastion


Homebrew and House Rules


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I've wanted to make a character that focuses on defense through magic. I felt that there's some design space for an archetype in this area.

I present the Mystic Bastion Archetype .
I'm looking for feedback, good or bad. Here are some of my thoughts:

Comparing to normal shields:
A sturdy shield caps out at 20 Hardness, and a Champion's Shield Ally can increase that to 23. The Bastion's feat Destructive Block can double the shield's hardness, and greatly weaken or break the shield in the process.

The Shield Cantrip has a significant weakness: it can be counteracted.

Balance concern:
I'm concerned that Durable Magic shield (lv 10 archetype feat in the homebrew: increase shield hardness by 5, by 10 at lv 18) was a bit much. If there's agreement there, I can change it to make the shield harder to counteract, or remove it.

Overall analysis:
The net effect, for 5 of 10 class feats (including the capstone lv 20 feat), you get the strongest attack damage soaking option in the game as a stance (25 hardness shield usable on every enemy's turn). and up to 4 more feats improve this protection further.


Really impressive archetype.

To begin with,

Divine ally should give +2 hardness and not +3 ( 22 vs 23 AC).

I understand your doubts about the extra DR, but, in my opinion, is quite balanced. 5 extra until lvl 18 is very nice, but not game breaking.

The capstone is the problem imo, since invalidates the focus spell which gives you back the shield.

I'd consider something different ( no idea what, but the shield reset should be tied to the focus pool).

As for the lvl 14 stance, why not making it a generic feat? Being able to choose from shield stance and another offensive stance ( for example a monk) would bring no harm at all.

Anyway, really good job there ( thanks for sharing).

It's the first time I see a homebrew archetype I'd really love to play.


After some other feedback, I've reworked the archetype. The point was raised that is was a little too good for Clerics and Oracles, particularly as a low level dip, and completely outclassed Sturdy Shields.

I have both up for comparison. I've love to hear your thoughts on the rework.


cjstevenson wrote:

After some other feedback, I've reworked the archetype. The point was raised that is was a little too good for Clerics and Oracles, particularly as a low level dip, and completely outclassed Sturdy Shields.

I have both up for comparison. I've love to hear your thoughts on the rework.

*these considerations refers to my point 1) you can find down there. I wrote in a hurry so it's a little messy*

Well, it has to be said that, like other dedications or archetypes, the Mystic Bastion requires a lot of investment to properly work.

Considering the basic ruleset ( and because so, no free archetype variant, which while it's really cool to play, on the other hand invalidates many of the choices a character is supposed to make ), a character is going to have 10 class feat from lvl 1 to lvl 20.

If he's human, or with the adopted ancestry human, he can also rely on an extra lvl 1 feat. And also, combatant classes have an extra lvl 1 feat too.

But since neither natural ambition nor combatant lvl 1 feats would be ever able to interact with dedications/archetypes ( while it's true they help you not expending a lvl 2 feat to take a lvl 1 one ), I'd leave them apart and just consider the standard 10 feats per class.

Now, what are the benefit of the basic cantrip shield?

It allows anybody ( you can get the cantrip through different ways, and also as a lvl 1 ancestry feat ) to get a +1 ac without the need of wielding a shield ( which would give a +2 instead ), and allows the used to just trade the possibility to raise it in exchange for some DR ( cantrip shield block reaction ).

It's great for two hand weapon characters, indeed, as well as a backup for anybody who wants to have extra DR ( which also includes sturdy shield users ).

...

In my opinion, the extra 5 points of DR cost 1 class feat, and you are still tied to a focus pool to use them.

For example, an oracle would be unable to advance with its curse.

Also, characters who will benefit from this archetype will probably be melee ones ( I can think of warpriests and battle oracles ), because I am quite sure that no ranged or caster character would invest in tanky stuff, especially when the system is very limiting in terms of feats.

Let's consider a lvl 10 battle oracle with 18 str.

would it wise for it to invest into the Mystic Bastion class while it could

1) make a good use of sturdy shields for free
2) cast the cantrip shield ( basic ) in order to use its reaction, for free
3) Make a good use of its focus pool to use the advanced Might Domain, reducing a higher amount of damage as well as increasing its curse. This works either for clerics and oracles.

Quote:

Domain might

Cast Reaction somatic; Trigger An attack or effect would deal damage to you.
Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.
Heightened (+1) The resistance increases by 2.

So, by lvl 10, with enduring might he will be able to gain 8 ( base ) +2 ( heightened to lvl 9 ) + 4 ( STR ) = 14 DR vs all damage, while also having a 15 DR from its shield cantrip, as well as having 2/4 blocks from its Sturdy shield ( 13 Hardness each if we consider a lvl 10 sturdy shield, or 10 Hardness each if we consider a lvl 7 sturdy shield ).

I mean, in my opinion the investment ( especially at low levels ) is all but worth it for those classes.

What's really good of the archetype is

1) I admit I didn't properly read the first feat the last time. I supposed you were able to trade a focus point to regenerate your shield, not to use a single action infinite times to regenerate it ( this is overkill and against the action economy, as well as HP/BT/HRD mechanincs ).

That way you would have been able to have a stronger cantrip ( which also would have justified the extra DR ) few more times ( depends your focus pool ) per round, trading focus points.

A normal combat lasts for 4/5 round, so being able to even use it 2 times ( for example afighter which can't regenerate more than 1 focus point per refocus ) per fight would be an excellent tradeoff.

My biggest suggestion is then in this first point.
Merge the quick focus spell with the restore shield, making it available X times per round ( depends your focus pool ), and also forcing the character to choose whether to use the focus to restore the shield or cast different cantrips.

2) Stance: would be like being quickened for the purpose of raise shield. Even if you plan not to use the reaction. Really strong ( but we have stances which do the same from lvl 10 to lvl 20, so it might be ok. Maybe, it could be a thing at a higher level instead of lvl 10/12 ( lvl 14 for example, when you are close to the quickened weapon enchant )

3) Extra AC ( I wouldn't go past +3 circumstance, since +2 is already powerful and probably overwhelming, or would be overkilling compared to any other class. Check for example how similar feats which give more than +2 circ AC work:

Monk Prevailing Position

Quote:


Reaction
Prerequisites at least one stance feat
Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.
Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.

Undine Tidal Shield

Quote:


2 Actions
Frequency once per day
You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. [b ]You can Sustain the effect to a maximum duration of 5 rounds[/b]. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends.

This one does give some sort of shield block reaction, but if you use it you are done.

I linked these to point out why the given AC shouldn't go past +2 ( and why the +2 bonus should come around midgame and not earlier ).

4) As for the quickened condition, it might be excellent for moving the AC to a frontline character ( as said in point 1 I'd merge the restore shield with the quick magic shield, making it a "resource" ). I think given its level it would be pretty balanced.


Thanks for tracking down related feats and focus spells! That helps balance and give me some more ideas.

I've made some adjustments, and I'd love to hear what you have to think.

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