Monk Variant for My Arathian Campaign

Samloyal23

Adventurer
My notes so far for a re-construction of a class I made several years ago and misplaced. The idea is an order of monks that strive to become constructs. They were inspired by the character Kai, from the show Lexx, the Cenobites of the Hellraiser movies, and the dinkajin of the book Sideshow by Sheri Tepper, who used cybernetics to become immortal.

Coenobites​
Coenobites are monastic warriors of the Measurer, the Arathian god of order and oppression, who eschew the flesh. The prime mission of the Coenobite is to become artificial, conquering what is seen as the weakness of living tissue. As the Coenobite gains experience and power in the order, a progressively gruelling regime of surgical and alchemical treatments that methodically replace natural bodily tissues and organs with artificial ones is gone through. The martial disciplines learned by members of this class aid in overcoming the fear and pain of the escalating levels of self-destruction and loss of humanity.
Adventures:
Characteristics:
Alignment: Dedicated worshipers of The Measurer, all Coenobites must be strictly lawful and none are Good.
Religion: The Measurer is the heartless god of stone, reason, and order who now rules Arathia with an iron hand. Coenobite orders were founded by those devoted to living the harsh tenets of cold reason espoused by the priests of The Measurer.
Background: Started on Arathia during the Godswar, the first coenobites aided in the defeat of the Wolflord and Balor, the evil gods of wolflings and giants. As The Measurer grew in power and arrogance so did his followers, turning from a quest for human perfection to the goal of losing their mortality and compassion. Dwelling in small, secret monasteries where they are able to avoid distractions, they practice their secret arts and train to become living constructs.
Races: Early coenobites were Roshaines, the Centaurs of Arathia, who revered The Measurer for the control he helped them have over their sometimes wild passions. Later, as they showed others their martial techniques, the class became popular among the wolflings and giants they once fought against.
Other Classes: Devotees of The Measurer, Coenobites often work with the priests and holy assassins of their twisted god.
Lvl Abilities
1 Unarmed Strike, stunning attack, evasion
2 Alchemical Lore, Deflect Arrows
3 Painless, Fast Movement
4 Slow Fall (20 feet)
5 Skinless
6 Slow Fall (30 feet), Improved Trip
7 Bloodless, Chirurgical Lore
8 Slow Fall (50 feet), Internal Alchemy
9 Boneless, Improved Evasion
10 Essential Iron Striking (+1)
11
12 Gutless
13 Essential Iron Striking (+2)
14
15 QUIVERING PALM
16 Breathless, Essential Iron Striking (+3)
17 Joyless Bastion
18 Slow Fall (any distance)
19
20 Heartless
GAME RULE INFORMATION
Coenobites have the following game statistics.
Abilities: Wisdom powers the coenobite’s special offensive and defensive capabilities. Dexterity provides the un-armoured coenobite with a better defence and with bonuses to some class skills. Strength helps a coenobite’s unarmed combat ability.
Alignment: Non-good lawful.
Hit Die: d8
Class Skills


Class Features
All of the following are class features of the coenobite.
Weapon and Armour Proficiency:as monk
Unarmed Strike: as monk
Stunning Attack: as monk
Evasion: as monk
Alchemical Lore: The coenobite gains the Brew Potion feat and adds his level to alchemy skill checks starting at level 2. The secret of producing alchemical blood is revealed to the coenobite. Any living creatures that normally require food and water can sustain themselves for up to a week on a single pint of alchemical blood in lieu of food and water.
Deflect Arrows. At 2nd level, a coenobite gains the Deflect Arrows feat, even if he or she does not have the prerequisite Dexterity score.
Painless: The coenobite is inured to pain and fear through a regime of brutal torture upon reaching level 3. The coenobite is immune to stunning attacks and attacks based on pain. Coenobites who become painless add their full class level to any check needed to resist intimidation and fear effects.
Fast Movement: At 3rd level and higher, a coenobite moves faster than normal. A coenobite in armour (even light armour) or carrying a medium or heavy load loses this extra speed. A dwarf or Small coenobite moves more slowly than a Medium-size coenobite. From 9th level on, the coenobite’s running ability is actually a supernatural ability.
Slow Fall: At 4th level, a coenobite within arms reach of a wall can use the wall to slow his or her descent. The coenobite takes damage as if the fall were 20 feet shorter than it actually is. The coenobite’s ability to slow a fall (that is, to reduce the effective height of the fall when next to a wall) improves with additional levels until, at 18th level, the coenobite can use a nearby wall to slow a descent and fall of any distance without harm.
Skinless: The coenobite is ritually flayed and the skin removed is replaced with an alchemically treated self-sealing form of leather. Base natural AC increases by +1 and the coenobite gains DR 1 versus heat, cold, and acid. The skinless coenobite is immune to contact poisons. The inhuman, mannequin-like appearance gained causes a permanent -4 penalty to Charisma. The lack of facial expressions makes it hard to read the emotions of a coenobite so any attempts to use the Sense Motive skill against a skinless coenobite are at a -4 penalty.
Improved Trip: At 6th level, a coenobite gains the Improved Trip feat. The coenobite need not learn the Expertise feat before this as a prerequisite.
Bloodless: All of the blood in the coenobite’s body is replaced with alchemical blood, rendering the coenobite immune to infectious diseases. The coenobite gains DR 1 versus slashing and piercing weapons and heals 1 hp of damage per hour. The bloodless coenobite is immune to injected or insinuated poisons. The coenobite must replenish his or her blood with a monthly purging and replacing of alchemical blood but no longer requires food or water to survive. Each replenishing requires 1d6 pints of new alchemical blood to be injected into the body.
Internal Alchemy: Coenobites learn to control internal bodily functions and use life energy to create potions in the blood and store them for later use at level 8. One potion per day can be internally brewed and stored until it is need. Activating the potion is an immediate action. Potions can be stored for one day per level of the coenobite after which they decompose and get reabsorbed by the coenobite’s body. Brewing requires the coenobite meditate and study for a full 8 hours, doing nothing else, and have access to a scroll or book of spells with any spells needed for the potion so these may be studied. Studying a scroll or text does not activate it or allow the coenobite to cast the spell. Coenobites may store up to one potion for every 4 class levels they possess.
Chirurgical Lore: The Coenobite’s education steers into the anatomical. At level 6 a detailed knowledge of the body and surgical techniques is gained. A coenobite can add class level/2 to all healing skill checks and a successful healing check to analyze a target’s anatomy allows the coenobite to double his critical threat range with all attacks against that single opponent. It takes a full round of study to make such analysis. Coenobites who achieve this level may be called upon to assist in the training of lower level members of their order.
Boneless: The Coenobite goes through a torturous surgical procedure where certain bones, sinews, and muscles are removed and replaced with artificial ones while others are reinforced through alchemical treatments. The coenobite gains a +2 AC bonus, a +2 Strength bonus, DR 1 versus impact damage from bludgeons, unarmed attacks, and falls, and 10% fortification versus critical strikes.
Improved Evasion:
Essential Iron Striking: Through the use of internal alchemy, the Coenobite’s skin, bones, and muscles eventually become saturated with essential iron, an alchemical compound, which imbues the body with a form of enchantment, turning the Coenobite’s body into a magical weapon. AS KI STRIKE EXCEPT WHERE NOTED.
Gutless: Coenobite who reaches level 12 can now use internal alchemy to fully recycle alchemical blood. When a coenobite has been bloodless this long the internal organs begin to atrophy from lack of use. This is a sign the next stage may be taken. The Coenobite is eviscerated, the stomach and intestines being removed and the empty space filled in with alchemical rare earth elements and wax. The coenobite’s fortification against critical hits increases from 10% to 35%.
QUIVERING PALM---- I need a replacement for this that fits the rest of the class. I do not remember what I originally had and my notes are missing for this section.
Breathless: Use of alchemical blood has slowly altered the coenobite’s body chemistry so that less air is needed. Eventually the lungs atrophy and must be removed. The mouth and nose are sewn shut, the mouth, sinuses, and windpipe being filled in with wax. The coenobite cannot speak and has no sense of smell or taste. Inhaled poisons and odours have no effect on the coenobite. The coenobite’s fortification against critical hits increases from 35% to 75%.
Joyless Bastion: Barely possessing any feelings of their own, coenobites gain immunity to any powers or effects that alter emotions.
Heartless: At 20th level the Coenobite reaches the ultimate goal of the class with the surgical removal of the heart. The Coenobite’s creature type changes to Living Construct. The Coenobite no longer ages and is not affected by critical hits.

Sidebar: Alchemical Blood
This exotic blend of rare earth elements, powdered iron, and other secret ingredients does more than act as a synthetic form of blood. Created to help in easing a coenobite through the process of becoming a construct, the blood removes the need to worry about rejection of artificial implants as it first suppresses and then replaces the normal immune system. Over time, the elements in alchemical blood also replace the normal organic compounds of the user’s tissues with more durable, stable elements, until the user is no longer an organic entity. It also replaces the need for food and water as it is rich in nutrients and alchemically generated life energy.

Thoughts? Suggestions?
 

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RUMBLETiGER

Adventurer
Neat concept. I dig living constructs.

The progression of this class appears more dependant upon outside individuals and downtime than other classes. Since surgery is required from a very select group of secretly trained individuals, a PC would need to return to the Order to progress in class abilities, if I understand this correctly? This may stifle adventuring, or simply limit this class to NPCs. Consider the Renegade Mastermaker PrC from Magic of Eberron. It implies that the individual performs surgery on him/herself to progress toward becoming a Living Construct.

After losing a mouth, how might one of these individuals communicate?

Is this class designed for use by PCs, or just a creative backdrop in the adventuring world?
 
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Samloyal23

Adventurer
Hmm... I had not thought about the communication factor. They are essentially required to visit their monasteries on a periodic basis. Essentially, once they start using alchemical blood, their organs start to shrivel and their tissues begin to be replace with exotic elements in the blood so they become less "alive". When they realize they are ready, they return to their order to take the next step in their training. My Arathia campaign assumes all characters are exiles from the home-world of the setting, which has been completely taken over by an evil god, The Measurer. Those loyal to this god seek to eliminate those who escaped, while the refugees fleeing his rule seek to release the good aligned gods he imprisoned. Players could be from a small colony founded by this order or be wandering the planes with their own agenda...
 


CRGreathouse

Community Supporter
I could not find this page... :p

Sorry. My domain name registrar is having some kind of issue right now.

I'll paste in the description, though without formatting it will look terrible. Apologies.

Mystic (variant monk)
A replacement for the monk entry in the SRD.
Alignment: Any nonchaotic.
Hit Die: d8.
Class Skills
The mystic's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Perform (Cha), Profession (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Mystic
Level BA Fort Ref Will Special
1st +0 +0 +0 +2 Mystic ability or bonus feat, paths
2nd +1 +0 +0 +3 Mystic ability, slow fall 10 ft
3rd +2 +1 +1 +3 Mystic ability or bonus feat
4th +3 +1 +1 +4 Mystic ability, still mind
5th +3 +1 +1 +4 Mystic ability or bonus feat
6th +4 +2 +2 +5 Mystic ability, slow fall 20 ft
7th +5 +2 +2 +5 Mystic ability or bonus feat
8th +6/+1 +2 +2 +6 Mystic ability, purity of body
9th +6/+1 +3 +3 +6 Mystic ability or bonus feat
10th +7/+2 +3 +3 +7 Mystic ability, slow fall 30 ft
11th +8/+3 +3 +3 +7 Mystic ability or bonus feat
12th +9/+4 +4 +4 +8 Mystic ability, heart of fire
13th +9/+4 +4 +4 +8 Mystic ability or bonus feat
14th +10/+5 +4 +4 +9 Mystic ability, slow fall 40 ft
15th +11/+6/+1 +5 +5 +9 Mystic ability or bonus feat
16th +12/+7/+2 +5 +5 +10 Mystic ability, timeless body
17th +12/+7/+2 +5 +5 +10 Mystic ability or bonus feat
18th +13/+8/+3 +6 +6 +11 Mystic ability, slow fall 50 ft
19th +14/+9/+4 +6 +6 +11 Mystic ability or bonus feat
20th +15/+10/+5 +6 +6 +12 Mystic ability, perfect self
Class Features
All of the following are class features of the mystic.
Weapon and Armor Proficiency: Mystics are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They are proficient with light armor and shields (except tower shields).
Path: Mystics chooses two paths from the following list:
Acrobat: The following skills are added to the Mystic's class list: Balance (Dex), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), and Tumble (Dex). Her base Reflex save improves to match her base Will save.
Empath: The following skill is added to the Mystic's class list: Sense Motive (Wis). She may gain an animal companion as a ranger of her level or a familiar as a wizard of her level (but not both). This path may be taken multiple times, each time allowing an additional companion.
Free Spirit: The Mystic gains an additional skill point at each level, and adds any skill as class skills. This path may be taken up to twice.
Killer: The following skills are added to the Mystic's class list: Bluff (Cha), Disguise (Cha). She may choose to gain +1d6 sneak attack instead of a mystic ability on even levels.
Lorekeeper: The mystic gains bardic knowledge and may choose loremaster secrets instead of mystic powers, with the following level + Wis modifier requirements: instant mastery (2), secret health (4), secrets of inner strength (6), the lore of true stamina (8), secret knowledge of avoidance (10), weapon trick (12), dodge trick (14), applicable knowledge (16), newfound arcana* (4), more newfound arcana* (8). The newfound arcana abilities require the ability to cast spells.
Priest: The mystic adds Knowledge (religion) to her class list. She gains the ability to prepare and cast one first-level spell from the cleric list. This is a divine spell and follows the same rules for clerics casting spells, except that the mystic cannot spontaneously cast healing spells and need not have a minimum Wisdom score to cast it. This path may be taken up to 9 times, each time granting a spell one level higher. Beyond first level, a mystic must have at least twice the Hit Dice of the spell level to cast it. When wearing armor or using a shield, a mystic can't cast these spells.
Savant: The mystic may choose powers as though her Wisdom was 8 higher than it actually is, or as if it were 20, whichever is better.
Scholar: The following skills are added to the Mystic's class list: Knowledge (all) (Int), Spellcraft (Int), and any two.
Warrior: The Mystic can choose feats as though her base attack from this class was the same as a fighter's. Her base Fortitude save improves to match her base Will save.
Mystic Power: Each level the mystic chooses one power from Table: Mystic Powers. She can choose any power on the table up to her level + Wisdom modifier, but can't choose the same power twice unless otherwise noted.
Table: Mystic Powers
Level + Wis
Modifier Power
Less than 0 Additional path*
0 Asceticism
1 Death trance
2 Preternatural sense
3 Fast movement*
4 Skill mastery*
5 Evasion
6 Domain*
7 Magical ki strike
8 Wholeness of body*
9 Healing talent*
10 Resistance*
11 Camaraderie
12 Improved evasion
13 Lawful ki strike†
14 Walk on water
15 Abundant step*
16 Diamond body
17 Focused mind†*
18 Diamond soul
19 Quivering palm*
20 Prowess*
21 Adamant ki strike
22 Lawgiver†*
23 Tongue of the sun and moon
24 Empty body*
25 Speak with stones
26 Forceful fists
27 Mind over body
28 Eternal lawgiver†
29 Harness destructive energies
30 Spiritual journey
* May be taken more than once.
† Requires a lawful alignment.
Abundant Step (Su): A mystic can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her mystic level (rounded down). This mystic power can be taken more than once, increasing the number of uses by 1 each time. Additionally, the second time it is taken the caster level increases to the mystic's level (instead of half of the mystic's level).
Adamant Ki Strike (Su): A mystic's unarmed attacks are empowered with ki. Her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction. A mystic must have the magical ki strike power to choose this mystic power.
Asceticism (Ex): The mystic may make a Concentration check in place of a Constitution check to avoid damage and death due to starvation or dehydration.
Camaraderie (Su): The mystic must be on the empath path to select this power. The mystic can attract stronger companions. If she attracts a familiar she acts as though she had the Improved Familiar feat. If she has an animal companion it gain powers as though she was a druid three-quarters her level instead of a ranger of her level. If she attracts a new companion she may instead choose a fiendish servant as a blackguard as though her character level was her class level or a paladin warhorse as a paladin of her level.
Death Trance (Ex): A mystic can enter a deep trance, waking only on physical stimulus (vigorous shaking or worse) or on predetermined cues or times. During the trance she consumes one-tenth the normal amount of air, food, and water. A mystic with at least 10 ranks of Concentration also acts as if she were under the effects of a delay poison spell while trancing. A mystic with at least 20 ranks of Concentration perfects her trance, consuming one-twentieth the normal amount of food and water and no air at all.
Diamond Body (Su): A mystic gains immunity to all poisons.
Diamond Soul (Ex): A mystic gains spell resistance equal to her current mystic level + 10. In order to affect the mystic with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mystic's spell resistance. A mystic may drop this protection as a reaction (but only when conscious).
Domain: A mystic must be on the priest path and be an exclusive worshipper of a deity to select this power. She chooses one of her deity's domains, gaining its granted power. She can prepare spells from that domain as well as from the cleric list.
Empty Body (Su): A mystic gains the ability to assume an ethereal state for 1 round per mystic level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her mystic level. This ability may be taken more than once. Each time beyond the first, the total duration is multiplied by 10. (Do not combine these multiplications as normal; duration is ×10, ×100, ×1000.)
Eternal Lawgiver (Su): A mystic must select lawful ki strike, magical ki strike, and lawgiver before this power. If the mystic strikes a chaotic creature with an unarmed strike and is not using her lawgiver ability she deals +1d6 damage. Her damage from lawgiver is increased to +5d6. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Evasion (Ex): If the mystic makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the mystic is wearing light armor or no armor. A helpless mystic does not gain the benefit of evasion.
Fast Movement (Ex/Su): Each time the mystic takes this ability, she gains a +10 ft enhancement bonus to her speed. These stack with each other (but not with other enhancement bonuses). When wearing armor, using a shield, or carrying a medium or heavy load, a mystic loses her fast movement. These increases are natural until the mystic's base speed is doubled, and supernatural thereafter. Add the supernatural component of the speed to the distance the mystic can slow fall.
Focused Mind (Ex): Once per day as a standard action the mystic can harden her mind against influence. The next time she resists a spell or ability allowing a Will save she gains a bonus equal to 5 + one-half her class level on the save. This ability lasts for 1 hour or until used. A mystic must be lawful to choose this power.
Forceful Fists (Ex): The mystic can expend one use of her stunning fist ability to deal an extra +2d6 damage with an unarmed strike. This counts as a use of the ability for all purposes, such as the limit on uses per round. This affects even creatures not subject to stunning. A mystic must have the Stunning Fist feat to choose this power.
Harness Destructive Energies (Sp): Once per day as a standard action, the mystic can tap into and release fell energies used against her. If in the past round she was targeted with and saved against a negative energy effect or a death effect to which she was not immune, she can use it herself as a standard action. The effect is a ray with a range of the original effect's range (or 10 feet, whichever is better), but is otherwise identical to it (do not recalculate the DC).
Healing Talent (Su): A mystic must select wholeness of body before this power. She can heal others (but not herself) a number of hit points of damage equal to five times her current mystic level each day, and she can spread this healing out among several uses. Meditating for one hour (Concentration DC 15) restores a mystic's daily uses of this ability.
Improved Evasion (Ex): A mystic henceforth she takes only half damage on a failed Reflex save for half damage (and no damage on a successful save). A helpless mystic does not gain the benefit of improved evasion. A mystic must have evasion to choose this power.
Lawful Ki Strike (Su): A mystic's unarmed attacks are empowered with ki. Her unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Lawgiver (Su): A mystic must select lawful ki strike and magical ki strike before this power. As a free action once per day per four class levels (but not more than once per round) the mystic can empower her unarmed strikes with lawful power. This deals +2d6 damage to chaotic creatures. The charge is lost if the mystic hits a nonchaotic creature, but remains if the mystic misses her attack. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Magical Ki Strike (Su): A mystic's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Mind over Body (Su): The mystic may use half her Wisdom modifier in place of her Constitution modifier for calculating hit points and Concentration checks. This functions even if the mystic is unconscious.
Preternatural Sense (Ex): When unarmored and unencumbered, the mystic adds her Wisdom bonus (if any) to her AC. The bonus increases by +1 at 5th level and every five mystic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the mystic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Prowess (Ex): The mystic gains a +1 bonus on all attack rolls. She loses these bonuses when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Quivering Palm (Su): A mystic can set up vibrations within the body of another creature that can thereafter be fatal if the mystic so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected.
If the mystic strikes successfully and the target takes damage from her unarmed strike, the quivering palm attack succeeds. Thereafter the mystic can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her mystic level. To make such an attempt, the mystic merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the mystic's level + the mystic's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A mystic must have the magical ki strike ability and the Fists of Iron feat to choose this power.
Resistance (Ex): The mystic gains resistance 2 against acid, cold, electricity, fire, and sonic. This power may be selected multiple times; its effects stack.
Skill Mastery (Ex): The mystic chooses one skill with which she can take 10 even if stress and distractions would normally prevent her from doing so.
Speak with Stones (Ex): The mystic can speak with inanimate objects, granting her 60 foot tremorsense. (Inanimate objects may have limited abilities to impart other useful information at the DM's discretion.) She must have tongue of the sun and moon before selecting this ability.
Spiritual Journey (Sp): The mystic can project her mind and the minds of other willing creatures to the astral plane, as the astral projection spell (caster level is half class level). This ability requires 30 minutes of meditation and a Concentration check (DC 30) but can be attempted any number of times per day. There are no material components.
Tongue of the Sun and Moon (Ex): A mystic can speak with any living creature.
Walk on Water (Su): A mystic gains a +20 competence bonus on Balance checks to walk on surfaces that couldn't support the character's weight, such as water (DC 90), fragile branches (DC 90), and clouds (DC 120). Add one-half the monk's speed bonus from fast movement to this bonus. If the mystic moves at least as far as her speed in a given round, double this competence bonus.
Wholeness of Body (Su): A mystic can heal her own wounds. She can heal a number of hit points of damage equal to twice her current mystic level each day, and she can spread this healing out among several uses. Meditating for one hour (Concentration DC 15) restores a mystic's daily uses of this ability.
Bonus Feat: Every odd level, a mystic may choose a bonus fighter feat instead of a mystic power.
Slow Fall (Ex): At 2nd level or higher, a mystic within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The mystic's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet every fourth level.
Still Mind (Ex): A mystic of 4th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Purity of Body (Ex): At 8th level, a mystic gains immunity to all diseases except for supernatural and magical diseases.
Heart of Fire (Su): At 12th level the mystic gains +4 on saves against death, negative energy, level drain, ability drain, and ability damage. If such effect does not normally allow a saving throw the mystic may negate the effect with a Will save (without the usual +4 bonus).
Timeless Body (Ex): Upon attaining 16th level, a mystic no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken remain in place. Bonuses still accrue, and the mystic still dies of old age when her time is up.
Perfect Self: At 20th level, a mystic becomes a magical creature. She is forevermore treated as an outsider rather than her former type for the purpose of spells and magical effects. Unlike other outsiders, the mystic can still be brought back from the dead as if she were a member of her previous creature type. Additionally, the mystic gains damage reduction 10/magic.
Epic Levels
The mystic's slow fall continues to improve at the same rate (60 feet at level 22, 70 feet at level 26, and so on). Her other class abilities do not improve except as noted below.
Paths at Epic Levels: Some path abilities continue to improve, or gain new abilities at epic levels.
Empath: The mystic's effective class level continues to increase. The following epic feats are added to the mystic's class list: Familiar Spell, Magical Beast Companion. She can qualify for Magical Beast Companion as though she could wild shape 6/day if she has the Camaraderie mystic power.
Killer: The following epic feats are added to the mystic's class list: Improved Sneak Attack, Lingering Damage. Like a rogue, the killer may choose crippling strike (but, unlike the rogue, not other rogue special abilities) instead of an epic feat.
Lorekeeper: The mystic's effective level continues to increase.
Priest: The following epic feats are added to the mystic's class list: Epic Spellcasting, Improved Spell Capacity, Improved Metamagic, Multispell, Spell Stowaway, and Spontaneous Domain Access.
Savant: The mystic gains the Great Wisdom epic feat as a bonus feat on level 21.
Scholar: The following epic feat is added to the mystic's class list: Legendary Scholar.
Epic Bonus Feats: The epic mystic gains a bonus feat (selected from the list of epic mystic bonus feats) every three levels higher than 20th. She may choose a mystic power instead of a bonus feat, if desired.
Epic Mystic Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Ki Strike, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.
Ex-Mystics
A mystic who becomes chaotic cannot gain new levels as a mystic but retains all mystic abilities (except eternal lawgiver, focused mind, lawful ki strike, and lawgiver).
Like a member of any other class, a mystic may be a multiclass character, but multiclass mystics face a special restriction. A mystic who gains a new class or (if already multiclass) raises another class by a level may never again raise her mystic level, though she retains all her mystic abilities. This restriction does not apply to mystics on the free spirit path.
 


Samloyal23

Adventurer
Breathless: Use of alchemical blood has slowly altered the coenobite’s body chemistry so that less air is needed. Eventually the lungs atrophy and must be removed. The mouth and nose are sewn shut, the mouth, sinuses, and windpipe being filled in with wax. The coenobite cannot speak and has no sense of smell or taste. Inhaled poisons and odours have no effect on the coenobite. The coenobite’s fortification against critical hits increases from 35% to 75%.

Add this: Because many of the highest level members of this order are effectively made mute by this surgical process most coenobites learn a secret form of sign language as part of their training. This gestural language is not taught to anyone but coenobites, clerics, and holy assassins of the Measurer.
 

RUMBLETiGER

Adventurer
Minor detail, but most fortifications against critical hits occur in quarters (25%), so a 35% would be unusual for D&D and harder to roll for.
 

Samloyal23

Adventurer
Minor detail, but most fortifications against critical hits occur in quarters (25%), so a 35% would be unusual for D&D and harder to roll for.

So based on the levels and descriptions of the abilities, how do you think I should divide up the increasing fortification?
 

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