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Monk Variant for My Arathian Campaign
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<blockquote data-quote="CRGreathouse" data-source="post: 6085761" data-attributes="member: 474"><p>Sorry. My domain name registrar is having some kind of issue right now.</p><p></p><p>I'll paste in the description, though without formatting it will look terrible. Apologies.</p><p></p><p>Mystic (variant monk)</p><p>A replacement for the monk entry in the SRD.</p><p>Alignment: Any nonchaotic.</p><p>Hit Die: d8.</p><p>Class Skills</p><p>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).</p><p>Skill Points at 1st Level: (4 + Int modifier) ×4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p>Table: The Mystic</p><p>Level BA Fort Ref Will Special</p><p>1st +0 +0 +0 +2 Mystic ability or bonus feat, paths</p><p>2nd +1 +0 +0 +3 Mystic ability, slow fall 10 ft</p><p>3rd +2 +1 +1 +3 Mystic ability or bonus feat</p><p>4th +3 +1 +1 +4 Mystic ability, still mind</p><p>5th +3 +1 +1 +4 Mystic ability or bonus feat</p><p>6th +4 +2 +2 +5 Mystic ability, slow fall 20 ft</p><p>7th +5 +2 +2 +5 Mystic ability or bonus feat</p><p>8th +6/+1 +2 +2 +6 Mystic ability, purity of body</p><p>9th +6/+1 +3 +3 +6 Mystic ability or bonus feat</p><p>10th +7/+2 +3 +3 +7 Mystic ability, slow fall 30 ft</p><p>11th +8/+3 +3 +3 +7 Mystic ability or bonus feat</p><p>12th +9/+4 +4 +4 +8 Mystic ability, heart of fire</p><p>13th +9/+4 +4 +4 +8 Mystic ability or bonus feat</p><p>14th +10/+5 +4 +4 +9 Mystic ability, slow fall 40 ft</p><p>15th +11/+6/+1 +5 +5 +9 Mystic ability or bonus feat</p><p>16th +12/+7/+2 +5 +5 +10 Mystic ability, timeless body</p><p>17th +12/+7/+2 +5 +5 +10 Mystic ability or bonus feat</p><p>18th +13/+8/+3 +6 +6 +11 Mystic ability, slow fall 50 ft</p><p>19th +14/+9/+4 +6 +6 +11 Mystic ability or bonus feat</p><p>20th +15/+10/+5 +6 +6 +12 Mystic ability, perfect self</p><p>Class Features</p><p>All of the following are class features of the mystic.</p><p>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).</p><p>Path: Mystics chooses two paths from the following list:</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Scholar: The following skills are added to the Mystic's class list: Knowledge (all) (Int), Spellcraft (Int), and any two.</p><p>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.</p><p>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.</p><p>Table: Mystic Powers</p><p>Level + Wis </p><p>Modifier Power</p><p>Less than 0 Additional path*</p><p>0 Asceticism</p><p>1 Death trance</p><p>2 Preternatural sense</p><p>3 Fast movement*</p><p>4 Skill mastery*</p><p>5 Evasion</p><p>6 Domain*</p><p>7 Magical ki strike</p><p>8 Wholeness of body*</p><p>9 Healing talent*</p><p>10 Resistance*</p><p>11 Camaraderie</p><p>12 Improved evasion</p><p>13 Lawful ki strike†</p><p>14 Walk on water</p><p>15 Abundant step*</p><p>16 Diamond body</p><p>17 Focused mind†*</p><p>18 Diamond soul</p><p>19 Quivering palm*</p><p>20 Prowess*</p><p>21 Adamant ki strike</p><p>22 Lawgiver†*</p><p>23 Tongue of the sun and moon</p><p>24 Empty body*</p><p>25 Speak with stones</p><p>26 Forceful fists</p><p>27 Mind over body</p><p>28 Eternal lawgiver†</p><p>29 Harness destructive energies</p><p>30 Spiritual journey</p><p>* May be taken more than once.</p><p>† Requires a lawful alignment.</p><p>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).</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Diamond Body (Su): A mystic gains immunity to all poisons.</p><p>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).</p><p>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.</p><p>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.)</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Resistance (Ex): The mystic gains resistance 2 against acid, cold, electricity, fire, and sonic. This power may be selected multiple times; its effects stack.</p><p>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.</p><p>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.</p><p>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.</p><p>Tongue of the Sun and Moon (Ex): A mystic can speak with any living creature.</p><p>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.</p><p>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.</p><p>Bonus Feat: Every odd level, a mystic may choose a bonus fighter feat instead of a mystic power.</p><p>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.</p><p>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.</p><p>Purity of Body (Ex): At 8th level, a mystic gains immunity to all diseases except for supernatural and magical diseases.</p><p>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).</p><p>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.</p><p>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.</p><p>Epic Levels</p><p>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.</p><p>Paths at Epic Levels: Some path abilities continue to improve, or gain new abilities at epic levels.</p><p>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.</p><p>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.</p><p>Lorekeeper: The mystic's effective level continues to increase.</p><p>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.</p><p>Savant: The mystic gains the Great Wisdom epic feat as a bonus feat on level 21.</p><p>Scholar: The following epic feat is added to the mystic's class list: Legendary Scholar.</p><p>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.</p><p>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.</p><p>Ex-Mystics</p><p>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).</p><p>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.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 6085761, member: 474"] 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. [/QUOTE]
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