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New Class: The Mystic, Yet Again
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<blockquote data-quote="Merlion" data-source="post: 1693175" data-attributes="member: 10397"><p>Ok here is the latest version of my on-going project, the Mystic class. Tell me what you think</p><p></p><p>The Mystic is a Spellcaster whose power stems from the divine power of understanding and contemplation. Most Mystic’s also draw power from the divine forces of Good or Evil, although some few Mystics instead contemplate Light and Darkness as abstract forces, or draw power from a philosophy of Balance. </p><p></p><p></p><p><strong>Adventures</strong>:</p><p>Mystics general adventure to gain knowledge and new experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.</p><p></p><p></p><p><strong>Characteristics</strong>:</p><p>The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights. </p><p></p><p></p><p><strong>Alignment</strong>: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.</p><p></p><p>Religion:</p><p></p><p></p><p></p><p></p><p></p><p><strong>Background</strong>:</p><p>Mystics come from various backgrounds. Many are self taught, many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.</p><p></p><p></p><p><strong>Races</strong>:</p><p>All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.</p><p></p><p><strong>Other Classes</strong>:</p><p>Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but from somewhat different sources.</p><p></p><p><strong>Game Rule Information</strong>:</p><p>Mystics have the following game statistics</p><p>Abilities: Wisdom determines how powerful a spell a Mystic can cast, how many spells a Mystic can cast per day, and how hard those spells are to resist. To cast a spell a Mystic must have a Wisdom score of 10+ the level of the spell. A Mystic gains bonus spells based on Wisdom. The saving throw DC for a Mystics spell is 10 + the spells level + the Mystics Wisdom modifier. Charisma affects a Mystics special protective powers, and Constitution increases the Mystic’s hit points.</p><p><strong>Alignment</strong>: Any</p><p><strong>Hit Die</strong>: d6</p><p></p><p><strong>Class Skills</strong></p><p>The Mystics class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)</p><p>Skill Points at 1st level: (4+ Int modifier) x4</p><p>Skill Points At Each Additional Level: 4+ Int modifier</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Mystic</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: the Mystic is proficient with the club, crossbow, dagger, and quarterstaff. A Mystic has no proficiency with any armor or shields.</p><p></p><p><strong>Spells</strong>: A Mystic casts “Divine” spells. Unlike many divine spellcasters, Mystic’s only know a limited number of spells, but they are able to learn more spells through meditation and contemplation</p><p>A 1st level Mystic begins play knowing a number of 0th level spells equal to 6 + the Mystic’s Wisdom bonus, and a number of 1st level spells equal to 4 + the Mystic’s Wisdom bonus.</p><p>Whenever a Mystic gains a level, he learns three new spells of any level he can cast, as determined by his new level. So for instance when a Mystic attains 3rd level, he may learn three new 2nd level spells, or two new 2nd level spells and a new 1st level spell, or any other combination of three spells of 0th-2nd level.</p><p> A Mystic may learn new spells through intense meditation. This requires 1 day per spell level of the learned spell, and the process requires special incenses costing 100 gold pieces per spell level.</p><p> A Mystic prepares his spells ahead of time as a Cleric does. The Mystic must designate a certain time of the day for his meditations. He needs no period of rest before preparing new spells.</p><p></p><p></p><p></p><p><strong>Perception</strong>: A Mystic has incredible powers of perception. At 1st level, the Mystic gains a +2 bonus on all Listen, Sense Motive, and Spot checks.</p><p></p><p><strong>Mystic Gift</strong>: Upon attaining 5th level, the Mystic is granted a special protective gift through his intense meditation and understanding. He may choose one of the following gifts:</p><p></p><p><strong>Mystic Shield</strong>: The Mystic gains a deflection bonus to armor class equal to his Charisma bonus, or a resistance bonus to saving throws equal to his Charisma bonus. Once chosen, the bonus cannot be changed.</p><p></p><p></p><p>Whichever bonus is chosen, the Mystic may choose to impart some or all of the bonus to others by touch, once per day. He may divide the imparted bonuses as he sees fit, amongst however many individual’s he chooses. Fort instance, a Mystic who has chosen Mystic Shield and has a Charisma of 16 (+3 bonus) could impart a +1 bonus to three individuals, or a +2 bonus to one individual and a +1 to another, or impart the entire +3 bonus to one person. </p><p>The transfer lasts for 1 hour, and the Mystic loses any portion of his Mystic Gift bonus imparted to others for that period.</p><p></p><p><strong>Healing Touch</strong>: The Mystic may heal wounds by touch. The Mystic may heal a number of hit points of damage each day equal to his Charisma bonus times his level. The Mystic may heal himself. The healing need not be used all at once. </p><p> Alternately the Mystic may use the healing as a touch attack to damage undead.</p><p></p><p><strong>Mystic Sight</strong>: The Mystic may make a Spot check to determine if a character is a spellcaster or possess spell like or supernatural abilities. The Mystic’s spot check may be opposed by a Disguise or Bluff check from the target if the target is attempting to conceal its identity.</p><p></p><p><strong>Mystic Aura</strong>: At 10th level, the Mystic gains the ability to create one of three powerful auras.</p><p></p><p><strong>Protective Aura</strong>: Once per day the Mystic may create an aura around himself with a radius of ten feet. All allies within the area gain either a deflection bonus to armor class, or a resistance bonus to saving throws of +1 per five Mystic levels. The aura lasts for one minute per level of the Mystic.</p><p></p><p><strong>Healing Aura</strong>: Once per day the Mystic may release positive energy in an aura with a radius of ten feet around himself. The aura heals all allies of the Mystic within the area a number of hit points equal to the Mystic’s Charisma bonus times his level. Undead within the area are damaged for the same amount.</p><p></p><p><strong>Revealing Aura</strong>: Once per day the Mystic may create an aura centered on himself with a radius of ten feet. The Mystic automatically knows the location, strength and school of magic of each magically aura within the area. The aura lasts for one minute per Mystic level.</p><p></p><p><strong>Greater Mystic Gift</strong>: at 15th level the Mystic gains a more powerful mystic gift. He may choose one of the following: </p><p></p><p><strong>Impart Protection</strong>: The Mystic may cast any spell that grants a bonus to armor class or saves, a miss chance, or a resistance or immunity as though it had a range of Touch, regardless of its actual range.</p><p></p><p><strong>Maximized Healing</strong>: Three times per day the Mystic may cast a single Cure spell as though under the effect of the Maximize Spell feat. This does not change the spell slot or casting time of the spell.</p><p></p><p><strong>Analyze Dweomer</strong>: Once per day the Mystic may create an effect identical to an analyze Dweomer spell.</p><p></p><p></p><p><strong>Transcendence</strong>: At 20th level, the Mystic has attuned himself to the universe through meditation and contemplation, and becomes a magical creature. His type changes to Outsider, and he gains the (Native) subtype, along with the alignment subtypes that match his alignment. He gains Damage reduction 10/evil if of good alignment, or 10/good if of evil alignment. A rare neutral Mystic may choose which type of damage reduction to gain.</p><p>The Mystic becomes immune to spells that affect humanoids (such as charm person) but can be hedged out by a magic circle against his alignment or similar magic.</p><p></p><p></p><p></p><p></p><p></p><p> Spells Per Day </p><p>Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th</p><p>1 +0 +0 +0 +2 Perception 3 1 -- --- --- --- --- --- --- ---</p><p>2 +1 +0 +0 +3 4 2 -- --- --- --- --- --- --- ---</p><p>3 +1 +1 +1 +3 4 2 1 --- --- --- --- --- --- ---</p><p>4 +2 +1 +1 +4 5 3 2 --- --- --- --- --- --- ---</p><p>5 +2 +1 +1 +4 Mystic Gift 5 3 2 1 --- --- --- --- --- ---</p><p>6 +3 +2 +2 +5 5 3 3 2 --- --- --- --- --- ---</p><p>7 +3 +2 +2 +5 6 4 3 2 1 --- --- --- --- ---</p><p>8 +4 +2 +2 +6 6 4 3 3 2 --- --- --- --- ---</p><p>9 +4 +3 +3 +6 6 4 4 3 2 1 --- --- --- ---</p><p>10 +5 +3 +3 +7 Mystic Aura 6 4 4 3 3 2 --- --- --- ---</p><p>11 +5 +3 +3 +7 6 5 4 4 3 2 1 --- --- ---</p><p>12 +6/+1 +4 +4 +8 6 5 4 4 3 3 2 --- --- ---</p><p>13 +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 --- ---</p><p>14 +7/+2 +4 +4 +9 6 5 5 4 4 3 3 2 --- ---</p><p>15 +7/+2 +5 +5 +9 Greater Mystic Gift 6 5 5 5 4 4 3 2 1 ---</p><p>16 +8/+3 +5 +5 +10 6 5 5 5 4 4 3 3 2 ---</p><p>17 +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1</p><p>18 +9/+4 +6 +6 +11 6 5 5 5 5 4 4 3 3 2</p><p>19 +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3</p><p>20 +10/+5 +6 +6 +12 Transendence 6 5 5 5 5 5 4 4 4 4</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Mystic Spell List:</p><p></p><p></p><p></p><p></p><p> </p><p></p><p></p><p>0th level: Create Water, Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Inflict Minor Wounds, Light, Mage Hand, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Virtue</p><p></p><p>1st level:</p><p>Alarm</p><p>Bane</p><p>Bless</p><p>Bless Water</p><p>Cause Fear</p><p>Command</p><p>Comprehend Languages</p><p>Cure Light Wounds</p><p>Curse Water</p><p>Deathwatch</p><p>Detect Evil/Good</p><p>Detect Undead</p><p>Doom</p><p>Endure Elements</p><p>Enlarge Person</p><p>Entropic Shield</p><p>Hide From Undead</p><p>Hold Portal</p><p>Holy Blast*</p><p>Inflict Light Wounds</p><p>Mage Armor</p><p>Magic Weapon</p><p>Protection from Evil/Good</p><p>Ray of Enfeeblement</p><p>Ray of Light*</p><p>Reduce Person</p><p>Remove Fear</p><p>Sanctuary</p><p>Shield of Faith</p><p>Sleep</p><p>Summon Monster 1</p><p>Unholy Blast*</p><p></p><p></p><p>2nd level:</p><p>Aid</p><p>Align Weapon (Good or Evil only)</p><p>Augury</p><p>Bear’s Endurance</p><p>Blur</p><p>Bull’s Strength</p><p>Calm Emotions</p><p>Cat’s Grace</p><p>Consecrate</p><p>Darkness</p><p>Death Knell</p><p>Detect Thoughts</p><p>Delay Poison</p><p>Desecrate</p><p>Eagle’s Splendor</p><p>Enthrall</p><p>Gentle Repose</p><p>Make Whole</p><p>Magic Missile</p><p>Mirror Image</p><p>Mystic Lock*</p><p>Owl’s Wisdom</p><p>Remove Paralysis</p><p>Resist Energy</p><p>Restoration, Lesser</p><p>Scare</p><p>Shield</p><p>Shield Other</p><p>Silence</p><p>Spiritual Weapon</p><p>Status</p><p>Summon Monster 2</p><p>Zone of Truth</p><p></p><p>3rd level:</p><p>Bestow Curse</p><p>Blink</p><p>Blindness/Deafness</p><p>Clairaudience/Clairvoyance</p><p>Continual Flame</p><p>Create Food and Water</p><p>Cure Moderate Wounds</p><p>Daylight</p><p>Deeper Darkness</p><p>Deep Slumber</p><p>Dispel Magic</p><p>Displacement</p><p>Glyph of Warding</p><p>Haste</p><p>Helping Hand</p><p>Heroism</p><p>Hold Person</p><p>Inflict Moderate Wounds</p><p>Invisibility</p><p>Invisibility Purge</p><p>Locate Object</p><p>Magic Circle Against Evil/Good</p><p>Magic Vestment</p><p>Mystic Sight*</p><p>Nondetection</p><p>Obscure Object</p><p>Prayer</p><p>Protection from Energy</p><p>Remove Blindness/Deafness</p><p>Remove Curse</p><p>Remove Disease</p><p>Searing Light</p><p>Slow</p><p>Speak with Dead</p><p>Summon Monster 3</p><p>Water Breathing</p><p>Water Walk</p><p></p><p>4th level:</p><p>Aid, Greater*</p><p>Animate Dead</p><p>Confusion</p><p>Contagion</p><p>Control Water</p><p>Crushing Despair</p><p>Cure Serious Wounds</p><p>Death Ward</p><p>Detect Scrying</p><p>Dimensional Anchor</p><p>Discern Lies</p><p>Dismissal</p><p>Divination</p><p>Enervation</p><p>Enlarge Person, Mass</p><p>Fear</p><p>Freedom of Movement</p><p>Globe of Invulnerability, Lesser</p><p>Holy Smite</p><p>Imbue With Spell Ability</p><p>Inflict Serious Wounds</p><p>Locate Creature</p><p>Magic Weapon, Greater</p><p>Neutralize Poison</p><p>Planar Ally, Lesser</p><p>Poison</p><p>Reduce Person, Mass</p><p>Repel Vermin</p><p>Resilient Sphere*</p><p>Restoration</p><p>Sending</p><p>Scrying</p><p>Spell Immunity</p><p>Stoneskin</p><p>Summon Monster 4</p><p>Tongues</p><p>Unholy Blight</p><p></p><p></p><p>5th level:</p><p>Atonement</p><p>Break Enchantment</p><p>Command, Greater</p><p>Contact Other Plane</p><p>Dispel Evil/Good</p><p>Disrupting Weapon</p><p>Faithful Guardian*</p><p>Feeblemind</p><p>Hallow</p><p>Hold Monster</p><p>Invisibility, Greater</p><p>Mark of Justice</p><p>Mystic Sanctum*</p><p>Permanency</p><p>Prying Eyes</p><p>Raise Dead</p><p>Slay Living</p><p>Spell Resistance</p><p>Summon Monster 5</p><p>Symbol of Pain</p><p>Symbol of Sleep</p><p>Telepathic Bond*</p><p>True Seeing</p><p>Unhallow</p><p>Wall of Force</p><p>Waves of Fatigue</p><p></p><p>6th level:</p><p>Analyze Dweomer</p><p>Animate Objects</p><p>Antilife Shell</p><p>Banishment</p><p>Bear’s Endurance, Mass</p><p>Blade Barrier</p><p>Bull’s Strength, Mass</p><p>Cat’s Grace, Mass</p><p>Circle of Death</p><p>Create Undead</p><p>Cure Light Wounds, Mass</p><p>Dispel Magic, Greater</p><p>Eagle’s Splendor, Mass</p><p>Find the Path</p><p>Flesh to Stone</p><p>Forbiddance</p><p>Geas/Quest</p><p>Globe of Invulnerability</p><p>Glyph of Warding, Greater</p><p>Hero’s Feast</p><p>Heroism, Greater</p><p>Inflict Light Wounds, Mass</p><p>Legend Lore</p><p>Owl’s Wisdom, Mass</p><p>Planar Ally</p><p>Plane Shift</p><p>Repulsion</p><p>Spell Turning</p><p>Stone to Flesh</p><p>Summon Monster 6</p><p>Symbol of Fear</p><p>Symbol of Persuasion</p><p>Teleport</p><p>Undeath to Death</p><p></p><p>7th level:</p><p>Anitmagic Field</p><p>Blasphemy</p><p>Control Undead</p><p>Cure Moderate Wounds, Mass</p><p>Destruction</p><p>Ethereal Jaunt</p><p>Harm</p><p>Heal</p><p>Hold Person, Mass</p><p>Holy Word</p><p>Inflict Serious Wounds, Mass</p><p>Insanity</p><p>Mystic Sight, Greater*</p><p>Power Word, Blind</p><p>Refuge</p><p>Restoration, Greater</p><p>Resurrection</p><p>Reverse Gravity</p><p>Scrying, Greater</p><p>Summon Monster 7</p><p>Sunbeam</p><p>Symbol of Stunning</p><p>Symbol of Weakness</p><p>Sequester</p><p>Vision</p><p>Waves of Exhaustion</p><p></p><p>8th level:</p><p>Binding</p><p>Create Greater Undead</p><p>Cure Serious Wounds, Mass</p><p>Demand</p><p>Dimensional Lock</p><p>Discern Location</p><p>Forcecage</p><p>Holy Aura</p><p>Planar Ally, Greater</p><p>Power Word, Stun</p><p>Pristmatic Wall</p><p>Prying Eyes, Greater</p><p>Protection from Spells</p><p>Inflict Serious Wounds, Mass</p><p>Irresistible Dance*</p><p>Maze</p><p>Mind Blank</p><p>Moment of Prescience</p><p>Spell Immunity, Greater</p><p>Sunburst</p><p>Summon Monster 8</p><p>Symbol of Death</p><p>Symbol of Insanity</p><p>Telekinetic Sphere*</p><p>Teleport, Greater</p><p>Temporal Stasis</p><p>Unholy Aura</p><p></p><p>9th level:</p><p>Astral Projection</p><p>Energy Drain</p><p>Etherealness</p><p>Foresight</p><p>Freedom</p><p>Gate</p><p>Hold Monster, Mass</p><p>Implosion</p><p>Imprisonment</p><p>Mystic Disjunction*</p><p>Power Word, Kill</p><p>Prismatic Sphere</p><p>Soul Bind</p><p>Summon Monster 9</p><p>Time Stop</p><p>True Resurrection</p></blockquote><p></p>
[QUOTE="Merlion, post: 1693175, member: 10397"] Ok here is the latest version of my on-going project, the Mystic class. Tell me what you think The Mystic is a Spellcaster whose power stems from the divine power of understanding and contemplation. Most Mystic’s also draw power from the divine forces of Good or Evil, although some few Mystics instead contemplate Light and Darkness as abstract forces, or draw power from a philosophy of Balance. [b]Adventures[/b]: Mystics general adventure to gain knowledge and new experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries. [b]Characteristics[/b]: The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights. [b]Alignment[/b]: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure. Religion: [b]Background[/b]: Mystics come from various backgrounds. Many are self taught, many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life. [b]Races[/b]: All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities. [b]Other Classes[/b]: Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but from somewhat different sources. [b]Game Rule Information[/b]: Mystics have the following game statistics Abilities: Wisdom determines how powerful a spell a Mystic can cast, how many spells a Mystic can cast per day, and how hard those spells are to resist. To cast a spell a Mystic must have a Wisdom score of 10+ the level of the spell. A Mystic gains bonus spells based on Wisdom. The saving throw DC for a Mystics spell is 10 + the spells level + the Mystics Wisdom modifier. Charisma affects a Mystics special protective powers, and Constitution increases the Mystic’s hit points. [b]Alignment[/b]: Any [b]Hit Die[/b]: d6 [b]Class Skills[/b] The Mystics class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int) Skill Points at 1st level: (4+ Int modifier) x4 Skill Points At Each Additional Level: 4+ Int modifier [b]Class Features[/b] All of the following are class features of the Mystic [b]Weapon and Armor Proficiency[/b]: the Mystic is proficient with the club, crossbow, dagger, and quarterstaff. A Mystic has no proficiency with any armor or shields. [b]Spells[/b]: A Mystic casts “Divine” spells. Unlike many divine spellcasters, Mystic’s only know a limited number of spells, but they are able to learn more spells through meditation and contemplation A 1st level Mystic begins play knowing a number of 0th level spells equal to 6 + the Mystic’s Wisdom bonus, and a number of 1st level spells equal to 4 + the Mystic’s Wisdom bonus. Whenever a Mystic gains a level, he learns three new spells of any level he can cast, as determined by his new level. So for instance when a Mystic attains 3rd level, he may learn three new 2nd level spells, or two new 2nd level spells and a new 1st level spell, or any other combination of three spells of 0th-2nd level. A Mystic may learn new spells through intense meditation. This requires 1 day per spell level of the learned spell, and the process requires special incenses costing 100 gold pieces per spell level. A Mystic prepares his spells ahead of time as a Cleric does. The Mystic must designate a certain time of the day for his meditations. He needs no period of rest before preparing new spells. [b]Perception[/b]: A Mystic has incredible powers of perception. At 1st level, the Mystic gains a +2 bonus on all Listen, Sense Motive, and Spot checks. [b]Mystic Gift[/b]: Upon attaining 5th level, the Mystic is granted a special protective gift through his intense meditation and understanding. He may choose one of the following gifts: [b]Mystic Shield[/b]: The Mystic gains a deflection bonus to armor class equal to his Charisma bonus, or a resistance bonus to saving throws equal to his Charisma bonus. Once chosen, the bonus cannot be changed. Whichever bonus is chosen, the Mystic may choose to impart some or all of the bonus to others by touch, once per day. He may divide the imparted bonuses as he sees fit, amongst however many individual’s he chooses. Fort instance, a Mystic who has chosen Mystic Shield and has a Charisma of 16 (+3 bonus) could impart a +1 bonus to three individuals, or a +2 bonus to one individual and a +1 to another, or impart the entire +3 bonus to one person. The transfer lasts for 1 hour, and the Mystic loses any portion of his Mystic Gift bonus imparted to others for that period. [b]Healing Touch[/b]: The Mystic may heal wounds by touch. The Mystic may heal a number of hit points of damage each day equal to his Charisma bonus times his level. The Mystic may heal himself. The healing need not be used all at once. Alternately the Mystic may use the healing as a touch attack to damage undead. [b]Mystic Sight[/b]: The Mystic may make a Spot check to determine if a character is a spellcaster or possess spell like or supernatural abilities. The Mystic’s spot check may be opposed by a Disguise or Bluff check from the target if the target is attempting to conceal its identity. [b]Mystic Aura[/b]: At 10th level, the Mystic gains the ability to create one of three powerful auras. [b]Protective Aura[/b]: Once per day the Mystic may create an aura around himself with a radius of ten feet. All allies within the area gain either a deflection bonus to armor class, or a resistance bonus to saving throws of +1 per five Mystic levels. The aura lasts for one minute per level of the Mystic. [b]Healing Aura[/b]: Once per day the Mystic may release positive energy in an aura with a radius of ten feet around himself. The aura heals all allies of the Mystic within the area a number of hit points equal to the Mystic’s Charisma bonus times his level. Undead within the area are damaged for the same amount. [b]Revealing Aura[/b]: Once per day the Mystic may create an aura centered on himself with a radius of ten feet. The Mystic automatically knows the location, strength and school of magic of each magically aura within the area. The aura lasts for one minute per Mystic level. [b]Greater Mystic Gift[/b]: at 15th level the Mystic gains a more powerful mystic gift. He may choose one of the following: [b]Impart Protection[/b]: The Mystic may cast any spell that grants a bonus to armor class or saves, a miss chance, or a resistance or immunity as though it had a range of Touch, regardless of its actual range. [b]Maximized Healing[/b]: Three times per day the Mystic may cast a single Cure spell as though under the effect of the Maximize Spell feat. This does not change the spell slot or casting time of the spell. [b]Analyze Dweomer[/b]: Once per day the Mystic may create an effect identical to an analyze Dweomer spell. [b]Transcendence[/b]: At 20th level, the Mystic has attuned himself to the universe through meditation and contemplation, and becomes a magical creature. His type changes to Outsider, and he gains the (Native) subtype, along with the alignment subtypes that match his alignment. He gains Damage reduction 10/evil if of good alignment, or 10/good if of evil alignment. A rare neutral Mystic may choose which type of damage reduction to gain. The Mystic becomes immune to spells that affect humanoids (such as charm person) but can be hedged out by a magic circle against his alignment or similar magic. Spells Per Day Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 +0 +0 +0 +2 Perception 3 1 -- --- --- --- --- --- --- --- 2 +1 +0 +0 +3 4 2 -- --- --- --- --- --- --- --- 3 +1 +1 +1 +3 4 2 1 --- --- --- --- --- --- --- 4 +2 +1 +1 +4 5 3 2 --- --- --- --- --- --- --- 5 +2 +1 +1 +4 Mystic Gift 5 3 2 1 --- --- --- --- --- --- 6 +3 +2 +2 +5 5 3 3 2 --- --- --- --- --- --- 7 +3 +2 +2 +5 6 4 3 2 1 --- --- --- --- --- 8 +4 +2 +2 +6 6 4 3 3 2 --- --- --- --- --- 9 +4 +3 +3 +6 6 4 4 3 2 1 --- --- --- --- 10 +5 +3 +3 +7 Mystic Aura 6 4 4 3 3 2 --- --- --- --- 11 +5 +3 +3 +7 6 5 4 4 3 2 1 --- --- --- 12 +6/+1 +4 +4 +8 6 5 4 4 3 3 2 --- --- --- 13 +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 --- --- 14 +7/+2 +4 +4 +9 6 5 5 4 4 3 3 2 --- --- 15 +7/+2 +5 +5 +9 Greater Mystic Gift 6 5 5 5 4 4 3 2 1 --- 16 +8/+3 +5 +5 +10 6 5 5 5 4 4 3 3 2 --- 17 +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1 18 +9/+4 +6 +6 +11 6 5 5 5 5 4 4 3 3 2 19 +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3 20 +10/+5 +6 +6 +12 Transendence 6 5 5 5 5 5 4 4 4 4 Mystic Spell List: 0th level: Create Water, Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Inflict Minor Wounds, Light, Mage Hand, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Virtue 1st level: Alarm Bane Bless Bless Water Cause Fear Command Comprehend Languages Cure Light Wounds Curse Water Deathwatch Detect Evil/Good Detect Undead Doom Endure Elements Enlarge Person Entropic Shield Hide From Undead Hold Portal Holy Blast* Inflict Light Wounds Mage Armor Magic Weapon Protection from Evil/Good Ray of Enfeeblement Ray of Light* Reduce Person Remove Fear Sanctuary Shield of Faith Sleep Summon Monster 1 Unholy Blast* 2nd level: Aid Align Weapon (Good or Evil only) Augury Bear’s Endurance Blur Bull’s Strength Calm Emotions Cat’s Grace Consecrate Darkness Death Knell Detect Thoughts Delay Poison Desecrate Eagle’s Splendor Enthrall Gentle Repose Make Whole Magic Missile Mirror Image Mystic Lock* Owl’s Wisdom Remove Paralysis Resist Energy Restoration, Lesser Scare Shield Shield Other Silence Spiritual Weapon Status Summon Monster 2 Zone of Truth 3rd level: Bestow Curse Blink Blindness/Deafness Clairaudience/Clairvoyance Continual Flame Create Food and Water Cure Moderate Wounds Daylight Deeper Darkness Deep Slumber Dispel Magic Displacement Glyph of Warding Haste Helping Hand Heroism Hold Person Inflict Moderate Wounds Invisibility Invisibility Purge Locate Object Magic Circle Against Evil/Good Magic Vestment Mystic Sight* Nondetection Obscure Object Prayer Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Searing Light Slow Speak with Dead Summon Monster 3 Water Breathing Water Walk 4th level: Aid, Greater* Animate Dead Confusion Contagion Control Water Crushing Despair Cure Serious Wounds Death Ward Detect Scrying Dimensional Anchor Discern Lies Dismissal Divination Enervation Enlarge Person, Mass Fear Freedom of Movement Globe of Invulnerability, Lesser Holy Smite Imbue With Spell Ability Inflict Serious Wounds Locate Creature Magic Weapon, Greater Neutralize Poison Planar Ally, Lesser Poison Reduce Person, Mass Repel Vermin Resilient Sphere* Restoration Sending Scrying Spell Immunity Stoneskin Summon Monster 4 Tongues Unholy Blight 5th level: Atonement Break Enchantment Command, Greater Contact Other Plane Dispel Evil/Good Disrupting Weapon Faithful Guardian* Feeblemind Hallow Hold Monster Invisibility, Greater Mark of Justice Mystic Sanctum* Permanency Prying Eyes Raise Dead Slay Living Spell Resistance Summon Monster 5 Symbol of Pain Symbol of Sleep Telepathic Bond* True Seeing Unhallow Wall of Force Waves of Fatigue 6th level: Analyze Dweomer Animate Objects Antilife Shell Banishment Bear’s Endurance, Mass Blade Barrier Bull’s Strength, Mass Cat’s Grace, Mass Circle of Death Create Undead Cure Light Wounds, Mass Dispel Magic, Greater Eagle’s Splendor, Mass Find the Path Flesh to Stone Forbiddance Geas/Quest Globe of Invulnerability Glyph of Warding, Greater Hero’s Feast Heroism, Greater Inflict Light Wounds, Mass Legend Lore Owl’s Wisdom, Mass Planar Ally Plane Shift Repulsion Spell Turning Stone to Flesh Summon Monster 6 Symbol of Fear Symbol of Persuasion Teleport Undeath to Death 7th level: Anitmagic Field Blasphemy Control Undead Cure Moderate Wounds, Mass Destruction Ethereal Jaunt Harm Heal Hold Person, Mass Holy Word Inflict Serious Wounds, Mass Insanity Mystic Sight, Greater* Power Word, Blind Refuge Restoration, Greater Resurrection Reverse Gravity Scrying, Greater Summon Monster 7 Sunbeam Symbol of Stunning Symbol of Weakness Sequester Vision Waves of Exhaustion 8th level: Binding Create Greater Undead Cure Serious Wounds, Mass Demand Dimensional Lock Discern Location Forcecage Holy Aura Planar Ally, Greater Power Word, Stun Pristmatic Wall Prying Eyes, Greater Protection from Spells Inflict Serious Wounds, Mass Irresistible Dance* Maze Mind Blank Moment of Prescience Spell Immunity, Greater Sunburst Summon Monster 8 Symbol of Death Symbol of Insanity Telekinetic Sphere* Teleport, Greater Temporal Stasis Unholy Aura 9th level: Astral Projection Energy Drain Etherealness Foresight Freedom Gate Hold Monster, Mass Implosion Imprisonment Mystic Disjunction* Power Word, Kill Prismatic Sphere Soul Bind Summon Monster 9 Time Stop True Resurrection [/QUOTE]
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New Class: The Mystic, Yet Again
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