Mystic
From Arinthdnd
Alignment: Neutral Good, Neutral, Chaotic Neutral, Neutral Evil
Hit Die: 1d8
Contents |
Class Skills
The mystic’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell Pool Bonus |
---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Animal Companion+3, Nature Sense, Wild Empathy | +1 |
2nd | +1 | +3 | +0 | +3 | Mystic Talent | +1 |
3rd | +2 | +3 | +1 | +3 | Mystic Talent | +1 |
4th | +3 | +4 | +1 | +4 | Mystic Talent | +1 |
5th | +3 | +4 | +1 | +4 | Mystic Talent | +1 |
6th | +4 | +5 | +2 | +5 | Mystic Talent | +2 |
7th | +5 | +5 | +2 | +5 | Mystic Talent | +2 |
8th | +6/+1 | +6 | +2 | +6 | Mystic Talent | +2 |
9th | +6/+1 | +6 | +3 | +6 | Mystic Talent | +2 |
10th | +7/+2 | +7 | +3 | +7 | Mystic Talent | +3 |
11th | +8/+3 | +7 | +3 | +7 | Mystic Talent | +3 |
12th | +9/+4 | +8 | +4 | +8 | Mystic Talent | +3 |
13th | +9/+4 | +8 | +4 | +8 | Mystic Talent | +3 |
14th | +10/+5 | +9 | +4 | +9 | Mystic Talent | +4 |
15th | +11/+6/+1 | +9 | +5 | +9 | Mystic Talent | +4 |
16th | +12/+7/+2/ | +10 | +5 | +10 | Mystic Talent | +4 |
17th | +12/+7/+2 | +10 | +5 | +10 | Mystic Talent | +4 |
18th | +13/+8/+3 | +11 | +6 | +11 | Mystic Talent | +5 |
19th | +14/+9/+4 | +11 | +6 | +11 | Mystic Talent | +5 |
20th | +15/+10/+5 | +12 | +6 | +12 | Mystic Talent | +5 |
Class Features
Spells: Mystics have a limited spell list, which is further limited by which domains they have access to. At level 1, they have access to one spell domain; Sky, Earth, Water, Plant, and Animal
They know all spells in their domain for which they meet the requirements. They may access additional domains through talents.
Their spell-list, broken up into domains, can be found here; Mystic Spell List
Mystic Talents
Animal Companion Related
Extra Animal Companion (-3)
Prerequisites: Level 8
Description: You acquire another animal companion. Use your Mystic Level -3 to determine the list of available companions, as well as to determine the animal companions statistics.
Extra Animal Companion (-6)
Prerequisites: Level 11
Description: You acquire another animal companion. Use your Mystic Level -6 to determine the list of available companions, as well as to determine the animal companions statistics.
Extra Animal Companion (-9)
Prerequisites: Level 14
Description: You acquire another animal companion. Use your Mystic Level -9 to determine the list of available companions, as well as to determine the animal companions statistics.
Drift Related
Each time you choose a drift level, choose only one of its benefits to apply.
Drift 1
Requirements: None; can be taken multiple times.
- You grow a long animal tail (+4 balance checks)
- Your fingers become longer (+4 climb checks)
- Your ears become elongated (+4 listen checks)
- Your hand and feet become webbed (+4 swim checks)
- You become more flexible (+4 escape artist checks)
- Your eyes become keen (+4 spot checks)
- Your hair becomes gray, and you develop a more ethereal appearance (+4 hide checks)
- You sprout leaves and become photosynthetic (You can subsist on 1 hour/day of sunlight in lieu of food)
Drift 2 Requirements: Drift 1, Lvl 4; can be taken multiple times
- You gain low-light vision
- You become able to run faster (+5 land speed)
- You develop gills (can breathe both water and air)
- Thorns grow on your body (unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 damage per succesful hit)
- Your fingers grow into claws or talons (you gain weapon finesse and can make two claw attacks per round for 1d4+1 damage each)
- Deer Antlers grow from your head (gain 1d6 gore attack)
Drift 3
Requirements: Drift 2, Lvl 6; can be taken once
- You gain a stat bonus, depending on which domain you chose at 1st level
- Animal: +1 Constitution, +1 Strength
- Plant: +1 Wisdom, +1 Constitution
- Earth: +2 Constitution
- Water: +1 Dexterity, +1 Intelligence
- Sky: +2 Dexterity
Drift 4
Requirements: Drift 3, Lvl 8; can be taken multiple times
- You gain the scent ability
- You gain the pounce ability
- You gain the diehard feat
- You gain the improved grab ability
- You can enter into a rage (see wolverine)
- You gain tremor sense
Drift 5 Requirements: Drift 4, Lvl 10; can be taken once
- You gain a +4 bonus to reflex OR fortitude checks
- Vines begin to grow on you; you gain an extra appendage that can be used as a whip weapon.
- You gain immunity to one energy type; cold, electricity, fire, acid
- You become immune to mind-affecting spells and enchantments
Drift 6 Requirements: Drift 5, Lvl 12; can be taken multiple times
- You grow a unicorn horn (+4 fortitude checks against poison and a gore attack for 1d8 damage)
- You grow feathered or bat-like wings (fly speed of 60 feet; good maneuverability)
- You gain blind-sense
- Your bite comes poisonous (Save; 10 + 1/2 character level + CON modifier; initial damage 1d4 temporary dex damage, secondary damage is 1d4 temporary constitution damage
Drift 7
Requirements: Drift 6, Lvl 14; can be taken multiple once
- You gain a stat bonus, depending on which domain you chose at 1st level
- Animal: +1 Constitution, +1 Strength
- Plant: +1 Wisdom, +1 Constitution
- Earth: +2 Constitution
- Water: +1 Dexterity, +1 Intelligence
- Sky: +2 Dexterity
Drift 8
Requirements: Drift 7, Lvl 16; can be taken multiple times
- +2 to STR, DEX, or CON.
- +1 to INT, WIS, or CHA.
Spell Casting Related
Spell Secret
Prerequisites: None
Description: As Wu Jen ability; may be taken up to five times. Each time this ability is taken, you must also select a taboo.
Increased Spell Pool
Prerequisites: None
Description: Permanently increases your spell pool by +1. May be taken multiple times, and its effects stack.
Additional Domain
Prerequisites: None
Description: You may choose one more Mystic Domain to cast spells from. This can be taken multiple times until you have all domains, but when you take this talent you must wait at least two levels to take it again.
Domain Related
Domain Spell
Prerequisites: 5th Level.
Description: When you choose this talent, choose a domain which you know. This Talent can be taken multiple times, each time applying to a different domain. Depending on the domain chosen, you gain the ability to use a certain spell at will, with no drain chance.
- Sky: Call Lightning
- Earth: Stone Shape
- Animal: Cure Serious wounds
- Plant: Plant Growth
- Water: Water Breathing
Animal Bond
Prerequisites: Animal Domain Spell Talent, Level 9
Description: Your animal companion's bonuses are decided as mystic level +6 instead of +3. This can only be taken once, even if you have multiple animal companions. This Talent requires that you permanently loose a spell-pool point.
Animal Lord
Prerequisites: Animal Bond, Level 12
Description: Your animal companion becomes as if affected by an Awaken Spell. Furthermore, all of the dice benefits from becoming awakened are maxed. (Your animal companion gains +18 INT, not 3d6, ect). This can only be taken once, even if you have multiple animal companions. This Talent requires that you permanently loose a spell-pool point.
Forest Bond
Prerequisites: Forest Domain Spell Talent, Level 9
Description: You may use the spells Entangle, Barkskin, Command Plants, Wall of Thorns, and Animate Plants without drain chance. This Talent requires that you permanently loose a spell-pool point.
Forest Lord
Prerequisites: Forest Domain Spell Talent, Level 12
Description: Your animal companion goes through an odd transformation, becoming a Shambling Mound. Use your Mystic Level +6 to determine its bonuses. Furthermore, all neutral plant creatures will follow your commands to the best of their abilities without resisting. This Talent requires that you permanently loose a spell-pool point.
Water Bond
Prerequisites: Water Domain Spell Talent, Level 9
Description: The fluids in your body become increasingly able in regeneration; you gain regeneration 5, and the diehard feat. This Talent requires that you permanently loose a spell-pool point.
Water Lord
Prerequisites: Water Bond, Level 12
Description: You may use the spell Drown without drain chance. Your movements also become more fluid, and you permanently gain +4 dexterity. This Talent requires that you permanently loose a spell-pool point.
Earth Bond
Prerequisites: Earth Domain Spell Talent, Level 9
Description: You are proficient with any weapons made of stone. Further more, you can treat any of these weapons as if you had the power attack, cleave, monkey grip, weapon-specialization, and two-weapon fighting feats. This Talent requires that you permanently loose a spell-pool point.
Earth Lord
Prerequisites: Earth Bond, Level 12
Description: You gain heavy armor and tower shield proficiency, and suffer no chance of spell failure with heavy armor or heavy shields. This Talent requires that you permanently loose a spell-pool point.
Storm Bond
Prerequisites: Sky Domain Spell Talent, Level 9
Description: As Storm Ride ability of Storm Lords. Further more, all spears and javelins wielded by the Mystic receive a +1 bonus. This Talent requires that you permanently loose a spell-pool point.
Storm Lord
Prerequisites: Storm Bond, Level 12
Description: All spears and javelins wielded by the mystic gain a +2 bonus (not stacking with the bonus from Storm bond). Further more, all spears and javelins wielded by the mystic are treated as Thundering Shocking Burst weapons. Additionally, when thrown, they also receive the Brilliant Energy quality. This Talent requires that you permanently loose a spell-pool point.