Mystic

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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.

Table: The Mystic
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell 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 +2
5th+3+4+1+4 Mystic Talent +2
6th+4+5+2+5 Mystic Talent +2
7th+5+5+2+5 Mystic Talent +3
8th+6/+1+6+2+6 Mystic Talent +3
9th+6/+1+6+3+6 Mystic Talent +4
10th+7/+2+7+3+7 Mystic Talent +4
11th+8/+3+7+3+7 Mystic Talent +4
12th+9/+4+8+4+8 Mystic Talent +5
13th+9/+4+8+4+8 Mystic Talent +5
14th+10/+5+9+4+9 Mystic Talent +6
15th+11/+6/+1+9+5+9 Mystic Talent +6
16th+12/+7/+2/+10+5+10 Mystic Talent +6
17th+12/+7/+2+10+5+10 Mystic Talent +7
18th+13/+8/+3+11+6+11 Mystic Talent +7
19th+14/+9/+4+11+6+11 Mystic Talent +8
20th+15/+10/+5+12+6+12 Mystic Talent +8

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)s
  • You gain tremor sense

Drift 5 Requirements: Drift 4, Lvl 10; can be taken multiple times

  • 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 once

  • +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.


Divine Reach

Prerequisites: 14th Level

Description: As Hierophant ability.


Spell Power

Prerequisites: 14th Level

Description: As Hierophant ability.


Spell-Like Ability

Prerequisites: 14th Level

Description: As Hierophant ability.


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: Through a ritual, you create a thick suit of armor made of stone. To you, while worn, this armor is weightless, and gives no armor penalty and suffers no spell-failure chance. The armor has +5 AC and 5 DR. The suit of armor can be broken, but regenerates instantly if mud or dirt is applied. 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.

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