Mystic
From Paradox Haze
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[edit] Mystic
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
[edit] Class Skills
The druid’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: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Lesser | Medium | Greater | ||
---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Animal companion+3, nature sense, wild empathy | 1 | - | - | |
2nd | +1 | +3 | +0 | +3 | Woodland stride, Drift 1 | 2 | - | - | |
3rd | +2 | +3 | +1 | +3 | Trackless Step, Drift 1 | 3 | - | - | |
4th | +3 | +4 | +1 | +4 | Resist Nature's Lure, Drift 2 | 4 | - | - | |
5th | +3 | +4 | +1 | +4 | Speak with Spirits, Drift 2 | 5 | - | - | |
6th | +4 | +5 | +2 | +5 | Drift 3 | 6 | - | - | |
7th | +5 | +5 | +2 | +5 | Drift 3 | 6 | 1 | - | |
8th | +6/+1 | +6 | +2 | +6 | Drift 4 | 6 | 2 | - | |
9th | +6/+1 | +6 | +3 | +6 | Drift 4 | 6 | 3 | - | |
10th | +7/+2 | +7 | +3 | +7 | Drift 5 | 6 | 4 | - | |
11th | +8/+3 | +7 | +3 | +7 | Drift 5 | 6 | 5 | - | |
12th | +9/+4 | +8 | +4 | +8 | Drift 5 | 6Dr | 6 | - | |
13th | +9/+4 | +8 | +4 | +8 | --- | 6Dr | 6 | 1 | |
14th | +10/+5 | +9 | +4 | +9 | Drift 6 | 6Dr | 6 | 1 | |
15th | +11/+6/+1 | +9 | +5 | +9 | -- | 6Dr | 6 | 2 | |
16th | +12/+7/+2 | +10 | +5 | +10 | Drift 7 | 6Dr | 6 | 2 | |
17th | +12/+7/+2 | +10 | +5 | +10 | Drain Resistance | 6Dr | 6 | 3 | |
18th | +13/+8/+3 | +11 | +6 | +11 | Drift 8 | 6Dr | 6Dr | 3 | |
19th | +14/+9/+4 | +11 | +6 | +11 | --- | 6Dr | 6Dr | 4 | |
20th | +15/+10/+5 | +12 | +6 | +12 | Improved Drain Resistance | 6Dr | 6Dr | 4 |
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
Animal Companion: For the purpose of determining your animal companions extra HD and other abilities, treat him as the animal companion of a druid of your mystic level +3. (example; a 1st level mystic has an animal companion equivalent to that of a 4th level druid)
Speak with Spirits: The Mystic now has the ability to communicate with the anima; the spirits that make up the world. Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Mystic. They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable.
Drain Resistance: For the purposes of resisting drain, Mystics may add their intelligence modifier to their Will Save.
'Improved Drain Resistance: For the purposes of resisting drain, Mystics may add their charisma modifier to their Will Save.
[edit] Drift
Drift is a process in which the mystic becomes less and less human; at first, it's less visible, but as he grows in power it comes more and more noticeable. Each time a player gains a drift ability, he chooses one from the appropriate level. The list here is not all inclusive, but provided general examples.
Drift 1:
- You grow an animal tail
- Short vines grow entangled within your hair
- Your touch causes flowers to wilt
- Your voice changes (to have a hiss like a snakes, or otherwise)
- Your eyes change appearance
Drift 2:
- You sprout leaves and become photosynthetic (you can subsist on 1 hour/day of sunlight in lieu of food)
- You gain low-light vision
- Your you gain climbing intuition (+4 climb checks)
- You become more graceful (+4 balance checks)
- Your skin can change color to match your surroundings (+4 hide)
- You gain +5 feet land speed.
- Your ears grow elongated (+4 to Listen checks)
Drift 3:
- Deer Antlers grow from your forehead (gain 1d6 gore attack)
- Thorns grow on your body (unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 damage per succesful hit)
- You develop gills (can can breathe both water and air)
- Your eyes become sharper (+4 sport checks in daylight)
- Your fingers grow into claws or talons (you gain weapon finesse and can make two claw attacks per round for 1d4 damage each)
Drift 4:
- You gain the scent ability
- You gain the pounce ability
- You gain the diehard feat
- You gain the improved grab ability
- you grain free trip action (see wolf)
- you grain rage (see wolverine)
Drift 5:
- You gain blind sense out to 30 feet
- Your skin becomes tree bark (+1 natural armor)
- You gain tremor sense
- You grow feathered or batlike wings (fly speed of 60 feet; good maneuverability)
Drift 6:
- You gain the language of one animal group (ie; bears, horses, birds, snakes, cats, ect.)
Drift 7:
- You gain +2 to one save
Drift 8:
- +2 to any stat besides wisdom.
[edit] Spells
Mystics have a very constricted spell list. Their spells are not divided into levels; though the spells, for all purposes, acts as a spell of its level. Unlike other spell casting classes, Mystics cannot cast more spells than their spell per day limit allows using drain at any level; to use drain, their spell must first reach 'Dr' as detailed in the Mystic chart above; for example, Lesser Spells can only be cast using drain starting at 12th Level, and Medium Spells at 18th Level. Mystics use Wisdom as their spell-casting stat.
Lesser Spells
- Summon Swarm
- Beget Bogun
- Obscuring Mist
- Wood Wose
- Cloudburst
- Animal Messenger
- Tree Shape
- Spider Climb
- Weather Eye
- Neutralize Poison
- Sleet Storm
- Spikes
Medium Spells
- Binding Winds
- Phantom Stag
- Crumble
- Phantasmal Disorientation
- Forestfold
- Scrying
- Awaken
- Commune with Nature
- Hallow
- Ironwood
- Move Earth
- Stone Tell
Greater Spells
- Cloudwalkers
- Stormrage
- Sunburst
- Mass Awaken
- Storm of Vengeance
- Regenerate
- Shadow Landscape
- Nature's Avatar