Post by Sardinal on Dec 6, 2012 19:29:31 GMT -5
The Mystic
Mystics are casters of Divine magic. Unlike Clerics, who devote themselves to the worship and service of a Deity, Mystics gain their magic from an inborn connection to a Deity or power.
Characteristics:
Mystics cast spells through an innate connection to a Deity or power rather than through years of devotion and faith. Mystics know considerably fewer spells than Clerics do and acquire new spell levels more slowly, but they can cast more spells per day than Clerics and have no need to prepare their spells ahead of time. As Mystics tend to lack the years of institutional training given to most Clerics, they lack some of the Clerics martial training. This does, however, give them more time to learn a larger variety of skills than Clerics.
Alignment: Any, Transcendent mystics must be within one step of the deity that gave them their power. Convergent mystics must be within one step of the alignment of the plane their power flows from.
Background: Varies, depending on chosen Origin. Some commonalities do occur. Mystics tend to come into their magical heritage around puberty. Their first spells are often spontaneous reactions to powerful emotional stimulus and can occasionally be dangerous. Eventually, the mystic learns what this power is and where it comes from and learns to control and improve upon them.
Mystics have little to no sense of community, no identity as a group. Some do work well within organized Churches, however.
Races: Any
Other Classes: Mystics tend to enjoy the company of other self taught classes, notably Sorcerers and Rogues. Mystics relationship with Clerics depends entirely on the nature of their Faiths and their Churches stance on Mysticism.
Game Statistics
Abilities: Wisdom is a Mystics Primary Casting Ability Score
Hit Die: d8
Class Skills: Bluff, Concentration, Craft (Any), Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (Local), Knowledge (Planes), Profession (Any), Ride, Sense Motive, Spellcraft.
Skill Points at 1st Level: (4 + Int Mod) x 4
Skill Points at Each Additional Level: 4 + Int Mod
Class Features:
Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, with light armors, and with shields (except Tower Shields).
Domain Adaptation: If a Mystics domain has an ability that is based on cleric levels, it is instead based on Mystic levels. If a domain allows you to add skills to your cleric class skill list, you instead add them to your Mystic Class Skill list.
Origin: At first level a Mystic must choose his Origin. This Origin is where his inborn connection to the Divine stems from. There are three origins: Transcendent, Concordant, and Convergent. Once this choice is made, it cannot be changed.
Transcendent: Sometimes called the "touched", transcendent mystics have been given their abilities directly from a Deity or other power. When he or she was born, the Deity created a direct connection within the child that would grow and develop as the child did. The reason for this could be almost anything. Players should work with their GMs to determine the reason. Many Transcendent Mystics never know the exact reason they have been given these powers.
Transcendent Mystics choose one Domain from the list of their Deity or Powers available Domains. They gain the granted power of that Domain and the spell list as additional spells they can choose from on their class list. Transcendent Mystics also gain the Turn/Rebuke ability as a Cleric of their Mystic Level.
Concordant: Concordant Mystics are born during a time or at a place where a specific Domain or concept is prevalent. A concordant Mystic with the Healing domain may have been born in a temple of Thelin while great amount of magical healing was occurring, or in a battlefield triage tent. A Concordant Mystic born during a virulent plague may have the Pestilence domain, and so on. Concordant Mystics do not always worship the Deity that holds their domain, but it is very common. Their predilections toward Faith are often heavily influenced by their powers.
Concordant Mystics choose one Domain at first level. This Domain must be one held by a current Deity or power unless otherwise approved by the GM, though the Mystic is not required to worship that Deity. The Mystic gains the granted power of that Domain and the spell list as additional spells on their class list they may choose. At first level the Mystic also gains the Devotion Feat related to that domain. If no such Devotion feat exists, work with your GM to make one. At level 5, 10, 15, and 20 they gain an additional use of their devotion feat.
Convergent: Convergent Mystics gain their powers through a connection to other Planes of Existence. For instance, When the Legions of Mephistopheles invaded the city of Crossriver and several portals to the Hells opened, many of the children born at the time became Convergent Mystics of Baator. The presence of powerful outsiders or portals, or sometimes just the area around places where many such creatures were or died can create this phenomenon.
Convergent Mystics choose one Planar Domain at first level. They gain the granted power of that domain and the spells on that domain list as additional spells they may choose from their class list. Convergent Mystics also gain one addition spell known per spell level that must be chosen from that planar domain. They also gain a +2 bonus on all charisma based skills and checks when dealing with denizens of the plane.
Base attack and Saves: As Cleric
Spells per Day and Spells Known: As Sorcerer and they use the Clerics Spell List + their domain list is added to the cleric spell list
Alternate Class Abilities: Transcendent Mystics may use any cleric alternate class ability or substitution levels that require giving up turn undead, domain abilities, or spells per day.
Mystics may use any Sorcerer alternate class ability or substitution levels that require giving up spells known or spells per day.
Mystics are casters of Divine magic. Unlike Clerics, who devote themselves to the worship and service of a Deity, Mystics gain their magic from an inborn connection to a Deity or power.
Characteristics:
Mystics cast spells through an innate connection to a Deity or power rather than through years of devotion and faith. Mystics know considerably fewer spells than Clerics do and acquire new spell levels more slowly, but they can cast more spells per day than Clerics and have no need to prepare their spells ahead of time. As Mystics tend to lack the years of institutional training given to most Clerics, they lack some of the Clerics martial training. This does, however, give them more time to learn a larger variety of skills than Clerics.
Alignment: Any, Transcendent mystics must be within one step of the deity that gave them their power. Convergent mystics must be within one step of the alignment of the plane their power flows from.
Background: Varies, depending on chosen Origin. Some commonalities do occur. Mystics tend to come into their magical heritage around puberty. Their first spells are often spontaneous reactions to powerful emotional stimulus and can occasionally be dangerous. Eventually, the mystic learns what this power is and where it comes from and learns to control and improve upon them.
Mystics have little to no sense of community, no identity as a group. Some do work well within organized Churches, however.
Races: Any
Other Classes: Mystics tend to enjoy the company of other self taught classes, notably Sorcerers and Rogues. Mystics relationship with Clerics depends entirely on the nature of their Faiths and their Churches stance on Mysticism.
Game Statistics
Abilities: Wisdom is a Mystics Primary Casting Ability Score
Hit Die: d8
Class Skills: Bluff, Concentration, Craft (Any), Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (Local), Knowledge (Planes), Profession (Any), Ride, Sense Motive, Spellcraft.
Skill Points at 1st Level: (4 + Int Mod) x 4
Skill Points at Each Additional Level: 4 + Int Mod
Class Features:
Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, with light armors, and with shields (except Tower Shields).
Domain Adaptation: If a Mystics domain has an ability that is based on cleric levels, it is instead based on Mystic levels. If a domain allows you to add skills to your cleric class skill list, you instead add them to your Mystic Class Skill list.
Origin: At first level a Mystic must choose his Origin. This Origin is where his inborn connection to the Divine stems from. There are three origins: Transcendent, Concordant, and Convergent. Once this choice is made, it cannot be changed.
Transcendent: Sometimes called the "touched", transcendent mystics have been given their abilities directly from a Deity or other power. When he or she was born, the Deity created a direct connection within the child that would grow and develop as the child did. The reason for this could be almost anything. Players should work with their GMs to determine the reason. Many Transcendent Mystics never know the exact reason they have been given these powers.
Transcendent Mystics choose one Domain from the list of their Deity or Powers available Domains. They gain the granted power of that Domain and the spell list as additional spells they can choose from on their class list. Transcendent Mystics also gain the Turn/Rebuke ability as a Cleric of their Mystic Level.
Concordant: Concordant Mystics are born during a time or at a place where a specific Domain or concept is prevalent. A concordant Mystic with the Healing domain may have been born in a temple of Thelin while great amount of magical healing was occurring, or in a battlefield triage tent. A Concordant Mystic born during a virulent plague may have the Pestilence domain, and so on. Concordant Mystics do not always worship the Deity that holds their domain, but it is very common. Their predilections toward Faith are often heavily influenced by their powers.
Concordant Mystics choose one Domain at first level. This Domain must be one held by a current Deity or power unless otherwise approved by the GM, though the Mystic is not required to worship that Deity. The Mystic gains the granted power of that Domain and the spell list as additional spells on their class list they may choose. At first level the Mystic also gains the Devotion Feat related to that domain. If no such Devotion feat exists, work with your GM to make one. At level 5, 10, 15, and 20 they gain an additional use of their devotion feat.
Convergent: Convergent Mystics gain their powers through a connection to other Planes of Existence. For instance, When the Legions of Mephistopheles invaded the city of Crossriver and several portals to the Hells opened, many of the children born at the time became Convergent Mystics of Baator. The presence of powerful outsiders or portals, or sometimes just the area around places where many such creatures were or died can create this phenomenon.
Convergent Mystics choose one Planar Domain at first level. They gain the granted power of that domain and the spells on that domain list as additional spells they may choose from their class list. Convergent Mystics also gain one addition spell known per spell level that must be chosen from that planar domain. They also gain a +2 bonus on all charisma based skills and checks when dealing with denizens of the plane.
Base attack and Saves: As Cleric
Spells per Day and Spells Known: As Sorcerer and they use the Clerics Spell List + their domain list is added to the cleric spell list
Alternate Class Abilities: Transcendent Mystics may use any cleric alternate class ability or substitution levels that require giving up turn undead, domain abilities, or spells per day.
Mystics may use any Sorcerer alternate class ability or substitution levels that require giving up spells known or spells per day.