Mystic

Mystic

Class Description: Mystics are human characters who have undergone intense physical and mental training in order to unlock their inner potential via martial arts and meditation.

Mystics are trained in isolated monasteries where they live an ascetic life in seclusion from the distractions of the civilised world. While many are content to live their lives in these monasteries, some venture out into the world once their training is complete—whether from a desire to do good deeds or from a desire to use their talents for personal gain.

The special mystic training allows the character to exceed normal human limits. Their incredible speed and agility provides them with unsurpassed ability in unarmed combat.

However, mystics that wander away from their monastery must still obey the code of behaviour instilled into them during their training if they are to keep their minds strong enough to use their abilities. This code consists of:

.Never tell an untruth. Dissembling and lies of omission are acceptable, but not knowingly false statements. .Own only what you can carry. A wandering mystic must be able to travel freely without concern for goods and homes left behind, and is therefore forbidden by their code from owning any possessions they can not personally carry around with them. Not that this is not a vow of poverty. A mystic is allowed by their code to be wealthy, as long as their riches are portable.

.Trust your abilities. A mystic who doubts their own abilities lacks the confidence to use them properly, therefore the code does not allow mystics to augment the defensive capabilities of their discipline (i.e. their enhanced armour class) with magic or mundane means. Within an adventuring party, mystics can prove to be able warriors, though not quite as able as fighters; and back this talent up with useful scouting skills.

Equipment Restrictions: Mystics may not wear any armour or use any shield. Additionally, because of their adherence to a strict code of self-reliance, they are not allowed to use other armour class boosting items such as rings of protection. They may use any weapon, but rarely do since they are often better using their discipline to attack.

Mystic Abilities (See Table 4-8)

Hit Points: Mystics gain 1d6 hit points per level of experience until 9th level. They add their Con bonus to each of these rolls. After 9th level, mystics gain 2 hit points per level and do not add additional Con bonuses (but do retain the bonuses to previous rolls).

Base Attack Bonus: A mystic’s attack bonus is based on their level. See Chapter 10: Combat for details of how this translates into to-hit numbers for different armour classes.

Skills: A mystic starts with 4 skill points plus extra points equal to their Int bonus. These points can be used on the same skill or different skills. Mystics gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats: Mystics start with two weapon feats, which must be spent immediately on basic proficiency with two different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Mystics gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Armour Class: Although mystics cannot wear armour or use defensive items, their armour class increases as they go up levels and improve their martial arts. The armour class of a mystic of a particular level is listed on table 4-8.

Movement Rate: Mystics increase their movement rate as they increase in level. The movement of a mystic of a particular level (in feet per round) is listed on table 4-8.

Table 4-8: Mystic abilities by level Thief Abilities Saving Throws LevelExperienceHit DiceBase Attack BonusSkillsWeapon Feats Armour Class Movement RateStrike to Kill Attacks Strike to Kill DamageUnarmed Attack AsFind TrapsRemove Traps Climb WallsMove Silently Hide In Shadows Death Ray / Poison Magic Wands Paralysis / Petrify Breath WeaponRod / Staff / Spell Special Abilities 1 0 1d6 +1 4 2 9 40’ 1 1d4 -10 10 87 20 10 12 13 14 15 16 2 2,000 2d6 +1 4 2 8 45’ 1 1d4+1 S 15 15 88 25 15 12 13 14 15 16 Alertness 3 4,000 3d6 +1 4 3 7 45’ 1 1d6 S 20 20 89 30 20 11 12 13 14 15 4 8,000 4d6 +2 4 3 6 50’ 1 1d6+1 S 25 25 90 35 24 11 12 13 14 15 Self Healing 5 16,000 5d6 +2 5 3 5 55’ 2 1d8 +1 30 30 91 40 28 10 11 12 13 14 6 32,000 6d6 +3 5 4 4 55’ 2 1d8+1 +1 35 34 92 44 32 9 10 11 12 13 Speak With Animals 7 64,000 7d6 +3 5 4 3 60’ 2 1d10 +1 40 38 93 48 35 9 10 11 12 13 8 120,000 8d6 +4 5 4 2 65’ 2 1d12 +2 45 42 94 52 38 8 9 10 11 12 Spell Res. / Breath 9 240,000 9d6 +4 6 5 1 65’ 3 2d8 +2 50 46 95 55 41 7 8 9 10 11 Smash / Parry 10 360,000 9d6+2 +5 6 5 0 70’ 3 2d10 +2 54 50 96 58 44 7 8 9 10 11 Speak With Anyone 11 480,000 9d6+4 +5 6 6 -1 75’ 3 2d12 +3 58 54 97 61 47 6 7 8 9 10 12 600,000 9d6+6 +6 6 6 -2 80’ 3 3d8+1 +3 62 58 98 64 50 6 7 8 9 10 Mind Blank 13 720,000 9d6+8 +6 7 6 -3 85’ 4 4d6+2 +3 66 61 99 66 53 6 6 7 8 9 14 840,000 9d6+10 +7 7 6 -4 90’ 4 5d6 +4 70 64 100 68 56 6 6 7 8 9 Fade 15 960,000 9d6+12 +7 7 7 -5 95’ 4 4d8 +4 73 67 101 70 58 6 6 7 8 9 16 1,080,000 9d6+14 +8 7 7 -6 100’ 4 3d12 +5 76 70 102 72 60 5 6 6 7 8 Dim Mak 17 1,200,000 9d6+16 +8 8 7 -6 100’ 4 3d12 +5 80 73 103 74 62 5 6 6 7 8 18 1,320,000 9d6+18 +9 8 7 -6 105’ 4 3d12 +5 83 76 104 76 64 5 6 6 7 8 19 1,440,000 9d6+20 +9 8 7 -6 105’ 4 3d12 +5 86 79 105 78 66 5 5 6 6 7 20 1,560,000 9d6+22 +10 8 7 -6 105’ 4 3d12 +5 89 82 106 80 68 5 5 6 6 7 21 1,680,000 9d6+24 +10 9 7 -6 105’ 4 3d12 +5 92 85 107 82 70 5 5 6 6 7 22 1,800,000 9d6+26 +11 9 7 -6 105’ 4 3d12 +5 94 88 108 84 72 4 5 5 5 6 23 1,920,000 9d6+28 +11 9 8 -6 105’ 4 3d12 +5 96 91 109 86 74 4 5 5 5 6 24 2,040,000 9d6+30 +12 9 8 -6 105’ 4 3d12 +5 98 94 110 88 76 4 5 5 5 6 25 2,160,000 9d6+32 +12 10 8 -6 105’ 4 3d12 +5 99 97 111 89 78 4 4 5 4 5 26 2,280,000 9d6+34 +13 10 8 -6 105’ 4 3d12 +5 100 100 112 90 80 4 4 5 4 5 27 2,400,000 9d6+36 +13 10 8 -6 105’ 4 3d12 +5 101 103 113 91 82 4 4 5 4 5 28 2,520,000 9d6+40 +14 10 8 -6 105’ 4 3d12 +5 102 106 114 92 84 3 4 4 3 4 29 2,640,000 9d6+42 +14 11 8 -6 105’ 4 3d12 +5 103 109 115 93 86 3 4 4 3 4 30 2,760,000 9d6+44 +15 11 9 -6 105’ 4 3d12 +5 104 112 116 94 88 3 4 4 3 4 31 2,880,000 9d6+46 +15 11 9 -6 105’ 4 3d12 +5 105 115 117 95 90 3 3 3 2 3 32 3,000,000 9d6+48 +16 11 9 -6 105’ 4 3d12 +5 106 118 118 96 92 3 3 3 2 3 33 3,120,000 9d6+50 +16 12 9 -6 105’ 4 3d12 +5 107 121 118 97 94 3 3 3 2 3 34 3,240,000 9d6+52 +17 12 9 -6 105’ 4 3d12 +5 108 124 119 98 96 2 2 2 2 2 35 3,360,000 9d6+54 +17 12 9 -6 105’ 4 3d12 +5 109 127 119 99 98 2 2 2 2 2 36 3,480,000 9d6+56 +18 12 10 -6 105’ 4 3d12 +5 110 130 120 100 100 2 2 2 2 2

Strike to Kill Attacks: When a mystic reaches 5th level, they can make two attacks per round while they are unarmed and attacking using their martial arts to kill their opponents.

They do not get the extra attack when using weapons or when using the unarmed strikes proficiency to stun foes (see Chapter 6: Weapon Feats for more details about the unarmed strikes proficiency). At 9th level this increases to three attacks per round, and at 13th level it increases again to 4 attacks per round.

Strike to Kill Damage: When attacking while unarmed, a mystic can choose to do strike to kill when using the unarmed strikes proficiency instead of striking to stun (see Chapter 6: Weapon Feats for further details). If they do so, they do more damage (and strength bonuses apply as normal), but lose the chance to stun or knock out their opponent.

This damage starts at 1d4 at 1st level, and increases with level until it reaches a maximum of 3d12 damage at 16th level. The damage done by a mystic of a particular level is listed on table 4-8.

Unarmed Attack As: Because of the semi-magical nature of a mystic’s martial arts, their unarmed attacks (whether striking to stun or to kill) count as if they are magical for the purposes of determining whether they can affect creatures who may be immune to non- magical weapons.

At 2nd level a mystic’s unarmed attacks can hit creatures only hurt by silver weapons, and at 5th level they can start to hit creatures only hit by magic weapons. The effective bonus of the mystic’s attacks continues to increase as listed in table 4-8.

It is important to note that this bonus is only used to determine whether or not a mystic is capable of hurting an opponent. The mystic does not actually get this bonus on their to hit or damage rolls.

Find Traps: A mystic’s trained senses are able to detect the presence of traps on objects or in areas. Table 4-8 lists the percentage chance of finding each trap in an area. The mystic does not automatically get to roll for this ability. Their player must state that the character is searching the area.

The Game Master should roll the dice and inform the mystic’s player whether any traps were found. If no traps are found the mystic will not know whether it is because there were no traps or whether they simply failed to notice them. In some cases a particu- larly well hidden (or badly hidden) trap may cause there to be a modifier to the mystic’s roll.

Remove Traps: If a mystic is aware of the existence of a trap, they may try to disarm it to prevent it from being trig- gered. The percentage chance of this ability working successfully is listed on table 4-8.

Should this ability fail, the trap will be activated. In some cases a particularly complex (or simple) trap may cause there to be a modifier to the mystic’s roll.

A mystic may try multiple times to re- move the same trap, although since the trap is activated each time the mystic tries, doing so can be a dangerous ac- tivity.

Climb Walls: Mystics are able to climb walls and other sheer surfaces. The percentage chance of success is listed in table 4-8. The mystic’s player must roll for each 100’ or part of 100’ climbed, with a failure indicating that the mystic has fallen half way through the climb. See Chapter 9: Dungeon Delving for details about falling.

In some cases a slippery or smooth surface (or a particularly rough one) may cause there to be a modifier to the mystic’s roll.

Move Silently: Mystics are able to move without being heard. The per- centage chance of success is listed in table 4-8. The mystic’s player must roll for each round of movement, with a failure indicating that the mystic has made a sound that others might hear. The Game Master should roll the dice when the mystic is sneaking, so that the mystic’s player does not know whether or not their character has been heard.

Hide In Shadows: A mystic is able to hide effectively providing there is cover or shadows to hide in. The percentage chance of success is listed in table 4-8. The Game Master should roll the dice when the mystic is hiding, so that the mystic’s player does not know whether or not their character has been spotted. The Game Master must roll for the initial hiding, and then for each round of movement, with a failure indicating that the mystic has temporarily become visible. If someone is watching the mystic before they start to hide, they will still be able to see the mystic re- gardless of the success or otherwise of this skill.

Saving Throws: Mystics make saving throws using the target difficulties listed on table 4-8.

Alertness: When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6. See Chapter 10: Combat for more details on surprise.

Self Healing: Starting at 4th level, once per day, a mystic can spend a round concentrating and heal themselves 1 hit point per level that they have.

Speak With Animals: A 6th level or higher mystic is able to understand the speech of any animal, and is able to make any animal understand their speech. This is a mental ability, not a physical one. If conversing with a dog, the mystic does not actually growl and bark but talks normally—reaching into the dog’s mind to make it understand.

This ability does not bestow any extra intelligence to the animal. Neither does it force the animal to obey or even cooperate with the mystic.

Spell Resistance: At 8th level and higher, a mystic only takes half damage from all spells and spell-like abilities. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.

Breath Evasion: At 8th level and higher, a mystic only takes half damage from all breath weapons such as those used by dragons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.

Smash: At 9th level, a mystic gains the ability to make smash attacks in melee. At the beginning of the round, the mystic’s player declares that their character is making a smash attack.

The mystic automatically loses initiative, and takes a –5 penalty to their attack roll for the attack. However, if the attack hits then the mystic gets to add their strength score to the damage done by the attack as well as their strength bonus. See Chapter 10: Combat for details of smash attacks. A mystic can use their smash attack either with a weapon or with a single unarmed attack.

Parry: At 9th level, a mystic can choose to use the parry action. The mystic’s player declares that their character is parrying at the beginning of the round before initiative is rolled. The mystic makes no attacks during the round (and therefore needs no initiative score), but all incoming attacks are made at a –4 penalty.

Speak With Anyone: At 10th level, a mystic’s Speak with Animals ability is no longer limited to animals and can now be used to speak with any creature that has a natural language.

Mind Blank: Starting at 12th level, mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP.

Fade: At 14th level and higher, a mystic can make themselves fade from view once per day. This is a mental effect rather than a physical invisibility effect, so spells and abilities that can detect the presence of invisible creatures do not detect the mystic. The fade lasts for up to one round per level of the mystic, and stops instantly if the mystic does something to attract attention to themselves such as attacking or speaking.

Dim Mak: At 16th level and higher, a mystic is able to touch an opponent with the dreaded Dim Mak ability once per day.

The Dim Mak touch can have one of the following effects on the target, who gets no saving throw against the affect but must have no more hit dice or levels than the mystic:

The Dim Mak ability can only be used once per day, and the desired effect must be announced before the attack is made. However, if the attack misses then the Dim Mak is not used up and can be attempted again against the same target or a different target.