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Alignment: Any. This version focuses pious, most certainly jolly good types.
Hit Die: d6.
Alchemy (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge_Arcana (Int), Knowledge_vile darkness (Int), Move Silently (Dex), Perform (Cha), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha)
Skill Points at Each Additional Level: 3 + Int modifier.
Table: The Mystic (strictly based on the D&D Sorcerer)
On levels 3, 6 & 9 they learn regular spells and behind the / they learn 1 realm spell of equal level. Means at level 3 they learn a level 1 realm spell in addition, a
weapon focus on dagger or quarterstaff depending on tradition (that is T1 on table). They are not proficient with any type of armour or shield. Armour of any type interferes with a mystic's gestures, which can cause his or her spells with somatic components to fail.
the feat due in example \u201cAasimar heritage\u201d, \u201cElysium born\u201d or similar is legitimate. In planar campaigns replace it by a proper planar subjugation or heritage feat on demand. Vile, lawful or chaotic variants would simply replace those feats on demand.
Save versus 10 + the mystic level. The aura radiates all around the mystic with a range of 3 yards per 5 levels in this class and can be turned off as a free action. The aura automatically is off when the mystic is asleep or unconscious, dead or seriously drugged. Distraction may demand a concentration check to keep it on.
master-work quality or special material like silver into a magical +1 weapon which always scores a critical hit but of non-lethal damage on 1st hit. To create one make a craft check DC 20 while undisturbed and supplied with a proper weapon to enchant. The weapon functions normally the rest of the time.
tower, a cave with cold iron ore or similar) and this is still intact and functional, the mystic will be reborn there after his or her death within 6d6 days, once! After that the mystic must pay 5000 experience, ingredients worth 5000 gold and succeed a spellcraft check DC 35 to prepare his or her sanctum again. Cheating death this way may trigger depravity or make minions of death hunt you down as well.
To learn or cast a spell, a mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic's spell is 10 + the spell level + the mystic's Charisma modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His or her base daily spell allotment is given on Table: The Mystic. In addition, he or she receives bonus spells per day if he or she has a high Charisma score.
A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, he or she gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by his or her Charisma score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the mystic/wizard spell list, or they can be unusual spells that the mystic has gained some understanding of by study. The mystic can't use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one he or she already knows. In effect, the mystic discards the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level mystic spell the mystic can cast. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he or she gains new spells known for the level.
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