Mystic
Mystics are very similar to monks in many respects. Monks draw upon the chi, or life energy, created by living things and use it to augment their martial arts and perform extraordinary feats. Mystics, too, are all about focusing the latent power of the body and mind and using its psionic effects to enhance their fighting skill. In fact, nearly all mystics are former martial artists who have chosen to focus on training their psychic abilities and merging these with combat.
Hit Die: d8.
In order to become a mystic, the following requirements must be met:
• Base Attack Bonus: +4.
• Skills: Concentration 8 ranks.
• Feats: Wild Talent, and either Psionic Weapon or Psionic Fist.
The mystic's class skills class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (supernatural sciences) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
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Table 4-6: The Mystic |
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|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Mystic Special Abilities |
PP Per Day |
Unique Powers Per Day |
Manifest. Level |
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|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
|||||||||
|
1st |
±0 |
±0 |
+2 |
±0 |
±0 |
Bonus feat, psionic powers, fists of fury, brawl |
2 |
3 |
1 |
– |
– |
– |
– |
– |
4 |
|
2nd |
+1 |
±0 |
+3 |
±0 |
±0 |
— |
4 |
3 |
2 |
– |
– |
– |
– |
– |
5 |
|
3rd |
+2 |
±0 |
+3 |
+1 |
+1 |
Bonus feat |
7 |
3 |
2 |
1 |
– |
– |
– |
– |
6 |
|
4th |
+3 |
±0 |
+4 |
+1 |
+1 |
Pummel |
11 |
3 |
3 |
1 |
– |
– |
– |
– |
7 |
|
5th |
+3 |
+1 |
+4 |
+1 |
+1 |
— |
16 |
3 |
3 |
1 |
1 |
– |
– |
– |
8 |
|
6th |
+4 |
+1 |
+5 |
+2 |
+2 |
Bonus feat |
24 |
3 |
3 |
2 |
1 |
– |
– |
– |
9 |
|
7th |
+5 |
+1 |
+5 |
+2 |
+2 |
— |
33 |
3 |
3 |
2 |
1 |
1 |
– |
– |
10 |
|
8th |
+6 |
+1 |
+6 |
+2 |
+2 |
— |
44 |
3 |
3 |
2 |
2 |
1 |
– |
– |
11 |
|
9th |
+6 |
+1 |
+6 |
+3 |
+3 |
Bonus feat |
56 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
12 |
|
10th |
+7 |
+2 |
+7 |
+3 |
+3 |
— |
72 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
13 |
|
11th |
+8 |
+2 |
+7 |
+3 |
+3 |
— |
88 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
14 |
|
12th |
+9 |
+2 |
+8 |
+4 |
+4 |
Bonus feat |
104 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
15 |
|
13th |
+9 |
+2 |
+8 |
+4 |
+4 |
— |
120 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
16 |
|
14th |
+10 |
+2 |
+9 |
+4 |
+4 |
— |
136 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
17 |
|
15th |
+11 |
+3 |
+9 |
+5 |
+5 |
Bonus feat |
152 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
18 |
All of the following are class features of the mystic:
Starting Feats: Mystics have Simple Weapons Proficiency, Martial Weapon Proficiency (all weapons), Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, and Improved Unarmed Strike.
Psionic Powers: Mystics manifest powers from the psychic warrior power list, using the rules described in Chapter 6. Mystics manifest powers in the same way a psychic does. Intelligence is the mystic's key ability score for manifesting psionic powers.
Bonus Feats: Mystics earn bonus feats at 1st, 3rd, 6th, 9th, 12th, and 15th levels. The mystic may take any fighter or psionic feat with these bonus feat slots.
Fists of Fury: As the martial artist ability of the same name. Base attack bonuses totaled from mystic, martial artist, and ninja levels iterate at -4 rather than -5 when attacking with unarmed strikes or special martial arts weapons; any additional base attack bonuses from other class levels are then added on and, if possible, iterated at the usual -5. Mystics fight with unarmed strikes and martial arts weapons as if they had Two-Weapon Fighting and Ambidexterity.
Brawl: As the martial artist ability of the same name. Mystic levels stack with martial artist and ninja levels for determining their unarmed brawling damage.
Pummel: As the martial artist ability of the same name. Mystic levels stack with martial artist and ninja levels for determining their unarmed pummeling damage.
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Table 4-5: MYSTIC Special Capabilities |
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|
Level |
Fists of Fury Attack Bonus |
Brawl Damage |
Pummel Damage |
|
1st |
±0 |
1d3/1d3 |
— |
|
2nd |
+1 |
1d3/1d3 |
— |
|
3rd |
+2 |
1d3/1d3 |
— |
|
4th |
+3 |
1d4/1d4 |
1d8 |
|
5th |
+3 |
1d4/1d4 |
1d8 |
|
6th |
+4 |
1d4/1d4 |
1d8 |
|
7th |
+5/+1 |
1d4/1d4 |
1d8 |
|
8th |
+6/+2 |
1d6/1d6 |
1d10 |
|
9th |
+6/+2 |
1d6/1d6 |
1d10 |
|
10th |
+7/+3 |
1d6/1d6 |
1d10 |
|
11th |
+8/+4 |
1d6/1d6 |
1d10 |
|
12th |
+9/+5/+1 |
1d8/1d8 |
2d6 |
|
13th |
+9/+5/+1 |
1d8/1d8 |
2d6 |
|
14th |
+10/+6/+2 |
1d8/1d8 |
2d6 |
|
15th |
+11/+7/+3 |
1d8/1d8 |
2d6 |
|
|
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Note: The damage given under brawling & pummeling unarmed strikes is for medium-sized characters. Smaller or larger characters shift the damage dice up or down as appropriate. The damage for a chi blast, though, stays the same regardless of the martial artist character's size. |
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