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.

 

Requirements

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.

 

Class Skills

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.

 

 

Table 4-6: The Mystic

Level

Base

Attack Bonus

 

 

AC

Bonus

Fort

Save

Ref

Save

Will Save

Mystic

Special Abilities

PP

Per Day

Unique Powers

Per Day

Manifest.

Level

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

 

 

Class Features

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.

 

Table 4-5: MYSTIC Special Capabilities

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

 

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.

 



Prestige Classes Menu

Main Contents

 

Hosted by www.Geocities.ws

1