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MysticD&D 3e (3.0/3.5) Rulesby André La RocheLike the primordial Sorcerer, mystics are people who have been gifted or trained greatly to use the magic of the heart. No one, not even those magic fearing races such as dwarves can come close to denying the usefulness of mysticism as a tool. The ability to heal, and affect life itself is an advantage in life that can help those greatly. Adventures: Mystics have any number of reasons for going out in the world. From becoming Knights of the Skull, to healing the sick or even communing with nature itself. Often those who find they have an affinity for mysticism even leave that which they find familiar and comfortable behind, seeking to go on a voyage of self-discovery. Characteristics: Mystics, for one reason or another seem to act out of dedication. For those who are good, it is a dedication to their peers and to the world around them, aiding those who cannot help themselves. Neutral mystics find it a tool that must be used when the need to do so is right, finding it necessary to help their companions out in times of need. Evil mystics see it as an opportunity to take advantage of the world around them. Tales tell of a wealthy businessman in New Ports who gained his current prestige only by using mentalism to find out about his competitors plans, or steal from them out right and erase the memory of any such occurrences. Alignment: Members of the mystic class may be of any alignment. Some people use their gifts in mysticism for good, and others to wreak havoc in the name of personal gain. Religion: Most mystics in the 5th Age, being young and having never known the presence of the gods feel no loyalty to the deities that once influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some mystics were clerics of the gods long past, and hope to use this new magic in the name of their departed deity, hoping that the god will be pleased with the use of this magic in their name while absent from Krynn. Background: A majority of Ansalon's mystics are trained at Goldmoon's Citadel of Light, a good amount of the mystics that come from here being the orphaned children taken in and trained by Goldmoon and her advisors. Similar to primordial sorcerers however, some mystics suddenly find themselves in control of this force without any true understanding of what they wield. Races: Unlike primordial sorcery, there is no race that distrusts mysticism as a rule. In fact, most races find it to be a gift left behind by the gods in the absence of divine magic. Other Classes: Those who practice mysticism are almost never disliked by others. After all, the need for someone to heal or aid in battle with a different type of weapon is always a benefit. Similar to primordial sorcerers, it isn't too uncommon to find someone multiclassed with at least one level of mysticism. Game Rule InformationMystics have the following game statistics: Abilities: Wisdom is the most beneficial ability score for mystics, granting them more spell points to expend per day. Class SkillsMystic class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis) Knowledge(religion), Profession (Wis), Spellcraft (Int). See Chapter 4 in the Player's Handbook for skill descriptions. Skill Points at 1st level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifierClass FeaturesAll of the following are class features of the Mystic: Weapon and Armor Proficiency: The Mystic is proficient in the use of all simple weapons and light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. Sphere of Mysticism: The mystic starts out with the Sphere of Mysticism feat for free. Save Penalty: Three times a day, a mystic may override the usual rules and have an offensive spell's saving throw be made at a -4 penalty. Casting Bonus: Similar to the Base Attack Bonus, primordial sorcerer's have a bonus to their spellcasting check based on their level. They may intentionally lower the bonus applied to their die roll. Greater Spell Access: Rather powerful mystics can access greater realms of possibility in their castings than they normally could. They find their long devotion to learning about the mystical magic on Krynn to be paying off, and as such are able to target more people with spells, and larger areas. The most beneficial aspect however, that no mystic on Krynn currently knows of is the ability to make limited contact with the planes the gods withdrew to. Characters with spiritualism, if succeeding a Knowledge(Religion) Check with a DC of 50 after two months of research, may understand how to project their spirits their. Should any mystic discover this latter ability and perform it, their body will go into a catatonic state, and their spirit will become an outsider of the appropriate alignment with hit dice equal to or lesser than those of the mystic (see Monster Manual for statistics on different outsiders). Likewise they will find their return to Krynn blocked off.
Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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