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2012-02-07, 08:29 PM
Cleric Variant 1: The Mystic

”The gods give us the wisdom to shape the world as they shaped the world, who would deny such a wonderful gift” – Marolus, Mystic of Pelor

Alignment: Within one step of your deity

HD: d4

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all taken individually) (Int), Perform (Oratory) (Cha), Profession (Wis), and Spellcraft (Int).

Special: Any skill that would be expected to be utilized by the deity may be class skill of the mystic at the DM’s discretion (i.e. a mystic of Olidammarra may take Hide (Dex), Move Silently (Dex) and/or Perform (all taken individually) (Cha) in addition to the base list).

Skill points at first level: (4 + Int mod) x 4
Skill points at every other level: 4 + Int mod

The Mystic
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0-lvl| 1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|+0|+0|+0|+2|Clerical Power, Turn or Rebuke Undead|4|2+1|-|-|-|-|-|-|-|-
2|+1|+0|+0|+3| |5|3+1|-|-|-|-|-|-|-|-
3|+1|+1|+1|+3| |5|3+1|2+1|-|-|-|-|-|-|-
4|+2|+1|+1|+4| |6|4+1|3+1|-|-|-|-|-|-|-
5|+2|+1|+1|+4|Companion Minor Form|6|4+1|3+1|2+1|-|-|-|-|-|-
6|+3|+2|+2|+5|General Power 1/day |6|4+1|4+1|3+1|-|-|-|-|-|-
7|+3|+2|+2|+5|Domain Focus|7|5+1|4+1|3+1|2+1|-|-|-|-|-
9|+4|+3|+3|+6| |7|5+1|5+1|4+1|3+1|2+1|-|-|-|-
10|+5|+3|+3|+7| Companion Lesser Form|7|5+1|5+1|4+1|4+1|3+1|-|-|-|-
11|+5|+3|+3|+7| |At will|6+1|5+1|5+1|4+1|3+1|2+1|-|-|-
12|+6/+1|+4|+4|+8|Combat Power level 1, General Power 2/day|At will|6+1|5+1|5+1|4+1|4+1|3+1|-|-|-
13|+6/+1|+4|+4|+8| |At will|6+2|6+1|5+1|5+1|4+1|3+1|2+1|-|-
14|+7/+2|+4|+4|+9|Domain Focus |At will|6+2|6+1|5+1|5+1|4+1|4+1|3+1|-|-
15|+7/+2|+5|+5|+9|Companion Greater Form|At will|6+2|6+2|6+1|5+1|5+1|4+1|3+1|2+1|-
16|+8/+3|+5|+5|+10||At will|6+2|6+2|6+1|5+1|5+1|4+1|4+1|3+1|-
17|+8/+3|+5|+5|+10| |At will|6+2|6+2|6+2|6+1|5+1|5+1|4+1|3+1|2+1
18|+9/+4|+6|+6|+11|General Power 3/day|At will|6+2|6+2|6+2|6+1|5+1|5+1|4+1|4+1|3+1
19|+9/+4|+6|+6|+11| |At will|6+2|6+2|6+2|6+1|6+1|5+1|5+1|4+1|4+1
20|+10/+5|+6|+6|+12|Companion Perfect Form|At will|6+2|6+2|6+2|6+1|6+1|5+1|5+1|5+1|5+1 [/table]

Class Features

All of the following are class features of the mystic.
Weapon and Armor Proficiency: A mystic is proficient with only the club, dagger, heavy crossbow, heavy mace, light crossbow, light mace, morningstar and quarterstaff. The mystic is not proficient with any armor or shields.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A mystic casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A mystic must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a mystic’s spell is 10 + the spell level + the mystic’s Wisdom modifier.

Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. A mystic also gets one domain spell of each spell level he can cast, starting at 1st level. When a mystic prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below).

Mystic do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each mystic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good mystics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a mystic can prepare spells. He must choose which spells to prepare during his daily meditation.

The mystic’s spells per day are listed in the table above but the mystic’s spells known progression is as follows:
At first level the Mystic knows all 0-level spells and 14+Wis mod 1st level spells.
Instead of gaining every spell of every level he can cast the mystic instead gains 7+Wis mod new spells at each mystic level. The new spells may be chosen from any spell level the mystic has the power to cast.
A mystic may learn a new spell from a divine scroll, provided it is of an appropriate level and alignment.
A mystic may spend Piety Points to learn new spells
Domain spells do not count against this total.

Deity, Domains, and Domain Spells: Choose a deity for your mystic. The mystic’s deity influences his alignment, what magic he can perform, his values, and how others see him. If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (Except for special circumstances that are left at the discretion of the DM).

When you have chosen an alignment and a deity for your mystic, choose three domains from among those given for the deity. While the mystics of a particular religion are united in their reverence for their deity, each mystic emphasizes different aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.

Each domain gives your mystic access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your mystic gets the granted powers of the domains selected. With access to three domain spells at a given spell level, a mystic prepares one or two each day in his domain spell slot or slots. If a domain spell is not on the cleric spell list, a mystic can prepare it only in his domain spell slot.

For example, Jozan is a 1st-level mystic of Pelor. He chooses Good, Healing and Strength (from Pelor’s domain options) as his three domains. He gets the granted powers of all three of his selected domains. The Good domain allows him to cast all spells with the good descriptor at +1 caster level (as if he were one level higher as a mystic) as a granted power, and it gives him access to protection from evil as a 1st-level domain spell. The Healing domain allows him to cast all healing subschool spells of the conjuration school at +1 caster level as a granted power, and it gives him access to cure light wounds as a 1st level domain spell. The Strength domain allows him to perform great feat of strength once a day for one round. And it gives him access to enlarge personWhen Jozan prepares his spells, he gets two 1st level spell for being a 1st-level mystic, one bonus 1st-level spell for having a high Wisdom score (15), and one domain spell. The domain spell must be one of the three to which he has access, either protection from evil, enlarge person or cure light wounds.

Spontaneous Casting: A good mystic (or a neutral mystic of a good deity) can channel stored spell energy into healing spells that the mystic did not prepare ahead of time. The mystic can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). For example, a good mystic who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Mystics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.

An evil mystic (or a neutral mystic of an evil deity), on the other hand, can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A mystic who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice), depending on whether the is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the mystic turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A mystic can’t cast spells of an alignment opposed to his own or his deity’s. For example, a good mystic (or a neutral mystic of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any mystic, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol.

A good mystic (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil mystic (or a neutral mystic who worships an evil deity) instead rebukes or commands such creatures. forcing them to cower in awe of his power. If your character is a neutral mystic of a neutral deity, you must choose whether his turning ability functions as that of a good mystic or an evil mystic. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A mystic may attempt to turn undead a number of times per day equal to 2 + his Charisma modifier. A mystic with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Clerical Power: A duty or power that is typical for clerics of that particular deity. The power is usually connected to the General Powers. The Clerical Power should be relatively weak, such as sensing spirits in the area (wandering spirits of the recently dead, not ghosts as the monster). Each deity has a special clerical power that is often seen as a sign that the cleric has been touched by the deity. Clerical powers are typically usable at will, as a standard action.

Companion: The mystic may conduct a 24 hour ritual requesting the deity’s permission to recall the soul of a long-lost hero from the deity’s realm, and then bind the soul to the mystic. The mystic may suggest or request the spirit to perform acts for it, but the spirit has a mind of its own.

At fifth level the spirit is only loosely held to the material realm. It embodies a mist-like form and as such cannot manipulate physical substances. The mist may be invisible or opaque, and occupies an area 2 ft in diameter. Once per day the spirit may use the Chill Touch spell to attack foes. The spirit may interact with the mystic through an empathic link out to a distance of up 200 ft. The mystic cannot see what the spirit sees, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, happiness, curiosity) can be communicated.

The spirit, empowered with its own strength, becomes complete as a ghost taking on the appearance it had in life. At tenth level it becomes an incorporeal entity. It is still unable to interact with physical objects, but it can now converse with the Shepherd and use a wider array of spell-like abilities.

At 15th level the spirit becomes so powerful that it can command a physical form. This form acts like a golem. The spirit possesses whatever substance is used to make the form and acts appropriate for its makeup. The physical form is of small size and is usually comprised of stone or plant material.

Over time the spirits connection to this world becomes so strong it can embody a humanoid form mimicking that it had in its own life. At 20th level the spirit regains all the powers and abilities it had in life, though it does not gain its prior equipment.

General Power: An ability that aids in non-combat situations, frequency scales over time. General power should be relatively weak and based off of the Clerical Power. An example would be to call forth spirits (recently deceased, not ghosts) to converse with them for a short period of time.

Domain Focus: The cleric is treated as having +1 CL for certain domains, stacks with 1st level chosen domains.

Differences between the Mystic and PHB Cleric

Less spells known

Although many people would see this as sacrilege, I do have reasons for this. With even just the PHB and Spell Compendium, every cleric would learn roughly 45-60 new spells as soon as they reach third level. Even with their prepared spell style that is pretty ridiculous, especially when the “clerics learn every cleric spell of every level they can cast, except those of opposing alignment” allows a cleric of Pelor, the god of the sun to cast darkness without any special training.

The “Spells Known” allow the cleric access to more than 3 times more spells than a wizard automatically gets at the same level so the versatility is still there, and they may still learn new spells if they so choose, allowing more character hooks and options. As stated in the Piety Points System, every deity has a list of “chosen spells” that coordinate with its divine energies, allowing for a quick creation style if you don’t want to fully customize a character (for those “hmm… what spells should my three clerics of Gruumsh have?” sort of situations).

More spells per day
A mystic must have a chosen deity.
Choose 3 domains
The Companion
Utility Powers
Piety Points system