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Thread: PEACH - The Caryatid Column
- Join Date
- Jan 2009
- Perched in a tree
The Caryatid Column
Saved here instead of Minmax boards, which may be down permanently.
Autonomous Caryatid Column
Spoiler: Original Caryatid ColumnFiend Folio 30-31
Hit Dice: 6d10+20 (53 hp)
Speed: 30 ft.
AC: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/+9
Attack: +2 bastard sword +12 melee (two-handed), or slam +9 melee
Full Attack: +2 bastard sword +12 melee (two-handed), or +2 bastard sword +12 melee and slam +4 melee, or 2 slams +9 melee
Damage: +2 bastard sword 1d10+9 (two-handed), or +2 bastard sword 1d10+7 and slam 1d4+2, or slam 1d4+7
Face/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Break weapon, column form, construct traits, hardness 8, magic weapon
Saves: Fort +2, Ref +5, Will –3
Abilities: Str 20, Dex 16, Con —, Int 6, Wis 1, Cha 1
Skills: Diplomacy –3, Sense Motive +4
Feats: Improved Sunder, Power Attack, Weapon Focus (bastard sword) (B)
Organization: Solitary, corbel (2), or
Challenge Rating: 6
Alignment: Always neutral
Advancement: 7–10 HD
(Medium-size); 11–21 HD(Large)
I’ve added a few abilities to the Caryatid Column to flesh it out and make it a more attractive choice: it has feats that fit better flavor-wise; Break Weapon is replaced with Binding Touch, which makes it a nuisance to approach but doesn't make melee types run away in terror. Opalescence adds flavor to the Caryatid and improves its mobility; Improved Body allows it to be enchanted, offsetting its lack of armor proficiency. It gains mobility via Earth Stride and becomes very tough to kill. Finally, it gains fun supernatural abilities that can be replaced by its own custom maneuver list (See Analysis).
Table: (Awakened) Caryatid Column
Hit Die: 1d10
Level BaB Fort Ref Will Special Ability Score Adjustments 1st +1 +2 +2 +0 Living Marble Body, Grecian Grace, Magic Discipline Weapon +1 Dex +1 Con 2nd +2 +3 +3 +0 Column Form, Mettle of Earth, Binding Touch Dex/day +1 Dex +1 Con 3rd +3 +3 +3 +1 Stone Power, Hardness 2+RHD, Crystal Reformation, Stone Power +1 Dex +1 Con 4th +4 +4 +4 +1 Improved Sunder, Opal Surge 1/day/4HD +1 Dex +1 Con 5th +5 +4 +4 +1 Improved Mettle of Earth, Earth Stride HD/day +1 Dex +1 Con 6th +6/+1 +5 +5 +2 Improved Body, Greater Binding Touch, Shards of Granite, Stony Initiate +1 Dex +1 Con
Class Skills (5+Int per level, x4 at 1st level): Balance, Bluff, Concentration, Intimidate, Jump, Spot, Martial Lore, Perform (Dance), Sense Motive, Tumble.
PF Class Skills (4+Int per level): Acrobatics, Bluff, Intimidate, Knowledge (Martial), Perform (Dance), Perception, Sense Motive
Spoiler: AbilitiesMarble Body:
- Counts as Construct with the Living Construct Subtype (see below)
- The Caryatid Column is medium-sized
- Darkvision out to 120 feet.
- It has a land speed of 30 ft.
- 1d10 hit die
- It has 4+Int skills (x4 at 1st)
- It starts with Natural Armor equal to 2+its Racial Hit Dice.
- As a 500# medium-sized creature, The Caryatid counts as a size-category larger when calculating opposed strength checks or grapple checks.
- Unlike most constructs, it has a full Base Attack Bonus and good Fortitude and Reflex saves.
- Since it is made of Living Marble, the Caryatid Column may be affected by spells, powers or effects such as Repel Stone as if it were wearing a Full-plate.
- The Caryatid is not affected by spells, powers or effects such as Stone Shape unless it is rendered inert first; Against spells, powers or effects like Stone to Flesh, the Caryatid receives a +5 Racial Bonus to resist the spell or effect.
- Although it's autonomous, the Caryatid Column, like most constructs, has no soul. Therefore, it is immune to effects like Trap the Soul and like effects, but it also cannot be raised or resurrected from the dead unless it somehow gains a soul.
Spoiler: Living Construct (Better known for the Warforged)- MM III page 190-193 & Eberron Campaign Setting, p. 20-22
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. In this case, it derives its first 6 Hit Dice from the Caryatid Column Monster Class.
Traits: Living constructs have the following traits, unless listed otherwise on its1 entry.
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
NB: the Caryatid Column has Darkvision but I listed this for the sake of accuracy
Weapon and Armor Proficiency: The Caryatid Column is proficient all natural weapons and one Magic Weapon it is equipped with. It cannot gain other weapon proficiencies. The Caryatid, for whatever reason, cannot wear armor. Perhaps it's because some substances rub it the wrong way, but do note that the Caryatid can still wear rings, amulets, cloaks, boots, and to top it off off, it may carry enchantments on its fists, its weapon, and eventually its body can be treated like enchant-worthy armor.
Grecian Grace: A Caryatid Column uses its Dexterity instead of its Strength for Attack, Damage, and Grappling. When wielding a 2-handed melee weapon, it adds Dexterity-and-a-half to its damage. This ability does not replace Strength for any other skills or character needs.
This ability does not stack with other feats and abilities that grant the same such as Weapon Finesse or Shadow Blade.
Magic Discipline Weapon: A Caryatid Column has proficiency with a single two-handed weapon, to which it is attuned. This 2-handed weapon is usually a Bastard Sword, but it could be a double sword, a halberd, a Longbow, etc. It has the following traits:
- This weapon is always considered a Martial Discipline Weapon.
- The Crayatid may draw this weapon as normal, but it can stow its weapon by simply pressing it against its side 1/round as a Free Action. The weapon then merges with the caryatid column’s body and can be retrieved by the caryatid as any character would draw a weapon. The Caryatid may not "sheathe" its weapon more than once per round as a "free action."
- At first level, it is a Masterwork weapon.
- At level 3, it improves to a +1 Magical weapon
- At level 5, the weapon is now Adamantine (again, only when in contact with the Caryatid).
- At level 6, it improves to carry a single +1 enchantment of the player's choice.
- 2 rounds after this item leaves the Caryatid Column's body, it reverts to nonmagical stone. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities. Although the Discipline Weapon may be enchanted, it cannot be infused with another substance, such as be reforged to a Baatorian Steel weapon. It may weapon Crystals, but these, too, become inert and nonfunctional when not in contact with the Caryatid's hands.
- A broken Magic Discipline Weapon can be re-formed when out of the Caryatid Column's grasp by a spell, power or effect like Shape Stone.
Ability Score Increases: The Caryatid Column gets +1 Dex and +1 Con at each level, for a total of +6 Str/+6 Dex at level 6. It is lithe and tough, and draws its strength from these qualities, as opposed to strength, unlike most other constructs.
Feats: The Caryatid Column receives feats with its progression. At 3rd level, it receives the Stone Power feat (see below). At 4th level, it gains Improved Sunder, and at 6th level it is granted the Shards of Granite tactical feat (see below).
Spoiler: Stone PowerOriginally Posted by Tome of Battle pg 32-33
Spoiler: Shards of GraniteOriginally Posted by Tome of Battle pg 36
Column Form (Ex): When at rest, a caryatid column takes the form of a simple column of stone.
Spoiler: DetailsThis column is about 2 feet in diameter, and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a sword. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling’s weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column. Changing forms is a free action, and a caryatid column can change once per round.
The Caryatid Column remains perfectly aware of its surroundings while in Column Form, and because it can exit this form as a free action, the Caryatid is not considered flat-footed while in Column Form.
Binding Touch (Ex): Beginning at 2nd level, the Caryatid Column can interrupt the actions of enemies it attacks. If it would hit an enemy, the Caryatid may choose to activate this ability: The touched creature must make a Reflex save DC equal to the damage that would be dealt by the attack. If the creature fails its save, it must halt its movement (if any) immediately and lose all further movement for its turn. If the creature succeeds on its save, it takes full damage from the attack and the Caryatid loses a use of this power.
The Caryatid Column may use this ability once per day per Dexterity bonus it has, and may only apply this effect once per attack.
Mettle of Earth (Ex): Beginning at 2nd level, whenever a Caryatid Column would make a successful Reflex or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Reflex half or Fortitude partial), he instead completely negates the effect. An unconscious or resting Caryatid does not gain the benefit of Mettle.
Hardness: At 3rd level, the Caryatid Column gains hardness of 2 + its Racial Hit die.
Crystal Reformation (Ex): At 3rd level, the Caryatid Column gains the Fast Healing ability when in Column Form, equal to its Constitution Bonus per hour. It may only benefit from this effect one per day. At the end of 8 hours spent in Column form in a single day, the Caryatid Column may also expend all of its remaining Opal Surges (see below) to regain additional HP before its abilities refresh for the day.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached parts become inert Marble that then disintegrate to ultra-fine powder once the limb has fully regenerated.
Opal Surge (Ex): Your enduring spirit and powerful form allow you to overcome great odds to defeat your enemies. Beginning at 4th level, as a move-equivalent action, choose one of the two following effects: End the negative effects of one spell, power, or other condition currently affecting you with a duration of 1 round or more rounds; or you immediately regain HP equal to your Con modifier multiplied by your total Hit Dice. You may use this ability 1/day per 4 total levels the Caryatid has. You may use this effect even if you cannot currently perform a move action (such as if you are immobilized, stunned, etc); in this case, the Caryatid loses its next available Move Action.
Spoiler: Comments & ConsiderationsThis ability cannot free the Caryatid from spells, powers, or effects that can only be dispelled/broken by Break Curse, Wish, Miracle, or other like spells, such as Geas/Quest, nor is it a substitute for an Atonement spell.
THis ability does not grant the Caryatid the ability to end spells or effects; a Fire Wall, a Deeper Darkness, or an Antimagic Sphere still endures; however, Opal Surge allows the Caryatid to ignore these individual spells' effects. Likewise, if somehow the Caryatid were polymrphed into a Drow, Opal Surge would not allow the Caryatid to "end the sun," but rather ignore the effects of Light Blindness for its duration as a Drow being.
Earth Stride (Su): Beginning at 5th level, the Caryatid Column may, as a Move Action, meld into any stone, earth or metal and emerge through another source of stone, earth or metal up to a distance of 100ft +10ft/Dex bonus away. This ability may be used up to once per day per HD the Caryatid has. This is a supernatural Conjuration effect but not a teleportation effect: it may thus be used even if the Caryatid is under the influence of a Dimensional Anchor, but not under an Antimagic Shell. At 12th level, you may expend 2 daily uses of this ability to use it as a Swift Action.
Opalescence (Ex): The Caryatid Column is something beyond a mere magical marble statue: it is a being of true grace and wonder. At 5th level, it moves without penalty in any "difficult terrain," which includes added DC for treacherous terrain or magical terrain. Second, it gains a +10 competence bonus to all Balance checks and a +10 to all Perform (Dance) checks, and may use Dexterity as its skill modifier instead of Charisma for Perform (Dance).
These bonuses increase to a +20 at level 12, and a +30 at level 20.
Spoiler: Comments & ConsiderationsFor pathfinder, this would mean a +10 to Acrobatics checks to related to Balance.
Greater Binding Touch (Ex):
At 6th level, when a creature is affected by this ability, it also loses the ability to do more than a single standard action each turn for 3 rounds. Furthermore, it cannot make a Charge Attack or a Full Attack action for this duration.
At 11th level, a Caryatid Column may expend a single use of Binding Touch to each attack it makes as part of a Full Attack action.
Improved Body (Ex): At 6th level, the Caryatid Column replaces its Natural Armor with a Deflection AC of the same amount (2 + Con modifier). This applies only to the Natural Armor granted by the Caryatid Column's racial abilities: any other Natural Armor is not converted by this ability.
Furthermore, the Caryatid Column's two natural slam attacks and its Magic Discipline Weapon, may be enchanted as weapons. This class confers no "free" magical benefit other than the Magic Weapon. The Caryatid Column's Chest may also carry Armor enchantments.
Spoiler: Comments and considerationsThe slams and its chest are considered "nonmagical" with regard to enchantments until enchanted.
Stony Initiate: At the end of its racial progression, the Caryatid Column adds all 6 racial levels towards its Effective Initiator level in regards to learning or qualifying for higher-level Stone Dragon and Iron Heart maneuvers and stances.
Spoiler: Comments & ConsiderationsOpalescence already gives it a +10 competence bonus to Balance, the associated skill for both of these disciplines.
Compare the Caryatid Column to the Iron Golem and Shadesteel Golems classes: the latter two have overwhelming powers with hardness AND Damage Reduction and Spell Resistance (Irons can just straight up ignore spells).
If you'd prefer to make the Caryatid even more of an Initiator, you may remove Earthbound, Stupefying Touch, Crystal Reformation, Opal Surge and the Earth Stride abilities, and draw upon the following lists to grant the Caryatid Column the following Initiator abilities starting at 2nd level.
Regardless of the list, expended maneuvers are used for the encounter, but may be recovered in the same way. It must make a successful sunder attempt against an opponent (or an object that presents some meaningful or story-relevant challenge): if it does this, the Caryatid may recover a number of expended maneuvers from the list up to half its Strength bonus, rounded up. If this attack fails, it gets a -2 to all d20 rolls for the following round and the Caryatid recovers a single maneuver of its choice.
Spoiler: Preferred Custom Maneuvers
The Caryatid Column has her own maneuvers that she knows. Unlike standard Initiators, this is a set list. These maneuvers are always considered readied. When the Caryatid initiates a maneuver from this list, it expends that maneuver for the duration of the encounter.
- 2- Cleave to Stone, Vigilant Watcher Stance
- 3- Marble Deflection, Flowstone Stride
- 4- Granite Splinter
- 5- Strike to Earth, Opal Surge
- 6- One with the Earth Stance
Spoiler: Cleave to Stone (Strike)
Level gained: 2
Initiation Action:1 attack action
Range: Attack range.
Target: One creature
Duration: See notes.
Save:Will partial; see text
You impart the slowing essence of stone into your weapon as you attack.
When you would make an attack, even if it's an attack of opportunity, you may instead initiate this maneuver to replace it. You deal damage as normal, and the hit creature takes a Will save DC (12+your Str mod) or it may only take a single move action or standard action during its next turn. If the creature can already only take a single action, it loses that action next turn. Creatures that are flying temporarily lose the ability to fly for a single round.
If the creature passes its will save (or has no will save to make) it takes an additional 1d6 damage.
This maneuver may not be used as a part of another Initiated maneuver, such as Marble Deflection, but it may be used to complement a Trip attack or a Charge attack, or an attack of opportunity, etc.
Spoiler: Vigilant Watcher (Stance)
Level Gained: 2
Initiation Action:1 immediate action OR Column Form
You attune yourself to your purpose: to be a dutiful, powerful guardian, and feel the strength of your purpose flow into you.
While you maintain this stance, you gain a +2 bonus to Initiative checks and Perception checks. You may act upon a surprise round even if you didn’t start it, although this stance does not allow you to retain your Dex bonus to AC during such a surprise round. At 10 HD, this becomes a +4 to Initiative checks and Perception checks, and at 20 HD, this becomes a +6 bonus.
Special:The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. For every hour it remains in this stance and Column Form, it heals an amount of HP equal to its HD, but it can't heal more than half its HP in a day in this manner.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form and this stance. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached limbs become inert Marble that then disintegrate to super-fine, completely inert powder once the limb has fully regenerated.
Spoiler: Marble Deflection (Counter)
Level Gained: 3
Initiation Action:1 immediate action
Range: Personal or adjacent
Target: You or adjacent ally
With sheer skill and exceptional speed, you clash your weapon against a foe’s blade and turn his attack away.
Make an opposed attack roll against a foe’s attack roll on an incoming attack (such as an arrow, a thrown item, a charging barbarian, or a weapon swing, or even ray spell or similar attack) targeting yourself or an adjacent ally. Use the higher of your AC or your attack roll + your Deflection AC (if any) as an effective AC against the incoming attack; If successful then the attack is negated.
Spoiler: Flowstone Stride (Boost)
Level Gained: 3
Initiation Action:1 swift action
Duration: One round
Drawing from your potent spirit, you move with speed that surpasses that of any natural stone.
When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.
Spoiler: Granite Splinter (Strike)
Level Gained: 4
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
You strike with the power and force to reduce granite to rubble.
You inflect an additional 2d6 points of damage upon a successful attack and your strike ignores all Damage Reduction and Hardness or the subject or object you are attacking.
Spoiler: Strike to Earth (Strike)
Level Gained: 5
Initiation Action:1 standard action
Target: One Creature
Save:Fortitude partial; see text
Gathering your inner power, you solidly strike an enemy so forcefully he crumbles to the ground, possibly rendering your foe incapable of much else.
Take a Slam attack or an attack with a natural weapon against a foe with a +4 to hit. You deal damage as normal, and the target then makes a Fortitude save (DC 13+Strength Modifier) to lose all further actions and become Helpless until next round. If the creature can’t make a Fortitude save or passes the save, it is not rendered Helpless, and is knocked prone instead. A flying creature that becomes helpless does not gain the ability to Glide safely to the ground.
Spoiler: Opal Surge (Counter)
Level Gained: 5
Initiation Action:1 immediate action
Somewhere from deep inside of you, the will to endure allows you to break free of a debilitating state that might otherwise defeat you.
You may initiate this counter when you would be affected by a single negative condition, or are affected by a negative condition. Negate the condition that would affect you, negate an area-effect's power upon you, or end any one condition currently affecting you even if you would normally be unable to act otherwise.
Spoiler: One With the Earth (Stance)
Level Gained: 6
Initiation Action:1 immediate action
You awaken your body with the power of the Earth, and it lends you strength and safety.
While you maintain this stance, you gain double the amount of Healing and double any effect that grants you Temporary HP. While you are on stone, earth or metal you also gain a +3 Morale bonus to AC and Saving Throws (Morale bonuses do not stack; only the highest applies). If you are not on any of these surfaces and in this stance, you instead take no falling damage from landing on earth, metal or stone.
You also gain the ability to move through earth, stone and metal seamlessly at 20 feet of movement with perfect maneuverability. You can see and hear while traveling, but only if your head or more than half your body is fully embedded in the medium, and at half your Darkvision range (for both vision and hearing). You cannot willingly end this stance if you are embedded in earth, stone or metal, and after spending a number of rounds equal to your character level in the medium you take a cumulative 1d6 damage per round (1d6, then 2d6, then 3d6, etc) until you exit the medium.
If you die from this damage while embedded in earth, metal or stone you become an Earth Elemental of your HD and a subtype of the medium you died in and you lose your autonomy.
Spoiler: 3.5 Maneuver List
- 2- Counter Charge (ToB 71), Stonefoot Stance (ToB 85), 1/1 Readied, 1 stance
- 3- Wall of Blades (ToB 70), Stone Vise (ToB 85) 2/3 Readied, 1 stance
- 4- Mountain Hammer (ToB 84) 3/4 Readied, 1 stance
- 5- Iron Heart Surge (ToB 68), Absolute Steel Stance (ToB 66) 4/5 Readied, 2 Stances.
- 6- Bonecrusher (ToB 81) 4/6 Readied, 2 stances.
Spoiler: Counter ChargeOriginally Posted by Tome of Battle pg 71
Spoiler: Stonefoot StanceOriginally Posted by Tome of Battle pg 85
Spoiler: Wall of BladesOriginally Posted by Tome of Battle pg 70
Spoiler: Stone ViseOriginally Posted by Tome of Battle pg 85
Spoiler: Mountain HammerOriginally Posted by Tome of Battle pg 89
Spoiler: Iron Heart SurgeOriginally Posted by Tome of Battle pg 68
Spoiler: Absolute SteelOriginally Posted by Tome of Battle pg 66
Spoiler: BonecrusherOriginally Posted by Tome of Battle pg 81
Spoiler: Pathfinder VersionThe Caryatid Column finds its combat readiness in such exceptional skill that even time itself is altered by the Caryatid Column's ability.
- 2- Strike the Hourglass (PoWMystic 34), Sands of Time (PoWMystic 34), 1/1 Readied, 1 stance
- 3- Intercepting Shade (PoW 97), Unhindered Step (PoWMystic 35), 2/3 Readied, 1 stance
- 4- Devastating Rush (PoW 77), 3/4 Readied, 1 stance
- 5- Blade-Breaking Counter (PoW 78), Riven Hourglass Stance (PoW Mystic 36), 4/5 Readied, 2 stances
- 6- Temporal Body Adjustment (PoW Mystic 37), 4/6 Readied, 2 stances
Spoiler: Strike the HourglassOriginally Posted by PoW Mystic pg 34
Spoiler: Sands of TimeOriginally Posted by PoW Mystic pg 34
This addendum is not only to discourage the Caryatid Column from using its Column Form in combat (to escape being targeted), but also to flavorfully show the Caryatid's ability to surprise its opponents from its Column-State.
Spoiler: Intercepting ShadeOriginally Posted by Path of War 97
Spoiler: Unhindered StepOriginally Posted by PoW Mystic 35
Spoiler: Devastating RushOriginally Posted by Path of War 77
Spoiler: Blade-Breaking CounterOriginally Posted by Path of War 78
Spoiler: Riven Hourglass StanceOriginally Posted by PoW Mystic 36
Spoiler: Temporal Body AdjustmentOriginally Posted by PoW Mystic 37
Sources: The SRD; Fiend Folio Pages 30-31; Tome of Battle Chapters 1-4; Path of War & Expansions Chapters 1-6[/list]