PRIEST-MONK KIT Mystic Description: Mystics are thoughtful priests devoted to self-enlightenment, seeing the study of magic as the key to spiritual awareness. The Mystic enjoys nothing more than spending long hours contemplating the mysteries of the universe and attempting to become more in touch with his or her inner self, seeking to experience all that is in the world, its hidden beauties and truths, and the relationship between the world and their inner selves. Mystics seeks an awareness that can only be found intuitively and through the enlightenment gained from the study of magic and the outside world. They are very comfortable in the natural world and are very free within themselves and with world, piercing the veils that distort natural forms and beauty in themselves and those around them. Mystics are interested in searching out universal truths and in freeing themselves (and others, if possible) from ties to material things (see Special Hindrances below). They also believe that the inherent sources of conflict and strife are only perpetuated by the use of direct violence--one cannot persuade another to one's own way of thinking if they are dead. A Mystic must have scores of at least 12 in Intelligence and Wisdom and 15 in Charisma. They are individualistic and independent by nature--in some ways the direct opposite of typical Monks--and must be of chaotic alignment. Only humans, elves, half-elves, and halflings can become Mystics. Weapons & Armor: Mystics eschew combat in general and will never master martial weapons. Thus, they are limited to proficiency in: lasso, net, staff, sling, and whip. They cannot wear armor or use shields. Special Benefits: As noted above, Mystics are highly individualistic and independent in nature and also have a strong degree of empathy with the natural world and with sentient beings around them. These proclivities are reflected in their special class abilities. Affinity with Nature: At 3rd level, a Mystic learns how to speak with animals at will. In addition, a Mystic can combine this with his or her Empathy ability in order to befriend an animal in a manner equivalent to the find familiar spell. This power may be used no more than once per year, and it may not be attempted while the Mystic already has a familiar. If the Mystic's familiar dies of natural causes, no system shock roll (as noted for the spell) is necessary, but the Mystic does temporarily lose a point of Constitution (for 1d4 months) as he or she works through a grieving period. After this period, however, a Mystic can attempt to secure a new familiar, assuming that a year has passed since the last summoning. At 9th level, a Mystic is able to speak with plants through his or her natural communion. Also, through focus and concentration on mental control of physical processes and their body's reactions, Mystics also gain the ability to ignore extremes of temperature and climate, gaining the effects the endure cold and endure heat spells continuously, save that no protection is offered against attack forms based on heat and cold. At 15th level, Mystics are so in tune with their natural state that they are able to alter their appearance at will. Appearance alteration can be accomplished in a single round and can be maintained for as long as desired. Height and weight can be increased or decreased by up to 50%, with an apparent age change from childhood to extreme old age. Body and facial features can be changed to resemble any humanoid creature. This alteration is not actually magical and so cannot be detected as such, though true seeing will see through the deception. In addition, their natural aging process is slowed to one-tenth normal (though unnatural aging has its normal effect). Candle Magic: Mystics are highly knowledgeable about Herbalism, gaining the proficiency for free with a +2 bonus at 1st level and being able to unerringly identify plants and fungi starting at 5th level. In addition, Mystics have kept alive is the process of capturing magical energy within the essence of special herbal candles. Beginning at 5th level, Mystics learn the secret processes of creating these magical candles, learning one new candle recipe at each level of experience. The details of Candle Magic can be obtained from the DM, including the specific powers of magical candles and the process of creating them. In short, the types of candles a Mystic can create are as follows: Lesser candles (minimum level 5th): ivory candle of long burning, tan candle of unfailing light, brown candle of survival, lavender sanctuary candle, candle of propitiousness, white candle of brilliance, silver candle of visibility, black candle of darkness Greater candles (minimum level 10th): orange pyrotechnics candle, red love candle, purple hypnosis candle, blue protection candle, gold healing candle, white candle of disruption, silver candle of shielding, black candle of damnation High Magic candles (minimum level 15th): pink candle of charming, green fortune candle, yellow telepathy candle, aquamarine divination candle, candle of invocation, white candle of purification, silver candle of empowerment, black candle of curses; (minimum 20th level) copper candle of doom Concentration: As a Monk. Empathy: Mystics are very much in tune with the natural state of creatures around them and has a limited empathic ability with others. By concentrating for a full round, a Mystic can attempt to soothe the spirits and calm the minds of nearby creatures, including animals as well as sentient humanoids. This empathic impulse forces all creatures within 30' to save vs. paralyzation or have their reaction toward the Mystic adjusted positively by one step (e.g., 'cautious' to 'indifferent'). At 3rd level, a Mystic's enhanced empathic abilities allow him or her to cause creatures to fall asleep. This power may be used once per day and is similar in most ways to the sleep spell, but it requires one full round of concentration by the Mystic (taking effect at the end of the round), and potential targets are allowed a save vs. paralyzation to resist the effects of the empathic impulse; at 5th level a save is no longer allowed versus the Mystic's sleep power. In addition to this sleep power, a Mystic can focus his or her Empathy once per week to generate a charm-type spell effect: 5th suggestion 9th charm monster 13th mass suggestion 17th mass charm These effects are identical to the wizard spells of the same name and take effect at the Mystic's level. Each requires a full round of uninterrupted concentration. A Mystic may create one of each spell effect allowed to his or her level (e.g., a 9th level Mystic could perform suggestion and charm monster once per week). Freedom: Mystics' independent minds and spirits are very difficult to control mentally, gaining a +2 bonus to saving throws vs. any charm-type attacks, even gaining an unmodified save vs. spells when no saving throw would normally be allowed. A Mystic of 5th level can use free action once per day as a granted power, and at 9th level this ability is gained permanently. A Mystic of 13th level or above also becomes immune to geas and quest spells, unless they are from a divine source. Meditation: As a Monk, but a Mystic gains the ability to feign death at 1st level; however, he or she still cannot heal damage through Meditation until reaching 5th level. Special Hindrances: Mystics have the same disdain for material wealth described for Monks. They also do not gain the Martial Arts or Ritual Purification abilities of typical Monks. Like other Monks, they do not gain typical granted powers for their faith (including turning or commanding undead), though they can cast unique spells from their deity. Mystics do not like being tied down, as this restricts their opportunities to see and to learn about the world and themselves. They travel and work among the common people as well as those of high birth and often live far from large metropolitan areas. They prefer to deal with others on an individual basis, rather than attempting to harangue large groups with their views. Their view of the world is that every creature's vision and viewpoint is a very personal thing, and they feel very reticent to impose on others outright. They generally help others to find their own parallel paths within the parameters of the Mystic's worldview or work behind the scenes to make others see the validity of their position. Although they are very charismatic, they never settle into positions where they must be responsible for leading large groups of others. They never gain apprentices or followers and may not hire henchmen, nor will they ever build or set up permanent bases of operation, though they may have a small, simple dwelling available to them. Bonus Proficiencies: Herbalism Required Proficiencies: Chanting, Concentration, Ecology Preferred Proficiencies: Alertness, Ancient History, Animal Lore, Astrology, Charm, Debate, Divining, Artistic Ability, Etiquette, Healing, Hypnosis, Language (Modern), Language (Ancient), Magical Awareness, Musical Instrument, Observation, Pottery, Reading/Writing, Religion, Seamstress/Tailor, Sixth Sense, Slow Respiration, Spellcraft, Spirit Lore, Supernumerate, Weaving