Mystic
Mystics are unusual beings.
Neither truly mage, nor truly psion, they are a blending of both. As such, they are exceptionally in tune with
their own bodies and minds. Most of
their power comes from within, and they claim that we all can have the same
power, if we can just be at peace with ourselves.
Abilities: The core ability for a mystic is Wisdom. Most mystics also have a high Intelligence
and Constitution.
Vitality: 1d10 plus Constitution modifier per level.
Requirements
Agent Level: 5+
Concentration:
4+
Knowledge
(Spellcraft): 4+
Feats: Psion
Prodigy, Initiate, any one psion Basics feat
Class Skills
The Mystic’s
class skills and key abilities are:
Class Skill Key
Ability
Bluff Cha
Concentration Wis
Cultures Wis
First Aid Wis
Gather Information Wis
Intimidate Str/Cha
Knowledge Int
Languages Wis
Listen Wis
Profession Wis
Search Int
Sense Motive Wis
Spot Wis
Survival Wis
Swim Str
Skill Points at
Each Additional Level: 6 + Int
modifier.
Class Features
All of the
following are class features of the Mystic:
Class Feats: The Mystic gains the following feats at 1st
level:
Armor
Proficiency (Light)
Weapon
Group Proficiency (Melee)
Weapon
Group Proficiency (Handgun)
Casting
Class: Levels in this class add to
your caster level.
Psion Class: Levels in this class add to your psion level.
Control
Your Fate: Whenever the mystic
spends an action die on a saving throw, he gains the benefits of two action
dice instead. This is the mystic’s
core ability.
Bonus
Feat: The mystic gains one feat from
either the mystic or psion trees. The
mystic must meet all prerequisites. The
mystic gains another feat at 3rd level, and every two levels
thereafter.
Meditative
Trance: The mystic is able to enter
a meditative trance, in the same way a wild mage is. At 2nd level, the mystic gains the
first ability of the trance (enhanced recovery of PPE and vitality). At 7th level, he gains the second
ability (inspiration). If the mystic
also has levels in wild mage, he gains the next higher level of the trance
instead.
Tapping
the Vein: The mystic may select one
additional source of PPE to draw on. In
addition, the shifter now increases her personal reserve by 2 PPE per class level.
Finding
the Balance: At 4th
level, the mystic’s natural tendency to enhance every part of his life comes to
the forefront. The mystic’s lowest
ability score is raised by 2. If more
than one ability score is tied for lowest, then the player may choose which
score is affected.
At 8th level, the lowest
score is again raised by 2.
Superhuman: A mystic is able to not only draw
power from his body, but feed power back into it. Once per session, the mystic may add one-half
his class level to any ability score for ten rounds. This power is so exhausting, however, that
the mystic must rest completely for ten rounds afterwards, taking no actions
and using no psion skills. The duration
of this ability may be cut short at the mystic’s discretion, likewise cutting
short the recovery period.
FlexFuel: The mystic is not only able to use both magic
and psionics, but at this stage can use one to fuel the other. At 8th level, the mystic can use
vitality to cast a spell, or PPE to activate a psion skill, at a 2-to-1 ratio.
One
Vision: The mystic’s fusion of self
is complete. Once per session, the
mystic can add his psion level and caster level together for the purpose of one
action or effect that depends on either.
BAB: Low
Fort: Med
Ref: Med
Will: High
DB: High
Init: Med
BP: Low
GP: Med
1: Bonus Feat, Control Your Fate
2: Meditative Trance
3: Bonus Feat
4: Finding the Balance, Tapping the Vein
5: Bonus Feat
6: Superhuman
7: Meditative Trance, Bonus Feat
8: Finding the Balance, FlexFuel
9: Bonus Feat
10: One Vision
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