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The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers.

 

Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration.

As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either.

 

Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.

 

- Hit Die: d6

- Proficiencies: -

- Skill Points: 4 + Int Modifier

 -Skills: Appraise, Bluff, Concentration, Heal, Hide, Intimidate, Lore, Move Silently, Search, Spellcraft

-Attack Bonus growth: Mid (Bard/Rogue)

-Saving Throws: Monk

-Primary Attribute: IntFA

 

 

REQUIREMENTS:

Feats: Skill Focus Concentration, Skill Focus Spellcraft

Skills: Lore 8 ranks

 

ABILITIES:

Level

1: Mystic Stats, Meditation, Mysticism, Mystic Ability 1x

2: Mystic Ability 1x

3: Mystic Ability 1x

4: -

5: Mystic Ability 1x

6: Mystic Ability 1x

7: -

8: Mystic Ability 1x

9: Mystic Ability 1x

10: -

11: Mystic Ability 1x

12: Mystic Ability 1x

13: -

14: Mystic Ability 1x

15: Mystic Ability 1x

16: -

17: Mystic Ability 1x

18: Mystic Ability 1x

 

RESTRICTIONS:

- Cannot wear helmets.

- Requires Mystic Energy to cast spells/use abilities.

Base Abilities

 

Mysticism

Required Feats: -

Required Skills: -

Mystic Energy Cost: 2

Duration: 5 + 1 round per level

Description: As the Mystic’s powers begin to surface she first starts by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class.

 

Meditation

Required Feats: -

Required Skills: -

Mystic Energy Cost: -

Duration: 60 seconds + 5 seconds per level

Description: To regain her Mystic Energy a Mystic must go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored.

The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class.

 

Mystic Stats

Required Feats: -

Required Skills: -

Mystic Energy Cost: -

Duration: -

Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window.

This feat is granted automatically to the Mystic at level 1.

Damage Abilities

 

Telekinesis

Required Feats: -

Required Skills: Concentration 5 ranks

Mystic Energy Cost: 4

Duration: 5 rounds

Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster.

There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point.

 

Psychic Wave

Required Feats: Telekinesis

Required Skills: Concentration 10 ranks

Mystic Energy Cost: 12

Duration: 2 + 1 round per three levels

Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 to the creature.

 

Psychic Blast

Required Feats: Psychic Wave

Required Skills: Concentration 16 ranks

Mystic Energy Cost: 24

Duration: 3+ 1 round per two levels

Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d8 damage to the creature.

 

Burn of the Body

Required Feats: -

Required Skills: Heal 12 Ranks

Mystic Energy Cost: 10

Duration: 3 rounds + 1 per 2 levels

Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with 1d8 extra damage per three caster levels. It does this damage each round till the spell expires.

Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

 

Greater Burn of the Body

Required Feats: Burn of the Body

Required Skills: Heal 18 Ranks

Mystic Energy Cost: 15

Duration: 3 rounds + 1 per 2 levels

Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with 1d8 extra damage per two caster levels. It does this damage each round till the spell expires.

Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

 

Sound Waves

Required Feats: -

Required Skills: -

Mystic Energy Cost: 7

Duration: -

Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

 

Wave of Sound Waves

Required Feats: Sound Waves

Required Skills: -

Mystic Energy Cost: 14

Duration: -

Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

 

Blast of Sound Waves

Required Feats: Wave of Sound Waves

Required Skills: -

Mystic Energy Cost: 22

Duration: -

Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

 

Excited Air

Required Feats: Sound Waves

Required Skills: -

Mystic Energy Cost: -

Duration: -

Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and deals an extra 1d6 fire for ever 2 caster levels. It also does 2d6 blunt damage and an additional 1d6 blunt damage for every 3 caster levels.

The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 30%, 20% and 15%.

Excited Air does not add to the Mystic Energy cost of the Sound Waves spells.

 

Aura of Pain

Required Feats: -

Required Skills: -

Mystic Energy Cost: 3 + 1 point every 4 rounds to sustain the aura

Duration: 5 turns + 1 turn per three levels.

Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d3 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target.

The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

Every 4 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura by using the feat a second time.

 

Aura of Pain II

Required Feats: Aura of Pain

Required Skills: -

Mystic Energy Cost: 5 + 1 point every 2 rounds to sustain the aura

Duration: 3 turn + 1 turn per three levels.

Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor.

The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

 

Aura of Pain III

Required Feats: Aura of Pain II

Required Skills: -

Mystic Energy Cost: 8 + 1 point every round to sustain the aura

Duration: 1 turn + 1 turn per three levels.

Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d10 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor.

The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

Every round an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

 

Gain of Pain

Required Feats: Aura of Pain II

Required Skills: -

Mystic Energy Cost: 1 point for every round that the respective aura subtracts sustenance cost

Duration: as the Aura of Pain spell that is cast

Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains half of the damage she does to her enemies as hit points (with a minimum of one point), up to her normal maximum number of Hit Points.

Normally the Aura of Pain spells have a healing effect on undead. However, the Mystic has learned that by harming herself she can reflect her own pain in an intensified manner upon undead. When Gain of Pain is active near undead adversaries it will harm the mystic for half of the normal damage of the Aura of Pain spell and damage the undead for normal amount with positive energy.

This ability is activated manually when an Aura of Pain is active on the mystic. When an Aura of Pain is deactivated Gain of Pain is automatically deactivated as well.

Buffing Abilities

 

Muscle Buff

Required Feats: -

Required Skills: -

Mystic Energy Cost: 10

Duration: 1 turn per level

Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the target’s strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the character’s fortitude saving throw by 5.

 

Mystic Reflexes

Required Feats: -

Required Skills: -

Mystic Energy Cost: 10

Duration: 1 turn per level

Description: This spell allows the mystic to use her powers to develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level.

 

Mystic Strike

Required Feats: Muscle Buff or Mystic Reflexes

Required Skills: -

Mystic Energy Cost: 15

Duration: 1 turn per level

Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster.

 

Mystic Strikes

Required Feats: Mystic Strike

Required Skills: -

Mystic Energy Cost: -

Duration: -

Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike.

This feat does not increase the Mystic Energy cost of the Mystic Strike Power.

Note: The extra attack is often not displayed properly on the character sheet.

 

War Form

Required Feats: Muscle Buff or Mystic Reflexes

Required Skills: -

Mystic Energy Cost: 10

Duration: 1 turn per level

Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form.

 

Greater War Form

Required Feats: Muscle Buff, Mystic Reflexes or Mystic Strike

Required Skills: -

Mystic Energy Cost: 4

Duration: 1 turn per level

Description: The Mystic’s war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 4 Mystic Energy is used up when transforming into the War Form.

 

Sharp Edges

Required Feats: -

Required Skills: -

Mystic Energy Cost: 10

Duration: 1 turn per level

Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points.

The damage increases with a higher relevant spell ability modifier.

 

Vibrating Edge

Required Feats: Sharp Edges, Sound Waves

Required Skills: -

Mystic Energy Cost: 12

Duration: 1 turn per level

Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it.

The damage increases with a higher relevant spell ability modifier.

 

Mystic Blade

Required Feats: Sharp Edges

Required Skills: -

Mystic Energy Cost: 12

Duration: 1 turn per level

Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target.

The damage increases with a higher relevant spell ability modifier.

Defensive Abilities

 

Mind Trick

Required Feats: -

Required Skills: Hide & Move Silently 8 ranks

Mystic Energy Cost: 6

Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

 

Advanced Mind Trick

Required Feats: Mind Trick

Required Skills: Hide & Move Silently 14 ranks

Mystic Energy Cost: 10

Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

Advanced Mind Trick allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills.

 

Mind’s Aura

Required Feats: Advanced Mind Trick

Required Skills: Hide & Move Silently 20 ranks

Mystic Energy Cost: 5 + 1 per 3 rounds to sustain the aura

Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies

Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mystic’s energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them.

The further away an ally is from the caster, the weaker the effect will be on them.

Every 3 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

 

Guarding Force

Required Feats: -

Required Skills: Spellcraft 8 ranks

Mystic Energy Cost: 6

Duration: 1 turn + 1 turn per three levels

Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster.

The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats.

 

Foresight

Required Feats: Guarding Force

Required Skills: Spellcraft 10 ranks

Mystic Energy Cost: 4

Duration: 1 turn + 1 turn per three levels

Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra ten points are added to this for every level of the caster.

This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

 

Mind Ache

Required Feats: Guarding Force

Required Skills: Spellcraft 10 ranks

Mystic Energy Cost: 4

Duration: 1 turn + 1 turn per three levels

Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster.

This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

 

Deflecting Force

Required Feats: Guarding Force

Required Skills: Spellcraft 12 ranks

Mystic Energy Cost: 4

Duration: 1 turn + 1 turn per three levels

Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster.

This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

 

Mental Guard

Required Feats: Guarding Force

Required Skills: -

Mystic Energy Cost: 1

Duration: 1 turn + 1 turn per three levels

Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws.

This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

 

Spell Shield

Required Feats: Guarding Force

Required Skills: Spellcraft 14 ranks

Mystic Energy Cost: 4

Duration: 1 turn + 1 turn per three levels

Description: The Mystic’s Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster.

This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

 

Energy Absorption

Required Feats: Guarding Force

Required Skills: -

Mystic Energy Cost: 2

Duration: 1 turn + 1 turn per three levels

Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types.

This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

 

Spell Absorption

Required Feats: Guarding Force

Required Skills: Spellcraft 22 ranks

Mystic Energy Cost: 8

Duration: 1 turn + 1 turn per three levels

Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools.

This feat increases the cost of the Guarding Force spell by 8 points of Mystical Energy.

Curative Abilities

 

Natural Healing

Required Feats: -

Required Skills: Heal 5 ranks

Mystic Energy Cost: 5

Duration: 10 seconds

Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

 

Natural Healing II

Required Feats: Natural Healing

Required Skills: Heal 10 ranks

Mystic Energy Cost: 8

Duration: 20 seconds

Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

 

Natural Healing III

Required Feats: Natural Healing II

Required Skills: Heal 15 ranks

Mystic Energy Cost: 11

Duration: 20 seconds

Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 10 hit points per second, with an extra point for every 4 levels of the caster.

 

Natural Healing IV

Required Feats: Natural Healing III

Required Skills: Heal 20 ranks

Mystic Energy Cost: 15

Duration: 30 seconds

Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 15 hit points per second, with an extra point for every 4 levels of the caster.

 

Cleansing

Required Feats: -

Required Skills: Heal 10 ranks

Mystic Energy Cost: 8

Duration: 60 seconds

Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed.

Status Abilities

 

Mind Break

Required Feats: -

Required Skills: Concentration 9 ranks

Mystic Energy Cost: 6

Duration: 1 turn per level

Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemy’s defenses against her mental attacks. This spell reduces the target’s will save by 10 points for the duration of the spell.

 

Vision of Fear

Required Feats: -

Required Skills: -

Mystic Energy Cost: 5

Duration: 5 rounds + 1 round per level

Description: The Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself.

The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell.

 

Vision of Infinite Horrors[/size][/b]

Required Feats: Vision of Fear

Required Skills: Lore 18 ranks

Mystic Energy Cost: 10

Duration: 3 Turns

Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls.

 

Confusion

Required Feats: -

Required Skills: -

Mystic Energy Cost: 4

Duration: 5 + 1 round per level

Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them.

 

Mass Confusion

Required Feats: Confusion

Required Skills: Lore 12 ranks

Mystic Energy Cost: 12

Duration: 3 Turns + 1 round per level

Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield.

 

Blinding Flash

Required Feats: -

Required Skills: Lore 10 ranks

Mystic Energy Cost: 10

Duration: 3 Turns + 1 round per level

Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks.

 

Prison of Stone

Required Feats: -

Required Skills: Spellcraft 11 ranks

Mystic Energy Cost: 8

Duration: 5 rounds + 1 per level

Description: The very elements shape to the Mystic’s will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way.

 

Aura of Stones

Required Feats: Prison of Stone

Required Skills: Spellcraft 17 ranks

Mystic Energy Cost: 7 + 1 per 2 rounds to sustain the aura

Duration: 1 turn per level, 1 round per 3 levels

Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell.

The further away an enemy is from the caster, the weaker the effect will be on them.

Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

 

Domination

Required Feats: -

Required Skills: Lore 20 ranks and Concentration 20 ranks

Mystic Energy Cost: 10

Duration: 1 turn per level

Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway.

Other Abilities

 

The Sleeper’s Fury

Required Feats: -

Required Skills: Concentration 13 ranks

Mystic Energy Cost: -

Duration: 60 seconds + 5 seconds per level

Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels.

 

The Sleeper’s Health

Required Feats: Natural Healing I

Required Skills: Concentration 12 ranks, Heal 12 ranks

Mystic Energy Cost: -

Duration: 60 seconds + 5 seconds per level

Description: By using her knowledge of the body’s regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance.

This ability is activated automatically when using the Meditation Ability.

 

The Eternal Sleeper

Required Feats: -

Required Skills: Concentration 19 ranks

Mystic Energy Cost: -

Duration: 60 turns

Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has.

 

Mystical Knowledge

Required Feats: -

Required Skills: -

Mystic Energy Cost: -

Duration: -

Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has.

 

Mystical Secrets

Required Feats: Mystical Knowledge

Required Skills: Lore 13 ranks

Mystic Energy Cost: -

Duration: -

Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat.

 

The Seer’s Gift

Required Feats: Mystical Secrets

Required Skills: Lore 20 ranks

Mystic Energy Cost: -

Duration: -

Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats.

 

Body over Mind

Required Feats: -

Required Skills: -

Mystic Energy Cost: -

Duration: -

Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.

 

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