Wednesday, July 13, 2011

Sword & Planet: The Mystic...

Good Morning, All:

This is the third of three posts that describe the basics of the character classes I'm proposing for a Planetary Romance campaign. This particular post describes the Mystic, this being a character who resolves challenges through the use of mentalism, mysticism and applied willpower. The rarest of the character concepts, there are still a good number of Mystics present in various Planetary Romance series, particularly the Dray Prescot of Antares/Kregen series by Ken Bulmer.

The Mystic
As a Mystic, you dabble in strange and unusual powers, harnessing forces of the mind that others cannot or dare not pursue. You may hold any of a number of positions in or along the fringe of society, but your mystic powers set you apart from your fellow man.

Prime Attribute: Charisma, Wisdom
Starting Hit Dice: 3d6, +(3x Con modifier)
Hit Dice/Level: 1d6/level (gains 1 hp/level after 7th)
Armor/Weapons Permitted: None/Any one weapon group (see Warrior for details).
Saving Throw Bonus: Mystics gain a +2 bonus on Wisdom-based saving throws.
Skills: 2 + Int modifier

Table: The Mystic
13d6+1+3Profession, Mystic powers

Table: Mystic Powers Known

The Mystic's core special ability is Mystic Powers.

Mystic Powers: A Mystic gains mystic powers which are selected from the Mystic power list. Each power defines how often it can be used, and these powers are not forgotten by the Mystic once they have been used. A Mystic’s selection of powers is extremely limited. A Mystic begins play knowing two 1st-level powers of your choice. At each new Mystic level, he potentially gains one or more new powers, as indicated on Table: Mystic Powers Known. These new powers can be common powers chosen from the Mystic power list, or they can be unusual powers that the Mystic has gained some understanding of by study. The Mystic can’t use this method of power acquisition to learn powers at a faster rate, however.

Upon reaching 2nd level, and at every even-numbered Mystic level after that (4th, 6th, and so on), a Mystic can choose to learn a new power in place of one he already knows. In effect, the Mystic “loses” the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least one level lower than the highest-level Mystic power the Mystic can use. A Mystic may swap only a single power at any given level, and must choose whether or not to swap the power at the same time that he gains new powers known for the level.

Profession: At 1st level, the Mystic selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.

  • Adept: The Adept is a mystic whose mastery of mysticism derives from the efforts of his own mind and body as they work in harmony.
  • Cultist: The Cultist is a student of long-lost lore which might best be left unknown.
  • Doxologist: The Doxologist derives his mystical power from the inner peace he derives from his religious practices.
  • Oracle: The Oracle is gifted with incredible insight into the future.
  • Pretender: The Pretender disguises his true mystic talents behind the banter and pageantry of a carnival act or side show.

Table: Mystic Professions
AdeptAthleticsBody Mastery: Once per rest, the Adept can spend an action to heal himself for 1d6 hitpoints, plus his CLM and his Wisdom modifier.
CultistLorePsychic Vampirism: Once per rest, the Cultist may spend action to "steal" the vitality of someone whom he touches to regain another use of an expended power. The target must succeed in a Difficult (DC 20) Constitution ability check or suffer 1d4 hitpoints of damage per level of the Mystic power that is being renewed. This drain counts as a non-lethal or subdual attack. If the target succeeds, he loses no hitpoints and the Cultist does not regain another use of the expended power.
DoxologistPersuasionCalm Single Creature: Once per rest, the Doxologist may spend an action to mystically calm a single agitated creature within thirty feet, suppressing any extreme emotion such as rage, fear or joy for three rounds. The affected creature cannot take violent action or be destructive until attacked, although the creature is allowed to attempt a Difficult (DC 20) Wisdom ability check to resist this effect.
OraclePerceptionMinor Divination: Once per rest, the Oracle may take one minute to consult a divinatory tool (runes, cards, dice, bones, entrails, clouds, etc.) for some hint as to the outcome of a particular action that will be performed within the next half hour. If he succeeds in a Difficult (DC 20) Wisdom ability check, the Oracle knows whether that act will bring good, bad, both good and bad, or neutral results.
PretenderBluffMental Illusion: Once per rest, the Pretender may spend an action to create an illusory image within the mind of a single target within thirty feet. The mental illusion lasts only three rounds, is silent, and cannot exceed ten feet long in any direction. If the target succeeds in a Difficult (DC 20) Wisdom ability check, they can see through the illusion and are not affected.

Once again, I've chosen the professions based on iconic character concepts from Planetary Romance novels. These are not intended to reflect common character options from a fantasy setting, but you always have the freedom to expand the list in that direction if you so desired. Please let me know what you think.

With Regards,

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