A Pathfinder Roleplaying Game update of the mystic base class from Dragonlance Campaign Setting. The great thing about the mystic and the other new base classes from the various Dragonlance sourcebooks is that they work just fine in non-Dragonlance campaigns. The mystic is an excellent alternative to the favoured soul (Complete Divine) or oracle (Advanced Player’s Guide) for those who wish to play a spontaneous divine caster without worshipping a deity.
In keeping with the mystic’s “power of the heart” theme, the paladin’s spellcasting ability being converted to Charisma in the Pathfinder Roleplaying Game, and the upcoming oracle base class from the Advanced Player’s Guide, the updated mystic is presented with Charisma-based spellcasting. I’ve never understood why the mystic wasn’t Charisma-based to begin with, other than to limit mystic/sorcerer multiclassing; switching to Charisma-based spellcasting helps the mystic feel a little less “cleric-light” as well. If you don’t like the change, just replace any references to Charisma with Wisdom in the Spells section.
Hit Die: d8.
The mystic’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
All of the following are class features of the mystic.
Weapon and Armour Proficiency: A mystic is proficient with all simple weapons, with light and medium armour, and with shields (except tower shields).
Spells: A mystic casts divine spells which are drawn primarily from the cleric spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic’s spell is 10 + the spell level + the mystic’s Charisma modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A mystic’s selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new mystic level, she gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by her Widsom score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the cleric spell list, or they can be unusual spells that the mystic has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level mystic spell the mystic can cast. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a mystic need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Domain: Mystics do not derive their power from the deities of Krynn, but they are concerned with same cosmic, natural, and mortal forces as clerics—Good and Evil, Knowledge and Passion, Protection and Destruction. A mystic chooses one domain from among those available to clerics, including the domains in the Pathfinder Roleplaying Game Core Rulebook (even Sun, which is not granted by any of the living deities of Krynn, but not Magic) and the new domains presented in various Dragonlance supplements (including several that are available only to mystics). A mystic can choose an alignment domain (Chaos, Evil, Good, or Law) only if her own alignment matches that domain, but there are otherwise no restrictions on her choice of a domain.
A mystic’s single domain gives her one additional known spell at each spell level, from 1st on up, as well as granted powers. Unlike a cleric, a mystic does not have to prepare a domain spell and can freely cast all her known spells without special consideration for her domain spell.
For example, Hevara Tarn is a mystic who has chosen the Animal domain. At 1st level, she knows four 0-level spells unrelated to her domain, two 1st-level spells that she can choose freely, and calm animals, the 1st-level spell of the Animal domain. She chooses cure light wounds and divine favour as her two 1st-level spells. She can cast three 1st-level spells per day (plus any bonus spells from her Charisma score), and these three spells can be any of the spells she knows: she could cast cure light wounds three times, calm animals three times, or any other combination of the three spells she knows.
A mystic who chooses the Sun domain gains the ability to channel positive energy as her granted power at 1st level, the sun’s blessing power at 8th level, and does not receive the nimbus of light power. No other mystic can turn undead.
Orisons (Sp): Mystics learn a number of orisons, or 0-level spells, as noted on Table: Mystic Spells Known under “Spells Known”. These spells are cast like any other spell, but they do not consume any slots and may be used again.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
Table: Mystic Spells Known