Born with an untamed magical power buried deep within his soul, the mystic is a warrior who, much like
a sorcerer, is filled with untapped energies. This power
however, is too primal and unstable, and is difficult to
be formed effectively into a spell. By following a martial
medium to tame this energy, the mystic is able to shape
his wild power into martial maneuvers and this allows
him to discover the deeper mysteries of his own inborn
power.
Adventures: Most mystics adventure to stretch the limits of their powers, learning to master the mysteries within their souls. Some do it to express their power in ways that suit their ethics, for good or for ill, and others travel to find others like themselves, to study and train with and hope to eventually learn more about why they are the way they are. Characteristics: Mystics tend to be a very introspective lot, wielding a power so foreign to most with an intuitive sense of understanding. Many mystics follow ascetic lifestyles, hoping that the order and abstaining of life’s vices will help them control their power. Others embrace their wild energies and move with the moment, pausing to reflect at the end of the day as to what drives their motivations. Alignment: Any. Mystics do not follow any ethical or moral path, and choose their own destiny. Some cling to lawful alignments to master their powers, and others embrace chaotic alignments to freely express their talents. Religion: Mystics who follow religion often find their faith with gods of battle, nature, magic, or freedom. Background: Mystics universally have one thing in common, and that’s a magical creature or magic-using being in their near family history. This power is an inherited consequence of such relation, and while it is not widely understood why it has chosen to manifest in such a way, the mystic’s wild power is usually an expression of this relation’s own power. Mystics are born, and must train to master their energies. Races: Any member of any race could be a mystic, provided they had the ancestry and proper training available. Most commonly they are of the human, elven, and gnome races. Among monster races, kobolds and their draconic bloodlines are among the first and foremost experts in the realm of mysticism, and many fey or elemental blooded creatures as well. Other Classes: Mystics tend to chafe with sorcerers around, as they see each other as failed expressions of the other. Otherwise, mystics find the most in common with rangers and monks for either their freedom or their discipline. Wizards find them interesting and enjoy studying their powers, and martially inclined characters find them to be steady and useful allies. Role: A mystic will often find themselves in the role of both striker and party supporter. The glyphs they manifest will aid themselves and their allies, as their animus builds power and strength. Not as hardy as other warriors, however, mystics will find themselves needing the protection of their more robust allies from time to time. Abilities: Wisdom is the primary attribute for the mystic, and this determines factors of their class features, maneuver saving throws, and their animus. As martial characters, a good Strength or Dexterity will help their ability to fight and a good Constitution score helps with their otherwise modest hit points. Starting Age: Intuitive. Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Hit Die: d8. Class SkillsThe Mystic’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Craft (Int), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magical Device (Cha). Skill Ranks per Level: 4 + Int modifier.
Class FeaturesAll of the following are class features of the Mystic. Weapon and Armor ProficiencyA mystic is proficient with all simple and martial weapons, katanas and wakizashis, and with light armor and shields (except tower shields). ManeuversA mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon. Once the mystic knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by mystics is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A mystic’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. The mystic learns additional maneuvers at higher levels, as indicated on Table: Mystic. A mystic must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the mystic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the mystic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A mystic’s initiation modifier is Wisdom. Maneuvers Readied/Granted
|
Race | Bonus | Source | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dreamscarred Press | |||||||||||||||||||||||||||||
Aasimar | Add +1/5 to the mystic’s arcane defense bonus. |
|
|||||||||||||||||||||||||||
Blue | Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. |
||||||||||||||||||||||||||||
Elan |
Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. |
||||||||||||||||||||||||||||
Elves |
Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. | ||||||||||||||||||||||||||||
Forgeborn |
Add +1/5 to the mystic’s arcane defense bonus. | ||||||||||||||||||||||||||||
Gnome | Add +1/4 of a maneuver known from the Shattered Mirror or Solar Wind disciplines. | ||||||||||||||||||||||||||||
Goblinoid | Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. | ||||||||||||||||||||||||||||
Half-elf | Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. | ||||||||||||||||||||||||||||
Halfling | Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. | ||||||||||||||||||||||||||||
Half-orc | Gain a +1/4 bonus on damage rolls when using strikes that deal acid, cold, electricity, or fire damage. |
||||||||||||||||||||||||||||
Human | Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat. | ||||||||||||||||||||||||||||
Maenad | Add +1/4 of a maneuver known from the Elemental Flux or Mithral Current discipline. |
||||||||||||||||||||||||||||
Tiefling |
Add +1/4 of a maneuver known from the Elemental Flux or Shattered Mirror disciplines. |
||||||||||||||||||||||||||||
Xeph |
Add +1/4 of a maneuver known from the Mithral Current or Riven Hourglass disciplines. |
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
Table: Sorcerer Archetypes / Alternate Class Features
Archetype / Alternate Class Feature | Class Features Changed or Replaced | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Class Skills | Weapon & Armor | Maneuvers | Animus | Elemental Attunement |
Blade Meditation |
Bonus Feat |
Arcane Defense |
Elemental Glyph |
Mystic Artifice |
Withstand Spell |
Instant Enlightenment |
Quell Magic |
Font of Animus |
Glyph Mastery |
||||
2 | 7 | 12 | 17 | |||||||||||||||
Dreamscarred Press |
||||||||||||||||||
Aurora Soul |
X |
C |
X |
X |
X |
X |
X |
|||||||||||
Gunsmoke Mystic |
X |
C |
X |
X | X | X |
X |
X |
||||||||||
Knight-Chandler | X |
X |
X |
X | ||||||||||||||
X=replaced, (X)=optional replacement, C=changed |
Path of War - Expanded, © 2016, Dreamscarred Press.