Mystic (3.5e Prestige Class)

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Damion Ice, a Mystic of the Coin

Mystic[edit]

I am the whisper carried on the wind, I am the mist in the night, I am the eyes gleaming in the dark, but above all, I am here.
—Deth Serolin, Human Mystic of the Orb

Mystics are spellcasters who have focused their minds unto a certain way of thinking, turning themselves inward into potent forces of magic. There are 9 ways of thinking that a mystic can follow, and each is best represented as a paticular object, the book, the chalice, the chain, the coin, the key, the mask, the mirror, the orb, and the ring. Each path presents different gifts to the mystic, but no one path can be truly called the "correct" path.

Becoming a Mystic of the Book[edit]

A mystic of the book is a man who views the world as a story, either one that has already been written, or one that is being written with every moment that passes. These mystics focus themselves on understanding the story of the world and playing their part with conviction. This mindset grants the mystic the ability to move with a decisiveness and finality that few others can achive.

Entry Requirements
Language: Ability to speak, read, and write in 5 different languages.
Skills: Decipher Script 10 ranks, Knowledge (History) 10 ranks.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Book

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Choice (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Living Memory (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Rewrite (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (History) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis).

Class Features[edit]

All of the following are class features of the mystic of the book.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the book, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Choice (Ex): As the mystic watches the story of life unfold, he becomes aware that choices must always be made, and due to this he becomes sure of the choices he himself makes in a way that few others can achieve. At first level the mystic gains a bonus to all saves made against mind-affecting effects equal to half of his character level.

Living Memory (Ex): As the mystic watches his story be written the details of his life become deeply ingrained within his mind. At second level a mystic of the book gains multiple benefits, the first of which is the ability to recount any location or event he has witnessed in exact detail, as long as he saw this location or event after he gained this class feature. Secondly the mystic gains an insight bonus to attack rolls, AC, and saves versus specific individuals he has fought before equal to the number of times he has encountered this enemy. Thirdly, a mystic never forgets the location of an item he himself has hidden, as long as he hid it after he gained this class feature.

Rewrite (Ex): As the mystic progresses he begins to truly understand the story of life, when he reaches this point he become aware of ways to rewrite the story of the world to better suit his purposes. At third level a mystic of the book gains the ability to target a spell within 20+5 ft./level of him and sacrifice a spell slot to either increase or decrease the DC of the spell by half of the sacrificed spells slots level, this ability can only be used once per round and must be used before any save is made.


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Becoming a Mystic of the Chain[edit]

Mystics of the chain see the world as nothing more than a single enormous chain of events. Everything causes something else to happen, and everything is caused by something else, nothing ever happens by pure chance, these are the thoughts of a mystic of the chain. These mystics have the ability to see the reprecussions of actions far more clearly than most other living beings can understand.

Entry Requirements
Base Attack Bonus: +3
Feats: Any 3 metamagic feats.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Chain

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Instinct (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Truth (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Chain (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int)

Class Features[edit]

All of the following are class features of the mystic of the chain.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the chain, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Seth Arren, a Half-Elf Mystic of the Chain.

Instinct (Ex): As the mystic beholds the worlds event happen around him, he starts to notices the patterns in life, and he becomes adept at predicting moments before they happen, gaining a sort of sixth sense about reality. At first level a mystic of the chain may act normally in a surprise round, no matter the circumstances. Additionally the mystic is never caught flat-footed.

Truth (Ex): As the mystic watches the world and sees cause and effect prove itself over and over again, he learns to see when something just doesn't fit, no matter how well concealed it may be. At second level the mystic gains a +2 bonus on saves made against spells of the illusion school and a bonus on all sense motive checks equal to half of his character level.

Chain (Ex): As the mystic lives his life he begins to understand the true workings of cause and effect, and learns to use these workings to craft a chain of spells. At third level the mystic gains the ability to cast a single spell with a casting time of 1 standard action or less as a full-round action and then cast a second spell that same round as a free action as though it was affected by the quicken spell metamagic feat, the second spell uses up a spell slot two levels higher than the spell’s actual level, instead of four levels higher than the spell’s actual level as with the quicken spell metamagic feat. A character who prepare's their spells can prepare a quickened spell this way, having it occupy a slot only two levels higher than normal, but they must still take the necessary actions in order to cast the spell.


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Becoming a Mystic of the Chalice[edit]

A man who would follow the path of the mystic of the chalice is a man who views the world as a great banquet. A mystic of the chalice sees the richness in the experience of everything, from drinking a fine wine to spilling blood on the battlefield. These mystics tend to be very optimistic, realizing that there is always something to be gained from every situation, no matter how dire.

Entry Requirements
Skills: Listen 10 ranks, Spot 10 ranks.
Feats: Any 3 item creation feats.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Chalice

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Optimism (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Musings (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Drink Deep (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Listen (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the mystic of the chalice

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the chalice, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Optimism (Ex): As the mystic begins to see all the oppurtunities in life, it becomes harder and harder for him to be remotely afraid of something, because why be afraid of something when everything could work out for the better in the end? At first level a mystic of the chalice gains a bonus to saves made against fear effects equal to half his character level.

Musings (Ex): As a mystic of the chalice thinks about the world, he finds inspiration in the smallest things, such as the way a drop of water falls, or how a single sprout can turn into a mighty tree. From these inspirations the mystic finds power, a strength of mind that is only understandable by few. At second level a mystic of the chalice is considered to be 4 levels higher than he is for the purpose of overcoming spell resistance and for qualifing for metamagic and item creation feats.

Drink Deep (Ex): As the the mystic truly begins to tap into the ocean of power in the world around him, he learns to focus himself, and bring forth an incredible display of magic. At third level a mystic of the chalice can take a full-round action once per day to focus the energies around him into a single burst, whenever he takes this full-round action, the next spell he casts is cast with a +5 bonus to caster level.


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Becoming a Mystic of the Coin[edit]

Mystics of the coin realize that everything in the world has or could have some sort of value to someone or something else in the world. They believe that the impact of an action is subjective, changing depending on a persons opinion or mindset. As someone walks down the path of a mystic of the coin, they steadily become more and more insightful, eventually becoming able to realize the use or value of any object instantly. A mystic of the coin will tend to be rather meticulous and finicky, insisting that everything goes in it's proper place.

Entry Requirements
Skills: Appraise 10 ranks, Diplomacy 10 ranks.
Spells: Ability to cast 4th-level arcane spells.
Special: Must have at one time had a useless possession that they would never dare leave behind, unless absolutely necessary.
Table: The Mystic of the Coin

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Worth (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Order (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Bargain (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Appraise (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Listen (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the mystic of the coin.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the coin, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Worth (Ex): As the mystic of the coin begins to fully realize the value everything has, he also begins to realize the hidden worth in everything. At first level a mystic of the coin considers all items that could be masterwork as such for all intents and purposes, if the item already is masterwork, then this ability does not have any effect. Additionally, if the mystic has had a object in his possession for 2 or more hours, he may treat that item as having twice it's original hardness, or half of it's original hardness as he learns to use it to it's best ability, or discovers it's weak points.

Order (Ex): As the mystic notices the value everything in the world has to different people, he realizes that, in one way or another, everything has it's proper place in the world. At second level the mystic gains a bonus to all saves made against spells or spell-like abilities cast by creatures with a chaotic alignment equal to half his character level. A chaotically aligned mystic still gains this benifit seeing as it comes from a way of viewing the world, and not from a personality.

Bargain (Ex): As the mystic begins to truly realize the hidden values in life, he becomes able to even bargain with his own subconscious mind. At third level as a free action, the mystic can forget any number of spells he once knew, whether by merely wiping his mind clean or erasing a page of his spellbook. After doing this the mystic can sit down for a number of hours equal to the total spell level of the forgotten spells, and research any number of spells whose total spell level is equal to or is less than the total spell level of the forgotten spells. In this manner the mystic can forget 3, 3rd-level spells and then sit down and research for 9 hours in order to learn 9, 1st-level spells. For the purpose of 0-level spells, treat a single 0-level spell as beings worth half of a 1st-level spell. For the purpose of epic spells, treat a single epic spell as being worth 2 9th-level spells. This ability does not affect the number of spells per day the mystic can cast, but instead alters the spells he knows. The researching of spells need not immediately follow the forgetting of the spells, in fact any ammount of time can be taken before the new spells are researched.


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Becoming a Mystic of the Key[edit]

A mystic of the key is someone who looks at life as a hallway lined with locked doors, and they're holding all the keys. Mystics of the key veiw everything in terms of what is known and what isn't, and due to this fact, find themselves constantly striving for more knowledge. A mystic of the key will become rather eccentric as he lives his life, always trying to find hidden power in the least likely things.

Entry Requirements
Base Attack Bonus: +3.
Feats: Combat Casting, Iron Will, Spell Focus (any).
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Key

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Theory (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Dream Born (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Unlock (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Open Lock (Dex), Search (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the mystic of the key.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the key, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Theory (Ex): As the mystic begins uncovering the hidden power hidden within life, he begins thinking and theorizing about things he has yet to discover, eventually convinicing himself that his theories must be true. At first level a mystic of the key gains a +2 bonus on save made against mind-affecting effects. Additionally, the mystic gains a bonus on all bluff checks equal to half of his character level.

Dream Born (Ex): As the mystic walks through life he starts looking for hidden power in the most unusual things, such as the soles of shoes or shards of glass. As his search for the hidden power in life begins in earnest, he also begins acting exceedingly odd, and soon it seems that his head is in the clouds at all times. At second level the mystic gains immunity to all fear effects and gains the ability to treat an ammount of damage out of each attack made against him as non-lethal damage, this ammount is equal to his Con modifier.

Unlock (Ex): Soon the mystic begins to discover some of the deepest secrets in life, and becomes able to unlock hidden potential with ease. At third level a mystic of the key gains the ability to spend a move action to clear his mind, whenever he does this the next spell he casts occupies a spell slot 2 levels lower than it actually is (minimum 0), for the purpose of determining all numerical values and save DCs, treat the spell as a spell of it's original level. The mystic can use this ability a number of times per day equal to his caster level. A character who prepares their spells can prepare a spell this way, having it occupy a slot two levels lower than normal, but they must still take the necessary actions in order to cast the spell.


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Becoming a Mystic of the Mask[edit]

Mystics of the mask are men who veiw the world as a great facade, and who believe that just because something isn't true, it doesn't mean that it won't have an effect on the world. These mystic focus themselves upon weaving the false into the true, and hiding their own weaknesses, interweaving themselves forever into the dance of life. Mystics of the mask tend to be extremely confident and crafty individuals, drawing conviction from their pasttime of weaving the beliefs of others to their own designs.

Entry Requirements
Skills: Bluff 10 ranks, Disguise 10 ranks.
Feats: Deceitful, Mind Over Body, Persuasive
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Mask

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Shroud (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Guise (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Reveal (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Forgery (Int), Hide (Dex), Move Silently (Dex), Sense Motive (Wis), Spot (Wis).

Class Features[edit]

All of the following are class features of the mystic of the mask.

Kayla Far, a Human Mystic of the Mask.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the mask, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Shroud (Ex): As a man beings to walk down the path of the mystic of the mask, he begins to see the world in a new light, seeing the curtains that are drawn over everything in life, and he learns to manipulate these curtains to his advantage. At first level the mystic gains a +2 bonus on all bluff, disguise, forgery, hide, move silently, and sense motive checks.

Guise (Ex): As the mystic discovers the way different things in this world are hidden, he learns to better hide himself. At second level the mystic gains a bonus on all saves made against spells of the divination school equal to half of his character level.

Reveal (Ex): As a mystic of the mask begins to see the shrouds that conceal the purest truths in this life, he gains the ability to pull away these shrouds, revealing the power of truth. At third level a mystic of the mask can force a single reroll on any attack roll, saving throw, or skill check made within 100 ft. of him a number of times per day equal to his caster level divided by 3 (round down).


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Becoming a Mystic of the Mirror[edit]

A mystic of the mirror is a man who sees all of the reflected factors in reality. A mystic of the mirror is born when a man realizes that there are no coincidences, and that everything that happens, does so for a reason. Mystics of the mirror tend to be wise and cryptic, yet friendly and sometimes even warm and welcoming, taking pleasure whenever someone visits them, and speaking in riddles, to encourage his visitors to start thinking in different ways.

Entry Requirements
Abilities: Wisdom 15.
Feats: Improved Initiative, Magical Aptitude, Negotiator.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Mirror

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Wise (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Second Sight (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Reflect (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the mystic of the mirror.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the mirror, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Wise (Ex): A mystic of the mirror is a man who can see the thousandfold reflections within the world, and because of this fact, he gains interesting insight into the nature of events. At first level a mystic of the mirror gains a +2 insight bonus to any numeric value that he would apply his Wisdom bonus too.

Second Sight (Ex): As a mystic of the mirror begins to see deeper into the reflections of the world, he learns to see through the false and the mundane. At second level a mystic of the mirror is never caught flat-footed, additionally, the mystic gains a bonus to all sense motive checks equal to half of his character level.

Reflect (Ex): Eventually a mystic of the mirror begins to fully realize how far back into the world the mirrors actually reach, and he begins to learn how to become as a mirror himself, soul, mind, everything about him. At third level a mystic of the mirror gains the ability to try and negate a spell or spell-like ability that targets him and him alone by attempting a caster level check (1d20 + caster level) against the casters opposed caster level check, if the mystic wins then the spell or spell-like ability is negated and an identical spell is cast upon the original caster, using the mystics caster level as the caster level of the spell. if the original caster of the spell wins then the spell progress as normal. This ability can be used 3 times per day and it's use must be declared before any saving throw.


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Becoming a Mystic of the Orb[edit]

A mystic of the orb is a man who veiws reality as being perfectly balanced, perfectly smooth, and perfect in motion. Mystics of the orb believe whole-heartedly in fate, believing that even the most chaotic and destructive events were meant to happen, and that no matter the damage done, reality will always compensate, maybe not in the same lifetime, but it will balance itself eventually. These mystics tends to be incrediblly calm and almost overly-friendly in even the most dangerous situations.

Entry Requirements
Base Attack Bonus: +3.
Skills: Concentration 10 ranks, Knowledge (Nature) 10 ranks.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Orb

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Calm (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Solid Mind (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Curve (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Nature) (Int), Listen (Wis), Search (Int), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the mystic of the orb

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the orb, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Calm (Ex): In order for a man to begin walking down the road of the mystic of the orb, he must first come to realize that everything that happens was meant to happen. With this realization the mystic learns not to fear things that happen around him, for if something must come to pass, then it must come to pass. At first level a mystic of the orb become immune to all fear effects.

Solid Mind (Ex): As a mystic of the orb watches the world and beholds its odd perfection in balance, his faith in reality grows stronger, and with it his willpower and focus become more and more unbreakable. A second level a mystic of the orb gains a bonus to all Concentration equal to half his character level.

Curve (Ex): Eventually a mystic of the orb learns to see the way the world balances itself, and at the same time realizes that the whole of reality rests upon a great curve, and he learns to manipulate this curve to his advantage. At third level, the mystic may ignore all forms of concealment or any other condition that provides the target with some percentage of miss chance. Additionally, the mystic may add 20 ft. to the reach of any spell he casts.


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Becoming a Mystic of the Ring[edit]

A mystic of the ring is a firm believer that everything in this world, no matter how small, holds within it its own unique force. These mystics tend to be insightful into the inner workings of things, they understand why people act foolish, or out of malice, and they can sympathize, because they can understand what goes through their mind. Mystics of the ring tend to be trusting and accepting individuals, who have unparalleled patience and stubborness that few can withstand.

Entry Requirements
Skills: Diplomacy 10 ranks, Sense Motive 10 ranks.
Feats: Diehard, Great Fortitude.
Spells: Ability to cast 4th-level arcane spells.
Table: The Mystic of the Ring

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Trust (Ex) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Stubborn (Ex) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Deem (Ex) +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the mystic of the ring.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a mystic of the ring, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Trust (Ex): As a man begins to walk the path of the mystic of the ring, he begins to see the forces that lie within everone, he soon realizes that everyone has the strength to do great things within them, with this realization the mystic learns to trust in anyone, no matter the situation or person in question. At first level a mystic of the ring gains a bonus to all Diplomacy equal to half his character level.

Stubborn (Ex): As the mystics trust in the strength and power that others cannot see deepens, he becomes more and more sure of what he sees, and more and more unyielding to those who attack him. At second level a mystic of the ring gains a +2 bonus to all Will saves.

Deem (Ex): As a mystic of the ring continues to see the inner forces in the people of the world, he begins to truly see what those forces are as they rest dormant. Due to this the mystic learns to draw that power out with his mere presence. At third level any time an ally of the mystic within 100 ft. of him attempts an attack roll, saving throw, or skill check under stress, roll a D%, on a roll of 95% or better, that ally may take 20 on that dice roll. A single ally of the mystic cannot be affected by this ability more than once in a 24 hour time period.


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Campaign Information[edit]

Playing a Mystic[edit]

Combat: Mystics are magnificently powerful spellcasters who have it within their power to alter the flow of battle in a single moment. In battle Mystics rarely involve themselves in close range battle, instead choosing to stand away from danger and manipulate the battlefield with arcane energies.

Advancement: Mystics most often try to further their understanding of magic after a time, often taking levels in loremaster or archmage at one point or another. Though certain mystics may also be drawn to other classes, a mystic of the mask may seek to take levels in rogue for example.

Resources: Mystic do not often organize into groups, instead choosing to watch the world and deepen their understanding in solitude. If the situation arrises that mystics do in fact organize into a larger group, then this group is often treated with respect and sometimes even fear, for an organized group of mystics is bound to be terrifyingly powerful.

Mystics in the World[edit]

This world is a wilderness that only the wise can map.
—Kirith Isen, Tiefling Mystic of the Mask

Mystics are most often people who are renown for their prowess, yet who seek to live by themselves. Mystics tend to be hard to find and unwilling to help if they are found, instead wanting to remain alone and watch the world from afar. Of course there are also Mystics who are the exact opposite, yet exceedingly odd, sometimes following people around and offering help at the most inordinate moments, other times skipping through a forest full of dangerous creatures. These mystics are strangely still hard to find, yet much more willing to help.

NPC Reactions: When an NPC encounters a mystic for the first time, they probably will not react differently than they would to any other member of the mystic's race, seeing as being a mystic does not actually change the being's physical appearance. But when an NPC discovers the power a mystic holds, they may react in any number of ways, apprehension, fear, skepticism, or maybe even indifference.

Mystic Lore[edit]

Characters with ranks in Knowledge (Arcana) can research mystics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Mystics are powerful spellcasters who can manipulate the world around them.
16 Mystics watch the world around them as another would a play.
21 There are many different paths a mystics can take, each one dependant on a certaint way of thinking.
26 Characters who get this result can know the names and locations of specific mystics and items related to them.

Mystics in the Game[edit]

Mystics are often mysterious strangers who speak in riddles and lend help to the party at certain crossroads. The intentions of a mystic are rarely ever revealed, and if they are, then are even more rarely understood. PCs who take levels in mystic start to become distant from the other members of their party and begin to find themselves thinking about the world more as they progress down a certain path of the mystic, until eventually new power awakens within them, and they realize something about the world around them. PC mystics do not necessarily change their standing in the world when they become mystics, but their personality will undoubtedly change.

Adaptation: Mystics are highly adaptable characters, a mystic could be the wizened hermit living deep living within a series of ancient, abandoned, dwarven tunnels that the players must seek out. A mystic could also be the cloaked and hooded figure that appears in the streets of a city a week before it falls. A mystic could even be the secret adviser to the king of a hidden nation. Mystics can truly be molded to fit any story or situation.

Sample Encounter: Tural Remiel was once a young child. He lived with his grandmother in the largest house in the town where he grew up, and he didn't care for anything but his grandmother, his friends, and his toys. But then something changed one day, the sky bled. A lot of people left, they said it was an evil omen, but not Tural's grandmother, she said that the town was her home, that she wouldn't leave even if the world shook her house to the ground. So Tural and his grandmother stayed, none of Tural's friends were left behind, so Tural talked with his grandmother most of the time, she talked about odd things lately, preparations, dark things, sometimes she'd be quiet and tell Tural that she loved him, other times she'd tell him stories of when she was younger. A year passed, and then Tural's grandmother told him to lock himself in the pantry on the ground floor, and to not leave it until everything was quiet, no matter what he heard, not until it was quiet. He wanted to ask why, but he knew better, not when she had that tone in her voice. He locked hismelf in the pantry and sat down in the corner, he heard the world around him, the house creaking, the whispering of the wind, and he heard his grandmother climb up the steps to the second floor, straight up to the window that she always stared out of, directly above him. He heard her unfurl a scroll, and at the same time a distant sound, like thunder, it was filled with anger, he heard his grandmother shout out to the world in some odd language, heard the thunder sweep forward into the town. The world outside went black, no light entered through the cracks in the walls, the house creaked as hellish winds crashed through the world around it, Tural still thought he could hear his grandmother shouting in that strange language, then there were sounds like cannon blasts and wood splintered, then something changed, his grandmothers voice wasn't a voice anymore, it was a roar, that drowned out all other sounds and made the world tremble around the edges. Then the light was back, and the sounds were gone. Tural sat there terrified for a few moments, afraid to move, but then a single drop of blood hit his forehead, and he looked up, blood was falling from the ceiling, just like when the sky had bled, Tural rushed out of the room and ran up to his grandmother, barely registering that half of the building was gone, blown backwards a few hundred feet, he just wanted his grandmother to be alright. She wasn't, her body was white, and there was a hole in her chest the size of a fist, blood was still pouring out of the wound, and her eyes stared blankly ahead, but, strangely enough, she was smiling. Tural fell to his knees, tears running out of his eyes, eyes that wouldn't look away from what they saw. He knelt there a while, until his neighbor, Mr. Wisp, who had decided to stay with the town too, came up to the building, shouting out Tural and his grandmothers name, then he found Tural, kneeling there, weeping, and he picked him up. Tural didn't remember much after that, only bits and pieces of different years and journeys, but to this day, Tural hasn't spent a single day where he didn't stop and remember his grandmother, the way she died, the smile on her face after she died, and he has come to the conclusion that, whatever she was doing, she had succeeded, and this thought has helped calm his spirit.

EL 16:

Tural Remiel

CR 16

Male Aasimar Sorcerer 12, Mystic of the Mirror 3
NG Medium Outsider (Native)
Init/Senses +5/Listen +10, Spot +13
Languages Common, Celestial, Draconic, Elven, Gnome.
AC 16, touch 16, flat-footed -
(+1 Dex, +5 deflection)
hp 85 (15 HD)
Resist Resistance to acid 5, cold 5, and electricity 5
Fort/Ref/Will +8/+6/+14
Speed 30 ft. (6 squares)
Melee +5 Keen Adamantine Glaive +12/+7 (1d10+5/19-20 ×3)
Base Atk/Grp +7/+8
Special Actions Summon Familiar, Reflect
Sorcerer Spells Known (CL 15th):
6th (6/day)—repulsion (DC 25), true seing, chain lightning (DC 25)
5th (7/day)—teleport, cone of cold (DC 24), sending, overland flight
Spell-Like Abilities (CL 15th):
1/day—daylight.
Abilities Str 11, Dex 12, Con 17, Int 16, Wis 17, Cha 28
SQ Darkvision 60 ft., Second Sight, Wise
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Magical Aptitude, Maximize Spell, Negotiator.
Skills Bluff +21, Concentration +21, Craft (Weaponsmithing) +18, Knowledge (arcana) +18, Listen +10, Spellcraft +23, Spot +13
Possessions Cloak of Charisma +6, +5 Keen Adamantine Glaive, Ring of Protection +5, Robe of Eyes




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