Ability Scores
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| Armor Class | BASE | DEX | VOULGE | ||
| Mystic | -6 | -10 | -13 |
| Combat Stats | Class Stats | ||
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Hit Points
|
160 | Class | MYSTIC |
|
Thac-5
|
2 | Level | 36 (56th effective) |
| XP Award | 5,837,018 as of 7/12/2015 | ||
| +150.244 from ??? | |||
| +3,600 from scrape above | |||
| +456,188 from Braid Artifact session | |||
| +175,486 – 4/11/2020 | |||
| + 823,058 – August 10, 2021 | |||
| + 250,000 – August 2024 | |||
| TOTAL | 7,695,594 as of August 10, 2021 | ||
|
Movement
|
120 walk | 180 Fly | |
| Saving Throws | Secret Craft: RUNE | ||
| Breath Weapon |
2 (+3)
|
First
|
96 Matter |
| Death |
2 (+3)
|
Second
|
86 Life |
| Petrification/Para |
2 (+5)
|
Third
|
76 Power |
| Spells |
2 (+5)
|
Fourth
|
66 Magic |
| Rod/Staff/Wand |
2 (+5)
|
Fifth
|
True Name |
| NOTES | Languages |
| – Immune to Beholder Eye Rays – Lost 1 HP permanently – +1 CHR/-1 STR, Watcher Colossi – +1 HP Honoring Jamadaru – +25% to avoid Artifact penalties – No Artifact Penalties: Hel’s Wheel – Epic Wish x 2 to be able to use the Voulge and attain Grand Master. – Epic Wish to be a Mystic for One Year – Bronze Blooded (can see into the Bronze Realm) – Stats from meeting with the Immortals, and maybe “The Old Friend” elder god |
Glantrian: FORGOTTEN Thyatian Elven |
| Family Druida Tien Shi MacGregors |
|
| No Artifact Penalties or Handicaps
Draconic Form! This spell allows the caster to assume a humanoid form with dragon characteristics. The caster grows large fangs, a dragon tale, and has a dragon’s dorsal fins protruding from his/her back. The caster’s natural armor class is reduced to -1, he/she gains one additional tail attack per round for 2d4+2 damage (during combat only – can’t be used while casting spells or invoking spell-like effects), and once per day can breathe fire, acid, or lighting (depending on the caster’s dragon affinities) for 10d6 damage (save vs. dragon breath for half damage). In whatever respects the caster maintain humanoid characteristics, they resemble his/her original form. The Voulge*: |
ARTIFACTS I’VE USED —————————– Anklet of Asterius Braid of Thorn Cape of the Ordinary Man Egg of the Phoenix Hammer of Life Head of Shanara Hearts of Kagyar Owl of Mnexitarin Quarterstaff of Alyosha Skyhook Ballistae Tome of Elish Wife of Illmarinen BOOKS I’VE READ —————————– Chitherki “Education” Sulata “Horses & hippogriffs” Mira “Aerial warfare” Prisnatano “Happiness & Asceticism” Vir “Strength Training and Exercise” Epens “Piety” Natane “Fundamentals of Magic” Elstir “Treatise on Liberation of Humankind” Frush “Preservation of the Flesh” Rethim “Archery & Hunting” Dryinu “Marriage” Chronomos “Rulership” Crysma “Treatise on Self Effacement” Thanos “Treatise on Sentience” Lyterrono “Principles of Pre-Cosmology” Tuaren “Sources of Magic” Crobyem “Chiustra” Yeveny “Properly Breeding Animals” Koritim “Swordcraft” Chethem “Romantic Love” Shydemn “Purposes of Art” Chitherki “Education” Crem “On Defense of Warfare” Ensu “The Rituals” Fynnis “History” Tuon “Smithing” Yterat “Harvest” Ensem “Language” |
Mystic Abilities:
Martial Arts
Martial Arts Mystics are able to fight very effectively without using weapons or magic. They utilize a form of unarmed combat as part of their mystical training. They call this training “the discipline,” but others often call it “martial arts.” The discipline involves physical training, meditation, philosophy, and comprehension of the forces of the universe, and mystics are taught to resolve difficult situations peacefully whenever possible; for these reasons, mystics do not care to have their lifestyles referred to as “martial arts,” as the term suggests that all they do is fight. The mystics’ discipline is presumed to integrate and vastly improve upon the bare-handed combat techniques described in Chapter 8. As you can see in the Mystic Special Abilities Table on the next page, mystics can strike more often than normal humans, elude attacks better (their enhanced AC), and deal more damage when fighting barehanded. They can also fight with weapons, and can use their multiple attacks per round with melee and thrown weapons (but not missile weapons). In addition, when fighting unarmed, they can often hurt monsters which can ordinarily only be hit by magical weapons. Though a mystic’s hands are not magical, an experienced mystic can use them effectively against creatures immune to normal weapons, as shown in the Mystic Unarmed Attack Equivalents Table.
Mystic Unarmed Attack Equivalents Table
Level – Weapon Equivalent
2 Silver Weapon
5 +1 weapon
8 +2 weapon
11 +3 weapon
14 +4 weapon
16 + 5 weapon
These attacks don’t gain the attack or damage bonuses of their magic-weapon equivalents, but can hit creatures as if the indicated weapon were used. For example, a 5th level mystic can hit and hurt a gargoyle when fighting barehanded.
Set Spear vs. Charge, Fighter Combat Options Beginning mystics can utilize the fighter’s Set Spear vs. Charge maneuver. They cannot utilize the Lance Attack maneuver. At Name (9th) level, they get three of the Fighter Combat Options (smash, parry, and disarm, but not multiple attacks). The Fighter Combat Options are detailed under “Combat Maneuvers” in Chapter 8.
Acrobatics Some mystics may also possess a special ability called acrobatics. This specialized ability, while useful, detracts a mystic from fully focusing on his combat abilities; this is why acrobatic mystics have a -20% penalty on all earned experience. Acrobatics allows a mystic to perform the following actions:
Jumps/Leaps
Tumbles/Flips
Catches (to prevent oneself from falling)
Swings
Balancing
The game effects of this ability are these:
First, the mystic’s acrobatics ability includes every feature of the Acrobatics general skill mentioned in Chapter 5.
Second, with a successful ability check, the mystic can cross rough, broken terrain at no modification to his movement rate: He flips over obstructions, leaps across trenches, handsprings over low fences, etc. This doesn’t affect his long distance movement rates; it only affects his encounter speed and running speed.
Third, the mystic can cross a line of enemy warriors without having to go around or break through it. With a successful ability check, he can roll between the legs of one opponent, or handspring over the line, or pole-vault using his spear, and thus cross a distance equal to his encounter speed’s movement rate. He suffers no AC penalty when he performs this action.
The mystic’s chance to perform any of these actions successfully is calculated this way: Three times the mystic’s Dexterity score plus two times the mystic’s experience level equals the mystic’s percentile chance to perform the action.
Acrobatics Check =
d% roll vs. ([3 * Dex] + [2 x Lvl])
d% roll vs ([3 * 18 = 54] + [2 x 36 = 72]) = 126
For example, a 3rd level mystic with Dexterity 15 would have a 51% chance to perform an Acrobatics feat.
The DM, if he prefers to make acrobatics an easier and more commonly useful ability, can decide to use some alternate means to check success. For example, he might have the player roll 1d20 against his Dexterity score, with any roll equal to or less than the Dexterity score indicating success. Whatever type of roll he uses, the DM is free to adjust any individual roll to reflect the difficulty of the action being attempted. Doing a backflip on the street to entertain a flock of children is much easier than doing one while walking on a wire ten stories in the air; the DM might wish to improve the mystic’s chance to perform the former task and make the latter task harder.
Thief Abilities
Any mystic can use the following special abilities of thieves as if he were a thief of the same level:
Find Traps,
Remove Traps,
Move Silently,
Climb Walls,
and Hide in Shadows.
Mystic Abilities
Mystics gain the following special abilities as they progress in experience levels:
2nd Level: Awareness
4th Level: Heal Self
6th Level: Speak with Animals
8th Level: Resistance
10th Level: Speak with Anyone
12th Level: Mind Block
14th Level: Blankout
16th Level: Gentle Touch
Explanations of Mystic Abilities
Awareness: The mystic is only surprised on a roll of 1 (on 1d6). (Surprise is explained in Chapter 7.)
Heal Self: The mystic may, once per day, cure himself of 1 point of damage for each experience level he has. He does this simply by concentrating for 1 round. Example: a 10th level mystic can concentrate for one round and will heal (regain) 10 hit points of damage.
Speak with Animals: The mystic may speak with any normal or giant animal as often as desired; animals understand his speech and he understands theirs, though no animal is forced to talk to him.
Resistance: The mystic takes only half damage (round down) from all spells and breath weapons that inflict damage, or one-quarter damage (round down) if the saving throw is successful. Any attack that does him damage will do a minimum of 1 point of damage, even if rounding indicates 0 points of damage.
Speak with Anyone: The mystic may speak with any living creature that has a language of any sort, as often as desired. The creature being spoken to does not have to converse with him.
Mind Block: The mystic is immune to ESP, hold and slow spells, magical charms, quests, and geas spells.
Blankout: By concentrating for 1 round, the mystic causes his presence to “disappear.” No living or undead creature can see him; there is no saving throw. The effect lasts for 1 round per level of the mystic; it is dispelled automatically if he attacks. He may only do this once per day.
Gentle Touch: Once per day, the mystic may use the Gentle Touch on any one living creature (it requires a normal roll to hit; if he fails to hit, he can try the Gentle Touch again). The mystic must declare he is using the Gentle Touch before he rolls to hit, and must declare which result (explained below) he is seeking. The victim does not get a saving throw, but a victim which has more Hit Dice than the mystic’s experience level is not affected.
The Touch will have one of the following results (the mystic decides and announces which before he rolls to hit): charm, cureall, death, quest, or paralysis. These effects mimic the same effects of the following spells in all respects except duration: charm person, cureall, death spell, quest, and hold person. The effect lasts for 24 hours—except for death, which is a permanent effect.
Special Restrictions
Mystics may not use protective magical devices (such as rings, cloaks, etc.). All the material goods (money, magical items, etc.) won, purchased, or acquired as treasure by the mystic are actually owned by his cloister, not by the mystic himself. Should the cloister have need of something “owned” by a mystic, the head of the cloister need only ask for it.
36th Level
AC = -6
MV = 320′
Hand to hand attacks = 4
Damage = 3D12
Find Traps = 110
Remove Traps = 130
Move Silently = 100
Climb Walls = 120
Hide in Shadows = 100
| Possessions | Magic Items | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| GOLD | Weapons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1,138,750 gp (as of Jan22, 2011) ——————————– – items 1. Staff of wizardry (75,000gp) 2. Scroll of Questioning (6000gp) 3. Scroll of Shelter (4500gp) 4. Ring of Spell Turning (30,000gp) 5. Displacer Cloak (43,750gp) – 1 million for Bacca Plate (1/3 by Al Bino) ———————————- +500K in Paladin of Petra Duel -100K to the Lanthorn -100k Bag of Holding ———————————- Stake in Dual Planar Silver Mine: Living Colossi Homeland Plane. $$$$!!!! 273 Dual Planar Silver Ingots ($41.7 million GP value) +40 or so more Ingots +2,416,880 gp pay out from Mine.———————————– Special Materials Ockonomam Crystal Dual Planar Silver Other Dual Planar Materials Exalted Materials Vssgon Worker Thread Sky Green Emerald Venom Light Crystals Chustra |
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| Skill Acquisition |
Artifacts |
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| Skills = 40 total Weapon = 9 used NWP = 28 used Total Used = 37 Open = 3 |
Weapon Stats | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Skills | Non-Weapon | Weapon | |
| 4,350,000 – 36th = 15 (12+3) | 4,350,000 – 36th = 10 (7 used) | ||
| +600,000 thereafter | +200,000 thereafter | ||
| 4,950,000 – 16 | 4,550,000 – 11 | ||
| 5,550,000 – 17 | 4,750,000 – 12 | ||
| 6,150,000 – 18 | 4,950,000 -13 | ||
| 6,750,000 | 5,150,000 -14 | ||
| 7,350,000 | 5,350,000 – 15 | ||
| 7,950,000 | 5,550,000 – 16 | ||
| 5,750,000 – 17 | |||
| 5,950,000 – 18 | |||
| 6,150,000 – 19 | |||
| 6,350,000 – 20 | |||
| 6,750,000 | |||
| 6,950,000 | |||
| 7,150,000 | |||
| 7,350,000 | |||
| 7,550,000 | |||
| 7,750,000 | |||
| 7,950,000 |