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Tarian Mystics - 2nd Edition Rules |
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Allowed Alignments: NG, LN, N, CN, NE. Minimum Stats*: INT 14, WIS 14, CHA 12 * A Tarian Mystic with scores of 16 or better in INT, WIS, and CHA gains a 10% bonus to their experience. Spellcasting
Priest Major Spheres: All, Animal, Divination, Elemental, Healing, Plant, Protection, Summoning, Weather
Wizard Major Schools*: Abjuration, Conjuration/Summoning, Divination, and Invocation/Evocation Armor & Weapons Although Tarian Mystics are strong with magic, their skills with weapons suffer. They are limited to using daggers, short swords, knives, staffs, darts, slings, and clubs. Unlike mages, Tarian Mystics can wear any type of natural armor (leather, bone, shell, etc.) without penalty to their wizard spells. They cannot use any type of metal armors such as chain mail or plate mail. They cannot use shields. The only exception to these rules is elven chain; its unique properties allow the Mystic to wear it without penalty. Mystics can use any magical version of weapons or armor normally allowed to them, and can use other types of magical items allowed to priests or wizards. Allowed Races This class is meant for use with the Felosian race only, but if the DM desires, it may be adapted for use with other campaigns and player character races. If you do this, it is recommended you use a different class name to avoid confusion, such as "Elemental Mystic" for example. Other Abilities
Once every 4 levels, a Tarian Mystic gains an animal companion. This can be any normal or giant version of a natural animal, or could be a magical woodland denizen as decided by the DM. The companion cannot have a number of hit dice greater than half the Mystic's level. This companion will have higher than normal intelligence for its species, and will share an empathic bond with the Mystic. It will know almost instinctively what the Mystic needs it to do, and the Mystic will be able to sense its feelings and intentions. Once per day for every 4 levels of experience, the Mystic can attempt to see and hear through the eyes and ears of its companion. To do this, the Mystic must sit motionless and concentrate for 1 round. The effect lasts until the Mystic ends his concentration, the Mystic's concentration is interrupted, or the companion falls under attack. The companion is treated as a henchman, with its own personality and such. While it will follow a Mystic's mental orders as best it can, it will not do anything against its own nature unless it senses the Mystic's life is at stake. As an example, it would not follow an order that would most likely result in its own death, unless the situation were dire and it was required to save the Mystic's life. When a Mystic has earned enough levels to gain a new companion, but already has one, the Mystic is given a choice. He can choose to keep the current companion, or dismiss it in favor of the new one. Essentially, the new companion presents itself as a candidate. If the Mystic chooses to stay with his current companion, the new one will simply go about its own way, but may return at a later time (4 levels later) at the DM's discretion. A Mystic can lose a companion if it dies, the Mystic dismisses it, or the companion leaves due to bad treatment. Once lost, that companion cannot be replaced until the Mystic achieves sufficient level to acquire a new one. More Information
Experience, Hit Dice, etc.
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