Some people choose to live a life based on spirituality. Many of these people become clerics or templars, but others prefer to ignore the ways of the gods. These mystics seek to gain spiritual growth and understand the concepts of life by examining the world. They join cloisters of other mystics that share the same ideas. Belief in extraordinary powers of the body (not magical) is common among these men. Of course when a mystic begins to travel, he must learn to defend himself. While in a cloister these people are taught to fight unarmed, but until this can be done effectively, they usually use a weapon of some type. Most mystics are honest and kind, but a few exist that perform terrible deeds. The uniqueness of these people makes them an interesting and useful addition to any group of adventurers.
Prime Requisite: Strength and Dexterity Minimum Score: A mystic must have a Wisdom and Dexterity score of 13 or higher. Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18. Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply. Maximum Level: 36 Armor: None; shield not permitted; may never wear magical protective devices. Weapons: Any Special Abilities:
Mystics use the mystic experience and saving throw charts, but use the fighter thaco and weapon mastery charts.
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