Mystic class


Homebrew and House Rules


First of all, this is my first post on these boards. I recently took a look at the Pathfinder RPG, and I simply love it. Thank you Paizo!

Now, here's why I'm posting. I had an idea for a mystic class that I wanted to get some feedback on. I've drawn on the mystic class from the 3.5 Dragonlance book, the evangelist (variant cleric) from Dragon#311, plus a little bit of my own ideas. I'm trying to capture a broad range of "mystics", from whirling dervishes to itinerant healers. I envision them as not necessarily being devoted to any deities, but rather turning inward for enlightenment. (Of course, a mystic may still choose to follow a deity whose ideals he/she agrees with, just as any character may.)

First of all, start with a cleric. Reduce BAB to the poor progression, and correspondingly reduce HD to d6. Beginning proficiency is only with light armor and simple weapons. The mystic has 6+Int mod skills ranks per level, with the following class skills (in place of the cleric's): Bluff, Craft, Diplomacy, Heal, Knowledge (arcana, nature, religion), Perception, Perform, Profession, Sense Motive, Spellcraft, Survival.

(Some of the choices for class skills may require explanation. I've given them Perform so that a player may emulate a sort of sufi mystic who would use poetry, music, and/or dance as a path to enlightenment. Sense Motive and Perception are given due to their being in tune with the world around them. Survival as a class skill would be useful for the hermit who seeks enlightenment in solitude, away from civilization. As I said, I want the class to allow for a wide variety of "mystics". If any other choices needs explanation, let me know.)

Like clerics, mystics use Wisdom in their spellcasting. However, they are spontaneous casters, and use the sorcerer progression for spells known and spells per day. Mystics choose spells from the cleric's spell list (although, depending on the type of mystic envisioned by the player, and with the GM's approval, this may be replaced with the druid's spell list). Any 0-level spells (orisons) known may be cast at will.

At first level the mystic gains two cleric domains of the player's choice (although it is recommended that there by some rationale behind the choices). The mystic adds the spells to his/her spells known (assuming he/she is of sufficient level to cast them), and gains all of the domain's granted powers. At levels 5, 10, 15, and 20, the mystic may add an additional domain, gaining access to the spells and powers as above.

Finally, the mystic does not gain the channel energy or aura class features of the cleric. They also do not cast any extra spells per day from their domains (domains only add to spells known for the mystic).

I hope that was clear, and that I didn't leave out anything important. Does this look roughly balanced? Is there a problem I'm missing? I invite your feedback.

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