Clarification on the Mystic class

Post/Author/DateTimePost
#1

darthsylver

Feb 21, 2004 19:35:44
With the mystic class it states that the mystic chooses any one domain and gains the granted power and 1 extra spell per level that comes from that domain.

My question is this; if the Mystic chooses the war domain how does she determine the weapon proficiency and weapon focus that she receives.

Normally these would be related to the favored weapon of the deity but mystics have no chosen deity.

So you can see the problem.
#2

zombiegleemax

Feb 21, 2004 21:53:33
I have two players who have decided to create mystics with the War domain, and I have no problem with them choosing the weapon proficiency and focus themselves. If you find this too lenient, restrict the character to culturally appropriate options, e.g elven thinblade for Qualinesti / Silvanesti mystics, greatsword for Solamnics, battleaxe for dwarves.
#3

cam_banks

Feb 21, 2004 23:36:38
Originally posted by darthsylver
Normally these would be related to the favored weapon of the deity but mystics have no chosen deity.

The mystic chooses any single weapon he or she likes.

Cheers,
Cam
#4

darthsylver

Feb 22, 2004 11:36:28
Thanks. That's what I thought but was not sure.

It gets a little unclear when the mystic has an ability or spell that is directly tied to a deity.
#5

Dragonhelm

Feb 22, 2004 13:20:09
Originally posted by darthsylver
Thanks. That's what I thought but was not sure.

It gets a little unclear when the mystic has an ability or spell that is directly tied to a deity.

Remember, too, that some mystics follow the tenets of a deity, even if they don't gain power from the deity. A Skull Knight, for example, might choose the favored weapon of Takhisis.

However, I'd recommend following Cam's advice on weapons above.
#6

zombiegleemax

Feb 23, 2004 9:34:24
An alternative idea could be to create of list of alignment based weapons, and thereby let the mystic's alignment influence his/her powers.

ie.


LG: Longsword, greatsword
NG: Warhammer , shotsword
CG: Battle axe, mace (heavy or light)

LN: Quaterstaff, scimitar
TN: Maul, longspear
CN: Half spear, sickle

LE: Greataxe, whip,
NE: pick (light or heavy), sap
CE: Scythe, dagger

guess I can't find place for the ranged ones, well you get the basic idea.
#7

darthsylver

Feb 23, 2004 18:48:06
The other half of the question. Spells.

What about spells that reference to a deity. Like commune for instance?
#8

talinthas

Feb 23, 2004 18:55:55
in my campaign, the mystic speaks with the spirits of his ancestors when he augers or communes.
#9

cam_banks

Feb 23, 2004 19:00:21
Originally posted by darthsylver
The other half of the question. Spells.

What about spells that reference to a deity. Like commune for instance?

There's a number of solutions to this, the chief of which is that the mystic is communing with extraplanar forces aside from the deities. The Thorn Knights have had powerful augury talents during the Age of Mortals, which implies that there are forces or beings within the reach of magical contact that can provide guidance or information.

The other option is to disallow this kind of magic for a mystic character, but this isn't as helpful for obvious reasons.

Cheers,
Cam
#10

zombiegleemax

Feb 24, 2004 10:31:28
Originally posted by talinthas
in my campaign, the mystic speaks with the spirits of his ancestors when he augers or communes.

It is good solution. The collective memories of the mystic's forefathers. It is a vast enough pool of information, so it can be useful.
Another solution could be to simply switch "commune" with
"commune with nature"
#11

talinthas

Feb 24, 2004 10:58:05
that, and the whole concept of the WoS period being inundated with souls that have nowhere to go and nothing to do...