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Last class I had from my Glantri campaign. The party got friendly with one of the Mystic Healer's monasteries- especially since the party's Dream Mistress had so many... eccentricities. IMC one of the primary reasons for the Hospices (and why the monks were tolerated by the Council even with the quasi-divine powers listed below) was to care for wizards who were senile, mad, or otherwise a danger to themselves and others- especially if they could still cast spells in their befuddled states. Naturally, the Mystics also used their abilities to help the local populace in more remote areas, with healing and whatnot.
As I mentioned, the Mystics get a limited number of divine spells, and Princes such as Jherek who allow the Mystics within their borders turn a blind eye to this, provided the Mystics are helpful and keep a low profile. I chose divine spells primarily because of the 3rd ed "healing = divine" relationship. The mystics get these spells from their connections with the cosmos and the world around them, and not from any particular Immortal. They themselves probably would not consider the abilities divine, but simply an extension of the work they do.
Note that I also threw in a couple of updated OD&D Mystic abilities, such as Blankout and Gentle Touch.
Mystic Healerby Byron's Ghost
Hit dice: d8
Alignment: any non-evil
Base attack bonus +5 or higher
Wholeness of Body ability
Healing: 4 ranks
Special: Must be accepted and trained by the Hospice
Special: Must speak Ethengarian
Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Knowledge (arcana), Move Silently, Spellcraft, Tumble
Skill points: 4 + Int modifier
None gained. Note that Mystic Healer levels DO NOT stack with monk levels for the purposes of determining unarmed attacks- the monk class level is used.
Spells Per Day Level Att Fort Ref Will Special 1st 2nd 3rd 4th 1 +0 +2 +2 +2 Improved Evasion, Gentle Blow 0 2 +1 +3 +3 +3 Uncanny Dodge (Dex bonus to AC) 1 3 +2 +3 +3 +3 Extra speed, Alertness feat 1 0 4 +3 +4 +4 +4 Diamond Body 1 1 5 +3 +4 +4 +4 Blankout 1 1 0 6 +4 +5 +5 +5 Diamond Soul 1 1 1 7 +5 +5 +5 +5 Extra Speed, Tongue of the Sun 2 1 1 0 8 +6 +6 +6 +6 Gentle Touch 2 1 1 1 9 +6 +6 +6 +6 Timeless Body 2 2 1 1 10 +7 +7 +7 +7 Empty Body 2 2 2 1
SPELLS PER DAY
The mystic gains access to a limited number of divine spells, as listed above. An entry of '0' in a column indicates that the mystic may cast spells from that level only if he would ordinarily get bonus spells due to high Wisdom. These spells are prepared exactly as if the mystic were preparing clerical spells. However, the mystics do not get these spells from an Immortal, but with their connection with the life force itself. Therefore, the mystic spends his preparation time meditating instead of praying.
IMPROVED EVASION, UNCANNY DODGE
This works exactly like the rogue ability of the same name.
The Mystic Healer levels stack with monk levels for the purposes of determining the amount of stunning blows.
At third and seventh levels, the mystic healer adds +10 to his movement rate.
DIAMOND BODY, DIAMOND SOUL, TONGUE OF THE SUN AND MOON, TIMELESS BODY, EMPTY BODY
All these abilities work exactly like the monk abilities of the same name.
At fifth level, the mystic healer gains the supernatural ability to mask his presence once per day. This ability lasts up to one round/level and works much like the spell invisibility. However, it is not an illusion, more a clouding of the mind. Normal senses cannot detect the mystic; only spells with the power of true seeing or stronger will detect him. Like invisibility, this effect ends if the monk attacks or otherwise interacts with someone else.
A variant of the quivering palm, a mystic healer learns this ability upon attaining 8th level. Once per day, the mystic may touch a target and choose one of the following powers: Cure Critical Wounds, Dispel Chaos, Dispel Evil, Inflict Critical Wounds, Dimensional Anchor, Hold Person, Poison, Suggestion. If the target is unwilling, the mystic must succeed in a touch attack. The mystic cannot use this ability on himself.
1st level: Command, Cure Light Wounds, Endure Elements, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith
2nd level: Calm Emotions, Cure Moderate Wounds, Delay Poison, Gentle Repose, Hold Person, Remove Paralysis, Silence, Zone of Truth
3rd level: Cure Serious Wounds, Dispel Magic, Invisibility Purge, Lesser Restoration, Magic Circle Against Chaos, Magic Circle Against Evil, Remove Blindness, Remove Curse, Remove Disease
4th level: Dimensional Anchor, Dismissal, Freedom of Movement, Neutralise Poison, Restoration, Spell Immunity