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Description[]

Mystics are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Mystics have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Mystics are win faith, will, and body.

Clerics are excellent candidates for Mystic orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, Rogues, Bards, and even ex-Monks may make good candidates, provided t hey have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but Sorcerers and Wizards find little to interest them. Wizards and Sorcerers usually join the Mystic Order to better improve their martial land arcane prowess


Requirements[]

Base Attack Bonus: +4

Class: Monk 4

Feats: Combat Casting

Skills: Lore 8

Spellcasting: Ability to cast 1st level Divine spells, Arcane spells, or Least Invocations

Class Features[]

Hit Dice: d8

Base Attack Bonus: High

Saves:

  • HIGH: Fortitude and Reflex
  • LOW: Will

Proficiencies: None

Skill Points: 4 + Intelligence Modifier

Class Skills: Concentration, Heal, Lore, Spellcraft, and Tumble

Total Levels: 10

Class Progression[]

Mystic Class Level Progression
Level Features Gained Spellcasting Progression
1 AC Bonus +1, Unarmed Damage, Fast Movement Spellcasting Progression 1
2 Spellcasting Progression 2
3 Spellcasting Progression 3
4 Sacred Flames
5 AC Bonus +2 Spellcasting Progression 4
6 Uncanny Dodge Spellcasting Progression 5
7 Spellcasting Progression 6
8
9 Spellcasting Progression 7
10 AC Bonus +3, Inner Armor Spellcasting Progression 8


Spellcasting Progression[]

When a new Mystic level is gained (except levels 4 and 8), the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever spellcasting class gave him access to 1st-level spells. If the character had more than one applicable spellcasting class, he must pick one to improve.

AC Bonus[]

When unencumbered and wearing light or no armor, a Mystic gains a sacred bonus of +1 AC (Dodge). This bonus increases to +2 AC at 5th level, and +3 AC at 10th level.

Unarmed Damage[]

A Mystic deals unarmed combat as a Monk of equal level. A Mystic's class level stacks with his Monk class level for the purposes of determining unarmed damage.

Fast Movement[]

The Mystic's class level stacks with his Monk levels for purposes of determining Monk Speed.

Sacred Flames[]

At 4th level the Mystic can sheathe his hands in radiant flames. These flames add unresistable bonus damage to the Mystic's unarmed, melee, or ranged attacks, granting additional Divine damage equal to 1/2 Mystic Level, and additional Fire damage equal to his Wisdom Modifier. This additional damage is applied to the character and is multiplied upon a Critical Hit.

Uncanny Dodge[]

At 6th level the Mystic gains Uncanny Dodge, allowing them to retain any Dexterity bonus to his AC when flat-footed or struck by an invisible attacker. Note: Just like all other instances of Uncanny Dodge, this feat does not work as intended.

Inner Armor[]

At 10th level, the Mystic can protect himself from harm. As an instant action, the Mystic gains a sacred bonus of +4 AC (Dodge), +4 to all saves, and Spell Resistance of 25 for a number of rounds equal to his Wisdom modifier. This spell-like ability can be used once every 5 minutes.

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