Zak's Monk Rules of

This page details the various monastic traditions in Qur-tayn and the Divine Monk class.

Monk Rules
table of contents

traditions description of monastic traditions and preferred feats
Divine Monk full details on the Divine Monk class
Mystic full details on the Mystic class


Monastic Traditions in Qur-tayn

(note that the classes and alignments listed are in order of primary consituents)
 

the Jinatran Golden Palm Guardians

          The Golden Palm Guardians are a relatively small monastic order which follows the tenets of the Jinatran patron deity, Akalabeth Huntravit Kellormenarn. Their monestary occupies the 72nd through 81st floors of the Citidel of Akalabeth, and the monks all take oathes of duty when they come of age. These responsibilities generally include guard duty inside the Citidel or in the surrounding town. Most of the monks of the order are orphans, and they are all men. Their strictures are very austere and clearly laid out.

  • classes: Monks, Divine Monks, Monk / Wizards, Monk / Sorcerers
     

  • alignments: Lawful Neutral or Lawful Good
     

  • feat preferences: Stunning Fist & Power Attack
     

the Zlaghinovan Crimsonwhistle Clan

          These monks are named after a summer-blooming, crimson-colored flower which whistles in the wind. The flower is more common near the northeastern foothills drawing towards the border with Peneloponaea. The first Crimsonwhistle Clan abbey is also located here, and the followers of this relatively new Gloridian monastic tradition serve with patriotic duty, defending Zlaghinova from invaders. Thus, most of their monestaries are near the Peneloponaean (NE), Selentine (S) or Murduk (SW) borders. The religiously devout monks usually follow the Argentum/-a, but are sometimes devout to Grimbold. This sect's strictures aren't so serious -- as long as you respect other people and help out the 'good fight', anything goes. (The Crimsonwhistle Clan, thanks to their Gloridian roots, are also famous for brewing the finest ales, and purchase needed equipment from the Anaptun Abrans with their profits.)

  • classes: Monks, Monk / Fighters, Divine Monks, Clerics
     

  • alignments: NG, CG, LG, LN
      

  • feat preferences: normal
     

the Anaptun Abran Columns of Telegmanae

          Telegmanae is the Karboten deity of the Runegates, and the Columns of Telegmanae is comprised of the Karboten men and women who defend the various Runegates both inside Anaptun Abra and out. Because of the single-mindedness of their task, the Columns of Telegmanae receive strong favor from their God. Although they don't exactly take vows of silence, Columns of Telegmanae almost never speak unless absolutely necessary -- they believe that unnecessary conversation is enough to distract someone from their task of guarding the Runegates. For centuries, this cult has managed to successfully protect the Runegates and their secrets.

  • classes: Monks only
     

  • alignments: Lawful Neutral only
     

  • feat preferences: Improved Grapple, Improved Trip & Freezing the Lifeblood
     

the Selentine Hobgoblin Lightning Spears

          Trained in huge desert monestaries, the Lightning Spears are the Selentine army's initial strike force. When their initial training is complete, they are generally stationed in the '-shaam' strongholds, from where Selentine could launch an assault on their various neighbors. The Lightning Spears are named as such because of the special training they undergo with this so-named Selentine weapon. These thin-bladed spears have a 10' long waxwood shaft imported from Vigooria. This extremely strong but flexible wood allows these monks to even attack opponents at 5'.

  • classes: Monks & Monk / Rogues
     

  • alignments: Lawful Evil & Lawful Neutral
     

  • feat preferences: Run, Toughness & Combat Reflexes

  • special: instead of gaining increased damage dice for unarmed attacks, each die increase is instead changed into a +1 damage bonus when using a lightning spear
    (e.g. an 8th level Monk would have +2 damage bonus with a lightning spear instead of 1d10 unarmed damage)
     

the Vigoorian Nagan Nameless

          Heptara, the patron deity of the Nagans, is depicted as a 6-headed snake with a pair of humanoid arms. It is rumored that she is actually a mortal goddess who walks (or slithers) about Vigooria. The Nameless are her personal bodyguards, and though some travel with her, many remain stationed around the country to keep an eye on the goings on. Little else is known about this secretive cult.

  • classes: Monks, Divine Monks & Clerics
     

  • alignments: Lawful Evil and Lawful Neutral only
     

  • feat preferences: Stunning Fist, Improved Grapple, Improved Trip & Combat Reflexes
     

 


the Divine Monk class

Class Features

          The Divine Monk combines the unarmored (and often unarmed) fighting styles of Monks with the ability to call upon their patron deity like Clerics. Divine Monks, like Monks, are usually Lawful by nature, but each monastic order has their own tenets of wisdom (see the monastic tradion section above for details). Hit die: d8.


level
   
BAB
    unarmed
damage*
    base
saves
   
AC
   
speed
   
special (see below for details)
1st +0 1d6 +2 +0 +0 ft. Flurry of Blows, Improved Unarmed Strike
2nd +1 +3 Evasion
3rd +2 +3 +10 ft. Still Mind, Turn / Rebuke Undead
4th +3 1d8 +4 Qi Strike (magic), Slow Fall 20 ft.
5th +3 +4 +1 Purity of Body
6th +4 +5 +20 ft. Slow Fall 30 ft.
7th +5 +5 Wholeness of Body
8th +6 1d10 +6 Slow Fall 40 ft.
9th +6 +6 +30 ft. Improved Evasion
10th +7 +7 +2 Qi Strike (lawful), Slow Fall 50 ft.
11th +8 +7 Diamond Body
12th +9 2d6 +8 +40 ft. Abundant Step, Slow Fall 60 ft.
13th +9 +8 Diamond Soul
14th +10 +9 Slow Fall 70 ft.
15th +11 +9 +3 +50 ft. Quivering Palm
16th +12 2d8 +10 Qi Strike (adamantine), Slow Fall 80 ft.
17th +12 +10 Timeless Body, Tongue of the Sun & Moon
18th +13 +11 +60 ft. Slow Fall 90 ft.
19th +14 +11 Empty Body
20th +15 2d10 +12 +4 Perfect Self, Slow Fall any distance

 

weapon & armor proficiencies

  • Divine Monks, depending on which monastic tradition they follow, may be proficient with the following weapons: butterfly sword, chain, chakram, chigiriki, club, crossbow, dagger, goad (hooked shortspear), handaxe, javelin, jitte, kama, kusari-gama, lajatang, naginata, nunchaku, quarterstaff, sai, sang kauw, shuriken, siangham, sling, tetsubo, three-section staff, tonfa and whip chain.
     

  • Divine Monks are not proficient with any armor or shields, and lose their class' AC bonus, fast movement and flurry of blows when wearing armor, using a shield or carrying more than a light load.
     

AC bonus

  • Divine Monks add their wisdom bonus to AC and gain additional points every 5th level when unencumbered. This bonus also applies against touch attacks and when flat-footed.
     

Flurry of Blows

  • When unarmored, a Divine Monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Divine Monk might make before her next action. (The Divine Monk does not improve upon her flurry of blows like the v3.5 Monk and does not gain Greater Flurry.)
     

  • When using flurry of blows, a Divine Monk may attack only with unarmed strikes or with special monk weapons (butterfly sword, chain, chigiriki, club, dagger, goad, handaxe, javelin, jitte, kama, kusari-gama, lajatang, nunchaku, quarterstaff, sai, sang kauw, siangham, three-section staff, tonfa and whip chain). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x  1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
     

  • In the case of double weapons (chigiriki, kusari-gama, lajatang, quarterstaff & three-section staff), each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though these weapons require two hands to use, a monk may still intersperse unarmed strikes with weapon strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
     

Improved Unarmed Strike

  • Divine Monks receive the Improved Unarmed Strike feat for free at first level and use the above chart for their unarmed damage instead of their race's normal damage. (See below for modifications.)
     

  • A Divine Monk's unarmed attacks needn't be from her hands, thus she can attack with her hands full. Additionally, all such attacks receive the full Strength bonus to damage.
     

  • Divine Monks can choose to deal non-lethal damage without penalty to their attack rolls.
     

  • The Divine Monk's unarmed strike counts as both a natural and manufactured weapon (so both Magic Weapon and Magic Fang will enhance a Divine Monk's unarmed strikes).
     

*small or large Divine Monk unarmed damage
level     small     large
1st - 3rd 1d4 1d8
4th - 7th 1d6 2d6
8th - 11th 1d8 2d8
12th - 15th 1d10 3d6
16th - 19th 2d6 3d8
20th+ 2d8 4d8
  • note that creatures with natural weapons     
    which become Monks or Divine Monks
    increase the unarmed damage dice
    as if they were larger size

 

Bonus Feats

  • The Divine Monk does not receive the 1st, 2nd and 6th level bonus feats, but instead gains divine spellcasting.
     

Evasion

  • At 2nd level or higher if a Divine Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Divine Monk is wearing light armor or no armor. A helpless Divine Monk does not gain the benefit of evasion.
     

Fast Movement

  • At 3rd level, a Divine Monk gains an enhancement bonus to her speed, as shown on the above table. A Divine Monk wearing armor or carrying a medium or heavy load loses this extra speed.
     

Turn or Rebuke Undead

  • The Divine Monk has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
     

  • A good character (or a neutral character who worships a good deity) can turn or destroy undead creatures. An evil character (or a neutral character who worships an evil deity) instead rebukes or commands such creatures. A neutral character of a neutral deity must choose whether his turning ability functions as that of a good Divine Monk or an evil Divine Monk. Once this choice is made, it cannot be reversed.
     

  • A Divine Monk may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Divine Monk with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. The Divine Monk’s effective Cleric level is 3/4th her Divine Monk level (use BAB for this calculation).
     

Still Mind

  • A Divine Monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
     

Qi Strike

  • At 4th level, a Divine Monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Divine Monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
     

Slow Fall

  • At 4th level or higher, a Divine Monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Divine Monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Divine Monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
     

Purity of Body

  • At 5th level, a Divine Monk gains immunity to all diseases except for supernatural and magical diseases.
     

Wholeness of Body

  • At 7th level or higher, a Divine Monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Divine Monk level each day, and she can spread this healing out among several uses. This is a standard action.
     

Improved Evasion

  • At 9th level, a Divine Monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Divine Monk does not gain the benefit of improved evasion.
     

Diamond Body

  • At 11th level, a Divine Monk gains immunity to poisons of all kinds.
     

Abundant Step

  • At 12th level or higher, a Divine Monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her Divine Monk level (rounded down).
     

Diamond Soul

  • At 13th level, a Divine Monk gains spell resistance equal to her current Divine Monk level + 10. In order to affect the Divine Monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Divine Monk’s spell resistance.
     

Quivering Palm

  • Starting at 15th level, a Divine Monk can set up vibrations within the body of another creature that can thereafter be fatal if the Divine Monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Divine Monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Divine Monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her Divine Monk level. To make such an attempt, the Divine Monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the Divine Monk’s level + the Divine Monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
     

Timeless Body

  • Upon attaining 17th level, a Divine Monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Divine Monk still dies of old age when her time is up.
     

Tongue of the Sun and Moon

  • A Divine Monk of 17th level or higher can speak with any living creature as if under the effect of the Tongues spell.
     

Empty Body

  • At 19th level, a Divine Monk gains the ability to assume an ethereal state for 1 round per Divine Monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her Divine Monk level.
     

Perfect Self

  • At 20th level, a Divine Monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Divine Monk’s creature type was) for the purpose of spells and magical effects. Additionally, the Divine Monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Divine Monk can still be brought back from the dead as if she were a member of her previous creature type.
     

Divine Monk spellcasting
 

spells per day

  • Divine Monks gain spells as a Cleric does, but are able to prepare fewer spells per day. The table on the right lists the number of spells from the Cleric spell list a Divine Monk can cast per day.
     

caster level

  • A Divine Monk's caster level is equal to their Base Attack Bonus from Divine Monk levels. Thus, an 8th level Divine Monk (BAB +6) casting a Cure Moderate Wounds would heal the target for 2d8 Vitality Points and 6 Wound Points (instead of 8).
     

domain

  • Divine Monks also receive a single domain which they must choose from their patron deity's list of domains. The "+1" on the table to the right signifies this domain spell. A domain spell can be spontaneously converted into a Cure Wounds spell of one level lower.

     

Divine Monk Spells per day


level
    0th     1st     2nd     3rd     4th     5th     6th     7th
1st 2 0+1 -- -- -- -- -- --
2nd 3 1+1 -- -- -- -- -- --
3rd 3 2+1 -- -- -- -- -- --
4th 3 2+1 0+1 -- -- -- -- --
5th 3 3+1 1+1 -- -- -- -- --
6th 3 3+1 2+1 -- -- -- -- --
7th 3 3+1 2+1 0+1 -- -- -- --
8th 3 3+1 3+1 1+1 -- -- -- --
9th 3 3+1 3+1 2+1 -- -- -- --
10th 3 3+1 3+1 2+1 0+1 -- -- --
11th 3 3+1 3+1 3+1 1+1 -- -- --
12th 3 3+1 3+1 3+1 2+1 -- -- --
13th 3 3+1 3+1 3+1 2+1 0+1 -- --
14th 4 3+1 3+1 3+1 3+1 1+1 -- --
15th 4 4+1 3+1 3+1 3+1 2+1 -- --
16th 4 4+1 4+1 3+1 3+1 2+1 0+1 --
17th 4 4+1 4+1 4+1 3+1 3+1 1+1 --
18th 4 4+1 4+1 4+1 4+1 3+1 2+1 --
19th 4 4+1 4+1 4+1 4+1 4+1 2+1 0+1
20th 4 4+1 4+1 4+1 4+1 4+1 3+1 1+1

 


the Mystic class

Class Features

          The Mystic combines the unarmored (and often unarmed) fighting styles of Monks with the study of both Druidic and Wizard magic. They also have a strong affinity with the natural world. Mystics are most often Neutral by nature, but some are more Chaotic and learn and teach as they travel about the world. Hit die: d6. Skill points: 4 + Intelligence bonus / level.


level
   
BAB
    unarmed
damage*
    base
saves
   
AC
   
speed
   
special (see below for details)
1st +0 1d4 +2 +0 +0 ft. Mystic Animal, Imp. Unarmed Strike, Scribe Scrolls
2nd +1 +3 Evasion, Flurry of Blows
3rd +1 +3 +10 ft. Still Mind
4th +2 1d6 +4 Qi Strike (magic), Slow Fall 20 ft.
5th +2 +4 +1 Purity of Body
6th +3 +5 +20 ft. Slow Fall 30 ft.
7th +3 +5 Wholeness of Body
8th +4 1d8 +6 Slow Fall 40 ft.
9th +4 +6 +30 ft. Improved Evasion
10th +5 +7 +2 Qi Strike (lawful), Slow Fall 50 ft.
11th +5 +7 Diamond Body
12th +6 1d10 +8 +40 ft. Abundant Step, Slow Fall 60 ft.
13th +6 +8 Diamond Soul
14th +7 +9 Slow Fall 70 ft.
15th +7 +9 +3 +50 ft. Quivering Palm
16th +8 2d6 +10 Qi Strike (adamantine), Slow Fall 80 ft.
17th +8 +10 Timeless Body, Tongue of the Sun & Moon
18th +9 +11 +60 ft. Slow Fall 90 ft.
19th +9 +11 Empty Body
20th +10 2d8 +12 +4 Perfect Self, Slow Fall any distance

 

weapon & armor proficiencies

  • Mystics, depending on which monastic tradition they follow, may be proficient with the following weapons: butterfly sword, chain, chakram, chigiriki, club, crossbow, dagger, goad (hooked shortspear), handaxe, javelin, jitte, kama, kusari-gama, lajatang, naginata, nunchaku, quarterstaff, sai, sang kauw, shuriken, siangham, sling, tetsubo, three-section staff, tonfa and whip chain.
     

  • Mystics are not proficient with any armor or shields, and lose their class' AC bonus, fast movement and flurry of blows when wearing armor, using a shield or carrying more than a light load.
     

AC bonus

  • Mystics add their wisdom bonus to AC and gain additional points every 5th level when unencumbered. This bonus also applies against touch attacks and when flat-footed.
     

Improved Unarmed Strike

  • Mystics receive the Improved Unarmed Strike feat for free at first level and use the above chart for their unarmed damage instead of their race's normal damage. (See below for modifications.)
     

  • A Mystic's unarmed attacks needn't be from her hands, thus she can attack with her hands full. Additionally, all such attacks receive the full Strength bonus to damage.
     

  • Mystics can choose to deal non-lethal damage without penalty to their attack rolls.
     

  • The Mystic's unarmed strike counts as both a natural and manufactured weapon (so both Magic Weapon and Magic Fang will enhance a Divine Monk's unarmed strikes).
     

*small or large Mystic unarmed damage
level     small     large
1st - 3rd 1d3 1d6
4th - 7th 1d4 1d8
8th - 11th 1d6 2d6
12th - 15th 1d8 2d8
16th - 19th 1d10 3d6
20th+ 2d6 3d8
  • note that creatures with natural weapons     
    which become Monks or Mystics
    increase the unarmed damage dice
    as if they were larger size

 

Bonus Feats

  • The Divine Monk does not receive the 1st, 2nd and 6th level bonus feats, but instead gains divine spellcasting.
     

Flurry of Blows

  • When unarmored, a Mystic may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Mystic might make before her next action. (The Mystic does not improve upon her flurry of blows like the v3.5 Monk and does not gain Greater Flurry.)
     

  • When using flurry of blows, a Mystic may attack only with unarmed strikes or with special monk weapons (butterfly sword, chain, chigiriki, club, dagger, goad, handaxe, javelin, jitte, kama, kusari-gama, lajatang, nunchaku, quarterstaff, sai, sang kauw, siangham, three-section staff, tonfa and whip chain). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x  1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
     

  • In the case of double weapons (chigiriki, kusari-gama, lajatang, quarterstaff & three-section staff), each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though these weapons require two hands to use, a monk may still intersperse unarmed strikes with weapon strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
     

Evasion

  • At 2nd level or higher if a Divine Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Divine Monk is wearing light armor or no armor. A helpless Divine Monk does not gain the benefit of evasion.
     

Fast Movement

  • At 3rd level, a Divine Monk gains an enhancement bonus to her speed, as shown on the above table. A Divine Monk wearing armor or carrying a medium or heavy load loses this extra speed.
     

Mystic Animal

  • One of the most powerful benefits of the Mystic class is that Mystics find that an animal servant is drawn to them and will protect them as long as they keep the animal's best interests in mind. This Mystic Animal combines the multitude of benefits of the Druidic animal companion and the intelligence advancement of the Wizard / Sorcerer familiar. In effect, it is an animal which has been gifted with the spirit of a more powerful being -- as the Mystic's affinity with nature and amount of magical knowledge increase, so too does the power of their Mystic Animal.
     

  • Acceptable animals include those from the Druid list of animal compantions (badgers, camels, dire rats, dogs, riding dogs, eagles, hawks, horses (both light and heavy), owls, ponies, snakes: medium vipers, or wolves). In addition, the animals on the Sorcerer/Wizard familiar list are also available (bats, cats, lizards, ravens, toads, and weasels), but they may require HD advancement prior to becoming a Mystic Animal for the sake of game balance, as these animals are generally weaker than the Druid animal companions. (I.e. a Mystic Animal should be between CR 1/3 and 1 before gaining Mystic Animal advancement bonuses.) Other animals are certainly possible depending upon the location from where the Mystic originates.
     

  • If a Mystic's animal dies, the Mystic may find another Mystic Animal present itself to the Mystic if Nature believes that the Mystic did his/her best to protect the original animal. In these cases, the Mystic may find an animal on the more advanced Druid lists of animal companions (PHB 36). Here, the Mystic would subtract a certain number of levels before calculating their Mystic Animal's abilities just as a Druid would.
     

  • The Mystic Animal advancement and bonuses are detailed in the below chart:
     

Class
Level
    Bonus
HD
    NA
Bonus
    Str / Dex
Adj.
    Int     Special
1st +0 +0 +0 6 Empathic Link, Share Spells
2nd +1 +1 Alertness
3rd +2 +2 +1 7 Evasion, Deliver Touch Spells
5th +3 +3 Bonus Feat, Improved Evasion, Speak w/ Master
6th +4 +4 +2 8 Devotion (+4 on Will saves vs. Enchantment)
7th +5 +5 Speak w/ Animals of its Kind
9th +6 +6 +3 9 Bonus Feat, Multiattack
10th +7 +7 Speech, Imbue w/ Spell Ability
11th +8 +8 +4 10 Spell Resistance (Mystic level + 5)
13th +9 +9 Bonus Feat, Scry on Animal Companion / Familiar
14th +10 +10 +5 11 Improved Evasion
15th +11 +11
17th +12 +12 +6 12 Bonus Feat
18th +13 +13
19th +14 +14 +7 13
20th +15 +15 Bonus Feat
  • To calculate the mystic animal's BAB and saving throws, add its bonus HD to the animal's normal HD and check for these stats of a Druid the same level.
     

Still Mind

  • A Mystic of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
     

Qi Strike

  • At 4th level, a Mystic’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Mystic level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
     

Slow Fall

  • At 4th level or higher, a Mystic within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Mystic’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Mystic level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
     

Purity of Body

  • At 5th level, a Mystic gains immunity to all diseases except for supernatural and magical diseases.
     

Wholeness of Body

  • At 7th level or higher, a Mystic can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Mystic level each day, and she can spread this healing out among several uses. This is a standard action.
     

Improved Evasion

  • At 9th level, a Mystic’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Mystic does not gain the benefit of improved evasion.
     

Diamond Body

  • At 11th level, a Mystic gains immunity to poisons of all kinds.
     

Abundant Step

  • At 12th level or higher, a Mystic can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her Mystic level (rounded down).
     

Diamond Soul

  • At 13th level, a Mystic gains spell resistance equal to her current Divine Monk level + 10. In order to affect the Divine Monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Mystic’s spell resistance.
     

Quivering Palm

  • Starting at 15th level, a Mystic can set up vibrations within the body of another creature that can thereafter be fatal if the Mystic so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Mystic strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Mystic can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her Mystic level. To make such an attempt, the Mystic merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the Mystic’s level + the Mystic’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
     

Timeless Body

  • Upon attaining 17th level, a Mystic no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Mystic still dies of old age when her time is up.
     

Tongue of the Sun and Moon

  • A Mystic of 17th level or higher can speak with any living creature as if under the effect of the Tongues spell.
     

Empty Body

  • At 19th level, a Mystic gains the ability to assume an ethereal state for 1 round per Mystic level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her Mystic level.
     

Perfect Self

  • At 20th level, a Mystic becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Mystic’s creature type was) for the purpose of spells and magical effects. Additionally, the Mystic gains damage reduction 10 / magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Mystic can still be brought back from the dead as if she were a member of her previous creature type.
     

Mystic spellcasting
 

spells per day

  • Mystics gain spells as Wizards & Druids do, but are able to prepare fewer spells per day. The table on the right lists the number of spells from either the Wizard or Cleric spell list a Mystic can cast per day.
     

known spells

  • Though Mystics have access to all spells on the Druid list during daily spell preparation, Mystics must create or seek out and record the fomulae for Wizard spells.
     

bonus spells

  • The number of bonus spells for a Mystic is based on the lower of Intelligence and Wisdom. (Mystics do not receive bonus spells for both Wizard and Druid spells.) 
     

DC to resist Mystic spells

  • Mystics' spells are considered arcane when they come from the Wizard list and divine when they come from the Druid list. Spellcraft checks made by a Mystic suffer no crossover penalty (DC always = 15 + spell level).

     

Mystic Spells per day


level
    0th     1st     2nd     3rd     4th     5th     6th     7th     caster
level
1st 2 0 -- -- -- -- -- -- 1st
2nd 3 1 -- -- -- -- -- -- 2nd
3rd 3 2 -- -- -- -- -- -- 3rd
4th 3 2 0 -- -- -- -- --
5th 3 3 1 -- -- -- -- -- 4th
6th 3 3 2 -- -- -- -- -- 5th
7th 3 3 2 0 -- -- -- -- 6th
8th 3 3 3 1 -- -- -- --
9th 3 3 3 2 -- -- -- -- 7th
10th 3 3 3 2 0 -- -- -- 8th
11th 3 3 3 3 1 -- -- -- 9th
12th 3 3 3 3 2 -- -- --
13th 3 3 3 3 2 0 -- -- 10th
14th 4 3 3 3 3 1 -- -- 11th
15th 4 4 3 3 3 2 -- -- 12th
16th 4 4 4 3 3 2 0 --
17th 4 4 4 4 3 3 1 -- 13th
18th 4 4 4 4 4 3 2 -- 14th
19th 4 4 4 4 4 4 2 0 15th
20th 4 4 4 4 4 4 3 1

 



Some useful links for new players...

introduction to Qur-tayn ~ top page with introduction, map & other links
the SIRGOT Accord ~ agreement of the Socially Inept Role-playing Group of Taichung
D&D v3.7 'houserules' ~ modifications to D&D v3.5 rules
races in Qur-tayn ~ race information with stat modifiers and special abilities
religion in Qur-tayn ~ diety information with history & domains
domains of Qur-tayn ~ complete list of domains and new spells
D&D links ~ various D&D-related webpages which may come in handy

Last Update:
May 20th, 2005

Previous Update:
May 16th, 2005

Contact the GM:
Zakarius [at] mail [dot] com