In DCC alignment has interesting implications and I wanted to reflect that in this class (pastiche as it is). Alignment determines the type of Mystic a character is and, therefore, the abilities that Mystic develops. Unfortunately, I ran out of ideas and motivation to finish this. It is my hope that people will take this framework and make something useful from it. I have name son a couple of abilities but no mechanics I didn't finish the restrictions either.
MYSTIC
Hit points: A mystic gains 1d4 hit points at each level
Weapon Training: A Mystic is trained in the use of the club, dagger, dart, flail, hand axe, longsword, short sword, sling, spear, and staff. Mystics do not wear armor or use shields.
Alignment: A mystic's alignment determines his path to enlightenment and connection to greater reality, although, all eschew material goods and wealth. Lawful mystics engage in communal living and seek personal physical mastery. Neutral mystics live apart from society, connecting with the forces of nature. Chaotic mystics seek social change and upheaval of established political structures.
Luck: At first level, a mystic's Luck modifier applies to one saving throw as determined by Alignment. Lawful mystics apply the modifier to Reflex Saving Throws, whereas Neutral mystics apply the modifier to Fortitude rolls, and Chaotic mystics apply their luck modifier to Will Saving Throws.
Action Dice: Action dice may be used for attacks or skill rolls.
Open Hand Damage: Mystics suffer no penalties from fighting without weapons and inflict normal damage with their strikes. Exceeding the number needed to hit by five or more stuns the opponent for 1d6 rounds.
Unarmored AC Bonus: When unencumbered by armor and free to move, a mystic adds this number to his Armor Class.
Thieving Skills: Mystics possess several thief skills as per thieves of equivalent level and alignment. These are Sneak silently, Hide in shadows, Climb sheer surfaces, Pick lock, Find trap, and Disable trap.
Awareness: Due to their connection to the greater reality, mystics are only surprised in combat on a 1 in 6.
Ageless: Although differing in method, a mystic of any alignment may eventually become so attuned to the greater reality that even the aging process is almost stopped. The mystic achieving agelessness never suffers penalties or infirmities from old age and never seems to change once this state is reached. For purposes of life span, the mystic essentially "ages" only one year for every three and will eventually leave his life behind choosing oneness with the greater reality over continued physical existence.
MYSTIC
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Level Attack Crit Die/Table Action Dice Open Hand Damage Unarmored AC Bonus Ref Fort Will
1 +0 1d10/III 1d20 1d4 +1 +0 +1 +1
2 +1 1d12/III 1d20 1d5 +2 +0 +1 +1
3 +2 1d14/III 1d20 1d6 +3 +1 +1 +2
4 +2 1d16/III 1d20 1d7 +3 +1 +2 +2
5 +3 1d20/III 1d20 1d8 +4 +1 +2 +3
6 +4 1d24/III 1d20+1d14 1d10 +5 +2 +2 +4
7 +5 1d30/III 1d20+1d16 1d12 +6 +2 +3 +4
8 +5 1d30+2/III 1d20+1d20 1d14 +6 +2 +3 +5
9 +6 1d30+4/III 1d20+1d20 1d16 +7 +3 +3 +5
10 +7 1d30+6/III 1d20+1d20 1d20 +8 +3 +4 +6
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Level Title by Alignment
LAW CHAOS NEUTRAL
1 Initiate Instigator Eccentric
2 Disciple Rabble-rouser Recluse
3 Monk Firebrand Anchorite
4 Master Demagogue Eremite
5 Grand Master Prophet Hermit
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Mystic Abilities by Alignment
Level LAW (path of the Grand Master) CHAOS (Path of the Prophet) NEUTRAL (Path of the Hermit)
1 Thief Skills, Awareness Thief Skills, Awareness Thief Skills, Awareness
2 Cat fall, Perfect Balance Mind Mask Lay on Hands
3 Deflect Missiles Mind Block Fasting
4 Feign Death Tongues Speak with Plants and Animals
5 Healing Meditation Curse Immune to Disease
6 Pass Without Trace Freedom Immune to Poison
7 Water Run Demoralize host Eschew sleep
8 Flame Walk Quest Breath control
9 Death Touch Plague Resistance
10 Ageless Ageless Ageless
Path of the Grand Master:
Cat Fall: The mystic may fall 20 feet without damage. This distance increases by another 20 feet at levels 4, 6, 8 and 10.
Perfect Balance: A lawful mystic of second level and higher never loses his balance and can maintain full speed on slippery, narrow, and unstable surfaces.
Deflect Missiles: On a successful reflex save, the mystic can deflect or dodge non-magical missiles which would otherwise hit him. He must either be free to move or have at least one hand free. Large missiles may need to be dodged, GM's discretion.
Feign Death: This ability allows the monk to halt all his bodily functions for one hour per level. The player must specify a length of time or environmental cue that ends the trance. The character appears dead and is undetectable my supernormal means while in this state.
Healing Meditation: Upon attaining fifth level, the lawful mystic can recover 1d6 hit points +1 per level simply by entering special trance which lasts 30 minutes. The benefits of the meditation can only be enjoyed once per day, however.
Pass Without Trace: As masters of stealth, monks eventually learn the art of leaving no trail for others to follow. His tread is so light that there are no footprints, pressure plates do not spring, and he can even travel over unstable surfaces like sand and snow.
Water Run: While moving at a jog or faster, the mystic can travel on the surface of water and other benign liquids.
Flame Walk: This ability imparts heat immunity as long as the lawful mystic continues to move at walking pace or greater. Combined with water run, the mystic could even tread lava, although it would not impart protection against poisonous gases that may be present.
Death Touch: Once per week, the lawful mystic of 9th level or higher, may force any living creature he touches to roll a Fortitude save or die sometime in the next 2 weeks as determined by the mystic.
Path of the Prophet:
Mind Mask: The mystic is undetectable by magical or psychic means such as ESP. In addition, he is ignored by undead.
Mind Block: This ability renders a mystic impervious to all direct supernatural mental influence including quests, supernatural sleep, Word of Command, and so on.
Tongues: A mystic with this ability may speak and understand the verbal language of any sentient creature. This does not include scent, telepathic, or physical modes of expression like sign language nor does it grant the ability to understand secret codes such as Thieves' Cant.
Curse: This power allows the mystic to inflict misfortune upon another person through the intervention of Chaos. A curse may be continual or only triggered under certain circumstances. Continual curses are more obvious but of lesser direct severity. Triggered curses leave no outward sign and only become apparent under the right conditions. A curse may be lifted by performing a specific act related to the offense which led to the curse.
A curse is not to be uttered lightly and too many curses can result in misfortune for the mystic; use the disapproval rules for casting clerical magic.
Freedom: The mystic becomes immune to all spells or supernatural effects that directly act on the mystic such Haste, Slow and Paralysis. Magically locked door or slippery surface would still cause the mystic problems.
Demoralize Host: Action dice are decreased by one step and fumble dice are increased by one step.
Quest:
Plague: This power subjects a nation, kingdom, or geographically coherent ethnic group to a supernatural punishment that is not immediately or assuredly fatal.
Path of the Hermit:
Lay on Hands: Neutral mystics can use the Lay on Hand ability as per neutral clerics of one level lower. Obviously, there are fewer restrictions as a mystic is not associated with a deity though they can still accrue disapproval. However, Disapproval signifies losing connection with greater reality as well as an injury being beyond the mystic's skill.
Fasting: A mystic with this ability can deprive himself of food and water for one week without ill effects. Each additional week of fasting requires a successful Fortitude save or he must immediately eat and drink as normal for at least one day before retrying the ability.
Speak with Plants and Animals: This ability allows the mystic to communicate with both flora and fauna according to the complexity and ability of the subject. Obviously, organisms lacking a particular sense organ are unlikely to have information pertaining to that area. Generally, information garnered from a plant will be more rudimentary than that obtained from an animal, such as a dog or monkey.
Immune to Disease: The mystic is no longer subject to diseases of any sort.
Immune to Poison: A mystic with this ability is immune to all poisons.
Eschew sleep: The mystic no longer requires any sleep and may operate without penalties from lack thereof.
Breath Control: This ability allows the mystic to essentially stop breathing for one hour without penalty. Each additional hour requires a successful Fortitude save or the mystic begins breathing again as normal and he cannot invoke the ability again for another hour.
Resistance: The mystic only suffers half-damage (rounded down to a minimum of one) from spells and breath weapons that cause direct damage or one quarter damage on a successful save.
No hirelings or followers until 5th level
Poverty
No magic items