Mystic Warrior
By JustinM335
Ability Requirements: Strength 14
Constitution 10
Intelligence 13
Prime Requisites: Strength,
Intelligence
Races Allowed: Human
The Mystic Warrior is loosely modeled around Rand al'Thor from Robert Jordan's The Wheel of Time series. The Mystic Warrior is an elite warrior usually employed as a bodyguard,since they can stop many things from happening, both physical and metaphysical.
Only humans with minimum ability scores of 14 Strength, 10 Constitution, and 13 Intelligence may become Mystic Warriors. The prime requisites of a Mystic Warrior are Strength and Intelligence. A Mystic Warrior must begin and stay Neutral Good, dedicated to the overthrow of evil by good by any means. They can use any weapon, but cannot use any armor.
Mystic Warriors are endowed with several special abilities:
Mystic Warriors can cast spells from four schools: Alteration, Conjuration/Summoning,
Invocation/Evocation, and Lesser Divination. They are able to cast spells starting at first level and follow the same spell progression as used by wizards, but only in those four spheres. A Mystic Warrior cannot use a spell from any of the five other schools of magic. The amount of spells per spell level that a Mystic Warrior may learn is limited by their intelligence.
Mystic Warriors can use magical items made for wizards. But they can only use them starting at third level. Mystic Warriors cannot use magical items designed only for fighters. On the other hand, they can use any general use item, such as swords and potions.
Mystic Warriors get Constitution and Strength bonuses like all warriors.
Mystic Warriors receive four weapon and four non weapon proficiencies to start. They receive new slots every three levels. Their penalty for non-proficiency is -2. They are entitled to access to the Wizard, Warrior, and General Groups of proficiencies.
The Mystic Warrior uses the saving throws of the Wizard class, and use the combat value (THAC0) of a Warrior.
The Mystic Warrior must be dedicated to the overthrow of evil, and because of that they cannot stand anyone of evil alignment. They must donate one third of their wealth to charity, to help other good people live. In addition they believe that any treasure that they can't carry on their person is not worth having. (This does not include dwellings and honestly earned money, i.e. working.) If the Mystic Warrior breaks any of these rules, they must atone for that. Breaking the rules includes having one's alignment changed by a helm of opposite alignment. In any case, the Mystic Warrior must leave all civilization immediately and spend the next three months atoning by fighting evil and healing the land.
Hit
Level Mystic Dice Spell Level
War. (D10) 1 2 3 4 5 6 7 8 9
1 0 1 1 - - - - - - - -
2 2,600 2 2 - - - - - - - -
3 5,200 3 2 1 - - - - - - -
4 10,400 4 3 2 - - - - - - -
5 26,000 5 4 2 1 - - - - - -
6 52,000 6 4 2 2 - - - - - -
7 104,000 7 4 3 2 1 - - - - -
8 195,000 8 4 3 3 2 - - - - -
9 364,000 9 4 3 3 2 1 - - - -
10 390,000 9+3 4 4 3 2 2 - - - -
11 780,000 9+6 4 4 4 3 3 - - - -
12 1,170,000 9+9 4 4 4 4 4 1 - - -
13 1,690,000 9+12 5 5 5 4 4 2 - - -
14 1,950,000 9+15 5 5 5 4 4 2 1 - -
15 2,340,000 9+18 5 5 5 5 5 2 1 - -
16 2,730,000 9+21 5 5 5 5 5 3 2 1 -
17 3,120,000 9+24 5 5 5 5 5 3 3 2 -
18 3,510,000 9+27 5 5 5 5 5 3 3 2 1
19 3,900,000 9+30 5 5 5 5 5 3 3 3 1
20 4,290,000 9+33 5 5 5 5 5 5 4 3 2
Mystic Warriors melee like fighters:
Level Attacks/Round
1-6 1/ round
7-12 3/2 rounds
13 & up 2/ round
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Useful spells for a Mystic Warrior:
Mystic Sword
Level: 3
Range: 0
Components: V, S
Duration: 3 rounds/level
School: Invocation/ Evocation
Area of Effect: Approximately 5 cubic feet
Saving throw: None
Casting Time: 1
This spell is a favorite among Mystic Warriors, because it allows them to summon their sword at any time. It creates a glowing sword in the caster's hand, which has no weight and acts like a long sword in terms of base damage and speed. The sword is endowed with a plus equal to the caster's level minus three (because a Mystic Warrior cannot cast this until third level). Example: Hagar is a seventh level Mystic Warrior, so he does 1d8+4/ 1d12+4 with his Mystic Sword. Mages are advised not to learn or cast this spell, as it will not benefit them since the Mystic Sword requires proficiency in the long sword to wield correctly. Of course, these bonuses allow the bearer to hit creatures hit only by magical weapons.
al' Thor's Glowing Sword
Level: 1
Range: 0
Components: V, S, M
Duration: 5/ rounds
Casting Time: 1
School: Alteration
Area of Effect: One bladed weapon
Saving Throw: None
This spell allows a Mystic Warrior to enhance their bladed weapon by an amount equal to half their level (fractions rounded up). The blade glows brightly, casting a three foot circle of light around the bearer. The caster must be able to touch their weapon in order to cast this spell. The material component of this spell is a bladed weapon, which is not destroyed in the casting of the spell. This spell does not allow the wielder to hit monsters only damged by magical weapons.
If you like this class, hate it, or have any suggestions, please e-mail me at JustinM335 with your comments. I would also be interseted in seeing any Mystic Warriors you make for any campaign. Thanks for taking the time to read this and possibly use this class.