Mystara Specific Classes
Here is the working list/descriptions of new Mystaran classes.
Warrior Classes
Avenger (Adapted from the Travelling Chaotic fighter in the Rules Cyclopedia
Ability Requirements: Strength 13, Constitution 11, Wisdom 13
Prime Requisite: Strength, Constitution
Races Allowed: Human
The avenger is every bit the opposite of the paladin. He seeks wanton/recless destruction and evil. He serves only the vilest of Immortals, and serves them well, for one so vicious as he can only last under their survice.
Abilities
- Exceptional Charisma> An avenger with a Charisma of 3 or worse or 18 or better can either cause fear or charm monster with a 50% chance once per day
- Save Bonus> An avenger has a +2 bonus to all his saves
- Disease Immunity> An avenger is immune to all non-magical/curse diseases.
- Laying of Hands> The avenger can heal himself of 2 HP/level by laying of hands or harm others by 2 HP/level by laying of hands
- Cause Disease> The avenger can cause any normal, non-magical/curse diseases
- Aura> The avenger is surrounded by an aura of protection (10' radius), in which specifically good creatures suffer -1 penalties to their rolls
- Backstab> An avenger can backstab as a thief of the same level
- Cicle of Power> An avenger using an unholy sword (a twisted version of the holy avenger) can project a standard circle of power 30' radius
- Undead> The avenger has the powers to control all manners of demons, devils, and undead as a priest of two levels lower
- Spells> An avenger can cast priest spells from the spheres of Combat, Divination, Healing, and Protection (usually reversed). Follow paladin rules for this
Strictures
- Alignment> Avengers must be chaotic evil. They have similar penalties as paladins for lawful or good acts.
- Items> Avengers have the same magical item restrictions as a paladin
- Tithe> Avengers must tithe, like paladins, to their religious organization
- Henchmen> Avengers can only employ evil-aligned people or have evil henchmen
Ruoge Classes
Merchant
(Very Loosely adapted from the Rouge in the Darokin Gazateer)
Ability Requirements: Dexterity 12, Intelligence 10
Prime Requisite: Dexterity
Races Allowed: Human, Half-Elf, Gnome
A merchant is the unique rouge of the country of Darokin. They are people who seek to make the best deals, get the best profit, and live the largest. They do not rob in the conventional sense, rather, they modify prices to their liking.
The principal attribute of a merchant is his dexterity. They need it to be nimble and escape those who are miffed at their "price adjusting." A merchant can be any alignment other than lawful good. Merchants advance on the thieves XP table
Abilities:
- Thieving Skills> Being a rouge, the merchant begins his career with all the skills available to rouge classes (with some modifications). Since he is not a thief, the merchant begins with lower scores than normal. Pick Pockets-10%; Open Locks-5%; Move Silently-5%; Hide in Shadows-0%; Detect Noise-10%; Read Languages-5%; Bribe-0%
- Merchant Spells> Merchants have access to magical spells. They are primarily out of the wizard schools, but some are drawn from the priest spheres. These spells are supposed to be snippets of magic that the merchant comes in contact with through his dealings. They enhance his ability to modify their costs in a direction towards their favor.
- Bargaining> The merchant is good at tricking others into giving them a better deal. Beginning at 2nd level, the merchant can attempt to bargain down other shop-keepers. He has a base 5% chance and this improves by 2% per level.
- Equivocate> At 5th level, the trader can attempt to perfectly recreate things (paintings, handwriting, sounds). He has a base 15% chance to do so and this improves by 2% per level.
Merchan Spell Progression
Level Spell Level
1 2 3 4 5
2 1 - - - -
3 2 - - - -
4 2 1 - - -
5 3 1 - - -
6 3 2 - - -
7 3 2 1 - -
8 3 3 1 - -
9 3 3 2 - -
10 3 3 2 1 -
11 3 3 3 1 -
12 3 3 3 2 -
13 3 3 3 2 1
14 3 3 3 3 1
15 3 3 3 3 2
16 4 3 3 3 2
17 4 4 3 3 3
18 4 4 4 3 3
19 4 4 4 4 3
20 4 4 4 4 4
Strictures:
- Weapon Restriction> The merchant is limited to only those weapons allowed to the thief.
- Armor Restriction> Merchants are limited to the same armors as a thief can use.
Priest Classes
Healer (From the Psionic Healer kit found on the Internet)
Ability Requirements: Constitution 9; Intelligence 14; Wisdom 13
Prime Requisite: Constitution; Wisdom
Races Allowed: Human, Elf, Dwarf,Gnome, Halfling,Swanmay
The healer is a type of priest that does not gain his powers from an Immortal, but from the belief in healing. His is an occupational priest whose one goal is to heal others.
The healer's primary attributes are his constitution, intelligence, and wisdom. High scores in these allow him to channel the necessary powers to do his job. A healer must be good aligned.
Healers use the Cleric level advancement table.
Abilities:
- Combat Bonus> The healer can learn the anatomies of humanoid creatures (costs one NWP slot per race), giving him familiarity with where to hit. This gives him a +2 to his damage.
- Spells and Spell-like Powers> The healer is unique in that he advances in wizard, priest, and psionic powers. Use the charts for wizard and priest spell progression in the PHB, and the chart on psionist progression in either the S&P, or The Complete Psionics Handbook. A healer gains spells of a priest ½ his level, a wizard ½ his level, and a psionist his level. He can choose spells from the priest spheres of All, Healing, Necromancy, and GuardiVariantsll as minor access toVariantsion. They can cast spells from the schools of Lesser Divination, Necromancy, 1-4th level Abjuration, and 1st level Invocation/Evocation. He is allowed the psionic desciplines from Psychometabolism, as well as all Psychic Defenses. Healers can use any rod, staff, or wand for protection or healing, or any that cannot be used for combat purposes. They can use priest and wizard scrolls, and do not require holy symbols.
- Healing> The healer is an expert in healing other people. They always begin with the healing and herbalism proficiencies (even if they are not used in your campaign). Furthermore, those under the care of healers recover hit points at three-times the normal rate and save vs poison at a +3. At 8th level, healers can brew non-magical poluntences that heal 1d4 hit points per dose. A healer can brew one dose per week.
- Turn Demons, Devils, and Undead> Due to their connection with life and religion, healers can assert control over demons, devils, and undead at their level (round down).
- Resist Deat> Healers can fully function until -10 hit points, and do not die until they reach -20. At 10th level, they can completely resist the Energy Draining effects of creatures and magic. Also, when they reach 14th and 18th levels, they can survive indefinitly on the Positive and Negative Material Planes respectively.
- Detections> Healers can begin to detect slimes, molds, and jellies at 3rd level. It takes 1 round to occur, and the healer is aware of the number (not type) of said creatures within a 40-foot radius.
Strictures:
- Alignment Restriction> Healers must be a non-evil alignment. Healing is never an evil act, and if he actively promotes evil, he loses all of his abilities permanently.
- Weapons and Armor Restirctions> Healers do not condone actively taking the life of other beings. Therefore, they will only use blunt weapons. Also, healers never wear any armor with metal on or in it.
- Combat Penalty> Healers will only attack creatures that have a fighting chance. Therefore, they will never fight when their opponent did not have an initative roll that round.
Oriental Classes
Mystic (Mystic class in the Rules Cyclopedia)
Ability Requirements: Dexterity 13; Wisdom 15
Prime Requisite: Dexterity; Wisdom
Races Allowed: Human
Mystics (not to be confused with the mystic kit) are philosophers and peaceful people from the western portion of Brun. They tend to spend many hours in meditation and contemplation, but their training also include that of combat and spells.
The mystic's most important traits are Dexterity and Wisdom. These abilities are required for the deep thinking and fierce fighting they do.
Mystic Experience Levels
Level Experience hit die (d6)
1 0 2
2 2,000 3
3 4,000 4
4 7,500 5
5 13,000 6
6 27,000 7
7 55,000 8
8 110,000 9
9 225,000 10
10 450,000 11
11 675,000 11+2
12 900,000 11+4
13 1,125,000 11+6
14 1,500,000 11+8
15 2,025,000 11+10
16 3,500,000 11+12
17 4,000,000 11+14
18 4,250,000 11+16
19 4,500,000 11+18
20 4,750,000 11+20
Abilities:
- Martial Arts> All mystics know the martial art style of Torasata (standard martial arts chart). However, they can develop many other abilities from this discipline. Mystics begin with one principal form from the martial arts skills listed in the Complete Ninja's Handbook or Oriental Adventures Set. Every three levels they may gain a new skill until that principal form is complete. Mystics can never know skills from more than one principal form.
- Mystic Arts> In addition to Martial arts, mystics develop powers through their meditations. These increase with level. They are:
Level 2: Awareness: The mystic can now sense all non-invisible attackers around him, allowing him to resist surprise except for on a roll of 1.
Level 4: Heal Self: The mystic can now use his will to return 1 hit point per level of damage to himself once per day. This ability can never raise the mystic's hit point above his level max.
Level 6: Speak with Animals: The mystic can speak and understand the language of any non-magical creature (excluding humans, demi-humans, near-humans, and humanoids). The creature is not required to answer or converse.
Level 8: Resistance: The mystic can now use his will to lessen the damage of breath weapons and damaging spells. He now only takes ½ damage (round up) and ¼ damage (round up) if he makes the save.
Level 10: Speak with Anyone: The mystic can now speak and understand any tongue that he could not with the previous Speak.
Level 12: Mind Mask: The mystic becomes immune to all forms of charms, quests, geases, or any other form of magical commanding.
Level 14: Blankout: The mystic can twice per day vanish as if invisible by concentrating for one round. He will reappear if he attacks or wills the invisibility to end.
Level 16: Gentle Touch: The mystic now knows how to manipulate the nerves of a victim so that he can kill, heal, charm, quest, or paralyze with a touch. (The effects mimic the spells death spell, heal, all charms, quest, and all holds). He can do this once per day. The victim receives no save, but victims with more hit die/levels than the mystic are unaffected. All powers except kill last for 24 hours.
- Thieving Skills> Mystics, like all oriental classes, possess some of the skills of a thief. The skills are fully described on pages 39-40 in the PHB. Mystics begin with the same amount of discretionary points and gain the same amount per level as a bard. Climb Walls 50%; Move Silently 5%; Escape Bonds 5%; Detect Illusions 5%
- Breech Immunity> Mystics can become so skilled with their hands and feet that they can attack and harm creatures normally only hit by magical or silver weapons. At 2nd level mystics can attack as if their fists were silver weapons. At 5th level mystics can attack as if their fists were +1 weapons. At 8th level mystics can attack as if their fists were +2 weapons. At 11th level mystics can attack as if their fists were +3 weapons. At 14th level mystics can attack as if their fists were +4 weapons. And, at 16th level mystics can attack as if their fists were +5 weapons. (Mystics do not actually gain a bonus to their attack and damage rolls.
- Enhanced Attributes> Mystics grow in might as they increase in levels. They can make more unarmed attacks, and their attacks do more damage. They can move faster, and their AC lowers.
- Acrobatics> Mystics are trained to preform extreme feats of dexterity. They can preform all the skills contained in the tightrope walking, jumping, and tumbling proficiencies, they can cross broken terrain without any movement penalty, and they can go over or through an enemy line no longer than their movement rate (roll through legs, handstand flip over the top, pole vault with a spear). The chance for success is rolling 1d100 below ([3 x Dex]+[2 x Level]).
Strictures:
- Armor Penalty> Mystics can wear no armor whatsoever, nor can they use any protective magical devices (however, they can use any weapon).
- Tithe> Mystics must donate 10% of the wealth gained on an adventure to their cloister.
- Magical Item Limit> Mystics can only own any 10 magical items at one time. Any more than 10 must be given to the cloister.
- Collective Ownership> This is both a curse and a blessing. Mystics consider all property to be owned by the cloister. Therefore, they are obligated to lend any personal item to a mystic in greater need. However, they can also request use of other mystic's items.
Mystic Traits Enhancement
Level MV AC #AT Dmg
1 12 10 1/1 1d4
2 13 9 1/1 1d4+1
3 14 8 1/1 1d6
4 15 8 3/2 1d6+1
5 16 7 3/2 1d8
6 17 7 3/2 1d8+1
7 18 6 3/2 1d10
8 19 6 3/2 1d12
9 20 5 2/1 2d8
10 21 5 2/1 2d10
11 22 4 2/1 2d12
12 23 4 2/1 3d8+1
13 24 3 5/2 4d6+1
14 25 3 5/2 5d6
15 26 2 5/2 4d8
16 27 2 5/2 3d12
17 28 1 3/1 3d12
18 29 1 3/1 3d12
19 30 0 3/1 3d12
20 30 0 3/1 3d12
Last Updated Fri Jul 5 12:08:24 1996
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