Blind Master (3.5e Class)
From D&D Wiki
The mystic is a magic user that summons divine energy from the world around him. She does not need to worship any deity in exchange for divine spell casting, unlike the cleric whose prayers are answered by their respective gods. Mystics are not tied to temples, and while some may work with or even serve in temples their powers are directly tied to the positive material plane.
Making a Mystic
The mystic is a divine spell caster that spontaneously draws power from the environment and the positive material plane. Unlike clerics their abilties are supernatural in nature as they possess a direct link to healing powers instead of having to draw that energy from their deity. However the major drawback of a mystic is that only a certain number of spells come naturally to them, and they cannot choose from the complete listing that clerics enjoy for daily versatility.
Abilities: The mystics abilities are routed in Charisma and this attribute will provide their bonus spell capacity and their abilities to turn or rebuke undead.
Races: Any race can be a mystic.
Starting Gold: 3d4×10 gp 75 gp average.
Starting Age: "Complex"
|Saving Throws||Special||Spells per Day1|
|1st||+0||+2||+0||+2||Turn or Rebuke Undead||5||3||—||—||—||—||—||—||—||—|
Class Skills 2 + Int modifier per level, ×4 at 1st level
Spells: A mystic casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A mystic spontaneously casts spells and does not need to prepare them in advance
To prepare or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a mystic’s spell is 10 + the spell level + the mystic’s Charisma modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mystic. In addition, he receives bonus spells per day if he has a high Wisdom score.
Turn or Rebuke Undead (Su): Any mystic, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his mystic symbol (see Turn or Rebuke Undead). This symbol can be anything that he feels empowered by.
A mystic may attempt to turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. A mystic with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
2 + Int modifier skill points per level.
Spells: The mystic’s caster level is equal to his or her class level. The mystic’s number of spells per day does not increase after 20th level
Turn or Rebuke Undead: Use the mystic’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.
Bonus Feats: The epic mystic gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th.
Epic Cleric Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.
Human Mystic Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Mystic
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Mystics in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Mystics in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.