Mystic
Lone figures who stride out of the desert, mystics are strange and flamboyant priests whose words have moved armies and are said to have moved mountains. They require no conventional channels to hear their gods’ words, and they shun the convenience of an orthodox hierarchy. At times they are allies of hierarchical clerics, but just as often they are foes. Mystics bring new revelations and new ideas - often gained through euphoric dancing, meditative trances, and other exotic means. At best, organized churches finds their ideas difficult to accept.
Role
Mystics can be Clerics or Theologians, and while they may worship the same god as their more organized cousins in the Order (whichever they choose), they follow their own agenda, one which may be at odds with that of the ordered faith. For that reason, the extremely conservative moralists have no love of mystics of any stripe, and the feeling is mutual. There are as many types of mystics as there are mystics themselves, all of whom receive their revelations and priestly magics in a different fashion. Dervishes receive spells after inducing euphoria or a higher level of consciousness through wild and energetic dancing. For anchorites and hermits, solitude and meditation open a pathway to the gods. Some mystics sing, engage in simple work, take long walks, or employ other means to receive their spells. In this way, the mystics gain their spells much as standard priests gain enlightenment, with similar time requirements.
Distinctive Appearance
None
Special Benefits
Mystics use the standard advancement tables for clerics, and at sufficient level attract followers much as priests do. The followers are fanatically loyal to the mystic as opposed to merely the mystic’s religion.
Special Hindrances
Mystics can only receive spells through the method they’ve chosen (see above). If a mystic is prevented from attaining that state - e.g., hobbled so he can’t dance, harangued so she can’t meditate - no spells can be gained.
Mystics also suffer a 2-point penalty to reaction rolls when dealing with Pragmatist (Cleric of the Faith Pragmatic) and Ethoist (Cleric of the Faith Ethical) clergy, and a 4-point penalty for Moralist (Cleric of the Faith Moral) clergy.
Class
Priest
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Members of this kit may be either gender and any race or faith which allows standard priests. While any alignment is allowed, most mystics lean toward a chaotic ethos.
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Mystics may take any weapon that a priest is allowed. In addition, they may take weapons normally forbidden to priests if they fill twice the usual number of proficiency slots.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Religion, plus one priest or general proficiency that reflects the action required to receive spells (player’s choice). Dancing, for example, is the obvious requirement for dervishes. The chosen proficiency should involve a simple task that can be repeated again and again with ease. (Engineering, for example, is not appropriate.) Mystics who receive spells through solitude and meditation do not gain a second bonus proficiency; they simply require absolute solitude to regain spells.
Recommended Non-Weapon Proficiencies
Endurance , Survival, Display Weapon Prowess, History (Ancient), Healing, Herbalism, Reading/Writing, Spellcraft, Genie Lore, Begging
Equipment
Members of this kit have no restriction on armament. Mystics are very poor initially, but those who attain success tend to drape themselves in wealth.
Wealth Options
Mystics begin poor, with only one chosen weapon and 3d6 gp each. All donations are welcome after that point.
Homeland Terrain
None
Economic System
None