Mystic of Nog (Character Kit)

__TOC__
==Mystic of Nog==
The ancient empire of Nog contained within its boundaries a sect of wizards who learned to not merely channel spells through their bodies, but to actually contain the energies of those spells within their flesh. This ability allowed the Mystics of Nog to alter their physical forms to a greater or lesser degree, though it did reduce their ability to cast spells.
Requirements: Nogian mystics must be of any alignment that is not neutral. The powers they command are products of a passion and conviction that neutral-aligned characters find hard to maintain.
Role: The Mystics of Nog have learned to harness magical energies to enhance their own bodies. These enhancements last for a limited time, but can have very powerful effects.
During the time in which Nog was a real power, the Nogian mystic was a feared warrior on the battlefield.
They served the dual function of elite troops and the home guard. Some say that the reason Nog fell was because they turned against the empire they had so long served. In legendary tales, they were sometimes confused with the equally powerful and now-extinct geomancers (described within the Ruined Kingdoms sourcebox), but the two are separate entities, and according to some tales, bitter rivals.
With the fall of Nog and its subsequent sinking into obscurity, the Nogian mystics have become reclusive. There are but a few hundred left, and most of these live a hermit-like existence within the ruins of their homeland. These men and women spend the majority of their time honing their abilities and studying the interplay of flesh and magic. The Nogian mystics gather together from time to time to discuss the theory and practice of their art and to contemplate new discoveries and abilities. Very few have left their homeland to journey into the world beyond. They hope to find a new homeland, a place where they can become what they once were—the respected bodyguard and soldiers of an honorable land.
Weapon Proficiencies: The Mystics of Nog are limited in their choice of weapons at the start of their careers. They may only use the sling, dart, staff, dagger, jambiya, and knife. As they advance in level, some Mystics of Nog will be able to use new weapons, as their control over body and magic becomes more complete.
Nonweapon Proficiencies:
* Required Proficiencies: The Nogian mystic must choose any one of the following nonweapon proficiencies as their bonus proficiency: dancing, swimming, jumping, tightrope walking, tumbling, endurance, or running.
* Recommended General: Dancing, swimming (if not taken as a bonus proficiency).
* Recommended, Warrior: Endurance (if not taken as a bonus proficiency), survival.
* Recommended, Priest: Healing, ancient history (specializing in Nogian history).
* Recommended, Wizard: Spellcraft.
* Recommended, Rogue: Jumping, tumbling (if not taken as a bonus proficiency).
* Forbidden: None.
Equipment: The Mystics of Nog may only carry a weapon, a change of clothes, and a days' worth of food. Money may be carted around, but only if the wizard intends to spend the money within a week.
Special Benefits: The Mystics of Nog are masters of physical magic. They have studied the nature of magical energies and have focused these energies into their body. They can cast spells—though they are limited as to the power of their spells (see below)—but generally prefer to augment their bodies instead.
The Mystics of Nog spend "spells" in order to purchase special abilities, which are listed below. Each special ability costs a certain number of spells to obtain. The Nogian mystic sacrifices the ability to learn that many spells in order to gain the ability. Higher-level spells are worth more, as each level of a spell is equivalent to a separate spell. For example: a 4th-level Nogian mystic has the ability to learn a total of seven levels of spells (three 1st-level and two 2nd-level). He may choose to learn only three spell levels worth of spells, leaving four to study new abilities.
===Attribute Increases===
A Mystic of Nog may choose to increase any of their physical attributes (STR, DEX, or CON) at the expense of learning spells. Only one point may be added to a given attribute per each level the Nogian mystic possesses (1st level, one additional point; 5th level, five additional points; etc.). The spell cost of any increase is determined by the attribute's total after the increase is applied.
Attribute	Cost
3-13 	1 spell level/point
14-17 	3 spell levels/point
18 	5 spell levels/point
The increase to the attribute is permanent, and the spell levels spent in this manner are lost to further use by the wizard (removing a 2nd-level spell to raise DEX from 5 to 6 results in the loss of that spell slot entirely). Removal of spell levels should be in full spell units (one cannot spend two levels of a 3rd-level spell). Although an attribute can never be permanently raised above 18, it is possible to boost an attribute temporarily. An attribute can be raised above the racial maximum of a character, but the character suffers a permanent reduction of two hit points for each point over that maximum. Results of raised attributes are applied as they occur, and are not retroactive (a high-level Mystic gaining a bonus from her increased CON will gain that bonus on all new Hit Dice, not on previously-rolled Hit Dice).
===Special Abilities===
Several other abilities can be gained by the Mystics of Nog through the expenditure of their spell levels. Spell levels so expended are lost and cannot be used to cast spells. They must be expended in whole spell units.
Fast healing funnels healing magics to damaged sites, allowing wizards of this kit to increase the rate at which their body repairs itself. For every four spell levels spent on this ability, the mystic is entitled to roll 1d4 to determine the number of additional points healed in a given day. Damage is healed after the character has had at least six hours of uninterrupted rest. If the character cannot rest at least six hours, the number of points healed is halved.
Sudden speed allows the character to move very suddenly, once per day. This gives him or her a bonus of -1 to initiative for that round. The movement may be the drawing of a weapon, a quick thrust, or an actual move of up to 10 feet. The cost is three spell levels, and purchasing this ability more than once allows an additional use per day.
Hands of stone allows the character to cause increased damage with his bare hands. The damage caused is equal to 1d4 plus the caster's level (round up). This ability has a base cost of five spell levels, but must be maintained by the additional expenditure of one spell level every time the character advances a level. If this maintenance cost is not paid, the character will still be able to inflict the increased damage with his hands, but will suffer 1d6 points of damage himself whenever the ability is used.
Stunning blow costs three spell levels. It allows the character to stun an opponent in combat. This ability may be used once per day against a given opponent. If the character successfully strikes an opponent, he may opt to stun rather than cause damage. This attack form freezes the target for 1d4 rounds if a successful save vs. paralyzation is not made. If used in conjunction with hands of stone, the saving throw to resist a stunning blow will suffer a penalty of -2.
Silent walk costs one spell level and allows the character to gain the ability to walk silently. This ability may be used once per day per level of mystic and lasts for one turn. During this time, the character will walk with a completely undetectable step. No magical or natural ability will be able to pick out the sound of the character walking.
True target grants the Mystic of Nog the ability to pick out the weaknesses in a target's armor after one round of concentration. This reduces the target's Armor Class by 1 for purposes of determining thrown attacks made by the Nogian mystic. This ability is effective only for the first attack made against a target. The cost for this ability is one spell level.
Immovability allows a character taking no other action to remain in a spot regardless of the force brought to bear against him. The character becomes as one with the surface upon which he stands and may not be knocked down or moved by any means. This ability lasts for one round per level of the wizard using it and costs two spell levels.
Leap gives the wizard the ability to leap 10 feet without needing to run or otherwise prepare himself. The cost is one spell level. This distance can be increased up to 30 feet at the cost of one spell level per additional 10 feet of distance. If used as a means of closing to attack, the wizard gains a +1 attack bonus on his first attack. The leap cannot be performed if there is less than 15 feet of clearance above the wizard's head to allow for the arc of the jump.
Steelskin hardens the skin of the mystic, allowing the mystic a form of natural armor. This ability may only increase the natural AC of the wizard by one point per level of the caster at the time of the casting, to a maximum of AC2. The presence of steelskin is disrupted by any other protective devices, including bracers, rings, and cloaks. The cost is two spell levels.
Hammerblow costs three spell levels and gives a wizard the ability to shatter certain inanimate objects. This ability forces items to save vs. crushing blow, or be destroyed. If the item contains some harmful liquid or substance, it will be released; the wizard will suffer full damage from or the full effects of whatever was contained in the item. This ability doesn't work against magical items.
Weapon proficiency gives the wizard the ability to use another weapon. This weapon will be instinctively understood and usable without penalty, including magical versions of these weapons. Cost is one spell level for weapons commonly allowed wizards, two spell levels for weapons which are not normally available to wizards (footman's mace or short sword, for example), and four spell levels for weapons which are not normally available to wizards and inflict a maximum of eight points of damage (or more) to man-sized targets (long sword, khopesh, or morningstar, and in this situation, bows, regardless of the type of arrow used).
These abilities are only the most common among the Mystics of Nog. There are many more that may be devised by individual DMs.
Special Hindrances: Nogian mystics will never gain the command of spells to which other wizards aspire. No Mystic of Nog may ever learn spells above 5th level, though they may learn spells from any school or elemental province. The cost of special abilities is also limiting to Nogian mystics, as they may memorize fewer spells than other wizards. Finally, the Mystic of Nog must spend at least half of his spell levels on abilities, and must maintain this balance at all times.
Wealth Options: Mystics of Nog start with no money and only the most basic of clothing. They have a single weapon, limited by their proficiency.
Races: Any race that allows wizards may have members who are Mystics of Nog.
Category:Character Kit
Category:Character Kit CShaH