(Oriental Adventures variant, p. 39)
Henshin mystics are members of a monastic order that teaches what they consider a great mystery of the universe: that humanity is capable of a transformation (henshin) into divinity. Their training and discipline is aimed toward the ultimate perfection not only of themselves, but of all humanity. They believe this perfection is the future of the world and of humanity, and this belief fills them with a hopeful peace.
4 + Int
Weapon and Armor Proficiency: Henshin mystics gain no additional weapon or armor proficiency. They suffer the same penalties for wearing armor that monks do.
Monk Abilities: A henshin mystic has the unarmed damage, AC bonus, and speed of a monk with as many levels as his mystic levels plus his monk levels (if any).
Add the henshin mystic's base attack bonus derived from monk levels to that derived from henshin mystic levels and consult the following table:
|Base Attack Bonus||Additional Unarmed Attacks|
Riddle of Awareness (Sp): A 1st-level henshin mystic can use scrying as a spell-like ability once per day, with a caster level equal to his henshin mystic level. The character must enter a meditative trance for the entire casting time and duration of the spell, but requires no material component or focus item.
Blind-Fight: A 2nd-level henshin mystic gains the Blind-Fight feat.
Diamond Body (Su): At 2nd level, a henshin mystic is in such control of his own metabolism that he gains immunity to poison of all kinds.
Happo Zanshin (Ex): A 3rd-level henshin mystic has a preternatural awareness of danger and can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the mystic. The exception to this defense is that a rogue at least four levels higher than the mystic can flank him (and thus sneak attack him). This ability does not stack with any other uncanny dodge ability, such as that gained from the barbarian or rogue classes.
Root the Mountain (Su): Once per day, a henshin mystic of 4th level or higher can make himself unmovable. He automatically wins an opposed Strength check when an opponent attempts to bull rush him. A creature with the improved grab ability must move into the mystic's space to grapple him, since it cannot pull the mystic into its space. No spell or other effect can force the mystic to move. If he becomes frightened or panicked, he suffers the full effect of the fear but does not run away. He cannot move, even to make a 5-foot step, while this ability is in effect. Root the mountain lasts for 1 round per level, but the mystic can end it at any time.
Riddle of Interaction (Sp): A 4th-level henshin mystic can use charm monster as a spell-like ability three times per day, with a caster level equal to his henshin mystic level and a saving throw DC equal to 14 + his Charisma modifier. In addition, the henshin mystic gains a +4 insight bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks.
Ki Strike (Su): At 4th level, a henshin mystic's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. At 8th level, a mystic's unarmed strike can deal damage against creatures with damage reduction as if it were made with a weapon with a +2 enhancement bonus. This ability stacks with a monk's ki strike ability, so a 10th-level monk/8th-level mystic has ki strike (+3).
Touch of Fire (Sp): A henshin mystic of 5th level or higher can use heat metal as a spell-like ability three times per day, with a caster level equal to his henshin mystic level.
Blindsight (Ex): At 6th level, a henshin mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness (even magical darkness) irrelevant to the mystic (though he still can't detect ethereal creatures). This ability operates out to a range of 30 feet. The mystic cannot distinguish color or visual contrast with blindsight, and thus cannot read. When using blindsight (and not regular vision), the mystic is unaffected by gaze attacks and is not hampered by blindness. Deafness or silence does not hamper the mystic's blindsight, since it relies on extraordinary senses, not on sound.
Hitsu-Do (Su): A 6th-level mystic gains the ability to cause his hands, eyes, and weapons to light up with flame once per day, for a duration of 2 rounds per mystic level. Each of the mystic's melee attacks deals an extra 1d6 points of damage per attack. The mystic can extinguish the flames before the expiration of the effect's duration, but cannot then use the power again that day.
Riddle of Flame (Sp): A henshin mystic of 7th level or higher can use fire shield as a spell-like ability once per day, with a caster level equal to his henshin mystic level. In addition to the defensive benefits of the spell, the mystic's unarmed attacks deal additional cold damage (if the fire shield protects against fire-based attacks) or fire damage (if the fire shield protects against cold-based attacks) equal to 1d6 points +1 point per level of the mystic. This extra damage does not stack with the hitsu-do ability.
Timeless Body (Ex): After attaining 8th level, a henshin mystic no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties he may already have suffered remain in place.) Bonuses still accrue, and the mystic still dies of old age when his time is up.
Walk through the Mountains (Su): At 9th level or higher, a henshin mystic can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. The mystic may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed twice his level.
Riddle of Invulnerability (Su): A 10th-level henshin mystic gains damage reduction of 20/+1. This means that the mystic ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (acid, cold, electricity, fire, sonic).
|1st||+0||+2||+2||+2||Monk abilities, riddle of awareness|
|2nd||+1||+3||+3||+3||Blind-Fight, diamond body|
|3rd||+2||+3||+3||+3||Happo zanshin, root the mountain|
|4th||+3||+4||+4||+4||Riddle of interaction, ki strike (+1)|
|5th||+3||+4||+4||+4||Touch of fire|
|7th||+5||+5||+5||+5||Riddle of flame|
|8th||+6/+1||+6||+6||+6||Timeless body, ki strike (+2)|
|9th||+6/+1||+6||+6||+6||Walk through the mountains|
|10th||+7/+2||+7||+7||+7||Riddle of invulnerability|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (architecture and engineering)||INT|
|Knowledge (nobility and royalty)||INT|
|Knowledge (the planes)||INT|