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Mystic Wanderer

(Magic of Faerûn variant, p. 35)

Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence.

Requirements

Alignment: Any nonlawful.

Skills: Alchemy 3 ranks , Diplomacy 8 ranks , Knowledge (nature) 3 ranks , Perform 3 ranks , Profession 3 ranks (herbalist)

Feats: Iron Will

Spellcasting: Able to cast 2nd-level divine spells.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Mystic wanderers gain no proficiency with any weapon or armor. Many of the mystic wanderer's abilities rely on her ability to fully utilize the movements of her body and her confidence in her appearance. When wearing any sort of armor or using a shield, her glory of the divine ability does not function and she cannot use any of her spell-like abilities.

Spells per Day: A mystic wanderer continues to study standard magic as well as pursuing her other studies. Thus, when a new mystic wanderer level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before becoming a mystic wanderer. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on).

If a character had more than one divine spellcasting class before she became a mystic wanderer, she must decide to which class she adds each level of mystic wanderer for purposes of determining spells per day when she adds the new level.

Glory of the Divine (Su): A mystic wanderer who wears no armor gains a sacred (or profane, if her patron deity is evil) bonus to AC equal to her Charisma bonus (if any).

Sleep (Sp): The mystic wanderer can use sleep once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 11 + Cha modifier).

Familiar: Beginning at 2nd level, a mystic wanderer can obtain a familiar, just as a sorcerer or wizard can. A mystic wanderer with sorcerer or wizard levels can treat her mystic wanderer levels as sorcerer or wizard levels for determining her familiar's natural armor, Intelligence, and special abilities.

Lore of Nature: At 2nd level, the mystic wanderer gains a +2 competence bonus on all Profession (herbalist) and Knowledge (nature) checks.

Gem Magic (Su): A 3rd-level mystic wanderer learns the secret of gem magic, as described in Chapter 2 of Magic of Faerun. She gains the Attune Gem feat, and she can use the feat to store any spell she can cast, whether arcane or divine.

Resist Charm: Beginning at 3rd level, the mystic wanderer gains a +2 sacred (or profane, if her patron deity is evil) bonus on saving throws against enchantment (charm) effects.

Brew Potion: The mystic wanderer gains the Brew Potion feat at 4th level.

Suggestion (Sp): At 5th level, the mystic wanderer can use suggestion once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 13 + Cha modifier).

Greater Potion I: The 6th-level mystic wanderer can brew potions as if she had access to all 0- and 1st-level sorcerer/wizard spells (even those not on her spell list). He need not have prepared the spell to brew the potion; instead, she must leave one spell slot (of the appropriate level) open when brewing a potion of a spell not on her spell list. He must still provide any material components or focuses needed.

Charm Monster (Sp): At 7th level, the mystic wanderer can use charm monster once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 14 + Cha modifier).

Greater Potion II: As greater potion I, except that the 8th-level mystic wanderer can brew potions as if she had access to all 2nd-level sorcerer/wizard spells.

Mass Charm (Sp): The 9th-level mystic wanderer can use mass charm once per day as a sorcerer whose level is equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 18 + Cha modifier).

Greater Potion III: As greater potion I, except that the 10th-level mystic wanderer can brew potions as if she had access to all 3rd-level sorcerer/wizard spells.

Timeless Body: After achieving 10th level, a mystic wanderer no longer suffers ability penalties for aging (see the Player's Handbook,Table 6—5: Aging Effects, page 93) and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the mystic wanderer still dies of old age when her time is up.

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +2 Glory of the divine, sleep +1 level of existing class
2nd +1 +0 +3 +3 Familiar, lore of nature +1 level of existing class
3rd +1 +1 +3 +3 Gem magic, resist charm +1 level of existing class
4th +2 +1 +4 +4 Brew potion +1 level of existing class
5th +2 +1 +4 +4 Suggestion +1 level of existing class
6th +3 +2 +5 +5 Greater potion I +1 level of existing class
7th +3 +2 +5 +5 Charm monster +1 level of existing class
8th +4 +2 +6 +6 Greater potion II +1 level of existing class
9th +4 +3 +6 +6 Mass charm +1 level of existing class
10th +5 +3 +7 +7 Greater potion III, timeless body +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Innuendo Wis yes no
Knowledge (arcana) INT yes no
Knowledge (nature) INT yes no
Knowledge (religion) INT yes no
Perform CHA no no
Profession WIS yes no
Spellcraft INT yes no

Spells for Mystic Wanderer

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