Wandering Mystic (Priest Kit)[]
Wandering mystics are humanoid clerics who leave their tribes to preach to others. They either go in search of converts to their race's faith, or, if they have rejected their race's deities, they seek to bring the tenets of a new religion to those who have not yet heard them.
Player character wandering mystics join up with adventuring parties to serve as their spiritual guides or to accomplish some great task for their gods. No matter what mission the party may be involved with, a wandering mystic will take every opportunity to find converts to his or her faith.
Requirements: This kit is available to the following humanoid races: alaghi, bugbears, centaurs, gnolls, flinds, goblins, hobgoblins, kobolds, mongrelmen, half-ogres, orcs, half-orcs, saurials, and swanmays. This kit is open to all genders and alignments.
Role: Wandering mystics come in two forms. The first is a cleric of a particular humanoid race who receives a vision to preach to those beyond the limits of the tribe's territory. The second is a cleric who finds faith not in the gods of his race but in a totally foreign deity. While this cleric may try to convert his own tribe, he will quickly decide to find converts in less-hostile locations.
Wandering mystics are voices in the wilderness, attached to no organized temple or religion. They are loners on missions for the gods they serve, traveling wherever their faith leads them. A wandering mystic can be a strange sight, striding out of the wilderness with words of inspiration for all who would hear. While they might sometimes work with those clerics of their gods who are attached to an organized religion, more often than not they are at odds with these clerics. They do not believe in the trappings of tradition and regiment. They preach a looser, less confining form of spiritual worship.
Player character wandering mystics may appear disheveled, distant, and even crazed. They follow voices only they can hear and see sights meant for no other eyes. When they join with an adventuring party, it is because they are following the will of their gods.
Weapon Proficiencies: Any weapon normally available to mystic's base priest class can be selected by the mystic.
Nonweapon Proficiencies:
- Bonus Proficiencies: Survival (of choice).
- Required Proficiencies: Fire-building.
- Recommended, General: Agriculture, animal handling, carpentry, cobbling, cooking, fishing, leatherworking, pottery, seamstress /tailor, stonemasonry, weaving.
- Recommended, Warrior: Endurance, survival.
- Recommended, Priest: Healing, herbalism, local history.
- Recommended, Wizard: None.
- Recommended, Rogue: None.
- Forbidden: None.
Equipment: Wandering mystics may use any weapon or armor available to their base priest class.
Special Benefits: None.
Magical Abilities: Wandering mystics have the sphere selection of their base priest class. They turn undead like their base class.
Special Hindrances: Wandering mystics start play poor (see Wealth Options).
Wandering mystics suffer a 2-point penalty to reaction rolls when dealing with religious NPCs (of any faith, including their own).
Wealth Options: Wandering mystics start with one weapon and 3d6 gp.