Main page
Past updates
Xena who?
Xena in D&D
Fan fiction
Humour
Motivational posters
Reviews
Story arcs
Sounds
Xena in art
Wallpapers
Xena's world
Links
Me
CLASSES
FEATS
SKILLS
SPELLS
MAGIC ITEMS
NON-MAGIC ITEMS
WEAPONS

AMAZONS
CHRONOLOGY
COSMOLOGY
ENCOUNTERS
GODS
GREECE
MAP: GREECE
MAP: KNOWN WORLD
MONSTERS
NPCs
PRESTIGE GROUPS
XENA DATINGS

CHASES 
COMBAT RULES
DISPELLING INSIGHT
DISTRACT
EXECUTIONS
GIVE AIR
HELPING WITH SAVES
LEVELS & CR
MADNESS
PREGNANCY
REINCARNATION
REPUTATION
SPIRITUAL DUEL
WAKING UP

Mystics up to no good.

MYSTICS (Priests and Clerics of Morpheus)
Morpheus is a very minor god, but many of his mystics are clerics rather than priests. They have more freedom in interpreting their master’s will than most other clergymen, since Morpheus has both a good and an evil side and has few real ambitions beyond dreaming. Unfortunately, this tends to promote egoism among the clergy, so the random priest or cleric encountered is likely to be evil.
   Mystics are secretive and hierarchical. The cult leader sometimes uses the title Magus.

Minor Mystic (Priest)
Minor Mystic (Cleric)
Major Mystic (Priest)
Major Mystic (Cleric)
 
 

PRIEST, MINOR

Male Human, 2nd-level Expert
 
Strength 10 Fort. Save +0 Armour Class 10
Dexterity 10 Ref. Save +0 Flat-footed AC 10
Constitution 10 Will. Save +4 Touch AC 10
Intelligence 10 Alignment lawful evil Initiative +0
Wisdom 12 +1 Speed 30 Mêlée Damage 1d3
Charisma 11 Size M
Hit Points 7 Mêlée Attack +1 Ranged Attack +1

Special: Proficient in all simple weapons and light armour.
Priest Class Skills: Appraise +2, Diplomacy +2, Intimidate +7, Knowledge (arcana) +2, Knowledge (religion) +4, Knowledge (the planes) +1, Sense Motive +3.
Other Skills: Bluff +5, Massage +2, Move Silently +3
Feats: Blind-Fight, Persuasive
Possessions: Dark blue hooded robe.
 
 

PRIEST, MAJOR

Male Human, 6th-level Expert
 
Strength 10 Fort. Save +2 Armour Class 10
Dexterity 10 Ref. Save +2 Flat-footed AC 10
Constitution 10 Will. Save +8 Touch AC 10
Intelligence 14 +2 Alignment lawful evil Initiative +0
Wisdom 13 +1 Speed 30 Mêlée Damage 1d3
Charisma 14 +2 Size M
Hit Points 21 Mêlée Attack +4 Ranged Attack +4

Special: Proficient in all simple weapons and light armour.
Priest Class Skills: Appraise +5, Diplomacy +6, Disguise +3, Intimidate +16, Knowledge (arcana) +5, Knowledge (religion) +7, Knowledge (the planes) +4, Listen +3, Sense Motive +5, Use Magic Device +5
Other Skills: Bluff +10, Massage +3, Move Silently +4, Search +3, Sleight of Hands +4
Feats: Blind-Fight, Iron Will, Persuasive, Skill Focus (Intimidate)
Possessions: Dark blue hooded robe.
 
 

CLERIC, MINOR

Male Human, 3rd-level Cleric
 
Strength 10 +0 Fort. Save +3 Armour Class 10
Dexterity 10 +0 Ref. Save +1 Flat-footed AC 10
Constitution 10 +0 Will. Save +4 Touch AC 10
Intelligence 10 +0 Alignment lawful evil Initiative +0
Wisdom 12 +1 Speed 30 Mêlée Damage 1d3
Charisma 11 +0 Size M
Hit Points 13 Mêlée Attack +2 Ranged Attack +2

Special: Proficient in all simple weapons and all armour and shields (except tower shields). Spells and turn undead (undead of the sea are rebuked instead). Domains: Knowledge, Magic.
 
Spell level Spells/day Typical spells
0 4 Detect Magic, Detect Poison, Light, Resistance
1 3+1 Command, Detect Secret Doors, Dreamworker, Passivity Curse
2 1+1 Identify, Opening the Path

Skills: Appraise +1, Bluff +3, Concentration +1, Diplomacy +3, Intimidate +2, Knowledge (arcana) +1, Knowledge (religion) +2, Knowledge (the planes) +1, Massage +1, Move Silently +1, Sense Motive +1.
Feats: Blind-Fight, Persuasive, Silent Spell
Possessions: Dark blue hooded robe, brass holy symbol.
 
 

CLERIC, MAJOR

Female Human, 7th-level Cleric
 
Strength 10 +0 Fort. Save +5 Armour Class 10
Dexterity 10 +0 Ref. Save +2 Flat-footed AC 10
Constitution 10 +0 Will. Save +9 Touch AC 10
Intelligence 12 +1 Alignment lawful evil Initiative +0
Wisdom 14 +2 Speed 30 Mêlée Damage 1d3
Charisma 13 +1 Size M
Hit Points 13 Mêlée Attack +5 Ranged Attack +5

Special: Proficient in all simple weapons and all armour and shields (except tower shields). Spells and turn undead (undead of the sea are rebuked instead). Domains: Knowledge, Magic.
 
 
Spell level Spells/day Typical spells
0 4 Detect Magic, Detect Poison, Light, Resistance
1 5+1 Command, Deathwatch, Detect Secret Doors, Dreamworker, Obscuring Mist, Passivity Curse
2 4+1 Hold Person, Identify, Opening the Path, Showdown, Silence
3 2+1 Blindness/Deafness, Dispel Magic, Glyph of Warding
4 1+1 Discern Lies, Imbue with Spell Ability

Skills: Appraise +3, Bluff +4, Concentration +2, Diplomacy +4, Intimidate +3, Knowledge (arcana) +3, Knowledge (religion) +4, Knowledge (the planes) +3, Massage +2, Move Silently +2, Sense Motive +3.
Feats: Blind-Fight, Iron Will, Persuasive, Silent Spell
Possessions: Dark blue hooded robe, gold holy symbol.

INDIVIDUAL MYSTICS:
Elkton
Manus

 

 
 
 
 
 
 
Back to main page Back to D&D Character Stats Back to the D&D page