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===In BECMI=== Appearing in the [[Dungeons & Dragons]] Rules Cyclopedia, the first ever D&D Mystic was a renamed [[Monk]]; a warrior trained in esoteric, spiritual traditions that granted him or her supernatural physical abilities. One of the earliest cases of [[Multiple Ability Dependency]], a Mystic required a minimum of 13s in [[Wisdom]] and [[Dexterity]] to qualify for the class, and used [[Strength]] and [[Dexterity]] as its primary ability requisites. It was completely forbidden from using armor or even magical protection - no Rings of Protection, no Cloaks of Armor, nothing that artificially enhanced its AC (well, technically lowered, BECMI did use [[THAC0]]). Fortunately, its AC was improved by 1 step each time it gained a level, going from 9 at 1st level to -6 when it hit its maximum level of 16. It could use weapons, but its Martial Arts class feature saw its unarmed strikes grow increasingly potent with level, from 1d4 at level 1 to 3d12 at level 16, plus it improved to function as magic weapons at different levels (silver weapon at level 2, +1 at level 5, +2 at level 8, +3 at level 11, +4 at level 14, +5 at level 16). The Mystic has access to some of the Fighter's combat manuevers, the Thief's Find Traps, Remove Traps, Move Silently, Climb Walls and Hide in Shadows, and an affinity for acrobatics. It also gained assorted special abilities as it leveled up; Awareness (only surprised on a 1) at 2nd level, Heal Self as per Cure Wounds 1/day at 4th level, Speak With Animals at 6th level, Resistance (halve spell & breath weapon damage, quarter it on a successful save) at 8th level, Speak With Anyone at 10th level, Mind Block (immune to ESP, Hold, Slow, and magical Charms/Quests/Geases) at 12th level, Blankout (become invisible to everyone, no save, for 1 round/level) 1/day at 14th level, and Gentle Touch (on a touch, cast Charm, Cureall, Death, Quest or Paralysis) 1/day at 16th level.
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