Mystic

Is this all there is to living? Is life the sum of existence? Are you bound to the form to which you were born or is there some way to transcend the limitations of birth and become something more, something greater, something eternal? Long have you felt that some greatness lay hidden within you. You lamented the body’s fragility, its propensity toward injury and infirmity, until you came to see that your existence had become a prison of sorts.
You refused to accept your fate and sought answers from the world. You consulted with wisdoms, hidden away in high, mountain aeries, you closed yourself off from your senses to search for your true self, and you put your body through extensive training, always pushing yourself harder, farther. You found the path that leads to escape from these limits. Your learning shows in how you move, how you seem to never grow ill, feel pain, or suffer. You find yourself divorced from other people, especially those content with what they have, but you find the price you pay worth the limitless self you hope to attain.

Level 7 Mystic

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Enlightenment: You gain all of the following benefits:

Level 8 Mystic

Health: +12
Stunning Fist: You can use this talent when you get a success on a roll to attack using an unarmed strike. The target of your attack makes a Will roll. Angels, demons, faeries, fiends, spirits, and undead get an automatic success. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes stunned (luck ends). Once you use this talent, you lose access to it for 1 minute.
Unfettered Movement: You can move across, up, down, and stand on any surface, across ceilings and overhangs, over liquid surfaces, and on surfaces that could not normally bear your weight. You can squeeze through Size 1/4 openings.

Level 10 Mystic

Health: +12
Ultimate Strike (Magical): You can use this talent when you get a critical success on a roll to attack using an unarmed strike. The target takes an extra 5d6 damage and makes a Strength roll. On a failure, you push the target up to 10 yards away from you, where it lands prone, and becomes stunned until the end of your next turn. If the damage causes the target to become incapacitated, it explodes and dies instantly. Once you use this talent, you lose access to it for 1 minute.