Class Preview: The Mystic

Saturday, May 20, 2017

The setting of Starfinder is very much a science fantasy universe, with a lot of science fiction ideas mashed together with more fantastical and supernatural concepts. This isn't an accident, but an inevitable conclusion to asking the question "What happens if advanced technology becomes commonplace in the Pathfinder universe?" In Starfinder, it's well accepted that there are forces beyond the understanding of pure science which, whether you want to refer to them as arcane, divine, or psychic, are best thought of as just "magic." There are options for players who want to add just a little magic to their character (ranging from the Connection Inkling and Psychic Power feats to the phrenic adept archetype, which can be accessed by any class), but significant magical ability is primarily in the hands of the mystic and technomancer classes.

We'll talk about the technomancer later on, but for now, here's the description the mystic gets in the Starfinder Core Rulebook:

You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.

While a great deal of a mystic's focus is on more esoteric truths that are represented by class features, they are still scholarly enough to gain 6 skill points per level and have 12 class skills. Since their abilities may require attack rolls in combat, they have the same average base attack bonus as the envoy and operative, but only gain proficiency (and eventually specialization) with light armor, small arms, and basic melee weapons. Their focus on comprehending the secrets of existence give them a good Will save progression, and makes Wisdom their key ability score.

Mystics' studies also grant them access to mystic spells, ranging from 0-level to 6th level, which represent a significant part of their power. Mystic spells are more likely to focus on philosophy, natural systems, mental endeavors, and living things than the more physics- and technology-oriented technomancer spells. This gives them access to numerous charm and emotion spells, spells focusing on telepathy and thought, and spells that cure or restore balance to living things. However, they also have some powers drawn from natural forces such as radiation and some force-based telekinetic powers. How a mystic operates can be strongly influenced by their choice of spells known—fear, force blast, and hold person are all useful 2nd-level offensive mystic spells, but each comes with its own advantages and limitations.

All mystics gain some ability to link to other creatures, which manifests as a healing touch used once per day at 1st level, but expands into a mindlink you can establish with creatures by touch, and eventually a telepathic bond you can maintain with up to six creatures at a time. Mystics can gain other powers that work through this connection, depending on their chosen connection.

What's a connection, you ask? Much of the focus of a mystic comes from their choice of a connection: a link to some force that the mystic sees as the source of their power, and which helps shape their approach to their abilities. Many mystics serve as clergy and see their gods as the source of their powers (though the priest theme is available to a character of any class), but a connection can also be to a philosophy, a mysterious patron, or nearly anything else a player chooses. Regardless of what power fuels the mystic's connection, each connection has a specific focus that grants the mystic a set of powers and bonus spells known. The mystic selects from the akashic, empath, healer, mindbreaker, overlord, or star shaman connection, which grant powers ranging from access to the Akashic Record to the power to explode heads.

Here's a sample of a connection power, this one gained by mindbreakers at 3rd level.

Backlash (SU)

Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.

Having examined the envoy, mystic and operative, next week we'll preview our most combatant-focused class, the soldier!

Owen K.C. Stephens
Developer

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Tags: Mystics Starfinder
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Pathfinder Adventure Path Subscriber
Torbyne wrote:
Terevalis Unctio of House Mysti wrote:
Are these the jedi in Starfinder?

Do you define Jedi as someone with a mystical connection to a nebulous greater power that can use that connection to affect amazing abilities? Sounds like a Mystic to me.

Do you define Jedi as someone who is deeply contemplative but also a surprisingly skilled swordsman with a laser sword of some kind? Probably a Solarian.

To use the KOTOR clases: do you want to play a Consular, or a Guardian?


Are connection powers set like bloodline powers or selectable like mystery revelations?

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