Melee Mystics


Advice


Ever since the armory came out, with that expanded power armor list, I’ve been thinking “When my solider dies, I should make a melee mystic.”

Has anyone played, and enjoyed a melee mystic yet? Got any constructive advice? Find any feat/ability traps I should avoid?


I've seen some Mind Breaker mystics that use Share Pain, but it isn't terribly efficient to spend a Resolve point for a point or two of damage.

I'd say to stay away from stuff that relies on accuracy, like Deadly Aim, because you're never going to be a primary hitter, though if you are able to focus on touch spells that target EAC (and maybe use Wis instead of Dex/Str), there may be something to it.


It's basically a backup for my soldier, so I'll be starting at least at level 5. I figured I could let power armor be my strength score, maybe a soldier dip as well. Realistically, the way my party plays, if my soldier dies he won't be the first or last to go down, so it's fine if someone else is primary hitter.


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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I for one have had a LOT of fun with my jedi-themed melee mystic.


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My personal recommendation would be to be a dwarf. Dwarves get automatic proficiency with advanced melee weapons, specialization with them at level 3, and the +Con +Wis -Cha ability modifiers are about as nice as you could ask for.

Somee caveats would be to make sure that you get heavy armor proficiency at level 1 and to make sure that you invest at least 1 skill point into a spaceship combat skill every level. I’d say that Star Shaman would be your best connection since the piloting skill allows you to be a decent pilot or gunner. Plus, being up close to the baddies while using your Starlight Form class feature means you have a chance to blind them, which could be fun.


RD, on point as always.

So, we're doing a homebrew campaign with no real stopping point before 20. I know my DM, and I while the jedi is rad, I think I need a little more punch.

And, I hadn't considered the old pf races, dwarf sounds like a awesome starting point!


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

i tried to come up with one... but in a session of play my ability to hit was just so far outpaced by even semi-competent melee characters and I was having challenges to get close on die rolls.


Did that seem more like a BAB issue or that you weren't able to crank strength as high as you wanted?


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Pantshandshake wrote:
Did that seem more like a BAB issue or that you weren't able to crank strength as high as you wanted?

BAB. we were at 7th level.

it's just too deep a hole to catch up from. you can be just as strong as that soldier, and he's hitting +6 better than you.

meanwhile, the ACs of enemies are scaling up to compete with the soldiers and the solarians, not the weenies who should be in the back rows.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Isn't that what Weapon Focus is for,and why it too scales upwards in Starfinder?


It is, and it seems like the scaling would kick in at level 8 (it is +2 when your BAB is 2 less than your level, correct?). So Yakman is (or was) just shy of that.

But also... how, at level 7, was a soldier +6 above your to hit? At equal strength and assuming no feats, you should be -2 compared to the soldier.

By that math, the soldier I'm currently playing uses projectile heavy weapons, so just using a melee weapon that targets EAC should put a mystic at roughly equal to hit, subjectively.


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Ravingdork wrote:
Isn't that what Weapon Focus is for,and why it too scales upwards in Starfinder?

admittedly, i didn't take that feat.

but even then, even with that feat, you'll start falling behind the soldier/solarian after awhile.


Yeah but not 6 behind


I've had great fun with my Melee Mystic (Mind Breaker). Pumped up STR and WIS, will be upping those two as well as CON every Ability Boost interval. Got my first enhancer towards CON to thicken my skin and my feats at 5th level are:
Advanced Melee Proficiency
Versatile Weapon Spec
Extra Resolve

So far, I haven't made a character in Starfinder that I didn't enjoy! If you have a nifty idea, I'd say go for it!


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Yeah, all else being equal, a character with Weapon Focus should never be more than 3 points behind someone without Weapon Focus.

And you're never more than 1 behind until level 13. At level 13 to 16 you're 2 behind. Level 17 onward, you're only 3 points behind. So for the vast majority of your career, you're quite nearly as capable as a full base attack character that doesn't have Weapon Focus (and even if they do, it only increases the gap by 1 point).

Sovereign Court

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I'm doing a melee mystic, currently at lvl 6 and it's great fun!

Sarcesian, Mystic(pherenic adept)6
STR 16
DEX 13 (15 with mk1)
CON 14
INT 10
WIS 16 (20 WITH mk2)
CHA 12

Feats: (1)Improved unarmed strike, (3)Mystic strike (5)Extended telepathy

Magic Items of note: ring of fangs, psychic booster

I play up the whole creepy pasta thing and run him like slenderman, biting the crap out of everything with a 10ft reach. Casting command to lure ppl close and getting an attack of opportunity has been real fun, along with 120ft. telepathy to have fun with people's heads coupled with stealth, makes for a great time!

The extended telepathy allows me to make a mysticism check to speak a language to others telepathically, so out of combat, with high diplomacy and disguise, its really effective.

7th lvl I'll be taking enhanced resistance(kintetic) with a subdermal implant Dr mod to bring it to dr/7 and the bite attack will be +8 1d6+16. Lvl 9 with be weapon focus: unarmed strike for +2 more hit.
Edit: Mystic path is Mind breaker for intimi and bluff, plus subdual dmg on but more important to apply debuffs. Pherenic adept has 'Arcane Sight' for emotion effects, like fear, which I have blindsense for... He can smell your fear as a boogyman, stealthily around and toying with npcs heads, then bite it off! Squirming entrails necrograph for extra rp fun


The Devastator connection seems like a perfect fit for a combat focused Mystic. You're restricted to basic melee and small arms to get the benefits but there are plenty of nice little accuracy boosting abilities.


I have been thoroughly enjoying my high Mobility melee Mystic. When I can get to play it. Though it is both melee and dakka.

Sovereign Court

I've been toying with the idea of a dwarven melee mystic. But what does the mystic class really bring to the table for a melee character?


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Move action heal & steal life with the healer connection. Adjacent blind with star shaman.

Touch range mystic spells for when you aren't regular attacking:
Bestow curse - doesn't provoke
Fatigue - doesn't provoke, but it's a cantrip, you might be better off attacking.
Mystic cure if you have a melee buddy - doesn't provoke.

I really thought there were more... huh, mindlink? for that edge case where you're trying to talk someone down?

Hold person, synaptic pulse, and cosmic eddy can set up your next round of melee attacks. Cosmic eddy might be bad for your ranged allies, and synaptic pulse can be bad if you have a melee buddy.

I don't think a mystic is a particularly good primary melee character, but a healer mystic seems like it would be very good support if you have a blitz soldier/solarian already on the team? Star shaman's adjacent blind also seems pretty good.


Ascalaphus wrote:
I've been toying with the idea of a dwarven melee mystic. But what does the mystic class really bring to the table for a melee character?

Absolutely nothing.

In my opinion, if you go for a weapon build, a single level of Mystic is enough to get everything the class can give you: Detect Magic, Mystic Cure I, Mysticism as a class skill and the ability to use all the Mystic Spell Gems.

Garretmander wrote:
synaptic pulse

Be carefull with Synaptic Pulse, if you fail your save, you drop your weapon, and you're flat-footed for a round. Not a very good spell for a melee character.


Are you really not immune to your own synaptic pulse? Wow.


Nothing states it, so I would say no. Bursts affect the point of origin.

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SuperBidi wrote:
Nothing states it, so I would say no. Bursts affect the point of origin.

It's a bit odd. They used the same spell in Pathfinder's Synaptic Pulse, but other point blank explosion spells like Detonate are a lot less coy about how the affect the caster.

Although you could argue a bit stronger that the Pathfinder spell doesn't affect the caster:

Pathfinder version wrote:
You emit a pulsating mental blast that stuns all creatures in range of your psychic shriek for 1 round.

Since you're the emitter you're not on the receiving end of the pulse.

I wouldn't be surprised if the writer of the Starfinder version didn't intend for the caster to be affected by his own pulse, but didn't write it clearly enough. And so now a RAW reading of Starfinder synaptic pulse seems to also hurt the caster.


In most cases, it's not very important. If you fail your save, you end your turn immediately (considering that you just used your standard action, and certainly your move action to position yourself, it's not that hard), your are flat-footed, and you lose everything in your hands. But you'll act next round, so, if you don't have anything in your hands, failing your save is not much of an issue.

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