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I am a mystic. My primary roles are ranged combat and pilot.
BUILD:
Race: Human
Class: Mystic (Mindbreaker), level 5
Theme: Ace Pilot
Stats:
-STR 10
-DEX 20 (incl. enhancement)
-CON 13
-INT 12
-WIS 18j
-CHA 10
Feats:
-Longarm Proficiency
-Skill Synergy (Engineering, Piloting)
-Weapon Specialization (Longarms)
I was thinking about a few options:
*Great Fortitude: my FORT save is a real weak spot.
*Spell Focus
*Sky Jockey: A better pilot is always a benefit to the party
*Weapon Focus (Longarms) +1 to hit is good, but I'm already at +8, and I seldom seem to be in fights where it would much matter.
What say you?

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I'm boring when it comes to feats, I go with weapon focus or spell focus. There's no substitute for hitting enemies.
Great Fortitude is a good feat, because poison and disease are quite horrible in Starfinder. However, most Fortitude threats are delivered in melee. Invest in scopes for your gun so that you can negate cover and stay behind your melee party member. Learn the Remove Affliction spell at level 7 so you can fix him up.
Sky Jockey is a bit of a weird feat. The vehicle bonus doesn't do all that much. The device-based bonus to fly speed reads like code for "use with jetpack" to me. The bonus to ship speed is quite cool because outspeeding enemies really helps in starship combat.
But I'd still go for weapon focus and spell focus myself, because Starfinder just has really tight to-hit and save math, and a +1 bonus (+2 later on for weapon focus) really matters a lot.

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I’d take Skill Focus (Piloting) before Sky Jockey.
Spell Focus is eventually necessary if you’re casting offensive spells. Really all of these but Sky Jockey make sense.
Unfortunately, Skill Focus and Skill Synergy are both insight bonuses, so they don't stack. My +2 would change to +3, though.

Xenocrat |

Xenocrat wrote:Unfortunately, Skill Focus and Skill Synergy are both insight bonuses, so they don't stack. My +2 would change to +3, though.I’d take Skill Focus (Piloting) before Sky Jockey.
Spell Focus is eventually necessary if you’re casting offensive spells. Really all of these but Sky Jockey make sense.
Wrong in this case. You're a Mystic (and not a Star Shaman) so Piloting isn't a class skill for you. That means the effect of Skill Synergy is to make it a class skill, giving you the +3 untyped class skill bonus. Taking Skill Focus then gives you a +3 insight bonus.
Skill Synergy only grants a +2 insight bonus if you already have the skill chosen as a class skill.

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Theconiel wrote:Xenocrat wrote:Unfortunately, Skill Focus and Skill Synergy are both insight bonuses, so they don't stack. My +2 would change to +3, though.I’d take Skill Focus (Piloting) before Sky Jockey.
Spell Focus is eventually necessary if you’re casting offensive spells. Really all of these but Sky Jockey make sense.
Wrong in this case. You're a Mystic (and not a Star Shaman) so Piloting isn't a class skill for you. That means the effect of Skill Synergy is to make it a class skill, giving you the +3 untyped class skill bonus. Taking Skill Focus then gives you a +3 insight bonus.
Skill Synergy only grants a +2 insight bonus if you already have the skill chosen as a class skill.
My theme is Ace Pilot, which makes Piloting a class skill for me.

Dragonchess Player |

Too bad you put the odd point in Con instead of Int. Otherwise I would have recommended going for the personal upgrade in Int instead of Dex to pick up Technomantic Dabbler.
As far as other feats go, Far Shot may make sense if you get into fights at a distance. Improved Initiative is hardly ever a bad idea.
Skill Focus (Pilot) or Sky Jockey are both useful. So is Spell Focus; Spell Penetration can probably wait for a few more levels.

Nerdy Canuck |
I would also consider Combat Casting and Mobility, depending on how things tend to go with your group. Though a lot of Mobility's value is in the feats it sets up for later, though.
Based on your connection, though, you've got a bunch of spells with saves, so, Spell Focus is absolutely a pickup you'll want to make at some point. It's almost mandatory for any offensive caster, which is probably why they made it automatic for Technomancers.

BigNorseWolf |

Mobility is great for agile casting , run up drop a mystic cure I on the tank, hand them ALL your hit points AND run back behind the wall with 1 HP and all your staminia is an amazing clutch move when it hits the fan. Take +4 to your AC by moving away, AND when you finally do cast you don't lose the spell (because the AOO whacked you for moving, not casting)
The problem with combat casting is that it's a small boost to your AC where the big bads you're worried about hitting you will hit you on a 2 anyway. Investing continually in level +2 light armor so you don't get hit is a bad investment for a mystic.