- Class Features
- Alternate Class Features
- Empowered Healing Touch (Su)
- Solar Connection (Su)
- Overbearing Stare (Su)
- Wrecking Fists (Su)
- Expanded Skill Channeling (Ex)
- Secondary Connection
- Improved Secondary Connection
- Mystic Reach (Su)
- Wrecking Spells (Ex)
- Farsight (Sp)
- Mind Probe (Sp)
- Spell Bond (Su)
- Greater Secondary Connection
- Lingering Spell (Ex)
- Mindlink Bond (Su)
- Guided Reincarnation (Sp)
- Modify Memory (Sp)
- Mystic Class Builds
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.
Hit Points: 6
Stamina Points: 6 + Constitution modifier
Key Ability Score: Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Charisma score can also help you in social situations.
Class Skills: Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis)
Skill Ranks per Level: 6 + Intelligence modifier
Proficiencies: Armor-light; Weapons-basic melee weapons and small arms
|Class Level||Base Attack Bonus||Fort Save Bonus||Ref Save Bonus||Will Save Bonus||Class Features||Spells Per Day (by spell level)|
|1st||+0||+0||+0||+2||Connection, connection power, connection spell, healing touch||2||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Channel skill +1, mindlink||2||—||—||—||—||—|
|3rd||+2||+1||+1||+3||Connection power, weapon specialization||3||—||—||—||—||—|
|5th||+3||+1||+1||+4||Channel skill +2||4||2||—||—||—||—|
|8th||+6||+2||+2||+6||Channel skill +3||4||4||2||—||—||—|
|11th||+8||+3||+3||+7||Channel skill +4, telepathic bond||5||4||4||2||—||—|
|14th||+10||+4||+4||+9||Channel skill +5||5||5||4||4||2||—|
|17th||+12||+5||+5||+10||Channel skill +6||5||5||5||4||4||2|
|20th||+15||+6||+6||+12||Channel skill +7, enlightenment||5||5||5||5||5||5|
You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.
Connection 1st Level
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.
Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.
Connection Power 1st Level
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
Connection Spell 1st Level
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.
If your connection lists a single variable-level spell for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
Healing Touch (Su) 1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Channel Skill (Su) 2nd Level
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Weapon Specialization (Ex) 3rd Level
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
Telepathic Bond (Sp) 11th Level
As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.
Transcendence (Sp) 19th Level
You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind-affecting effects have their full effect on you. You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain Line_of_Effect”>line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Hyperspace travel), your mind immediately returns to your physical body.
Enlightenment (Su) 20th Level
You achieve enlightenment, becoming a living incarnation of your connection. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast miracle as a spell-like ability.
Alternate Class Features
Mystics have access to the following alternate class features.
While most mystics receive powers closely aligned to their connection, a few receive glimpses of supernatural insight that allows them to access different powers. Among mystic scholars, such an insight is generally known as an epiphany. Whenever you would gain a connection power, you can choose an epiphany of equal or lower level instead. For example, when you gain your 3rd-level connection power, you can choose any 1st-level or 3rdlevel epiphany instead of gaining that connection power.
If an epiphany allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier.
If the epiphany requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
You must be at least 1st-level to choose the following epiphanies.
Empowered Healing Touch (Su)
You can use your healing touch class feature as a standard action. You can also use healing touch more often by spending 1 Resolve Point each time you use healing touch after the first use each day. You must have the healing touch class feature to learn this epiphany.
Solar Connection (Su)
You have forged a connection to the powers of the cosmos, drawing upon a link to photons and gravity to forge a weapon made from the primal stuff of the universe. You gain a solar weapon, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar weapon. You do not gain any other solar-weapon focused solarian abilities from mystic class levels.
Overbearing Stare (Su)
Each day when you regain Stamina Points and daily-use abilities following an 8-hour rest, choose one of the following: AC, attack rolls, Fortitude saves, Reflex saves, or Will saves. You can focus your gaze on one creature within 30 feet as a swift action, bringing down upon it the full might of unseen spirits associated with your connection. The target must succeed at a Will save or take a –1 penalty to the chosen statistic. You can maintain this effect against only one opponent at a time, and it remains in effect until you stare at a new target, the opponent moves more than 30 feet away from you, or either you or the opponent fall unconscious or dies.
Wrecking Fists (Su)
You gain Improved Unarmed Strike as a bonus feat, and your unarmed strikes don’t count as archaic weapons. Whenever you attack an opponent with your unarmed strikes as a standard action (or a full attack as a full action), as part of that action you can expend a 1st-level or higher spell slot before attempting the first attack roll to deal additional damage. If that attack hits, you deal an additional 2d6 damage per level of the spell slot expended, of the same damage type as your unarmed strike.
You must be at least 3rd level to choose the following epiphanies.
Expanded Skill Channeling (Ex)
Choose two skills other than your connection’s associated skills. You add the insight bonus granted by the channel skill class feature to skill checks attempted with the chosen skills.
In addition, you add your connection’s associated skills and any skills chosen with this epiphany to your list of class skills.
Choose a second connection. If you worship a deity, your second connection must be one associated with that deity.
You gain the 1st-level connection power from the chosen connection. You don’t gain any additional connection powers from that connection, nor do you gain an insight bonus to skill checks attempted with the second connection’s associated skills from your channel skill ability.
You must be at least 6th level to choose the following epiphanies.
Improved Secondary Connection
You gain the 3rd-level connection power from your secondary connection. You must have the secondary connection epiphany to choose this epiphany.
Mystic Reach (Su)
You can alter a mystic spell’s range by casting it as a full action instead of its normal casting time. Touch spells become close-range spells (25 ft. + 5 ft./2 levels), close-range spells become medium-range spells (100 ft. + 10 ft./level), medium-range spells become long-range spells (400 ft. + 40 ft./level), and long-range spells have their range doubled. You can’t use this ability to alter a mystic spell with a casting time of a full action or longer. You can use this ability once per day at no cost, but you must spend 1 Resolve Point each time you use it after the first in a single day.
Wrecking Spells (Ex)
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by an amount equal to half your mystic level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks, the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn damage). This epiphany doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
You must be at least 9th level to choose the following epiphanies.
You gain a divination reservoir. Each day when you regain your mystic spells, your divination reservoir fills with a number of points equal to half your mystic level. Any points from the previous day are lost. You can cast clairaudience/clairvoyance as a spell-like ability by spending 1 point from your divination reservoir, or arcane eye by spending 2 points from your divination reservoir. By spending 4 points from your arcane reservoir, you can combine these effects, allowing you to create an invisible magical sensor (as arcane eye) at any location you’re familiar with at a planetary range.
Mind Probe (Sp)
You can cast mind probe as a spell-like ability a number of times per day equal to your mystic level. Once a creature succeeds at its saving throw against this ability, it becomes immune to further uses of this ability for 24 hours.
Spell Bond (Su)
When you cast a harmless spell with a range of touch, you can target any ally within 120 feet and linked by your telepathic bond class feature as if you were touching that ally. You must have the telepathic bond class feature to choose this epiphany.
You must be at least 12th level to choose the following epiphanies.
Greater Secondary Connection
You gain the 6th-level connection power from your secondary connection. You must have the secondary connection epiphany and the improved secondary connection epiphany to choose this epiphany.
Lingering Spell (Ex)
If the spell is one of your connection spells with a duration of 1 minute per level or longer, its duration increases to 24 hours instead. You can have only one spell affected by this epiphany at a time, and using this ability while another spell is already in effect causes that previous spell to immediately end as if its duration had expired.
You can combine your mindlink and telepathic bond class features, allowing you to rapidly transfer memories between bonded creatures at great distances. Once per round, any creature belonging to a telepathic bond that you created with your telepathic bond class feature can instantly transfer complex information to any other creatures within the telepathic bond, as the mindlink spell, as a swift action. Each time this ability is used, the creature chooses which creatures belonging to your telepathic bond receive this information.
You must have the mindlink and telepathic bond class features to choose this epiphany.
You must be at least 15th level to choose the following epiphanies.
Guided Reincarnation (Sp)
Once per day, you can cast reincarnate as a spell-like ability by spending all your remaining Resolve Points (minimum one-quarter your total Resolve Points). Instead of rolling to determine what type of creature the target returns as, the target returns as the race, gender, sex, and physical appearance of their choice. Rather than be a conscious choice of the target, this decision tends to reflect the innermost dreams and desires of the target’s soul, and so the reincarnation can be either identical to their previous form or a drastic departure, depending upon the individual.
Unlike the spell reincarnate, this ability does not require a monument as part of the casting. Instead, both you and your target gain 2 permanent negative levels (as described by the spell). The target returns to life as an infant of their race, growing from infancy to young adulthood over the course of 1 hour. The target has memories of their original life, but also of a new life that could have existed if they had lived in their new form. In addition to having a new race, the character can be rewritten as if they had used a mnemonic editor.
Modify Memory (Sp)
You can use modify memory as a spell-like ability a number of times per day equal to your mystic level. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours. When a target fails its saving throw against this spell, you can spend up to 3 Resolve Points. If you spend 1 Resolve Point, all changes you make to the target’s memory are instantaneous and require no additional rounds of concentration. If you spend 2 Resolve Points, you can change up to 24 hours of memories per mystic level you have. If you spend 3 Resolve Points, you can change up to 1 year of memories per mystic level you have.
Mystic Class Builds
Your divine power keeps you and your fellow crusaders fighting for the glory of your god.
- 1st—reflecting armor
- 2nd—shield other
- 4th—death ward
- 5th—mass mystic cure
- 6th—psychic surgery
- Advanced Melee Weapon Proficiency or Longarm Proficiency
- Extra Resolve
- Harm Undead
- Heavy Armor Proficiency
- Weapon Specialization (advanced melee weapons or longarms)
You are highly attuned to the emotional states of others, and you often help them work through their troubles.
- 1st—share language
- 4th—discern lies
- 5th—modify memory
- 6th—subjective reality
You take inspiration from all life, no matter how strange or alien, and see it as sacred.
You feel most at home bathed in starlight, traveling throughout the galaxy for your own mysterious purposes.
- 1st—wisp ally
- 2nd—hurl forcedisk
- 3rd—dispel magic
- 4th—cosmic eddy
- 5th—call cosmos
- 6th—gravitational singularity