1. Characters

Mystics

Class Edit, Page Under Construction

Mystics are not people attuned to a god or other

force who grant them the power of casting spells.

They are Psychic individuals with the power of mind

over matter, body or other minds. Not every culture

understands the science behind this, so some believe

in divine connection and gods, in a way that the

term Mystic would still be used in some locations.

It is up to you to choose if you will keep the class

called Mystic or replace it with Psychic.

SPELLS

Mystics in Veil of Truth do not cast spells, but instead

produce manifestations of their psychic powers.

To all effects, Mystic spells have the Psychic tag

applied to them.

Mystic cure and mass mystic cure recover Stamina

only, not Hit Points. Mystic cure may still be used to

raise a recently killed character back from the dead.

Dispel magic and greater dispel magic cast by Mystics

work against Psychic effects only.

The following spells are removed from the Mystic’s

spell list: raise dead, regenerate, reincarnate

HEALING TOUCH

Healing Touch is replaced by Boost Resolve.

BOOST RESOLVE

Once per day, as long as you have at least 1 Resolve,

you can boost your party’s determination with meditation.

While resting for 10 minutes, a number of

characters of your choice equal to half your Mystic

level rounded down may recover Stamina without

spending any Resolve. You may be one of the ability’s

targets if you choose so. A character may benefit

from this ability only once per day, even if cast by

another Mystic.

CONNECTIONS

In Veil of Truth Mystics don’t have a Connection,

but instead have an Attunement: the kind of psychic

powers they are more predisposed to manifest. This

is contextual only and have no difference in gameplay,

though which Attunements the players may

choose vary as described below:

t Akashic Knowledge

In Veil of Truth there is LeagueNet, a Galactic information

network maintained by a race of beings

called the Mpok Melag, capable of telepathic communication

at a quantum level. Replace all references

to the Akashic Knowledge to the LeagueNet or

the Mpok Melag Network.

The connection ability Memory Palace works as

described, expect that it creates a space in the psychic

network, not an extra dimension, therefore your

mind visits the place, but not the body. Others may

visit the Memory Palace if the Mystic allows them.

Powerful Mystics (those with the same Mystic level

of the Palace’s creator) may invade the palace at will,

but not manipulate or damage it or anyone inside it

unless the GM says so.

t Empath

This connection works as described in the Starfinder

Core Rulebook.

t Healer

This option may not be chosen by a player character,

but may still be used by certain NPCs, especially to

represent highly advanced species from the League

of Worlds or the Meridath Empire. A powerful race

of psychic aliens capable of healing with their minds

would be considered nearly godlike by most species.

t Biomancer

Your mind has the power to manipulate other life,

causing it to grow, wither or change. You can force

a plant to grow as you will or calm an animal with a

glance. You could even command them if you gave

yourself time to practice.

Associated Skills: Medicine and Perception

Spells: 1st - life bubble, 2nd - status, 3rd - slow, 4th

- death ward, 5th - waves of fatigue, 6th - snuff life

h One with Nature (Su) 1st

You are capable of sensing what animals, plants

and fungi feel, and calm them if they are capable

of perceiving you. You can use this ability to

identify basic feelings (fear, hunger, aggression)

and to perceive recent stimuli (if someone went

by recently, if there are living things nearby, and

any information the targer creature would be able

to perceive). If you are using this ability with local

flora, remember plants have no eyes to see, but can

still sense basic details such as number, size and

maybe even species depending on the situation.

You may also use this ability to calm a creature

of the type Animal or Plant with Intelligence 3 or

less. As long as you are not aggressive towards it

and remain within 30 feet of it, it will not attack

you and your allies.

h Grasping Vines(Su) 3rd

You can spend 1 Resolve Point as a standard

action to cause an area within 100 feet to sprout

writhing vines in a 20-foot- radius spread. The target

surface must be minimally capable of sustaining

plant life, therefore excluding ship bulkheads

and barren moons. The vines have a reach of 5

feet and attempt to wrap around creatures in the

area of effect or those that enter the area; such a

creature must succeed at a Reflex save or gain the

entangled condition. Creatures that successfully

save can move as normal, but those that remain

in the area must attempt a new save at the end

of your turn each round. Creatures moving into

the area must attempt a save immediately; failure

ends their movement and they become entangled.

An entangled creature can break free as a move

action with a successful Acrobatics check or DC

15 Strength check. The vines last for a number of

rounds equal to your mystic level, and the entire

area is difficult terrain while the effect lasts. At

11th level, the vines can reach 10 feet and sprout

thorns that deal 1d6 piercing damage each round

to creatures in the area.

h Command Minor Intelligence (Su) 6th

You are capable of influencing lesser life with a

mix of telepathy and pheromones. Once per day as

a standard action you may command a number of

creatures equal to your mystic level of the Animal

and Plant type with Intelligence score 3 or less up

to 30 feet away from you to do as you wish, as if

you have cast a mass suggestion spell on them. This

ability is not language-dependent, but you may

communicate only simple commands that could

be understood by an animal, such as attack or protect

someone, bring something or go somewhere.

h Drain Stamina (Su) 9th

You have learned the means to draw energy from

others to recover his own. As a standard action

you may make a touch attack to grab someone,

drain 2d6 + Charisma modifier Stamina from the

target, and recover this much of your own Stamina.

This ability has no effect on Hit Points, so, if

the target has only 5 Stamina and the attack roll

9 damage, only 5 Stamina is drained. You may

use this ability a number of times equal to your

Charisma modifier (minimum 1). An attack that

misses is not counted on this total.

h Suppress Senses (Su) 12th

You can manipulate how other people’s brains

operate and temporarily deprive them of their natural

senses. As a standard action you may choose

one target up to 60 feet from you and force them

to make a Will save DC 15 + your mystic level. If

the target fails, you may either impose a Blinded

or Deafened condition to the target, or suppress

the target’s Blindsense, Blindsight, Darkvision,

Low-light Vision, Limited Telepathy or similar

abilities. The effect lasts for a number of rounds

equal to your Charisma modifier (minimum 1).

h Mass Lockdown (Su) 15th

You know how a person’s mind sends orders to

their bodies. Once a day you may spend a Resolve

to, as a full-round action, cause all targets within

30 feet who fail a Will check DC 10 + your mystic

level to be Paralyzed for a number of turns equal

to your Charisma modifier (minimum 1). Targets

are still able to think normally and therefore use

technical or psychic powers that do not require

them to speak or move.

h Cellular Breakdown (Su) 18th

Your powers have grown so strong you are capable

of forcing someone’s body to age before your

eyes. Once a day you may spend Resolve to, as

a full-round action, cause one target within 10

feet to age before your eyes. On a failed Fortitude

check DC 10 + your mystic level, the target gains

a number of permanent Negative levels equal to

the amount of Resolve spent to use this power, up

to the mystic’s Charisma modifier. On a successful

check, the target takes 6d8 damage.

t Kineticist

You are a master of the mind over matter. With a

thought you can launch objects across a room to

harm others. With enough training, you could even

make a vehicle stop, or crush it with your own mind.

Associated Skills: Intimidate and Physical Sciences

Spells: 1st to 6th - flight, replaced by 1st - hold

portal, 2nd - hold person, 3rd - psychokinetic strangulation,

4th - hold monster, 5th - crush skull

h Psychic Quake (Su) 1st

As a move action you can cause everything at up

to 10 feet from you to shake violently as if a minor

earthquake was happening, with you as the epicenter.

Loose objects fall over and everyone who

fails on a Acrobatics balance check DC 15 plus

any circumstances modifier becomes Staggered

for one round. For each turn up to three turns you

maintain the effect with a move action the reach

increases by 5 feet and the DC increases by 2. At

5th level targets who fail instead fall prone, while

those who succeed are Staggered. At 10th level,

you can use this ability to cause a vehicle you are

in to become unstable, forcing the pilot to make

a Piloting check with a DC equal to 10 + your

mystic level or either stop or move in a random

direction. The vehicle must be up to size Small. At

15th level, you can use this ability by spending a

swift action and shake vehicles up to size Medium.

At 20th level, size increase to Large.

h Kinetic Attack (Su) 3rd

By concentrating on loose objects around you, you

can project a small loose object heavy or sharp

enough to cause 1d6 damage on a ranged attack

success. The object cannot be tied down or held

down by someone. The damage increases to 2d6 at

5th level as you can push more or heavier objects,

and add another 1d6 every 5 levels. The attack has

a range of 50 feet.

h Kinetic Shield (Su) 6th

Once per round as a reaction you may spend 1

Resolve to form an invisible shield around you or

someone up to 10 feet away from you. The shield

negates up to 20 points of damage targeted at the

character’s KAC, as it diverts physical attacks.

At 12th level, it also works against energy-based

attacks such as lasers and plasma targeting EAC.

h Psychic Whirlwind (Su) 9th

As a standard action you can cause the air around

you to swirl violently, forming a whirlwind of

loose objects that may cause serious harm. The

whirlwind has a range of 30 feet, with a calm center

of 5 feet where you stand. Anyone caught on

the whirlwind is hit for 2d6 damage, with a chance

of reducing the damage by half with a successful

Reflex save DC 10 + your mystic level. All within

the whirlwind are considered Staggered by the

strong winds. You may maintain this whirlwind as

a swift action for as many rounds as your Charisma

bonus, minimum 1 round.

h Mental Hold (Su) 12th

You can use the power of your mind to slow down

a moving person or vehicle. With a standard action

you can force a person to be completely motionless

as if Paralyzed, or reduce a vehicle of up

to Small size in speed by 6 plus 1 for every mystic

level beyond 12th. Vehicle size increases to Medium

at 16th level. You may maintain this ability as a

swift action for as many rounds as your Charisma

bonus, minimum 1 round.

h Crush Structure (Su) 15th

You are so powerful that you are capable of crushing

hard structures and vehicles with your mind.

With a full-round action you can use your mind

to crush a vehicle size Small or less as if you had

a giant invisible hand doing it. The vehicle takes

6d4 damage per round. Vehicle size increases to

Medium and damage to 6d6 at 17th level, and to

size Large and 6d8 damage at 19th level.

h Freeze Movement (Su) 18th

As a standard action you may spend 1 Resolve

to force every creature of size Large or smaller in

a range of 100 feet from you to stop moving as

if with the Paralysis condition. Creatures in this

condition are helpless. You may maintain this

ability as a swift action for as many rounds as your

Charisma bonus, minimum 1 round.

t Metabolicist

Your mind understands your body perfectly, and

that allows you to convince yourself that you are

healthy or even better than you really are. With

enough training you can save yourself from wounds,

fatigue and diseases, and perform physical feats your

body would never be able to without help.

Associated Skills: Life Sciences and Medicine

Spells: 1st - keen senses, 2nd - disguise self, 3rd

- haste, 4th - resistant armor, 5th - greater remove

condition, 6th - greater resistant armor

h Psychic Adaptation (Su) 1st

You can convince your body that it is capable of

incredible feats. As long as you have at least 1 Resolve,

you can go twice as long without air, water

or food. Beginning at 5th level, you can spend 1

Resolve to gain the effects of darkvision, haste,

spider climb or synaptic pulse as if cast by a Mystic

of your level.

h Self Healing (Su) 3rd

As a standard action you may heal yourself by

using an effect similar to a 1st-level mystic cure

spell. The spell’s effective level increases by one for

every two Mystic levels, so that it cures 3d8 + Wis

at 5th level. This effect can be used only once per

day and on you only. You may spend 1 Resolve to

use this ability as a swift action.

h Mind over Body (Su) 6th

Once per day you may ignore one attack from an

energy source that causes up to your Mystic level

+ twice your Charisma modifier of damage as

your body learns to adapt to external harm. You

also gain a permanent +2 bonus to resist Poisons,

Diseases and Radiation.

h Feel Better (Su) 9th

You may spend 1 Resolve to suppress for a number

of rounds equal to twice your Charisma modifier

(minimum 1) the effects of one negative condition

of your choice you are currently affected by.

It must be one of the following conditions: Asleep,

Confused, Cowering, Dazed, Dazzled, Deafened,

Dying, Encumbered, Exhausted, Fascinated, Fatigued,

Flat-footed, Frightened, Nauseated, Overburdened,

Panicked, Paralyzed, Shaken, Sickened,

Staggered, Stunned, or Unconscious.

Starting at 15th level you can also use this ability

with Bleeding, Blinded, Deafened and Dying.

h Psychic Prowess (Su) 12th

By spending 1 Resolve as a full-round action you

can increase your Strength, Dexterity and Constitution

scores by 4, double your normal speed

and recover all lost Stamina. The effect lasts for 10

minutes + 1 for every Mystic level you have.

h Focused Mind (Su) 15th

You can convince yourself you are in better condition

than you really are. Once per day as a fullround

action you can remove any one negative

condition you are currently been affected by as

long as they are one of these: Asleep, Confused,

Dazzled, Deafened, Exhausted, Fascinated, Fatigued,

Flat-footed, Frightened, Nauseated, Panicked,

Paralyzed, Shaken, Sickened, Staggered,

Stunned, or Unconscious.

h Deny Death (Su) 18th

You are immune to death effects and negative

levels. If you would normally die from damage,

as long as you have at least 1 Resolve Point remaining,

you may immediately spend all your

remaining Resolve Points to instead stay alive with

a number of Hit Points equal to the spent Resolve.

Once you use this ability, you can’t regain Resolve

Points again until you rest for 8 hours, even if you

have other means to do so.

t Mindbreaker

This connection works as described in the Starfinder

Core Rulebook.

t Overlord

This connection works as described in the Starfinder

Core Rulebook.

t Star Shaman

This option may not be chosen by a player character,

but may still be used by certain NPCs, especially to

represent highly advanced species from the League

of Worlds or the Meridath Empire. A race of early

Second Generation aliens capable of turning into

light at will and travelling space without a starship

would be considered a miracle, and might represent

a species that has transcended the physical body.

t Xeno Druid

This option may not be chosen by a player character,

but may still be used by certain NPCs, especially to

represent highly advanced species from the League

of Worlds or the Meridath Empire. A race of sentient

plants capable of manipulating the world around

them would be an interesting first contact adventure.

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