Summary of "Starfinder Classes: Mystic | How to Play Starfinder | Taking20"
Starfinder Classes: Mystic | How to Play Starfinder | Taking20 - Summary
Overview of the Mystic Class
The Mystic is a hybrid class, blending elements of clerics and druids. Mystics are seekers of cosmic knowledge, connected to unseen mystical forces. They can take on diverse roles such as space zoologists, broken wanderers, or devoted servants of a deity. The core theme revolves around tapping into complex, mystical powers beyond scientific understanding.
Core Stats and Abilities
- Hit Points/Stamina: 6 each per level
- Base Attack Bonus: 3/4 progression
- Saves: Full progression only in Will saves
- Key Ability Scores:
- Wisdom (primary)
- Constitution (important for durability)
- Charisma (for social skills)
- Dexterity (for AC and small arms)
- Skills: 6 skill ranks per level, with 12 class skills—all mental skills: Bluff, Culture, Diplomacy, Disguise, Intimidate, Life Science, Medicine, Mysticism, Perception, Profession, Sense Motive, Survival
- Proficiencies: Light armor, basic melee weapons, and small arms
- Spellcasting: Full casters alongside Technomancers, gaining spells from 0 to 6th level as they level up
- Spell Slots: Limited daily uses, increased with higher Wisdom
- Special Ability: Can identify spells in spell gems as a full action without triggering traps or curses
Key Class Features
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Connection (Level 1): A mystical bond to a force or deity that defines powers, spells, and skills. This choice is permanent.
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Healing Touch (Level 1): A pool of healing equal to 5 × mystic level; usable once per day during rest or downtime.
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Channel Skill & Mind Link (Level 2): Insight bonus to chosen skills; mind link usable once per day.
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Weapon Specialization (Level 3): Improves weapon proficiency.
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Telepathic Bond (Level 11): Create a permanent telepathic link between you and up to 6 willing creatures on the same plane.
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Transcendence (Level 19): Cast connection spells once per day without using spell slots; create a psychic intangible body with flight and phasing abilities.
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Enlightenment (Capstone): Become a living embodiment of your connection, gaining bonuses to attack, saves, skills, 20 resolve points daily, and the ability to cast a free miracle once per week.
Mystic Connections (Subclasses)
Each connection offers unique powers, spells, and skills gained at levels 1, 3, and every 3 levels thereafter.
1. Akashic
- Theme: Astral knowledge and history
- Skills: Culture, Mysticism
- Spells: Identify, Augury, Tongues, Divination, Contact Other Plane, Vision
- Notable Powers:
- Access Akashic Record: Spend resolve to attempt any skill as if you had ranks
- Telepathic Memories: Share memories with party members
- Glean Spell: Cast Technomancer spells once per day
2. Empath
- Theme: Emotional awareness and mental insight
- Skills: Perception, Sense Motive
- Spells: Detect Thoughts, Zone of Truth, Clairvoyance, Mind Probe, Telepathy, True Seeing
- Notable Powers:
- Greater Mind Link: Unlimited use
- Emotion Sense: Detect creatures by emotion within 60 feet
- Discern Lies: Cast multiple times per day
3. Healer
- Theme: Healing and balance between life and death
- Skills: Medicine, Mysticism
- Spells: Cure, Remove Condition, Restoration, Greater Remove Condition
- Notable Powers:
- Healing Channel: Heal allies using resolve points, scaling with level
- Steel Life: Drain life from enemies to heal allies; no resolve spent if missed
4. Mindbreaker
- Theme: Mental domination and psychic assault
- Skills: Bluff, Intimidate
- Spells: Mind Thrust, Confusion, Inflict Pain, Synaptic Pulse, Feeble Mind
- Notable Powers:
- Backlash: Deal non-lethal damage when enemies save successfully
- Mind Killer: Phantasmal killer effect without resolve cost
- Explode Head: Cause low-HP enemy heads to explode, dealing AoE damage
5. Overlord
- Theme: Leadership and mental control
- Skills: Diplomacy, Intimidate
- Spells: Command, Hold Person, Suggestion, Confusion, Dominate Person, Mass Suggestion
- Notable Powers:
- Inexplicable Commands: Targets forget they were mind-controlled
- High-level protection against mind control for allies
6. Star Shaman
- Theme: Cosmic energies and space survival
- Skills: Perception, Piloting
- Spells: Magic Missile, Darkvision, Radiate, Remove Radioactivity, Telekinesis, Control Gravity
- Notable Powers:
- Walk of the Void: Move/fly in vacuum
- Stargazer: Reroll failed checks outdoors
- Starry Bond: Share Stargazer ability with allies
7. Zeno Druid
- Theme: Connection to ecosystems and nature
- Skills: Life Science, Survival
- Spells: Life Bubble, Fog Cloud, Entropic Grasp, Reincarnate, Commune with Nature, Terraform
- Notable Powers:
- Grasping Vine: Entangle enemies from any flat surface
- Radioactive Resistance: Gain energy resistance after first damage
- Plant Transport: Teleport between plants anywhere in the solar system with party
Gameplay Tips and Roleplay
- Mystic offers versatile playstyles depending on the chosen connection.
- Use Healing Touch strategically during downtime for maximum benefit.
- Telepathic Bond is a powerful communication tool for coordinating with allies.
- Transcendence enables creative tactical options such as phasing, flight, and spellcasting without slots.
- Connections provide unique thematic and mechanical flavor, encouraging diverse character concepts.
- Rich roleplay opportunities arise from mixing connection and deity preferences.
Additional Notes
- Spellcasting and spell lists will be covered in a separate video.
- Miniature Market is recommended for purchasing Starfinder products.
- This video is part of a larger Starfinder Week series with multiple planned videos.
Featured Gamer/Source
- Cody from Taking20
This summary covers the storyline context, class mechanics, key abilities, subclass options, and strategic tips for playing the Mystic in Starfinder as presented in the video.
Category
Gaming
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