Source: Starfinder Core Rulebook p.85
Your connection helps you sense emotions and notice details others can't. You might be a diplomat, an investigator, a mindreading bodyguard, a ship's psychologist, or a psychic con artist.
Associated Deities: Abadar, Hylax, Iomedae, Sarenrae, Talavet, Triune (Casandalee)
Associated Skills: Perception and Sense Motive
Spells: 1st-detect thoughts, 2nd-zone of truth, 3rd-clairaudience/clairvoyance, 4th-mind probe, 5th-telepathy, 6th-true seeing
As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a -2 penalty to saving throws against mind-affecting effects for 1 minute.
You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.
You can detect and locate creatures within 60 feet that have emotions, as if you had blindsense (emotion). A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don't have emotions and can't be sensed this way.
You can use discern lies as a spell-like ability a number of times per day equal to your mystic level, each time targeting a single creature. This effect lasts 1 round. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours.
Your emotionsense is far more discerning, as if you had blindsight (emotion).
You can use retrocognition as a spell-like ability at will. When doing so, you take a -2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty.
You can spend 1 Resolve Point to use psychic surgery as a spell-like ability. If you are incapacitated by an effect that psychic surgery could remove and have at least 1 Resolve Point remaining, you can spend 1 Resolve Point to use this ability on yourself, even without being able to take any actions.