Player > Class > Mystic > Connections
The following represent the most common mystic connections.
You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy.
Associated Deities: Eloritu, Nyarlathotep, Pharasma, Talavet, Triune, Weydan, Yaraesa
Associated Skills: Culture and Mysticism
Spells: 1st—identify, 2nd—augury, 3rd—tongues, 4th— divination, 5th—contact other plane, 6th—vision
You gain the channel skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the channel skill class feature.
You can access the Akashic Record to augment your skills. You can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level.
Once per day, you can spend 10 minutes in uninterrupted meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.
You can use mind probe as a spell-like ability a number of times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your mind probe is immune to further uses of this ability for 24 hours.
You can share memories at will with allies linked by your telepathic bond class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn’t otherwise be able to use aid another (to a limit of one such memory per skill check).
You assemble an extradimensional library to house mental
constructs representing your accumulated knowledge.
This memory palace has a single shimmering entrance.
You can access your memory palace once per day; when
you do, the entrance appears within close range. If any
creatures or objects that were not part of the memory
palace when it was created remain inside it, the entrance
remains where it first appeared. Only those you designate
can enter the memory palace, and the entrance closes and
becomes invisible behind you when you enter. Anyone
inside can open the entrance and exit the memory palace
at will. The only way to enter and exit the memory palace
is via the entrance; even plane shift and similar magic do
not access it.
You can create any floor plan you desire for your memory palace, up to a number of 10-foot cubes equal to your mystic level. Inside, the atmosphere is clean, fresh, and warm; outside conditions don’t affect the memory palace, nor do conditions inside it pass beyond. There is no furniture other than bookcases, computers, and a few desks and sofas. A number of unseen servants (as per the spell of the same name) equal to half your mystic level serve as librarians. The library keeps the same layout each time you access it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating—you don’t need to be inside it to alter it.
When you gain this ability, choose one skill that can be used with the recall knowledge task. Consulting your memory palace gives anyone who studies within—including you—a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checks of that type untrained. At 16th level, and at each level thereafter, choose another skill that can be used with the recall knowledge task to which your memory palace’s skill bonus applies.
Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell.
You have embraced a nihilistic view that values nothing and thus sees only nothingness as having value. You are devoted to destroying the existence of all structure and form, from individual lives to the fabric of societies and even reality itself. You’re focused on annihilation through any means, and you draw power from the dissolution of lives.
Associated Deities: Azathoth, Damoritosh, The Devourer, Groetus, Lamashtu
Associated Skills: Intimidate and Perception
Spells: 1st—carnivorous, 2nd—caustic conversion, 3rd—viral destruction, 4th— enervation, 5th—crush skull, 6th—gravitational singularity
Whenever you kill or destroy a creature or reduce a creature to 0 HP, you immediately gain a blood mark on your skin, which manifests as a swirled, blood-red black hole. A blood mark lasts for a number of rounds equal to your Wisdom modifier (minimum 1). The blood mark is attuned to creatures of the same type as the creature you killed, destroyed, or reduced to 0 HP to gain the blood mark, and it grants you one of the following benefits of your choice: a +1 morale bonus to attacks against creatures of the attuned type, a +1 morale bonus to AC against attacks from creatures of the attuned type, a +1 morale bonus to saving throws against attacks and effects created by creatures of the attuned type, or a +1 morale bonus to damage dealt to creatures of the attuned type. You choose this benefit when you gain the blood mark, and it lasts for as long as the mark lasts. You cannot have more than one blood mark active at a time, and gaining a new blood mark ends any previous blood mark you had active.
You can expend a 1st-level or higher mystic spell slot as a move action to go into a destructive frenzy. This grants you a bonus to attack and damage rolls with basic melee weapons and small arms. The bonus to attacks is equal the level of spell slot expended – 2 (minimum +1 bonus), and the bonus to damage is equal to the level of the spell slot expended. This frenzy lasts for a number of rounds equal to your Wisdom modifier (minimum 1) plus the level of the spell slot expended. You can dismiss your destructive frenzy early as a free action. While your destructive frenzy is active, you can’t cast spells or use any other extraordinary, spell-like, or supernatural ability that requires you to spend an action.
When you score a critical hit with an attack, you can spend 1 Resolve Point as a swift action to add the wound critical hit effect to the attack, replacing any other critical hit effect the attack has. If the attack would already have the wound critical hit effect, you can instead spend 1 Resolve Point to add the severe wound critical hit effect to the attack in place of other critical hit effects.
You can break a target’s defenses. Once per day as a standard action, you can reduce the DR, energy resistances, and hardness of a single target by an amount equal to your mystic level (to a minimum of 0) for a number of rounds equal to your mystic level. The target can attempt a Fortitude saving throw to resist this effect (DC = 10 + half your mystic level + your Wisdom modifier). This ability can affect objects.
At 12th level, whenever an ally linked by your telepathic bond class feature kills or destroys a creature or reduces a creature to 0 HP, you can grant yourself or one other ally linked by your telepathic bond a greater blood mark. This functions as the blood mark connection ability (see above), but the bonus is +2 and the subject that gains the blood mark decides which of the benefits to gain. You cannot have more than one greater blood mark active at a time, and granting a new greater blood mark ends any previous greater blood mark you had active. A creature cannot benefit from more than one greater blood mark at a time or from a blood mark as well as a greater blood mark, though you can benefit from both your own blood mark and a greater blood mark.
At 15th level, you gain renewed vigor when one of your foes is brought low. When you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, as a reaction you can spend 1 Resolve Point to regain a number of Stamina Points equal to three times your mystic level, plus your Wisdom modifier (up to your maximum number of Stamina Points). Once you have benefited from mystic bloodlust, you can’t gain the benefits from this ability again until you rest to recover Stamina.
At 18th level, you can channel your destructive energies into a sphere of devastation around you. As a standard action, you can spend 1 Resolve Point to create a burst of energy in a 30-foot radius around you, dealing 12d10 force damage (Reflex half) to all creatures and objects in the area. Crackling residual energies turn the area into difficult terrain (even empty spaces in the air or vacuum around you) for 1 round per mystic level. You are not affected by this difficult terrain. You can use this ability a number of times per day equal to your Wisdom modifier.
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); see page 262. 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); see page 262.
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.
You are connected to the very building blocks of life, adept at altering your DNA code and that of others. You may see augmentation as a natural part of evolution, or the ultimate form of self-improvement that drives life towards enlightenment, or even a perversion of the natural order undertaken to venerate dread gods. With your enhanced understanding of biotech, you might be a famous self-help expert, a sinister fleshwarper, or an adaptable xenoseeker surveying mysterious planets in the Vast.
Associated Deities: Eloritu, Oras, Triune (Casandalee), Yaraesa
Associated Skills: Life Science and Medicine
Spells: 1st—detect augmentation, 2nd—spider climb, 3rd— remove affliction, 4th—reject augmentation, 5th—modify memory, 6th—regenerate
You gain a personalized biotech augmentation that is keyed
to your genetic code. Your body synthesizes the organic
material for the augmentation and you magically manipulate
your DNA strands to integrate it into the biological system
of your choice. Once implanted, the personal augmentation
occupies that system, preventing the installation of any
other upgrade, and you can only remove or implant the
augmentation in a new system through the transform
biotech class feature (see below). The personal augmentation
provides a benefit based on which of your body’s systems
you implant it in, as follows.
Arms (all): Treat your Strength score as 6 higher for the purpose of determining your bulk limit.
Brain: Add one Intelligence-based skill to your list of associated skills for your connection. You can take 10 when using that skill, even if you are threatened or distracted.
Ears: You take no penalty to sound-based Perception checks when you are sleeping, and gain a +2 bonus to saving throws against effects that would deafen you.
Eyes: For targets you attack, reduce the miss chance due to concealment to 15%. Additionally, you gain a +2 bonus to Perception checks based on sight.
Feet (all): You can move through up to 5 feet of difficult terrain each round as if it were normal terrain. This allows you to take a guarded step into difficult terrain.
Hands (All): You can attempt Sleight of Hand checks as if you were trained in the skill, and you can retrieve a weapon or object hidden on your person in the same amount of time it would take to retrieve it were it not hidden.
Heart: Add Bluff to your list of associated skills for your connection. You can take 10 when using Bluff to lie, even if you are threatened or distracted.
Legs (all): Gain a +1 bonus to your AC against combat maneuvers that would change your position, such as bull rush, reposition, or trip.
Lungs: You gain a +4 bonus to saving throws against thick, severely thick, thin, and severely thin atmospheres, as well as against gas effects that are negated by not needing to breathe (such as a smoke grenade).
Skin: You are protected from the dangers of extreme heat and cold as if you were wearing armor.
Spinal Column: Add Acrobatics to your list of associated skills for your connection. You can take 10 when using Acrobatics to balance, even if you are threatened or distracted.
Throat: Your voice is augmented, allowing you to be heard clearly even in extremely loud areas, such as windstorms and even hurricane-force winds. Creatures in such areas take no penalty to Perception checks to hear your voice.
Once per day, as long as you have rested for 8 hours, you can
alter one of your biotech augmentations as a standard action.
You can permanently transfer your personal modification to
a different biological system, changing its granted benefit, as
long as the new system isn’t already occupied by a modification.
Alternatively, you can cause a biotech augmentation you have
had installed to function as your personal modification would if it
were installed in that system, suppressing the normal functions
of that augmentation but allowing you to gain the benefits of
your personal modification for that system (in addition to the
system your personal modification currently occupies).
As a third option, you can temporarily alter one of your biotech augmentations. When you activate the transform biotech ability in this way, select one of your existing biotech augmentations that required you to make a choice when it was installed, such as the type of damage dealt by a dragon gland (Core Rulebook 211). You can select a new option for this augmentation as if it were newly installed.
Your genetic material is almost aggressive in its desire to integrate new information into its sequence. You gain a second personal modification, as the 1st-level personal modification ability. You also gain the ability to have a second biotech augmentation in any one system of your choice. You can use this second biotech augmentation to add your new personal modification to a system that already has a biotech augmentation, but you can’t ever have more than one personal modification in the same system simultaneously.
As a standard action, you can reprogram the genetic material of a living foe within 60 feet, causing its biological systems to attack themselves. The target must succeed at a Fortitude save or be sickened for a number of rounds equal to your mystic level. Additionally, if the creature fails its save, for the same duration it can’t use any biotech augmentations that require an action to activate. Once a creature has attempted a saving throw against warping strain (regardless of the result), it is immune to this attack for 24 hours.
Whenever you or an ally linked by your telepathic bond class feature activates a biotech augmentation that can be used only a limited number of times before taking a 10-minute rest to regain Stamina Points, you can spend 1 Resolve Point as a reaction to prevent the augmentation’s use from counting against that limit.
Once per day as a full action, you can send changes to your genetic code rippling through one of your systems, spontaneously molding a biotech augmentation onto it. Choose one biotech augmentation or personal modification with an item level less than or equal to your mystic level. You gain the benefits of that biotech augmentation for a number of minutes equal to your mystic level. You cannot choose an augmentation that would occupy one of your systems that already contains an augmentation.
Through your manipulation of recombinant DNA, you gain control over your immune-response system, making your body more resistant to harm. You gain a +4 enhancement bonus to saving throws against diseases, and any time you are affected by a disease, you can spend 1 Resolve Point as a standard action to attempt 1 additional saving throw against the disease. If you fail this save, you do not suffer any additional effects, but if you succeed, you are cured of the disease, even if it typically requires more than one successful saving throw to cure.
Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.
Associated Deities: Desna, Hylax, Iomedae, Pharasma, Sarenrae, Talavet, Urgathoa, Weydan
Associated Skills: Medicine and Mysticism
Spells: 1st—6th mystic cure; replaced by 1st— lesser remove condition, 2nd—remove condition, 3rd—remove affliction, 4th— restoration, 5th—greater remove condition
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.
As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.
As a standard action, you can spend 1 Resolve Point to steal part of a creature’s life force and transfer it to yourself or others. You must touch the target (requiring a successful melee attack against its EAC), which deals 1d6 damage for every 2 mystic levels you have (maximum 10d6). Choose an ally within 30 feet; that ally recovers an amount of Hit Points equal to the damage dealt (to a maximum of the foe’s remaining Hit Points). Alternatively, you can heal yourself instead, but you restore only a number of Hit Points equal to half the damage dealt. If this heals the recipient (you or your ally) up to maximum Hit Points, any excess persists for 1 hour as temporary Hit Points. If your attack misses, you don’t lose the Resolve Point.
When you use healing channel as a standard action, you can heal an ally linked by your telepathic bond class feature as if you were touching that ally, as long as the ally is within 120 feet. When you use healing channel as a full action, it heals all allies linked by your telepathic bond class feature within 120 feet (as well as all other allies within 30 feet).
If you use healing channel on a creature that has died within 1 round, you can bring it back to life as per a 5th-level mystic cure spell.
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 can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can’t regain Resolve Points again until you rest for 8 hours, even if you have another means to do so.
You use your raw will and understanding of the mind’s structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy’s spirit on the battlefield.
Associated Deities: Besmara, Damoritosh, The Devourer, Iomedae, Urgathoa, Zon-Kuthon
Associated Skills: Bluff and Intimidate
Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion, 2nd—inflict pain, 3rd—synaptic pulse, 4th—confusion, 5th— feeblemind
Whenever a foe deals damage to you, you can spend 1 Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack’s damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect.
Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.
As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect.
As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mind-affecting pain effect.
Whenever you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become confused for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect.
As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect.
You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target’s head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.
You realize that not all connections are symmetrical, and seek to be the dominant force in any situation. You aren’t necessarily evil; perhaps you consider yourself a benevolent philosopher-monarch who takes control for the good of your charges. You might also be a cult leader, a criminal mastermind, or a hypnotist.
Associated Deities: Abadar, Besmara, Damoritosh, Lao Shu Po, Zon-Kuthon
Associated Skills: Diplomacy and Intimidate
Spells: 1st—command, 2nd—hold person, 3rd—suggestion, 4th—confusion, 5th—dominate person, 6th—mass suggestion
When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.
You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as charm person.
Even creatures that resist your dominance can’t shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect.
Your forced amity ability functions as charm monster.
When an ally linked by your telepathic bond class feature is subject to mind-affecting effect that issues commands, as a reaction you can issue a countermand allowing the linked ally to act normally. When you do, attempt an opposed Charisma check against the originator of the mind-affecting effect; if you succeed, your ally can act normally.
When you use a mind-affecting charm or compulsion spell or spell-like ability against a target benefiting from an active spell that protects against your attack, you automatically become aware of the presence of such defenses, and can spend 1 Resolve Point as part of casting the spell to attempt a caster level check to dispel the highest-level such spell, as if you had cast dispel magic.
When you issue a command to a dominated creature that would force it to act against its nature, you can spend 1 Resolve Point to deny it a new saving throw against your domination. The dominated creature still won’t carry out an obviously self-destructive order.
Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling.
Associated Deities: Desna, The Devourer, Ibra, Nyarlathotep, Sarenrae, Triune
Associated Skills: Perception and Piloting
Spells: 1st—shooting stars (as magic missile), 2nd—darkvision, 3rd—irradiate, 4th—remove radioactivity, 5th—telekinesis, 6th—control gravity
You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.
You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243).
While in starlight form, you gain the ability to fly as per the flight spell (spell level 3rd or lower).
You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.
You can spend 1 Resolve Point as a full action to call down a rain of meteorites in a 10-foot-radius vertical cylinder, 40 feet high, at a range of up to 250 feet. The meteorites deal 12d6 damage to every creature in the area (Reflex half). Half the damage is bludgeoning damage; the other half is fire damage. If you are outdoors and can see stars, the meteorites instead deal 12d10 damage.
At 18th level, once per day, you can spend 1 Resolve Point as a full action to use interplanetary teleport as a spell-like ability. If you have been to a location in another star system before, you can spend 2 Resolve Points to use interplanetary teleport to travel there, even though it exceeds the spell’s normal range.
You channel the energy inherent in the ecosystems around you, taking inspiration from the endless cycles of the natural world. You might be a corporate biotech researcher, a hermitic shaman of the Green Faith, or one of the legendary Xenowardens.
Associated Deities: Green Faith (philosophy), Oras
Associated Skills: Life Science and Survival
Spells: 1st—life bubble, 2nd—fog cloud, 3rd—entropic grasp, 4th—reincarnate, 5th—commune with nature, 6th—terraform
You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.
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 solid but does not need to be capable of sustaining plants normally. 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.
As a standard action, you can modify your body. Choose one of the following to gain the noted benefit: elongated legs (increase your land speed by 10 feet), fins and webbed digits (granting you a swim speed equal to half your land speed), suckers on wrists and feet (granting you a climb speed equal to half your land speed), or vertical-slit pupils (granting you darkvision 60 feet). This ability lasts for a number of minutes per day equal to your mystic level; this duration doesn’t need to be continuous, but it must be used in 1-minute increments. Your base form and size are largely unchanged, but some of your body parts are altered. Armor and gear you are wearing adjusts to your new shape for the duration of this ability. You can have only one of these adaptations active at a time; choosing a new adaptation is a standard action and the new choice replaces the old. At 12th level, the climb and swim speeds granted by your adaptation are equal to your land speed, and you add wings (granting you a fly speed of 30 feet with average maneuverability) to the list of possible adaptations.
The first time each day you would take energy damage, you immediately gain resistance 10 to that energy type for the remainder of the day. (If you are damaged by more than one energy type simultaneously, choose which type you resist.)
As a standard action, you can spend 1 Resolve Point to grant allies linked by your telepathic bond class feature resistance 5 to the same energy type that you can resist through your reactive resistance class feature for 1 minute. You can’t use this ability if your reactive resistance class feature has not yet been activated for the day.
Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through plant creatures. You can bring along objects as long as their bulk doesn’t exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands.
As long as you have at least 1 Resolve Point remaining, you can spend all your remaining Resolve Points as a full action to surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to animal, humanoid (of any subtype), or your original type, gaining superficial physical characteristics as appropriate. This change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies. Each time you make this transformation, you are cleansed of all poisons and diseases, are restored to full Hit Points and Stamina Points, and heal all ability damage. You must select a type other than your current type every time you make the transformation. You can use this ability once per day. Once you use this ability, you can’t regain Resolve Points until you rest for 8 hours, even if you have another means to do so.