The Mystics of Tarias originated with the Felosians, who have always had a strong connection to the land.
However, rather than limit themselves to the practice of Primal magic like their Druid cousins,
they developed a thirst for greater knowledge, and found themselves drawn to the mysteries of the arcane and the occult.
Due to their breadth of study, and their combining of learned knowledge with naturalism, they have developed several unique skills,
which allow them to see the threads of energy which surround and connect every living (or unliving) creature in the realm.
They can use this power to soothe the nerves of creatures they meet, relentlessly pursue those who cross them,
and even subtely alter the course of battles.
Their studies have also given them a unique insight into the realms beyond,
allowing them to pierce the veil between those realms, taking on aspects of creatures from those realms, or even recruiting them as powerful allies.
While most use their talents to serve as protectors and wise advisors of their communities,
many others have given in the lure of power or even been driven mad by the things they've discovered in the realms beyond.
No matter their goals or disposition, interactions with them are sure to leave a lasting impression.
The following are the initial stats and proficiencies of the Mystic:
Hitpoints
8 + CON modifier
Attacks / Magic
Trained in Simple Weapons
Trained in Unarmed Attacks
Trained in Spell Attacks and DCs
Defenses
Trained in Light Armor
Trained in Unarmored Defense
Skills
Trained in Mystic Class DC
Trained in Perception
Trained in Occultism
2 + INT modifier
Saves
Trained in Fortitude
Expert in Will
Trained in Reflex
The following are the base abilities of the Mystic:
You have the benefits of your selected Ancestry and Background.
See the Ancestries and Backgrounds section of the Core Rulebook for more info.
In addition to what you get from your Key Ability, Ancestry, and Background, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers.
If an attribute modifier is already +4 or higher, it takes two boosts to increase it;
you get a partial boost and must boost that attribute again at a later level to increase it by 1.
You are able to learn and cast spells from the Occult and Primal traditions.
These spells use your Key Ability for Spell Attacks and DCs.
At 1st level, you learn your choice of 10 common cantrips and 5 common 1st-rank spells from the list of spells available to you.
You must prepare your spells (similar to a Wizard), and may prepare 5 cantrips and 2 1st-rank spells each day.
Each time you gain a level, you learn your choice of 2 common spells of any rank you can cast.
At every odd level from 3rd to 17th level, you gain a new spell rank, and may prepare 2 spells of the new rank each day.
At every even level up to 18th level, you may prepare 1 additional spell per day of your highest spell rank.
Every Mystic chooses to focus their studies on one aspect of the natural and mystical realms.
Choose one of the following:
-
Primal:
You focus on understanding the natural world, sharing an affinity with animals and beasts.
You are Trained in Nature or Survival.
-
Elements:
You study the energies which flow from the elemental planes, sharing an affinity with their denizens.
You are trained in Arcana or one type of Elemental Lore (Air, Fire, Earth, or Water).
-
First World:
You explore the mysteries of the realm of the Fey, sharing an affinity with them.
You are trained in Nature or Deception.
-
Spirit:
You contemplate personal spirituality and what lingers after death, sharing an affinity with spirits.
You are trained in Religion or Spirit Lore.
You gain the 1st-level feat for your chosen order and one
Initiate Order Spell for your chosen order.
Order Spells are a type of Focus Spell, and use the normal rules for them.
You gain the following benefits with creatures that your Mystic Order shares an affinity with:
- Even if you do not share a language, you may still ask rudimentary questions of those creatures, and can use the Diplomacy skill with them.
- You gain a +1 circumstance bonus to Sense Motive and Recall Knowledge checks vs those creatures.
If you are an Adept in that Mystic Order, you also gain the following:
- The disposition of those creatures is one step better towards you than normal (unfriendly instead of hostile, friendly instead of indifferent).
- You gain a +1 circumstance bonus to Diplomacy and Deception vs those creatures if you share a language with them.
If you are a Master in that Mystic Order, the above circumstance bonuses increase to +2 for those creatures.
Every Mystic starts play with a reliquary of light bulk, which powers many of their abilities.
It can be any kind of small ornate object (usually no more than a few inches in size) which can be worn or secured to their belt or clothing.
Your reliquary grants you one Initiate power from the list of
Reliquary Powers.
It also grants you the following ability:
1 Action
Concentrate
You focus upon the threads of energy which surround your target,
tapping into that energy to weaken them or bolster your abilities.
Target a creature you can see. They must attempt a basic Fortitude save vs your Spell DC.
If they fail, you gain one of the following base effects vs that creature:
- That creature gains Weakness against your spells and attacks equal to 2 + half your level.
- You take 1 less damage per die of damage dealt by that creature.
Your
Harness Flux remains active on your target as long as they remain within line-of-sight (or 120 feet otherwise),
or until you use this ability again.
An ability with this trait may only be used while
Harness Flux is active.
This ability remains active until your
Harness Flux ends, or you use another
Alter Flux ability.
Abilities which call for a saving throw use your Spell DC.
Special:
At the start of the turn after you successfully use
Harness Flux,
you may activate one of your single-action
Alter Flux abilities as a free action.
At 2nd level and every even-numbered level, you may select a
Mystic Class Feat.
At 2nd level and every even level afterwards, you gain a skill feat.
At 3rd level and every 2 levels thereafter, you may train one Untrained skill or increase a Trained skill to Expert.
At 7th level, you may instead become a Master in a skill in which you're already an Expert.
At 15th level, you may instead become Legendary in a skill in which you're already a Master.
Heightened Senses
Level 3
Your sensitivity to the flow of surrounding energy allows you to detect and reaction to things others might miss.
Proficiency in Perception and Reflex saves increase to Expert.
Proficiency in Fortitude saves increases to Expert.
You may use Occultism in place of other skills to identify a creature with Recall Knowledge, but with a -2 circumstance penalty.
You do not suffer this penalty vs creatures matching an affinity granted by one of your Mystic Orders or feats.
Adept of the Order
Level 7
You have risen to the rank of Adept within your initial Mystic Order.
You gain one Adept power from the list of
Reliquary Powers,
and an
Adept Order Spell for that Mystic Order.
Proficiency in spell attacks and DCs increases to Expert.
Explorer of the Hidden Realms
Level 7
Choose a 2nd
Mystic Order.
You gain the 1st-level feat for that order, and count as an Initiate of that order for purposes of prerequisites.
You also gain the
Order Affinity benefits for that order.
This does not grant you any other benefits for that order.
Light Armor Expertise
Level 9
Profiency in Unarmored Defense and Light Armor increases to Expert.
1 Action
Concentrate
Frequency: Once per turn
Target one creature affected by your
Harness Flux,
or one ally with whom you are currently sharing the benefits of your
Harness Flux.
Choose one condition or effect with a duration of "until the end of your next turn" on the chosen target.
You
Sustain that effect, up to a maximum of 1 minute.
If that condition or effect applies a Status bonus or penalty,
that bonus or penalty is reduced by 1, but cannot be reduced to 0 as long as the effect is sustained.
The creature targeted by your
Harness Flux may attempt a basic Fortitude to negate this use of
Ebb and Flow.
If they critically succeed, they sever the connection, ending your
Harness Flux on that creature.
This ability cannot extend conditions or effects with the
Incapacitation trait, such as Stunned, Blinded, or Paralyzed.
Weapon Expertise
Level 11
Your procifiency with Unarmed, Simple, and Martial weapons increase to Expert.
Proficiency in Will saves increases to Master.
When you roll a success on a Will save, you get a critical success instead.
Weapon Specialization
Level 13
Weapons you are an Expert in gain +2 damage, +3 if Master, and +4 if Legendary.
Preternatural Senses
Level 13
Proficiency in Perception increases to Master.
Master of the Order
Level 15
You have risen to the rank of Master within your initial Mystic Order.
You gain one Master power from the list of
Reliquary Powers,
and a
Master Order Spell for that Mystic Order.
Proficiency in spell attacks and DCs increases to Master.
Ambassador of the Hidden Realms
Level 15
Choose a 3rd
Mystic Order.
You gain the 1st-level feat for that order, and count as an Initiate of that order for purposes of prerequisites.
You also gain the
Order Affinity benefits for that order.
This does not grant you any other benefits for that order.
Legenday Mysticism
Level 19
Your proficiency in spell attacks and DCs increases to Legendary.
You gain a single 10th-rank spell slot and can prepare a spell in that slot from the Occult or Primal traditions.
Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or
that let you cast spells without expending spell slots, except for the
Magical Paramount feat.