Oracle Mysteries as Connections for the PF1 Fantasy Mystic

There’s a super-easy way to create PF1-ready connections for the Fantasy Mystic, if you don’t want to go to the effort of converting Starfinder connections to PF1 rules–just use oracle mysteries! While there are a number of tiny changes that need to get made, none are difficult or time-consuming. Here are the steps to turn a Mystery into a Connection:

1. Pick two skills to be the associated skills for the connection skill class feature of the mystic. You can pick of two the class skills the mystery grants to oracles, but you don’t have to. Any two appropriate skills is fine.

2. Change at what character level the bonus spells are granted to match the fantasy mystic connection spell progression.

3. Replace references to “oracle” with “mystic,” and switch anything Charisma-based to be Wisdom-based.

4. Write a “revelation” connection power gained at every level the mystic gets connection powers, that allows the mystic to select from the mystery’s revelations. (You can use the version I wrote for the example, below.) Don’t use a mystery’s final revelation for a connection–the mystic already has a 20th level capstone ability (they can pick a normal revelation for their 20th level connection power).

5. Adjust level requirements to select revelations, if any, to be at levels a connection grants powers. (Make sure you don’t let a mystic gain a revelation at an earlier level than an oracle would.)

Here’s a quick example of what a conversion looks like using the Ancestor Mystery. You can apply the same quick conversion to any PF1 oracle mystery.

Ancestor

Associated Skills: Linguistics, any one Knowledge skill.
Spells: Unseen Servant – 3rd, Spiritual Weapon – 5th, Heroism – 7th, Spiritual Ally – 9th, Telekinesis – 11th, Greater Heroism – 13th, Ethereal Jaunt – 14th), Vision – 16th, Astral Projection – 18th.

Revelation: At 1st, 3rd, 6th, 10th, 14th, 18th, and 20th level, a mystic with the ancestor connection can choose from any of the following revelations.

Ancestral Weapon (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Wisdom bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your mystic level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Wisdom bonus.

Spirit of the Warrior (Su): You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your mystic level (which may give you additional attacks), and you gain the Improved Critical feat with a weapon of your choice. You can use this ability for 1 round for every 2 mystic levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 14th level to select this revelation.

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per mystic level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your mystic level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 14th level, and twice per day at 18th level. You must be at least 14th level to select this revelation.

Storm of Souls (Su): You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two mystic levels you possess. Undead creatures in the area take 1d8 points of damage for every mystic level you possess. A successful Fortitude save reduces the damage to half. You must be at least 10th level to select this revelation. You can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Voice of the Grave (Su): You can speak with dead, as per the spell, for a number of rounds per day equal to your mystic level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.

Wisdom of the Ancestors (Su): Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

Expanded Post: This is an expanded post. Over on my Patreon, as a thank-you for their support, I went ahead and selected two skills for every official PF1 oracle mystery. My Patrons help me carve out the time needed to create these blog posts, and joining it is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on November 17, 2021, in Game Design, Pathfinder Development and tagged , , , , , , , , . Bookmark the permalink. Leave a comment.

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