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As a member of the Mitochondrion Investigation and Suppression Team, the MIST agent’s mitochondria have been awakened and respond to his will, granting him superhuman abilities to use against Neo-Mitochondrial Creatures, people and animals whose mitochondria have awakened and taken control of their bodies.

The MIST Agent is an archetype of the psychic class.

Archetype Main Ability Scores:
The MIST Agent mainly focuses on DEX for martial combat and CON for their class features.

Archetype Feature Replacements:
1st – Weapon Proficiencies, Limit Break (Foresight), Sense Thoughts, Telekinetic Hurl. 2nd – Partition Mind, Psychic Talent. 3rd – Mind Blast, Phrenic Amplification, Phrenic Pool. 4th – Psychic Talent, Thinkmodes. 8th – Mind Meld. 6th – Psychic Talent, Telekinetic Combat. 7th – Phrenic Amplification, Telepathy. 8th – Psychic Talent. 9th – Improved  Telekinetic Combat, Thinkmodes. 10th – Inconstant Position, Psychic Talent. 11th – Guarded Thoughts, Phrenic Amplification. 12th – Psychic Talent. 13th – Full Attack Telekinesis. 14th – Psychic Talent, Thinkmodes. 15th – Improved Violent Thrust, Phrenic Amplification. 16th – Psychic Talent. 17th – Fling Skyward, Perpetual Foresight. 18th – Flawless Body, Psychic Talent. 19th – Phrenic Amplification, Thinkmodes. 20th – Ascension, Psychic Talent.

Weapon Proficiencies

A MIST agent is proficient with all simple weapons, simple firearms, one advanced firearm of her choice, and the tonfa.

This ability replaces proficiency with power weapons and the ability to use power weapons without an MP pool.

Limit Break (Su)

At 1st level, the MIST agent receives the Limit Break (Trigger Happy).

Trigger Happy (Su): This Limit Break allows the MIST agent to gain a number of attacks of opportunity equal to her Dexterity modifier; these attacks of opportunity can only be used with an equipped firearm. Additionally, the MIST agent threatens all enemies within her first range increment of her equipped firearm. This limit break lasts for a duration of 1 round + 1 round per four psychic levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Foresight).

Mitochondrion Powered (Ex)

A MIST agent uses her Constitution modifier instead of her Intelligence modifier for all psychic class abilities.

Gunsmith (Ex)

At 1st level, a MIST agent gains one of the following firearms of her choice: trainee pistol, trainee rifle or trainee shotgun. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold). The MIST Agent also gains Gunsmithing as a bonus feat.

At 4th level and every five psychic levels thereafter, a MIST agent can reconfigure her firearm with a single modification by spending 1 hour of work. Most modifications can only be taken once, unless specified. She may reconfigure her firearm as many times as she likes but is only granted up to 4 (at 19th level) of the following benefits at a time. The MIST agent can only modify 1 gun at a time, to a maximum allowed by this feature per gun (at 19th level, she can put 4 mods onto any number of guns). She can deconstruct modifications from her current gun by spending 1 hour of work but lose the modification and any gil spent towards it. These modifications only work for the MIST agent:

  • Adamantine Barrel: Using adamantine allows for more powerful powder loads without the danger of warping or damaging the barrel. This firearm gains +2 bonus on firearm damage rolls. This does not increase the hardness of the weapon. This cannot be used with Heavy Barrel, Elongated Barrel, Exotic Metal Barrel, or Molybdenum Barrel. Cost: 4,500 gil. Prerequisite: The MIST agent must be at least 9th level to select this modification.
  • Clearing Mechanism: This modification allows the MIST agent to remove the broken condition from this firearm as a full-round action, as long as that condition was gained by a firearm misfire. Cost: 1,500 gil.
  • Cannon Bore: Shots from this firearm gain a +6 bonus on firearm damage but attacks after the first take a -3 penalty on attack rolls. This cannot be used with Large Bore or Huge Bore. Cost: 10,000 gil. Prerequisite: The MIST agent must be at least 19th level to select this modification.
  • Canted Ironsights: These ironsights are shifted slightly to the side of the firearm, leaving room for a top rail optic but giving the option for iron sights to be used closer in. This modification grants +1 on attack rolls to hit a target within 20’. Cost: 1,500 gil.
  • Comfort Grip: Attacks with this firearm are resolved against touch AC at the first and second range increments. This cannot be used with Potato Grip. Prerequisite: The MIST agent must be at least 9th level to select this modification. Cost: 4,500 gil.
  • Compensator: Attached to the end of the barrel, a compensator reduces recoil by directing waste energy upwards forcing the barrel down. This provides a +1 bonus to hit on attacks made after the first attack the MIST agent makes in a round. Cost: 1,500 gil.
  • Dual-Balanced: When wielding two weapons with the dual-balanced modification, reduce any two-weapon fighting penalties by 1 for both weapons. Cost: 2,000 gil.
  • Elongated Barrel: The elongated barrel allows for surer aim and grants +1 bonus to firearm attack rolls. Cost: 1,500 gil.
  • Exotic Metal Barrel: Using exotic metals collected over a career of adventuring, the MIST agent creates a barrel out of a previously unknown alloy. This barrel makes shots fired deal damage as if they were one size category larger and add an additional +4 bonus on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Heavy Barrel, or Molybdenum Barrel. Cost: 7,000 gil. Prerequisite: The MIST agent must be at least 14th level to select this modification.
  • Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. Cost: 1,500 gil.
  • Heavy Barrel: The heavy barrel allows a stronger powder charge without danger of warping. This provides +1 bonus damage on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Exotic Metal Barrel, or Molybdenum Barrel. Cost: 1,500 gil.
  • Huge Bore: Shots from this firearm gain a +4 bonus on firearm damage rolls but attacks after the first take a -2 penalty on attack rolls. This cannot be used with Large Bore or Cannon Bore. Cost: 7,000 gil. Prerequisite: The MIST agent must be at least 14th level to select this modification.
  • Large Bore: Shots from this firearm gain a +2 bonus on firearm damage rolls but attacks after the first take a -1 penalty on attack rolls. This cannot be used with Huge Bore or Cannon Bore. Cost: 4,500 gil. Prerequisite: The MIST agent must be at least 9th level to select this modification.
  • Molybdenum Barrel: This rare metal forms a barrel capable of taking extreme amounts of abuse. This barrel makes shots fired deal damage as if they were one size category larger and add an additional +5 bonus on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Exotic Metal Barrel, or Heavy Barrel. Cost: 10,000 gil. Prerequisite: The MIST agent must be at least 19th level to select this modification.
  • Muzzle Brake: Attached to the end of the barrel, this modification reduces recoil by redirecting waste energy to either side of the barrel, fighting side to side sway seen in rapid fire. This modification provides a +2 bonus to hit on attacks made after the first attack the MIST agent makes in a round. This cannot be used with Compensator. Cost: 4,500 gil. Prerequisite: The MIST agent must be at least 9th level to select this modification.
  • Night Vision: This optic illuminates even the darkest night for the MIST agent and grants darkvision 30’. This cannot be used with Reflex Sight. Cost: 4,500 gil. Prerequisite: The MIST agent must be at least 9th level to select this modification.
  • Potato Grip: Attached to the bottom of the firearm barrel, this modification provides a better grip to reduce recoil and prevent “barrel burns.” It provides a +1 bonus to hit on attacks made after the first attack the MIST agent makes in a round. This modification can only be selected for two-handed firearms. This cannot be used with Comfort Grip. Cost: 1,500 gil.
  • Reflex Sight: With a lens and reflective overlay at its focus, an optical collimator produces a virtual image of a reticle providing a +1 bonus on attack rolls. This cannot be used with Night Vision. Cost: 1,500 gil.
  • Rifled Bore: Increase the range of her firearm by 10 feet. This modification can be selected more than once. Cost: 1,000 gil.
  • Spring-Loaded Cylinder: Loading becomes a swift action. Only for cylinder-based firearms. Cost: 1,500 gil.
  • Tactically Adapted: When this modification is added to a weapon, choose a weapon quality from the following list to gain: blocking, brace, disarm, distracting, nonlethal, performance, or trip. This modification can be selected more than once. Cost: 2,000 gil.

This ability replaces telekinetic hurl and thinkmodes.

Gunner Style (Ex)

At 1st level, the MIST agent is treated as having one of the following feats: Deadly Aim, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Rapid Shot, even if she does not have the normal prerequisites for that feat. The benefits of this ability apply only when she wears light or no armor. She loses all benefits of this ability when wearing medium or heavy armor.

This ability replaces sense thoughts.

Gunnery Talents

At 2nd level and every two psychic levels thereafter, a MIST agent improves her skill with firearms by gaining a Gunnery Talent, treating her psychic level as her gunner level.

These abilities replace psychic talents.

Parasite Energies (Su)

At 3rd level and every three psychic levels thereafter, a MIST agent learns a way to channel the power of her awakened mitochondria. Unless noted otherwise, all parasite energies require a standard action to use.

Antibody (Su): By spending 1 phrenic pool point, the MIST agent uses her mitochondria to draw on the planet’s magnetic field, conjuring a deflective barrier around herself. She gains a +2 deflection bonus to armor class for 3 rounds, plus one round per psychic level. This bonus is increased by an additional +2 for every six psychic levels after 2nd.

Apobiosis (Su): By spending 2 phrenic pool points, the MIST agent sends out a powerful pulse of electricity which strikes every other creature within 20 ft. of her for 1d6 lightning damage per psychic level, with a maximum of 15d6, as well as frying their nervous systems and stunning them for 1 round. A Fortitude save (DC 10 + half of the psychic’s level + her Constitution modifier) halves the damage taken and negates the stun. At 16th level, the area improves to 30 ft. and the damage dice improve to d8s. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Combustion (Su): By spending 1 phrenic pool point, the MIST agent activates the mitochondria in her hands, superheating them and sending forth a blast of fire in a 15 ft. cone, dealing 1d4 fire damage per psychic level, with a maximum of 15d4. A Reflex save (DC 10 + half of the psychic’s level + her Constitution modifier) halves the damage taken. At 14th level, the area improves to a 60 ft. cone and the damage dice improve to d6s.

Confuse (Su): By spending 1 phrenic pool point, the MIST agent commands the mitochondria in the brain of a creature within 30 ft., causing it to become Confused for 1 round per psychic level. A Will save (DC 10 + half of the psychic’s level + her Constitution modifier) negates the confusion. Prerequisite: The MIST agent must be at least 15th level to select this parasite energy.

Detox (Su): As long as she has at least 1 phrenic pool point remaining, the MIST agent may command her own mitochondria to reject any poison ravaging her body. She immediately stops suffering from the Poison status effect, as per Poisona. Prerequisite: The MIST agent must be at least 6th level to select this parasite energy.

Energyball (Su): By spending 1 phrenic pool point, the MIST agent generates superconducting energy balls around herself, directing them into her enemies. Every enemy within 10 ft. of her takes 1d4 non-elemental damage per psychic level, with a maximum of 15d4. A Reflex save (DC 10 + half of the psychic’s level + her Constitution modifier) halves the damage taken. At 10th level, the area improves to 20 ft. and the damage dice improve to d6s. Prerequisite: The MIST agent must be at least 4th level to select this parasite energy.

Energyshot (Su): By spending 1 phrenic pool point, the MIST agent utilizes the magnetic field generated by her mitochondria to accelerate bullets she fires from one firearm she is wielding. She gains a +1 bonus on attack and damage rolls, plus an additional +1 for every four levels after 6th (10th, 14th, and 18th) when making ranged attacks with that firearm. In addition, she uses her Constitution modifier as a bonus to ranged damage rolls with that firearm as well. These bonuses last for 1 round per psychic level. Prerequisite: The MIST agent must be at least 6th level to select this parasite energy.

Full Recover (Su): By spending 2 phrenic pool points, the MIST agent accelerates her body’s self-repair immensely, wiping away both injuries and afflictions. She regains 10 hit points per psychic level, with a maximum of 150 hit points, and immediately ends one of the following adverse conditions affecting herself: Ability damage, blinded, confused, dazzled, deafened, deprotect, deshell, diseased, exhausted, fatigued, feebleminded, immobilized, imperil, insanity, mini, petrification, poisoned, sapped, sickened, silenced, or zombie. Prerequisite: The MIST agent must be at least 15th level to select this parasite energy.

Gene Heal (Su): By spending 1 phrenic pool point, the MIST agent accelerates her body’s natural self-repair, beginning to regenerate. For 3 rounds plus 1 round per psychic level, she gains fast healing 2. This fast healing is increased by an additional +2 for every six psychic levels past 2nd.

Haste (Su): By spending 1 phrenic pool point, the MIST agent accelerates her perceptions and reactions. She gains the Hasted status effect for 1 round per psychic level. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Healing (Su): By spending 1 phrenic pool point, the MIST agent accelerates her body’s natural self-repair, mending some of her injuries instantly. She heals herself for 1d6 points of damage per two psychic levels + her Constitution modifier + 1 point per psychic level.

Inferno (Su): By spending 1 phrenic pool point, the MIST agent manipulates radioactive isotopes to trigger nuclear fusion at a point within 300 ft. Every creature in a 20-ft. radius spread from the target location takes 1d6 fire damage per psychic level, with a maximum of 15d6. A Reflex save (DC 10 + half of the psychic’s level + her Constitution modifier) halves the damage taken. At 14th level, the area improves to a 30-ft. radius spread and the damage dice improve to d8s. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Libra (Su): By spending 1 phrenic pool point as a move action, the MIST agent can attempt to read the mitochondria inside a creature within 60 ft., analyzing it to find how much (current) hit points, (current) magic points, damage reduction, any resistances, and any weaknesses it possesses. A creature can resist the effects by making a Will save (DC 10 + half of the psychic’s level + her Constitution modifier). Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Lifedrain (Su): By spending 1 phrenic pool point, the MIST agent can control the mitochondria inside a creature within 30 ft., using them to generate an electrical current which boosts her own healing. The target must make a Fortitude save (DC 10 + half of the psychic’s level + her Constitution modifier) or take 1d6 points of lightning damage per two psychic levels, with a maximum of 10d6, and the MIST agent gains that many in hit points. Prerequisite: The MIST agent must be at least 15th level to select this parasite energy.

Medic (Su): By spending 1 phrenic pool point, the MIST agent accelerates her body’s natural self-repair, wiping away afflictions that she may be suffering. This ability works as the Esuna spell, but may only target herself. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Metabolism (Su): By spending 1 phrenic pool point, the MIST agent causes her body to create antibodies against an expected threat for 1 round per psychic level. Choose one status effect from among bleed, blind, burning, charm, cursed, daze, dazzled, deafened, deprotect, deshell, dimmed, disease, drenched, entangled, fear, frozen, illuminated, immobilize, imperil, nauseated, paralysis, poison, sapped, silence, slow, static, squalled, or weighted. The first time the MIST agent would be affected by that status effect, it is negated and Metabolism ends. At 14th level, she may also select disabled, fascinated, frog, gravity, mini, petrification, sickened, stunned, or zombie. At 20th level, she may also select comatose, confusion, or reverse. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Necrosis (Su): By spending 1 phrenic pool point, the MIST agent releases an electrical discharge from her hands towards a creature within 30 ft., damaging it and necrotizing cells in its vital organs. She makes a ranged touch attack, and if it hits, the target suffers 5d6 lightning damage + her Constitution modifier + 1 point per psychic level (max 15) and must make a Fortitude save (DC 10 + half of the psychic’s level + her Constitution modifier) or suffer the Sap status effect, taking 2d4 + the MIST agent’s Constitution modifier non-elemental damage per round for a number of rounds equal to her psychic level. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

Plasma (Su): By spending 1 phrenic pool point, the MIST agent activates her mitochondria, creating a discharge which detonates air molecules around herself. Every other creature within 10 ft. of her takes 1d6 wind damage per psychic level, with a maximum of 15d6. A Reflex save (DC 10 + half of the psychic’s level + her Constitution modifier) halves the damage taken. At 10th level, the area improves to 20 ft. and the damage dice improve to d8s, and those who fail the Reflex save must make a Fortitude save at the same DC or be knocked prone. Prerequisite: The MIST agent must be at least 6th level to select this parasite energy.

Preraise (Su): By spending 2 phrenic pool points, the MIST agent prepares her mitochondria to go into overdrive in the event of her clinical death, resuscitating herself immediately. She gains the Reraise status for 1 round per psychic level. (When a creature with the Reraise status dies, a Raise spell goes off immediately. It only lasts for one use.) Prerequisite: The MIST agent must be at least 15th level to select this parasite energy.

Pyrokinesis (Su): By spending 1 phrenic pool point, the MIST agent activates the mitochondria in her hands, superheating them and allowing her to emit a flash wave of heat from them towards a creature within 30 ft. She makes a ranged touch attack, and if it hits, the target suffers 1d6 fire damage per two psychic levels + her Constitution modifier + 1 point per psychic level, and must make a Reflex save (DC 10 + half of the psychic’s level + her Constitution modifier) or suffer the Burning status effect for 1d4 rounds.

Slow (Su): By spending 1 phrenic pool point, the MIST agent decelerates the perceptions and reactions of a creature within 30 ft. It must make a Fortitude save (DC 10 + half of the psychic’s level + her Constitution modifier) or suffer the Slow status effect for 1 round per psychic level. At 16th level, she may spend 2 phrenic pool points to instead apply the same effect to all creatures within a 20 ft. radius burst centered anywhere within 100 ft. of herself. Prerequisite: The MIST agent must be at least 9th level to select this parasite energy.

These abilities replace psychic amplifications.

Nimble (Ex)

Starting at 3rd level, a MIST agent gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the MIST agent to lose her Dexterity bonus to AC also causes the MIST agent to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 3rd level (to a maximum of +5 at 19th level).

This ability replaces mind blast.

Improved Gunner Style (Ex)

At 5th level, a MIST agent’s aptitude with her guns improves. She is treated as having one of the following feats or a feat from the previous ability: Improved Precise Shot, Parting Shot, and Ranged Disarm, even if she does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when she wears light or no armor. She loses all benefits of this ability when wearing medium or heavy armor.

This ability replaces mind meld and telekinetic combat.

Uncanny Dodge (Ex)

Starting at 7th level, a MIST agent can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A MIST agent with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a MIST agent already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

This ability replaces telepathy.

Close Combat Shot (Ex)

At 9th level, a MIST agent does not provoke attacks of opportunity when making ranged attacks with firearms within melee range of opponents.

This ability replaces improved telekinetic combat.

Gunner Style Mastery (Ex)

At 10th level, a MIST agent’s aptitude with her guns improves again. She is treated as having one of the following feats or a feat from the previous two abilities: Pinpoint Targeting and Shot on the Run, even if she does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when she wears light or no armor. She loses all benefits of this ability when wearing medium or heavy armor.

This ability replaces inconstant position.

Improved Uncanny Dodge (Ex)

A MIST agent of 11th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking her, unless the attacker has at least four more character levels than the MIST agent does.

This ability replaces guarded thoughts.

Evasive Gunner (Ex)

At 13th level, a MIST agent gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.

This ability replaces full attack telekinesis and fling skyward.

Biological Immortality (Ex)

After attaining 15th level, a MIST agent no longer takes ability score penalties for aging, cannot be magically aged, and will no longer die of old age. Any penalties she may have already incurred, however, remain in place. Bonuses for aging still accrue.

This ability replaces improved violent thrust.

Critical Aim (Ex)

At 17th level, the MIST agent’s aim becomes a precise deadliness. The critical threat range of all firearms in the hands of the MIST agent are increased by 1. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers.

This ability replaces perpetual foresight.

Flawless Body (Ex)

At 18th level, a MIST agent gains total control over her physical processes. Whenever a MIST agent attempts a Fortitude save, she can roll twice and take the better result. If a MIST agent fails her Fortitude saving throw against a spell or effect that has a duration longer than 1 hour, the MIST agent can attempt a new saving throw at the end of each hour to end the effect.

This ability replaces flawless body.

Liberation (Ex)

At 20th level, a MIST agent’s mitochondria become fully liberated, and she evolves to a new form. She is forevermore treated as an aberration rather than a humanoid (or whatever her original creature type was) for the purpose of spells and magical effects. Additionally, she gains powerful wings along her arms, which provide her with a fly speed of 60 ft. with good maneuverability, as well as two wing natural attacks that deal 2d6 damage. Finally, the MIST agent gains the ability to enter a short hibernation state and regain her biological energy. During this time, the MIST agent can take no actions, but she does regain phrenic pool points at the rate of 1 point per 10 minutes spent in hibernation. She cannot use this ability to gain an amount of phrenic pool points in excess of her maximum.

This ability replaces ascension.