Tarian Mystic (Pathfinder 1e)
Class Stats & Features
Hit Dice: d8
Skill Points: 4 + INT modifier / level
Alignments: NG, LN, N, CN, NE
Weapon Feats: Simple, Druid
Armor Feats: Light Armor, Shields
Class Skills: Craft, Diplomacy, Heal, Knowledge (any), Perception, Profession, Ride, Spellcraft, Survival, Swim
Spellcasting: Casts Druid spells, plus select Wizard spells (see below)
Class
Level
BAB * Fort Ref Will Special
1 +0 +2 +0 +2 Armored Spellcaster, Spell Recall
2 +1 +3 +0 +3 Wild Empathy
3 +2 +3 +1 +3 Animal Companion
4 +3 +4 +1 +4 Nature Sense
5 +3 +4 +1 +4  
6 +4 +5 +2 +5 Resist Nature's Lure
7 +5 +5 +2 +5  
8 +6 +6 +2 +6 Venom Resistance
9 +6 +6 +3 +6  
10 +7 +7 +3 +7 Elemental Convergence
11 +8 +7 +3 +7  
12 +9 +8 +4 +8  
13 +9 +8 +4 +8  
14 +10 +9 +4 +9 Force of Nature
15 +11 +9 +5 +9  
16 +12 +10 +5 +10  
17 +12 +10 +5 +10  
18 +13 +11 +6 +11  
19 +14 +11 +6 +11  
20 +15 +12 +6 +12  
* A BAB of at least +6 grants you additional attacks per round,
as per the standard rules for multiple attacks.
Class
Level
Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1 - - - - - - - -
2 3 2 - - - - - - - -
3 3 2 1 - - - - - - -
4 3 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 4 3 2 1 - - - -
10 5 4 4 3 3 2 - - - -
11 5 4 4 4 3 2 1 - - -
12 5 5 4 4 3 3 2 - - -
13 5 5 4 4 4 3 2 1 - -
14 5 5 5 4 4 3 3 2 - -
15 5 5 5 4 4 4 3 2 1 -
16 5 5 5 5 4 4 3 3 2 -
17 6 5 5 5 4 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 6 5 5 5 4 4 4 3 2
20 6 6 5 5 5 5 4 4 3 3
Armored Spellcaster

A Mystic does not suffer the Arcane Spell Failure from Light Armors. Penalties from using shields still apply.

Spell Recall

A Mystic can choose to sacrifice one of their prepared spells in order to recall and cast a prepared spell of the same level, that was cast earlier the same day. For example, after casting a Magic Missile, the Mystic can choose later that day to sacrifice her unused Cure Light Wounds spell in order to cast another Magic Missile.

Divine Spellcasting

A Mystic learns and casts divine spells from the list of spells normally granted to Druids. In order to learn and cast a Divine spell of a particular level, the Mystic's WIS score must be at least 10 + the level of the spell. A Mystic receives bonus Divine spells per day based on their WIS score. Bonus spells gained from WIS may only be used to memorize and cast Divine spells

Arcane Spellcasting

In addition to casting Druid spells, a Mystic may learn and cast Wizard spells that belong to the Abjuration, Conjuration, Divination, and Evocation schools of magic. They can cast Wizard spells of other schools only if the spell has an elemental component (DM's discretion). In order to learn an Arcane spell of a particular level, the Mystic's INT score must be at least 10 + the level of the spell. A Mystic receives bonus Arcane spells per day based on their INT score. Bonus spells gained from INT may only be used to memorize and cast Arcane spells.

Orisons and Cantrips

Mystics can prepare a number 0-level spells each day, as noted in the class listing above. She can prepare any combination of orisons and cantrips she knows. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellcasting Limits

Mystics must maintain a type of spellbook containing the arcane and divine spells they have learned, and must refer to it when preparing their spells each day. However, this spellbook contains mental exercises and mystical rites instead of the arcane formulae of a Wizard's spellbook. As such, neither class can learn spells from the other's spellbook.

A Mystic starts out knowing 1d4+2 cantrips (0th-level spells), and 1d4+1 1st-level spells of their choice. Each time they gain a new spell level, they automatically learn 2 arcane and 2 divine spells of their choice in the new spell level (if their INT and/or WIS score is high enough).

Mystics may learn additional spells by studying the spellbook of another Mystic, or by receiving training from a Mystic or Druid of the appropriate level. A Mystic may also attempt to learn a new spell from a consumable (single-use) spell scroll, but doing so requires a successful INT (arcane) or WIS (divine) check with a DC of 10 + the spell level. The attempt takes a minimum of 1 hour, plus 10 minutes per level of the spell. The scroll's magic is consumed by the attempt, regardless of success or failure.

Wild Empathy

At level 2, Mystics can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The Mystic rolls 1d20 and adds her Mystic level and her Charisma modifier to determine the wild empathy check result. If the Mystic also has levels in Druid or Ranger, she adds those levels to the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Animal Companion

At 3rd level, a Mystic receives an animal companion, using the same rules as a Druid. A Mystic counts as a Druid 2 levels lower for determining the animal companion's abilities and bonuses.

Nature Sense

At level 4, Mystics gain a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure

Starting at 6th level, a Mystic gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Venom Resistance

At 8th level, a Mystic gains a +1 bonus to resist magical and non-magical poisons for every 4 Mystic levels they have (rounded down).

Elemental Convergence

At 10th level, the Mystic gains the ability to instantly apply the Empower Spell meta-magic feat to a healing or elemental spell. This ability can only be used on spells at least 2 ranks lower than their highest spell level. However, using this ability does not consume the higher-level spell slot.

They may use this ability once per day, plus an additional use per day at 16th level.

Force of Nature

At 14th level, the Mystic gains the ability to instantly apply the Quicken Spell meta-magic feat to any healing or elemental spell. This ability can only be used on spells at least 4 ranks lower than their highest spell level. However, using this ability does not consume a higher-level spell slot.

They may use this ability once per day, plus an additional use per day at 18th level.