You are a seeker of the mysteries of magic itself. You have learned to tap into the flowing weaves of aether and shape it to your will. That might mean you record these in a simple spellbook, or you have made these spells a part of who you are. Either way to have learned to cast simple but powerful arcane spells.
A mystic has access to the more simple arcane magics. You learn to bend the laws of the universe to less destructive ways to aid you and your allies. Your abilities allow you to wrench a familiar out of the aether to assist you, or downright do your bidding.
As a mystic, you generally prioritize Intelligence or Will with a few also specializing in Cunning. This generally reflects on your combat class if your class is a spellcaster as well. Mystics are often Sages before becoming a mystic and a few are Hermits become mystics as well.
Starting skills: Awareness and choose 2 from Movement, Survival, or Chemical
General skills: 1 skill rank per level
Skill boosts: 2 skill boosts per level
Mental skills: 2 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
a scholar’s pack
Spellcasting
You have learned to tap into the weaves of arcane magic throughout the world.
Spellcasting Circles
The Mystic table shows the highest circle of spells that you can cast.
Spellcasting Resources
Your spells do not use any spellcasting resources, rather they take longer to cast, roughly 30 seconds per spell circle. If you have spellcasting from a combat class, you may cast these spells at combat speeds, but they will cost Mana and Action Points.
Known or Prepared spells
For arcane spells, you know a number of non-combat arcane spells equal to one-half your character level (minimum 1). If you are a Wizard, you may find and learn Mystic spells and add them to your spellbook.
Familiar
You gain the service of a familiar, a spirit that takes the form of any tiny level 0 beast of your choice. You form or contract over the course of 10 minutes with that creature and it is brought to an unoccupied space within 30 feet of you, though it is considered an outsider instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 health, it disappears, leaving behind no physical form. You can re-summon the familiar after spending 10 minutes or recreating the contract with a new creature after a short rest. During combat, for 5 Action Points, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. For 7 Action Points, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 health or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, you can see through your familiar's eyes and hear what it hears, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. You can release your familiar and re-form the contract with a new familiar. Choose one of the forms from the above list. Your familiar now uses the stat block for that creature instead.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and you must spend an extra 2 Action Points when you cast the spell to deliver the spell from your familiar. If the spell requires an attack roll, you use your attack modifier for the roll.