Occult Adventures is the most recent. As a standard action, you can expend 3 points of mental focus to target a single creature within 30 feet using modify memory. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. Base Focus Power: All occultists who learn to use necromancy implements gain the following focus power. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Implement(s): Bowl, brazier, compass, figurine, lantern, mirror. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. Downloads The horse lasts for 10 minutes per occultist level you possess. Lycanthrope. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. You must be at least 9th level to select this focus power. As a standard action, you can expend 1 point of mental focus to summon a servitor. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw. You must be at least 7th level to select this focus power. This ward burns undead creatures, dealing an amount of damage equal to 1d4 + 1d4 per 2 occultist levels you have when the undead enter the ward and each round they begin their turns within this area of effect. ... Pathfinder 2nd Edition: Guide to the Guides. I didn't know that about the vanilla occultist! The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus. Resonant Powers: Each time the occultist invests mental focus into an eternal implement, the implement grants the following power. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. The mind eye lasts for 1 minute per occultist level you possess. | Dungeon World SRD 4th-Level Occultist Spells. As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. Implements: Bowl, brazier, compass, figurine, lantern, mirror. Abjuration implements are objects associated with protection and wards. This effect lasts for 1 minute per occultist level you possess. While using this ability, you can change your disguise as a standard action by touching a different creature and assuming its appearance. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. An occultist can use a sacred implement even if he doesn’t worship the associated god. This ward lasts for 1 minute. This shield lasts for 1 minute or until its power is exhausted. – Astennu Sever, Owner and Chief Editor Many focus powers are very good, but you can eat through … Illusion implements allow the occultist to distort the senses and cloak creatures from sight. Implements used in conjuration allow the occultist to perform magic that transports or calls creatures. Occult Secrets: The Occultist This installment of the Occult Secrets mini-series clocks in at 19 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 16 pages of content, so let’s take a look! This effect lasts for 1 day per occultist level you possess. Talismanic Implement: As contingency, but invests a spell into one of your implements. So yes, a melee-based Occultist is possible and Quitte fun to play, but only an part of an evolviert concept. Focus Powers: In addition to gaining the base focus power, occultists who learn to use conjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature. Implements that draw power from necromancy can control undead and harm the living. The orb can be commanded to hover over your shoulder, moving with you. The sensor remains active for 10 minutes per occultist level you possess. Legal Information/Open Game License, Fan Labs If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. Implement(s): Crystal, hat, mask, prism, ring. As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area. Base Focus Power: All occultists who learn to use illusion implements gain the following focus power. This effect lasts for 1 round per occultist level you possess. If you miss with the melee touch attack, this power is wasted with no effect. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. Check out our other SRD sites! Creatures created with this spell deal 50% of the normal damage to those that disbelieve the illusion, and their nondamaging effects have only a 50% chance of affecting disbelieving targets. You must be at least 3rd level to select this focus power. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. Attuned to psychic currents, the occultist wields might in the form of powerful implements. As a standard action, you can expend 1 point of mental focus to surround yourself in a swirling ward of energy. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus. This can be used to duplicate any summon monster spell up to summon monster V. For every 2 additional levels you possess beyond 9th, the maximum spell level you can duplicate with this ability increases by 1 (to a maximum of summon monster IX at 17th level). The implement enhances its bearer’s body. At the end of each of its turns, it can attempt another Will save to end the paralyzed effect and instead be staggered for the remaining duration. Weapon and Armor Proficiency: A battle host i… You can use this ability as part of a move action taken to move. This is a mind-affecting pain effect. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Whether or not the saving throw is successful, the creature can’t be the target of this focus power again for 1 day. Implements focused on evocation grant the ability to create and direct energy to protect and to destroy. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. If you choose memory lapse, the target loses its memory of the past 1 hour per occultist level you possess. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. If you remain stationary, in subsequent rounds you can concentrate on this area as though concentrating on a spell by expending 1 additional mental focus each round. Implements define both your spell list and your available powers. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. A psion, the Cryptographer archetype tied to the occultist 's implements. The energy shield can absorb up to 5 points of energy damage per occultist level you possess. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). If the light matrix is ever more than 30 feet away from you, it returns to hover over your shoulder. Resonant Power(s): Each time the occultist invests mental focus into a conjuration implement, the implement grants the following resonant power. Resonant Power: Each time the occultist invests mental focus into a divination implement, the implement grants the following resonant power. | Here Be Monsters As a standard action, you can expend 1 point of mental focus to curse a living creature within 30 feet with your psychic magic. At 17th level, the servant gains a teamwork feat of your choice. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. The implement’s bearer gains the benefit of this power until the occultist … The implement’s bearer gains the benefits of this power until the occultist refreshes his focus. Resonant Power(s) : Each time the occultist invests mental focus into a conjuration implement, the … As a standard action, you can inspire a living creature with a touch by expending 1 point of mental focus. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. This otherwise functions as teleport. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus. A sacred implement is always a specific kind of object, though not necessarily unique. You must be at least 5th level to select this focus power. The implement wards against adverse effects. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus, but without a fly speed or the poison bite or telepathic link abilities. When casting a divination spell (such as scrying) that imposes a penalty on saving throws based on the physical connection you have to the target, you can expend 1 point of mental focus to double the penalty from a possession, garment, or body part. Intelligent item. As a standard action, you can expend 1 point of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. This category is for people who have levels in the Occultist Pathfinder Roleplaying Game class; they might not necessarily have an occupation related to the occult (Category:Occultists (profession)).These categories are not mutually exclusive. You immediately cease concentrating if you move from your originating location. ... Attuned to psychic currents, the occultist wields might in the form of powerful implements. Focus Powers: In addition to gaining the base focus power, occultists who learn to use divination implements can select from the following focus powers when choosing the powers gained from their focus powers class feature. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability. The occultist channels his psychic might through implements—items that allow him to focus his power and produce incredible effects. This wave hits all creatures other than you in a 20-foot-radius burst centered on a point that you designate within 100 feet. | d20HeroSRD Oh snap. Implements: death shroud, family heirloom, journal, medal, noble vestment, pocket watch, veil. Implements: death shroud, family heirloom, journal, medal, noble vestment, pocket watch, veil. The shield prevents a total of 2 points of damage per occultist level you possess. This is a mind-affecting fear effect. You can expend 1 point of mental focus to conjure any item that qualifies as an implement that you know how to use. If it attempts the prohibited action again on subsequent rounds, it gains a cumulative +2 bonus on the save until it succeeds. The target can attempt a Will save to negate this effect. If it fails, it can take other actions instead. Base Focus Power: All occultists who learn to use evocation implements gain the following focus power. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). The wall must be straight, and can’t pass through a creature’s space when created. As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. When you activate this power, you must select acid, cold, electricity, or fire. Pathfinder Review: Occult Adventures. You are immediately aware of the sentry’s activation. As a standard action, you can expend 1 point of mental focus to surround yourself with a shroud of spirit energy. As a standard action, you can expend 1 point of mental focus to draw out the corruption from a creature. As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. If this implement is used in combat, these emotions instead distract your target, leaving it dazzled for 1 round per occultist level you have. This panoply is associated with those who deceive as well as those who entertain. You must be at least 7th level to select this focus power. The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. | Fudge SRD As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. Masters of the Occult. Once chosen, the sacred implement is permanent and grants the occultist access to a bonus focus power for that implement school, but causes the occultist to take a –1 penalty to his caster level when using the spells and associated implement powers of a school of magic opposed to that deity’s portfolio. As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. Illusion implements allow the occultist to distort the senses and cloak creatures from sight. If the implement is a doll, the doll comes to life. As a standard action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. The effect lasts for 1 minute per occultist level you possess. Their expanding collection confuses the uninformed, but some see the truth: in the right hands, each of these innocuous items is more powerful than a wizard’s staff. This effect lasts for 1 round per occultist level you possess. The foe can attempt a Will save to negate the effect. You must be at least 5th level to select this focus power. As a standard action, you can expend 1 point of mental focus to create a cloud of fog. You gain a circumstance bonus on Disguise checks equal to your occultist level + 10, but only to look like the creature touched. As a standard action, you can expend 1 point of mental focus to unleash a wave of pain. Recent Changes Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. Implements (Su): Implements are the defining class decision that Occultists make. If the beam hits, the target is blinded for 1 round if it has a number of Hit Dice equal to or lower than your occultist level. Implements used in conjuration allow the occultist to perform magic that transports or calls creatures. If you choose mental block, you can proscribe one specific action, such as attacking with a type of weapon, casting a specific spell, or something else suitably specific (subject to the GM’s discretion). Occultist Implements I am in the early stages of research character building for a 3rd level Occultist for an upcoming homebrew horror setting featuring combat, survival, and intrigue. | d20PFSRD The amber prison has 20 hit points; destroying the prison frees the creature. 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