Difference between revisions of "User:Leziad/Awakened Occultist"

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===Changes===
 
===Changes===
* Mental Focus is no longer invested in implements, and can be spent as universal mental focus without surcharge.
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* Mental Focus is invested in implements, but is only use to power the implement's focus powers and minimal investment to cast spells. The implement's Resonant Powers are altered to be non-dependent on the number of mental focus within them (see below). An occultist with the [https://www.d20pfsrd.com/feats/general-feats/implement-focus/ Implement Focus] feat always count as having 1 mental focus invested in an implement of the chosen school for the purpose of casting spells.  
* Implement's Resonant Powers are fixed to their highest possible point. If any effect are not capped by level, you count as having invested your class level in them for the purpose of this effect.
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* Shift Focus is altered, allowing the awakened occultist to shift 1 point of mental focus into herself or another implement for free with a meditation lasting 1 minute. Alternatively she may quickly shift focus as a standard action, costing points as normal.
* Shift Focus is replaced by Shift Implement.
 
 
* New Class Features: Advanced Learning, Combat Focus
 
* New Class Features: Advanced Learning, Combat Focus
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===Revised Resonant Power===
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* ''(Abjuration) Warding Talisman {{Su}}:'' The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +2 insight bonus on all saving throws. At 7th level, the occultist chooses a single type of magic when she prepares her implements (arcane, divine, or psychic) and the wearer of the implement gains spell resistance of 6 + her occultist level against harmful spells of the chosen type. At 13th level, the spell resistance granted by the implement increases to 11 + occultist level.
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* ''(Conjuration) Casting Focus {{Su}}:'' The implement empowers the bearer’s ties to the worlds beyond, allowing her spells to maintain her spells with ease. The wearer of the implement gains a +2 bonus on concentration checks, and she counts her caster level as 2 higher for the purpose of determining the duration of her spells. At 6th level and 12th level both bonuses improves by +1.
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* ''(Divination) Third Eye {{Su}}:'' The implement allows its bearer to notice that which can’t easily be seen. The implement grants an insight bonus on Perception checks equal to half the occultist's class level. If the occultist is 3rd level or higher, the implement also grants lowlight vision. If the occultist is 5th level or higher, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher, the implement also grants blindsight 30 feet.
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* ''(Evocation) Intense Focus {{Su}}:'' The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of her spells which deals energy damage. If she does so, the spell or focus power deals +1 point of damage per die of energy damage rolled.
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* ''(Enchantment) Glorious Presence {{Su}}:'' The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +2 competence bonus on all Charisma-based skill checks and a +1 to the DCs of her mind-affecting spells and focus power. At 12th level, the bonus to [[Charisma]]-based skill check increases to +4 and the bonus to DCs increases to +2.
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* ''(Illusion) Distortion {{Sp}}:'' The implement allows its bearer to distort her form and location, protecting her from harm. As a standard action, the bearer can gain a 20% concealment miss chance until the next time the bearer makes an attack. At 12th level the chances improved to 50% and the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
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* ''(Necromancy) Necromantic Focus (Su):'' The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead per class level. Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell she casts to create undead. If she does so, she can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –2 penalty on saving throws against spells cast by the bearer of this implement.
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* ''(Transmutation) Physical Enhancement {{Su}}:'' The implement enhances its bearer’s body. When the occultist recovers her spell, she select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score. At 6th level this bonus increases to +4, +6 at 12th and +8 at 18th.
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* ''(Mage's Paraphernalia) Scholarly Knowledge {{Su}}:'' The panoply grants a bonus on all Knowledge checks equal to half your occultist’s level. Additionally, the bearer is treated as being trained in all Knowledge checks for the purpose of determining whether or not he can succeed at Knowledge checks with a DC higher than 10. If the occultist is at least 5th level, the panoply’s bearer can cast [[SRD:Augury|''augury'']] as a spell-like ability a total number of times per day equal to her [[Intelligence]] modifier.
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* ''(Trappings of the Warrior) Martial Skill {{Ex}}:'' When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher (to a maximum of your class level). At 5th level and each 5 class level thereafter, you treat your base attack bonus as 1 point higher.
  
 
===New Class Features===
 
===New Class Features===
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'''Advanced Learning {{Ex}}:''' At 2nd level, 7th level and every 5 levels thereafter, the awakened occultist can add a single spell of any school she has selected as an implement school of any level she can cast and add it to her occultist spell list and spell known. She must select that spell from the bard, cleric/oracle, druid or sorcerer/wizard spell list.
 
'''Advanced Learning {{Ex}}:''' At 2nd level, 7th level and every 5 levels thereafter, the awakened occultist can add a single spell of any school she has selected as an implement school of any level she can cast and add it to her occultist spell list and spell known. She must select that spell from the bard, cleric/oracle, druid or sorcerer/wizard spell list.
  
'''Shift Implement {{Ex}}:''' A 4th level occultist can spend 1 point of mental focus as a move action to shift one of her one of her implement from one valid item to another, she does not need to have the original implement to do so but must be in possession of the new item. This effectively allows her to replace a lost or destroyed implement.
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'''Combat Focus {{Su}}:''' At 6th level, an awakened occultist gains a single point of mental focus at the start of every encounter. This mental focus can only be spent to activate focus powers without an additional surcharge for being generic focus. This point of mental focus vanishes if not spent at the end of the encounter. At 12th and 18th level she gains an additional point of mental focus with this ability
 
 
'''Combat Focus {{Su}}:''' At 6th level, an awakened occultist gains a single point of mental focus at the start of every encounter. This mental focus can only be spent to activate focus powers. This point of mental focus vanishes if not spent at the end of the encounter. At 12th and 18th level she gains an additional point of mental focus with this ability
 
  
===Invested Focus Alternative===
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===Archetype Changes===
  
If you wish to preserve invested mental focus in implement, then increase the amount of mental focus an awakened occultist has by 2 at 1st level. This does not change the modification made to Implement's Resonant Powers. Shift Implement returns to being shift focus.
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====[https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/necroccultist-occultist-archetype/ Necroccultist] ====
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These changes are in addition to the chance made to the occultist class.
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* '''Advanced Thanathurgy:''' A necroccultist gains [[SRD:Spell Focus|Spell Focus]] (Necromancy) as a bonus feat at 2nd level, if she already had it she may take a feat listing it as a prerequisites. The necroccultist adds [[SRD:Create Undead|''create undead'']] to her occultist list as 5th level necromancy spell and [[SRD:Create Greater Undead|''create greater undead'']] as a 6th level necromancy spell. This ability replaces advanced learning.

Latest revision as of 05:42, 28 August 2024

Awakened Occultist[edit]

A variant of the Pathfinder Occultist that is less complex to play, and a little more in-line with other casters.

Changes[edit]

  • Mental Focus is invested in implements, but is only use to power the implement's focus powers and minimal investment to cast spells. The implement's Resonant Powers are altered to be non-dependent on the number of mental focus within them (see below). An occultist with the Implement Focus feat always count as having 1 mental focus invested in an implement of the chosen school for the purpose of casting spells.
  • Shift Focus is altered, allowing the awakened occultist to shift 1 point of mental focus into herself or another implement for free with a meditation lasting 1 minute. Alternatively she may quickly shift focus as a standard action, costing points as normal.
  • New Class Features: Advanced Learning, Combat Focus

Revised Resonant Power[edit]

  • (Abjuration) Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +2 insight bonus on all saving throws. At 7th level, the occultist chooses a single type of magic when she prepares her implements (arcane, divine, or psychic) and the wearer of the implement gains spell resistance of 6 + her occultist level against harmful spells of the chosen type. At 13th level, the spell resistance granted by the implement increases to 11 + occultist level.
  • (Conjuration) Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing her spells to maintain her spells with ease. The wearer of the implement gains a +2 bonus on concentration checks, and she counts her caster level as 2 higher for the purpose of determining the duration of her spells. At 6th level and 12th level both bonuses improves by +1.
  • (Divination) Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants an insight bonus on Perception checks equal to half the occultist's class level. If the occultist is 3rd level or higher, the implement also grants lowlight vision. If the occultist is 5th level or higher, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher, the implement also grants blindsight 30 feet.
  • (Evocation) Intense Focus (Su): The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of her spells which deals energy damage. If she does so, the spell or focus power deals +1 point of damage per die of energy damage rolled.
  • (Enchantment) Glorious Presence (Su): The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +2 competence bonus on all Charisma-based skill checks and a +1 to the DCs of her mind-affecting spells and focus power. At 12th level, the bonus to Charisma-based skill check increases to +4 and the bonus to DCs increases to +2.
  • (Illusion) Distortion (Sp): The implement allows its bearer to distort her form and location, protecting her from harm. As a standard action, the bearer can gain a 20% concealment miss chance until the next time the bearer makes an attack. At 12th level the chances improved to 50% and the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
  • (Necromancy) Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead per class level. Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell she casts to create undead. If she does so, she can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –2 penalty on saving throws against spells cast by the bearer of this implement.
  • (Transmutation) Physical Enhancement (Su): The implement enhances its bearer’s body. When the occultist recovers her spell, she select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score. At 6th level this bonus increases to +4, +6 at 12th and +8 at 18th.
  • (Mage's Paraphernalia) Scholarly Knowledge (Su): The panoply grants a bonus on all Knowledge checks equal to half your occultist’s level. Additionally, the bearer is treated as being trained in all Knowledge checks for the purpose of determining whether or not he can succeed at Knowledge checks with a DC higher than 10. If the occultist is at least 5th level, the panoply’s bearer can cast augury as a spell-like ability a total number of times per day equal to her Intelligence modifier.
  • (Trappings of the Warrior) Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher (to a maximum of your class level). At 5th level and each 5 class level thereafter, you treat your base attack bonus as 1 point higher.

New Class Features[edit]

Advanced Learning (Ex): At 2nd level, 7th level and every 5 levels thereafter, the awakened occultist can add a single spell of any school she has selected as an implement school of any level she can cast and add it to her occultist spell list and spell known. She must select that spell from the bard, cleric/oracle, druid or sorcerer/wizard spell list.

Combat Focus (Su): At 6th level, an awakened occultist gains a single point of mental focus at the start of every encounter. This mental focus can only be spent to activate focus powers without an additional surcharge for being generic focus. This point of mental focus vanishes if not spent at the end of the encounter. At 12th and 18th level she gains an additional point of mental focus with this ability

Archetype Changes[edit]

Necroccultist[edit]

These changes are in addition to the chance made to the occultist class.

  • Advanced Thanathurgy: A necroccultist gains Spell Focus (Necromancy) as a bonus feat at 2nd level, if she already had it she may take a feat listing it as a prerequisites. The necroccultist adds create undead to her occultist list as 5th level necromancy spell and create greater undead as a 6th level necromancy spell. This ability replaces advanced learning.