Here's the last of my occultist elemental schools, Of course, only one will be used in my next build, but preparations are not done yet. Wait till next time!
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Water Implements
Water implements are items related to water, reflections, and flowing. Divination, evocation, and illusion are the most common powers associated with water.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff like this in advance and have access to other rewards, please consider donating!
Water Implements
Water implements are items related to water, reflections, and flowing. Divination, evocation, and illusion are the most common powers associated with water.
Implement(s): Bottle, bowl, conch, cup, gem, mirror, pearl, shell.
Resonant Power(s): Each time the occultist invests mental focus into a water implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Sea Prowess (Su): The implement increases the bearer’s ability to move through water. The implement grants a +1 competence bonus on Swim checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement grants instead a swim speed equal to the bearer’s base speed. If the occultist is 9th level or higher and stores at least 10 points of mental focus in it, the implement also grants the bearer the amphibious quality. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants the effects of water walk.
Base Focus Power: All occultists who learn to use water implements gain the following focus power.
Drown (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to engulf in water an opponent within 30 feet for 1 round per occultist level you possess. This ability functions as aqueous orb, except it affects one target only.
Drown (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to engulf in water an opponent within 30 feet for 1 round per occultist level you possess. This ability functions as aqueous orb, except it affects one target only.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use water implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Current Control (Su): As a standard action, you can expend 1 point of mental focus to change the water condition around a swimming creature by 1 step: stormy water can become rough water and rough water can become calm water, or vice versa. This effect lasts for 1 minute per occultist level you possess, and can be prolonged by spending additional mental focus points. At 5th level, you can expend 2 points of mental focus to make stormy water around a creature become calm, or vice versa.
Hydromancy (Sp): As a standard action, you can expend 1 point of mental focus and touch a water-filled bowl or cup or a mirror to use it as a temporary crystal ball. This effect lasts 1 round per occultist level you possess. The image’s size and detail depends from the size of the container you use (a glass of water will show very little figures as from a great distance). You can cast other divination spells you know through your hydromancy device by spending 1 additional point of mental focus for each spell cast this way. You must be at least 3rd level to select this focus power.
Lifewater (Sp): As a standard action, you can expend 1 point of mental focus and touch one flask of water, transforming it into a potion of cure light wounds. This effect lasts 1 round per occultist level you possess: after that, the water reverts to normal. At 4th level, and every 3 levels thereafter, the level of the cure spell increases of one, up to cure critical wounds at 10th level (even if that spell cannot normally be made into a potion).
Tidal Wave (Su): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to summon a mighty wave. The wave travels in a straight line up to 30 feet of distance, and deals 1d6 points of bludgeoning damage to every creature in its path, plus an additional 1d6 points for every 2 occultist levels you possess beyond 1st. Each affected creature can attempt a Reflex save to halve the damage.
Watery Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with a wall of protective seawater. This functions as wall of brine, except it last a number of rounds equal to your occultist level. You must be at least 5th level to select this focus power.
Watery Reflection (Sp): As a standard action, you can expend 4 points of mental focus to use a mirror or a watery surface to reflect one or more spells back to their source. This functions as spell turning, except that it repels up to 4 spells of any level before fading away, and cannot partially turn a spell. You must be at least 13th level to select this focus power.
Sacred Implement
Ocean Caller
Deity Gozreh; Implement conch; Opposition School fireInvoke The Ocean’s Aid (Sp): You can expend 3 points of mental focus as a full-round action to play a note that summons water elementals as summon monster V. The summoned elementals take the form of dolphins.
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