So... I was telling you how difficult it
was to decide the race and class for my next build. I had the most difficulties with the class. My idea was to make each Sailor of a different race (but all planetouched) and a different class... I tried with a witch, a magus or an inquisitor for this one, but they didn't seem to fit! She couldn't be a pure spellcaster because she has some strength in combat as well. I liked the occultist idea, because of her obvious psychic powers, but the elementalist archetypes from Paizo or 3PP were not enough specialized. She couldn't be a Sha'ir, that has three elemental schools and a familiar.
And then I thought: why can't there be elemental implement schools? And I couldn't think to a valid reason. So I decided to make them myself- all four, even if I would only have to use one. Here they are, one at a time.
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Elemental Implement Schools
Elemental arcane schools have their
implement versions for occultists of different cultures and convictions. Any
occultist (or other character with access to implement schools) may select an
elemental implement school in place of one of the more common schools.
Occultists who select an elemental school can add spells from any spell list
with the corresponding descriptor to their known spells list.
Some elemental school implements are the
same as those used for traditional arcane schools. If an occultist chooses
the same kind of item as her daily implement for more than one school,
she has to possess one item of that kind for each implement school it is
associated to. She can freely choose which item to associate to each school
each day, but no implement can give access to more than one set of spells and
focus powers.
Air Implements
Air implements are items related to air, flight, gravity, and breath.
Conjuration, enchantment, and illusion are the most common powers associated
with air.
Implement(s): Censer, feather, gem, leaf, mantle.
Resonant Power(s): Each time the occultist invests mental focus into an
air implement, the implement grants the following resonant power. The
implement’s bearer gains the benefits of this power until the occultist refreshes
his focus.
Aerial Agility (Ex): The implement increases the fly prowess of its bearer.
The implement grants a +1 competence bonus on Fly 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 also grants the effects of feather fall. If the
occultist is 11th level or higher and stores at least 10 points of mental focus
in it, the implement also grants the effects of tailwind.
Base Focus Power: All occultists who learn to use earth implements gain
the following focus power.
Fly On The Wind (Sp): As a standard action, you may spend 1 point of mental
focus to summon a wind to transport you. This functions as the carrying wind
spell, except it lasts 1 minute per occultist level you possess. if you are
7th level or more, the effect lasts 10 minutes per occultist level you possess.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use
air implements can select from the following focus powers when choosing the
powers gained from their focus powers class feature.
Airy Barrier (Sp): As a standard action, you can expend 1 point of mental
focus to surround yourself with a wall of protective air that functions as the wind
wall spell. You must be at least 5th level to select this focus power.
Air Blast (Sp): As a standard action, you can expend 2 points of
mental focus to create a blast of air. This functions as the blast of wind spell.
You must be at least 7th level to select this focus power.
Control Winds (Sp): As a standard action, you may spend 2 points of mental
focus to control force and direction of the wind in the surrounding area. This
functions as the control winds spell, except it’s always centered on you
and lasts 1 minute per occultist level you possess. You must be at least 7th
level to select this focus power.
Gift of Breath (Su): As a standard action, you may spend 1 point of mental
focus to create a sphere of clean, breathable air around the head of a touched
creature. This effect lasts 1 minute per occultist level you possess, and
allows to breathe underwater or in environments without air, and to resist
suffocation or adverse effects of cloud spells (but not to see through
smoke, fog, or polluted air). At 4th level, and every 4 levels thereafter, you
can protect one additional creature.
Mini Tornado (Su): As a standard action that provokes attacks of
opportunity, you can expend 1 point of mental focus to create a small cyclone
that you can move with your mind. The mini tornado is 1 ft. wide at base, 1,5
ft. wide at top, and 1,5 ft. tall; it moves at a speed of 10 feet on land or
water. Directing the cyclone's movement or changing its programmed movement is
a standard action. The cyclone always moves during your turn. If the cyclone
goes farther than 60 feet from you, it moves in a random, uncontrolled fashion
for 1d3 rounds and then dissipates. Any Medium or smaller creature that comes
in contact with the spell effect must succeed on a Reflex save or take 1d6
points of damage. The whirlwind lasts for a number of round equal to your
occultist level.
Suffocate (Su): As a standard action, you can spend 1 point of mental
focus to remove all air from a limited area, forcing one creature to hold its
breath or begin to suffocate. This effect lasts for 1 round per occultist level
you possess. At 5th level, and every 5 levels thereafter, you may cause an
additional creature to suffocate.
Sacred Implement
Rainbow Feather
Deity Shelyn; Implement feather; Opposition School earth
Scented Breeze (Su): As a standard action, you can spend 1 point of mental
focus to be surrounded by a sweet-perfumed wind that clouds the mind and rouses
the emotions of people around you. Every creature that could be sexually
attracted by you sees you as the most perfect and desirable being in existence,
according to their personal desires and preferences, and acts as under the
influence of charm monster for 10 minutes per occultist level you
possess.
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