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domenica 23 settembre 2018

Elemental Implement Schools, Part 4: Water

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!
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.

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 fire
Invoke 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.

sabato 22 settembre 2018

Elemental Implement Schools, Part 3: Fire

Third part of my occultist elemental schools miniseries. Tomorrow the last one!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Fire Implements

Fire implements are items related to fire, burning, passion, and mutations. Divination, enchantment, evocation, and transmutation are the most common powers associated with fire.

Implement(s): Brazier, burner, candle, gem, lantern, pipe.
Resonant Power(s): Each time the occultist invests mental focus into a fire implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Fire Resistance (Su): The implement protects against damaging fire spells. It grants to the bearer 1 point of fire resistance for every 2 points of mental focus invested in the implement, to a maximum of 1 for every 2 occultist levels you possess.

Base Focus Power: All occultists who learn to use fire implements gain the following focus power.

Flame Wave (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of flame as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level).

Focus Powers: In addition to gaining the base focus power, occultists who learn to use fire implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Blazing Weaponry (Sp): As a standard action, you may spend 1 point of mental focus to create a weapon made of pure flame. This must be a weapon you are proficient with, and deals the normal damage for a weapon of its type +1 point of damage for every 2 occultist levels you possess. All the damage inflicted by this weapon is fire damage. Unlike a flame blade spell, you can add your Strength bonus to the damage. This effect lasts for 1 minute, and can be prolonged by expending more points of mental focus.

Command Fire (Su): As a standard action, you can expend 1 point of mental focus to control any natural or magic fire within 10 feet. This ability allows to move any fire effect in the area, and to reposition a stationary fire effect, although the new placement must be one allowed by the conditions or spell. This lasts for 1 round per occultist level you possess, and may be prolonged by expending more points of mental focus.

Combustion (Sp): You can spend 1 point of mental focus and make a touch attack against a creature to make it catch fire. The creature takes 1d8 point of fire damage per round until it manages to extinguish the flames. A successful Fortitude save reduces this damage by half. If the flames are not quenched, this effect lasts 1 round plus 1 round for every 2 occultist level you possess beyond 1st.

Fire Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with a ring of flames. This functions as wall of fire, except it last a number of rounds equal to your occultist level. You must be at least 5th level to select this focus power.

Pyromancy (Sp): As a standard action, you can expend 1 point of mental focus to use a fire next to you 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 fire you use (the flame of a candle will show very little figures as from a great distance). You can cast other divination spells you know through the fire 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.

Smokesight (Su): As a standard action, you can spend 1 point of mental focus to become able to see normally through fire and smoke. At 4th level, you are immune to bad effects caused by normal smoke and gain a +4 bonus on saves against magical or alchemical smoke effects (like a stinking cloud spell or an alchemist’s smoke bombs). This effect lasts for 1 minute and may be extended by expending more points of mental focus.

Sacred Implement

Blood Drop of the Phoenix
Deity Sarenrae; Implement gem; Opposition School water
Fire Regeneration (Su): You can shroud yourself in healing flames. Every round as a full-round action, you can heal 1d8+1 points of damage plus other 1d8+1 point of damage for every 2 occultist level you possess after 1st, by spending 1 point of mental focus. This effect functions even if you are unconscious and/or dying, until you consciously stop it. At 15th level, you also regrow body parts and repair broken bones as a regenerate spell, but only if you maintain this power for at least three rounds.

mercoledì 19 settembre 2018

Elemental Implement Schools, Part 2: Earth & Happy Birthday Blog!

This week I celebrate my blog’s first birthday! It’s grown in this time, earning so many new readers, and I also found the courage of creating my own Patreon page thanks to all those who follow me. I hope I am grown as an author and person too in the last year. My deepest thanks to you all!
And enjoy today’s post, that continues the one I began on Sunday.

Earth Implements

Earth implements are items related to earth, protection, wealth, and stability. Abjuration, conjuration, and transmutation are the most common powers associated with earth.

Implement(s): Armor, chisel, gem, hammer, nugget, pickaxe, shovel, stone.

Resonant Power(s): Each time the occultist invests mental focus into an earth implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Rock Armor (Su): The implement hardens its bearer’s skin. The implement’s bearer gains DR 2/adamantine for every 2 points of mental focus invested in the implement, up to a maximum equal to the occultist’s level.

Base Focus Power: All occultists who learn to use earth implements gain the following focus power.

Protective Slab (Su): As an immediate action, you can spend 1 point of mental focus to make one or more slabs of rock emerge from the ground or from a wall. The stone is 1 inch thick and its maximum total surface is equal to one 5-ft. square, and lasts 1 round per occultist level you possess. You could create, for example, a protective wall against attacks, a safe landing place on a cliff’s wall, a hold to break a fall, or stone steps to climb a sheer mountain.  At 5th level, you can reduce to half the stone’s surface to double its thickness, and at 10th, 15th, and 20th level you can do so once again (up to a maximum of 1/16 the surface for 16 times the thickness).

Focus Powers: In addition to gaining the base focus power, occultists who learn to use earth implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Armor of Stone (Su): As a standard action, you can conjure an armor made of rock and stone on your body or on a touched creature. This behaves as a stone plate, with all the benefits and penalties conferred by a normal, non-magical armor of that type. You are considered proficient with it. The armor of stone lasts 1 minute, and its duration may be prolonged by spending more points of mental focus.

Earth Creation (Su): As a standard action, you may spend 1 point of mental focus to create a weapon or another item from earth and rock. The item’s volume cannot exceed one 1 ft. cube plus 1 for every 2 occultist levels you possess. It must be an item that can be normally be made of rock or earth, either raw or worked, but cannot be decorated neither be composed of separate parts: a stone club, a clay vase, or a brick are all available choices. The item lasts for 10 minutes for every occultist level you possess; at 10th level, you can make it permanent by spending another 2 points of mental focus. An item created this way can be used as normal, but has no magic qualities. It can also be used as an implement for your occultist spells and abilities.

Manipulate Earth and Rock (Sp): You may spend mental focus to move or manipulate the form of earth and rock in a 10 ft. cube per round, expending 1 point of mental focus per round. This function as move earth or stone shape, but can be used for tunneling (rocks in the way are not moved, but rather remodeled to allow passage). Dwarven elemental occultists use this power to create subterranean homes and ornate halls. You must be at least 9th level to select this focus power.

Rock Barrier (Sp): As a standard action, you can expend 1 point of mental focus to  conjure a solid rock wall to protect you. This functions as wall of stone, except it last a number of rounds equal to your occultist level. You must be at least 7th level to select this focus power.

Statue (Sp): As a standard action, you can make yourself or another touched creature assume a stone form, as the statue spell. This effect lasts 1 minute for every point of mental focus you expend. You must be at least 11th level to select this focus power.

Transmute Rock and Metal (Su): As a standard action, you can expend 1 point of mental focus and touch one object made of earth, stone, or metal to transform it into another kind of earth, stone or metal. A stone could be transformed into a gold lump and vice versa, a steel armor into silver, or a brick into a block of iron. The transmutation lasts 1 minute for every occultist level you possess. At 7th level, you can replicate gems with this ability, and at 11th level, rare minerals and metals as adamantine or mithral (but not inherently magic materials as abysium).

Sacred Implement

Core of the Mountain
Deity Torag; Implement hammer; Opposition School air
Travel Through Stone (Su): As a standard action, you can spend 1 point of mental focus to hit a rock or stone surface and open a passage to teleport yourself up to a distance of 30 ft. per occultist level you possess, emerging from another similar surface. If there is not a suitable surface within range, this ability doesn’t work. You can bring along another creature for every 4 occultist level you possess.

domenica 16 settembre 2018

Elemental Implement Schools, Part I: Air

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.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

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.