Visualizzazione post con etichetta Occultista. Mostra tutti i post
Visualizzazione post con etichetta Occultista. Mostra tutti i post

domenica 28 dicembre 2025

New Occultist Implement School: Light

Light is coming back to the world. I hope it comes back metaphorically too. The light arcane school was introduced here a while ago; this is its occultist version.

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Light Implements

Light implements are items related to light, reflections, color, clarity, and enlightenment. Divination, enchantment, evocation, and illusion are the most common powers associated with light. 


Implement(s): Amulet, candle, gem, holy symbol, lantern, orb, prism, torch, weapon.

Resonant Power(s): Each time the occultist invests mental focus into a light implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.


Illumination (Su): The implement sheds normal light in a radius of 10 ft. for every 2 points of mental focus invested in it, up to a maximum equal to 10 ft. x the occultist’s level, and increases light by one step for an additional 20 ft. around this area. If the occultist is at least 13th level and stores at least 12 points of mental focus in it, the implement creates brightest light around itself instead.


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

Ray of Light (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to fire a ray of light at an opponent. This functions as the blinding ray spell, except against one opponent only.


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


Chromatic Barrier (Sp):  As a standard action, you can expend 1 point of mental focus to surround yourself in a barrier of colored light. You select the color when activating this power. You gain protection depending on the barrier’s color, either as resistance 10 against one form of energy or a +4 bonus on saving throws against one effect type, and whenever a creature hits you with a melee weapon or natural weapon, that creature suffers one matching effect according to the table below. Attacks made with melee weapons with reach don’t cause the attacker to suffer this effect. At 13th level the barrier’s protection increases to energy resistance 15 or a +6 bonus on saving throws; at 19th level, you gain energy resistance 20 or a +8 bonus on saving throws. The chromatic barrier lasts for 1 round per occultist level. You must be at least 7th level to select this focus power.


Table: Chromatic Barrier

Color

Protects Against

Effect On Hit

White

Mind-affecting effects

Blinded for 1 round

Red

Fire

1d6 points fire damage 

Orange

Acid

1d6 points acid damage

Yellow

Electricity

1d6 points electricity damage

Green

Poison

Nauseated for 1 round

Blue

Cold

1d6 points cold damage

Indigo

Paralysis and petrification

Slowed for 1 round

Violet

Teleportation effects

Stunned for 1 round

Black

Death effects

1d6 points negative energy damage


Chromatic Curtain (Sp): As a standard action, you can summon a fascinating pattern of colored lights. This functions as rainbow pattern, and lasts 1 round per occultist level you possess. You must be at least 7th level to select this focus power.


Chromatic Orb (Sp): As a standard action, you can expend 1 point of mental focus to create a glowing orb of light that moves following your commands as dancing lights and illuminates the area like a light spell. You can create orbs of different colors as you increase in level. You can direct the chromatic orb to make a melee touch attack against one foe within 30 feet. If the attack hits, the target must succeed at a Fortitude save or suffer the orb’s effects, according to the table below. If the attack hits, regardless of whether the target succeeds at the save, the chromatic orb immediately turns off. The orb otherwise has a duration of 1 hour per occultist level you possess. You can’t have more than one chromatic orb in existence at one time. If you use this power again, any previous chromatic orbs immediately end.


Table: Chromatic Orb

Color

Level

Effect

White

1st

Faerie fire

Red

3rd

1d6 points fire damage +1d6 per level beyond 1st

Orange

5th

1d6 points acid damage +1d6 per level beyond 1st

Yellow

7th

1d6 points electricity damage +1d6 per level beyond 1st

Green

9th

Poison

Blue

11th

1d6 points cold damage +1d6 per level beyond 1st

Indigo

13th

Insanity

Violet

15th

Sent to another plane

Black

17th

Death


Lumen of Reason (Sp): As a standard action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon sheds light as a torch. For the purpose of darkness spells and abilities, this effect counts as a light spell of level 0, plus 1 additional spell level for every 2 occultist levels you possess. This light lasts for 1 minute per occultist level you possess. In addition, whenever the weapon scores a critical hit against a foe, it acts as dispel magic to remove an enchantment, illusion, or necromancy effect affecting the target.


Multicolored Blur (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with swirling colors that grant you 20% concealment, as blur. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself.


True Vision (Sp): As a standard action, you can expend 1 point of mental focus to invoke the light of clarity, allowing you to see the truth of all things. This functions as true seeing. You must be at least 11th level to select this focus power.

sabato 22 aprile 2023

Goya (El Maestro de Pintor)

 It was difficult to choose the right class for this villain. In the end, I choose something that would allow him to work with tools and instruments. I greatly appreciate the works of the historical Goya, so it’s difficult for me to see him as the bad guy, but I understand why his obsession for “form” and the hallucinatory scenes of his last paintings would suggest Aaron to use him this way.

It was also difficult to decide if his powers in The Broken Brides of Europe are more tied to illusion or transmutation. In the end, I used a mix of the two.

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Goya (El Maestro de Pintor) CR 20

Human occultist (Reliquarian) 17/bound 8

Medium NE humanoid (human)

Init +3, amazing initiative; Senses Perception +25

Defense

AC 23, touch 18, flat-footed 20 (+5 armor, +3 Dex, +5 profane)

hp 121 (17d8+17+24)

Fort +11, Ref +8, Will +15

Defensive Abilities force of will, hard to kill, mythic saves, recuperation, unstoppable; Immune reverse gravity

Offense

Speed 30 ft., climb 30 ft.

Melee snakebite dagger +13/+8/+3 (1d4+1)

Special Attacks mythic power, surge +1d10

Spell-Like Abilities (CL 17th, concentration +17)

At will (spending mental focus)- binding pattern, cloak image, conjure implement, forced alliance, minor figment, mirage, obey, outer horror, psychic fog, servitor, shadow beast, size alteration, sudden insight, watchful eye; DC 19

At will (spending mythic power)- bound pact (eldritch wish)

17 rounds/day- master’s illusion (DC 23)

8/day- copycat

4/day- contractual obligation (greater planar ally; aberration)

3/day- disorienting touch (8 rounds),

Once- claim my soul (greater planar ally)

Occultist Spells Known (CL 17th; concentration +18)

6th Level (2/day)- animate objectsM, baleful shadow transmutation*M  (DC 20), call construct, legend lore, misleadD (DC 20), shadow transmutation*M (DC 20), symbol of insanityM (DC 19), triggered hallucination (DC 20)

5th Level (4/day)- baleful polymorph* (DC 18), contact entity III*M, dominate personM (DC 18), fabricate, false visionD, lesser planar binding (DC 18), remote viewing, scripted hallucinationM (DC 19)

4th Level (4/day)- complex hallucinationM (DC 18), confusionD (DC 17), contact other planeM, majestic image (DC 17), major creation, mass charm person (DC 17)

3rd Level (6/day)- anthropomorphic animal* (DC 16), contact entity II*Mdisplacement, forced mutation, magic vestment, minor creation, nondetectionD, suggestion (DC 16)

2nd Level (6/day)- apport object, disguise other, enter imageM, greater detect magic, investigative mind, invisibilityD

1st Level (6/day)- charge object, command (DC 14), disguise selfD, instant portraitM, mindlink, silent image (DC 15)

0-Level (at will)- create water, daze (DC 13), ghost sound (DC 14), mage hand, read magic

Domain Trickery

Statistics

Str 10, Dex 16, Con 13, Int 16, Wis 21, Cha 10

Base Atk +12; CMB +12; CMD 25

Feats Craft ConstructM, Craft Magic Arms and Armor, Craft Wondrous Item*, Dreamed Secrets, Eldritch HeritageM (Impossible), Extra Mental Focus, Fabulous FigmentsM, Implement FocusM (Enchantment, Illusion), Magnum Opus, Possessed Hand, Skill Focus (Knowledge/engineering), Spell Focus (Illusion)

Skills Craft (painting) +28, Knowledge (arcana) +23, Knowledge (engineering) +29, Knowledge (planes) +26, Knowledge (religion) +26, Perception +25, Spellcraft +23, Use Magic Device +20

Languages Italian, French, Portuguese, Spanish

SQ aura sight, binding circles, distracting pattern 3/day (15 rounds, +7), fast circles, focus powers (cloud mind, legacy weapon; DC 19), impossible spell knowledge, magic circles, magic item skill +8, mental focus (28), mythic craft, mythic major hex (beast’s gift, 17 min.), mythic spellcasting, mythic spiritualist, object reading, outside contact 3, patron mark, relativity, shift focus, spontaneous generation

Gear implements (bowl [Conjuration], censer [Enchantment], planchette [Divination], prism [Illusion], snakebite dagger [Transmutation]) (9,800 gp), marvelous pigments (4,000 gp), masterwork artisan tools (55 gp), +4 padded armor (16,165 gp), refocusing rod (5,000 gp), sorcerous pigments (9,900 gp), occultist’s kit (45 gp), 35 gp

Goya perfected the art to create trompe-l’oil monsters (often with the savage mythic template) and is an expert in the Seeded Doom occult ritual. His tattooed possessed hand is the relic that grants him domain abilities.

sabato 9 febbraio 2019

Occultist Variant Multiclassing

While I was trying to find the right class to choose for Sailor Neptune this summer, I came out with this before deciding for an outright divine occultist. I kept it for another time, and here it is. I hope to provide VMC for all classes that lack it, sooner or later.
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Occultist Variant Multiclassing
A character who chooses occultist as his secondary class gains the following secondary class features.
Implement School: At 1st level, he selects one implement school. For all powers of that implement school, he treats his character level as his effective occultist level.
Resonant Power: At 3rd level, he gains a pool of mental focus equal to his Intelligence modifier (minimum 1). He also gains access to the resonant power of his implement school.
Base Focus Power: At 7th level, he gains the base focus power of his implement school.
Object Reading: At 7th level, he gains the object reading class feature.
Focus Power: At 15th level, he gains a focus power from his implement school. He treats his character level as his effective magus level when determining whether or not he can select a focus power.
Improved Focus Power: At 19th level, he gains one additional focus power from his implement school.

sabato 13 ottobre 2018

Sorgiva Seasire, Level 20

And here she is, in all her marine glory, with Craft Token Items, Mythic Implement Mastery, Mythic Teleportation Mastery, and her magic Violin! By the way, the enchanted fiddle mythic power comes from Necromancers of the Northwest's Mythic Mastery: Fey Heritage, and it's particularly fit for a naiad character.This build took me more time than all the others, but I am very satisfied about it. Onward with the next one tomorrow!
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Sorgiva Seasire, CR 25
Naiad occultist 20 (Panoply Savant, Reliquarian)/transcendentalist 10
Female LN Medium fey (water)/outsider (native)
Init +17; Senses darkvision 60 ft., low-light vision, sense psychic power, Perception +36
Defense
AC 23, touch 17, flat-footed 16 (+6 armor, +7 Dex)
hp 203 (20d8+80+30)
Fort +16, Ref +13, Will +21
Defensive Abilities force of will, Gozreh’s grace, hard to kill, immortal, mythic saves, precognitive ward, pure destiny, recuperation, unstoppable; DR 5/magic (armor)
Offense
Speed 30 ft., swim 30 ft.
Melee +5 concealed ghost touch phase locking underwater light mace or improvised weapon +27/+22/+17 (1d6+12)
Special Attacks divine focus (29+5+4 points: gloves [evocation] 7- intense focus [+3], headband [divination] 8- third eye [+4, low-light vision, darkvision 60 ft.], mirror [conjuration] 7- casting focus [+3], mirror [water] 8- sea prowess [+4, swim speed], violin [enchantment] 8- glorious presence [+4], sacred seasinger’s accoutrements- sage of the sea [+8]), focus powers (conjuration- servitor [summon monster VII], divination- danger sight [+10], future gaze [CL 20th], sudden insight [+10], enchantment- cloud mind, inspired assault [+4], evocation- energy ray [10d6], sacred seasinger’s accoutrements- enchanting performance, past life, see through illusion, song of the siren [10d6], water- drown [24 rounds], hydromancy [24 rounds], tidal wave [12d6] watery reflection), enchanted fiddle, hydraulic crush 3/day (20d6 damage), mythic power 23/day, surge +1d12, symbolic bolt 12/day (1d6+21 cold)
Spell-Like Powers (CL 20th, concentration +26)
1/day- plane shift (DC 23)
Occultist Spells Known (CL 20th; concentration +29)
6th Level (6/day)- contingencyM, control waterM (DC 26), getaway, legend lore, mass demanding message, mass planar adaptationD, speak with waves
5th Level (7/day)- cone of cold (DC 24), remote viewing, solid fogD, symbol of stunning (DC 24), teleport, tidal surge (DC 25), true seeing
4th Level (7/day)- cure critical wounds, mindwipe (DC 23), planar adaptationD, rising water, scryingM (DC 23), sending, wall of brine
3rd Level (7/day)- cure serious wounds, follow auraM, hold person (DC 22), hydraulic torrentM, pierce disguise, talismanic implementM, water breathingD
2nd Level (7/day)- apport objectM, elemental speechD, enchantment sight, greater detect magicM, investigative mind, shatter (DC 21), spindrift spritz
1st Level (8/day)- bestow planar infusion I, desperate weapon, forbid action (DC 20), hydraulic pushM, psychic readingM, touch of the seaD, wave shield
0-Level (at will)- daze (DC 19), create water, detect psychic significance, guidance, light, stabilize
Domain Plane of Water
Statistics
Str 10, Dex 24, Con 19, Int 20, Wis 28, Cha 22
Base Atk +15; CMB +22; CMD 32
Traits Talented, Token Magic
Feats Agile Maneuvers, Craft Token Items, Craft Wondrous ItemM, Implement Focus (water), Implement MasteryM, Mythic Spell LoreM, Symbolic Mastery, Teleportation MasteryM, Tidal Swiftness, Vision Mastery, Weapon FinesseM
Skills Diplomacy +33, Knowledge (planes) +30, Perception +36, Perform (strings) +42, Sense Motive +40, Swim +34, Use Magic Device +43
Languages Aquan, Celestial, Common, Elven, Sylvan
SQ amazing initiative, aquatic veil 12/day (+10, 9 rounds), aura sight, child of celestial seas, combined powers, farwalker, focus powers (danger sight, future gaze, hydromancy, inspired assault, past life, see through illusion, song of the siren, tidal wave, watery reflection), implement mastery (water), implement specialist 12/day, implements (conjuration- mirror [apport object, cure critical wounds, cure serious wounds, desperate weapon, getaway, teleport, stabilize], divination- headband [detect psychic significance, enchantment sight, follow aura, greater detect magic, guidance, legend lore, pierce disguise, psychic reading, remote viewing, scrying, true seeing], domain- holy symbol [elemental speech, mass planar adaptation, planar adaptation, solid fog, touch of the sea, water breathing], enchantment- violin [daze, forbid action, hold person, investigative mind, mass demanding message, mindwipe, symbol of stunning], evocation- gloves [bestow planar infusion I, cone of cold, contingency, light, sending, shatter, talismanic implement], water- mirror [control water, create water, hydraulic push, hydraulic torrent, rising water, speak with waves, spindrift spritz, tidal surge, wall of brine, wave shield]), inspiration, legendary hero, magic item skill +10, mental implement, object essence, object reading, panoptic call, panoptic harmony, panoply focus +5, panoply specialization (sacred seasinger’s accoutrements), sea seer, sense psychic power, transcendence, versatile focus, voice of the spire, water witch
Gear attentive mirror (1,800 gp), belt of physical might +6 (Dex, Con) (90,000 gp), +5 buoyant glamered invulnerability quilted cloth armor (68,975 gp), gloves of improvised might +5 (100,000 gp), hand mirror of mental prowess (245,000 gp), headband of mental superiority +6 (144,000 gp), +5 concealed ghost touch phase locking underwater light mace (169,805 gp), occultist’s kit (45 gp), 2 potions of cure serious wounds (1,500 gp), riverclub ring (1,000 gp), greater rod of metamagic, tumultuous (24,500 gp), scroll of teleport (2,250 gp), platinum holy symbol (flask) (510 gp), violin of the sea temple (30,375 gp), 215 gp.