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  1. Fullbring Occultist (Occultist Archetype)
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  3. For most occultists, the instruments of the craft are curiosities or fascinations at best. For some, the attachment to their foci is more personal, a sacred object of comfort, pride, love or scorn. Those who fully invest their powers in the treasure most near and dear to their heart are called Fullbring Occultists, so named because it is only these occultists who ever master the true power of their object.
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  5. True Implement: A fullbring occultist begins play with a particular implement. This implement is treated as a masterwork item of its type and is inevitably of some significance to the user. Modifications to the item can be made, but it can never be sold. Moreover, an occultist learns only one implement group at 1st level and it must be a group to which his True Implement belongs. It may not be the Transmutation group. At 5th, 10th and 15th level an occultist may select another implement to which his True Implement belongs. For example, a helm (of the Enchantment school) might also be treated as armor (of the Abjuration school), and lenses/eyeglasses (of the Divination school) might also be a mask (of the Illusion school).
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  7. A Fullbring occultist invests power in his True Implement, but this power is still invested in different schools for the purposes of the user’s mental focus.
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  9. Weaponized Implement: At 2nd level the fullbring occultist gains the ability to treat her True Implement as a weapon for the purposes of the Transmutation implement group. She gains the Transmutation implement group even if her True Implement does not qualify for it. As long as at least one point of mental focus is invested in the Transmutation implement group, the occultist gains the ability to use it as a weapon, as follows:
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  11. Amulet: bola
  12. Armor: slam attack
  13. Bell: touch attack dealing 1d6 sonic damage
  14. Brooch: touch attack dealing 1d6 force damage
  15. Cloak: whip (or scorpion whip)
  16. Shield: shield bash
  17. Talisman: bola
  18. Crystal ball: light flail
  19. Goggles: gaze attack
  20. Harrow Deck: darts (these replenish after 24 hours)
  21. Headband: no-handed ray attack dealing 1d3 force damage
  22. Lenses: no-handed ray attack dealing 1d3 force damage
  23. Crown: no-handed ray attack dealing 1d3 force damage
  24. Helm: dwarven boulder helmet
  25. Necklace: bola
  26. Rod: hanbo
  27. Staff; quarterstaff
  28. Wand: ray attack dealing 1d3 force damage
  29. Crystal: ray attack dealing 1d3 fire/cold/electricity damage (choose when gaining this ability)
  30. Mask: ray attack dealing 1d3 force damage
  31. Prism: ray attack dealing 1d3 fire/cold/electricity damage at random (roll 1d3 to determine)
  32. Ring: Unarmed Strike as a monk, but only with the ring hand
  33. Bone: heavy club
  34. Doll: touch attack dealing 1d6 negative energy damage
  35. Drum: two-handed, ray attack dealing 1d4 sonic damage
  36. Skull: llght flail
  37. Robe: whip (or scorpion whip)
  38. Belt: whip (or scorpion whip)
  39. Boots: Unarmed Strike as a 1st level monk, but only with the feet
  40. Sandals: Unarmed Strike as a 1st level monk, but only with the feet
  41. Vest: whip (or scorpion whip)
  42. Weapon: as weapon
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  44. The occultist is considered proficient with this weapon, but not necessarily with other weapons of its type. Other implements may be chosen at the GM’s discretion
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  46. This ability replaces Object Reading.
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  48. Warrior’s Implement: At 5th Level, if the Fullbring occultist has his True Implement in his possession, for every two points of mental focus invested in generic focus, his base attack bonus is treated as 1/2 the number of mental focus points invested, or his normal base attack bonus, whichever is higher. He qualifies for feats as if his base attack bonus were equal to his level; if his base attack bonus ever falls below the amount required for the feat, he temporarily loses the feat until his base attack bonus is sufficient again.
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  50. Fullbring Transfiguration: At 8th Level, a Fullbring occultist may choose one weapon that he is proficient in the use of. As a move action, his True Implement may be transfigured into that weapon, or back to its original type. This ability cannot be used unless mental focus in invested in the Transmutation implement type. A peculiar trait of this ability is that the True Implement always retains some element of its true form when transfigured, and is thus quite easy to identify. For example, eyeglasses transfigured into a sword might retain glass lenses within the blade, though this does not
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  52. This ability replaces Magic Circles.
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  54. Shift Focus: The Fullbring occultist gains this ability at Level 12. It functions exactly as the normal occultist ability.
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  56. This ability replaces Binding Circles.
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  58. Fullbring Quickdraw: At 16th Level, a Fullbring occultist can change between his True Implement’s ordinary and Transfiguration forms as a swift action. If he also has the Quick Draw feat, it is a free action.
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  60. This ability replaces Fast Circles.
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