BATTLE HOST
Well versed in military history, battlefield lore, and the occult, a battle host forms a supernatural bond with a chosen weapon, suit of armor, or shield, from which he can channel psychic energy to conjure the spirit of the object’s former owner, increase his own physical might, and produce a number of other remarkable abilities.
Class Skills: A battle host adds Knowledge (civilization) (Int) and Knowledge (martial) (Int) as class skills and removes Fly (Dex) and Knowledge (planes) (Int) as class skills. This alters the occultist’s class skills.
Weapon and Armor Proficiency:
A battle host is proficient with all simple weapons, light armor, and shields (but not tower shields). In addition, if this is the character's first level in any class, he may select a martial tradition of his choice. This replaces the occultist’s weapon and armor proficiency.
Implement of Battle (Su):
At 1st level, a battle host forms a supernatural bond with a specific weapon or suit of armor. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to focus powers and implement abilities accordingly. However, he must split his mental focus among the schools he knows for the purpose of determining implement abilities and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, and implement mastery.
Soldier of Fortune (Su)
Whenever a battle host's bonded item would grant a new magic sphere or talent, he may instead choose to gain a combat sphere or talent. The associated combat spheres are as follows:
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Abjuration: Guardian, Shield
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Aether: Dual Wielding, Scoundrel
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Air: Athletics (fly), Barrage
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Conjuration: Barroom, Trap
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Divination: Equipment, Scout
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Earth: Athletics (run), Boxing
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Enchantment: Beastmastery (handle animal), Leadership
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Evocation: Alchemy (formulae), Berserker
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Fire: Athletics (leap), Beastmastery (ride)
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Illusion: Fencing, Sniper
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Metal: Gladiator, Warleader
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Necromancy: Alchemy (poison), Duelist
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Transmutation: Brute, Wrestling
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Water: Athletics (swim), Open Hand
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Wood: Athletics (climb), Lancer
Battle Skill:
At 2nd level, a battle host’s magic item skill ability applies only on checks with weapons, armor, and shields. This ability alters magic item skill.
Battle Reading:
At 2nd level, a battle host can use object reading on only weapons, armor, and shields. This ability alters object reading.
Bonus Feats:
At 4th, 8th, 12th, and 16th levels, a battle host gains a bonus combat feat that he meets the prerequisites for. This ability replaces shift focus, scroll master, silence master, and spellcasting master.
Spirit Warrior (Sp):
At 5th level, a battle host can call forth the spirit of a dead warrior who once owned his bonded weapon. Calling the spirit is a standard action, and unlike the use of most spell-like abilities, it doesn’t provoke an attack of opportunity. This ability functions as spiritual ally, using the battle host’s occultist level as his caster level and his Intelligence modifier instead of his Wisdom modifier to determine the spell’s effects. The battle host can summon a spirit warrior once per day at 5th level, plus one additional time per day for every 4 occultist levels he possesses beyond 5th. This ability replaces cursed item sense.
Heroic Splendor (Su):
At 6th level, a battle host can draw power from his bonded weapon to imbue himself with superhuman strength, agility, or resilience. As a swift action, a battle host can grant himself a +4 insight bonus to Strength, Dexterity, or Constitution for 1 minute. The battle host can use this ability once per day at 6th level, plus one additional time per day for every 4 occultist levels he possesses beyond 6th. If he activates heroic splendor again before the duration expires, the new use of heroic splendor replaces the old use. This ability replaces glyph-finding, analyze dweomer, and item master.