FOCUS POWERS
Abjuration
Abjuration implements are objects associated with protection and wards such as amulets, armor, bells, bracers, brooches, cloaks, holy symbols, and shields.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use abjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an armor or shield special ability that has an equivalent enhancement bonus less than or equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). This bonus lasts for 1 minute.
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Energy Shield (Sp) (requires 3rd level): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.
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Globe of Negation (Sp) (requires 11th level): As a standard action, choose three spheres or spell schools and expend 3 points of mental focus to create a globe of negation. This globe is 10 feet in diameter and grants all allies within this globe a +4 morale bonus to saving throws and AC against abilities of the chosen spheres or spell schools. The globe lasts for 1 round per 2 class levels he possesses. Abilities originating within the globe are unaffected by it.
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Loci Sentry (Sp): As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered. When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.
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Planar Ward (Sp): As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, sphere abilities, and supernatural abilities of such creatures. This ward lasts for 1 minute.
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Unraveling (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by occult magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check.
Aether
Aether implements are objects associated with alchemy, the ability to create and transform matter from the four elements, telekinesis, and the manipulation of ectoplasm such as alembics, bowls, cauldrons, dodecahedrons, magic squares, and magnets.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use aether implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Create Item (Sp) (requires 9th level): As a full-round action, you can expend 3 points of mental focus to transform raw elemental matter into an object made of the same material. This works as fabricate. The created item can be used as an implement.
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Ectoplasmic Lash (Sp): As a standard action, you can expend 1 point of mental focus to manifest a tendril of ectoplasmic force that functions as a whip, but deals 1d8 points of slashing damage with a critical threat range and multiplier of 19–20/×2. You can maneuver the ectoplasmic lash as a swift action every round, and it lasts for a number of rounds equal to your occultist level.
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Energy Shield (Sp) (requires 5th level): As a swift action, you can expend 2 points of mental focus to conjure an energy barrier around a touched creature. This functions as wall of force, except it protects one target only.
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Ethereal Travel (Sp) (requires 13th level): As a standard action, you can expend 4 points of mental focus to become ethereal for 1 round per occultist level you possess. This functions as ethereal jaunt.
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Lethal Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to apply poison to it. You can select every contact or injury poison you know how to craft for this ability. The touched weapon stays poisoned 1 minute per occultist level you possess, but a poisoned creature suffers the toxin’s effects even after this time has expired. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to apply the same poison or a different one to that weapon (still expending only 1 point of mental focus). At 11th level, a creature poisoned with a lethal weapon suffers a -4 penalty on its save to resist the poison’s effects.
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Transmute Liquid (Sp): As a standard action, you can expend 1 point of mental focus to transmute a volume of liquid (max 1 gallon per occultist level) into a different one. This can have the effect of ferment or polypurpose panacea. A liquid stays converted for a number of minutes equal to your occultist level, but if it is drunk before the power expires, it has the normal effects on the drinker.
Air
Air implements are items related to air, flight, gravity, and breath such as censers, feathers, gems, leafs, and mantles.
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.
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Airy Barrier (Sp) (requires 5th level): As a swift action, you can expend 2 points of mental focus to surround yourself with a wall of protective air that functions as the wind wall spell.
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Air Blast (Sp) (requires 7th level): 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.
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Control Winds (Sp) (requires 7th level): As a standard action, you may expend 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.
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Gift of Breath (Su): As a standard action, you may expend 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 the target 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.
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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 feet wide at top, and 1.5 feet 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 rounds equal to your occultist level.
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Suffocate (Su): As a standard action, you can expend 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 target an additional creature with this power.
Conjuration
Conjuration implements such as bowls, braziers, compasses, figurines, lanterns, and mirrors allow the occultist to perform magic that summons or calls creatures.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use conjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Conjure Implement (Sp): You can expend 1 point of mental focus to conjure any item that qualifies as an implement that you know how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast your psychic spells, even though you did not select it at the beginning of the day. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it. The implement can’t be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level you possess.
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Flesh Mend (Sp) (requires 3rd level): As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures. This focus power counts as Life Sphere’s cure ability for the purposes of (vitality) talents.
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Mind Steed (Sp): As a standard action, you can expend 1 point of mental focus to conjure a spectral horse. This horse can be either Medium or Large, but it otherwise functions as mount. The horse lasts for 10 minutes per occultist level you possess. If you are at least 5th level, the mount’s base land speed increases by 20 feet. If you are at least 9th level and you expend 1 additional point of mental focus, the mount can fly at a speed of 60 feet with good maneuverability, but doing so reduces the mount’s duration to 1 minute per occultist level you possess.
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Psychic Fog (Sp) (requires 3rd level): As a standard action, you can expend 1 point of mental focus to create a cloud of fog. This fog lasts for 1 minute per occultist level you possess. It functions as the Nature sphere (water) package Fog sphere effect, except it can’t be dispersed by wind. At 7th level, you can expend 1 additional point of mental focus when creating this fog to add additional effects to the fog, choosing one additional effect from the Fog Mastery talent as though you possessed the appropriate Nature sphere packages. When you additional effects in this way, its duration is reduced to 1 round per occultist level you possess.
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Purge Corruption (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to draw out the corruption from a creature. You must touch the target with your implement to use this power. This ability functions as either neutralize poison or remove disease, using your occultist level as the caster level. Each use of this ability can cure only one poison or one disease.
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Side Step (Sp) (requires 7th level): You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as the Wormhole (space) Warp sphere talent.
Divination
Divination implements such as books, crystal balls, goggles, harrow decks, headbands, lenses, and planchettes grant powers related to foresight and remote viewing.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use divination implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Danger Sight (Sp) (requires 3rd level): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit.
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Future Gaze (Sp): As a standard action, you can gain an insight into the future by expending 1 point of mental focus. This functions as the Augury (divine) Divination sphere talent, using your occultist level as the caster level.
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Mind Eye (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to create a mind eye — a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess.
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Object Seer (Sp) (requires 7th level): As a full-round action, you can expend 1 point of mental focus to gain insight into an object in your possession. You can ask one question, but that question must be tied in some way to the object, such as the nature of its power, the identity of the creature that last possessed it, or even where the object was when a certain event took place. You always receive an answer from the psychic impressions imprinted upon the item, but they are sometimes cryptic or misleading. This ability otherwise functions as the Object Reading (divine) Divination sphere talent.
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Powerful Connection (Su): When casting a divination spell (such as scrying) that imposes a penalty on saving throws based on the physical connection you have to the target, you can expend 1 point of mental focus to double the penalty from a possession, garment, or body part. In addition, when casting any other divination spell that allows a saving throw, you can increase the DC of that save by 2 by adding an object, garment, or body part that belonged to the target as a focus component for the spell and expending 1 point of mental focus.
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Watchful Eye (Sp): You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).
Earth
Earth implements are items related to earth, protection, wealth, and stability such as armor, chisels, gems, hammers, nuggets, pickaxes, shovels, and stones.
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.
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Armor of Stone (Su): As a swift action, you can expend 1 point of mental focus to conjure an armor made of rock and stone on yourself or on a touched creature for 1 minute. This behaves as a stone plate, with all the benefits and penalties conferred by a normal, non-magical armor of that type, and you are considered proficient with it.
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Earth Creation (Su): As a standard action, you can expend 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 ft. cube ft. cube for every 2 occultist levels you possess. It must be an item that can normally be made of rock or earth, either raw or worked, but cannot be decorated nor 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 expending 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.
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Manipulate Earth and Rock (Sp) (requires 9th level): You may move or manipulate the form of earth and rock, expending 1 point of mental focus per 10 ft. cube of material per round. This functions 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).
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Rock Barrier (Sp) (requires 7th level): As a swift action, you can expend 2 points of mental focus to conjure a solid rock wall to protect you. This functions as wall of stone, except it lasts a number of rounds equal to your occultist level.
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Statue (Sp) (requires 11th level): 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.
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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 like adamantine or mithral (but not inherently magic materials). The value of materials created with this power cannot exceed 200 gp x your occultist level.
Enchantment
Enchantment implements such as censers, crowns, helms, musical instruments, and necklaces allow the occultist to befuddle the mind and charm his foes.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use enchantment implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Binding Pattern (Sp) (requires 7th level): As a standard action, you can expend 1 point of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If it fails the save, it is paralyzed for 1 round for every 2 occultist levels you possess. At the end of each of its turns, it can attempt another Will save to end the paralyzed effect and instead be staggered for the remaining duration. This is a mind-affecting compulsion effect.
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Forced Alliance (Sp) (requires 5th level): As a standard action, you can alter a living creature’s mind, causing it to see you as a friend and ally. If the creature is the same creature type as you, this power requires you to expend 1 point of mental focus; if it’s is not, you must expend 2 points instead. The creature can attempt a Will save to negate this effect. If it fails the saving throw, the creature treats you as an ally and doesn’t attempt to harm you (although your allies are not protected). You can call on the creature to aid you directly, but while doing so the creature can attempt a new Will save at the end of each round to end the effect. This effect otherwise lasts 1 round per occultist level you possess. This is a mind-affecting charm effect.
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Inspired Assault (Sp): As a standard action, you can inspire a living creature with a touch by expending 1 point of mental focus. The creature receives a morale bonus on attack rolls equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). This bonus also applies on saving throws against fear effects. This bonus lasts for 1 minute.
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Mental Discord (Sp): As a standard action, you can expend 1 point of mental focus to disrupt the mind of one living creature within 30 feet. The creature can attempt a Will saving throw to negate the effect. If it fails the save, the creature can’t concentrate on any spell effects and must succeed at a concentration check to cast any spell (DC = 15 + double the spell level). The affected creature takes a –4 penalty on this check if the spell includes a thought component. The creature takes a –2 penalty on all Will saving throws while under this effect. This effect lasts for 1 round per occultist level you possess.
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Mind Slumber (Sp) (requires 3rd level): By expending 1 point of mental focus as a standard action, you can lull a living creature into a deep mental slumber, forcing it to view the world as a dream. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If it fails the save, the creature falls asleep, although it still perceives the world around it as a dream. This doesn’t cause the creature to fall prone, but it does drop whatever it is holding. The creature can’t take any actions while in this state, but it isn’t helpless — it perceives danger as part of its dream. The creature remains asleep for a number of rounds equal to your occultist level or until it takes any amount of damage, which immediately wakes it. At the end of each of its turns, it receives another Will saving throw to end the effect. The creature can be manipulated or examined without waking it, but it can’t be moved from its square without waking it. This is a mind-affecting compulsion effect. Regardless of whether it succeeds at the save, the target is then immune to this effect for 24 hours.
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Obey (Sp): As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.
Evocation
Evocation implements such as gloves, rods, staves, and wands grant the ability to create and direct energy to protect and to destroy.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use evocation implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Energy Blast (Sp) (requires 5th level): As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire).
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Energy Ward (Sp) (requires 7th level): As a standard action, you can expend 1 point of mental focus to surround yourself in a swirling ward of energy. When you activate this power, you must select acid, cold, electricity, or fire. You gain resistance 10 against that energy type, and whenever a creature hits you with a melee weapon or natural weapon, that creature takes 1d6 points of energy damage of the chosen type. Attacks made with melee weapons with reach don’t cause the attacker to take this damage. At 13th and 19th levels, the resistance granted by this ward increases by 5, to a maximum of resistance 20 at 19th level. The energy ward lasts for 1 round per occultist level.
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Light Matrix (Sp): As a standard action, you can expend 1 point of mental focus to create a glowing orb of swirling lights that obeys your commands. This orb illuminates the area like the light spell. The orb can be commanded to hover over your shoulder, moving with you. As a move action, you can direct it to move up to 30 feet away from you. If the light matrix is ever more than 30 feet away from you, it returns to hover over your shoulder. If you are at least 5th level, you can direct the light matrix 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 be blinded for 1d4 rounds by a flash of light. If the attack hits, regardless of whether the target succeeds at the save, the light matrix immediately ends. The light matrix otherwise has a duration of 1 hour per occultist level you possess. You can’t have more than one light matrix in existence at one time. If you use this power again, any previous light matrices immediately end.
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Radiance (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 produces light like 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, the wielder can choose to end the effect, causing the foe to be surrounded by the radiance for 1d4 rounds. While illuminated in this way, the target can’t benefit from concealment or invisibility, nor can it attempt Stealth checks to avoid being seen. All attack rolls made against an illuminated foe receive a +2 circumstance bonus.
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Shape Mastery (Su): As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
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Wall of Power (Sp) (requires 9th level): By expending 1 point of mental focus as a standard action, you can create a wall of pure energy with a length of up to 5 feet per occultist level you possess. This wall is 10 feet high and 1 foot thick. It doesn’t block passage, line of sight, or line of effect, but does deal damage to anyone passing through it. The wall deals 2d6 points of energy damage + 1 point of energy damage per occultist level you possess. You must select acid, cold, electricity, or fire when you create the wall to determine the type of damage it deals. The wall must be straight, and can’t pass through a creature’s space when created. The wall lasts for 1 round per occultist level you possess.
Fire
Fire implements are items related to fire, burning, passion, and mutations such as braziers, burners, candles, gems, lanterns, and pipes.
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.
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Blazing Weaponry (Sp): As a standard action, you can expend 1 point of mental focus to create a weapon made of pure flame that lasts for 1 minute. This must be a weapon you are proficient with, and deals the normal amount of amount of damage for a weapon of its type + your Strength bonus +1 point of damage for every 2 occultist levels you possess. The damage type type inflicted by this weapon is fire damage.
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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 you to move any fire effect in the area and reposition a stationary fire effect, although the new placement must be one allowed by the conditions or spell. This effect lasts for 1 round per occultist level you possess.
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Combustion (Sp): You can expend expend 1 point of mental focus and make a touch attack against a creature to make it catch fire. The creature takes 1d8 points of fire damage per round until it extinguishes the flames as a full-round action as a full-round action. 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 levels you possess beyond 1st.
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Fire Barrier (Sp) (requires 5th level): As a swift action, you can expend 2 points of mental focus to surround yourself with a ring of flames. This functions as wall of fire, except it lasts a number of rounds equal to your occultist level.
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Pyromancy (Sp) (requires 3rd level): 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 on 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 sphere abilities through the fire by expending 1 additional point of mental focus for each sphere ability cast this way.
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Smokesight (Su): As a standard action, you can expend 1 point of mental focus 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.
Illusion
Illusion implements such as crystals, hats, masks, prisms, and rings allow the occultist to distort the senses and cloak creatures from sight.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use illusion implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Cloak Image (Sp): As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.
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Color Beam (Sp): As a standard action, you can expend 1 point of mental focus to unleash a beam of cascading colors at any one target within 30 feet. Doing so requires a ranged touch attack. If the beam hits, the target is blinded for 1 round if it has a number of Hit Dice equal to or lower than your occultist level. A foe with a number of Hit Dice greater than your occultist level is instead dazzled for 1 round. The foe can attempt a Will save to negate the effect. Regardless of whether it succeeds at its save, the target is then immune to this effect for 1 day. This is a mind-affecting illusion effect.
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Masquerade (Sp) (requires 7th level): As a standard action, you can expend 1 point of mental focus to take on the appearance of another creature that you touch. If the creature is not friendly to you, this requires a melee touch attack, but the target doesn’t receive a saving throw to negate the effect. You gain a circumstance bonus on Disguise checks equal to your occultist level + 10, but only to look like the creature touched. This bonus doesn’t stack with the bonuses from polymorph spells or spells like disguise self. While using this ability, you can change your disguise as a standard action by touching a different creature and assuming its appearance. You can end this effect at any time. This effect lasts for 10 minutes per occultist level you possess, but you can renew the duration at any time by expending 1 additional point of mental focus.
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Mirage (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to cloak an area in illusion, allowing you to change the area’s appearance. You can affect up to one 5-foot cube area for every occultist level you posses, changing the appearance in a way that seems natural to the surroundings, subject to GM discretion. You could, for example, hide a door or passageway, make a table appear to be covered in food, or even create the illusion of a pit. You can’t make creatures or objects invisible with this power, but you can change the appearance of an object or create an illusion for creatures to hide behind. This functions as major image, and creatures that physically interact with the illusion in any way can attempt a Will save to see through the mirage.
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Shadow Beast (Sp) (requires 9th level): As a standard action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus. This functions as shadow conjuration, but it can be used to duplicate only the effects of summon monster spells. Creatures created with this spell deal 50% of the normal damage to those that disbelieve the illusion, and their non-damaging effects have only a 50% chance of affecting disbelieving targets. This can be used to duplicate any summon monster spell up to summon monster V. For every 2 additional levels you possess beyond 9th, the maximum spell level you can duplicate with this ability increases by 1 (to a maximum of summon monster IX at 17th level). Regardless of the spell duplicated, the creatures remain for 1 round per occultist level you possess.
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Unseen (Sp) (requires 3rd level): As a standard action, you can expend 1 point of mental focus to become invisible, as invisibility. 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. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you.
Metal
Metal implements are items mostly made from metal or related to metalworking.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use metal implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Detect Precious (Sp): As a standard action, you can spend 1 point of mental focus to detect any metals or gems in your surroundings, either as ores or worked objects. This functions as detect metal, and lasts 1 minute for every occultist level you possess.
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Iron Skin (Sp): As a swift action, you can expend 1 point of mental focus to harden your own skin, making it assume a metallic appearance and hardness for 1 minute. You gain damage reduction 2/adamantine and a +2 resistance bonus on saving throws against blindness, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, a +1 bonus to your AC against attack rolls made to confirm a critical hit, and DR 1/acid and fire. For every four occultist levels you have beyond 1st, you can expend one additional point of mental focus to increase all these bonuses by 1.
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Metal Blanch (Su): As a standard action, you can expend 1 point of mental focus to create a metallic coating on a weapon or armor that makes it count as a rare metal for all purposes. An armor or weapon already made of a special material counts as both its material and the metal blanch. This effect lasts for 1 hour.
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Metallokinesis (Sp) (requires 9th level): As a standard action, you can expend 3 points of mental focus to move any metal object in a 60 ft. radius from you. This works as telekinesis, but only on metal items.
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Molten Strike (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to throw molten metal at an opponent as a ranged attack. This works as molten orb, except it has a range of 30 feet and deals an amount of fire damage equal to 1d6 points + 1d6 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).
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Steely Shell (Sp) (requires 7th level): As a swift action, you can expend 1 point of mental focus to enclose yourself in a metallic protective shell. This functions as wall of iron, except it lasts a number of rounds equal to your occultist level.
Necromancy
Necromancy implements such as bones, coins, dolls, drums, robes, and skulls can control undead and harm the living.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use necromancy implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Flesh Rot (Sp) (requires 3rd level): As a standard action, you can make a melee touch attack and expend 1 point of mental focus to cause the flesh of a living creature to rot and wither. If the attack hits, the target takes 1d8 points of damage + 1 point per occultist level you possess. For every 4 occultist levels you possess beyond 3rd, the target takes an additional 1d8 points of damage (to a maximum of 5d8 at 19th level). If you miss with the melee touch attack, this power is wasted with no effect.
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Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
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Pain Wave (Sp) (requires 7th level): As a standard action, you can expend 1 point of mental focus to unleash a wave of pain. This wave hits all creatures other than you in a 20-foot-radius burst centered on a point that you designate within 100 feet. All living creatures in this area are wracked with pain, gaining the sickened condition for 1 round per occultist level you possess. Affected creatures can attempt a Will save to reduce the duration to just 1 round. This is a mind-affecting pain effect.
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Psychic Curse (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to curse a living creature within 30 feet with your psychic magic. You can choose one of the following effects: memory lapse, mental block, or pain confusion. If you choose memory lapse, the target loses its memory of the past 1 hour per occultist level you possess. If you choose mental block, you can proscribe one specific action, such as attacking with a type of weapon, casting a specific spell, or something else suitably specific (subject to the GM’s discretion). The target can’t take that action without first succeeding at a Will save. If it fails, it can take other actions instead. If it attempts the prohibited action again on subsequent rounds, it gains a cumulative +2 bonus on the save until it succeeds. If you select pain confusion, the creature is confused for 1d4 rounds whenever it is damaged by a critical hit. The target can attempt a Will save to negate this effect. This effect lasts for 1 day per occultist level you possess. A creature can’t be under the effects of more than one psychic curse at a time. This is a mind-affecting curse effect.
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Soulbound Puppet (Su): As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus, but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.
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Spirit Shroud (Su) (requires 3rd level): As a standard action, you can expend 1 point of mental focus to surround yourself with a shroud of spirit energy. You gain a number of temporary hit points equal to 1d6 + your occultist level. This shroud lasts for 1 minute per occultist level or until the temporary hit points are expended, whichever comes first. These temporary hit points stack with those from other sources, but not with those gained through multiple uses of this ability. At 4th level, as long as the shroud remains, you also gain a resistance bonus on all saving throws against death effects, fear effects, and any spells or effects that bestow negative levels or deal negative energy damage (if the spells or effects allow a save). This bonus is equal to 1 + 1 for every 4 occultist levels you possess beyond 4th.
Transmutation
Transmutation implements such as belts, boots, sandals, vests, and weapons can alter the properties of both objects and creatures.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use transmutation implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Mind Over Gravity (Sp) (requires 7th level): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess.
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Philosopher's Touch (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).
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Quickness (Sp) (requires 5th level): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess.
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Size Alteration (Sp): As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.
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Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
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Telekinetic Mastery (Sp) (requires 9th level): As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess.
Water
Water implements are items related to water, reflections, and flowing such as bottles, bowls, conch shells, cups, gems, mirrors, and pearls.
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.
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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. At 5th level, you can expend 2 points of mental focus to change the water condition around a creature by 2 steps.
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Hydromancy (Sp) (requires 3rd level): 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 on 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 sphere abilities through your hydromancy device by expending 1 additional point of mental focus for each sphere ability cast this way.
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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 by one, up to cure critical wounds at 10th level (even if that spell cannot normally be made into a potion).
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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.
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Watery Barrier (Sp) (requires 5th level): As a swift 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 lasts a number of rounds equal to your occultist level.
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Watery Reflection (Sp) (requires 13th level): 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 or sphere abilities before fading away, and cannot partially turn a spell.
Wood
Wood implements are items made mostly or entirely from wood, living plants or vegetable products, or related to woodworking.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use wood implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
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Friend of the Green (Sp) (requires 7th level): As a standard action, you can expend 3 points of mental focus to influence plant creatures around you, as command plants. If you are at least 15th level and expend at least 6 points of mental focus, this power instead works as control plants.
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Forest Armament (Su): As a standard action, you can expend 1 point of mental focus to conjure a weapon made of wood (like a wooden mace or a quarterstaff ) in your hand. This functions as a normal, non-magical weapon of that type and lasts 1 minute. You are considered proficient with it. At 5th level and every 5 levels thereafter, you can expend 2 additional points of mental focus to confer the conjured weapon a +1 bonus. These bonuses are cumulative.
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Garden of Charms (Su): As a standard action, you can present a flower, fruit, or other beautiful vegetable item to a creature and expend 1 point of mental focus to attract the creature’s concentration on it only. This has the same effect as a bard’s fascinate performance, at a level equal to your occultist level, and lasts for 1 round per occultist level you possess.
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Thorny Thicket (Sp) (requires 5th level): As a swift action, you can expend 2 points of mental focus to evoke the effects of a wall of thorns, except it lasts a number of rounds equal to your occultist level.
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Tree Body (Sp) (requires 3rd level): As a standard action, you can expend 1 pointof mental focus to transform into a tree or another plant ofyour choice, as tree shape. This lasts for 1 minute. At 13th level, if youexpend 6 points of mental focus, you can animate your treebody as a treant for 1 minute.
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Vital Synthesis (Su): As a standard action, you can expend 1 point of mental focus to infuse a fruit or vegetable with healing power. Whoever consumes the empowered item gains the benefits of cure light wounds. For every 2 levels beyond 1st you possess, you can empower a vegetable item with a cure spell 1 level higher, by expending a number of mental focus points equal to the selected spell’s level. Each empowered item remains potent for 24 hours or until you regain your mental focus.