Weight 49
Light Load 58 Medium Load 116 Heavy Load 175
Not Yet:
Mind Fear (Sp): As a standard action, you can expend 1 point
of mental focus to cause a living creature to succumb to fear.
The target must be with 30 feet of you and it can attempt a
Will save to negate the effect. If the target fails the saving
throw and has a number of Hit Dice equal to or less than
you, it is frightened for 1d4 rounds. If the target fails the
saving throw and has a number of Hit Dice greater than
you, it is shaken for 1d4 rounds instead. This is a mindaffecting
fear effect.
Flesh Mend (Sp): 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 at 19th level.
This has no effect on undead creatures. You must be at least
3rd level before selecting this focus power.
Conjuration Resonant Powers:
Guiding Compass (Su): The implement becomes a beacon to guide its possessor's path, along roads both physical and magical. Whoever possesses the implement gains a bonus equal to twice the number of points of mental focus invested in the implement (to a maximum of your occultist level) to Survival checks made to avoid being lost. The possessor can also subtract the number of points of mental focus invested in the implement from the d% to determine where she arrives whenever she is targeted by a teleport spell. This may cause the possessor to arrive in a different location than other targets of the same spell. You can choose this ability only with a compass.
Summoning Focus (Su): The implement allows creatures to pass through it into the material world, strengthening their connection and extending their stay. The bearer can add the implement as an additional focus component to any conjuration [summoning] spell he casts that has a duration measured in rounds per level. If he does so, the spell's duration increases by 1 round for 2 points of mental focus stored in the implement (to a maximum of your occultist level). Apply this increase after other effects that adjust a spell's duration, such as Extend Spell. You cannot choose this ability with a compass.
Transmutation Resonant Powers:
Legacy Weapon (Su): You unlock a latent ability from the power of the implement's history. When you choose this resonant power, select a weapon special ability with an equivalent enhancement bonus less than or equal to +1 for every 3 points of mental focus invested in the implement (to a maximum of 1 + 1/4 your occultist level). As long as the implement qualifies for the ability, it gains that weapon special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can choose this ability only with a weapon.
Physical Enhancement (Su): The implement enhances its wearer's body to superhuman levels. When you choose this resonant power, select a physical ability score. The implement grants a +2 enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 for every 5 occultist levels you possess). You can choose this ability only with a belt.
Quick Steps (Su): The implement increases its wearer's speed. The wearer gains a +5 foot enhancement bonus to his base speed for 2 points of mental focus invested in the implement (to a maximum of 5 feet for ever 2 occultist levels you possess) You can use this ability only with boots or sandals.
Base Focus Powers:
Psychic Weapon (Sp): As a swift action, you can expend
1 point of mental focus to imbue one weapon, unarmed
strike, or one natural attack with psychic power. This grants
the weapon a +1 enhancement bonus. This bonus stacks
with any enhancement bonus the weapon might have, as
long as it does not increase the total bonus to greater than
+5. This effect does not stack with itself. This bonus lasts
for 1 minute.
Servitor (Sp): As a standard action, you can expend 1
point of mental focus to summon a servitor. This ability
functions as summon monster I, but you can use it only
to summon a single creature, and the effect lasts for 1
minute. At 4th level and every 3 levels thereafter, the level
of the summon monster spell increases by 1, to a maximum
of summon monster VII at 19th level. You cannot have more
than one servitor in effect at a time. When the duration
expires, you can expend 1 additional point of mental focus
to extend it by another minute (and can continue to do so as
long as you have mental focus remaining). This extension
is not an action.