About Urik MendersenTraits: Forlorn, Pragmatic Activator
Race Traits:
Low-light vision, Elven Immunities, Human-Raised, Keen Senses Skills:
Craft (Tailor) 3 ranks, Disable Device 11 ranks, Fly 5 ranks, Knowledge (Arcana) 11 ranks, Knowledge (History) 6 ranks Knowledge (planes) 11 ranks, Knowledge (religion) 11 ranks, Linguistics 5 ranks, Perception 11 ranks, Profession (Farmer) 3 ranks, Spellcraft 11 ranks, UMD 11 ranks, 3 skills Spells:
An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Implements (Su):
At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. Necromantic Bond (Su):
At 1st level, a necroccultist gains access to only the necromancy school of implements. He must select necromancy for his implement mastery. Each time he gains an occultist level, a necroccultist can add one necromancy spell from the wizard spell list to his occultist spell list and his list of spells known. The necroccultist can’t choose a spell of a higher level than he is able to cast, and he adds the spell at the same spell level it appears on the wizard spell list. At 14th level, he doesn’t gain an additional school of implements. Instead, at 14th level, the DCs of saving throws to resist a necroccultist’s necromancy spells and necromancy focus powers increase by 2. This ability alters implements and implement mastery. Mental Focus (Su):
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal. Magic Item Skill (Ex):
At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level. Deadspeaker (Su):
At 2nd level, as a full-round action that provokes attacks of opportunity, a necroccultist can learn the answers to a specific set of questions concerning a dead or undead creature. The necroccultist must consume at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography (Advanced Player’s Guide 206), using the necroccultist’s occultist level as his caster level. The necroccultist can use this ability once per day at 2nd level, plus one additional time per day for every 2 occultist levels thereafter. This ability replaces object reading. Shift Focus (Su):
At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added. Ghostly Horde (Su):
At 5th level, a necroccultist can spend 1 point of mental focus from a necromancy implement to summon a mob of ghostly spirits to harass his enemies. Summoning the ghostly horde is a standard action that doesn’t provoke attacks of opportunity. The ghostly horde appears within 60 feet of the necroccultist, fills an area 20 feet in diameter, and always hovers a few inches off the ground (thus ignoring any difficult terrain). The necroccultist can command the ghostly horde to move up to 30 feet each round as a move action, though the farthest edge of the ghostly horde can never be more than 60 feet from the necroccultist. Any creature caught inside the ghostly horde takes 1d6 points of damage per 2 occultist levels at the start of its turn (up to a maximum of 10d6 points of damage at 20th level). A successful Fortitude save (DC = 10 + 1/2 the necroccultist’s occultist level + the necroccultist’s Intelligence modifier) halves this damage. This damage is not negative energy—it manifests in the form of physical wounds and aches as if from supernatural aging. Nonliving creatures and creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. The ghostly horde remains for 1 round, though at the beginning of his turn, the necroccultist can expend 1 point of mental focus as a swift action to extend the duration for 1 additional round. The necroccultist can use this ability once per day at 5th level, plus one additional time per day for every 5 occultist levels thereafter. This ability replaces aura sight. Life Drain (Sp):
At 8th level, a necroccultist can expend 1 point of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to accrue 1d4 negative levels. The ray has a range of 60 feet. The negative levels last a number of minutes equal to the necroccultist’s occultist level. For each negative level this attack gives a target, the necroccultist regains a number of hit points equal to his occultist level. The necroccultist can use this ability once per day at 8th level, plus one additional time per day for every 3 occultist levels thereafter. This ability replaces outside contact. Magic Circles (Su):
At 8th level, an occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist’s choosing. The circle can’t be against a component of the occultist’s alignment (if he is lawful good, for example, it can’t be a magic circle against good or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can’t break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can’t normally be focused inward to bind an outsider. Resonant Powers:
Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement. Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Powers
Mind Fear (Sp) 1 point:
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 within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect. Necromantic Servant (Sp) 1 point:
As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) 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. Pain Wave (Sp) 1 point:
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 painUM effect. You must be at least 7th level to select this focus power. Legacy Weapon (Su) 1 point:
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. 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. Telekinetic Mastery (Sp) 1 point:
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. You must be at least 9th level to select this focus power. Mind Barrier (Sp) 1 or 2 points:
As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. Globe of Negation (Sp) 3 points:
As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power. 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 can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute. Side Step (Sp):
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 teleport. You must be at least 7th level to select this focus power.
Level 0 Spells:
mending, resistance, stabilize, touch of fatigue Level 1 Spells:
8/day (DC 17)-inflict light wounds, chill touch, feather fall, ray of enfeeblement, shield, unseen servant Level 2 Spells:
8/day (DC 18)-blindness, command undead, false life, glitter dust, inflict moderate wounds, make whole, resist energy Level 3 Spells:
6/day (DC 19)-animate dead, dispel magic, gentle repose, halt undead, haste, phantom steed, ray of exhaustion, Level 4 Spells:
4/day (DC 20)-air walk, death ward, dimension door, enervation, fear, freedom of movement Spells per day:
Implements:Necromancy, Transmutation, Abjuration, Conjuration Gear:
82,000 gp; +1 mithril breastplate(5200), +1 composite longbow +1 (2700), +1 longsword (2315), belt of physical might +2(STR & CON) (10000), Efficient Quiver (1800), Headband of Vast Intellect +2 (4000), Ring of Protection +1 (2000) Wands:
Scrolls:
Maribeth:
Burning Skeleton Fiery Aura (1d6 fire) Speed 30 AC 14/12/12 SVs F+1/R+2/W+2 HP 45 Immune cold, DR 5/blunt; 2 claws +10 (1d4+7 plus 1d6 fire) Zelda:
Fast Zombie Speed 40 AC 14/10/10 SVs F+0/R+2/W+3 HP 45; 2 slams +11 (1d6+9) |