Pathfinder occultist spells

Pathfinder occultist spells DEFAULT

Implementing Magic: VampByDay's guide to the Occultist ([email protected]):PZO1132-Mavaro.jpg

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Table of Contents:

Section 1: Basic introduction to the guide

Section 2: Basic introduction to the class

Section 3: Sample Builds

-Melee Occultist

-Ranged Occultist

-Caster Occultist

-Traits

Section 4: Implement choices

Section 5: Skills

Section 6: Feats

Section 7: Spells

Section 1: Introduction

 The introduction of Occult Adventures has changed the Pathfinder landscape by introducing a third type of magic to the pathfinder world: psychic magic.  As such, the six psychic classes introduced in Occult Adventures stand out as an odd duck when compared to all other Pathfinder classes, and a lot of their abilities are strange or unfamiliar.  I have undertaken this project in an attempt to explore one of these classes: the Occultist.

Role:

Somewhat like a Bard or Inquisitor, an occultist can be considered a 'jack of all trades.'  However, a more appropriate way to describe the occultist class is 'flexible.'  Because there are so many options available to the occultist, there are many different ways to build them.  Additionally, like a bard, just because you may build for a single role doesn't necessarily lock you out of another role in a pinch.

Why play an Occultist?

Occultists are a somewhat strange class, but they offer a lot of unique abilities which allows them to go in many different directions.  They also have a fairly unique flavor to them.  From a purely mechanical standpoint, they are a solid class.  They have a 3/4 BAB, good fort and will saves (often considered the most important saves), proficiency in both martial weapons and medium armor, some spellcasting ability, and while they don't have a huge list of spells to choose from, the ones they can get are pretty good.

From a flavor standpoint they are also fairly unique in that they are able to draw out inherent magic out of seemingly mundane items, or make magical items even more potent.  This allows you to make characters that carry around family heirlooms from levels 1-20, or can further improve upon that magic sword you got.

Occultists are a class that gives you both spellcasting and martial options.  They also add the flavor of a character that doesn't just USE magical items, but truly attunes with them and understands them.  Their bonuses to UMD let them do anything from wield a holy avenger to raise the dead with a scroll, and in combat they can constantly pulling out small magical items that they can use to devastating effect.  If you want to be that sort of character, the occultist is for you.  

Color Coding scheme:

Throughout this guide I will use a color-coding scheme in order to rank choices or abilities based on my experience.  These should not be taken as absolutes, but rather, general ideas for the broad applications of the choice as it pertains to the class.  If you find some loophole or issue that allows you to make good use of a red or orange choice, please, feel free to use it, and even send me a polite e-mail telling me as much.  I might update the guide with your comments!

Note: I have also allowed 'in between' rankings in order to give this list further refinement.  Thus a choices that is half-green, half-blue is better than good, but not quite great.

Red-Sub Par: This choice/ability is sub-par for some reason.  Either it is just a poor choice in relation to Pathfinder in general, or that particular choice does not work well with the occultist class.

Orange-Sub-Optimal:  This choice/ability isn't bad per se, but there may be better choices out there.  Double-check before choosing an orange option to make sure that's where you want to go with your character.

Green-Good: An all-around solid decision/ability.  Probably can't go too wrong with it.

Blue-Great: A very solid decision/ability.  Many occultists will probably go this way.

Purple-Extremely good : Almost a class-defining choice/ability.  If you aren't going to choose this option (or if you plan to trade out this ability), make sure you have a good reason for it.  Almost all occultists will probably use this this.

Grey-Difficult to say: Some options will depend entirely on your build or what you are doing with your occultist.  Grey options are, for whatever reason, choices outside the good-bad spectrum.

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Section 2: How does the Occultist work?

Class Basics:

Hit die: d8

Starting Proficiencies: Simple weapons, martial weapons, light armor, medium armor, shields (except tower shields).

Base Attack Bonus Progression: Medium (so-called 3 / 4)

Good Saves: Fortitude and Will.

Skills: 4+int mod/level

Spellcasting: Strangely, Occultists are intelligence-based spontaneous casters.  Their power source is psychic (see below.)  They have the so-called “Sixth level” spellcasting progression (meaning they gain access to spell levels and spells per day like a bard.)

BEFORE WE GET STARTED:

I should mention that the following is based off the most prominent theory of how occultists work.  Because of some very complex (and possibly misprinted) text in the class description, it is possible that the occultist works slightly differently (making them slightly less powerful.)  If this text is in fact not a misprint, then you need to know the following:

One interpretation of the rules says that occultists only count spells on their 'list of spells known' as 'on their spell list.'  If this is the case, then UMD becomes much more prominent, as players will not be able to activate wands or scrolls of spells they do not know.  This issue has not be addressed by PAIZO as of the latest update of this guide.

Lastly, one part of the occultist spellcasting is listed as:  “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 vague wording also seems to be impossible (how do you 'point a sword at itself' when you use your sword as a transmutation implement to cast lead blades on itself?), and would also seem to require you to take off your belt to cast a spell and then put it back on.  In my experience GMs will ignore this rule, and instead require that all your implements be 'prominently displayed,' but your mileage may vary.  Again, this vague wording hasn't been addressed by Paizo directly as of the latest update of the guide.

Occultist Spellcasting:

Occultists are psychic casters, and as such have special rules that don't apply to arcane or divine casters.  Additionally, occultists have some very strange and special limitations on how their magic works.  Because of this, here is a brief primer on how occultist spellcasting works.

First off: Occultists are spontaneous casters (like bards, they do not prepare their spells ahead of time, but instead permanently know a small number of spells that they can cast whenever, so long as they have a spell slot of the appropriate level available.)

Secondly: Psychic spellcasting has special rules.  This means instead of somatic components, they have emotion components, and instead of verbal components, they have thought components.  A spell with an EMOTIONAL component cannot be cast if the occultist is under a 'negative emotional effect' (such as a demoralizing intimidate, fear, confusion, rage, etc.).  A spell with a THOUGHT component has the DC of any associated concentration checks increased by 10 unless the caster spends a move action to center themselves before casting the spell.

Thirdly: Because there are no somatic components for any of their spells, occultists can cast with their hands full, or while bound.  Also, because there are no verbal components, they can cast while silenced, gagged, or otherwise unable to speak.  However, they still must make concentration checks as normal when grappled (presumably because it is very distracting to have someone grab you and throw you about while trying to align your chakras or whatever.)

Fourthly: Because all of this magic is coming from inside you, spells do not have non-expensive material components (basically giving all psychic spellcasters the benefits of the 'eschew components' feat.)  Expensive components can be replaced by any object of the appropriate value so long as it has 'significant meaning.'  The details of this are up tot he GM, but presumably you could use the Baron's favorite set of 100GP clothes to cast restoration on him in lieu of 100 GP worth of diamond dust.

Lastly: One of the problems of the occultist is that Occult Adventures does not do a good job of explaining how the occultist works.  The issue for this is that the book breaks up the implements and spells sections of their abilities into two separate sections, when in reality, they are intricately interconnected.

How the occultist works is at level 1, they start with two 'schools known.'  Choose two spellcasting schools.  Add 1 knack (level 0 spell) from each school and that is on the occultist's spell list to your list of spells known.  Also, add one level 1 spell from each school that is on the occultist's spell list to your list of spells known.   At level 2, you gain access to another school, and you do the same (one level 0, one level 1, from that school.)

At occultist level 4, you add one level 2 spell from each of your schools (and that is on the occultist spell list) to your list of spells known.  At level six you learn a new school, which nets you another level 0, 1, and 2 spell to your list of spells known from that school.  At level seven, you add one third level spell from each of the four schools you know, and so on and so forth.

THIS IS IMPORTANT.  

Spells from schools you have not chosen are not considered 'on your spell list.'  Thus, if a level 1 occultist chooses abjuration and transmutation as their first schools, any conjuration, necromancy, divination, illusion,  and enchantment spells are NOT considered on their spell list (even if they appear on the occultist spell list).  So, if our level 1 occultist from above wanted to cast detect magic from a wand, she would have to use the Use Magic Device Skill (even though detect magic is on the occultist's spell list, it is not on OUR occultist's spell list.)  

The second half of this equation is that each school has an associated series of 'implements.'  For example, the abjuration school has “Amulet, armor, belt, bracer, brooch, cloak, holy symbol, or shield.”  When you refresh your spells in the morning, choose an item from that list as the 'focus' of your mental power.  For the rest of the day, you need that item in your possession to cast spells of that school (so, if you choose 'shield' and then someone sunders your shield, you will have problems casting abjuration spells)  Some GMs may require that the items have some special significance, but they do not have to be magic, and do not take up magic item slots.  (Thus you could wear a normal belt as your abjuration implement, and a belt of physical perfection +2 at the same time and both would function.)

If you do loose your implement for the day, you can still try to cast the spell with a DC 20+spell level concentration check (remember the +10 to DC if it has a thought component and you don't center yourself.)  Any spell cast this way is always cast at minimum caster level.

Mental Focus and Implements: But wait, there's more!  Each day you get an amount of mental focus equal to your Int Mod+Occultist level.  You can divy that up amongst your implements you have chosen for the day.  Each implement has a 'resonant power' that gives you a bonus depending on your level and how much mental focus you invested in that item for the day.  Items also have powers (and you can gain more powers as you level up).  You can spend the invested mental focus of items in order to activate any powers you have associated with them.  Items retain their full resonant bonuses unless they are COMPLETLY drained of mental focus.

When you choose an implement, you automatically get the ability to use it's resonant power, and you automatically get it's base power.  At level one, you get one free additional power from either of your choices for free.  When you gain access to new implements, you gain their resonant power and base power for free.  At level 3 and every other level after that, you gain an additional power which can be chosen from ANY implement power you have access to.

Example:

Level 1 occultist Janica has chosen the two schools abjuration and transmutation.  She chooses one abjuration knack and one transmutation knack from the occultist spell list, as well as one abjuration level 1 spell and one transmutation level 1 spell.  Occultist abjuration and transmutation spells are considered on her spell list, but not conjuration, necromancy, illusion, enchantment, or divination.

She gains the abjuration and transmutation resonant powers, as well as the base powers.  She also picks up one free power that is either from the abjuration or transmutation powers list.( for example, Aegis for abjuration, or Burst of Speed for transmutation)

Janica, who has an intelligence of 16 and the extra mental focus feat, starts with 6 mental focus.   (level 1+3 Int mod+2 from feat.)  She invests 4 points in her weapon (a longsword) as her transmutation implement, and 2 points in her shield, as her abjuration implement.  The resonant power for transmutation is +2 to one physical ability score for every three points invested (Janica invested 4), and the resonant power for abjuration is a +1 resistance bonus to all saves for every two points (Janica invested 2).  

Janica can spend 1 mental focus from her shield to activate her base power or Aegis and still retain her resistance bonus, but if she spends her second and final point, she looses her resistance bonus to her saves for the day.  She can spend up to three points from her transmutation implement to activate any powers from that, but when she spends her fourth, she looses her bonus to an ability score.

At level 2, Janica gains another implement, she chooses conjuration.  She gains the resonant bonus and base power of the conjuration implement, as well as a level 0 and 1 conjuration spells to her spells known, and adds all the occultist conjuration spells to her spell list.  At level three, she gains an implement power, which can be an abjuration, transmutation, or conjuration power that she qualifies for.

Of course there's more: One last thing, instead of choosing new schools, you have the option of choosing the same school multiple times.  When you do, you add new spells of that school to your list of spells known, one per level that you can cast.  You also, however, must have one instance of an implement for each time you have chosen a school.  Thus a person who chooses abjuration twice would need two abjuration implements (such as a shield and a belt) and have two abjuration spells per spell level on their list of spells known.  This is generally considered a poor choice, because it is redundant (you don't get a benefit from a second resonant power/a second iteration of a base power), but it is an option if you want to make use of it.

Other Occultist Abilities

After the massive quagmire that is the rules of how occultist spells/implements work, the other abilities they have are fairly easy to understand:

Magic Item Skill: Add half your occultist level to UMD checks.  Super easy.  Remember to round down, and that to use the skill, you need to have at least one rank in it, even if your class gives you bonuses.  

Object Reading: Automatically identify any non-cursed, non-artifact magic item.  Can identify cursed items if your occultist level is equal to the caster level of the cursed item.  Remember it takes one minute, and you have to handle the item.  This is particularly good if you do not have the divination school.

Shift Mental Focus: The ability to shift mental focus isn't BAD, per se, but you loose focus in the transfer.  Better to plan well and be stingy with your mental focus, and only use this as a last resort.

Aura Sight: PERMENANT Aura Sight, which basically means you can instantly figure out anyone’s alignment (as long as they are, like, over level 5).  Also lets you detect those cursed artifacts or whatnot if they are evil.

Magic Circles/Binding Circles/Fast Circles: These are pretty much flavor, but can be useful when you get 'fast circles.'  They are fairly wordy, but easy to understand.  

Section 3: Initial Choices (Build, Race, Ability Score Allocation, Archetypes, Traits)

Author's note here: After careful consideration, I have chosen NOT to rank build choices as color-coded because I feel that it is not my place to rank someone's defining character concept.  If push came to shove, I would rank a support/caster occultist as slightly less optimal than a ranged/melee build, but I am not going to say that one is 'sub par' or one is a 'class-defining choice.'  I am not here to tell you what character concept to have, just how to build out your character concept to be effective in the Pathfinder game system.

Before we get started: what are we looking for?

An occultist's most powerful resource is their mental focus, and unfortunately, they get very little of it compared to their needs at higher levels.  While in the early  levels you may be able to max out the resonant powers of your implements, this will not last.  At higher levels you will basically be able to max out the resonant power of a single implement, or have all your implements running on minimum, but certainly not even close to maxing out all your implements.

Getting mental focus is a factor of your level, your intelligence, and one feat (which CANNOT be taken more than once.)  As such, unlike certain builds of  warpriests, bards, and inquisitors, your primary casting stat (intelligence) is VERY important for ANY build of occultist.

Melee Occultist.jpg

Build option 1: Melee

Why go melee occultist?

Occultists have a fairly impressive ability to go into melee.  They start with proficiency in all martial weapons and with shield proficiency, as well as proficiency in both light and medium armors.  Additionally, several of their implement powers and spells can greatly enhance their combat prowess.  While it is true that they are not a 'full BAB' class, they can offset this with spells and buffs from their implements, making them an excellent melee-support class.

A side note: Dex Melee occultists

As several people are no doubt aware, recent developments in the pathfinder landscape has allowed for the creation of characters that use dexterity to hit and damage instead of strength.  There are a few ways to accomplish this: The 'Agile' magical weapon property, as well as the feats Slashing Grace, Starry Grace, Dervish Dance, and Fencing Grace.  However, the nature of these feats makes them inaccessible until level 3 at least, (probably level 5), and Agile requires at least an 8000 GP weapon enchantment, as you must have a +1 weapon first.   This guide will mainly shy away from dex-based melee occultists.  However, if you wish to go this route, here are some notes.

As a dex-based melee occultist, your primary ability concerns should be dexterity, intelligence, and constitution.  You do not need a high strength, but a decent strength score will let you wear heavier armors like celestial chain.  Wayangs and Tieflings are the best classes for this, though Half-Elves and dual-talented humans also work well.  

Melee Occultist Race Choice

Core Races:

Dwarf (Reliquarian):A surprisingly good choice.  The bonus to Con helps your survivability in a fight, and the penalty to charisma doesn't hurt too much (other than reducing your UMD, which is an important skill for you, but look into TRAITS, letter in this section.)  Combined with several dwarf feats that can shore up your defenses, and you could do worse.  The Reliquarian archetype makes this a more appealing choice, as it changes your mental focus stat to wisdom.

Elf:The bonus to Int helps as much as the penalty to Con hurts.  Additionally, as a melee occultist, you shouldn't prioritize offensive spells, and that makes the Elven Magic racial not as appealing.  Lastly, the Elven proficiency in several weapons is wasted on you, as the occultist already has martial weapon proficiency.  However, the elf favored class bonus is VERY nice, as mental focus is at a premium for this class.

Gnome: Like a Dwarf, the bonus to Con is nice, as is the size bonus to hit and AC, but the penalty to Str really hurts you, as well as the size decrease in any weapon you choose to use.

Half-Elf:The +2 to any one stat (probably Strength) is really quite nice, and half-elves get a host of other goodies, like immunity to sleep and ghoul paralysis.  Additionally, the free skill focus (or alternate racial, which nets them an exotic weapon) is great.  Plus, as a part elf, you can take the elven favored class bonus (+1/2 mental focus) which really helps.

Half-Orc: Like the Half-Elf, the +2 to any ability score is great, along with the their ability to stay up for a round 1/day after being brought into the negatives (giving them a chance to heal themselves or something.)  Additionally, there are a slew of half-orc racial feats that can be very handy for a melee character.

Halfling:Penalty to Strength, small sized weapons, and few racial feats that help out a melee occultist.  There are probably better options out there.  The only saving grace is the favored class bonus which grants +1/2 mental focus/day.

Human:  Bonus to any one ability score, plus an extra feat and skill/level is always great.  Or, take the dual-talented racial and get +2 to any TWO ability scores, which can help for some of the builds that require many different high ability scores.  The only downside is no low-light vision and few racial feat options.

Other Notable Races:

Aasimar(Angelkin): A bonus to Int and no downsides is great, in addition to being a native outsider (which makes you immune to Hold Person and the like).  However, instead gaining a bonus to Strength through Angelkin with a FURTHER bonus to strength through Alter Self 1/day is also really good.  Oh, and some energy resist on top of all that?  Don't mind if I do!

Nagaji: Bonus to str?  Good.  Bonus to natural armor?  Great!  Penalty to Int?  Oooh, that might be a deal-breaker.  Unlike melee inquisitors and Bards, who can get away with lower casting stats,  Occultists really need their Int to be high due to their limited mental focus.  Not quite so bad for a Reliquarian

Tiefling(Hungerseed):  Bonus to Int is great, and as a melee occultist, you won't need too much charisma.  Additionally, like an aasimar, you are immune to a lot of stuff.  The Hungerseed goes further though by giving you buffs to Str and Alter Self, like the Angelkin.  And then, of course, there are the energy resistances.

Wayang: Bonus to Int, bonus to hit and AC from size, no penalty to Strength, these guys actually would do pretty well.  The have to use smaller weapons, but that's a fair trade for the bonus to hit and AC from their size.

Ability scores: As a melee occultist you will want good strength and intelligence, and a non-trivial constitution.  Sample stat allocation for a 20 pt buy human:

Str: 16, Dex:12, Con:14, Int:16, Wis:12 Chr:7

Archetypes:

Battle Host: A great archetype if you want to go whole-hog into fighting.  The restriction on identifying magic items and UMD to only weapons, shields, and armor, hurts, as does losing aura sight, but Heroic Splendor STACKS with the bonus from the transmutation resonant power.  At level 7 you could give yourself a +8 bonus to strength (4 from the transmutation resonant power, 4 from heroic splendor), and then cast lead blades to REALLY put the hurt on someone.  It's up to you if you wish to give up versatility for more fighting prowess.

Necroccultist: This archetype is clearly not designed for front-line fighting.

Sha'ir: By greatly reducing the number of implements/schools you have, you can add some extra wizards spells to your list of spells known, and can summon elementals.  Not particularly good for a fighter, but you could do worse.

Tome Eater: This archetype doesn't add anything to a melee occultist, but doesn't take away much either.  The ability to eat scrolls/books to regain mental focus could be interesting, but I have yet to see how often it would come up.

Reliquarian: Surprisingly, makes a very good melee occultists.  The loss of a school/implement is not great, but the Reliquarian makes up for it by adding domain spells to a list of spells known.  With the right choice (like Gorum, or Shizuru) could be very nice.

Ancestral Asparint: An interesting archetype, and it gives up very little that helps out fighter-types.  However, it might be tough going at first level with one of your schools being Enchantment

Secret Broker: Good archetype, but not for fighty-types.  

Ranged Occultist.jpg

Build option 2: Ranged (Archery) Occultist

Why go ranged occultist?

Like melee, occultists have a fairly impressive ability to go into ranged combat.  They start with proficiency in all martial weapons, as well as proficiency in both light and medium armors.  Additionally, several of their implement powers and spells can greatly enhance their combat prowess.  While it is true that they are not a 'full BAB' class, they can still hold their own in combat, making them great ranged support characters, firing their bow and using spells to control the battlefield.  Some might mark this as a better choice than melee because of the occultist's d8 hit die.

A note about ranged occultists:

Unlike melee occultists, where arguments can be made for just about any type of weapon, as well as the benefits of weapon+shield vs. two-handed weapon, there is basically one 'best weapon' for a ranged occultist.  The composite longbow.  It offers the best range and damage out of all the ranged weapons, and can have the ability to add strength to damage (which makes it edge out the crossbow).  Additionally, the +1000 GP 'adaptable' enchant allows you to always add your full strength bonus to damage with the bow, even if your strength score is bouncing around due to buffs.  As an occultist, you are automatically proficient in it, so I recommend you make use of it.

Ranged Occultist Race Choice

Core Races:

Dwarf: Less tempting than it was in melee, as a ranged character doesn't need as much Con.  

Elf:A bonus to Dex (to hit) and Int (for all your spellcasting/mental focus needs)  As an archer, con is less of a big deal for you, so the con penalty isn't as big a problem.  Maybe look into a few alternate elven racial abilities to replace Elven Magic and the weapon proficiencies you already have.  And then of course, there is the favored class bonus.

Gnome:The size bonus to hit and AC is still nice, but the archery build no longer needs the Con boost that the Gnome provides.  

Half-Elf: The +2 to any one stat, and the elven immunities are still good, but the ability to get an exotic weapon through the ancestral arms alternate racial is diminished somewhat because of our reliance on a longbow.  Again, however, the elf favored class bonus option pushes this up.

Half-Orc: As before the +2 to any ability score is nice, but Half-Orc ferocity isn't as good to an archer as they will (hopefully) not get attacked as often.

Halfling:Bonus to dex, bonus to hit, bonus to AC.  The penalty to strength can hurt, but Halfling occultists are automatically proficiency with the halfling sling-staff.  With warslinger and slipslinger style, it can be reloaded as a free action, always adds strength to damage, and in a pinch, can be used as a melee weapon.  Could be fun!  Don't forget about that halfling favored class bonus!

Human:  Here, the bonus feat really shines, as it allows a level 1 occultist archer have both point blank and precise shot.  This allows them to get going on the other archery feats as soon as possible.  

Other Notable Races:

Aasimar: As above, a bonus to Int and no downsides is great, and pared with energy resistances and being a native outsider it is still a solid choice.

Nagaji: Now that our archer doesn't need such a high strength, the Nagaji lost it's only redeeming factor.

Tiefling:  Bonus to Dex and Int?  AND native outsider?  AND Energy resistances?  AND I can replace some of my stuff with other cool Tiefling abilities?  Yes sir!

Wayang: Bonus to Dex and Int, Size bonus to hit and AC, no penalty to strength, darkvision, yup, this is a good way to go!

Ability scores: As a ranged occultist you will want good Dexterity and Intelligence, and a non-trivial Strength score to add damage to those arrows.  Sample stat allocation for a 20 pt buy human:

Str: 14, Dex:16, Con:12, Int:16, Wis:12 Chr:7

Archetypes:

Battle Host: Again, a great archetype if you want to go whole-hog into fighting.  As before, you loose your utility in the form of no aura sight, and no ability to identify non weapons/armor,  but Heroic Splendor still STACKS with the bonus from the transmutation resonant power.  At level 7 you could give yourself a +8 bonus to strength (4 from the transmutation resonant power, 4 from heroic splendor), and then cast gravity bow to REALLY put the hurt on someone.  It's up to you if you wish to give up versatility for more fighting prowess.  As a bonus, the extra feats you get can help offset some of the problems with ranged builds being feat-intensive.  

Necroccultist: This archetype is clearly not designed for fighting.

Sha'ir: While slightly better for a ranged build, as you can now toss out elementals to run interference when you shoot, I still don't see it being a great choice.  

Tome Eater: As above, it doesn't add or subtract much from the powers you will be using as a ranged occultist.

Reliquarian: Surprisingly, makes a very good ranged occultist as well.  The loss of a school/implement is not great, but it could work, especially with gods like Eristil.

Ancestral Aspirant: Interesting, but not geared towards fighty-types.

Secret Broker: Same as Ancestral Aspirant

Caster occultist.jpg

Build option 3: Caster/Support

Why go support occultist?

Towards later levels, occultists gain a fairly large number of spells known, eventually (possibly) one from each school, which can net a great number of ways to deal with problems.  Eventually, you can get dispel magic, break enchantment, all of the cure spells, and several enchantment spells such as charm monster and confusion.  You will have a slow start (much slower than a wizard), but when augmented with implement powers you can deal with almost any problem that will be sent your party's way.

Secondly, in contrast to other 'level 6 casters' (such as inquisitors, bards, and the like), an occultist can actually pull off being a primary caster..  While other level 6 casters generally shy away from being casting-based because of their low number of spells/day and spell progression, you have the option of offsetting this downside with implement powers and mental focus.  It requires careful choice of powers and very careful planning, but it is possible.

A side note: Blasters

Some people see spellcasters and all they want to do is hurl fireballs.  While this CAN be done with the occultist's evocation base power, it may not be the best of plans.  Sure, Fireball and Ice Storm ARE on the occultist's spell list, but they get those spells later than sorcerers/wizards, and they have fewer spell slots than those casters.  I would recommend against this choice.  However, if you have your heart set on a blaster occultist, the Evocation school is a must.

Caster Occultist Race Choice

Core Races:

Dwarf:Like our ranged option, we don't need con and we don't need Wisdom (unless you are a reliquarian.)  And the feats that help Dwarven melee occultists don't help support occultists as much.

Elf: Bonus to Int is a plus, and as a casting focus character (instead of buffing yourself) you might even make use of that Elven Magic racial.  Once again, the elven favored class bonus bumps this choice up to amazing.

Gnome: Con isn't a great selling point for casters, and occultists don't have much use for charisma.  On the other hand, the size bonuses are good, and as a caster you don't have to worry about your strength as much.

Half-Elf:They're still good.  +2 to any stat, and a free skill focus feat, like before.  What more can I say?  Oh yes, elven favored class bonus still in full effect.

Half-Orc: Still good.  +2 to a stat and the ability to keep standing for a round to heal yourself 1/day.  

Halfling:Like a gnome, the penalty to strength and small-sized weapons isn't a big deal for a caster, and dex is always nice, but there just isn't much here for an occultist caster other than their favored class bonus.

Human:  As a single ability-score dependent build (just need Int) that +2 to a single stat looks real appealing.  The bonus feat is slightly less appealing now that we don't need to start with point blank shot AND precise shot.

Other Notable Races:

Aasimar: I've said it before and I'll say it again.  Bonus to int, no downside, outsider, energy resistances . . . so good.

Nagaji: Is there a below-red option?  Now that Int is the ONLY thing we care about, a race with a racial penalty to int seems TERRIBLE

Tiefling:  Same as the aasimar.

Wayang: Now that we don't care so much about physical ability scores or size, Wayang is still looking good.  Bonus to Int, bonus to dex (for evading those stray shots coming your way), size bonuses to AC . . .still looks solid.

Ability scores: As a support occultist, your primary focus should be intelligence for your casting stat, followed by non-trivial dex and possibly charisma to act as a backup party face.  Sample stat allocation for a 20 pt buy human:

Str: 7, Dex:12, Con:12, Int:20, Wis:10 Chr:13

Archetypes:

Battle Host: Suddenly losing all that versatility for fighting doesn't matter when your character is based on versatility and casting.  Giving up that aura sight and ability to discover what magic items do what is a big issue when casting is your goal.  

Necroccultist:Well, this archetype was designed for casting, but it is so lackluster I can't justify more than giving it an orange.  It does give you access to necromancy wizard spells, so you can finally get control undead (which is boosted by your necromancy implement) but . . . why not just be a necromancer wizard and channel negative energy to control undead?  It has possibilities, but I just find it bad at what it’s trying to do.

Sha'ir: I'm still not completely sold on the Sha'ir, but gaining a large number of extra spells from an outside source to your spells known might just be worth it.

Tome Eater:After careful consideration, I have labeled the Tome Eater as green for the ability to recover mental focus through eating scrolls.  However, you do give up at least one school, and a fair amount of versatility (by losing Aura Sight) so it isn’t an ‘automatic choice’ over the base occultist.

Reliquarian: Giving up schools for a caster is bad, but the trade off for some divine spells?  Seems like it could be made to work.

Ancestral Aspirant: If you are playing in a game with lots of nobility and political espianage, then this is the class for you.  Ability to make use of your contacts for effects like ‘divination,’ is great.  However, if you are in a standard ‘dungeon crawl’ type game . . . not so great.

Secret Broker: Another solid choice for a social game .  Though you are forced to have only divination as your first power, share memory at will is pretty good, and the ability to steal secrets from people could be a great boon for those who are espionage-focused.  Then again, if you are in a standard dungeon-crawl style game, basically bad.

Traits:

There are literally HUNDEREDS of Pathfinder traits, and there is no way I could list them all and list all the bonuses and downsides of each.  So, instead, I am just going to list some of the better ones that come to mind:

For all Occultists

->Pragmatic Activator/Clever Wordplay: Yes, yes, a thousand times yes.  Int is your go-to casting stat, and the entire purpose of this class is to UMD.  Making UMD go off of Int is really, really good.

->Student of Philosophy: Okay, diplomacy is a class skill for you, but there is no reason to get a good charisma other than UMD and Diplomacy.  Well guess what?  Now you don't need charisma at all, just make diplomacy based off of your massive IQ!

->Grief Filled: A trait that gives you +2 to saves vs. emotion effects can help to prevent you from getting you psychic spells cut off due to those effects.  Less good for a Reliquarian who are divine casters and don't need to worry about that kind of thing.

For Melee Occultists

->Reactionary: +2 to initiative is always good.  So many of my friends who play pathfinder take this trait that we joke that being bullied as a child is the true mark of a hero.

->ArmorExpert: Let's face it, as a melee guy, you'll probably be running around in breastplate at least, maybe even with a shield.  If you have to climb or get thrown in the water, that could really ruin your day.  Reducing the armor check penalty of that big suit of armor could save your life.

For ranged:

->Reactionary: +2 to initiative is always good.  So many of my frikends who play pathfinder take this trait that we joke that being bullied as a child is the true mark of a hero.

->Deadeye bowman: Ignore the first soft cover from an ally when using a longbow.  Really good for ranged occultists.

->Trap Finder: This controversial campaign trait allows you to get a rogue's ability to disarm magical traps as a trait!  You have disable device and perception as class skills, the dex to work with traps, make use of it!  Check with a GM before hand, as many won't allow this trait in their games.

For Casters:

->Mule of society: You have the ability to wear medium armor, but perhaps not the strength for it.  This can solve your issues.

Archetype Specific:

->Armor Expert (for Battle Host): As above, but now you're in heavy armor!

->Wisdom of the Flesh (for Reliquarians) Want to tumble around the battlefield, but you have a dex of 7?  No problem, Irori taught you how!

Section 4.jpg

Section 4: Implement Choices

You are eventually going to have to make some choices regarding which implements you get and when.  True, a base occultist can eventually get all eights schools, but most other archetypes don't, and what order you get them in is important.

Abjuration: A school that is good for mid-level occultists, it nets you some useful utility spells such as Dispel Magic and Break Enchantment.  The resonant power grants you a resistance bonus to saves, which means you don't have to spend money on a cloak of resistance.  Still, the list of powers are somewhat lackluster, and the early level spells are terrible.  Best kept for mid-level.

Conjuration: This rating will probably net me some criticisms, but conjuration has good sides and downsides.  It's resonant power increases the duration of rounds/level conjuration spells, of which the occultist has very few (glitterdust is one of the few that this power works with.)  Additionally, the implement powers are very underwhelming.  However the saving grace of this school is that you get to add cure light, moderate, serious, and critical wounds to your spell list as well as HEAL.  If you choose some of these spells as your spells known, this can basically make you a secondary healer in parties where heals aren't covered very well.

Divination: Like abjuration, there are upsides and downsides to this school.  The powers aren't that exciting, and neither are the spells (read magic can be covered by uses of the spellcraft skill and you can identify items through your second level object reading power.  However, you still need detect magic to find magic auras and such, and most useful is the resonant power, which can give you constant see invisibility, darkvision, and even blindsense.  Additionally, while not flashy, some of the powers (like Mind’s eye) have some very useful (if not combat-oriented) applications.

Enchantment: (Caster/Support types): Every power here is a save-or-nothing type ability, and your DCs probably won't be very high.  The resonant power boosts your charisma skills, which you probably don't have.  However, if you are a caster type, you probably have a very high int, which can make your DCs somewhat hard, making this school worthwhile.

Evocation: (Caster/Support types): The powers here are great if you want to blast people, but if you did, then you probably became a fire sorcerer or something.  Still, if you want to be a blaster Occultist, this is the way to go. Also, it would be remiss of me not to mention that the 'radiance' power overcomes deeper darkness once the occultist hits level 8.  This makes the occultist one of the few classes that can deal with deeper darkness without wasting a high-level spell slot.

Illusion: Some of the spells gained from this school are quite good (mirror image, displacement, invisibility (and sphere, and greater).  The resonant power can turn you invisible as much as you like (in one-minute increments) so long as you don't attack, and some of the powers are good, such as shadow beast.  All in all, a solid choice.

Necromancy: The resonant power is a joke, as you need the ability to control undead to make use of it, and you can't possibly get that ability until level 4 (and then only if you take the spell animate dead (lesser)).  You can't even get the spell control undead from this school.  Some of the powers can shut down psychic spellcasters through fear, but otherwise the school isn't worth it.

Transmutation:  Hoo boy.  Resonant power: Bonus to one physical ability score.  Base power: further enchant one weapon that you have for a minute (is that a demon?  Lemmie just make my +2 sword here evil outsider bane for a sec . . .), AND powers that let you fly and haste?  Yes please.  Plus the spells opened up are GREAT.  

Section 5.jpg

Section 5: Skills

As the class is very int-based, and you start with 4 skills/level, you are probably going to be one of your party's skill monkeys.  Still, you are a far cry from the int-based investigator or an int-heavy rogue, so there are only so many skills you can take.  Skilled marked with a “cs” are class skills.

Acrobatics (Dexterity based melee): It isn't a class skill, and unless you are an archer, you probably won't have great dexterity.  On the other hand, you can make it a class skill with a trait, and if you decide to go the dex-based melee route the ability to tumble around and past your opponents cannot be understated.  

Appraise(cs): Well, it's a class skill, you have a high int, and the gist of your class is being able to find value in old things, and being able to tell the magic from the mundane.  Might be worth sinking a few points into this skill, but it shouldn't need to be very high.  

Bluff (Student of Philosophy trait): It's not a class skill, and you don't need charisma much for your class.  If you want to be a huckster, then the student of philosophy trait is your friend.

Climb:  It's not a class skill, and you can get levitate and the ability to fly through multiple means.  

Craft(cs): Craft is an Int-based skill, and you can use it to make your own implements, if you want.  Not bad, but not great.

Diplomacy(cs) (Student of Philosophy trait): Unlike bluff, this IS a class skill, and it is generally nice to have friends.  Replacing the key ability from charisma to your primary casting stat of intelligence makes this a MUCH more appealing prospect.

Disable Device(cs) (Trap Finder): I think the idea here is that you can break into tombs and such to find ancient relics, but you lack the rogue's ability to disarm magical traps.  Plus again, unless you are an archer, your dexterity is probably not going to be that high.  However, if your GM allows the Trap Finder trait (which they may not, as it is a campaign trait) this allows you to disarm magical traps and the option becomes very good.

Disguise(cs): You have multiple spells and implement powers that can do this, and chances are that you charisma isn't that high.  

Escape Artist: It isn't a class skill, it doesn't help you much.  Not a good fit.

Fly (cs): This one depends on how your GM runs the fly skill.  If he runs it 100% completely by the book, you may want to invest a few points in this.  Most of your flying comes with the +4 bonus for having a good fly speed (as per the fly spell) but that may not be enough to pull off those tight areal maneuvers (especially in armor).  If he doesn't call for fly checks when you have good maneuverability, it's useless.

Handle Animal: There is very little you can do with this skill.  You don't have animal pets, you can't summon them . . . it's not a class skill.  Let's move on.

Heal: This isn't a class skill.  Plus, you can get stabilize as a knack off of the conjuration spell list if you ever need to stabilize someone.  Leave healing to the dedicated healers.

Intimidate: You aren't a charisma based character, it's not a class skill, let's move on.

Knowledge *: You have arcana, engineering, history, planes, and religion as class skills, and if you are doing your thing, those are the knowledges you could need.  I recommend putting at least one rank in every one of those so you can at least 'try' some of those checks.  Of the other knowledges, local and nature are good to have, especially if you use a trait to pick them up as class skills.  Nobility and geography?  Not so much.

Linguistics (cs): An interesting choice.  As an occultist you might want to know all sorts of ancient dead languages like Thasalonian and Ancient Osiriani.  Plus it can help you crack codes.  On the other hand, depending on your campaign, it could be 100% useless.  Look into your campaign before taking ranks in this.

Perception(cs):It's a class skill, and one that is often called upon to find secret doors and ancient traps.  On the other hand, your wisdom is unlikely to be high, so it might be difficult to skyrocket perception to ridiculous levels.  Still, a solid choice.

Perform: It's not a class skill, and you aren't a charisma-based character.  On the other hand, if you want to become a dex-based melee occultist through dervish dance, you will need two ranks in perform (dance)

Profession (cs): It's a class skill, but unless you're a Reliquarian, your wisdom is unlikely to be very high.  It's a skill you could use, but might be better choices out there.

Ride: It's not a class skill, dexterity probably isn't a high priority for you, and very little about the class lends itself to riding a steed.  Unlikely to be useful.

Sense Motive (cs): It is a class skill, but your wisdom isn't likely to be high enough to figure out if the real smooth-talkers are pulling a fast one on you.  Still, you could do worse.

Slight of Hand (cs): Honestly I don't know why this is a class skill.  You are likely not to have great dex, you'll be in restrictive armor most of the time, and your class isn't about stealing stuff (well, not from the living.)  

Spellcraft (cs): Unless you take divination (and read magic) as a school (and spell) this is the ONLY way you will be able to decipher magic scrolls in order to cast spells from them.  A must-have.

Stealth: This class isn't really designed around sneaking around, and you are probably walking around in restrictive armor.  Probably should pass this one up.

Survival: You are about surviving ancient spirit-infested dungeons, not roughing it outdoors.  Still, with a trait to make it a class skill, you could do worse.

Swim: Not a class skill and you will probably be wearing restrictive armor anyway.  Water is not this class's friend.

Use Magic Device (cs)(Pragmatic Activator): Okay, get this, your class is based around UMD.  Not only that, you don't even get all your class's spells on your spell list, so you will be needing UMD for all of those spells anyway.  Just, getting this shouldn't even be a question.  You should do it.

Section 6.jpg

Section 6: Feats

Feat choices for occultists are going to depend largely on your direction, build, and race.  What is good for a half-orc Battle-host Occultist who uses a scythe is not going to be good for a bookish dwarven Reliquarian support character.  Additionally, there are hundreds of feats to choose from in Pathfinder, so I am going to break down feat choices into sections, and only list a small sampling of feats.

All Occultists:

Extra Mental Focus: As I have stated many times before, mental focus is at a premium for you, and you will want as much of it as possible in order to get the most out of your resonant powers.  Too bad it can only be taken once.

Extend resonant power: Could be useful for certain resonant powers (such as the bonus to a physical ability score) but most resonant powers are really not that useful if shared.  

Extra focus power: You get a lot of these over your career, and half of them aren't worth taking.  If you see two feat powers that's you REALLY want, and you have a feat to spare, you could do worse.

Efficient Focus shift: The ability to shift mental focus without loosing it is nice, as mental focus is at a premium, but more likely than not you'll have set up how much mental focus you think you'll need per implement at the beginning of the day.

Rapid Focus Shift: If you find yourself playing fast and loose with your mental focus, constantly running out of one implement's power or the other, then being able to do it in combat might not be a bad thing.  Still, better to just plan well and be a bit more stingy with your mental focus.

Skill Feats (such as MagicalAptitude and Skill Focus): Depending on your build, these could be useful, especially if you want to focus on a particular skill.  However, your class already has built-in ways to deal with your two biggest skills.  You don't need too much spellcraft (because you can auto-identify magic items) and you add half your level to UMD checks.

AdditionalTraits: While I am not normally fond of this feat, there are so many good traits out there for occultists that it might be worth it.

Improved Initiative: Unlike other classes that benefit heavily from going first, such as wizards (for buff spells), and bards (so they can start inspiring), your initiative really only benefits you.  While it will let you start getting your buffs up if surprised, it isn't as necessary as other classes, especially since you typically have so few feats to work with.

Melee Occultists:

Dex-to-Damage (slashing grace, fencing grace, starry grace, dervishdance), as stated before, I am not sold on a melee occultist dex-to-damage build.  However, if I were to try it, I would rank them thus.  None of them allow you to have anything in your off hand (except a buckler).  All the 'grace' feats require three feats, whereas dervish dance only requires two.  This means it can be obtained as early as level three (whereas slashing, starry, and fencing grace require level 5, as they both require weapon focus, which requires a BAB of 1)  

Toughness: As a d8 hit die class, you will need all the hitpoints you can get if you are going to be standing in front of the big monsters.

Weapon Finesse (Dex-based-melee):  You don't really need weapon finesse for your class unless you are doing dex-based melee, in which case it is basically required.

Power Attack (With Furious Focus): While some might say that power attack is required for any melee build, the fact that you do not have a full base attack bonus progression means that you might have trouble hitting at the later levels, and that's only going to be compounded if you are taking penalties due to power attack.  And, as my friend is fond of saying, it doesn't matter how much damage you can do if you can't hit.  Furious focus makes this option more appealing, as you don't receive your first iterative until level 8, and your iteratives probably won't hit anyway.

Step up (Following Step, Step Up and Strike): You don't have a whole lot of feats as an occultist, and if an opponent wants to back off, you can back off as well and start laying into them with control spells or healing/rebuffing yourself.  Still, if you are the type of player who likes to keep the pressure on, you could do worse.

Combat Reflexes (reach weapon user): As a character probably without a great deal of dex, this isn't a great feat UNLESS you are using a reach weapon, in which case it lets you attack while flat footed, and can give you multiple AoOs per round as many more people will be moving through your larger threatened area.

Lunge (reach weapon user): The ability to hit from farther away is nice, but the drop in defense coupled with your hitpoints being not-so-great isn't.  You could build a character concept around this with a reach weapon, but otherwise I wouldn't bother.

Ranged Occultist:

Point blank shot:

Sours: https://docs.google.com/document/d/1unTEBA-yQ5on8JqZlaJlXkpw2j7q0IRxo2upCZizDsI/mobilebasic?pli=1

Spell Lists

In addition to supporting the new occult classes, many of the spells below appear on the spell lists of preexisting classes. These spells are cast as arcane or divine spells when cast by arcane or divine classes, respectively.

The following lists summarize the new spells presented in this book, arranged by class and level. A superscript "F" or "M" appearing at the end of a spell's name in the spell lists denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: These lists present the spells in alphabetical order by name, except when a spell's name begins with "lesser," "greater," or "mass," or is otherwise closely linked with a spell that has a similar name, in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. The word "level" in the short spell descriptions always refers to caster level.

Creatures and Characters: "Creature" and "character" are used synonymously in the short descriptions.

AlchemistAntipaladinBardClericDruidInquisitorMagusMediumMesmeristOccultistPsychicRangerShamanSorcerer/WizardSpiritualistSummonerWitch

Alchemist Spells

2nd-Level Alchemist Spells

Catatonia: Make a willing target appear to be dead.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

3rd-Level Alchemist Spells

Hypercognition: Rapidly recall everything you know about a subject.

Antipaladin Spells

1st-Level Antipaladin Spells

Demand Offering: Make a creature give you an object it's holding.

2nd-Level Antipaladin Spells

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

4th-Level Antipaladin Spells

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Bard Spells

1st-Level Bard Spells

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Bard Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and nearby creatures become fascinated.

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Bard Spells

Hypercognition: Rapidly recall everything you know about a subject.

4th-Level Bard Spells

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

5th-Level Bard Spells

Repress Memory: Remove a piece of knowledge from your mind.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

6th-Level Bard Spells

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Cleric Spells

2nd-Level Cleric Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Ghost Whip: Create a ghost touch whip that passes through objects.

3rd-Level Cleric Spells

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

4th-Level Cleric Spells

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Cleric Spells

Call Spirit: Make the spirit of one creature manifest.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Wall of Ectoplasm: Wall of spirits blocks movement on the Material Plane and Ethereal Plane and causes fear.

7th-Level Cleric Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Druid Spells

3rd-Level Druid Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

6th-Level Druid Spells

Primal Regression: Make a creature become bestial and unintelligent.

Inquisitor Spells

2nd-Level Inquisitor Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Inquisitor Spells

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

4th-Level Inquisitor Spells

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Inquisitor Spells

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

6th-Level Inquisitor Spells

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Magus Spells

2nd-Level Magus Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Ghost Whip: Create a ghost touch whip that passes through objects.

3rd-Level Magus Spells

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

4th-Level Magus Spells

Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

5th-Level Magus Spells

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

6th-Level Magus Spells

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Medium Spells

0-Level Medium Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

1st-Level Medium Spells

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Mindlink: Communicate a great deal of information in an instant.

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Medium Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Objects: Send or receive a small object via teleportation.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Hypercognition: Rapidly recall everything you know about a subject.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Possession, Greater: Project your soul into an object, animating it.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Placebo Effect: Temporarily suppress an affliction or condition.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

Sealed Life: Prevent a creature from transferring life force to or from others.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

3rd-Level Medium Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Call Spirit: Make the spirit of one creature manifest.

Erase Impressions: Erase psychic impressions from an object.

Mind Probe: Learn answers from a subject's memories.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Possession: Project your soul into a creature's body.

Retrocognition: Gain psychic impressions from past events in a location.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

4th-Level Medium Spells

Create Mindscape: Form an immersive mindscape.

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession: As lesser object possession, but with a larger object.

Remote Viewing: Gain psychic impressions from a distant location.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

Telepathy: Communicate mentally with creatures within 100 ft.

Thoughtsense: Automatically detect nearby conscious creatures.

Mesmerist Spells

0-Level Mesmerist Spells

Detect Psychic Significance: Find psychically charged items.

1st-Level Mesmerist Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Demand Offering: Make a creature give you an object it's holding.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Mindlink: Communicate a great deal of information in an instant.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

Thought Echo: Replace surface thoughts with a mental echo.

2nd-Level Mesmerist Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Emotive Block: Add an emotion component to all of the target's spells.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Placebo Effect: Temporarily suppress an affliction or condition.

3rd-Level Mesmerist Spells

Analyze Aura: Read a creature's or object's alignment, emotion, health, and magic auras.

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Synaptic Pulse: Stun creatures in a 30-ft. radius.

Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.

Synesthesia: Target moves at half speed, takes penalties, and has trouble casting spells.

4th-Level Mesmerist Spells

Create Mindscape: Form an immersive mindscape.

Erase Impressions: Erase psychic impressions from an object.

Mind Probe: Learn answers from a subject's memories.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Riding Possession: As possession, but you observe instead of control the subject.

Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.

Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.

Telepathy: Communicate mentally with creatures within 100 ft.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Mesmerist Spells

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Mind Swap: Switch minds with another creature for 1 hour per level.

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Primal Regression: Make a creature become bestial and unintelligent.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.

Repress Memory: Remove a piece of knowledge from your mind.

Synesthesia, Mass: As synesthesia, but affecting multiple creatures.

6th-Level Mesmerist Spells

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping.

Occultist Spells

0-Level Occultist Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Occultist Spells

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Mindlink: Communicate a great deal of information in an instant.

Object Reading: Read psychic impressions left on an object.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Occultist Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Demand Offering: Make a creature give you an object it's holding.

Ghost Whip: Create a ghost touch whip that passes through objects.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

3rd-Level Occultist Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Erase Impressions: Erase psychic impressions from an object.

Retrocognition: Gain psychic impressions from past events in a location.

Riding Possession: As possession, but you observe instead of control the subject.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Talismanic Implement: As contingency, but invests a spell into one of your implements.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

4th-Level Occultist Spells

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Mind Probe: Learn answers from a subject's memories.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession: As lesser object possession, but with a larger object.

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

Possession: Project your soul into a creature's body.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

5th-Level Occultist Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Remote Viewing: Gain psychic impressions from a distant location.

6th-Level Occultist Spells

Possession, Greater: As possession, but your body vanishes.

Psychic Spells

0-Level Psychic Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Psychic Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Mind Thrust I: Mentally deal 1d6 points of damage per level.

Mindlink: Communicate a great deal of information in an instant.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

Thought Echo: Replace surface thoughts with a mental echo.

2nd-Level Psychic Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Demand Offering: Make a creature give you an object it's holding.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Hypercognition: Rapidly recall everything you know about a subject.

Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Mental Barrier I: Gain a +4 shield bonus to AC and resist mind thrust for 1 round as an immediate action.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Mind Thrust II: As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8).

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Placebo Effect: Temporarily suppress an affliction or condition.

Thought Shield I: As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.

3rd-Level Psychic Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Ego Whip I: Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round.

Emotive Block: Add an emotion component to all of the target's spells.

Id Insinuation II: As id Insinuation I, but affects two creatures and has a stronger confusion effect.

Mental Barrier II: As mental barrier I, but +6 to AC.

Mind Thrust III: As mind thrust II, but deal a maximum of 10d8 points of damage.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Synaptic Pulse: Stun creatures in a 30-ft. radius.

Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thought Shield II: As thought shield I, but +6 on Will saves.

4th-Level Psychic Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Create Mindscape: Form an immersive mindscape.

Ego Whip II: As ego whip I, but a –4 penalty and staggered for 1d4 rounds.

Id Insinuation III: As id Insinuation I, but affects three creatures and has a stronger confusion effect.

Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.

Mental Barrier III: As mental barrier I, but +8 to AC.

Mind Probe: Learn answers from a subject's memories.

Mind Thrust IV: As mind thrust II, but a maximum of 15d8 points of damage and target is fatigued for 1 round.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Riding Possession: As possession, but you observe instead of control the subject.

Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.

Thought Shield III: As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Psychic Spells

Dream Scan: Read a dreaming creature's thoughts.

Ego Whip III: As ego whip I, but a –6 penalty and staggered for 1d6 rounds.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Erase Impressions: Erase psychic impressions from an object.

Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Id Insinuation IV: As id Insinuation I, but affects four creatures and you select the confusion effect.

Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.

Mental Barrier IV: As mental barrier III, plus 25% chance to prevent critical hits and sneak attacks.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mind Thrust V: As mind thrust IV, but target is exhausted or fatigued for 1 round.

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Psychic Crush I: Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save.

Remote Viewing: Gain psychic impressions from a distant location.

Retrocognition: Gain psychic impressions from past events in a location.

Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.

Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.

Telepathy: Communicate mentally with creatures within 100 ft.

Thought Shield IV: As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.

Tower of Iron Will I: As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

6th-Level Psychic Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Council: Communicate with multiple sleeping creatures.

Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping.

Ego Whip IV: As ego whip I, but a –8 penalty and staggered for 1d8 rounds.

Foster Hatred: Cause creatures to hate one type of creature.

Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.

Mental Barrier V: As mental barrier III, plus 50% chance to prevent critical hits and sneak attacks.

Mind Thrust VI: As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned for 1 round.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Primal Regression: Make a creature become bestial and unintelligent.

Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points of damage per level on a save and harder to resist.

Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.

Repress Memory: Remove a piece of knowledge from your mind.

Thought Shield V: As thought shield IV, but lasts 1 round per level.

Tower of Iron Will II: As tower of Iron will I, but lasts 2 rounds.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

7th-Level Psychic Spells

Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.

Ego Whip V: As ego whip I, but a –10 penalty and staggered for 1d10 rounds.

Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.

Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points of damage per level on a save and harder to resist.

Synesthesia, Mass: As synesthesia, but affecting multiple creatures.

Tower of Iron Will III: As tower of Iron will I, but lasts 3 rounds.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

8th-Level Psychic Spells

Bilocation: Exist in two places at once.

Possession, Greater: As possession, but your body vanishes.

Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of damage per level on a save and no Fort save at 1/2 hp or fewer.

Tower of Iron Will IV: As tower of Iron will I, but lasts 4 rounds.

9th-Level Psychic Spells

Akashic Form: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.

Divide Mind: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.

Dream Voyage: As dream travel, but with more flexibility and able to affect more creatures.

Microcosm: Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world.

Mind Swap MajorM: Swap minds with another creature forever.

Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points of damage per level on a save.

Psychic Image: Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will.

Telekinetic Storm: Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius.

Tower of Iron Will V: As tower of Iron will I, but lasts 5 rounds.

Ranger Spells

3rd-Level Ranger Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Shaman Spells

1st-Level Shaman Spells

Mindlink: Communicate a great deal of information in an instant.

2nd-Level Shaman Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

3rd-Level Shaman Spells

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

4th-Level Shaman Spells

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

5th-Level Shaman Spells

Call Spirit: Make the spirit of one creature manifest.

6th-Level Shaman Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Primal Regression: Make a creature become bestial and unintelligent.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Mindlink: Communicate a great deal of information in an instant.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Sorcerer/Wizard Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Demand Offering: Make a creature give you an object it's holding.

Ghost Whip: Create a ghost touch whip that passes through objects.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Sorcerer/Wizard Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

4th-Level Sorcerer/Wizard Spells

Hypercognition: Rapidly recall everything you know about a subject.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Sorcerer/Wizard Spells

Condensed Ether: Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Create Mindscape: Form an immersive mindscape.

Mind Probe: Learn answers from a subject's memories.

Object Possession: As lesser object possession, but with a larger object.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

Possession: Project your soul into a creature's body.

Thoughtsense: Automatically detect nearby conscious creatures.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

6th-Level Sorcerer/Wizard Spells

Dream Scan: Read a dreaming creature's thoughts.

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Mind Swap: Switch minds with another creature for 1 hour per level.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Telepathy: Communicate mentally with creatures within 100 ft.

7th-Level Sorcerer/Wizard Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Council: Communicate with multiple sleeping creatures.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Retrocognition: Gain psychic impressions from past events in a location.

Shadow Body: Turn your body into a living shadow.

8th-Level Sorcerer/Wizard Spells

Possession, Greater: As possession, but your body vanishes.

9th-Level Sorcerer/Wizard Spells

Bilocation: Exist in two places at once.

Spiritualist Spells

0-Level Spiritualist Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Spiritualist Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Mindlink: Communicate a great deal of information in an instant.

Psychic Reading: Read surface thoughts to learn information about a subject.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

2nd-Level Spiritualist Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Catatonia: Make a willing target appear to be dead.

Emotive Block: Add an emotion component to all of the target's spells.

Ghost Whip: Create a ghost touch whip that passes through objects.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Reading: Read psychic impressions left on an object.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

3rd-Level Spiritualist Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.

Object Possession, Greater: Project your soul into an object, animating it.

Riding Possession: As possession, but you observe instead of control the subject.

Sealed Life: Prevent a creature from transferring life force to or from others.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

4th-Level Spiritualist Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Erase Impressions: Erase psychic impressions from an object.

Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Possession: Project your soul into a creature's body.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Spiritualist Spells

Call Spirit: Make the spirit of one creature manifest.

Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.

Foster Hatred: Cause creatures to hate one type of creature.

Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession: As lesser object possession, but with a larger object.

Remote Viewing: Gain psychic impressions from a distant location.

Shadow Body: Turn your body into a living shadow.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

6th-Level Spiritualist Spells

Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Possession, Greater: As possession, but your body vanishes.

Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference.

Telepathy: Communicate mentally with creatures within 100 ft.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Summoner Spells

3rd-Level Summoner Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

4th-Level Summoner Spells

Riding Possession: As possession, but you observe instead of control the subject.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Summoner Spells

Mind Swap: Switch minds with another creature for 1 hour per level.

Possession: Project your soul into a creature's body.

Witch Spells

2nd-Level Witch Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Paranoia: Target becomes hostile to all creatures.

3rd-Level Witch Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

4th-Level Witch Spells

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

5th-Level Witch Spells

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

6th-Level Witch Spells

Mind Swap: Switch minds with another creature for 1 hour per level.

7th-Level Witch Spells

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As object possession, but the object is more powerful and you can possess a construct.

Primal Regression: Make a creature become bestial and unintelligent.

Shadow Body: Turn your body into a living shadow.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

8th-Level Witch Spells

Possession, Greater: As possession, but your body vanishes.

Sours: http://legacy.aonprd.com/occultAdventures/spellLists.html
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Occultist

Contents

Subpages

The occultist focuses on the world around him, grounded in the powers that flow throughout his environment. He studies the magic that infuses everything, from psychic resonances left in everyday items to powerful incantations that fuel the mightiest spells.

The occultist channels his psychic might through implements—items that allow him to focus his power and produce incredible effects. For him, implements are more than simple tools. They are a repository of history and a tie to the events of the past. The occultist uses these implements to influence and change the present, adding his legend to theirs. Though some of these implements might be magic items in their own right, most of them are merely of historical or personal significance to the occultist.

Role: Occultists are always eager to travel in the company of adventurers, explorers, and archaeologists, as those three groups of people have a knack for finding items with rich histories and great significance.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The occultist’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
1st2nd3rd4th5th6th
1st+0+2+0+2Focus powers, implements 2, knacks, mental focus1
2nd+1+3+0+3Implements 3, magic item skill, object reading2
3rd+2+3+1+3Focus power3
4th+3+4+1+4Shift focus31
5th+3+4+1+4Aura sight, focus power42
6th+4+5+2+5Implements 443
7th+5+5+2+5Focus power431
8th+6/+1+6+2+6Magic circles, outside contact 1442
9th+6/+1+6+3+6Focus power543
10th+7/+2+7+3+7Implements 55431
11th+8/+3+7+3+7Focus power5442
12th+9/+4+8+4+8Binding circles, outside contact 25543
13th+9/+4+8+4+8Focus power55431
14th+10/+5+9+4+9Implements 655442
15th+11/+6/+1+9+5+9Focus power55543
16th+12/+7/+2+10+5+10Fast circles, outside contact 3555431
17th+12/+7/+2+10+5+10Focus power555442
18th+13/+8/+3+11+6+11Implements 7555543
19th+14/+9/+4+11+6+11Focus power555554
20th+15/+10/+5+12+6+12Implement mastery, outside contact 4555555

Class Features

The following are the class features of the occultist.

Weapon and Armor Proficiency

An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spell Casting

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). 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: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.

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.

Focus Powers (Su)

At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools.

Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus).

Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su)

At 1st level, an occultist learns to use two implement schools. 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 schools more than once in order to learn additional spells from the associated school.

Each implement schools 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 schools 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 non-magical 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 schools 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 schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See implement schools for a complete list of implements associated with each school and their focus powers.

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.

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, 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) 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.

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.

Object Reading (Su)

At 2nd level, an occultist learns how to read information from items he examines.

Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

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.

Aura Sight (Su)

At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.

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.

At 8th level, the occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information.

This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider’s Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane.

At 12th level and every 4 levels thereafter, the occultist learns to contact one additional outsider of the same type or a different type. Although he can call only one outsider in this way at a time, the occultist can ask such an outsider one additional question per calling for every 4 occultist levels he possesses beyond 8th (to a maximum of four questions at 20th level), all for the same bargaining price. The questions must be in some way related to one another.

At 16th level, in lieu of asking questions, the occultist can demand that the outsider deliver a message to any one friendly creature that the occultist knows personally. The occultist can also task the outsider to deliver one object weighing no more than 1 pound. Either of these demands requires an opposed check as described above. Delivery typically takes 1d4 hours, but this period is reduced to 1d6 minutes if the recipient is within 1 mile of the occultist (or even less if the recipient is within sight). The occultist must be able to accurately describe the recipient in both name and appearance. This ability can’t be used to deliver anything to a location, or to enemies or creatures that are unfriendly to the occultist.

Binding Circles (Su)

At 12th level, whenever the occultist creates a magic circle he can expend 1 additional point of mental focus to make it a binding circle. A binding circle is invisible and counts as a trap. If a living creature of the corresponding alignment steps inside it, the trap triggers and binds the creature inside the circle. While it can move freely within the circle, it can’t leave the circle, make attacks against targets outside the circle, cast spells that cross the circle’s boundary (the circle blocks line of effect from the inside), or use any ability that would allow it to leave the circle or disturb the circle in any way. When the circle traps a creature in this way, the creature can attempt a Reflex save to dive out of the circle before the magic takes hold (DC = 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier).

A creature that can see the circle gains a +4 bonus on this save. If it fails its save, the creature must remain in the circle, although it can attempt a Will save at the same DC at the end of each hour of imprisonment to escape. A binding circle can be spotted with a successful Perception check (DC = 25 + 1/2 the occultist’s level). It can also be disarmed using Disable Device, with the same DC. Anything crossing the boundary of the circle from the outside, such as a weapon, spell effect, or special ability, immediately breaks the circle and frees the creature trapped inside.

Fast Circles (Su)

At 16th level, the occultist learns to draw magic circles very quickly. He can draw a magic circle as a full-round action, but any circle drawn in this way has a duration of 1 minute per occultist level (unless it’s drawn in conjunction with the outside contact class feature, in which case it lasts for 10 minutes as normal). If he draws a binding circle in this way, its duration is 1 round per occultist level.

Implement Mastery (Su)

At 20th level, an occultist learns to master one of his implements. He selects one implement school. Whenever he uses a focus power from an implement of that school, the DC to resist any of the effects increases by 4 and he treats his occultist level as 4 higher when determining the effects and duration of that power. In addition, the occultist gains 4 extra points of mental focus, but these points must always be invested in implements of the mastered school. He can’t save these points or expend them for any ability other than the focus powers of those implements. The hardness of each of the occultist’s implements of the mastered school increases by an additional 20 as long as the item has at least 1 point of mental focus stored within.

Alternative Capstone Ability

SourcePPC:CoL

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Collector of the Strange (Su)

At 20th level, the occultist has no end of odd curios hanging about his body. The occultist gains two new focus powers and increases his mental focus pool by 6, but he can have no more than one-third of his points invested into any one implement school.

Occultist Spells

Occultists gain access to the following spells, as determined by their chosen implement schools. A spell is not considered to be on the occultist’s spell list until the occultist selects its implement school though the implements class feature.

Once an implement school has been chosen, all spells on the lists from that school below are considered to be on the occultist’s spell list for the purpose of spell trigger and spell completion magic items. The occultist casts all spells as psychic spells.

0-Level Occultist Spells

Abjuration: resistance.

Conjuration: create water, stabilize.

Divination: detect magic, detect poison, detect psychic significance*, guidance, know direction, read magic, sift.

Enchantment: daze.

Evocation: dancing lights, flare, light, spark, telekinetic projectile*.

Illusion: ghost sound.

Necromancy: bleed, grave words*, touch of fatigue.

Transmutation: mage hand, mending, message, open/close, purify food and drink.

1st-Level Occultist Spells

Abjuration: abjuring step, alarm, hex ward, hold portal, peacebond, shield, shock shield, warding weapon.

Conjuration: cure light wounds, icicle dagger, mage armor, mount, returning weapon, unseen servant.

Divination: anticipate peril, comprehend languages, detect secret doors, detect snares and pits, diagnose disease, discern next of kin, heightened awareness, identify, mindlink*, object reading*, psychic reading*.

Enchantment: charm person, command, forbid action, hypnotism, memorize page, memory lapse, murderous command, sleep.

Evocation: burning hands, floating disk, shocking grasp.

Illusion: alter musical instrument, blurred movement, decrepit disguise*, disguise self, disguise weapon, illusion of calm, magic aura, mask dweomer, quintessence*, shadow weapon, silent image, vanish.

Necromancy: cause fear, decompose corpse, inflict light wounds, restore corpse, sculpt corpse.

Transmutation: alter winds, ant haul, break, charge object*, crafter’s curse, crafter’s fortune, enlarge person, erase, expeditious retreat, feather fall, gravity bow, jury-rig, keen senses, lead blades, liberating command, longshot, magic weapon, mirror polish, negate aroma, pass without trace, reduce person, refine improvised weapon, reinforce armaments, sundering shards, vocal alteration, youthful appearance.

2nd-Level Occultist Spells

Abjuration: arcane lock, bullet shield, crimson confession, node of blasting*, obscure object, resist energy.

Conjuration: ablative barrier, apport object*, cure moderate wounds, delay poison, glitterdust, mount (communal), returning weapon (communal).

Divination: analyze aura*, augury, blood biography, create treasure map, find traps, locate object, residual tracking, see invisibility, share language, share memory, status.

Enchantment: aversion*, bestow weapon proficiency, calm emotions, daze monster, demand offering*, inflict pain*, investigative mind, tactical acumen.

Evocation: burning gaze, campfire wall, continual flame, darkness, defensive shock, flaming sphere, frost fall, ghost whip*, gust of wind, pilfering hand, protective penumbra, shatter, sound burst.

Illusion: blur, disguise other, ghostly disguise, implant false reading*, instigate psychic duel*, invisibility, magic mouth, mask dweomer (communal), minor image, mirror image, misdirection, phantom trap, symbol of mirroring.

Necromancy: animate dead (lesser) , brow gasher, false life, inflict moderate wounds, object possession (lesser)*, pernicious poison, purge spirit*, scare, skinsend, spectral hand.

Transmutation: accelerate poison, air step, ant haul (communal), badger’s ferocity, bowstaff , certain grip, chill metal, darkvision, disfiguring touch, effortless armor, enter image, feast of ashes, ghostbane dirge, glide, heat metal, knock, levitate, magic siege engine, make whole, masterwork transformation, mirror hideaway, perceive cues, reinforce armaments (communal), rope trick, silk to steel, spider climb, telekinetic assembly, unerring weapon, versatile weapon, warp wood, weapon of awe, wood shape.

3rd-Level Occultist Spells

Abjuration: cloak of winds, dispel magic, erase impressions*, explosive runes, magic circle against chaos/evil/good/law, nondetection, protection from energy, resist energy (communal), thaumaturgic circle*.

Conjuration: create food and water, cure serious wounds, minor creation, phantom driver, phantom steed, sepia snake sigil, symbol of healing.

Divination: arcane sight, clairaudience/clairvoyance, follow aura, locate weakness, pierce disguise, retrocognition*, seek thoughts, share language (communal), symbol of revelation, witness.

Enchantment: control summoned creature , deep slumber, hold person, suggestion, symbol of laughter.

Evocation: agonize, call lightning, daybreak arrow, daylight, deeper darkness, fireball, invisibility purge, lightning bolt, talismanic implement*, tiny hut, twilight knife, wind wall.

Illusion: adjustable disguise, aura alteration*, displacement, illusory script, invisibility sphere, major image, vision of Hell.

Necromancy: animate dead, bestow curse, gentle repose, healing thief , inflict serious wounds, riding possession*, sands of time, sessile spirit*, toxic gift.

Transmutation: age resistance (lesser), bloodhound, countless eyes, cup of dust , darkvision (communal), flame arrow, fly, gaseous form, haste, heart of the metal, hostile levitation, keen edge, magic vestment, magic weapon (greater), secret page, shrink item, slow, spider climb (communal), stone shape, symbol of slowing.

4th-Level Occultist Spells

Abjuration: break enchantment, curse of magic negation, dimensional anchor, dismissal, enchantment foil, fire trap, freedom of movement, globe of invulnerability (lesser), life bubble, nondetection (communal), soothe construct, spell immunity, stoneskin, symbol of sealing, true form, unbreakable construct, wreath of blades.

Conjuration: cure critical wounds, dimension door, major creation, phantom chariot, phantom steed (communal).

Divination: arcane eye, contact other plane, detect scrying, locate creature, mind probe*, scrying, symbol of scrying.

Enchantment: charm monster, confusion, curse of disgust, daze (mass), hold monster, mind swap*, mindwipe*, planeslayer’s call, symbol of persuasion, symbol of sleep.

Evocation: ball lightning, contingent scroll, etheric shards*, fire shield, flaming sphere (greater), ice storm, resilient sphere, river of wind, sending, shout, spirit-bound blade*, unbearable brightness, wall of fire, wall of ice.

Illusion: illusory wall, invisibility (greater), shocking image, symbol of striking, wandering star motes.

Necromancy: death ward, false life (greater), fear, inflict critical wounds, object possession*, poison, possession*, summoner conduit, symbol of fear, symbol of pain.

Transmutation: age resistance, air walk, darkvision (greater), echolocation, magic siege engine (greater), malfunction, mirror transport, parchment swarm*, planar adaptation, rapid repair, rusting grasp, treasure stitching.

5th-Level Occultist Spells

Abjuration: dispel magic (greater), spell immunity (communal), spell resistance, stoneskin (communal).

Conjuration: create demiplane (lesser), cure light wounds (mass), planar binding (lesser), secret chest, teleport, wall of stone.

Divination: battlemind link, commune, find quarry, prying eyes, remote viewing*, true seeing.

Enchantment: command (greater), dominate person, forbid action (greater), inflict pain (mass)*, mind fog, suggestion (mass), symbol of stunning.

Evocation: call lightning storm, cone of cold, fire snake, interposing hand, wall of force.

Illusion: false vision, mislead, persistent image, seeming.

Necromancy: curse (major), entrap spirit*, inflict light wounds (mass), object possession (greater)*, suffocation, symbol of weakness, unwilling shield.

Transmutation: age resistance (greater), air walk (communal), awaken construct*, control winds, energy siege shot, fabricate, ghostbane dirge (mass) , overland flight, telekinesis, transmute mud to rock, transmute rock to mud.

6th-Level Occultist Spells

Abjuration: antimagic field, forbiddance, globe of invulnerability, repulsion, symbol of vulnerability.

Conjuration: call construct, create demiplane, cure moderate wounds (mass), getaway, heal, planar binding, wall of iron.

Divination: analyze dweomer, find the path, legend lore, prediction of failure, scrying (greater).

Enchantment: antipathy, charm monster (mass), cloak of dreams, symbol of insanity, symbol of strife, sympathy.

Evocation: blade barrier, chain lightning, cold ice strike, contagious flame, contingency, forceful hand, freezing sphere, sirocco.

Illusion: permanent image, project image.

Necromancy: harm, inflict moderate wounds (mass), possession (greater)*, symbol of death, temporary resurrection.

Transmutation: animate objects, control construct, disintegrate, enemy hammer, energy siege shot (greater), ironwood, planar adaptation (mass) , statue, transformation.

Subpages

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.

Sours: https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/

Occultist

Home >Magic >Spells by Class >

Spell Level 0 | 1 | 2 | 3 | 4 | 5 | 6

Occultists gain access to the following spells, as determined by their chosen implement schools. A spell is not considered to be on the occultist’s spell list until the occultist selects its implement school though the implements class feature.

Once an implement school has been chosen, all spells on the lists from that school below are considered to be on the occultist’s spell list for the purpose of spell trigger and spell completion magic items. The occultist casts all spells as psychic spells.

An “F” or “M” appearing in the Comp. column denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.

Spell NameComp.DescriptionSource
Abjuration
Arcane LockMMagically locks a portal or chest.PZO1110
Bullet ShieldYou gain a +4 deflection bonus to AC against firearm attacks.PZO1118
Conditional FavorProvide another spell whose effects reverse if the target breaks a restriction.PZO1134
Crimson ConfessionTouching the marked object or area turns one’s skin red.PZO1129
Node of BlastingPlace a trap on an object to mentally damage a creature that touches it.PRG:OA
Obscure ObjectMasks object against scrying.PZO1110
Resist EnergyIgnores first 10 (or more) points of damage per attack from specified energy type.PZO1110
With the WindProtect a target from being blown away by wind of less than windstorm force.PZO1140
Conjuration
Ablative Barrier
Apport ObjectSend or receive a small object via teleportation.PRG:OA
Cure Moderate Wounds
Delay Poison
GlitterdustBlinds creatures, outlines invisible creatures.PZO1110
Guardian ArmorTeleport armor you are wearing off of you and onto an ally within range.PZO9467
Mount (Communal)
Returning Weapon (Communal)
Divination
Analyze AuraRead a creature’s or an object’s alignment, emotion, health, and magic auras.PRG:OA
Augury
Blood BiographyLearn about a creature with its blood.PZO1115
Create Treasure MapMCreates treasure map out of a creature’s corpse.PZO1115
Detect Magic, GreaterAs detect magic, but learn more information.PZO1134
Find Traps
Know PeerageTarget uses your Knowledge (nobility) ranks.PZO1134
Locate ObjectSenses direction toward object (specific or type).PZO1110
MindshockYou charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past.PPC:OO
Residual Tracking
See InvisibilityReveals invisible creatures or objects.PZO1110
Sense FearPerceive nearby creatures that are experiencing fear.PZO1135
Sense MadnessDetermine mental disturbances in nearby creatures.PZO1135
Share LanguageSubject understands chosen language.PZO1115
Share MemoryShare one memory with the target.PZO1117
Status
Voluminous VocabularyGrant ability to speak, read, and write one or more languages for 8 hours.PZO1134
Enchantment
AversionCause the target to avoid an object or location.PRG:OA
Bestow Weapon ProficiencyGrants a creature proficiency in a single weapon for short period of time.PZO1118
Calm Emotions
Daze MonsterLiving creature of 6 HD or less loses its next action.PZO1110
Demand OfferingMake a creature give you an object it’s holding.PRG:OA
Inflict PainTarget takes a —4 penalty on attack rolls, skill checks, and ability checks.PRG:OA
Investigative MindRoll twice and take the higher roll when using certain mental skills.PZO1129
Tactical AcumenYou gain an additional +1 on attack rolls or to AC due to battlefield positioning.PZO1118
Evocation
Burning GazeInflict 1d6 fire damage to creature by looking at it.PZO1115
Campfire Wall
Contact Entity IMAsk eldritch entities to find and converse with you.PZO1135
Continual FlameMMakes a permanent, heatless light.PZO1110
Darkness20-ft. radius of supernatural shadow.PZO1110
Defensive ShockElectricity damages your attackers.PZO1117
Flaming SphereRolling ball of fire deals 3d6 fire damage.PZO1110
Flickering LightsCreate an area of inconsistent lighting.PZO1135
Force SwordYou create a longsword of pure force sized appropriately for you that you can wield or give to another creature.PPZO9410
Frost FallThe area is covered in a chilling frost.PZO1118
Ghost WhipCreate a ghost touch whip that passes through objects.PRG:OA
Gust of WindBlows away or knocks down smaller creatures.PZO1110
Pilfering HandYou may seize an object or manipulate it from afar.PZO1118
Protective PenumbraShadow protects the target from light.PZO1117
ShatterSonic energy damages objects or crystalline creatures.PZO1110
Sound Burst
Illusion
BlurAttacks miss subject 20% of the time.PZO1110
Disguise OtherAs disguise self, but affects you or another.PZO1117
Ghostly DisguiseYou look like a ghost of yourself.PZO1117
Implant False ReadingInstill false psychic impressions into an object.PRG:OA
Instigate Psychic DuelStart a psychic duel between yourself and another creature.PRG:OA
InvisibilitySubject is invisible for 1 min./level or until it attacks.PZO1110
Magic MouthMObject speaks once when triggered.PZO1110
Mask Dweomer (Communal)
Minor ImageAs silent image, plus some sound.PZO1110
Mirror ImageCreates decoy duplicates of you.PZO1110
MisdirectionMisleads divinations for 1 creature or object.PZO1110
Phantom TrapMMakes item seem trapped.PZO1110
Shifted StepsMake a target sound as if elsewhere.PZO1134
Symbol of MirroringMTriggered rune creates mirror images.PZO1117
Necromancy
Animate Dead (Lesser)
Brow GasherSlashing weapon deals bleed damage to an opponent’s head.PZO1118
False LifeGain 1d10 temporary hp + 1/level (max +10).PZO1110
Inflict Moderate Wounds
Object Possession (Lesser)Project your soul into an object, animating it.PRG:OA
Pernicious PoisonTarget takes a -4 penalty against poison.PZO1117
Purge SpiritDeal 1d6 points of damage per level to one haunt or spirit creature and stagger it.PRG:OA
ScareFrightens creatures of less than 6 HD.PZO1110
SkinsendAnimate and possess your own skin as if it were a separate creature.PZO1117
Spectral HandCreates disembodied glowing hand to deliver touch attacks.PZO1110
Symbol of ExsanguinationMTriggered rune causes nearby creatures to bleed.PZO1135
Transmutation
Accelerate PoisonHastens targeted poison’s onset.PZO1115
Air StepTread unsteadily on air, with limitations.PZO1129
Ant Haul, CommunalAs ant haul, but you may divide the duration among creatures touched.PZO1118
Aristocrat’s NightmareTemporarily curse a creature so its touch lessens the value of coins it touches.PPC:MaTT
Badger’s FerocityWeapons are keen while you concentrate.PZO1117
Bowstaff
Certain GripYou gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.PZO1118
Chill Metal
CodespeakSpeak, read, and write a new code language.PZO1134
DarkvisionSee 60 ft. in total darkness.PZO1110
Disfiguring TouchTarget becomes disfigured.PZO1117
Effortless Armor
Enter Image
Fear the SunTargets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn.PZO9466
Feast of Ashes
Fool’s GoldThose who possess gold pieces you have cast this spell on are more vulnerable to your magics.PPZO9410
Ghostbane Dirge
GlideYou take no falling damage, move 60 ft./round while falling.PZO1115
Heat Metal
KnockOpens locked or magically sealed door.PZO1110
LevitateSubject moves up and down at your direction.PZO1110
Magic Siege EngineSiege gains +1 on targeting and damage rolls.PZO1118
Make WholeRepairs an object.PZO1110
Masterwork TransformationMMake a normal item into a masterwork one.PZO1117
Mirror HideawayAs many as eight creatures hide in an extradimensional space.PZO1129
Perceive Cues
Quick ChangeUse change shape as a swift action and surprise foes.PZO1135
Reinforce Armaments, CommunalAs reinforce armaments, but you may divide the duration among objects touched.PZO1118
Rope TrickAs many as eight creatures hide in extradimensional space.PZO1110
RopeweaveCreate useful tools from a coil of rope.PZO1140
Silk To SteelUse a scarf as a shield or whip.PZO1117
Spider ClimbGrants ability to walk on walls and ceilings.PZO1110
Splinter Spell ResistanceYou create an aura around the target weapon that weakens a foe’s spell resistance with each successful attack.PPZO9410
Telekinetic AssemblyFAssembles a siege engine using 1 fewer worker for every two caster levels.PZO1118
Unerring WeaponGrants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.PZO1118
Versatile Weapon
Warp Wood
Weapon of Awe
Winged SwordTarget weapon grows small feathered wings and acts as if it had the throwing weapon special ability.PPZO9410
Wood Shape
Spell NameComp.DescriptionSource
Abjuration
Cloak of Winds
Dispel Magic
Erase ImpressionsErase psychic impressions from an object.PRG:OA
Explosive Runes
Guardian Monument, LesserAn unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is suppressed but resumes if the object is put back or when no longer touched. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.PPZO9410
Magic Circle Against Chaos/Evil/Good/Law
Nondetection
Protection from Energy
Quell EnergyYou reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points.PPC:OO
Resist Energy, CommunalAs resist energy, but you may divide the duration among creatures touched.PZO1118
Scales of DeflectionBrilliant draconic iconography matching your draconic heritage.PZO9470
Selective AlarmAs alarm, but only against selected creatures.PZO1134
Thaumaturgic CircleAs magic circle, but affecting a nonalignment subtype or outsider race.PRG:OA
Vigilant RestCause a sleeping creature to retain some perception of its surroundings.PZO1140
Conjuration
Create Food and Water
Cure Serious Wounds
Minor Creation
Penumbral DisguiseYou mask your features with shadowy illumination.PZO9466
Phantom Driver
Phantom Steed
Pocketful of VipersWard a container with summoned vipers.PZO1134
Sepia Snake Sigil
Symbol of Healing
Urban StepStep into one doorway and out another.PZO1134
Divination
Akashic CommunionM/DFAttempt to gain a glimpse of some specific event from the Akashic Record.PPC:MaTT
Arcane Sight
Clairaudience/Clairvoyance
Follow Aura
Locate Weakness
Mnemonic SiphonSteal the spells of a creature carrying the affected objectPPC:BotA
Meticulous MatchDetermine if two things are identical.PZO1134
Pierce Disguise
Replay TracksReconstruct past events from a set of tracks.PZO1140
RetrocognitionGain psychic impressions from past events in a location.PRG:OA
Seek Thoughts
Share Language (communal)
Symbol of Revelation
Witness
Enchantment
Control Summoned Creature
Deep Slumber
Hold Person
Suggestion
Symbol of Laughter
Evocation
Agonize
Call Lightning
Contact Entity IIMAsk more powerful eldritch entities to find and converse with you.PZO1135
Daybreak Arrow
Daylight
Deeper Darkness
Fireball
Invisibility Purge
Lightning Bolt
Motes of Dusk And DawnWhen you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You decide whether each individual mote sheds light or darkness when the spell is cast.PZO9466
SpotlightYou create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.PZO9466
Talismanic ImplementAs contingency, but invests a spell into one of your implements.PRG:OA
Tiny hut
Twilight Knife
Wall of Split IlluminationAn immobile curtain of illumination springs into existence.PZO9466
Wind Wall
Illusion
Adjustable Disguise
Audiovisual HallucinationCreate a phantasm with auditory and visual effects.PZO1134
Aura AlterationMasks a creature’s or an object’s alignment, emotion, health, and magic auras.PRG:OA
Displacement
Illusory Script
Instant FakeProvide a short-term replica of an object.PZO1134
Invisibility Sphere
Magic Aura, GreaterAs magic aura, but also affects creatures and allows more options.PZO1134
Major Image
MirageCreate illusory terrain.PZO1140
ShadowmindYou dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark.PZO9466
Undetectable TrapMake a trap extremely difficult to find.PZO1134
Vision of Hell
Necromancy
Animate Dead
Bestow Curse–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.PZO1110
Flesh PuppetMControl a zombie in human guise.PZO1135
Gentle Repose
Healing Thief
Inflict Serious Wounds
Retributive ReparationsIf a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save. If the creature fails its save, it becomes fatigued, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you.PPC:OO
Riding PossessionAs possession, but you observe instead of control the subject.PRG:OA
Sands of Time
Sessile SpiritCause a spirit inhabiting a creature or an object to go dormant.PRG:OA
Toxic Gift
Transmutation
Age Resistance (Lesser)
Assume AppearanceFUse a creature’s corpse to adopt its form.PZO1135
Bloodhound
Borrow CorruptionTemporarily gain the effects of a corrupted creature’s manifestations.PZO1135
Countless Eyes
Cup of Dust
Darkvision (Communal)
Deft DigitsYou animate a glove with your own hand from a distance moving as you direct it with a fly speed of 30 feet and average maneuverability.PPZO9410
Flame Arrow
Fly
Full PouchYou cast this spell as you draw out a consumable alchemical item to use. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.PPZO9410
Gaseous Form
Ghost BrandAllow an item to transform into a brand and back.PZO1134
Haste
Heart of the Metal
Hostile Levitation
Irregular SizeCurse a creature so one set of its limbs shrivels in size.PPC:MaTT
Keen Edge
Magic Vestment
Magic Weapon (Greater)
Rags to RichesThe target object is enhanced to function as a masterwork item.PPZO9410
Secret Page
Shrink Item
Slow
Spider Climb (Communal)
Stone Shape
Symbol of Slowing
Tail CurrentCreate a current in water to enhance or impede swimming.PZO1140
TailwindCreate a current of wind to enhance or impede flight.PZO1140
Temporary GraftFGraft a body part onto yourself to gain one of several benefits.PZO1135
Spell NameComp.DescriptionSource
Abjuration
Ban CorruptionFEliminate the gifts of nearby corrupted creatures.PZO1135
Break Enchantment
Conjuration FoilInterfere with nearby teleportation effects.PZO1134
Curse of Magic Negation
Dimensional Anchor
Dismissal
Enchantment Foil
Fire Trap
Flash ForwardAt end of charge, alter time and return to your original position before you charged.PPC:MaTT
Freedom of Movement
Globe of Invulnerability (Lesser)
Life Bubble
Mad Sultan’s MelodyFBizarre cacophony fascinates eldritch creatures.PZO1135
Nondetection (Communal)
Peacebond, GreaterAs peacebond, but on multiple weapons, even if they aren’t sheathed.PZO1134
Soothe Construct
Spell Immunity
Stoneskin
Symbol of Sealing
True Form
Unbreakable Construct
Wreath of Blades
Conjuration
Cure Critical Wounds
Dimension Door
Major Creation
Phantom Chariot
Phantom Steed (Communal)
Poisonous BalmAs cure serious wounds, but leave behind a latent venom.PZO1134
StraitjacketRestrain a creature’s arms and grant it a second saving throw against certain magic.PZO1135
Divination
Arcane Eye
Contact other Plane
Detect Scrying
Glimpse of TruthGain true seeing for 1 round.PZO1134
Locate Creature
Mind ProbeLearn answers from a subject’s memories.PRG:OA
Scrying
Symbol of Scrying
Unerring TrackerFollow an entire trail unerringly.PZO1134
Vicarious ViewPlant a scrying sensor that you can use to spy on a creature, object, or location.PZO1134
Enchantment
Charm Monster
Charm Person, MassAs charm person, but affects multiple creatures within 30 ft.PZO1134
Confusion
Curse of Disgust
Daze (Mass)
Demanding MessageSend messages as per message with a suggestion for one creature.PZO1134
Hold Monster
Mind SwapSwitch minds with another creature for 1 hour per level.PRG:OA
MindwipeErase a portion of the target’s mind and experiences, inflicting negative levels.PRG:OA
Planeslayer’s Call
Symbol of DistractionMAs symbol of death, except all creatures within the radius become fascinated by the symbol for 10 min./CL (other minor effects, see spell details).PPC:MaTT
Symbol of Persuasion
Symbol of Sleep
Evocation
Ball Lightning
Bestow Planar Infusion IIGrant a target the effects of an improved planar infusion.PRG:PA
Contingent Scroll
Contact Entity IIIMAsk very powerful eldritch entities to find and converse with you, or they may reply telepathically.PZO1135
Controlled FireballAs fireball, but secretly deals less damage to your allies.PZO1134
Etheric ShardsFill an area with invisible shards that slow movement and damage creatures.PRG:OA
Fire Shield
Flaming Sphere (Greater)
Ice Storm
Pyrotechnic EruptionErupting flames burn a target several times.PZO1135
Resilient Sphere
River of WindA stream of wind causes nonlethal damage and can knock down or push creatures.PZO1115
Sending
Shout
Spirit-Bound BladeGive a weapon ghost touch and another ability tied to an emotion.PRG:OA
Unbearable Brightness
Wall of Fire
Wall of Ice
Illusion
Complex HallucinationCreate a phantasm with effects for all senses.PZO1134
Illusion of TreacheryMake it seem like another is also responsible for your attacks.PZO1134
Illusory Wall
Impossible AnglesDistort geometry in an area.PZO1135
Invisibility (Greater)
Majestic ImageAs enter image, but also gain bonuses on social skills while in the image.PZO1134
Quieting WeaponsWeapons make no sound and quiet their victims.PZO1134
Shocking Image
Symbol of Striking
Wandering Star Motes
Necromancy
Conditional CurseBestow a curse that is difficult to remove without fulfilling a condition.PZO1134
Death Ward
False Life (Greater)
Fear
Flesh Puppet HordeMControl multiple zombies in human guise.PZO1135
Inflict Critical Wounds
Masochistic ShadowYou animate the target’s shadow with semi-living energies drawn from the Shadow Plane, instilling a maddening hunger for its owner’s life energy within it.PZO9466
Object PossessionAs lesser object possession, but with a larger object.PRG:OA
Poison
PossessionProject your soul into a creature’s body.PRG:OA
Red Hand of the KillerStain the hand of a creature’s killer red.PZO1134
SpellcurseDisrupt a spell affecting a target, causing the target 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it (the spells are not dispelled or modified.)PPC:MaTT
Summoner Conduit
Symbol of Fear
Symbol of Pain
Torpid ReanimationMAnimate dead when a specific trigger condition occurs.PZO1135
Umbral InfusionYou infuse the target mindless undead creature with power drawn from the Shadow Plane.PZO9466
Transmutation
Age Resistance
Air Walk
Assume Appearance, GreaterFUse a likeness to adopt a dead creature’s form.PZO1135
Darkvision (Greater)
Echolocation
Magic Siege Engine (Greater)
Malfunction
Mirror Transport
Parchment SwarmMShredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.PRG:OA
Planar Adaptation
Rapid Repair
Revenant ArmorWhen the wearer of a suit of armor warded by revenant armor is brought below 0 hp or becomes unconscious in combat, the armor animates allowing the unconscious wearer to move about under the constructs control.PZO9467
Rigor MortisPainfully swell a target’s joints.PZO1135
Rusting Grasp
SloughSlough off a target’s skin.PZO1135
SpellswordYou can hide a rod or staff in an extradimensional space within a target weapon.PPZO9410
Treasure Stitching
Spell NameComp.DescriptionSource
Abjuration
Dispel Magic (Greater)
Guardian Monument, GreaterAs lesser guardian monument, except it grants DR 4/magic.PPZO9410
Spell Immunity (Communal)
Spell Resistance
Stoneskin (Communal)
Conjuration
Bind SageSimilar to planar binding but used to call a single caulborn only.PPC:MaTT
Create Demiplane (Lesser)
Cure Light Wounds (Mass)
Planar Binding (Lesser)
Secret Chest
Teleport
Wall of Stone
Divination
Battlemind Link
Commune
Find Quarry
Foretell FailureYou cast this spell immediately before taking an action that requires a d20 roll, granting you an ability to change your action if it would fail on a roll of 9 or less on the roll.PPZO9410
Locate GateFind a nearby magical portal.PZO1135
Prying Eyes
Remote ViewingGain psychic impressions from a distant location.PRG:OA
True SeeingMLets you see all things as they really are.PZO1110
Enchantment
Command (Greater)
Dominate Person
Forbid Action (Greater)
Inflict Pain (Mass)As inflict pain, but affecting one creature per level.PRG:OA
Mind Fog
Suggestion (Mass)
Symbol of Stunning
Evocation
Call Lightning Storm
Cone of Cold
Ectoplasmic HandYou draw forth a ghostly, animated hand through the ectoplasmic veil to manipulate objects, attack creatures, and deliver touch spells at a distance.PPC:OO
Fire Snake
Interposing Hand
Spellblight JinxInflict a curse similar to the spell burn spellblight on a creature.PPC:MaTT
Wall of Force
Illusion
False Vision
Illusion of Treachery, GreaterMake it seem like another is responsible for your attacks while concealing your own actions.PZO1134
MisleadTurns you invisible and creates illusory double.PZO1110
Persistent Image
Scripted HallucinationAs complex hallucination, but without concentration.PZO1134
Seeming
Necromancy
Curse (Major)
Entrap SpiritTrap an incorporeal creature or a haunt in a mirror.PRG:OA
Inflict Light Wounds (Mass)
Object Possession (Greater)As possess object, but the object is more powerful and you can possess a construct.PRG:OA
Suffocation
Symbol of Weakness
Unwilling ShieldMSubject shares wounds you receive.PZO1115
Transmutation
Age Resistance (Greater)
Air Walk (Communal)
Sours: https://www.d20pfsrd.com/magic/spell-lists-and-domains/Occultist/

Spells pathfinder occultist

An occultist delves into the use of arcane tools and spells using their their intelligence, years of research, and just a slight bit of help from the shadow plane.

Occultist.jpg

Alignment: Any

Hit Die: d6

Class Skills[]

The Occultist’s class skills (and the key ability for each skill) are as follows: Bluff (Cha), Computer Use (Int), Craft (Int), Escape Artist (Dex), Fly (Dex), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks at Each Level: 5 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 cantrips, craft occult relic, shadow bond 3
2nd +1 +0 +0 +3 arcane research 3
3rd +1 +1 +1 +3 shadow familiar, summon shadow 4 3
4th +2 +1 +1 +4 bonus feat 4 3
5th +2 +1 +1 +4 spell resistance 4 4 3
6th +3 +2 +2 +5 arcane research II 5 4 3
7th +3 +2 +2 +5 dire spell 1/day 5 4 4 3
8th +4 +2 +2 +6 bonus feat 5 5 4 3
9th +4 +3 +3 +6 sever the bonds 5 5 4 4 3
10th +5 +3 +3 +7 arcane research III 5 5 5 4 3
11th +5 +3 +3 +7 tome of rage 5 5 5 4 4 3
12th +6/+1 +4 +4 +8 bonus feat 5 5 5 5 4 3
13th +6/+1 +4 +4 +8 dire spell 2/day 5 5 5 5 4 4 3
14th +7/+2 +4 +4 +9 shadow attunment 5 5 5 5 5 4 3
15th +7/+2 +5 +5 +9 sorcery 5 5 5 5 5 4 4 3
16th +8/+3 +5 +5 +10 bonus feat 5 5 5 5 5 5 4 3
17th +8/+3 +5 +5 +10 tome of zeal 5 5 5 5 5 5 4 4 3
18th +9/+4 +6 +6 +11 death attunement 5 5 5 5 5 5 5 4 3
19th +9/+4 +6 +6 +11 dire spell 3/day 5 5 5 5 5 5 5 4 4
20th +10/+5 +6 +6 +12 bonus feat, circles of shadow 5 5 5 5 5 5 5 5 4

Class Features[]

Weapon Proficiency[]

An occultist is proficient with simple weapons and talismans

Spells[]

An occultist casts arcane spells drawn from the glamourist/occultist spell list presented in Spell Lists. An occultist must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a occultist's spell is 10 + the spell level + the occultist's Intelligence modifier.

An occultistcan cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Progression. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An occultist may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the occultist decides which spells to prepare.

Cantrips[]

Occultists can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Progression under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Craft Occult Relic[]

Craft Occult Relic is granted to an occultist as a bonus feat. This feat can only be acquired by Occultists. This allows them to create oddities such as Voodoo Talismans, Adornments, Jujus, and other items infused with the power of the shadow plane.

Shadow Bond[]

At first level an occultist must make a talisman which serves as the focus of his spells. This talisman has a +2 shield bonus to AC and one of the following bonus feats; Spell Focus (Abjuration); Spell Focus (Conjuration); Spell Focus (Divination); Spell Focus (Enchantment); Spell Focus (Evocation); Spell Focus (Illusion); Spell Focus (Necromancy); or Spell Focus (Transmutation).

Once selected, this talisman cannot be changed. In addition to the effects of the bonus feat given by the talisman; any spells cast from the school of the chosen focus have their effective caster level increased by 2.

This talisman does not have an arcane spell failure chance even though it is in all respects, a type of shield.

Arcane Research I[]

Starting at 2nd level, an occultist may begin to research arcane spells to add to her spell-book. This is the only way an occultist may gain new spells. This takes a base length of research as described, however, it is halved at each level. For instance, to research a level 1 spell with arcane research I, it takes 1 hour, with arcane research II, it takes 30 minutes and with arcane research III it takes 15 minutes.

The DC to research a spell is on the following table:

Level Arcane I Arcane II Arcane III Base Time
1st 15 10 5 1 Hour
2nd 20 15 10 2 Hours
3rd 23 18 13 4 Hours
4th 25 20 15 6 Hours
5th 28 23 18 8 Hours
6th 30 25 20 10 Hours
7th 33 28 23 12 Hours
8th 35 30 25 14 Hours
9th 38 33 28 16 Hours

Also, depending on what kind of focus you chose on at 1st level, you may apply one of the following meta-magic feats to any spell cast from that school a number of times per day equal to your Intelligence Modifier without increasing it's required slot level. However, you cannot apply more than one of these feats at a time unless you increase it's slot level as required for each meta-magic feat applied(This includes Meta-Magic feats gained as feats rather than through arcane research). You may choose one effect at each rank of Arcane Research;

Focus Arcane Research I Arcane Research II Arcane Research III
Abjuration Disruptive Spell or Lingering Spell Consecrate Spell or Heighten Spell Widened Spell
Conjuration Elemental Spell or Extend Spell Ectoplasmic Spell or Persistent Spell Echoing Spell
Divination Enlarge Spell or Still Spell Persistent Spell or Reach Spell Quickened Spell
Enchantment Bouncing Spell or Piercing Spell Coaxing Spell or Persistent Spell Widened Spell
Evocation Toppling Spell or Elemental Spell Blazing Spell or Concussive Spell Maximize Spell
Illusion Silent Spell or Tenebrous Spell Persistent Spell or Umbral Spell Quickened Spell
Necromancy Rime Spell or Thanatopic Spell Sickening Spell or Threnodic Spell Maximize Spell
Transmutation Extend Spell or Heighten Spell Persistent Spell or Reach Spell Echoing Spell

Also, the occultist gains the following feats as bonus feats. Craft Wand and Scribe Scroll.

Shadow Familiar[]

At 3rd level, an Occultist gains a denizen of Shadow as a contact. The Shadow creature can have HD equal to one-half the Occultist’s class level or less. This Shadow creature may or may not be overtly hostile toward humans, but it tolerates the Occultist. The Shadow creature will provide information or other minor assistance as requested by the Occultist. However, it might still omit important details depending on its relationship with the Occultist. The Shadow creature doesn’t accompany the Occultist on adventures, and it may not always be available when the Occultist wants it. In most cases, the Shadow contact can be called upon once per week, and the creature requires some form of compensation for each favor. Compensation can be a favor in return or something appropriate to the creature in question.

If the Shadow creature dies, a new creature replaces it when the Occultist attains her next level in this class.

This shadow Creature may research spells for you as well, but at the base time required for each spell researched.

Summon Shadow[]

At 3rd level, a occultist can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the occultist, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the occultist and can communicate intelligibly with the occultist. This shadow has a number of hit points equal to the occultist's total. The shadow uses the the occultist's base attack bonus and base save bonuses.

If a shadow companion is destroyed, or the occultist chooses to dismiss it, the occultist must attempt a DC 15 Fortitude save. If the saving throw fails, the occultist gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Bonus Feats[]

At 4th, 8th, 12th, 16th and 20th level, the Occultist gets a bonus feat of her choosing; however they cannot be combat feats.

Spell Resistance[]

At 5th level, an Occultist has spell resistance equal to 12 + her Occultist level. It never interferes with her own spells, and she can voluntarily lower her spell resistance at any time.

Arcane Research II[]

At 6th level the AC of your talisman is increased to +3, also you gain the following feats as bonus feats, Craft Staff and Craft Wonderous Item.

Dire Spell[]

Starting at 7th level, once per day the Occultist may ignore all saves and caster level checks invoked by one of her spells so long as it is from the school of her choosing at first level. However this can only be done with spells that have numberical effects.

At 13th she may do this twice per day; and at 19th, she may do this three times per day. 

Sever the Bonds[]

At 9th level the Occultist's creature type changes; She is considered a shadow outsider and gains the following bonuses:

  • Immunity to Poison
  • Resistance to acid 10 and electricity 10.
  • See in Darkness (Su) The Occultist can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Telepathy

Arcane Research III []

At 10th level, the shield bonus to AC granted by your talisman is increased to +4 and gains the appropriate Greater Spell Focus Feat. Also, you may add one of the following properties to it. Animated, Hosteling(​Shadow Animal Only), Radiant, Fortification (Moderate), Energy Resistance (Any), or a +2 enhancement bonus.

In addition you gain the following feats as bonus feats; Craft Rod and Craft Construct.

Also, the Occultist can perform research to find magic items once per level. The method and process is unique to the Occultist. There is no creation DC or GP cost for the magic items the Occultist gains with each new level attained in this class.

When the Occultist attains 10th level, and upon attaining each new level thereafter, she uncovers one magic item through arcane research and study. The GM randomly selects the item, though the Occultist can make a Spellcraft check (DC 25) to specify the slot of the item gained, or they can choose slotless or consumable.

Tome of Rage[]

Upon reaching 11th level; the shadow summoned by the Occultist can enrage as a free action as dictated by the Occultist; This effect has no round limit; an enraged shadow is granted the following:

  • Ghost Touch; and attacks do physical damage as a martyr of the same level.
  • Temporary Hitpoints equal to the Occultist's level

Shadow Attunement[]

Starting at 14th level; the Occultist has attuned herself with the plane of shadows. She is now immune to negative energy damage and can cast Shadow Walk at will.

Sorcery[]

At 15th level; the Occultist is granted powerful manipulation of arcane magic; All force spells are treated as if the Occultist has an additional 4 caster levels. In addition, he gets a bonus of +4  to all saves and magic resistance against force effects.

Tome of Zeal[]

Upon reaching 17th level; the shadow summoned by the Occultist's summon shadow class feature is granted the Occultist's intelligence modifier to all attack rolls.

Death Attunement[]

At 18th level; the Occultist has attuned herself to the very forces of death. The occultist is now immune to death effects, and all death effects invoked by the occultist ignore spell resistance.

Circles of Shadow[]

At 20th level the Occultist has mastered the power of the plane of shadows and may select one of the Circles of Shadow spells from the Occultist Spell List; These spells cannot be learned by any other means, even through the use of Techs, Feats and other abilities that would normally grant it.

Sours: https://pathfinderenchanter.fandom.com/wiki/Occultist
The Pathfinder Occultist Guide Pt. 10 Conjuration Spells

Pathfinder – The Occultist Handbook

Last Updated: June 20, 2021

Introduction

I’m going to start this guide with an unusual warning: The Occultist is complicated. It has a lot of abilities which interact with each other in complicated and strange ways that can often be difficult to track. Expect to spend a lot of time calculating and re-calculating bonuses and modifiers throughout a normal day of adventuring. You will need to very carefully track numerous independent pools of resources, and the occultist grows in complexity very quickly as it gains levels.

Functionally, it’s hard to say where the Occultist fits in the party. It doesn’t have the class skills to be a Scout, but it can get the ones it’s missing with traits. It doesn’t have the skills to be a librarian, but it can get the ones it’s missing with traits. It has almost no offensive abilities, so it can’t be a Striker unless you invest all of your feats in becoming one. In medium armor and with no melee abilities to speak of, the Occultist isn’t a Defender. The Evocation school offers some blasting options, but the class doesn’t have the spells to be a real Blaster. So without a bunch of hand holding and effort, the Occultist’s best roles are as a Support and Utility casting character, and even then it’s difficult to see how the Occultist really shines.

All told, the Occultist is complicated, lacks a clearly defined function, and doesn’t do anything especially useful or interesting. Honestly, I don’t know what role an Occultist has in a party.

Occultist Class Features

Hit Points: d8 hit points isn’t a lot, but with medium armor you’re at least as durable as a cleric.

Base Attack Bonus: 2/3 BAB is good for a class which depends primarily on magical abilities.

Saves: Good Fortitude and Will saves.

Proficiencies: medium armor, shields, and martial weapons offer you lots of options.

Skills: 4+ skill ranks is great for an Intelligence-based class, and with a skill list falling somewhere between the rogue and the wizard you have plenty of options for your skill ranks.

Spell Casting: The occultist’s spell casting is weird. They’re spontaneous casters, and their list of spells known grows every time they learn a new implement school, and when they do that they need to select 10 levels of spells to add to their spell list. Occultists are 2/3 casters so don’t expect to get by on save-or-suck spells or on blast spells; rely more heavily on utility and buff spells.

Focus Powers (Su): Focus powers vary widely in quality. Remember that you get 10 non-base focus powers, so choose wisely and plan your choices well ahead of time.

Implements (Su): Implements are the defining class decision that Occultists make. Implements define both your spell list and your available powers. Check out my Occultist Implements Schools Breakdown for help selecting implement schools.

Mental Focus (Su): Your pool of focus points is the biggest limiting factor on your abilities. Many focus powers are very good, but you can eat through your focus points very quickly if you’re not careful with them. Investing your focus at the beginning of the day is also a major decision since it defines what you get out of your resonant powers. If you’re not sure what you’ll need in a given day, don’t be afraid to reserve some “general focus” to use in a pinch.

Magic Item Skill (Ex): UMD is the most powerful and versatile skill in the game. Using items like scrolls to access magical options which may otherwise be unavailable to you is a great trick, and a bonus like this makes it much easier to quickly reach the UMD bonus you need to use it reliably. Combine this with the Pragmatic Activator trait, and you’re well on your way to mastering UMD.

Object Reading (Su): The ability to identify items is nice, but not particularly interesting since so many other characters can do it with Detect Magic. The ability to learn things about the previous user is exciting, and possibly a great story element. Unfortunately most of the time when an adventurer encounters magic items it’s on the dead bodies of the previous user.

Shift Focus (Su): This is a last-resort option. You want to do your absolute best to never use this. Transferring Focus out of an Implement debuffs the discharged Implement, but doesn’t buff the charged Implement, so not only are you giving up a point of focus to make the transfer but you’re also giving up some or all of the buff from your discharged Implement.

Aura Sight (Su): Detect Evil is a fantastic ability for Paladins: it lets them easily and almost unerringly locate and identify evil creatures. Take that utility, remove the need to concentrate on a 90-degree cone for three rounds, and open it up to all alignments simultaneously. Aura Sight is a 3rd-level spell for good reason, and you get to do it as early as anyone else for free as often as you like.

Magic Circles (Su): Magic circles of this type are situational, but can be very potent if you have time to plan their use. Don’t expect to drag this into every encounter like you could with a Magic Circle Against X spell.

Outside Contact (Su): 3 hit dice won’t get you anything powerful, but the strength of the outsider you summon doesn’t really matter for the ability. Questioning an outsider for information can be a great way to gather information, and you don’t have the failure percentage issue presented by the Divination spell. You also get gradually more information and more utility from your bound outsider as you level.

Binding Circles (Su): This is a great way to trap foes temporarily. Since you can’t launch weapons into the circle without breaking it it’s hardly an execution chamber, but an hour is a long time to parlay with enemies who might know quite a bit of useful information or to set up a suitable execution method.

Fast Circles (Su): The biggest limitation on the Occultist’s magic circles is that they take so much time to prepare. A full round action is still a fairly restrictive amount of time in combat, but it’s fast enough that you could drop one to trap a troublesome foe, to repel summoned creatures, or to buff your allies against a specific alignment.

Implement Mastery (Su): Fantastic if you pick the right Implement School.

Abilities

Occultists have very few built-in offensive options beyond weapons, which make weapons an important backup when you don’t want to use spells or focus powers. This means that the choice between Strength and Dexterity is important. Occultist powers generally have short ranges (generally 30 ft.) so being in melee is a real possibility. However, with only 2/3 BAB, no bonus feats, and no actual melee powers you’re going to be a mediocre melee combatant at best. As such, I advise going the Dexterity route and sticking to magic and ranged weapons.

Str: If you plan to go into melee, you want 14. If you insist on using a regular bow, 14 is good but 12 is fine. Otherwise, dump to 7 and grab a crossbow.

Dex: In only medium armor you’ll want to shoot for 16 Dexterity to fill out your Breastplate. If you’re going for ranged weapons, take more. If you’re going for melee, get 12 and get Heavy Armor Proficiency.

Con: Essential on every character. If you like the Undead Servant focus power, this is especially important since you only have 1d8 hit dice.

Int: Intelligence is the Occultist’s most important ability by far, fueling both your spells and your focus powers.

Wis: Take a bit for Will saves.

Cha: The Occultist is not a Face by any means, and you can take the Pragmatic Activator trait to use Intelligence with UMD.

25 Point Buy20 Point Buy15 Point BuyElite Array
  • Str: 14
  • Dex: 12
  • Con: 14
  • Int: 16
  • Wis: 14
  • Cha: 8
  • Str: 14
  • Dex: 12
  • Con: 14
  • Int: 16
  • Wis: 12
  • Cha: 7
  • Str: 14
  • Dex: 12
  • Con: 14
  • Int: 15
  • Wis: 10
  • Cha: 7
  • Str: 14
  • Dex: 12
  • Con: 13
  • Int: 15
  • Wis: 10
  • Cha: 8
25 Point Buy20 Point Buy15 Point BuyElite Array
  • Str: 7
  • Dex: 14
  • Con: 16
  • Int: 18
  • Wis: 11
  • Cha: 7
  • Str: 7
  • Dex: 14
  • Con: 14
  • Int: 18
  • Wis: 11
  • Cha: 7
  • Str: 7
  • Dex: 14
  • Con: 16
  • Int: 17
  • Wis: 10
  • Cha: 7
  • Str: 8
  • Dex: 14
  • Con: 13
  • Int: 15
  • Wis: 12
  • Cha: 10

Races

Intelligence bonuses are hard to find among the base races, so look for other useful bonuses.

Dwarf: Nothing useful for the Occultist.

Elf: Bonuses to Dexterity and Intelligence, a bonus to overcome spell resistance, and the favored class bonus expands your Mental Focus considerably.

Gnome: Nothing useful for the Occultist.

Half-Elf: Flexible +2 goes into Intelligence, and take the Elf favored class bonus instead of the lousy half-elf one.

Half-Orc: Flexible +2, and the favored class bonus adds some extra damage to the Occultist’s lackluster damage-dealing abilities.

Halfling: Dexterity bonus, small size, and the same favored class bonus as elves. Still not as good as Elf, but a good option if you want to be small.

Human: Flexible +2, bonus feat, bonus skills, and the favored class bonus can get you an extra Focus Power (the equivalent of the Extra Focus Power feat). Occultists are totally on their own to find combat options, which means that you really want that extra feat to improve your combat options.

Traits

Look for traits which expand your class skills. If your party lacks a Scout, pick up Stealth. If your party lacks a librarian, pick up some of the Knowledge Skills that you don’t already have.

Skills

  • Appraise (Int): Pay an NPC.
  • Diplomacy (Cha): The Occultist is not a face.
  • Disable Device (Dex): Every party needs someone who can handle traps and locks.
  • Disguise (Cha): Just use magic.
  • Fly (Dex): One rank is probably enough.
  • Knowledge (arcana) (Int): One of the most important knowledge skills.
  • Knowledge (engineering) (Int): One rank if you can spare it.
  • Knowledge (history) (Int): Crucial in some campaigns, but it depends heavily on your GM.
  • Knowledge (planes) (Int): Important for identifying outsiders, and for planar travel, but not important in every game.
  • Knowledge (religion) (Int): One of the most important knowledge skills.
  • Linguistics (Int):
  • Perception (Wis): The most rolled skill in the game.
  • Sense Motive (Wis):
  • Sleight of Hand (Dex):
  • Spellcraft (Int): Essential in any party and you have the Intelligence to back it up.
  • Use Magic Device (Cha): The most powerful skill in the game. Charisma is a dump stat for Occultists, but Magic Item Skill will easily make up for dumped Charisma.

Feats

I won’t touch on every feat you need to make the Occultist useful in combat. The basic feat chains for Power Attack and for ranged weapons (Point-Blank shot, etc.) are really easy to figure out, and Occultist doesn’t have any unique interactions with any of them. I’ll point out stuff which the Occultist might enjoy more than other users of the same feats, as well as Occultist-specific feats.

  • Armor Proficiency (Heavy): If you’re in melee, this is crucial. Without it, you’re too MAD. Fortunately, Psychic spells don’t suffer Arcane Spell Failure from armor.
  • Efficient Focus Shift: Buy a Refocusing Rod.
  • Extend Resonant Power: The abilities which you would reasonably want to share can already be shared.
  • Extra Focus Power: Most of the focus schools only have one or two focus powers that are worth taking, but you get access to additional focus schools over time, opening up numerous useful options.
  • Extra Mental Focus: Good at low levels, but if you’re an Elf or Halfling your favored class bonus is considerably better.
  • Focused Shot: If you’re using a crossbow and don’t want to invest a bunch of feats into it, Focused Shot helps you capitalize on your Intelligence. It only requires a standard action, leaving your move action for reloading. Unfortunately it’s not compatible with Vital Strike because activating either is its own Standard Action.
  • Implement Focus: Unless you take this feat several times, it’s not meaningfully better than just comitting additional focus to your favorite implement.
  • Rapid Focus Shift: Too situational.
  • Strong Implement Link: Too situational.

Weapons

Your choice of weapon depends entirely on your build and your feat choices.

Armor

  • Hide: Good, cheap starting armor if you don’t want to spend the gold to get four-mirrow.
  • Four-Mirror: The best AC bonus which you can afford at first level.
  • Heavy Shield: Great for the AC bonus, but using a heavy shield makes it difficult to cast spells because you need to drop your weapon or shield to get a free hand. Of course, if you’re using Energy Ray instead of a weapon it really doesn’t matter.
  • Breastplate: The same AC bonus as four-mirror, but a slightly better ACP and lower weight.

Magic Items

Armor/Shields

  • Celestial Armor (22,400 gp): Unless you have heavy armor proficiency and a Dexterity modifier of at most +5, Celestial Armor is the best armor in the game if all you need from your armor is AC. For more, check out my Practical Guide to Celestial Armor.

Rods

  • Refocusing Rod: If you find that you use Shift Focus frequently, this is a good investment. Otherwise, skip it.

Staffs

It’s difficult to recommend specific staffs without knowing your individual character, so instead I want to make a general endorsement of the concept of magic staffs in Pathfinder. If you are a 3.5 native, go read Pathfinder’s rules for staffs because they have improved dramatically.

Staffs are a reliable, rechargeable source of extra spellcasting that can give spellcasters easy and reliable access to spells from their spell list which they might not want to learn, or which they might like to use so frequently that they can’t prepare the spell enough times in a given day. On days when you’re not adventuring (traveling, resting, etc.) you can easily recharge any staff even if you can only cast one of the spells which the staff contains.

Wondrous Items

  • Belt of physical stats: Your Intelligence is more important, so don’t rush to get one.
  • Cloak of Resistance: Too crucial to forego.
  • Headband of vast intelligence +2: Your most important item.

Permanent Spells

  • Reduce Person: If you’re built for ranged combat you don’t need Strength, so the bonus Dexterity and size bonuses to attack and AC are fantastic.

Multiclassing and Prestige Classes

The Occultist is heavily dependent on Mental Focus, which requires that you stay in the class to grow the pool. Occultist doesn’t offer any useful abilities for class dipping, either, so generally if you’re an Occultist you’re only an Occultist.

Sours: https://rpgbot.net/pathfinder/characters/classes/occultist/

Now discussing:

How many spells do occultists get?

An occultist will ultimately know (up to) 49 spells.

The relevant part of the Implements section states (emphasis mine):

At 1st level, an occultist learns to use two implement schools. 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.

The relevant part of the Spell Casting section states (emphasis mine):

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).

An occultist knows 1 spell per spell level per implement school; if they select the same implement school multiple times, it counts as multiple schools for the purposes of gaining spells (that is, if they select 3 different abjuration implements, then they receive 3 abjuration spells per spell level).

An occultist ultimately selects seven different implements, and gains access to seven different spell levels (0th-6th). Seven implements times seven spell levels equals forty-nine spells known. Note that this assumes there are sufficient spells available in the occultist's chosen school(s) that none of their choices are wasted; an occultist who chooses all seven of their implements from the illusion school, for example, will have less than seven choices for their 0th, 4th, 5th, and 6th-level spells.

Bards, summoners, and other 2/3-casters generally cap out at only 40 spells known (six each for 0th-4th, five each for 5th-6th). On the other hand, these classes don't have to worry about wasted choices due to overlapping schools the way the occultist does.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/177087/how-many-spells-do-occultists-get


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