Horrifically Overpowered Class Features for Pathfinder 1e Base Classes - The Occultist (Paid Patreon Exclusive) (Patreon)
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Here's this week's paying-member-exclusive Thursday post of Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered product or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.
Today we do the H.O Occultist. I'm actually not a huge fan of the Occultist class, as it feels like it's halfway between a medium and a Psychic, and not in the fun way a hybrid class might be. It does have an interesting Spells Known mechanic, and my analysis of it is that the class is balanced and useful. It just doesn't excite me at all.
But that's not going to stop me from making some Horrifically Overpowered content for it!
Horrifically Overpowered Occultist Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
(Occultists don't have to open a book to draw power from it. Art by warmtail)
Horrifically Overpowered Occultist Class Skills (Horrifically Overpowered): Each time you gain a level in the Occultist class, you gain one free rank in Use Magic Device. You can take 10 with the Use Magic Device skill long as stress and distractions would not normally prevent you from doing so with any other skill.
Horrifically Overpowered Occultist Weapons and Armor Proficiency (Horrifically Overpowered): You can invest a point of mental focus into any simple or martial weapon. Doing so allows you to enhance it as if you were a magus using arcane pool with a magus level equal to your occultist level. Beginning at 7th level, you can invest a point of mental focus into any lighy or medium armor. Doing so allows you to enhance it as if you were a warpriest using sacred armor with a warpriest level equal to your occultist level.
These bonuses last until you next regain your pool of mental focus, and anyone using the weapon or wearing the armor gains these bonuses.
Horrifically Overpowered Focus Powers (Horrifically Overpowered): You gain an additional focus power at 1st level, 2nd level, and every other level thereafter, to a total of 11 additional focus powers at 10th level.
Horrifically Overpowered Implements (Horrifically Overpowered): Each time you select an implement, you gain an additional spell for each level of occultist spells you can cast. These spells must match the magic school of the implement, but can be drawn from any class spell list.
Horrifically Overpowered Mental Focus (Horrifically Overpowered): You gain 4 bonus mental focus. When you expend all the mental focus imbued in an implement to activate a focus powers, the implement still retains its resonant power until you next refresh your mental focus.
Horrifically Overpowered Magic Item Skill (Horrifically Overpowered): Rolling a 1 on a Use Magic Device check and failing does not cause you to be unable to attempt to use that item again for 24 hours. You can take 20 with Use Magic Device. Doing so takes 2 minutes.
Horrifically Overpowered Object Reading (Horrifically Overpowered): You do not need to actually handle an object to use this ability, though it must be within 5 feet of you. You double your effective occultist level when determining if you know if an object is cursed.
Horrifically Overpowered Shift Focus (Horrifically Overpowered): You do not lose 1 mental focus when shifting it from 1 implement to another. You can do this as a move action. New focus added to an implement can increase the effectiveness of its resonant power.
Horrifically Overpowered Aura Sight (Horrifically Overpowered): This ability can be used once a round without taking an action.
Horrifically Overpowered Magic Circles (Horrifically Overpowered): You can have a number of magic circles active from this ability equal to your Intelligence bonus at a single time. You add half your class level to the caster level of any magic circle you create with this ability.
Horrifically Overpowered Outside Contact (Horrifically Overpowered): You add half your class level to skill checks to bargain with creatures summoned with this ability, and reduce the cost of payments to such creatures by an amount equal to your class level. If you beat the required bargaining skill DC by 10 or more, the creature summoned does not resent your making demands of it.
Horrifically Overpowered Binding Circle (Horrifically Overpowered): The save DC against your binding circle, the Perception check DC to notive it, and the Disable Device DC to disable it are all increased by a value equal to half your class level. Creatures trapped in your binding circle may only make a new save to escape it once a day.
Horrifically Overpowered Fast Circles (Horrifically Overpowered): You can use this ability as a swift action, and it's durations are doubled.
Horrifically Overpowered Implement Mastery (Horrifically Overpowered): This applies to all your implements, rather than just one.