Necroccultists’ fascination with death and the undead drives them to explore the forbidden necromantic arts as they search for secrets they can use to manipulate the natural cycle of life and death. They contact and learn from the dead, rather than from items or outsiders, allowing them to drain the life of their foes to feed their own power, and even call forth phantasmal hordes of spirits to destroy their enemies.
At 1st level, a necroccultist gains access to only the necromancy school of implements.
He must select necromancy for his implement mastery.
Each time he gains an occultist level, a necroccultist can add one necromancy spell from the wizard spell list to his occultist spell list and his list of spells known. The necroccultist can’t choose a spell of a higher level than he is able to cast, and he adds the spell at the same spell level it appears on the wizard spell list. At 14th level, he doesn’t gain an additional school of implements.
This ability alters implements and implement mastery.
At 2nd level, as a full-round action that provokes attacks of opportunity, a necroccultist can learn the answers to a specific set of questions concerning a dead or undead creature. The necroccultist must consume at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography (Advanced Player’s Guide 206), using the necroccultist’s occultist level as his caster level.
The necroccultist can use this ability once per day at 2nd level, plus one additional time per day for every 2 occultist levels thereafter.
This ability replaces object reading.
Summoning the ghostly horde is a standard action that doesn’t provoke attacks of opportunity. The ghostly horde appears within 60 feet of the necroccultist, fills an area 20 feet in diameter, and always hovers a few inches off the ground (thus ignoring any difficult terrain). The necroccultist can command the ghostly horde to move up to 30 feet each round as a move action, though the farthest edge of the ghostly horde can never be more than 60 feet from the necroccultist.
Any creature caught inside the ghostly horde takes 1d6 points of damage per 2 occultist levels at the start of its turn (up to a maximum of 10d6 points of damage at 20th level). A successful Fortitude save (DC = 10 + 1/2 the necroccultist’s occultist level + the necroccultist’s Intelligence modifier) halves this damage. This damage is not negative energy—it manifests in the form of physical wounds and aches as if from supernatural aging. Nonliving creatures and creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. The ghostly horde remains for 1 round, though at the beginning of his turn, the necroccultist can expend 1 point of mental focus as a swift action to extend the duration for 1 additional round. The necroccultist can use this ability once per day at 5th level, plus one additional time per day for every 5 occultist levels thereafter.
This ability replaces aura sight.
At 8th level, a necroccultist can expend 1 point of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to accrue 1d4 negative levels. The ray has a range of 60 feet. The negative levels last a number of minutes equal to the necroccultist’s occultist level.
For each negative level this attack gives a target, the necroccultist regains a number of hit points equal to his occultist level. The necroccultist can use this ability once per day at 8th level, plus one additional time per day for every 3 occultist levels thereafter.
This ability replaces outside contact.
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.