Legendary Occultist

Who knows what psychic energies resonate from persons, places, and things? The legendary occultist knows! Legendary Occultists is the latest volume in our series of player-focused Pathfinder Roleplaying Game supplements, heaped with hidden alternatives for everyone’s favorite hoarding spellcaster! Capable of comprehending the inexplicable, Occultists blend academia with adventure, calling forth the hidden powers of antiques and locales in order to uncover the greater truths of reality. In this extra-sensational supplement, players will uncover not only new options for the classic occultist, but an entire alternate class: the legendary occultist! Armed with an array of otherworldly powers and abilities, this restructured version offers new class abilities, such as Spell Raiding, Antiques, Historical Figures, Ley Lines, Ambience, and sundry talent-like Electives. With inspiration drawn from the real-life occultists of recent centuries, these new options include: the Legendary Occultist Alternate Class, 9 archetypes, 59 electives, 7 class bonuses, 42 feats (including 20 mythic feats), 8 implement schools, as well as alternate class features that replace Aura Sight, Object Reading, and Magic Item Skill; with loads of other diverse secrets to give your master-of-the-hidden a plenitude of powers!

The standard occultist occult class is a work of art. It is fun to build and customize, fun to play, and is potent with thematic flavor. So, why redesign it? Like the Unchained Classes, we felt that the occultist could use a bit more freedom to explore the legends of the past and become more legendary himself. This Legendary class can be used alongside its original counterpart (although individual characters must use one version or the other exclusively).

Some feats, archetypes, and other rules might not work with the Legendary Occultist, and such rules should be reviewed before being used with this new version.

It is our hope that some players will also enjoy our new “meat and potatoes” version of the occultist class, where there is still plenty of flavor, but the ingredients (mechanics) are simplified. The Legendary Occultist is intended for rolling up characters fast, accessing abilities more easily, and breaking down a few more doors in terms of spell selection. The occult has many different facets, all to be studied and mastered in different ways!

A mythic hero preserved in the words of a dusty old book. A site of ruins where a tower once stood. A dented brass chalice with all of its decorative gemstones picked out by some thief’s dagger.

These are the material trifecta of the occult. These are the elements that make up a legendary occultist’s own influence over reality.

Resonation is the phenomenon in which a legendary occultist feels a deep connection with something external.

To the uninitiated, this resonance appears to be little more than fanciful collecting, quaint nostalgia, cluttered hoarding, or even obsessive coveting. For the legendary occultist, the true nature of resonation is sensing the psychic potential of something outside of themselves and internally activating that energy to empower his own actions; actions that beget effects that ripple throughout the ages.

Role: Legendary occultists are always eager to travel in the company of adventurers, explorers, and archaeologists, as all those 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 legendary 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.

Table 1: Legendary Occultist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Antiques (1), historical figure, knacks, ley lines 1
2nd +1 +3 +0 +3 Antiques (2), magic item skill, object reading 2
3rd +2 +3 +1 +3 Elective 3
4th +3 +4 +1 +4 Historical figure 3 1
5th +3 +4 +1 +4 Aura sight, elective 4 2
6th +4 +5 +2 +5 Antiques (3) 4 3
7th +5 +5 +2 +5 Elective 4 3 1
8th +6/+1 +6 +2 +6 Historical figure, nexus points 4 4 2
9th +6/+1 +6 +3 +6 Elective 5 4 3
10th +7/+2 +7 +3 +7 Antiques (4) 5 4 3 1
11th +8/+3 +7 +3 +7 Elective 5 4 4 2
12th +9/+4 +8 +4 +8 Ambiance, historical figure 5 5 4 3
13th +9/+4 +8 +4 +8 Elective 5 5 4 3 1
14th +10/+5 +9 +4 +9 Antiques (5) 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Elective 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Fast cast, historical figure 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Elective 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Antiques (6) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Elective 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Antique Expert 5 5 5 5 5 5

Class Features

All of the following are class features of the legendary occultist.

Weapon and Armor Proficiency

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

Spell Raiding

A legendary occultist raids (learns) his spells from the spell lists of other classes in order to build his own personalized spell list. These spells are cast as psychic spells.

The specific types of spells a legendary occultist can raid depends on the type of historical figure he is resonating with (see the Historical Figure class feature below.) He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a legendary occultist must have an Intelligence score equal to at least 10 + the spell level.

The Difficulty Class for a saving throw against a legendary occultist’s spell equals 10 + the spell level + the legendary occultist’s Intelligence modifier.

A legendary occultist can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: Legendary Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.

The legendary occultist’s selection of spells is limited. A legendary occultist selects his spells from the spell lists of historical figures he resonates with (see Historical Figures below). A legendary occultist begins play knowing four 0-level spells (knacks) and two 1st-level spells of his choice from his first historical figure’s list. At each new level, he gains one or more new spells from the lists of any historical figures he possesses, as indicated on Table 2: Legendary Occultist Spells Known. Unlike spells per day, the number of spells a legendary occultist knows is not affected by his Intelligence score (See Table: Ability Modifiers and Bonus Spells).

At 5th level and every 3 legendary occultist levels thereafter (8th, 11th, and so on), a legendary occultist can choose to learn a new spell in place of one he already knows.

In effect, the legendary 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 legendary occultist spell the legendary occultist can cast. The spell learned must come from the same list of class spells provided by the historical figure of the spell lost. A legendary 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.

A legendary 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.

Table 2: Legendary Occultist Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Antiques (Su)

Antiques are objects that legendary occultists bond with in order to manifest their magic, similar to a wizard’s bonded object.

Legendary occultists begin play with one antique at no cost. An antique can be any portable object that a legendary occultist can wear or carry without being encumbered and must be of an appropriate size. These objects are always masterwork quality. Antique weapons acquired at 1st level are not made of any special material. If the antique is a wearable item, such as an amulet, ring, or hat, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If the antique is a wearable item, it occupies the appropriate body slot accordingly.

An antique can be used once per day to cast one specific spell that the legendary occultist knows and is capable of casting. This one specific spell is selected and assigned to the antique whenever the legendary occultist gains the antique. Once a specific spell is selected and assigned to an antique, it cannot be changed. This spell is treated like any other spell cast by the legendary occultist, including casting time, duration, and other effects dependent on the legendary occultist’s level. This spell cannot be modified by metamagic feats or other abilities, such as nexus points or ambience. A legendary occultist gains one additional antique at levels 2, 6, 10, 14, and 18.

A legendary occultist can add additional magic abilities to his antiques as if he has the required item creation feats if he meets the level prerequisites of the feat. For example, a legendary occultist with an antique dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the antique is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed, retains all of its antique properties and can be used to craft a new wand. The magic properties of an antique, including any magic abilities added to the object, only function for the legendary occultist who owns it. If an antique’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If an antique is damaged, it is restored to full hit points the next time the legendary occultist gains 8 hours of rest. If the antique is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per legendary occultist level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous antique.

A legendary occultist can designate an existing magic item as his antique. This functions in the same way as replacing a lost or destroyed item, except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming an antique.

Historical Figure (Su)

Whenever a spell is cast that alters the fate of many, this spell echoes throughout the ages. A legendary occultist not only hears this echo; he amplifies it. By studying the various magic users who shaped the world throughout the ages, a legendary occultist learns how influential people lived and thrived through challenge and conflict. Through historical analysis, anthropological study, and his own personal predilections, a legendary occultist teaches himself to emulate the magical ways of historical figures with whom he resonates. For each historical figure a legendary occultist resonates with, he is able to raid an additional spell list or portion thereof, as well as meet the requirements for certain electives (see Electives).

Because emotion and thought factor strongly in his spellcasting, a legendary occultist cannot learn or cast spells that conflict with his alignment.

For example: A lawful evil legendary occultist cannot learn or cast spells with the chaotic or good descriptors.

A legendary occultist resonates with one historical figure of choice at 1st level, plus an additional historical figure at levels 5, 9, 13, and 17. A historical figure cannot be selected multiple times.

  • The Abominable Antipaladin: You can raid spells from the antipaladin spell list. A legendary occultist must be evil in order to select this historical figure. For 0-, 5th, and 6th level spells, you can raid from the inquisitor spell list instead.
  • The Acclaimed Alchemist: You can raid spells from the alchemist formulae list.
  • The August Abjurer: You can raid spells from the abjuration school from the wizard spell list.
  • The Brilliant Bard: You can raid spells from the bard spell list.
  • The Blatant Bloodrager: You can raid spells from the bloodrager spell list. For 0-, 5th, and 6th level spells, you can raid from the sorcerer spell list instead.
  • The Conspicuous Conjurer: You can raid spells from the conjuration school from the wizard spell list.
  • The Distinguished Diviner: You can raid spells from the divination school from the wizard spell list.
  • The Eminent Evoker: You can raid spells from the evocation school from the wizard spell list.
  • The Exalted Enchanter: You can raid spells from the enchantment school from the wizard spell list.
  • The Honored Hunter: You can raid spells from the hunter spell list. A legendary occultist must have an alignment at least partially neutral in order to select this historical figure.
  • The Illustrious Illusionist: You can raid spells from the illusion school from the wizard spell list.
  • The Infamous Inquisitor: You can raid spells from the inquisitor spell list.
  • The Memorable Magus: You can raid spells from the magus spell list.
  • The Notable Necromancer: You can raid spells from the necromancy school from the wizard spell list.
  • The Preeminent Priest: You can raid spells from the warpriest spell list.
  • The Prominent Paladin: You can raid spells from the paladin spell list. A legendary occultist must be good in order to select this historical figure. For 0-, 5th, and 6th level spells, you can raid from the inquisitor spell list instead.
  • The Splendid Summoner: You can raid spells from the unchained summoner spell list.
  • The Sublime Shaman: You can raid spells from the shaman spell list.
  • The Talked About Transmuter: You can raid spells from the transmutation school from the wizard spell list.
  • The Well-Known Witch: You can raid spells from the witch spell list.

Ley Lines (Su)

A legendary occultist can use the rushing power of ley lines to extend his spells. Ley lines are invisible streams of psychic energy that connect geographical points of occult significance. Ley lines are so numerous that at least one is always crossing through somewhere in some direction, no matter how faint. Once per day, a legendary occultist can cast a spell along a ley line’s course in order to increase the spell’s range, adding the effects of the Extend Spell metamagic feat without increasing the spell level. He can use this ability one additional time per day for every six levels he possesses beyond 1st, to a maximum of four times per day at 19th level.

Magic Item Skill (Su)

At 2nd level, a legendary 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 half his legendary occultist level.

Object Reading (Su)

At 2nd level, a legendary 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 this is a magic item, the legendary 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 legendary occultist’s class level is equal to or greater than the item’s caster level.

If the item has any historical significance, the legendary 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 legendary occultist’s class level, the legendary 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.

Electives

Throughout all his life, a legendary occultist further confirms the truth that nothing is too strange and all subjects of learning complement one another. Electives are obscure areas of study that a legendary occultist acquires and adds to his repertoire of odd and unusual abilities. Starting at 3rd level, and every odd level thereafter, a legendary occultist gains a new elective. Unless specified otherwise, an elective can only be selected once. Electives that grant bonuses do not stack with bonuses of the same bonus type. Some electives have requirements before they can be selected.

A list of electives available to the legendary occultist is given in the next section.

Aura Sight (Su)

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

Nexus Points (Su)

At 8th level, a legendary occultist can gather power from nexus points in the land in order to empower his spells to deal more damage. Once per day, an occultist can add the effects of the Empower Spell metamagic feat to a spell without increasing the spell’s level. He can use this ability one additional time per day for every four levels he possesses beyond 8th, to a maximum of four times per day at 20th level.

Ambiance (Su)

Ambiance is a form of energy found within an environment with which a legendary occultist can resonate.

At 12th level, once per day, a legendary occultist can tap into the ambiance of his surroundings as part of casting a spell, adding the effects of the Widen Spell metamagic feat without increasing the spell’s level. This ability can be used twice per day at 16th level and three times per day at 20th level.

Fast Cast (Su)

At 16th level, once per day, a legendary occultist can cast a 4th level or lower spell as a swift action, as per the Quicken Spell feat, except that this ability does not require a level increase. At 20th level, a legendary occultist can use this ability twice per day.

Antique Expert (Ex)

At 20th level, a legendary occultist gains an additional antique that surpasses all of the others he possesses in power and elegance. This antique functions like a magic item worth 50,000 gp or less. In addition, the hardness of his antiques each increases by 20 as long as they are within 5 feet of the legendary occultist.

Electives

Much like magus arcana or rogue talents, electives are the class feature that allows you to personalize your legendary occultist. Whether you want a robed sage, a canny magic scoundrel, or a pious friar in your party, these abilities will allow your character to cover a great number of roles, giving him versatility in a simple and efficacious way. Unless noted, an elective can only be selected once.

Aberrant Architecture (Ex)

Prerequisite(s): Disable Device 3 ranks.

You gain the trapfinding class feature, treating your legendary occultist level as your rogue level.

Alchemical Research (Ex)

Prerequisite(s): Craft (alchemy) 3 ranks.

You add your occultist level as a competence bonus on all Craft (alchemy) checks and can use Craft (alchemy) to identify potions.

Arcane Academia Elective

Prerequisite(s): A legendary occultist selecting this elective must resonate with the appropriate historical figure associated with his arcane school of choice. For example, a legendary occultist must resonate with the Notable Necromancer historical figure to select the power over undead ability from the necromancy arcane school.

You are versed in the schools of wizardry and the wonderful powers they contain. Select one 1st level wizard arcane school power that can be used a number of times per day equal to 3 + the wizard’s Intelligence modifier. You can use this school power once per day, plus an additional time per day for every 4 legendary occultist levels you possess. You treat your legendary occultist level as your wizard level for the purposes of this ability. This elective can be selected multiple times. Each time, it applies to a different arcane school.

Arcane Heir (Sp or Su)

Through the genealogical study of your family tree, you discovered you have a sorcerous ancestor. Select one 1st level sorcerer bloodline power that can be used a number of times per day equal to 3 + the sorcerer’s Charisma modifier. You can use this bloodline power once per day, plus an additional time per day for every 4 occultist levels you possess. You treat your occultist level as your sorcerer level and substitute your Intelligence bonus for your Charisma bonus for the purposes of this ability.

Battlefield Reenactments (Ex)

Prerequisite(s): Any one teamwork feat, Knowledge (history) 3 ranks.

You have participated in massive reenactments of historic battles. These experiences have versed you in the rudiments of strategic warfare.

You gain the tactician ability, treating your occultist level as your cavalier level.

Body Barrier (Su)

Prerequisite(s): August Abjurer historical figure.

A floating invisible shield orbits your person, granting you a +1 shield bonus to your Armor Class.

This does not stack with other shield bonuses.

Brawling Mitts (Su)

Prerequisite(s): Must possess a hand slot item as an antique, Improved Unarmed Strike.

While wearing your antique hand slot items your unarmed damage is equal to a brawler of your legendary occultist level -2.

Championship Belt (Su)

Prerequisite(s): Must possess a belt slot item as an antique.

While wearing your antique magic belt, you gain the challenge ability of a cavalier. You can issue a challenge once per day and treat your legendary occultist level -2 as your effective cavalier level for the purposes of this ability.

Classical Self Defense (Ex)

Prerequisite(s): Knowledge (history or religion) 3 ranks.

You gain Improved Unarmed Strike as a bonus feat. In addition, your unarmed damage is the same as a 1st level monk.

Competent Shot (Ex)

Prerequisite(s): Honored Hunter historical figure.

You gain a +1 competence bonus on attack rolls made with ranged weapons.

Conjured Cuirass (Su)

Prerequisite(s): Conspicuous Conjurer or Splendid Summoner historical figure.

You gain a +2 armor bonus if you are not wearing any armor.

Criminology

You have studied the ways and behaviors of criminals, deviants, and miscreants. You gain one of the rogue talents listed below, even if you do not meet the requirements. You can select this elective multiple times.

Each time, you gain a different rogue talent.

Black Market Connections, Esoteric Scholar, Expert Cypher, Fast Fingers, Follow Clues, Getaway Artist, Guileful Polyglot, Hard to Fool, Just a Face in the Crowd, Major Magic, Minor Magic, Occult Dungeoneer, One of Those Faces, Philologist, Poison Use, Quick Disguise, Rapid Perception, Scavenger, Scry Slip, Scrying Familiarity, Sleight of Hand Stunt, Spell Storing, Survivalist, The Whole Time, or Wild Magic.

Critical Creatures (Su)

Prerequisite(s): Conspicuous Conjurer or Splendid Summoner historical figure.

Creatures you summon gain a +1 bonus to confirming critical hits.

Cursed Item Sense (Su)

You treat your occultist level as 5 times higher for the purpose of using your object reading ability to reveal whether an item is cursed or not.

Daring Avoidance (Su)

Prerequisite(s): Honored Hunter historical figure.

You gain a +1 competence bonus to saving throws.

Detect Creature (Su)

At will, you can detect creatures of a certain type. This spell-like ability functions like detect animals or plants, but instead detects one type of creature from the ranger’s favored enemy list. This elective can be selected multiple times. Each time, it applies to a different creature type.

Detect Impending Hostility (Su)

You add your Intelligence bonus modifier on initiative checks, instead of your Dexterity modifier.

Determined Damaging (Su)

Prerequisite(s): Exalted Enchanter historical figure.

Choose one type of weapon, such as a spear or bastard sword. You gain a +1 luck bonus on damage rolls made with this type of weapon.

Divine Damaging (Su)

Prerequisite(s): Must have a divine spellcaster as a historical figure.

Choose one deity’s favored weapon. You gain a +1 bonus on damage rolls made with this type of weapon. Good legendary occultists gain a sacred bonus. Evil legendary occultists gain a profane bonus. Neutral legendary occultists must choose either sacred or divine.

Dogman (Su)

You gain the scent ability.

Elective Skill (Su and Su)

Prerequisite(s): Any historical figure having the selected skill as a class skill.

You add one skill of choice to your list of class skills. In addition, you gain a +2 insight bonus to checks made with this skill. This elective can be selected multiple times.

Each time, it applies to a different skill.

Elemental Disturbance (Su)

One element affects you differently. Choose one form of energy damage (acid, cold, fire, or electricity). When you take hit point damage from this energy type, you treat the damage as non-lethal.

Evocative Evasiveness (Su)

Prerequisite(s): Eminent Evoker historical figure.

You gain a +1 luck bonus on saving throws.

Fashion Sense (Su)

You automatically recognize any wearable item as magical as if you were constantly using greater detect magic.

Favored Armor (Su)

Prerequisite(s): Must have a divine spellcaster as a historical figure.

Choose one type of armor, such as banded mail or a chain shirt. You gain a +1 to your Armor Class when wearing this type of armor. Good legendary occultists gain a sacred bonus. Evil legendary occultists gain a profane bonus. Neutral legendary occultists must choose either sacred or divine.

Firearm Enthusiast (Ex)

Prerequisite(s): Gunsmithing feat.

You gain proficiency with all firearms.

Fleet Footwear (Su)

Prerequisite(s): Must possess a feet slot item as an antique.

While wearing your antique feet slot item your base speed is equal to that of a monk of your current legendary occultist level -2. This stacks with any other speed bonus that specific footwear might grant.

Foreign Exchange Student (Su)

You learn one new language and gain proficiency with one exotic weapon of choice. This elective can be selected multiple times.

Fortunate Fending (Su)

Prerequisite(s): Exalted Enchanter historical figure.

Choose one type of armor, such as banded mail or a chain shirt. You gain a +1 luck bonus to your Armor Class when wearing this type of armor.

Fortunate Fighting (Su)

Prerequisite(s): Exalted Enchanter historical figure.

Choose one type of weapon, such as a spear or bastard sword. You gain a +1 luck bonus on attack rolls made with this type of weapon.

Hand Familiar (Su)

Prerequisite(s): Knowledge (religion) 5 ranks, Notable Necromancer historical figure.

You gain Hand’s Detachment as a bonus feat. You don’t need to meet the prerequisites for this feat. A legendary occultist can’t select both this and the Zoological Studies elective.

Harm Alarm (Su)

Prerequisite(s): August Abjurer historical figure.

Caution is your friend, granting you a +1 resistance bonus to saving throws.

Hazard Honing (Su)

You add ½ your legendary occultist level on Perception checks to locate hazards and haunts.

Historical Epee Martial Arts (Ex)

You gain the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Hunter’s Hit (Su)

Prerequisite(s): Honored Hunter historical figure.

You gain a +1 competence bonus on damage rolls made with ranged weapons.

Improved Sense Enchantments (Su)

You add ½ your legendary occultist level on Sense Motive checks to sense enchantments in creatures.

Insightful Sword (Su)

Prerequisite(s): Distinguished Diviner historical figure.

Choose one type of weapon, such as a spear or bastard sword. You gain a +1 insight bonus on attack rolls made with this type of weapon.

Item Puppeteer (Su)

You gain a bonus item mastery feat.

You can select this elective multiple times.

Lively Acting, Remarkably Performed (Ex)

Prerequisite(s): Brilliant Bard historical figure.

You gain Perform (acting) as a class skill and Skill Focus (Perform [acting]) as a bonus feat.

Magi Cuts (Su)

Prerequisite(s): Memorable Magus historical figure.

You gain a +1 morale bonus on damage rolls made with magic melee weapons.

Magi Melee (Su)

Prerequisite(s): Memorable Magus historical figure.

You gain a +1 insight bonus on attack rolls made with magic melee weapons.

Oracular Blessing (Su or Sp)

Prerequisite(s): Oracular Instruction, Knowledge (religion) 7 ranks.

An oracle empowered you with a divine gift. You gain one oracle revelation from the mystery you gained your class skills from, treating your occultist level as your oracle level. This revelation must not have any requirements.

Oracular Instruction (Ex)

Prerequisite(s): Knowledge (religion) 3 ranks.

When you felt lost and sought purpose in your life, you made a pilgrimage to visit an oracle.

They not only told you what you needed to do, they taught you how to do it. Choose one oracle mystery. You gain the class skills from this mystery.

Performative Weapons (Su)

Prerequisite(s): Must possess one or more weapons as an antique.

You treat your antique weapons as having the performance weapon special quality. In addition, you gain a +2 competence bonus to combat maneuver checks made with your antique weapons.

Planar Etiquette Expert (Ex)

Prerequisite(s): Knowledge (planes) 3 ranks.

You have studied the subtleties of planar society, thanks to a drop of outsider blood. You gain Planar Heritage as a bonus feat, even if you are not human.

Predetermined Poise (Su)

Prerequisite(s): Distinguished Diviner historical figure.

Choose one type of armor, such as banded mail or a chain shirt. You gain a +1 insight bonus to your Armor Class when wearing this type of armor.

Preemptive Self Defense

Prerequisite(s): Heal 3 ranks.

You gain the sneak attack ability, as a 1st level rogue.

Prophetic Finesse (Su)

Prerequisite(s): Distinguished Diviner historical figure.

You gain a +1 insight bonus to saving throws.

Resistance Assistance (Su)

Prerequisite(s): August Abjurer historical figure.

Choose one type of energy damage (acid, cold, fire, electricity, or sonic). You gain energy resistance to this energy type equal to your legendary occultist level. For example, a 7th level legendary occultist with this elective who chooses fire gains fire resistance 7.

This elective can be selected multiple times. Each time, it applies to a different energy type.

Sanctified Spell (Su)

Prerequisite(s): Must have a divine spellcaster as a historical figure.

Choose one spell from a divine spellcaster’s spell list that you can cast. You gain a +1 bonus to the Difficulty Class of this spell. Good legendary occultists gain a sacred bonus. Evil legendary occultists gain a profane bonus. Neutral legendary occultists must choose either sacred or profane. This elective can be selected multiple times. Each time, it applies to a different spell.

Saving Grace (Su)

Prerequisite(s): Must have a divine spellcaster as a historical figure.

You gain a +1 bonus on saving throws.

Good legendary occultists gain a sacred bonus. Evil legendary occultists gain a profane bonus. Neutral legendary occultists must choose either sacred or divine.

Societal Culture Association (Ex)

Prerequisite(s): Knowledge (local) 3 ranks.

You are learned in the ways of older or foreign cultures. You gain Racial Heritage as a bonus feat, even if you are not human.

Stimulated Endorphins (Su)

Prerequisite(s): Acclaimed Alchemist historical figure.

Your psychic resonance with the Acclaimed Alchemist alters your brain chemistry, granting you a +1 alchemical bonus to saving throws.

Studious Seer (Su)

Select one divination spell from any spell list and add it to your list of spells known. This spell must be at a level you can cast.

The Doors of Perception (Su)

You add your Intelligence bonus modifier on Perception checks, in addition to your Wisdom modifier.

Tougher Trouble (Su)

Prerequisite(s): Conspicuous Conjurer or Splendid Summoner historical figure.

Creatures you summon gain a +1 bonus to their natural armor.

Tremorsense (Su)

Prerequisite(s): 7th level.

You have become attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like blindsense, but only works if both the legendary occultist and the creature to be pinpointed are in contact with the ground.

World Religions Elective

Prerequisite(s): Infamous Inquisitor or Preeminent Priest historical figure.

You have studied the various faiths of the world and have found in them all a common ground.

Select one 1st level cleric domain power that can be used a number of times per day equal to 3 + the cleric’s Wisdom modifier. You can use this domain power once per day, plus an additional time per day for every 4 legendary occultist levels you possess. You treat your legendary occultist level as your cleric level and substitute your Intelligence bonus for your Wisdom bonus for the purposes of this ability. This elective can be selected multiple times. Each time, it applies to a different cleric domain. A legendary occultist cannot select a domain that conflicts with his alignment. For example: A chaotic neutral legendary occultist cannot choose the Law domain.

Zoological Studies (Su)

Prerequisite(s): Knowledge (arcana) 3 ranks and Knowledge (nature) 3 ranks.

You finally made a friend! You gain a familiar, treating your occultist level as your wizard level.

Alternate Class Features

Occultists are an eclectic sort of adventurer. While archetypes provide various ways to build and flavor the class, smaller changes can also make a big difference when customizing a character.

The following alternate class features can be selected to replace existing class features from the legendary occultist or the classic occultist class.

Section 15: Copyright Notice

Legendary Occultists © 2022, Legendary Games; Authors Margherita Tramontano and Aaron Hollingsworth.

scroll to top