Electives

Replaces Aura Sight

Afterworld Knowledge (Su)

At 5th level, an occultist can substitute Knowledge (planes) checks with Knowledge (religion) checks, and vice versa.

Ancestral Guide (Su)

At 5th level, an occultist can use helping hand once per day as a spell-like ability.

Community Universal Ally (Su)

At 5th level, an occultist can use sanctuary for a number of rounds per day equal to his level + his Intelligence bonus. These rounds need not be consecutive but must be spent in 1 round increments.

Quantifiable Magic (Su)

At 5th level, an occultist adds ½ his occultist level to Spellcraft rolls made to craft magic items and to identify spells as they are being cast.

Do What Thou Wilt (Su)

At 5th level, an occultist can learn and cast spells with alignment descriptors that would normally oppose his own alignment. He can cast such spells without restrictions or repercussions. If he is a legendary occultist, he can raid spells from spell lists that would normally not be available to him.

Liberated Macian (Su)

At 5th level, an occultist becomes a member of an influential society known as the Liberated Macians. He gains the Diplomacy skill unlock, even if he does not meet the requirements.

Peep Stone (Su)

At 5th level, an occultist adds scrying to his list of spells known as a 3rd level spell. In place of a pool of water or a silver mirror worth 1,000 gp, he can instead use a shard of colored glass, a piece of crystal, or a rock with a naturally-formed hole going through it as a focus.

Revival Meeting (Su)

At 5th level, an occultist can cast create food and water once per day as a spell-like ability.

Self-Ordained (Su)

At 5th level, an occultist chooses one 3rd-level spell from the cleric/oracle spell list that does not require a material component. He can use this spell once per day as a spell-like ability.

Tabernacle (Su)

At 5th level, an occultist can cast tiny hut once per day as a spell-like ability. The radius of the sphere created by this spell increases by 10 feet at levels 10, 15, and 20.

Replaces Magic Item Skill

Occult Kenning (Su)

At 2nd level, an occultist is versed in the magic of other spellcasters and can use his own magic to duplicate those classes’ spells. Once per day, an occultist can lose the use of one of his knacks in order to cast any 0-level spell on the bard, cleric, or sorcerer/wizard spell list as if it were on his list of occultist spells known. This 0-level spell can be cast again like other knacks and does not use up a spell slot.

At 5th level, the occultist gains the spell kenning class feature, treating his occultist level as his skald level.

Occultist’s Edge (Ex)

Starting at 2nd level, an occultist gains 2 additional skill points per level.

At 5th level, an occultist has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about.

He gains the occult skill unlock for that skill as appropriate for his number of ranks in that skill.

At 10th, 15th, and 20th levels, he chooses an additional skill and gains the occult skill unlock for that skill as well.

Strategic Magic (Su)

Starting at 2nd level, whenever the occultist casts a spell that deals hit point damage, he adds his Intelligence bonus to the damage dealt (for example, a 2nd level occultist with a 17 Intelligence would deal a total of 1d4+4 damage with a magic missile spell).

This can only be added once to the damage a single creature takes from a spell. Thus if the same occultist was casting magic missile and got two missiles, he could fire them both at a single target (for 2d4+5), or at two different targets (each for 1d4+4).

Lucky Number (Su)

Starting at 2nd level, an occultist chooses one number between 1 and 9. This is his lucky number. When he rolls this number naturally (unmodified) on a d20 roll, he can choose to re-roll for a different outcome.

He must take the outcome of the re-roll, even if it is lower.

The occultist can use this ability a number of times per day equal to his occultist level.

Replaces Object Reading

Dungeon Whisperer (Su)

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

Examining a structure in this way requires him to spend 1 minute concentrating in an area no larger than 10 square feet that is within the structure. If the area is being affected by a magical effect, such as a trap, portal, or other architectural feature that is magical, the occultist learns what spell or spells were used as part of the architectural feature, as well as any passwords or safety measures, as if he had successfully examined the area using detect magic and succeeded at a Spellcraft check. If the magical feature has any historical significance, the occultist learns one piece of information about who created it (as determined by the GM). Finally, if the magical feature was last used no longer than 1 day ago per occultist class level you possess, you learn one piece of information about the last creature to interact with the feature. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while interacting with the feature, or perhaps its emotional state when it last interacted with the feature. This ability is applied to the spells that went into the making of magical doors, platforms, passageways, or any other magical place that is architectural. The GM determines what other 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 a number of times per day equal to 3 + the occultist’s Intelligence bonus.

Environ Mentalist (Su)

At 2nd level, an occultist learns how to find specific features in a nearby environment.

Divining an environment in this way requires him to spend 10 minutes meditating with a dowsing rod. This functions like the dowsing occult skill unlock but doesn’t require a skill check and can be used at will. You choose a particular element each time you dowse.

  • Find Water: The dowsing rod points toward the largest source of water within range, including aqueducts, aquifers, canals, glaciers, dams, lakes, oceans, ponds, reservoirs, sewers, and springs. The dowsing rod will also point toward areas that are dry but extremely cold.
  • Find Fire: The dowsing rod points toward the largest source of fire within range, including bakeries, campfires, burning structures, forest fires, forges, torches, and volcanoes.
  • Find Land: The dowsing rod points toward the largest source of earth and rock within range, including asteroids, continents, islands, moons, and planets. When dowsing for land, your range increases to 10 miles for every foot it would normally be (Example: 400 feet becomes 4,000 miles). The dowsing rod will also point to unusual concentrations of acid.
  • Find Air: The dowsing rod points toward the largest source of breathable air within range, including air pockets, the open sky, and outdoors.
  • Grave Dowsing: The dowsing rod points in the direction of the largest burial site, cairn, or tomb within range. This must be a formal site where the dead are placed with funerary rites, not merely a place where bodies are disposed of.

Escape Artistry (Su)

At 2nd level, an occultist can use Disable Device checks in place of Escape Artist checks. If he is bound to or by a magical item or magical device, he can instead make a Use Magic Device skill check in place of an Escape Artist check without penalty. In addition, he adds ½ his occultist level to Escape Artist checks when dealing with non-magical forms of restraints and impediments.

Prognostic Screening (Su)

At 2nd level, an occultist learns how to divine information from creatures he examines.

Divining a creature in this way requires the occultist to spend 10 minutes interpreting the divination means at his disposal. This functions like the psychometry occult skill unlock but doesn’t require a skill check and can be used a number of times equal to the occultist’s Intelligence bonus.

At the end of the 10 minutes, the occultist learns one aspect of the creature’s alignment (chaotic, evil, good, lawful, or neutral), a general idea of the creature’s class or classes (martial, spellcaster, specialist, multiclass), and a general estimation of the creature’s level or HD (Low = 7 or below, Middling = Between 8th and 15th, High = 16th or greater).

Section 15: Copyright Notice

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

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