Quick to Fight (Racial Power)
At the start of each battle, roll initiative twice and choose the result you want.
Champion Feat: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle).
Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength
damage
Miss: Damage equal to your
level.
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity
damage
Miss: —
Brain-Melting Secrets
You have looked upon reality squarely, with no veil, smoke, or mirrors. It would be more than enough to drive any other mortal mind insane. When you touch the minds of your enemies, you reveal to them some small hint of the unsettling reality that you know all too well. They try to not even look at you afterward. . . .
When you hit with a spell attack that deals psychic damage, one target of the attack can’t attack you during its next turn this battle unless you are the only nearby enemy.
Adventurer Feat: The effect works whenever you hit an enemy with a spell, not only one that deals psychic damage.
Champion Feat: You are immune to the confused and dazed conditions. In addition, charm, fear, sleep, and similar mental effects have no effect on you.
Epic Feat: Once per battle when you deal psychic damage to an enemy, if it has 300 hp or fewer, you can also weaken it (save ends).
Otherworld Shadow
A shadow self haunts you—a spirit that is both intimately you and eerily other. The shadow lurks near you most of the time, sometimes an actual shadow on a wall, but other times only a presence sensed just over your shoulder. It may also appear as an apparition of some other sort: a reflection, an inhuman voice, a cool spot in the room, etc. How you relate to your shadow says a lot about who you are as an occultist. Is it an implacable higher self to which you pray for power? Or is it a semblance of life that you have created from part of your own soul? In terms of story, you interact with your shadow a lot, and it might even be central to letting you do what you do.
Once per day as an interrupt action, negate all damage and effects from an enemy’s attacks against you that turn as your shadow absorbs them. Using this talent’s power means you avoid damage from a monster’s multiple attacks if it has them. It also works against multiple attacks from mooks in the same mob working on the same initiative count, but not attacks from multiple non-mook monsters.
Adventurer Feat: Your shadow grants you greater personal resilience: increase your total recoveries by 1.
Champion Feat: Once per day as a free action, you can end all ongoing damage affecting you as you pass off the damage to your shadow.
Epic Feat: Once per day as a free action, your shadow can reveal its terrible, mind-bending visage, appearing in the most horrible way for all to see. You gain a fear aura that affects each enemy attacking you or engaged with you. The hit point threshold for the fear effect is the standard value for a monster five levels above you. Allies are not subject to the fear effect unless they cast a spell that targets you or otherwise interact with you directly in some way. Even in this case, that ally can spend a move action to be immune to your shadow’s fear aura for one round as they remind themselves that it’s just your shadow.
The ability of the occultist to deal force damage demonstrates that underneath surface phenomena, the worlds are composed of force, but no one knows what that really means. Run with the story-consequences of “flesh-warping” attacks as you wish.
Adventurer Feat: When you cast a spell that twists, you gain temporary hit points equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
Champion Feat: When you score a critical hit with a spell, the target also takes ongoing force damage equal to double your Wisdom modifier (triple it at 8th level). The ongoing damage isn’t doubled by the crit.
Epic Feat: Once per battle when you hit an enemy with a spell, you can negate all of the target’s resistances (hard save ends, 16+) by twisting its flesh temporarily out of form. This effect occurs even if the target’s PD is higher than its MD.
Unwinding the Soul
Once you have seen the secret skeins of necessity that wrap around an enemy, you become better at unwinding them and bringing misfortune to that foe.
When you cast a spell and roll a natural 11+ with the attack,
after the attack you can “unwind” the target as a free action,
making it vulnerable to your attacks until the end of the battle.
You can unwind only one enemy at a time, so if you choose to
unwind a different enemy, the previous foe is no longer vulnerable
to your attacks.
Adventurer Feat: You can now unwind a second enemy, but if you unwind a third, the first enemy is no longer vulnerable. You can also take this feat multiple times, allowing you to unwind another enemy each time you select it.
Champion Feat: You can now unwind an enemy with any attack roll other than a natural 1 when you cast a spell, instead of only on an 11+.
Epic Feat: When you attack an enemy that you have begun to unwind and roll a natural 11+ against it, it takes extra psychic damage equal to your Wisdom modifier + Level from all subsequent hits by you or your allies.
Adventurer Feat: Twice per day when an enemy engaged with
you misses you with an attack, you can deal ongoing damage
to it equal to your Wisdom modifier + Level as you give
it a quick slice you’re your weapon (double your Wisdom
modifier at 5th level; triple it at 8th level).
Iconic Healing Potion: Recovery + 4d8hp