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Milo v3
2015-10-09, 06:00 AM
Canopic Occultist - Occultist Archetype
Instead of using ancient artifacts, the canopic occultist uses ancient techniques to remove their organs and place them in specially designed jars. These jars act as conduits to the occult realm of the akashic record, bestowing psychic magic and using akashic constructs to act as replacement organs.

Class Skills: The canopic occultist gains Heal as a class skill, and loses use Appraise as a class skill.

Chakra Binds: At 3rd level and every 4 levels thereafter, the canopic occultist gains access low chakra slot as a bonus feat. At 11th level, the canopic occultist can choose to gain access middle chakra slot in place of low chakra slot. At 19th level, the canopic occultist can choose to gain access higher chakra slot in place of low chakra slot. Once a canopic occultist has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities. This replaces the focus powers gained at 3rd, 7th, 11th, 15th and 19th level.

Canopic Jars (Su): At 1st level, a canopic occultist learns to use one implement school. At 5th level and every 5 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of four schools at 15th level. Each of these implement skills is tied to a canopic jar, which is created by the canopic occultist in a week long process that involves the creation and modification of the jar itself and an occult surgical procedure that extracts one of your body slots and places it inside the jar.

The extracted body slot must be one of the following: belt, body, chest, hands, head, headband, feet, neck, shoulders, or wrist. The sacrificed body slot placed within is replaced on the canopic occultists body by a special form of akashic veil. The canopic occultist needs only one such jar to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school.

Whenever a canopic occultist casts a spell, he must have the corresponding jar within 100 ft. If the occultist lacks the corresponding canopic jar, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by a canopic occultist without the appropriate jar are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

If a canopic jar is destroyed (including someone removing it's contents) the body slot that was placed within immediately regrows on the canopic occultist, any veil shaped in that body slot are immediately unshaped, and the canopic occultist is able to choose a new body slot to place in the canopic jar when they replace the school implement. This replaces implements.

Canopic Veilweaving: When a canopic occultist places a body slot in one of his canopic jars it creates a special magical construct to replace that body part, these veils are drawn from the vizier veil list. The canopic occultist knows and can shape any veil from this list that; however he cannot shape a veil whose alignment opposes his own, and cannot shape veils in a body slot that wasn't placed inside a canopic jar. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + his Intelligence modifier. He can only shape a certain number of veils per day equal to the number of canopic jars he possesses.

While veils are constructs of pure magic and would normally be suppressed while in the area of an antimagic field or similar phenomena, the veils of a canopic occultist cannot be suppressed unless their canopic jar is further than 100 ft. away (not even when sundered). Even when suppressed, the basic structure of the veil remains, allowing it to still continue to correctly function as the body slot and only loses the benefits of the specific veil itself.

At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is equal to half his class level; the canopic occultist’s character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the canopic occultist can reallocate his essence investments into his veils every round. A canopic occultist's veils do not become nearlu invisible when they have no essence invested in them. A canopic occultist must have at least 8 hours rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day. During this time he unshapes any previously formed veils to only a basic structure and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Surgical Skill (Ex): At 2nd level, a canopic occultist’s knowledge of occult biology grants him greater skill when attempting to heal people. He gains a bonus on all Heal checks equal to his canopic occultist level, and can use intelligence as the governing ability score for Heal checks. This replaces magic item skill.

Occult Surgery (Su): At 2nd level a canopic occultist can use the faith healing occult skill unlock a number of times in a single day equal to your intelligence bonus. In addition the occultist gains the following options for faith healing:

Akashic Prosthetics: You can bond a prosthesis to a person's essence in a 4 hour ceremony, after which you attempt a Heal check (DC 20). If the ceremony is successful, a prosthetic the target possesses of your choice begins to function as proficiently as the body part is meant to replace. For example, prosthetic legs affected allow you to move at normal speed rather than half-speed, and prosthetic eyes affected allow you to see normally rather than just sitting in the sockets.
Akashic Surgery: You can properly heal a wounded individual in a 1 hour ceremony, healing a number of hitpoint damage equal to double the heal check result.
Veiled Flesh: You can place small akashic constructs throughout the body of a person to change their appearance in a 8 hour ceremony, after which you attempt a Heal check (DC 30). The changes possible through this are the same as a disguise self spell, except it cannot affect their clothes. Changes in appearance through this act of faith healing last for up to 1 day per intelligence bonus of the canopic occultist, after which time the akashic constructs break. Once these constructs are gone the target is left nauseated for 1d6 days.


This replaces Object Reading.

Guarded Jars (Su): Upon reaching fourth level, the canopic occultist can invest essence into this ability as if it was a veil to increase the protection around his canopic jars. Each point of essence invested increases each of your canopic jar's hardness by 10, and as long as a single point of essence is invested in this ability you count as being within 100 ft. of your canopic jar's.

Veils
Duneshaper Gloves
Descriptors: Earth
Class: Guru, Vizier
Slot: Hands
Saving Throw: None
Your hands are encrusted with a fine layer of smooth sand, though the veil strangely has the weight of some heavy metal.
When this veil has essence invested into it, that essence cannot be removed from it until the next time it is suppressed or unshaped, upon which time all of the invested essence is moved back into it's wearer's pool. The wearer gains the ability to summon a sand spirit to serve him as a full-round action, causing it to appear in an empty space within 30 ft. Use the statistics for a small earth elemental found in the Pathfinder Roleplaying Game Bestiary, except it's burrow speed and earth glide abilities only allows for the sand spirit to travel through sand. If the sand spirit dies, this veil is suppressed for 1 minute. You can only have one dune spirit summoned by this ability at any time. Using this ability while a prior instance is still active fails. The wearer can dismiss the sand spirit that has been summoned as a free action, though doing so causes the veil to be suppressed as if the sand spirit had been killed.
Essence: For each point of essence invested the sand spirit gains a +2 deflection bonus to armour class. For every 2 points of essence invested, the sand spirit counts as an earth elemental one size larger, though still retains the limitation to it's burrow and earth glide abilities.
Chakra Bind (Hands): By binding this veil to your hands chakra, you can shape the desert landscape itself. This functions as Move Earth with a caster level equal to your veilweaving level, except that it only affects sand and has an area up to 100 ft. square and up to 10 ft. deep.

Gaze of the Moon
Descriptors: None
Class: Guru, Vizier
Slot: Headband
Saving Throw: Will (Negate)
One of your eyes is replaced with a cold smooth stone. But this false eye not only does not impair your sight, it also allows you to see events stored in the akashic records.
The wearer gains a +4 insight bonus on Knowledge (History) checks and Sense Motive checks against lies about past actions. In addition, when you are under the open night sky you can spend an hour of meditation to gaze through time, allowing you to reattempt a Knowledge (History) check that you have previously failed.
Essence: For each point of essence invested the bonus to Knowledge (History) increases by +4. In addition, for every 2 points of essence invested, you gain a +1 insight bonus on saving throws against abilities that function through time manipulation such as Riven Hourglass maneuvers.
Chakra Bind (Headband): By binding this veil to your headband chakra, the akashic record becomes easier to see. A number of times per day equal to your veilweaving modifier you can gain the benefits of Legend Lore with a caster level equal to your veilweaving level, except that it can only be used on targets that are on-hand and it takes only a full-round action to cast.

Intoxicated Heart
Descriptors: None
Class: Daevic
Slot: Blood, Chest
Saving Throw: See text
In ancient times blood and wine were often associated, with tales of demons that governed wine and slaughter and fables of war gods getting drink after trying to feed on blood.
Whenever the wearer is damaged by a bite attack or affected by a creature using blood drain, the creature that made the attack must make a fortitude save or be sickened for 1d6 rounds. Once a creature has made a successful
save against this ability, it cannot be affected again for 1 hour. In addition, the wearer can gain the Intoxication effect of polypurpose panacea as a free action.
Essence: For each point of essence invested the fortitude save DC of this veil increases by +2, and it's duration increases by 1d6 rounds.
Chakra Bind (Blood): By binding this veil to your blood chakra, the toxins in your blood start to mix with your enemies easier. In addition to the normal triggers, the sickening effect of this veil is also triggered when the wearer is damaged by a natural attack and when they are attacked with a piercing or slashing weapon while only 5 ft. away.
Chakra Bind (Chest): By binding this veil to your chest chakra, the toxins in your blood grow stronger. Whenever a creature is successfully sickened by this veil, they take 2d12 points of non-lethal damage each round they remain sickened.

Sandal's of Papyrus
Descriptors: None
Class: Vizier
Slot: Feet
Saving Throw: None
Papyrus cloth wraps around your feet, the arcane writing drifting across it's surface seems to fade the more you look at it.
When this veil is shaped, the wearer must select a level zero spell. The wearer can then cast the selected spell as an at-will supernatural ability, using his key veilweaving ability score as the spellcasting ability score to determine if the spell can be cast and the spell's Difficultly Class. Level zero spells cast in this way you gain a +2 insight bonus on all linguistics checks and use magic device checks against scrolls.
Essence: For each point of essence invested the bonus to linguistics and use magic device increases by +2. If 3 or more points of essence are invested you constantly gain the benefits of Read Magic.
Chakra Bind (Feet): By binding this veil to your feet chakra, the words that drift out from it become stronger. In addition to selecting a level zero spell, the wearer selects a spell that shares a spell list with his previously selected spell, with a level up to third of his veilweaving level. This veil then functions as a scroll for that spell, except that it becomes suppressed for 1d4 rounds as if sundered when used rather than being permanently destroyed.

Skiff Sandals
Descriptors: Air
Class: Guru
Slot: Feet
Saving Throw: None
Famed for being used by nomads to travel the deserts more comfortably, faint trails of sand drift from the ornate finned sandals that form this veil.
When this veil is shaped, the wearer's skates across the ground near-effortlessly. A character manifesting this veil increases their base land speed by 10 feet, but only for the purposes of calculating movement on the Local and Overland scales, not the tactical scale.
Essence: For each point of essence invested in this ability your base speed is increased by an additional 10 feet.
Chakra Bind (Feet): By binding this veil to your feet chakra, the overland movement of you and all allies within 30 ft. through deserts and plains is always treated as though the travel was via highway.

Palanan
2015-10-09, 07:12 AM
Originally Posted by Skiff Sandals
When this veil is shaped, the wearer's skates across the ground near-effortlessly.

Does the wearer have something which skates across the ground? Or is it simply the wearer who skates across the ground?



Also, it seems odd that someone should be able to remove organs, which are generally vital to the body, without some corresponding damage; and stranger still that the organ would simply regrow if the canopic jar is smashed. I would think that for something this radical, there should be stronger consequences--some skin in the game, so to speak. Even a familiar takes a little hassle to replace, and those generally aren't attached to your innards.

Milo v3
2015-10-09, 07:15 AM
Does the wearer have something which skates across the ground? Or is it simply the wearer who skates across the ground?
The sandals.


Also, it seems odd that someone should be able to remove organs, which are generally vital to the body, without some corresponding damage; and stranger still that the organ would simply regrow if the canopic jar is smashed. I would think that for something this radical, there should be stronger consequences--some skin in the game, so to speak. Even a familiar takes a little hassle to replace, and those generally aren't attached to your innards.
It only works because they are doing an occult ritual to do the procedure, which is why it deals no damage and that it grows back if the jars are destroyed. Also, when a wizard loses his familiar he doesn't lose all his class features. I mean, each canopic jar governs like 20-90% of your class abilities.

NomGarret
2015-10-10, 11:34 PM
Some fun stuff here.

I'm guessing the essence effect of Intoxicated Heart is +2 DC above and beyond the normal increase? If so, that may be overkill. Also, 1d6 rounds +1d6/essence is basically just jacking up the minimum. 20 rounds of sickened is more than you will usually need.