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Unbound Occultist (Occultist)

Occultists who step too far and allow the spirits free reign over their bodies find power unimaginable but also damnation. Such individuals are known as the unbound and while their supernatural furor is great, they are all but assured to become lost souls of the spirit realm upon their death, having lost their humanity long ago.

Monstrous Aspects (Su)

While bound to a spirit, an unbound's body writhes and shifts, becoming grotesque and monstrous to behold. Before rolling a binding check to determine whether a pact is good or poor, an unbound can increase the check's DC by 5 in order to roll d% on Table: Monstrous Aspects and gain the aspect indicated in the table. The saving throw DC of abilities gained this way equals the saving throw DC of the unbound's major granted abilities. An unbound can have one monstrous aspect per bound spirit. All monstrous aspects significantly alter your physical appearance, though the player decides exactly how the aspect manifests. The changes are real for the pact's duration. Spells such as true seeing reveal the real you and spells like true form do not suppress the aspects.

This ability replaces constellation aspects.

Devour Granted Ability (Su)

An unbound occultist can permanently learn certain granted abilities. At 5th level, the unbound occultist selects 1 spirit for which he or she can seal a pact. The unbound may use that spirit's major granted ability once daily as an innate supernatural ability. No ceremony or binding is required. Moreover, if the unbound chooses to bind that spirit normally, the character is treated as having the Rapid Recovery feat for that spirit (even if the unbound doesn't meet the feat's prerequisites). At 10th level and every 5 levels thereafter, unbounds can select an additional spirit's major granted ability to devour and they may, if desired, reselect 1 of their previous choices.

This ability replaces the occultist's bonus feats.

Monstrous Aspect Mastery (Su)

At 18th level the unbound occultist no longer suffers the +5 increase to a spirit's binding DC when adding a monstrous aspect to a spirit.

This ability replaces constellation mastery.

Monstrous Transformation (Su)

At 20th level, an unbound occultist with the humanoid type becomes forever transformed into a horrendous mockery. The unbound's type changes to monstrous humanoid and the character can freely select monstrous aspects instead of rolling for them.

This ability replaces true augmentation.

d% Monstrous Aspect Effects
01-02 Ant's Chitin You gain a +2 bonus on Perception checks and your carrying capacity is tripled.
03-04 Feline Paws You gain a +3 bonus on Stealth checks and treat any falling damage you take as being 10 feet less.
05-06 Slug's Body You take no penalties for squeezing into an area that is one size category smaller than you and you can squeeze into an area two size categories smaller than you at the normal penalty.
07-08 Chameleon's Skin You gain a +3 bonus on Stealth checks and can use hide in plain sight (as a ranger) in any terrain as a full-round action. Taking any action other than movement ends the hide in plain sight effect.
09-10 Unicorn's Horn You gain a gore attack that deals damage as an unarmed strike from a creature one size category larger than you are (1d6 for Medium creatures, 1d4 for Small creatures).
11-12 Manticore's Spikes You grow spikes, causing you to deal 1d4 damage +1 point per 2 binder levels to creatures that you successfully grapple.
13-14 Tiger's Reflexes You gain the pounce special attack.
15-16 Boggart's Gills You can breathe underwater.
17-18 Snake's Tongue You gain a +3 bonus on Intimidate checks and the scent special quality.
19-20 Treant's Barkhide You gain DR 1/bludgeoning. This DR increases by 1 for every 5 binder levels you possess.
20-22 Yeti's Fur You can exist in temperatures as low as -40 degrees F and gain a +2 natural armor bonus to AC. The penalties of extreme heat are doubled.
23-24 Tarrasque's Carapace You gain spell resistance equal to your Charisma modifier (minimum 0) + your binder level. In addition, you are immune to magic missiles and spells that target your area have a 30% chance to miss you.
25-26 Lizard's Shock Creatures that strike you with melee weapons must make a Reflex save or take 1d8 points of electricity damage +1 per 2 binder levels you possess.
27-28 Leafy Anatomy As long as you spend at least 1 hour in direct sunlight you do not need to eat (you must drink and rest normally).
29-30 Badger's Ferocity You can rage as a barbarian for a number of rounds each day equal to your binder level. These rounds do not need to be consecutive but you are fatigued afterward for double the number of rounds.
31-32 Strige's Sickness You are covered with a haze of disease; creatures that take damage within 10 feet of you have a 10% chance to contract filth fever.
33-34 Eagle's Vision You gain a +3 bonus on Perception checks.
35-36 Phase Spider's Jaunt Your movement does not provoke attacks of opportunity.
37-38 Leopard's Grace You gain a +2 bonus on Reflex saves.
39-40 Bulette's Hide You gain a +2 natural armor bonus to AC, you gain Improved Unarmed Strike, and your unarmed attacks deal slashing damage as if you were one size category larger then you actually are.
41-42 Ox's Stoutness You gain a +2 bonus on Fortitude saves.
43-44 Crocodile's Lungs You can hold your breath for a number of rounds equal to 4 times your Constitution score.
45-46 Spider's Bristles You gain a +2 bonus on initiative checks.
47-48 Owl's Persistence You gain a +2 bonus on Will saves.
49-50 Cheetah's Bones Increase your base speed by 5 feet.
51-52 Froghemoth's Tongue You may make combat maneuver checks at a range of 10 feet.
53-54 Adlet's Breath You release a frigid breath attack as a swift action. Creatures in a 10 foot spread around you take 1d6 points of cold damage plus 1d6 cold damage per 6 binder levels. Affected creatures must make a Fortitude save or become staggered for 1 round. This aspect becomes expended for 5 rounds after it is used as if it were a major granted ability.
55-56 Baddersnatch's Barbs Whenever you successfully hit a creature with a melee attack, the struck creature must make a Fortitude save or become sickened for 1 round.
57-58 Bear's Vitality Your maximum hit points increase by an amount equal to your binder level for the duration of the pact.
59-60 Shark's Seastride You gain a swim speed equal to your base speed and you can take 10 on swim checks.
61-62 Flumph's Stench You gain the stench special attack, except you spray your stench in a 20 foot line instead of as a spread effect. An affected creature is sickened for 1d4 rounds. This aspect becomes expended for 5 rounds after it is used as if it were a major granted ability.
63-64 Hydra's Regeneration You gain fast healing equal to ½ of your binder level.
65-66 Ghorazagh's Bloodsight You gain blindsight 10 feet, except that you can only detect living creatures.
67-68 Mole's Earthstride You gain a burrow speed equal to half your base speed and blindsense out to 5 feet.
69-70 Fox's Cunning Boost your flanking bonus to +3.
71-72 Boogeyman's Fear As a swift action you may unleash a 30 foot aura of dread centered on you. Creatures within the area must make a Will save or become shaken for 1 minute. A successful save prevents the creature from being affected by the aura for 24 hours.
73-74 Skunk's Musk As a standard action, you fire a stream of musk at a creature as a ranged touch attack. If it hits, the creature must succeed on a Fortitude save or become nauseated for 1 round, then sickened for 1d3 rounds. Creatures within 20 feet of the affected target cannot use the scent special ability. This aspect becomes expended for 5 rounds after it is used.
75-76 Sasquatch's Step You gain woodland stride (as a druid).
77-78 Angler's Lure As a free action, all animal and humanoid creatures (except yourself and your vestigial companion) within 20 feet that can see you must make a Will save or become fascinated for 1 round. You can approach fascinated creatures without ending the condition but attacking any creature ends the effect for all fascinated subjects. This is a mind-affecting ability and a successful save (or having the effect broken, as stated above) makes a creature immune to the lure for 24 hours.
79-80 Titan's Whirlwind As a swift action, if you take a full-attack action this turn, your melee attacks strike all creatures within your reach whose AC is equal to or less than your attack roll. This aspect becomes expended for 5 rounds after it is used, as if it were a major granted ability. Likewise, you become fatigued for 5 rounds after using this monstrous aspect.
81-82 Vanara's Tail You grow a long, flexible tail that can carry objects. You cannot wield weapons with your tail, but you can use it to retrieve small stowed objects carried on your person as a swift action.
83-84 Tempest Behemoth's Lighting As a swift action, you project a 30-ft. line of lightning that deals 1d6 points of electricity damage plus 1d6 electricity damage per 5 binder levels and deafens affected creatures for 1d4 rounds. A successful Reflex save halves the damage and negates the deafened condition. This aspect becomes expended for 5 rounds after it is used as if it were a major granted ability.
85-86 Drider's Limbs You gain a +3 bonus on Climb checks and a +4 bonus to your CMD against trip combat maneuvers.
87-88 Cobra's Toxin Your unarmed and natural attacks become envenomed: Unbound Venom: Injury; save Fort DC (as major granted ability); Frequency 1/round for 5 rounds; Effect 1 Dex; Cure 1 save.
89-90 Drake's Surge You can invoke a burst of speed that allows you to take an additional move action this turn. This aspect becomes expended for 5 rounds after it is used as if it were a major granted ability.
91-92 Rat's Guile You gain a +3 bonus on Escape Artist checks and you can make Escape Artist checks in half the time.
93-94 Bat's Screech As a standard action, you may unleash an ear-splitting screech that causes all creatures in a 20 foot radius burst to become staggered for 1d3 rounds unless they succeed on a Fortitude save. Bat-like creatures are immune to this effect. This is a sonic mind-affecting ability.
95-96 Chupacabra's Bloodhunting Whenever you successfully pin a creature, you deal 1 point of Con damage to it and gain the benefits of a haste spell for 1 round per binder level you possess. Additional Con damage done increases the duration of this haste effect to a maximum number of rounds equal to your occultist level.
97-98 Undead Anatomy You take no penalties from negative levels (though accuring more negative levels then you have hit dice will still kill you) and you gain the negative energy affinity special quality.
Roll twice and apply both monstrous aspects to your spirit; this result reduces your Charisma by 2 for the duration of the pact.