Token Occultist (Apath)

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Unofficial rules compendium

The token occultist does not use objects as implements. Instead, he uses symbolic representations, most commonly cards but sometimes other divination tokens.

Class Information

This is an occultist archetype that can cast random spells rapidly.

Publisher: Pathways Magazine.

Class: Occultist.

Hit Die: d8.

Class Features

The token occultist has all the standard occultist’s class features, except as noted below.

Token Ties (Ex)

At 1st level the token occultist forms a bond with a deck of cards or set of divination tokens. This set functions as an implement for all the occultist's implement powers and serves as his implement component to cast occultist spells of all the schools that he knows. The set must consist of 54 or more unique tokens. Rune stones, divination sticks, cards, sets of bones or teeth, and different-colored stones can all be used as implements by token occultists. If a token is lost, the token occultist must replace any missing parts before he can prepare spells again. The initial set of tokens is free. The token occultist can carry spares or create a replacement token with an hour of work and an appropriate Craft check (DC 10), or he can purchase spares at a cost of 1 gp each.

Each particular spell is tied to a specific token in the set, as determined by the token occultist when the spell is learned. There will always be a number of "blank" tokens, that are not associated with any spell. As a swift action, the token occultist can randomly select one token from the set. If the token picked is tied to a spell, the token occultist can immediately cast that spell with a reduced casting time. A spell with a casting time of standard action or less can be cast as a free action. A spell with a casting time of one round can be cast as a standard action. A spell with a casting time longer than one round can be cast in half the usual casting time. Casting a spell in this manner uses up a spell slot of the spell's actual level. It is not possible to alter a spell cast this way using metamagic feats. If the token occultist chooses to not cast the spell, there is no effect. In either case, the card or token must be returned to the set (a free action).

A token occultist that wishes to share an implement power with another character hands all the tokens related to the spells of that implement school to their ally. Sorting out a set of tokens is a full-round action.

This is a modification of the implements ability and replaces the implement gained at level 18. The token cultist can still cast occultist spells in the normal manner.

Linking Spells to Cards
Token occultists that use cards as implements tend to use a system when assigning spells to cards. One suit is assigned to each school of spells, while the numbers indicate the level of the spell (10 indicating level zero). A token occultist who picks the same school more than once assigns each set of spells to a separate suit. Once the token occultist learns a fifth implement school, the court cards plus jokers are treated as two suits (black and red). Similar systems can be used with other kinds of decks, most convenient would be a deck of seven suits numbered 0-7. Using such a system is optional; spells can be assigned to tokens in any manner as long as the set has at least 54 tokens and each spell is assigned a unique token.

Magic Circles (Su)

To create a magic circle, the token occultist places 10 random tokens in a circle, one per round. This puts the occultist's tokens at risk. The token occultist need not return these tokens to his set, and often cannot do so if they are destroyed or the circle left behind. When using fast circles, the token occultist need only place a single random token on the ground.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Magic Circles
  • Fast Circles
  • Implements (level 18)
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