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While many occultists are expert dungeon delvers and practiced utilitarians, none are more adept at traversing dangerous, trap filled ruins than the those who master the archaeological implement school.
Implements: You may use any ancient or historically significant item as an archaeological implement. These implements could range from a the signet ring of a fallen lord to a 1,000 year old baby rattle.
Spells: Any spell which also appears as an extract on the investigator extract list is considered to be an Archaeological school spell.
Resonant Power: Each time the occultist invests mental focus into an archaeological implement, the implement grants the following resonant power. The implement bearer gains the benefits of this power until the occultist refreshes her mental focus.
Inspiration (Ex): The implement bearer gains a number of points of inspiration equal to the mental focus invested in this implement, as the Investigator class feature. This ability counts as the Inspiration class feature for the purpose of meeting prerequisites.
Base Focus Power: All occultists who learn to use archaeological implements gain the following focus power.
Comrade Spirit (Sp): While you are in a ruin or other structure that is no longer claimed by civilization, you may spend a point of mental focus as a standard action to call the spirit of a dead adventurer. The spirit remains for as long as you concentrate, or until it has provided an number of pieces of advice equal to your Intelligence modifier. A spirit may only assist with a trap or puzzle that it encountered before it died. A comrade spirit may provide the following advice:
Focus Powers: In addition to gaining the base focus power, occultists who learn to use archaeological implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Delver Talent: You gain an investigator talent, using your occultist level as your investigator level. You may not select a talent that modifies studied combat or studied strike. You must still meet the prerequisites for this talent.
Historical Knowledge (Ex): When using inspiration on a Knowledge (Dungeoneering), Knowledge (History), Knowledge (Local), or Knowledge (Nobility) check, you may roll your inspiration dice twice and takes the higher result.
Trapfinding (Ex): You gain a bonus on Disable Device skill checks equal to 1/2 your occultist level, and may use Disable Device to disarm magic traps.
Trap Spotter (Ex): Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Ruin Speaker (Sp): When within a ruin or other structure that is no longer claimed by civilization, you can call upon the wisdom of the land and its long-dead residents. You may expend 1 point of mental focus to cast commune with nature as a spell-like ability to gain information about the crumbling structures around you as though they were part of nature.
Trap Knowledge (Ex): You may spend 1 point of mental focus to set a ranger trap as a standard action. You may choose between a Snare Trap, Dirty Trick Trap, Transdimensional Trap, or Decoy Trap. This trap is always an extraordinary trap, and lasts until you refresh your mental focus. You must be at least 5th level to select this focus power.
Spells: Any spell which also appears as an extract on the investigator extract list is considered to be an Archaeological school spell.
Resonant Power: Each time the occultist invests mental focus into an archaeological implement, the implement grants the following resonant power. The implement bearer gains the benefits of this power until the occultist refreshes her mental focus.
Inspiration (Ex): The implement bearer gains a number of points of inspiration equal to the mental focus invested in this implement, as the Investigator class feature. This ability counts as the Inspiration class feature for the purpose of meeting prerequisites.
Base Focus Power: All occultists who learn to use archaeological implements gain the following focus power.
Comrade Spirit (Sp): While you are in a ruin or other structure that is no longer claimed by civilization, you may spend a point of mental focus as a standard action to call the spirit of a dead adventurer. The spirit remains for as long as you concentrate, or until it has provided an number of pieces of advice equal to your Intelligence modifier. A spirit may only assist with a trap or puzzle that it encountered before it died. A comrade spirit may provide the following advice:
- The spirit points out the ruin’s traps which it was able to bypass and secret doors it knew of; you automatically succeed on all Perception checks to locate traps and secret doors that the spirit knew of.
- The spirit assist with puzzles and riddles that it was able to solve, granting a circumstance bonus equal to half your occultist level on Knowledge skill checks and Intelligence check made to solve traps or puzzles which the spirit solved.
- The spirit translates hieroglyphics or writing in languages that it knew in life.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use archaeological implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Delver Talent: You gain an investigator talent, using your occultist level as your investigator level. You may not select a talent that modifies studied combat or studied strike. You must still meet the prerequisites for this talent.
Historical Knowledge (Ex): When using inspiration on a Knowledge (Dungeoneering), Knowledge (History), Knowledge (Local), or Knowledge (Nobility) check, you may roll your inspiration dice twice and takes the higher result.
Trapfinding (Ex): You gain a bonus on Disable Device skill checks equal to 1/2 your occultist level, and may use Disable Device to disarm magic traps.
Trap Spotter (Ex): Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Ruin Speaker (Sp): When within a ruin or other structure that is no longer claimed by civilization, you can call upon the wisdom of the land and its long-dead residents. You may expend 1 point of mental focus to cast commune with nature as a spell-like ability to gain information about the crumbling structures around you as though they were part of nature.
Trap Knowledge (Ex): You may spend 1 point of mental focus to set a ranger trap as a standard action. You may choose between a Snare Trap, Dirty Trick Trap, Transdimensional Trap, or Decoy Trap. This trap is always an extraordinary trap, and lasts until you refresh your mental focus. You must be at least 5th level to select this focus power.