The disciples of the Occuria are minded to meddle in affairs of state, often with the aim of implementing their masters’ plans through the use of powerful magicks and devices. Whether by using these tools themselves or by introducing them to influential rulers, Occurians are peddlers of insidious power.
The occurian is a deific order of the cleric class.
Limit Breaks (Su)
At 1st level, the occurian receives the Limit Breaks (Ascension and Deifacted Nethicite).
Ascension (Su): This Limit Break allows the occurian to temporarily enter a heightened magical state. For a duration of 1 round + 1 round per four cleric levels after 1st, the occurian gains a DR/- rating equal to his Charisma modifier and gains the Float status.
Deifacted Nethicite (Su): This Limit Break allows the occurian to absorb all magic spells cast within 20 feet of the occurian (including the occurian’s own spells), all magic spells passing through the same area, and all magic spells with a target within the same area for a duration of 1 round + 1 round per four cleric levels after 1st. Spells absorbed in this way have no effect on their intended target(s).
An occurian casts black magic spells which are drawn from the black mage spell list. An occurian begins play with 3 1st level black mage spells of his choice. The occurian also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to his list of spells. Each time a character attains a new cleric level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, an occurian can find or purchase scrolls with spells to add to his repertoire.
To learn or cast a black mage spell, the occurian must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against an occurian’s spell is 10 + the spell level + his Wisdom modifier. In addition, an occurian gains additional MP for having a high attribute (Wisdom). All black mage spells learned by the occurian use his Wisdom modifier instead of Intelligence for all spells’ effects.
An occurian adds Use Magic Device to his list of class skills. In addition, he gains a bonus on Knowledge (arcana) skill checks equal to half his cleric level.
An occurian adds knight sword to his list of weapon proficiencies.
An occurian gains access to two of the following domains: Glory, Law, Nobility, War.
An occurian gains the following abilities from his deity as he increases in level.
Materia Savant (Su)
At 1st level, the occurian learns how to manipulate materia with techniques given to him by his spectral masters. He gains an insight bonus to attune to and to cast spells from materia equal to half his cleric level rounded down. Additionally, he does not lose a materia’s charges if he rolls a 1 with Use Magic Device.
Treaty Blade (Su)
At 3rd level, the occurian imbues his masters’ favored weapon with destructive energy. By expending a use of channel energy, the occurian may make a sunder combat maneuver with a knight sword as though he had the Improved Sunder feat. Additionally, if the object he is targeting is magical, he adds his Charisma modifier to his CMB for this maneuver as a circumstance bonus; this bonus is doubled if his target is benefitting from a materia bonus.
Manufactured Nethicite (Su)
At 6th level, the occurian’s study into the field of materia bears more fruit with his newfound ability to create nethicite. The occurian gains the Craft Materia feat and, when crafting materia, he may choose to spend 75% of the materia’s base price (instead of 50%) in order to modify it into nethicite. Alternatively, he may convert an existing piece of materia into nethicite for 25% of its base price, but this process still takes the same amount of time as crafting it would.
Nethicite is identical to materia in most ways–including its standard magical effects, bonuses, and spells–but when attuned it also grants spell resistance equal to the necessary caster level of the nethicite + half the user’s ranks in Use Magic Device (rounded down). The user may, as a standard action, dismiss this spell resistance for a duration of 1 round. For example, instead of crafting a piece of fire materia, this process results in a piece of fire nethicite; in addition to its usual materia characteristics, for an occurian with 10 ranks in Use Magic Device, this nethicite grants 10 spell resistance when attuned (with 5 from the materia caster level requirement and 5 from Use Magic Device).
When casting a spell using nethicite, the occurian may expend a use of channel energy as a free action to add 1d4 non-elemental damage to the spell’s effect for every 2 ranks he holds in Use Magic Device; he may add a number of dice up to his Charisma modifier.
Additionally, he may be attuned to up to 2 nethicite simultaneously at 9th level and up to 3 at 17th level (though their spell resistance does not stack). A character may not be attuned to both nethicite and materia simultaneously.
History’s Weave (Su)
At 9th level, the occurian adds his Wisdom modifier to either Knowledge (history), Knowledge (local), Knowledge (nobility), or Knowledge (religion) checks as an insight bonus, once this choice is made it cannot be changed. Additionally, when he surpasses the DC of such a check by 5 or more–and subject to the GM’s approval–he regains a use of channel energy, but he may not gain uses in excess of his maximum.
The Reins of History (Su)
At 12th level, the occurian’s words hold the gravitas of thinkers and rulers from ages past. Diplomacy and Intimidate become class skills for the occurian, and when making these checks against members of a ruling class, the occurian adds an insight bonus to his rolls equal to 1 for every 2 ranks that the occurian has in Knowledge (nobility).
Additionally, once per week and subject to the GM’s approval, if the occurian offers a piece of nethicite as an incentive as part of a Diplomacy or Intimidate roll, he may double his insight bonus. The attitude of his target towards the occurian improves to Helpful on a successful roll, whether on account of self-interest or merely resignation to the target’s own role in the occurian’s plans. Prospective recipients of the nethicite should include members of a ruling class or otherwise influential individuals with the means and ambition to use it–though the consequences of this decision may be further-reaching than the exchange itself, as determined by the GM.
Crystal Cataract (Su)
At 15th level, the occurian’s magic pierces his target’s defenses without difficulty. Spells cast by the occurian are treated as though they were cast with the Piercing Spell metamagic feat but do not cost additional MP; his spells also ignore the Reflect status. This ability can be used a number of times per day equal to 3 + her Charisma modifier.
Additionally, by expending 2 uses of channel energy as a free action, he may increase the non-elemental damage die of his manufactured nethicite ability from 1d4 to 1d6, and he ignores the dice limit.
The Throne Immortal (Su)
At 18th level, the occurian’s influence over others grows stronger yet. When interacting with members of a ruling class or otherwise influential characters–subject to the GM’s approval–the occurian may reroll social checks such as Diplomacy or Intimidate and take the higher roll a number of times per day equal to his Charisma modifier.
Additionally, when casting spells in combat, the occurian may make an Intimidate check as a free action to demoralize enemies within 40 feet. If the occurian is successful, enemies that gain the shaken condition also lower their spell resistance for the duration of that condition, with a value equal to the occurian’s Charisma modifier. If an enemy has no spell resistance before or has no spell resistance remaining after this effect takes place, it takes 50% more non-elemental damage from all sources for the duration. This ability can be used a number of times per day equal to 3 + her Charisma modifier.
The Undying (Su)
At 20th level, the occurian is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the occurian gains shadow resistance 10 (if he channels holy energy) or holy resistance 10 (if he channels shadow energy). Unlike other outsiders, the occurian can still be brought back from the dead as if he were a member of his previous creature type.
Finally, the occurian gains the ability to enter a state of perfect calm. During this time, the occurian can take no actions, but he refreshes his uses of channel energy at the rate of 1 use per 10 minutes, but he may not gain uses in excess of his maximum; he also refreshes the number of charges on his attuned materia or nethicite at a rate of 1 charge per 10 minutes, allocated among his materia or nethicite as he wishes, but he may not gain charges in excess of the materia’s or of each nethicite’s maximum. This ability can be used 3 times per day.