Deep Sea Occultist (3.5e Class)

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Deep Sea Occultist

The Deep Sea Occultist is a cleric that worships the old gods.

Making a Deep Sea Occultist

The Deep Sea Occultist is a melee summoner. Much like how the necromancer summons their undead minions the Deep Sea Occultist summons tentacles to fight along side them. The Deep Sea Occultist shows its true power when fighting along side their tentacles.

Abilities: The most important attribute to the Deep Sea Occultist is strength. The Deep Sea Occultist uses their constitution to summon their tentacles. The Deep Sea Occultist also uses their strength when in melee combat along side their tentacles.

Races: Any civilized race that knows and worships the old gods can be a Deep Sea Occultist

Alignment: Any.

Starting Gold: 4d6x10

Starting Age: "As Cleric"

Table: The Deep Sea Occultist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+2+0+2 - Still Water, Summon Tentacle +2, Token of the Deep, A True Monster
2nd+1+3+0+3 - Improved Grapple, Tidal Strength +2
3rd+2+3+1+3 - +2 Tentacles, The Fog
4th+3+4+1+4 - Jab, Bonus Feat
5th+3+4+1+4 - +1 Tentacle, Size Increase, Tidal Strength +4
6th+4+5+2+5 - Many Faces, Enhanced Token
7th+5+5+2+5 - +1 Tentacle, Corrupted Body
8th+6/1+6+2+6 - Hightide, Fish Muscle
9th+6/1+6+3+6 - +1 Tentacle, Riptide
10th+7/2+7+3+7 - Sea God's Gift, Size Increase, Undertow, Tidal Strength +6
11th+8/3+7+3+7 - +1 Tentacle
12th+9/4+8+4+8 - Ebb and Flow, Whispering Fog
13th+9/4+8+4+8 - Corrupted Mind
14th+10/5+9+4+9 - Teeming water
15th+11/6/1+9+5+9 - Size Increase, Tidal Strength +8
16th+12/7/2+10+5+10 - Salt Mine
17th+12/7/2+10+5+10 - Bonus Feat
18th+11/8/3+11+6+11 -
19th+14/9/4+11+6+11 -
20th+15/10/5+12+6+12 - Unleash the Kraken, Size Increase, Tidal Strength +10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

Class Features

All of the following are class features of the Deep Sea Occultist.

Weapon and Armor Proficiency: The Deep Sea Occultist can not be proficient with any weapons other than their tentacle arm, and is proficient with light armor and medium armor.

Class Skills:

A true Monster: At first level, The Deep Sea Occultist shows the true strength of the eldritch deep sea gods, as a free action on command the Occultist can summon several tentacles around their dominant arm creating a massive arm with opposable appendages functioning like fingers. This is the primary personal damage for the Occultist causing unarmed damage for a 2d6 of bludgeoning damage (considered a 1 handed weapon for the sake of adding their Strength modifier to attack and damage rolls). This ability lasts for as long as the Occultist wants. This Ability also gives the Occultist the Improved Unarmed Strike feat even if they do not meet the prerequisites. The Arm also provide an Ac shield bonus of +3 considering the size it would protect you much like a medium shield.

Still Water: At first level, The Deep Sea Occultist major enabling ability is Still Water. This ability allows the Deep Sea Occultist to create a radius of light fog around the caster's feet, as a dense purple fog one inch off the ground obscuring vision of any surface in its radius, cast as a swift action. The Still Water lasts rounds equal to the class level + Wisdom modifier. The Deep Sea Occultist can only summon their tentacles on this surfaces or any other liquid surface that is within sight of the caster. The radius is 10ft per class level (max 100). If the Deep Sea Occultist desires they can summon 2 initial tentacles at the same time they activate "Still Water" as a swift action.

Tentacles: At first level, The Deep Sea Occultist can summon a tentacle on any liquid surface or on their Still water. The tentacles are 1-ft per size category in diameter and 8-ft in length. when placed the Tentacles have to be 5-ft apart at all times giving them space the thrash around. The tentacles appearance are dark ethereal octopus like appendages giving off a hazy fog.

To summon tentacles the Deep Sea Occultist must take their own health away. Summoning tentacles (2 per turn) takes a swift action but they can not attack until the caster's next turn. Summoning tentacles has a health cost of 1 hit points per class level (temporary hit points don't count) for each pair of tentacles summoned.

Treat the Tentacle as a Medium creature, with a base attack bonus equal to your class level and a Strength score of 14 +2 per three class levels (16 at 3rd level, 18 at 6th level, and so on). The Tentacle can make one grapple attempt per round against any creature in its square or any adjacent square (casters base attack bonus + Strength + size modifer + 4), provoking attacks of opportunity as normal (unless the caster has the Improved Grapple feat). If the Tentacle can target multiple creatures, the caster chooses one. If the caster is unable to choose a target, the arm attacks a random creature within reach (possibly including the caster’s allies). Each round that it successfully pins a target, the tentacle deals corresponding size damage of lethal damage (plus its Strength modifier). All damage the tentacles do is considered arcane for damage reduction purposes.

The Tentacle has AC 15 (+1 per 3 class levels), hardness 4 (+1 per 3 class levels), and 5 hit points per class level. If reduced to 0 or fewer hit points, it melts into sludge.

The Deep Sea Occultist can only summon 2 tentacles at 1st level, they gain +2 at level 3, then +1 at levels 5, 7 , 9 ,11.

The Tentacles can be relocated to a different spot at the same maximum distance the player can go, it takes a tentacles standard action to relocate and causes half damage to an enemy standing on the same spot where the tentacle comes up, Reflex to avoid all damage (Dc 15)

Size increase: At levels (5, 10, and 20) the tentacles increase in size and damage.

(lvl-1) --- 8-ft, d6

(lvl-5) --- 15-ft, d8

(lvl-10) --- 20-ft, d10

(lvl-20) --- 30 ft, d12

at level 10 and up the tentacles are considered large for grappling purposes (huge at 30-ft).

Token of the Deep: At first level, The Kraken Priest is gifted by their god a sigil embedded into their body (players choice of where). This sigil allows the Kraken Priest to pray to their Deity directly for strength, starting at level 3 the occultist gains the Ancestral Relic Feat without the need for the good alignment prerequisite to add masterwork power to the occultists tentacle arm. The Occultist can pray in any body of water to make their offering for power. This sigil ranges between deities from a gem embedded in the chest or a metal token under the skin. This allows the occultist to bless people to gain their sight, allowing their selected allies to see through their later ability "The Fog" or not be effected by "Riptide".

Improved grapple: At second Level, The Tentacle gains the Improved Grapple feat

Tidal Strength: At second level, The Tidal Strength of the deep waters is given to the Deep Sea Occultist for their devout following. The Deep Sea Occultist gains a +2 insight bonus to Strength score. This bonus increases by 2 at every level divisible by 5 after the 2nd level (5, 10, 15, and 20).

The Fog: At third level, The player can make a dense fog appear over their Still Water (similar to obscuring mist). The Occultist can see perfectly through the fog as well as allies that have been traveling with the occultist for at least a week. They occultist can cast this spell as a standard action a number of times equal to their class level + Wisdom modifier. At the cost of 10 health this can be turned into a swift action (temporary hit points don't count).

Jab: At Fourth level, The Ocultist has learned to manifest their power to summon a tentacle from their own appendages only for a brief moment. The Ocultist can make an unarmed touch attack at the same range equal to the maximum size of their tentacles currently, with the same damage and enhancements (provokes attack of opportunity) full round action. If the player has the Improved grapple feat it allows the Ocultist to turn the jab into a grapple and pull as a full round action to bring the target to an open space adjacent to the caster, pulling a target has a strength DC-20. The target is knocked prone unless a Reflex check is made with a DC-20. The Occultist can cast jab once per class level + Wisdom modifier per day.

Many Faces: At sixth level, the occultist can cast many faces on them-self, Many Faces gives the occultist the ability to completely change how they look outwardly to others from hair color to an entirely different race, only cosmetically though this ability does not change any stats. This ability gives the player a +20 on disguise checks. At the cost of 10 health (temporary hit points don't count) the player gets a +10 to bluff checks while disguised.

Enhanced Token: At Sixth level, the occultists token is enhanced and can add certain enchantments to your tentacle arm, such as: Bane, Defending, Shock, Frost, Ghost touch, Thundering, Frost Burst, Vicious, and Wounding (consult your GM about other enchantments not on this list). This can be done by praying to the occultist's deity and offering valuable items with the equivalent standard merchant cost. The enchantments can be switched out for others re-writing the previous enchantment for the standard price.

Corrupted body: Starting at seventh level, The occultist gains natural armor equal to +1 per 3 class levels. As well the Occultist gains a minor healing factor, healing +2 health per 3 class levels each round. As well, the players constitution score is increased by 2.

Hightide: At Eighth level, Still Water will scale structures and other 90 degree inclines such as trees. (2-ft per class level(max 40-ft)). At the cost of 10 health (temporary hit points don't count) the height range is doubled(max 80-ft).

Fish Muscle: At eighth level, when attacking with the tentacle arm the player adds x1.5 Strength to their attack and damage rolls instead of just their x1 Strength.

Riptide: At ninth level, the Deep Sea Occultist can cast Riptide, an ability that forces everyone standing in still water to be pulled toward the center as a standard action. This ability pulls targets 5-ft toward the center of still water knocking them prone, a Fortitude save (dc 20) resists the pull. At the cost of 10 health (temporary hit points don't count) this can be cast as a movement action.

Sea God's Gift: At tenth level, the Dark Gods of the sea give their priests the ability to join their watery domain. Deep Sea Occultists gain the ability to breath underwater, and a swim speed of their land speed doubled, or of their land speed +30 feet, whichever is higher. This movement speed bonus is applied when inside "The Fog".

Undertow: At tenth level, You can slay a living creature that is within range, that is the same size catagory as the current tentacles, and is touching the occultist's Still Water . The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per class level (maximum +25). The subject might die from damage even if it succeeds on its saving throw. If failed the target is dragged into the Still Water. The player can case this a number of times equal to their Wisdom modifier.

Ebb and flow: At Twelfth level, The inner half of Still Water becomes difficult terrain, any one blessed by the Token of the deep can move freely through this terrain.

Whispering Fog: At Twelfth level, The Occultist creates a shining light inside their fog like an angler fish luring its prey in. Much like the prey of the angler fish, anyone inside the fog can see the light clearly floating in the air and are drawn to its location, Will save to negate effects (DC 20 + Wisdom modifier). Anyone that has been blessed by the Occultist is not effected by the light. The player can case this a number of times equal to their Wisdom modifier. At the cost of 15 health (temporary hit points don't count) the player adds a +10 to the will save DC for targets effected (must be decided before casting).

Corrupted Mind: At thirteenth level, the occultist gains immunity to fear and mind control effects.

Teeming Still Water: At fourteenth level, any enemy wish open bare flesh that has been knocked prone in the occultists still water have small parasite creatures burrow under their skin. These parasite tunnel into the skin and start dealing 3d6 + Wisdom modifier of damage for number of rounds equal to their class level + Wisdom modifier. A Fortitude save (dc 20) will kill the parasites and resist their damage.

Salt Mine: At sixteenth level, the occultist can cast Salt Mine, this ability when cast causes a large sea mine to rise out of the still water made of some kind of dark liquid with an ethereal fog lightly floating around it. This mine slowly lowers itself to the ground over 3 turns, when it reaches the ground or is abruptly touched it will explode outward launching shrapnel of salt in its immediate area dealing 10d8 shrapnel damage and knocking anyone prone in its vicinity, Dex save to half and not be knocked prone. Casting this ability is a standard action. If the player can summon multiple of these mines a turn at the cost of 15 hit points each (temporary hit points don't count).

Unleash the KRAKEN: At Twentieth level, the Deep Sea Occultist learns their strongest ability in their arsenal of deep Sea Eldritch Magic. Unleash the Kraken is a once a week ability that allows the Deep Sea Occultist to combine all eight of their tentacles together swirling together creating a massive tentacle arm 100-ft tall (colossal size class), gaining the damage increase corresponding with the size catagory (+16 for colossal).

Ex-Deep Sea Occultists

.

Deep Sea Occultist Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Deep Sea Occultist

Religion: Deep Sea Occultists tend to worship sea deities, as their powers are heavily involved with their dominions of the seas at a thematic level. However, some worship dark, or cthulhian deities, perhaps seeing the tentacles as limbs of their gods.

Other Classes: Deep Sea Occultists work well with wizards, as both classes tend to be knowledgeable. Clerics of good gods tend to be wary, as the power of Deep Sea Occultist boarders on dark magics. Warlocks and Evil Clerics feel more at home with a Deep Sea Occultist, as they draw from similar sources of power. Rouges, Scouts, and Fighters work well with Deep Sea Occultists, as they give them much needed distractions and crowd control. Barbarians react to Deep Sea Occultists like they do to any other magic users.

Combat: Deep Sea Occultist wade directly into battle, liking to be in the midst of their foes so their tentacles can easily help them alter the flow of battle.

Advancement: Most prestige classes don't mesh well with the Deep Sea Occultist, not advancing their class abilities. However, whatever class advances Warlock abilities progress Deep Sea Occultist abilities, giving them a few advancement options. Some may take dips into fighter to gain better armor, and weapon proficiencies.

Deep Sea Occultists in the World

" After he takes all of those you hold dear, dragging them into the briny deep, you will be prostrating yourself before him begging for forgiveness and mercy. too bad it's futile, his mercy was dragged into the depths along with the last thing that made him sane."
—Xavier, Human Deep Sea Occultist

Deep Sea Occultists fit as cult leaders, sea town maniacs, and sometimes as those who seek to keep the seas safe from those who would plunder and pollute it.

Daily Life: Deep Sea Occultists spend a large amount of their time practicing their powers, gathering worshipers, patrolling the shore-lines, or traveling inland to show mainlanders the power of the sea.

Notables: It has been rumored that a Master Occultist was able to single highhandedly pull a dragon down out of the air and drown it in the ocean.

Organizations: Most Deep Sea Occultists gather into cults that worship the eldritch gods of the seas, trading tactics and practicing against one another for dominance. Master Occultists are rare, and as such tend to not gather into groups. Should they do so, it may be an event that can cause untold havoc...

NPC Reactions: Few npcs know of Deep Sea Occultists, thinking them to just be mad clerics. Those that know the differences tend to treat Deep Sea Occultists like dangerous madman, some gathering angry mobs to chase them away.

Deep Sea Occultist Lore

Characters with ranks in Knowledge Religion can research Deep Sea Occultist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Religion
DCResult
5Deep Sea Occultists are worshipers of eldritch sea gods, and channel their power.
10Deep Sea Occultists summon Tentacles within the areas they've covered in still water.
15Deep Sea Occultists tend to operate cults in port-towns, bringing in mad fishermen to worship the eldritch gods of the seas.
20Deep Sea Occultists' Still water can be removed by a cleric's consecrate or desecrate spells.

Deep Sea Occultists in the Game


Adaptation: .

Sample Encounter: .

EL : .



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