Justdamohr
2007-10-02, 02:26 PM
Another remake of one of the base classes. I'm still using the Spell Point feature as I did in my last creation, the Idol, the remake of the Bard.
With the Wizard, I saw them as being more of a dangerous class, after all they aren't innately powered to wield mystical forces but rather are academically taught how to do so. Since they have this natural detachment from the power, I had always seen them risking their lives when casting spells because one never knows when a spell will backfire. So I went along that premise; that and I also saw wizards as being people who are always making items, specifically potions, scrolls, wands and staves as they would need them to compensate for their lack of spells per day. Therefore I implemented a system where one can craft such items without use of the typical feats. I think it works especially with higher spells where its near impossible to make such items as would be expected at least in my opinion. The higher a spell is, the more power is required, and therefore more strength is needed to control that power and wield in such a manner. But enough talking here are the Occultists, any mechanical critiques are welcomed.
The Occultist
Alignment: Any
Hit Die: 1d4
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(arcana) (Int), Profession (Wis) , and Spellcraft (Int) .
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon Proficiency:
All Occultists are proficient with daggers, light crossbows, quarterstaffs, and light mace. They have no proficiency with any armor or shields as both incur penalties on their spell casting ability.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Highest Spell Level|Scripts Known
1st|
+0|
+0|
+0|
+2|Preparation, Specialty School, Familiar|1|10
2nd|
+1|
+0|
+0|
+3|Craft Potion|1|12
3rd|
+1|
+1|
+1|
+3||2|14
4th|
+2|
+1|
+1|
+4||2|16
5th|
+2|
+1|
+1|
+4||3|18
6th|
+3|
+2|
+2|
+5|Scribe Scroll|3|20
7th|
+3|
+2|
+2|
+5||4|22
8th|
+4|
+2|
+2|
+6|Advanced Arcane Study|4|24
9th|
+4|
+3|
+3|
+6||5|26
10th|
+5|
+3|
+3|
+7|In Depth Research|5|28
11th|
+5|
+3|
+3|
+7|Craft Wand|6|30
12th|
+6/+1|
+4|
+4|
+8|Advanced Arcane Study|6|32
13th|
+6/+1|
+4|
+4|
+8||7|34
14th|
+7/+2|
+4|
+4|
+9||7|36
15th|
+7/+2|
+5|
+5|
+9||8|38
16th|
+8/+3|
+5|
+5|
+10|Advanced Arcane Study|8|40
17th|
+8/+3|
+5|
+5|
+10|Craft Staff|9|42
18th|
+9/+4|
+6|
+6|
+11||9|44
19th|
+9/+4|
+6|
+6|
+11||9|46
20th|
+10/+5|
+6|
+6|
+12|Advanced Arcane Study|9|48
[/table]
Spells
Starting at first level all Occultists have learned a certain amount of spells called Scripts. The amount of scripts an Occultist can cast per day is equal to the amount of Arcane Points they possess. At any given level an Occultist cannot possess more than [(Level + Int. Modifier) x Wis. Modifier] + Int. Bonus Points. These points are not renewed during the course of the day but rather after a SOLID night’s rest equal to 8 hours or depending on your race 4 hours. Etc.
Intelligence Bonus Points
1-9:0
10-11:4
12-13:8
14-15:10
16-17:14
18-19:16
20-21:20
22-23:22
24-25:26
26-27:28
28-29:30
30-31:34
32-33:36
34-35:38
36-37:40
38-39:44
40-41:46
etc....
To cast a Script an Occultist must possess an Intelligence Score equal to 10 + the Spell’s Level in addition to paying a certain amount of Arcane Points.
0 Level Spells: 2 points
1st Level Spells: 6 points
2nd Level Spells: 8 points
3rd Level Spells: 12 points
4th Level Spells: 14 points
5th Level Spells: 18 points
6th Level Spells: 20 points
7th Level Spells: 24 points
8th Level Spells: 26 points
9th Level Spells: 30 points
Furthermore Casting a Script is not as simple as waving a wand and creating an effect. Since Occultist are focused on manipulating mystic energies to produce effects rather than producing them from their own energy, they risk their lives frequently whenever casting Scripts. As such whenever an Occultist Casts’ a Script, they must make a Spell Craft Check DC equal to the Caster Level + the DC of the Script. Success results in the casting of the Script. Failure by 0 equals nothing happens and the loss of the appropriate Arcane Points.
Rolling a 1 however causes the spell to BACKFIRE on the Occultist and they suffer lethal damage equal to the DC of the Script + Arcane Points expended. They can make a Will Save DC of the Spell’s DC to suffer half damage rounded down.
To help with this, for every 5 ranks in Knowledge (Arcana) an Occultist gains a + 1 synergy bonus to SpellCraft.
Occultists are limited to casting an amount of Scripts depending on their level. All of the Scripts they know are within their Spellbook, and they know all the spells they add to it by heart. Whenever an Occultist gains a new level they may add an additional two scripts to their Spell book equal to the highest spell level they can cast.
Their SPELLBOOKS ARE VERY IMPORTANT and its not because the loss of them prevents Occultist from casting spells or learning new ones since their knowledge of Spells is academically ingrained into their brain, but rather they lose the ability to Prepare their spells and also suffer negatives to their Spellcraft checks with time.
For every week an Occultist is without their Spell Book, they must make an Intelligence Check equal to the DC of the Highest Level Spell they could cast when they had their Spell Book. Success maintains their knowledge of their spells. Failure results in the incurring of a - 1 on both their SpellCraft and Knowledge (Arcana). Should they regain their Spell Book, or commit days equal to the Highest Spell Level they can cast to remaking their spell book, these - 1’s are removed 1 day at a time as long as the Occultist commits hours equal to the highest spell level per day to studying their spell book.
Preparation:
At 1st level Occultists gain the ability of Preparation. For every hour they dedicate to preparing their spells, Occultist gain a + 1 to Spell Craft checks for casting spells for that day. So if they decide to commit 5 hours to preparing spells, they gain a + 5 to their Spell Casting all day long. They need ABSOLUTE QUIET AND PEACE. They cannot use this ability while in a THREATENED AREA. They must be able to be of sound mind to use this ability.
School Specialty
At 1st level, an Occultist may prohibit studying one school for the sake of improving their studies of another. The school that cannot be prohibited is Universal. By doing so, Occultists gain rerolls on Spell Craft checks when casting Scripts from their specialty school equal to their Int. Modifier Modifier per day. The reason being, Occultists are SO HEAVILY FAMILIAR with that school of magic, they are aware of when they’re about to make a mistake on casting Scripts of that school.
For instance an Occultist prohibits studying Transmutation to specialize in Necromancy. They have an Intelligence of 18 and a Wisdom of 16. That means they gain 4 rerolls each day whenever they cast scripts from the Necromancy School. They can make as many rerolls as necessary per casting up to their allotted times per day. So if they botch up the initial roll, and make another botched reroll, they can reroll again and so forth and so on.
Familiar
At 1st level an Occultist gains the Familiar Class ability like the Wizard. See page 52 of the PHB 3.5 under Sorcerer.
Crafting
At 2nd level Occultist gain the first of their Crafting Abilities, Craft Potion. Since Occultists are so reliant on magic that often drains them, they require the usage of supplements, i.e. potions, scrolls, wands and staves, all of which are made by the Occultist to be used at later times.
The way Crafting functions is as follows. An Occultist can craft an amount of items equal to their Wis. Mod. + their Int. Mod. Per week. They cannot take 10’s or 20’s on crafting the items but must roll for the appropriate check. They cannot craft items with scripts higher than the highest spell level they can cast.
To Craft an item, an Occultist must have skills in Craft (Alchemy). They gain a + 1 synergy bonus for every 5 ranks they have in Knowledge (Arcana)
Unlike other crafted magical items, Occultist do not lose experience points crafting items, however they still have to pay half the amount of gold in materials. Rather, they pay ARCANE POINTS equal to the DC of the crafted item. To determine the DC of crafting the item refer to the following information.
DC of Crafting Potions: Caster Level + Int. Modifier + Spell Level + Spell Craft Check Bonus: Limit only 1 charge of 1 spell per potion.
DC of Scribing Scrolls: Caster Level + Int. Modifier + Spell Level (Multiple Spell DC’s STACK) + Amount of Spells + Spell Craft Check Bonus: Limit only 1 charge of each spell per scroll.
DC of Wands: Caster Level + Int. Modifier + Spell Level + Amount of Charges + Spell Craft Check Bonus: Limit only 1 spell per wand
DC of Staffs: Caster Level + Int. Modifier + Spell Level (Multiple Spell DC’s STACK) + Amount of Spells + Amount of Charges per spell + Spell Craft Check Bonus
SPELL DC BONUSES
0 Level Spell = + 1
1st Level Spell = + 2
2nd Level Spell = + 4
3rd Level Spell = + 6
4th Level Spell = + 8
5th Level Spell = + 10
6th Level Spell = + 12
7th Level Spell = + 14
8th Level Spell = + 16
9th Level Spell = + 18
CHARGE DC BONUSES: (each applies only to 1 spell)
5 charges = +3
10 charges = + 5
15 charges = + 7
20 charges = + 9
25 charges = + 11
30 Charges = + 13
35 charges = + 15
40 charges = + 17
45 charges = + 19
50 charges = + 21
AMOUNT OF SPELL DC BONUSES:
1 spell = + 0
2 spells = + 2
3 spells = + 4
4 spells = + 6
5 spells = + 8
6 spells = + 10
7 spells = + 12
8 spells = + 14
9 spells = + 16
10 spells = + 18
SPELL CRAFT CHECK DC BONUSES (applies to spell craft checks when using the item)
+ 0 = 0
+ 1 = + 1
+ 2 = + 2
+ 3 = + 3
+ 4 = + 4
+ 5 = + 5
+ 6 = + 6
+ 7 = + 7
+ 8 = + 8
+ 9 = + 9
+ 10 = + 10
Success results in making the item. Failure in making the Craft (Alchemy) Check results in the loss of the ARCANE POINTS but no progress. Failure of – 5 on the Craft (Alchemy) Check ruins half the materials and forces the repurchase of them.
Unlike crafting normal items which takes weeks, Crafting Potions, Scrolls, Wands and Staves takes only hours for Occultists since they specialize only in magic. However each item that they create requires a certain amount of time to settle before being usable.
For Potions: Hours equal to the Spell Level
For Scripts: Hours equal to the Combined Spell Levels of the spells
For Wands: Days equal to the Spell Level
For Staves: Days equal to the Combined Spell Levels of the spells
The UMD DC of any of these items is equal to the Caster Level + the SPELL’s DC.
Using any of these items still requires a Spell Craft Check; however it is equal to the Caster Level + Spell DC at the time of the items creation.
These items can be sold for 2/3’rds their selling price on the open market although few Occultists actually ever sell such items. The whole purpose of making crafting these items is to lose spells one day to gain a good deal of extra spells another day.
To CRAFT any of these items requires ABSOLUTE SILENCE AND RELAXATION. They cannot CRAFT items when THREATENED. Most Occultist perform CRAFT checks before they go to sleep so that by the morning their creations (i.e. Potions and Scrolls) are ready for use.
SAMPLE CREATION:
Craft Potion:
A 4th level Occultist Wants to Craft a Potion of Feather Fall. The DC of the potion is 4 (Caster Level) + 5 (Occultist’s Int.) + 4 (2nd Level Spell) + 1 (Spell Craft Bonus) = DC of 13 Takes 2 hours to settle.
Craft Scroll:
An 8th level Occultist wants to Craft a Scroll with Invisibility and Spider Climb on it. DC is 8 (Caster Level) + 5 (Int. Mod.) + 4 (Feather Fall 2nd Level) + 6 (Invisibility 3rd Level) + 2 (Amount of Spells) + 1 (Spell Craft Bonus) = DC 26 Takes 5 hours to settle.
Craft Wand
A 13th level Occultist wants to make a Wand of Fireball. DC is 13 (Caster Level) + 5 (Int. Mod.) + 6 (Fireball 3rd Level Spell) + 7 (15 Charges) + 3 (Spell Check Bonus) = DC 34 Takes 3 days to settle.
Craft Staff
An 18th level Occultist wants to make a Staff of Teleport, Greater + Baleful Polymorph. DC is 18 (Caster Level) + 5 (Int. Mod.) + 14 (Teleport, Greater 7th level spell) + 10 (Baleful Polymorph, 5th level spell) + 2 (Amount of Spells) + 3 (Charges for Teleport, Greater) + 10 (Charges for Baleful Polymorph) + 1 (Spell Craft Bonus) = DC 49 Takes 11 days to settle.
The last craft is near impossible to achieve, it requires that you have 21 ranks in Craft (Alchemy), and 21 ranks in Knowledge (Arcana) which will give you a + 4. So in total 21 (Craft Alchemy Skill Ranks) + 4 (Synergy Bonus from Knowledge (Arcana)) + 2 from an Alchemy Lab + 5 from Int. Bonus = + 31 to the roll. You would have to literally roll an 18 or better to succeed, its possible but not probable.
Scribe Scroll
At level 6, an Occultist can Craft a Scroll.
Advanced Arcane Study
By 8th level, Occultist gain their first metamagic feat; they must meet the prerequisites for each feat. These metamagic feats can be applied to all spells however doing so increases the Spell Craft Check for that Spell by 2x its required slot level increase. For instance, an Occutist wishes to cast a Maximized Fireball at 8th level. The DC originally would be 8 (Caster Level) + 18 (DC of spell) = 26, now however they intend to use Maximize on the spell which has a + 3 spell slot requirement. This translates into + 6 to the Spellcraft check 2 x 3 = 6.
The new Spellcraft DC of the spell is 8 (Caster Level) + 18 (DC of spell) + 6 (Maximize Feat) = DC 32. The Occultist now must succeed a Spellcraft DC of 32 to successfully cast the new spell.
More metamagic feats can apply to one spell, however the Bonuses stack. For instance if one wanted to cast a Silent Maximized Fireball, the bonuses would be + 2, + 6 respectfully, and the new DC to cast a Silent Maximized Fireball equals now DC 34.
Occultists gain additional Metamagic Feats at 12th, 16th and 20th level.
In Depth Research
An Occultist gains additional rerolls for spellcrafts of their specialty school equal to their Mod. Bonus. This is in addition to those gained from their Int. Mod.
Craft Wand
At 11th level, Occultist can Craft Wands.
Craft Staff
At 17th level, Occultist can Craft Staves.
With the Wizard, I saw them as being more of a dangerous class, after all they aren't innately powered to wield mystical forces but rather are academically taught how to do so. Since they have this natural detachment from the power, I had always seen them risking their lives when casting spells because one never knows when a spell will backfire. So I went along that premise; that and I also saw wizards as being people who are always making items, specifically potions, scrolls, wands and staves as they would need them to compensate for their lack of spells per day. Therefore I implemented a system where one can craft such items without use of the typical feats. I think it works especially with higher spells where its near impossible to make such items as would be expected at least in my opinion. The higher a spell is, the more power is required, and therefore more strength is needed to control that power and wield in such a manner. But enough talking here are the Occultists, any mechanical critiques are welcomed.
The Occultist
Alignment: Any
Hit Die: 1d4
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(arcana) (Int), Profession (Wis) , and Spellcraft (Int) .
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon Proficiency:
All Occultists are proficient with daggers, light crossbows, quarterstaffs, and light mace. They have no proficiency with any armor or shields as both incur penalties on their spell casting ability.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Highest Spell Level|Scripts Known
1st|
+0|
+0|
+0|
+2|Preparation, Specialty School, Familiar|1|10
2nd|
+1|
+0|
+0|
+3|Craft Potion|1|12
3rd|
+1|
+1|
+1|
+3||2|14
4th|
+2|
+1|
+1|
+4||2|16
5th|
+2|
+1|
+1|
+4||3|18
6th|
+3|
+2|
+2|
+5|Scribe Scroll|3|20
7th|
+3|
+2|
+2|
+5||4|22
8th|
+4|
+2|
+2|
+6|Advanced Arcane Study|4|24
9th|
+4|
+3|
+3|
+6||5|26
10th|
+5|
+3|
+3|
+7|In Depth Research|5|28
11th|
+5|
+3|
+3|
+7|Craft Wand|6|30
12th|
+6/+1|
+4|
+4|
+8|Advanced Arcane Study|6|32
13th|
+6/+1|
+4|
+4|
+8||7|34
14th|
+7/+2|
+4|
+4|
+9||7|36
15th|
+7/+2|
+5|
+5|
+9||8|38
16th|
+8/+3|
+5|
+5|
+10|Advanced Arcane Study|8|40
17th|
+8/+3|
+5|
+5|
+10|Craft Staff|9|42
18th|
+9/+4|
+6|
+6|
+11||9|44
19th|
+9/+4|
+6|
+6|
+11||9|46
20th|
+10/+5|
+6|
+6|
+12|Advanced Arcane Study|9|48
[/table]
Spells
Starting at first level all Occultists have learned a certain amount of spells called Scripts. The amount of scripts an Occultist can cast per day is equal to the amount of Arcane Points they possess. At any given level an Occultist cannot possess more than [(Level + Int. Modifier) x Wis. Modifier] + Int. Bonus Points. These points are not renewed during the course of the day but rather after a SOLID night’s rest equal to 8 hours or depending on your race 4 hours. Etc.
Intelligence Bonus Points
1-9:0
10-11:4
12-13:8
14-15:10
16-17:14
18-19:16
20-21:20
22-23:22
24-25:26
26-27:28
28-29:30
30-31:34
32-33:36
34-35:38
36-37:40
38-39:44
40-41:46
etc....
To cast a Script an Occultist must possess an Intelligence Score equal to 10 + the Spell’s Level in addition to paying a certain amount of Arcane Points.
0 Level Spells: 2 points
1st Level Spells: 6 points
2nd Level Spells: 8 points
3rd Level Spells: 12 points
4th Level Spells: 14 points
5th Level Spells: 18 points
6th Level Spells: 20 points
7th Level Spells: 24 points
8th Level Spells: 26 points
9th Level Spells: 30 points
Furthermore Casting a Script is not as simple as waving a wand and creating an effect. Since Occultist are focused on manipulating mystic energies to produce effects rather than producing them from their own energy, they risk their lives frequently whenever casting Scripts. As such whenever an Occultist Casts’ a Script, they must make a Spell Craft Check DC equal to the Caster Level + the DC of the Script. Success results in the casting of the Script. Failure by 0 equals nothing happens and the loss of the appropriate Arcane Points.
Rolling a 1 however causes the spell to BACKFIRE on the Occultist and they suffer lethal damage equal to the DC of the Script + Arcane Points expended. They can make a Will Save DC of the Spell’s DC to suffer half damage rounded down.
To help with this, for every 5 ranks in Knowledge (Arcana) an Occultist gains a + 1 synergy bonus to SpellCraft.
Occultists are limited to casting an amount of Scripts depending on their level. All of the Scripts they know are within their Spellbook, and they know all the spells they add to it by heart. Whenever an Occultist gains a new level they may add an additional two scripts to their Spell book equal to the highest spell level they can cast.
Their SPELLBOOKS ARE VERY IMPORTANT and its not because the loss of them prevents Occultist from casting spells or learning new ones since their knowledge of Spells is academically ingrained into their brain, but rather they lose the ability to Prepare their spells and also suffer negatives to their Spellcraft checks with time.
For every week an Occultist is without their Spell Book, they must make an Intelligence Check equal to the DC of the Highest Level Spell they could cast when they had their Spell Book. Success maintains their knowledge of their spells. Failure results in the incurring of a - 1 on both their SpellCraft and Knowledge (Arcana). Should they regain their Spell Book, or commit days equal to the Highest Spell Level they can cast to remaking their spell book, these - 1’s are removed 1 day at a time as long as the Occultist commits hours equal to the highest spell level per day to studying their spell book.
Preparation:
At 1st level Occultists gain the ability of Preparation. For every hour they dedicate to preparing their spells, Occultist gain a + 1 to Spell Craft checks for casting spells for that day. So if they decide to commit 5 hours to preparing spells, they gain a + 5 to their Spell Casting all day long. They need ABSOLUTE QUIET AND PEACE. They cannot use this ability while in a THREATENED AREA. They must be able to be of sound mind to use this ability.
School Specialty
At 1st level, an Occultist may prohibit studying one school for the sake of improving their studies of another. The school that cannot be prohibited is Universal. By doing so, Occultists gain rerolls on Spell Craft checks when casting Scripts from their specialty school equal to their Int. Modifier Modifier per day. The reason being, Occultists are SO HEAVILY FAMILIAR with that school of magic, they are aware of when they’re about to make a mistake on casting Scripts of that school.
For instance an Occultist prohibits studying Transmutation to specialize in Necromancy. They have an Intelligence of 18 and a Wisdom of 16. That means they gain 4 rerolls each day whenever they cast scripts from the Necromancy School. They can make as many rerolls as necessary per casting up to their allotted times per day. So if they botch up the initial roll, and make another botched reroll, they can reroll again and so forth and so on.
Familiar
At 1st level an Occultist gains the Familiar Class ability like the Wizard. See page 52 of the PHB 3.5 under Sorcerer.
Crafting
At 2nd level Occultist gain the first of their Crafting Abilities, Craft Potion. Since Occultists are so reliant on magic that often drains them, they require the usage of supplements, i.e. potions, scrolls, wands and staves, all of which are made by the Occultist to be used at later times.
The way Crafting functions is as follows. An Occultist can craft an amount of items equal to their Wis. Mod. + their Int. Mod. Per week. They cannot take 10’s or 20’s on crafting the items but must roll for the appropriate check. They cannot craft items with scripts higher than the highest spell level they can cast.
To Craft an item, an Occultist must have skills in Craft (Alchemy). They gain a + 1 synergy bonus for every 5 ranks they have in Knowledge (Arcana)
Unlike other crafted magical items, Occultist do not lose experience points crafting items, however they still have to pay half the amount of gold in materials. Rather, they pay ARCANE POINTS equal to the DC of the crafted item. To determine the DC of crafting the item refer to the following information.
DC of Crafting Potions: Caster Level + Int. Modifier + Spell Level + Spell Craft Check Bonus: Limit only 1 charge of 1 spell per potion.
DC of Scribing Scrolls: Caster Level + Int. Modifier + Spell Level (Multiple Spell DC’s STACK) + Amount of Spells + Spell Craft Check Bonus: Limit only 1 charge of each spell per scroll.
DC of Wands: Caster Level + Int. Modifier + Spell Level + Amount of Charges + Spell Craft Check Bonus: Limit only 1 spell per wand
DC of Staffs: Caster Level + Int. Modifier + Spell Level (Multiple Spell DC’s STACK) + Amount of Spells + Amount of Charges per spell + Spell Craft Check Bonus
SPELL DC BONUSES
0 Level Spell = + 1
1st Level Spell = + 2
2nd Level Spell = + 4
3rd Level Spell = + 6
4th Level Spell = + 8
5th Level Spell = + 10
6th Level Spell = + 12
7th Level Spell = + 14
8th Level Spell = + 16
9th Level Spell = + 18
CHARGE DC BONUSES: (each applies only to 1 spell)
5 charges = +3
10 charges = + 5
15 charges = + 7
20 charges = + 9
25 charges = + 11
30 Charges = + 13
35 charges = + 15
40 charges = + 17
45 charges = + 19
50 charges = + 21
AMOUNT OF SPELL DC BONUSES:
1 spell = + 0
2 spells = + 2
3 spells = + 4
4 spells = + 6
5 spells = + 8
6 spells = + 10
7 spells = + 12
8 spells = + 14
9 spells = + 16
10 spells = + 18
SPELL CRAFT CHECK DC BONUSES (applies to spell craft checks when using the item)
+ 0 = 0
+ 1 = + 1
+ 2 = + 2
+ 3 = + 3
+ 4 = + 4
+ 5 = + 5
+ 6 = + 6
+ 7 = + 7
+ 8 = + 8
+ 9 = + 9
+ 10 = + 10
Success results in making the item. Failure in making the Craft (Alchemy) Check results in the loss of the ARCANE POINTS but no progress. Failure of – 5 on the Craft (Alchemy) Check ruins half the materials and forces the repurchase of them.
Unlike crafting normal items which takes weeks, Crafting Potions, Scrolls, Wands and Staves takes only hours for Occultists since they specialize only in magic. However each item that they create requires a certain amount of time to settle before being usable.
For Potions: Hours equal to the Spell Level
For Scripts: Hours equal to the Combined Spell Levels of the spells
For Wands: Days equal to the Spell Level
For Staves: Days equal to the Combined Spell Levels of the spells
The UMD DC of any of these items is equal to the Caster Level + the SPELL’s DC.
Using any of these items still requires a Spell Craft Check; however it is equal to the Caster Level + Spell DC at the time of the items creation.
These items can be sold for 2/3’rds their selling price on the open market although few Occultists actually ever sell such items. The whole purpose of making crafting these items is to lose spells one day to gain a good deal of extra spells another day.
To CRAFT any of these items requires ABSOLUTE SILENCE AND RELAXATION. They cannot CRAFT items when THREATENED. Most Occultist perform CRAFT checks before they go to sleep so that by the morning their creations (i.e. Potions and Scrolls) are ready for use.
SAMPLE CREATION:
Craft Potion:
A 4th level Occultist Wants to Craft a Potion of Feather Fall. The DC of the potion is 4 (Caster Level) + 5 (Occultist’s Int.) + 4 (2nd Level Spell) + 1 (Spell Craft Bonus) = DC of 13 Takes 2 hours to settle.
Craft Scroll:
An 8th level Occultist wants to Craft a Scroll with Invisibility and Spider Climb on it. DC is 8 (Caster Level) + 5 (Int. Mod.) + 4 (Feather Fall 2nd Level) + 6 (Invisibility 3rd Level) + 2 (Amount of Spells) + 1 (Spell Craft Bonus) = DC 26 Takes 5 hours to settle.
Craft Wand
A 13th level Occultist wants to make a Wand of Fireball. DC is 13 (Caster Level) + 5 (Int. Mod.) + 6 (Fireball 3rd Level Spell) + 7 (15 Charges) + 3 (Spell Check Bonus) = DC 34 Takes 3 days to settle.
Craft Staff
An 18th level Occultist wants to make a Staff of Teleport, Greater + Baleful Polymorph. DC is 18 (Caster Level) + 5 (Int. Mod.) + 14 (Teleport, Greater 7th level spell) + 10 (Baleful Polymorph, 5th level spell) + 2 (Amount of Spells) + 3 (Charges for Teleport, Greater) + 10 (Charges for Baleful Polymorph) + 1 (Spell Craft Bonus) = DC 49 Takes 11 days to settle.
The last craft is near impossible to achieve, it requires that you have 21 ranks in Craft (Alchemy), and 21 ranks in Knowledge (Arcana) which will give you a + 4. So in total 21 (Craft Alchemy Skill Ranks) + 4 (Synergy Bonus from Knowledge (Arcana)) + 2 from an Alchemy Lab + 5 from Int. Bonus = + 31 to the roll. You would have to literally roll an 18 or better to succeed, its possible but not probable.
Scribe Scroll
At level 6, an Occultist can Craft a Scroll.
Advanced Arcane Study
By 8th level, Occultist gain their first metamagic feat; they must meet the prerequisites for each feat. These metamagic feats can be applied to all spells however doing so increases the Spell Craft Check for that Spell by 2x its required slot level increase. For instance, an Occutist wishes to cast a Maximized Fireball at 8th level. The DC originally would be 8 (Caster Level) + 18 (DC of spell) = 26, now however they intend to use Maximize on the spell which has a + 3 spell slot requirement. This translates into + 6 to the Spellcraft check 2 x 3 = 6.
The new Spellcraft DC of the spell is 8 (Caster Level) + 18 (DC of spell) + 6 (Maximize Feat) = DC 32. The Occultist now must succeed a Spellcraft DC of 32 to successfully cast the new spell.
More metamagic feats can apply to one spell, however the Bonuses stack. For instance if one wanted to cast a Silent Maximized Fireball, the bonuses would be + 2, + 6 respectfully, and the new DC to cast a Silent Maximized Fireball equals now DC 34.
Occultists gain additional Metamagic Feats at 12th, 16th and 20th level.
In Depth Research
An Occultist gains additional rerolls for spellcrafts of their specialty school equal to their Mod. Bonus. This is in addition to those gained from their Int. Mod.
Craft Wand
At 11th level, Occultist can Craft Wands.
Craft Staff
At 17th level, Occultist can Craft Staves.