Esotericist 9th-Level Class Feature (Optional)
Level9

Source

Character Operations Manual pg. 99

Esotericists of 9th level or higher can select from among the following features.

Options

As a move action during which you can draw a weapon, you can expend an unused spell slot to eliminate the archaic property of one weapon or armor you can touch. You can use this magic hack on your unarmed strikes or those of another creature. An upgraded weapon is also considered to be magical. These benefits persist for a number of minutes equal to your technomancer level.

Esoteric LoreEx

Level 9

Twice per day when you attempt a Mysticism check for one of the following tasks, you can roll the check twice and use the better result. Starting at 6th level, after you have used this feature twice in a day, you can do so again by expending 1 Resolve Point for each use after the second in a day.

  • Disable a magic device
  • Identify a magic item
  • Identify or recall knowledge about a creature that is a dragon, a fey, a magical beast, an outsider, an undead, or a construct that has the magical subtype
  • Identify a spell being cast that does not affect a hybrid or technological item
  • Recall knowledge about magic effects or items that are unrelated to technology

When you regain your spell slots for the day, you gain one additional spell slot of the highest level of spell you can cast. You cannot use this spell slot to cast a spell that knowingly targets one or more hybrid or technological items, nor can you use the spell slot to cast a spell that targets one or more creatures that you know have the technological subtype. If you attempt to willingly do any of these, the spell fails and the spell slot is used up for the day.

When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can expend 1 Resolve Point to concentrate through the distraction. If you do so, your spell does not fail unless the damage or effect kills you instantly.

As a move action during which you can draw a weapon, you can expend an unused spell slot to grant a weapon you touch a weapon fusion. The fusion’s item level must be no higher than double the level of the spell slot you expend, so you’d expend a 5th-level spell slot to gain a 9th-level fusion. Fusions you place this way follow all rules for level and multiple fusions, and they persist for a number of minutes equal to your technomancer level.

Your research into nullifying the effects of magic has given you greater insight into the mystical forces that suppress the effects of one school of magic. When you select this alternate class feature, choose one school of magic other than universal. Once per day as a reaction after you have used Mysticism to identify a spell being cast or the effects of a magic item, you can expend 1 Resolve Point and one spell slot of the highest level you can cast to disrupt the casting of that spell, prevent an effect a magic item is creating from happening or continuing, or suppress the ongoing magical effect of a magic item for 1d4+1 rounds. The spell or effect you disrupt must be from the school of magic you’ve chosen.

You can select this class feature multiple times. Each time you do so, choose a different school of magic.

You have discovered a secret arcane technique believed to have been lost to the Gap that allows you to reshape the arcane essence of a spell you negated, turning it into a powerful advantage. When you select this alternate class feature, choose one school of magic other than universal. Once per day as a reaction after countering, negating, or dispelling the effects of any spell, you can expend 1 Resolve Point to immediately cast a spell you know that belongs to the school you chose for this class feature, expending a spell slot for that spell as normal. The spell you cast can be of a level no higher than the spell you countered, or no more than half the CR or level of the effect you countered, and you must have an appropriate spell slot available to use this ability.

You can select this class feature multiple times. Each time you do so, choose a different school of magic.

Spell ShapingSu

Level 9

You can alter some of your spells as you cast them. When you select this alternate class feature, choose one school of magic other than universal. Once per day when you cast a spell that belongs to the school you selected, you can modify the spell according to one of the parameters in the bulleted list that follows. You cannot use this class feature to modify a spell that affects hybrid or technological items, or creatures with the technological subtype. At 12th level, you can use this ability twice per day, and at 15th level, you can use this ability three times per day.

  • Area: Increase the spell’s area by 50%.
  • Range: Increase the range of the spell’s effect by 50%.
  • Duration: Double the spell’s duration.
  • Target: Unless the spell’s target is personal, you can target one additional creature that is within 15 feet of the spell’s primary target.

You can select this class feature multiple times. Each time you do so, choose a different school of magic; you can use this ability with any of your chosen schools, but you do not gain additional uses of this ability per day.


Dragonscript

ID

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