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Occultist Class Details | Implement Schools / Panoplies | Archetypes

Necromancy Implements

Source Occult Adventures pg. 56
Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.

Resonant Power: Each time the occultist invests mental focus into an necromancy implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.

Base Focus Power: All occultists who learn to use necromancy implements gain the following focus power.

Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use necromancy implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Flesh Rot (Sp): As a standard action, you can make a melee touch attack and expend 1 point of mental focus to cause the flesh of a living creature to rot and wither. If the attack hits, the target takes 1d8 points of damage + 1 point per occultist level you possess. For every 4 occultist levels you possess beyond 3rd, the target takes an additional 1d8 points of damage (to a maximum of 5d8 at 19th level). If you miss with the melee touch attack, this power is wasted with no effect. You must be at least 3rd level to select this focus power.

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Pain Wave (Sp): As a standard action, you can expend 1 point of mental focus to unleash a wave of pain. This wave hits all creatures other than you in a 20-foot-radius burst centered on a point that you designate within 100 feet. All living creatures in this area are wracked with pain, gaining the sickened condition for 1 round per occultist level you possess. Affected creatures can attempt a Will save to reduce the duration to just 1 round. This is a mind-affecting painUM effect. You must be at least 7th level to select this focus power.

Psychic Curse (Sp): As a standard action, you can expend 1 point of mental focus to curse a living creature within 30 feet with your psychic magic. You can choose one of the following effects: memory lapse, mental block, or pain confusion. If you choose memory lapse, the target loses its memory of the past 1 hour per occultist level you possess. If you choose mental block, you can proscribe one specific action, such as attacking with a type of weapon, casting a specific spell, or something else suitably specific (subject to the GM’s discretion). The target can’t take that action without first succeeding at a Will save. If it fails, it can take other actions instead. If it attempts the prohibited action again on subsequent rounds, it gains a cumulative +2 bonus on the save until it succeeds. If you select pain confusion, the creature is confused for 1d4 rounds whenever it is damaged by a critical hit. The target can attempt a Will save to negate this effect. This effect lasts for 1 day per occultist level you possess. A creature can’t be under the effects of more than one psychic curse at a time. This is a mind-affecting curseUM effect. You must be at least 5th level to select this focus power.

Soulbound Puppet (Su): As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (Bestiary 176), but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.

Spirit Shroud (Su): As a standard action, you can expend 1 point of mental focus to surround yourself with a shroud of spirit energy. You gain a number of temporary hit points equal to 1d6 + your occultist level. This shroud lasts for 1 minute per occultist level or until the temporary hit points are expended, whichever comes first. These temporary hit points stack with those from other sources, but not with those gained through multiple uses of this ability. At 4th level, as long as the shroud remains, you also gain a resistance bonus on all saving throws against death effects, fear effects, and any spells or effects that bestow negative levels or deal negative energy damage (if the spells or effects allow a save). This bonus is equal to 1 + 1 for every 4 occultist levels you possess beyond 4th. You must be at least 3rd level to select this focus power.

Sacred Implements

Outsiders and divine servants leave especially lasting impressions when they interact with the Material Plane, and many occultists seek out the resulting sacred implements to augment their existing powers. A sacred implement is always a specific kind of object, though not necessarily unique.

An occultist can adopt a sacred implement whenever he gains access to an implement school. Once chosen, the sacred implement is permanent and grants the occultist access to a bonus focus power for that implement school, but causes the occultist to take a –1 penalty to his caster level when using the spells and associated implement powers of a school of magic opposed to that deity’s portfolio. An occultist can use a sacred implement even if he doesn’t worship the associated god.

Source Occult Origins pg. 15
Deity Urgathoa; Implement coin; Opposition School evocation
Wake (Su): As a standard action, you can expend 1 point of mental focus to inspire fits of grief in a single creature within 30 feet that can see and hear you. You fill the target with haunting visions of the deaths of loved ones and the brevity of life, and for 1 minute, the target’s emotional vulnerability grants you a circumstance bonus equal to your occultist level on Diplomacy and Intimidate checks attempted against the target. If this implement is used in combat, these emotions instead distract your target, leaving it dazzled for 1 round per occultist level you have.