
Any magic powers associated with a battle host's bonded item function only for the battle host in the hands of anyone else it is only a masterwork item. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. The bonded item is immune to the broken condition for as long as the battle host lives. The bonded item is masterwork quality and the battle host begins play with it at no cost. This selection is permanent and can never be changed. Panoply Bond (Su)Īt 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This replaces the occultist's weapon and armor proficiency. Weapon and Armor ProficiencyĪ battle host is proficient with all simple and martial weapons and with all types of armor (heavy, light, and medium) and shields (including tower shields). This alters the occultist's class skills. This alters the occultist’s implement mastery.A battle host adds Knowledge (local) ( Int) and Knowledge (nobility) ( Int) as class skills. The silksworn gains 4 additional points of mental focus for each school’s implement. Implement Mastery (Su)Īt 20th level, a silksworn chooses two implement schools instead of one, and implement mastery’s effects apply to both. Silksworn Arcana (Su)Īt 16th level, when a silksworn casts a spell while wearing a magic article of clothing in the appropriate school’s magic item slot, the spell’s saving throw DC increases by 2. Those who fail are unaware of his spellcasting, unless an effect obviously originates from the silksworn. Whenever the silksworn casts a spell, he can attempt a Bluff check opposed by Sense Motive checks from those observing him.

Silksworn Deception (Su)Īt 12th level, a silksworn can hide his speech and gestures within his extravagant clothing. Silksworn Eloquence (Ex)Īt 8th level, a silksworn gains a +1 bonus on Bluff and Diplomacy checks for each magical article of clothing occupying one of his implement schools’ magic item slots. This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact. This does not allow the silksworn to cast spells of a level he does not yet have access to. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level.Īt 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.Īt 1st level, the silksworn gains access to four implement schools instead of two. A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet).

When a silksworn chooses an implement school, he does not choose a specific object. These cantrips otherwise behave as an occultist’s knacks.

SpellsĪ silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.Ĭantrips: Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). Weapon and Armor ProficienciesĪ silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. This alters the occultist’s class skills. They draw their power from wearing luxurious garments, though they often keep their abilities secret.Ĭlass Skills A silksworn adds Bluff and Knowledge (nobility) to his list of class skills, instead of Knowledge (engineering) and Knowledge (planes). Occultists who recognize that flashy garb and fashionable accoutrements can be just as powerful as psychically charged relics in the right situations are known as silksworn.
