Operatives of the Occultism sphere possess great insights into the esoteric and unknown.
Associated Skill: Knowledge (arcana), Knowledge (nature), Knowledge (religion), or Knowledge (planes), chosen when you gain the sphere.
When you gain the Occultism sphere, you gain 5 ranks in the chosen skill, plus 5 ranks per additional talent spent in the Occultism sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the chosen skill, you may immediately retrain them.
Skill Leverage: You unlock skill leverage with the sphere’s associated skill, and one of the following skills: any Knowledge skill, Linguistics, or Spellcraft.
Bonus Talent: You gain a single (ritual) talent of your choice—it cannot be an exceptional talent.
You also gain the Awakened Psyche and Enact Ritual abilities, as well as the Attuned approach.
Attuned [approach] (Su)
You can use your associated skill in place of Perception checks made to detect haunts and incorporeal creatures and Sense Motive checks made to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.
You gain an untyped bonus equal to 1/2 your associated ranks to these checks, as well as to checks made to exorcise a creature or quell a haunt (new skill uses).
Lastly, your non-magical attacks can deal half damage to incorporeal creatures, or 3/4 damage with magical attacks. A corporeal spell or effect originating from you that does not deal damage has a 75% chance of affecting an incorporeal creature normally.
Associated Feat: Spirit Sense (Occult Adventures).
Awakened Psyche
You gain access to occult skill unlocks (Occult Adventures) for any skills in which you are trained.
Whenever you perform an occult skill unlock, you may use your associated skill modifier in place of the usual skill modifier, albeit at a -5 penalty. Additionally, if it requires a saving throw, you can substitute it for your Occultism sphere save DC.
Associated Feat: Psychic Sensitivity (Occult Adventures).
Enact Ritual (Su)
You can use a combination of reagents, chants, and esoteric symbology to manifest powerful effects. When you use enact ritual, you choose a (ritual) talent and decide to perform it as a rite or as a ceremony.
- A rite is activated as a full-round action, and often targets 1 creature or object within 30 feet (unless otherwise specified)—if a creature is unwilling, you must succeed at a melee or ranged touch attack against the target.
- A ceremony takes 10 minutes to perform, and usually affects a 20-foot radius centered on yourself (which is designated during the ceremony), known as the ritual area. Unless otherwise specified, the effects of a ceremony last for 1 hour.
If you wish, you can choose to empower the ritual as part of the action spent to perform it (see Empowerment Checks and Ritual Power below). Any ritual power you gain from empowering the ritual (if any) must be spent immediately on any of the listed ritual power options (or others available to you). Any unspent ritual power is wasted.
Regardless, you can only use a specific (ritual) talent once per day without any repercussions—for each time you use the same talent within the same day beyond the first, you must spend 1 use of skill leverage.
Occultism Key Terms
Ritual
Some talents are marked (ritual), granting you rites and ceremonies you can use with enact ritual.
Empowerment Checks and Ritual Power
When you empower a ritual, you attempt a DC 15 ‘empowerment check’.
An empowerment check is performed by rolling 1d20 + your associated ranks + the associated ability score modifier. This is not a skill check and automatically fails on a natural 1.
If you succeed, the ritual gains 1 ritual power, +1 for every 5 by which you exceed the DC. If you fail, you suffer 1 point of ability burn to your operative ability score.
An empowerment check can be aided by other creatures—to do so, the aiding creature must be adjacent to you or another aiding creature and succeed at a DC 15 associated skill check. If successful, you gain a +1 bonus to your empowerment check—this bonus is not increased by talents and effects that would normally improve aid another, although abilities that improve other aspects of aid another (such as range or action cost) still benefit it normally.
Special—A creature within 30 feet of you that possesses the Occultism sphere can aid your empowerment check.