Occultism Feats

General Skill Feats


1st Level Occultism Feats (Req Trained in Occultism)

  • Root Magic - Create a token that grants a bonus against a spell or haunt.


2nd Level Skill Feats (Req Expert in Occultism)


7th Level Occultism Feats (Req Master in Occultism)

  • Quick Recognition (Recognize Spell) - Identify spells as a free action as it's being cast.



Occultism Training (Feat 1)

General
Skill

Prerequisites Intelligence 12


You become Trained in Occultism.


Oddity Identification (Feat 1)

General
Skill

Prerequisites Training in Occultism


You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.


Quick Identification (Feat 1)

General
Skill

Prerequisites Training in Arcana, Nature, Occultism, or Religion


You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.


Recognize Spell [R] (Feat 1)

General
Secret
Skill

Prerequisites Training in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.


If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

Success You correctly recognize the spell.

Failure You fail to recognize the spell.

Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.


Root Magic (Feat 1)

General
Skill

Prerequisites Training in Occultism


Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.


Trick Magic Item [A] (Feat 1)

General
Manipulate
Skill

Prerequisites Training in Arcana, Nature, Occultism, or Religion


You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.

Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.

Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.


Assured Identification (Feat 2)

General
Skill

Prerequisites Expert in Arcana, Nature, Occultism, or Religion


You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.


Automatic Knowledge (Feat 2)

General
Skill

Prerequisites Expert in a skill with the Recall Knowledge action


You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers) on the skill check.

Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.


Magical Shorthand (Feat 2)

General
Skill

Prerequisites Expert in Arcana, Nature, Occultism, or Religion


Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.


Consult the Spirits (Feat 7)

General
Secret
Skill

Prerequisites Master in Nature, Occultism or Religion


You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.

Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.

Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary).

Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.

Success As with a critical success, but the spirits are indifferent to you and answer only one question.

Failure You are unable to contact the spirits of this place.

Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.


Disturbing Knowledge [AA] (Feat 7)

General
Skill

Prerequisites Master in Occultism


You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.

Critical Success The target becomes confused for 1 round and frightened 1.

Success The target becomes frightened 1.

Failure The target is unaffected.

Critical Failure You get overly caught up in your own words and become frightened 1.

 

Quick Recognition (Feat 7)

General
Skill

Prerequisites Master in Arcana, Nature, Occultism, or Religion; Recognize Spell


You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

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