CLASS FEATURES
All of the following are the class features of the occultist.
Weapon and Armor Proficiency: An occultist is proficient 
with all simple and martial weapons, light armor, medium 
armor, and shields (except tower shields).
Spells: An occultist casts psychic spells drawn from 
the occultist spell list presented on page 42, limited by 
the implements he knows. He can cast any spell he knows 
without preparing it ahead of time. Every occultist spell has 
a implement component (see the implements class feature). 
To learn or cast a spell, an occultist must have an Intelligence 
score equal to at least 10 + the spell level. The Difficulty Class 
for a saving throw against an occultist’s spell is 10 + the spell 
level + the occultist’s Intelligence modifier.
Like other spellcasters, an occultist can cast only a certain 
number of spells of each spell level per day. His base daily 
spell allotment is given on Table 5: Occultist. In addition, 
he receives bonus spells per day if he has a high Intelligence 
score (see Table 1–3 on page 17 of the Core Rulebook).
The occultist’s selection of spells is extremely limited. 
For each implement group he learns to use, he can add one 
spell of each level he can cast from that implement’s spell 
list to his list of spells known. When he learns to cast a new 
level of spells, he immediately adds one spell of that level 
to his list of spells known from each implement group he 
knows how to use
Upon reaching 5th level, and at every third occultist level 
after that (8th, 11th, and so on), an occultist can choose to 
learn a new spell in place of one he already knows. In effect, 
the occultist “loses” the old spell in exchange for the new 
one. The new spell’s level must be the same as that of the 
spell being exchanged, and it must be at least one level 
lower than the highest-level occultist spell the occultist 
can cast. The spell learned must come from the same list of 
spells provided by the implement group of the spell lost. An 
occultist can swap only a single spell at any given level and 
must choose whether or not to swap the spell at the same 
time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can 
cast any spell he knows at any time, assuming he has not yet 
used up his allotment of spells per day for the spell’s level.
Focus Power (Su): Starting at 1st level, an occultist learns 
to use a number of focus powers. At 1st level, he learns the two 
base focus powers from his implements and can select one 
more focus power from the list of those made available by his 
chosen implements. Whenever he gains a new implement, 
he gains the base power of that implement. In addition, at 
3rd level and every 2 levels thereafter, he learns a new focus 
power, selected from all of the powers granted by all of the 
implements he knows. He can use focus powers only by 
expending mental focus (see the mental focus class feature). 
Unless otherwise noted, the DC for any saving throws against 
a focus power is 10 + 1/2 the occultist’s level + the occultist’s 
Intelligence modifier. He cannot select a focus power more 
than once. Some focus powers require him to reach a specific 
level of occultist before he can choose them.
Implements (Su): Starting at 1st level, an occultist learns to 
use two implement groups. At 2nd level, and every 4 occultist 
levels thereafter, the occultist learns to use one additional 
implement group, to a maximum of seven groups at 18th 
level. Each implement group adds one school of magic to 
the occultist’s spell list. No other school is considered to be 
on the occultist’s spell list until he selects an implement 
group associated with that school. He cannot use spell 
trigger or spell completion magic items from unknown 
schools without making the appropriate Use Magic Device 
skill check. An occultist can choose to select an implement 
group more than once if he wishes, in order to learn more 
spells from the same school. 
Each implement group is represented by a small list of 
objects. Each day, the occultist selects an item from that list 
to be his implement for the day. The occultist needs only 
one such item to cast a spell of the corresponding school, 
unless he selected that implement group multiple times, in 
which case he needs one item for each set of spells gained 
from that group. Implements do not need to be magic items, 
and nonmagical implements do not take up a magic item 
slot. Implements that are not magic items are often of some 
historical value or personal significance to the occultist, 
such as the skull of a famous wizard’s familiar, the finger 
bone of a saint, or the broken scepter of a long-dead king
Whenever an occultist casts a spell, he must have the 
corresponding implement in his possession and he must 
present the implement to the target or toward the area of 
affect. This act is part of casting the spell and does not 
require any additional action. If the occultist does not have 
the corresponding implement, he can attempt to cast the 
spell, but must make a concentration check to do so, with 
a DC of 20 + the spell’s level. In addition, spells cast by an 
occultist without the appropriate implement are always 
treated as if they were cast at the minimum caster level 
for the spell in question (1st for a 1st-level spell, 4th for a 
2nd-level spell, and so on).
Each implement group also comes with a base focus power. 
This power is added to the list of focus powers possessed by 
the occultist. In addition, each implement group also adds 
a number of other focus powers that the occultist can select 
using his focus power class feature.
See the Implement Groups section for a complete list of 
implements, the objects that qualify as each type, their focus 
powers, and the schools associated with them.
Knacks: An occultist learns a knack, or 0-level psychic 
spell, for each implement he learns to use. These spells are 
cast like any other spell, but they can be cast any number 
of times per day. Knacks cast using any other spell slots 
(due to metamagic feats, for example) consume spell slots 
as normal. 
Mental Focus (Su): Starting at 1st level, an occultist 
can invest a portion of his mental focus into his chosen 
implements for the day, allowing him to perform a variety 
of abilities depending on the implement and the amount 
of focus invested in it. Each day, an occultist has a number 
of points of mental focus equal to 3 + his occultist level 
+ his Intelligence modifier. He can split this mental 
focus amongst his implements in any way he desires. If 
the implement is lost or destroyed, the focus is lost with 
it. Once mental focus is stored inside an implement, the 
occultist gains a resonant power and can spend the focus to 
activate the implement’s focus powers. Whoever possesses 
the implement gains the resonant power, so the occultist 
can lend the implement to an ally to assist that ally, but if 
he does so, he has difficulty casting that implement’s spells 
and cannot spend that implement’s focus on focus powers 
until he retrieves the implement or refreshes his focus. 
The occultist refreshes his mental focus once each day 
after receiving at least 8 hours of sleep. After refreshing his 
mental focus, the occultist must spend 1 hour preparing his 
implements and investing them with this power. Mental 
focus that is not used before the next time the occultist 
refreshes his focus is lost.
The occultist can choose to save generic mental focus 
inside his own body, but spending this focus comes at a 
higher cost. He can spend his generic focus through any 
appropriate implement on any focus power he knows, but 
he doesn’t receive any resonant powers, and any focus power 
he activates with generic focus costs twice as much focus to 
use (and to maintain, if applicable).