Could somebody please tell me what the point of the Criminal Reputation feat is, other than flavor? It appears to be strictly worse than Persuasive, and they don't stack. If there were other feats that required Criminal Reputation as a prerequisite, that would at least be an excuse, but there don't seem to be any yet.
Thanks, all. In retrospect it was obvious. Just a case of hoping it worked differently. Three levels in, Occultist is still a fun class to play, even with needing to e.g. always save one point of mental focus in my Transmutation implement. Lucky I rolled a 20 Intelligence.
Two pertinent passages from the Occultist class description:
Occult Adventures; Mental Focus ability wrote:
Once mental focus has been invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of material focus invested in the implement, the bonus is determined when the focus is invested, and it not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
Occult Adventures; Implement School Resonant Power ability wrote:
Each time the occultist invests mental focus into an [school] implement, the implement grants the following resonant power. The implement's bearer gains the benefit of this power until the occultist refreshes his focus.
So which is it? Does the resonant power disappear once the implement's mental focus runs out, or does it last until the occultist refreshes his focus?
The arguments that the flask itself is somehow magical ring false to me. However, the area effect only hits unattended objects. A carried flask or vial is not unattended. A flask or vial sitting on a table is.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.
Blinded condition description wrote:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.