Operatives of the Study sphere are able to use their vast knowledge to their advantage, whether this be in a library or the heat of combat. These operatives hold information in high regard, and use it to great effect.
Associated Skill: A single Knowledge or Lore skill of your choice.
You gain the following benefits when you gain the Study sphere.
When you gain the Study sphere, you gain 5 ranks in the associated skill, plus 5 ranks per additional talent spent in the Study sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the chosen Knowledge or Lore skill you may immediately retrain them.
Skill Leverage: You unlock skill leverage with the associated skill, plus one Knowledge or Lore skill of your choice.
Bonus Talent: When you first gain the Study sphere, you gain one (theory) talent of your choice. It cannot be an exceptional talent. If you choose one with the [utility] tag, you can take the Study base sphere as a [utility] talent.
You also acquire the Knowledgeable, Prescient Study, and Theorize abilities.
Knowledgeable (Ex)
You can attempt untrained Knowledge skill checks as if you were trained.
Prescient Study [plan] (Ex)
You are able to predict what research might be useful to you. This typically involves refreshing your memory at a library rather than actually performing research; this research is assumed to have been done at some point in the past or during a sleepless night during downtime. When you reveal this plan (by, for example, consulting a cryptic note) as a full-round action, you may take 10 on a Knowledge or Lore check even in combat or while distracted.
If you have at least 5 ranks in the associated skill and spend 1 use of skill leverage, you may treat the result as if you had rolled 20 on the die.
If your campaign uses research rules (see Chapter 3 of Pathfinder Roleplaying Game: Ultimate Intrigue), instead choose a library you have been to and make a research check as if you had spent 8 hours researching there. You gain any information this research would reveal to you. Once you reveal a research check as a plan, you cannot reveal it again until you spend at least 8 hours with unrestricted access to a suitable library.
Theorize (Ex)
As an immediate action, you can begin a theory on a creature, object, or area that you have successfully recalled information about, choosing a single (theory) talent to apply to the subject of your theory. A theory applies to all instances of the subject; if you begin a theory on a dire wolf, it applies to all dire wolves, but not other wolf-like animals. Creatures that vary exclusively by size (such as an earth elemental) or subtype (such as an orc and human bandit that share the same number of Hit Dice) are treated as the same ‘instance’ of a subject.
While you have an active theory, you can expand it by gaining notions. Each theory can gain notions in unique ways, with a specific action granting one notion to the theory when it is observed. A specific action can only grant one notion once per round (unless specified otherwise). A theory can have a maximum number of notions equal to twice your operative ability modifier (minimum 1), with any notions beyond this maximum being wasted.
You can use these notions on any breakthrough listed within the theory; usually improving the base ability granted by the theory or granting you new actions to use.
You can only have one theory active at one time; if you attempt to theorize a second time while you have an active theory, you must choose which theory to maintain. A theory lasts until you change to a different subject, and remains indefinitely (so long as your memories remain intact). When a theory ends, it loses all notions.
You can always outwit the subject of your theory by spending 3 notions, generally by divulging something you have theorized about them.