Fear

A phantom with this emotional focus suffered from overwhelming fear in life. As a phantom, it is able to channel that fear into a terrifying weapon. Fear phantoms are often horrifying to behold. Sometimes they appear as ghostly figures in tattered funeral garb or wrapped in chains or other bindings. Their features may be distorted into gaunt and haunting forms, making them seem more like ghosts or spectres. A miasma of livid gray swirling motes often surrounds their forms as they stalk their surroundings, seeking to bestow their terror on others.

Skills: The phantom gains a number of ranks in Intimidate and Stealth equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, such a phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Reflex and Will.

Stealthy: The phantom gains Stealthy as a bonus feat.

Horrifying Strike (Ex)

If the phantom hits a creature with a slam attack, that creature must succeed at a Will Saving Throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.

Increase Fear (Su)

When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-footradius aura that amplifies the fear conditions of enemies within it if they fail their Will saving throws (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier). A shaken enemy in the aura becomes frightened, a frightened creature becomes panicked, and a panicked creature cowers. This effect lasts either as long as the enemy stays within the aura and is under the condition of the initial fear effect, or for a number of rounds after it leaves the aura equal to 1/2 the phantom’s Hit Dice, or until the end of the original fear effect’s duration, whichever comes first. A creature that succeeds at the saving throw is immune to this effect from the same phantom for 24 hours.

This is a mind-affecting fear effect. The phantom can use this ability in either ectoplasmic or incorporeal form.

Frightful Attack (Su)

When the spiritualist reaches 12th level, if the phantom hits with a slam attack, it can frighten those it hits instead of causing them to be shaken (the phantom chooses when it makes the attack). This is a mind-affecting fear effect.

Shelter Allies (Su)

When the spiritualist reaches 17th level, the phantom protects its allies from terror. Allies within the phantom’s increase fear aura are immune to fear as long as they are within the aura. This ability also grants the phantom’s spiritualist master immunity to fear as long as the phantom is not banished to the Ethereal Plane.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.

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