- Class Skills
- Class Features
- Weapon and Armor Proficiency
- Spell Casting
- Spirit (Su)
- Spirit Bonus (Su)
- Spirit Surge (Su)
- Shared Seance (Su)
- Taboo (Ex)
- Haunt Channeler (Su)
- Location Channel (Sp)
- Connection Channel (Sp)
- Propitiation (Su)
- Ask the Spirits (Sp)
- Astral Journey (Sp)
- Trance of Three (Su)
- Spacious Soul (Su)
- Spirit Mastery (Ex)
- Astral Beacon (Su)
- Legendary Spirits
Mediums channel spirits into themselves, using their own bodies as vessels for astral entities spawned from myths and legends. A medium balances his need for the spirits’ power with the danger of allowing such beings influence over his mind.
Role: Mediums are very versatile, filling whatever role the party needs at the moment by channeling the right spirit.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The medium’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Wis).
Skill Ranks per Level: 4 + Int modifier.
The following are the class features of the medium.
Mediums are proficient with all simple weapons, light armor, and medium armor, but not with shields.
A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium’s spell is equal to 10 + the spell level + the medium’s Charisma modifier.
A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Medium. In addition, he receives bonus spells per day if he has a high Charisma score.
The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on the table are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.
The medium casts all spells as psychic spells.
Knacks: Mediums learn a number of knacks, or 0-level spells, as noted on Table: Medium Spells Known. These spells are cast like any other spell, but they don’t consume slots and can be used again.
A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration.
The medium class says that spirits can be channeled from any appropriate location, not just from the list of favored locations, but is that true, or can I only channel from one of the favored locations?
As the class says, you can channel from any appropriate location, and the favored locations are just a place to start. There might be times where you don’t have access to all six legends, but a medium, either PC or NPC, should generally be able to access a legend if they can come up with a good conceptual tie between the legend and a location he can find or even set up himself. For instance, a medium could go hunt a deer and then use that location to channel a champion spirit of a legendary hunter.
At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry [also, see FAQ at right]. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.
A medium can invite his allies to participate in his seance—shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.
When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness.
The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.
If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.
During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.
When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.
After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action.
This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.
At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.
At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.
At 3rd level, a medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).
At 5th level, a medium can perform a special seance at the site of a person’s death—or a location that was precious to that person in life—to call forth that person’s spirit into the medium’s body so his allies can ask it questions. The effects are similar to the spell call spirit, except that the duration is 1 round per medium level and the spirit possesses the medium’s body instead of appearing in a wispy form. The other participants of the seance must ask the questions. Once the medium attempts to call a spirit, he cannot attempt to call the same spirit again for 24 hours. Once per round, the medium can attempt to end the seance early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).
At 7th level, a medium can use his location channel ability at any location, so long as he possesses some connection to the deceased. If another participant in the seance is more familiar with the deceased than the medium, the medium can substitute that participant’s familiarity in place of his own to determine the DC of the call spirit effect.
At 9th level, a medium has learned hidden techniques and rites that allow him to mollify his channeled spirit once per day, reducing its influence over him by 1 point (to a minimum of 1 point of influence). The details of the propitiation ritual vary based on the individual spirit, but the process always takes around 10 minutes to perform and it never requires any additional cost (such as an offering of wealth or a live sacrifice).
At 13th level, a medium can send his consciousness to the Astral Plane any number of times per day to ask the spirits for advice, as if using contact other plane to contact the Astral Plane. The medium automatically succeeds at the Intelligence check to avoid the possible decrease to his Intelligence and Charisma.
At 14th level, a medium can enter a deep coma in order to project himself onto the Astral Plane as astral projection, except he can project only himself, he can’t enter other planes, and his projected gear has no magical properties.
At 15th level, as a swift action, a medium can allow his spirit to gain 1 point of influence over him in order to allow a portion of a legendary spirit from another legend to enter him for 1 round per level, granting him the intermediate spirit power from another legend.
If that power has a limited number of uses per day, the medium must keep track of the remaining uses even after the secondary spirit is gone; if the medium calls the secondary spirit again that day, it can grant the remaining uses of that power. If the medium uses an ability that incurs influence, the medium’s primary spirit gains that amount of influence over him, not the secondary spirit. The medium doesn’t gain the benefits of his spirit bonus from the secondary spirit.
The medium can end the trance of three early as a free action.
At 18th level, a medium’s soul is spacious enough to provide a foothold for his fallen allies, if he so chooses. If one of the allies who participated in the medium’s seance that day dies within line of effect and line of sight of the medium, the medium can spend an immediate action to accept that ally’s spirit within him. Since the ally inhabits the portion of the medium’s soul normally reserved for a spirit, this suppresses the medium’s spirit, spirit bonus, and spirit surge abilities as long as the medium maintains this ability. The ally’s spirit and the medium share the medium’s body and can decide each round on the medium’s turn which of them will take the medium’s actions for that round. If they don’t agree on who should act, they attempt opposed Charisma checks to determine who is dominant for the next hour, and the dominant character decides who acts on each round. The ally’s spirit has all the spells and limited use abilities (such as uses of channel energy, ki, and panache) that it possessed at the time of death, but it is incapable of regaining any abilities, points, spells, or uses of abilities it expends. When the ally’s spirit acts, it uses the ally’s base attack bonus, caster level, and special abilities (such as weapon proficiency), but uses the medium’s physical ability scores. If the ally returns to life, this ability immediately ends. Otherwise, the medium can maintain this ability indefinitely. The medium can end this effect as a standard action, though if the ally is unwilling to depart, the medium must succeed at a Will saving throw (DC = 10 + 1/2 the ally’s hit dice + the ally’s Charisma modifier) or the attempt fails and the ally becomes dominant for 24 hours.
At 19th legend, the medium becomes a legend among spirits, particularly lesser spirits. He can use his spirit surge ability an additional two times per day without incurring influence, regardless of whether he accepts a taboo or channels a weaker spirit. When channeling a weaker spirit, he can use his spirit surge ability an additional four times per day for each power he forgoes, instead of an additional two times.
At 20th level, a medium is an open connection to the Astral Plane and a shining beacon for spirits. As a free action, he can channel spirits of any of the five legends he did not contact via his seance. This ability lasts for 1 round and grants access to the intermediate, greater, and supreme spirit powers of the chosen spirits.
Unlike trance of three, astral beacon allows spirits of the chosen legends (for instance, archmage) to gain influence over the medium until 24 hours from when the medium contacted his primary spirit. Also unlike trance of three, if the medium would incur influence by using one of the new spirits’ abilities, that influence is added to the medium’s total influence from that spirit rather than from his primary spirit.
A medium’s spirits are entities from the Astral Plane—the clinging echoes of heroes and villains from the distant past, sustained throughout time by myths and legends. The number of spirits is countless, and each has its own idiosyncrasies that make it distinct. Nonetheless, all spirits arise from one of the following six legends: archmage, champion, guardian, hierophant, marshal, or trickster.
A legendary archmage spirit offers the power of a notable archmage. Unlike normal archmage spirits, This legendary spirit grants strange abilities shaped by the lost wizard’s unique experiments. Mediums channeling a legendary archmage spirit eventually realize that the spirit has its own long-term plans for them, but so far no medium has gleaned the full scope of that plan.
The legendary archmage spirit grants modified or unique spirit powers. In all other ways, it functions identically to a standard archmage spirit.
Legendary Arcana (Lesser, Su)
Rather than your normal spells per day for your medium level, you gain the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel This spirit, select a single spell from the sorcerer/wizard spell list of that level to add to your medium spell list and spells known until you lose contact with the legendary spirit. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. Because of this hatred, these spells can’t be of the necromancy school.
Project Servitor (Intermediate, Su)
You can expend a spell slot to cast shadow conjuration, mimicking a summon monster or summon nature’s ally spell of the spell slot’s level (or that spell slot’s level + 1 for 5th- and 6th-level slots). These shadows are 10% real per level of the spell slot expended. If you allow the spirit to gain 1 point of influence over you, double the reality percentage (to a maximum of 100%; if the result would be greater than 100%, the creature or creatures instead gain the advanced template).
Wild Arcana (Greater, Su)
You can allow the spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast (even necromancy spells). You must expend a spell slot of the appropriate level, and you can’t apply metamagic feats to the spell.
Personal Spire (Supreme, Su)
This legendary spirit grants you access to a personal demiplane that you create (as per one created by create greater demiplane). As long as you channel the spirit each day, your demiplane remains, but if you ever channel a spirit from a different legend, the demiplane disappears, dumping its inhabitants onto the Astral Plane. You can use project servitor to summon a shadowy projection of any creature currently within your demiplane, as long as its CR matches the summon spell (CR 1/2 or lower for summon monster I, CR 1 for summon monster II, CR 2 for summon monster III, CR 3 or 4 for summon monster IV, CR 5 or 6 for summon monster V, CR 7 or 8 for summon monster VI, or CR 9 or 10 for summon monster VII). You can allow the spirit to gain 1 point of influence over you and expend a 6th-level spell slot to use project servitor as per summon monster VIII (80% real and can mimic trapped creatures of CR 11 or 12) or summon monster IX (90% real and can mimic trapped creatures of CR 13 or 14).
An archmage spirit is a font of knowledge and arcane power.
Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools.
Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.
Taboos: Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; You must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components.
Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell.
Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast. You must expend a spell slot of the appropriate level, and you can’t apply metamagic to the spell.
Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the sorcerer/wizard spell list as if using the wild arcana ability, except the archmage doesn’t gain 1 point of influence over you, the spell doesn’t require a spell slot, and you can select a spell of any level.
A champion spirit is a paragon of skill at arms.
Seance Boon: You gain a +2 bonus on all non-spell damage rolls.
Favored Locations: Arenas, battlefields, places of violence, practice yards.
Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level.
Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as “my father’s +2 falchion”) that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo.
Champion’s Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, Which you choose each time you channel a champion spirit.
Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as twoweapon fighting.
Fleet Charge (Greater, Su): You can take a swift action and a full-round action to move up to your speed and then make a full attack. This special action doesn’t combine with sudden attack, but works as normal with effects such as haste and two-weapon fighting. As soon as you begin moving, you are considered to have begun the full-round action, even if circumstances prevent you from attacking at the end of your movement.
Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats.
A guardian spirit is an exemplar of protection and defense.
Seance Boon: You gain a +1 bonus to CMD.
Favored Locations: City walls, forts, gates, keeps.
Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus.
Taboos: Choose one: you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others); you must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points; you must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked.
Guardian’s Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields).
Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrifice to your medium spells known as a 2nd-level spell.
Sudden Block (Greater, Su): After an enemy’s attack would hit you or an adjacent creature, you can use spirit surge to increase the victim’s AC, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character’s AC. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy’s attack to miss, you can make an attack at your highest base attack bonus against that enemy as an immediate action.
Legendary Guardian (Supreme, Su): Once per day as an immediate action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal.
A hierophant spirit is a being of true and pure faith.
Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
Favored Locations: Altars, churches, sacred groves, shrines.
Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, You must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith.
Taboos: Choose one: you must strongly revere nature and may not wear metal armor or shields; you must follow a paladin or antipaladin code as appropriate for the spirit’s deity; you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer.
Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.
Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your positive or negative energy, that creature gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy. If you destroy or kill one or more creatures with positive or negative energy, you gain a +1 bonus of the same type on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Hierophant (Supreme, Su): Once per day, You can request a minor miracle. This request must be in line with the options for miracle that don’t cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim.
A marshal spirit is a towering presence and an inspiration to others.
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.
Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.
Favored Locations: Council rooms, stages, theaters, throne rooms.
Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and seance boon.
Taboos: Choose one: you may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position); you may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature; you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful.
Marshal’s Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.
Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.
Decisive Strike (Greater, Su): You can allow the marshal to gain 1 point of influence over you as a swift action to allow an ally within 30 feet who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action.
Legendary Marshal (Supreme, Su): You can use a lesser spirit surge without incurring influence. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge. A lesser surge still counts as a spirit surge for the purpose of the limit of one spirit surge per round, but it does not consume any free uses of spirit surge you may have from effects such as taboo.
A trickster spirit is a savvy and manipulative master of skills.
Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.
Favored Locations: Alleys, mazes, taverns, trap-filled locations.
Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you.
Taboos: Choose one: you can’t abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies; you can never tell the truth; you can never pass up a more lucrative offer, even if it causes you to switch sides.
Trickster’s Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).
Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.
Transfer Magic (Greater, Su): You can allow the trickster to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If the attack succeeds, you randomly steal one of the harmless spells of the highest spell level active on that creature, ending the effect for the original creature and gaining all remaining duration for yourself. This ability does not work on personal range or instantaneous- or permanent-duration spells.
Legendary Trickster (Supreme, Su): Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.
Gaining the ability to channel one of the following legendary spirits involves performing a certain deed, swearing an oath, and succeeding at an ability check (DC = 10 + 1/2 the medium’s level). If the medium breaks the oath, the spirit will no longer answer when he calls. If the medium attempts to call another spirit of the legendary spirit’s legend, the legendary spirit similarly departs forever. A legendary spirit grants new abilities but otherwise uses the same rules as the original legend. For instance, the Butcher replaces the favored locations, taboos, lesser spirit power, and intermediate spirit power from the champion spirit but still uses the champion’s spirit bonus, seance boon, influence penalty, greater spirit power, and supreme spirit power.
The Butcher is a spirit of blood, violence, murder, and pain.
Gaining Favor: To gain the Butcher’s favor, you must deal a total number of hit points of bleed damage equal to twice your medium level to two dozen non-mindless living creatures, inflicting as much pain and suffering as possible. You must next vow to never use the Heal skill or magical healing to heal or treat another creature, then succeed at a Strength check.
Favored Locations: Abattoirs, battlefields, execution sites.
Taboo: If you accept a taboo while channeling the Butcher, you must not attack with bludgeoning weapons in combat and must never deal nonlethal damage. You must also kill all your defeated foes in combat, although you can accept surrender or take prisoners for the purpose of torturing and then killing those prisoners later (but before the Butcher departs).
Bladesharp (Lesser, Ex): You gain proficiency in all slashing martial weapons and the spiked chain. Any slashing weapon or spiked chain you wield gains the deadly weapon special quality and on a critical hit deals an amount of bleed damage equal to the weapon’s critical multiplier – 1.
Bloodletter (Intermediate, Ex): The Butcher enhances a single slashing weapon or spiked chain, allowing you to add the keen, mighty cleaving, or wounding special abilities to the weapon when you wield it. As a swift action, you can allow the Butcher to gain 1 point of influence over you to make that weapon vorpal until the end of your turn, though the vorpal special ability doesn’t work with abilities that let you choose the result of your d20 roll. Each time you kill a creature whose CR is greater than your medium level with this vorpal special ability, the butcher gains an additional point of influence over you.
The Deceiver is the prince of prevarication.
Gaining Favor: To gain the Deceiver’s favor, you must successfully lie to 100 different sentient creatures, convincing each one of a different lie that somehow leads to its death or other great misfortune. You must then vow to never make a truthful statement, except to answer a question whose answer is clearly already known to the asker (such as the color of the sky), and succeed at a Charisma check.
Favored Locations: Bordellos, courtrooms, gambling dens, taverns.
Skilled Deceiver (Lesser, Ex): You add 1/2 your medium level (minimum 1) as a bonus on all Bluff checks.
Shift Blame (Greater, Ex): When you provoke an attack of opportunity from a given enemy, you can divert that attack of opportunity to another target of your choice within the attacker’s reach. Afterward, the foe whose attack you diverted becomes immune to this ability for 24 hours.
When you target a creature with a spell, spell-like ability, or supernatural ability, or when you fail a Bluff, Diplomacy, or Intimidate check, you can allow the Deceiver to gain 1 point of influence over you to make the target believe another creature adjacent to you created the effect or attempted to lie to, convince, or bully the target.
The Heretic warps the faith of a good deity.
Gaining Favor: To gain the Heretic’s favor, you must first pervert the worship of a congregation of worshipers of a good deity to evil. You must then vow to corrupt, debase, and violate the worship of that deity and never perform a truly altruistic act, and finally succeed at a Charisma check.
Seance Boon: For the purpose of spells and effects that have an effect based on which deity you worship, you count as worshiping the deity chosen in your vow. For the purpose of divinations, your alignment is the same as the deity’s, and you have an aura corresponding to that deity’s alignment as if you were a cleric of that deity. This doesn’t alter other effects based on alignment, like smite evil.
Favored Locations: Hidden shrines, repositories of dark knowledge, sacrificial altars, temples.
Heresy (Lesser, Su): This functions as the divine surge lesser spirit power but you gain the following inquisitor spells at the indicated spell levels, instead of selecting a set of cleric spells each day: 0—guidance; 1st—divine favor; 2nd—castigate; 3rd—terrible remorse; 4th—reprobation; 5th—mass castigate; 6th—overwhelming presence. Whenever you use your spirit surge on a skill check or ability check to convince or trick someone into perverting his faith in the good deity you chose with your vow, the Heretic is pleased and does not gain the usual point of influence over you.
False Font (Intermediate, Su): You gain the effects of the energy font intermediate spirit power, but you must match the faith you chose to pervert, meaning that you always channel positive energy and add cure spells.
Stolen Grace (Greater, Su): When a member of your chosen faith who believes that you are a member of that faith’s clergy requests you to cast a cleric spell of a spell level you can cast, you can allow the Heretic to gain 1 point of influence over you and expend a spell slot of the appropriate level to cast the spell.
The Lich is a spirit of power over death and the undead.
Gaining Favor: To gain the Lich’s favor, you must research fragments of how to create a personal phylactery and then outline a plan for lichdom. This requires spending 2 months visiting libraries and sites of necromantic power, followed by a successful Intelligence check. You must then vow to never destroy an intelligent undead creature, even if it attacks you first (though it is perfectly acceptable to control it with magic).
Seance Boon: You gain a +4 bonus on damage rolls with your necromancy spells.
Favored Locations: Battlefields, graveyards, tombs.
Taboos: If you accept a taboo while channeling the Lich, you must not use beneficial spells on living creatures (except yourself if you are a living creature).
Necromantic Arcana (Lesser, Su): This functions as the archmage arcana lesser spirit power, except you gain the following spells at the indicated spell levels (even if they are not the usual spell levels for the sorcerer/wizard spell list), instead of selecting them each day: 0—bleed; 1st—chill touch; 2nd—command undead; 3rd—animate dead; 4th—enervation; 5th—magic jar; 6th—create greater undead.
Lesser Lichdom (Greater, Su): In order to benefit from this power, you must have a proto-phylactery that costs you 10,000 gp to create (if you continue with the process of lichdom, you can upgrade this to a true phylactery by paying the difference in cost). If you die while channeling the Lich, you return from the dead in 1d10 days, reforming around the proto-phylactery and gaining 1 permanent negative level (as if subject to the resurrection spell). This process consumes the proto-phylactery. If you are already a lich, you can instead create a backup phylactery for 10,000 gp, at which you reform if your normal phylactery is destroyed. This consumes the backup phylactery.
The Terminator is a stoic spirit of relentless death.
Gaining Favor: To gain the Terminator’s favor, you must engage in over 1 hour (600 combat rounds) of actual life-or-death battle in the same day, refusing to cease because of either fatigue or mercy. In addition to the battles themselves, this requires a Constitution check. If you succeed, you must swear an oath to never retreat from combat and to eschew all mercy, always killing unconscious, captured, or surrendered foes, regardless of extenuating circumstances.
Favored Locations: Arenas, fortifications under siege, places of violence.
Bloodless (Lesser, Su): You automatically stabilize when at negative hit points, and you are killed only if your negative hit point total exceeds double your Constitution score. In addition, you can allow the Terminator to gain 1 point of influence over you to automatically end any bleed or blood drain effect or effect with the pain descriptor. Doing so is not an action, so you can do this even if you are unconscious.
Emotionless Killer (Intermediate, Su): You are immune to emotion effects, including fear, but you can’t benefit from morale bonuses or bardic performances.
The Warmonger is a spirit of unbridled strife, inspiring others to throw their lives away in pursuit of hatred and vengeance.
Gaining Favor: To gain the Warmonger’s favor, you must intentionally incite a war or blood feud between two groups (which could be nations but don’t have to be) that results in at least 36 deaths. You must then swear an oath to never allow quarter or truce or to compromise with those who will not meet your demands, and succeed at a Charisma check.
Favored Locations: Barracks, battlefields, fortresses, throne rooms.
No Mercy (Lesser, Su): You can use spirit surge on your own attack rolls or those of allies within 30 feet who participated in your seance, as long as you have line of sight and line of effect. You can also use your spirit surge when an enemy takes an action that would provoke an attack of opportunity from you or such an ally who threatens that enemy. If you do so, you or an ally of your choice who threatens that enemy can make an attack of opportunity and add your spirit surge, and that attack of opportunity does not count against your normal limit for the round or your ally’s. When you use a spirit surge on an attack roll and the attack hits, the spirit surge benefit also applies to the damage roll.
Warmonger’s Way (Intermediate, Su): Add the following spells of spell levels you can currently cast to your list of spells known of those levels: 1st—command, murderous command; 2nd—rage, tactical acumen; 3rd—confusion, fear; 4th—battlemind link, song of discord. You can also use your spirit surge on concentration and caster level checks when you cast these spells.
Inspiring Call (Greater, Su): You gain the marshal’s intermediate spirit power of the same name, but you can activate it as a move action. This improves to a swift action if you have the legendary marshal legendary spirit power.
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.