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  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  1 
   
   
  Occult Secrets: The Spiritualist 
   
   
   
  Table of Contents 
  Examining the Spiritualist ............................................................................................... 2 
  Spiritualist Archetypes .................................................................................................... 3 
  Emotional Foci ............................................................................................................... 4 
  Other Focused Abilities ................................................................................................... 7 
  Spells ............................................................................................................................ 8 
  Feats ........................................................................................................................... 10 
  Occult Rituals .............................................................................................................. 11 
  Sample Spiritualists ...................................................................................................... 12 
   
   
  Credits 
   
  Author: Landon Winkler 
   
  Editor & Developer: Jeff Gomez 
   
  Publisher: Zenith Games 
   
   
  Cover Art: www.critical-hit.biz 
   
  Additional Art: David Lewis Johnson 
  Joyce Maureira, Miguel Santos, Nate Furman 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  2 
  Examining the Spiritualist 
  The spiritualist occupies a unique position between 
  life and death, serving as the anchor for a soul that 
  clings to its time among the living. The spiritualist 
  also plays a unique role with her own necromantic 
  spellcasting alongside the phantom’s scouting and 
  front-line combat. 
  Between the two of them, the spiritualist and 
  phantom have incredible flexibility and plentiful 
  storytelling opportunities. The phantom is far more 
  than a blank slate: it is a being with its own history, 
  personality, and motivations. It needs the spiritualist 
  to perpetuate its existence, just as the spiritualist 
  needs the phantom for its skills and abilities. 
   
  Parting the Veil 
  The priest looked up from his prayers as a hawk-headed figure 
  strode into the room. All horns and spines and spectral flesh, it 
  reached a boney hand toward him. 
   
   Abandoning his ritual, the priest called out for his mercenary 
  god’s power. Holy energy burned around the creature, but left it 
  unharmed as though it were not undead at all. 
   
   An eldritch voice hissed in the priest’s ear. “For crimes 
  against the veil and the cycle, you will be forgotten.” It seemed 
  likely, he realized, as he could not even remember his attacker’s 
  appearance from moment to moment or how the terrible wounds 
  on his body had opened. 
   
   A second voice, harsh and female, rolled from the hall. “Stone 
  Hawk, stop playing with the target.” The spectral form paused 
  its savagery, then tore the priest’s body brutally apart, sending 
  him hurtling towards the darkness beyond the world. But 
  perhaps, by the grace of his god, he would remember his crimes 
  before the final cold took him. 
   
   What happens when we die? It’s a question that’s 
  occupied philosophers and religious leaders since the 
  dawn of time, even those with the power to ask their 
  gods’ directly. Most learned folk know mortal souls 
  are judged and pass on to the planes to spend eternity 
  in their gods’ domains. But not every soul is willing 
  to pass on, and thus not every soul is judged. The 
  most common of these rebellious souls are the 
  undead, such as wraiths, ghosts, and haunts, but 
  others reject existence beyond the pale. 
   
   Phantoms are less known and even less understood, 
  manifesting in the mortal world through their bond 
  with spiritualists. Unlike true undead, phantoms 
  seem to have left the world and returned, speaking to 
  an even more terrifying level of strength. 
   
   Only phantoms with powerful emotions can 
  maintain their bond to the living world. As phantoms 
  grow older, some untangle their emotional ties or 
  find their emotions slowly fading. Others focus 
  inward, growing in intensity until they can no longer 
  take a coherent humanoid form. 
   
   For any spiritualist, possession by a phantom is life-
  altering. The reason a phantom chooses a specific 
  individual are as varied as they are significant.  Most 
  phantoms claim spiritualists on an instinctual level, 
  finding psychically gifted individuals able to tie them 
  to life. Although these instinctual bonds are often 
  formed with spiritualists who share the phantom’s 
  emotional focus, the strongest bonds are forged 
  between beings who balance one another. 
   
   A phantom may instead seek out someone it knew 
  in life. A phantom motivated by curiosity may bond 
  to a favored student or intellectual rival. Other 
  phantoms possess their descendants, sometimes 
  continuing on down through the generations. 
   
   In many cases, however, the origin of the bond 
  between a spiritualist and phantom is not 
  immediately apparent. One may know the reason 
  while the other is kept guessing, or the truth may 
  elude both beings until a moment of clarity strikes. 
  Phantoms are nothing if not complex. 
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  3 
  Spiritualist Archetypes 
  The dead bind themselves to the living in many ways, 
  some so strange they cannot be represented by the 
  standard spiritualist. Some spirits share totemic 
  powers, while others have been forgotten by time, 
  and a strange few are so unhinged they can’t even 
  hold a consistent physical form. 
   
  Forgotten 
  Tied to spirits that have vanished from history, the forgotten can 
  exploit gaps in the world’s memory. 
   
  The forgotten archetype is available only to the 
  spiritualist class. 
   
  CLASS SKILLS: A forgotten gains Stealth as a class 
  skill in place of Intimidate. This alters the 
  spiritualist’s class skills. 
   
  VEILED BONDED MANIFESTATION (SU): At 
  3rd level, a forgotten must choose either the veiled or 
  incorporeal form when using bonded manifestation. 
  She may not choose the ectoplasmic form. 
   Veiled Bonded Manifestation: When a spiritualist uses 
  this ability and chooses veiled form, she hides from 
  the world within the cracks of history. The forgotten 
  gains sneak attack +1d6. In addition, any creature 
  attempting to directly attack the forgotten or target 
  her with a spell must attempt a Will save (DC 10 + 
  1/2 the forgotten’s class level + the forgotten’s 
  Wisdom modifier). On a failed save, the creature 
  can’t follow through with the attack, spell or other 
  action; that part of its action is lost, and it can’t 
  attempt another such action until the start of its next 
  turn. Whether or not the creature succeeds on its 
  save, it may attack the forgotten normally for the next 
  24 hours. At 8th level, the forgotten’s sneak attack 
  increases to +3d6, and a creature who fails its save 
  against this effect is also denied its Dexterity bonus to 
  AC (if any) until the start of its next turn. At 13th 
  level, the forgotten is protected from divinations and 
  mind-affecting effects as though under the effects of 
  mind blank, and her sneak attack increases to +5d6. At 
  18th level, her sneak attack increases to +7d6. Any 
  creature that fails its Will save to target the forgotten 
  loses all memories of the forgotten’s appearance, 
  voice, and name as per modify memory. 
   This ability modifies Bonded Manifestation. 
   
  OBSCURE SIGNIFICANCE (SP): At 5th level, the 
  forgotten can wipe away the history from objects, 
  using obscure significance* at will as a spell-like ability 
  with a caster level equal to her class level. This 
  replaces detect undead. 
   
  INVISIBILITY (SP): At 9th level, the forgotten can 
  remove herself from sight as well as memory. She 
  gains the ability to use invisibility as a spell-like ability 
  once per day with a duration of 10 minutes. This 
  replaces see invisibility. 
   
  Poltergeist 
  Some spirits spend so long obsessing over their emotional foci 
  that they lose themselves, becoming mindless masses of emotion 
  and energy. The spiritualists bound to these mad entities 
  eventually learn to channel their wild forces. 
   
  POLTERGEIST BLAST (SU): A poltergeist can use 
  a telekinetic blast as a kineticist of the same level, 
  except that the damage dice of her blast is reduced 
  by one die type (d4 instead of d6 for the typical 
  poltergeist). At 2nd, 5th, 12th, and 17th level, she 
  gains an infusion wild talent that can modify 
  telekinetic blast. She uses her Wisdom modifier 
  instead of her Constitution modifier to determine her 
  damage with wild talents, the save DCs of 
  Constitution-based wild talents, and all other 
  Constitution-based effects of all her wild talents. 
   The poltergeist cannot accept burn. Whenever a 
  poltergeist would be required to accept burn, she 
  must instead sacrifice a spell slot of a level at least 
  equal to the total burn. For example, to use the many 
  throw infusion, the poltergeist would have to sacrifice 
  a 4th-level (or higher) spell slot. 
   This ability replaces phantom and bonded senses. 
   
  POLTERGEIST UTILITY (SU): At 4th, 6th, 12th, 
  and 14th level, a poltergeist gains a utility wild talent. 
  She must be of the appropriate level and meet the 
  prerequisites to take a wild talent. This ability 
  replaces spiritual interference, phantom recall, fused 
  consciousness, and spiritual bond. 
   
  COMPOSITE POLTERGEIST (SU): At 10th level, 
  a poltergeist gains access to the force composite blast, 
  except that the damage dice of this blast is reduced 
  by one die type (d4 instead of d6 for the typical 
  poltergeist). This replaces fused consciousness. 
   
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  4 
  Totem Bound 
  Chosen by a totem’s follower or a totem itself, these spiritualists 
  can call a totem’s power into themselves. 
   
  TOTEMIC FOCUS: The totem bound must select 
  the totemic emotional focus for her phantom. 
   
  TOTEMIC MANIFESTATION (SU): At 3rd level, 
  as a swift action, a totem bound can partially 
  manifest the totemic phantom in her own body. 
  When she does, she enhances her abilities while the 
  phantom is still bound to her consciousness. For the 
  totem bound to use totemic manifestation, the 
  phantom must be confined in the spiritualist’s 
  consciousness; it can’t be manifested in any other 
  way. 
   During the totemic manifestation, the phantom 
  can’t be damaged, dismissed or banished. A totem 
  bound can use totemic manifestation a number of 
  rounds per day equal to 3 + her spiritualist level. The 
  rounds need not be consecutive. She can dismiss the 
  totemic manifestation as a free action, but even if she 
  dismisses a bonded manifestation on the same round 
  that she used it, it counts as 1 round of use. 
   When a totem bound uses this ability, her phantom 
  pushes her physical abilities beyond her usual limits. 
  The totem bound takes a –2 penalty to AC, and gains 
  a +2 bonus on melee attack and damage rolls, 
  thrown weapon damage rolls, and to Will saving 
  throws. Totemic manifestation counts as rage for the 
  purposes of using rage powers, but unlike a normal 
  rage, this is not a mind-affecting effect and does not 
  prevent spellcasting. 
   At 3rd level, the totem bound can use her 
  phantom’s lesser totem ability in this state. At 8th 
  level, she can use the totem ability. And at 13th, she 
  can use the greater totem ability. At 18th level, the 
  totem bound’s bonuses to melee attack and damage 
  rolls, thrown weapon damage rolls, and Will saving 
  throws increase to +4. 
   This ability replaces bonded manifestation. 
   
  DUAL MANIFESTATION (SU): At 17th level, the 
  totem bound can use her totemic manifestation 
  ability a number of rounds per day equal to 3 + twice 
  her spiritualist level. 
   
  Emotional Foci 
  There are many reasons for spirits to cling to life in 
  the Material Plane. Some are attached to their 
  descendants, a location, or their tribe. Others simply 
  need to learn everything there is to know, whether in 
  this world or the next. 
   
  Ancestral 
  A visitation by an ancestor is a cause for celebration in many 
  cultures—but even those societies often reject the unnatural aid 
  of ancestral phantoms. These phantoms watch over their 
  descendants, including the spiritualist. Ancestral phantoms 
  naturally share some physical traits with their descendants. 
  Those physical traits are vibrant, easily recognizable within the 
  phantom’s faded echo. 
   
  SKILLS: The phantom gains a number of ranks in 
  Knowledge (history) and Sense Motive equal to its 
  number of Hit Dice. While confined in the 
  spiritualist’s consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills. 
   
  GOOD SAVES: Fortitude and Will. 
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  5 
  ANCESTRAL 
  AID: 
  Whenever 
  the 
  phantom 
  successfully performs an aid another action, it grants 
  a +4 bonus instead of the usual +2. 
   
  ANCESTRAL STRIKE (SU): Each time the 
  phantom hits a creature with a melee attack, that 
  creature takes a –2 penalty on all attack rolls against 
  the spiritualist for 1 round. The duration stacks with 
  multiple attacks. 
   
  TIME TESTED (SU): When the spiritualist reaches 
  7th level, the phantom retains magical auras longer. 
  Whenever the spiritualist casts a spell with the 
  phantom as its sole target, the spell is extended as if 
  under the effects of the Extend Spell metamagic feat 
  (the spell doesn’t require higher-level slots). 
   
  RECALLED SPELL (SU): When the 
  spiritualist reaches 12th level, her 
  phantom can temporarily recall ancient 
  magic. Once per day, the phantom can 
  begin casting any spell from the 
  cleric/oracle, 
  psychic, 
  or 
  sorcerer/wizard spell list as a standard 
  action. The spiritualist can finish casting 
  that spell within 1 round as if it were one 
  of her spiritualist spells known, using the 
  spell’s 
  normal 
  casting 
  time 
  and 
  expending a spiritualist spell slot of the 
  same spell level to cast the desired spell. 
  The spirit must be fully manifested to 
  perform its half of the spell. If the 
  spiritualist does not complete casting the 
  spell within 1 round, the spell is lost (but 
  does not expend a spell slot) and the use 
  of this ability is expended. 
   
  DUAL RECALL (SU): When the 
  spiritualist reaches 17th level, her 
  phantom can use the recalled spell 
  ability twice per day. 
   
  Curiosity 
  Trapped by a lust for knowledge, some spirits 
  are unable to accept their fate and pass on to the afterlife. 
  Phantoms with this focus join with their spiritualist to gain 
  what knowledge they couldn’t accumulate in life. Curiosity 
  phantoms often have freakishly large eyes or cover their flesh in 
  shifting letters. When they speak, it is to whisper 
  conspiratorially or proclaim the truth. 
   
  SKILLS: At the start of each day when the spiritualist 
  regains spell slots, she chooses two Knowledge skills. 
  The phantom gains a number of ranks in these skills 
  equal to its number of Hit Dice. While confined in 
  the spiritualist’s consciousness, the phantom grants 
  the spiritualist Skill Focus in each of these skills. 
   
  GOOD SAVES: Reflexes and Will. 
   
  PHANTOM’S KNOWLEDGE: The phantom adds 
  half its Hit Dice (minimum 1) to all Knowledge 
  checks. 
  While 
  confined 
  in 
  the 
  spiritualist’s 
  consciousness, the phantom grants her this bonus 
  instead. 
   
  INQUIRING STRIKE (SU): 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 the 
  phantom learns the creature’s surface 
  thoughts, as detect thoughts. 
   
  EXPLORER’S DRIVE (SU): When the 
  spiritualist reaches 7th level, the phantom 
  is capable of exploring longer in 
  incorporeal form. It can move more than 
  100 feet away or out of line of effect from 
  the spiritualist for a number of rounds 
  equal to twice the spiritualist’s level before 
  the tether breaks. 
   
  DELVING STRIKE (SU): When the 
  spiritualist 
  reaches 
  12th 
  level, 
  the 
  phantom gains more knowledge from its 
  inquiring strike. In addition to surface 
  thoughts, it learns about creature as 
  though the phantom rolled a 20 on an 
  appropriate Knowledge check to identify 
  a monster’s strengths and weaknesses. 
   
  PRESCIENT CURIOSITY (SU): When 
  the spiritualist reaches 17th level, the 
  phantom can call on its knowledge to 
  foresee one moment. Once per day, it gains a bonus 
  to one roll as it had cast moment of prescience. The 
  phantom uses its Hit Dice as its caster level for this 
  effect. 
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  6 
  Location 
  Connection to a home or a nation’s soil are among the most 
  powerful bonds, sometimes transcending even those of blood. 
  Location phantoms are still tied to a place dear to them in life, 
  drawing power from the ground and the memories built there. 
  They wear these bonds on their physical form, small bits of that 
  terrain woven into their being. Scholars unfamiliar with these 
  phantoms often mistake them for fey or kami. 
   
  SKILLS: The phantom gains a number of ranks in 
  Knowledge (geography) and Survival equal to its 
  number of Hit Dice. While confined in the 
  spiritualist’s consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills. 
   
  GOOD SAVES: Fortitude and Reflex. 
   
  TRACKING: The phantom adds half its number of 
  Hit Dice (minimum 1) to Survival skill checks made 
  to follow tracks. 
   
  SNARING STRIKE (SU): Upon creation, a location 
  phantom must choose a home terrain type (select 
  from the ranger’s favored terrain list). Once made, 
  this choice cannot be changed. 
   Each time the phantom hits a creature with its 
  melee attack, the creature must succeed at a Reflex 
  save (DC = 10 + 1/2 the phantom’s Hit Dice + the 
  phantom’s Charisma modifier) or be entangled for 
  one round. The entangling material is drawn from 
  the phantom’s home terrain. If the target is within 
  the phantom’s home terrain, the creature is also 
  anchored in place, preventing movement. 
   
  TERRAIN 
  KNOWLEDGE 
  (SU): 
  When 
  the 
  spiritualist reaches 7th level, the phantom gains 
  insight into its home terrain. It gains a +2 bonus on 
  initiative checks and Perception, Stealth, and 
  Survival checks while in its home terrain. This bonus 
  increases to +4 when the spiritualist reaches 12th 
  level, and +6 when she reaches 17th level. While 
  confined in the spiritualist’s consciousness, the 
  phantom grants her this bonus instead. 
   
  FAVORED TRAVEL (SP): When the spiritualist 
  reaches 12th level, once per day the phantom may 
  move itself and other willing creatures between areas 
  of its home terrain as the greater teleport spell. If this 
  puts the phantom beyond the range of the 
  spiritualist’s etheric tether, the tether is immediately 
  broken. The phantom uses its Hit Dice as its caster 
  level for the effect, and the DC of the effect is 10 + 
  1/2 the phantom's Hit Dice + the phantom's 
  Charisma modifier. 
   
  LIVING TERRAIN (SU): When the spiritualist 
  reaches 17th level, the phantom can create a shell of 
  earth around itself whenever it manifests in 
  ectoplasmic form. This shell resembles the ground of 
  its home terrain (sand for desert, sod for plains, and 
  so on), but the phantom does not need to be in its 
  home terrain to activate this ability. While the shell is 
  intact, the phantom’s damage reduction is increased 
  by 5 and its size is increased by one step. After a 
  phase lurch the shell is disrupted, but the phantom 
  may rebuild it as a full-round action. 
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  7 
  Totemic 
  Totems pass between the realms of the living and the dead, 
  making them a frequent focus for phantoms. Some phantoms are 
  even bound totems themselves, particularly those totems whose 
  tribes have been wiped out. Totemic phantoms carry physical 
  signs of their totem, which become all the more prominent during 
  battle. Most prefer not to speak to the uninitiated, working only 
  with their spiritualist. 
   
  SKILLS: The phantom gains a number of ranks in 
  Knowledge (religion) and Survival equal to its 
  number of Hit Dice. While confined in the 
  spiritualist’s consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills. 
   
  GOOD SAVES: Fortitude and Reflex. 
   
  TOTEM’S FURY: The phantom gains a +2 bonus 
  on melee attack rolls, melee damage rolls, thrown 
  weapon damage rolls, and Will saving throws. It also 
  takes a –2 penalty to Armor Class. For the purposes 
  of rage powers, the phantom is considered to be in 
  rage for the duration of each combat. 
   
  LESSER TOTEM (SU): The phantom gains a lesser 
  totem power from the rage power list. 
   
  TOTEM (SU): When the spiritualist reaches 7th 
  level, the phantom gains the totem power associated 
  with its lesser totem. 
   
  GREATER TOTEM (SU): When the spiritualist 
  reaches 12th level, the phantom gains the greater 
  totem power associated with its lesser totem. 
   
  IMPROVED FURY (SU): When the spiritualist 
  reaches 17th level, the bonuses from totem’s fury 
  increase to +4. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Other Focused Abilities 
  Certain spiritualist-related abilities change based on 
  the phantom’s emotional focus. Add the following to 
  these character options for spiritualists. 
   
  Emotional Conduit (Feat) 
  ANCESTRAL: 1st—burst of insight, 2nd—owl’s wisdom, 
  3rd—dispel magic, 4th—tongues, 5th—death ward, 6th—
  greater dispel magic. 
   
  CURIOSITY: 1st—object reading, 2nd—analyze aura, 
  3rd—scrying, 4th—speak with dead, 5th—remote viewing, 
  6th—greater scrying. 
   
  LOCATION: 1st—entangle, 2nd—protection from energy, 
  3rd—ectoplasmic snare, 4th—poison, 5th—commune with 
  nature, 6th—find the path. 
   
  TOTEMIC: 1st—enlarge person, 2nd—rage, 3rd—haste, 
  4th—freedom of movement, 5th—mass enlarge person, 
  6th—mass bull’s strength. 
   
  Fractured Mind (Archetype) 
  ANCESTRAL: ancient guidance* (5th), spiritual weapon 
  (7th), bless (9th), spell immunity (16th) 
   
  CURIOSITY: comprehend languages (5th), detect thoughts 
  (7th), psychic reading (9th), mind probe (16th) 
   
  LOCATION: longstrider (5th), bear’s endurance (7th), 
  speak with animals (9th), teleport (16th) 
   
  TOTEMIC: burst of adrenaline (5th), rage (7th), true strike 
  (9th), spiritual ally (16th) 
   
  Spirit-Bound Blade (Spell) 
  ANCESTRAL: The weapon also gains the benevolent 
  special ability. 
   
  CURIOSITY: The weapon also gains the cunning 
  special ability. 
   
  LOCATION: The weapon also gains the huntsman 
  special ability. 
   
  TOTEMIC: The weapon also gains the furious special 
  ability.  
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  8 
  Spells 
  The power of the spiritualist lend itself to certain 
  strange veins of magic, drawing on the power and 
  wisdom of their phantoms. Their connection to the 
  gates of death also allows them to pierce souls, 
  damaging mortals and the spirits that walk with 
  them. 
   
  ANCIENT GUIDANCE 
  School divination; Level bard 1, medium 1, 
  shaman 1, spiritualist 1 
  CASTING 
  Casting Time 1 swift action 
  Components V, S 
  EFFECT 
  Range personal 
  Target you 
  Duration 1 round 
  Saving Throw no; Spell Resistance no 
  DESCRIPTION 
  You call on the wisdom of ancient spirits, gaining a 
  small boon from their knowledge for a single round. 
   When you cast this spell, select one of the following 
  effects: 
  ● Choose a weapon. You are proficient in that 
  weapon for the duration. 
  ● Choose a skill. That skill is a class skill for the 
  duration. If you do not have any ranks in that 
  skill, you gain 1 rank in that skill for the 
  duration. 
  ● Choose a cantrip from the sorcerer/wizard 
  spell list, a knack from the psychic spell list, or 
  an orison from the cleric/oracle spell list. Add 
  that spell to your spells known for the duration. 
   
  DETONATE PHANTOM 
  School evocation; Level spiritualist 4  
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Area 30-ft.-radius burst 
  Duration 1 round/level 
  Saving Throw Reflex partial; Spell Resistance 
  yes 
  DESCRIPTION 
  You cause a fully manifested and willing phantom 
  within range to explode from within, showering the 
  area with burning ectoplasm. The phantom takes no 
  damage, but is immediately banished to the Ethereal 
  Plane, and all creatures within 30 feet of its last 
  position take 1d6 points of damage for each Hit Die 
  the phantom possessed. This damage is half 
  bludgeoning and half fire damage. 
   The phantom’s spiritualist retains a connection to 
  the ectoplasm even after the phantom is gone. The 
  ectoplasm clinging to the spell’s targets can deliver 
  her touch spells (as the phantom in incorporeal form). 
  A creature affected by the spell may remove the 
  clinging ectoplasm as a standard action, ending this 
  effect. 
   Targets who succeed at their Reflex saves take half 
  damage and are not affected by the clinging 
  ectoplasm. 
   
   
   
   
   
   
   
   
   
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  9 
  ECTOPLASMIC HARVEST 
  School necromancy; Level spiritualist 3  
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one incorporeal creature or haunt 
  Duration instantaneous 
  Saving Throw Will half; Spell Resistance yes 
  DESCRIPTION 
  You can tear ectoplasmic material from incorporeal 
  creatures or manifested haunts to reinforce your 
  phantom. The target takes 1d6 points of damage per 
  two caster levels (maximum 10d6). If you have a 
  phantom fully manifested or residing in your 
  consciousness, you may heal the phantom for an 
  amount equal to the damage dealt.  
   
  PHANTOM CHARGE 
  School necromancy; Level spiritualist 0 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration instantaneous 
  Saving Throw no; Spell Resistance no 
  DESCRIPTION 
  You temporarily call your phantom from your 
  consciousness to make a single attack at range. This 
  attack is resolved as single slam attack as if the 
  phantom were in ectoplasmic form (or incorporeal 
  form if attacking an incorporeal target). Your 
  phantom must be housed within your consciousness 
  to make this attack. 
   The phantom passes through all intervening 
  squares in a straight line, as though charging. It 
  ignores difficult terrain, but does provoke attacks of 
  opportunity as normal. After the attack, your 
  phantom returns to your consciousness. 
   This spell has no effect if you don’t have a phantom 
  or the phantom is not confined to your consciousness. 
   
  PIERCE SOUL I 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 1, spiritualist 1  
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature and any entities sharing 
  its consciousness 
  Duration instantaneous 
  Saving Throw Will half; Spell Resistance yes 
  DESCRIPTION 
  You expose the target’s mind and soul to a glimpse 
  of death. This attack deals 1d4 points of damage per 
  caster level (maximum 5d4).  
   If a target creature is sharing its consciousness with 
  another, such as a phantom confined to a 
  spiritualist’s consciousness or a possessing entity, the 
  attack deals damage to both the primary target and 
  to those creatures sharing its consciousness. In the 
  case of a possessing entity that does not have hit 
  points (such as an intelligent magic item), the primary 
  target can attempt a new saving throw against the 
  entity’s possession. 
   This attack has no effect on undead creatures or 
  creatures without an Intelligence score. 
   
  PIERCE SOUL II 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 2, spiritualist 2 
  This functions as pierce soul I, but the targets take 1d6 
  points of damage per caster level (maximum 5d6). 
  This spell can be undercast. 
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  10 
  PIERCE SOUL III 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 3, spiritualist 3 
  This functions as pierce soul II, but the primary target 
  must immediately attempt new saving throws against 
  all mind-affecting or possession effects that allow 
  them (even if those effects are harmless). You may 
  choose to spare the primary target of any damage. 
  This spell can be undercast. 
   
  PIERCE SOUL IV 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 4, spiritualist 4 
  This functions as pierce soul III, but the targets take 
  1d6 points of damage per caster level (maximum 
  10d6). This spell can be undercast. 
   
  PIERCE SOUL V 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 5, spiritualist 5 
  This functions as pierce soul III, but the targets take 
  1d6 points of damage per caster level (maximum 
  15d6). This spell can be undercast. 
   
  PIERCE SOUL VI 
  School 
  necromancy 
  [mind-affecting]; 
  Level 
  psychic 6, spiritualist 6 
  This functions as pierce soul V, but any additional 
  targets are banished to the ethereal plane if they fail 
  their save. Phantoms can return as normal after 24 
  hours, but other types of possessing entities must find 
  their own way back (as plane shift). This spell can be 
  undercast. 
   
  OBSCURE SIGNIFICANCE 
  School illusion (glamer); Level occultist 1, psychic 
  1, spiritualist 1  
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Target one object touched weighing up to 5 
  lbs./level 
  Duration 1 day/level (D) 
  Saving Throw no; Spell Resistance no 
  DESCRIPTION 
  You alter an item’s aura so that it registers to the 
  psychometry psychic skill unlock, detect psychic 
  significance, and similar spells and abilities as though it 
  were of no significance. If a creature casts object reading 
  on the object and the caster succeeds at a Will save, 
  she recognizes the deception and finds the object’s 
  actual significance. 
   
  Feats 
  Spiritualists have a unique opportunity to learn from 
  the past, but they are not the only ones who can 
  benefit from a phantom’s presence. 
   
  BONDED MOVEMENTS 
  Your phantom helps you avoid being surprised or flanked. 
  Prerequisites: Bonded senses class feature 
  Benefit: While you are using bonded senses, neither 
  you nor your phantom are surprised or flanked unless 
  you are both surprised or flanked. 
   
  CLEANSING RECALL 
  Your phantom’s return purges negative mental effects. 
  Prerequisites: Phantom recall class feature, 
  shared consciousness class feature 
  Benefit: When you use phantom recall to call your 
  phantom back into your consciousness, you 
  immediately receive another saving throw (if one was 
  allowed to begin with) against any number of 
  ongoing mind-affecting spells or effects. If successful, 
  the spell or effect ends on you. 
  Special: If your shared consciousness class ability 
  provides a bonus to saving throws against other types 
  of effects, this feat applies to those effects as well. 
   
  EXTRA BONDED MANIFESTATION 
  You can use your bonded manifestation more often. 
  Prerequisite: Bonded manifestation class feature 
  Benefit: You can use bonded manifestation for 3 
  additional rounds per day. 
  Special: You can take this feat multiple times. Its 
  effects stack. 
   
  PHANTOM INSIGHT 
  A lifetime of experience lets you draw on past skills. 
  Prerequisites:  Phantom class feature, shared 
  consciousness class feature 
  Benefit: The skills granted by your phantom’s 
  emotional focus always count as class skills for you. 
  When 
  the 
  phantom 
  is 
  confined 
  in 
  your 
  consciousness, you can also take 10 on those skills, 
  even when distracted or threatened. 
   
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  11 
  SHARED TETHER (TEAMWORK) 
  You share phantoms’ etheric tethers. 
  Prerequisite: Knowledge (planes) 1 rank 
  Benefit: When you are near the phantom of an ally 
  who also has this feat, the phantom measures its 
  distance and line of sight from either its spiritualist or 
  you, whichever the phantom prefers. The spiritualist 
  can still sacrifice hit points to prevent damage to the 
  phantom. 
   
  SPIRITUAL ADOPTION (COMBAT) 
  You’ve learned to accept the aid of phantoms. 
  Prerequisites: Psychic Sensitivity or the ability to 
  cast psychic spells, base attack bonus +4 
  Benefit: When you are within reach of a friendly 
  ectoplasmic manifested phantom, you gain a shield 
  bonus to AC and a circumstance bonus to saving 
  throws as though you were that phantom’s 
  spiritualist. 
   
  Occult Rituals 
  Although many spiritualists are forged by accidents 
  or chosen by their phantoms, some gain their power 
  through occult rituals. 
    
  CHILD’S GUARDIAN 
  School necromancy; Level 6 
  Casting Time 60 minutes 
  Components V, S, M (holy or unholy water), F 
  (pair of ivory bracelets worth 2,500 gp each) 
  Skill Checks Heal DC 24; Knowledge (nobility) 
  DC 24, 2 successes; Knowledge (religion) DC 24, 3 
  successes 
  Range touch 
  Target one creature 
  Duration permanent 
  Saving Throw Will negates (harmless); SR yes 
  (harmless) 
  Backlash The caster takes 1 temporary negative 
  level (DC = 16 + primary caster’s Charisma bonus 
  to remove after the first day) and is exhausted for as 
  long as the negative level lasts. 
  Failure The caster takes 1 permanent negative level. 
  Effect: The caster imbues one of his children with a 
  special protection: the caster himself as a phantom 
  after his death. The child can be unwilling, but must 
  be helpless if that is the case. 
   The child cannot take levels in the spiritualist or 
  summoner class while the caster is alive. When the 
  caster dies, he cannot be raised by any means. At that 
  point, the child immediately gains one level of the 
  spiritualist class with the caster as an ancestral* 
  phantom. If the child had class levels, she must 
  immediately retrain one of them to spiritualist (see 
  Pathfinder RPG Ultimate Campaign). 
   This effect can be removed as though it were a 
  curse, but it also fades immediately if the caster 
  performs this ritual again on a different child. 
   
  COMMAND THE FORGOTTEN 
  School conjuration (calling); Level 4 
  Casting Time 60 minutes 
  Components V, M (blood from the primary 
  caster), F (a silver mirror worth 50 gp) 
  Skill Checks Bluff DC 19, 2 successes; Knowledge 
  (history) DC 19, 2 successes 
  Range primary caster 
  Duration instantaneous 
  Backlash All casters become exhausted 
  Failure A soulsilver (Pathfinder RPG Bestiary 4) rises 
  from the mirror. Participants in the ritual who are 
  killed by the soulsilver join the forgotten and cannot 
  be returned to life by magic short of miracle or wish. 
  Effect: At the site of an unmarked grave on the night 
  of the full moon, the caster calls out to an ancient 
  queen who murdered hundreds or thousands of her 
  subjects during her reign, their names and histories 
  erased to hide the extent of her depravity. 
   Upon completion of the ritual, the queen lends one 
  of her forgotten subjects to the primary caster. The 
  caster may immediately retrain (see Ultimate 
  Campaign) one level of an NPC class to spiritualist with 
  the forgotten* archetype. A caster who is already a 
  spiritualist may immediately gain the forgotten* 
  archetype. 
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  12 
  Sample Spiritualists 
  Some spiritualists seek out the ways of the occult, 
  while others have their path thrust upon them. Below 
  are two spiritualists, one from each camp. 
   
  KALARI, VENGEFUL SURVIVOR, CR 7 
  XP 3,200 
  Female human totem bound* spiritualist 8 
  NE Medium humanoid (human) 
  Init +1; Senses Perception +2 
  DEFENSE 
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) 
  hp 52 (8d8+16) 
  Fort +8, Ref +4, Will +9  
  Defensive Abilities spiritual interference 
  OFFENSE 
  Speed 30 ft. 
  Melee +1 scythe +10/+5 (2d4+13/x4) 
  Special Attacks phantom recall (1/day), totemic 
  manifestation (10 rounds/day)  
  Spiritualist Spell-Like Abilities (CL 8th) 
     At will—detect undead 
     1/day—calm spirit (DC 12) 
  Spiritualist 
  Spells 
  Known 
  (CL 
  8th; 
  concentration +11) 
     3rd (2/day)—bestow curse (DC 15), blindness/deafness 
  (DC 15), ectoplasmic harvest* (DC 15), haste 
     2nd (5/day)—detect thoughts (DC 14), invisibility, pierce 
  soul II* (DC 14), rage, resist energy 
     1st (5/day)—alarm, ancient guidance*, doom (DC 13), 
  enlarge person, magic fang, remove fear 
     0 (at will)—bleed (DC 12), detect magic, detect psychic 
  significance, grave words, light, phantom charge* 
  TACTICS 
  During Combat At the start of combat, Kalari 
  casts haste on herself, Stone Hawk, and any allies. 
  Kalari prefers to fight side-by-side with Stone Hawk 
  to gain the benefits of spiritual interference, but she 
  isn’t too proud to let the totem cover her retreats. 
  Otherwise, if Stone Hawk seems in danger of being 
  banished (or Kalari is subjected to mind-affecting 
  effects), she pulls Stone Hawk back into her 
  consciousness with phantom recall and activates 
  totemic manifestation. 
  STATISTICS 
  Str 18, Dex 13, Con 12, Int 8, Wis 14, Cha 10 
  Base Atk +6; CMB +10; CMD 21 
  Feats Cleansing Recall*, Emotional Conduit, Power 
  Attack, Skill Focus (Knowledge [religion], Survival)B, 
  Toughness, Weapon Focus (scythe) 
  Skills Heal +13, Intimidate +11, Sense Motive +13, 
  Survival +10 
  Languages Common 
  SQ bonded senses (8 rounds/day), etheric tether, 
  phantom 
  (Stone 
  Hawk, 
  totemic), 
  shared 
  consciousness 
  Combat Gear potion of fly; Other Gear +1 chain 
  shirt, +1 scythe, cloak of resistance +1, bedroll, belt 
  pouch, flint and steel, trail rations (15 days), 
  waterskin 
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  13 
  STONE HAWK (KALARI’S PHANTOM) 
  NE Medium outsider (phantom) 
  Init +7; Senses darkvision 60 ft.; Perception +0 
  DEFENSE 
  AC 19, touch 11, flat-footed 16 (+8 natural, +3 Dex, 
  –2 fury) or 
     AC 22, touch 22, flat-footed 17 (+9 deflection, +2 
  dodge, +3 Dex, –2 fury) in incorporeal form 
  hp 53 (6d10+18) 
  Fort +7, Ref +8, Will +2 
  Defensive Abilities fiend totem; DR 5/magic 
  OFFENSE 
  Speed 30 ft. 
  Melee 2 slams +9/+4 (1d8+3), horns +9 (1d8+3)  
  Special Attacks totem’s fury, lesser fiend totem, 
  magic attacks 
  TACTICS 
  During Combat Stone Hawk likes to be in the 
  center of things, trying to keep Kalari and any enemy 
  spellcasters within reach, and revels in the damage 
  her fiend totem spines deal those who attack her. 
  STATISTICS 
  Str 12, Dex 17, Con 14, Int 7, Wis 10, Cha 16 
  Base Atk +6; CMB +7 (ectoplasmic), +6 
  (incorporeal); 
  CMD 
  18 
  (ectoplasmic), 
  27 
  (incorporeal) 
  Skills Intimidate +12, Knowledge (religion) +7, 
  Stealth +12, Survival +9 
  Feats Combat Reflexes, Improved Initiative, 
  Toughness 
  SQ deliver touch spells (30 ft.), link, phase lurch, 
  share spells 
   
  As a young girl, Kalari watched as necromantic 
  rivals butchered her tribe and turned her friends 
  and family into undead. In the intervening years, 
  her quest for vengeance has twisted her and the 
  tribe’s totem, Stone Hawk. Both are increasingly 
  tainted by fiendish influences; the proud hawk-
  headed warrior totem now grows horns and spines 
  as its fury grows. Kalari can be a dangerous ally for 
  heroes fighting necromancers, but is just as likely to 
  be found hunting civilized humanoids to keep them 
  out of the wild lands. 
   
   
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  14 
  DARAG CHAINWALKER, WARDEN OF THE 
  FORGOTTEN , CR 14 
  XP 38,400 
  Male dwarf forgotten* spiritualist 15 
  LN Medium humanoid (dwarf) 
  Init +3; Senses darkvision 60 ft.; Perception +28 
  DEFENSE 
  AC 21, touch 10, flat-footed 21 (+5 armor, +1 
  deflection, –1 Dex) 
  hp 127 (15d8+60) 
  Fort +13, Ref +4, Will +14; +2 vs. poison, spells, 
  and spell-like abilities 
  Defensive Abilities defensive training, greater 
  spiritual interference 
  OFFENSE 
  Speed 20 ft. 
  Melee 
  +2 
  adamantine 
  battleaxe 
  +13/+8/+3 
  (1d8+2/x3) 
  Special 
  Attacks 
  bonded 
  manifestation 
  (21 
  rounds/day), hatred, phantom recall (1/day) 
  Spiritualist Spell-Like Abilities (CL 15th) 
     At will—obscure significance* 
     1/day—invisibility (10 minutes) 
     3/day—calm spirit (DC 12) 
  Spiritualist 
  Spells 
  Known 
  (CL 
  15th; 
  concentration +20) 
     5th (4/day)—break enchantment, call spirit (DC 20), 
  feeblemind (DC 20), locate creature, remote viewing, pierce 
  soul V* (DC 20) 
     4th (5/day)—detonate phantom* (DC 19), dimension 
  door, inflict critical wounds (DC XX), freedom of movement, 
  speak with dead 
     3rd (6/day)—bestow curse (DC 18), cure serious wounds, 
  dispel magic, ectoplasmic harvest* (DC 18), phantom steed, 
  scrying 
     2nd (6/day)—analyze aura, cure moderate wounds, detect 
  thoughts (DC 17), emotive block (DC 17), inflict moderate 
  wounds (DC 17), inflict pain (DC 17), touch of idiocy 
     1st (7/day)—cause fear (DC 16), comprehend languages, 
  detect chaos, detect undead, object reading, protection from 
  chaos, psychic reading 
     0th (at will)—detect magic, detect psychic significance, 
  grave words, guidance, phantom charge*, read magic 
  TACTICS 
  Before Combat Darag prefers to attack from 
  ambush, using invisibility to make sure his first attack 
  is a surprise. 
  During Combat If his phantom is fully manifested, 
  he uses it to distract enemies while he uses spells like 
  feeblemind and pierce soul from range. Otherwise, he 
  uses his veiled bonded manifestation and targets 
  anyone he can successfully sneak attack. 
  STATISTICS 
  Str 10, Dex 8, Con 18, Int 14, Wis 20, Cha 11 
  Base Atk +11; CMB +11; CMD 20 (24 vs. bull 
  rush or trip) 
  Feats Combat Casting, Emotional Conduit, Extra 
  Bonded Manifestation*, Improved Initiative, Logical 
  Spell, Outflank, Skill Focus (Knowledge [arcana, 
  local]B, Stealth), Vigilant Phantom 
  Skills Knowledge (arcana) +32, Knowledge (local) 
  +32, Perception +20 (+28 when phantom is in reach, 
  +22 to notice unusual stonework), Profession 
  (barrister) +23, Sense Motive +23, Stealth +28; 
  Racial 
  Modifiers 
  +2 
  Appraise 
  to 
  assess nonmagical metals or gemstones, +2 
  Perception to notice unusual stonework 
  Languages 
  Common, 
  Dwarven, 
  Terran, 
  Undercommon 
  SQ bonded senses (15 rounds/day), etheric tether, 
  fused consciousness, phantom (Nameless Seeker, 
  curiosity), shared consciousness 
  Combat Gear merciful metamagic rod, scroll of dispel 
  magic; Other Gear +2 shadow studded leather, +2 
  adamantine battleaxe, belt of mighty constitution +4, cloak of 
  resistance +2, ring of protection +1, book of dwarven law, 
  ink, flask of brandy, note paper, quill 
   
  
    
     
  Occult Secrets: The Spiritualist 
   
  Landon Winkler, Zenith Games 
  15 
  NAMELESS SEEKER (DARAG’S PHANTOM) 
  LN Medium outsider (phantom) 
  Init +6; Senses darkvision 60 ft.; Perception +0 
  DEFENSE 
  AC 30, touch 16, flat-footed 24 (+14 natural, +6 
  Dex) or 
     AC 34, touch 34, flat-footed 26 (+16 deflection, +2 
  dodge, +6 Dex) in incorporeal form 
  hp 90 (12d10+24) 
  Fort +5, Ref +14, Will +8 
  OFFENSE 
  Speed 30 ft., fly 40 ft. (good) in incorporeal form 
  Melee 2 slams +18 (3d6+1/19–20) 
  Special Attacks delving strike*, magic attacks, 
  inquiring strike* 
  TACTICS 
  During Combat If Darag is forced into melee, the 
  phantom will move to flank with him using Outflank. 
  STATISTICS 
  Str 12, Dex 22, Con 13, Int 8, Wis 10, Cha 19 
  Base Atk +12; CMB +13 (ectoplasmic), +12 
  (incorporeal); 
  CMD 
  29 
  (ectoplasmic), 
  44 
  (incorporeal) 
  Skills Intimidate +19, Knowledge (arcana, local, 
  planes) +20, Stealth +21 
  Feats 
  Combat 
  Reflexes, 
  Improved 
  Critical, 
  Improved 
  Natural 
  Attack 
  (slam), 
  Outflank, 
  Toughness, Weapon Finesse 
  SQ deliver touch spells (60 ft.), devotion, explorer’s 
  drive*, link, share spells 
   
  Under dwarven law, those who break fundamental 
  laws are struck from history. The Chainwalker 
  family is responsible for remembering these figures 
  and making certain others do not make the same 
  mistakes. Darag is the presumptive next head of the 
  family, being their most powerful warden and 
  under a hundred years old. However, for now he 
  spends his time enforcing laws inside and outside of 
  dwarven settlements. He considers all of those who 
  tamper with the boundaries of life and death, even 
  clerics who resurrect followers of other gods, to fall 
  under his judgment. 
   
   
   
  
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  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
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  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 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Zenith Games/Occult Secrets - The Spiritualist.pdf