Whether you’re a grim avenger fighting alongside your phantom ally, a mystic master of the realms beyond communing with departed souls, or a twisted necromancer enslaving unwilling spectres, the Spiritualist will add spooky ambiance and unorthodox tactics to any adventuring party. Like many of the new Occult classes, the Spiritualist is surprisingly open-ended and filled with possibility. Soon you’ll be switching your phantom from ectoplasmic to incorporeal manifestations like a pro, or sprouting slime tentacles and eviscerating your foes with a rusty scythe (yes, that’s a thing you can do). This guide will help you sift through your options, understand the weirdness of your tethered phantom pal, and hopefully give you some character inspiration for this amazingly flavorful and fun class. You have to juggle psychic casting, understanding the various states your phantom can be in, and keep track of lots of odd bonuses and modifiers as your ghost buddy enters and exits your head. Not actually undead, the phantom is a strange ethereal outsider with many of the iconic powers and abilities of a proper ghost.Īt first blush, the Spiritualist seems quite complex, with a steep learning curve. In addition, the Spiritualist commands the services of a Phantom, a departed soul that refuses to go to the afterlife for any number of reasons. The Spiritualist is a spooky psychic spellcaster your powers lean towards the necromantic, as your mind allows you to channel the powers of life and death. It is a ‘buddy’ class, like the Summoner and the Hunter before it, and thus has double the new rules to wrap your head around. The phantom can use this ability in either ectoplasmic or incorporeal form.Of the six new classes introduced in Occult Adventures, the Spiritualist might be the most complex. 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 modif ier. When the spiritualist reaches 17th level, once per day as a standard action, the phantom can emit a single angry wail that acts as wail of the banshee. When the spiritualist reaches 18th level, a phantom using ferocious mien also gains the frightful presence extraordinary ability (Bestiary 300 range 30 feet, duration 5d6 rounds). ![]() This effect lasts for 1 round per class level of the spiritualist. It becomes one size category larger than its current size, as affected by an enlarge person spell, and grows fiercer in combat, as if affected by a rage spell. When the spiritualist reaches 12th level, once per day as a swift action, a phantom in ectoplasmic form can grow more ferocious and frightening. The phantom can use this ability in either ectoplasmic or incorporeal form. Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC. When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot-radius aura of fury. ![]() The phantom also gains Power Attack as a bonus feat. It deals slam damage as a creature one size category larger than its current size. ![]() Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.Ī phantom with this focus deals more damage with its slam attacks. Strength Focus: The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills. Skills: The phantom gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. Many times, these phantoms exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth. Phantoms with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Phantoms with this emotional focus are filled with seething anger from events in their past lives.
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