Occult Origins
Occult Origins
Occult Origins
Planes of Occult Power
The Astral Plane
Medium Spirits: The spirits invoked by
mediums are powerful reverberations in the Astral
Plane left by the passing of one or many significant
figures in history. The Astral Plane records such
legends in the form of fleeting ghostly figures,
eerily human-shaped stone masses, or powerful PLANE OF WATER PLANE OF FIRE
reflections known as psychoplasmic creatures.
Mindscapes: Psychic spellcasters who engage
their enemies in mental combat temporarily
create their battlefields among the Astral Plane’s
swirling, shapeless void.
The River of Souls: Intangible currents within
the Astral Plane tug steadily at mortal souls,
which flow along these currents toward their final
judgment on the Outer Planes. All the departed
souls of the Material Plane eventually join this
AST
immense, constant river, leaving memories and
impressions on the Astral Plane as they pass.
RAL
The Elemental Planes MATERIAL PLANE
PLANE
Kineticist Elements: Though kineticists use
the transitive Ethereal Plane as a conduit, most
of their element-based abilities ultimately flow
from the Elemental Planes, allowing them to
create huge amounts of water or stone seemingly
from nothing.
PLANE
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derros in this volume’s mind-bending
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For Your Character
Focus Characters several new mesmerist tricks to
This book highlights options for
all characters, from feats that make
cloud the minds of the unwary,
allowing a mesmerist to move about ? Questions to Ask
Your GM
occult skills and rituals available to unseen or pass along messages Asking your Game Master the
anyone to occult-themed archetypes. and spy on his enemies using the following questions can help you
Chief ly, though, Pathfinder Player bodies of unwitting accomplices. Less and your character get the most out
Companion: Occult Origins focuses discreet than these, however, are the of Pathfinder Player Companion:
on exciting new archetypes, spells, powerful devilbane gazes developed Occult Origins.
and class features for the six occult by Chelish mesmerists to cow the
classes presented in Pathfinder RPG outsiders the nation both entreats 1 Will this campaign make use
of the occult rules and classes
Occult Adventures. and battles. Numerous spells focused
presented in Pathfinder RPG Occult
on manipulating the intentions and
Adventures, and how prominently
Kineticist perceptions of others help to round
will the occult feature?
Golarion’s elements do not stop at out the mesmerist’s ability to work
the classical four—air, earth, f ire, his will on others’ minds.
2 How will the game world
and water—so often depicted in react to characters with psychic
Avistan. Aether, or pure force, was Occultist magic or occult powers? Are they
also depicted in Occult Adventures, Occultists draw their power from the as common as wizards or clerics, or
and Occult Origins includes two emotions and psychic residue others misunderstood or even feared?
new elements for kineticists to leave behind. While many occultists
master: void and wood. While ignore or even thumb their noses at 3 Will my character have the
chaokineticists and phytokineticists the gods, a sizable minority embrace opportunity in this campaign to
are most common in Tian Xia, the the powerful emotions and revelry use occult skill unlocks? Will my
ability to draw power from the associated with faith as reliquarians, character have the time to discover,
Negative Energy Plane or the First who draw on divine power rather learn, and perform occult rituals?
World can manifest in kineticists than spiritual leftovers. But even
anywhere in the world. atheist occultists can tap into Spiritualist
religious forces, utilizing sacred A spiritualist’s consciousness is fused
Medium implements to gain access to unique with that of a phantom—a lost soul
Mediums channel the legends of abilities bolstered by godly energies. unable to move on to the afterlife.
important figures that are left Normally, this usurpation of life
behind like footprints in the Astral Psychic and death angers Pharasma, but
Plane—normally more concepts than With the widest access to psychic a select few spiritualists serve the
specific individuals—but extremely magic, psychics can make use of Lady of Graves directly. So-called
powerful creatures can intentionally nearly every new spell, feat, and fated guides bond to spirits who have
create myths of themselves within ritual presented in this tome. been judged and allowed to return
a mindscape on the Astral Plane. More exclusive to the psychic, to Golarion to complete some vital
Perhaps the most powerful of these however, is an array of new phrenic task, providing the spiritualist not
legendary spirits is the one left amplifications perfected in the only with a valuable ally but access
behind by the archmage Nex, and monasteries of Jalmeray that align to divine magic. Occult Origins also
mediums among the Arclords who mind and body. The disciplinesof offers the remorse emotional focus
follow him can channel a fraction of enlightenment and rebirth provide for phantoms, creating apparitions
the mighty god-king’s arcane power new sources of psychic power, bound to the world of the living
to create demiplanes and project allowing psychics to achieve spiritual by immense shame for acts they
shadowy versions of the creatures awareness or else find wisdom in the committed while still alive and their
trapped within. Additional medium cycle of reincarnation. need to make amends.
spells further augment the class’s
DID YOU KNOW?
magical potential.
A large number of the real-world occult elements in Pathfinder RPG Occult
Adventures were derived from information found in Paizo publisher Erik
Mesmerist
Mona’s personal occult library. Mona’s collection numbers more than 1,000
A mesmerist works best when no
books and periodicals, many more than 100 years old, including multi-year
one realizes that he is there, and to
runs of The Occult Review, The Theosophist, and FATE magazine.
that purpose, this book introduces
2
Occult Origins
Rules Index
The following new rules are located on the indicated pages.
FEATS PAGE
Careful Reader 24
Chakra Mandala 24
Cranial Adjustment 24
Cranial Implantation 24
Haruspicy 24
Overwhelming Phantom 19
Rhabdomancy 24
Ritual Hex 24
Spectrum Sight 25
Spirit Symbiosis 19
Trepanation 25
Truth in Wine 25
The pages of Pathfinder RPG Occult Adventures introduced the While some regions might find specific traditions more
concept of the occult through six new classes, dozens of spells, commonplace than others (such as the presence of psychics
and other mysterious new tools and sources of power. The in Vudra), these are still rare and mysterious practices
occult, in Pathfinder parlance, isn’t something new. Rather, overall. The common thread that runs through occult
esoteric mysteries have always existed on Golarion, hidden classes is psychic magic. While sharing similar principles
in plain sight and misconstrued as hedge wizardry, unusual as arcane and divine magic, psychic magic comes from a
sorcerous power, or other guesswork and assumptions. composite of mental facets, rather than arcane formulae or
The powers of the occult often require access to specialized divine patronage, and draws on components of thought and
knowledge to recognize correctly. emotion rather than somatic gestures and spoken words.
While the uninitiated might refer to any spellcaster as Likewise, psychic magic only ever has expensive material
having occult power, the term holds specific weight in components and psychic spellcasters are not required to
Golarion’s most secretive communities. Occult implies carry tangible fetishes to coax their spells into being.
mystery and the unknown; something is occult if it is Each class presented in Occult Adventures has a niche of its
known or practiced by few or largely misunderstood. own on Golarion. Characters of each of these classes might
Organizations on Golarion like the Esoteric Order of the fit into the world in the following ways.
Palatine Eye (Pathfinder Campaign Setting: Occult Mysteries 24) Kineticist: Masters of primordial power who assail foes
utilize traditions and magic to further their ends, though with the elements or raw force, kineticists generally teach
these occult powers may not be outwardly recognized by themselves to direct the barely controlled occult forces
those witnessing them. The occult also concerns the unseen channeled into their bodies. Their skills are manifestations
truth, be it the migration of souls through processes of of the Elemental Planes filtered through the conduit of the
reincarnation, or the existence of dimensions of thought Ethereal Plane. The broad range of their abilities makes
and cosmic memory like the Akashic Record. The occult kineticists versatile members of any adventuring party by
is forgotten things, hidden things, and misremembered allowing this class to operate both as a ranged combatant or
dreams made manifest. a front-line enforcer.
The six occult classes each represent an initiation While people from any culture on Golarion can manifest
into occult mysteries and grant access to strange abilities the power of a kineticist, cultures with extant ties to the
unfathomable to the majority of people on Golarion. elements are generally more understanding and welcoming
4
Occult Origins
of a kineticist’s power. In Ancient Osirion, kineticists served knowledge and useful secrets. The occultist’s spell list
alongside the pharaohs of old and commanded great respect provides him with a wide variety of spells that can harm
from their peers. This reputation follows them through to enemies or support and even heal their allies, depending
the present day, where their power is seen as a remnant of on his choice of implements.
more ancient times and their links to the elements make Wherever ancient empires fell, occultists trod on the
them further expressions of the Elemental Planes’ impact broken back of history to unearth forgotten lore. Occultists
on the country. The Houses of Perfection in Jalmeray offer in Varisia study the ruins of Thassilon, pulling long-lost
training and mentorship to kineticists that respect the knowledge from giant-built ruins. Others might be trained
traditions of these monastic orders, honing body and mind in secret within the halls of Korvosa’s Acadamae or Forae
into singular instruments capable of fantastic supernatural Logos in Absalom to serve unknown ends. In Osirion,
feats. In Irrisen, kineticists with the power to manipulate occultists delve into lost tombs in search of the secrets of
water and ice are trained alongside winter witches to serve as pharaohs swept away by the sands of time or plumb the dark
agents of the Jadwiga, while kineticists who can manipulate mysteries of the Dominion of the Black. Some occultists
fire are often seen as threats to be stamped out. even brave the ancient curses of Iobaria or the horrors of
Medium: Mediums use their own bodies as vessels the Mana Wastes, sifting through the wreckage of the past to
for ancient spirits that bestow supernatural knowledge unlock hidden power and lost history.
and abilities. These skills vary drastically depending Psychic: Psychics are powerful spellcasters and the
on the spirit a medium channels, making mediums undisputed masters of psychic magic. Filling a similar
unpredictable and extremely versatile characters. role as a sorcerer or wizard, psychics possess a vast array
Across the frontier lands of Varisia, mediums travel with of abilities allowing them to master the minds of others or
caravans, plying their trade as fortune-tellers and spirit- travel into Esoteric Planes like the Dimension of Dreams.
speakers. The Varisian people have a long and storied A psychic’s discipline—the source of her power—grants
tradition of mediums, and those who can communicate unique abilities and additional spells.
with and channel spirits are regarded with great respect. While far-off Vudra is the most prominent home for
Some mediums in Varisia see similarities between the psychics on Golarion, the Inner Sea region still holds secretive
spirits they channel and the stories represented by harrow conclaves of these masters of mental power. Psychics reinforce
cards. Mediums in fog-shrouded Ustalav utilize their the ranks of the Esoteric Order of the Palatine Eye in Ustalav,
skills at communicating with the dead to quell angry protecting the secrets of this organization from ruthless
ghosts or wrest long-lost secrets from the deceased. hunters of knowledge like the Anaphexia. In Numeria,
Similarly, mediums in Tian-Xia—particularly those from some psychics come into their power after exposure to alien
the Forest of Spirits—use their powers to commune with artifacts or toxic fluids leaking from the ruins of the Silver
kami, allowing them to become guardians of a location Mount. Rumors persist of psychics on the isle of Hermea, the
alongside these native outsiders. result of generations of selective breeding overseen by the
Mesmerist: Mesmerists use their powers to crush dragon Mengkare.
the wills of weak-minded foes and aid their allies with Spiritualist: Brought into being through trauma and
suggestions that can offer boons in combat or the ability death rather than formal training, mediums straddle the
to ignore injuries. Their array of tricks, stares, and spells void between the living and the dead. Their abilities make
offers strong support to boost a party’s strengths or exploit them useful for fighting incorporeal foes, undead, and
enemy weaknesses. haunts, while a spiritualist’s phantom is typically a strong
Often mistaken for con artists or mundane court combatant capable of protecting the caster and her allies
advisors, mesmerists stalk the shadows of most urban from harm, much like a druid’s animal companion or a
civilizations. Using their abilities to deceive and distort summoner’s eidolon.
the truth, they find themselves at home among the nobility Those that can bind spirits of the dead occasionally arise
of great empires, such as in Cheliax, where they often in Geb, Nidal, and Ustalav, but spiritualists are found all
seek to intimidate devils, or in Qadira, where mesmerist across the Inner Sea region and beyond. In Tian-Xia, some
extremists attempt to infiltrate the ranks of Taldan nobility. spiritualists interact with divine forces, communing not
Mesmerists are also found in intrigue-based organizations only with spirits but deities as well. These onmyoji (Occult
such as the Bellflower Network, where a mesmerist’s Adventures 111) even act as court advisors in the nations of
abilities to cloud the minds of others might help shepherd Minkai and Po Li. Some spiritualists are bonded to older
slaves to safety, and the Red Mantis assassins, who might phantoms that existed as psychic presences within great
use psychic powers to leave their targets defenseless. tombs and ruins. The drowned regions surrounding the Eye
Occultist: Occultists command psychic magic through of Abendego are filled with the ruins of neighboring Lirgen
a broad range of strange implements, each potentially and Yamasa. Some individuals have entered the Sodden
granting the occultist access to new supernatural abilities. Lands as explorers and treasure hunters, but emerged as
Occultists excel at binding outsiders and divining secrets spiritualists, trailing behind them the souls of individuals
from ancient relics, supporting their allies with forgotten not yet done with the mortal world.
5
Into the Void (Kineticist)
Kineticists are rare enough that most people mistake them Void Element
for monks, sorcerers, or members of similar classes. In the Like aether, void forms where elemental energy meets another
Inner Sea region, only people from Jalmeray or a major city material, in this case the substance of the Negative Energy
like Absalom are likely to even recognize a kineticist. Plane. Chaokineticists command this strange force in a way
Kineticists are also found in Tian Xia, where they are treated that in some respects resembles the manipulation of aether.
with great respect. While a kineticist’s power isn’t hereditary, Class Skills: A chaokineticist adds Knowledge
scholars believe that strange elemental conditions on that (dungeoneering) and Escape Artist to her list of class skills.
continent sometimes force potential kineticists to adapt or Basic Manipulation: A chaokineticist gains basic chaokinesis.
die, leading to a greater number of talented kineticists in Simple Blast: A chaokineticist can select either gravity
some Tian kingdoms, many with unusual elemental powers. blast or negative blast as her simple blast. She gains one
For example, Minkai, where a lingering curse remains from of them when she first selects void, and must select void
the black flames that consumed the Shojinawa manor, again with expanded element to gain the other. She can use
periodically gives rise to chaokineticists—kineticists who pushing infusion with gravity blast and void blast.
focus on the element of void. Defense: A chaokineticist’s defense wild talent is emptiness.
Wild Talents: 1st—basic chaokinesis, pulling infusion*,
pushing infusionOA, *, void healer; 2nd—eyes of the void,
no breath; 3rd—darkness infusion*, gravity control; 4th—
singularity*; 5th—eyes of the void (greater), gravity control
(greater); 6th—darkness infusion (greater)*, suffocateOA;
7th—enervating infusion*; 9th—gravity master.
* Indicates an infusion wild talent.
BASIC CHAOKINESIS
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You
can also change gravity to increase a creature’s carrying capacity by
half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
DARKNESS INFUSION
Element void; Type substance infusion; Level 3; Burn 2
Associated Blasts gravity, negative, void
Saving Throw none
Your kinetic blast creates darkness. Treat each square of the path
of your ranged attack kinetic blast, the target square of your
melee attack kinetic blast, or the area of your area of effect kinetic
blast as the center of a darkness effect that lasts until the end of
your next turn. This effect counts as a 3rd-level darkness spell.
EMPTINESS
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You
gain negative energy resistance 2, a 5% chance to ignore critical hits
and sneak attacks, and a +1 bonus on Will saves against emotion
6
Occult Origins
effects. By accepting 1 point of burn, you can increase the resistance toward any direction (not just up). If you use this wild talent, any
to negative energy by 2, the chance to ignore critical hits and sneak previous use of this wild talent expires immediately.
attacks by 5%, and the bonus on Will saves against emotion effects
by 1 until the next time your burn is removed. The chance of ignoring NEGATIVE ADMIXTURE
critical hits and sneak attacks granted by this wild talent stacks with Element void; Type composite blast (Sp); Level —; Burn 2
the chance granted by elemental overflow to a maximum of 100%. Prerequisites negative blast, any other energy simple blast
When you accept burn while using a void wild talent, your bonus on Blast Type energy; Damage see text
Will saves applies against all mind-affecting effects for 1 round. You Choose another simple energy blast you know. Negative admixture’s
can dismiss and restore this effect as an immediate action. damage is half negative energy, and half the chosen blast’s type.
7
First World Occultism (Kineticist)
Known and respected in Tian Xia but frequently mistaken for AUTUMN BLAST
druids around the Inner Sea, phytokineticists (kineticists who Element earth and wood; Type composite blast (Sp); Level —; Burn 2
focus on the element of wood) manipulate trees and plants to Prerequisites earth blast, wood blast
their will. They mimic the movements of flora in their art, Blast Type physical; Damage any two of bludgeoning, slashing,
knowing when to bend like a reed or stand firm like an oak. and piercing (half each)
A burst of fallen leaves and earthy decay batters a single foe.
Wood Element
Phytokineticists share a strong bond with the First World, and BRACHIATION
channel the power of primordial life. There is no “Elemental Element wood; Type utility (Su); Level 3; Burn —
Plane of Wood”; instead, pockets of vital energy form when the You can gain a climb speed equal to your base speed, which you
Elemental Planes grind against the borders of the First World. can also use to swing from tree to tree in heavily forested or
Class Skills: A phytokineticist adds Knowledge (nature) jungle areas, or from wooden supports.
and Handle Animal to her list of class skills.
Basic Manipulation: Phytokineticists gain basic phytokinesis. FLESH OF WOOD
Simple Blast: A phytokineticist gains wood blast as a Element wood; Type defense (Su); Level —; Burn 0
simple blast wild talent. She can use all of the infusions Your skin toughens like timber, turning aside some blows. You
listed below with wood blast and its composites gain a +1 enhancement bonus to your existing natural armor
Defense: A phytokineticist’s defense wild talent is flesh bonus. By accepting 1 point of burn, you can increase this
of wood. enhancement bonus by 1. For every 3 levels beyond 2nd, you
Wild Talents: 1st—basic phytokinesis, kinetic coverOA, can accept 1 additional point of burn to further increase this
pushing infusionOA, *, roots; 2nd—entangling infusionOA, *, enhancement bonus by 1 (to a maximum of +7 at 20th level).
merciful foliage, woodland step; 3rd—brachiation, impaleOA, *, Whenever you accept burn while using a wood wild talent, First
thorn flesh, warp wood; 4th—greensight, plant disguise, World energy causes your full natural armor bonus to apply to
shape wood, toxic infusion*; 5th—plant puppet, wild growth, your touch AC for 1 round. You can dismiss and restore this effect
woodland step (greater); 6th—deadly earthOA, *, green tongue; as an immediate action.
7th—toxic infusion (greater)*; 8th—forest siege, wood soldiers.
* Indicates an infusion wild talent. FOREST SIEGE
Element wood; Type utility (Sp); Level 9; Burn 0
You can transform available plant life into a besieging army.
This functions as greater siege of treesUC, except you need to
concentrate or the effect ends, and you can change targets as a
free action. If you accept 1 point of burn, you can prolong the effect
without the need for concentration until the next time you recover
burn, but you do need to spend a standard action to change targets.
GREEN TONGUE
Element wood; Type utility (Su); Level 6; Burn —
You can speak to plants and hear their whispers, as if
constantly under the effects of speak with plants.
GREENSIGHT
Element wood; Type utility (Su); Level 4; Burn —
You can see through plant material as if you possessed
the greensight universal monster ability (Pathfinder
RPG Bestiary 4 295) with a range of 60 feet.
MERCIFUL FOLIAGE
Element wood; Type utility (Su); Level 2; Burn —
The First World is a place of rampant life, and you can
use some of its energy to ease the danger of your
attacks. You can deal nonlethal damage, without taking a penalty
on attack rolls with your wood blasts or composite blasts that
include wood.
8
Occult Origins
PLANT DISGUISE choose a physical ability score. All creatures that take slashing or
Element wood; Type utility (Sp); Level 4; Burn 0 piercing damage from your blast are exposed to your poison. Blast—
You can assume the shape of an immobile plant, as per tree shape injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 Str or
but transforming into any ordinary plant of size Medium or smaller. Dex damage, or 1 Con damage; cure 2 consecutive saves.
9
Legends and Lore (Medium)
Mediums invoke spirits and legends to glean occult of their history and legends. Both cultures are rumored to
secrets and command an impressive array of powers, but practice their own unique traditions of mediumship, with
their role is often misunderstood by the uneducated and Ulfen channeling heroes from their cultural epics and
superstitious of Golarion. Varisians gleaning skills and insight from the stories that
inspired the various harrow cards. Races with connections
Mediums on Golarion to their own past lives, such as samsarans and ghorans,
Few people on Golarion truly comprehend mediums and have the easiest time understanding the calling of the
their abilities. In lands without strong psychic traditions, medium, and their societies hold important roles for those
many who observe mediums performing seances to who commune with spirits.
contact the departed assume that these ceremonies are
a form of necromancy, and that mediums are possessed Nexian Channeler (Medium Archetype)
by undead or outsiders. Even in lands where psychic Normally, storied figures who simply disappear don’t form
powers are common, mediums are often looked down legendary spirits (see Pathfinder Campaign Setting: Occult
on for drawing power from sources beyond their own Realms), but the archmage Nex long ago created an astral
insight, and for accepting the risk that their summoned ref lection of himself from which he can draw additional
spirits may gain enough inf luence over them to control power. This echo now serves as an appropriate spirit for
the mediums’ actions. Their powers are thought to be well-trained mediums to channel. Nex’s legendary spirit
more trickery than enlightenment, lacking the gravitas is more powerful and willful than most legendary spirits,
of other occult classes. however; it embraces only mediums who visit distinct
More sophisticated groups, including many academies locations and master opening their third eyes.
of magic that believe nothing exists other than arcane Legend of Nex (Su): A Nexian channeler gains access
and divine power, dismiss mediums as charlatans and to the Nex legendary spirit instead of an archmage spirit.
lunatics. These attitudes are often exacerbated by fake This ability alters the spirit ability.
mediums who conduct false seances to prey on the Third Eye (Sp, Su): A Nexian channeler knows one fewer
bereaved and needy. knack than his level would normally indicate, but he gains
Citizens in superstitious nations like Ustalav publicly Third Eye (Pathfinder RPG Occult Adventures 141) as a bonus
reject mediums, even accusing them of courting Tar- feat. Beginning at 2nd level, when he selects a taboo, the
Baphon and the Whispering Way. In Mendev, some of Nexian channeler can use his third eye for 2 minutes per
the more zealous purges against the native Sarkorians character level each day, instead of gaining free uses of
also eliminated local mediums in an attempt to wipe out spirit surge. This ability alters knacks and taboo.
demon cults, as the crusaders believed that the mystics Impossible Eye (Su): Starting at 3rd level, a Nexian
invoked terrible f iends. channeler gains additional powers from his third eye. At
In Geb—a nation where speaking to spirits and the 3rd level, while his third eye is open, his caster level for
deceased would seem culturally appropriate—mediums divination spells increases by 1 and he gains darkvision
are actively hunted under the assumption they serve Nex with a range of 60 feet. At 5th level, while his third eye is
as Nexian channelers (see below), and most Gebbites open, he gains constant detect magic. At 7th level, while his
distrust practitioners who embrace the secrets of true third eye is open, he gains constant arcane sight instead of
death rather than sanctified undeath. Mediums with detect magic. At 9th level, while his third eye is open, his
proper documentation can rise high in Geb politics, but bonus on Perception checks against invisible creatures
always risk unfounded accusations or outright violence. improves to see invisibility. At 13th level, he can concentrate
Conversely, Nexian mediums enjoy high status in for 1 minute to send his third eye from his body, as per
their homeland, as the Arclords appreciate those who arcane eye (this duration counts against the daily duration
can plumb the lost knowledge of their great founder. The for which he can open his third eye, and if the arcane eye
ability to channel Nex as a legendary spirit is often seen is destroyed, he loses all remaining minutes of his third
as a sign of the archmage’s direct favor, and even those eye ability for that day). At 14th level, as a standard action
who suspect Nex has better things to do than watch over while his third eye is open, he can spend 1 minute of the
specific mediums acknowledge that his inf luence over duration he can open his third eye to use analyze dweomer
such spellcasters is likely part of a grander scheme on his on a single target. At 15th level, while his third eye is
part and thus worthy of careful study. open, he gains true seeing. At 18th level, while his third
Nor do all other groups fear or mistrust mediums’ eye is open, his arcane sight improves to greater arcane sight.
powers. Societies with long histories of storytelling—such This ability replaces haunt channeler, location channel,
as Varisians and Ulfen—generally show deep respect for connection channel, propitiation, ask the spirits, astral
these spellcasters, seeing them as physical manifestations journey, trance of three, and spacious soul.
10
Occult Origins
Third Eye Mastery (Su): At 19th level, a Nexian instead of thought and emotion components. Because
channeler can open his third eye for longer than normal. of Nex’s hatred of Geb, these spells can’t be of the
He can open his third eye for 5 minutes per medium level necromancy school.
(increasing to 10 minutes per medium level if he selects a Project Servitor (Intermediate, Su): You can create
taboo); this duration must be used in 5-minute increments. projections of the creatures trapped in the Spire of Nex,
Uses of analyze dweomer cost him 5-minute increments just as Nex did during his siege of Absalom. You can
instead of 1-minute increments, and he can use the read expend a spell slot to cast shadow conjuration, mimicking
aura occult skill unlock with his third eye multiple times a summon monster or summon nature’s ally spell of the
per day; each use takes only 1 minute but costs 5 minutes spell slot’s level (or that spell slot’s level + 1 for 5th- and
of the duration he can keep his third eye open. This ability 6th-level slots). These shadows are 10% real per level of
replaces spirit mastery. the spell slot expended. If you allow Nex to gain 1 point
Living Third Eye (Su): At 20th level, a Nexian channeler of inf luence over you, double the reality percentage
is as one with his third eye. It is open at all times, he can (to a maximum of 100%; if the result would be greater
use analyze dweomer and the read aura occult skill unlock than 100%, the creature or creatures instead gain the
at will, and the destruction of his arcane eye does not advanced template).
adversely affect him. This ability replaces astral beacon. Wild Arcana (Greater, Su): You can allow Nex to gain
1 point of inf luence over you in order to cast any sorcerer/
Nex (Medium Legendary Spirit) wizard spell of a level you can cast (even necromancy
Nex’s legendary spirit offers the power of one of the spells). You must expend a spell slot of the appropriate
greatest archmages in Golarion’s history. Unlike normal level, and you can’t apply metamagic feats to the spell.
archmage spirits, Nex’s legendary spirit grants strange Personal Spire (Supreme, Su): Nex’s legendary spirit
abilities shaped by the lost wizard’s unique experiments. grants you access to a personal demiplane
Mediums channeling Nex’s legendary spirit eventually that you create (as per one created by
realize that the spirit has its own long-term plans for create greater demiplane). As long as you
them, usually involving the Spire of Nex, but so far channel Nex each day, your
no medium has gleaned the full scope of that plan. demiplane remains, but
The Nex legendary spirit grants modified or if you ever channel a
unique spirit powers. In all other ways, it functions spirit from a different
identically to a standard archmage spirit (Occult legend, the demiplane
Adventures 33). disappears, dumping
Nex’s Arcana its inhabitants onto the
(Lesser, Su): Rather Astral Plane. You can
than your normal use project servitor to
spells per day for summon a shadowy projection
your medium of any creature currently within
level, you gain your demiplane, as long as its CR
the spells per matches the summon spell (CR
day from Table 1/2 or lower for summon monster I,
1–4: Mesmerist (Occult CR 1 for summon monster II, CR
Adventures 39). For each 2 for summon monster III, CR 3
level of spell you can now or 4 for summon monster IV, CR 5
cast (including level 0), or 6 for summon monster V, CR 7 or 8
each time you channel for summon monster VI, or CR 9 or
Nex’s spirit, select a single 10 for summon monster VII). You
spell from the sorcerer/ can allow Nex to gain 1 point of
wizard spell list of that inf luence over you and expend
level to add to your medium a 6th-level spell slot to use
spell list and spells known project servitor as per summon
until you lose contact with Nex. monster VIII (80% real
When you cast these spells, and can mimic trapped
they count as arcane creatures of CR 11 or 12)
(though not for the or summon monster
purpose of fulf illing IX (90% real
prerequisites), and thus and can mimic
you must provide verbal trapped creatures of
and somatic components CR 13 or 14).
11
Devilish Trickery (Mesmerist)
Masters of both discipline and deception, mesmerists the target experiences with her own senses of sight and
are specialists in the field of psychic manipulation and hearing (including any special senses or magical effects).
subterfuge. Typically mistaken for bards and enchanters, Once triggered, chain of eyes lasts for 1 minute per
mesmerists slip between the cracks of social strata using mesmerist level or until the mesmerist shifts his field of
their powers to beguile and charm, often leading to vision back to himself as a free action. While viewing events
reputations as untrustworthy scoundrels. from the target’s perspective, the mesmerist is flat-footed,
even if he can see himself from another perspective.
Mesmerists on Golarion Slip Bonds: While implanted with this trick, the subject
While often ill-understood, mesmerists are among the gains a +2 circumstance bonus on Escape Artist checks. If the
most common occult practitioners found in the Inner subject becomes grappled, pinned, shackled, or otherwise
Sea region, worming their way into the upper echelons of personally restrained, the mesmerist can trigger the trick and
society as easily as into its seedy underbelly, and having no cause the subject to become incorporeal just long enough
trouble finding potential students to whom they may teach to slip her bonds (unless they can otherwise restrain an
their art. Nidal is believed to have the oldest continuous incorporeal creature). This effect doesn’t last long enough
tradition of mesmerists; there, they serve as enforcers and for the subject to move through walls or other barriers. If the
torturers for the Umbral Court, and as spies in regions mesmerist is 12th level, the subject remains incorporeal until
beyond Nidal’s borders where they curry favors or prod the beginning of the mesmerist’s next turn.
leaders toward neutrality with the dark nation despite Unwitting Messenger: The mesmerist describes a
its horrific crimes. Recently, Cheliax has embraced recipient to the subject while implanting this trick,
the so-called “Nidalese smile,” developing an array of then recites a verbal message no longer than five words
devilbane gazes to cow its infernal servants and per mesmerist level. The subject of unwitting
root out angelic interlopers. The nobles of messenger has no memory of the message
both nations dabble with hypnotism and or the target recipient. When the subject
mesmerism, ostensibly as parlor tricks encounters the specified recipient, she
but more fiendishly to gain control over repeats the message verbatim, but does
political enemies. The theocracy of not recall speaking the message or its
Razmiran is also rumored to train a contents. The message remains buried
legion of conversionists to win over in the subject’s subconscious for 24
new followers to the living god Razmir hours, after which time it disappears if
and stoke loyalty in those whose faith not delivered. The subject of unwitting
has wavered. messenger can be fooled by mundane disguises
Beyond the Inner Sea, the nation of or illusions, causing her to deliver the message
Kwanlai in Tian Xia practices its own to the wrong recipient.
form of mesmerism that has evolved
over centuries from tengus’ reliance on Mesmerist Masterful Tricks
silent communications. Although tengus’ The following masterful tricks are available
ability to communicate with, influence, to any mesmerist.
and sabotage outsiders with mere gazes Concealing Veil: When this trick is
eventually contributed to their freedom triggered, the subject is affected by
in the Feather and Starlight Rebellion, a nondetection spell for 1 round per
it has since served only to reinforce the mesmerist level.
political and social mire holding their Willful Ignorance: The subject gains
nation back. the ability to tell one undetectable lie.
When the subject attempts to lie, the
Mesmerist Tricks mesmerist can trigger this trick. That
The following mesmerist tricks are particular lie resists truth-detecting
available to any mesmerist. magic, and creatures attempting to use
Chain of Eyes: The subject can such magic must succeed at a caster
share her senses with the mesmerist. level check against a DC equal to 15 + the
The mesmerist triggers chain of eyes by mesmerist’s class level to succeed; failure
closing his eyes and concentrating on means the magic doesn’t detect the
the implanted subject, allowing the subject’s lie or force her to speak only
mesmerist to see and hear everything the truth.
12
Occult Origins
Devilbane Gazes You take control of a creature’s mind and implant deadly
Chelish mesmerists have refined their hypnotic stares to subconscious commands. This spell functions as dominate person,
include a suite of gaze attacks useful for negotiating with or allowing you to control your subject and see through her senses,
undermining outsiders. In the decades since, these secrets but also implants a powerful burst of psychic energy in the subject’s
have begun to slip beyond the Hell-bound nation’s borders, mind. At any point during the spell’s duration, you can trigger this
and now can be found throughout the Inner Sea region, burst as an immediate action, dealing 1d8 points of damage per
especially in areas that interact frequently with outsiders. caster level (Fortitude half) to the subject. If this damage is enough
Devilbane gazes can be selected beginning at 3rd level as to reduce to target to 0 or fewer hit points, the target dies instantly.
options for the mesmerist’s bold stare improvements. They Your target can also willingly trigger this psychic burst as an
tend to be more limited in their scope than standard bold immediate action. You can specify conditions (such as being
stare improvements, but cut to the core of an outsider’s captured) when she should do so, though such orders are
being. When a devilbane gaze is used against a creature considered dangerous and allow the subject a new Will saving
with the outsider type, double the hypnotic stare penalty throw with a +2 bonus.
applied by the devilbane gaze improvement (but not the
Will save penalty the original hypnotic stare imposes). FOOL’S TELEPORT
Despite their moniker, devilbane gazes affect all outsiders School illusion (glamer); Level mesmerist 3, psychic 4, sorcerer/
equally well. wizard 4
Devilbane Binding: The hypnotic stare penalty also Casting Time 1 standard action
applies to all Charisma checks to escape planar binding Components V
spells, and applies to the target’s spell resistance against a Range personal and touch
planar binding spell. Target you and other touched willing creatures
Devilbane Dampening: The hypnotic stare penalty also Duration 1 minute/level
applies to the target’s resistance to a single form of energy, Saving Throw Will negates (harmless); see text; Spell
chosen by the mesmerist when he initiates the stare. If the Resistance no
mesmerist targets a form of energy to which his target has no This spell instantly renders you unseen as per invisibility, but creates
resistance, this improvement has no effect. a visual and auditory display that makes it appear as if you had
Devilbane Dismissal: The hypnotic stare reduces the teleported away. You can affect one additional Medium or smaller
duration of any conjuration (summoning) spells the target creature or its equivalent per 3 caster levels (a Large creature counts
casts, or that are currently affecting the target, by half. as two Medium creatures, a Huge creature counts as four Medium
Devilbane Impediment: The target of your hypnotic stare creatures, and so forth). All creatures to be affected must be in
must succeed at a concentration check (DC = 15 + the level contact with one another, and at least one of those creatures must
of the spell) to activate any of its spell-like abilities (but not be in contact with you.
standard spellcasting). If the target fails the check, the spell- If a viewer identifies the spell with a successful Spellcraft
like ability doesn’t function but is still expended. check, she can attempt an immediate Will saving throw as if
Devilbane Mundanity: The hypnotic stare penalty also interacting with an illusion. With a successful Will save, the
applies to the target’s spell resistance. This ability doesn’t observer can correctly identify fool’s teleport for what it is;
stack with the sapped magic bold stare improvement. otherwise, she perceives the spell to be dimension door,
Devilbane Withering: The hypnotic stare penalty also teleport, or similar conjuration magic. A successful Will save
applies to attack rolls and damage rolls, but only if the target doesn’t negate the invisibility.
is an outsider. Unlike most devilbane gazes, this gaze has
no effect on creatures not of the outsider type, and effect’s IMPLANTED PROJECTION
penalty isn’t doubled when it targets outsiders. School enchantment (compulsion) [emotionUM, mind-affecting];
Level mesmerist 3, psychic 3
Mesmerist Spells Casting Time 1 standard action
The following new spells can be a vital part of a mesmerist’s Components V, S
repertoire, but can also be learned by other spellcasters. Range medium (100 ft. + 10 ft./level)
Target one creature
DEATH PACT Duration 1 day/level
School enchantment [mind-affecting]; Level bard 5, mesmerist 5, Saving Throw Will negates; Spell Resistance Yes
psychic 6, witch 6 This spell functions as telempathic projectionOA , except its mood-
Casting Time 1 minute altering effects remain dormant in the target’s mind. Upon
Components V, S, M (a contract signed in blood) casting this spell, the caster designates a command word or
Range touch phrase, of which the target retains no memory. The next creature
Target one creature to speak the command word or phrase to the target triggers the
Duration 24 hours implanted telempathic projection, treating the speaker as the
Saving Throw Will negates; see text; Spell Resistance yes original spellcaster.
13
Sacred Relics (Occultist)
Occultists are students of history who derive mystic and their remains. Superstitions hang over these cyclopean
understanding from psychic impressions, their skills seeming sites, and locals cast out occultists who delve into them,
to develop as if by chance among those who study the past fearing such meddlers will unleash devastating plagues.
or violate ancient ruins or the sites of long-forgotten wars. A
minority of occultists discover secrets of the occult via study Reliquarian (Occultist Archetype)
and experimentation, though these scholars often imperil Not all occultists derive their power from psychic
themselves and those around them because they foolishly impressions left on objects. Some find faith first, and draw
believe they have unlocked all there is to know about psychic out the divine potential in religious relics. Many see these
magic and esoteric power. religious scholars as eccentrics or heretics who pilfer holy
Despite the magical power of occultists, most people see magic with their bizarre rituals.
them as little more than opportunistic tomb robbers. Even Faithful: A reliquarian must worship a deity, and must
well-meaning occultists often feel they can’t risk explaining be within one step of her deity’s alignment, along either
their actions for fear of exposing allies to secrets that the law/chaos axis or the good/evil axis. A reliquarian is
can warp the mind and taint the soul—and their silence proficient with her deity’s favored weapon in addition to her
inevitably casts doubt and suspicion upon them. normal weapon and armor proficiencies.
Spells: A reliquarian’s spells are considered divine spells,
Occultists on Golarion not psychic spells. The reliquarian’s spells use verbal
Occultists can arise anywhere the recklessly curious happen components instead of thought components, and somatic
across dangerous knowledge. While no one place on Golarion components instead of emotional
can truly be called the center of their art, the relics, components, and she uses a sacred
ruins, and lost secrets of ancient Osirion in implement (see below) as a divine focus.
particular seem to unearth this calling in This ability alters the occultist’s spells.
many, both among native Osirians and Domain: A reliquarian gains access
foreign scholars and smugglers. These to one of her deity’s domains. She
occultists draw unspeakable power from treats her occultist level as her cleric
the fragments of history contained within level for the purposes of access to
antiquities buried in dusty tombs and under domain powers and their strength.
the sand. Many of this nation’s secrets have Additionally, the reliquarian adds the
been hidden for good reason, and lore from domain’s spells to her occultist spell list and her
beyond the stars and ancient beings humanity spells known.
was never meant to understand have driven Diminished Focus Power (Su): A reliquarian learns
many occultists insane. Varisia likewise holds only the base focus power from one implement
mysteries buried by time and devastation, school at 1st level. She gains additional focus powers
from ancient megaliths to magic items as normal. This ability alters focus powers.
and tomes. Occultists delving the Sacred Implements (Su): A reliquarian gains
mysteries of Varisia also often one implement school at 1st level. Additionally,
succumb to madness, joining the region’s the reliquarian gains a relic of her god,
myriad cults worshiping the runelords or typically a holy symbol of significant age,
their dead gods. No ancient site emanates a fixture from a lost temple, or bone or
more psychic power than the Pit of Gormuz hair from a prominent historical figure of
in modern Casmaron; artifacts recovered from the religion. This grants the reliquarian
the ruined city of Ninshabur contain incredible access to one of her deity’s domains, as
resonant powers that can make any occultist a detailed above. Without this implement,
god in his own mind—at a terrible price. the reliquarian cannot use her domain
The ruins left behind by the great cyclops powers and must succeed at a Concentration
nations that once controlled much of check to cast spells from her domain. All of
Golarion still ring with powerful magic a reliquarian’s future implements must be
and psychic impressions. Occultists somehow representative of her faith. This
journey to both the Ghol-Gan ruins ability modifies implements.
on Garund and the remnants Orisons: A reliquarian gains one orison,
of Koloran in Iobaria, but few or 0-level divine spell, each time she
occultists are actually created selects an implement school (including
by contact with those places when she again selects a school that she
14
Occult Origins
has already learned to use.) These orisons otherwise behave 30 feet that can see and hear you. You fill the target with
as an occultist’s knacks. This ability replaces knacks. haunting visions of the deaths of loved ones and the brevity
Divine Focus (Su): A reliquarian uses her Wisdom of life, and for 1 minute, the target’s emotional vulnerability
modifier, rather than her Intelligence modifier, to determine grants you a circumstance bonus equal to your occultist level
the amount of mental focus available to her each day. This on Diplomacy and Intimidate checks attempted against the
ability modifies mental focus. target. If this implement is used in combat, these emotions
instead distract your target, leaving it dazzled for 1 round per
Sacred Implements occultist level you have.
Outsiders and divine servants leave especially lasting
impressions when they interact with the Material Plane, and GRANDMOTHER’S CLASP (PHARASMA)
many occultists seek out the resulting sacred implements to Implement School abjuration; Implement brooch; Opposition
augment their existing powers. A sacred implement is always School necromancy
a specific kind of object, though not necessarily unique. Grandmother’s Ward (Su) As a standard action, you can expend
An occultist can adopt a sacred implement whenever he 3 points of psychic focus to create a 5-foot-radius ward
gains access to an implement school. Once chosen, the sacred centered on you for 1 round per occultist level. This ward
implement is permanent and grants the occultist access to a burns undead creatures, dealing an amount of damage equal
bonus focus power for that implement school, but causes the to 1d4 + 1d4 per 2 occultist levels you have when the undead
occultist to take a –1 penalty to his caster level when using the enter the ward and each round they begin their turns within
spells and associated implement powers of a school of magic this area of effect. The warded area moves with you and
opposed to that deity’s portfolio. An occultist can use a sacred can be used only defensively. Any attempt to force the ward
implement even if he doesn’t worship the associated god. against an undead creature immediately ends the effect.
15
Ancient Enlightenment (Psychic)
Psychics are often mistaken for sorcerers due to the Dragon’s Breath Focus (Su): The psychic can spend
apparently inborn nature of their powers and their lack of 2 points from her phrenic pool to change a linked spell
spellbooks and other arcane accoutrements. that has a line or burst area of effect into a 30-foot cone that
emanates from the psychic’s mouth as a breath weapon.
Psychics on Golarion Phrenic Strike (Su): As long as the psychic has at least
While psychics enjoy a broad gamut of abilities, their art 1 point in her phrenic pool, she can attempt an unarmed
is both relatively uncommon and poorly understood on strike in place of a touch attack as part of casting a spell with a
Golarion. Outside of Vudra, most practitioners are self- range of touch. This unarmed attack still provokes attacks of
taught or else learn from a single teacher. A few strong opportunity as normal unless the psychic can otherwise make
traditions of psychic magic exist across the Inner Sea region unarmed attacks without provoking attacks of opportunity.
and beyond. Psychofeedback (Su): The psychic can spend 2 points from
The Erutaki people from the Crown of the World hold her phrenic pool to sacrifice a linked spell of 2nd level or
a small but significant psychic tradition. Erutaki psychics higher. Doing so grants the psychic a +1 enhancement bonus to
claim to share a connection that ties them to the Nameless Strength, Dexterity, or Constitution per level of the sacrificed
Spires, and visit the site in dreams. spell. This bonus lasts for 1 minute per psychic level.
The Vudrani colony of Jalmeray holds the largest collective Telempathic Restoration (Su): When the psychic casts
of psychics in the Inner Sea region. Monasteries on Jalmeray telepathic bond, she can spend 1 point from her phrenic pool to
offer unique training that allows a psychic to combine body remove the dazed, frightened, panicked, shaken, or stunned
and mind into a more complete whole. condition from one target of the bond. Doing so removes
While the source of some misconceptions, psychics are the status from the target of the linked spell, but applies it
a known factor in Numeria, especially among agents of the immediately (with any remaining duration) to the psychic.
nefarious Technic League. Most are the result of strange Transfer Fear (Su): When the psychic successfully affects
machines, exposure to radiation and chemicals, or alien a target with a fear effect, she can spend 1 point from her
interbreeding, forever intertwining the legacy of Numerian phrenic pool to remove a fear effect from herself or one ally
psychics with the hated machines from Starfall. with whom she is in telepathic contact.
In Vudra, the myriad mahajanapadas systematize psychic
magic as readily as some Inner Sea nations formalize arcane Major Amplifications
studies, forming academies and guilds overseen by gifted These skills were developed on Castrovel, but over the
rishis who advise leaders and teach new students. millennia have been mastered by various psychics on Golarion.
Deflection Field (Su): Whenever the psychic casts a linked
Psychics on Distant Worlds spell that grants her a deflection bonus to AC, she can spend
While trained psychics are relatively scarce on Golarion, the 2 points from her phrenic pool to automatically reflect the
same is not true among the stars. Akiton’s Contemplatives of first ranged attack that misses her (as long as the linked spell
Ashok delve into occult mysteries and wield psychic magic, remains active) back at the attacker. This reflected attack
and many shobhad and ratfolk clans feature psychically uses the original attack roll plus a circumstance bonus equal
empowered mystics. The jellyfish-like Brethedans practice to the psychic’s caster level.
their own psychic traditions, and a breakaway colony on the Telepathic Targeting (Su): By spending 2 points from her
gas giant Liavara survives entirely as a communal, dreaming phrenic pool, the psychic can target any creature with which
hive mind. she is in telepathic communication (whether via her telepathic
The planet Castrovel supports the most dominant psychic bond ability, a creature’s telepathy ability, or another effect)
traditions, home to enclaves of lashunta psychics who with the linked spell, even if the creature would normally be
dedicate themselves to achieving oneness. These cultists out of range. The linked spell must have the mind-affecting
shed the boundaries imposed by their bodies and allow their descriptor and must have a range of touch or greater.
minds to join together as a collective gestalt overmind.
Psychic Disciplines
Phrenic Amplifications The following psychic disciplines are common among
The following phrenic amplifications are taught primarily samsarans and the Vudrani, though psychics of any
in Jalmeray, Vudra, and the island nation of Hermea, though background or race can pursue them.
any psychic can learn them.
Biokinetic Healing (Su): When the psychic casts a linked Enlightenment
spell from the transmutation school, she can spend 1 point Your quest for enlightenment has opened your eyes to
from her phrenic pool to regain 2 hit points per level of the new concepts and heights of spiritual awareness. You seek
linked spell.
16
Occult Origins
learning that allows you to evolve in mind and spirit, psychics. Select a single additional spellcasting class. Once
improving your next incarnation. per day when you prepare your spells, you can add one spell
Phrenic Pool Ability: Wisdom. from this class’s spell list to your spells known and class
Bonus Spells: Acute sensesUM (1st), identify (4th), clairaudience/ spell list for 24 hours. This spell must be 1 level lower than
clairvoyance (6th), thoughtsenseOA (8th), atonement (10th), greater the highest-level spell you can cast, and you cast it as if it
arcane sight (12th), circle of clarityUM (14th), protection from spells were psychic magic (Pathfinder RPG Occult Adventures 144).
(16th), overwhelming presenceUM (18th). You can decide to change the spellcasting class from which
Discipline Powers: Your enlightened mind eases your you draw this spell each time you gain a new level.
burden and allows troubles to harmlessly wash over you. Resurgence (Su): At 5th level when you would be reduced to
Expanded Awareness (Su): As a move action, you can focus on 0 hit points or fewer by an attack, you can spend 2 points from
your senses and gain one of the following sensory abilities: your phrenic pool as an immediate action to regain a number
blindsense (10 feet), darkvision (30 feet), low-light vision, or of hit points equal to 1d8 points of damage + your psychic
scent. This new sense lasts for 1 round per psychic level. level. At 10th level, this ability’s healing increases to 3d8 +
You can use this ability a number of times per day equal to your psychic level. If this healing is insufficient to bring you
your Wisdom modifier. At 11th level, you can use expanded above negative hit points, you are automatically stabilized. If
awareness to gain see in darkness or thoughtsense (20 feet). you would still be killed by the amount of damage taken, you
At 15th level, you can use it to gain lifesense. erupt with positive energy and heal all allies within 30-foot-
Patient Insight (Ex): When you attempt a Heal, Knowledge, radius burst for the amount you healed yourself.
Sense Motive, or Survival check, you can spend 1 point Physical Regression (Sp): At 13th level, you can spend 2 points
from your phrenic pool to roll the check twice and take from your phrenic pool as a standard action once per day
the higher result. to take on the form of one of your previous incarnations.
Focused Trance (Ex): At 5th level, you can enter a deep This ability functions as the polymorph spell, but its range is
meditation, allowing you to concentrate on a single personal and its duration becomes 10 minutes per caster level.
problem, philosophical issue, or memory. This trance lasts
1d6 rounds, during which time you can take only move
actions and gain a bonus equal to your psychic
level on all saves against sonic effects and gaze
attacks. When you come out of your trance, you
can attempt a single Appraise, Knowledge, or
Spellcraft check with a +20 circumstance bonus. You
can enter a focused trance a number of times per day equal
to your Wisdom modifier.
Empty Mind (Su): At 13th level, you can clear your mind by
focusing on a sense of emptiness, purging yourself of doubt
and discomfort. You can spend 1 point from your phrenic
pool on your turn as a free action to remove the blinded,
confused, dazed, deafened, staggered, or stunned condition
from yourself.
Rebirth
Your mind is forged from the most powerful memories of
a multitude of lifetimes. You have fragmentary knowledge
of your prior lives and can leverage the experience gained
during these lifetimes into raw psychic power.
Phrenic Pool Ability: Charisma.
Bonus Spells: Burst of insight OA (1st), false life (4th), contact
other plane (6th), ancestral memory ISWG (8th), reincarnate (10th),
transformation (12th), ethereal jaunt (14th), bilocationOA (16th),
akashic formOA (18th).
Discipline Powers: Your myriad lives inspire diverse
exceptional abilities.
Past-Life Memories (Ex): You add a bonus equal to half your
psychic level (minimum 1) to all Knowledge checks and can
attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Ex): By reaching into the recesses of
your past lives, you gain knowledge beyond that of most
17
Bound to the Dead (Spiritualist)
Spiritualists tend to appear at random, rather than being unmet obligations, and view spiritualists as the phantoms’
the product of a temple or academy. They emerge more opportunity for redemption. In the Shackles, spirituality
frequently in places where unquiet souls and restless dead takes a back seat to superstition and unsatisfying deaths are
abound, such as Geb and Ustalav, but anyone can die with tragically common, making spiritualists a more common
business unfulfilled. In rural locales, where the population sight. Varisians and Shoanti revere spiritualists’ power, and
may not have seen a spiritualist in a generation or more, seek the wisdom they glean from the ancestors.
the sight of a manifesting phantom might cause a panic as
commoners race for the local cleric, wrongly believing the Fated Guide (Spiritualist Archetype)
bonded spirit to be a ghost, shadow, or other vicious undead. Not all phantoms are restless dead escaping the afterlife. On
rare occasions, Pharasma returns a judged soul to the Material
Spiritualists on Golarion Plane—linking the spirit to a devout believer—to complete
The worship of Pharasma dominates the way local cultures some final task, make amends for a crime, or grant a sharply
treat spiritualists, influencing thoughts about the soul’s divided soul a second chance. Sadly, from a soul’s perspective,
journey and what it means for a phantom to be bound to a the journey along the River of Souls and its trials in the
mortal rather than continuing on to judgment. Regardless Boneyard last eons, and most phantoms return with little, if
of their nation, the rank and file of Pharasma’s church view any, idea of who they were or the nature of their dedicated
spiritualists with suspicion. Pharasmins assume spiritualists purposes. The fated guide helps her phantom uncover details
selfishly restrain phantoms from their rightful journeys, about its life and what it can do to finally move on.
and in extreme cases call spiritualists spirit-slavers. Yet Shepherd to the Dead: A fated guide adds disrupt undead
those higher within the church understand the nuance and sanctify corpseUM to her list of spells known.
a troubled soul brings to the cycle of life and death, so Phantom: A phantom who bonds with a fated
while many priests of the Lady of Graves may not guide must have the remorse emotional focus (see
be ardent supporters of spiritualism, they don’t page 19).
condemn it. Divine Purpose: A fated guide’s phantom
Beyond the church’s influence, most gains Deific ObedienceISG as a bonus feat,
cosmopolitan regions view spiritualists though the spiritualist must obey her god’s
with a mix of fear and disdain, obedience to gain any benefit. This replaces the
imagining the casters to be either phantom’s antagonistic ability.
tricksters making a few coins Thanatopic Bonded Manifestation (Su):
off grieving families or fools A 3rd level, a fated guide can bond with
tampering with forces best kept her phantom to channel the influence
out of mortal hands. More of Pharasma and her servitors. When a
learned sorts often confuse spiritualist gains this ability, she must
spiritualists with summoners, replace her ability to form either an
and their phantoms with ectoplasmic bonded manifestation or an
eidolons. Absalom in particular incorporeal bonded manifestation.
has little time for spiritualists’ When the fated guide uses this
“fraud”; their art is found (publicly, thanatopic bond, she gains access to the benefits
at least) almost solely among the of her phantom’s Deific Obedience feat, and
superstitious lower classes, while the city’s can use speak with dead as per the spell, asking
movers and shakers scoff at such foolishness. a maximum of one question per spiritualist
A few regions around the Inner Sea enjoy level she has each day, and no more than one
unique relationships with spiritualists. question per corpse; asking a question and
Ustalav most notably embraces the getting an answer requires 2 full rounds.
practice—the nation’s tormented history At 8th level, the fated guide can act normally
and the legacy of the Whispering Tyrant even after being reduced below 0 hit points.
compels the common people to welcome The spiritualist immediately dies if reduced
locals who can speak to and quell spirits. to a number of negative hit points equal
In Nex, however, spiritualists are seen to her Constitution score. She takes
as potential infiltrators from Geb. 1 extra point of damage each round
Inhabitants of Osirion and Thuvia pity she performs a strenuous action, such as attacking or casting
phantoms, believing the poor souls a spell, and immediately falls unconscious and begins dying if
to be denied the afterlife because of she dismisses the thanatopic bond or the duration of bonded
18
Occult Origins
manifestation expires. Maintaining her nearly dead form is OTHER REMORSE-FOCUSED ABILITIES
taxing, and each round that she remains active below 0 hit If a spiritualist archetype allows the selection of an
points consumes 2 rounds of bonded manifestation’s duration. additional focus, add remorse to the list of available foci.
At 13th level, while using her thanatopic bonded Add the following to other character options for spiritualists
manifestation, the fated guide can cast antilife shell as a spell- with remorse phantoms.
like ability. Maintaining this spell quickly exhausts her Emotional Conduit (Feat): 1st—inflict light wounds,
phantom, and each round she maintains the spell consumes 2nd—disfiguring touchUM, 3rd—howling agonyUM, 4th—
2 rounds of bonded manifestation’s duration. debilitating portentUC, 5th—nightmare, 6th—harm.
At 18th level, the fated guide’s touch banishes the unquiet Fractured Mind (Archetype): Doom (5th), inflict painOA
dead. She can deal 10d6 points of positive energy damage (7th), stricken heartACG (9th), mind fog (16th).
(Will half; DC = 10 + 1/2 the fated guide’s spiritualist level Spirit-Bound Blade (Spell): The weapon also gains the
+ her Wisdom modifier) as a touch attack against undead heartseekerUE special ability.
creatures. An undead creature that successfully saves against
this touch attack is immune to the same fated guide’s
positive energy touch for 24 hours. standard action, affecting all creatures within a 30-foot cone
This ability modifies bonded manifestation. with the terrible remorseUM spell. The phantom uses its Hit Dice
Iron Bond (Ex): When the fated guide reaches 9th level, as its caster level for the effect, and the DC equals 10 + 1/2
her phantom gains a +4 bonus on saving throws against the phantom’s Hit Dice + the phantom’s Charisma modifier.
banishment, dismissal, or other similar effects. This ability The phantom can use this ability in either ectoplasmic or
replaces the see invisibility ability. incorporeal form.
Undeniable Bond (Ex): When the fated guide reaches 16th Utter Misery (Su): When the spiritualist reaches 17th level,
level, her phantom gains an additional +4 bonus on saving her phantom’s long-suffering strike also causes a creature
throws against banishment, dismissal, or other similar effects, that fails its save to become stunned until the beginning of
for a total of +8. This ability replaces the call spirit ability. the phantom’s next turn.
19
Occult Archetypes
The discovery of occult secrets happens in many ways Class Skills: The serpent-fire adept adds Appraise,
across Golarion. Overly curious scholars unleash strange Diplomacy, Fly, Heal, Knowledge (arcana), Linguistics, and
experiments in Ustalav and stranger ones still in Numeria, Survival to her list of class skills, but does not gain Climb,
finding that alchemy, chirurgery, and alien super-science Intimidate, Knowledge (history), Perform, Ride, or Swim as
can open strange vistas of possibility. The mystics class skills. This alters the monk’s class skills.
and monks of Vudra and Jalmeray turn their thoughts Chakra Training: A serpent-fire adept gains Chakra
inward to unfold deeper states of consciousness. Near InitiateOA and Psychic SensitivityOA as bonus feats. She need
the Worldwound and in the Mana Wastes, exposure to not meet these feats’ prerequisites, and can use her serpent-
demonic madness or warped magic sometimes unlocks fire ki from Chakra Initiate to open and maintain her root
latent psychic abilities. The very nature of the occult makes chakra, despite not being 2nd level. This ability replaces
it possible to combine it with nearly any other tradition or stunning fist and the bonus feat gained at 1st level.
training, creating something new. Chakra Expertise (Ex): At 2nd level, the serpent-fire adept
gains a bonus equal to 1/2 her monk level on Fortitude and
Mind Sword (Paladin Archetype) Will saves attempted to maintain awakened chakras. At 8th
Veterans of mystical battles against demons of the level, when she has opened one or more chakras, she can
Worldwound, mind swords merge psychic and divine power, maintain those chakras (without opening any new chakras)
probing and cleansing minds while their telekinetic blades for 1 round without taking a swift action, expending ki, or
cleave demonic flesh. attempting Fortitude or Will saves to maintain the chakras.
Mind Arsenal (Su): At 2nd level, a mind sword can make This increases to 2 rounds at 16th level. After maintaining
a telekinetic attack with a melee weapon. This functions her chakras with chakra expertise, the monk must open a
as the hand of the apprentice universalist wizard school new chakra or maintain her open chakras normally before
ability, but any calculations of that ability based on she can use chakra expertise again. This ability replaces the
Intelligence are instead based on Charisma. At 6th level, bonus feat gained at 2nd level.
a mind sword can expend two uses of this ability as a full- Light Spirit (Su): At 4th level when the serpent-fire adept
round action to attack the same opponent multiple times, has her sacral chakra open and chooses to benefit from its
as if using the full-attack action. At 12th level, a mind sword power, her fly speed is equal to either her base land speed or
can expend one use of this ability as a full-round action her bonus to her base speed from the monk fast movement
to combine melee attacks and ranged attacks aimed at class ability (whichever is higher). She maintains this fly
different targets within 60 feet as part of a single full-attack speed for a number of rounds equal to her Wisdom bonus
action. This ability replaces lay on hands. (minimum 1 round), even if she closes her chakras. This
Touch Treatment (Su): At 3rd level, a mind sword can ability replaces slow fall and high jump (or the 4th-level ki
expend one use of her mind arsenal ability to remove minor power for the unchained monk).
harmful mental conditions, as per the mesmerist touch Chakra Adept (Ex): At 6th level, the serpent-fire adept gains
treatment class feature (Pathfinder RPG Occult Adventures 43). Chakra AdeptOA as a bonus feat. She need not meet the feat’s
At 9th level, she can remove moderate conditions, and at prerequisites. When the serpent-fire adept has used all her
15th level, she can remove major conditions. This ability rounds of chakra expertise to maintain open chakras, if she
replaces mercy. does not spend additional ki to maintain her open chakras on
Spells: A mind sword adds the following psychic spells to the next round, her highest chakra closes and she can spend
her paladin spell list at the listed spell levels: 1st—detect psychic a swift action to use any one of the abilities of her remaining
significanceOA, mage hand, telekinetic projectileOA, thought shield I OA; open chakras. On the round after that, all her chakras close, and
2nd—apport object OA, enshroud thoughts OA, mental barrier I OA, if she wishes to reopen them, she must start again with her root
thought shield II OA; 3rd—intellect fortress I OA, mental barrier II OA, chakra. This ability replaces the bonus feat gained at 6th level.
telekinetic maneuver OA, thought shield III OA; 4th—intellect Linked Chakras (Ex): At 7th level, the serpent-fire adept can
fortress II OA, telekinesis, thought shield IV OA, thoughtsense OA, tower open multiple chakras at once as a standard action. The round
of iron will I OA. The mind sword can prepare and cast these that she does this, she is required to make saving throws only
psychic spells as divine paladin spells. However, the mind to resist being overwhelmed by the highest chakra she opens,
sword cannot use these spells for item creation, including though the save DCs are increased by 5. She can do this once
making potions or scrolls of these spells. This ability replaces per day, plus one additional time per day each at 12th and 17th
channel positive energy. level. This ability replaces wholeness of body. (This ability is
gained at 8th level, replacing the 8th-level ki power, for the
Serpent-Fire Adept (Monk Archetype) unchained monk).
A serpent-fire adept embraces the secrets of her chakras Chakra Mastery (Ex): At 10th level, the serpent-fire adept
and mastery of their energetic flow. gains Chakra MasterOA as a bonus feat. She need not meet
20
Occult Origins
the feat’s prerequisites. When maintaining her open chakras plants); you must not wield manufactured weapons; you must
with chakra expertise, she can spend 1 point of ki to gain the not eat anything you did not kill or harvest yourself.
benefits of two chakras rather than one in that round (or three Totem Transformation (Lesser, Su): You gain any of the following
chakras, if she has opened her crown chakra). At 14th level, abilities possessed by the animal you select as your animal spirit:
the serpent-fire adept’s pool of serpent-fire ki increases to bite (1d6 for a Medium druid), 2 claws (1d4 for a Medium druid),
7 points, and at 18th level, it increases to 9 points. This ability darkvision, improved land movement speed (up to a +20-foot
replaces the bonus feats gained at 10th, 14th, and 18th level. enhancement bonus to the druid’s base land movement speed),
low-light vision, scent, and swim (up to 30 feet).
Supernaturalist (Druid Archetype) Pack Leader (Intermediate, Su): When you summon animals
Supernaturalists wholly embrace paranormal phenomena that match your animal spirit, they gain a +2 bonus on attack
as extensions of nature. rolls, damage rolls, and saving throws.
Weapon and Armor Proficiency: A supernaturalist is not Wildstrike (Greater, Su): You can allow your animal spirit to
proficient with any type of armor. This alters the druid’s gain 1 point of influence over you as a swift action to allow an
weapon and armor proficiencies. animal or plant (including your companion) within 30 feet
Eldritch Botanist (Ex): A supernaturalist can affect plants that can see or hear you to immediately take an additional
with mind-affecting effects she creates and with spells that standard action.
normally affect animals. Any such spell that allows a Will save Wild Heart (Supreme, Ex): You gain a +4 bonus on saves
can instead be negated by the target plant with a successful against enchantment and mind-affecting effects, and
Fortitude save at the same DC. She also can choose plant immunity to effects that affect only humanoids. Once per
bond and green empathy, as a treesinger druid (Advanced day, you can cast any summon nature’s ally spell you can cast
Race Guide 25), in place of nature bond and wild empathy. spontaneously as a standard action without expending a
Paranormal Scholar (Ex): A supernaturalist gains spell slot.
Psychic SensitivityOA as a bonus feat and adds Diplomacy,
Knowledge (arcana), and Sense Motive as class skills. At 3rd
level and every 3 levels thereafter, she can select a spell from
the psychic class’s spell list (Occult Adventures 69) and add it
to her druid spell list, and is able to prepare and cast it as a
druid spell. This replaces nature sense, trackless step, and
resist nature’s lure.
Animal Spirit (Su): At 4th level, a supernaturalist can
perform a seance to call an animal spirit of
any animal with which she is familiar to
serve as her companion and guide. The
supernaturalist gains spirit, spirit bonus,
spirit surge, and taboo abilities as a medium
(Occult Adventures 30) 3 levels lower than
her druid level. The supernaturalist’s
allies cannot participate in this seance.
This ability replaces wild shape. The
spirit abilities of the animal spirit are
as follows.
Spirit Bonus: Your spirit bonus applies
on attack and damage rolls with natural
weapons and on skill checks relating to
animals and plants.
Seance Boon: Your natural armor
bonus to AC increases by 1.
Favored Location: Native terrain of the
animal type being invoked.
Influence Penalty: You become wild
and savage, taking a penalty equal
to your spirit bonus on caster level
checks, Charisma- and Intelligence-
based ability checks, and skill checks.
Taboos: Choose one: you must not
speak (except with animals and
21
Hybrid Archetypes
By their very nature, the hybrid classes introduced in the Psychic Reader (Ex): A Harrowed Society student gains
Pathfinder RPG Advanced Class Guide bridge disparate worlds, Psychic SensitivityOA as a bonus feat and adds Diplomacy,
making them thematically appropriate in occult campaigns. Perception, and Sense Motive to her list of class skills. This
ability replaces the 1st-level arcanist exploit.
Harrowed Society Student Harrow Reservoir (Ex): Once per day, a Harrowed Society
(Arcanist Archetype) student can perform a harrow reading as a 5-minute
Based out of Varisia’s Twilight Academy, the secretive ritual. She decides which suit most closely aligns with her
Harrowed Society focuses its efforts on the intellectual study task at hand and deals a nine-card spread. Each time that
of the region’s supernatural quirks and hidden history, and suit appears in her spread, she adds 1 point to her arcane
embraces the use of the harrow deck to examine the world’s reservoir, to a maximum of 1 point per 2 arcanist levels.
occult mysteries. (This archetype is intended for use with Points gained in excess of her reservoir’s maximum are lost.
the Pathfinder Cards: Deluxe Harrow Deck. If you don’t have The Harrowed Society student can perform this reading one
access to that product, roll 1d6 to determine a drawn card’s additional time per day at 8th level and at 16th level. This
suit: 1 = hammers, 2 = keys, 3 = shields, 4 = books, 5 = stars, ability replaces consume spells.
and 6 = crowns.) Divine the Mysteries (Ex): At 5th level and every 2 levels
thereafter, a Harrowed Society student can select a
divination spell from the spell list of any class, including
classes that cast divine or psychic spells, and add it to her list
of spells known. This spell must be at least 1 level lower than
the highest-level spell she can cast. She casts these spells
as arcane spells, using her normal spell slots, but must
use a harrow deck as an additional focus component.
If such a spell is normally a psychic spell with an
emotion or thought component, she must also add
that component.
Trump Card (Su): At 9th level, a Harrowed Society
student can expend 1 point from her arcane reservoir
and draw a card from her harrow deck as a
standard action to learn her own fate or that of
an ally within 30 feet. The target’s fate depends
on the suit of the card drawn from the deck.
Books: The target gains a +2 insight bonus on
her next caster level check.
Crowns: The target gains a +2 insight bonus on
her next saving throw.
Hammers: The target gains a +4 insight bonus on
the damage roll of her next successful melee attack.
Keys: The target gains a +4 insight bonus on her next
initiative check.
Shields: The next time the target receives magical
healing, she regains an additional number of hit points
equal to the Harrowed Society student’s arcanist class level.
Stars: The target gains a +4 insight bonus on her next
skill check.
A creature cannot have more than one trump card in
effect at one time; drawing a new trump card for a target
negates the effect of the previous trump card. A Harrow
Society student can attempt to read the fate of an enemy
within 30 feet, resulting in a penalty for that target equal to
the bonus granted above, but the target is entitled to a Will
save (DC = 10 + 1/2 the Harrowed Society student’s arcanist
level + her Charisma modifier) to negate the effect. This is
considered a curseUM effect. A Harrow Society student can
22
Occult Origins
have trump cards in effect for multiple creatures at the same Psychic VirtuosoOA, Raging ConcentrationACG, Spell Focus,
time. This ability replaces the 9th-level arcanist exploit. or Spell Penetration. This ability replaces all bloodline feats.
23
Occult Feats
Occult abilities come from many sources, such as carefully requires a successful Heal check (DC = 25 + the target’s Hit
guarded mysteries of secret societies, cultic sacraments, lost Dice). Creatures with implanted needles gain a +1 bonus
fragments of ancient traditions, and scribbled lore from on saving throws against spells with the emotionUM or
long-dead scholars. fear descriptor (or similar effects), but take a –1 penalty on
saving throws against spells with the electricity or painUM
Careful Reader descriptors. Implanting needles deals 1d6 points of damage
Your training with the Pathfinder Society (or its rivals) has to the patient, which can’t be healed by any means until the
taught you proper caution and wariness when deciphering needles are removed (which requires a second successful
the ancient scrolls and inscriptions of fallen civilizations. Heal check at the same DC, or a restoration or regenerate spell).
Prerequisites: Linguistics 3 ranks, Spellcraft 3 ranks. If you have implanted needles into your own cranium, you
Benefit: You gain a +4 bonus on saving throws against can probe them as a swift action while casting a spell, dealing
written magical effects, including explosive runes, glyph of an amount of damage to yourself equal to 1 + the spell’s level.
warding, illusory script, symbol of death, and similar magic, as well The pain from this probing stimulates your powers of focus,
as against any form of curse, madness, possession, or similar granting you a bonus of +1d6 on any concentration check
effect—magical or not—that might occur from reading a you must attempt as part of casting that spell. This damage
book, inscription, scroll, or any other form of writing. doesn’t force you to attempt a concentration check.
24
Occult Origins
how to use. You always believe that your ritual is a success, so from the enchantment (compulsion) school. These effects
the GM should roll the required skill checks in secret, revealing persist for 1 day per character level you possess. If you fail
the result only when you try to use your newly acquired hex. the check, the target takes 1d3 points of Intelligence, Wisdom,
and Charisma damage. You can perform this procedure on
BESEECHING THE PATRON yourself, but the DC increases by 5.
School divination; Level 4
Casting Time 40 minutes Truth in Wine
Components V, F (a book of occult lore worth at least 150 gp) In refining your palate and experiencing the food, drink,
Skill Checks Knowledge (arcana) DC 20, 2 successes; Knowledge and meal rituals of myriad cultures, you have learned to
(history) DC 20, 2 successes divine truths about human behavior and use intoxication to
Range personal break down psychological barriers.
Duration 24 hours Prerequisite: Appraise 3 ranks.
Saving Throw no; SR no Benefit: You can perform the psychometry occult skill
Backlash The caster is fatigued for 1 hour. unlockOA even if you can’t use psychic magic, though you
Failure All of the caster’s spells suffer a 10% spell failure chance must consume a drink of high-quality alcohol (costing
for 24 hours. at least 10 gp per drink) to do so. If you can cast psychic
EFFECT spells or have the Psychic SensitivityOA feat, you can use
The caster gains access to one additional hex for which she psychometry one additional time per day.
qualifies. This ritual can be used to acquire a major hex If you consume a drink of high-quality alcohol, you gain
(increasing the DCs of the ritual’s skill checks by 10) or grand a +2 circumstance bonus on Appraise and Sense Motive
hex (increasing the DCs by 20) if desired. The caster can have checks for 1 minute and can increase the caster level of
only one additional hex from this ritual at a time. the next divination spell you cast within 1 minute by 1. If
you are addicted to alcohol, as described on page 236 of the
Spectrum Sight Pathfinder RPG GameMastery Guide, these bonuses increase
Your pursuit of dispassionate perfection gives you by 1, but so too does the save DC for your addiction.
unmatched insight into the condition of others.
Prerequisites: Alertness, Perception 5 ranks.
Benefit: You can perform the read aura occult skill
unlockOA even if you can’t use psychic magic. If you can
cast psychic spells or have the Psychic SensitivityOA feat,
you can use read aura one additional time per day.
Once per day, you can perform an aura reading as a
full-round action. If you successfully use detect thoughts
or a similar mind-reading divination on a creature, you
can use the read aura skill unlock on that creature as a
full-round action as long as it is in your line of sight and
within 30 feet. If you fail the check, you can’t attempt to
read that same creature’s aura for 24 hours.
Special: If you have a ki pool, you can expend 1 point
from your ki pool as a swift action to gain one additional
daily use of the read aura occult skill unlock.
Trepanation
Through careful study and practice, you have learned how to
relieve pressure in the brain to balance the humors, promote
health, and ward off outside influence.
Prerequisites: Heal 5 ranks, Knowledge (arcana) 2 ranks.
Benefit: You can perform the faith healing occult skill
unlockOA even if you can’t use psychic magic. If you can cast
psychic spells or have the Psychic SensitivityOA feat, you can
use faith healing one additional time per day.
So long as you have a healer’s kitUE or surgeon’s toolsUE, you
can spend 1 hour performing a full trepanation on a creature.
This procedure requires a Heal check (DC = 20 + the target’s
Hit Dice). If you’re successful, the target gains a +2 insight
bonus on saving throws against curses, possession, and spells
25
Occult Rituals
Rituals are a form of magic that played a significant role on new rituals as an interest in the history or language of these
Golarion for eons. Vast empires once depended on rituals to kingdoms. (See page 208 of Pathfinder RPG Occult Adventures for
defend their borders, unite their people, and punish their more information about occult rituals.)
enemies. Despite their importance in the past, functional
rituals are difficult to find in the modern era. Because they HEARTHFIRE OF VALENHALL
place powerful magic in the hands of those who answer to no School abjuration; Level 4
higher authority, or who lack the discipline to devote their Casting Time 4 hours
lives to studying the arcane arts, these incantations represent Components V, S, F (a cold iron and silver lantern worth
a dangerous and hard-to-control magical element. Mistrust 5,000 gp), SC (up to 12)
of the ancient kingdoms that employed rituals has caused Skill Checks Knowledge (arcana) DC 29, 2 successes; Survival
many tomes of such lore to be hunted down and destroyed, DC 29, 2 successes
or hidden by their owners and lost to the ages. Range touch
Rituals are still sometimes found, however, by those Target one ship or vessel (up to one 10-ft. square/character
few dedicated to their discovery. Knowledge of wizardry level of the primary caster)
and divine prayers can be restricted and take a lifetime to Duration 1 year
master. Bloodlines can be hunted to extinction. Martial Saving Throw none; SR yes
fighting techniques can be outlawed, and the weapons Backlash The primary caster takes 2d6 points of fire damage,
needed to practice them banned. But a ritual may slip and all casters become exhausted.
through on a single page of a book or be hummed in a Failure All casters become chilled and cannot warm
harmless melody, and a layperson can use that power to themselves for 24 hours (treat as exposure to cold weather,
intentionally topple a monarch or inadvertently conjure regardless of outside conditions).
powerful evils. Because of this danger, benevolent souls EFFECT
and tyrants alike work to contain the understanding of A closely guarded practice among the Linnorm Kings, this
occult rituals, relegating these traditions to the fringes ritual descended from far more ancient traditions practiced by the
of societies or leaving them forgotten in crumbling Erutaki to survive at the Crown of the World. After hours
ruins and isolated libraries. of singing, woodcarving, and fire-building, the primary
Most existing rituals were designed for specific caster throws an iron lantern into a raging
purposes by long-lost savants, and modern bonfire, then plucks it from the flames
practitioners must adapt them to new purposes. As with a bare hand. The ritual imbues
a result, ritualists often seek to know more about the the lantern with an inextinguishable
history of these occult incantations. Scholars debate yellow flame for a single year.
whether the serpentfolk or the cyclopes of Ghol-Gan When hung from the prow or
first introduced ritual magic—to Golarion—both mast of a ship, the lantern projects
civilizations owe many of their greatest works a protective bubble in which the
to powerful ceremonies meant to bend temperature never falls below 50° F,
the land and even time to their rain and snow never fall heavier than
will. Azlant and Thassilon also a light shower, winds never blow faster
relied heavily on rituals than strong, and the light never darkens
to support their beyond dim (though outside conditions
wild and fantastic created by extreme weather, such as ice
infrastructures, but flows or large waves, may still threaten the
restricted knowledge ship and crew). Anyone resting inside this
of the underlying magic space dries easily, and preserved food and
to a select few, leaving most water do not naturally spoil.
of their secrets lost to the ages. So long as the lantern hangs from a ship,
Survivors of these great empires its flame always flickers toward the east,
spread what lore remained to the granting a +2 circumstance bonus on Survival
Jistka Imperium—which developed checks to avoid becoming lost.
fantastic magic to bind powerful elemental
spirits—and from there to Ancient Osirion INVOKING THE HERO-GOD
and the Tekritanin League, where shreds of that School transmutation; Level 7
knowledge still exist today in secret stonemasons’ Casting Time 70 minutes
colleges. Ritualists often disguise their quests for Components V, S, M (mixture of wine,
26
Occult Origins
outsider’s blood, and cedar ash worth 5,000 gp total), Backlash All casters take 2d6 points of damage and become
F (primary caster must be menstruating), SC (up to 12) exhausted.
Skill Check Diplomacy or Intimidate DC 31, 2 successes; Failure All casters gain a negative level and cannot use psychic
Knowledge (arcana) DC 31, 2 successes; Knowledge (history) magic or occult skill unlocks for 1 week.
DC 31, 3 successes EFFECT
Range touch The primary caster begins by using a peacock feather to dust a
Target up to 10 willing creatures/character level of the primary circle of crushed malachite around a building or sacred site and
caster, all of whom must be present for the ritual calls forth hushed whispers—the murmuring chastisement of the
Duration 14 hours secretive Peacock Spirit—to blot out invasive magics that overhear
Saving Throw Will (harmless); SR yes or reveal secrets. Anyone attempting to cast a divination or
Backlash The primary caster takes 2d6 points of damage and enchantment spell or spell-like ability that detects thoughts or
becomes host to a restless “god” spirit (see text). compels the truth within the area of effect, or that targets the area
Failure A random creature conjurable via summon monster of effect with a remote sensing spell such as scrying, must first
XI appears and attacks all participants for 9 minutes. At the make a successful Will save. Failure indicates the spell is lost and
GM’s discretion, the conjured creature can have the advanced the effect’s caster takes 1d6+8 points of damage as the Peacock
template, be accompanied by additional creatures, or both. Spirit turns the invasive magic back upon her. Success indicates
EFFECT the effect occurs normally. A caster who successfully saves is
The rituals of lost Sarkoris summoned and put to use many of unaffected further by the Peacock Spirit’s Tranquil Roar ritual for
their myriad “gods,” including conjuring powerful spirits into a 24 hours or until she leaves and reenter the area of effect.
clan’s soldiers to invest them with bravery and divine grace in an
upcoming battle. In this ritual, after an hour of chanting, calling SEAL OF DANCING DOLLS
down a spirit, and begging and forcing its service, the primary School conjuration; Level 6
caster moves among those to be invested with the spirit’s power, Casting Time 6 hours
anointing the participants’ foreheads with blood. The ritual infuses Components V, S, M (a bronze seal embellished with acacia and
each anointed warrior with inhuman passion and courage, granting quartz lacquer worth 500 gp), SC (up to 4)
a +2 morale bonus on attack rolls, saving throws, and skill checks, Skill Checks Knowledge (arcane) DC 33, 3 successes; Knowledge
as well as a +4 morale bonus on saves against fear effects, but (planes) DC 33, 3 successes
also renders them vulnerable to spells that forbid outsiders or deal Range touch
additional damage against creatures of the outsider type (such as Duration 1 year
magic circle against chaos and chaos hammer). A target of this Saving Throw Will negates; SR yes
spell does not become an outsider; it simply gains a temporary Backlash All casters take a temporary negative level.
vulnerability to these effects. Failure The outsider to be bound is released and attacks.
To maintain this spell’s magic, the primary caster must host EFFECT
the “god” invoked within her body for the duration of the spell. Designed to create a Jistkan construct that is considered in many
The outsider scuttles beneath her flesh, causing intense pain and ways a precursor to early golems, this ritual uses hours of laborious
distraction; each round, she has a 50% chance of being dazed by calculations, recitation, and focus to bind an elemental outsider (a
the pain. When the spell’s duration expires, the primary caster can creature with the elemental subtype or a genie) into an inscribed
eject her parasitic “god” back to its home plane with a successful bronze seal, harnessing the outsider’s vibrant life force to animate
Will saving throw. On a failed save, the spirit remains and continues an object. The seal must already be affixed to the object to be
to inflict debilitating pain until banished via break enchantment, animated (usually a mannequin or statue), and the outsider must
dismissal, limited wish, miracle, remove curse, or wish. Banishing be available within the ritual area and contained (via binding, a
the spirit early immediately ends the ritual’s effect. magic circle, or similar magic). Upon successful completion of the
ritual, the outsider is bound to loyal service within the seal for a
PEACOCK SPIRIT’S TRANQUIL ROAR year and a day, losing access to most of its powers and memories
School abjuration; Level 8 and treating the object to which the seal is affixed as its new body.
Casting Time 80 minutes Such animated servitors were most often used as guardians or
Components V, S, M (a peacock feather and powdered malachite bodyguards, but also sometimes served as assassins.
worth 500 gp), F (a copper and mithral gong worth 5,000 gp), This seal can be used as is to create an animated object
SC (up to 8) (Pathfinder RPG Bestiary 14) or combined with the Craft Construct
Skill Checks Knowledge (arcane) DC 32, 2 successes; Knowledge feat; the seal replaces any spell requirements in a construct’s
(religion) DC 32, 2 successes; Perform (sing or percussion) creation, but not the time investment or material cost. Because
DC 32, 4 successes the ritual suppresses much of the outsider’s power and free will,
Range touch the outsider to be bound must have twice the Hit Dice of the
Target a single structure, or an area with a 30-foot radius construct to be created. After 1 year, the construct becomes inert,
Duration 8 days but it can be reanimated by performing the ritual again at no
Saving Throw Will negates; SR yes additional cost beyond preparing a new seal.
27
Occult Spells
Psychic magic has not gone unnoticed by other spellcasters, that would possess or exercise direct mental control over her. This
especially in Quantium and the Arcanamirium in Absalom. functions in all respects like the second property of protection
Efforts to duplicate or emulate psychic spells are generally kept from evil but it applies regardless of the alignment of the creature
secret, but attract seekers of the occult. The following spells are or object that created the possession or mental influence effect.
most common in northern Garund and Absalom. If the target is awake, instead of the previous effects, the dream
shield provides a +4 bonus on saving throws against sleep effects.
DREAM SHIELD The spell’s other effects are suppressed while the target is awake.
School abjuration; Level alchemist 2, bard 2, medium 2, If the target falls asleep or is otherwise rendered unconscious, the
mesmerist 2, psychic 3, shaman 2, sorcerer/wizard 4, witch 4 other effects of the dream shield resume. Every 10 minutes spent
Casting Time 1 standard action awake consumes 1 hour of the dream shield’s duration.
Components V, S, M (hollow glass ball or dreamcatcher)
Range touch JEALOUS RAGE
Target creature touched School enchantment (compulsion) [emotionUM, mind-affecting];
Duration 1 hour/level Level antipaladin 2, bard 2, bloodrager 2, mesmerist 2,
Saving Throw Will negates (harmless); Spell Resistance no psychic 3, shaman 3, spiritualist 2, witch 3
You ward the target’s mind against intrusion and influence while Casting Time 1 standard action
she is unconscious. While sleeping, the target is protected against Components V, S
divinations such as nondetection and gains spell resistance Range medium (100 ft. + 10 ft./level)
equal to 10 + your caster level against mind-affecting effects. In Target one living creature
addition, the subject immediately receives another saving throw Duration 1 minute/level (D)
(if one was allowed to begin with) against any spell or effect Saving Throw Will negates; Spell Resistance no
You fill the target with a sense of entitled self-importance,
making the subject unable to bear the indignity of another
creature getting something that it doesn’t have. Whenever an
ally of the target receives a harmless spell or spell-like ability,
beneficial supernatural effect, or assisting action (including
the aid another action, first aid using the Heal skill, etc.) that
doesn’t also include the target, the target is driven into a
murderous rage against either the producer of that effect
or the nearest creature that benefited from that effect,
whichever is closer. The target must attack that creature
on its next turn. Any ability that deals lethal damage is
considered an attack for this purpose. Once the target
deals lethal damage to the object of his jealous rage,
the compulsion to attack that creature ends.
MINDSHOCK
School divination [mind-affecting, painUM];
Level antipaladin 2, bloodrager 2, inquisitor 2,
medium 2, occultist 2, psychic 2, shaman 2,
spiritualist 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You charge yourself with violent
psychic energy so attacks you make with
weapons, natural weapons, and unarmed
strikes cause the target to recall pain suffered
in the past. Such attacks deal 1d4 points
of nonlethal damage in addition to their
normal damage, though creatures immune
28
Occult Origins
to mind-affecting or pain effects ignore this additional damage. In Saving Throw Will negates (object) and Will negates; see text;
addition, when you confirm a critical hit, the target is confused for 1 Spell Resistance yes
round by the pain. Creatures immune to critical hits, mind-affecting, If a creature successfully takes the item targeted by this spell while
or pain effects ignore the confusion. Even if you confirm multiple you are holding, wearing, or wielding it, the creature must attempt
critical hits while this spell is in effect, an individual creature can a Will save. If the creature fails its save, it becomes fatigued, and it
only be confused by a single casting of mindshock once. must attempt a new saving throw at the end of its turn every round
it does not return the item to you. Failing a second saving throw
PSYCHIC LEECH causes the target to become exhausted. As long as the victim of
School enchantment (compulsion) [emotionUM, mind-affecting]; the curse is actively working to return the object, its exhaustion is
Level bloodrager 3, magus 3, medium 3, mesmerist 2, reduced to fatigue. The fatigue and exhaustion cannot be removed
psychic 2, sorcerer/wizard 3, spiritualist 2, witch 2 by effects that normally remove them, though immunity to fatigue
Casting Time 1 standard action and exhaustion protect against the conditions as normal.
Components S This curse can be ended with remove curse or by returning the
Range close (25 ft. + 5 ft./2 levels) item to you. You can have this spell active on one item at a time.
Target one living creature
Duration 1 minute/level (D) SENSORY AMPLIFIER
Saving Throw Will partial; Spell Resistance yes School divination [mind-affecting]; Level druid 4, medium 2,
The target experiences feelings of ennui and lethargy, becoming mesmerist 3, psychic 3, witch 3
fatigued for the spell’s duration. While the target is fatigued and Casting Time 1 standard action
is within the spell’s range, you gain a +2 enhancement bonus to Components S
Strength and Dexterity. On a successful save, the target is fatigued Range personal
for only 1d4 rounds and you receive no bonus. This spell has no Area 10-ft.-radius emanation centered on you
effect if it targets a creature that is already fatigued. Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
QUELL ENERGY You open the minds of all creatures near you and enhance their
School abjuration; Level druid 3, inquisitor 3, occultist 3, sensory receptors. All living creatures other than you in the area gain
psychic 3, shaman 3, sorcerer/wizard 3, witch 3 a +5 bonus on Perception checks. Sighted creatures gain low-light
Casting Time 1 standard action vision, and creatures with a sense of smell gain scent. In addition,
Components V, S the first time each round that a creature in the area takes damage, it
Range close (25 ft. + 5 ft./2 levels) takes an additional 2d6 points of damage of the same type. Despite
Target one creature being within the area, the caster does not take this extra damage.
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes SUBJECTIVE REALITY
You reduce the target creature’s ability to tap into a single energy School illusion (phantasm) [mind-affecting]; Level bard 6,
type (acid, cold, electricity, fire, or sonic) of your choice. This medium 5, mesmerist 5, psychic 6, sorcerer/wizard 7
reduces damage of the selected type the creature deals with Casting Time 1 standard action
spells, spell-like abilities, and supernatural abilities by 10 points. Components V
Multiple castings of this spell stack. Damage from sources other Range personal
than the creature, such as objects and magic items, is not reduced. Target you
If the damage of one of the creature’s effects is negated entirely, Duration 1 round/level (D)
any additional effects associated with that damage (such being Saving Throw none; Spell Resistance none
stunned by sound burst or set on fire by a fire elemental) are Choose one object, creature, or force you can see within long
also negated. At 13th level, you reduce the target’s damage by range (400 ft. + 40 ft./level). You alter your perceptions to become
20 points, and at 19th level, you reduce the target’s damage by convinced the target is an illusion. For you, the target becomes
30 points. transparent and does not create sound or smell. Until the spell ends,
If the target succeeds on its saving throw, the spell’s duration you can move through the target unimpeded and the target can
is reduced to 1 round. move through you. The target’s nonmagical attacks cannot harm you,
and the target’s magical attacks deal half damage to you. The target’s
RETRIBUTIVE REPARATIONS non-damaging magical abilities have a 50% chance not to affect you,
School necromancy [curseUM]; Level antipaladin 3, inquisitor 3, and you are immune to all its sonic, language-dependent, and scent-
occultist 3, spiritualist 3, witch 4 based attacks. However, your attacks deal no damage to the target,
Casting Time 1 standard action and your magical abilities do not affect the target at all. You or the
Components V, S target can affect each other normally through intermediaries. For
Range touch instance, while the target would be immune to the direct effects of
Target one object your earthquake spell, if the spell caused a room’s ceiling to collapse,
Duration 1 day/level or until triggered, and permanent; see text the target would not be immune to the effects of the collapse.
29
Psychic Magic
Psychic magic has existed in the shadows for centuries, MANTLE OF DOUBT
but it has yet to reach the prestige of either arcane or School illusion (phantasm) [emotionUM, fear, mind-affecting];
divine magic. In Nex and the city of Niswan, though, Level mesmerist 6, psychic 8
occult research has greatly expanded the understanding Casting Time 1 standard action
of psychic magic, and developed new psychic spells Components V, S
unique to those areas. Range personal
Target you
ECTOPLASMIC HAND Duration 1 round/level (D)
School evocation; Level occultist 5, psychic 5, spiritualist 4 You wrap your mind in phantasms of crippling doubt that assail
Casting Time 1 standard action any who dare harm you. When a creature within the mantle’s
Components V, S radius attacks you or attempts to affect you with a harmful effect,
Range close (25 ft. + 5 ft./level) it must succeed at a Will save as these spectres of uncertainty force
Effect one ectoplasmic appendage themselves into its mind. Ongoing effects trigger the mantle only if
Duration 1 minute/level the creature consciously directs them against you. A given creature
Saving Throw none; Spell Resistance no need only roll a saving throw against your mantle of doubt at most
You draw forth a ghostly, animated hand through the ectoplasmic once per round. If the creature’s attack or effect against you was
veil to manipulate objects, attack creatures, and deliver touch a psychic spell or spell-like ability, that creature’s save takes a –4
spells at a distance. The hand remains tethered to you by tendrils penalty. A creatures that fails its save against your mantle of doubt
of ectoplasm. The ectoplasmic hand and its tether have hardness is affected for 1d4+1 rounds, during which time it is shaken, cannot
10 and hit points equal to 10 + your caster level. The tether can flank, and no longer threatens creatures within its reach. In addition,
be damaged or sundered anywhere along its length, ending the it takes a –2 penalty on saves against mind-affecting effects, which
spell. The ectoplasmic hand has improved evasion, uses your save stacks with the penalties for being shaken. If your mantle of doubt
bonuses, and has an AC of 24 (+6 natural armor, +8 size). The affects a creature that is already shaken, that creature’s fear level
ectoplasmic hand moves up to 30 feet per round, and on each of doesn’t increase. Instead, mounting doubts stagger the creature for
your turns you can spend a move action to move it an additional 1 round and deal 1d4 points of Wisdom and Charisma damage to it.
30 feet. If you spend a swift action, the ectoplasmic hand can Spell resistance applies against assaults from a mantle of doubt,
make an attack using your base attack bonus, modifying its attack and immunity to fear or mind-affecting effects negates the spell’s
rolls and damage rolls with your spellcasting ability score (the effects. If you are immune to fear or mind-affecting effects, you can
ability score that determines your spell save DCs). It deals 1d6 still cast mantle of doubt on yourself.
points of damage with a slam attack, and it can wield any light
or one-handed weapon. The ectoplasmic hand threatens and can MIND OVER MATTER
flank targets. School necromancy; Level mesmerist 2, psychic 2, spiritualist 2
The ectoplasmic hand can also perform additional functions. Casting Time 1 standard action
Deliver Touch Spell: The ectoplasmic hand can deliver any Components V, S
spell of 6th level or lower that has a range of touch that you Range touch
cast. You gain a +2 bonus on your melee touch attack roll when Target one creature
doing so. Duration instantaneous
Manipulate Object: The ectoplasmic hand can manipulate Saving Throw Fort negates; Spell Resistance yes
unattended objects weighing no more than 5 pounds per caster You blur the lines between mind and body, reassigning ability
level, moving them up to 20 feet per round in any direction damage or drain your target has taken to a corresponding ability
you desire, to the limits of this spell’s range. It can pull levers, score, as per the following table.
open unstuck doors, or knock over objects. If the ectoplasmic
hand must attempt a Strength check, it uses your spellcasting Physical Ability Score Mental Ability Score
ability score as its Strength score. Using the ectoplasmic hand in Strength Intelligence
this way requires you to concentrate and spend any actions you Dexterity Wisdom
would normally need to use to manipulate the object yourself. Constitution Charisma
Combat Maneuver: You can spend a standard action to
command the ectoplasmic hand to perform a bull rush, disarm, The transfer of damage can go either way—you can convert
dragAPG, stealAPG, or trip combat maneuver against a target Intelligence damage to Strength damage and vice versa. You
creature, using your caster level as its CMB and your spellcasting can transfer any number of points of damage or drain in a single
ability score as its Strength score. The ectoplasmic hand takes casting, though only from one ability score to the corresponding
no penalties for its size. This action doesn’t provoke attacks of ability score. You cannot transfer enough ability damage or drain to
opportunity against the ectoplasmic hand. reduce an ability score to 0.
30
Occult Origins
OUT OF SIGHT PSYCHONAUT MANIFESTATION
School enchantment [mind-affecting]; Level medium 3, School enchantment (compulsion) [emotionUM, mind-affecting];
mesmerist 3, psychic 4 Level psychic 2
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a strip of black cloth) Components V, S, M (a small piece of psychoactive cactus)
Range personal Range personal
Target you Target you
Duration 1 minute/level (D); see text Duration 1 round/level (D)
Saving Throw Will negates; see text; Spell Resistance yes; Saving Throw see text
see text You take a mental journey through the doors of perception to
The spell inhibits the memories of creatures that perceive enter an altered state of consciousness. Despite this hallucinatory
you. While creatures can perceive you normally, when a transmigration being entirely unreal, your mind and body fully
creature stops observing you, it must attempt a Will save react to it. You gain a +4 alchemical bonus to a random ability
(spell resistance applies). If it fails, it loses all memory of its score, as well as a corresponding –2 penalty. If the bonus
awareness of you and your actions while you were under the applies to Strength, the penalty applies to Intelligence, and vice
effects of this spell. The spell’s duration listed above measures versa. If the bonus applies to Dexterity, the penalty applies to
how long the out of sight effect lasts on you, but the memory Wisdom, and vice versa. If the bonus applies to Constitution,
alteration is instantaneous and can be reversed only by magic the penalty applies to Charisma, and vice versa. Each round as
such as modify memory. a standard action, you can explore the nooks and crannies of
The creature is still aware of any other changes to itself or its your imagination to further alter your corporal self. If you do so,
environment. For instance, a guard will remember running, and attempt a Will save against the spell’s save DC. If you succeed,
may notice a newly unlocked door, but will not remember that randomly select another ability score and change the alchemical
he was chasing after you. bonus and associated penalty accordingly. If you fail, you are
dazed for 1 round instead as your mind reels from learning
PHANTOM LIMB unexpected truths about yourself.
School necromancy; Level psychic 6, spiritualist 5
Casting Time 1 standard action
Components V, S
Range touch
Target one creature
Duration 24 hours; see text
Saving Throw none;
Spell Resistance yes
This spell creates a semi-visible psychic manifestation
that allows a creature to replace a missing body part
or parts. This could be as simple as a missing finger or toe or
as complex as one or more limbs or even a set of wings. The
creature can use these ghostly appendages exactly as if they
were the creature’s own limbs, including any natural attacks or
other special abilities. This includes any extraordinary abilities
granted by the appendages, but not supernatural ones.
If the target does not need a replacement limb (or chooses
not to use the spell in this way), it can instead select one of the
following options. In this case, the spell lasts only for 10 minutes
per level.
Extra Arms: The target grows two phantom arms, granting it
two extra natural claw attacks; the target cannot use the phantom
arms for any other purpose.
Extra Legs: The target grows two phantom legs and strong
hindquarters like those of a horse, granting it a +30-foot
enhancement bonus to speed and a +4 bonus to its CMD against
overrun and trip combat maneuvers.
Mermaid’s Tail: The target grows a phantom tail, granting it a
swim speed of 60 feet.
Phantom Wings: The target grows phantom wings, granting it
a fly speed of 60 feet (good maneuverability).
31
Next Month!
Whether you’re a wealthy adventurer who needs to sell more than the local economy can afford
or a bold hunter looking to purchase poisons to bring down an owlbear terrorizing nearby
farms, you’ll find yourself eventually dealing with illegal elements and shadow economies.
Find new rules for running your own black market and clandestine criminal enterprises,
or round out your “heroic” arsenal with portable traps, arcane poisons, and undead grafts.
All this and more arrives next month in Pathfinder Player Companion: Black Markets!
Cultivate a dark air of the strange Mysterious traditions like astrology Heroes are defined by their enemies.
and inscrutable in your Pathfinder and the harrow, and secret societies Horrors such as the cerebric cyst, the
campaign, as well as introduce six like the Esoteric Order of the Palatine dreamthief hag, and the psychic lich
character classes built around occult Eye, are deeply ingrained on Golarion will keep occult adventurers busy.
powers and psychic magic with and detailed in Pathfinder Campaign Discover what lurks within Pathfinder
Pathfinder RPG Occult Adventures. Setting: Occult Mysteries. Campaign Setting: Occult Bestiary!
32
Walk the Unseen Path!
Sometimes things go bump in the night, hinting at mysteries that lie shrouded behind the veil of fear. In an
old world steeped in magic, some questions can—or should—never be answered, and some investigators
find truths so terrible they pray for sweet madness to wipe them away. Pathfinder Player Companion:
Occult Origins provides new options for heroes who look beyond the convenient and sensible mask the
world wears and plumb the dark secrets underneath. Expand your kineticist repertoire, bolster your
phantom’s mind, or tie your occult powers to a god. Learn psychic magic, unlock occult abilities
for mundane classes, and examine the role of occult characters across Golarion. Occult Origins
includes new abilities and tools for every Pathfinder RPG player. Inside this book, you’ll find:
► Incredible archetypes, class features, feats, and spells to broaden the scopes of all six of the
new occult character classes introduced in Pathfinder RPG Occult Adventures.
► Uncanny archetypes such as the mind sword, the supernaturalist, the Harrowed Society student,
and the primalist that bring occult powers to both core and hybrid classes.
► Dozens of new mystic spells to augment the power of the mind for both occult classes and arcane
and divine casters.
► New occult feats such as Cranial Adjustment, Haruspicy, and Trepanation that provide esoteric
flavor and psychic skill unlocks to any character.
► Occult rituals from Golarion’s lost civilizations, including the Jistkan art of genie-binding and
Sarkorian god-summoning.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the
Pathfinder campaign setting, but can easily be incorporated into any fantasy world.
paizo.com/pathfinder
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