Occultist

Medium - by T.A. Saunders ©2013 v2.0

Summary The Medium is a sort of occultist that contacts the Outer Planes to contact long dead spirits, call forth lost souls from the Astral Plane and possibly banish haunting spirits from an area. While they do have great power over incorporeal undead, they have no power whatsoever over corporeal dead, like zombies and ghasts. Like the Celestialist and the Demonologist the pursuit of the Medium craft does not predispose alignment; the knowledge of the spirit world can be used for either good or evil. Mediums can wear light or medium grade armor.

Class Skills Contact Spirit

Once per day, a Medium can contact a Spirit to answer 1d4 questions. How truthful the spirit is depends on how prepared the Medium is. If he or she has a personal item of the spirit they attempt to contact, there is a 50% chance that spirit will answer questions truthfully, though may choose to be vague or evasive with their answers. Should the spirit be contacted at the place they died, there is a 75% chance they will answer questions truthfully, though elusive answers are also possible. If the Medium knew the spirit they're attempting to contact in life and were on good terms with them at the time of death, the spirit will answer the best it can, with 100% truth. If no such knowledge or relics exist and a spirit is just randomly contacted, there is a 25% chance of actually getting a remotely honest answer and the Spirit is free to not answer. (25% to answer 1d4 questions without preparation, 50% chance with a personal item of the spirit's, 75% chance if contacted at the place of death and 100% if known by the spirit in life. Usable once per day).

Cleansing

The Medium is able to force spirits from a structure by way of this talent with 75% chance of effectiveness. The Cleansing is a permanent act, forcing a specific spectral entity or entities from a home, building or structure. This does not destroy the spirits in question, but it does force them to depart the area/property if this talent is successful. Spirits evicted in this manner will not usually stick around but may (25% chance) actually follow the Medium instead.

If the spirits cast out are not malevolent (50% unless otherwise stated by a GM) they will simply follow the Medium around, natter at them and occasionally play pranks on them for 1d4 days. After that time, the spirits will wander off or pass on into the Afterlife. Malevolent spirits will torment and attack the Medium at every opportunity for 1d4 days.

In such cases, the medium may make a second Cleansing roll at no cost to their overall count to immediately abolish these spirits from further disruption. This check may only be made once however. Should it fail, the malevolent spirits linger for the full duration, incurring a -15% to all summoning-related bonuses. Usable thrice per day. (75% to Cleanse spirits from an area, 25% the spirits cleansed follow the Medium, 50% chance of non-malevolence, linger for 1d4 days. Malevolent spirits cause a -15% penalty to summoning-related skills. Usable 3 times per day).

Spiritual Relic

Mediums will select an item of some kind to imbue with their personal essence, to strengthen their summoning power. Since Spirits called into combat in the name of the living are usually reluctant for one reason or another to do so, a Medium must have a means to focus their energies to compel spirits to do their bidding, hence the need for the Spiritual Relic. Traditionally, these are crystals or precious gemstones that the Medium favors, but can be anything of personal value. The item must be small, wearable on the person and no more complex than a piece of jewelry or a simple melee weapon, such as a knife. When using a Spiritual Relic, the Medium gains a +5% bonus to summoning and a +10% bonus to hit for spectral entities they bring forth. (+5% to summoning roll, +10% to summoned spirit's hit die.)