Revamping the Medium


Homebrew and House Rules


So as many people have known, the medium that went live with occult adventures was but a far cry from the original 51 spirits version which felt like you actually used multiple different spirits. In fact, ocult adventures had a lot of issues with that class, seeming making into a class that allowed itself to mimic other base classes, but become worse versions of them. The versatility was there, not pathfinder is a game that rewards specialization over anything, and it ended up forcing most mediums to stick with the same spirit for 90% of their adventuring.

In addition, I felt as if the spiritualist seemed... lacking, as it just ended up playing like a heavily nerffed version of a summoner who could heal, and even then it didn't distinguish itself.

SO.. why not combine them?

Introducing The Medium

Class features include-

  • Ability to bind up to 4 spirits at once, but 3 of which are locked in stone, so you must specialize.
  • Manifest one of the spirits you have called as a ectoplasmic entitity to fight besides you.
  • Role heavily depends on what spirits you wish to bind. Like the printed version, a medium can fufill pretty much any role.
  • At higher levels they gain access to rituals which they can use to cast certian high level spells by taking the time and the cost.

Any critiques would be more than welcome. even if you just hate the class or think it too overly complex.

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