What is peoples opinions on the Spiritualist and Medium classes?


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The Spirit Ridden feat is good for temporary acquisition of a skill and has the fringe benefit of the medium not losing control afterwards.

The Channel Spirit feat could be used profitably by a Spirit Dancer medium if the player and the GM are on the same page as to just what the medium as NPC might do when the player loses control.

Designer

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PossibleCabbage wrote:
Indeed, the real issue I have with the spirit dancer is that it's kinda unsuitable for channeling any spirit in case you're doing something that isn't naturally measured in rounds. Like if you're going to a fancy party, it'd be natural to channel the trickster so you can be up to snuff on dancing and etiquette, but if someone poisons the punch you might want to switch to the Hierophant, and to prevent a panic the the leadership acumen of the Marshall would be helpful.

Yeah, it's hard to get a feat approved that only hits a single archetype (Oath Against Fiends paladin has one and there may be one or two others throughout all the books), but if I had a spirit dancer in my game, I'd use something similar to the Task Reveler feat from Secrets of the Masquerade Reveler. That feat exists to support a character class with extremely diverse round per day abilities that wants to do a long task repeatedly using those abilities (an exact parallel). Basically you spend a few rounds from your daily allotment and keep the powers you want active for the entirity of a single long-term task, no matter how long it might take (even something really long like crafting for 8 hours on an off-day). If you ever break off to do an encounter or something else (like the round by round poison assassin encounter in your example), you do have to respend to go back to the long-term version.


Merellin wrote:
So, I only recently started looking at the occult classes as they dident draw my attention earlier and the Medium and Spiritualist classes seem intresting in concept atleast. I havent seen much info or guides on them online though, and they seem a bit complicated.. So I wanted to ask, What is everyones opinions on them?

I played the Spiritualist in a Mythos Horror house game table and I can say it was a pleasant experience.

Mind you, it was more detective like than combat oriented, which I think is the kind of theme that suits better those classes.

Sovereign Court

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I have two mediums and a spiritualist in PFS. I can't speak too much about spiritualists as a whole, but Ectoplasmatists are great. Right now, he has 15 foot reach, hits like a truck, and can heal and buff the party while attacking.

Mediums are a little strange. I don't think I could ever see myself playing an Archmage, Guardian, or Hierophant. But Champion, Marshal, and Trickster are fantastic. Champions get one of the most versatile pounce effects in the game, plus an extra attack that stacks with haste and an amazing spirit bonus. Marshals are fantastic at ensuring that your party doesn't fail. Ever. By taking a taboo and channeling a weaker version of the spirit once you hit 6, you can surge 8 times a day. 1d6 + spirit bonus goes a long way towards making that crucial save or skill check work. Tricksters struggle to find something to do in combat, but that spirit bonus makes everything worth it. My level 7 trickster has 24 skills at +11 or higher. A rogue or snakebite striker dip plus Accomplished Sneak Attacker is generally worth it to get the most mileage out of the intermediate power.

The problem with mediums, as other people have pointed out, is that you aren't guaranteed your primary spirit. In a home game, I would definitely request a house rule that every medium picks one spirit they can channel every day. Otherwise, Champions are stuck with weapons they can't use, Guardians can't wear their armor, and Archmages and Hierophants can't even use their highest stat in combat. One chronicle sheet in PFS opens this up, but chronicle fishing is generally discouraged.


lemeres wrote:
Yes- you usually focus on champion spirits. It is hard to have both effective melee stats and also have a high enough casting stat to justify going pure caster some days (as seen with archmage)

Unless you're using Desna's Shooting Star, which is an awesome fit for the Medium. Unlike most charisma classes, there's nothing in the class clashing with DSS (of course, there're the usual downsides of low base damage and no two-handing without using a large version).

The King In Yellow wrote:
All to often, people make comments about how combats shouldn’t last more than 4 rounds, tops. Sure, if all you are wanting to do is play rocket tag. If that is the style of play you want, that is fine. But it is NOT the ‘correct’ style of play. It is ‘A’ style of play. No one should ever be pressured into adopting that style, yet time and time again that is what suggestions and complaints come down to, on these boards.

Well, it's what optimization naturally leads towards, as it's the best defense (Dead Dudes Don't Do Damage™), and saves recource.

Serisan wrote:
A good example of this is 7-12 A Twisted Circle.
Spoiler:
The characters are in a small, middle-of-nowhere town that is almost completely peaceful, with the scenario saying that even violent language or polite words said in a rude tone are taboo. The town is strictly vegetarian, as well. There are reasonable places to get archmage, guardian, hierophant, marshal, and trickster. There is no reasonable place to get champion within the town and you don't leave for a while.

I'd channel the spirit of John Spartan! Apart from that, you'd want archmage anyway, to burn the whole town down. Town creeps me out!.

Mark Seifter wrote:
each individual spirit legend in the modern medium is balanced as a singleton that doesn't swap.

Wait, what? If that is true, who did that balancing, the guy who decided that Improved Natural Attack (unarmed) needed to be nerfed because Monk's aren't supposed to be as good in combat as Fighters? Or the guy that thought the Shifter was fine?

I'm not actually complaining, the spirits should be a bit weaker to make up for the amazing flexibility, but most of the spirits are underpowered if used exclusively.

Shadow Lodge

Illeist wrote:
I have two mediums and a spiritualist in PFS. I can't speak too much about spiritualists as a whole, but Ectoplasmatists are great. Right now, he has 15 foot reach, hits like a truck, and can heal and buff the party while attacking.

Now if only the armor class feature wasn't worse than actual armor, you know? Would be awesome!


Dragonborn3 wrote:
Illeist wrote:
I have two mediums and a spiritualist in PFS. I can't speak too much about spiritualists as a whole, but Ectoplasmatists are great. Right now, he has 15 foot reach, hits like a truck, and can heal and buff the party while attacking.
Now if only the armor class feature wasn't worse than actual armor, you know? Would be awesome!

It isn't great, but it's ectoplasmic enough to be free ghost touch armor at 12, so that's something. IMO, it should be ghost touch as soon as you get it since it's made of ectoplasm.

Shadow Lodge

Pretty much. Though it does mean you don't need to but ghost touch armor since you can have it up while you are wearing actual armor.


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Spiritualist looks good, around Tier 2-3 like most of Paizo's original classes. IMO this is the best level of play for the Pathfinder system.

As for the Medium...I want to love the class. I really do. The class's concept is really interesting and I think it can be as effective as a Bard, Inquisitor, or Magus. The playtest version with all the Harrow card spirits was a great start, but then the Medium we got in Occult Adventures is much weaker.

IMO you can make some simple changes to make the Medium *much* more playable. To start, change the spirits' Favored Locations from requirements to channel the spirit you want to raising the Influence cap by 1 if you do your seance in the location.

Next change the Influence cap itself to 3+Cha modifier (you gain penalties at 2+Cha mod and lose control of your Medium at 3+Cha modifier). So many of your abilities cost influence that RAW you can barely use it.

Last let the Medium change the spirit they're channeling throughout the day. At level 5 let them do another seance that lasts 30 minutes, then at level 10 it lasts 15 minutes, then at level 15 it lasts 5 minutes.

With these changes I think the Medium becomes playable. Pick 2.5 spirits that you plan on using a lot and build for them. If you need to channel the Hierophant or Guardian later in the day you can switch over with a bit of downtime.


I've played a Relic Channeler Medium, and have had a Spiritualist or two at my table. I had a lot of fun with the Medium, because I'm an option junky who likes a class that can do tons of things. If you're not into bookkeeping though, definitely steer clear. I had a 6 page character sheet to keep track of all my different bonuses. Relic Channeler fixed the issues with spirit access, and gave me the opportunity to really give a personality to each spirit I channeled. Object Reading is just icing on the cake (seriously, I don't think people give the Occultist enough credit. Object Reading is so useful!)

As for the Spiritualist, the problem my player ran into is that it looks like a Summoner, but doesn't play like one. You're phantom is a sub-par combatant, and you really have to wade into battle yourself if you want to keep your damage competitive. Playing the class as a debuffer might be a viable strategy, but I haven't tried it. There are some fun archetypes for the class though (even if it's unclear how you're supposed to move when your shadow has to keep within 5' of you, but acts on a different initiative).

Edit: Gonna second that request for the Harrowed Medium. Come on Mark! Give us our 54-moded jack-of-all trades class! I want to see the look on my GM's face when I show up not with a character sheet, but a character book.


I believe the current status on the Harrowed Medium is that maybe if Mark's boss is in a *really* good mood, he might get another chance to pitch it.

I still think the best way to release it would be as a tier reward if they do another Humble Bundle. Doesn't even need art!


I'm also desperately awaiting the release of the Harrowed Medium.

I think it should just be released as its own softcover - it's one of those rare books that I'd buy in both physical and .pdf form, and I'd buy them instantly.


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I really like the Spiritualist class, but people are correct that it's not a great class from a mechanical perspective. I mean, everything works, but you have to be okay with being sort of C+ at everything except scouting. The text of Occult Adventures doesn't really attempt to explain what a Spiritualist is supposed to do in combat, and the answer (hit things with your weapon; you're bad at it, but better than you are with other things) isn't super obvious.

It feels like class suffers a bit from them not wanting to repeat the catastrophe that was the original Summoner. The Spiritualist gets a limited and kind of janky spell list, and while it gets the marquee version of a few effects (Fly, Haste, Invisibility, Animate Dead, etc.), it's often stuck with more limited or awkward versions of effects. It gets very little in the way of early or even late-on-time access to spells. It has a reputation as a debuffer, but does not get access to very many good control spells.

I'm somewhat biased in that it's one of my favorite classes, but the Spiritualist could get a little bit of extra love and it wouldn't be out of line.

EDIT: With regards to complexity: the spiritualist is a little complicated, because the rules for how lots of elements of the class work are unnecessarily fiddly and aren't always written as clearly as they could be. The spiritualist has a lot of abilities, such as its SLAs and its Bonded Manifestation ability that, while not exactly pointless, take up a lot of words for stuff that doesn't really matter very often. In play, the spiritualist is easier to understand, because a lot of that stuff is meted out pretty slowly.

---------

The Medium works fine if you ignore the implicit promise built into the class that you're a versatile channeler of whatever expertise you might need and play it as a person who just hits stuff every day and can help craft a bit or something during downtime. It's a weird and kind of necessarily complicated route to something that's a lot like a standard martial character, but it basically works. The class is a disappointment in that it doesn't live up to its premise in any way, but it works as a mechanical game element.

(The class was a nonfunctional mess prior to the clarification that Mediums should generally have access to whatever spirit they want each day, but that's no longer a concern.)


Gulthor wrote:

I'm also desperately awaiting the release of the Harrowed Medium.

I think it should just be released as its own softcover - it's one of those rare books that I'd buy in both physical and .pdf form, and I'd buy them instantly.

I agree and have been advertising my open wallet policy about this for years.

Sovereign Court

Serisan wrote:
Dragonborn3 wrote:
Illeist wrote:
I have two mediums and a spiritualist in PFS. I can't speak too much about spiritualists as a whole, but Ectoplasmatists are great. Right now, he has 15 foot reach, hits like a truck, and can heal and buff the party while attacking.
Now if only the armor class feature wasn't worse than actual armor, you know? Would be awesome!
It isn't great, but it's ectoplasmic enough to be free ghost touch armor at 12, so that's something. IMO, it should be ghost touch as soon as you get it since it's made of ectoplasm.

I really hate comparing ectoplasmatists to phantom blades. Phantom blades use a physical weapon that's vaguely ghost-flavored and get ghost touch for free at level 1. Ectoplasmatists literally hit people with a ghost, and it's only ghost touch at level 8. And yes, their armor is awful. I picked up Armor Expert so I can wear a mithral breastplate I'm not proficient in with no penalty.


For Medium: Since the FAQ that allowed for a much easier time accessing spirits, I’m more accepting overall with Mediums abilities and features. While their specific capabilities are a little too all over the place at the moment with a lack of feat support, what they can do is pretty interesting and really does actually provide some good versatility that some parties might need. Not every party brings along a skill monkey for specific tasks or a divine/arcane spellcaster, so they can fill those roles really nicely. Otherwise, their actual martial capabilities are pretty good on their own. And the seance bonuses are really nice team buffs.

Additionally, their ability to deal with haunts is particularly useful. Haunts tend to be nastier than traps since they can do more than simply throw damage at you. They’re often capable of more disruptive effects and are not easily resolved without the presence of a medium. Since Paizo are utilising haunts in their AP’s that don’t even involve the occult, this makes their versatility much more desirable.

They also get spells at earlier levels than other spellcasters, like Haste, which is a second level spell for them. This means they can use Haste at 4th level if they channel the archemage spirit. Basically, the same situation that core summoner was in. Abusable if you have Scribe Scroll.

For Spiritualist: Early on people considered the Spiritualist a bad Summoner. Technically speaking, the Phantom is definitely weaker than Eidolons, but that ignores what the Phantom does for the Spiritualist themselves.

Spiritualists get scythe and kukri proficiency, which are some really solid martial weapons. They are also psychic spellcasters, so armor doesn’t disrupt their spellcasting. While they do have to give up a feat for it, taking medium armor proficiency and wading into the melee with a number of buffs on you (thanks to your pretty decent spell list that includes a number of arcane spells like shield and blur, and bad touch spells like touch of idiocy and gracelessness) lets you be a really solid melee tank when paired with defensive Phantoms, particularly the ones that redirect attacks. The offensive Phantoms are also quite good used with Bonded Manifestation, allowing for a good amount of damage output. They’re also really good at conveying your offensive touch spells, since they can do so under incorporeal form and essentially be completely safe as a result. And, when used as a flanking partner, the Spiritualist is pretty formidable.

Contributor

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I finally got on the other side of the GM screen and rolled up a Spiritualist, and I'm really enjoying it. When the game started I was in the middle of researching a lot of Black Dog folklore, so I opted for the totem spiritualist archetype and gave myself a churchyard grim (phantom wolf animal companion). Even without the emotion powers regular phantoms get, I find it a versatile scout that holds its own in combat since it starts off with that extra hit die (Improved Natural Attack helps, too). Makes a great flanking buddy for me and other party members, and my character uses a long spear to get a little more power and maneuverability to stay a step out of harm's way in combat. Great buff spells on the spell list keep the black dog going strong, and 3rd level brings touch spells transmitted by the companion into the equation, so that's nice.

I hoped to enjoy playing the class after having so much to do with Occult Adventures, and I really am. Our games aren't highly optimized, so I can't speak much to that, but it is versatile and fun and definitely holds its own.

And thanks for the Ectoplasmatist love, ya'll--that one's mine. I gotta go see what that rules hole in the archetype's AC is, though. I haven't heard that before! Ooops?


Garbage-Tier Waifu wrote:


They also get spells at earlier levels than other spellcasters, like Haste, which is a second level spell for them. This means they can use Haste at 4th level if they channel the archemage spirit. Basically, the same situation that core summoner was in. Abusable if you have Scribe Scroll.

Nah, they have to pick from the Sorcerer/Wizard list for Archmage spells known and they can’t have it as a Medium spell yet.


Unless they want to dish out the 4k (or 2k and +5 DC if you have Craft Wondrous of course, yay exploits) for a Page of Spell Knowledge.


Brandon Hodge wrote:

I finally got on the other side of the GM screen and rolled up a Spiritualist, and I'm really enjoying it. When the game started I was in the middle of researching a lot of Black Dog folklore, so I opted for the totem spiritualist archetype and gave myself a churchyard grim (phantom wolf animal companion). Even without the emotion powers regular phantoms get, I find it a versatile scout that holds its own in combat since it starts off with that extra hit die (Improved Natural Attack helps, too). Makes a great flanking buddy for me and other party members, and my character uses a long spear to get a little more power and maneuverability to stay a step out of harm's way in combat. Great buff spells on the spell list keep the black dog going strong, and 3rd level brings touch spells transmitted by the companion into the equation, so that's nice.

I hoped to enjoy playing the class after having so much to do with Occult Adventures, and I really am. Our games aren't highly optimized, so I can't speak much to that, but it is versatile and fun and definitely holds its own.

And thanks for the Ectoplasmatist love, ya'll--that one's mine. I gotta go see what that rules hole in the archetype's AC is, though. I haven't heard that before! Ooops?

PRD wrote:

Ectoplasmic Armor (Su): At 4th level when an ectoplasmatist manifests her spiritual lash ability, tendrils of ectoplasmic material envelop her body, granting her a +4 armor bonus to AC.

At 12th level, the ectoplasmatist's armor bonus to AC increases to +6 and is treated as ghost touch armor.

There's the rules hole in question.

I really enjoy my Ectoplasmatist, who relentlessly hunts down the undead. He's more than impressed some others with his ability to continue attacking while healing the party. As Illeist mentions, though, it was kind of a rough blow to have such a similar archetype come out in a softcover that seemed to steal the schtick so clearly.


Xenocrat wrote:
Garbage-Tier Waifu wrote:


They also get spells at earlier levels than other spellcasters, like Haste, which is a second level spell for them. This means they can use Haste at 4th level if they channel the archemage spirit. Basically, the same situation that core summoner was in. Abusable if you have Scribe Scroll.
Nah, they have to pick from the Sorcerer/Wizard list for Archmage spells known and they can’t have it as a Medium spell yet.

I was under the impression that they could choose it but use the lower of the two spell levels (and therefore is a 2nd level for Mediums even if it was chosen via Archemage), but maybe I’m confusing it with other rules involving spell levels and this doesn’t apply to medium?


Garbage-Tier Waifu wrote:
Xenocrat wrote:
Garbage-Tier Waifu wrote:


They also get spells at earlier levels than other spellcasters, like Haste, which is a second level spell for them. This means they can use Haste at 4th level if they channel the archemage spirit. Basically, the same situation that core summoner was in. Abusable if you have Scribe Scroll.
Nah, they have to pick from the Sorcerer/Wizard list for Archmage spells known and they can’t have it as a Medium spell yet.
I was under the impression that they could choose it but use the lower of the two spell levels (and therefore is a 2nd level for Mediums even if it was chosen via Archemage), but maybe I’m confusing it with other rules involving spell levels and this doesn’t apply to medium?
archmage spirit wrote:
For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage.

Of that level from the sorc/wiz list doesn't suggest using the medium spell level instead IMO. Though that gives a lot more options than reduced-level haste, it doesn't give that exact option.


Mark Seifter wrote:
Yeah, it's hard to get a feat approved that only hits a single archetype (

If it helps it's two archetypes now - Rivethun Spirit Channeler is the other.


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Natan Linggod 327 wrote:

While we're on the subject of underwhelming spirits; Legendary spirits really aren't.

Legendary that is.
At best, the cost of gaining them is slightly too high, at worst, they're a worse option than even the normal base spirits.

The Legendary Spirits other than Legendary Archmage all require you to do Evil acts anyway.

It would be nice to have some alternate Spirits (probably via an archetype rather than Legendary Spirits) that have alternate abilities. For instance, a nature-based set:

  • Archmage gets replaced by a somewhat similar Witch spirit (including a bit of access to Hexes)
  • Champion gets replaced by a somewhat similar Wildshaping spirit
  • Guardian gets replaced by a somewhat similar Ranger spirit
  • Hierophant gets replaced by a somewhat similar Druidic casting spirit
  • Marshal gets replaced by a somewhat similar nature-flavored Bardic spirit
  • Trickster gets replaced by a somewhat similar Fey-themed spirit


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Paizo teaches us that to become a legend, you must incite a war, convert people to satanism, tell people lies that gets them killed, or slowly and painfully kill dozens of people. Such a great game for kids! ;-)


I could get behind a feat or something that added slightly different, but no more powerful, spirit archtypes to a Mediums repertoire.

The only spirit archtypes with any significant degree of customization are the Archmage and Hierophant, with their bonus spells.
The others either give minor customization or none at all.

I think it would be nice to be able to go "channeling this Bard(Marshal) spirit plays in an obviously different way than channeling the General(Marshal) spirit I had yesterday".

Edit: I've been working on a list of archtype spirits to expand the options, kind of like how the Outer Channnelers spirits do but based around more specific hero archtypes than the one's given. Like Knight rather than Champion. I'll throw it on the Homebrew forum when I'm happy with it.

Contributor

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Serisan wrote:


PRD wrote:

Ectoplasmic Armor (Su): At 4th level when an ectoplasmatist manifests her spiritual lash ability, tendrils of ectoplasmic material envelop her body, granting her a +4 armor bonus to AC.

At 12th level, the ectoplasmatist's armor bonus to AC increases to +6 and is treated as ghost touch armor.

There's the rules hole in question.

I really enjoy my Ectoplasmatist, who relentlessly hunts down the undead. He's more than impressed some others with his ability to continue attacking while healing the party. As Illeist mentions, though, it was kind of a rough blow to have such a similar archetype come out in a softcover that seemed to...

Ahhh yes. I see the problem redundant armor problem. I wrote that as a deflection bonus, and not sure why that changed on publication. These things happen, usually for good reasons.

I'm not too familiar with the phantom blade and can't speak to the similarities, but I originally envisioned the ectoplasmatist as manifesting the spirit appendages of dead creatures, not weapons, and its lash originally emulated natural attacks (claws, bites, etc), with some special abilities that eventually let you perform monster special abilities like grab, rend, etc. When I get around to playing one at my table, that's probably the flavor I'll go with.

Shadow Lodge

I know one Ectoplamatist I was working on had different kinds of snakes as his lashes. He was going to be a cohort for another snake themed character.

Silver Crusade Contributor

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I've got a spiritualist and a medium I've been working on for PFS (a Naderi-worshiping fractured mind with a desperation phantom formed from her own fear of drowning and a gillman explorer channeling Azlanti heroes, respectively), but I haven't had the chance to play either yet. I did play my kindness-powered id rager once, though, and she was amazing; pulled her weight in a 4-5 as a fresh first-level character without even a masterwork weapon. ^_^

I've run an NPC spiritualist in an all-occult Emerald Spire game that I was very fond of... a changeling haunted spiritualist with her hag mother's spirit as her phantom, well before Blood of the Coven made it an officially supported concept.


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Natan Linggod 327 wrote:

I could get behind a feat or something that added slightly different, but no more powerful, spirit archtypes to a Mediums repertoire.

The only spirit archtypes with any significant degree of customization are the Archmage and Hierophant, with their bonus spells.
The others either give minor customization or none at all.
{. . .}

The Champion eventually gets 2 feats that you can customize each time you call it, although this is pretty coarse-grained (you get it late = 17th level, and it goes from none to 2 with nothing in between).

* * * * * * * *

Another possible alternate Spirits archetype, this time Eastern-themed:

  • Archmage gets replaced by a somewhat similar Eastern-themed arcane casting spirit (not sure of details)
  • Champion gets replaced by a somewhat similar Samurai spirit
  • Guardian gets replaced by a somewhat similar Monk spirit (not Sensei -- that comes below)
  • Hierophant gets replaced by a somewhat similar Eastern-themed divine casting spirit (not sure of details)
  • Marshal gets replaced by a somewhat similar Sensei Monk spirit (with emphasis on the Sensei abilities)
  • Trickster gets replaced by a somewhat similar Ninja spirit

But what I really want is . . .

* * * * HARROWED MEDIUM! * * * *


I feel like the thing that is least clear to me about the spiritualist is "how does one build/play an effective phantom"? Like it's clear how to take a 3/4 BAB class with 6-level spellcasting and do something with them, since most of us have a bunch of experience with that particular chassis (it's like half the classes now, I swear).

But if I'm someone with extremely limited experience with "pets" in Pathfinder, and the Spiritualist is what calls to me (since it's extremely flavorful), what works here? Basically there are three basic ideas, right- Offense (basically Anger), Debuffing, and Support?


^Not claiming to have insight into how to build Phantoms (they don't seem to have much customization beyond choice of initial emotion and whatever your Spiritualist archetype might apply to them), but others have mentioned Scout as another role.


There's some fancy stuff you can do with phantoms. They're a step down in raw power from an eidolon, and you can't match the pouncing or flying animal companions in their strengths, but they have their own tricks.

Anger or hatred can do simple offence. They have more charisma than other pets so they can pick up intimidate and related feats (cornugon smash or dazzling display etc.) if you want to go that way.

Fear is even better at intimidating though less good at punching.

Despair does debuffing via intimidate or via an aura which gives -2 to saves (with no save itself) which is handy for a spiritualist who wants to cast offensive spells.

Desperation is a surprisingly good grappler.

Lust, jealousy or remorse can tank by redirecting attacks or inflicting penalties on those attacking others. Lust probably does this best.

Kindness & dedication do support.

Then there's spiritualist archetypes which give other options. The involutionist's phantom uses shaman spirit animal abilities and shaman hexes for example. Geist channeler gets a phantom which stays incorporeal. There's others too.


PossibleCabbage wrote:

I feel like the thing that is least clear to me about the spiritualist is "how does one build/play an effective phantom"? Like it's clear how to take a 3/4 BAB class with 6-level spellcasting and do something with them, since most of us have a bunch of experience with that particular chassis (it's like half the classes now, I swear).

But if I'm someone with extremely limited experience with "pets" in Pathfinder, and the Spiritualist is what calls to me (since it's extremely flavorful), what works here? Basically there are three basic ideas, right- Offense (basically Anger), Debuffing, and Support?

I don't have experience either, but I assume you can make a teamwork build since they are intelligent enough to work from level 1. I used to write off the hunter until I realize how good teamwork feats can be when you don't have to care about another player's build.

Outflank can help a lot- particularly if the spirtualist has a high crit weapon (they are only given kukri, but I suppose you could spring a feat for a falchion). Add in paired opportunists, and the phantom could be a big help just by standing on the other side of the full attacking spiritualist.

Not as easy to build since they don't get bonus teamwork feats, but they trade that in for their various weird effects. So I am sure they are serviceable.

Sidenote- hatred is a decent offensive one too- it gets sneak attack and can grant sneak attack to its allies. They also get something similar to studied target ('hated target'), which can give 1/2 lvl as extra damage. So they are fairly decent for damage.

Sidnote 2- ...can you flank with an incorporeal creature? Probably not due to threatening... although that is another benefit of hatred (their lvl 17 capstone lets them still hit 'hated targets' even they they are incorporeal).


I should also mention that phantoms do get feats. The tanks might like combat reflexes and bodyguard. With their charisma they could technically get eldritch heritage, which means your phantom could get a familiar...


Any experience multiclassing the Totem archetype with Hunter, Ranger etc? I didn't notice any problems combining them with just 1 Spiriualist level to get basic Phantom Pet, or did I miss something?


PossibleCabbage wrote:
Like it's clear how to take a 3/4 BAB class with 6-level spellcasting and do something with them

Is it though? The worst thing about the spiritualist is how directionless the core of the class is. You can swing a scythe around, but you're a 3/4th BAB class with no combat boosters. The spell list is mostly utility so you can't rely on that in combat and while there are some debuffs there the 6th level caster chassis has issues with save granting spells.

It feels like they were so busy cramming in all these flavor class features like calm spirit that Paizo just forgot to give them their secondary class feature. It's like a hunter without teamwork feats and aspects or a magus without the arcane pool.

The phantom by comparison is easy. Grab weapon finesse if you aren't anger and have it smack people and scout for you.

Incidentally, Summoners have a similar issue with the core character not having anything special going on. They can get away with it though because the eidolon and summoning SLAs are powerful enough to carry the class. Phantoms aren't.


Isn't the phantom likely to die a lot in ectoplasmic form if you send it into melee? Like a level 7 character's phantom is going to have like an AC of 20 and 45 hp?

I guess this is not an issue, since it takes 1 minute to get it back at half HP after combat is over, but it seems like a phantom's not going to last long as a fighter.

Dark Archive

PossibleCabbage wrote:

Isn't the phantom likely to die a lot in ectoplasmic form if you send it into melee? Like a level 7 character's phantom is going to have like an AC of 20 and 45 hp?

I guess this is not an issue, since it takes 1 minute to get it back at half HP after combat is over, but it seems like a phantom's not going to last long as a fighter.

21 to be exact, assuming it isn't Anger. And it's safe to say Mage Armor is a given at this point, so it's up to 25, which is a respectable number for that level. Shield isn't always convenient, but that makes it 29. Quite impressive if you ask me.

Not sure about the easy recovery, though. I think when it's dead it's dead for the whole day. A d to Summon Monster as a backup. So you can't be reckless with it.

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