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Medium Class Details | Spirits | Archetypes

Medium

Source Occult Adventures pg. 30
Mediums channel spirits into themselves, using their own bodies as vessels for astral entities spawned from myths and legends. A medium balances his need for the spirits’ power with the danger of allowing such beings influence over his mind.

Role: Mediums are very versatile, filling whatever role the party needs at the moment by channeling the right spirit.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).

Class Skills

The Medium's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st+0+0+0+2Knacks, spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6----
2nd+1+0+0+3Shared seance, taboo----
3rd+2+1+1+3Haunt channeler----
4th+3+1+1+4Spirit bonus +21---
5th+3+1+1+4Location channel1---
6th+4+2+2+5Spirit power (intermediate)1---
7th+5+2+2+5Connection channel11--
8th+6/+1+2+2+6Spirit bonus +311--
9th+6/+1+3+3+6Propitiation21--
10th+7/+2+3+3+7Spirit surge 1d8211-
11th+8/+3+3+3+7Spirit power (greater)211-
12th+9/+4+4+4+8Spirit bonus +4221-
13th+9/+4+4+4+8Ask the spirits3211
14th+10/+5+4+4+9Astral journey3211
15th+11/+6/+1+5+5+9Trance of three3221
16th+12/+7/+2+5+5+10Spirit bonus +53321
17th+12/+7/+2+5+5+10Spirit power (supreme)4321
18th+13/+8/+3+6+6+11Spacious soul4322
19th+14/+9/+4+6+6+11Spirit mastery4332
20th+15/+10/+5+6+6+12Astral beacon, spirit bonus +6, spirit surge 1d104432

Spells Known

Level01st2nd3rd4th
1st2----
2nd3----
3rd4----
4th42---
5th53---
6th54---
7th642--
8th643--
9th654--
10th6542-
11th6543-
12th6654-
13th66542
14th66543
15th66654
16th66654
17th66654
18th66665
19th66665
20th66665

Weapon and Armor Proficiency: Mediums are proficient with all simple weapons, light armor, and medium armor, but not with shields.

Spells: A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium’s spell is equal to 10 + the spell level + the medium’s Charisma modifier.

A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–2: Medium. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table 1–3: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on Table 1–3 are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.

Knacks: Mediums learn a number of knacks, or 0-level spells, as noted on Table 1–3. These spells are cast like any other spell, but they don’t consume slots and can be used again.

Spirit (Su): A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

A medium can invite his allies to participate in his seance—shared seance (see page 31) and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.

When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.

During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

Spirit Bonus (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

Shared Seance (Su): At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.

Taboo (Ex): At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.

Haunt Channeler (Su): At 3rd level, a medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

Location Channel (Sp): At 5th level, a medium can perform a special seance at the site of a person’s death—or a location that was precious to that person in life—to call forth that person’s spirit into the medium’s body so his allies can ask it questions. The effects are similar to the spell call spirit (see page 160), except that the duration is 1 round per medium level and the spirit possesses the medium’s body instead of appearing in a wispy form. The other participants of the seance must ask the questions. Once the medium attempts to call a spirit, he cannot attempt to call the same spirit again for 24 hours. Once per round, the medium can attempt to end the seance early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

Connection Channel (Sp): At 7th level, a medium can use his location channel ability at any location, so long as he possesses some connection to the deceased. If another participant in the seance is more familiar with the deceased than the medium, the medium can substitute that participant’s familiarity in place of his own to determine the DC of the call spirit effect.

Propitiation (Su): At 9th level, a medium has learned hidden techniques and rites that allow him to mollify his channeled spirit once per day, reducing its influence over him by 1 point (to a minimum of 1 point of influence). The details of the propitiation ritual vary based on the individual spirit, but the process always takes around 10 minutes to perform and it never requires any additional cost (such as an offering of wealth or a live sacrifice).

Ask the Spirits (Sp): At 13th level, a medium can send his consciousness to the Astral Plane any number of times per day to ask the spirits for advice, as if using contact other plane to contact the Astral Plane. The medium automatically succeeds at the Intelligence check to avoid the possible decrease to his Intelligence and Charisma.

Astral Journey (Sp): At 14th level, a medium can enter a deep coma in order to project himself onto the Astral Plane as astral projection, except he can project only himself, he can’t enter other planes, and his projected gear has no magical properties.

Trance of Three (Su): At 15th level, as a swift action, a medium can allow his spirit to gain 1 point of influence over him in order to allow a portion of a legendary spirit from another legend to enter him for 1 round per level, granting him the intermediate spirit power from another legend. If that power has a limited number of uses per day, the medium must keep track of the remaining uses even after the secondary spirit is gone; if the medium calls the secondary spirit again that day, it can grant the remaining uses of that power. If the medium uses an ability that incurs influence, the medium’s primary spirit gains that amount of influence over him, not the secondary spirit. The medium doesn’t gain the benefits of his spirit bonus from the secondary spirit. The medium can end the trance of three early as a free action.

Spacious Soul (Su): At 18th level, a medium’s soul is spacious enough to provide a foothold for his fallen allies, if he so chooses. If one of the allies who participated in the medium’s seance that day dies within line of effect and line of sight of the medium, the medium can spend an immediate action to accept that ally’s spirit within him. Since the ally inhabits the portion of the medium’s soul normally reserved for a spirit, this suppresses the medium’s spirit, spirit bonus, and spirit surge abilities as long as the medium maintains this ability. The ally’s spirit and the medium share the medium’s body and can decide each round on the medium’s turn which of them will take the medium’s actions for that round. If they don’t agree on who should act, they attempt opposed Charisma checks to determine who is dominant for the next hour, and the dominant character decides who acts on each round. The ally’s spirit has all the spells and limited use abilities (such as uses of channel energy, ki, and panache) that it possessed at the time of death, but it is incapable of regaining any abilities, points, spells, or uses of abilities it expends. When the ally’s spirit acts, it uses the ally’s base attack bonus, caster level, and special abilities (such as weapon proficiency), but uses the medium’s physical ability scores. If the ally returns to life, this ability immediately ends. Otherwise, the medium can maintain this ability indefinitely. The medium can end this effect as a standard action, though if the ally is unwilling to depart, the medium must succeed at a Will saving throw (DC = 10 + 1/2 the ally’s hit dice + the ally’s Charisma modifier) or the attempt fails and the ally becomes dominant for 24 hours.

Spirit Mastery (Ex): At 19th legend, the medium becomes a legend among spirits, particularly lesser spirits. He can use his spirit surge ability an additional two times per day without incurring influence, regardless of whether he accepts a taboo or channels a weaker spirit. When channeling a weaker spirit, he can use his spirit surge ability an additional four times per day for each power he forgoes, instead of an additional two times.

Astral Beacon (Su): At 20th level, a medium is an open connection to the Astral Plane and a shining beacon for spirits. As a free action, he can channel spirits of any of the five legends he did not contact via his seance. This ability lasts for 1 round and grants access to the intermediate, greater, and supreme spirit powers of the chosen spirits. Unlike trance of three, astral beacon allows spirits of the chosen legends (for instance, archmage) to gain influence over the medium until 24 hours from when the medium contacted his primary spirit. Also unlike trance of three, if the medium would incur influence by using one of the new spirits’ abilities, that influence is added to the medium’s total influence from that spirit rather than from his primary spirit.

Alternate Capstones

Source Chronicle of Legends pg. 28
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Deep Magics (Su)

Source Chronicle of Legends pg. 31
At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.

Hardened Soul (Su)

Source Chronicle of Legends pg. 29
At 20th level, the medium’s soul has calluses from all the times some spirit or another has tried to take over. The medium does not become an NPC until his influence with a spirit reaches 8, and his spirit surge dice increases to 2d8.

Perfect Body, Flawless Mind (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Boss (Ex)

Source Chronicle of Legends pg. 30
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

With This Sword (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

Favored Class Options

Catfolk (Blood of the Beast pg. 4): Add 1/3 to the result of any spirit surge die that the medium rolls.
Dwarf (Occult Adventures pg. 84): Gain a +1/2 bonus on saving throws against possession and a +1/2 bonus on saving throws to end haunt channeler, location channel, and spacious soul.
Elf (Occult Adventures pg. 84): Gain a +1/3 bonus on all skill checks using occult skill unlocks.
Gillman (Blood of the Sea pg. 9): Increase the medium’s spirit bonus by 1/6.
Gnome (Occult Adventures pg. 85): Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against spirits, undead, phantoms, and creatures native to the Astral Plane.
Grippli (Blood of the Beast pg. 8): Add 1/4 to any checks modified by the medium’s spirit surge ability.
Half-Elf (Occult Adventures pg. 85): Gain a +1/3 bonus on all skill checks using occult skill unlocks.
Halfling (Occult Adventures pg. 85): Increase the bonus the medium gains from its seance boon by 1/3 point. This doesn’t increase the bonus allies gain from shared seance.
Half-Orc (Occult Adventures pg. 85): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Human (Occult Adventures pg. 85): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.
Shabti (Plane-Hopper's Handbook pg. 23): Add 1/5 to the bonus allies gain from shared seance. This doesn’t increase the medium’s seance boon.
Tengu (Blood of the Beast pg. 24): Add 1/4 to the bonus on checks when the medium uses the spirit surge ability.
Wayang (Blood of Shadows pg. 11): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.