Occult Warden - Legendary Medium

# OCCULT WARDEN

Whereas most mediums keep their spirits inside them, occult wardens have learned to transform their spirits into companions who fight alongside them.

## Spirit Companion (Su):

When an occult warden invokes a spirit, they also create a manifestation of the spirit identical to the phantom companion of a spiritualistOA of his occult warden level. This spirit will not suffer being confined in a mortal’s consciousness and must be manifested in ectoplasmic or incorporeal form so long as the occult warden is channeling them. These spirit companions each have an emotional focus (chosen when they are invoked) and gain several unique abilities based on the spirit the occult warden is channeling.

### Archmage:

The spirit companion gains two first-level sorcerer/wizard spells as spell-like abilities, chosen at the time it is invoked. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level.

At 12th level, it can also cast one 2nd-level sorcerer/wizard spell and one 3rd-level sorcerer/wizard spell once per day as spell-like ability (once again chosen when the archmage spirit is invoked).

### Bound:

The spirit companion can invoke misfortune on a specific target within 30 feet as a move action, imposing a -2 penalty on AC and saving throws for 1 minute or until the 23 spirit companion targets another with this ability.

At 12th level, this penalty improves to -3 and this ability can be used as a swift action.

### Champion:

The spirit companion gains a single combat feat as a bonus feat, treating the occult warden’s legendary medium level as its fighter level and base attack bonus for the purpose of meeting prerequisites.

At 12th level, it gains two additional feats as bonus feats.

Genius:

The spirit companion’s attacks are considered magic, cold iron, and silver for the purpose of overcoming damage reduction. At 12th level, they are also considered to be adamantine and the same alignment as the occult warden.

### Guardian:

The spirit companion gains a +2 natural armor bonus when it manifests in its ectoplasmic form, and a +2 deflection bonus to AC when it manifests in its incorporeal form.

At 12th level, the spirit companion increases its maximum hit points by twice its number of Hit Dice and the bonuses to AC improve from +2 to +4.

### Hierophant:

The spirit companion gains two first-level cleric spells as spell-like abilities, chosen at the time it is invoked. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level.

At 12th level, it can also cast one 2ndlevel cleric spell and one 3rd-level cleric spell once per day as spell-like ability (once again chosen when the hierophant spirit is invoked).

### Living Saint:

The spirit companion gains an aura out to 10 feet which provides a +1 insight bonus to AC and saving throws to all allies within.

At 12th level, this aura increases to 20 feet and the bonus increases to +2.

### Marshal:

The spirit companion can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier.

At 5th level and every 5 levels thereafter, these bonuses improve by 1. These rounds need not be consecutive.

At 12th level, if the spirit companion is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the spirit companion if it’s within the ally’s melee reach.

### Mystic:

The spirit companion gains two first-level psychic spells as spell-like abilities, chosen at the time it is invoked. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level.

At 12th level, it can also cast one 2nd-level psychic spell and one 3rd-level psychic spell once per day as spell-like ability (once again chosen when the mystic spirit is invoked).

### Overmind:

The spirit companion gains two first-level psion/ wilder powers as psi-like abilities, chosen at the time it is invoked. It can use each psi-like ability a number of times per day equal to its Hit Dice, which it uses in place of a manifester level.

At 12th level, it can also manifest one 2ndlevel psion/wilder power and one 3rdlevel psion/wilder power once per day as psi-like ability (once again chosen when the archmage spirit is invoked). Reluctant Hero: A number of times per day equal to its Hit Dice, the spirit companion may reroll any die roll which results in a 1 as an immediate action. At 12th level, it can reroll any die roll which results in a 1 or 2.

### Stranger:

A number of times per day equal its charisma modifier, the spirit companion may attempt to smite a creature. This function’s as the Smite Evil ability of a Paladin of the spirit companion’s Hit Dice, save that it functions on creatures of any alignment.

At 12th level, the spirit companion may expend two uses of this smite ability to grant the ability to smite to all allies within 10 feet, using its bonuses. Allies must use this smite evil ability by the start of the spirit companion’s next turn and the bonuses last for 1 minute. Using this ability is a free action.

### Trickster:

The spirit companion gains the sneak attack rogue class feature as a rogue of a

level equal to the spirit companion’s Hit Dice.

At 12th level, whenever the spirit companion is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks. This ability replaces spellcasting and knacks (see Trading Out Spellcasting and Spellcasting Spirits).

## Spiritual Divide (Su):

An occult warden is capable of storing his spirit companion within his consciousness, as the shared consciousness ability of a spiritualist of his legendary medium level. The occult warden does not gain Skill Focus when keeping the spirit companion within his body. However, the occult warden only gains the benefits of his spirit bonus when his spirit companion is confined within his consciousness.

This ability modifies spirit bonus.

## Etheric Tether (Su):

This functions as the spiritualist ability of the same name, using the occult warden’s legendary medium level in place of his spiritualist level. Spirit Recall (Su): At 7th level, by spending an assertion point as either a swift or an immediate action, an occult warden can call his manifested spirit companion to his side or back into his consciousness.

This ability functions as dimension door, using the occult warden’s class level as the caster level. The spirit companion appears adjacent to the occult warden (or as close as possible, if all adjacent spaces are occupied).

This ability replaces the spirit affinity gained at 7th level.