Legendary Medium

I have wandered the most extreme reaches of existence, basked  in the glories and the horrors of universes where even such mighty civilizations as our own have no place among their masters. Far have i traveled, long have i lived, many are the inscrutable beings which i have bound to my will. But i have  not returned to rule this universe. Nay, i come as your messiah, for it is through my guidance that our world shall defy extinction. It is by my will that the age of our people shall last forever. We shall march ever-forward, guided by the wisdom of countless worlds and boundless generations, and our cycle shall be eternal.

-hesryk govance blackwater, high prophet of the teuthid renewal

**Alignment:** any.

**Hit die:** d8.

**Starting wealth:** 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class skills:**

The legendary medium’s class skills are appraise (int), bluff (cha), craft (int), diplomacy (cha), disguise (cha), fly (dex), handle animal (cha), heal (wis), intimidate (cha), knowledge (all) (int), linguistics (int), perception (wis), perform (cha), profession (wis), sense motive (wis), spellcraft (int), and use magic device (wis).

**Skill ranks per level:** 6 + int modifier.

**Weapon and armor proficiency:** legendary mediums are proficient with all simple weapons and martial weapons and with light and medium armor, but not with shields.

## **Spells:**

A legendary medium casts psychic spells drawn from the medium spell list. A legendary medium must prepare his spells ahead of time, but his spells are not expended when they’re cast. Instead, he can cast any spell that he has prepared while consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.

To prepare, or cast a spell, the legendary medium must have a charisma score equal to at least 10 + the spell’s level. The saving throw dc against a legendary medium’s spell is 10 + the spell’s level + the legendary medium’s charisma modifier.

A legendary medium can only cast a certain number of spells of each spell level per day. His base daily spell allotment

Is given on table: legendary medium under “spells per day.” In addition, he receives bonus spells per day if he has a high charisma score.

The number of spells a legendary medium can prepare each day is limited. At 1st level, he can prepare two 0-level spells at the start of the day. At each new legendary medium level, the number of spells he can prepare each day increases,

Adding new spell levels as indicated on table: legendary medium spells prepared. Unlike the number of spells he can cast per day, the number of spells a legendary medium can prepare each day is not affected by his charisma score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a legendary medium can prepare. When table: legendary medium indicates that the legendary medium gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his charisma score for that spell level.

A legendary medium must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour channeling the psychic energies of the spirit world. While channeling, the legendary medium decides what spells to prepare and refreshes his available spell slots for the day. A legendary medium does not have a list of spells known; he may prepare any spell from the medium spell list, provided that he can cast spells of that level.

Like a sorcerer, a legendary medium can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time. However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.

A legendary medium also possesses several additional spell slots which can only  be  used  when the legendary medium is channeling

A spellcasting spirit (a spirit which grants additional spells known as its base spirit ability. The number of additional spirit spell slots per level available to a legendary medium of any given level is denoted in parentheses (for example, while channeling the archmage, a 16th-Level legendary medium possesses 2 additional 1st- and 2nd-level spell slots, 3 additional 3rd-, and 4th-level spell slots, 3 5th-level spell slots, and 1 6th- level spell slot). If the legendary medium possesses both normal spell slots and spirit spell slots for a given spell level, normal spell slots are expended before spirit spell slots when casting spells of that level. A legendary medium’s caster level is equal to his legendary medium level.

Table: legendary medium spells prepared

## Knacks:

legendary mediums learn a number of knacks, or 0-level spells, as noted on table: legendary medium spells prepared. These spells are cast like any other spell, but they don’t consume slots and can be used again.

## Assertion Pool (su):

At 1st level, the legendary medium gains a reservoir of psychic willpower that he can draw upon to assert influence over his spirits. This assertion pool has a number of points equal to 1/2 his legendary medium level + his charisma modifier (minimum 1). The pool refreshes once per day when the legendary medium prepares his spells.

## Spirit (su):

A legendary medium serves as a vessel to channel spirits—powerful entities which may be the souls of bygone heroes, vestiges of forgotten gods, fragments of powerful outsiders, manifestations of the local environment, or any number of other mysterious and powerful entities. A legendary medium can channel a spirit through a ritual known as a seance. Seances take 10 minutes to perform and require the legendary medium’s concentration. At the end of a seance, the legendary medium invokes a spirit of his choice to inhabit him until he chooses to release the spirit or invokes a new spirit. Each spirit arises from one of several legends, which are described further later in. The legendary medium gains the spirit’s listed seance boon and base spirit power for as long as they continue to channel the spirit. The legendary 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.

A legendary medium can invite his allies to participate in his seance, performing a shared seance which can grant several benefits. A character counts as participating so long as they maintain physical contact with another participating character and willfully opens themself to the spirit; unlike the legendary 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.

## Spirit Bonus (su):

When a legendary medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level legendary medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Certain other abilities may increase this bonus further.

## Spirit Surge (su):

When making a d20 roll that is increased by the legendary medium’s spirit bonus, the legendary medium can spend  an  assertion  point as a free action to add 1d6 to the roll. This action may be taken even when it is not your turn. By spending 2 points of assertion, The legendary medium may instead do this after learning of the success or failure of the roll. This can cause the check to succeed instead of fail. The legendary 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 legendary medium’s spirit surge die increases to 1d8, to 1d10 at 14th level, and to 1d12 at 18th level.

## Shared Séance (su):

At 2nd level, a legendary medium can share his channeled spirit’s aid with his allies. All allies who participate in the legendary medium’s seance gain the channeled spirit’s seance boon for so long as the legendary medium continues to channel that spirit.

## Spirit Affinity (su):

At 3rd level and every 4 levels thereafter, the legendary medium learns of a new technique for communicating with or controlling spirits. These techniques are known as spirit affinities. Unless specifically noted in a spirit affinity’s description, a legendary medium cannot select a particular spirit affinity more than once

## Spirit Feat (su):

At 5th level, the legendary medium learns  to forge a deeper connection to the experiences and skills of his spirit. When the legendary medium invokes a spirit, he may select a single feat for which he meets the prerequisites (this includes feats which the legendary medium would only meet the prerequisites for so long as they bind the spirit). The legendary medium gains the feat as a bonus feat for so long as he continues to channel the spirit and can change the feat whenever he renews a new spirit. Spirit feats can be used as prerequisites for other spirit feats or feats which can be selected using a spirit ability (such as those gained from the martial prowess ability of the champion spirit). Item creation feats cannot be selected as spirit feats. At 9th level and every 4 levels thereafter, the legendary medium gains an additional spirit feat.

## Trance of Many (su):

At 10th level, the legendary medium learns how to channel the power of multiple different legends simultaneously. When the legendary medium selects which spirit to channel, he also selects a second spirit, gaining the intermediate ability of this second spirit in addition to the abilities of his primary spirit. This does not grant the spirit’s seance boon. At 14th level, the legendary medium also gains the greater ability of a spirit other than the one he is channeling. This ability need not come from the same spirit which is providing the intermediate ability. At 18th level, the legendary medium also gains the supreme ability of a spirit other than the one he is channeling. This ability need not come from the same spirit which is providing the intermediate ability or the greater ability

## Astral Beacon (su):

At 20th level, a legendary medium becomes a shining beacon for spirits. As a free action by spending an assertion point, he can channel spirits of any of the 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 spirit.

## Favored Class Bonuses:

**All:** add 1/3 to the result of any spirit surge die that the legendary medium rolls.

**All:** increase the legendary medium’s spirit bonus by 1/6.

**All:** gain 1/6 additional spirit feats

**All:** increase the bonus the legendary medium gains from its seance boon by 1/3. This doesn’t increase the bonus allies gain from shared seance.

**All:** gain 1/2 additional assertion points

**All:** add 1/5 to the bonus the legendary medium and his allies gain from shared seance. This doesn’t increase the legendary medium’s seance boon.

**All:** when using trance of many, you may select 1/6 of an additional intermediate spirit ability

## Spirits:

A legendary medium’s spirits are mysterious and powerful entities from the far corners of existence—the clinging echoes of heroes and villains, the manifestations of great futures that have not yet or may never come to pass, the scattered magics of powerful outsiders, the coalesced experiences of entire cultures, the unified memories of sublime locales, the mad whispers of incomprehensible beings, or any number of other strange multiversal forces. The number of spirits is countless, and each has its own idiosyncrasies that make it distinct. Nonetheless, all spirits take the form of a specific “legend”, a force of mythic power through which the legendary medium channels their abilities.

### **Archmage - (Spellcasting Spirit)**

An archmage spirit is a font of knowledge and arcane power. Spirit Bonus: When you channel an archmage, your spirit bonus applies on caster level checks, concentration checks, Intelligence checks, and Intelligence-based skill checks.

Seance Boon:

Your abilities all have their save DCs increased by 1

Archmage Arcana (Base, Su):

The Archmage is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two additional spells of every spell level you possess spell slots (including spirit spell slots) for. These spells can be taken from the spell lists of any class capable of casting arcane spells.

Arcane Surge (Intermediate, Su):

You can spend one assertion point in order to cast one of your prepared spells. When you do so, the caster level and DC of the spell increase by half your spirit bonus (minimum 1).

Wild Arcana (Greater, Su):

You can spend one assertion point in order to cast any medium spell of a level you can cast. You must expend a spell slot of the appropriate level. If you are channeling a spellcasting spirit, you may use this ability to cast a spell from any class’ spell list which you have prepared spells from. 12

Legendary Archmage (Supreme, Su):

Once per day, you can cast any spell taken from any arcane class’ spell list as if using the wild arcana ability, except the spell doesn’t require a spell slot, and you can select a spell of any level.

### **Bound (spellcasting spirit)**

A bound spirit embodies the essence of other beings who in life tapped the alien power of spirits.

Spirit bonus:

when you channel a bound spirit, your spirit bonus applies on attack rolls, combat maneuver checks, damage rolls, concentration checks, and spirit surge rolls (this allows the bonus to apply twice to the total result if you use a spirit surge on an attack roll, combat maneuver check, damage roll, or caster level check).

Seance boon:

increase the duration of any spell affecting you by 1 round. The spell must have a duration of at least 3 rounds. You may choose for a spell not to be affected by this ability.

Medium’s guidance (base, su):

the bound is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two additional spells of every spell level you possess spell slots (including spirit spell slots) for. These spells are taken from the medium spell list. In addition, you gain the benefits of a single metamagic feat while channeling the bound and do not increase the casting time for spells when you apply metamagic to them.

Spell combat (intermediate, su):

as a full-round action, you can make all of your attacks at a –2 penalty, as if you were making a full attack, and can also cast any spell you have prepared with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on the attack rolls, up to your charisma bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Facilitated metamagic (greater, su):

when you apply any metamagic feats that add at least 1 level to a spell on the medium spell list that you are casting, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Spirit’s escape (supreme, su):

once per day, when a creature fails a save against one of your spell effects, you can forfeit the spell’s normal effects to instead affect the target creature as if you had cast greater possession. Immediately upon being reduced to -1 hit points or lower, or failing a saving throw against an effect that would kill you, you may expend this ability as an immediate action to cast possession on the killer as a spell-like ability with a caster level equal to your legendary medium level. If successful, your mind enters your killer’s body just before dying. When the duration of this possession expires, the possessing creature makes a will save (dc 10 + ½ your legendary medium level + your charisma modifier). If they succeed, your spirit is expelled from their body. If they fail, they die and their body is replaced with a perfect replica of your own body as it was before it suffered their fatal attack.

### **Champion**

A champion spirit is a paragon of skill at arms.

Spirit bonus:

when you channel a champion, your spirit bonus applies on attack rolls, combat maneuver checks, damage rolls, strength checks, strength-based skill checks, and fortitude saves.

Seance boon:

you gain a +2 bonus on all damage rolls.

Martial prowess (base, su):

you gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your legendary medium levels as equal to your legendary medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your legendary medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats and any spirit feats you gain while channeling the champion spirit.

Sudden attack (intermediate, su):

whenever you take a full- attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two- weapon fighting. Whenever you take an attack action, you may make an additional attack at a -5 penalty.

Fleet charge (greater, su):

as a swift action, you may move up to your speed.

Legendary champion (supreme, su):

whenever you use your spirit surge ability, you roll two spirit surge dice and add them together to determine the bonus granted by your spirit surge. In addition, you automatically confirm any critical threats you make.

### **Genius - (spellcasting spirit)**

A genius spirit is immensely knowledgeable about the world and its myriad functions

Spirit Bonus:

When you channel a genius, your spirit bonus applies to Intelligence checks, Intelligence-based skill checks, and on Fortitude and Reflex saves. Seance Boon: Your gain a +1 insight bonus to AC.

Alchemical Knowledge (Base, Su):

The Genius is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two additional spells of every spell level you possess spell slots (including spirit spell slots) for. These spells are taken from the alchemist formulae list.

Gear Optimization (Intermediate, Su):

One weapon, shield, or suit of armor you are wearing gains an enhancement bonus equal to half your spirit bonus (minimum 1) for as long a you channel the genius. This bonus stacks with any existing bonuses the item might have, to a maximum of +5. Any special abilities which could applied to a magic item (such as medium fortification for armor or flaming for a weapon) may also be added using this ability. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The item must have at least a +1 enhancement bonus before any other special abilities can be added.

Mutagenic Surge (Greater, Su):

By spending an assertion point as a swift action, you may gain an alchemical bonus equal to your spirit bonus to one of your ability scores for 1 minute. You may only benefit from one instance of mutagenic surge at a time.

Contingent Being (Supreme, Su):

So long as you are channeling the genius, you gain the benefits of a constant twin form spell. If one of your bodies is destroyed, it reforms in 10 minutes so long as you still possess this ability

### **Guardian**

A guardian spirit is an exemplar of protection and defense.

Spirit Bonus:

When you channel a guardian, your spirit bonus applies to AC and CMD and on Constitution checks, Fortitude saves, and Reflex saves. It also applies to the number of attacks of opportunity you can make each round.

Seance Boon:

You gain a number of temporary hit points equal to your hit dice. These temporary hit points are restored at a rate of 1 per round if they are depleted. Any effect which would increase the value of a seance boon applies to increase to the maximum number of temporary hit points and the rate at which they are replenished.

Guardian’s Resolve (Base, Su):

By spending a full-round action or an assertion point as a free action, you may increase your threatened area by 5 ft., +5 ft. for every point of spirit bonus you possess beyond +1. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, 14 provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. In addition, you may spend an assertion point to gain temporary hit points equal to twice your legendary medium level for one minute (these temporary hit points stack with those granted by the Guardian’s seance boon).

Absorb Blow (Intermediate, Su):

You gain DR/— equal to ½ your legendary medium level and resistance to acid, cold, electricity, fire, and sonic equal to twice your legendary medium level. Add paladin’s sacrifice to your legendary medium spells known as a 2nd-level spell.

Sudden Block (Greater, Su):

After an enemy’s attack would hit you or a creature within your threatened area or after you or an ally within your threatened area fails a saving throw, you can use spirit surge to increase the victim’s AC or saving throw result, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character’s AC or saving throw. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy’s attack to miss or for the victim to succeed at your saving throw, you can make an attack at your highest base attack bonus against that enemy as an immediate action.

Legendary Guardian (Supreme, Su):

Once per day as a free action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal. You may use this ability after the result of the attack is determined, even if you could not otherwise act.

### **Hierophant - (spellcasting spirit)**

A hierophant spirit is a being of true and pure faith.

Spirit Bonus:

When you channel a hierophant, your spirit bonus applies on concentration checks, Wisdom checks, Wisdom-based skill checks, and Will saves. Seance Boon: You gain a +1 bonus on all saving throws

Divine Surge (Base, Su):

The Hierophant is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two additional spells of every spell level you possess spell slots (including spirit spell slots) for. These spells can be taken from the spell lists of any class capable of casting divine spells.

Energy Font (Intermediate, Su):

You can channel energy as a cleric of your legendary medium level by spending an assertion point. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your legendary medium spell list and spells known. Otherwise, add inflict spells in the same way.

Overflowing Grace (Greater, Su):

When you heal a creature to full hit points, heal a creature already at full hit points with your positive or negative energy, or destroy or kill one or more creatures using positive or negative energy, you and all allies within 30 feet gain a bonus equal to your spirit bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy.

Legendary Hierophant (Supreme, Su):

Once per day, You can request a minor miracle. This request must be in line with the options for miracle that don’t cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim.

### **Living Saint**

A living saint spirit is a powerful beacon of courage and devotion.

Spirit Bonus:

When you channel a living saint, your spirit bonus applies on Fortitude saves, Reflex saves, and Will saves Seance Boon: Increase any DR you possess by 1. If you do not have DR, you gain DR 1/-

Divine Aura (Base, Su):

You project a powerful magical aura out to a radius of 5 feet + 5 feet for every point of your spirit bonus. You may choose to make your aura benevolent or malevolent. A benevolent aura provides a deflection bonus to AC and a resistance bonus to saving throws equal to your spirit bonus to all allies within the aura. A malevolent aura inflicts a penalty on AC and saving throws equal to your spirit bonus to all enemies within the aura. You may alternate between a helpful and hurtful aura as a move action and may suppress or reactivate your aura as a swift action.

Saint’s Touch (Intermediate, Su):

You gain either the touch of corruption ability of an antipaladin or the lay on hands ability of a paladin, using your legendary medium level as your level in either class. You are not limited in uses per day for this ability but must spend an assertion point every time you use this ability.

Patron’s Aid (Greater, Su):

Once per day, you can call an outsider with a number of Hit Dice equal to or less than yours (maximum 18 HD) as if casting the appropriate planar ally spell. You do not need to pay the material component required to cast the spell, but you still must bargain with and pay the outsider for its services.

Sacred Domain (Supreme, Su):

The first time you gain this ability, you create a personal demiplane (as per one created by create greater demiplane) which you can recreate whenever you invoke the living saint. Once per day, as standard action, you can create a projection of any willing creature currently within your demiplane. The projection is statistically identical to the creature in your demiplane (including any equipment the creature possesses), save that it and any created equipment disappear after a number of rounds equal to your medium level. Alternatively, rather than projecting a creature within your demiplane, you can use this ability to summon a creature or creatures as per summon monster IX.

### **Marshal**

A marshal spirit is a towering presence and an inspiration to others.

Spirit Bonus:

When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.

Seance Boon:

Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon. In addition, add your spirit bonus to the number of times you can use spirit surge in a round (you can’t use it more than once on any given roll).

Marshal’s Order (Base, Su):

You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect. You can still use spirit surge only once per round.

Inspiring Call (Intermediate, Su):

As a move action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a swift action.

Decisive Strike (Greater, Su):

You can spend one assertion point as a swift action to allow an ally who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action.

Legendary Marshal (Supreme, Su):

You can use a lesser spirit surge without spending assertion points. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge.

### **Mystic - (Spellcasting Spirit)**

A mystic spirit harnesses immense psychic power.

Spirit Bonus:

When you channel a mystic, your spirit bonus applies on caster level checks, Charisma checks and Charisma-based skill checks, and Will saves

Seance Boon:

You gain a +2 bonus to caster level checks.

Mystic Lore (Base, Su):

The Mystic is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two additional spells of every spell level you possess spell slots (including spirit spell slots) for. These spells can be taken from the spell lists of any class capable of casting psychic spells.

Plentiful Magic (Intermediate, Su):

As part of casting a spell, you can spend an assertion point. If you do, you do not expend a spell slot when casting the spell.

Mental Offload (Greater, Su):

You share the burden of utilizing psychic magic with your spirit. You may spend an assertion point as part of casting the spell to ignore any thought or emotion components of the spell.

Legendary Mystic (Supreme, Su):

As part of casting a spell, you may spend an assertion point to ignore any immunities the target may possess against the spell. This does not negate any bonuses to AC or saving throws the target may have against the spell.

### **Overmind - (Spellcasting Spirit)**

An overmind spirit is a coalescence of immense psionic potential

Spirit Bonus:

When you channel an overmind, your spirit bonus applies on concentration checks, Charisma checks, Charisma-based skill checks, and Will saves. Seance Boon: Increase the save DCs of all of your spells and powers by 1

Overmind Psionics (Lesser, Su):

The Overmind is considered a spellcasting spirit, allowing you to use spirit spell slots while channeling it. In addition, you prepare two psionic powers of equivalent level to every spell level for which you possess spell slots (including spirit spell slots). These powers can be taken from any psionic power list. Rather than using power points, you may use spell slots to manifest these powers, with a spell slot being worth a number of power points equal to twice the spell slot’s level -1 (you may spend multiple spell slots in the manifestation of a power and may utilize power points from other sources, so long as the total number of power points spent does not exceed your manifester level). Your manifester level for these prepared powers is equal to his caster level. You must have an Charisma score of at least 10 + the power‘s level to manifest it and uses your Charisma modifier to calculate save DCs for these powers.

Spirit Focus (Intermediate, Su):

You can spend an assertion point in order to gain psionic focus as a swift action. If you can gain multiple psionic foci, you gain only one of them.

Psionic Assertion (Greater, Su):

You can spend an assertion point to ignore any spell resistance or power resistance targets may possess against one of your spells or powers.

Legendary Overmind (Supreme, Su):

Once per day, you can manifest any single psionic power, except the power doesn’t require spell slots or power points, and you can select a power of any level. The power may be augmented up to a point where its power point cost would equal your medium level

### **Reluctant Hero**

A reluctant hero is a spirit which defies description, an anomalous entity escalated unexpectedly to spiritual position

Spirit Bonus:

Choose three of the following options. When you channel the Reluctant hero, your spirit bonuses applies to the three selected options.

-Strength checks and Strength-based skill checks

-Constitution checks and Constitution-based skill checks

-Dexterity checks and Dexterity-based skill checks

-Intelligence checks and Intelligence-based skill checks

-Wisdom checks and Wisdom-based skill checks

-Charisma checks and Charisma-based skill checks

-Fortitude Saves -Reflex Saves -Will Saves -AC and CMD

-attack rolls, combat maneuver checks, and damage rolls

-concentration checks

-caster level checks

-magic talent caster level (if the medium channeling the Reluctant Hero is capable of utilizing magic talents USOP)

-spirit surge rolls (this allows the bonus to apply twice to the total result if you use a spirit surge on a check that is also boosted).

Seance Boon:

Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.

Sow Doubt (Base, Su):

You can use your spirit surge to impose a penalty on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by enemies as long as you have line of sight and line of effect. The penalty is equal to the benefit which would be applied by your spirit surge die. You can still use spirit surge only once per round.

Hero’s Fortune (Intermediate, Su):

When you use your spirit surge ability on one of your rolls, you may choose to reroll the die in addition to adding the bonus from your spirit surge.

Unlikely Performance (Greater, Su):

as a swift action, you may spend an assertion point to negate one of the following conditions on you or an ally who participated in your seance which have line of sight or line of effect to: blinded, confused, cowering, dazed, dazzled, deafened, disabled, dying (though they still suffers hit point damage each round), energy drained, exhausted, fascinated, fatigued, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious. The negation lasts for a number of rounds equal to your spirit bonus. If the effect would have continue to have effect after the duration of this ability expires, then the subject suffers the remaining duration of that effect as normal after the maneuver ends.

Legendary Hero (Supreme, Su):

Once per day, when you or another creature would roll a d20, you may select the result of the die roll rather than having the creature roll.

### **Stranger**

A stranger spirit is an elusive and deadly combatant

Spirit Bonus:

When you channel a stranger, your spirit bonus applies on attack rolls, combat maneuver checks, damage rolls, Dexterity checks, Dexterity-based skill checks, and Reflex saves. In addition, your movement speed increases by 5 feet for every point of your spirit bonus.

Seance Boon:

You ignore the first 2 points of DR or energy resistance a target possesses against your attacks.

Dire Challenge (Base, Su):

As a swift action, you can spend an assertion point and choose one target within sight to challenge. Your attacks deal extra damage whenever the attacks are made against the target of this challenge. This extra damage is equal to your legendary medium level. Challenging a foe requires much of your concentration. You take a –2 penalty to Armor Class, except against attacks made by the target of your challenge. However, you gain a +2 bonus on saving throws against the abilities of a challenged creature. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Daring Escape (Intermediate, Su):

You can spend one assertion point in order to swap your position with that of a willing ally within 60 feet as a move action. This is a conjuration [teleportation] effect. The next medium spell you cast within 1 round after making this swap doesn’t provoke an attack of opportunity. If you possess Shift Blame, you may use this ability as a swift action. If you possess Legendary Stranger, you may use this ability as an immediate action.

Shift Blame (Greater, Su):

When you provoke an attack of opportunity from a given enemy, you can divert that attack of opportunity to another target of your choice within the attacker’s reach. Afterward, the foe whose attack you diverted becomes immune to this ability for 24 hours. When you target a creature with a spell, spell-like ability, or supernatural ability, or when you fail a Bluff, Diplomacy, or Intimidate check, you can spend one assertion point to make the target believe another creature adjacent to you created the effect or attempted to lie to, convince, or bully the target.

Legendary Stranger (Supreme, Su):

As a standard action, you can make a single attack against a challenged target at your full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 your legendary medium level + your charisma modifier. Whether or not the target succeeds, it cannot be targeted by this ability again for 24 hours.

### **Trickster**

A trickster spirit is a savvy and manipulative master of skills.

Spirit Bonus:

When you channel a trickster, your spirit bonus applies on AC, Dexterity checks, skill checks, and Reflex saves.

Seance Boon:

Choose one skill when you gain this seance boon. You gain a +2 bonus on skill checks using that skill.

Trickster’s Edge (Base, Su):

Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your legendary medium level (to a maximum of your character level).

Surprise Strike (Intermediate, Su):

You gain the Sneak Attack ability of a rogue of your legendary medium level. In addition, you may spend an assertion point to cause a creature to be considered flat-footed for the purpose of adding your sneak attack damage for 1 round.

Skill Mastery (Greater, Su):

You can take 10 on any skill check, even in a stressful situation that would normally prevent it. In addition, you may spend an assertion point as part of making a skill check to treat the die roll as 15 rather than 10.

Legendary Trickster (Supreme, Su):

Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.

## Feats

### **DILETTANTE MEDIUM**

Your study in other disciplines of magic has not impeded your connection to the spirits

**Prerequisite:** Spirit Bonus +2

**Benefit:** For the purpose of determining the effects of your spirit, spirit powers, and spirit bonus class features, you may use your legendary medium caster level in place of your legendary medium level so long as your total effective legendary medium level does not exceed your character level.

### **EXPANDED ASSERTION POOL**

Your pool of spiritual energy has been expanded through your efforts

**Prerequisite:** Assertion Pool class feature

**Benefit:** Your assertion pool increases in size by two points. Special: This feat can be selected multiple times.

### **EXTRA SPIRIT AFFINITY**

You have learned to connect with spirits in a new way

**Prerequisite:** Spirit Affinity class feature

**Benefit:** You gain an additional Spirit Affinity Special: This feat can be selected multiple times.

### **SPIRIT FOCUS**

You have a strong connection to a particular legend, Which empowers the spirits you channel

**Prerequisite:** Spirit bonus class feature.

**Benefit:** Select a spirit. Your spirit bonus from this spirit increases by 1.

**Special:** This feat can be selected multiple times, each time applying to a different spirit.

### **SPIRIT SPECIALIZATION**

Your intense connection to the spirits enables you to borrow more of their abilities

**Prerequisite:** Spirit Focus, Spirit Feat class feature

**Benefit:** When channeling a spirit for which you have selected the spirit focus feat, you may select one additional Spirit Feat.