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Faith in the Fallen Feat 16


UncommonArchetype
Source Pathfinder Claws of the Tyrant
Prerequisites Magaambyan Attendant Dedication

Access You're a member of the Vellumis Scholars.


The Gravelands are full of fallen spirits seeking to move on, and you consider it your obligation to assist in that regard. You gain the ability to store spirit wisps in your body, becoming a living spirit dwelling (see the

You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.

While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.

Exorcists are most commonly found among the faithful of Ashava the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, Sarenrae, Pharasma, and even Shelyn count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things.

Additional Feats: 8th Spiritual Sense; 10th Blind-Fight; 14th Sense Evil; 16th Sense the Unseen

Spirit Dwellings and Remnants

A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse.

Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity.

Rejuvenating Spirits: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently.

Exorcists across Golarion

The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus (Secrets of Magic 158) to assist in their practice.

Exorcist Dedication Feat 4

Prerequisites trained in Occultism or Religion


You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling. Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius.

As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard.

You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications.

Source: Pathfinder Book of the Dead

Cast Out Feat 6

Source: Pathfinder Book of the Dead

Spirit's Absolution Feat 6

Source: Pathfinder Book of the Dead

Spirit's Anguish Feat 8

Source: Pathfinder Book of the Dead

Enticing Dwelling Feat 12

Source: Pathfinder Book of the Dead

archetype). Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. Additionally, you gain a spirit wisp when a haunt or incorporeal undead creature is destroyed within 30 feet of you.

You gain the Spirit Sanctification action.

Every day before your daily preparations, any spirit wisps remaining within your spirit dwelling from the previous day are purified and can continue along the River of Souls.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Archetype

This feat belongs to an archetype.