Haunt hunters are mediums who use their connections with the spirit world in order to channel the harmful and malignant energies of haunts. These special mediums take these energies within themselves, channeling the hateful and malevolent ghosts in order to achieve their own goals, though these abilities come at the cost of some of their other spiritual channeling abilities.
Channel Energy (Su): A haunt hunter is adept at channeling divine power in order to banish wicked spirits and to put an end to hauntings. At 1st level, a haunt hunter can allow his spirit to gain 1 additional point of influence over him in order to channel energy. The haunt hunter can channel positive or negative energy, and may choose which type of energy to channel each time he uses this ability. His channel energy heals or inflicts damage as though he were a cleric of his medium level. The saving throw DC for half damage is equal to 10 + 1/2 the haunt hunter’s class level + the haunt hunter’s Charisma modifier. If the channeled energy is used to inflict damage to a haunt, he inflicts an additional amount of damage equal to his class level.
This ability replaces the spirit surge class feature. Any effect that would allow the haunt hunter to use his spirit surge class feature without incurring influence allows him to use his channel energy ability without incurring influence in the same way.
Detect Haunts (Su): Beginning at 2nd level, a haunt hunter automatically detects the presence of any haunt within 30 feet, and can use a move action to determine its exact location.
This ability replaces the shared séance class feature.
Absorb Haunt (Su): A haunt hunter is capable not only of neutralizing haunts using his otherworldly power, but is also able to harness the dispersing spirit’s energy in order to later unleash its power. At 3rd level, a haunt hunter can absorb a single haunt of any CR, up to his level + his Charisma modifier. In order to absorb a haunt, the haunt hunter must first neutralize the haunt, then spend an immediate action to draw the haunt’s malevolent energies into himself. At 8th level, and every 5 levels thereafter, the haunt hunter can absorb an additional haunt whose CR cannot exceed his level + his Charisma modifier. If the haunt hunter ever attempts to absorb a haunt that would exceed his haunt limit, he must choose one of his existing haunts to lose before he can absorb the new haunt.
A haunt hunter is able to unleash the powers of a haunt he has absorbed in a potent wave of malevolent energies. Doing so is a standard action that provokes attacks of opportunity. The haunt springs into existence, spreading out from the point he touches to fill the haunt’s maximum area. The haunt acts immediately, and on each subsequent round on the haunt hunter’s initiative. At 5th level, and every 6 levels thereafter, the haunt hunter can manifest an additional haunt at any given time.
The haunt hunter does not directly control the haunt’s actions, and the haunt affects the haunt hunter and his allies as well as their enemies, with no prejudicial treatment to either side. A haunt that is manifested in this way that would be neutralized is permanently destroyed, instead. If the haunt hunter is the one to neutralize the haunt, he can allow his spirit to gain 1 additional point of influence over him in order to attempt to reabsorb the haunt for later use. Doing so requires the haunt hunter to succeed on a Will save (DC 13 + 1/2 the haunt’s CR).
This ability replaces the haunt channeler class feature.