The medium class from Pathfinder Roleplaying Game: Occult Adventures centers largely around channeling spirits that fall into six specific legendary categories: the archmage, the champion, the guardian, the hierophant, the marshal, and the trickster. Not only do these make for a potentially variable character who does different things on different days, it also makes a good starting point for a collection of magic items. One concern that’s been brought up about the class is the reliance on finding a thematic location in order to channel particular spirits, potentially limiting the class’s versatility. While most GMs will likely be fairly lenient in this regard, those who are concerned about losing access to spirits may want to take an especially close look at today’s magic items, as they all serve as a link to a certain spirit legend, negating the need to visit a particular place to channel that spirit.
BLADE OF THE CHAMPION PRICE 85,310 gp
Slot none; CL 15th; Weight 2 lbs.
Aura strong transmutation
These deadly weapons are richly adorned, with gleaming blades and ornate handles, and their pommels and crossguards often contain depictions of famous warriors of bygone days. In addition to their other properties, these +5 short swords serve as a conduit to spirits belonging to the champion legend, allowing a medium to channel such a spirit from any location, provided he has the blade of the champion in his possession.
Additionally, on any round that the weapon’s wielder attacks with it at least once, he gains a +2 bonus on all attack and damage rolls made with the weapon, but suffers a -1 penalty to AC until the beginning of his next turn (these benefits and penalties stack with the séance boon and influence penalty of champion spirits). Finally, the weapon is treated as a two-handed weapon for the purposes of determining the effect of using it in conjunction with the Power Attack feat.
Some of a blade of the champion’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +6-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Construction Requirements Cost 42,810 gpCraft Magic Arms and Armor, rage
RING OF THE ARCHMAGE PRICE 65,000 gp
Slot ring; CL 9th; Weight —
Aura moderate transmutation
These rings are generally made of exotic and obscure metals, such as onyx, palladium, or osmium, and often feature a single, very large gemstone. The insides are often engraved with magic sigils or arcane theorems, although this is not always the case. In addition to their other properties, these rings of spell storing serve as a conduit to spirits belonging to the archmage legend, allowing a medium to channel such a spirit from any location, provided he has the ring in his possession.
Additionally, as long as the ring is worn, all spells the wearer casts that deal damage deal 2 additional points of damage of the same type that they would normally deal to each target, but the wearer suffers a -2 penalty on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls (these benefits and penalties stack with the séance boon and influence penalty of archmage spirits).
Construction Requirements Cost 32,500 gpForge Ring, fox’s cunning, imbue with spell ability, ray of enfeeblement
ROD OF THE HIEROPHANT PRICE 66,000 gp
Slot rod; CL 9th; Weight 6 lbs.
Aura moderate conjuration
These rods are almost universally crafted with the images of saints or other important religious figures, typically those most associated with healing and mercy. In addition to their other properties, these rods of maximize serve as a conduit to spirits belonging to the hierophant legend, allowing a medium to channel such a spirit from any location, provided he has the rod in his possession.
Additionally, as long as the rod is held, all healing spells and abilities the wearer uses heal 2 additional points of damage to each target, but the wearer suffers a -2 penalty on all damage rolls, including spell damage rolls (these benefits and penalties stack with the séance boon and influence penalty of hierophant spirits).
Construction Requirements Cost 33,000 gpCraft Rod, cure light wounds,creator must have the Maximize Spell feat
ROD OF THE MARSHAL PRICE 72,000 gp
Slot none; CL 20th; Weight 8 lbs.
Aura strong enchantment
These rods are adorned with crowns or other symbols of office and authority, and often feature depictions of famous generals and other leaders at the moments of their greatest triumphs. In addition to their other properties, these rods of rulership serve as a conduit to spirits belonging to the marshal legend, allowing a medium to channel such a spirit from any location, provided he has the rod in his possession.
Additionally, as long as the rod is held, the wielder gains a +4 competence bonus on all Charisma checks and Charisma-based skill checks. However, those that he fails to influence are much more prone to take exception to his attempts at control, and any time the wielder fails a Bluff, Diplomacy, Intimidate, or Charisma check, the target of that check automatically has his attitude towards the wielder change to hostile (these benefits and penalties stack with the séance boon and influence penalty of marshal spirits).
Construction Requirements Cost 36,000 gpCraft Rod, eagle’s splendor, mass charm monster
SHIELD OF THE GUARDIAN PRICE 50,180 gp
Slot none; CL 3rd; Weight 45 lbs.
Aura faint transmutation
These iron shields generally look fairly plain, and seem to be naturally dull and lusterless. They generally feature engravings of brave and stalwart knights defending virtuous maidens, or of towers or other fortifications. In addition to their other properties, these +5 tower shields serve as a conduit to spirits belonging to the guardian legend, allowing a medium to channel such a spirit from any location, provided he has the shield in his possession.
Additionally, as long as the shield is worn, the wearer adds his shield bonus to his CMD. Further, any round in which he makes at least one attack, the shield’s wearer suffers a -2 penalty on that attack, but gains a +2 bonus to AC until the beginning of his next turn (these benefits and penalties stack with the séance boon and influence penalty of guardian spirits).
None of a shield of the guardian’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +5-equivalent shield for the purposes of the cost of further improving its magical abilities.
Construction Requirements Cost 25,180 gpCraft Magic Arms and Armor, magic vestment
TRICKSTER’S LEATHER PRICE 34,175 gp
Slot armor; CL 15th; Weight 20 lbs.
Aura strong transmutation
These suits of +5 studded leather armor are often pitch black in color, although some are an odd grey whose exact hue is difficult to place, with some seeing it quite light, and others quite dark. In addition to their other properties, they serve as a conduit to spirits belonging to the trickster legend, allowing a medium to channel such a spirit from any location, provided he has the armor in his possession.
Additionally, as long as the armor is worn, the wearer gains a +2 competence bonus on all Dexterity, Intelligence, and Charisma-based skill checks, but suffers a -4 penalty on Wisdom checks and Wisdom-based skill checks (these benefits and penalties stack with the séance boon and influence penalty of trickster spirits).
None of a trickster’s leather’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +5-equivalent armor for the purposes of the cost of further improving its magical abilities.
Construction Requirements Cost 17,175 gpCraft Magic Arms and Armor, cat’s grace, fox’s cunning, eagle’s splendor