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The spectre caller seeks the occult and esoteric truth about life, death, and the passage beyond, using her spectre as a guide and tool. The connection with her spectre allows her to harness the powers of life and death, thought and nightmare, shadow and revelation.

The spectre caller is an archetype of the necromancer class.

Summon Spectre (Su)

A spectre caller begins play with the aid of a powerful and versatile spirit entity called a spectre. The spectre forms a link with the spectre caller, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A spectre has the same alignment as the spectre caller, and it can speak all the languages its master can. A spectre caller can harbor her spectre in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested spectre is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Charisma score.

A spectre caller can fully manifest her spectre through a ritual that takes 1 minute to perform. When the spectre is fully manifested, the spectre caller can change the form of the spectre’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the spectre manifests, its hit points are unchanged from the last time it manifested, unless the spectre was slain and returned to the Ethereal Plane; in this case, the spectre manifests with half its maximum number of hit points.

The spectre does not heal naturally, and can be healed only with magic (by spells that deal shadow damage). The spectre stays fully manifested until it is either returned to the spectre caller’s consciousness (a standard action) or banished to the Ethereal Plane. If the spectre is banished to the Ethereal Plane, it can’t return to the spectre caller’s consciousness or manifest again for 24 hours.

While fully manifested, a spectre can’t be returned to the Ethereal Plane by means of dispel, but spells such as dismissal and banishment work normally. Whenever the spectre caller is unconscious or asleep, the spectre immediately returns to the spectre caller’s consciousness. If the spectre caller dies, the spectre is returned to the Ethereal Plane, and can’t return to the spectre caller’s consciousness until 24 hours after the spectre caller is brought back to life.

A spectre can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spectre caller’s consciousness, as the spectre is protected from such effects by the power of the spectre caller’s psyche.

Fully manifested spectres can use magic items and wield weapons appropriate to their forms. Any items worn, carried, or held by a spectre are dropped when the spectre returns to the spectre caller’s consciousness, and must be retrieved and donned anew if the spectre wishes to use them when it fully manifests in the future.

Spectres are self-involved, even jealous, creatures that do not play well with other summoned companions.

A spectre refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an undead creature summoned by the spectre’s master. Furthermore, if a spectre is manifested when such a creature is summoned, it immediately retreats into its spectre caller’s consciousness, and will not manifest again until the undead creature is dismissed.

A fully manifested spectre’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spectre caller’s class level and increase as the spectre caller gains levels. See the Spectres section for more information.

Spectres: A spectre’s abilities are determined by the spectre caller’s level and the choice of manifestations the spectre caller makes when she performs the manifestation ritual. Table: Manifested Spectre’s Base Statistics on determines many of the base statistics of the spectre. Each spectre possesses an emotional focus that modifies these base statistics and abilities. Spectres are considered undead for the purpose of determining which spells affect them.

A spectre was once a sentient, living creature that experienced great turmoil in life or during death. The power of its emotional trauma ripped it from the flow of spirits rushing toward the Astral Plane and the fates beyond, pulling it through the Ethereal Plane and toward the Negative Energy Plane. During the decent to nothingness and undeath, the spirit was able to break free, and made its way back to the Material Plane to find shelter within the consciousness of a powerful necromancer. That fusion created a spectre caller.

Spectres may retain some of their memories from life, but not many. Some spectres wish to unburden themselves of their emotional shackles, while others just wish to continue existing while avoiding the corruption of undeath. Others still wish nothing more than to inflict their torment upon the living—taking their revenge on life for the horrors they faced during and after death.

Spectres are powerful beings, but they are far more emotional than they are rational. Spectres are still shackled by the emotions that created them, and spectre callers must maintain strong control over their spectres to keep the spectre’s often-violent emotions in check.

Table: Spectre Base Statistics

Class
Level
HDBABGood SavesBad SavesSkillsFeatsArmor
Bonus
Dex/Cha BonusSlam Damage †Special
1st1+0+2+021+0+01d6Undead traits, darkvision, shared spells, link
2nd2+1+3+041+2+11d6
3rd3+2+3+162+2+11d6Deliver touch spells (30 ft.)
4th3+2+3+162+2+11d6Magic attacks
5th4+3+4+182+4+21d8Ability score increase
6th5+3+4+1103+4+21d8Devotion
7th6+4+5+2123+6+21d8
8th6+4+5+2123+6+31d8
9th7+5+5+2144+6+31d10Incorporeal flight
10th8+6+6+2164+8+41d10Ability score increase
11th9+6+6+3185+8+41d10
12th9+6+6+3185+10+51d10Deliver touch spells (50 ft.)
13th10+7+7+3205+10+52d6
14th11+8+7+3226+10+52d6
15th12+9+8+4246+12+62d6Ability score increase
16th12+9+8+4246+12+62d6
17th13+9+8+4267+14+72d8
18th14+10+9+4287+14+72d8
19th15+11+9+5308+14+72d8
20th15+11+9+5308+16+82d8
† The value shown is for Medium spectres. For small spectres, use 1 die smaller.

Class Level: This is the spectre caller’s class level.

HD: This is the total number of 8-sided (d8) Hit Dice the spectre possesses, each of which is modified by the spectre’s Charisma, as normal.

BAB: This is the spectre’s base attack bonus. A spectre’s base attack bonus is equal to 3/4ths its Hit Dice. Spectres do not gain additional attacks using their natural weapons at higher base attack bonuses.

Good/Bad Saves: These are the spectre’s base saving throw bonuses. A spectre possesses two good saving throws and one bad saving throw, determined by the spectre’s emotional focus.

Skills: This lists the spectre’s total skill ranks. A spectre can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills. Spectres with Intelligence scores above the base value modify these totals as normal (a spectre gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A spectre can’t have more ranks in a skill than it has Hit Dice. Spectre skill ranks are set once chosen.

Feats: This is the total number of feats possessed by a spectre. A spectre can select any feat it qualifies for, but it must possess the appropriate appendage in order to use some feats. Spectre feats are set once chosen.

Armor Bonus: The number noted here is the increase to the spectre’s natural armor bonus when it manifests as an ectoplasmic creature, and its deflection bonus when it manifests as an incorporeal creature. An ectoplasmic or incorporeal manifested spectre can’t wear armor of any kind, as the armor interferes with the spectre caller’s connection with the spectre; a spectre may seem to be wearing armor, but this appearance is just an illusory part of its appearance.

Dex/Cha Bonus: Add this bonus to the spectre’s Dexterity and Charisma scores.

Slam Damage: Spectres have two slam natural weapon attacks. Those attacks’ damage is based on the size of the spectre and is sometimes modified by the abilities. Often, an individual spectre manifests in a form that makes it appear as if it had weapons or other natural attacks. Regardless of their apparent forms, the spectre’s attacks still deal the slam attack damage listed on the table above.

Special: This column includes a number of abilities gained by all spectres as they increase in power. Each of these bonuses is described below.

  • Darkvision (Ex): The spectre has darkvision out to a range of 60 feet.
  • Link (Su): A spectre caller and her spectre share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spectre caller’s turn, but the spectre caller and the spectre must both be conscious to communicate in this way. This allows the spectre caller to give orders to her spectre at any time. Magic items interfere with a spectre caller’s connection to her spectre; as a result, the spectre caller and her spectre share magic item slots. For example, if the spectre caller is wearing a magic ring, her spectre can wear only one magic ring. In the case of a conflict, the items worn by the spectre caller remain active, and those worn by the spectre become dormant. The spectre must possess the appropriate appendages to utilize a magic item.
  • Share Spells (Su): The spectre caller can cast a spell with a target of “you” on her spectre (as a spell with a range of touch) instead of on herself. A spectre caller can cast spells from the spectre caller spell list on her spectre even if the spells normally do not affect creatures of the spectre’s type (undead). This ability does not allow the spectre to share abilities that aren’t spells, even if they function like spells.
  • Deliver Touch Spells (Su): The spectre can deliver touch (melee or ranged) spells for the spectre caller when fully manifested in incorporeal or ectoplasmic form. The spectre caller and the spectre need not be in contact to accomplish this, but the spectre must be within 30 feet and the spectre caller must be able to see the spectre. If the spectre caller is 12th level or higher, the spectre can deliver touch spells within 50 feet of the spectre caller. The spectre caller can cast the spell, and then the spectre can deliver the touch as an immediate action. If the touch spell deals damage, the spectre must make the attack roll. The spectre can’t hold the charge of a touch spell cast by the spectre caller using this ability. If the spell is delivered to the spectre, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the spectre can accomplish this with an immediate action, but all of the willing targets must be within the spectre’s melee reach at the time.
  • Magic Attacks (Su): When the spectre manifests in ectoplasmic form, it treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the spectre caller is 10th level or higher, all of the spectre’s weapons are treated as the alignment of the spectre for the purpose of overcoming damage reduction.
  • Ability Score Increase (Ex): The spectre adds 1 to one of its ability scores.
  • Devotion (Ex): The spectre gains a +4 morale bonus on Will saves against enfeebling spells and effects.
  • Incorporeal Flight (Su): When the spectre manifests in incorporeal form, it has a fly speed of 40 feet (good).

Spectre Statistics: A spectre caller’s spectre is typically the same size as the spectre caller. A spectre caller can have a spectre that is one size category smaller than her, and if she is Small or smaller, she can have a spectre one size category larger than her. A spectre is always a humanoid-shaped creature, and looks somewhat like it did in its past life while manifested, though the emotional turmoil of its existence usually warps its appearance in some way. Every spectre has the following base statistics, which are then modified by its size and emotional focus.

Spectre

STARTING STATISTICS

Type: Undead (spectre); Size: As spectre caller or one size category smaller (or one size category larger, if the spectre caller is Small); Speed: 30 ft.; AC: +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack: 2 slams (1d6 or 1d4 if size Small); Ability Scores: Str 12, Dex 14, Con —, Int 10, Wis 10, Cha 15.

Class Skills: The following skills are class skills for the spectre: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the spectre caller can choose one additional skill as a class skill for her spectre. The spectre also gains two class skills based on its emotional focus. The spectre automatically gains bonus ranks in these two skills as the spectre caller increases in level—its number of ranks in these skills is always equal to its number of Hit Dice.

Full Manifestation Forms: Each time she fully manifests her spectre, the spectre caller must choose whether to manifest the spectre in either ectoplasmic or incorporeal form. The spectre gains the statistics presented on Table: Manifested Spectre’s Base Statistics, modified by the spectre’s emotional focus and by the type of manifestation the spectre caller chooses.

Ectoplasmic: When the spectre caller manifests her spectre in ectoplasmic form, the spectre gains the following abilities.

  • Damage Reduction (Ex): A spectre manifested in ectoplasmic form has DR 5/slashing. When the spectre caller reaches 5th level, the spectre gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.
  • Phase Lurch (Su): A spectre in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic spectre can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Incorporeal: When the spectre caller chooses to manifest the spectre in incorporeal form, the spectre appears within 30 feet of the spectre caller as a ghostly apparition. It can fly and gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modifier. Unlike other incorporeal creatures, an incorporeal spectre can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested spectre can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

Emotional Focus: Each spectre has an emotional focus—a powerful emotion based on some experience in life that keeps it tethered to the Material and Ethereal planes. This emotional focus also grants the spectre abilities that it can use while manifested. The type of each ability and its power are determined by the spectre caller’s level. The emotional focus determines which bonus skill ranks the spectre gains, as well as the skills in which its spectre caller master gains Skill Focus. It also determines the good saving throws of the manifested spectre and the special abilities the spectre gains as it increases in level. While spectres tend to appear much as they did in life—at least as they did at the time of death— each emotional focus twists a spectre’s visage, mannerisms, and even personality in its own way. Unlike with most creatures, a spectre’s emotion aura often manifests for all to see, even those without the benefit of spells or abilities. Often spectres manifest these emotion auras in unique ways, some of which are described in individual emotional focus descriptions.

  • Anger Foci: Spectres with this emotional focus are filled with seething anger from events in their past lives. Spectres with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Many times, these spectres exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth.
    • Skills: The spectre gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Will.
    • Strength Focus: The spectre gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the spectre gaining a bonus to Dexterity as the spectre caller gains levels, an anger-focused spectre gains a bonus to Strength instead.
    • Powerful Strike (Ex): A spectre with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size. The spectre also gains Power Attack as a bonus feat.
    • Aura of Fury (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 20-foot-radius aura of fury. Allies within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC. Ending the aura is a free action. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Ferocious Mien (Su): When the spectre caller reaches 12th level, once per day as a swift action, a spectre in ectoplasmic form can grow more ferocious and frightening. It becomes one size category larger than its current size, as affected by an enlarge spell, and grows fiercer in combat, as if affected by a rage spell. This effect lasts for 1 round per class level of the spectre caller. When the spectre caller reaches 18th level, a spectre using ferocious mien also gains the frightful presence extraordinary ability (range 30 feet, duration 5d6 rounds).
    • Furious Wail (Su): When the spectre caller reaches 18th level, once per day as a standard action, the spectre can emit a single angry wail that acts as banshee wail. The spectre uses its Hit Dice as its caster level for the effect, and the DC of the effect is 10 + half the spectre’s Hit Dice + the spectre’s Charisma modif ier. The spectre can use this ability in either ectoplasmic or incorporeal form.
  • Dedication Foci: Either through a sense of love or the desire to finish some unfinished task, a spectre with this emotional focus has an undying devotion to something or someone in the world. It’s often the case that a spectre with this emotional focus has a strong familial tie with its spectre caller master. A dedication spectre most often appears as a strong and stern protector with a watchful gaze, and its service to its spectre caller is unwavering. These spirits exude auras of blue, or sometimes rose if their love for their spectre caller masters in life was great. Many times these auras manifest as a halo, giving these spectres a divine appearance, no matter their actual alignment or opinions on matters of religion.
    • Skills: The spectre gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Reflex and Will.
    • Iron Will: The spectre gains Iron Will as a bonus feat. Furthermore, When the spectre is within its master’s consciousness, it grants the benefits of Iron Will to its master if its master doesn’t have that feat.
    • Dutiful Strike (Su): When a creature makes an attack against the spectre’s master, the spectre gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the spectre were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spectre caller master of whose area or effect includes the spectre caller master. Dutiful strike lasts for 1 minute, until another creature attacks the spectre’s spectre caller master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.
    • Defending Aura (Su): When the spectre caller reaches 6th level, the spectre can emit a 10-foot-radius aura that grants protection to nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus to AC and a +2 bonus to CMD and on all saving throws. Deactivating the aura is a free action.
    • Devoted Servant (Su): When the spectre caller reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spectre caller is asleep or an attack by a creature using Stealth), if the spectre is not fully manifested, it automatically fully manifests from the spectre caller’s consciousness to protect its master. The spectre stays manifested as long as the spectre caller is unaware and in danger. This ability requires no action from the spectre caller.
    • Steadfast Devotion (Su): When the spectre caller reaches 18th level, the spectre becomes immune to detrimental mind-affecting effects and all forms of possession. Furthermore, the spectre is immune to banishment, dismissal, and similar effects.
  • Despair Foci: Some creatures die in such horrific ways, or live such pointless and senseless lives, that despair grips their very beings. Spectres with this focus use misery as a weapon, inflicting the living with the gloom of the spectres’ continued existence. Despair spectres often appear twisted or wounded, showing the grisly circumstances of their demise. Their coloration tends to have a grayish or sickly green cast. When they speak, they do so in terrifying whispers or high-pitched screeches.
    • Skills: The spectre gains a number of ranks in Intimidate and Stealth equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Will.
    • Power from Despair: The spectre gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.
    • Miserable Strike (Su): If the spectre hits a creature with a slam attack, that creature must succeed at a Will saving throw (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.
    • Aura of Despair (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 10-foot-radius aura of despair. Enemies within the aura take a –2 penalty on all saving throws. This is a fear effect. Deactivating the aura is a free action.
    • Despairing Shout (Su): When the spectre caller reaches 12th level, three times per day as a standard action, the spectre can emit a shout that acts as crushing despair. The spectre uses its Hit Dice as its caster level for the effect, and the DC of the effect equals 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Inescapable Despair (Su): When the spectre caller reaches 18th level, if the spectre hits with its slam attack, the creature hit doesn’t get a save to resist the effects of miserable strike.
  • Fear Foci: A spectre with this emotional focus suffered from overwhelming fear in life. As a spectre, it is able to channel that fear into a terrifying weapon. Fear spectres are often horrifying to behold. Sometimes they appear as ghostly figures in tattered funeral garb or wrapped in chains or other bindings. Their features may be distorted into gaunt and haunting forms, making them seem more like ghosts or spectres. A miasma of livid gray swirling motes often surrounds their forms as they stalk their surroundings, seeking to bestow their terror on others.
    • Skills: The spectre gains a number of ranks in Intimidate and Stealth equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, such a spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Reflex and Will.
    • Stealthy: The spectre gains Stealthy as a bonus feat.
    • Horrifying Strike (Ex): If the spectre hits a creature with a slam attack, that creature must succeed at a Will saving throw (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) or be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.
    • Increase Fear (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 20-foot-radius aura that amplifies the fear conditions of enemies within it if they fail their Will saving throws (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier). A shaken enemy in the aura becomes frightened, a frightened creature becomes panicked, and a panicked creature cowers. This effect lasts either as long as the enemy stays within the aura and is under the condition of the initial fear effect, or for a number of rounds after it leaves the aura equal to half the spectre’s Hit Dice, or until the end of the original fear effect’s duration, whichever comes first. A creature that succeeds at the saving throw is immune to this effect from the same spectre for 24 hours. This is a mind-affecting fear effect. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Frightful Attack (Su): When the spectre caller reaches 12th level, if the spectre hits with a slam attack, it can frighten those it hits instead of causing them to be shaken (the spectre chooses when it makes the attack). This is a mind-affecting fear effect.
    • Shelter Allies (Su): When the spectre caller reaches 18th level, the spectre protects its allies from terror. Allies within the spectre’s increase fear aura are immune to fear as long as they are within the aura. This ability also grants the spectre’s spectre caller master immunity to fear as long as the spectre is not banished to the Ethereal Plane.
  • Greed Foci: A spectre with this focus voraciously coveted gold, gems, and hedonistic possessions in life. Such spectres are still obsessed with hoarding wealth and project that avarice onto the spectre callers to whom they are bonded. Their coloration tends toward yellow, and the sound of jangling coins sometime manifests when they attack.
    • Skills: The spectre gains a number of ranks in Appraise and Sleight of Hand equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Reflex.
    • Eye of Avarice: The spectre adds half its number of Hit Dice (minimum 1) as a bonus on its Appraise checks. While it is confined to the spectre caller’s consciousness, when the spectre caller attempts to identify the properties of a magic item using detect magic, the spectre grants the spectre caller this bonus on Spellcraft check.
    • Ruthless Combatant (Ex): A spectre with this focus threatens a critical hit with its slam attacks on a result of 19–20. At 11th level, its critical multiplier with slam attacks increases to ×3.
    • Assume Effect (Su): When the spectre caller reaches 6th level, when she casts a spell on herself with a range other than personal, the spell can also affect her spectre. The spectre can benefit from this ability once per day, plus one additional time per day when the spectre caller reaches 12th level and a third time when the spectre caller reaches 19th level.
    • Covetous Aura (Su): When the spectre caller reaches 12th level, as a swift action, the spectre can emit a 20-foot-radius aura that exemplifies its covetous nature. Whenever a harmless (so noted by a spell’s saving throw description) spell of 2nd level or lower is cast by a creature within the covetous aura, the spectre can immediately gain the benefit of that spell as if the spell had also targeted it. The intended target still gains the effect of the spell. The spectre can dismiss its covetous aura as a free action.
    • Take It with You (Su): When the spectre caller reaches 18th level, whenever the spectre is reduced to 0 hit points, a number of harmless spells affecting the spectre equal to the spectre’s Charisma modifier are immediately transferred to the spectre caller for the remainder of their duration. If desired, the spectre caller can transfer only some (or none) of the spells affecting the spectre.
  • Hatred Foci: Few things draw a spirit toward the Negative Material Plane like the emotion of hatred. Spectres with this focus often are blinded by—and blind others with—this powerful emotion. These spectres are frequently darker and more foreboding than all but those spectres with the fear emotional focus. Many of them manifest as dark and dreadful knights, their armor bristling with spikes and their hands seeming to grasp barbed and terrible weapons. Other times they appear as tall, gaunt figures staring down arrogantly at those who approach. These spectres typically spew a string of curses at their foes, often profane, sometimes poetic. Their auras are pulsating and pitch black, and thrum violently when these horrible spectres attack.
    • Skills: The spectre gains a number of ranks in Acrobatics and Perception equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Reflex.
    • Weapon Finesse: The spectre gains Weapon Finesse as a bonus feat.
    • Hated Target (Su): The spectre can take a move action to designate one creature within its line of sight as a hated target. The spectre gains a +2 bonus on attack rolls against its hated target, and a bonus on damage rolls equal to half the spectre’s Hit Dice (minimum 1). The spectre is so focused on this hated target that it takes a –2 penalty on attack rolls against all other creatures. The spectre can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the spectre’s line of sight for at least 1 minute. When the spectre caller reaches 6th level, the spectre can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy. The spectre must be manifested in ectoplasmic form to use this ability (unless the spectre caller is 17th level or higher; see Shared Hatred below).
    • Hateful Aura (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 10-foot-radius aura that inflicts pain upon the minds of those who dare damage it or its master. Enemies within the aura that deal damage to the spectre caller or the spectre take an amount of damage equal to the spectre’s Charisma bonus. This is a mind-affecting pain effect. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Sneak Attack (Su): When the spectre caller reaches 12th level, the spectre gains sneak attack +3d6, but only against its hated enemy. At 18th level, the sneak attack damage increases to +5d6.
    • Shared Hatred (Su): When the spectre caller reaches 18th level, the spectre can grant its hatred to others. When the spectre designates a hated enemy, its allies also gain a +2 bonus on attack rolls and a +4 bonus on damage rolls against that enemy. Furthermore, the spectre can use its hated target ability even when in incorporeal form; when it does, it can make slam attacks against a corporeal creature, but only if that corporeal creature is its hated target.
  • Jealousy Foci: A spectre with this emotional focus is covetous of everything—its master, those who wish to do it harm, and any who do not pay attention to it. It demands to be the center of attention at all times. The forms these spectres take are as diverse as the forms of jealousy in life. Often they take pleasing forms, wishing to draw others in. Other times they take the form of crawling and lurching things, grasping at all they covet when they come within reach. The auras of these needy spectres quickly change in color, going from an oily green to orange, to brownish red as they swirl through emotions in their efforts to gain the objects of their dark desires.
    • Skills: The spectre gains a number of ranks in Appraise and Bluff equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Reflex and Will.
    • Deceitful: The spectre gains Deceitful as a bonus feat.
    • Jealous Combatant (Su): Each time the spectre hits a creature with a melee attack, for 1 round that creature takes a –2 penalty on all attack rolls made against anyone other than the spectre. This effect does not stack with itself.
    • Resentful Aura (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 20-foot-radius aura that forces enemies within the aura who make an attack or cast a spell that does not include the spectre in its effect to succeed at a Will saving throw (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) or become staggered until the end of the enemy’s next turn. Ending the aura is a free action. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Retribution (Su): When the spectre caller reaches 12th level, each time a creature attacks the spectre’s master, whether that attack hits or misses, it enrages the spectre. Until the end of the spectre’s next turn, any attack the spectre makes that hits the creature that has attacked her deals 2d8 extra points of damage. This extra damage is precision damage.
    • Mine to Take (Su): When the spectre caller reaches 18th level, once per day as an immediate action, just before the spectre’s master is about to attempt a saving throw or be targeted by an attack roll, the spectre and the spectre caller can swap places as long as both are on the same plane and the spectre is aware of the attack or effect. After the swap occurs, the spectre is targeted by the attack or effect that triggered this ability, though the spectre may be immune or resistant to the effect. This is a teleportation effect. The spectre can use this ability in either ectoplasmic or incorporeal form.
  • Lust Foci: A spectre with this focus aches for the intoxicating pleasures it experienced during life. These spectres often writhe sensuously and whisper promises of unadulterated bliss to those they fight. Lust spectres are typically deep rose in color, and they sometimes emit musky, exotic scents when they move.
    • Skills: The spectre gains a number of ranks in Bluff and Diplomacy equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Will.
    • Charismatic: A spectre with this focus gains a +2 bonus to all Charisma-related skills. In addition, the specific can roll twice when making a Charisma-related skill check and take the best roll.
    • Alluring Presence (Su): A spectre with this focus can coerce enemies to attack it. As an immediate action, the spectre attempts a Diplomacy check against a creature targeting the spectre caller with an attack or harmful spell, provided the spectre is within the target creature’s reach (or range, if the creature is attacking with a ranged weapon or spell). The DC for this check equals 10 + half the attacking creature’s HD + the attacking creature’s Wisdom modifier. If successful, the spectre becomes the target of all the creature’s attacks for 1 round. This is a mind-affecting compulsion emotion effect.
    • Mine Alone (Su): When the spectre caller reaches 6th level, whenever the spectre caller or the spectre is subject to a charm or compulsion effect, the target of the effect can roll twice for its save—once using the spectre caller’s Will save modifier and once using the spectre’s—and take the better result.
    • Aura of Ecstasy (Su): When the spectre caller reaches 12th level, the spectre can emit a 10-foot-radius aura of ecstasy. Enemies within the aura must succeed at a Will save (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) or be shaken and staggered each round that they remain within the aura of ecstasy. Creatures that succeed at this save are immune to this spectre’s aura of ecstasy for 24 hours.
    • Sinful Command (Su): When the spectre caller reaches 18th level, once per day as a standard action, the spectre can attempt to assume control of another creature’s mind as per the dominate monster spell. The DC of the effect is equal to 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier.
  • Pride Foci: No spectre is as arrogant as a pride spectre, which in life was an insufferable braggart and egotist. These spectres often puff and posture while fighting, shouting brash taunts and paeans to their own supposed skill in all things. Pride spectres are often a roiling green in color.
    • Skills: The spectre gains a number of ranks in Intimidate and in Perception equal to its number of Hit Dice. While the spectre is confined within the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Reflex and Will.
    • Resolve: A spectre that has this emotional focus is immune to fear effects. However, when the spectre fails an ability check, skill check, or attack roll, it loses this immunity for 1 hour. Multiple failed checks or rolls are not cumulative. Instead, they simply reset the hour of lost immunity.
    • Flagrant Disregard (Ex): As a swift action, the spectre can gain a +2 bonus on all attack rolls while taking a –1 penalty to AC for 1 round. For every 4 points of base attack bonus the spectre has, this bonus on attack rolls increases by 1 and the penalty to AC increases by 1.
    • Vainglorious Oration (Su): When the spectre caller reaches 6th level, the spectre can espouse bold lies about its own prowess as a swift action to cause enemies to become shaken. To be affected, an enemy must be within 30 feet of the spectre and able to hear it. This effect persists as long as the enemy is within 30 feet (the spectre can end the oration as a free action). This ability cannot cause a creature to become frightened or panicked, even if the target was already shaken from another effect. This is a mind-affecting fear effect that relies on audible components.
    • Overwhelming Confidence (Su): When the spectre caller reaches 12th level, as long as the spectre is immune to fear effects from its resolve ability, any morale bonuses affecting the spectre are doubled. If the spectre loses its immunity to fear, all doubled morale bonuses that are affecting the spectre are instead applied as penalties for the remainder of their duration or until the spectre regains its immunity to fear (whichever comes first).
    • Illusion of Perfection (Su): When the spectre caller reaches 18th level, the spectre can shroud itself in an illusion as a swift action, appearing as a model of absolute physical perfection—its idealized image of itself. The spectre gains a bonus on melee damage rolls equal to its Charisma modifier. However, whenever the spectre deals damage to a creature, the creature can attempt a Will save (DC 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) to disbelieve the effect, reducing the bonus on damage rolls by half if successful. The spectre can use illusion of perfection for a number of minutes per day equal to its Hit Dice. This duration need not be used all at once, but must be expended in 1-minute intervals. This ability is a mind-affecting illusion effect.
  • Whimsy Foci: Spectres with this emotional focus carry a simplistic, childlike wonder and are fond of games and playing tricks. Most spectres with the whimsy focus are the spirits of those who died as children and carried their childlike nature into the afterlife.
    • Skills: The spectre gains a number of ranks in Acrobatics and Perception equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Reflex and Will
    • Tricky Combatant: A spectre with the whimsy focus gains Improved Dirty Trick as a bonus feat, even if it does not meet the prerequisites.
    • Colorful Burst (Sp): Once per day, a spectre with this focus can produce an explosion of bright colors in a 15-foot cone. This functions as the spell color spray, except that creatures with fewer HD than the spectre are treated as if they had 2 HD or less, creatures with HD equal to that of the spectre are treated as if they had 3 or 4 HD, and creatures with more HD than the spectre are treated as if they had 5 or more HD. A creature can negate this effect with a successful Will saving throw (DC = 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier).
    • Aura of Laughter (Sp): When the spectre caller reaches 6th level, the spectre can emit a 10-foot-radius aura of childish laughter as a swift action. Enemies within the aura are distracted by the laughter, taking a –2 penalty on attack and damage rolls and a –5 penalty on Perception checks. This ability has no effect on creatures that cannot hear.
    • Telekinetic Prankster (Sp): When the spectre caller reaches 12th level, the spectre gains the ability to use limited telekinesis to trip up its foes. It can perform combat maneuvers against creatures up to 15 feet away. When doing so, it can use its Charisma modifier in place of its Strength modifier on its combat maneuver checks.
    • Invoke Laughter (Sp): When the spectre caller reaches 18th level, once per day as a standard action, the spectre can cause nearby creatures to fall into fits of uncontrollable laughter. Each creature in a 30-foot-radius burst centered on the spectre must succeed at a Will save (DC = 10 + half the spectre’s Hit Dice + the spectre’s Charisma modifier) or begin laughing uncontrollably, as the spell hideous laughter. The spectre can use this ability in either ectoplasmic or incorporeal form.
  • Zeal Foci: A spectre with this emotional focus fixates on every task given as if it were the spectre’s last. The most basic commands are treated as life-and-death situations, and the truly dangerous ones are faced with a resolve and tenacity that sometimes defies common sense. Zeal spectres take the form of steadfast protectors or daring and manic creatures looking for the next challenge or opportunity to prove itself to either its master or itself. Often very prideful creatures, these spectres display an orange aura upon completing their tasks. They are prone to boast about their accomplishments and chastise those around them for not accomplishing more.
    • Skills: The spectre gains a number of ranks in Acrobatics and Survival equal to its number of Hit Dice. While confined in the spectre caller’s consciousness, the spectre grants the spectre caller Skill Focus in each of these skills.
    • Good Saves: Fortitude and Reflex.
    • Tracking: The spectre adds half its number of Hit Dice (minimum 1) to Survival skill checks to follow tracks.
    • Ruthless Combatant (Su): The spectre threatens a critical hit with its slam attacks on a roll of 19–20. When the spectre caller reaches 11th level, the spectre’s critical modifier with slam attacks increases to ×3. This doesn’t stack with Improved Critical or similar effects.
    • Determination Aura (Su): When the spectre caller reaches 6th level, as a swift action, the spectre can emit a 20-foot-radius aura that grants its zeal to nearby allies. Allies within the aura gain a +2 competence bonus on attack rolls and saving throws. The spectre can use this ability in either ectoplasmic or incorporeal form.
    • Steadfast Servant (Su): When the spectre caller reaches 12th level, the spectre can stay manifested even when its spectre caller master is unconscious or asleep.
    • Zeal’s Resolve (Su): When the spectre caller reaches 18th level, three times per day as a free action, when the spectre misses with an attack roll or fails a saving throw, it can reroll the failed attack or saving throw. It must take the new result, even if that result is worse.

This ability replaces bone commander and a necromancy talent gained at 6th, 12th, and 18th level.

Shared Consciousness (Su)

At 1st level, while a spectre is confined in a spectre caller’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spectre caller the Skill Focus feat in two skills determined by the spectre’s emotional focus, unless the spectre caller already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the spectre caller fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the spectre’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spectre caller loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her spectre, and can’t use this ability to shunt a mind-affecting effect into the spectre’s consciousness or manifest her spectre in any way. When a mind-affecting effect is shunted into the spectre’s consciousness, spells such as dispel can be cast on the spectre caller to end the effect’s duration as if the spectre caller were affected by the mind-affecting effect.

This ability replaces spell proficiency.

Etheric Tether (Su)

At 2nd level, a spectre caller can force the spectre to manifest in an area around her by pushing the spectre’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested spectre takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spectre caller can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the spectre. This can prevent the spectre from being sent back to the Ethereal Plane. This tether is limited. When the spectre is fully manifested, it and the spectre caller must remain within 50 feet of one another for the spectre’s manifestation to stay stable with little to no concentration on the part of the spectre caller. The spectre caller can stretch the limited tether, but only when the spectre is in ectoplasmic form.

When a spectre caller starts her turn and her ectoplasmic spectre is more than 50 feet away from her (but closer than 100 feet), the spectre caller must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic spectre immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the spectre is from the spectre caller (maximum spell level 6th). If the tether is interrupted or the check fails, the spectre immediately snaps back into the consciousness of its spectre caller master.

If the ectoplasmic spectre is ever more than 100 feet away from its spectre caller, or the incorporeal spectre is ever 50 feet away from the spectre caller or outside of line of effect from the spectre caller for more than 1 round per spectre caller level the spectre caller possesses, the tether is automatically broken; the spectre immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

This ability replaces undead body.

Bonded Manifestation (Su)

At 3rd level, as a swift action, a spectre caller can pull on the consciousness of her spectre and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the spectre is still bound to her consciousness. For the spectre caller to use this ability, the spectre must be confined in the spectre caller’s consciousness; it can’t be manifested in any other way. During a bonded manifestation, the spectre can’t be damaged, dismissed, or banished. A spectre caller can use bonded manifestation a number of minutes per day equal to her necromancer level. The minutes need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 minute of use. When a spectre caller uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spectre caller level.

  • Ectoplasmic Bonded Manifestation: When a spectre caller uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spectre caller also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spectre caller’s choice), the spectre caller can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested spectre) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the spectre’s ectoplasm clings to the spectre caller like a suit of armor. This grants the spectre caller a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spectre caller can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested spectre). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spectre caller chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.
  • Incorporeal Bonded Manifestation: When a spectre caller uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spectre caller can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spectre caller can take a standard action to become invisible (as the vanish spell) until the start of her next turn. At 18th level, the spectre caller gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.

This ability replaces lifetap.

Spiritual Interference (Su)

At 4th level, whenever a spectre caller is within the reach of her ectoplasmic manifested spectre, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested spectre is grappled, helpless, or unconscious. A spectre caller within 30 feet of her incorporeally manifested spectre receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the spectre is unconscious.

This ability replaces unholy fortitude.

Spectre Recall (Su)

At 5th level, as either a swift or an immediate action, a spectre caller can call her manifested spectre to her side or back into her consciousness. This ability functions as dimension door, using the spectre caller’s class level as the caster level. When the spectre caller calls the spectre in this way, the spectre appears adjacent to the spectre caller (or as close as possible, if all adjacent spaces are occupied). When the spectre caller uses this ability to call the spectre back to her consciousness, she can activate bonded manifestation as part of that action, but doing so costs 1 extra round of bonded manifestation. The spectre caller can use this ability once per day at 6th level, plus one additional time per day for every four necromancer levels she possesses beyond 6th.

This ability replaces fear aura.

See Invisibility (Sp)

At 7th level, a spectre caller gains the ability to see many things normally hidden from sight. She gains the ability to use see invisibility as a spell-like ability once per day, with a duration of 10 minutes.

This ability replaces cheat death.

Fused Consciousness (Su)

At 9th level, a spectre caller always gains the benefits of bonded senses when her spectre is manifested. She also gains the skill ranks and bonus to mind-affecting spells granted by the spirit’s emotional focus, even when her spectre is manifested. Lastly, she can shunt the effect of a mind-affecting effect into the consciousness of her spectre as the shared consciousness ability even when the spectre is manifested, but doing so causes the spectre to immediately retreat back into the spectre caller’s consciousness.

This ability replaces miasma.

Greater Spiritual Interference (Su)

At 13th level, whenever allies are within the spectre’s reach, as long as the manifested spectre is in ectoplasmic form, each ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. For the spectre caller, these bonuses increase to +4. The spectre caller and allies within range don’t gain this bonus if the manifested spectre is grappled, helpless, or unconscious. While the spectre is incorporeally manifested, allies within 30 feet of the spectre receive a +2 circumstance bonus on saving throws against mind-affecting effects. For the spectre caller, this bonus increases to +4. This bonus doesn’t apply if the spectre is unconscious.

This ability replaces death’s kiss.

Spiritual Bond (Su)

At 15th level, a spectre caller’s life force becomes intrinsically linked with the spectre’s spiritual essence. As long as the spectre has 1 or more hit points, when the spectre caller takes damage that would reduce her to fewer than 0 hit points, those points of damage are transferred to the spectre instead. This transfer stops after the spectre takes all the points of damage or the spectre is reduced to a negative amount of hit points equal to its Charisma score. In the latter case, points of damage dealt in excess of this limit are dealt to the spectre caller. This ability affects only effects that deal hit point damage.

This ability replaces destruction retribution.

Dual Bond (Su)

At 17th level, the spectre caller can use her bonded manifestation ability a number of rounds per day equal to 3 + twice her necromancer level.

This ability replaces deathly abeyance.

Empowered Consciousness (Su)

At 19th level, while a spectre caller’s spectre is confined in her consciousness, she is immune to mind-affecting effects and spells and effects that involve possession.

This ability replaces final guide.

Potent Spectre (Su)

At 20th level, the spectre caller’s spectre grows ever more complex and sophisticated in its manifestation. The spectre gains a second emotional focus. This does not change the spectre’s saving throws, but the spectre otherwise grants all the skills and powers of the focus.

This ability replaces lich transformation.