Exorcist (Pathfinder Second Edition Archetype)
(art by SnowSkadi on DeviantArt)
In a world of ghosts, wraiths, allips, and other spectral, bodiless dead and other lost souls, it pays for specialists to train to put these unquiet spirits to rest. After all, psychopomps and other guides for the afterlife cannot be everywhere at once.
Thus, we have the exorcist archetype that we are looking at today.
Most common among divine or occult spellcasters, anyone can heed the call of the exorcist should they have a concern for the dead, though obviously those with a spellcasting skill, or at least some knowledge of otherworldly power, have an easier time of it.
This archetype shares names and themes with a few 1st edition archetypes, but the key ability of these mystics, that is to say the ability to take spirits and store them for later, so that they may find the clarity to leave at the end of the day or when this archetype uses some of their abilities to offer catharsis and release in exchange for benefits, is unique to this archetype, though there are some thematically similar abilities here and there in 1st edition.
In any case, while the vast majority of exorcists learn their trade out of a genuine desire to help these pitiable dead pass on, some do so for profit, asking prices for ridding the living of such spirits. The power that these spirits grant is fleeting, so I imagine most that would use the spirits of the dead purely for power do so only incidentally as a way to bolster their other powers, save of course for those who traffic in souls and associated dark magics, which are beyond the scope of the archetype itself.
Regardless of their motives, these exorcists are at their strongest when they can face down and destroy the undead, utilizing their power to further face off against foes both living and dead.
The basic dedication to this archetype requires the would-be exorcist to carry a spirit dwelling, a small object that is capable of storing bits of soulstuff inside for later use. The exact nature of the spirit dwelling might be a mirror, a gem, a curious device, or some other form, as long as it is light and has no other practical functions. Each day during preparations, the exorcist attracts a lesser wisp of soulstuff to dwell inside, a minor spirit less than a haunt, but still unquiet and in need of assistance. If in using their abilities, their spirit dwelling is empty, they can perform a few minutes of rituals to draw upon another.
What’s more, they can use the receptacle to also house the spirits of recently destroyed ghostly dead, which helps most pass on, and those that would rejuvenate are prevented from doing so for the whole day. Though such spirits are not prevented from returning forever, their confinement lets the exorcist learn a bit more about them and how they might be properly put to rest.
Either way, the most basic use these exorcists have for the wisps and remnants is to allow them to absolve themselves with a bit of emergency protection, warding the exorcist against a single incoming positive or negative energy effect before departing. Naturally, a remnant provides more protection than a wisp.
With a firm command, these mystics can perform occult, religious, or simple spell rituals to attempt to force a spirit out of a living creature or object that it is possessing. This also prevents the target from re-possessing the victim for a whole week, but failure means the exorcist cannot attempt again for a year and a day.
With forgiveness, they can absolve their current spirit of their sins, the catharsis of which releases a pulse of healing energies upon the exorcist, more so if it was a remnant.
They also can learn to instead coax the spirit to lash out at their enemies, letting out a dreadful and powerful wail that shakes foes to the core. As usual, remnants typically give a stronger blast.
Many of these exorcists also learn how to sense spirits, ranging from haunts, incorporeal undead, nature spirits, and even outsiders and beings on the ethereal plane, even if they are hiding in solid objects.
As one might imagine, fighting spirits often means fighting beings that one cannot always see, and so more martial exorcists learn to sense hidden foes nearby.
Many also learn to attract two wisps into their spirit dwelling each day, letting them use their powers more often. This is especially useful to exorcists that aren’t facing undead constantly, but want to make use of their powers.
Since most undead succumb to evil, it is often useful for these mystics to learn how to sense evil auras as well, and so they do just that.
Some become so good at sensing hidden traces of their foe that they can at least be certain of their presence, even if they cannot pinpoint them exactly.
Plan on facing a lot of undead in your campaign, or just want some neat ghostly powers? This archetype can be a fun and flavorful way to play a character with a vested interest in putting the dead to rest, and it doesn’t even require spellcasting! Now obviously, divine and occult casters have some of the most thematic associations, but also recall that the thaumaturge class is a thing, which has plenty of occult power despite rarely ever casting a proper spell. Also consider how some summoners utilize phantoms, having evolved partially out of the old spiritualist class. However, perhaps you instead want to use a different casting tradition, or eschew being a caster at all. Such a character may have to rely on magic items and weapons to face the spectral, but they can still make for interesting builds regardless.
While the wisps that these mystics call upon are barely sapient, the remnants that they can capture from haunts and incorporeal undead likely retain much of their personality. As such, the exact method by which these exorcists coax the spirits to do their bidding before passing on may vary. Most that simply wish to rest may gladly comply, burning off much of their trauma before passing on. Truly evil beings that were wicked in life and desire nothing but to perpetuate their malice may have to be coerced or deceived into doing so.
Normally the vessels used by exorcists release the souls within after 24 hours, letting them free to seek final judgment. However, The Black Mirror of Akash, whether deliberately or accident, has become cursed, this relic of an ancient exorcist never lets it’s victims free without outside intervention. Most wish to see the blighted artifact destroyed, but a greedy few wish to use it for nefarious purposes.
Eager to see her home freed of the influence of the many who died in it’s waters, Makki the melixie has devoted herself to exorcizing the many spirits lost in her home of Tekmire swamp. However, what started as hazardous pest control gave way to pity and empathy, and now she has become a true shepherd of the dead, though the lantern vessel she carries with her makes many mortals mistake her for a will-o-the-wisp.
In the land of Melbrak, the art of exorcism is said to have been introduced by an elysian titan who sought repentance for her kin’s rebellion by studying under the psychopomps, and coming to the mortal plane to ferry wayward souls left behind in the wake of that ancient war. Whatever came of her, such mystics still bear the sign of the tall water-bearer to mark their profession.