TEXT: ®
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  Undead Slayer’s 
  Handbook
  Undead Slayer’s 
  Handbook
  
  Undead Creations
  Name
  Undead 
  Type
  Origin/Description
  Recommended 
  Slayer Type
  Tools
  BansheeB2
  Spirit of a betrayed elven woman
  Light spells, silence
  BeheadedB4
  Floating skull sentinels
  Area effects, holy water, slashing weapons
  BodakB2
  Extraplanar mortal warped by dark 
  energies
  Light spells, restoration
  Crawling HandB2
  Animated limb serving as an undead 
  minion
  Mislead, nondetection, ranged weapons
  Devourer
  Fiend transformed by dark corners of the 
  multiverse
  DeathlessUE armor, restoration
  Ghost
  Restless soul longing to resolve a great 
  injustice
  Force spells, holy water
  Ghoul
  Unsated cannibal given to undeath
  Remove paralysis
  Lich
  Mortal soul encapsulated in a phylactery
  Bludgeoning magic weapons, protection against 
  magic
  Mohrg
  Risen corpse of a publicly executed 
  sociopath
  Death ward
  Mummy
  Tomb guardian of the honored dead
  Remove curse, remove disease, fire weapons
  NightshadeB2
  Massive extraplanar harbinger of 
  darkness and death
  Consecrate, light spells
  Shadow
  Tenebrous spreader of undeath
  Faerie fire, lesser restoration
  Skeleton
  Shambling fleshless minion
  Bludgeoning weapons, halt undead, holy water
  Vampire
  Immortal blood-drinking patrician
  Garlic, holy symbols, holy water, mirrors
  Wraith
  Hateful spirit born of evil and darkness
  Death ward, light spells
  Zombie
  Minion risen from the recently deceased
  Halt undead, holy water, slashing weapons
  This table presents several of the most commonly encountered 
  undead creatures on Golarion, including details on the undead 
  creature’s type (see pages 8–15), the nature of the creature’s undead 
  form, the types of slayers best equipped to deal with the creature (see 
  pages 18–25), and the kinds of tools or tactics slayers should bring 
  to a fight against this undead. Obvious or universally useful tools 
  and tactics (such as ghost touch weapons for incorporeal undead and 
  positive channeled energy for most types of undead) are not listed.
  Consummate Undead
  Hungry Undead
  Incorporeal Undead
  Mindless Undead
  Exorcist
  Stalker
  Necrologist
  Redeemer
  
  On the COver
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
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  written permission.
  Pathfinder Player Companion: Undead Slayer’s Handbook © 2014, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo 
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  table Of COntents
  For Your CharaCter 
  2
  DeFenDers oF the Living 
  4
  PreParing to sLaY unDeaD 
  6
  Consummate unDeaD 
  8
  hungrY unDeaD 
  10
  inCorPoreaL unDeaD 
  12
  minDLess unDeaD 
  14
  DeaLing with haunts 
  16
  exorCists 
  18
  neCroLogists 
  20
  reDeemers 
  22
  staLkers 
  24
  unDeaD sLaYer sPeLLs 
  26
  magiC items 
  28
  souL warDen 
  30
  next month! 
  32
  unDeaD Creations 
  insiDe Front Cover
  unDeaD ParaPhernaLia 
  insiDe BaCk Cover
  Michal Ivan pits the heroic paladin 
  Seelah and her blessed longbow 
  against a tormented ghost in this 
  volume’s cover illustration.
  referenCe
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use of 
  this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find 
  the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 2 
  B2
  Bestiary 4 
  B4
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ?
  QuestiOns tO 
  ask YOur GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Undead Slayer’s Handbook.
  Will we be facing many 
  undead creatures in the course of 
  our campaign?
  Would it work in our campaign 
  for my character’s background to 
  involve the undead?
  Would one of the four slayer 
  themes in this book (pages 18–25) 
  be especially appropriate and viable 
  for our campaign?
  DID YOU KNOW? 
  The zuvembie first appeared in legendary fantasy author Robert E. Howard’s 
  short story “Pigeons from Hell.” The author’s estate kindly granted 
  Paizo special permission to include the lurking, zombie-like terror in 
  Pathfinder RPG Bestiary 3.
  fOCus  
  CharaCters
  This Pathfinder Player Companion 
  highlights 
  options 
  specific 
  to 
  characters of the following classes, 
  as well as elements that can apply 
  to a wide array of characters.
  aLChemists
  In addition to a flurry of new 
  alchemical items throughout pages 
  9–15, 
  undead-slaying 
  alchemists 
  gain access to a number of new 
  alchemist discoveries (page 21) that 
  allow them to harm incorporeal foes 
  with ectoplasmic bombs, surround 
  themselves with protective spirits, 
  or even manifest phantom limbs 
  from their torsos.
  CLeriCs
  Few undead slayers can match the 
  efficiency of clerics, and the new 
  tricks and tools in this volume 
  give these holy warriors additional 
  firepower. 
  Equipment 
  blessings 
  (pages 6–7) are a natural fit for good 
  clerics seeking to aid fellow undead 
  slayers, while the new cleric spells 
  (pages 19 and 26–27) and Lingering 
  Smite feat (page 25) make excellent 
  accessory tactics. Finally, the roaming 
  exorcist archetype on page 18 gives 
  clerics a new way to expel those 
  spirits that dare possess the living.
  rangers
  Whether fighting up close or from 
  a distance, rangers of all stripes 
  can benefit from the corpse hunter 
  archetype on page 24, as well as 
  the bounty of new slayer tools 
  throughout this book (pages 9–15).
  witChes
  These masters of the esoteric have 
  much to gain throughout this Player 
  Companion. The medium archetype 
  (page 20), new spells (pages 26–27), 
  and new magic items (pages 28–29) 
  make witches an undead-slaying 
  force to be reckoned with.
  fOr everY 
  CharaCter
  Certain game elements transcend 
  the particulars of a character’s race 
  or class. The following elements 
  detailed in this book work equally 
  well for any character you want to 
  play in the Pathfinder Roleplaying 
  Game, regardless of the character’s 
  focus, type, or background.
  haunteD BY unDeath
  Those adventurers drawn to the 
  lifestyle of an undead slayer can 
  often trace their dire callings to 
  some eerie or tragic element of 
  their 
  past—often 
  an 
  encounter 
  with undead during their formative 
  years. The regional traits on pages 
  9–15 provide a variety of reasons for 
  characters might travel the world to 
  fight these unholy abominations.
  magiC items
  The magic items on pages 28–29 
  are sure to be useful to all types 
  of undead slayers. From axes that 
  disrupt the damage reduction of 
  undead, to phony onyx gems perfect 
  for foiling enemy necromancers, to 
  a divinely blessed whip that doubles 
  as a silver stake for plunging into 
  vampires’ hearts, the stockpile of 
  new magic tools in this section 
  ensures your slayer of undead isn’t 
  caught off guard.
  sLaYer kits & tooLs
  In addition to over half a dozen 
  new item kits specially designed 
  for slaying specific types of undead 
  creatures, this book presents a 
  number of all-new alchemical items 
  perfect for nearly all undead-slaying 
  encounters (pages 9–15).
  sLaYer PreParations
  Regardless 
  of 
  your 
  character’s 
  class, the advice throughout this 
  volume is an indispensable aid in 
  disabling and destroying undead 
  monstrosities. 
  The 
  inside 
  front 
  cover details what types of tools and 
  methods are most effective against 
  some of the most common undead 
  creatures, while the entries on 
  various undead types (pages 8–15) 
  go over some of these foes’ common 
  weaknesses. A list of spells most 
  useful to undead slayers appears on 
  page 27, while basic information on 
  undead and useful tips for slaying 
  all kinds of undead can be found on 
  page 5. Finally, the inside back cover 
  presents advice for tracking down 
  necromancers by looking for their 
  telltale tools, as well as what local 
  legal consequences might await these 
  wicked spellcasters.
  For Your Character
  2
  1
  2
  3
  
  rules index
  In addition to the new alchemist discoveries on page 21, the 
  magic items on pages 28–29, and the soul warden prestige 
  class on pages 30–31, the following new rules elements can 
  be found throughout this Player Companion. 
  ALChEMICAL ITEMS 
  CRAFT DC 
  PAGE
  Bottled sunlight 
  30 
  13
  Carrion bait 
  19 
  11
  Ectoplasmic tracer 
  20 
  13
  Garlic tablets 
  20 
  9
  Necrobane formaldehyde 
  23 
  11
  Necrosalt 
  30 
  15
  Spiritbane spike 
  25 
  13
  Synthetic mumia 
  14 
  9
  Warding ash 
  25 
  15
  CLASS ARChETyPES 
  CLASS 
  PAGE
  Corpse Hunter 
  Ranger 
  24
  Medium 
  Witch 
  20
  Roaming Exorcist 
  Cleric 
  18
  Spirit Master 
  Monk 
  22
  FEATS 
  TyPE 
  PAGE
  Align Equipment 
  — 
  6
  Bless Equipment 
  — 
  7
  Greater Bless Equipment 
  — 
  7
  Holy Water Assault 
  Combat 
  23
  Improved Bless Equipment 
  — 
  7
  Lingering Smite 
  — 
  25
  Weapon Versatility 
  Combat 
  25
  ITEM KITS 
   
  PAGE
  Ghosthunter’s kit 
   
  13
  Gravedigger’s kit 
   
  11
  Light kit 
   
  11
  Pyramid buster’s kit 
   
  9
  Seance kit 
   
  13
  Skeleton slayer’s kit 
   
  15
  Undeath aid kit 
   
  9
  Zombie slayer’s kit 
   
  15
  SPELLS 
   
  PAGE
  Carrion compass 
   
  26
  Empower holy water 
   
  26
  Force anchor 
   
  26
  Life shield 
   
  27
  Necromantic burden 
   
  27
  Possession trap 
   
  19
  Sphere of warding 
   
  19
  Undeath inversion 
   
  27
  TRAITS 
  TyPE 
  PAGE
  Arcane Sleuth 
  Basic (Magic) 
  17
  Child of Wati 
  Regional (Osirion) 
  15
  Corpse Dodger 
  Regional (Ustalav) 
  15
  Exiled Scholar 
  Regional (Nex) 
  9
  Forbidden Knowledge 
  Regional (Geb) 
  11
  Forestall the Wicked 
  Basic (Faith) 
  16
  Ghost Survivor 
  Regional (Ustalav) 
  13
  Ghoulish Affinity 
  Regional (The Darklands) 
  11
  Haunt Breaker 
  Basic (Combat) 
  16
  Holy Tattoo 
  Regional (Varisia) 
  9
  Preternatural Awareness 
  Basic (Social) 
  17
  Unflinching Faith 
  Regional (Nidal) 
  13
  3
  
  There are fates far worse than death. This is especially true 
  on Golarion, where the options for eternal suffering are 
  plentiful. In the afterlife, one may spend lifetimes in Hell 
  or untold eons roaming the barren wastes of Abaddon. 
  But the most horrific fate of all can be found on Golarion 
  itself in the form of an unpredictable and malignant 
  curse—a  blight for which a horrifying death is just the 
  beginning. Souls that succumb to the foul influence of 
  this curse risk spending eternity as the most repulsive of 
  unnatural creatures: the undead.
  Unbeknown to most, undead are not just the evil 
  spirits of the dead come back to haunt the living. Undead 
  creatures are composed of an unusual blend of native and 
  extraplanar forces. The shell of an undead creature is 
  usually that of a mortal corpse on the Material Plane, but 
  the malign energies that reanimate this frame stem from 
  an entirely separate realm: the Negative Energy Plane, 
  also known as the Void. If the Positive Energy Plane is the 
  birthplace of all mortal souls, the Negative Energy Plane 
  is a dark and terrible mirror of that shining plane. Just 
  as the Positive Energy Plane (also called the Furnace and 
  Creation’s Forge) creates life and cradles the Material Plane 
  like a swaddled babe, the Void creates undeath in twisted 
  mockery and harbors the Shadow Plane like a malign 
  fraternal twin. Thus this small network of planes creates 
  a delicate web of life and unlife, death and undeath—a 
  teetering web that swirls with energy both light and dark 
  as it approaches a chaotic but beautiful equilibrium.
  hOW tO use this bOOk
  The undead provide some of Golarion’s most dangerous 
  and resilient foes. It takes a certain type of adventurer 
  to hunt these nightmarish creatures as a profession, 
  and such characters must have extensive knowledge of 
  their opponents, the correct preparations to face such 
  shambling legions, and the specialized training necessary 
  to put the undying down for good.
  unDeaD Creatures
  Despite the origin of their power, few undead come 
  directly from the Negative Energy Plane or the Shadow 
  Plane. In fact, creatures native to those planes are rarely 
  found on Golarion. While the occasional nightshade 
  or devourer may find its way to Golarion, the majority 
  of undead arise on the Material Plane from corpses 
  reanimated by a mere touch of the Void’s terrible powers.
  This book separates undead creatures into four major 
  types (see pages 8–15): consummate undead, hungry 
  undead, incorporeal undead, and mindless undead. 
  Each of these four sections details the necrology and 
  habitats of the category of undead in question and 
  provides tips for exploiting the weaknesses of these 
  undead. For players who know their characters are 
  headed into undead territory, studying the advice, new 
  character options, and new equipment presented in 
  these sections can mean the difference between glorious 
  success and horrific failure. And though most undead 
  Defenders of the Living
  4
  
  can be categorized into one of these four paradigms, 
  some cross over into two or more, or may be better 
  thought of as variations on these themes.
  Thankfully 
  among 
  the 
  rarest 
  of 
  undead-kind, 
  consummate undead are those beings that willingly 
  seek undeath as a means of prolonging their time on the 
  Material Plane or avoiding true death. Liches, vampires, 
  and mummies are some of the more common examples of 
  consummate undead.
  Mohrgs and ghouls rank among the hungry undead—
  mortals whose evil existences or twisted means of death 
  shunted them back onto the Material Plane instead 
  of affording them passage to their proper place in the 
  afterlife. Such beings now simply hunger and pine, ever 
  searching for victims to sate their unholy lust for pain, 
  misery, and death.
  The incorporeal undead are those souls whose very 
  cores have been warped by the Negative Energy Plane, and 
  who now rove the Material Plane as cruel, disembodied 
  spirit beings—ghosts, wights, and spectres being those 
  more often encountered.
  Unlike other types of undead creatures, mindless undead 
  consist of skeletons, zombies, and other drones whose souls 
  have long passed on but whose broken remains have been 
  reanimated via corruptive negative energy.
  unDeaD sLaYers
  The tendency of undeath to spread, whether through 
  necromantic machinations, unholy spawning, or even bad 
  luck, makes it necessary for the inhabitants of Golarion 
  to stay ever wary of the undead. As the Whispering Tyrant 
  of Ustalav demonstrated, a single undead threat gone 
  unchecked for too long can result in centuries of misery 
  for the living, and few heroes are willing to let such a 
  mistake repeat itself. 
  For the purposes of this book, undead slayers are 
  divided into four overall concepts (see pages 18–25): 
  exorcists, necrologists, redeemers, and stalkers. Some 
  characters may not fit perfectly into one of these themes, 
  but even in such cases the ideas presented can provide 
  inspiration for an infinite number of brave and cunning 
  slayers of the undead.
  Exorcists seek to preserve the integrity of undead 
  creatures’ physical frames while banishing or destroying the 
  malign spirit that dwells within. Whether extracting evil 
  from ghost-possessed mortals or vanquishing corruptive 
  spectres, becoming an exorcist requires careful study of 
  the proper methodology and exacting practices.
  Unlike most undead slayers, necrologists have far more 
  use for a still-manifest undead creature than a destroyed 
  one. These historians, scholars, and tomb raiders seek to 
  unravel the mysteries of the past through the eyes, minds, 
  and stories of the walking dead.
  Like exorcists, redeemers aim to break undeath’s grip 
  on their foes, except redeemers deal in the salvation of 
  souls rather than of bodies. Whether shepherding spirits 
  to their final resting places or cleansing tainted areas of 
  Five THiNGS eveRYONe ON GOlaRiON 
  KNOWS aBOUT UNDeaD
  The following are a few facts that are considered common 
  knowledge among Golarion’s civilized peoples.
  • Most undead were once living. Knowing details about the 
  phase of existence that preceded a creature’s undeath is 
  often invaluable in determining its motives.
  • Holy water damages undead as though it were acid. 
  Distributed by goodly religious orders the world over, 
  holy water is the only line of defense against undead 
  for many commoners.
  • Undead are invariably evil, as are the means to create 
  such beings.
  • Undead are healed by negative energy and harmed by 
  positive energy.
  • Undead are immune to numerous magical effects, 
  including mind-affecting effects and abilities that affect 
  a creature’s physical constitution. (For a full rundown 
  on undead’s defenses, see Preparing to Slay Undead 
  on pages 6–7.)
  UNDeaD SlaYiNG ORGaNiZaTiONS 
  The following organizations are just a few of the groups 
  in the Inner Sea region dedicated to eradicating undead 
  on Golarion.
  Knights of Ozem: The Knights of Ozem were at the 
  forefront of the Shining Crusade during Taldor’s campaign 
  against the Whispering Tyrant during the Age of 
  Enthronement. Now, the group is based in Lastwall, and 
  its members continue to patrol the Hungry Mountains 
  for undead stragglers and other malignant forces. See 
  Pathfinder Player Companion: Knights of the Inner Sea 
  for more information on the Knights of Ozem.
  Arclords of Nex: Exiled former students of the 
  Archmage Nex, the Arclords are a loose constellation 
  of arcanists who still hold their disappeared master’s 
  grudge against the necromancers of Geb. See Pathfinder 
  Campaign Setting: Paths of Prestige for more information 
  on the Arclords of Nex.
  Voices of the Spire: This radical militant sect of 
  Pharasmin worshipers is dedicated to eradicating 
  undead, with prominent chapter houses in Osirion, Nex, 
  and Ustalav. See Pathfinder Player Companion: Faiths of 
  Balance for more information on the Voices of the Spire.
  Vampire hunters: More a collection of like-minded 
  loners than a formal organization, vampire hunters can be 
  found throughout Golarion, stalking those foul creatures 
  that feed on the blood of the living. See Pathfinder 
  Campaign Setting: Inner Sea Magic for more 
  information on playing a vampire hunter.
  haunts and other dread forces, redeemers are powerful 
  slayers and valuable allies. 
  Stalkers track down dread powers like vampires and 
  nightshades for glory, gold, or sport. Regardless of their 
  motives, stalkers are unparalleled at pursuing, locating, 
  and exterminating their undead quarry.
  5
  
  Some adventurers seem purpose-built for slaying the 
  undead—notably paladins, clerics, oracles, and inquisitors. 
  These heroes are bolstered both offensively and defensively 
  against undead opponents by a host of relevant abilities, 
  such as cure spells and channeled energy, as well as by 
  various holy devices. Other adventurers must adapt their 
  normal strategies and tactics to battle the undead.
  The wide array of undead creatures’ magical defenses 
  necessitates careful spell selections for bards, sorcerers, 
  witches, and wizards. The biggest obstacle faced by many 
  casters is that undead are immune to mind-affecting spells, 
  putting illusionists and enchanters at a major disadvantage. 
  Such casters must diversify their arcane abilities, whether 
  through magic items (like destructive wands and 
  staves) or by focusing their efforts on bolstering their 
  allies. Conversely, necromancers face an altogether 
  different predicament during an encounters with 
  hostile undead. While such wizards may wield 
  powerful undead-controlling spells like halt undead, 
  control undead, and command undead, many 
  of their necromantic tools—like bleed, 
  paralysis, and death effects—are useless 
  against undead creatures.
  Those who rely on dealing physical 
  damage—such as fighters, gunslingers, 
  and rogues—inherit different concerns 
  when facing off against the risen 
  dead. While corporeal undead are 
  usually still susceptible to a good 
  old-fashioned sword through the 
  face, incorporeal undead create 
  myriad challenges for those who 
  rely on physical combat. Ghosts 
  and the like take no damage from 
  nonmagical sources, their attacks 
  can bypass armor and shields, 
  and they cannot be grappled 
  or 
  otherwise 
  maneuvered. 
  Thus, canny warriors utilize 
  specialized 
  weapons 
  and 
  armor, and remain close to 
  allied casters who can help 
  see them through the fray. 
  Melee fighters must also 
  be cautious of going toe 
  to toe with those undead 
  capable 
  of 
  inflicting 
  ability drain, negative 
  levels, 
  and 
  similar 
  effects that threaten 
  one’s ability to 
  keep fighting.
  bless eQuiPMent feats
  Before heading into a haunted crypt to slay the 
  necromancer and his skeletal minions lurking within, 
  one would do well to stop in at the local temple or 
  church. In addition to divine aids such as holy water and 
  restorative potions, many religious leaders can provide 
  invaluable information about the undead in the area. Even 
  better, priests and clerics who share the objectives of an 
  adventuring party can bless these heroes’ favored gear 
  before the group ventures out to risk life and limb against 
  the undead hordes. Even some evil religions oppose the 
  wanton destruction and reckless abandon of undead 
  monsters, and so may offer their services to unlikely allies 
  in times of mutual need (or for a cost). The wisest parties 
  who dare hunt undead bring divine casters of their own 
  to apply blessed aid in the field.
  The following new feats allow characters capable of 
  channeling energy to bless various kinds of equipment 
  in several different ways.
  aLign equiPment
  You gain the ability to bless 
  equipment with abilities that make 
  them more effective against outsiders.
  Prerequisites: Alignment Channel, 
  Bless Equipment, caster level 3rd, 
  channel energy class feature.
  Benefit: In addition to the 
  blessings 
  provided 
  by 
  Bless 
  Equipment, 
  you 
  can 
  imbue 
  weapons, shields, and suits 
  of armor with the special 
  abilities listed in the following 
  table. If a special ability is 
  followed by an alignment set 
  in parentheses, you must be  
  able to channel energy capable 
  of healing or harming outsiders 
  of that alignment subtype 
  with Alignment Channel. For 
  example, a cleric must have 
  Alignment Channel (good) to 
  bless a weapon with the holy  
  special ability, Alignment 
  Channel (law) to bless a 
  shield with the vigilant 
  special 
  ability, 
  and 
  so 
  on. 
  Aligned 
  equipment 
  blessings otherwise follow 
  all the same rules as 
  the equipment blessings 
  granted by Bless Equipment.
  Preparing to Slay Undead
  6
  
  aLigneD equiPment BLessings
  Aligned Weapon 
  Uses of 
  Caster Level 
  Blessings 
  Channel Energy 
  Required
  Anarchic (chaos) 
  3 
  6th
  Axiomatic (law) 
  3 
  6th
  Holy (good) 
  3 
  6th
  Unholy (evil) 
  3 
  6th
  Aligned Armor/Shield 
  Uses of 
  Caster Level
  Blessings 
  Channel Energy 
  Required
  ChampionUE (good) 
  2 
  3rd
  DastardUE (evil) 
  2 
  3rd
  DefiantUE (chaotic, evil,  
  2 
  3rd 
  good, or lawful outsiders only)*
  RighteousUE (good) 
  6 
  10th
  UnboundUE (chaotic) 
  6 
  10th
  UnrighteousUE (evil) 
  6 
  10th
  VigilantUE (lawful) 
  6 
  10th
  * You must be capable of channeling energy that heals or harms 
  outsiders of the chosen alignment subtype.
  BLess equiPment
  You can bless armor and weapons with a touch to imbue 
  them with magical properties.
  Prerequisites: Caster level 3rd, channel energy class 
  feature.
  Benefit: As a standard action, you may expend uses 
  of your channel energy ability to touch a single weapon, 
  suit of armor, or shield and temporarily grant it one 
  weapon, armor, or shield special ability. To bless a piece 
  of equipment with a particular blessing, you must expend 
  a number of uses of channel energy equal to the number 
  listed in the table above, and your caster level must be equal 
  to or greater than that listed for the selected blessing.
  This blessing lasts for a number of rounds equal to 
  the number of damage dice you are capable of dealing or 
  healing with your channel energy ability (for example, the 
  blessing of a cleric capable of channeling 3d6 points of 
  damage would last for 3 rounds), during which time the 
  item is treated as though it possessed the selected special 
  ability. If the piece of equipment belongs to an unwilling 
  creature, that creature may attempt a Will save to prevent 
  the blessing, as if attempting a saving throw against your 
  channel energy ability (so bonuses from channel resistance 
  and similar effects apply); if the creature succeeds at its 
  save, the channeled energy is expended to no effect.
  Only magical and masterwork weapons, armor, and 
  shields may be blessed with this feat. When you bless a 
  masterwork item, you must expend one additional use 
  of your channel energy ability beyond those normally 
  expended to grant the selected blessing. In addition to the 
  selected blessing, the masterwork item gains a temporary 
  +1 enhancement bonus for the blessing’s duration.
  You can grant a piece of equipment only one blessing at 
  a time. Blessing an item that has already been blessed by 
  you or another character replaces the preexisting blessing 
  with the new one and resets the duration.
  equiPment BLessings
  Weapon 
  Uses of 
  Caster Level 
  Blessings 
  Channel Energy 
  Required
  Bane* 
  2 
  3rd
  Ghost touch 
  2 
  3rd
  Disruption 
  3 
  6th
  LifesurgeUE 
  3 
  6th
  NullifyingUE 
  4 
  9th
  * You must choose the creature type or subtype at the time of blessing.
  Armor/Shield 
  Uses of 
  Caster Level
  Blessings 
  Channel Energy 
  Required
  DeathlessUE* 
  2 
  3rd
  StanchingUE* 
  2 
  3rd
  Ghost touch 
  4 
  9th
  Undead-controlling 
  6 
  13th
  * Cannot be applied to shields.
  greater BLess equiPment
  Your blessings are longer lasting, and you can bless more 
  than one item at a time.
  Prerequisites: Bless Equipment, Improved Bless 
  Equipment, caster level 12th, channel energy class feature.
  Benefit: The duration of your equipment blessings 
  doubles. In addition, as a standard action you may bless 
  up to two pieces of equipment within range with a single 
  blessing, expending uses of channeled energy as if you 
  had only blessed one item.
  imProveD BLess equiPment
  You can channel even more energy into weapons and 
  armor to grant them several divine powers at once.
  Prerequisites: Bless Equipment, caster level 9th, channel 
  energy class feature.
  Benefit: The number of uses of channeled energy you 
  must expend to bless a piece of equipment using Bless 
  Equipment and Align Equipment decreases by one (to a 
  minimum of one use of channel energy per blessing).
  You can also bless a piece of equipment with up to two 
  blessings at a time. Each blessing provides a different 
  special ability drawn from the Bless Equipment list (and 
  the Align Equipment list if you possess that feat). You 
  must still have a high enough caster level to bless a piece of 
  equipment with each of the selected blessings.
  You expend the appropriate number of uses of 
  channeled energy required for each blessing, taking 
  into account the reduction granted by this feat (and the 
  increase for blessing a masterwork item, if needed). For 
  example, a cleric with this feat would need to expend 
  two uses of channeled energy to bless a weapon with the 
  undead-bane and ghost touch special abilities (one use for 
  bane plus one use for ghost touch).
  If a given piece of equipment already has a blessing on 
  it, you can give it a second blessing. When another blessing 
  is applied to a piece of equipment that currently has a 
  blessing active on it, the durations for the two blessings 
  are tracked separately.
  7
  
  While all undead are challenging and gruesome opponents, 
  none are more daunting than those beings that willingly 
  choose undeath. These consummate undead harness the 
  powers of undeath for their own nefarious purposes, 
  whether to bask in a twisted version of immortality, 
  exact their malign influence on minions both dead and 
  living, or see centuries-long schemes come to fruition. 
  Consummate undead are the most likely type to act as 
  instigators and masterminds of dark plots.
  Vampires, mummies, zuvembies, and liches may all 
  be considered consummate undead, and these powerful 
  villains riddle the Inner Sea’s past. Famous examples 
  include the foul lich Tar-Baphon, who ruled Ustalav 
  for centuries, and the ghost-king Geb, who still oversees 
  his eponymous kingdom with his lich-queen Arazni. 
  Both Tar-Baphon and Geb utilized the powers of undeath 
  to flex their political strength, influence huge swaths of 
  Golarion, and enact centuries-long plots in accordance 
  with their own perverse desires.
  neCrOlOGY & habitat
  While many undead are reanimated unwillingly by 
  body-thieving arcanists, gruesome diseases, or even 
  other undead, the consummate undead arrive at this 
  condition willingly. Most achieve their eternal state 
  through foul necromantic rituals that end in their 
  deaths and subsequent reanimation. Such a process is the 
  culmination of much study and labor, and as the ability 
  to retain one’s consciousness after death is no mean feat, 
  the consummate undead are among the most well-versed 
  spellcasters in the world.
  Most consummate undead were once men and women 
  of accomplishment who approached their 
  undeaths with ample forethought. Such 
  abundance of preparation is evident in the 
  consummate undead’s habitats and cohorts. Their lairs 
  are often well established and more than well fortified; 
  such sites tend to be strongholds or fortresses that have 
  withstood the test of time alongside the zombie lords or 
  skeletal champions that rule them.
  Consummate undead are commonly leaders of large 
  groups—sometimes even nations. They frequently 
  command groups of lesser undead, as in Geb, though 
  consummate undead are capable of reigning over 
  the living as well, as in the vampire-plagued 
  lands of Ustalav. Consummate undead often 
  have lairs guarded by their legions of followers, 
  and rarely are their sanctums within easy reach of 
  budding do-gooders and undead slayers. Those who 
  intend to challenge such a fiend should expect to wade 
  through a hoard of lesser minions first, and should be 
  prepared to venture into locations inimical to the living.
  Consummate Undead
  “Your assessment is only partially correct. It’s 
  true that both zombies and liches are reanimated 
  using extraplanar energy. However, the all-important 
  difference is that liches choose reanimation. Unlike 
  zombies, they are the culmination of a conscious 
  process that arises thanks to the machinations of 
  necromancers or external forces.
  “Remember, students, there is more to incarnation 
  than simple corporeality. One must also consider the 
  question of consciousness. For a lich, reanimation 
  is the consummation of a life’s work. Comparing a 
  zombie to a lich because they’re both posthumously 
  animated is like comparing a gecko to an ancient 
  dragon because they’re both reptiles.”
  _Alkinus Mechani, 
  professor of recrudescence 
  at the Ebon Mausoleum in Geb
  8
  
  slaYer tOOls
  When combating the consummate undead, slayers should 
  equip themselves with items that protect against fear 
  effects and negative energy. More so than any other type of 
  undead, the consummate undead are typically capable of 
  advanced sorcery and unholy magic, and many have a wide 
  array of enchantments and evocations at their disposal.
  The following new items are helpful to undead slayers 
  who plan on dealing with consummate undead, and they 
  can be made by a character with the Craft (alchemy) skill.
  Item 
  Price 
  Weight 
  Craft DC
  Garlic tablets 
  20 gp 
  1/2 lb. 
  20
  Synthetic mumia 
  150 gp 
  — 
  14
  Garlic TableTs
  PRICE 20 GP
  WEIGhT 1/2 lb.
  These small gray-white tablets are 
  made of dehydrated and condensed 
  garlic bulbs. One hour after you eat 
  a garlic tablet, you begin to stink as 
  the essence of the tablet seeps out 
  of your pores. This state lasts for 4 hours. Subsequent doses of 
  garlic tablets reset this duration. During this time, you can keep 
  a vampire at bay (Pathfinder RPG Bestiary 270) as a free action 
  without need of a holy symbol or mirror. The vampire must 
  succeed at a DC 25 Will save to overcome its natural revulsion 
  to garlic; failure means it must stay at least 5 feet away from 
  you and cannot touch you or make melee attacks against you. 
  However, unlike while keeping a vampire at bay with a mirror 
  or holy symbol, once the vampire succeeds at its save against 
  the garlic tablets, it’s no longer affected by that creature’s odor 
  and may act normally without need of further saving throws.
  Garlic tablets are valuable aids to vampire hunters, but while 
  benefiting from the tablets’ strong odor, you take a –2 penalty 
  on all Charisma checks and Charisma-based skill checks for the 
  duration of the effect. The listed price is for three tablets.Crafting 
  garlic tablets requires a successful DC 20 Craft (alchemy) check.
  synTheTic MuMia
  PRICE 150 GP
  WEIGhT —
  A laboratory-created version of the expensive and infamous 
  Osirian drug mumia (Pathfinder Campaign Setting: Lost 
  Kingdoms 21), synthetic mumia is a mixture of honey, 
  embalming fluids, and various animal organs. The murky liquid 
  comes enclosed in small packets made of intestine. Mumia and 
  synthetic mumia may be taken interchangeably to stave off the 
  effects of addiction to either substance, and is thus used by some 
  mumia junkies hoping to quit their addiction. Crafting synthetic 
  mumia requires a successful DC 14 Craft (Alchemy) check.
  SyNThETIC MUMIA
  Type ingested or injury; Addiction moderate, Fortitude DC 14
  Price 150 gp
  Effects 1 hour; +2 alchemical bonus on saving throws against 
  spells and effects with the curse or disease descriptor, fatigue
  Damage 1d2 Wis damage
  sLaYer kits
  Following are kits of preselected gear that’s useful in 
  slaying consummate undead. The listed price for each kit 
  includes a small discount for purchasing these items as 
  a group. Items in a kit that are used up, destroyed, or lost 
  cost the full price to replace.
  PyraMid busTer’s KiT 
  PRICE 310 GP
  WEIGhT 8 lbs.
  This kit contains items helpful in navigating the winding corridors 
  of pyramids, but is also useful in other crypts and tombs. It 
  contains three sticks of chalk, five sheets of parchment, 1 dose 
  of synthetic mumia, a flask of alchemist’s fire, a tangleburn 
  bagUE, and a pair of sunrods.
  undeaTh aid KiT 
  PRICE 500 GP
  WEIGhT 1/2 lb.
  This small leather satchel contains various alchemical remedies 
  that treat common maladies caused by exposure to undead. 
  An undeath aid kit contains 1 dose of each of the following 
  alchemical remedies: antiplagueUE, antitoxin, padzahrUE, soul 
  stimulantUE, and twitch tonicUE.
  HaUNTeD BY UNDeaTH
  Consummate undead can be found throughout Golarion, 
  though their complexity makes them thankfully rare. 
  Perhaps the largest concentration is in Geb, where the 
  majority of the government is composed of these willfully 
  immortal corpses as well as still-living necromancers, 
  all of whom are collectively known as the Blood Lords. 
  Nearby Osirion and distant Ustalav to the north are also 
  no strangers to the consummate undead—in the former, 
  covetous mummy pharaohs still guard their treasures in 
  sandy tombs, while in the latter vampire lords are rumored 
  to reign over an unwitting populace.
  The following regional traits are available to those 
  characters who have in some way been influenced by 
  the consummate undead.
  Exiled Scholar (Nex): Since you were young, you’ve 
  always been interested in the process of lichdom and 
  what drives people to desire such a fate. Nexian officials 
  marked you as a traitor and exiled you when they 
  discovered your morbid fascination with the consummate 
  undead, but you still benefit from your forbidden studies. 
  You gain a +1 trait bonus on Knowledge (arcana) and 
  (religion) checks. In addition, choose one Knowledge 
  skill; you can attempt untrained checks with this skill as 
  long as the DC is lower than 15.
  holy Tattoo (Varisia): When you had your deity’s holy 
  symbol tattooed on your body by a Sczarni tattooist years 
  ago, you never imagined it would save your life. Your 
  holy symbol tattoo functions in all ways as a holy symbol 
  (Pathfinder RPG Ultimate Equipment 57). When you use 
  your holy symbol tattoo to keep a vampire at bay, the 
  DC for the vampire to overcome its revulsion is 28 
  (rather than the normal 25).
  9
  
  Some creatures exist to create suffering. Like a malignant 
  cancer, they feed on those around them, devouring the 
  living without remorse. These beings inflict sorrow 
  endlessly and without reason. They are the ultimate 
  expression of senseless misery: the hungry undead.
  The hungry undead represent what many find the most 
  terrifying aspect of undeath. While most intelligent living 
  creatures can comprehend the boundless ambition that 
  drives the consummate undead, the endless torments of 
  the incorporeal undead, and the obtuse blundering of the 
  mindless undead, few can truly understand the depths of 
  malevolence that compel the hungry undead. These 
  mohrgs, devourers, ghouls, wights, nightshades, 
  and other terrible beings are better likened to 
  forces of nature than thinking creatures. 
  While other categories of undead are typified by 
  common physiologies, the hungry undead are 
  characterized by their predatory behavior. They 
  are unified by their intense need to feed off the 
  living. This may include literally eating flesh 
  or blood in order to sustain their undeath. 
  In other cases, however, hungry undead 
  drain the life force from creatures, 
  often creating more of their 
  own kind in the process. This 
  modus operandi makes them 
  challenging opponents and 
  high-profile targets for the 
  undead slayers of Golarion.
  neCrOlOGY & 
  habitat
  Hungry undead display a wide 
  variety of necrologies. In 
  most instances, they are 
  created from malevolent 
  living creatures. Mohrgs, 
  wights, and ghouls all fit 
  this description. In many 
  cases, the living incarnations of these creatures were serial 
  killers, war criminals, cannibals, or other antisocial beings. 
  In order for undead slayers to better anticipate their 
  opponent’s moves, it is often in their best interests to 
  consider what manner of sin compelled the living version 
  of their prey to become this sort of undead.
  Other hungry undead are created through the fell 
  influence of dark, otherworldly energies. Just as the deity 
  Dou-Bral returned from the Dark Tapestry as the corrupt 
  Zon-Kuthon, dark alien energies at the edges of the 
  cosmos may warp evil mortals or fiends, transforming 
  them into devourers or worse. Such creatures collect the 
  souls of living creatures, and use them to fuel their pursuit 
  of inscrutably alien motives. Still other hungry undead 
  are created through the direct influence of the Void or the 
  Shadow Plane. The mightiest of these wretched beings are 
  nightshades, which view life as a blight upon the multiverse 
  and seek to exterminate all living creatures.
  Hungry undead native to the Material Plane rarely 
  lair far from the locales they molest. Malevolent ex-
  humanoids like mohrgs, wights, and ghouls can often 
  be found lurking around the same hunting grounds they 
  stalked in life. This makes them especially dangerous to 
  small communities and villages, ill equipped to deal with 
  such threats. In these cases, learning the habits and 
  tendencies of the creatures’ former incarnations is 
  the key to finding their lairs. Extraplanar undead, 
  on the other hand, don’t usually keep their bases on 
  Golarion, though the planar gates or summoning 
  circles that allow them to invade the Material 
  Plane may serve as clues to their location. Only 
  by employing powerful extraplanar magic 
  can undead slayers hope to chase down such 
  foes; otherwise, they must wait for the fight to 
  come to them.
  slaYer 
  tOOls
  A slayer going 
  up against the 
  hungry undead could 
  do far worse than to carry 
  accessories that mitigate 
  the effects of negative levels or 
  ability drain, which are frequently 
  inflicted by the hungry undead.
  The following new items are 
  particularly helpful to undead 
  slayers dealing with hungry 
  undead, and can be made by 
  a character with the Craft 
  (alchemy) skill.
  Hungry Undead
  “The trial was short and sweet_not even Elania 
  could explain the clumps of hair and bone under her 
  husband’s workshop. Once all the missing children 
  were accounted for, Vellman was stoned to death 
  in Moslar’s field and thrown down an abandoned 
  mine shaft. 
  “Afterward, the relief in town was palpable. 
  We’d been living in fear for over a year, and now 
  life could finally return to normal. Our high spirits 
  lasted about three days. That’s how long it took 
  that thing to find its way back. Now we feel worse 
  off than ever, and no one here is safe.”
  _A resident of Squirestone in Lastwall, 
  on the village’s recent troubles
  10
  
  Item 
  Price 
  Weight 
  Craft DC
  Carrion bait 
  25 gp 
  2 lbs. 
  19
  Necrobane formaldehyde 
  60 gp 
  3 lbs. 
  23
  carrion baiT
  PRICE 25 GP
  WEIGhT 2 lbs.
  This large glass jar is vacuum-sealed with an airtight wax plug. 
  Inside, festering chunks of monkey meat are covered in fungal 
  mycelium and seeded with fly eggs, though the mixture’s potency 
  is not evident until it’s exposed to air. Once the jar is opened (a 
  standard action), the stench quickly becomes overpowering as 
  the jar’s contents swell and rot at an accelerated rate. Any living 
  creature within 15 feet of the jar when it is opened must succeed 
  at a DC 12 Fortitude save or be sickened for 1d4 rounds.
  Vermin and undead have a hard time distinguishing carrion 
  bait from rotten human flesh, but intelligent undead that 
  succeed at a DC 15 Perception check realize the difference. 
  Regardless, any creature that spends more than 1 round eating 
  the carrion bait quickly realizes its error, since the bait continues 
  to swell and grow even as it’s digested. One round after eating 
  carrion bait, an affected undead or vermin becomes staggered 
  for 1d4 rounds as its belly bulges to incredible proportions 
  (other creature types cannot stomach carrion bait and instead 
  are nauseated for 2d4 rounds). If the affected creature is already 
  staggered, its movement speed instead decreases by 10 feet 
  for the duration of the carrion bait’s effect. Crafting carrion bait 
  requires a successful DC 19 Craft (alchemy) check.
  necrobane ForMaldehyde
  PRICE 60 GP
  WEIGhT 3 lbs.
  This 
  form 
  of 
  the 
  common 
  embalming agent comes in a glass 
  beaker with a thick rubber stopper, 
  and is employed in regions such as 
  Ustalav, where alchemy is prized 
  as a viable defense against the 
  depredations of necromancers. 
  When introduced into a dead 
  body, necrobane formaldehyde slows the process of decay, 
  keeping the corpse from stinking and rotting for 1d6 days after 
  death. Treating a body with necrobane formaldehyde takes 1 
  hour and requires a successful DC 25 Heal check. A corpse injected 
  with necrobane formaldehyde is more difficult to resurrect as an 
  undead creature for 1d6 days after injection. Anyone attempting 
  to seed unlife in a corpse treated in this substance must succeed 
  at a DC 14 caster level check to complete the process or the spell 
  fails and its components are wasted. This is also the case for 
  creatures that ingest necrobane formaldehyde and subsequently 
  die before the effect’s duration has expired.
  If an undead creature ingests necrobane formaldehyde 
  (perhaps by eating part of an embalmed corpse), the undead 
  creature becomes fatigued for 2d6 rounds. 
  When ingested by a living creature, necrobane formaldehyde 
  nauseates the imbiber for 1d6 rounds and deals 1d4 points of 
  Constitution damage. A successful DC 14 Fortitude save reduces 
  the nauseated effect to sickened and halves the Constitution 
  damage (minimum 1). This is a poison effect, though the 
  HaUNTeD BY UNDeaTH
  Hungry undead evoke gruesome images of being eaten 
  alive and, even worse, being resurrected as an undead 
  horror. This is a very real threat in parts of Golarion that 
  border necromantic strongholds. Many Osirians have a 
  reasonable fear of ghouls, particularly in the city of Wati, 
  where such undead still sometimes rise among the dead 
  interred in that settlement’s vast necropolis. Hungry 
  extraplanar undead sometimes act as servitors for the 
  powerful necromancers of Ustalav and Geb, while undead 
  that can be found on the Shadow Plane are frequently 
  associated with the dark domain of Nidal.
  Characters who have been significantly influenced 
  by the existence of hungry undead may choose from 
  the following regional traits.
  Forbidden Knowledge (Geb): As a child, you 
  somehow got your hands on a lurid, forbidden text 
  written by a now-forgotten Blood Lord of ages past. You 
  studied the details within intently, learning much about 
  extraplanar undead from beyond this reality, and you 
  developed a strange, almost macabre way of thinking 
  because of this book’s influence. Anytime you would roll 
  a Knowledge (planes) check, you may roll a Knowledge 
  (history) or Knowledge (religion) check instead.
  Ghoulish Affinity (The Darklands): Ever since you 
  recovered from ghoul fever, the scars on your arms 
  and hands itch whenever one of these vile creatures is 
  nearby. You gain a +2 trait bonus on Perception checks to 
  notice undead disguised as living creatures, and a +2 
  trait bonus on Fortitude saves against diseases 
  and poisons inflicted by undead.
  pungent aroma and unmistakably toxic taste of necrobane 
  formaldehyde makes it difficult to use as a surreptitious weapon. 
  Crafting necrobane formaldehyde requires a successful DC 23 
  Craft (alchemy) check.
  sLaYer kits
  The following are several kits of preselected gear useful in 
  slaying hungry undead.
  GravediGGer’s KiT
  PRICE 265 GP
  WEIGhT 22 lbs.
  This kit provides all the tools necessary to seal a coffin or other 
  burial container and ensure that it stays closed. It includes 
  20 feet of chain, a good lock, 1 dose of alchemical cementUE, a 
  folding shovelUE, a stubborn nailUE, and a leather-bound copy of 
  the Pharasmin holy text, The Bones Land in a Spiral.
  liGhT KiT
  PRICE 170 GP
  WEIGhT 6 lbs.
  Ideal for use in subterranean environments or in combat 
  against light-averse creatures, this small kit provides ample 
  alchemical and magical sources of illumination. It contains an 
  ioun torchUE, flash powderUE, a pair of sunrods, four torches, and 
  six tindertwigs.
  11
  
  To the living, death is a frightening but inevitable reality. 
  When most mortals greet death, their final reward is to at 
  last learn what fate awaits them in the Great Beyond. This 
  spiritual migration from the living body to the afterlife 
  is ideally a natural and uneventful transition. But when 
  something goes wrong or wicked forces are at play, some 
  spirits refuse to heed death’s call. Stuck between worlds, 
  such discontented spirits shed their physical bodies, 
  instead taking on a corrupted, tentative connection to 
  the life they once knew.
  These spirits most commonly manifest as banshees, 
  ghosts, poltergeists, spectres, or wraiths. Regardless of 
  what these departed souls have become, the incorporeal 
  undead are a hateful, vengeful lot. Seething with jealousy, 
  they can sap the vital energies from living beings with 
  but a touch, and some can even cause their victims to rise 
  from the dead just as they did. Only specialized weapons 
  harm these unnaturally resilient horrors. Worse still, 
  the apparent destruction of a malignant spirit may not 
  guarantee its banishment; some incorporeal undead, such 
  as ghosts or haunts, remain rooted to the Material Plane 
  until their hostile spirits are appeased.
  neCrOlOGY & habitat
  Many incorporeal undead stalk the sites where they 
  perished in life, hoping to enact revenge upon those who 
  brought them low. Incorporeality is especially common 
  among undead whose sinister means of death meant 
  their material remains were heinously mutilated 
  or disposed of improperly. Desecrated heaths, 
  weather-beaten bogs, stretches of lonely road, and 
  long-abandoned necropolises full of mass graves are 
  common sites for these grim manifestations.
  Incorporeal 
  undead 
  can 
  drift 
  effortlessly 
  through walls that might have contained corporeal 
  undead, making their hunting grounds difficult to 
  predict or control. Knowing the means of death 
  and possible motives for clinging to the Material 
  Plane are paramount to defeating these dread 
  beings, since they’re often driven to locations 
  or events that remind them of some aspect of 
  their living selves. Some incorporeal undead 
  repeat the day-to-day rituals of their old lives, 
  while others are doomed to repeatedly reenact 
  the moments that led up to their deaths. 
  Hateful undead such as wraiths become 
  so consumed by malice that they forget their 
  former lives entirely, persisting on spite alone.
  Many undead spirits are strictly nocturnal or 
  prefer to linger in the shadows. Some are even 
  powerless in sunlight—notably banshees, 
  spectres, and wraiths.
  Incorporeal Undead
  Entering that forsaken place, it was if the very 
  stones themselves protested my arrival. Each step 
  upon the decrepit flagstones betrayed me, and 
  when the apparition came, I knew immediately_not 
  by sight or sound, but rather by the cold, palpable 
  fingers of dread that pined at me. Appearing as a 
  vortex of black smoke, the thing before me was 
  there and yet not. I felt the apparition bore into 
  me with its burning, red eyes as though it were 
  channeling all the hatred in the world into me. 
  Trembling, I feebly held aloft my trinket of faith, 
  and_Iomedae be praised_the thing recoiled back 
  into the mist, leaving only darkness in its wake.
  _Pontiff Retis Durnwell,  
  “My Steps within Scarwall”
  12
  
  slaYer tOOls
  Fighting the incorporeal undead requires courage, 
  persistence, and extremely specialized tools. Without 
  magic, even the stoutest of undead slayers is doomed 
  against an incorporeal foe. If forced to clash with such a 
  being, it is best to keep one’s distance, as a spirit’s most 
  devastating attacks usually require its foul touch; when in 
  doubt, running away is often the safest course of action.
  The following new items are useful to undead slayers 
  planning on dealing with incorporeal undead, and can be 
  made by a character with the Craft (alchemy) skill.
  Item 
  Price 
  Weight 
  Craft DC
  Bottled sunlight 
  200 gp 
  2 lbs. 
  30
  Ectoplasmic tracer 
  100 gp 
  7 lbs. 
  20
  Spiritbane spike 
  300 gp 
  1 lb. 
  25
  boTTled sunliGhT
  PRICE 200 GP
  WEIGhT 2 lbs.
  As a standard action, this ornate rectangular jar can be 
  vigorously shaken to cause its contents to mix and activate. 
  Once shaken, the contents of the jar shed light as a sunrod for 
  6 hours. A jar of activated bottled sunlight can be thrown as a 
  splash weapon with a range increment of 10 feet. Upon striking 
  a solid object, the bottled sunlight creates a 30-foot-radius 
  burst of natural sunlight that persists for 1 round, after which 
  all light from the jar fades. Throwing an inactive jar of bottled 
  sunlight destroys the item, leaving only a smoldering pile of 
  ashes where it struck. Crafting this item requires a successful DC 
  30 Craft (alchemy) check.
  ecToPlasMic Tracer
  PRICE 100 GP
  WEIGhT 7 lbs.
  This small canister has a hand 
  pump, allowing it to forcefully 
  eject the semi-ethereal green 
  concoction held within. Spraying 
  a creature with ectoplasmic 
  tracer is a ranged touch attack with a range increment of 10 feet. 
  A single canister holds enough ectoplasmic tracer to coat one 
  Medium or smaller incorporeal creature. When coated with 
  ectoplasmic tracer, an incorporeal creature leaves behind a trail 
  of vibrant mucus that allows it to be tracked by mundane means. 
  Calculate the Survival DC to track an incorporeal creature covered 
  in ectoplasmic tracer as though you were following tracks left on 
  soft ground. Once discharged, ectoplasmic tracer dissolves after 
  1d4 days. Ectoplasmic tracer has no effect when sprayed on a 
  corporeal creature. Crafting this item requires a successful DC 20 
  Craft (alchemy) check.
  sPiriTbane sPiKe
  PRICE 300 GP
  WEIGhT 1 lb.
  When you slash this alchemically treated iron spike against 
  your flesh—a move action that deals 1d6 points of damage—
  the spike extends and becomes a short sword with the ghost 
  touch weapon special ability. The spike reverts to its old form 
  after 10 minutes, corroded and useless. Should a spiritbane 
  spike rematerialize within a corporeal body, it is shunted to the 
  nearest empty space without effect. Crafting this item requires 
  a successful DC 25 Craft (alchemy) check.
  sLaYer kits
  The following kits are useful in slaying incorporeal undead.
  GhosT hunTer’s KiT
  PRICE 670 GP
  WEIGhT 22 lbs.
  This sturdy satchel is the quintessential toolkit for detecting 
  ghosts and sending them to their final slumber. This kit includes 
  10 candles, three flasks of holy water, one potion of lesser 
  restoration, a crowbar, a folding shovelUE, four sunrods, one 
  spiritbane spike (see above), and a wooden holy symbol.
  seance KiT 
  PRICE 290 GP
  WEIGhT 12 lbs.
  This stained mahogany box contains tools that aid in contacting 
  supernatural beings either as part of an act or a genuine ritual. 
  This kit includes a nonmagical spirit planchette set (see Pathfinder 
  Adventure Path #43: The Haunting of Harrowstone 19, or treat as 
  a board gameUE worth 25 gp), 10 candles, 10 candlesticksUE, one 
  entertainer’s outfit, one harrow deckUE, one magnetUE, 10 sticks of 
  incenseARG, one scroll of augury, and two scrolls of prestidigitation.
  HaUNTeD BY UNDeaTH
  Although incorporeal undead appear throughout Golarion, 
  certain locations are famous for their paranormal activity. 
  The Axan Wood in Geb is a blighted forest that harbors 
  strange creatures with negative energy affinities, such 
  as ghostly dryads and the enigmatic twilight unicorns. 
  The ruined prison of Harrowstone once held Ustalav’s 
  repugnant criminals, and locals whisper that the spirits 
  of the murderous ex-prisoners still roam the burned-out 
  penitentiary. Scarwall, the former bastion of the warlord 
  Kazavon, has been the site of several sackings, each 
  bloodier than the last; the gothic fortress is surely haunted 
  by both undead horrors and orc squatters.
  The following are regional traits for characters who 
  originate from blighted places like these or who have 
  had close brushes with incorporeal undead.
  Ghost Survivor (Ustalav): You spent a single night 
  in Harrowstone and managed to survive the terrifying 
  ordeal, though you bore witness to ghosts and numerous 
  other horrors during your short stay. You gain a +2 
  trait bonus on Knowledge (religion) checks to identify 
  incorporeal undead and a +2 trait bonus on Fortitude 
  saving throws against effects that inflict negative levels.
  Unflinching Faith (Nidal): Numerous expeditions to 
  accursed regions like Nidal’s Finder’s Gulch have reinforced 
  your already steadfast faith. Once per day, you may reroll 
  a Will saving throw made against an attack or effect that 
  originates from an undead creature. You must decide to use 
  this trait after the first saving throw is rolled, but before 
  the results are revealed. You must take the result 
  of the second roll, even if it is lower.
  13
  
  Animated by resonant tragedies, dread energies, or 
  malicious spellcasters, mindless undead are one of 
  the most common threats on Golarion. They plague 
  abandoned tombs as surely as haunted forest grottoes—
  wherever evil is in this world, the depredations of undead 
  drones are rarely far behind.
  Unlike other types of undying monsters, the mindless 
  undead are void of the souls that once inhabited their 
  mortal frames; instead, their primary animating force 
  typically consists of high concentrations of negative 
  energy poured into an unwitting host body. The 
  relative simplicity of their reanimation means that 
  numerous paths may lead to the rise of a mindless 
  undead, so it can be quite difficult to predict where 
  these beings will stir up trouble next.
  To adventurers, mindless undead represent the lowliest 
  of the walking dead, but to commoners such creatures can 
  be more terrifying than the more distant machinations of 
  a sole scheming lich or thirsty vampire. When mindless 
  undead besiege common folk, these fell foes may be 
  twisted remains of family, friends, and neighbors. The 
  horror of these familiar-yet-alien beings grants clattering 
  skeletons and shambling zombies a power beyond their 
  claws, and elevates the necromancers who control them to 
  a special level of villainy.
  neCrOlOGY & habitat
  Most mindless undead arise because of the influences of 
  foul spellcasters. Even the most novice wizard can hope 
  to raise an unwitting corpse as a walking skeleton or 
  shambling zombie given enough time and the right tools, 
  so simple is their construction. The mindless undead 
  unerringly follow their creators’ orders, making them an 
  obvious choice for unscrupulous spellcasters in search 
  of obedient (if empty-headed) minions. Such undead are 
  less individual creatures than a rotting extension of their 
  controllers, which usually suits their masters just fine.
  Some mindless undead instead come about as a result 
  of external forces. Powerful, unresolved emotions can 
  be sufficient to rally a corpse; the mindless horrors 
  resulting from these circumstances are all but physical 
  manifestations of tragedy and pain. Similarly, some parts 
  of Golarion are simply so saturated with negative energy 
  that nearby dead reanimate of their own accord. Some rare 
  artifacts and cursed items are also said to have the power 
  of necromancy all by themselves—both unholy shrines 
  to deities of undeath and magical relics infused with 
  negative energy are capable of creating undead, and thus 
  are highly sought after by necromancers.
  Mindless undead whose masters are slain or otherwise 
  eventually disposed of sometimes wander the places where 
  they were abandoned. Many skeletons and zombies still 
  Mindless Undead
  From our earliest days we were taught to revere 
  the dead. Bewildering arrays of strictures and 
  rituals surround the treatment of corpses in every 
  faith, tribe, and nation, and ours was no different. 
  We tiptoed around lifeless bodies, dousing them 
  in expensive oils and wrapping them in fragrant 
  flowers, despite knowing full well that the corpses 
  were but hollow shells of the ones we loved. 
  Yet in spite of all of our reverence and pious 
  (but useless) rituals, we were virtually powerless 
  to halt the spread of undeath throughout Wati’s 
  necropolis. And still we stood with our eyes cast 
  down, our thoughts turning to the old Pharasmins’ 
  echoing chants: “Respect the dead. Protect the 
  dead. Venerate the dead.”
  _Eshe Nubisi the Unbeliever,  
  Unearthed Undead
  14
  
  walk the halls of forgotten lairs and crumbling wizards’ 
  towers. With no commands to obey, these obsolete monsters 
  are left to drift aimlessly among the rubble until either a 
  new horrendous menace bends them to its will or undead 
  slayers arrive to send these creatures to their final deaths.
  The undead in this category can be found all over 
  Golarion. In Geb, mindless undead are a cheap source 
  of manual labor, and the aristocrats and entrepreneurs 
  there have commoditized the corpses so wastefully buried 
  or burned elsewhere. Undead drones have been known 
  to pop up anywhere tragedy has struck, including the 
  famous Bloodsworn Vale in Varisia and the wasted plains 
  of Virlych in Ustalav.
  slaYer tOOls
  When dealing with mindless undead, versatility is key. 
  Though they might come from similar backgrounds, 
  zombies and skeletons have vastly different anatomies 
  and defenses, as do unusual specimens like beheaded and 
  ectoplasmic creatures (Pathfinder RPG Bestiary 4 17, 82). 
  Channeled energy, holy water, and a variety of slashing 
  and bludgeoning weapons are the most effective tools 
  against mindless undead. In addition, spells such as 
  halt undead and hide from undead can prove indispensable 
  against walking corpse-chattel.
  The following items are made from the consecrated 
  ashes of burned corpses, and are specially designed for 
  use against mindless undead.
  Item 
  Price 
  Weight 
  Craft DC
  Necrosalt 
  150 gp 
  1/2 lb. 
  30
  Warding ash 
  100 gp 
  1/2 lb. 
  25
  necrosalT
  PRICE 150 GP
  WEIGhT 1/2 lb.
  The powder in this minute glass vial is made of 
  caustic soda treated with consecrated ashes, and 
  is harmless to living flesh but dangerous to the 
  deceased. Necrosalt can be thrown as a splash 
  weapon with a range increment of 5 feet. On a 
  successful ranged touch attack, 1 dose of necrosalt 
  deals 1d4 points of damage to a struck corporeal 
  undead creature. For 3 rounds afterward, it deals 
  an additional 1d4 points of damage to its victim 
  at the beginning of the victim’s turn. Intelligent 
  undead creatures can brush necrosalt off their bodies and 
  end its effect as a move action. Crafting this item requires a 
  successful DC 30 Craft (alchemy) check.
  WardinG ash
  PRICE 100 GP
  WEIGhT 1/2 lb.
  This flaky compound of blessed ashes is steeped in juniper 
  berries, giving it a warm, chestnut color. Unintelligent 
  undead instinctively recoil upon touching warding ash. If an 
  unintelligent undead creature moves into a space covered in 
  warding ash, it must immediately end its movement in that 
  space (Reflex DC 14 negates). A singe dose of warding ash is 
  enough to cover a 5-foot-square space. Applying warding ash 
  is a move action that provokes attacks of opportunity. The 
  warding ash becomes inert 1 minute after being laid, or after 
  the ash is disturbed in any way (such as being stepped on by 
  a creature). Crafting this item requires a successful DC 25 Craft 
  (alchemy) check.
  sLaYer kits
  Following are several kits of preselected gear useful in 
  slaying mindless undead.
  sKeleTon slayer’s KiT
  PRICE 120 GP
  WEIGhT 32 lbs.
  This kit contains all the tools necessary for clearing out small 
  packs of skeletons from tombs and crypts. It includes three 
  flasks of acid, a club, a sling, 10 sling bullets, two flasks of holy 
  water, a tanglefoot bag, 50 feet of hemp rope, a crowbar, and a 
  wooden holy symbol.
  ZoMbie slayer’s KiT
  PRICE 170 GP
  WEIGhT 31 lbs.
  This large satchel contains the tools needed to put down 
  potential zombie uprisings. The kit includes a shovel, two flasks 
  of oil, a bullseye lantern, a flask of alchemist’s fire, two flasks 
  of holy water, 50 feet of hemp rope, a crowbar, a hammer and 
  10 nails, two vials of antiplague, and a wooden holy symbol.
  HaUNTeD BY UNDeaTH
  The people of Ustalav, Geb, the Mwangi Expanse, and 
  even the frozen north all share a bitter familiarity with 
  the walking dead. Even the pirates of the Shackles aren’t 
  immune to encounters with formidable cyclops zombies 
  risen from their millennia-long slumber. The mindless 
  dead are everywhere, and even in Golarion’s bastions of 
  civilization such horrors can be found in long-abandoned 
  corners or among underground necromantic sects.
  The following are several regional traits for characters 
  from regions plagued by the mindless undead.
  Child of Wati (Osirion): You were raised near the 
  infamous necropolis of Wati, and even managed to sneak 
  into these hallowed grounds on occasion. Entering the 
  clergy of the Voices of the Spire in Wati was a natural 
  choice as you grew older, and your past experiences made 
  you a particularly well-informed disciple of the church. 
  Your effective cleric level is 1 higher for the purposes 
  of channeling positive energy to damage undead. Your 
  effective cleric level cannot exceed your character level.
  Corpse Dodger (Ustalav): You spent your formative 
  years in the town of Ravengro, where your proximity to 
  both a prominent graveyard and an infamous prison left 
  you no stranger to the occasional zombie or skeleton. As 
  such, you developed unique methods of dodging these 
  pests. Once per day, you can cast hide from undead as a 
  spell-like ability. The casting time is a swift action and 
  the caster level for this effect is always 1st; this 
  ability is otherwise identical to the spell.
  15
  
  The spirits of the dead make themselves known in many ways, including by 
  manifesting as haunts. Undead slayers (especially exorcists, see page 18) should 
  internalize the following advice on overcoming the unique challenges that 
  haunts present. (The full rules for haunts appear in Chapter 8 of the Pathfinder 
  RPG GameMastery Guide.)
  Noticing Haunts: When a haunt is triggered, characters in the area must succeed at a special 
  “notice check” (which varies with each haunt) to realize what horrors have been unleashed.
  Dealing
  Haunts
  with
  Haunt Effects: Haunts can manifest in innumerable ways—such as beguiling spirits caught in an eerie 
  dance, animated tomes pouring from the shelves, or hungry shadows pooling from the earth itself.
  Haunt Weaknesses: Some haunts can be fooled by skills like Stealth or spells like 
  hide from undead; sometimes, avoiding a haunt is a better choice than destroying it.
  
  Neutralizing Haunts: Generous 
  application of positive energy is 
  the most straightforward way to 
  temporarily neutralize a haunt, 
  though some may have different 
  ways of being neutralized.
  Destroying Haunts: In order to truly 
  destroy a haunt, one must resolve the 
  dilemma that spawned the haunt in 
  the first place—such as by burying a 
  desecrated body, restoring a desecrated 
  shrine, or solving a mysterious murder.
  Reset Time: When a haunt is neutralized but not destroyed, it’s only a matter 
  of time before the wicked spirit rematerializes to once again sow agony.
  
  Many slayers focus on destroying undead with fire and 
  steel, as one would a living opponent. They hack and slash 
  their way through evil, like a gardener mowing down 
  sprouting weeds. However, these combative types are 
  often at a loss when they encounter undead that inhabit 
  the bodies of living creatures. When the enemy possesses 
  the body of an ally or innocent victim, effectively holding 
  that person hostage, victory by strength at arms is not an 
  option. It’s in these instances that exorcists shine.
  Unlike most slayers, exorcists specialize in dealing with 
  malignant spirits that reside in valued people or locations. 
  These spirits must be driven out without allowing harm 
  to come to the people or places they’re possessing. This 
  requires substantially more guile, training, and finesse 
  than the average hack-and-slasher can provide. First and 
  foremost, exorcists must be experts at deduction. Before 
  they can drive a spirit out, they must learn its motives. 
  Second, exorcists must be experts in manipulating 
  positive energy. Channeling energy is a good start, but 
  exorcists deal more often with extraplanar and incorporeal 
  outsiders than the average slayer, making versatility key. 
  Finally, exorcists must be capable of dealing with mind-
  affecting effects. As many possessing entities don’t have 
  bodies of their own, they rely on overpowering opponents 
  with will alone—making defense against enchantment 
  essential for exorcists. 
  Professional exorcists can be found among numerous 
  classes, including inquisitors (most obviously, those with 
  the exorcistUM archetype), possessed oraclesUM with the 
  occult mystery (Pathfinder Adventure Path #71: Rasputin Must 
  Die! 68), dimensional occultist witches (Pathfinder Campaign 
  Setting: Pathfinder Society Field Guide 28) with the spiritsUM 
  patron, and roaming exorcist clerics (see below).
  rOaMinG exOrCist 
  (CleriC arChetYPe)
  The roaming exorcist travels far and wide to root out 
  possessions, hauntings, and hidden evils. The roaming 
  exorcist extracts unruly spirits from not only victims of 
  possession, but also haunted sites and accursed items.
  Skill Ranks per Level: 4 + Int modifier.
  Dedicated Wanderer: A roaming exorcist is dedicated 
  to her cause and affords no time to other pursuits typical 
  of clerics. A roaming exorcist must choose to channel 
  positive energy. She may choose only one domain from 
  her deity’s list of domains, rather than the normal 
  two domains, and she does not gain Medium Armor 
  Proficiency or Shield Proficiency.
  Unseen Revealed (Ex): At 1st level, a roaming exorcist 
  gains a bonus equal to 1/2 her cleric level (minimum +1) 
  on Perception checks to detect haunts and incorporeal 
  creatures and on Sense Motive checks to determine 
  whether a creature is possessed, under the effects of an 
  enchantment or curse, or otherwise magically controlled.
  Spirit Sleuth (Ex): At 2nd level, upon interacting with 
  a rejuvenating spirit or haunt for the first time (such as 
  by attacking the spirit or channeling energy to damage 
  the haunt), a roaming exorcist can attempt a Sense Motive 
  check as a free action to determine the specific course of 
  action required to permanently neutralize the spirit or 
  haunt (DC = 10 + the undead creature’s Hit Dice or the 
  haunt’s CR).
  Curse Seeker (Su): At 5th level, a roaming exorcist can 
  more readily identify cursed items. When identifying 
  a magic item, the roaming exorcist needs to exceed the 
  item’s DC by only 5 (instead of by 10) in order to determine 
  whether the item is cursed.
  Dispossession (Su): At 8th level, a roaming exorcist can 
  expend one use of her channel energy ability to force a 
  possessing creature from its host body. The exorcist must 
  make a melee touch attack against the possessed creature; 
  if successful, the roaming exorcist deals damage to the 
  possessing creature as if it were targeted by the roaming 
  exorcist’s channel energy ability (regardless of the 
  possessing creature’s creature type), and the possession 
  effect ceases as the possessing creature is ejected from 
  the host body. A successful Will save (DC = the roaming 
  exorcist’s channel energy DC) halves the damage taken, and 
  the possessing creature resists being ejected from its host.
  Curse Eater (Su): At 11th level, a roaming exorcist gains 
  Improved Disarm as a bonus feat, regardless of whether 
  she meets the feat’s prerequisites. The roaming exorcist 
  gains a +2 bonus on combat maneuver checks to disarm 
  a creature of a magic item she knows to be cursed. If the 
  roaming exorcist successfully disarms a creature of a 
  cursed item without using a weapon, she may automatically 
  pick up the disarmed cursed item without immediately 
  succumbing to the item’s curse. She may wield or hold this 
  cursed item for a number of rounds equal to her Charisma 
  modifier (minimum 1 round)—during which time she 
  may use the item normally, as if it were not cursed—before 
  the item’s curse manifests again.
  Exorcists
  “We found her sitting in the middle of her room, 
  tearing her own hair out by the roots. She was 
  gibbering in some ungodly tongue, attacking anyone 
  who tried to help her. Bit a young guard’s ear off, 
  poor thing. By the time the exorcist arrived, there 
  was blood everywhere. We assumed she had 
  chewed off her own tongue. It took the priest 
  two full nights to drive the spirit out. It wasn’t 
  until after the exorcism that we discovered the 
  chambermaid’s body in the closet.”
  _Julien Marley,  
  cousin to Governor Bozbeyli of Cassomir 
  18
  
  sPells
  The following new spells frequently appear among 
  exorcists’ signature tactics.
  POSSESSION TRAP
  School necromancy; Level sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, F (a gem or crystal worth at least 500 gp) 
  Range personal
  Target you
  Duration 24 hours or until activated (see text); 1 round/level
  You place a protective ward over your spirit that ensnares creatures 
  attempting to possess you. Should a creature attempt to possess 
  you (such as via magic jar or a similar effect) while you are under 
  the effects of possession trap, that 
  creature must first succeed at a Will 
  save or its possession attempt is 
  ruined and its spirit is shunted into 
  this spell’s focus gem. The trapped 
  creature is contained within the focus 
  gem for 1 round per caster level, acting 
  as though it were trapped in a 
  magic jar for the duration of 
  this effect. This effect fails 
  if you are not carrying 
  the focus gem during 
  the 
  time 
  of 
  the 
  possession attempt.
  If the possessor’s 
  Will save is successful, 
  you are affected by its 
  possession attempt as normal, 
  and may attempt a saving throw 
  against this possession attempt if 
  one is normally allowed. Regardless 
  of whether the possessor fails or 
  succeeds at its save against possession 
  trap, you immediately become aware of 
  the possession attempt and whether or 
  not a creature is trapped in the focus gem. If 
  the focus gem is destroyed while it contains a 
  creature, the creature is immediately released. 
  Once this spell is triggered, it offers no further 
  protection, and a trapped creature can attempt to 
  possess you again once it’s free of the focus gem.
  SPhERE OF WARDING
  School abjuration; Level cleric 5, inquisitor 4, witch 5
  Casting Time 1 standard action
  Components V, S, DF 
  Range touch
  Effect 10-ft.-radius sphere emanating from 
  point touched
  Duration 1 hour/level
  Saving Throw Will negates (see text); Spell Resistance yes
  You create a luminescent sphere of orbiting energy that harms 
  incorporeal creatures and dispossesses them of any stolen 
  bodies. An incorporeal creature must succeed at a Will save to 
  enter a space overlapping with the sphere; failure means the 
  creature cannot pass through the sphere, as though it were a 
  wall of force. If the incorporeal creature succeeds, it may pass 
  through the sphere at will, though if it ends its turn within the 
  sphere, it takes a number of points of force damage equal to 1d6 
  + 1 per caster level (maximum +10).
  If a creature possessing another creature’s body (via either 
  magic jar or a similar effect) enters a sphere of warding, that 
  creature is immediately ejected from its host body, the host’s 
  spirit returns to its body if it’s able, and the possession effect 
  immediately ends. When ejected, the body enters the sphere, 
  while the possessing creature takes the appropriate amount 
  of force damage (no save) and is shunted to the exterior of 
  the sphere.
  19
  
  Necrologists view the undead as fonts of knowledge first 
  and unholy abominations second. They tap into the 
  ancient minds of undead horrors, prying unrecorded 
  history from those who experienced it firsthand. Unlike 
  many slayers, necrologists rarely hope to immediately 
  destroy or neutralize undead threats—more often, they 
  extract what useful knowledge they can from the undying 
  before considering eradication. These researchers are 
  often well versed in spells and rituals that allow them to 
  communicate with esoteric forces, and they frequently 
  make use of such eldritch powers themselves. Assertive 
  necrologists may be apt to magically manipulate their 
  prey with spells like command undead and control undead 
  in order to get the answers they seek, while more discreet 
  individuals may prefer to subtly guide undead toward 
  unwittingly releasing their secrets.
  Necrologists share many of the macabre interests held 
  by necromancers, so common folk often confuse the two. 
  Indeed, some necrologists who dabble in necromantic 
  studies for years eventually stray down the path of 
  necromancy, as they are tempted by the lure of power over 
  life and death. A necrologist must possess a strong will if 
  she is to remain a student of knowledge and not become 
  the very subject of her fascination. While it may seem odd 
  for such scholarly pragmatists to cleave to faith, many 
  necrologists are devotees of Pharasma or other deific 
  opponents of undeath, and some use magic items such as 
  phylacteries of faithfulness to ensure they never fully give in 
  to the temptations of necromancy.
  Often found at the fringes of society, necrologists work 
  in secrecy by necessity. However, in regions where the 
  undead are commonplace—such as in the nations of Geb 
  and Ustalav—necrologists are a common sight. Some of 
  the best-suited characters for this often misunderstood 
  path include chirurgeonUM alchemists; archivistAPG and 
  detectiveAPG bards; oracles with the ancestorUM, bones, 
  or lore mysteries; gravewalkerUM witches; and of course 
  wizards of all stripes.
  MediuM (WitCh arChetYPe)
  Mediums tap into the spiritual power of those who have 
  yet to find their final rest. Their ability to interact with 
  these souls allows mediums to learn about the physical 
  world through the experiences of those who came before 
  them. Eventually, mediums of immeasurable power 
  learn to walk alongside the very souls that haunt their 
  dreams and visions.
  Patron: A medium has a limited choice of patrons, 
  and must select one of the following themes: ancestors, 
  death, occult, or spirits.
  Ectoplasmic Aptitude (Su): At 2nd level, the medium 
  can sling spells at ghosts and spirits as surely as at corporeal 
  foes. She gains the Ectoplasmic SpellAPG metamagic feat as 
  a bonus feat. In addition, as an immediate action a number 
  of times per day equal to her Intelligence modifier, the 
  medium can apply the Ectoplasmic SpellAPG feat to any 
  spell she is casting without increasing its spell level. This 
  ability replaces the witch’s hex gained at 2nd level.
  Shared Subconscious (Su): At 6th level, a medium can 
  temporarily link her subconscious to that of an undead 
  creature in order to gain preternatural knowledge. As 
  long as the medium is within 100 feet of an intelligent 
  undead creature, as a swift action she can target said 
  creature and attempt any trained Knowledge check. If 
  the target has ranks in the same Knowledge skill, it also 
  attempts the Knowledge check (if it doesn’t have ranks, 
  this effect fails). If the target’s result is higher than the 
  medium’s, the medium may choose to use the undead 
  creature’s Knowledge result instead of her own, learning 
  any information the undead creature has about the 
  subject in question. This ability does not allow a medium 
  to attempt a previously failed Knowledge check again. 
  This replaces the witch’s hex gained at 6th level.
  Soul Walker (Ex): At 20th level, a medium can drift 
  into the spirit world, becoming incorporeal for 1 minute 
  per class level. When she does so, the medium gains 
  the incorporeal subtype, taking only half damage 
  from corporeal magical attacks and no damage from 
  nonmagical weapons and objects. Her spells deal only 
  half damage to corporeal creatures, but spells and 
  abilities that do not deal damage function normally. The 
  duration of this ability need not be continuous, but it 
  must be used in 1-minute increments. This replaces the 
  witch’s hex gained at 20th level.
  Hexes: The following witch hexes complement 
  the medium archetype: charmAPG, healingAPG, scarUM, 
  tonguesAPG, wardAPG.
  Major Hexes: The following major hexes complement 
  the medium archetype: speak in dreamsUM, visionAPG. 
  Grand Hexes: The following grand hex complements 
  the medium archetype: summon spiritUM.
  Necrologists
  It started as a quaint affair. From the gloom, a 
  Chelish mastiff’s rhythmic snores competed with 
  our chants. Seated next to me, the eccentric 
  Madame Bielen asked that we join hands. At that 
  instant, the sleeping hound awoke with a terrified 
  howl. Madame Bielen tried to soothe us, but an 
  icy blast tore through the cottage and extinguished 
  what little candlelight remained. Then the voice 
  came, at once whispering and screaming in our 
  blood-soaked eardrums for what may have been 
  hours or perhaps merely seconds. Then it ceased, 
  the windows clattered shut, and all was still. While 
  our questions were answered, I would rather 
  have left them a mystery. 
  _Artulie Reed, Voices from the Black
  20
  
  alCheMist disCOveries 
  The following discoveries can be taken by any alchemist 
  who meets the prerequisites. Discoveries that modify 
  bombs are marked with a single asterisk (*) and do not 
  stack. Only one such discovery can be applied to an 
  individual bomb.
  Boneshard Bomb*: This discovery is popular among 
  necromancers and necrologists alike; aside from its 
  offensive potential, necrologists sometimes use it to turn 
  uncooperative live creatures they wish to question into 
  pliable undead. The alchemist’s bomb deals piercing 
  damage instead of fire damage, and creatures that 
  take a direct hit from a boneshard bomb must succeed 
  at a Fortitude save or take 1d4 points of bleed damage 
  in addition to normal damage. If a creature is killed 
  by a boneshard bomb or the resulting bleed effect, its 
  corpse immediately reanimates as an undead creature 
  with the skeleton template. Skeletons that are created 
  in this manner count as undead created by animate dead 
  for the purposes of determining how many undead the 
  alchemist can control. An alchemist must possess the 
  alchemical zombie discovery to select this discovery.
  Ectoplasmic Bomb*: The alchemist can infuse her 
  bombs with a special unction that damages incorporeal 
  creatures and reveals the presence of undead creatures 
  hiding in the area. Incorporeal creatures struck by an 
  ectoplasmic bomb take full damage from the bomb. In 
  addition, squares in the affected area of the bomb begin 
  to faintly glow in the spaces where undead creatures have 
  traveled in the last minute, including undead benefiting 
  from invisibility or other forms of obscurity (such as 
  ethereal jaunt), effectively creating a glowing trail. Any 
  undead creatures in the affected area at the time of the 
  explosion likewise glow faintly. This glowing effect lasts 
  for 1 minute, and is otherwise identical to faerie fire.
  Phantom Limb: The alchemist can manifest a ghostly, 
  incorporeal arm that juts out from his torso. This phantom 
  limb does not grant the alchemist any extra attacks or 
  actions per round, and it cannot hold or grab anything 
  (including incorporeal objects). The alchemist may use 
  his phantom limb to make a touch attack against a foe as a 
  standard action, scraping away at the very fibers of the 
  victim’s soul. This attack deals 1d4 points of damage 
  per alchemist level (Fortitude half). Creatures 
  that are immune to incorporeal 
  attacks are immune to this damage, 
  but otherwise the damage bypasses all 
  forms of damage reduction except DR/
  epic. The alchemist may suppress 
  or activate this ability as a free 
  action, and can use his phantom 
  limb for a number of rounds per 
  day equal to 3 + his Intelligence 
  modifier (these rounds need not 
  be consecutive). An alchemist 
  must be at least 8th level to 
  select this discovery.
  Psychokinetic Tincture: Once per day, the alchemist can 
  concoct a foul-tasting tincture that harnesses the power 
  of the spirit. By drinking this tincture as a standard 
  action, the alchemist can invite the latent spirits in the 
  area to surround him. The alchemist can channel one 
  spirit for every 4 alchemist levels he possesses. Each 
  spirit channeled this way grants 
  the alchemist a +1 deflection bonus 
  to AC as the spirits whirl around 
  his body. As a standard action, 
  the alchemist can launch one of 
  these spirits toward a target as a 
  ranged touch attack. Launching 
  a spirit this way reduces this 
  discovery’s deflection bonus to AC 
  by 1. As a launched spirit passes 
  through its target’s body, it emits 
  a terrible wail heard only in the 
  target’s mind, causing the target 
  to become frightened for 1 round 
  per alchemist level (Will negates). 
  This is a mind-affecting fear 
  effect. A creature that successfully 
  saves against the wail cannot be 
  affected by this discovery again for 
  24 hours. The spirits whirl around 
  the alchemist’s body for 10 minutes 
  per alchemist level, or until the 
  alchemist has launched all of 
  the spirits. An alchemist 
  must be at least 4th level to 
  select this discovery.
  21
  
  Redeemers are those undead slayers who right the wrongs 
  of necromancy. They free blighted souls from the curse 
  of undeath, purify unhallowed grounds, and allow spirits 
  to continue their journey to the afterlife. The term is not 
  exclusive to slayers—common folk such as gravediggers 
  who bury bodies deep beneath the soil and priestesses 
  who consecrate burial sites may be considered redeemers, 
  since they also obstruct the goals of necromancers in 
  order to advance the agendas of the living. However, 
  heroic redeemers take a decidedly direct approach to 
  eliminating undead and necromancers, often battling the 
  root of the problem in the hope of eliminating it for good. 
  Regardless of their stations or occupations, redeemers 
  keep the people of Golarion safe from the depredations of 
  the Negative Energy Plane and its agents.
  Many redeemers come from tragic backgrounds, and 
  were driven to the adventuring life by a need to prevent 
  the repetition of their own unenviable pasts. Others may 
  have been formally taught the ways of redemption in an 
  undead-hating organization such as the Voices of the 
  Spire in Wati, the order of the Knights of Ozem in Vigil, 
  or the Godsmouth Cathedral in Kaer Maga. Redeemers 
  see their battles against the undead as just a part of their 
  divine mission to send wayward souls to the afterlife.
  sPirit Master 
  (MOnk arChetYPe)
  Spirit masters are monks who specialize in combating 
  the undead, laying their corpses to rest, and sending 
  their souls to final judgment.
  Resilient Soul (Ex): At 3rd level, a spirit master gains 
  a +2 bonus on saving throws against necromancy spells 
  and effects. This ability replaces still mind.
  Spirit Combat (Su): At 3rd level, a spirit master can 
  charge his unarmed strike so it affects incorporeal 
  creatures. The spirit master’s unarmed strike deals half 
  damage to incorporeal creatures, or full damage if it’s 
  a magic weapon (such as via an amulet of mighty fists). 
  This benefit lasts for a number of rounds equal to the 
  spirit master’s class level. A spirit master can use this 
  ability a number of times per day equal to 3 + his Wisdom 
  modifier. This ability replaces maneuver training.
  Diamond Spirit (Ex): At 5th level, a spirit master 
  becomes fortified against the effects of energy drain. 
  When the spirit master gains a negative level, he does 
  not take any penalties, his total hit points remain 
  unchanged, and he is not considered lower level for 
  the purpose of level-dependent variables. Once per 
  day when attempting a Fortitude save to remove a 
  temporary negative level, the spirit master may choose 
  to automatically succeed. The spirit master still dies 
  if his number of negative levels equals or exceeds his 
  number of Hit Dice. This ability replaces purity of body.
  Spirit Burst (Su): At 7th level, whenever a spirit master 
  destroys an undead creature with a melee attack, he may 
  as a free action expend 2 points from his ki pool to release 
  an 15-foot-radius burst of positive energy centered on 
  the destroyed creature. Undead creatures in the affected 
  area each take a number of points of damage equal the 
  number of Hit Dice of the destroyed creature. Living 
  creatures in the area are healed by the same amount. 
  This ability replaces wholeness of body.
  Purifying Palm (Su): At 15th level, the spirit master 
  gains the ability to alter the balance of positive and 
  negative energy within an opponent’s body. The spirit 
  master can make a purifying palm attack once per day, 
  and must announce his intention before making a melee 
  attack roll. If his attack deals damage, the target must 
  attempt a Will save (DC = 10 + 1/2 the spirit master’s class 
  level + the spirit master’s Wisdom modifier). On a failed 
  save, the target cannot channel energy, nor can it be 
  healed by positive or negative energy. This effect lasts for 
  1 round per class level. If the target is an undead creature, 
  it must succeed at its Will save or be instantly destroyed. 
  This ability replaces quivering palm.
  Spirit Flow (Su): At 19th level, a spirit master can 
  dramatically alter the flow of his own ki. As an immediate 
  action, the spirit master can expend 3 ki points to alter 
  his ki for a number of rounds equal to his class level. 
  During this time, he is healed by negative energy as if 
  he were an undead creature. The spirit master is still 
  healed by positive energy as normal. This ability replaces 
  empty body.
  Spirit Mastery (Su): At 20th level, a spirit master gains 
  DR 10/evil and becomes immune to ability drain and 
  ability damage. Additionally, once per week, the spirit 
  master may bring a dead creature back to life. This 
  ability functions as true resurrection, except the spirit 
  master may not resurrect a creature that has been dead 
  for longer than 1 day per class level. This ability replaces 
  perfect self.
  Redeemers
  “Ki is like water_it ebbs and flows within the 
  body, moving to a rhythm all its own. Necromancers 
  may seek to control this rhythm, blocking or 
  polluting their victims’ ki in order to create the 
  vile monsters known as undead. Just as ki can 
  be obstructed and corrupted, however, it may be 
  unblocked and purified. With sufficient practice 
  and talent, one may cleanse the tainted ki of a 
  walking dead with but a touch; a rare few among 
  you may even be able to reverse the process of 
  death completely.” 
  _Grandmaster Rajni Ayasa,
  to a new group of students at  
  the Monastery of Untwisting Iron
  22
  
  COMbat feat
  Some redeemers have found ingenious ways to incorporate 
  holy water into their attacks, abilities, and spells. These 
  abilities have been passed down from mentor to acolyte 
  for centuries.
  hoLY water assauLt (ComBat)
  You have found new and effective uses for holy water in 
  combating the undead.
  Prerequisites: Base attack bonus +1, Knowledge 
  (religion) 3 ranks.
  Benefit: In addition to holy water’s normal uses, you 
  can use holy water to create a variety of other effects, 
  which are listed below. To use holy water in a particular 
  way, you must meet the additional requirements of that 
  effect, such as a particular feat, ranks in a specific skill, 
  or the ability to cast a certain spell (specified after the 
  effect’s name). Unless otherwise specified, using any of 
  these abilities consumes one vial of holy water.
  Blinding Water (Improved Precise Shot): By uttering 
  a short prayer as swift action, you can empower 
  a vial of holy water with blinding light. If you 
  successfully throw that vial of holy water and land 
  a direct hit against an undead creature by the 
  end of your next turn, the target takes damage 
  from the holy water as normal and also becomes 
  blinded (Reflex DC 13 negates blindness). This 
  even affects creatures that do not 
  have eyes such as skeletons, 
  but not creatures that don’t 
  rely on vision.
  Concentrate Holy Water (Craft 
  [alchemy] 4 ranks): Through 
  alchemical processes, you can 
  refine multiple doses of holy 
  water into a single hyper-
  potent dose. To do so, you must 
  possess two or more flasks of holy 
  water and you must succeed at a Craft 
  (alchemy) check that takes 10 
  minutes of uninterrupted 
  time. The DC of the 
  Craft (alchemy) check 
  is equal to 15 + 2 × the 
  number of doses of holy 
  water you are combining. 
  For example, combining 
  three flasks of holy water 
  would require a successful 
  DC 21 Craft (alchemy) check. 
  Success means you combine 
  all of the doses into a single 
  concentrated flask of holy 
  water. If you fail the check 
  by 4 or less, the distillation 
  process failed and must be tried again. If you 
  fail the check by 5 or more, the distillation process 
  failed and all of the doses of holy water are wasted. 
  The maximum number of doses of holy water you can 
  combine is equal to half the number of ranks you possess 
  in Craft (alchemy).
  A direct hit with a flask of concentrated holy water 
  deals 2d4 points of damage + 2 points of damage × 
  the number of doses of holy water used to an undead 
  creature or an evil outsider. Undead creatures and evil 
  outsiders within 5 feet of where the flask hits take 1 point 
  of damage + 1 point of damage × the number of doses 
  of holy water used. For example, a flask of concentrated 
  holy water made of 3 doses of holy water would deal 
  2d4+6 points of damage on a direct hit, and 4 points of 
  damage to undead creatures and evil outsiders within 5 
  feet of the target.
  Healing Glyph (ability to cast glyph of warding): You can 
  replace the diamond material component in a glyph of 
  warding spell with a vial of holy water. When you do so, 
  you must place a spell glyph containing a conjuration 
  (healing) spell of 3rd level or lower, which can be 
  designed to benefit allies or harm undead.
  Healing Water (Heal 5 ranks): You can use 
  holy water for curative purposes. When you 
  pour a vial of holy water over your hands, you 
  gain a +4 bonus on Heal checks to perform 
  first aid, treat wounds, treat poison, or treat 
  disease in the next hour. Additionally, once 
  per day you can drink a vial of holy 
  water to heal yourself of 1d8 points 
  of damage.
  Holy Circle (ability to cast magic 
  circle against evil): You can replace 
  the silver material component of a 
  magic circle against evil spell with a 
  vial of holy water. When you do so, 
  the duration of the spell increases 
  20 minutes per level instead of 10 
  minutes, and the Spellcraft DC to 
  add a special diagram to the circle 
  is 15 instead of 20.
  Holy Water Splash (Point-Blank 
  Shot): When you throw a flask of 
  holy water, creatures in the area of 
  the holy water’s splash radius take 
  1 additional point of damage as 
  long as they are within 30 feet 
  of you. This ability does not 
  stack with other effects that 
  increase the damage dealt 
  to creatures within the 
  splash radius of holy 
  water, such as the 
  concentrate holy 
  water ability of 
  this feat or the 
  empower holy water 
  spell on page 26.
  23
  
  Most tomb raiders and adventurers encounter the undead 
  at some point in their careers. Many regard such foes 
  as dangerous hazards on the path to some other goal, 
  but for some individuals, the eradication of the undead 
  is itself the goal. These roaming exterminators may 
  come from a variety of backgrounds—selfless heroes or 
  greedy sellswords, pious priests or vindictive peasants—
  but all share a common hatred for the undead. These 
  unflinching stalkers live to destroy the undead, plunder 
  their cursed crypts, and collect their bounty.
  Stalkers must be knowledgeable and well equipped if 
  they are to treat undead predators as prey. Most adventurers 
  have a grab bag of anti-undead tricks, like wooden stakes, 
  divine magic, and the occasional potion of remove disease, 
  but professional stalkers of the undead train hard and 
  long to know the specific weaknesses of every foe they 
  encounter. Most stalkers are shrewd intellectuals as well 
  as trackers. They know that it’s better to study a known 
  foe beforehand than to leave success to chance, and thus 
  many stalkers hone their religious studies as well as their 
  weapons. Likewise, a good stalker knows the benefit of 
  diverse allies; befriending a local alchemist or talented 
  cleric ensures a constant supply of alchemist’s fire, holy 
  water, and other specialty anti-undead tools.
  Many lore wardens (Pathfinder Campaign Setting: 
  Pathfinder Society Field Guide 31) make good livings as 
  zombie hunters, while undead scourges (Pathfinder 
  RPG Advanced Player’s Guide 117) may break up undead-
  worshiping cults or necromantic cabals. Corpse hunters 
  (see below) find no shortage of work in undead-plagued 
  lands, while vampire hunters (Pathfinder Campaign Setting: 
  Inner Sea Magic 41) further specialize in slaying their 
  consummate undead quarry. Though some areas seem a 
  natural fit for their talents, such as undead-infested Geb 
  or the foggy hills of Ustalav, stalkers can be found almost 
  anywhere on Golarion.
  COrPse hunter (ranGer 
  arChetYPe)
  Many rangers count the undead among their favored 
  enemies, but some make a full-time job out of hunting 
  down and destroying these walking corpses. A corpse 
  hunter has the following class features.
  Class Skills: A corpse hunter adds Knowledge (religion) 
  to his list of class skills, and removes Knowledge (nature) 
  from his list of class skills.
  Spells: In addition to the default spells on the ranger 
  spell list, a corpse hunter adds the following to his list 
  of spells at the indicated spell levels: 1st—bless water, 
  detect undead, hide from undead, sanctify corpseUM, 2nd—
  halt undead, 3rd—speak with dead, 4th—searing light.
  Undead Exterminator: At 1st level, a corpse hunter 
  must select undead as his first and only favored enemy, 
  granting him a +2 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks when dealing with 
  creatures of the undead type and a +2 bonus on weapon 
  attack and damage rolls against undead. A corpse hunter 
  does not gain additional favored enemies at 5th, 10th, 15th, 
  and 20th level, though his favored enemy bonus against 
  undead creatures increases by 2 at each of these levels (to a 
  maximum bonus of +10 at 20th level).
  Disrupt Control (Su): At 5th level, a corpse hunter can 
  infuse his attacks with divine power capable of harming 
  an undead creature as well as its controller. As a standard 
  action, the corpse hunter can make a single melee attack 
  against an undead creature, or a single ranged attack 
  against an undead creature within 30 feet. If the attack 
  is successful, he deals 1d4 points of Charisma damage 
  to the target undead creature in addition to normal 
  damage. If the target undead creature is being controlled 
  by another creature within 120 feet, the controller takes 
  1d4 points of Charisma damage as well; unlike the initial 
  target, the controller may attempt a Will save (DC = 10 + 
  1/2 the corpse hunter’s class level + the corpse hunter’s 
  Wisdom modifier) to halve the damage she would take 
  from this attack. A corpse hunter can use this ability 
  once per day at 5th level, plus an additional time per day 
  at 10th level, 15th level, and 20th level. The amount of 
  Charisma damage dealt increases to 1d6 at 10th level, 1d8 
  at 15th level, and 2d4 at 20th level.
  Graveyard Stride (Ex): At 7th level, a corpse hunter 
  may move easily through difficult terrain in areas where 
  corpses are interred, such as graveyards, catacombs, 
  crypts, or necropolises. When in such an environment, 
  the corpse hunter may move at his normal speed 
  without taking damage or suffering any impairment, 
  although any magical effects and enchantments that 
  impair movement still affect him. This ability replaces 
  woodland stride.
  Stalkers
  “The worst part is the stench. It creeps up on 
  you as you hack through rotting meat and fetid 
  organs and lingers still as you wade through ghoulish 
  undead parts, searching for blood-spattered family 
  heirlooms and bile-soaked gold. And when you come 
  back into town in the morning, bone-battered and 
  smelling like death’s rancid maw, the very people 
  you’ve been spending all night fighting to protect 
  turn their noses up like they’re too good for you. 
  And you wanna shout, ‘Hey rube, this slime used 
  to be your grandma. Also, I just saved your whole 
  one-horse town.’ But after a hot bath, when you’re 
  counting up grandmother’s pearls and hawking some 
  backwoods necromancer’s fancy gear, it all snaps 
  back into perspective, and you thank Pharasma for 
  the life you got.” 
  _Tannek, Sczarni corpse hunter
  24
  
  Incorporeal Armament (Su): At 8th level, a corpse 
  hunter can channel his will into any weapon he wields, 
  making it effective against incorporeal undead. A corpse 
  hunter may imbue a single wielded weapon with the 
  ghost touch special ability as a swift action, causing it to 
  deal damage normally against incorporeal creatures. The 
  corpse hunter may use this ability for a number of rounds 
  per day equal to half his ranger level; these rounds need 
  not be consecutive. The corpse hunter can end this ability 
  as a free action. This ability replaces swift tracker.
  feats
  The following feats can mean the difference between 
  victory and defeat for stalkers of the undead.
  Lingering smite
  You can channel your divine energy through a melee 
  weapon to cause lingering damage to undead creatures.
  Prerequisites: Channel Smite, channel energy 3d6.
  Benefit: When you use Channel Smite against a living 
  creature (if you channel negative energy) or an undead 
  creature (if you channel positive energy), you can damage 
  your target slowly over a longer duration, rather than 
  inflicting the normal effects of Channel Smite. Instead 
  of the normal effects of successfully hitting with Channel 
  Smite, you may choose the following effect. Starting on 
  your target’s next turn, it takes 1d8 points of damage 
  each round at the beginning of its turn. This 
  effect lasts for a number of rounds equal to the 
  number of damage dice you use to roll your 
  channel energy ability. Your target can 
  attempt a Will save each round, as if 
  saving against your channeled 
  energy, to negate 
  the damage dealt to it by this feat on that round. If your 
  initial attack misses, the use of channel energy is still 
  expended with no effect. Multiple uses of Lingering Smite 
  (including those from multiple sources) do not stack, and 
  instead reset the duration of the effect.
  weaPon versatiLitY (ComBat)
  You can use your favored weapons in unconventional ways.
  Prerequisites: Weapon Focus, base attack bonus +1.
  Benefit: When wielding a weapon with which you have 
  Weapon Focus, you can shift your grip as a swift action 
  so that your weapon deals bludgeoning, 
  piercing, or slashing damage instead 
  of the damage type normally dealt by 
  that weapon. You may switch back to the 
  weapon’s normal damage type or another 
  damage type as a swift action. If your base 
  attack bonus is +5 or higher, using this feat 
  is a free action instead.
  25
  
  When dealing with minion-level undead like zombies and 
  skeletons, simple cudgels and scimitars are usually ample 
  enough weaponry. However, experienced undead slayers 
  know that when it comes to the masters of those minions, 
  brute strength isn’t enough. Those who wish to combat 
  liches, nightshades, wights, and other advanced undead 
  had better bring potent spellcraft to the fight.
  The following are several new spells that are particularly 
  useful when bringing the fight to the undead.
  CARRION COMPASS
  School divination; Level cleric 1, ranger 1, 
  sorcerer/wizard 2, witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one undead creature
  Duration 10 minutes/level
  Saving Throw Will negates; Spell Resistance no
  You animate one of the target’s fetid organs so 
  that it leads you to the undead creature’s most recent 
  controller or the cause of the creature’s undeath. 
  The organ (typically the heart, the brain, or an 
  eyeball) floats in front of you at chest level 
  and slowly leads you to the undead creature’s 
  most recent controller at a rate of 30 feet 
  per round, always staying within your range 
  of vision. If the creature from which the organ 
  originated had no controller, but rather was 
  created deliberately by another creature, the 
  organ instead leads you to that creator. 
  If the undead was animated by an 
  effect or event at a particular location, 
  the organ leads you to that location. 
  If the creature was animated by none 
  of the methods above, if it was self-
  created, or if the creature’s most 
  recent controller no longer exists, 
  the spell fails. Once the organ is 
  within 10 feet of its intended 
  destination, the spell ends, and 
  the organ falls to the ground.
  The organ cannot engage in 
  combat or execute any other 
  task aside from leading you 
  to its intended target. It 
  may 
  pass 
  through 
  small slits and 
  crevices, though it will not leave your range of vision. The organ 
  cannot travel more than 5 miles from the spot where you cast 
  the spell. If the undead creature to which the organ belonged 
  is destroyed, the spell ends and the organ falls to the ground.
  EMPOWER hOLy WATER
  School transmutation [good]; Level alchemist 2, bard 2, 
  paladin 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one or more vials of holy water
  Duration 1 minute/level
  Saving Throw none (object); Spell 
  Resistance no
  You empower a vial of holy water to deal 
  additional damage to undead creatures. You 
  can empower one vial of holy water at 4th 
  level, two at 8th level, and three at 12th level. 
  When thrown at an undead creature, the affected 
  vial of holy water deals an amount of bonus damage equal 
  to your caster level (maximum +10) on a direct hit, and half that 
  amount of bonus damage (maximum +5) to creatures caught 
  in the splash area. This additional damage is positive energy 
  damage, and has no effect on living creatures.
  FORCE ANChOR
  School conjuration (creation) [force]; Level 
  inquisitor 2, magus 2, sorcerer/wizard 3, 
  summoner 2
  Casting Time 1 standard action
  Components V, S, M (a twisted nail)
  Range medium (100 ft. + 10 ft./level)
  Effect one anchor of force
  Duration 1 round/level
  Saving Throw none; Spell 
  Resistance yes
  You conjure an anchor of pure force 
  that immediately skewers your 
  target on a successful ranged 
  touch attack. If it hits, the attack 
  deals the target 1d4 points of 
  force damage per 2 caster 
  levels 
  (max 
  5d4) 
  and the anchor 
  becomes firmly 
  lodged in the 
  target’s torso. 
  The anchor has 
  no weight, but its wide flukes prevent 
  the target from moving through any space smaller than the 
  creature’s size. The anchor also prevents incorporeal targets 
  Undead Slayer Spells
  26
  
  from moving through solid objects. Whenever the target moves 
  through a square occupied by another creature, the square counts 
  as 2 squares for the purpose of calculating movement, even if the 
  square’s occupant is the target’s ally.
  LIFE ShIELD
  School conjuration (healing); Level cleric 3, druid 3, paladin 2
  Casting Time 1 standard action
  Components S, DF
  Range personal
  Target you
  Duration 1 minute/level or until discharged
  You surround yourself with a positive energy field that damages 
  undead opponents. Each time an undead creature damages you 
  with a melee attack, that creature takes an amount of positive 
  energy damage equal to half the damage it dealt to you. This 
  damage is calculated after applying your damage reduction, 
  resistances, and other defenses. Once this spell has dealt 5 points 
  of damage per caster level (maximum 50), it is discharged.
  NECROMANTIC BURDEN
  School necromancy; Level cleric 2, sorcerer/wizard 3, witch 3
  Casting Time 1 round
  Components V, S, M/DF (a handful of knucklebones)
  Range close (25 ft. + 5 ft./2 levels)
  Target one undead creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You make an undead creature more difficult for necromancers and 
  clerics to control via effects such as Command Undead or control 
  undead. If the target fails its Will save, the target’s effective 
  number of Hit Dice is doubled for the purposes of determining 
  whether it remains under the control of another creature. 
  Regardless of the target’s actual Hit Dice, its effective HD cannot 
  exceed twice your caster level. (For example, a 12th-level cleric 
  could cast this spell to cause an undead creature with 15 HD to 
  instead effectively have 24 HD for the purpose of controlling it.)
  If the targeted undead is under the control of another 
  creature and this spell causes the target’s effective Hit Dice to 
  exceed the controller’s maximum capability, the target creature 
  is immediately freed from control. Any creature capable of 
  controlling undead may attempt to control the target, provided 
  the target’s effective HD won’t cause the would-be controller to 
  exceed its HD limit. The target’s former controller can attempt 
  to regain control over the target by relinquishing command over 
  other creatures until its HD limit is no longer exceeded (or the 
  former controller can wait until the spell’s duration expires to 
  attempt this at the target’s normal HD). 
  UNDEATh INVERSION
  School necromancy; Level cleric 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, F/DF (a gold piece with one scratched face)
  Range close (25 ft. + 5 ft./2 levels)
  Target one undead creature
  Duration 1 round/level (D); see text
  Saving Throw Will negates; see text; Spell Resistance yes
  You alter an undead creature’s energy affinity so that it takes 
  damage from negative energy and gains healing from positive 
  energy, as if it were a living creature. If the target was able to 
  channel negative energy or produce negative energy effects (such 
  as inflict spells), these abilities produce positive energy instead, 
  healing living targets and harming the undead. The target cannot 
  impose negative levels on other creatures for the duration of the 
  spell. The target’s creature type does not change, and it is still 
  considered an undead creature. Each round on its turn, the subject 
  may attempt a new saving throw to end the effect. This is a full-
  round action that does not provoke attacks of opportunity.
  OTHeR UNDeaD-SlaYiNG SpellS
  When steel isn’t enough, there are plenty of spells 
  designed for the destruction of the undead. Undead are 
  immune to most spells from the enchantment and illusion 
  schools; luckily, the remaining schools of magic have 
  more than enough ammunition for Golarion’s slayers. The 
  following classes have access to spells at the listed levels 
  that are particularly effective against undead foes. Any 
  spell not detailed in the Pathfinder RPG Core Rulebook is 
  followed by a superscript indicating the Pathfinder RPG 
  book where the spell can be located. Cure spells are an 
  obvious tactical choice for all undead slayers capable of 
  casting them, and have been omitted from this list.
  Alchemist: 1st—detect undead; 4th—death ward; 
  6th—heal.
  Cleric: 1st—deathwatch, decompose corpseUM, detect 
  evil, detect undead, hide from undead, magic stone, 
  sanctify 
  corpseUM; 
  2nd—consecrate; 
  3rd—daybreak 
  arrowUC, sands of timeUM, searing light, symbol of 
  healingUM; 4th—death ward, spiritual allyAPG; 5th—breath 
  of life, disrupting weapon, hallow, pillar of lifeAPG, spawn 
  wardARG; 6th—heal, undeath to death; 9th—mass heal.
  Druid: 1st—decompose corpseUM, magic stone; 5th—
  death ward, hallow, wall of fire; 7th—heal, sunbeam; 
  8th—sunburst; 9th—world waveAPG.
  Inquisitor: 0—disrupt undead; 1st—detect evil, detect 
  undead, hide from undead, sanctify corpseUM; 2nd—
  consecrate; 3rd—daybreak arrowUC, halt undead, searing 
  light; 4th—death ward; 5th—disrupting weapon, hallow, 
  spawn wardARG; 6th—heal, undeath to death.
  Magus: 0—disrupt undead; 4th—wall of fire.
  Paladin: 1st— detect undead, sanctify corpseUM, veil of 
  positive energyAPG; 2nd—divine arrowUC; 3rd—daybreak 
  arrowUC, fire of judgmentAPG, holy whisperAPG; 4th—death 
  ward, symbol of healingUM.
  Sorcerer/Wizard: 0—disrupt undead; 1st—decompose 
  corpseUM, detect undead; 2nd—command undead; 3rd—
  halt undead, sands of timeUM; 4th—wall of fire; 6th—
  undeath to death; 7th—control undead; 8th—sunburst; 
  9th—world waveAPG.
  Summoner: 3rd—wall of fire.
  Witch: 1st—decompose corpseUM, sanctify corpseUM; 
  3rd—sands of timeUM; 4th—death ward, symbol 
  of healingUM; 7th—heal.
  27
  
  Given the strength and variety of undead that stalk Golarion, 
  would-be undead slayers need more than just flasks of holy 
  water, spellbooks, and well-worn blades to survive against 
  these horrors. Thankfully, goodly churches and undead 
  slayers around the world have developed dozens of magical 
  tools, weapons, and protections for facing off against the 
  undead legions. Most are happy to share such items with 
  fellow slayers for a price, and those undead hunters who 
  secure the good will of a temple of Pharasma or Sarenrae 
  may possibly acquire such items at a discount.
  axe oF Forced liFe
  PRICE 
  45,310 GP
  SLOT none
  CL 9th
  WEIGhT 6 lbs.
  AURA moderate conjuration
  This +3 battleaxe has a well-worn haft and a blackened blade 
  etched with an ouroboros. An axe of forced life briefly disrupts 
  the damage reduction of undead creatures. Once per round 
  when the wielder strikes an undead creature that has DR/
  bludgeoning, DR/good, DR/magic, or DR/piercing, the wielder 
  can reduce the target’s damage reduction by 5 points (to a 
  minimum of 0). This effect lasts for 1 round, and reduces only 
  the types of damage reduction listed. On a confirmed critical 
  hit, the wielder may reduce the target’s damage reduction by 
  up to 15 points. The effects of multiple axes of forced life don’t 
  stack, and the effects of an axe of forced life do not stack with 
  the effects of a negatingUE weapon.
  Once per day as a move action, the wielder of an axe of forced 
  life may cause life energy to course through the weapon for 
  1 minute. Doing so causes the axe’s ouroboros to shed light as 
  a candle. Thereafter, the first undead creature struck by the axe 
  must succeed at a DC 17 Will save or lose the benefits of all forms 
  of damage reduction it possesses except DR/epic for 1 round.
  CONSTRUCTION REqUIREMENTS
  COST 22,810 GP
  Craft Magic Arms and Armor, breath of life, dispel evil
  Gloves oF sTolen unliFe
  PRICE 
  3,040 GP
  SLOT hands
  CL 3rd
  WEIGhT 1 lb.
  AURA faint necromancy
  These pale gray gauntlets feature 
  cabochons of banded black onyx 
  that slowly shift to white when the 
  gloves are activated. Three times 
  per day, the wearer can activate 
  the gloves as a swift action after 
  successfully affecting an undead 
  creature with an offensive single-target spell. Doing so grants 
  the wearer a number of temporary hit points equal to 10 + the 
  Hit Dice of the affected undead (maximum +10), which last a 
  number of minutes equal to the level of the spell cast. This 
  effect ends immediately if either glove is removed.
  CONSTRUCTION REqUIREMENTS
  COST 1,520 GP
  Craft Wondrous Item, false life
  hood oF The livinG
  PRICE 
  2,840 GP
  SLOT head
  CL 1st
  WEIGhT 1 lb.
  AURA faint divination
  This simple leather coif is of a style popular along the Crusader 
  Road and throughout northern Avistan. The wearer gains a +2 
  resistance bonus on Will saves against mind-affecting effects 
  created by undead creatures. Three times per day, the wearer 
  may activate the hood of the living to detect the auras of any 
  undead creatures within a 30-foot radius. Doing so is a full-
  round action that discloses the presence of any undead auras, 
  the number of undead auras, and the direction of the nearest 
  undead aura, as though the user had concentrated for 3 rounds 
  while using detect undead.
  When activated, a hood of the living also detects any living 
  creatures within a 30-foot radius that are acting under the 
  effects of a charm or compulsion created by an undead creature. 
  This effect only reveals the presence of such creatures, not their 
  number or location.
  CONSTRUCTION REqUIREMENTS
  COST 1,420 GP
  Craft Wondrous Item, detect undead, protection from evil
  inFilTraTor’s onyx 
  PRICE 
  800 GP
  SLOT none
  CL 5th
  WEIGhT —
  AURA faint divination and none (see text)
  These gems always come in pairs—one white 
  onyx and one black onyx. The white onyx has 
  an aura of faint divination, while the black 
  onyx is nonmagical. The black onyx gem on 
  its own is worth 50 gp as a spell component 
  for animate dead and similar spells. If the 
  black onyx is used as a material component 
  in a necromancy spell, the bearer of the 
  white onyx receives a mental alarm. This 
  alarm reveals the direction of the paired black onyx gem as 
  long as it is within 1,000 feet, as locate object. This effect lasts 
  for 5 minutes.
  If the owner of the white onyx gem is within 1 mile of the 
  black onyx at the time the necromancy spell is cast, the owner 
  may destroy the white onyx as a standard action. Doing so also 
  destroys the black onyx, making it unsuitable for use as a spell 
  component and ruining the necromancy spell. The destruction 
  of either onyx gem immediately ends the alarm and locate 
  object effects. The white onyx turns gray and crumbles to dust 
  after the locate object effect ends.
  More expensive sets of these gems exist; black onyx gems in 
  such variant sets are worth up to 1,000 gp or more. The value 
  of the black onyx gem is added to the item’s construction cost.
  Magic Items
  28
  
  CONSTRUCTION REqUIREMENTS
  COST 425 GP
  Craft Wondrous Item, alarm, locate object, magic aura
  lady’s sPiral
  PRICE 
  24,621 GP 
  SLOT none
  CL 9th
  WEIGhT 3 lbs.
  AURA moderate conjuration
  This heavy whip features Pharasmin 
  imagery on its silver handle. The Lady’s 
  spiral is a +1 ghost touch undead-
  bane whip that deals lethal damage 
  to undead creatures regardless of their 
  armor bonus or natural armor bonus.
  In addition, the handle of a Lady’s spiral can be wielded 
  as a +1 silver stake. This stake has the same statistics and 
  properties as a wooden stakeUE, except it is made of silver and 
  thus overcomes DR/silver. Though it’s effectively two weapons 
  in one, a Lady’s spiral is not a double weapon and cannot be 
  wielded as one.
  CONSTRUCTION REqUIREMENTS
  COST 12,621 GP
  Craft Magic Arms and Armor, cure light wounds, plane shift, 
  summon monster I, creator must be a worshiper of Pharasma
  liFecollar coaT 
  PRICE 
  18,200 GP
  SLOT chest and neck (see text)
  CL 7th
  WEIGhT 10 lbs.
  AURA moderate abjuration and necromancy
  The tall, silver collar on this +2 
  mithral armored coatUE is attractively 
  set off by the coat’s deep navy hues 
  and ivory silk trim. A lifecollar coat 
  occupies both the chest and the neck 
  magic item slots. The wearer receives 
  a +2 circumstance bonus to AC and 
  CMD against attacks or maneuvers 
  that specifically target the wearer’s 
  neck or throat (such as a vampire’s 
  check to establish or maintain a pin or the roll to confirm a 
  critical hit with a vorpal weapon).
  Additionally, when struck by an attack that would bestow a 
  negative level, the wearer has a 50% chance of avoiding the 
  negative level. The wearer may not avoid more than 1 negative 
  level per round in this fashion. This effect does not mitigate 
  any other damage or remove negative levels previously gained.
  The silver collar can be collapsed and lowered as a full-round 
  action. Doing so frees up the wearer’s neck slot for other items, 
  but the wearer loses the circumstance bonus to AC and CMD 
  against attacks and maneuvers targeting the neck or throat.
  CONSTRUCTION REqUIREMENTS
  COST 9,200 GP
  Craft Magic Arms and Armor, death ward, shield of faith
  MasTer’s Woe sTileTTo 
  PRICE 
  10,002 GP
  SLOT none
  CL 3rd
  WEIGhT 1 lb.
  AURA faint necromancy
  The black-lacquered handle of this slender blade is inlaid with 
  the image of a broken skull. A master’s woe stiletto is a +1 living 
  steelUE dagger that allows its wielder to weaken a would-be 
  necromancer’s control over the undead. Three times per day 
  when the wielder successfully strikes a target with the stiletto, 
  the wielder can activate the stiletto as a free action to force the 
  target to attempt a DC 13 Will save. On a failure, the number 
  of undead creatures the target can control through spells like 
  animate dead or feats like Command Undead is reduced by 6 
  Hit Dice (to a minimum of 1 HD). Any excess undead become 
  uncontrolled, but their former controller may choose which 
  creatures are released.
  This effect lasts for 3 hours and cannot be dispelled, though it 
  can be removed by remove curse, break enchantment, or similar 
  effects. Any uncontrolled undead remain uncontrolled when the 
  effect ends.
  CONSTRUCTION REqUIREMENTS
  COST 5,402 GP
  Craft Magic Arms and Armor, necromantic burden (see page 27)
  rinG oF ProTecTed liFe 
  PRICE 
  9,000 GP
  SLOT ring
  CL 7th
  WEIGhT 1 lb.
  AURA moderate conjuration
  This silver ring features arboreal motifs, and is set with a small 
  but brilliant sapphire. If the wearer has the channel energy 
  class feature, the radius of his channeled energy increases 
  by 5 feet. Additionally, when the wearer channels energy, he 
  may choose to exempt one creature from the effects of his 
  channeling. If the wearer has the Selective Channeling feat, 
  the ring of protected life increases the number of creatures he 
  may normally exempt by one. Finally, once per day the wearer 
  may channel energy as a swift action that does not provoke 
  attacks of opportunity; doing so renders the ring of protected 
  life inert for 24 hours, during which time it does not confer 
  any benefits.
  CONSTRUCTION REqUIREMENTS
  COST 4,500 GP
  Forge Ring, Selective Channeling, creator must have the channel 
  energy class feature
  shield oF sunrise 
  PRICE 
  7,659 GP
  SLOT shield
  CL 5th
  WEIGhT 6 lbs.
  AURA moderate evocation
  This +1 bashing light steel shield features a brilliant sun motif, 
  and always seems comfortably warm to the touch. Once per 
  day when the shield’s bearer successfully hits a creature with a 
  shield bash attack, he may activate the shield as a swift action to 
  mark the target with radiant energy. This radiant energy lasts for 
  1d4 rounds. During this time, the marked creature shines like a 
  sunrod, and the wielder’s allies gain a +1 insight bonus on attack 
  rolls against the marked creature as long as they are within 30 
  feet of it. If the marked creature is vulnerable to light, this insight 
  bonus increases to +3.
  When a marked creature is hit by a melee or ranged attack, the 
  radiant energy discharges in a burst of light, dealing 1d6 points of 
  damage to the marked creature and ending the marking effect. 
  If the creature is vulnerable to light, it is also dazed for 1 round.
  CONSTRUCTION REqUIREMENTS
  COST 3,909 GP
  Craft Magic Arms and Armor, daybreak arrowUC, tactical acumenUC
  29
  
  Bygone products of an ancient war, soul wardens are an 
  enigma of themselves. The original soul wardens were a 
  specially trained cadre of anti-necromantic commandos 
  in the Nexian army during the Age of Destiny. They rose 
  to prominence during the height of Nex’s war against the 
  undead kingdom of Geb. The wizards’ conflict came to a 
  close during the Age of Enthronement with the undeath 
  of Geb and the disappearance of Nex, and soul wardens 
  fell into obscurity as those armies effectively dissolved. 
  Now, the only soul wardens who tread Golarion are those 
  individuals who unofficially claim the title by mastering 
  the millennia-old secrets of these forgotten warriors.
  Hit Die: d8.
  reQuireMents
  To qualify for this prestige class, a character must fulfill 
  the following criteria.
  Alignment: Any nonevil.
  Skills: Knowledge (religion) 5 ranks.
  Spells: Ability to cast command undead or 
  consecrate.
  Class skills
  The soul warden’s class skills are Fly (Dex), Heal 
  (Wis), Perception (Wis), Sense Motive (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class features
  The following are class features of the soul warden.
  Weapon and Armor Proficiency: Soul wardens 
  gain no proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, a soul 
  warden gains new spells per day as if he had also 
  gained a level in a spellcasting class he belonged to 
  before adding the prestige class. He does not, however, 
  gain other benefits a character of that class would have 
  gained, except for additional spells per day, spells known 
  (if he’s a spontaneous caster), and an increased effective 
  level of spellcasting. If he had more than one divine 
  spellcasting class before becoming a soul warden, he must 
  decide to which class he adds the new level for the purpose 
  of determining spells per day.
  Channel Damage (Su): At 1st level, a soul warden gains 
  the power to harm undead with positive energy. This 
  ability functions exactly like a cleric’s ability to channel 
  positive energy to deal damage to undead (but not to heal 
  living creatures), and counts as channel energy for the 
  purposes of qualifying for feats or determining effects 
  that rely on channel energy. A soul warden uses his class 
  level as his effective cleric level when channeling damage. 
  He can channel damage a number of times per day equal 
  to 3 + his Charisma modifier. Soul warden levels stack 
  with levels in any class that grants channel energy for the 
  purpose of determining the number of damage dice his 
  channel energy ability deals to undead (if any).
  Focus Item: A soul warden focuses his powers 
  through an object called a focus item. A soul warden 
  must be able to present his focus item to channel damage 
  or to cast spells that require a divine focus. Common focus 
  items include amulets, bells, holy symbols, and staves.
  Soul Warden
  30
  
  Channel Casting (Su): At 2nd level, a soul warden can 
  expend a use of his channel damage ability to spontaneously 
  cast from a select group of spells. At 4th level and every 2 
  levels thereafter, a soul warden gains access to a number of 
  additional spells he can cast in this manner. The spells a 
  soul warden can cast with this ability (and the soul warden 
  level necessary to cast such spells) are listed below.
  Level 
  Spells
  2nd 
  Decompose corpseUM, detect undead, hide from 
  undead, sanctify corpse
  4th 
  Command undead, necromantic burden (see page 27)
  6th 
  Disrupting weapon, halt undead, searing light
  8th 
  Death ward, undeath inversion (see page 27), wall of fire
  10th 
  Breath of life, heal, undeath to death
  Starting at 3rd level, a soul warden adds his channel 
  casting spells gained from the previous level to the class 
  spell list of a class he belonged to before adding the prestige 
  class. The spell level is equal to half the soul warden level 
  necessary to channel cast the spell. For example, a 3rd-
  level spell warden who also has levels in sorcerer adds 
  the decompose corpseUM, detect undead, hide from undead, and 
  sanctify corpse to his sorcerer spell list, treating them as 1st-
  level sorcerer spells (since half of 2nd level is 1st level).
  Corpse Whisperer (Ex): At 2nd level, a soul warden 
  adds half his soul warden level on Charisma checks and 
  Charisma-based skill checks against undead creatures, 
  including checks to assume control of undead creatures via 
  feats like Command Undead or spells like control undead.
  Bonus Feats: At 3rd level and every 3 levels thereafter, a 
  soul warden gains a bonus feat in addition to those gained 
  from normal advancement. These bonus feats must be 
  chosen from the following: Channel Smite, Ectoplasmic 
  SpellAPG, Greater Channel SmiteUC, Quick ChannelUM, 
  Threnodic SpellUM, Turn Undead, and Undead Master. The 
  soul warden must meet the prerequisites of the selected 
  bonus feat.
  Harvest (Su): At 4th level, whenever a soul warden 
  destroys an undead creature using channel positive energy, 
  channel damage, or a spell with an instantaneous duration, 
  he regains a use of channel damage. A soul warden can 
  regain only one use of channel damage per round, and can 
  regain a number of uses of channel damage per day up to 
  his class level. A soul warden cannot use this to exceed his 
  maximum number of uses of channel damage per day.
  Undead Imposition (Su): At 5th level, as a standard action 
  a soul warden may expend one use of channel damage to 
  control an undead creature within 30 feet. The target can 
  negate this effect with a successful Will save (DC = 10 + 1/2 
  the soul warden’s level + the soul warden’s Cha modifier). 
  Failure means the creature falls under the soul warden’s 
  control, obeying his commands to the best of its ability for 
  a number of rounds equal to the soul warden’s class level. 
  This ability is otherwise identical to control undead.
  Negative Energy Ward (Su): At 7th level, once per day 
  a soul warden can ward a 15-foot-radius area centered 
  on himself to protect it against undead incursions. Any 
  undead creatures with fewer Hit Dice than his caster 
  level cannot enter the warded area. Undead with Hit Dice 
  greater than or equal to the soul warden’s caster level must 
  attempt a Will save (DC = 10 + soul warden’s level) when 
  entering the area. An undead that succeeds at its save is 
  unharmed, and is immune to the soul warden’s negative 
  energy ward for 24 hours. Failure means the creature takes 
  3d6 points of positive energy damage when it enters the 
  area and it becomes staggered for 1d4 rounds. Once placed, 
  a negative energy ward cannot be moved. The ward lasts 1 
  minute per soul warden level.
  Necrotic Resistance (Su): At 8th level, a soul warden 
  becomes resistant to ability drain and negative levels. 
  Whenever a soul warden is targeted by an effect that would 
  result in ability drain or impose negative levels, he takes 
  1 point of ability drain fewer and gains 1 negative level fewer 
  than he normally would (to a minimum of 0). At 10th level, 
  he takes 2 fewer points of ability drain and gains 2 fewer 
  negative levels than he normally would.
  Life Shell (Sp): At 10th level, a soul warden can create a 
  dome of energy that repels undead creatures. This ability 
  functions identically to antilife shell, except it hedges out 
  only undead creatures and not creatures of any other 
  type. Living creatures within the affected area gain fast 
  healing 1 for the duration of the effect. A soul warden can 
  activate this spell-like ability for up to 10 minutes per 
  day. The duration need not be consecutive, but it must be 
  expended in 1-minute increments.
   
  Base 
   
   
   
   
   
   
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +0 
  +0 
  +1 
  Channel damage 1d6, focus item 
  +1 level of spellcasting class
  2nd 
  +1 
  +1 
  +1 
  +1 
  Channel casting, corpse whisperer 
  +1 level of spellcasting class
  3rd 
  +1 
  +1 
  +1 
  +2 
  Bonus feat, channel damage 2d6  
  +1 level of spellcasting class
  4th 
  +2 
  +2 
  +1 
  +2 
  Channel casting, harvest 
  +1 level of spellcasting class
  5th 
  +2 
  +2 
  +2 
  +3 
  Channel damage 3d6, undead imposition 
  +1 level of spellcasting class
  6th 
  +3 
  +3 
  +2 
  +3 
  Bonus feat, channel casting 
  +1 level of spellcasting class
  7th 
  +3 
  +3 
  +2 
  +4 
  Channel damage 4d6, negative energy ward 
  +1 level of spellcasting class
  8th 
  +4 
  +4 
  +3 
  +4 
  Channel casting, necrotic resistance 
  +1 level of spellcasting class
  9th 
  +4 
  +4 
  +3 
  +5 
  Bonus feat, channel damage 5d6 
  +1 level of spellcasting class
  10th 
  +5 
  +5 
  +3 
  +5 
  Channel casting, life shell 
  +1 level of spellcasting class
  31
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  Pathfinder Player Companion: Undead Slayer’s Handbook © 2014, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jay Loomis, Alex Putnam, Adam Roy, Tork Shaw, and Larry Wilhelm.
  OPeN Game LICeNSe VeRSION 1.0a
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  The undead lurking in haunted 
  dungeon corridors are as dangerous 
  as they are numerous. Take your fight 
  against these foul monstrosities to 
  the front lines with Pathfinder Player 
  Companion: Dungeoneer’s Handbook!
  Become a master of arms with the 
  feats, spells, archetypes, and other 
  character options in Pathfinder RPG 
  Ultimate Combat, including a number 
  of choices tailored for opponents of 
  the undead.
  When it comes to slaying undead, it 
  helps to have friends in high places, 
  and the deities of Golarion dwell 
  in lofty reaches indeed. Harness the 
  powers of the holy with Pathfinder 
  Campaign Setting: Inner Sea Gods!
  Put the power of wondrous concoctions and daring alchemical innovations 
  to work for you with the dozens of new alchemical items, weapons, and poisons in 
  Pathfinder Player Companion: Alchemy Manual! In addition to a brand-new rules subsystem 
  for creating alchemical items from base reagents, inside this book you’ll find the secrets 
  of the alchemists of Thuvia, the poison masters of Daggermark, the firework 
  makers of Varisia, and more. You don’t have to be a wizard to sling fire or a 
  cleric to heal the sick. Make the secrets of science yours with the Alchemy Manual!
  WOuld YOu like tO knOW MOre?
  You’ve mastered the undead-slaying techniques in this guide—now further your 
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  Next Month!
  32
  
  Undead Paraphernalia
  Necromancy is taboo in most societies and cultures, and though most necromancers 
  are skilled at hiding their proclivities, certain telltale signs can betray a seemingly 
  inconspicuous spellcaster’s true intentions. The most obvious clue of necromancy is the 
  paraphernalia associated with such practices.
  While a necromancer may be given away by mundane tools and materials 
  (including scalpels, embalming kits, grave-digging equipment, and so forth), 
  more often their magical implements give them away—particularly the onyx 
  gems that so often accompany necromantic practices.
  In some parts of the world, especially where necromancy is legal or otherwise 
  unproblematic, onyx gems are easy to obtain. But in most regions, undeath 
  is seen as unsavory at best and abhorrent at worst, so onyx can be difficult or 
  nearly impossible to acquire. If a necromancer is foolish enough to acquire onyx 
  through legal means, such purchases can usually be traced by inquiring at local 
  jewelers or mining organizations. Otherwise, asking people in the know (such as those 
  with connections to underground trade guilds or black markets) is often a slayer’s only 
  option for tracking down a necromancer in the area. Spells like locate object or magic 
  items like infiltrator’s onyx (see page 28) can be invaluable to slayers in such instances.
  neCrOManCY in settleMents
  Different settlements have varying laws regarding the sale and use of necromantic 
  paraphernalia. The following table provides general rules for the sort of reaction 
  necromancers can expect in different types of settlements. 
  To determine a settlement’s general attitude toward undead and those who create such 
  monsters, consult the statistics in the settlement’s stat block. Add the settlement’s 
  Crime, Corruption, and Lore modifiers to calculate its Attitude Toward Undead 
  result. The higher Attitude Toward Undead result, the more likely the settlement is 
  to indulge in and allow necromantic practices.
  For more information on the settlement stat block system, see the Settlements in 
  Play section on pages 203–209 of the Pathfinder RPG GameMastery Guide.
  Punishments For neCromanCY in settLements
  Attitude Toward 
  Obvious Displays  
  Dealing in  
  Possession of  
  Undead 
  of Necromancy* 
  Onyx Gems* 
  Onyx Gems*
  Less than –10 
  Capital 
  Felony 
  Felony
  –10 to 0 
  Felony 
  Felony 
  Misdemeanor
  1 to 5 
  Felony 
  Misdemeanor 
  Misdemeanor
  6 to 10 
  Felony 
  Misdemeanor 
  Legal
  Greater than 10 
  Misdemeanor 
  Legal 
  Legal
  * If a settlement’s alignment is evil, the punishment for necromantic practices decreases by one step 
  (capital offenses become felonies, felonies become misdemeanors, and misdemeanors become 
  legal). Conversely, if a settlement’s alignment is good, the punishment increases by one step.
  The varying levels of legality for necromantic practices and the typical punishments 
  for engaging in such acts are detailed below.
  Legal: This type of necromantic practice is legal within the settlement.
  Misdemeanor: Confiscation of contraband and spell components, fines of up to 
  100 gp per level of offender, jail time of up to 1 year, loss of trading licenses.
  Felony: Confiscation of all stock and premises, fines of up to 1,000 gp per level 
  of offender, prison sentences of up to 20 years, loss of trading licenses and other 
  civil rights.
  Capital: Capital offenses are typically punished by lifetime imprisonment, 
  exile, or public execution.
  
  Discover the secrets of battling the undead with Pathfinder Player Companion: Undead Slayer’s 
  Handbook! From mindless zombies to diabolical liches, the undead horrors of Golarion are as diverse 
  as they are numerous—and slayers of all walks are needed to return these dread monsters to their 
  graves. Master the various tactics needed to identify and battle undying foes, whether you’re a 
  knightly order’s professional exorcist, a scholar pursing knowledge the undead possess, or a rogue 
  undead hunter with reasons all your own.
  Inside this book, you’ll find:
  ► Details on the necrology of undead creatures, whether they’re mindless skeletons existing 
  only to serve or consummate vampires violently pursuing the dream of immortality.
  ► A thorough exploration of four character themes that cover the diverse tactics of various 
  undead slayers, including the righteous exorcist, the thoughtful necrologist, the merciful 
  redeemer, and the ruthless stalker.
  ► New class archetypes and character options that enable slayers from all paths to take 
  down the undead in whatever manner they see fit.
  ► New adventuring gear, alchemical items, and slayer kits to make sure you have the tools 
  necessary to lay undead creatures low.
  ► New spells, feats, magic items, and more to ensure your next encounter with the 
  undead isn’t your last.
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying 
  Game and the Pathfinder campaign setting, but can easily be incorporated into any 
  fantasy world.
  Dust to Dust
  Dust to Dust
  Printed in China. PZO9444
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Undead Slayer's Handbook.pdf