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PFS StandardExorcist

Legacy Content

Source Book of the Dead pg. 22
You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.

While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.

Exorcists are most commonly found among the faithful of Ashava the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, Sarenrae, Pharasma, and even Shelyn count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things.

Additional Feats

Source Advanced Player's Guide pg. 149 2.0
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardExorcist Dedication Feat 4

Legacy Content

Archetype Dedication 
Source Book of the Dead pg. 22
Archetype Exorcist
Prerequisites trained in Occultism or Religion

You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling. Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the Spirit Dwellings and Remnants sidebar. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius.

As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard.

You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication.

Spirit's Mercy is the simplest of the purifications.

Spirit's Mercy [reaction] (necromancy) Trigger You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead; Cost 1 spirit wisp or remnant; Effect You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant.

Special You can't select another dedication feat until you have gained two other feats from the exorcist archetype.

PFS StandardCast Out [two-actions] Feat 6

Legacy Content

Abjuration Archetype Concentrate Manipulate 
Source Book of the Dead pg. 23
Archetype Exorcist
Prerequisites Exorcist Dedication

You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day.

PFS StandardSpirit's Absolution [one-action] Feat 6

Legacy Content

Archetype Healing Necromancy Positive 
Source Book of the Dead pg. 23
Archetype Exorcist
Cost 1 spirit wisp or spirit remnant from your spirit dwelling
Prerequisites Exorcist Dedication
Requirements You are holding your spirit dwelling.

You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant.

PFS StandardSpirit's Anguish [two-actions] Feat 8

Legacy Content

Archetype Evocation Sonic 
Source Book of the Dead pg. 23
Archetype Exorcist
Cost 1 spirit wisp or spirit remnant from your spirit dwelling
Prerequisites Exorcist Dedication
Requirements You are holding your spirit dwelling.

You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals 1d4 sonic damage per level you have. If you expend a spirit remnant, this deals 1d6 sonic damage per level of the incorporeal undead or haunt from which you gained the remnant.

PFS StandardSpiritual Sense Feat 8*

Legacy Content

Divination Divine Oracle 
Source Advanced Player's Guide pg. 79 2.0
Archetype Exorcist
* This version of the Spiritual Sense feat is intended for use with an Archetype and has a different level for access than the original feat.

You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.

You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.

When you notice a creature with your Spiritual Sense, you also learn its location, making it hidden to you if it had been undetected.

PFS StandardBlind-Fight Feat 10*

Legacy Content

Fighter Investigator Ranger Rogue 
Source Advanced Player's Guide pg. 63 2.0, Core Rulebook pg. 173 4.0
Archetypes Exorcist, Horizon Walker
Prerequisites master in Perception
* This version of the Blind-Fight feat is intended for use with an Archetype and has a different level for access than the original feat.

Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.

While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

PFS StandardEnticing Dwelling Feat 12

Legacy Content

Archetype 
Source Book of the Dead pg. 23
Archetype Exorcist
Prerequisites Exorcist Dedication

Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one.

PFS StandardSense Evil Feat 14*

Legacy Content

Champion 
Source Core Rulebook pg. 113 4.0
Archetype Exorcist
Prerequisites tenets of good
* This version of the Sense Evil feat is intended for use with an Archetype and has a different level for access than the original feat.

You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.

PFS StandardSense the Unseen [reaction] Feat 16*

Legacy Content

Investigator Ranger Rogue 
Source Advanced Player's Guide pg. 64 2.0, Core Rulebook pg. 175 4.0
PFS Note GMs should let a character with the Sense the Unseen investigator feat know when the trigger for the ability has been met so they can use the feat if they so choose.
Archetypes Exorcist, Shadowdancer
Trigger You fail a check to Seek.
* This version of the Sense the Unseen feat is intended for use with an Archetype and has a different level for access than the original feat.

When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.