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PFS StandardGhost

Source Book of the Dead pg. 38
Your companion is a ghost, bound to an item in your possession. Due to this bond, your ghost companion can move beyond the area of a single dwelling, but it's easier to disrupt than most incorporeal creatures. A ghost companion can be formed from a humanoid, animal, or other creature. The ghost isn't sapient and is unable to speak with the living.
Size Small or Medium
Melee ghostly touch (finesse, magical), Damage 1d8 negative (doesn't apply the ghost's Strength modifier)
Str -5, Dex +3, Con +0, Int -4, Wis +1, Cha +2
Hit Points 4
Skill Stealth
Senses darkvision
Speed fly 20 feet
Special anchored incorporeality
Support Benefit Your ghost spooks and scares your foes as you attack them. Until the start of your next turn, if you hit and deal damage to a creature in your ghost's reach, the creature becomes frightened 1.
Advanced Maneuver Telekinetic Assault

Telekinetic Assault

Divine Evocation 
Source Book of the Dead pg. 38
Frequency once per hour
Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for every 2 levels the ghost has (basic Reflex save). This uses a trained DC using the ghost's Charisma modifier or an expert DC if the ghost is specialized.