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===Archetypes=== [[File:Medium kami.jpg|right|300px]] A lot of the issues regarding Mediums can be salved with the application of archetypes, either removing useless features ''(particularly the Horror/Haunt based ones)'' and replacing them with actually useful ones, or by altering how the Spirit feature works in such a way it becomes more advantageous at a cost of some versatility. *'''Fiend Keeper:''' you channel an evil spirit who constantly vies for dominance requiring you to walk a [[Alignment|neutral]] tightrope. This does allow you to supercharge your Spirit and gain unique powers by beating them with a Int/Cha check, otherwise they gain influence if you fail. *'''Kami Medium:''' channel Kami rather than the recently departed. Gains a Familiar made of paper, and uses a very unusual kind of spellcasting that covers targets with post-it notes that they cannot see or interact with themselves, but can be removed by an ally and negate the affect. *'''Medium of the Master:''' you can ONLY channel a [[Monk]], and replace most of the Champion spirit abilities with Monk-like abilities. You are now a spellcasting Monk... *'''Outer Channeler:''' Binds to a specific subtype of outsider which cannot be changed, essentially fixing your Spirit choice forever. But they gain a powerful familiar and can accept additional taboos for more spirit surge. *'''Reanimated Medium:''' interesting idea, badly executed. You died once and are channeling your own soul back into your body. Uses influence in reverse, spending it instead of gaining it, only restoring a fixed amount every day making it prudent to only use influence on alternative days. Other abilities help you come back from the dead more easily... though [[Fail|you should aim to not be dying in the first place]]. *'''Relic Channeler:''' Gain access to more powerful versions of the existing spirits ''(more spells known, more skills, feats etc)'' but fixing them to portable objects that you need to carry around if you want to channel them. This also removes the ability to make any changes to those choices further down the line ''(those spells known, more skills, feats etc)'' so you better be sure you're happy with the decisions you make. *'''Spirit Dancer:''' Choose-your-own-features version of the Medium. You can pick and choose your abilities from the various spirit legends at the start of each day, but only get access to them via a special dance that works like [[Barbarian]] rage. Though it doesn't exactly add anything new, the freedom offered by this archetype is often considered to be a whole Tier higher than the base class. *'''Storm Dreamer:''' loses access to surges, but gains the domain powers and spells of [[Gozreh]], so it's a fair trade off. They can also enter a trance for several minutes per day and gain things like blindsense, resistance to cold, air, and electricity, [[Awesome|and can throw out lightning bolts]], all regardless of the spirit being channeled. *'''Storyteller:''' lose the scaling seance bonus and flat seance boons, in exchange for all of the better Bardic Music performances and the ability to use Spirit Surge on everything. However they struggle to use that surge on anything because they have an extra point of influence each day and they can't use propitiation to reduce it. *'''Udo Wendo:''' channel elemental spirits that are easier than dead spirits, requiring gold or accepting non-lethal damage instead of specific locations, but their bonuses can't be shared with other party members. You also get to choose domain powers and spells from quite a wide list and dump all of the situational Horror/Haunt mechanics in exchange for the ability to speak with dead/animals/humanoids. *'''Vessel of the Failed:''' bind yourself to one of the various failed aspiring deities. You can tinker with the surge/influence mechanics to not be reverted to an NPC if they get too much of a hold, but you become steadily more and more debilitated as they do. {{Pathfinder-Classes}}
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