The Spiritualist is not a priest. Priests need gods, and there are no gods in the Rim -- only the Fold, the corps, and the cold. The Spiritualist is something else: a person with a quiet Fold-touched sensitivity, a resonance with the thin places between real and unreal. They cannot tear holes in the fold like a Psion. They cannot call entities through like a Fold Caller. What they can do is ease suffering, hold fear at bay, and sit with the dying so the dying do not die alone.
Asset Realisation has no entry for the Spiritualist. The corps cannot classify them. A Psion is "psionic capital -- volatile." A Navigator is "navigational capital -- depreciating." A Sawbones is "medical capital -- portable." The Spiritualist is none of these. The Spiritualist's power -- if it can be called power -- is presence: the quiet, Fold-adjacent empathy that makes fear recede and pain become bearable. This is not a resource the corps can extract. It cannot be bottled, patented, or scaled. The corps ignore Spiritualists, and the Spiritualists prefer it that way.
The Spiritualist operates on the Creed/Fold hybrid chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor, 4 SP). Light armour -- the Spiritualist needs to reach the dying quickly and without encumbrance. Simple firearms, melee weapons, ceremonial blades -- the Spiritualist fights when necessary but would rather be bandaging. Prime requisites: WIS (the sensitivity), CHA (the presence), CON (the Spiritualist absorbs suffering and needs the body to endure it).
Simple firearms, All melee weapons (non-powered), Ceremonial blades, Stun batons and restraint weapons
Notes
Archetype Niche: The Fold-touched faith healer. The Spiritualist is the class that holds the party's soul together -- the person who sits with the dying, wards the fearful, and speaks the last words that matter when the dark closes in. Where the Chaplain inspires through oratory and institutional authority, and the Day-One Preacher through frontier grit and the reset creed, the Spiritualist inspires through quiet presence and a gentle Fold-touched empathy that is not quite psionic and not quite divine. Rites of Passage gives the Spiritualist a mechanical role in the death-and-dying economy: they stabilise the dying and grant comfort that persists even after healing. Fear-Ward Aura makes the Spiritualist the party's anchor against fear and Fold phenomena -- the one character who stays calm when the nightmares come. Last Words is the class's signature dramatic moment: granting a dying creature one final act. Comfort of Faith provides conventional healing that scales with level. Walk With Me at level 13 is the capstone sacrifice mechanic -- the Spiritualist who takes the hit so the ally can live. Their signature tension is faith vs. knowledge: the Spiritualist touches the Fold gently, and every contact is a question of whether faith is enough to hold back the dark.
Multiclass Notes: Spiritualist can multiclass with Chaplain, Day-One-Preacher, and Cult-Adjacent archetypes. Non-humans use simultaneous multiclassing rules.
Level Table
Acolyte
Field
Value
bab
0
fortitude
2
level
1
reflex
0
skillPoints
16
title
Acolyte
will
2
xp
0
Lay Healer
Field
Value
bab
1
fortitude
3
level
2
reflex
0
skillPoints
4
title
Lay Healer
will
3
xp
1500
Faith Tender
Field
Value
bab
2
fortitude
3
level
3
reflex
1
skillPoints
4
title
Faith Tender
will
3
xp
3000
Spiritual Guide
Field
Value
bab
3
fortitude
4
level
4
reflex
1
skillPoints
4
title
Spiritual Guide
will
4
xp
6000
Frontier Chaplain
Field
Value
bab
3
fortitude
4
level
5
reflex
1
skillPoints
4
title
Frontier Chaplain
will
4
xp
12000
Senior Chaplain
Field
Value
bab
4
fortitude
5
level
6
reflex
2
skillPoints
4
title
Senior Chaplain
will
5
xp
24000
Faith Warden
Field
Value
bab
5
fortitude
5
level
7
reflex
2
skillPoints
4
title
Faith Warden
will
5
xp
48000
Spiritual Protector
Field
Value
bab
6
fortitude
6
level
8
reflex
2
skillPoints
4
title
Spiritual Protector
will
6
xp
90000
Morale Anchor
Field
Value
bab
6
fortitude
6
level
9
reflex
3
skillPoints
4
title
Morale Anchor
will
6
xp
135000
Faith Guardian
Field
Value
bab
7
fortitude
7
level
10
reflex
3
skillPoints
4
title
Faith Guardian
will
7
xp
250000
Senior Faith Guardian
Field
Value
bab
8
fortitude
7
level
11
reflex
3
skillPoints
4
title
Senior Faith Guardian
will
7
xp
625000
Spiritual Loremaster
Field
Value
bab
9
fortitude
8
level
12
reflex
4
skillPoints
4
title
Spiritual Loremaster
will
8
xp
1000000
Faith Archon
Field
Value
bab
9
fortitude
8
level
13
reflex
4
skillPoints
4
title
Faith Archon
will
8
xp
1375000
Spiritual Sovereign
Field
Value
bab
10
fortitude
9
level
14
reflex
4
skillPoints
4
title
Spiritual Sovereign
will
9
xp
1750000
Morale Commander
Field
Value
bab
11
fortitude
9
level
15
reflex
5
skillPoints
4
title
Morale Commander
will
9
xp
2125000
Faith Exarch
Field
Value
bab
12
fortitude
10
level
16
reflex
5
skillPoints
4
title
Faith Exarch
will
10
xp
2500000
Spiritual Hierophant
Field
Value
bab
12
fortitude
10
level
17
reflex
5
skillPoints
4
title
Spiritual Hierophant
will
10
xp
2875000
Faith Pontifex
Field
Value
bab
13
fortitude
11
level
18
reflex
6
skillPoints
4
title
Faith Pontifex
will
11
xp
3250000
Spiritual Ascendant
Field
Value
bab
14
fortitude
11
level
19
reflex
6
skillPoints
4
title
Spiritual Ascendant
will
11
xp
3625000
The Last Light
Field
Value
bab
15
fortitude
12
level
20
reflex
6
skillPoints
4
title
The Last Light
will
12
xp
4000000
Special Abilities
Rites of Passage
Field
Value
level
1
name
Rites of Passage
description: The Spiritualist can perform last rites for a dying creature as a standard action. The target must be at 0 or fewer hit points. The Spiritualist makes a DC 12 Wisdom check. On success, the target stabilises (stops losing 1 HP/round) and gains comfort: +2 to all saving throws against fear and despair for 1 hour, even if they are healed and return to consciousness. Additionally, the Spiritualist can sense the general condition of dying creatures within 30 feet (aware of their HP status: stable, dying, or dead) without a check. At level 8, the Wisdom check DC reduces to 10 and the comfort bonus increases to +4. At level 14, Rites of Passage can be performed as a move action, and the Spiritualist can perform rites on themselves when below 0 HP (stabilising automatically).
Comfort of the Dying
Field
Value
level
1
name
Comfort of the Dying
description: The Spiritualist's signature. When a creature within 30 feet is at 0 HP or below, the Spiritualist may take a standard action to comfort them: d20 + WIS modifier + Spiritualist level vs DC 15. On success, the target stabilises (stops losing 1 HP/round) and gains +2 to their next death save. On a natural 20, the target also regains 1 HP (conscious, prone, unable to act). On failure, the target continues bleeding and the Spiritualist may try again next round; on a natural 1, the target loses 1 additional HP. Not healing, not a cure -- the act of sitting with a dying person and giving the body a reason to hold on. Range 30 feet, requires sight or touch. Once per target per encounter.
Rite of Presence
Field
Value
level
1
name
Rite of Presence
description: A 10-minute rite for the dead, requiring uninterrupted quiet, a candle or light source, and the deceased's true name (a false name does not work). All allies within 30 feet who can see or hear the rite gain +2 to Will saves vs fear, despair, and Fold dread for 1 hour, plus +1 to all morale checks for 1 hour. The Spiritualist regains 1 use of Comfort of the Dying if already expended this encounter. Once per short rest (1 hour); cannot be performed in combat. Performed during a long rest, the effect lasts 2 hours instead of 1.
Fear-Ward Aura
Field
Value
level
1
name
Fear-Ward Aura
description: The Spiritualist projects an aura of calm courage in a 10-foot radius. All allies within the aura (including the Spiritualist) gain +1 morale bonus to Will saves against fear, despair, and Fold phenomena. The aura is always active and requires no action to maintain. At level 6, the radius increases to 20 feet and the bonus increases to +2. At level 12, the radius increases to 30 feet and the bonus increases to +3. At level 18, the aura also grants immunity to the shaken condition and reduces the severity of frightened effects by one step (frightened becomes shaken, panicked becomes frightened) for allies within the aura.
Fear-Ward
Field
Value
level
2
name
Fear-Ward
description: The Spiritualist projects a zone of calm -- a presence, not a barrier. Radius 15 feet at level 2, +15 feet every 2 levels (30 ft at 4, 45 ft at 6, etc.). All allies within the ward gain a morale bonus to Will saves vs fear, Fold dread, panic, and morale checks: +1 at level 2, +1 per 2 levels thereafter. Free to activate and maintain. The ward drops if the Spiritualist is stunned, unconscious, or dead, or if more than 60 feet from the nearest ally -- the Spiritualist cannot ward from isolation.
Morale Aura
Field
Value
level
2
name
Morale Aura
description: Distinct from Fear-Ward: where the Fear-Ward protects against fear and dread, the Morale Aura bolsters the group's willingness to act. Range 30 feet (does not scale). All allies within range gain a morale bonus to Initiative checks, Concentration checks, skill checks made under pressure (GM discretion), and saving throws vs effects that cause hesitation, confusion, or indecision. Bonus: +1 at level 2, +1 per 2 levels thereafter (same progression as Fear-Ward). Passive, always on. Drops if the Spiritualist is unconscious, dead, or panicking. Does not stack with a Commissar's Standing Orders aura -- use the higher of the two.
Last Words
Field
Value
level
3
name
Last Words
description: When a creature within 30 feet of the Spiritualist dies (reaches -10 HP or is killed by an effect), the Spiritualist can use an immediate action to grant the dying creature one final moment of clarity. The dead creature can speak one sentence (up to 25 words) or take one purely mental action (activate a psionic power they have already manifested, issue a telepathic message, or make one Lore check). This does not prevent death or return the creature to life -- it is a final grace. At level 9, the range increases to 60 feet and the dying creature can take one standard action (including attacks, if they have the hit points to act briefly before dying again -- they die immediately after the action resolves). At level 15, the dying creature can take a full-round action and gains temporary hit points equal to the Spiritualist's class level for the duration of the action (they die when the temporary hit points are gone or the action ends, whichever comes first).
Comfort of Faith
Field
Value
level
5
name
Comfort of Faith
description: Once per encounter, the Spiritualist can spend a standard action to comfort a willing creature within 30 feet. The target heals 1d8+2 hit points and removes one of the following conditions: shaken, fatigued, or sickened. This is not conventional healing -- it is the therapeutic effect of spiritual comfort, empathic presence, and the quiet assurance of faith. The healing is real but gentle: it cannot heal more than the creature's current maximum hit points. At level 11, the healing increases to 2d8+4 and the Spiritualist can also remove the frightened, exhausted, or nauseated conditions. At level 17, Comfort of Faith can be used twice per encounter, and the healing increases to 3d8+6.
Ease the Dying
Field
Value
level
5
name
Ease the Dying
description: The upgrade to Comfort of the Dying: when the Comfort Check succeeds by 5 or more (exceeds DC 15 by 5+), the target regains consciousness -- 1 HP, prone, unable to act for 1 round, but awake enough to speak, gesture, and perceive. If the target is Fold-touched or Fold-dreaded, the Comfort also suppresses the Fold-dread effect for 1 minute. The dying person does not die afraid.
Spiritual Resilience
Field
Value
level
9
name
Spiritual Resilience
description: The Spiritualist's Fold-touched sensitivity hardens into genuine resilience. The Spiritualist gains +4 to all saving throws against fear, despair, morale effects, and Fold phenomena (Fold Cascade, Fold horror auras, psionic fear effects). Additionally, once per day, when the Spiritualist fails a Will save against a fear or Fold effect, they can reroll the save (must accept the second result). At level 14, the reroll can be used twice per day. At level 19, the Spiritualist gains immunity to mundane fear effects (Intimidate-based fear, fear auras from non-Fold sources) and the save bonus against Fold phenomena increases to +6.
Steady the Panicked
Field
Value
level
10
name
Steady the Panicked
description: When an ally within the Fear-Ward fails a Will save vs fear, panic, or Fold dread, the Spiritualist may take an immediate reaction to grant that ally a re-roll of the save with a +2 morale bonus. Once per round -- the Spiritualist must choose who to steady when more than one ally breaks. The combat capstone: the party faces a Fold horror, two allies fail their saves, and the Spiritualist can only save one.
The Long Call
Field
Value
level
12
name
The Long Call
description: Frontier Preacher (Path of the Open Road) feature. Once per day, the Spiritualist can sense the direction and rough distance (within a day's travel) of the nearest creature in need of the rite -- dying, grieving, or Fold-dreaded. No check required. The road does not call by accident.
Triage Sense
Field
Value
level
12
name
Triage Sense
description: Hospice Tender (Path of the Threshold) feature. While within their threshold, the Spiritualist knows the relative condition of every creature inside it -- stable, critical, or dying -- without a check, as a free action.
Deeper Reading
Field
Value
level
12
name
Deeper Reading
description: Fragmented-Faith Fold-adept (Path of the Broken Creed) feature. Once per day, the Spiritualist may spend 10 minutes studying their fragment and invoke it to force a reroll of one failed Will save -- their own or an ally's within 30 feet -- taking the better result.
Widening Sense
Field
Value
level
12
name
Widening Sense
description: Fold-Touched Comforter (Path of the Threshold-Keeper) feature. Fold-Sense's range increases to 120 feet, and now also reveals the rough type and severity of what has been detected (a breach, a bleed, a manifesting entity) rather than bare presence.
The Tell
Field
Value
level
12
name
The Tell
description: Wandering Confessor (Path of the Unburdened) feature. The Spiritualist gains +4 to Perception checks made to detect deception. Once per day, the Spiritualist may know for certain, without a check, whether a single statement made directly to them was a lie.
Word Gets Around
Field
Value
level
12
name
Word Gets Around
description: Day One-Adjacent Doubter (Path of the Renounced) feature. The Spiritualist's reputation precedes them: once per settlement or cell (GM discretion), an NPC who has heard of the Spiritualist starts one attitude step friendlier. The Streetwise bonus from Renounced increases to +4.
Walk With Me
Field
Value
level
13
name
Walk With Me
description: Once per day, when an ally within 60 feet is reduced to 0 or fewer hit points, the Spiritualist can declare 'Walk With Me': the Spiritualist takes half the damage that would have been dealt to the ally (the ally still takes the other half, but this may prevent them from reaching -10 HP). The Spiritualist then stabilises the ally at their current hit point total (the ally stops losing 1 HP/round). Additionally, all allies within 30 feet of the Spiritualist gain +2 to attack rolls and +2 to all saving throws for 1 round, inspired by the Spiritualist's sacrifice. At level 17, Walk With Me can be used twice per day, and the Spiritualist can redirect up to the full damage (taking all of it themselves, the ally takes none). At level 20, the range increases to 120 feet and the inspirational bonus lasts for 1 round per Spiritualist level.
The Weathered Walker
Field
Value
level
16
name
The Weathered Walker
description: Frontier Preacher (Path of the Open Road) feature. The Spiritualist is immune to fatigue and exhaustion from travel and ignores the movement penalty of difficult terrain. Wide Comfort's range increases to 60 feet.
The Wider Ward
Field
Value
level
16
name
The Wider Ward
description: Hospice Tender (Path of the Threshold) feature. The threshold size increases to 240 feet square (a full ward or wing). Clean Death no longer requires a reaction -- it triggers automatically on every death within the threshold.
The Fragment's Weight
Field
Value
level
16
name
The Fragment's Weight
description: Fragmented-Faith Fold-adept (Path of the Broken Creed) feature. Creed-Shield's bonus increases to +2 and now extends to all allies within the Fear-Ward, not just the Spiritualist.
The Ward Bites Harder
Field
Value
level
16
name
The Ward Bites Harder
description: Fold-Touched Comforter (Path of the Threshold-Keeper) feature. The Ward That Bites' damage increases to 2d6. A Fold entity that fails its save is also staggered for 1 round (no full-round actions).
Shared Weight
Field
Value
level
16
name
Shared Weight
description: Wandering Confessor (Path of the Unburdened) feature. The Spiritualist may share a carried Heavy Secret with one willing ally. The -2 Will penalty splits to -1 for each of them.
Old Contacts
Field
Value
level
16
name
Old Contacts
description: Day One-Adjacent Doubter (Path of the Renounced) feature. Creed-Breaker may be used twice per day, and no longer requires a willing target -- an unwilling creature may resist with a Will save (DC = 10 + the Spiritualist's WIS modifier + half Spiritualist level).
Nameless Rite
Field
Value
level
18
name
Nameless Rite
description: Frontier Preacher (Path of the Open Road) feature. The Spiritualist may perform the Rite of Presence for a creature whose true name they do not know, using a description instead. The rite's bonuses are halved (round down) when performed this way.
Recovery Ward
Field
Value
level
18
name
Recovery Ward
description: Hospice Tender (Path of the Threshold) feature. Creatures resting within the threshold heal at double the normal natural rate, and any creature reduced to 0 HP or below within the threshold stabilises automatically, without a check, the instant they drop.
Reading the Dread
Field
Value
level
18
name
Reading the Dread
description: Fragmented-Faith Fold-adept (Path of the Broken Creed) feature. Once per day, the Spiritualist may spend 1 minute studying a Fold-touched or Fold-dreaded creature to learn the source or nature of their affliction (one clear fact, GM's discretion). A creature so read gains +2 to Will saves vs Fold effects for the remainder of the scene.
Thinning the Veil
Field
Value
level
18
name
Thinning the Veil
description: Fold-Touched Comforter (Path of the Threshold-Keeper) feature. Once per day, the Spiritualist may sense a Fold-related danger -- an ambush, a cascade, a breach -- up to 1 round before it happens. Allies the Spiritualist warns are not flat-footed against it.
The Last Confession
Field
Value
level
18
name
The Last Confession
description: Wandering Confessor (Path of the Unburdened) feature. The Spiritualist may use Unburden on a dying creature as part of Comfort of the Dying. The dying creature gains Unburden's 24-hour Will bonus, and the Spiritualist learns the secret as their last words.
Between the Lines
Field
Value
level
18
name
Between the Lines
description: Day One-Adjacent Doubter (Path of the Renounced) feature. Once per encounter, as a free action, the Spiritualist may sense whether a faction or NPC's hostility is genuine or posturing.
The Quiet Presence
Field
Value
level
20
name
The Quiet Presence
description: The Spiritualist's capstone. The Fear-Ward now also suppresses Fold-bleed effects within its radius -- Fold-tainted zones within the ward count as non-tainted for ambient dread, Fold-corruption accumulation, and environment-triggered Perils (not Perils triggered by powers the party itself uses). Comfort of the Dying now works at any range within the Fear-Ward radius, not just 30 feet. The Morale Aura's bonus doubles for Initiative checks only. The party does not hesitate. The party acts.