Proficiencies
Matagot are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice.
This alters proficiencies.
Blended Training (Ex)
The matagot gains a combat or magic talent every time they gain a class level. Matagot use their casting ability modifier as their practitioner modifier.
This replaces magic talents.
Felid Form (Ex)
At 1st level, the matagot permanently assumes the form of a Tiny-sized feline, as though under a permanent shapeshift sphere effect with the Animalistic Transformation form. This felid form replaces the matagot’s permanent, natural form for all purposes. If the matagot would be subject to any effect which would grant a humanoid form, the effect fails. This ability otherwise functions as the Transformation feat and allows the matagot to qualify for other feats with Transformation as a prerequisite. Despite lacking a humanoid form, the matagot may still speak and wear magic items as though they possessed the normal magic item slots of a humanoid.
As the matagot is permanently in this form, the matagot treats their mouth as their singular opposable limb, and may use it as though it were a functioning hand. This means that the matagot does not have a “second hand” and cannot benefit from effects which require them to have an empty or free offhand.
If the matagot gains additional arms or limbs, they may use those arms and limbs normally and may qualify for effects requiring them.
This ability replaces wraith form.
Familiar Possession (Su)
At 2nd level, as a standard action, the matagot may attempt to establish a familiar’s bond with an adjacent creature as a standard action, possessing that creature and designating them as their “master”. This is a mind-affecting compulsion effect and functions as the wraith’s possession class feature, except as otherwise noted.
Unlike normal possession, this ability does not cause the matagot’s body to merge with their master’s. The matagot must remain adjacent to or inside their master’s space, and may freely share their master’s space without penalty to either the matagot or their master. A matagot often maintains this ability by establishing contact with their new master, such as climbing atop their master's head or shoulder or standing adjacent to their legs. Whenever the master would move, the matagot may freely move with them, including following a teleportation effect or as part of forced movement, and does not provoke attacks of opportunity for movement when moving this way. The matagot may choose to not follow their master’s movement, but doing so may break their possession because their master would no longer be adjacent. The matagot may still move normally, such as to move into a different square adjacent to their master, and may move through their master’s space without provoking attacks of opportunity.
The matagot and their master are treated as two separate creatures and may be targeted separately. Whenever the matagot would be attacked or be required to attempt a Reflex saving throw, the matagot may spend an immediate action or expend an attack of opportunity to use their master’s AC or Reflex saving throw bonus as their own.
While passively possessing their master, the matagot may take any normal actions, including physical actions. The matagot otherwise maintains this possession by remaining adjacent to or inside their master’s square, and may passively follow their movements or cling to or ride them.
While actively possessing their master, the matagot may use their actions to control their master, such as to make attacks, move, and perform other actions. An action performed this way uses the matagot’s statistics if higher than their master’s (such as using the fighter’s attack bonus rather than their own). The matagot does not gain their master’s physical statistics and does not benefit from their worn equipment, automatic abilities, or other effects dependent on the creature’s physical form.
The matagot may also use their master’s abilities and special attacks which require active use, including combat and magic spheres, feats, abilities from class levels, etc., and use their master’s statistics when calculating their effects. The matagot must supply their own spell points when using their master’s magic spheres and spells. If their master’s ability has a level, class level, Hit Dice, base attack bonus, caster level, or other similar prerequisite, the matagot must meet that prerequisite and may use their class level in place of that statistic to qualify for it.
The matagot’s possession is more similar to a complex compulsion effect than a true possession effect. The matagot manipulates their master by compelling their body to take action so long as the matagot is powerful enough to compel that action.
For example, a level 10 matagot could use their master’s legendary combat talent with a base attack bonus +10 and would not need to meet the talent’s other prerequisites, but could not use a level 16 symbiat’s telekinetic colossus psionics ability as the matagot’s level is not sufficient to qualify for that ability.
However, if that same level 10 matagot used the level 16 symbiat’s telekinetic relay ability, that ability’s effects would resolve using the symbiat’s normal statistics.
This ability alters possession.
Ride Along (Su)
At 2nd level, the matagot may use their familiar possession ability to passively possess a willing target without spending a spell point.
Feline Haunts
The matagot may not select a wraith haunt which requires the wraith form ability and may not select the object ride or ranged possession haunts.
This alters wraith haunts.
Deceiver (Ex)
The matagot is a skilled deceiver and is able to coax would-be “masters” to their aid, gaining new abilities which allow the matagot to better leverage their position. At 6th level, the matagot gains a bonus on Bluff and Disguise checks equal to 1/2 their wraith level.
Wicked Familiar (Su)
The matagot is able to more seamlessly assume its role as its possessed master’s familiar and is able to manipulate this connection more easily. At 10th level, while the matagot is possessing another creature with its familiar possession ability, the matagot gains the ability to speak any language their master knows and improved evasion, as the ranger class feature.
At 12th level, whenever the matagot willingly ends their possession, the matagot may spend 1 spell point as an immediate action to target their former master with a Mind sphere Suggestion greater charm, using their wraith class level as their caster level for this effect. The matagot may use this ability even if they do not possess the Mind sphere and may target their master regardless of their creature type (as though the matagot possessed the Expanded Charm talent).
At 16th level, whenever the matagot is the target of a harmful effect and succeeds on their saving throw, as an immediate action the matagot may force their master to make a saving throw against that same effect. The matagot may not use this ability if their master was also a target of the harmful effect; this ability does not function against effects which do not target (such as not functioning against area of effects like fireball).
At 18th level, whenever the matagot uses their familiar possession ability on an unwilling target, the matagot may spend 1 spell point as a swift action to force the target to roll twice on their Will save to resist, taking the worse result.
This replaces greater possession.
The Matagot (Su)
The matagot becomes a supreme being, ascending beyond their mortal limitations. At 20th level, the matagot’s creature type permanently changes to outsider (native) and the matagot gains spell resistance equal to 11 + their wraith level. Whenever the matagot would be affected by a spell, the matagot can allow it to bypass their spell resistance, even when it is not their turn.
In addition, the matagot’s life leaves the cycle of souls. The matagot becomes effectively immortal; while the matagot still ages and can die, whenever the matagot dies, they reincarnate and resurrect 7 days later in a random location on the planet or plane where they died. If the matagot’s soul is trapped or an effect would prevent the matagot from resurrecting, the matagot may attempt a magic skill check against that effect’s magic skill defense every 7 days until they succeed and resurrects normally (treat the MSD of an effect without a caster level as being 11 + the CR of that effect).
This replaces wraith form mastery.
Matagot Feline Haunts
The matagot has exclusive access to the following wraith haunts:
Black Cat (Su)
The matagot gains a witch hex of their choice, treating their wraith levels as witch levels and their casting ability modifier as their Intelligence modifier when determining the hex’s effects. This does not grant access to major hexes or grand hexes. The matagot may select this wraith haunt multiple times. Each time it is selected, the matagot gains an additional witch hex.
Cast A Long Shadow (Su)
The matagot is no longer limited to their small stature. The matagot may increase their size as a move action, adjusting their size from their base size Tiny up to a maximum size Medium, plus 1 additional size category for every 8 wraith levels (Large, Huge, etc.). The matagot gains a +2 size bonus to their Strength score when becoming size Small or Medium, plus an additional +2 for every size larger than Medium. If the matagot is the same size or larger than their master, they may not freely share their master’s space but may still move through their master’s space without provoking an attack of opportunity.
Improved Felid Form
The matagot gains Improved Transformation as a bonus feat.
Maligned Purring
The matagot gains one purring feat of their choice. The matagot may choose to treat a hostile possessed creature as the matagot’s ally for their purring feats. A hostile possessed creature does not gain benefits from the matagot’s purring feats against the matagot’s abilities.
Scampering Possession
Whenever the matagot uses their familiar possession ability, they may move up to their movement speed before attempting to possess an adjacent creature (such as running up next to a guardsman before attempting possession, rather than requiring the guardsman to already be adjacent).
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book









