"Insofar as one denies what is, one is possessed by what is not, the compulsions, the fantasies, the terrors that flock to fill the void."
-- Ursula K. LeGuin

The void disciple is skilled with manipulating elemental void, and can perceive the unseen, manipulate the ki of individual for their benefit or detriment, rearrange time and space, or even tamper with fate itself. The void disciple is the perfect class for strategic players who like to study their opponents and use that knowledge to construct the perfect plan. Because the void disciple's offensive powers are limited, it's a better fit for players who prefer to take on a supporting role in combat.

Void disciples have the following game statistics.

Abilities: Intelligence is the most important ability for a Void disciple, as it determines how powerful a spell she can cast, how many spells she can cast per day, and how hard those spells are to resist. Wisdom improved a void disciple's Armor Class, while void disciples who use ray spells frequently will appreciate a high Dexterity. A void disciple also benefits from a high Constitution score much as a sorcerer or wizard would. A void disciple who focuses on social interaction may rely on Wisdom and Charisma to support key skills, but with a little forethought, her class features and spells can more than compensate for low skill bonuses.

Alignment: Any Neutral. Void disciples must maintain some level of detachment from the affairs of the world in order to focus on the infinite.

Hit Die: d6

Level BAB Fort Ref Will Special Void Points 1 2 3 4 5 6 7 8 9
1st +0 +2 +2 +2 Cantrips, empty mind, ishiken-do, no-thought, subtlety of void 1 3 - - - - - - - -
2nd +1 +3 +3 +3 Boundless sight 1 4 - - - - - - - -
3rd +1 +3 +3 +3 Altering the course 1 5 - - - - - - - -
4th +2 +4 +4 +4   2 5 3 - - - - - - -
5th +2 +4 +4 +4 Moment of clarity 1/day 2 5 4 - - - - - - -
6th +3 +5 +5 +5 Sense void 2/day (physical senses) 2 5 5 3 - - - - - -
7th +3 +5 +5 +5   2 5 5 4 - - - - - -
8th +4 +6 +6 +6 Moment of clarity 2/day 3 5 5 5 3 - - - - -
9th +4 +6 +6 +6   3 5 5 5 4 - - - - -
10th +5 +7 +7 +7 Sense void 4/day (magical senses) 3 5 5 5 5 3 - - - -
11th +5 +7 +7 +7 Self/no self, moment of clarity 3/day 3 5 5 5 5 4 - - - -
12th +6/+1 +8 +8 +8   4 5 5 5 5 5 3 - - -
13th +6/+1 +8 +8 +8 Void release 1/day 4 5 5 5 5 5 4 - - -
14th +7/+2 +9 +9 +9 Sense void 6/day (empathic senses), moment of clarity 4/day 4 5 5 5 5 5 5 3 - -
15th +7/+2 +9 +9 +9   4 5 5 5 5 5 5 4 - -
16th +8/+3 +10 +10 +10 Void release 2/day 5 5 5 5 5 5 5 5 3 -
17th +8/+3 +10 +10 +10 Moment of clarity 5/day 5 5 5 5 5 5 5 5 4 -
18th +9/+4 +11 +11 +11 Sense void 8/day (mental senses) 5 5 5 5 5 5 5 5 5 3
19th +9/+4 +11 +11 +11 Void release 3/day 5 5 5 5 5 5 5 5 5 4
20th +10/+5 +12 +12 +12   6 5 5 5 5 5 5 5 5 5

CLASS SKILLS (2 + Int mod per level)
A void disciple's class skills (and the key ability for each skill) are Autohypnosis (Wis), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Your spells and class features make you ill-suited for solo roles, but you can be a valuable contributer as a member of a team. You are best suited to tasks that involve negotiating with others or gathering information through divination magic. You are also quite proficient at debuffing foes and enhancing your allies. At higher levels, you can reliably counter enemy spellcasters or even unmake your enemies completely, unraveling their essence.

Weapon and Armor Proficiency: The void disciple gains proficiency with all simple weapons. She gains no proficiency with armor or shields.

Spells: A void disciple casts arcane spells, which are drawn from the void disciple spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the void disciple’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. If you attempt to cast spells while wearing armor, you suffer an arcane spell failure chance.

To cast a void disciple spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a void disciple’s spell is 10 + the spell's level + the void disciple’s Int mod. Like other spellcasters, a void disciple can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
A void disciple need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.

Cantrips: A void disciple knows all 0 level spells on their list, known as cantrips. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Empty Mind (Ex): Through kata and meditation, you have learned to clear your mind of fear, desire, and regret, that you may act free from worldly worries. Add your Wisdom bonus to your Armor Class. You lose this bonus whenever you are helpless or immobilized, when you are wearing armor or using a shield, or when you are carrying a medium or heavy load.

Ishiken-Do: Where more traditional arcanists produce effects using set forms and schools, you draw your power through the mastery and manipulation of Void, the emptiness that fills the space between the elements. Your void disciple spells lose any descriptors they may possess, such as [evil], [good], or [mind-affecting], and gain the [void] descriptor.

Your necromancy spells manipulate Void and ki, rather than negative energy. Because you are not channeling negative energy, your [void] spells from the necromancy school that would normally have a special effect on undead creatures (e.g. enervation) instead have no effect on undead at all. Effects that provide resistance or immunity to [negative energy] do not defend against your [void] spells.

Because your spells are not boons from the gods, but rather arcane manipulations of the essence of the universe, your [void] spells that would grant [sacred] or [profane] bonuses grant [competence] bonuses instead.

No-Thought (Ex): Your conscious mastery of the Void allows you to perform feats that others find inexplicable. You gain a number of void points as shown on the table above, which can be spent just like action points. However, void points are not action points, and if your game also uses action points, you must keep track of your void points and action points separately.

Each day, when you ready your spells for the day, you also regain all of your spent void points (up to your normal maximum).

Subtlety of Void (Ex): Void is different from most other arcane magic, used through innate talent rather than gesture and ritual. All of the void disciple's [void] spells may be made invisible, as per the Invisible Spell feat (CS 61).

The void disciple does not actually gain Invisible Spell, and cannot use this class feature to meet prerequisites that require that feat. Spells modified by Subtlety of Void are not considered to have been modified by a metamagic feat (for example, their casting times are not increased).

Boundless Sight (Su): Attuning herself to the void, a void disciple of 2nd level or higher perceives the elemental void in all living things. She gains the Lifesense feat (LM 28), ignoring prerequisites. If the void disciple herself is a living creature (which is usually the case), she also illuminates the surrounding area to her own sight. Although others cannot see this illumination (unless they have the Lifesense feat, naturally), she can always "see" as if she was casting bright illumination in a 60-foot radius if she is a Medium or smaller creature (the radius of the illumination doubles for each size category she is larger than Medium, as normal for the Lifesense feat). She can only see the light to a range of 120 feet.

Boundless Sight is a mental sense, not a sight-based sense, and does not interact with other sight-based traits the void disciple may have, such as low-light vision or light sensitivity. It can be used even while blinded.

In addition to the benefits above, the void disciple can perceive undead, pseudonatural creatures, and outsiders native to the Far Realm if they are within the radius of illumination provided by a living creature. Such creatures appear as blots of darkness that are not illuminated within her lifesight; although she can pinpoint their square, they have total concealment from the void disciple unless she has another means of perceiving them (such as through normal vision, for example).

Boundless Sight is of no use in locating or observing constructs.

Altering the Course (Su): Once per day for a single round, a void disciple of 3rd level or higher may spend any number of void points in that round, and can even spend more than one void point to modify a single roll. Activating this ability is a free action. You may not spend void points or action points to gain additional daily uses of this ability.

Moment of Clarity (Su): At 5th level, a void disciple can grant an ally the temporary ability to perform any skill or feat once per day. She must use a standard action to touch the target, who either learns a new feat he did not already have (ignoring prerequisites), or learns a skill in which he was untrained, gaining ranks equal to their character level. The effect lasts for one minute. This ability can not be used to grant new spells known to the target through feats.

The DM must approve any [epic] feats on a case-by-case basis, and may disallow certain [epic] feats, or allow them only on a one-off basis or at specific dramatic moments in the game (fate can be a fickle mistress). 

The void disciple gains an additional use per day of this ability every three levels thereafter.

Sense Void (Su): At 6th level, a void disciple learns to reach out with her mind and sense the world around her, exploring the unseen layers of reality most people rarely experience. The void disciple enters a coma-like state and projects her consciousness afar, extending her perceptions to observe far-distance places, people, or things. The void disciple determines the maximum distance she can sense by making a Spellcraft check, with the DC determined using the table below. "Line of sight" is always measured from the location of the void disciple's physical body, even if an effect (such as Sense Void itself) is currently enabling her to view areas that are not in her direct line of sight. The void disciple may not sense across planar boundaries.

Distance DC
Line of sight 5
Up to 1 mile 15
Up to 10 miles 25
Up to 100 miles 35
Up to 1,000 miles 45

Sense Void works much like the clairaudience/clairvoyance spell, although it creates a point of perspective instead of a magical sensor. This perspective is not an object and cannot be observed. When sensing, the void disciple places her perspective at a specified location, which must be within range and must be known or obvious to her (although it need not be extremely familiar), or must be adjacent to an object or individual which is known or obvious to her (so, for example, the void disciple could observe "the room on the other side of this door", "the governor of this city", or "my missing house keys", but could not observe "my most dangerous enemy" or "the nearest large treasure"). Once she has selected the locale, she can rotate her perspective in all directions to view the area as desired.

Repositioning the perspective requires a standard action. The void disciple can reposition her perspective as often as she likes, but the maximum distance she can sense is still constrained by her original Spellcraft check. If her attempt to position or reposition her perspective is unsuccessful for any reason (e.g. the target has been warded against divination, has been polymorphed into a different form, or no longer exists) then her perspective does not move and she is aware that the attempt failed (although she does not learn why). She can try to move her perspective again with her next standard action.

A void disciple can activate Sense Void as a standard action, twice per day. She may sense for as long as she wishes, but her body is unconscious and helpless until she dismisses the ability. Each level of sensory detail requires both a minimum void disciple level and a minimum number of ranks in the Spellcraft skill to qualify. If the void disciple does not have at least 6 ranks in Spellcraft, she does not gain Sense Void until she acquires the needed ranks.

Sense Void is a divination (scrying) effect and has the [void] descriptor. It interacts normally with effects that prevent, detect, or fool supernatural divination (scrying) effects. You cannot cast spells while Sense Void is active, except as permitted below.

At 6th level, a void disciple with at least 6 ranks in Spellcraft can perceive with her physical senses: The void disciple may use her normal senses (sight, hearing, touch, taste, smell) to observe whatever area, person, or thing she directs her attention to. She perceives to the normal limit of her senses as if she were standing where her perspective is located. Tactile and thermal senses are applicable for anything within reach of her perspective. Magically or supernaturally enhanced senses do not function through Sense Void. Local environmental conditions may limit her senses (for example, if the perspective is inside a sealed crate and the void disciple does not have darkvision as an extraordinary ability, then she can't see).

At 10th level, the void disciple gains two additional uses per day of Sense Void, and if she has at least 10 ranks in Spellcraft, she can extend magical senses: in addition to the senses above, the void disciple can use detect magic and know greatest enemy at will. Using magical senses is difficult; reduce the void disciple's Spellcraft check result by 10 when determining the maximum distance at which she can utilize magical senses (e.g. with a check result of 15, a void disciple could sense with physical senses to a range of one mile and with magical senses within her line of sight).

At 14th level, the void disciple gains two additional uses per day of Sense Void, and if she has at least 14 ranks in Spellcraft , she can exercise empathic senses: in addition to the senses above, the void disciple can use discern liesknow opponent, and know vulnerabilities at will, and can read emotional states, gaining a +10 circumstance bonus on Sense Motive checks. Using empathic senses is extremely challenging; reduce the void disciple's Spellcraft check result by 20 when determining the maximum distance at which she can utilize empathic senses (e.g. with a check result of 25, a void disciple could sense with physical senses to a range of 10 miles, with magical senses to a range of one mile, and with empathic senses within her line of sight).

At 18th level, the void disciple gains two additional uses per day of Sense Void, and if she has at least 18 ranks in Spellcraft, she can exert mental senses: in addition to the senses above, the void disciple can use detect thoughts and probe thoughts at will. Using mental senses requires tremendous discipline; reduce the void disciple's Spellcraft check result by 30 when determining the maximum distance at which she can utilize mental senses (e.g. with a check result of 35, a void disciple could sense with physical senses to a range of 100 miles, with magical senses to a range of 10 miles, with empathic senses to a range of one mile, and with mental senses within her line of sight).

Self/No Self: Upon reaching 11th level, a void disciple can meditate for 5 minutes to regain all spent void points. This ability can be used once per day. You may not spend void points or action points to gain additional daily uses of this ability.

Void Release (Su): Once per day as a standard action, a void disciple of 13th level or higher can touch an ally to allow that character to use his highest ability score modifier in place of any one lower modifier (target's choice) for one minute. The void disciple gains an additional use per day of this ability at 16th and 19th level.

Void Disciple Spell List
The void disciple spell list appears below. All spells not marked are from the PFSRD, other spells are from the Spell Compendium and marked with the page number.

0 Level: daze, detect magic, guidance, know direction, know greatest enemy (SC 129), mage hand, prestidigitation, read magic.

1st Level: adjuring step, aiming at the target (SC 8), anticipate peril, backbiter (SC 23), crafter's fortune, daze monster, detect secret doors, embrace destiny, identify, improvisation (SC 121), karmic blessing, know opponent (SC 129), mage armor, master’s touch (SC 139), memory lapse, moment of clarity (SC 142), negative reaction, omen of peril (SC 149), ray of enfeeblement, shield, true strike.

2nd Level: augury, bestow insight, darkness, death armor (SC 60), detect thoughts, dust of twilight, enshroud thoughts, escaping ward, feast of ashes, gallant inspiration, heroics (SC 113), investigative mind, know vulnerabilities (SC 129), misdirection, ray of weakness (SC 168), rebuke (SC 170), see invisibility, shadow anchor, shadow spray (SC 186), spell gauge, lesser spell immunity (SC 199), status.

3rd Level: anticipate teleportation (SC 13), arcane concordance, arcane sight, archon's aura, bestow curse, blink, borrow fortune, call the void, clarity of mind (SC 46), discern lies, dispel magic, divination, gloomblind bolts, greater mage armor (SC 136), malediction, nature’s balance (SC 145), nondetection, remove curse, seek thoughts, shadow phase (SC 185), spell vulnerability (SC 200), unluck (SC 227), vampiric touch, vulnerability (SC 232).

4th Level: assay spell resistance (SC 17), backlash (SC 23), baleful blink (SC 102), curse of magic negation, mass daze, detect scrying, dimensional anchor, dismissal, enervation, lesser globe of invulnerability, greater rebuke (SC 170), ruin delver’s fortune (SC 178), sensory deprivation (SC 182), shadow step, spell enhancer (SC 198), spell immunity, subvert planar essence (SC 211), void strike (new).

5th Level: ancestral memory, greater blink (SC 32), break enchantment, contact other plane, darkbolt (SC 58), duelward (SC 74), foe to friend, night’s caress (SC 147), possession, reciprocal gyre (SC 170), shadow projection, siphon magic, spell resistance, telekinesis.

6th Level: greater anticipate teleportation (SC 13), antimagic field, banishment, greater bestow curse (SC 27), brilliant inspiration, commune, fool's forbiddance, globe of invulnerability, impart mind, legend lore, probe thoughts (SC 162), ray of entropy (SC 167), resonating word, true seeing, void suppression (new).

7th Level: antimagic ray (SC 14), greater arcane sight, death dragon (SC 60), destruction, etherealness,, greater hostile juxtaposition, limited wish, final rebuke (SC 170), greater spell absorption, spell turning, temporary resurrection, vision.

8th Level: energy drain, maze, moment of prescience, orb of the void, polymorph any object (objects only), greater possession, protection from spells, greater spell immunity, spellscar, temporal stasis.

9th Level: absorption (SC 6), astral projection, foresight, hindsight (SC 114), reality maelstrom (SC 168), reaving dispel (SC 169), sphere of ultimate destruction (SC 200), symbol of vulnerability, wall of suppression.

New Void Disciple Spells

Void Strike
Necromancy [void]
Level: void disciple 4
Components: S
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With the lightest of touches upon one of your target’s chakras, you draw forth his life energy, claiming the Void within him for yourself.

You must make a melee touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). For each negative level bestowed, you gain one Void point (up to your normal maximum) and 5 temporary hit points. The temporary hit points last one hour.

Void Suppression
Transmutation [void]
Level: void disciple 6
Components: S
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

With the lightest of touches upon one of your target’s chakras, you confuse the elements within him, subverting his natural connection to the Void.

You must make a melee touch attack to hit. If the attack succeeds, the subject cannot use his ability score modifier for one ability score of your choice, and must use his lowest ability score modifier instead. For example, if you touch a troll with Strength 24 whose lowest ability score is 6, you could force him to use a Strength modifier of -2 instead of his normal modifier of +7. This cannot change a creature’s hit points. Additionally, if the subject has void points, he may not spend them for the duration of this effect. As a full-round action, the subject can attempt a DC 25 Autohypnosis check to end this effect.

Feats and prestige classes for elemental casters.