Grimoire of Lost Souls (10397598)

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Sarah Kemplin (Order #10397598)

Sarah Kemplin (Order #10397598)

Pact Magic Unbound

Grimoire of Lost Souls Alexander Augunas Dario Nardi

1 Sarah Kemplin (Order #10397598)

—————————————————————————————————————————— Product Identity All legends herein written and copyrighted 2007 by Dario Nardi except the legend of Muse Istago (page 146) by Melonie Ho in 2008 and the legends of Anajira, Hi’Ryia, andYith’anu (see pages 159, 203, and 233, respectively) in 2013 by Alexander Augunas. All other material written by Alexander Augunas and Dario Nardi, copyright 2015 where not covered by the Open Game License summarized on page 381. All game mechanics, statistics, and names of spirits are considered Open Game Content. The Radiance House logo, all trademarks and registered trademarks, dialogue, plots, storylines, characters, artwork, logos, and trade dress herein are coprighted by Dario Nardi and are not Open Game Content. Special Contributions These persons contributed spirit concepts that originally appeared in Villains of Pact Magic: Bill Browne (Athru and Dantalios), Luke Buchanan (Aladdar), Morgan Hardy (Dead Kings), Melanie Ho (Muse Istago), Mark Jackman (Moy), Judah Ben Jehoshua (The Crystal Lady, The Nivea Nieces), Marc Palmer (Windigo), Scott Perry (Mishpo), Jason W. Remore (Coralene, Vaukner), and Stefen Styrsky (Gulguthriana). Finally, thank you “Luthorne” from the Paizo.com messageboards for extensive proofreading. Version 1.3—October 23, 2016 For Use with the Pathfinder Roleplaying Game Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Publisher Radiance House PO BOX 691971, West Hollywood, CA 90069 http://www.RadianceHouse.com | http://www.PactMagic.com Printed in USA ISBN: 978-0-9885235-7-9 Artists Yehuda Ben Jehoshua acted as art director, created the background interior, and co-created the cover with Adam Schmidt, who also did all 9 chapter openers and 24 additional pieces. Also thank you artists Eric Lofgren, Frank Walls, Kristen Collins, and Hugo Solis. Thank you R.J. Peña and Devin Harrington, who colorized grayscale art pieces originally done by J von K for the original 3.5 edition of Secrets of Pact Magic. Pact magic seal elements and most pact magic seals are by Dario Nardi. ——————————————————————————————————————————

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Contents

Chap 2: Feats .....................69 Chap 7: Magic Items ........313

Types of Feats ........................69 Feat Descriptions ...................70 Introduction ...........................4 Table: Feats ...........................72 You Ready? ............................5 Table: Improved Monstrous Aspects ..76 What is the Occult? ..................5 Pact Magic Availability ............10 Chap 3: Pactmaking ...........83 Binding Spirits ......................83 Chap 1: Classes ......................7 Key Terms for Pact Magic .........85 Pactmaker ..............................8 Spirit Basics ..........................86 Class Features ....................8 Descriptions of Spirit Constellations ..87 Constellation Aspects ........10 Starless Spirits .......................88 Binder Secrets ................13 Multiclassing ........................90 Favored Class Options .......20 Spirit Politics ........................91 Base Classes ..........................22 Alchemist .......................23 Chap 4: Spirits ...................93 Arcanist .........................24 Acquiring Spirits ....................93 Table: Spirits by Level (levels 1-3) ..94 Barbarian .......................25 Table: Spirits by Level (levels 4-6) ..96 Bard .............................28 Table: Spirits by Level (levels 7-9) ..98 Bloodrager .....................32 Brawler .........................34 Descriptions of Spirits: Cavalier .........................35 1st Level ......................100 Cleric ...........................37 2nd Level ......................119 Druid ............................39 3rd Level ......................136 Fighter ..........................40 4th Level ......................158 Gunslinger .....................41 5th Level ......................177 Hunter ..........................42 6th Level ......................196 Inquisitor .......................43 7th Level ......................216 Investigator ....................45 8th Level ......................234 Magus ...........................46 9th Level ......................253 Monk ...........................47 Oracle ..........................48 Chap 5: Spells ...................271 Pactmaker ......................50 Spells by Class and Level .........271 Paladin ..........................53 New Subschool: Aging ...........272 Ranger ..........................54 New Descriptor ...................273 Rogue ...........................55 Spell Descriptions ................280 Shaman .........................56 Alchemical Power Components ..281 Skald ............................58 Slayer ...........................59 Chap 6: Prestige Classes ...293 Sorcerer ........................60 Devotee ............................294 Summoner .....................62 Divine Exorcist ....................297 Swashbuckler ..................63 Greensprout Rapscallion ........300 Warpriest ......................64 Mascareri ...........................303 Witch ...........................65 Ravage Binder .....................306 Undying Soul .......................309 Wizard .........................67



Armor ..............................314 Weapons ............................315 Rings ................................316 Rods .................................317 Staves ................................318 Wondrous Items ..................319 Artifacts ............................323

Chap 8: Occult Locales ......325 A Treatise on Pact Magic ..........326 Organizations & Planes ............332 Organizations: Death Company ..............334 Enclave of the Closed Eye ...336 Fifth Mountaintop Brigade ..338 Nightwatch ...................340 Nightfang Adherents ........342 Order of Salendrios .........344 Ravage Binders ...............346 Places: Apocryphal Desert ...........348 The Byways ...................350 Nightfang Weald ............352

Chap 9: Esoterica ............355 Options .............................355 Aging ................................356 Frehmins ............................358 Occult Creatures .................361 Autrok, Ergon ................362 Carnival Animal ............363 Ravager Vessel ...............364 Spirit Imp .....................364 Spirit-Touched ................365 Pactmaker BackgroundGenerator..366 Pact Maladies ......................368 Skills .................................372 Ravager Spirits ....................374

Thank You .........................377 Index ..................................378 Open Game License ........381

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You Ready?

What is the Occult?

Although the word refers to any supernatural or mystical tradi“The most merciful thing in the world, I think, is the inability of the tion or belief, Pact Magic Unbound: Grimoire of Lost Souls human mind to correlate all its contents.We live on a placid island of uses the term “occult” to specifically refer to bindable spirits or ignorance in the midst of black seas of infinity, and it was not meant the practice of pact magic in general. Occult creatures are those that we should voyage far.The sciences, each straining in its own direc- that are either bound to a spirit or possess strong ties to the denition, have hitherto harmed us little; but some day the piecing together zens of the Spirit Realm, so while options from other Pathfinder of dissociated knowledge will open up such terrifying vistas of reality, Roleplaying Game sources might label themselves as being and of our frightful position therein, that we shall either go mad from “occult,” they are not occult sources for the purpose of how they the revelation or flee from the deadly light into the peace and safety of interact with the options found within these pages unless the GM decides otherwise. a new dark age.” — H.P. Lovecraft, The Call of Cthulhu Here, the term “occultist” refers generally to any individual who practices an occult tradition, and as a result there may be Beyond the material, there exists a world without swords or other classes or prestige classes that label themselves as such. spells. A world without men or gods. A world without light or Depending on the setting, the pactmaker base class presented darkness. A world without a beginning, and a world without here might be know as a “binder,” “ritualist,” or “spirit occultist” end. Known as the Spirit Realm, this world is home to way- as fitting the flavor of your campaign setting. ward, lost, and ultimately damned entities known as spirits. Secluded from reality itself, the denizens of the Spirit Realm endure soul-crushing silence as they endlessly hunger to taste multiverse and eventually challenged the gods themselves. After their royal heir committed deicide, Heaven and Hell united to the supple fruits of reality once again. It is difficult to say for sure where a spirit comes from. Some obliterate the atlans and their colonies from space and time forspirits have their origin in events long since forgotten while oth- ever, condemning the art of pact magic to obscurity. ers reference events that have yet to pass. Some spirits seem native to the empty abyss while others fondly recall life before Perception of Pact Magic they became trapped in their timeless prison. Regardless, clues Even after thousands of years, the perception of pact magic to the history surrounding all spirits exist to binders cunning to the common folk has changed very little. Although opinenough to find them. Once this information is within her grasp, ions and reactions to pact magic shift with its availability in a a binder can use the strange symbols, forgotten lore, and geo- campaign setting, most commoners find the prospect of bindmetric signs she has gathered to pull a shadow of that spirit into ing another being onto one’s soul to be an unsettling prosthe mortal realm for a time, suspended in reality within a vessel pect and are intimidated (if not outright terrified) of binders. known as a seal. Then, binder and spirit barter: the binder for The strange, glowing sigils, eerie physical manifestations, and supernatural powers and the spirit for temporary housing within unexpected personality shifts all contribute to an air of superthe binder’s soul. An agreement is made, the pact is sealed, and stition that follows a binder wherever she goes. for a time, the spirit dwells within the binder’s soul, granting her Further complicating a would-be binder’s pursuits is the powers both incredible and terrible to behold. And so together negative attention she attracts from many religious organizathey walk, binder and spirit, a heretic housing an unnatural thing, tions. A vast majority of faiths have forgotten the terrors of seeking out the secrets of pact magic. pact magic and view it with the same wary superstition as any common folk, though priests may forcibly attempt to exorcise what they perceive to be demons or ghosts from the binder in An Art Long-Since Lost Practitioners of pact magic are often few and far between, but order to save her soul from damnation. Far more terrifying, their scarcity is not attributed to the youthfulness of their craft. however, are the outlying sects of religious fanatics who are On the contrary pact magic is incredibly old, possibly older able to identify pact magic for what it truly is and remember than wizardry or witchcraft. Although believed to have existed the gods’ ancient enmity for the occult. These individuals are long before the Atlan Empire, pact magic is most heavily attrib- quick to slay whatever binders they happen across. uted to the ancient Atlans, a people that mastered pact magic so thoroughly that it was said that even the youngest Atlan child What Wonders Await.... could seal a pact with a spirit and claim its powers for her own. Within these pages, the secrets of forbidden arts long since With their tremendous access to supernatural power, the lost to the sands of time will be revealed to you. Whether Atlan Empire dominated the ancient world, subjugating over researching an esoteric spell, sealing a pact with a powerful a third of the world’s known races beneath their rule. In time, spirit, or searching for a magical artifact, this tome includes a the atlans grew arrogant and turned their pursuits beyond the broad array of content to transform your campaign setting into confines of the Material Plane. They built colonies across the a world built on the shoulders of pact magic.

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Below are the contents of each chapter. Sown throughout the chapters are short tales that provide insight into the history, lore, and life of those who pursue the occult arts. Chapter 1 – Classes: You begin your journey into the shadowy world of pact magic with character class options for virtually all PCs. Chapter 1 includes a new base class, the pactmaker, as well as pact magic archetypes for 29 different Pathfinder Roleplaying Game base classes. Chapter 2 – Feats: Whether you choose to dabble in the occult or fight against the corruptive influence of the Spirit Realm, Chapter 2 of Pact Magic Unbound: Grimoire of Lost Souls offers over two dozen feats that allow characters of every ilk to gain techniques and tricks for dealing with occult powers. Chapter 3 – Pactmaking: Before you can wield the supernatural power of the spirits, you must first master the art of pactmaking. Chapter 3 provides in-depth coverage of the process that binders must take in order to successfully bind a spirit without losing their souls in the process. Chapter 4 – Spirits: This massive chapter provides 137 occult spirits for you to discover and seal pacts with. Chapter 5 – Spells: Countless spells were lost to the sands of time when pact magic vanished from the world, and Chapter 5 includes a number of potent, new spells to compliment the occult forces found in Pact Magic Unbound: Grimoire of Lost Souls. Chapter 6 – Prestige Classes:You will find six specialized classes that represent focus in a specific binder discipline. Chapter 7 – Magic Items: A number of forgotten treasures, ancient and terrible, await you in Chapter 6 if you dare to claim them for your own. Chapter 8 – Occult Locales: Seek adventure in three alternate planes of existence or work for or against pact magic with one of seven organizations. Chapter 9 – Esoterica: Here are assorted additional content to help you integrate pact magic into your campaign world, including a background generator for pactmaker, expanded rules for age categories, and occult uses for skills.

Navigating the Grimoire

Pact Magic Unbound: Grimoire of Lost Souls draws upon the work of many different Pathfinder Roleplaying Game products to provide an integrated experience for players and GMs. The following citations are used throughout this product. ACG Pathfinder Roleplaying Game Advanced Class Guide APG Pathfinder Roleplaying Game Advanced Player’s Guide ARG Pathfinder Roleplaying Game Advanced Race Guide B1 Pathfinder Roleplaying Game Bestiary B2 Pathfinder Roleplaying Game Bestiary 2 B3 Pathfinder Roleplaying Game Bestiary 3 B4 Pathfinder Roleplaying Game Bestiary 4 UCM Pathfinder Roleplaying Game Ultimate Campaign UC Pathfinder Roleplaying Game Ultimate Combat UM Pathfinder Roleplaying Game Ultimate Magic † Pact Magic Unbound: Grimoire of Lost Souls

Pact Magic Availability

Throughout Pact Magic Unbound: Grimoire of Lost Souls, pact magic’s availability is referred to many times. Although easy to learn and easier to master, pact magic is reviled throughout most societies and binders are put to death in a myriad of cruel and inhumane manners, for they are seen not as people, but as monsters that consort with unknowable agents of fear and destruction. But no matter how hard man or god alike try, no secret can be buried beneath the sands of time forever.... As with the firearm availability rules in Chapter 3 of Pathfinder Roleplaying Game Ultimate Combat, it is a GM’s responsibility to determine the availability of pact magic in her campaign setting. A helpful suggestion when implementing pact magic is to keep different levels of availability throughout your campaign setting. Similar to humanity’s historic scientific breakthroughs in the real world, advancement in pact lore occurs in places where great minds congregate, so pact magic’s budding presence in your campaign setting will feel more natural if some places view occult powers with fear and suspicion, others with scientific fascination, and most with ignorance. Below are suggested levels of pact magic availability. This book assumes a default availability of emerging. None: Although it likely existed there to some extent in an age long past, there are some places where pact magic is simply unavailable. All of the options presented in Pact Magic Unbound: Grimoire of Lost Souls are unavailable, although some esoteric, anti-occult traditions such as the Order of Salendrios (and its associated options) might still be present and therefore available for selection. Rare: In a world where pact magic is rare, only the bravest of souls know of its existence. Pact Magic Unbound: Grimoire of Lost Souls class options that involve spirit binding are not available with the exception of the pactmaker class and its archetypes. Additionally, occult magic items and services cannot be purchased and spellcasters cannot learn spells with the occult descriptor unless they research the spell themselves using the downtime system (see Chapter 2 in Pathfinder Roleplaying Game Ultimate Campaign) or discover the spell in some other manner, such as by raiding an esoteric soul weaver’s spellbook cache. Emerging: As pact magic emerges, word of its wonders spread and an increasing number of binder traditions are rediscovered. All Pact Magic Unbound: Grimoire of Lost Souls class options are available and occult magic items and services can be purchased; although, they are only available in hidden occult communities. In addition, any spellcaster with the Amateur Binding feat or the bind spirit class feature can learn spells with the occult descriptor without needing to resort to the methods detailed under the rare availability. Commonplace: Where pact magic becomes commonplace, an occult renaissance ensues. All Pact Magic Unbound: Grimoire of Lost Souls options are available without any the restrictions detailed at any other stage of occult availability.

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Chapter 1 classes Classes The lost art of binding is impossibly deep and over thousands of years, numerous techniques have surfaced that allow characters to employ the old and terrible power of the Spirit Realm. The echoes of wars fought long ago linger in these traditions as shadowy conflicts erupt with renewed vigor behind closed doors. This is the world one enters upon sealing one’s first deal with an occult spirit: the world of pact magic. This chapter introduces new options for players seeking to harness the power of occult spirits to their whims. Utilizing this chapter, virtually anyone can discover the secrets of pact magic and utilize its occult power for their own ends.

The Pactmaker

Chapter 1 introduces a new base class, the pactmaker. While other classes may learn to harness occult spirits and incorporate them into that class’s traditions, the pactmaker is the undisputed master of pact magic. Able to summon powerful spirits faster than others and bind multiple spirits to her soul simultaneously, the pactmaker slowly uncovers forgotten secrets that allows her to gain powers beyond that of other characters. Archetypes and Options: Chapter 1 also includes a number of archetypes for the pactmaker base class, alternate class features that a character can take to modify which abilities she receives from the pactmaker class. Additionally, Chapter 1 includes alternate favored class bonuses for pactmakers of every race available in the Advanced Race Guide.

Other Classes

Chapter 1 also includes occult options for 29 different base classes from the Pathfinder Roleplaying Game. Each class receives new archetypes, class options, and similar abilities that allow it to utilize occult powers to meet its ends where appropriate.

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Pactmaker Undisputed masters of the occult arts, pactmakers are the masters of pact magic and the secret history of the cosmos hidden within it. Where other binders flounder to house a single spirit within their souls, pactmakers are capable of containing multiple entities simultaneously using forgotten secrets and ancient techniques. Viewed as heretics and lost souls by their peers, pactmakers are both scholars and pioneers in their pursuits of knowledge and occult power. While others may view pact magic as simplistic, pactmakers prove that the secrets of pact magic are easy to learn, but require a lifetime of dedication to master. Role: Pactmakers are extraordinarily versatile thanks to the myriad of spirits that exist in the world; if a pactmaker is able to discover a spirit’s ancient rituals, she is able to call upon its otherworldly powers to serve her. No two spirit’s powers are exactly the same, allowing a pactmaker with a modest sense of foresight to seal pacts with spirits that allow her to fulfill virtually any role on a day-to-day basis. Alignment: Any Hit Die: d8. Starting Age: As a sorcerer. Starting Wealth: 2d6 x 10 gp (average 70 gp).

Class Skills

The pactmaker’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks per Level: 4 + Int modifier.

Class Features

All of the following are class features of the pactmaker. Weapon and Armor Proficiency: A pactmaker is proficient with all simple weapons and with light armor. Bind Spirit: A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pactmaker may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level. A pactmaker’s binder level is equal to her level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the

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pactmaker’s binder level + the pactmaker’s Charisma modifier. Binder Secret: A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise. Constellation Aspects (Su): Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. For example, Aza’zati, a Dragon spirit, grants pactmakers a constellation aspect chosen from among those listed as Dragon constellation aspects when a good pact is sealed with him. A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier. Occult Knowledge (Ex): A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead. Pact Augmentation (Su): At 3rd level and every 3 levels thereafter, a pactmaker selects one of the following augmentations. She may not select the same pact augmentation more than once unless noted otherwise.While the pactmaker is bound to a spirit, she gains the benefits of her chosen augmentations. At 3rd level, a pactmaker selects her pact augmentations from among the following initial augmentations. Dodge: The pactmaker gains a +1 dodge bonus to her AC. Fortitude:The pactmaker gains a +2 bonus on Fortitude saves. Initiative:The pactmaker gains a +4 bonus on initiative checks. Reflex: The pactmaker gains a +2 bonus on Reflex saves. Toughness: The pactmaker’s total and maximum number of hit points increase by 1 per pactmaker level she possesses. Will:The pactmaker gains a +2 bonus on Will saving throws. Beginning at 6th level, the pactmaker can also select from the following pact augmentations. Accuracy: The pactmaker gains a +1 bonus on all weapon attack rolls and damage rolls that she makes. A pactmaker can

Table 1-1: Pactmaker Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Bind spirit, binder secret, constellation aspects, occult knowledge Binder secret Pact augmentation Bind additional spirit (2 spirits) Binder secret Pact augmentation Spirit mastery (1/day) Binder secret Pact augmentation Bind additional spirit (3 spirits) Binder secret Pact augmentation Spirit mastery (2/day) Binder secret Pact augmentation Bind additional spirit (4 Spirits) Binder secret Pact augmentation Spirit mastery (3/day) Binder secret, occult mastery

select this pact augmentation once at 6th level, and again at 12th and 18th level. Fleet: The pactmaker’s speed for all movement types she possesses increases by 5 feet. A pactmaker can select this pact augmentation multiple times. Its effects stack. Skills: The pactmaker selects one skill when she chooses this augmentation. Once selected, this skill cannot be changed. The pactmaker gains a +3 bonus on all checks made with the selected skill. A pactmaker can select this pact augmentation multiple times. Its effects do not stack. Each time it is selected, choose a different skill to apply its benefits to. Beginning at 9th level, the pactmaker can also select from the following pact augmentations. Fortification:The pactmaker gains a 25% chance to negate the additional damage caused by critical hits and sneak attacks. This benefit does not stack with fortification. The pactmaker can select this pact augmentation up to three times. Each time she selects it, her chance to negate the additional damage caused by critical hits and sneak attacks increases by 25%. Invulnerability: The pactmaker gains spell resistance 6 + her pactmaker level. A pactmaker can select this pact augmentation twice. The second time she selects it, her spell resistance increases to 13 + her pactmaker level. Resilience: The pactmaker gains DR 1/–. A pactmaker can select this pact augmentation up to five times. Each time

she selects it, her DR increases by 1/–. Bind Additional Spirit (Ex): At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level. Spirit Mastery (Su): At 7th level, a pactmaker can use her occult powers to replenish a spirit’s energy faster than usual, allowing her to use an expended granted ability as if it wasn’t expended. The pactmaker cannot augment this granted ability with an alteration binder secret and after reusing an expended granted ability, the number of rounds it is expended for resets to its full maximum, including modifications such as Rapid Recovery. A pactmaker can use this ability once per day at 7th level, plus one additional time per day for every 6 levels she attains thereafter. Occult Mastery: At 20th level, a pactmaker becomes a master of the occult. Her granted abilities (except any spell-like abilities that she gains from a spirit) are considered extraordinary abilities when determining how they interact with an antimagic field. In addition, the pactmaker suffers no penalties for disobeying the personality influence of a spirit that she made a poor pact with and automatically acquires a spirit’s capstone empowerment when she makes a good pact with it, regardless of her binding check result.

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Constellation Aspects

A pactmaker gains one of the following supernatural aspects of her choice whenever she makes a good pact with a spirit. This aspect is chosen from the list associated with her spirit’s constellation. For instance, a pactmaker who seals a good pact with Aza’zati selects her constellation aspect from those available to a Dragon spirit. When her pact with a spirit ends, the pactmaker loses access to any constellation aspects that the spirit granted as if it were one of the spirit’s minor granted abilities. If a constellation aspect is marked with an asterisk ( * ), it physically alters her body, functioning as an additional physical sign. She can show or hide this physical sign just as she could any other.

Angel Constellation Aspects

»» Bless: While the pactmaker is bound to the angel constellation

spirit, she can cast bless as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. »» Radiant Missile: While she is bound to an angel spirit, the pactmaker can cast magic missile as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. When this spell-like ability damages an evil outsider with the evil subtype, an evil-aligned dragon, or an undead creature, increase the amount of damage that each missile deals to its target to 1d6+1. In addition, if the target has light sensitivity, light blindness, or vulnerability to light, it takes the penalty from that weakness for 1 round. »» Righteous Cause: The pactmaker can shroud 1 weapon (including an unarmed strike or natural weapon) in a righteous aura as a standard action, causing it to bypass damage reduction as if it were good aligned for 1 round per binder level she possesses. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier. »» Sacred Touch: While the pactmaker is bound to the angel constellation spirit, she can stabilize a living creature that has –1 or fewer hit points with a touch. If the target later takes damage, it continues dying normally. In addition, the pactmaker can cast cure light wounds as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. In addition, the maximum number of hit points of damage healed by this spell-like ability is based on the pactmaker’s level, not the limit based on cure light wounds. For example, an 11th-level pactmaker with this aspect may use this spell-like ability to heal 1d8+11 points of damage instead of the normal 1d8+5 maximum.

Beast Constellation Aspects

»» Eldritch Attacks: While the pactmaker is bound to the beast

spirit, her natural attacks and unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. »» Keen Senses: While the pactmaker is bound to the beast spirit, she can cast keen sensesAPG as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. »» Natural Attacks*: Choose bite or claws. While the pactmaker is bound to the beast spirit, she gains the selected natural attack

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if she didn’t have it already; this bite attack deals 1d6 points of damage (or 1d4 points if she is Small) while the claw attacks deal 1d4 damage (or 1d3 points if she is Small). If the pactmaker already possesses the selected natural weapon or she gains it from another class feature, feat, spell, or ability, she gains a +1 insight bonus on attack rolls and damage rolls with her selected natural weapon instead. This bonus increases by +1 at 5th level and every four pactmaker levels thereafter, to a maximum of +5 at 17th level. »» Speak with Animals: While the pactmaker is bound to the beast spirit, she can cast speak with animals as a spell-like ability a number of times per day equal to 3 + her Charisma modifier.

Dark Beyond Constellation Aspects

»» Dark Vessel: As an immediate action, the pactmaker can grant the

next attack or spell that targets her a 20% miss chance. This ability doesn’t affect attacks or spells that target multiple creature and lasts 1 round per four pactmaker levels she possesses (minimum 1 round). The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Mind Guard: While the pactmaker is bound to the dark beyond spirit, she gains a +2 bonus on saving throws against mindaffecting abilities. »» Vanish: While the pactmaker is bound to the dark beyond spirit, she gains the ability to cast vanishAPG as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Void Ray: The pactmaker unleashes a ray of focused darkness as a standard action. If she hits with her ray (a ranged touch attack), it deals 1d6 points of cold damage. This attack has a range of 30 feet. Additionally, a creature struck by the ray must succeed on a Fortitude save or become blinded for 1 round. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).

Dragon Constellation Aspects

»» Draconic Breath: The pactmaker can unleash a breath attack in a

10-foot line that deals 1d6 points of acid, cold, electricity or fire damage or 1d4 sonic damage (her choice). A successful Reflex save reduces the damage by half. The pactmaker must choose which type of energy to use when she gains this constellation and once chosen, it cannot be changed. Increase the damage done by this attack by 1d6 for every two binder levels (maximum 10d6), or by 1d4 for every two binder levels for sonic damage. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Draconic Wings*: While the pactmaker is bound to the dragon spirit, she gains a pair of vestigial wings. These wings are treated as a physical sign and the pactmaker must show this sign in order to receive any benefit from them.The pactmaker takes no damage from falling while benefiting from her draconic wings and she can move up to 5 feet in any horizontal direction for every 1 foot she falls while in midair, at a speed of 60 feet per round. The pactmaker cannot gain height with these wings, she merely coasts

in other directions as she falls. If subjected to a strong wing or an effect that causes her to rise, the pactmaker can take advantage of the updraft to increase the distance she can glide. If the pactmaker has a fly speed, this ability instead improves her maneuverability by one step. »» Ferocious: While the pactmaker is bound to the dragon spirit, she gains the benefits of Dazzling Display. She does not need a weapon in hand to use this feat. »» Scaled*:While the pactmaker is bound to the dragon constellation spirit, she gains a +1 natural armor bonus to her AC. This natural armor bonus increases by +1 at 5th level and every five levels thereafter, to a maximum of +5 at 20th level.

Fiend Constellation Aspects »» Fiendish Horns*: While the pactmaker is

bound to the fiend spirit, she gains a gore attack that deals 1d6 points of damage (or 1d4 points if she is Small). If she already possesses a gore attack, she gains a +1 insight bonus on attack rolls and damage rolls with her gore. When her binder level reaches 5th and every four binder levels thereafter, this insight bonus increases by +1, up to +5 at 17th level. »» Fiendish Resilience*: While the pactmaker is bound to the fiend spirit, her skin becomes warped and tainted by fiendish influence, granting her resistance to acid, cold, or fire (her choice) equal to 1/2 her pactmaker level (minimum 1). This physical blight is treated as a physical sign and the pactmaker must show this sign in order to receive any benefit from it. »» Sow Destruction: While the pactmaker is bound to the fiend spirit, she gains the ability to cast sparkAPG as a spelllike ability at will as well as the ability to cast produce flame as a spelllike ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Unholy Touch: While the pactmaker is bound to the fiend spirit, she can cause a stable creature that has –1 or fewer hit points to resume dying with a touch. In addition, the pactmaker can cast inflict light wounds as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). In addition, the maximum number of hit points of damage is based on the pactmaker’s level, not the limit based on inflict light wounds. For example, an 11th-level pactmaker with this aspect may use this spell-like ability to deal 1d8+11 points of damage instead of the normal 1d8+5 maximum.

Hero Constellation Aspects

»» Moment of Triumph: While the pactmaker is bound to the hero

spirit, she can cast moment of greatnessuc as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. »» Timely Assistance: While the pactmaker is bound to the hero spirit, she can cast timely inspirationAPG as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. At 5th level, the pactmaker can use this ability to cast gallant inspirationAPG instead of timely inspiration. »» Vigilance: While the pactmaker is bound to the hero spirit, she gains 1 temporary hit point at the start of her turn if she does not possess any temporary hit points. »» Weapons of the Hero: Select armor or weapons. While the pactmaker is bound to the hero spirit, she gains proficiency with all martial weapons if she chooses weapons, or proficiency with medium armor if she chooses armor. If the pactmaker is already proficient with all martial weapons and she chooses weapons with this aspect, she gains proficiency with an exotic weapon of her choice instead. If the pactmaker is proficient with medium armor and she chooses armor with this aspect, she gains proficiency with heavy armor instead.

Mage Constellation Aspects

»» Automatic Writing: While the pactmaker is bound to the mage spirit, she can create mystic writings and symbols with a touch. This ability functions as arcane mark except the pactmaker can also create written works in any language that she knows. The pactmaker can write documents with this ability at a speed of 25 words per round. »» Discern Arcana:While the pactmaker is bound to the mage spirit, she can cast detect magic and read magic at will as spell-like abilities. »» Elemental Ray: After sealing her pact with the mage spirit, the pactmaker selects acid, cold, electricity, or fire. While she is bound to the mage spirit, the pactmaker can attack one target within 30 feet as a standard action with a ray of the chosen element. On a successful hit, the ray deals 1d6 points of energy damage of the chosen type + 1 point per pactmaker level she possesses. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier. »» Magic Apex: While the pactmaker is bound to the mage spirit, she gains a +2 bonus on saving throws against spells and spell-like abilities.

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Noble Constellation Aspects

»» Authoritative: While the pactmaker is bound to the noble spirit, she gains an insight bonus on Diplomacy checks equal to half her pactmaker level. »» Bane: While the pactmaker is bound to the noble spirit, she can cast bane as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Command: While the pactmaker is bound to the noble spirit, she can cast command as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Spurn Blows: As an immediate action, the pactmaker can reduce all damage dealt to her by 1 point until the end of the turn. This ability stacks with damage reduction. When her pactmaker level reaches 4th and every five levels thereafter, the amount of damage prevented by this ability increases by 1, to a maximum of 5 points at 17th level.

Seer Constellation Aspects

»» Canny Prediction: While the pactmaker is bound to the seer

spirit, she may replace the d20 result of any initiative check she makes with an 11. She may not use this ability to replace a natural 1 on an initiative check with this ability. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Foretell: While the pactmaker is bound to the seer spirit, she can cast augury once per day as a spell-like ability. At 5th level, she can cast divination once per day as a spell-like ability instead. »» Future Flashes: As an immediate action, the pactmaker can grant herself a +1 insight bonus to her AC until the end of the turn. When her pactmaker level reaches 4th and every five levels thereafter, the insight bonus increases by 1, to a maximum of +5 at 17th level. »» Know Direction:While the pactmaker is bound to the seer spirit, she always knows which direction is north and gains an insight bonus on Survival checks equal to half her pactmaker level.

Scholar Constellation Aspects

»» Lore Consultant: While the pactmaker is bound to a scholar

spirit, she can reroll any Knowledge check she makes as an immediate action. She must accept the result of this reroll, even if it is worse. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Secret Lore: Select 1 skill. If a skill that the pactmaker has no ranks in is chosen, she can use that skill untrained for the duration of her pact with the scholar spirit. If a skill that the pactmaker has ranks in is chosen, she receives a +3 insight bonus on checks made with the selected skill instead. »» Summon Tome: While the pactmaker is bound is a scholar spirit, she can retrieve any books, scrolls, or written documents on her person as a swift action instead of a full-round action. »» Tongue of the Spirits: Select 1 language (except secret languages). The pactmaker can read and write fluently in this language for the duration of her pact with the scholar spirit.

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Skull Constellation Aspects

»» Chill Touch: While the pactmaker is bound to the skull spirit, she

can cast chill touch as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Disrupt Undead: While the pactmaker is bound to the skull spirit, she can cast disrupt undead as a spell-like ability at will. »» Ghostly Wail: While the pactmaker is bound to the skull spirit, she can cast ghost sound as a spell-like ability at will. In addition, she gains an insight bonus on Intimidate checks equal to half her pactmaker level (minimum 1). »» Putrefy Food and Water: As a standard action, the pactmaker can cause up to 1 cubic pound of food or water per pactmaker level she possesses to immediately spoil with a touch. Magically blessed or prepared food receives a Will saving throw to negate this effect, using its creator (or caster’s) saving throw bonus. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).

Thief Constellation Aspects

»» Silver Speech: While the pactmaker is bound to the thief spirit,

she gains an insight bonus on Bluff checks equal to half her pactmaker level (minimum 1) »» Slippery Grace: Select either Escape Artist or Sleight of Hand. While the pactmaker is bound to the thief spirit, she gains an insight bonus on skill checks made with the selected skill equal to half her pactmaker level (minimum 1). »» Sneak Attack: While the pactmaker is bound to the thief spirit, her attacks deal an extra +1d6 points of sneak attack damage, as a rogue. The pactmaker can only deal this extra damage against creatures that qualify as the thief spirit’s favored enemy. »» Unwitting Ally:While the pactmaker is bound to the thief spirit, she can cast unwitting allyAPG as a spell-like ability at will.

Tree Constellation Aspects

»» Goodberry: While the pactmaker is bound to the tree spirit, she

can cast goodberry as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). »» Root Stance: While the pactmaker is bound to the tree spirit, she uses her 2 + her pactmaker level as her base attack bonus when determining her CMD against bull rush, overrun, reposition, and trip combat maneuvers. If she has the Defensive Combat Training feat, she gains a +4 bonus to her CMD against these combat maneuvers instead. »» Improvised Staff:While the pactmaker is bound to the tree spirit, when she wields an improvised, wooden weapon such as a chair leg or a broom, she treats the object as a club, a great club, or a quarterstaff instead of an improvised weapon, as appropriate. In addition, she can cast shillelagh as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. »» Thorn Javelin: While the pactmaker is bound to the tree spirit, she can cast thorn javelinACG as a spell-like ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).

Binder Secrets

At the indicated levels, a pactmaker receives a binder secret, a bit of forgotten lore that allows her to use her occult powers in new and exciting ways. In addition to standard secrets, the following categories of binder secrets exist with unique mechanics governing their use. Alteration: An alteration secret allows a binder to alter the nature of one of her major granted abilities. Applying the benefits of an alteration secret to a major granted ability does not require an action and doing so increases the number of rounds that the major granted ability is expended to 10 rounds, or 8 rounds if the pactmaker possesses the Rapid Recovery feat. A pactmaker may only apply the benefits of one alteration secret to a granted ability at a time. Rituals: A ritual secret allows a binder to perform a special ceremony to produce a desired effect. All rituals involve one or more occult spirits and in order to perform a ritual, the binder must complete the Knowledge Tasks of any spirit to be involved and be able to seal pacts with that spirit. Otherwise, performing a ritual secret is identical to performing a pact ritual, as outlined in Chapter 3, except ritual secrets take 10 minutes to perform and cannot be rushed without the rush ritual binder secret. If you fail your binding check when performing a ritual secret, the ritual fails and you cannot attempt that ritual again for 24 hours.

Allure of the Night

You tantalize your foes with the whispers of occult spirits, driving them mad unless they focus their anger. Benefit: A pactmaker with this secret can attempt a Diplomacy check against all creatures within 30 feet of her as a standard action (DC equals 10 + half the creature’s Hit Dice + the creature’s Wisdom modifier). If she succeeds, the creature takes a –2 penalty on attack rolls and suffers a 20% spell failure chance when casting spells. These penalties do not apply to attacks or spells that target the pactmaker or that include her in their targeted area. These penalties last for 1 round, plus 1 additional round for every 5 by which the pactmaker exceeds the creature’s Diplomacy DC. For every 4 binder levels beyond 2nd that the pactmaker possesses, the penalty on attack rolls increases by –1 and the spell failure chance increases by 5%. Creatures that fail their Diplomacy checks are aware of these penalties. This ability requires sonic components but is not language-dependent. Whether or not this Diplomacy check is successful, a creature cannot be the target of this binder secret again for 1 day.

Analyze Pact Spirits

You learn about the spirits that a creature is bound to with a touch. Prerequisites: Intuit spirit binder secret or ability to cast detect pact spirits†. Benefit: A pactmaker with this secret can touch an opponent as a standard action to learn about any spirits that it is

bound to. If she hits the target with a melee touch attack, she determines the number of spirits that it is bound to, the level of those spirits, the names of their granted abilities and how many daily uses (if any) those abilities have remaining, and the constellation that each spirit belongs to as if she had studied the creature for 3 rounds with detect pact spirits†. The pactmaker does not detect pact spirits in any other object or individual within range when using this binder secret.

Bouncing Major Ability (Alteration)

You redirect a failed granted ability to a new target. Prerequisite: Pactmaker level 5th. Benefit: When a pactmaker with this secret activates a major granted ability that targets a single creature, she can redirect that major granted ability onto a new target within range after the major granted ability fails to affect its original target, whether it failed to hit the target or the target succeeded on its saving throw. The redirected granted ability behaves in all ways as if its new target were its original target. If the original target was affected by the granted ability in any way (including by a lesser effect on a successful save) then the granted ability cannot be redirected in this manner. A pactmaker may use this alteration secret up to three times per day.

Bountiful Abilities

You can make additional use of a bound spirit’s granted abilities. Benefit: A pactmaker with this talent can use her minor granted abilities more often.Twice per day, she can use a minor granted ability that is normally only usable once per day one additional time. The uses of this binder secret do not have to be used with the same minor granted ability. Alternatively, when the pactmaker uses a minor granted ability that can be used for a number of rounds, minutes, or hours per day, she can spend one use of this talent in order to use the activated minor granted ability for 3 rounds, minutes, or hours without subtracting this time from the maximum number of rounds, minutes, or hours that she can normally use the minor granted ability. Special: A pactmaker can select this binder secret once initially, plus an additional time beginning at 6th level, 12th level, and 18th level. Its effects stack.

Create Pact Poltergeist (Ritual)

You bind a spirit into an inanimate object. Prerequisites: Expel Spirit†, pactmaker level 11th. Benefit: Instead of binding a spirit onto her soul, a pactmaker with this secret can bind it into an inanimate, unattended object as part of a ritual. The inanimate object is transformed into a pact poltergeist, functioning as animate objects except that the spell’s duration is increased to 1 day and the pact poltergeist is intelligent, possessing mental ability scores equal to 10 + the spirit’s level. The pact poltergeist displays its bound spirit’s physical sign, though it can be suppressed if the pactmaker made a good pact with the bound spirit. Likewise,

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the pact poltergeist suffers the bound spirit’s personality influence, even if the pactmaker made a good pact with the bound spirit. If the pactmaker made a poor pact with the spirit that is animating the pact poltergeist, the pactmaker suffers that spirit’s personality influence penalty whenever the pact poltergeist is prevented from acting in accordance with the spirit’s personality influence instead of the pact poltergeist itself. The pact poltergeist is considered the pactmaker’s vestigial companion, functioning as a familiar. The pactmaker possesses a wizard level equal to her pactmaker level when determining her pact poltergeist’s abilities. In addition, the pact poltergeist gains access to all of its bound spirit’s granted abilities (including its capstone empowerment, if it was earned). A pact poltergeist also can manifest a mouth to speak with at will as a standard action, functioning as magic mouth. Moreover, it possesses the ability to see and hear out 120 feet, regardless of its type. A pact poltergeist counts against the total number of spirits that a pactmaker can bind to her soul to at once and she may only have a single pact poltergeist at a time. If the pact poltergeist is destroyed or the spirit is exorcised, the pact ends and the spirit returns from whence it came.

Death Ward

Your bound spirit protects you from death’s door. Prerequisites: Iron Will, Jealous Guardian†, Unyielding Personality†, ability to bind 6th-level spirits. Benefit: When a pactmaker with this secret is bound to a spirit, she may roll any saving throws that she makes against death effects twice and use the better result. The pactmaker must declare that she is using this ability before rolling her saving throw. A pactmaker cannot use this ability against an effect that does not allow a saving throw.

Disguise Granted Abilities

You are a master of hiding your occult powers from onlookers. Benefit: A pactmaker with this secret can take 10 on Bluff and Disguise checks made to hide her spirit’s physical sign as well as the use of her granted abilities.

Double Occult Weapon

You can enhance two weapons with your occult weapon ability simultaneously. Prerequisite: Occult weapon binder secret. Benefit: When a pactmaker with this secret uses occult weapon to improve her weapon, she can choose to enhance two weapons or both ends of a double weapon. Once she chooses which two weapons to apply her occult weapon ability to, it cannot be changed for the duration of the pact. Any enhancement bonus she adds to one of her weapons gets added to both automatically, but weapon special abilities must be accounted for separately. For example, if she can enhance up to the equivalent of a +2 bonus, she could give both of her weapons an additional +1 bonus and apply the keen special weapon ability

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to one of those weapons. Normal: A pactmaker may only select one weapon to benefit from her occult weapon binder secret.

Echoing Major Ability (Alteration)

Your granted abilities leave a spiritual echo behind when they are used, allowing you to activate the granted ability again on your next turn. Prerequisite: Pactmaker level 8th. Benefit: When a pactmaker with this secret activates a major granted ability, she may delay its expenditure until the end of her next turn, allowing her to use the ability one additional time on her next turn. At the end of the pactmaker’s next turn, the echoed major ability is expended, even if it wasn’t used.

Ectoplasmic Resonance

Your supernatural powers allow you to strike true against incorporeal creatures. Benefit: A pactmaker with this secret is adept at striking creatures without a physical body, allowing her to overcome an incorporeal creature’s defenses as a swift action. Until the end of the turn, the pactmaker’s attacks and supernatural abilities deal full damage to an incorporeal target and effects that do not cause damage do not have a reduced chance to effect an incorporeal opponent. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier.

Empower Major Ability (Alteration)

You expend extra supernatural energy to strengthen your spirit’s abilities. Prerequisite: Pactmaker level 5th. Benefit: When a pactmaker with this secret activates a major granted ability, she can increase its variable, numeric effects by 50%. A pactmaker may use this alteration secret up to three times per day.

Exorcise Pact Spirits

You force spirits and other possessing entities out from others with ease. Prerequisite: Pactmaker level 5th. Benefit: A pactmaker with this secret can break the bonds connecting a spiritual creature to its mortal vessel as a standard action, functioning as dismiss pact spirit†. At 10th level, this binder secret functions as banish pact spirits† instead. A pactmaker can use this ability once per day, plus one additional time per day for every 5 levels attained thereafter.

Horrid Skean

You enshroud a weapon with occult energy that rends your foes asunder. Prerequisites: Occult weapon binder secret, seal of living darkness binder secret, base attack bonus +10, ability to bind 6th-level spirits. Benefit: A pactmaker with this secret adds her level on damage rolls made with any weapon that she has bound a spirit to using the occult weapon binder secret. This damage isn’t multiplied on a critical hit. In addition, when the pactmaker

uses the attack action her weapon’s critical damage multiplier increases by x1 while it is bound with a spirit.

Greater Spiritual Resonance

It is nearly impossible for outside forces to wrestle spirits from your protective grasp. Prerequisites: Improved spiritual resonance binder secret, spiritual resonance binder secret, ability to bind 9thlevel spirits. Benefit: A pactmaker with this secret increases the range of her spiritual resonance binder secret to 30 feet. In addition, the insight bonus that her spiritual resonance provides her allies on Will saving throws against dismiss pact spirit† and similar effects increases to +6.

Guardian Spirit

Your bound spirits alert you to the presence of others. Prerequisite: Undying aid binder secret. Benefit: When a pactmaker with this secret is asleep, her bound spirit alerts her to the presence of any creature that moves within 20 feet, functioning as an alarm spell. Unlike alarm, there is no password to avoid setting this binder secret off, though the pactmaker may designate for certain creatures to not trigger this alarm.

Hateful Major Ability (Alteration)

You can penetrate the defenses of your spirit’s most hated enemies. Prerequisite: Pactmaker level 5th. Benefit: When a pactmaker with this secret activates a major granted ability, she can allow it to ignore all energy resistances and immunities, spell resistance, and damage reduction that affected creatures possess if the creature is a favored enemy of the major granted ability’s spirit.

Immortality

The touch of the spirit realm has broken your connection to reality, making you immortal. Prerequisite: Maximum spirit level 9th. Benefit: A pactmaker that selects this secret stops aging and can no longer die of old age. She does not take any age penalties because of her age, but she continues to benefit from age bonuses. In addition, the pactmaker is immune to aging effects.

Improved Spiritual Resonance

You are able to keep spirits tightly bound to their vessels with greater skill and effect.

Prerequisites: Spiritual resonance binder secret, ability to bind 6th-level spirits. Benefit: When she selects this secret, the range of the pactmaker’s spiritual resonance binder secret improves to 20 feet and the insight bonus it provides her allies on Will saves against dismiss pact spirit†, banish pact spirits†, and similar effects increases to +4.

Improved Vestigial Protection

Your ability to manifest protective auras from bound spirits becomes more potent. Prerequisites: Amateur Pactmaker† or bind spirit class feature, vestigial protection binder secret, binder level 17th. Benefit: When she selects this secret, the pactmaker’s vestigial protection aura expands to a 20-foot emanation. Ranged attacks made against allies within the aura gain a 20% miss chance.

Incite Animosity

You are able to set your spirit’s wrath upon any opponent. Benefit: While bound to a spirit, a pactmaker with this secret can select one target within 30 feet that she can see as a move action and mark it as an enemy of the Spirit Realm. For 1 minute, all spirits that the pactmaker is bound to treat the marked target as though it were a favored enemy. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1) and she can mark only a single creature at once with this ability; marking a second creature with incite animosity causes its effects to end for the first creature.

Inquiry (Ritual)

You are able to use pact magic to interview occult entities for information. Prerequisite: Pactmaker level 5th. Benefit: A pactmaker with this secret can perform a ritual in order to gain insight and knowledge from occult creatures. Unlike most rituals, she only needs to know a spirit’s name and have completed its seal Knowledge Task in order to use this ritual. Instead of the spirit’s usual ritual, the pactmaker draws a salt circle around herself for protection and calls out to the spirit while systematically lighting a set of five candles. After the fifth candle has been lit, the spirit’s presence becomes palpable around her. While the spirit is manifested (up to 10 minutes), the pactmaker can ask one question to the spirit, functioning as divination. Use the pactmaker’s level as her caster level when determining

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the chance for a correct divination. Alternatively, the pactmaker can ask the spirit questions about its former life or existence, which grants her a permanent +5 insight bonus on all Knowledge checks made to complete the spirit’s Knowledge Tasks. An inquiry ritual must be performed in complete darkness (except for the candlelight used in the ritual’s ceremony) between midnight and dusk. Performing the ritual at any other time causes it to fail.You may only perform one inquiry ritual per night.

Intuit Spirit

You can sense occult auras. Benefit: A pactmaker with this secret gains the ability to cast detect pact spirits† at will as a spell-like ability.

Merciful Spirit

You are able to lessen the force of your abilities, allowing them to deal nonlethal damage. Benefit: A pactmaker with this secret can modify any granted ability that deals hit point damage to deal nonlethal damage instead of lethal damage. Granted abilities that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. If she uses this binder secret to modify a granted ability to deal nonlethal damage to a creature that qualifies as the favored enemy of the spirit that granted the ability to her, the pactmaker risks suffering the spirit’s personality influence if she made a poor pact with it.

Mutable Bonus (Ritual)

You can adjust the insight that a spirit bestows upon you with its supernatural powers. Benefit: While a pactmaker with this secret is bound to a spirit who possesses a minor granted ability that grants her an insight bonus on one or more types of skill checks, she can perform a ritual that allows her to reassign that minor granted ability’s bonus. After performing the ritual, the pactmaker may apply the bonus to a different skill that uses the same key ability score. Additionally, the selected skill can be used untrained for the duration of her pact with the spirit. For example, if the pactmaker’s spirit has a minor granted ability that grants her an insight bonus on Escape Artist and Spellcraft checks, she can select either skill’s key ability modifier (Dexterity or Intelligence) and apply the minor granted ability’s bonus to a different Dexterity- or Intelligence-based skill. This ritual replaces all of the minor granted ability’s usual bonuses. The pactmaker may only reassign one bonus per minor granted ability, even if the granted ability normally benefits more than one skill. Once a minor granted ability has been altered by this ritual, it cannot be changed again until after the pact ends and the spirit departs from the pactmaker’s soul.

Pact Effigy

You use your knowledge of occult lore and magic to create wondrous objects of power. Prerequisite: Pactmaker level 5th.

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Benefit: A pactmaker with this secret treats her binder level as her caster level for the purpose of meeting the prerequisites of item creation feats.

Occult Communion (Ritual)

Rather than summon a spirit into a seal, you project your mind to the spirit realm in order to interview a spirit in its own element. Prerequisites: Inquiry binder secret, pactmaker level 11th. Benefit: When a pactmaker with this secret uses the inquiry binder secret, the ritual functions as contact other plane rather than divination. For the purpose of this ritual, the spirit realm is an outer plane and a spirit of 3rd level or lower is a lesser deity, a spirit of 4th level through 6th level is an intermediate deity, and a spirit of 7th level or above is a greater deity.

Occult Secret

You have unlocked the secret of a new pact feat. Benefit: You gain a bonus pact feat. You must meet this feat’s prerequisites, if any. Special: A pactmaker can select this binder secret once initially, plus one additional time at 6th level, 12th level, and 18th level.

Occult Weapon

You bind a spirit onto one of your weapons, transforming it into a conduit of occult power. Benefit: After sealing a pact with a spirit, a pactmaker with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of occult weapon are considered that spirit’s vestigial bond ability for all purposes, and the pactmaker cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret. As a swift action, the pactmaker grants one weapon that she is holding a +1 enhancement bonus for 1 minute. She can select a natural weapon or her unarmed strikes with this ability. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. This bonus is added to the weapon, stacking with existing weapon enhancement to a maximum of +5. At 5th level, these bonuses can be used to add any of the following weapon properties: conductiveAPG, corrosiveAPG, corrosive burstAPG, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, returning, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the

spirit is bound to the weapon and cannot be changed until the next time the pactmaker uses this binder secret. These bonuses do not function if the weapon is wielded by anyone other than the pactmaker. Once the pactmaker has chosen how to allocate this bonus, it lasts for the duration of her pact with the spirit and cannot be changed. A pactmaker can only enhance one weapon in this way at a time, and she cannot enhance multiple weapons simultaneously.

Revelation of Brilliance

Occultinogen (Ritual)

Rush Ritual

You are able to brew a concoction that allows you to seal occult power within a drinkable agent. Prerequisite: Cognatogen class feature or mutagen class feature. Benefit: A pactmaker with this secret can perform a 1 hour ritual that creates an occultinogen, a mutagen-like concoction that traps occult potential in drinkable form. Upon imbibing the occultinogen, the pactmaker becomes bound in a poor pact to the spirit involved in the ritual for 1 hour. A spirit bound to a pactmaker via an occultinogen counts against the total number of spirits that she can seal pacts with; if the spirit granted by the occultinogen would cause the pactmaker to exceed her maximum number of spirits, then the granted abilities of the highest-level spirit that she is bound to become suppressed until the effects of the occultinogen end. The pactmaker may possess both a Reserved Spirit and a spirit that has been suppressed by this ability simultaneously. A pactmaker cannot expel, suppress, or otherwise dismiss a spirit that she has gained from an occultinogen. All limitations of mutagens apply to occultinogens as if they were the same substance–a pactmaker may only maintain one cognatogen, mutagen, or occultinogen at a time, an occultinogen that is not in a pactmaker’s possession becomes inert, drinking an occultinogen makes a character without this binder secret sick, and so on. When the effect of the occultinogen ends, the pactmaker takes 2 points of Charisma damage. The infuse mutagen discovery and the persistent mutagen discovery apply to occultinogens.

Quicken Major Ability (Alteration)

You expend extra supernatural energy to use your spirit’s abilities faster. Prerequisite: Pactmaker level 11th. Benefit: When a pactmaker with this secret activates a major granted ability, she can activate it as a swift action instead of its normal activation time. A pactmaker may use this alteration secret up to three times per day.

Remove Malady

You use your supernatural talents to dispel pact maladies. Prerequisite: Pactmaker level 8th. Benefit: A pactmaker with this gains the ability to cast remove malady† as spell-like ability once per day, plus one additional use at 11th level and every three levels thereafter.

Knowledge bequeathed to you by occult spirits augments your book learning. Benefit: A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowledge checks untrained instead. You are able to perform binder rituals more quickly than most. Prerequisite: Any ritual binder secret. Benefit: A pactmaker with this binder secret can rush a ritual binder secret, reducing the amount of time that it takes to perform the binder secret’s ritual by up to 9 minutes. The pactmaker take a cumulative –2 penalty on binding checks made with the spirit per minute that she rushes the ritual. For example, performing a ritual binder secret in 1 minute incurs a –18 penalty on your binding checks. Normal: Performing a ritual binder secret takes 10 minutes.

Seal of Living Darkness

You can terrify foes with a soul-wrenching shriek, channeled through your weapon. Prerequisite: Occult weapon binder secret. Benefit: While wielding a weapon that she has selected with the occult weapon binder secret, a pactmaker with this secret may make demoralize attempts as a move action. When she successfully demoralizes an opponent while wielding this weapon, increase the number of rounds that her target is shaken for by 1 for every 4 binder levels she possesses.

Scribe Binding Tattoo (Ritual)

You have learned the secret of scribing a spirit’s seal onto your body as a tattoo in order to perform its ritual faster. Prerequisite: Pactmaker level 5th. Benefit: A pactmaker with this secret can perform a ritual that allows her to scribe a spirit’s seal onto her body in the form of a binding tattoo. Unlike most rituals, a binding tattoo ritual takes 10 hours rather than 10 minutes. In order to create a binding tattoo, the pactmaker must complete all four of the spirit’s Knowledge Tasks. This tattoo is the size of the pactmaker’s fist and can be placed anywhere upon her body. After the ritual is complete, the pactmaker may use the tattoo instead of drawing the spirit’s seal, allowing a pactmaker to skip this step when performing the spirit’s ritual. A pactmaker may possess one binding tattoo scribed upon her body at a time, plus one additional binding tattoo for every 4 pactmaker levels she possesses (maximum 5). Creating a binding tattoo requires alchemical components worth 100 gp x the spirit’s level. Removing a binding tattoo is tricky work that requires four 8-hour rituals and alchemical components worth 50 gp. These four rituals do not need to be performed

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consecutively, but the pactmaker stops benefiting from the tattoo after the first ritual has been completed. Special: A binder with the rush ritual binder secret can reduce the amount of time that it takes to create a binding tattoo by up to 9 hours, taking a cumulative –2 penalty on binding checks made with the spirit per hour that the ritual is rushed.

Shade Step

You can step through the spirit realm, allowing you to move short distances without allowing your opponents the ability to react. Prerequisites: Occult weapon binder secret, seal of living darkness binder secret. Benefit: While wielding a weapon that she has selected with the occult weapon binder secret, a pactmaker with this binder secret may move up to 10 feet as a move action without provoking attacks of opportunity. For every 4 binder levels she possesses, increase the distance that the pactmaker can move using this ability by 5 feet, to a maximum of 30 feet at 20th level. The pactmaker can use this ability a number of times per day equal to 3 + the pactmaker’s Charisma modifier (minimum 1).

pactmaker is not bound to a spirit herself or dead, but it continues to function while she is unconscious.

Stalwart

Thanks to your spirit’s presence, you are able to completely thwart effects that would harm your physical and mental health. Prerequisite: Pactmaker level 11th. Benefit: A pactmaker with this secret can use mental and physical resilience to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used while the pactmaker is bound to a spirit. A helpless pactmaker does not gain the benefit of this binder secret.

Steal Pact Spirits

You are able to steal the granted powers of a spirit that you have successfully identified. Prerequisites: Analyze pact spirit binder secret or ability to cast detect pact spirits†. Benefit: A pactmaker with this binder secret can attempt to steal a granted ability from an opponent that is unable to Shroud of Shadows defend itself. As a standard action, the pactmaker can make You draw shadows into your occult weapon and use them to cloak a melee touch attack against an opponent that is flat-footed, yourself from enemy attacks. denied its Dexterity bonus to AC, or that she is flanking. She Prerequisites: Occult weapon binder secret, seal of livmay only make this melee attack if she has identified one or ing darkness binder secret. more of the spirits that the target is bound to. If she hits, the Benefit: While wielding a weapon that she has selected target must make a Will save (DC 10 + 1/2 the pactmaker’s with the occult weapon binder secret, a pactmaker with this level + the pactmaker’s Charisma modifier) or have one of its binder secret may surround herself in shadow as a move granted abilities of the pactmaker’s choice become expended action, granting her concealment (20% miss chance) from all for 1 minute.While the granted ability is expended in this manmelee attacks until the start of her next turn. The pactmaker ner, the pactmaker gains access to that granted ability for 1 cannot use this concealment to make Stealth checks and it minute or until the creature dies or its pact with the granted provides no benefit against ranged attacks. ability’s associated spirit ends. When using a stolen granted ability, the pactmaker uses Spirit Imp the lower between her binder level and the creature’s binder Your foray into pact magic has helped you learn how to befriend a level to determine the ability’s effects. If the stolen granted spirit imp companion. ability has uses per day or a similar restriction, any uses of this Prerequisite: Pactmaker level 1st. ability that the target had already used count against the total Benefit: You gain a spirit imp as a familiar (see page 364 number of uses that the pactmaker has access to and vice versa. for spirit imp details), using your pactmaker level as your The pactmaker uses her Charisma modifier in place of the tareffective wizard level.This familiar follows the rules for famil- get’s when determining all effects of the stolen granted ability iars presented in the arcane bond wizard class feature. except its uses per day. If a pactmaker uses this ability to steal a major granted ability that is expended, it remains expended until the appropriate number of rounds have passed. Spiritual Resonance You are able to harmonize your allies’ spirits with that of your own, A pactmaker may not steal a granted ability from a spirit whose level exceeds her maximum spirit level. She may only binding you to one another. possess one stolen granted ability at a time, though she may Prerequisite: Ability to bind 3rd-level spirits. Benefit: A pactmaker with this secret emits an aura that dismiss a stolen granted ability as a free action, returning it to protects allied spirits from being expelled from their hosts. its proper binder. Allies within 10 feet of the pactmaker gain a +2 insight bonus on Will saves made against dismiss pact spirit†, banish pact spir- Sustenance its†, or any other effect that attempts to unwillingly expel a Your body is nourished by occult energies. spirit from their soul. This ability does not function while the Benefit: While bound to a spirit, a pactmaker with this

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secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.

Tendrils of Darkness

You can draw shadows into your occult weapon and use them to latch on to your enemies, restricting their movement. Prerequisites: Occult weapon binder secret, seal of living darkness binder secret, shroud of shadows binder secret, maximum spirit level 4th. Benefit: While wielding a weapon that she has selected with the occult weapon binder secret, a pactmaker with this secret can make a CMB check against one creature within 30 feet as a standard action. If she succeeds, she creates a tendril of shadow that pins the target in place for 1 round, plus 1 additional round for every 5 by which the pactmaker beats her target’s CMD. While its shadow is pinned, the target’s speed for all of its movement types is reduced to 5 feet and it cannot take 5-foot steps. A creature can attempt to escape this effect as a standard action by succeeding on an opposed CMB check or an Escape Artist check against the pactmaker’s CMD + her Charisma modifier.

Unbarred

You are more flexible than others in your trade. Prerequisite: Tunneled lore class feature. Benefit: A pactmaker with this secret select 1 constellation that she has barred and unbar it; the pactmaker may perform pact rituals with spirits from the unbarred constellation, though her binder level is reduced by half when making binding checks with such spirits. Constellations unbarred by this binder secret are not considered to have been selected by the tunneled lore class feature and gain none of the benefits for having been selected as such. For example, a bard with the soul muse archetype does not gain the ability to use the soul musing class feature with a constellation that she has unbarred with this binder secret. Special: If the pactmaker later multiclasses into a class with the tunneled lore class feature, that class’s tunneled lore class feature does not bar any constellations that she has selected using this binder secret.

Undying Aid

Your bound spirits mend broken bones and heal your wounds. Benefit: While bound to a spirit, a pactmaker with this

secret can heal a number of hit points of damage equal to her binder level as a standard action by expending one major granted ability that she possesses for 5 rounds. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier.

Undying Salvation

Your bound spirits sacrifice their pacts to spare your life. Prerequisites: Expel Spirits†, undying aid binder secret, ability to bind 6th level spirits. Benefit: While a pactmaker with this secret is bound to a spirit, she can use the undying aid binder secret when she is reduced to 0 or fewer hit points by expelling one spirit that she is bound to as an immediate action.The pactmaker can even use this ability if the damage dealt to her would be enough to slay her; if her current hit point total is at a negative amount less than her Constitution score after being healed by undying aid, she comes to life and stabilizes at her new hit point total. If the pactmaker’s hit point total is an amount that is equal to or greater than her Constitution score, she remains dead. If the pactmaker’s life is saved by this binder secret, she gains a temporary negative level that lasts for 1 day.

Vestigial Protection

You can focus a spirit’s supernatural power into defending you and your allies. Prerequisite: Amateur Pactmaker† or bind spirit class feature. Benefit: After sealing a pact with a spirit, a pactmaker with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of vestigial protection are considered that spirit’s vestigial bond ability for all purposes, and the pactmaker cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret. As a swift action, the pactmaker can use this ability to project her bound spirit as a protective aura, granting all allies within 10 feet a +2 deflection bonus to their AC and a +2 dodge bonus on Reflex saving throws. At 12th level and every four binder levels thereafter, these bonuses improve by +1, to a maximum of +4 at 20th level. A pactmaker can use this ability for a number of minutes per day equal to her binder level. These minutes don’t need to be consecutive, but they must be spent in 1-minute increments.

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Favored Class Options

The rules below allow members of races from the Pathfinder Roleplaying Game Advanced Race Guide to take alternate rewards when they gain a level in the pactmaker class, provided they have chosen pactmaker as their favored class. Racial favored class options were introduced in Pathfinder Roleplaying Game Advanced Player’s Guide. Each of these rewards replaces the normal reward for having a level in a favored class (gaining 1 extra hit point or 1 extra skill rank). Unlike those general rewards, the options presented here speak directly to the themes of the pactmaker class and the general tendencies of each race. Whenever you gain a level, you can choose which favored class option you take. Unless noted otherwise, these benefits always stack with themselves. Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to the pactmaker’s battery pool). When applying such a benefit to a die roll or class ability, always round down (minimum 0).You may need to select an option multiple times before the benefit applies. Some options may have a fixed numerical limit, after which selecting the option provides no benefit. In these cases, you can always select from among the standard rewards when taking a level in the favored class. The pactmaker cannot gain a bonus that improves a pactmaker class feature or racial trait unless he possesses that class feature or racial trait. Aasimar: The pactmaker adds +1/4 to the saving throw DC of granted abilities that she receives from angel spirits. Catfolk: While bound to a beast spirit, the pactmaker gains a +1 foot enhancement bonus to her speed. This bonus provides a pactmaker with no benefits until it has been selected five times. Changeling: While bound to a beast spirit, the pactmaker gains 1/6 of a new monstrous aspect whenever she seals a good pact with a spirit. She gains this monstrous aspect even if she does not possess the monstrous aspects class feature, and this ability counts as having the monstrous aspects class feature for the purpose of meeting feat prerequisites. Dhampir: While bound to a skull spirit, the pactmaker gains a +1/4 enhancement bonus to the bonuses provided by her undead resistance racial trait. Duergar: While bound to a spirit, the pactmaker gains a +1/2 bonus on caster level checks to overcome spell resistance with any spell-like abilities she possesses. Drow: While bound to a spirit, add +1/4 to the DC of any poisons that the pactmaker applies to her weapons. Dwarf: The pactmaker gains a +1/2 bonus on binding checks made with spirits whose favored enemies include monsters with the elf, giant, goblin, or orc subtype or monsters of the dragon type. Elf: Select 1 spirit. The pactmaker reduces the number of rounds that the spirit’s major granted ability is expended for by 1/6. This ability stacks with other, similar effects (such as the Rapid Recovery feat†). The number of rounds that a spirit’s

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major granted ability is expended for after use cannot be reduced to fewer than 1 round. Fetchling: While bound to a dark beyond spirit, the pactmaker gains 1/6 of a new dark beyond constellation aspect whenever she seals a good pact with a spirit, even if she does not possess the constellation aspects class feature. Gathlain: Select 1 tree spirit.While bound to the selected spirit, the pactmaker adds +1/4 to the number of times per day that she can use her racial spell-like abilities and calculates the save DC of those spell-like abilities (if any) as if they were a minor granted ability of the selected spirit. Gillman: The pactmaker reduces the amount that she must beat a spirit’s binding DC by in order to earn its capstone empowerment by 1/6. This benefit stacks with Capstone Binder. Goblin: The pactmaker gains a +1/3 bonus on binding checks made to seal a good pact with a spirit who includes dogs or horses as its favored enemies. Gnome: The pactmaker adds +1/4 to the saving throw DC of granted abilities that the occult receives from tree spirits. Grippli: Select 1 spirit that provides a totem bonus for having its seal drawn in a specific location. The pactmaker fulfills the location requirement of the selected spirit’s totem bonus if she draws the spirit’s seal within a swamp. Half-Elf: Select 1 spirit. Add a +1/2 bonus on binding checks with the selected spirit (maximum +5). The pactmaker cannot select a spirit with this bonus if she qualifies as the spirit’s favored enemy. Half-Orc: Add +1/2 to the hit point damage the pactmaker deals with her granted abilities. Halflings: While bound to a spirit, increase the bonus that the pactmaker receives from her halfling luck racial trait by +1/6 or increase the number of times per day that the pactmaker can use her adaptable luck racial traitarg by 1/4. Hobgoblin: Select 1 combat maneuver. While bound to a hero spirit, the pactmaker gains a +1/4 insight to her CMB when performing the selected combat maneuver (maximum +2). Human: The pactmaker gains 1/6 of a new binder secret. Ifrit: While bound to a spirit, the pactmaker increases her racial fire resistance by +1/2. Kitsune: Add +1/2 to the number of times per day, rounds per day, minutes per day, or hours per day that the pactmaker may use her minor granted abilities that are polymorph effects. Kobold: Add a +1/3 enhancement bonus to any armor or natural armor bonus to AC that the pactmaker receives from a granted ability. Orc: Select 1 spirit that includes orcs as a favored ally or that provides a totem bonus to an orc binder. The pactmaker adds a +1/2 insight bonus on damage rolls made with the selected spirit’s granted abilities. Oread: While bound to a spirit, the pactmaker increases her racial acid resistance by +1/2. Merfolk: While bound to a spirit, the pactmaker can

breathe air and increases its swim speed and land speed by +1. This bonus provides a pactmaker with no benefits until it has been selected five times. Nagaji: Add +1/2 to all binding checks that the pactmaker makes with noble spirits. Ratfolk: Select 1 spirit that includes ratfolk or any type of rodent as a favored ally. The pactmaker gains a +1/3 on Will saves against the selected spirit’s influence. Samsaran:While bound to a spirit, increase the number of negative hit points the pactmaker may accrue before dying by 1. Strix: The pactmaker gains a +1/3 bonus on binding checks made to seal a good pact with a spirit who includes humans as its favored enemy. Suli: While bound to a mage or scholar spirit, increase the number of times per day that the pactmaker may use her elemental assault or energy strike racial trait by 1/3. Svirfneblin:While bound to a spirit, the pactmaker gains a +1/2 bonus on caster level checks to overcome spell resistance with any spell-like abilities she possesses. Sylph: While bound to a spirit, the pactmaker increases her racial electricity resistance by +1/2. Tengu: Select 1 spirit with a totem that requires the ability to speak one or more languages. The pactmaker is treated as

the spirit’s favored ally if this totem is met, even if she normally wouldn’t be. Each time this bonus is selected, choose a different spirit. Tiefling: The pactmaker adds +1/4 to the saving throw DC of granted abilities that the occult receives from fiend spirits. Undine:While bound to a spirit, the pactmaker increases her racial cold resistance by +1/2. Vanara: While bound to a seer spirit, the pactmaker may reroll +1/4 Reflex save each day. This ability must be used before the GM has revealed the saving throw’s result. Vishkanya: Select 1 spirit. While bound to the selected spirit, the vishkanya’s vishkanya venom racial ability calculates its saving throw DC as if it were a spirit’s granted ability. Wayang: The pactmaker gains 1/6 of a new binder secret. She must select seal of darkness or a binder secret that lists seal of darkness as one of its prerequisites with this new binder secret. Wyvaran: While bound to a dragon spirit, the pactmaker increases her maneuverability with any fly speed she possesses by +1/4 step, improving clumsy to poor, poor to average, average to good, or good to perfect, respectively. Wyrwood: The pactmaker adds +1/2 to all damage that she deals to any of her bound spirits’ favored enemies with a granted ability.

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Base Classes Introduced in Pathfinder Roleplaying Game Advanced Player’s Guide, archetypes allow players to customize the class features of a base class with new and existing options. The archetypes in Pact Magic Unbound: Grimoire of Lost Souls all involve pact magic or some aspect of pact magic, such as inquisitors who use pact magic to protect community members or pactmakers who etch occult symbols and seals onto their bodies. This section is divided into 30 subsections by class, with each subsection including occult options for the Pathfinder Roleplaying Game’s 29 base classes, plus the new pactmaker base class introduced in Pact Magic Unbound: Grimoire of Lost Souls.

Selecting Archetypes

The primary way that archetypes modify base classes is by replacing class features. When a player selects a class for his character, he can choose to adopt an archetype. Each alternate class feature presented in an archetype replaces or alters a specific class feature from the archetype’s base class. Class features that are not specifically replaced function as described in the original version of the class. When an archetype includes multiple alternate class features, a character must take all of them—often blocking her from ever gaining certain standard class features, but replacing them with other options. All other class features of the base class that aren’t mentioned among the alternate class features remain unchanged and are acquired normally when a character reaches the appropriate level, unless otherwise noted. A character with an alternate class feature due to an archetype doesn’t count as having the class feature that was replaced for purposes of meeting any requirements or prerequisites. On the other hand, any alternate class features listed as altering an existing class feature otherwise works as that original class feature, and is considered to be that class feature for purposes of meeting any requirements of prerequisites, even if that feature is renamed to fit a new theme. For example, a class feature that alters the bard’s bardic performance still counts as bardic performance for any prerequisite that requires that ability. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature. For example, a warpriest could not be both a champion of fate and a disenchanter, because both archetypes replace the channel energy class feature with something else. If an archetype replaces a class feature that’s part of a series of improvements or additions to the base ability (such as a fighter’s weapon training or a ranger’s favored enemy), the next time the character would gain that ability, it counts

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as the lower-level ability that was replaced by the archetype. In effect, all abilities that are in the series are delayed until the next tile the class improves that ability. For example, if an archetype replaces the rogue’s +2d6 sneak attack bonus at 3rd level, her sneak attack doesn’t jump from +1d6 to +3d6 at 5th level—it improves to +2d6 just as if she finally gained the increase for 3rd level.This adjustment continues for every level in which her sneak attack would improve until at 19th level she has +9d6 instead of the +10d6 of a standard rogue. If an archetype replaces a class feature that has a series of improvements, but it does not list one individual improvement, that class feature replaces the entire class feature and all of its improvements. For example, if a class feature says that it replaces pact augmentation without mentioning a specific level, it replaces all of pact augmentation. Many archetypes in this section restrict a character’s access to occult spirits by barring one or more constellations from the character. A character cannot bar a constellation more than once, even when multiclassing. If all constellations are barred, then the pactmaker can only seal pacts with starless spirits. For example, a pactmaker cannot select both the eldritch jailer and mad cultist archetypes because both are required to bar spirits from all constellations except those belonging to one constellation of the pactmaker’s choice. Because it is impossible for the pactmaker to avoid baring the same constellation twice with both archetypes, she cannot take both archetypes. Likewise, an eldritch jailer pactmaker cannot multiclass into the warbinder fighter archetype because a warbinder must also bar spirits from all constellations except those belonging to one constellation of the pactmaker’s choice. A character can, however, stack archetypes or classes that bar spirits for different reasons. For example, a mad cultist who multiclasses into the occult avenger gunslinger archetype takes the restrictions associated with both classes; she may only seal pacts with spirits that belong to one constellation of her choice and that list her mark as one of their favored enemies.

Alternate Classes

An alternate class is a standalone class whose basic ideas are very close to an established base class, yet whose alterations are too expansive for an archetype. An alternate class may select from its base class’s pact magic archetype if it possesses the same class features to be altered or replaced by the base class. Certain archetypes make specific concessions for alternate classes and specific list which abilities the archetype trades for both base class and alternate class. Below is a summary of which archetypes and class options each alternate class qualifies for in Pact Magic Unbound: Grimoire of Lost Souls. AntipaladinAPG: An antipaladin can select the pactsworn champion paladin and shadow templar paladin archetypes. NinjaUC: A ninja can select the fringe binder rogue archetype. SamuraiUC: A samurai can select the pactsworn knight cavalier archetype.

Alchemist Alchemists who have had a run-in with the occult have become fascinated with the concept of physical signs and how occult power affects the mortal body. Whether seeking to prolong mortal life or alter the mortal form, such alchemists view occult power as a means to accomplish this end.

Discoveries

The following discoveries may be selected by any alchemist who meets their prerequisites. Discoveries marked with an asterisk (*) modify the bomb class feature and do not stack. Only one such discovery may be applied to an individual bomb. Alchemical Reincarnation: An alchemist that selects this discovery adds reincarnate to his alchemist formulae list as a 4thlevel spell and to his formulae book. The alchemist can inject a reincarnate extract into a living creature as part of a 24-hour surgical procedure that allows him to physically alter the creature into any 0 HD race by spending 3,000 gp. Alternatively, he can alter the creature into a race of his own design, choosing its appearance and abilities using the rules found in Chapter 4 of Pathfinder Roleplaying Game Advanced Race Guide. The creature’s racial abilities are subject to GM approval and doing so increases the cost of this procedure by an amount of gp equal to the number of RP of the creature’s new form squared, times 250 gp. The alchemist must be at least 10th level and possess the infusion discovery in order to select this discovery. Expelling Bomb*:When the alchemist creates a bomb, he can choose to have it produce a dismiss pact spirit† effect instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subjected to this spell, using the alchemist’s level as the caster level. The alchemist must be at least 8th level in order to select this discovery. Occult Formulae: An alchemist who selects this discovery adds all sorcerer/wizard spells with the occult descriptor of 6th level and lower to his alchemist formulae list as spells of their sorcerer/wizard spell level. Additionally, the alchemist immediately adds two such spells of an extract level that he can create to his formulae book. Occult Suppressant: Whenever an alchemist with this talent creates an extract or a mutagen, he can mix a spiritsuppressing agent into the concoction in order to suppress all effects relating to any spirits that the imbibing creature is bound to for the extract or mutagen’s duration, to a maximum of 1 hour per alchemist level. The alchemist must possess the Amateur Pactmaker† feat or the bind spirit class feature in order to select this discovery. Oiled Extract: An alchemist with this discovery can apply his extracts onto other creatures via touch, allowing him to treat them as spells in oil form or in potion form, whichever suits him best. For such extracts, the alchemist “casts” the extract by smearing it onto his hands, allowing him to deliver

the oil onto another creature via a melee touch attack. If the target is willing, the alchemist doesn’t need to make a melee touch attack to deliver the extract. The alchemist must possess the infusion discoveryapg in order to select this discovery.

Occult Chemist (Archetype)

Enchanted with the effects that occult power has on the mortal body, many alchemists forsake alchemical trinkets in favor of binding spirits and using their power to enhance their extracts. Bind Spirit: An occult chemist may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult chemist must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult chemist begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, an occult chemist may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the occult chemist’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three alchemist levels thereafter, the occult chemist’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult chemist’s binder level is equal to his level. The DC to resist an occult chemist’s supernatural powers is equal to 10 + 1/2 the occult chemist’s binder level + the occult chemist’s Charisma modifier. This ability replaces bomb. Diminished Alchemy: An occult chemist possesses 1 less extract per day at each formulae level. An occult chemist who would receive 0 extracts per day only receives bonus extracts earned at that level as a result of a high Intelligence score. Occult Discoveries: An occult chemist can select a binder secret in place of a discovery. He must meet the binder secret’s prerequisites, if any. This ability alters discovery.

Solar Orchid Sage (Archetype)

Solar orchid sages are masters of transmutative and necromantic alchemy, seeking to master the method of controlling the aging process with their alchemical concoctions. Expanded Formulae: A solar orchid sage adds all transmutation spells of 6th level or lower to the alchemist formulae list as extracts of their sorcerer/wizard spell level. If a transmutation spell appears on both the alchemist formulae list and the sorcerer/wizard spell list, the solar orchid sage uses the lower of the two levels listed for the formulae. At 17th level, the solar orchid alchemist adds alter age† to the alchemist formulae list as a 5th-level alchemist formulae. At 19th level, the solar orchid alchemist adds greater alter age† to the alchemist formulae list as a 6th-level alchemist formulae. This ability replaces mutagen. Tailored Formulae (Su): At 4th level, a solar orchid alchemist prepares all of her transmutation extracts as if they were modified by the Tailored Spell† feat. This ability replaces the alchemist’s 4th-level discovery.

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Arcanist Through experimenting with the fundamental laws of magic and reality, a small number of arcanists stumble upon the cosmic barriers that separate reality from the Spirit Realm. With study and time, arcanists that study pact magic combine their eldritch and occult talents to exploit reality itself.

Exploits

The following exploits can be selected by any arcanists. Binder Secret: An arcanist can select a binder secret in place of an arcanist exploit. She must meet that binder secret’s prerequisites, if any. An arcanist must possess the Amateur Pactmaker feat† or the bind spirits class feature before selecting this arcanist exploit. Occult Backlash (Su): An arcanist can spend 1 point from her arcane reservoir as a standard action in order to make a melee touch attack. If she hits and her target is bound to a spirit, that target suffers 1d6 points of damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of damage for every 2 levels beyond 1st (to a maximum of 10d6 at 9th level). The major granted ability of the target’s highest-level spirit that is not expended or suppressed is also suppressed for 1d4+1 rounds. It can attempt a Fortitude saving throw to prevent its granted ability from being suppressed. Pact Disruption (Su): The arcanist can temporarily disrupt the bond between a binder and her spirit by expending 1 point from her arcane reservoir and succeeding at a dispel check against the spell, as dismiss pact spirit†. Unlike dismiss pact spirit†, this exploit has a range of touch and affects only the touched creature. In addition, the target may attempt a Will save to negate the effect. This ability suppresses a spirit (and its granted abilities) for a number of rounds equal to the arcanist’s Charisma modifier (minimum 1). This ability doesn’t suppress any effects created by the spell. At the end of this duration, the spirit returns, and if the spirit’s major granted ability was expended, the suppressed rounds count against the number of rounds that the granted ability was expended. This ability has no effect on a pact made with the Permanent Pact feat†. See the Occult (Su): The arcanist can see occult auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes occult auras and effects (as detect pact spirits†). During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item with a binder level during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item. An arcanist must have detect pact spirits† in her spellbook in order to select this exploit.

Greater Exploits

The following arcanist exploit can be selected by any arcanist.

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Occult Dissonance:Whenever the arcanist uses the occult backlash exploit, she can spend 2 points from her arcane reservoir instead of one. If she does, the target becomes affected by banish pact spirits† in addition to the exploit’s usual effects. The arcanist must have occult backlash to select this exploit.

Occult Exploiter (Archetype)

Characterized by their tinkering with the laws of space, time, and magic, it is of little wonder that many arcanists stumble upon the Spirit Realm and its denizens by accident in the pursuit of power and fame. Arcanists that delve into pact magic often become occult exploiters, combining their arcane studies with occult lore to potent effect. Arcane Reservoir: Each day, when preparing spells, the occult exploiter’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/4 her arcanist level. Otherwise, this ability functions as a standard arcanist’s arcane reservoir. This ability alters the arcane reservoir class feature. Bind Spirit: An occult exploiter may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult exploiter must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult exploiter begins play having completed all four Knowledge Tasks for one 1stlevel spirit of her choice that belongs to her chosen constellation (see tunneled lore below). Each day, an occult exploiter may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the occult exploiter’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three arcanist levels thereafter, the occult exploiter’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult exploiter’s binder level is equal to her level. The DC to resist an occult exploiter’s supernatural powers is equal to 10 + 1/2 the occult exploiter’s binder level + the occult exploiter’s Charisma modifier. This ability replaces the arcanist’s 1st-level exploit. Diminished Spellcasting: An occult exploiter can prepare one fewer spell at each spell level (including cantrips) than is usual for an arcanist (minimum 0), as presented on Table: Arcanist Spells Prepared in the Pathfinder Roleplaying Game Advanced Class Guide. Tunneled Lore: At 1st level, an occult exploiter chooses one constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her. Binder Secret: Beginning at 3rd level, an occult exploiter may select a binder secret in place of an exploit. The occult exploiter’s level stacks with any pactmaker levels she possesses for the purpose of meeting the prerequisites for binder secrets. This replaces the arcanist exploit the occult exploiter gives up for this binder secret.

Barbarian Pact magic was born in barbaric tribes, where the most ancient of binders bound great spirits to totemic effigies for the power to catch game and battle enemies. Although this nomadic binding tradition has mostly gone extinct in favor of shadowy, occult communities, there are a scant few tribes located in the far corners of the world that have managed to cling the old ways of sealing pacts under the open sky.

New Rage Powers

Any barbarian meeting the prerequisites can take the following new rage powers. Totem rage powers grant powers in a theme. A barbarian cannot select from more than one group of totem rage powers. Astral Totem (Su): The barbarian can apply her insight bonus from lesser astral totem to her AC. While raging, the barbarian can roll twice when rolling a miss chance (such as from concealment or blur) and use the better result. A barbarian must have the lesser astral totem rage power and be at least 8th level to select this rage power. Astral Totem, Greater (Su): While raging, whenever an attack or spell that causes damage would result in the barbarian’s death, she may attempt a DC 20 Will save. If successful, the barbarian is instead reduced to –1 hit points and is automatically stabilized. She can use this ability once per rage. The barbarian may use her lesser astral totem on this Will save even if she has already used this rage power once during her rage. A barbarian must have the astral totem rage power and be at least 12th level to select this rage power. Astral Totem, Lesser (Su): While raging, the barbarian can gain a +1 insight bonus on an ability check, attack roll, skill check, or saving throw as an immediate action. She can use this ability once per rage. This insight bonus increases by +1 for each additional astral totem rage power the barbarian possesses. Celestial Totem (Su): While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square.The invisibility purge affects only non-good creatures. A barbarian must have the lesser celestial totem rage power and be at least 8th level to select this rage power. Celestial Totem, Greater (Su):While raging, the barbarian

gains spell resistance equal to 11 + the barbarian’s class level against spells with the evil descriptor. She also gains a +2 bonus on all saving throws against spells and effects from evil creatures. A barbarian must have the celestial totem rage power and be at least 12th level to select this rage power. Celestial Totem, Lesser (Su): While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration. Eldritch Totem (Su): While raging, the barbarian’s weapons are treated as silver for the purpose of overcoming damage reduction. Additionally, once per day when entering her rage, the barbarian gains 5 temporary hit points per point of Charisma bonus she possesses, up to her level. These temporary hit points stack with those gained from other rage powers but not with those gained from other sources. A barbarian must have the lesser eldritch totem rage power and be at least 8th level to select this rage power. Eldritch Totem, Greater (Su): While raging, half of the damage that the barbarian deals to spellcasters is considered constant damage for the purpose of determining whether or not the spellcaster must make a concentration check in order to successfully cast a spell during their next turn. A barbarian must have the eldritch totem rage power and be at least 12th level to select this rage power. Eldritch Totem, Lesser (Su): While raging, the barbarian can imbue her weapons with a fraction of her totem’s power as a swift action. For 1 round, the barbarian’s weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. This bonus increases by +1 for each additional eldritch totem rage power the barbarian possesses. Genie Totem (Su): While raging, the barbarian’s weapons ignite with elemental energy, causing any weapons she wields to deal an additional 1d6 points of energy damage. The damage dealt is of the same type used by the lesser genie totem rage power. A barbarian must have the lesser genie totem rage power and be at least 8th level to select this rage power. Genie Totem, Greater (Su): While raging, the barbarian gains a form of movement appropriate to her chosen genie type. The movement type granted is determined by the type of genie the barbarian selected with the lesser genie totem

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rage power. The genies (and their associated movement types) are: djinni (fly 90 feet; good maneuverability), efreeti (land 40 feet), marid (swim 90 feet), and shaitan (burrow 30 feet). A barbarian must have the genie totem rage power and be at least 12th level to select this rage power. Genie Totem, Lesser (Su): The barbarian selects one of the following types of genie: djinni, efreeti, marid, or shaitan. While raging, creatures that attack the barbarian with a melee weapon, unarmed strike, or natural attack suffer 1d6 points of energy damage. The type of damage dealt is determined by the type of genie selected. The genies (and their associated energy types) are: djinni (electricity), efreeti (fire), marid (cold), and shaitan (acid). Improved Totemic Alignment (Su): While raging, the barbarian gains access to one constellation aspect associated with the constellation she selected with her tunneled lore class feature, as a pactmaker. This constellation aspect can be used once per rage and once chosen, the barbarian cannot select a different constellation aspect until she rests for 8 hours. A barbarian must have the totemic alignment class feature in order to select this rage power. Skull Totem (Su): While raging, whenever the barbarian succeeds on a Will saving throw against a spell or supernatural ability that deals negative energy damage, she heals a number of hit points equal to the class level or racial Hit Dice (whichever is highest) of the character using the negative energy effect. Additionally, if the spell or supernatural ability has a reduced effect on a successful save, the barbarian instead avoids the effect entirely. A barbarian must have the lesser skull totem rage power and be at least 8th level to select this rage power. Skull Totem, Greater (Su): While raging, the barbarian can spend 1 additional round of rage as a swift action in order to become incorporeal for 1 round. While doing so, she gains the incorporeal subtype. She only takes half damage from corporeal sources as long as they are magic (the barbarian takes no damage from nonmagic weapons and objects). Likewise, her attacks only deal half damage to corporeal damage if they are magic weapons or no damage if wielding a non-magic weapon. If her weapon has the ghost touch weapon ability, the barbarian deals full damage with her weapon instead. A barbarian must have the skull totem rage power and be at least 12th level to select this rage power. Skull Totem, Lesser (Su): While raging, the barbarian gains a +1 morale bonus on saving throws against death effects, disease, paralysis, poison, and sleep effects, effects that cause the dazed or stunned

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conditions, and any effect that requires a Fortitude save. This morale bonus increases by +1 for each additional skull totem rage power the barbarian possesses. Totemic Mettle (Su): While raging and bound to a spirit that belongs to the constellation that she choose with the totemic alignment class feature, the barbarian gains the benefits of the stalwart binder secret, ignoring the secret’s prerequisites. A barbarian must possess the totemic alignment class feature and be at least 10th level to select this rage power. Weird Totem (Su): While raging, space and time distort around the barbarian, granting her concealment (20% miss chance) against all melee and ranged attacks. True seeing can defeat this miss chance, but any creature that looks upon the barbarian with true seeing while she is raging must succeed at a Will save or become confused for 1 round (DC 10 + half the barbarian’s level + the barbarian’s Charisma modifier). A barbarian must have the lesser weird totem rage power and be at least 8th level to select this rage power. Weird Totem, Greater (Su): While raging, the barbarian rolls twice when using lesser weird totem and gains the natural attacks associated with both results. If she rolls the same natural attack twice, she instead gains that one natural attack, but increases the damage by one size category and adds 1-1/2 times her Strength on the damage roll (or her full Strength if it is a secondary attack). Additionally, the barbarian gains a 50% chance to negate the extra damage dealt to her from critical hits and sneak attacks while raging. This does not stack with fortification and similar defenses. A barbarian must have the weird totem rage power and be at least 12th level to select this rage power. Weird Totem, Lesser (Su): When the barbarian rages, she rolls 1d8 and gains a natural attack while raging determined by her result: 1–bite (1d8, or 1d6 if Small); 2–2 claws (1d6, or 1d4 if Small); 3–gore (1d8, or 1d6 if Small); 4–2 hooves (1d6, or 1d4 if Small); 5–2 tentacles (1d6, or 1d4 if Small); 6–1 slam (1d8, or 1d4 if Small); 7–1 sting (1d8, or 1d6 if Small); 8–pincers (1d8, or 1d6 if Small). This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack).

Suicide Soldier (Archetype)

Most commonly trained by Death Company, these savage warriors never know when to give up and refuse to lay down and die. Amateur Binder: At 1st level, a suicide soldier gains Amateur Pactmaker†

as a bonus feat. This ability replaces fast movement. Raging Vitality (Ex): At 2nd level, a suicide soldier gains Diehard and Raging Vitality as bonus feats, ignoring their prerequisites. In addition, she counts the Raging Vitality feat as the Endurance feat for the purpose of meeting the prerequisites of feats that list Diehard as a prerequisite. This ability replaces uncanny dodge and the rage power gained at 2nd level. Death Company Member: At 3rd level, a suicide soldier gains Societal Obedience as a bonus feat, ignoring its prerequisites. She must choose Death Company as her chosen organization. At 6th level and every 3 levels thereafter, she gains a +1 bonus on activity checks to remain a member of Death Company (see page 334), as well as on skill checks made to influence members of Death Company who are at least indifferent towards her. This ability replaces trap sense. Bind Spirit: At 4th level, a suicide soldier may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the suicide soldier must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. Each day, a suicide soldier may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the suicide soldier maximum spirit level, which is limited to 2nd-level spirits at 4th level. At 8th level and every four barbarian levels thereafter, the suicide soldier’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 20th level. A suicide soldier possesses a binder level equal to her level. The DC to resist a suicide soldier’s supernatural powers is equal to 10 + 1/2 the suicide soldier’s level + the suicide soldier’s Charisma modifier. This ability replaces the rage powers gained at 4th, 8th, 12th, 16th, and 20th levels.

Totemic Sage (Archetype)

A totemic sage is a barbarian who acts as a spiritual pillar for both her people and the spirits she binds. They are best known for their affiliation to physical effigies that cement their bond to the spirit realm. Bind Spirit: A totemic sage may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the totemic sage must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A totemic sage begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see tunneled lore below). Each day, a totemic sage may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the totemic sage’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three barbarian levels thereafter, the totemic sage’s maximum spirit level increases by 1, to a maxi-

mum of 6th-level spirits at 16th level. A totemic sage’s binder level is equal to her level. The DC to resist a totemic sage’s supernatural powers is equal to 10 + 1/2 the totemic sage’s binder level + the totemic sage’s Charisma modifier. A totemic sage does not gain the rage class feature until 4th level, and she is treated as a barbarian of her level –3 for the purpose of this ability. She also gains only 1 round of rage for every barbarian level gained after 1st. This ability alters rage and replaces fast movement and damage reduction. Tunneled Lore: At 1st level, a totemic sage chooses one constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her. Totemic Alignment (Su): A totemic sage reveres a totem that represents her connection with the spirit realm. Each totem is metaphysically linked to one of the 13 constellations. At 4th, 8th, and 12th levels, the totemic sage gains a totem rage power associated with the constellation she chose with the tunneled lore class feature, ignoring the totem’s prerequisites (if any). This ability replaces the rage powers earned at 4th level, 8th level, and 12th level. The constellations (and their associated totem rage powers) are detailed below: Angel: lesser celestial totem† (4th), celestial totem† (8th), greater celestial totem† (12th) Beast: lesser beast totemAPG (4th), beast totemAPG (8th), greater beast totemAPG (12th) Dark Beyond: lesser weird totem† (4th), weird totem† (8th), greater weird totem† (12th) Dragon: dragon totemUC (2nd), dragon totem resilienceUC (8th), dragon totem wingsUC (12th) Fiend: lesser fiend totemAPG (4th), fiend totemAPG (8th), greater fiend totemAPG (12th) Hero: lesser spirit totemAPG (4th), spirit totemAPG (8th), greater spirit totemAPG (12th) Mage: lesser eldritch totem† (4th), eldritch totem† (8th), greater eldritch totem† (12th) Noble: hive totemUC (4th), hive totem resilienceUC (8th), hive totem toxicityUC (12th). Seer: lesser astral totem† (4th), astral totem† (8th), greater astral totem† (12th) Scholar: lesser genie totem† (4th), genie totem† (8th), greater genie totem† (12th) Skull: lesser skull totem† (4th), skull totem† (8th), greater skull totem† (12th) Thief: lesser chaos totemAPG (4th), chaos totemAPG (8th), greater chaos totemAPG (12th) Tree: world serpent totemUC (4th), world serpent spiritUC (8th), world serpent unityUC (12th)

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Bard Unknown to most, the ancient traditions of pact magic live not only in esoteric orders and clandestine communities, but also in the songs and stories of the people. Bards often become binders upon encountering such a masterpiece and, upon digging too deeply into the masterpiece’s history, discover occult lore and both the power and promise that such secrets bring.

New Bardic Masterpieces

Bards can learn or create masterpieces, unusual applications of the bardic performance ability requiring specific training. All bardic masterpieces adhere to the guidelines presented in Pathfinder Roleplaying Game Ultimate Magic. Associated Spirit: Many of the bardic masterpieces noted here have their roots in ancient pact magic lore that has become part of mainstream mythology for some cultures. When a bard with the bind spirit class feature selects such a bardic masterpiece, he automatically completes the Knowledge Task associated with the associated spirit’s legend.

Ballad of the Tall Man (Oratory, Sing)

You recite an ancient poem that causes others to be unable to see you during your performance. Associated Spirit: Al’kra. Prerequisite: Perform (Oratory) 7 ranks or Perform (Sing) 7 ranks. Cost: Feat or 2nd-level bard spell known. Effect: You perform an ancient lyric that distorts the senses of those who hear it, filling their ears with a confusing melody that makes the performer undetectable by sight. Upon completing the performance, you turn invisible (as per the invisibility spell) with respect to one creature for every 3 binder levels you possess for as long as you maintain the performance. You choose which creatures. Other creatures can still see you. You can attack affected creatures without ending the invisibility effect on you. However, if you attack any other creature, the effect ends. Creatures that cannot see you also cannot hear your rendition of the Ballad of the Tall Man, though they can be alerted to your presence by other means as normal. Use: 1 bardic performance round per round. Action: 1 full round.

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The Court of Omachio (Act, Dance)

You recite a heartfelt soliloquy about the nature of love that leaves onlookers distracted by blissful thoughts. Associated Spirit: Swan Elashni Prerequisite: Perform (Act) 16 ranks or Perform (Dance) 16 ranks. Cost: Feat or 6th-level bard spell known. Effect: You evoke confessions of true love as part of your performance, with your words able to stir even the coldest of hearts. Upon completing the performance, one target within 30 feet becomes overwhelmed by euphoria, as euphoric tranquilityAPG, for 1 round per bard level you possess unless it succeeds on a Will saving throw (DC equals 10 + 1/2 your bard level + your Charisma modifier). Use: 5 bardic performance rounds. Action: 5 full rounds.

La Vampiro de la Mente (Act, Sing)

As you sing or monologue, your audience telepathically monologues their surface thoughts back to you. Associated Spirit: Noble Marius. Prerequisite: Perform (Act) 4 ranks or Perform (Sing) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: You perform a rousing solo (if using Perform [Sing]) or a dramatic soliloquy (if using Perform [Act]) that causes your audience to telepathically monologue their surface thoughts to you. Upon completing the performance, you detect the surface thoughts of all creatures who share a language with you within 30 feet, as detect thoughts. Creatures within this area receive a Will save to prevent you from reading their thoughts. If a creature succeeds on its saving throw, you must start the performance anew in order to have another chance of affecting it with this performance. If a creature fails its Will save, you gain information about that creature as though you had been concentrating for 3 rounds. You can maintain this performance for up to 1 round per bard level you possess in order to gain additional information. This masterpiece is language-dependent. Use: 5 bardic performance rounds plus 1 round per round. Action: 5 full-rounds.

The Living Scarecrow (Act, Oratory)

Your acting imbues your skin with a life of its own, causing it to crawl off of your body. Associated Spirit: Hollow Eyes. Prerequisite: Perform (Act) 4 ranks or Perform (Oratory) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect:You perform a rousing monologue that sends chills down listeners’ spines. Upon completing the performance, your skin peels off of your body and animates as a magical creature under your control, as skinsendUM, for up to 1 hour per bard level you possess. During that time, as the spell, you may project your consciousness into your animated skin or return it to your actual body as a standard action. Use: 10 bardic performance rounds. Action: 10 full rounds.

The Lonely Mastiff (Oratory, Sing, Wind)

You perform a melancholy piece about a masterless dog that even causes shadows to sob. Associated Spirit: Sevnoir. Prerequisite: Perform (Oratory) 13 ranks, Perform (Sing) 13 ranks, or Perform (Wind) 13 ranks. Cost: Feat or 5th-level bard spell known. Effect:You perform a dour melody that siphons happiness from those who hear its mournful tune. When you complete this masterpiece, shadows from all around you coalesce into a hound that obeys your commands, as summon nature’s ally V except this masterpiece summons a shadow mastiffB3 instead of any of the usual options. This creature follows your commands unquestioningly and remains for as long as you maintain the performance, up to a maximum number of rounds equal to your bard level. Use: 1 bardic performance round per round. Action: 1 standard action.

Saga of Jarah (Oratory, Sing)

Your captivating verse causes others to view you favorably for a time. Associated Spirit: Lady Jarah. Prerequisite: Perform (Oratory) 13 ranks or Perform (Sing) 13 ranks. Cost: Feat or 5th-level bard spell known. Effect: You recite a number of lines that resonate so profoundly with your audience that their attitude towards you improves. Upon completing the performance, all humanoids within 30 feet of you regard you as their trusted friend and ally, as charm person, for 1 round per bard level you possess. A successful Will save negates the effect (DC equals 10 + 1/2 your bard level + your Charisma modifier). This masterpiece is language-dependent. Use: 10 rounds of bardic performance. Action: 10 full rounds.

Sonnet of Ser Japh (Oratory)

You perform several lines of dreadfully somber poetry that crush the mood of any who hear it. Associated Spirit: Green Glomairah. Prerequisite: Perform (Oratory) 7 ranks. Cost: Feat or 3rd-level bard spell known. Effect: You recite several lines of poetry from the Sonnet of Ser Japh, which cause great sadness in those around you. Upon completing the performance, all enemies within 30 feet of you suffer a –2 penalty on ability checks, attack rolls, skill checks, saving throws, and weapon damage rolls while you maintain the performance. A successful Will saving throw negates this effect (DC equals 10 + 1/2 your bard level + your Charisma modifier). If a creature succeeds on its saving throw, you must start the performance anew in order to have another chance of affecting it with this performance. This ability is a language-dependent, emotion, and mind-affecting compulsion effect. Use: 1 round of bardic performance per round. Action: 1 full round.

Soulsong of the Occult Muse (Sing)

You lull friend and foe alike into a stupor with this soul-wrecking melody. Prerequisite: Perform (Sing) 10 ranks. Cost: Feat or 4th-level bard spell known. Effect: You perform an otherworldly melody that wracks those who hear it with the pain of a thousand departed souls. Upon completing the performance, all creatures within 30 feet of you become dazed for 1 round unless they succeed on a Will saving throw (DC equals 10 + 1/2 your bard level + your Charisma modifier). On a failed save, the creature is dazed for as long as you maintain the performance, up to 1 round per bard level. Each round, a creature can attempt a new Will saving throw to end this effect as a full-round action. If a creature succeeds on its saving throw, you must start the performance anew in order to have another chance of affecting it with this performance. This ability is a mind-affecting pain effect. Use: 1 round of bardic performance per round. Action: 1 full round.

The Bloody Mist from the Hills (Oratory)

You recite a chilling halfling tale that paralyzes all who hear it with fright. Associated Spirit: Evening Star. Prerequisite: Perform (Oratory) 16 ranks. Cost: Feat or 6th-level bard spell known. Effect: You tell a grisly, horrifying story that paralyzes all humanoids within 60 feet. Affected creatures receive a Will save to negate this effect (DC equals 10 + 1/2 your bard level + your Charisma modifier). On a failed save, a creature becomes paralyzed while you perform this masterpiece and for

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a number of rounds equal to your bard level after it ends. Creatures that become paralyzed by this masterpiece are aware and breathe normally, but cannot take any actions, even speech. Each round on its turn, an affected creature may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Use: 5 bardic performance rounds plus 1 bardic performance round per round. Action: 5 full rounds.

The Legend of the Worglord (Oratory, Sing)

You perform a song that invigorates an ally with superhuman power. Associated Spirit: The Worglord. Prerequisite: Perform (Oratory) 16 ranks or Perform (Sing) 16 ranks. Cost: Feat or 6th-level bard spell known. Effect: You chant an ancient epic that invigorates one ally within 30 feet with superhuman power. You cannot choose to gain the benefits of this masterpiece yourself. While you perform, your target gains a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and a +2 morale bonus on Will saves. Additionally, your ally’s base attack bonus equals its character level (which may give it multiple attacks). However, the ally loses its spellcasting ability, if any, including its ability to use spell activation or spell completion magic items, just as if the spells were no longer on its class list. Additionally, the ally takes a –2 penalty to its Armor Class and cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. After the performance ends, the ally becomes fatigued for a number of rounds equal to twice the number of rounds you spent performing this masterpiece. This ability is a mind-affecting emotion effect. Use: 1 round of bardic performance per round. Action: 1 full round.

The Tale of Teu and Lae (Oratory)

You give a rousing speech that causes you to magically switch places with another creature. Associated Spirit: Teu and Lae. Prerequisite: Perform (Oratory) 13 ranks.

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Cost: Feat or 5th-level bard spell known. Effect: You perform a rousing rendition of a celestial myth that causes the heavens to realign your place in the cosmos with one target within 30 feet. While performing this masterpiece, you can spend a move or immediate action to switch places with one target that is your size or smaller within 30 feet of you, as teleport. This performance can only be used once per round. If used in response to being the target of an attack or spell that deals damage to you, the target becomes the target of the triggering attack or spell instead of you. If you were affected by a condition or object that impeded your ability to move (such as the entangle or chain of perdition spells or being locked in a grapple or a set of manacles), the target gains those limitations instead. The target may attempt a Will save to negate this effect (DC equals 10 + 1/2 your bard level + your Charisma modifier). If you fail to teleport out of the area of a damaging effect or an effect that impedes your ability to move, it may still affect you. If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand in, the performance fails. This masterpiece cannot be used to target an unconscious or dead creature. Use: 1 bardic performance round per round. Action: 1 full round.

The Thing Out from Time (Oratory)

You tell a chilling tale that kills those who hear it. Associated Spirit: Yith’anu. Prerequisite: Perform (Oratory) 10 ranks. Cost: Feat or 4th-level bard spell known. Effect: You recite a ghastly story that is so horrifically terrifying that it causes a target to instantly die or fright. Upon completion, your performance manifests itself as an illusion that is invisible to all creatures except for one target within 30 feet, as phantasmal killer (both saving throw DCs equal 10 + 1/2 your bard level + your Charisma modifier). Use: 10 bardic performance rounds. Action: 10 full rounds.

The Three Siblings (Oratory, Sing)

You recite a draconic creation myth that turns you into a dragon. Associated Spirit: Loathix. Prerequisites: Perform (Oratory) 16 ranks or Perform (Sing) 16 ranks.

Cost: Feat or 6th-level bard spell known. Effect: You perform a rendition of a draconic creation myth using a bellowing, baritone voice that grows steadily deeper as you slowly transform into a Medium chromatic or metallic dragon, as form of the dragon I.You remain in this form for as long as you maintain the performance. When the performance ends, you return to your true form. Use: 1 bardic performance round per round. Action: 1 full round.

Soul Muse (Archetype)

The ancient occult tradition of soul musing is derived from the practice of using beautiful music, melodies, and performances to commune with and soothe suffering spirits. Soul muses are masters of this time-honored tradition. Bind Spirit: A soul muse may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the soul muse must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A soul muse begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to one of his chosen constellations (see tunneled musing below). Each day, a soul muse may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the soul muse’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three bard levels thereafter, the soul muse’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A soul muse’s binder level is equal to his level.The DC to resist a soul muse’s supernatural powers is equal to 10 + 1/2 the soul muse’s binder level + the soul muse’s Charisma modifier. This ability replaces bardic knowledge.

Diminished Spellcasting: A soul muse possesses 1 fewer spell per day at each spell level. A soul muse who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Charisma score. Additionally, the soul muse receives one fewer spell known at each spell level (including orisons) than is presented on Table: Bard Spells Known in the Pathfinder Roleplaying Game Core Rulebook. Tunneled Musing: At 1st level, a soul muse chooses one constellation. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. Additionally, a soul muse may seal pacts with spirits that are associated with any bardic masterpiece that he knows as if they belonged to his chosen constellation. This ability counts as having the tunneled lore class feature for the purpose of meeting binder secret and feat prerequisites. Soul Musing (Ex): At 2nd level, a soul muse can choose one type of Perform skill. He can make checks with his selected Perform skill in place of binder level checks when attempting to seal a pact with a spirit that belongs to the constellation he selected with the tunneled musing class feature. This ability replaces the bard’s first versatile performance. Binder Secret: Beginning at 6th level, a soul muse may select a binder secret in place of a versatile performance. The soul muse’s level stacks with any pactmaker levels he possesses for the purpose of meeting the prerequisites for binder secrets. This replaces the versatile performance the soul muse gives up for this binder secret.

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Bloodrager Brandishing weird powers fueled by eldritch taints within their blood, bloodragers are often born to nomadic, barbarian tribes with a long history of dabbling in the occult arts. It is said that when they bloodrage, these pactsworn bloodragers become overwhelmed with the pain, sorrow, and frustration experienced by the denizens of the Spirit Realm.

Bloodlines

The following new bloodlines are available to bloodragers, which represent generations of occult dabbling that manifest themselves as strange, supernatural powers.

Ergon

Your bloodline has been warped and twisted by otherworldly creatures, fueling your spiritual anger. Bonus Feats: Diehard, Endurance, Furious FocusAPG, Improved Bull Rush, Improved Initiative, Power Attack,Toughness. Bonus Spells: enlarge person (7th), blood blazeARG *. (10th), countless eyesUM (13th), polymorph (16th). (You can cast spells marked with an asterisk [*] regardless of your race.) Bloodline Powers: The taint of otherworldly aberrations has corrupted your body, manifesting as bestial mutations and strange signs when you rage. Invigorating Mayhem (Su): At 1st level, each time you hit a creature with a melee attack and deal damage, you gain 1 temporary hit point, to a maximum equal to your bloodrager level. These temporary hit points stack with any others you possess and last until the end of your bloodrage. If you confirm a critical hit against a creature, you gain a number of temporary hit points equal to your weapon’s critical damage multiplier instead. Tainted Resilience (Su): At 4th level, you gain acid resistance 5 and a +1 natural armor bonus. At 8th level, your acid resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4. Twisted Form (Su): At 8th level, each time you enter a bloodrage you may select one ability listed in monstrous physique IUM and gain it for the duration of your bloodrage. At 12th level and every four levels thereafter, you may select one additional ability to gain for the duration of your bloodrage and the level of monstrous physique that you may select these abilities from increases by 1, allowing you to select from the abilities listed in monstrous physique II, monstrous physique III, and monstrous physique IV at 12th level, 16th level, and 20th level, respectively. This ability is a polymorph effect. Mutable Body (Su): At 16th level, you can be affected by two polymorph effects at the same time while bloodraging. Other spells that change your size still have no effect on you while you are under the effects of a polymorph spell. Perfect Specimen (Su): At 20th level, your tainted bloodline partially rebuilds your body, granting you the half-

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construct subtypeARG. In addition, you are immune to fatigue and exhaustion, acid damage, paralysis, sleep effects, and effects that deal Constitution damage or drain. You gain these benefits even while not bloodraging.

Ravaged

You are a shaky tether between the mortal world and the spirit realm. When overcome by emotion, spirits take advantage of your weakness and flood into the mortal world, ready to cause havoc. With time, you have learned to use the desperation of these spirits as a powerful weapon. Bonus Feats: Aspect of the Beast (ignore the feat’s prerequisites)APG, Dodge, Eldritch Claws, Improved Initiative, Iron Will, Shield Against the Supernatural†, Toughness. Bonus Spells: ray of enfeeblement (7th), ghoul touch (10th), marionette possessionUM (13th), unwilling shieldAPG (16th). Bloodline Powers: Spirits manifest around you when you rage, lashing out at the living with morbid glee. Soul Vortex (Su): At 1st level, you become surrounded by a cyclone of restless spirits while you bloodrage, dealing a number of points of negative energy damage equal to 1d6 + your Charisma modifier to all creatures within 10 feet of you. You are unaffected by this damage. The soul vortex manifests immediately during the turn that you begin bloodraging and at the start of each of your turns that you continue to bloodrage. An affected creature can attempt a Will save to prevent the damage (DC 10 + 1/2 your bloodrager level + your Charisma modifier). Non-living creatures, such as constructs and undead, are immune to your soul vortex. Vortex Guard (Su): At 4th level, the spirits that surround you become opaque while you bloodrage, obscuring sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).You can see through this effect without penalty. Vortex Deflection (Su): At 8th level, the churning spirits that surround you grant you a +1 deflection bonus to AC while you bloodrage. At 12th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 20th level. Fatiguing Vortex (Su): At 16th level, the famished souls that are drawn to you sap stamina from any creature that they harm. Whenever a creature fails its Will save against your soul vortex bloodline power, it becomes fatigued for 1 minute. This condition doesn’t stack with itself to form a more severe fatigue effect. A creature that succeeds on its Will save is immune to this effect for 24 hours. Soul Infusion (Su): At 20th level, you become infused with the power of lost souls. You are immune to critical hits and sneak attacks as well as death effects, effects that bestow negative levels, and negative energy. You gain these benefits even while not bloodraging. Once per day, you can expend all remaining rounds of bloodrage that you possess (minimum 5 rounds) while bloodraging in order to cast breath of life on

yourself as an immediate action without provoking attacks of opportunity. You can use this ability even when you are rendered unconscious or slain by an attack.

Bloodravager (Archetype)

Horrible entities known as ravager spirits prowl the transitory Byways, endlessly searching for a means with which to return to the warmth and abundance of the Material Plane. Upon reaching the Material Plane, their first order of business is to find a mortal coil that they can call their own, and they delight in ripping souls from their bodies for this explicit purpose. In some rare cases, however, individuals who are able to endure the ravages of these spirits manage to strike a bargain with these terrible beings, and from the primordial chaos contained within their souls, bloodravagers are born. Alignment: Any non-good and non-lawful. Ravage Binder: At 1st level, a bloodravager becomes permanently bound to a ravager spirit, an otherworldly parasite that seeks to usurp his body. Despite the dangers that such pacts possess, the presence of a ravager spirit grants fantastic supernatural powers (see page 374). The bloodravager is considered to be in a permanent pact with his ravager spirit, functioning like the bind spirit ability and Permanent Pact feat. The bloodravager uses his bloodrager level as his effective binder level when determining the benefits of his ravager spirit. This ability counts as having the bind spirit ability and the Permanent Pact feat for the purpose of meeting feat prerequisites and prestige class requirements. This ability replaces the bloodrager’s spellcasting; a bloodravager does not have a caster level, and cannot activate spell trigger and spell completion items without making a successful Use Magic Device check. This ability counts as the ability to bind 3rd-level spirits for the purpose of meeting the requirements of the ravage binder prestige class. Diminished Bloodline (Su): A bloodravager gains his bloodline’s 1st-level bloodline power at 4th level, the 4th-level bloodline power at 8th level, the 8th-level bloodline power at 12th level, the 12th-level bloodline power at 16th-level, and the 16thlevel bloodline power at 20th level.This ability alters bloodline. Ravager Sanctuary (Su): At 3rd level, a bloodravager no longer takes Charisma drain from being bound to a ravager spirit, and he gains a +4 bonus on saves against death effects, energy drain, and all effects that deal Charisma damage or

drain (including poisons and diseases that deal Charisma damage or drain). This ability replaces blood sanctuary.

Bloodsworn Binder (Archetype)

Although most stumble into the horrific world of pact magic by accident, some are born into a legacy of twisted spirits and occult machinations. These bloodsworn binders are predestined to practice pact magic and are thralls to the spirits they bind. Bind Spirit: A bloodsworn binder may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the bloodsworn binder must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A bloodsworn binder begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, a bloodsworn binder may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the bloodsworn binder’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three bloodrager levels thereafter, the bloodsworn binder’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A bloodsworn binder’s binder level is equal to his level. The DC to resist a bloodsworn binder’s supernatural powers is equal to 10 + 1/2 the bloodsworn binder’s binder level + the bloodsworn binder’s Charisma modifier.This ability replaces fast movement, bloodcasting, eschew materials, and the bloodrager’s spells class feature. A bloodsworn binder does not gain any spells or spellcasting abilities and cannot use spell trigger or spell completion magic items. Bloodsworn Bloodrager: While bloodraging, a bloodsworn binder suffers the personality influence of any spirit that he is bound to, even if he made a good pact with that spirit.This ability alters bloodrage. Binder Secret: At 7th level, a bloodsworn binder gains a binder secret, as a pactmaker. The bloodsworn binder’s level stacks with any pactmaker levels he possesses for the purpose of meeting the prerequisites for binder secrets. At 10th level and every three binder levels thereafter, the bloodsworn binder gains an additional binder secret, up to four binder secrets at 16th level. This ability replaces bloodline spells.

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Brawler Where other binders maintain a scholarly pursuit of the occult, brawlers often have little patience for dusty tomes and ancient texts. Instead, they pursue whatever occult lore helps augment their bodies enough to improve their reckless fighting style and allow them to abandon the pursuit altogether.

Occult Bruiser (Archetype)

The occult bruiser is a martial warrior who uses pacts forged with ancient spirits to improve her fighting ability. Bind Spirit: An occult bruiser may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult bruiser must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult bruiser begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, an occult bruiser may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the occult bruiser’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three brawler levels thereafter, the occult bruiser’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult bruiser’s binder level is equal to her level. The DC to resist an occult bruiser’s supernatural powers is equal to 10 + 1/2 the occult bruiser’s binder level + the occult bruiser’s Charisma modifier. This ability replaces martial training. Occult Flexibility (Su): An occult bruiser can take a move action to gain one minor granted ability belonging to a spirit whose Knowledge Tasks she has completed and that she isn’t currently bound to. While doing so, she is forced to show the physical sign and personality influence of any spirits whose granted abilities she gains while using this ability. This effect lasts 1 minute, but any penalties accrued from disobeying a personality influence imparted onto the binder using this ability remains for 24 hours, as usual for such penalties.The occult bruiser may use this ability

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a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The occult bruiser can use this ability again before the duration expires in order to replace the previous granted ability with another choice. If a granted ability has a daily use limitation, any uses of that granted ability while using this ability count towards that granted ability’s daily limit. At 6th level, an occult bruiser can tap into greater occult power when she uses occult flexibility. She may select one minor granted ability as a swift action or two minor granted abilities as a move action. If she selects two minor granted abilities, they need not be from the same spirit. Each individual granted ability selected counts towards her daily uses of this ability. At 10th level, an occult bruiser can use occult flexibility to select one minor granted ability as a free action, two minor granted abilities as a swift action, or three minor granted abilities as a move action. These granted abilities need not be from the same spirit. Each individual granted ability selected counts towards her daily use of this ability. At 12th level, an occult bruiser can use occult flexibility to gain the benefit of one minor granted ability as an immediate action or three minor granted abilities as a swift action. Each individual granted ability selected counts towards her daily uses of this ability. At 20th level, an occult bruiser can use this ability to gain the benefit of any number of minor granted abilities as a swift action. Each minor granted ability selected counts towards her daily use of this ability. This ability replaces martial flexibility. Unarmed Strike: An occult bruiser’s unarmed strike damage does not increase at 4th level and above and she does not gain the close weapon mastery class feature. Binder Secret: Beginning at 2nd level, an occult bruiser may select a binder secret, in place of a bonus feat. The occult bruiser must meet the binder secret’s prerequisites, if any, but her brawler level stacks with any pactmaker levels she possesses when determining if she meets a binder secret’s prerequisites. This ability alters the brawler’s bonus feats.

Cavalier War defines cavaliers. Wherever battles rage, cavaliers are on the front lines, directing troops, forming battle strategies, and charging into the fray against their enemies. The war that the Order of Salendrios has waged for countless generations on the world’s binder communities is no different. On both sides of the conflict, cavaliers stand and fight, willing to die for their beliefs regarding the practice of pact magic.

Cavalier Orders

The following new cavalier orders are available to cavaliers who have taken sides in the shadowy wars that have all but drowned binder communities for generations.

Order of the Company

Cavaliers who join this order dedicate themselves to the tenants of a specific organization, such as those presented in Chapter 8. When a cavalier joins this order, he should select a single organization to serve, and he will follow many of its tenets and guides Edicts: The cavalier must strive to protect his organization and all those who belong to it, from its leader to its rank-and-file members. He must adhere to the regulations of the organization, promote its agenda whenever possible, and serve its agents. Challenge: Whenever an order of the company cavalier issues a challenge, add a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the company cavalier adds Knowledge (local) and Knowledge (nobility) to his list of class skills. An order of the company cavalier adds 1/2 his cavalier level (minimum +1) on skill checks made to influence members of his organization or and activity checks made as part of his membership within the organization, if any. Order Abilities: An order of the company cavalier gains the following abilities as he increases in level. Full Membership (Ex): At 2nd level, the cavalier gains Societal Obedience with his chosen organization as a bonus feat, ignoring its prerequisites. In addition, whenever he uses the tactician class feature to grant one or more teamwork feats to a member of his chosen organization, that character gains the benefits of those feats for 3 additional rounds. For the Company (Ex): At 8th level, the cavalier can call upon his organization’s tenets to bolster himself in combat. As a free action, the cavalier can call out the name of his organiza-

tion, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that have chosen this organization with the Societal Obedience feat also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter. Retribution (Ex): At 15th level, the cavalier can take retribution on those who dare to strike an agent of his organization. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same organization as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.

Order of the Occult Eye

Cavaliers that join the order of the occult eye swear themselves to the ancient constellations of spirits. Allied with knights of similar mindset, they spread the sacred knowledge of pact magic and defend its tenets wherever threatened. Edicts:The cavalier must strive to protect the sacred arts of pact magic and all those who practice it, from the greatest of occult scholars to the lowly babe born into the tradition. He must promote the spread of pact magic wherever possible, protect anyone who practices pact magic, and further the goals of the occult scholars. Challenge: Whenever an order of the occult eye cavalier issues a challenge, add a +1 bonus on attack rolls he makes with granted abilities against the challenged opponent. In addition, the saving throw DC of his granted abilities increases by +1 against the challenged opponent. Skills: An order of the occult eye cavalier adds Knowledge (arcana) (Int) to the cavalier’s list of class skills. The cavalier can make Knowledge (arcana) checks untrained, and if he has ranks in the skill, apply a bonus on the check equal to 1/2 of cavalier’s level (minimum +1) if the check involves pact magic. Order Abilities: An order of the occult eye cavalier gains the following abilities with increases in level. Amateur Pactmaker: At 2nd level, an order of the occult eye cavalier receives Amateur Pactmaker† as a bonus feat. Vestigial Protection (Su): At 8th level, an order of the occult eye cavalier gains the vestigial protection binder secret†, ignoring its prerequisites. Lingering Empowerment: At 15th level, an order of

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the occult eye cavalier gains the improved vestigial protection binder secret†, ignoring its prerequisites.

Order of Salendrios

Cavaliers who join the order of Salendrios are those who have been touched by the occult, usually in a gruesome or permanently scarring way. These individuals seek to abolish pact magic and attempt to put it back in its proper place, eight feet beneath the ground. Edicts: The cavalier must swear to help bring about the utter annihilation of pact magic. From the greatest of occult monstrosities to a suckling babe born into a tradition of heresy, the order of Salendrios decrees that none deserve mercy. He must promote the destruction of pact magic, root out and destroy the corruptive art wherever it emerges, and lend aid to anyone else that would see pact magic vanish into the annals of time. Challenge: Whenever an order of Salendrios cavalier issues a challenge, add a +1 bonus on his attack rolls and damage rolls so long as his target is bound to a spirit or is benefiting from occult powers (such as a spell with the occult descriptor). This bonus increases by +1 for every four levels that the cavalier possesses. Skills: An order of Salendrios cavalier adds Knowledge (arcana) (Int) and Knowledge (planes) (Int) to his list of class skills.The cavalier can make these Knowledge checks untrained and cavaliers with ranks in the skill receive a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check is made to identify occult phenomena. Order Abilities: An order of Salendrios cavalier gains the following abilities with increases in level. Occult Protection (Ex): At 2nd level, an order of Salendrios cavalier adds his Charisma bonus (if any) on all saving throws made against supernatural abilities. If the cavalier already adds his Charisma bonus on all saving throws (such as from the divine grace class feature), he instead gains a +1 bonus on all saving throws made against supernatural abilities. Silence the Occult (Ex): At 8th level, the cavalier gains Supernatural Slayer† as a bonus feat, even if he doesn’t meet the feat’s prerequisites.When using this feat, if the cavalier uses an attack of opportunity to strike a binder that is activating a granted ability, the binder must attempt a Will save or the ability fails and cannot be activated for 1 round (DC 10 + 1/2 the cavalier’s level + the cavalier’s Charisma modifier). If the ability is a major granted ability, it is expended for 5 rounds and cannot be used again until these rounds have passed. Rapid Recovery† and similar effects do not reduce the number of rounds that ability is expended. Occult Slaying Tactics (Ex): At 15th level, when an order of Salendrios cavalier is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2 if the creature is bound to a spirit or is otherwise occult in nature. This ability works even if the cavalier is not one of the characters flanking the creature.

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Additionally, when the cavalier uses his tactician ability, he grants his allies the benefits of Supernatural Slayer as if it were a teamwork feat that he selected with tactician.

Pactsworn Knight (Archetype)

Pactsworn knights are cavaliers who hold to a time-honored tradition of protecting and serving binder communities, using occult power to vanquish those who threaten their people and homes. These knights seek to uphold the tenets of their order while battling the nightmarish horrors of the occult. Class Skills: Add Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), and Knowledge (religion) (Int) to the cavalier’s list of class skills. This replaces the cavalier’s skill bonus from his order. The cavalier does not receive class skills or bonuses on skill checks from his order, nor does he gain any other benefits associated with his cavalier order’s skills (such as the order of the cockatrice’s ability to add the cavalier’s Charisma modifier to the DC of Intimidate skill checks made to demoralize him). Bind Spirit: A pactsworn knight may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn knight must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn knight begins play having completed all four Knowledge Tasks for one 1stlevel spirit of his choice that belongs to his chosen constellation (see tunneled lore below). Each day, a pactsworn knight may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the pactsworn knight’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three cavalier levels thereafter, the pactsworn knight’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn knight’s binder level is equal to his level. The DC to resist a pactsworn knight’s supernatural powers is equal to 10 + 1/2 the pactsworn knight’s binder level + the pactsworn knight’s Charisma modifier. This ability replaces mount. Order: A pactsworn knight does not gain his order’s challenge bonus when issuing a challenge. This ability modifies the cavalier’s order. Tunneled Lore: At 1st level, a pactsworn knight chooses one constellation. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. Expert Binder: At 4th level, a pactsworn knight gains one binder secret, as the pactmaker class feature. He uses his cavalier level as his effective pactmaker level to determine if he meets the prerequisites of this binder secret as well as its benefit, and he must meet the secret’s prerequisites. In addition, whenever a pactsworn knight gains a bonus feat, he may select a combat feat, a pact feat, or a binder secret. This ability alters the cavalier’s bonus feats and replaces expert trainer.

Cleric Clerics form the heart of occult tradition, passing down cultural and religious beliefs throughout the generations of binders that have been born and died within binder communities. Although some directly worship the occult power of certain spirits, most worship the occasional esoteric god or demigod who includes pact magic in its divine portfolio.

Cleric Domains & Subdomains The following new cleric domains and subdomains are available to clerics who follow the few deities that sanctify pact magic.

Occult (Domain)

Granted Powers: You can utilize the weird energies of the spirit realm to break mortals and spirits alike. Spiritual Surge (Su):You may strike at foes with the power of the spirits. Whenever you declare an attack, you can activate this power as a swift action before you make your attack roll. If that attack hits, the target must make a Will save (DC equals 10 + 1/2 your cleric level + your Cha modifier) or take an additional damage equal to 1d8 + 1/2 your cleric level. This bonus damage only applies to one attack per use and a creature can only receive this damage once per round.You can use this ability a number of times per day equal to 3 + your Wis modifier.

Exorcism (Su): At 8th level, you gain the exorcise pact spirits binder secret, ignoring its prerequisites. Use your cleric level as your effective pactmaker level when determining the effects of this binder secret. Domain Spells: 1st–last impression†, 2nd–blur, 3rd–chain of perditionuc, 4th–spiritual allyapg, 5th–commune, 6th–legend lore, 7th–sequester, 8th–moment of prescience, 9th–foresight.

Gray Wastes (Subdomain)

Associated Domain: Occult Replacement Powers: The following granted power replaces the exorcism power of the Occult domain. Gray Out (Su): At 8th level, you can drain all color from your body as a standard action, allowing you to slip past material obstacles. You become incorporeal for up to 1 round per cleric level each day, allowing you to move about unfettered. These rounds do not need to be consecutive. Replacement Spells: 1st–shadow weaponUM, 3rd–vision of HellUM, 5th–hungry pitAPG

Pact Magic (Subdomain)

Associated Domain: Occult Replacement Powers: The following granted power replaces the spiritual surge power of the Occult domain. Amateur Pactmaker: At 1st level, you receive Amateur Pactmaker† as a bonus feat. Replacement Spells: 1st–conceal pact magic†, 2nd–augur pact†

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Weird Slayer (Subdomain)

Associated Domain: Occult Replacement Powers: The following granted power replaces the spiritual surge power of the Occult domain. Smite Pact Bound (Su): You can smite creatures that are bound to spirits or possessed by another creature as a swift action. You add your Charisma bonus (if any) on attack rolls and 1 extra point of damage per cleric level on damage rolls against such creatures. If you attempt to smite a creature that is not bound to a spirit or possessed, the smite has no effect even though its use is expended normally. You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1). Replacement Spells: 2nd–reveal heretic†, 4th–banish pact spirits†

Variant Channel Energy

Clerics that worship deities who include pact magic within their areas of concern are able to grant their mortal servants alternative channeling abilities based upon the nature of their concern with pact magic; for example, a deity who preaches pact magic’s destruction might grant its worshipers the ability to harm all creatures bound to a spirit. See Chapter 1 in Pathfinder Roleplaying Game Ultimate Magic for more information about variant channel energy abilities. Pact Magic: Heal—Creatures gain a channel bonus on binding checks and on caster level checks made with the granted abilities of spirits until the end of your next turn. Harm—All granted abilities activated by creatures count as spell-like abilities instead of supernatural abilities until the end of your next turn, and those creatures must make concentration checks (DC = channel energy DC + spell’s level) to use their activated granted abilities during this time. Occult/Spirits: Heal—The healing effect is enhanced for incorporeal creatures, as well as creatures that are being influenced or possessed by spirits, including (but not limited to) a pact magic spirit, a shaman spirit, or a medium spirit. Harm—Creatures being influenced by spirits (see above) gain a channel penalty on attack and damage rolls and caster level checks and concentration checks until the end of your next turn.

Occult Priest (Archetype)

Occult priests revere the old, occult gods of pact magic and follow traditions long-since lost to the world. Occult priests are seldom inducted to their cults, most are born into this tradition and trained from a young age to commune with ancient deities and occult spirits alike. Deity: If an occult priest worships a deity, she must worship a deity with the Occult domain. Bind Spirit: An occult priest may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult priest must learn the spirit’s ceremony, constellation,

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personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult priest begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see tunneled domain below). Each day, an occult priest may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult priest’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three cleric levels thereafter, the occult priest’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult priest possesses a binder level equal to her level. The DC to resist an occult priest’s supernatural powers is equal to 10 + 1/2 the occult priest’s level + the occult priest’s Charisma modifier. This ability replaces channel energy. Spontaneous Casting: An occult priest can channel stored spell energy into a domain spell that she did not prepare ahead of time. The occult priest can “lose” any prepared spell that is not an orison in order to cast a spell that is on her domain’s domain spell list. This ability replaces one of the cleric’s domains and alters spontaneous casting. Tunneled Domain: At 1st level, an occult priest chooses one constellation that is associated with her domain, as listed below. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her.This ability counts as having the tunneled lore class feature for the purpose of meeting binder secret and feat prerequisites. The constellations (and their associated cleric domains) are detailed below. An occult priest who chooses the Occult domain may select any constellation as her chosen constellation. »» Angel (Glory, Good, Healing) »» Beast (Air, Animal, Strength, Water) »» Dark Beyond (Madness, Void) »» Dragon (Fire, Scalykind, Strength) »» Fiend (Charm, Evil, Fire, Trickery) »» Hero (Community, Glory, Liberation, War) »» Mage (Destruction, Magic, Rune) »» Noble (Community, Nobility, Law, War) »» Seer (Luck, Travel, Weather) »» Scholar (Air, Artifice, Earth, Fire, Knowledge,Travel,Water) »» Skull (Darkness, Death) »» Thief (Chaos, Charm, Trickery) »» Tree (Plant, Repose, Sun, Weather) Domain Lore: At 2nd level and every 2 levels thereafter, an occult priest selects one domain spell from any of her deity’s domains and adds it to the list of domain spells that she can spontaneously cast. The occult priest must be able to prepare and cast a spell in order to select it with this ability. Once a spell has been chosen, it cannot be changed. At 20th level, an occult priest can spontaneously cast any spell from any of her deity’s domain spells.

Druid Although largely by and gone, the practice of occult druidism once thrived among the world’s binders, as these pactsworn druids would commune with the spirits of nature in order to aid the land and its denizens. But as the practices of pact magic became increasingly under attack by religious organizations, most druids slowly abandoned these practices out of self preservation. Today, small sects of occult druids still exist, thriving in deep, ancient woods where pactless men fear to tread.

Nightfang Servant (Archetype)

Devotees of the nightmarish fey realm known as the Nightfang Weald, Nightfang servants are powerful druids who channel the raw forces of madness and fear. Bind Spirit: At 1st level, a Nightfang servant may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the Nightfang servant must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. Each day, a Nightfang servant may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the Nightfang servant’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three druid levels thereafter, the Nightfang servant’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A Nightfang servant possesses a binder level equal to her level. The DC to resist a Nightfang servant’s supernatural powers is equal to 10 + 1/2 the Nightfang servant’s level + the Nightfang servant’s Charisma modifier. This ability replaces nature bond. Lore of the Weald (Ex): At 1st level, a Nightfang servant may only seal pacts with spirits belonging to the Beast, Fiend, Skull, or Tree constellations. In addition, she can cast one fewer spell per day at each level than is indicated on Table: Druid in the Pathfinder Roleplaying Game Core Rulebook. If this reduces her total number of spells per day to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level. This ability alters spells. Attuned to theWeald (Ex):At 2nd level, a Nightfang servant gains the favored terrain ranger class feature. She must choose the Nightfang Weald as her favored terrain. She does not gain additional favored terrains as a ranger would, but her favored terrain bonus for the Nightfang Weald increases by +2 at 8th level and every five levels thereafter. In addition, her woodland stride and trackless step abilities only function on the Nightfang Weald plane. This ability alters woodland stride and trackless step.

Full-Fledged Servant: At 4th level, a Nightfang servant gains Societal Obedience (see Chapter 2) as a bonus feat, ignoring the feat’s prerequisites. She must choose the Nightfang Adherents as her chosen organization.This ability replaces resist nature’s lure.

Pactsworn Pagan (Archetype)

Devoted to the old ways before kings and kingdoms, pactsworn pagans use their occult powers to either guard or defile nature as they see fit. Bind Spirit: A pactsworn pagan may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn pagan must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn pagan begins play having completed all four Knowledge Tasks for one 1stlevel spirit of her choice that belongs to her chosen constellation (see tunneled lore below). Each day, a pactsworn pagan may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pactsworn pagan’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three druid levels thereafter, the pactsworn pagan’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn pagan possesses a binder level equal to her level. The DC to resist a pactsworn pagan’s supernatural powers is equal to 10 + 1/2 the pactsworn pagan’s level + the pactsworn pagan’s Charisma modifier. This ability replaces nature bond, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, and timeless body. Tunneled Lore: At 1st level, a pactsworn pagan chooses the Beast, Skull, or Tree constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her. Spirit Shape (Su): At 4th level, when a pactsworn pagan uses her wild shape, she can assume a form that matches her bound spirit’s vestigial companion, functioning as any polymorph spell on the sorcerer/wizard spell list (even ones not normally accessible via wild shape) with a level equal to or less than half her druid level. For example, while bound to Sevnoir, a druid of 6th level or higher could use wild shape to assume the form of a dog, as beast shape I. A pactsworn pagan cannot use wild shape if she is not bound to a spirit, nor can she use wild shape to transform into a creature that cannot be replicated by a polymorph spell on the sorcerer/wizard spell list. She may not use spirit shape as adjustable polymorphACG, shapechange, or any similar spell that allows her to change which form she has assumed after the spell’s initial casting. This ability alters wild shape.

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Fighter Where pactmakers see spirits as something to study and learn from, fighters see spirits, and pact magic as a whole, as a fantastic weapon that requires comparatively little study to master. Fighters who become binders often hail from binder communities where this knowledge is plentiful and are called warbinders. Warshades: Those fighters who choose to study occult power and its applications will often learn to use their occult spirits to augment their weaponry by sealing spirits into their weapons and evoking dark powers. These fighters usually take the occult weapon and seal of darkness binder secrets and call themselves warshades as a result of their newfound powers. Warbinders often become warshades.

Warbinder (Archetypes)

Where other fighters rely on physical weapons, warbinders utilize occult spirits as a spiritual weapon, mastering the shadowy art of pact magic alongside more conventional weapon training. Bind Spirit: A warbinder may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the warbinder must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A warbinder begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, a warbinder may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the warbinder’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three fighter levels thereafter, the warbinder’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A warbinder possesses a binder level equal to his level. The DC to resist a warbinder’s supernatural powers is equal to 10 + 1/2 the warbinder’s level + the warbinder’s Charisma modifier. This ability replaces the fighter’s 1st-level bonus feat. Bonus Feats: A warbinder may select combat feats and

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pact feats as bonus feats. In addition, he may select a binder secret in place of a bonus feat. The warbinder must meet the feat or binder secret’s prerequisites, if any. This ability alters the fighter’s bonus feats. Defense Against the Occult (Ex): Starting at 2nd level, a warbinder gains a +1 bonus on saving throws against all granted abilities. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery and the fighter’s 2nd-level bonus feat. Occult Weapon Training (Ex): At 5th level, a warbinder gains a +1 bonus on attack rolls and damage rolls made with granted abilities or with weapons that have been enhanced with the occult weapon binder secret. This bonus increases by +1 at 9th level and every four levels thereafter, to a maximum of +4 at 17th level. This ability replaces weapon training. Warbinder Mastery (Ex): At 20th level, any granted abilities that the warbinder uses that require an attack roll automatically confirm all critical threats and have their damage multiplier increased by x1 (this grants most granted abilities a x3 damage multiplier). This ability replaces weapon mastery.

Gunslinger Unlike most of the other options presented in this book, gunslingers who stumble upon the ancient art of pact magic are almost never directly from binder communities, as their newfangled weaponry and brash sense of vigilante justice seldom connect with the air of secrecy that binder communities demand to ensure their survival. Instead, gunslingers who deal with the occult arts usually stumble upon pact magic accidentally and become binders by choosing to hunt down and eliminate specific targets that have wronged them, called marks.

Occult Avenger (Archetype)

Unlike other occult traditions, occult avengers are not trained. Rather, an occult avenger is an individual who has been so horribly scarred by another that they are reduced to begging otherworldly forces to help them claim vengeance upon their foes. Sensing this weakness and personal drive, occult spirits happily lead such souls down a blood-drenched path of death and destruction. Avenger’s Grit: Each day, an occult avenger gains a number of grit points equal to her Wisdom modifier. Unlike other gunslingers, an occult avenger gains grit only from scoring a critical hit or killing blow against a creature that qualifies as the favored enemy of one of her bound spirits. This ability alters the grit class feature. Avenger’s Deeds: An occult avenger doesn’t gain deeds like other gunslingers. At 1st level, 3rd level, 7th level, 11th level, 15th level, and 19th level, the occult avenger selects one deed that is available to a gunslinger of her level or lower. She gains the selected deed but doesn’t gain any other deeds that she would normally be entitled to based upon her gunslinger level. This ability alters deeds. Bind Spirit: An occult avenger may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult avenger must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult avenger begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, an occult avenger may bind one spirit to her

soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult avenger’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three gunslinger levels thereafter, the occult avenger’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult avenger possesses a binder level equal to her level. The DC to resist an occult avenger’s supernatural powers is equal to 10 + 1/2 the occult avenger’s level + the occult avenger’s Charisma modifier. Revenge Pact: At 1st level, an occult avenger chooses one creature type. An occult avenger can only seal pacts with spirits that list one or more creatures of her chosen type as a favored enemy. At 5th level and every 5 levels thereafter, the occult avenger chooses one additional creature type. If a spirit lists two or more of her chosen creature types as a favored enemy, she gains a bonus on binding checks made to seal a pact with that spirit equal to her Wisdom bonus (if any) and she reduces the number of rounds that spirit’s major granted ability is expended for by 1 round; this stacks with similar effects, such as the Rapid Recovery feat† or the elf pactmaker favored class bonus. Bonus Feats: An occult avenger may select combat feats, grit feats, and pact feats as bonus feats. Alternatively, she may select one deed available to a gunslinger of her level or lower that she does not possess and gain it in place of a bonus feat. This ability alters the gunslinger’s bonus feats.

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Hunter Hunters who belong to binder communities use occult pacts to empower their bonded animals with fantastic powers.

Pactsworn Hunter (Archetype)

Calling upon spirits from beyond our realm to serve her, a pactsworn hunter forges close bonds with occult spirits in order to summon those spirits as animals that live and fight by her side. Diminished Spellcasting: A pactsworn hunter possesses 1 fewer spell per day at each spell level. A pactsworn hunter who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Wisdom score. Bind Spirit: A pactsworn hunter may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn hunter must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn hunter begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that isn’t restricted to her (see restricted binding). Each day, a pactsworn hunter may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pactsworn hunter’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three hunter levels thereafter, the pactsworn hunter’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn hunter possesses a binder level equal to her level. The DC to resist a pactsworn hunter’s supernatural powers is equal to 10 + 1/2 the pactsworn hunter’s level + the pactsworn hunter’s Charisma modifier. This ability replaces animal focus. Restricted Binding: At 1st level, a pactsworn hunter may only seal pacts with spirits that possess a vestigial companion ability, and this vestigial companion ability must function

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as either an animal companion or a vermin companion. Class doesn’t matter when determining if a pactsworn hunter can seal a pact with a spirit; the vestigial companion ability may function as a druid or ranger’s animal companion, a cavalier or paladin’s mount, and so on. In addition, a pactsworn hunter cannot gain the vestigial bond ability of spirits that she seals a pact with and she does not gain granted abilities from any spirit that she seals a pact with that are replaced by her spirit’s vestigial companion ability. For instance, if the pactsworn hunter seals a pact with Aza’zati, she does not gain the smaller is better granted ability because Aza’zati’s vestigial companion ability replaces smaller is better. Spirit Companion: At 1st level, a pactsworn hunter gains a loyal animal that serves as her spirit companion. A hunter may choose any Animal, Magical Beast, or Vermin that can serve as a druid’s animal companion or vermin companion or as a wizard’s familiar to be her spirit companion. The spirit companion gains all of the benefits of being the pactsworn hunter’s animal companion, but it calculates its base Intelligence score as if it were a familiar, using the pactsworn hunter’s level as her effective wizard level to determine the spirit companion’s base Intelligence score. This ability alters animal companion. Infuse Spirit Companion: Beginning at 1st level, a pactsworn hunter shares additional occult power with her spirit companion, increasing its combat effectiveness. If the pactsworn hunter’s spirit companion is Small or smaller, her spirit companion can change its size to Medium as a swift action, gaining a +2 bonus to Strength that stacks with the normal Strength adjustments for increasing in size, as detailed under the polymorph subtype in Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook. She can use this ability for a number of minutes per day equal to her hunter level (minimum 1). This size increase stacks with size increases gained from obtaining additional Hit Dice, but not with size increases gained from magical effects, such as the animal growth spell. At 7th level, the pactsworn hunter’s spirit companion can change its size to Large as a swift action if it is Medium or smaller. At 13th level, the pactsworn hunter’s spirit companion can change its size to Huge as a swift action if it is Large or smaller. This ability replaces wild empathy. Animal Focus (Su): A pactsworn hunter gains this class feature at 8th level. This ability replaces second animal focus.

Inquisitor Zealously dedicated to their causes, most inquisitors involved in the Order of Salendrios’s war against pact magic fight for the order itself, though the most successful binder communities boast inquisitors who are equally ferverous guardians of its lore, people, and traditions.

Inquisitor Inquisitions

Inquisitors can gain an inquisition, a series of related powers that helps them curb their foes, in place of a cleric domain. All inquisitions adhere to the guidelines presented in Pathfinder Roleplaying Game Ultimate Magic.

Exorcism Inquisition

You have been charged by your deity to force spirits of all manner out of this world and back into the spirit realm. Granted Powers: You can resist powers that would command you and expel extraplanar entities from others. Defy Influence (Su): You gain a +2 competence bonus on Will saves made against charm and compulsion effects and possession attempts. Severe Influence (Sp): At 8th level, you can use dismiss pact spirit† a number of times per day equal to 3 + your Wisdom bonus.

Occult Abolisher (Archetype)

Occult abolishers dedicate themselves to the absolute destruction of pact magic. Although most clergies support their pursuits, few pursue this path for theological reasons. Rather, occult abolishers have been tormented by binders or occult creatures, their desperate prayers for justice answered by divine entities who use the inquisitor as an instrument of destruction in the shadowy war on pact magic. Exorcist: At 1st level, an occult abolisher must select the exorcism inquisition as her domain. Judgment: The following occult abolisher judgment works differently than those of a standard inquisitor. Purity: At 10th level, the judgment bonus is doubled against the granted abilities of spirits, but not curses, diseases, or poisons unless the curse, disease, or poison is also a granted ability. Pact Lore (Ex): At 1st level, an occult abolisher adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier when making skill checks to identify occult powers, creatures, or objects. This ability replaces monster lore. Detect Spirits (Sp): At 2nd level, an occult abolisher can use detect pact spirits† at will. This ability replaces detect alignment.

Occult Sadist (Archetype)

Though sadism is hardly unique to occult practitioners, spirits are poised to evoke the worst in anyone and this is especially true for inquisitors who allow themselves too much pleasure in their grim work. Occult sadists form as such individuals slip into the arms of the foulest, most self-indulgent spirits, the only ones who sympathize with such destructive desires. Alignment: Any non-good. Bind Spirit: An occult sadist may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult sadist must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult sadist begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see lore of the wicked). Each day, an occult sadist may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult sadist’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three inquisitor levels thereafter, the occult sadist’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult sadist possesses a binder level equal to her level.The DC to resist an occult sadist’s supernatural powers is equal to 10 + 1/2 the occult sadist’s level + the occult sadist’s Charisma modifier. This ability replaces judgment 1/day. Diminished Spellcasting: An occult sadist possesses 1 fewer spell per day at each spell level. An occult sadist who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Wisdom score. Lore of the Wicked: At 1st level, an occult sadist may only seal pacts with spirits with an evil alignment component (Chaotic Evil, Lawful Evil, or Neutral Evil). All other constellations are barred to her. Additionally, the inquisitor adds the following spells to the inquisitor spell list: howling agonyUM, mass pain strikeAPG, pain strikeAPG, piercing shriekUM, and symbol of pain (as 3rd-level, 5th-level, 3rd-level, 2nd-level, and 5thlevel spells, respectively). These spells are not automatically added to the occult sadist’s list of spells known, she must select them as she would any other spell. Touch of Pain (Su): Beginning at 2nd level, an occult sadist can wreck a creature’s body with mind-splitting pain that manifests as real wounds across the creature’s body. Each day, she can use this ability a number of times equal to 1/2 her inquisitor level + her Wisdom modifier. As a touch attack, the inquisitor can cause 1d6 points of damage, plus 1d6 additional points of damage for every three inquisitor levels beyond 2nd

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that she possesses. Using this ability is a standard action that does not provoke attacks of opportunity. Touch of pain deals untyped lethal or nonlethal damage. The inquisitor chooses whether the damage is lethal or nonlethal when this ability is used. Touch of pain is a pain effect. Nonliving creatures, such as constructs or undead, are immune to touch of pain. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an occult sadist 2 additional uses of the touch of pain class feature. This ability replaces solo tactics and the inquisitor’s teamwork feats. Cruelty: At 4th level and every three levels thereafter, an occult sadist can select one cruelty, as an antipaladinAPG. Each cruelty adds an effect to the occult sadist’s touch of pain ability. Whenever the occult sadist uses touch of pain to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the occult sadist. This choice is made whenever the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the occult sadist’s level + the occult sadist’s Charisma modifier. An occult sadist treats her inquisitor level as her effective antipaladin level when selecting cruelties. This ability replaces the later iterations of the judgment ability. Craft Crystallized Pain: At 8th level, an occult sadist receives Craft Crystallized Pain† as a bonus feat. This ability replaces second judgment. Channel Pain (Su): When an occult sadist reaches 16th level, she gains the ability to channel pain, as a cleric channeling energy except her channel pain deals untyped lethal or nonlethal damage. Using this ability consumes two uses of her touch of pain ability.When using channel pain, the occult sadist rolls her channel energy dice as normal. Affected creatures take damage equal to half of the amount rolled and are sickened until the end of your next turn, plus one round for every five inquisitor levels you possess. Additionally, one affected target becomes nauseated in addition to the other effects of channel pain. An occult sadist uses her level as her effective cleric level when channeling pain. Channel pain is a Wisdom-based pain effect. This ability replaces third judgment. Pain Harvester (Su): At 17th level, whenever a creature fails a saving throw against channel pain or one of the occult sadist’s cruelties, it suffers 1 point of ability damage to its Strength, Dexterity, or Constitution score (the occult sadist’s choice) in addition to that ability’s other effects. The occult sadist cannot deal more than 1 point of ability damage to a creature per turn. This ability replaces slayer. True Pain (Su): At 20th level, an occult sadist can cripple a target with true pain. Whenever the occult sadist uses her touch of pain ability, that target must succeed on a successful Will save or be reduced to a negative number of hit points equal to the occult sadist’s Wisdom bonus (minimum –1). A successful Will save causes touch of pain to deal its damage as normal

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instead. The occult sadist can modify true pain with her cruelties as usual and if her target fails its saving throw against a cruelty that imposes any negative conditions upon it (such as sickened or nauseated), the condition becomes permanent unless removed by heal or a similarly powerful effect. The inquisitor can use this ability a number of times per day equal to her Wisdom modifier. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

Pact Protector (Archetype)

Not all inquisitors seek to destroy pact magic. Those pact mages who worship gods benevolent to the furthering of pact magic often suffer at the hands of the fearful, and some become pact protectors as a result of this suffering. Pact protectors see pact magic as a gift from the gods and destroy those who would try to desecrate or destroy their sacred art. Domain: A pact protector must select the Occult domain or one of its subdomains at 1st level. If she worships a deity, she must choose a deity who grants access to the Occult domain. Bind Spirit: A pact protector may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pact protector must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pact protector begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pact protector may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pact protector’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three inquisitor levels thereafter, the pact protector’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pact protector possesses a binder level equal to her level. The DC to resist a pact protector’s supernatural powers is equal to 10 + 1/2 the pact protector’s level + the pact protector’s Charisma modifier. This ability replaces judgment 1/day. Diminished Spellcasting: A pact protector possesses 1 fewer spell per day at each spell level. A pact protector who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Wisdom score. Pact Augmentation (Su): At 4th level and every 3 levels thereafter, a pact protector gains the pactmaker’s pact augmentation class feature. She uses her inquisitor level as her effective pactmaker level to determine the effects of pact augmentation. This ability replaces the later iterations of the judgment ability. Binder Secret: At 8th, 16th, 17th, and 20th levels, a pact protector can gain a single binder secret, using her inquisitor level as her effective pactmaker level when determining if she meets the binder secret’s prerequisites as well as its benefit. A pact protector cannot select an alteration secret with this ability and she cannot select the Extra Binder Secret feat† unless she has levels in the pactmaker class. This ability replaces second judgment, third judgment, slayer, and true judgment.

Investigator Constantly searching for truth in an uncertain world, it is unsurprising that some investigators accidentally stumble upon occult lore. Whether ancient rituals, forgotten cults, or hidden binder communities, most investigators either meet a violent end or flee from their encounters with the occult, though an unfortunate few are forever changed by the experience and are haunted by the whims of the spirits, urged into drawing their first seal by whispering spirits.

Investigator Talents

An investigator can select from the following new talents whenever he gains an investigator talent, provided he meets the talent’s prerequisites. Alchemist Discoveries: An investigator adds the following alchemist discoveries from page 23 to the list of alchemist discoveries that he can select in place of an investigator talent: occult formulae, occult suppressant, and oiled extract. He must meet the discovery’s prerequisites, but counts as an alchemist with an effective level equal to his investigator level for this purpose. Foiled Attempt (Ex): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or lose its ability to use extraordinary, spell-like, or supernatural abilities it possesses that become expended for 1 or more rounds between uses (such as a dragon’s breath weapon or a binder’s major granted abilities). If the target fails its saving throw, any such abilities that the target possesses become expended and unavailable for use for a number of rounds equal to the investigator’s Intelligence bonus (if any). A successful saving throw negates this effect. The DC for this Fortitude save is equal to 10 + 1/2 the investigator’s level + his Intelligence modifier. Creatures immune to critical hits are not affected by this ability. An investigator must be at least 9th level before selecting this talent. Knack for Research (Ex): An investigator can use his inspiration on any skill check that includes gathering information or performing research without expending uses of inspiration, provided he’s trained in the skill and the skill check takes a minimum of 1 hour to complete. If the investigator could already use his inspiration on such a skill check untrained, he instead adds +2 to his inspiration die when using the skill to spend at least 1 hour gathering information or performing research. Mind Over Madness (Ex): Whenever an investigator with this talent uses inspiration to improve his saving throw

against a mind-affecting effect, he rolls his inspiration die twice and adds the higher result to his saving throw. If the effect is a mind-affecting confusion or insanity effect, he adds the results of both inspiration dice to his saving throw instead. An investigator must be at least 7th level before selecting this talent. Rogue Talents: An investigator adds the following rogue talents from page 55 to the list of rogue talents that he can select in place of an investigator talent: binder secret, constellation aspect, and monstrous aspect. He must meet the talent’s prerequisites, but counts as a rogue with an effective level equal to his investigator level for this purpose.

Occult Investigator (Archetype)

Occult investigators use occult powers to explore the world, using their spiritual insight and occult knowledge as a weapon rather than alchemical pursuits. Bind Spirit: An occult investigator may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult investigator must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult investigator begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, an occult investigator may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult investigator’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three investigator levels thereafter, the occult investigator’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult investigator possesses a binder level equal to his level. The DC to resist an occult investigator’s supernatural powers is equal to 10 + 1/2 the occult investigator’s level + the occult investigator’s Charisma modifier. This ability replaces alchemy. An occult investigator cannot take the alchemist discovery talent or any investigator talent that affects alchemy. Inspired Binding: Beginning at 4th level, an occult investigator can add his inspiration die on binding checks without expending a use of inspiration.This ability replaces swift alchemy.

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Magus Magi are masters of blending esoteric traditions with martial mastery, and the arts of pact magic are of no exception. Although any warrior can utilize the power of occult spirits in martial combat, magi seamlessly bend the power of the spirits that they bind with their blade work into a deadly dervish of power both ancient and awesome.

Pactsworn Magus (Archetype)

Master of magic, martial combat, and the occult, the pactsworn magus combines her martial and occult traditions with the pursuit of arcane magic. Bind Spirit: A pactsworn magus may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn magus must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn magus begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, a pactsworn magus may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pactsworn magus’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three magus levels thereafter, the character’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn magus possesses a binder level equal to his level. The DC to resist the character’s supernatural powers is equal to 10 + 1/2 the pactsworn magus’s level + the pactsworn magus’s Charisma modifier. This ability replaces arcane pool. Diminished Spellcasting: A pactsworn magus possesses 1 fewer spell per day at each spell level. A pactsworn magus who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Intelligence score. Soulbound Strike (Su): At 2nd level, whenever a pactsworn magus casts a spell with a range of “touch” from the magus spell list or uses a granted ability of a spirit that he is bound to with a range of “touch,” he can deliver the granted ability through any weapon he is wielding as part of a melee

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attack, otherwise functioning as spellstrike. This ability alters spellstrike. Magus Arcana: A pactsworn magus can select a binder secret instead of a magus arcana. He must meet all of the binder secret’s prerequisites, if any. A magus cannot select a magus arcana that requires him to spend points from an arcane pool. This ability alters magus arcana. Spiritual Recall (Su): At 4th level, a pactsworn magus learns to use his bound spirit to recall spells he has already cast. While he is bound to a spirit, the pactsworn magus can expend his spirit’s major granted ability for 5 rounds as a swift action to recall any single magus spell that he has already prepared and cast that day. This spell must have a spell level that is equal to or less than the pactsworn magus’s maximum spirit level – 1. The spell is prepared again, just as if it had not been cast. The pactsworn magus can use this ability to recover a total number of levels of magus spells equal to half his magus level each day. This ability replaces spell recall. Spiritual Conversion (Su): At 7th level, a pactsworn magus can use his bound spirit to spontaneously cast any spell that he has already prepared. By expending his bound spirit’s major granted ability for 5 rounds as a swift action, the pactsworn magus can “lose” any prepared magus spell that is not a cantrip in order to cast any other magus spell of the same spell level or lower that he has already prepared. For example, a pactsworn magus who prepared shocking grasp and mage armor can expend his bound spirit’s major granted ability as a swift action in order to “lose” mage armor in order to convert the spell into shocking grasp. This ability replaces knowledge pool. Occult Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his pactmaker level for the purpose of qualifying for binder secrets and pact feats. If he has levels of pactmaker, these levels stack. This ability replaces fighter training. Improved Spiritual Recall (Su): At 11th level, the pactsworn magus can regain a total number of levels of magus spells with his spiritual recall ability equal to his full magus level. This ability replaces improved spell recall.

Monk Sequestered in ancient monasteries hidden throughout the world, monks who deal with the occult do so out of a desire to perfect their physical forms with the essence of occult spirits.

Ki Powers

At 4th level and every 2 levels thereafter, a monk (Pathfinder Roleplaying Game Pathfinder Unchained) can select a new ki power. The monk must meet the ki power’s prerequisites, and unless otherwise noted, a ki power cannot be selected more than once. Banishing Palm (Su): When a monk with this ki power uses the exorcising palm ki power (see below), he can spend 2 points from his ki pool instead of one to affect the target with dismiss pact spirit† instead of protection from evil. By spending 4 ki points, he may affect the target with both dismiss pact spirit† and protection from evil. A monk must be at least 14th level and have the exorcising palm ki power before selecting this ki power. Exorcising Palm (Su): As a standard action, a monk can spend 1 point from his ki pool to allow the target to attempt a new saving throw against any spells or effects affecting it that possess or exercise mental control over the target, as described by the protection from evil spell. Unlike protection from evil, this ki power affects all effects that possess or exercise mental control over the target, regardless of alignment. The target gains a morale bonus on its saving throw equal to the monk’s Wisdom bonus (if any). A monk must be at least 6th level before selecting this ki power.

Empyrean Friar (Archetype)

The empyrean friar is a scholar first and a warrior second, pursuing lost legends and occult lore over physical perfection. Empyreal friars see the harboring of a spirit within one’s soul as a precious gift and all but beg spirits into sealing pacts with them. Bind Spirit: An empyrean friar may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the empyrean friar must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more

information on this process. An empyrean friar begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to his chosen constellation (see tunneled lore below). Each day, an empyrean friar may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the empyrean friar’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three monk levels thereafter, the empyrean friar’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An empyrean friar possesses a binder level equal to his level.The DC to resist an empyrean friar’s supernatural powers is equal to 10 + 1/2 the empyrean friar’s level + the empyrean friar’s Charisma modifier. This ability replaces stunning fist, AC Bonus, fast movement, wholeness of body, and diamond soul. Tunneled Lore: At 1st level, an empyrean friar chooses one constellation. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. Binder Secret: At 1st level, 2nd level, and every four levels attained thereafter an empyrean friar gains one binder secret, using his monk level as his effective pactmaker level when determining if he meets the binder secret’s prerequisites as well as its benefit. A empyrean friar cannot select an alteration secret with this ability and he cannot select the Extra Binder Secret† feat unless he has levels in the pactmaker class. This ability replaces all of the monk’s bonus feats.

Unchained Empyrean Friar

A character with levels in the unchained version of the monk base class (Pathfinder Roleplaying Game Pathfinder Unchained) can select the empyrean friar archetype by replacing the following monk class features. Bind Spirit: This ability replaces AC bonus, stunning fist, fast movement, and the monk’s 8th-level and 12th-level ki powers. Binder Secret: This ability replaces all of the monk’s bonus feats.

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Oracle As accursed folk who draw their powers unwillingly from alien entities, it is unsurprising that many oracles are, in fact, championed by occult spirits.

Oracle Mystery

The following new oracle mystery is available to oracles who have been touched by the denizens of the Spirit Realm.

Spirit Realm

Class Skills: An oracle with the spirit realm mystery adds Bluff, Disguise, Knowledge (arcana), and Sleight of Hand to her list of class skills. Bonus Spells: ill omenAPG (2nd), protective spiritAPG (4th), remove malady† (6th), speak with hauntacg (8th), contact other plane (10th), planar binding (12th), true seeing (14th), protection from the supernatural† (16th), gate (18th). Revelations: An oracle with the Spirit Realm mystery can choose from any of the following revelations: Ghost Whispers (Su): You gain the ability to communicate with all incorporeal undead and creatures bound to spirits as if you were under the effects of a tongues spell. In addition, you can cast detect pact spirits† at will. At 10th level, you gain the ability to use occult sight† for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 15th level you gain a constant detect pact spirits† ability, can cast occult sight† at will, and can use greater occult sight† for a number of rounds each day equal to your oracle level. These rounds do not need to be consecutive.You must be at least 7th level in order to select this revelation. Gray Mockery (Su): Once per day, you can horrendously warp a living creature into a twisted, gray reflection of itself. As a standard action, you attempt a touch attack against a creature. If it hits, the touched creature immediately suffers a deformity if it fails a Fortitude save. The deformities that can be inflicted upon a target are as follows: »» Subject suffers a –2 penalty on attack rolls. »» Subject suffers a –2 penalty on damage rolls. »» Subject suffers a –2 penalty on saving throws. »» Subject’s speed is reduced by 5 feet. At 5th level and every 5 oracle levels thereafter, you can impose an additional deformity upon your target. You can select the same deformity multiple times. These penalties are permanent unless removed by restoration. The caster must succeed on a caster level check in order to remove the disfigurement (DC equals 10 + 1/2 your oracle level + your Charisma modifier). You may use this ability twice per day at 11th level and three times per day at 17th level. GrayVeil (Su): As a standard action, you can shroud yourself in a veil of spirit energy, obscuring you from sight. The veil causes you to become invisible, as invisibility, for a number of rounds each day equal to your oracle level.These rounds do not

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need to be consecutive. At 5th level, the revelation obscures you for a number of minutes each day equal to your oracle level. As before, the minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level, you can grant invisibility to creatures within 20 feet of you in addition to yourself. Each minute of use, you expend a total number of minutes worth of this ability equal to the number of creatures to which you are granting invisibility. For example, cloaking yourself and 2 allies expends 3 minutes of this revelation every minute that you are invisible. If any creature attacks, this granted ability ends for all creatures. Maledict Touch (Su): Once per day as a standard action, you can channel the alien powers of the Spirit Realm into another creature via a touch attack. The touched creature is affected as if by bestow pact malady†, except the saving throw DC is equal to 10 + 1/2 your oracle level + your Charisma modifier, as usual for an oracle revelation. At 15th level and again at 19th level you may use this revelation one additional time each day.You must be at least 11th level to select this revelation. MaddeningWhispers (Su): As a standard action, you can draw the voices of the spirit realm’s entities into reality where they manifest as maddening whispers. Creatures within 10 feet of you must succeed on a Will save or become confused for 1 round. At 10th level this condition lasts for a number of rounds equal to your oracle level. You must be at least 3rd level to select this revelation. Rejuvenating Womb (Su):You can encase a willing creature in a soothing panacea of spirit energy as a standard action. While within the womb, the creature falls into a deep trance that lasts 10 minutes. During this time it is healed of 1d6 points of damage + 1 point per oracle level you possess (maximum +20). This healing increases by 1d6 points for every two oracles levels beyond 1st that you possess, to a maximum of 10d6 at 19th level. Beginning at 5th level, you can increase this revelation’s duration to 1 hour in order to heal 1d4 points of ability drain from each of the creature’s ability scores in addition to the revelation’s other effects. Beginning at 9th level, you can use this revelation to return a dead creature to life, as reincarnate, instead of its usual effects. When used in this manner, the creature is reincarnated as a member of your race with a physical appearance that strongly suggests a kinship to you. At 15th level, you can reincarnate a dead creature with this revelation regardless of how much of its body remains; anything as fine as ash is sufficient to return the creature to life. A creature can only be affected by this revelation once every 24 hours. Spirit Calling (Su): Once per day as a standard action, you can unleash a burst of spirit energy upon one creature within 30 feet of you. This creature must succeed on a Will save or suffer 1d6 points of damage + 1d6 additional damage per 3 oracle levels you possess. In addition, the creature suffers a –2 penalty on saving throws against your supernatural abilities for 24 hours. A successful Will save halves this damage and prevents the penalty on saving throws. You can use this ability twice per day at 8th level and three times per day at 11th level.

Spirit-Touched Summons (Su): Creatures you summon come from the spirit realm and as a result they possess the spirit-touched simple template as described in Chapter 9 on page 365. Untethered Soul (Su): You become incorporeal as a standard action as you expel your soul from its coil, causing your body to crumple into a heap. A faint, shimmering cord connects your incorporeal soul to your body. The cord is only visible on the ethereal plane. Your body and soul share all aspects of your being, including depletable statistics such as hit points, and if either soul or body dies, the other dies as well.Your gain the usual traits associated with incorporeal creatures, but your incorporeal defenses do not affect damage dealt to your body. You can remain incorporeal for a number of minutes equal to your oracle level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Reuniting your soul and body is a full-round action that requires you to be adjacent to it. If the distance between you and your body exceeds 100 feet per oracle level, the tether connecting your body and soul snaps, killing you instantly. You must be at least 3rd level to select this revelation. Vision of Terror (Su): Once per day, you can overwhelm your enemies within a vision of terror. This functions as mirage arcana, except that each creature views the illusion differently, seeing the one scene or series of events that they personally find disturbing or horrifying. A creature that believes the illusion must attempt a second Will save, and on a failed save the creature becomes panicked for as long as it remains within the mirage, attempting to exit as quickly as possible, even if doing so puts it in harm’s way. After exiting the mirage, the creature is shaken for 10 minutes per oracle level you possess. A creature that succeeds on the second Will save is shaken for as long as it remains within the mirage and for 10 minutes after leaving it.You can use this ability twice per day at 17th level.You must be at least 11th level to select this revelation. Final Revelation: Upon reaching 20th level, you become immune to charm and compulsion effects, death effects, negative levels, and possession. Each day after regaining your spell slots, add one spell on any divine spellcasting class’s list to your list of spells known until the next time you regain your spell slots.

Occult Medium (Archetype)

An occult medium is a messenger of spirits who communes with the Spirit Realm. Occult mediums are rare, as spirits often suffocate them similar to how terrified drowning victims drag their saviors into the oceanic abyss. Bind Spirit: An occult medium may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult medium must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult medium begins play having completed all four Knowledge Tasks for one 1st-

level spirit of her choice. Each day, an occult medium may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult medium’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three oracle levels thereafter, the occult medium’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult medium possesses a binder level equal to her level. The DC to resist an occult medium’s supernatural powers is equal to 10 + 1/2 the occult medium’s level + the occult medium’s Charisma modifier. This ability replaces the oracle’s mystery spells. Curse of the Medium: An occult medium always suffers the personality influence of her bound spirit and she gains no benefit from Unyielding Personality or similar effects that suppress a spirit’s influences. Additionally, an occult medium cannot suppress her bound spirit’s physical sign and takes the penalties of one oracle curse of her choice, but gains none of the benefits. This ability alters the oracle’s curse. Diminished Spellcasting: An occult medium possesses 1 fewer spell per day at each spell level. An occult medium who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Charisma score. Additionally, the occult medium receives one fewer spell known at each spell level (including orisons) than is presented on Table: Oracle Spells Known in the Pathfinder Roleplaying Game Advanced Player’s Guide. Revelations: An occult medium must select the following revelations at the indicated levels. Wisdom of the Spirits (Su): This revelation functions as wisdom of the ancestors, from the ancestor mysteryUM oracle option. The occult medium must select this revelation at 3rd level. Veiled Meditation (Su): You can attempt to commune with the denizens of the spirit realm. Doing so requires a mat scrawled with the letters of the alphabet and a planchette as a material focus. After spending 2d6 full rounds concentrating on the planchette, you may ask it a question, to which the spirit responds by moving the planchette to spell out either “yes,” “no,” or “maybe” in a language you can understand. The GM rolls d% to determine if the spirit answers truthfully or with a lie. The chance for a truthful answer is equal to 40% + double the occult medium’s level. A truthful spirit will answer with “maybe” if it does not know the answer to the question. Each time you ask a question, there is a chance that the spirits will take vengeance. After asking a question, the occult medium must succeed on a Will save or suffer a –1 penalty on attack rolls, saving throws, skill checks, and AC as though the occult medium disobeyed a spirit’s personality influence. The DC equals 15 + 2d6; determine the DC randomly each time a question is asked. You can ask a number of questions each day equal to half your oracle level. The occult medium must select this revelation at 11th level.

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Pactmaker Masters of spirit binding lore and the keepers of the ancient occult tradition, pactmakers utilize their bound spirits in many different manners in order to pursue their interests.

Alchemical Meister (Archetype)

Although most alchemists seek to use alchemy to ensnare their own magical potential within brews and archaic formulae, alchemical meisters use the alchemical arts to better understand the nature of the spirit realm. Alchemical Knowledge: An alchemical meister adds half her class level (minimum 1) to Craft (alchemy), Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. This ability replaces occult knowledge. Binder Secret: An alchemical meister may select Master AlchemistAPG in place of a binder secret. She must meet this feat’s prerequisites. Discovery: Beginning at 3rd level, an alchemical meister gains one of the following alchemist discoveries: cognatogenUM or mutagenUM. At 6th level and every 3 levels thereafter, an alchemist meister gains an additional alchemist discovery, chosen from the following list: feral mutagenAPG, grand cognatogenUM, grand inspiring cognatogenACG, grand mutagenAPG, greater cognatogenUM, greater inspiring cognatogenACG, greater mutagenAPG, infuse mutagenAPG, inspiring cognatogenACG, nauseating fleshUC, occult suppressant†, preserve organsUM, rag doll mutagenARG, spontaneous healingUM, tentacleUM, vestigial armUM, wingsUM. The alchemical meister uses her pactmaker level as her effective alchemist level for determining whether she qualifies for these discoveries. This ability replaces pact augmentation.

Eldritch Jailer (Archetype)

Whether by chance or necessity, some pactmakers are thrown into the world of pact magic when they are forced to act as a jailer of a terrible being from beyond reality, harboring a terrible power that was never meant to be. Occult Effigy (Su): An eldritch jailer possesses a ritualistic effigy that houses a terrible, otherworldly being. This effigy can be any object that can be held in one hand and weighs 1 lb. or less. An eldritch jailer’s effigy houses an extradimensional space that contains an eidolon, using the eldritch jailer’s pactmaker level as her effective summoner level. Unlike a summoner’s eidolon, an eldritch jailer’s eidolon actively struggles against her command and as a result, it must be handled using Handle Animal skill checks as though it were a trained animal. In order to command her eidolon, an eldritch jailer inscribes runes onto her occult effigy that represent an animal trick. Doing so requires 1 week of work and at the end of the week the eldritch jailer must succeed on a Spellcraft skill

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check to complete the rune. The DC for this check is equal to the Handle Animal DC to teach the trick to an animal. An eldritch jailer begins play with her eldritch totem inscribed with all of the tricks associated with one general purpose of the eldritch jailer’s choice, such as fighting or riding. In addition to these free tricks, an occult effigy can be scribed with three tricks plus one additional trick per three levels the eldritch jailer possesses. An eldritch jailer must hold her occult effigy in order to command her eidolon. If the occult effigy is destroyed, the eidolon disappears and cannot be summoned again until the occult effigy is replaced, which costs 200 gp per HD of the eidolon and requires 1 week of work. This ability replaces the pactmaker’s 1st-level binder secret and pact augmentation. Diminished Binding: When an eldritch jailer seals a pact with a spirit, she doesn’t gain any granted abilities that her bound spirit would normally exchange for its vestigial bond ability. In addition, an eldritch jailer can never gain a vestigial bond ability from a spirit that she seals a pact with.

Mad Cultist (Archetype)

Pactmakers who cannot control their dabbling inevitably plummet too deeply into the shadows of pact magic and emerge as gibbering husks that are little more than puppets of the unknown horrors of the Spirit Realm. Furious Strike: At 1st level, a mad cultist receives Furious Strike† as a bonus feat. This ability replaces constellation aspects. Tunneled Lore: At 1st level, a mad cultist chooses one constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her. Fanaticism (Ex): At 3rd level, a mad cultist gains the rage ability, using her pactmaker level as her effective barbarian level. While raging, a mad cultist is not in complete control of her emotions. She is unable to attack or harm creatures that qualify as favored allies of her bound spirits. Additionally, each round that a raging mad cultist sees an opponent that qualifies as a favored enemy of one of her bound spirits, she must attempt a Will save against the spirit’s binding DC or be forced to focus all of her attacks for the round against that opponent until the start of her next turn or move towards it if the favored enemy is not within reach. If multiple favored enemies are visible, choose the closest first. If the mad cultist gains levels in another class that grants the rage ability, levels of these classes stack when determining the total number of rounds per day that the mad cultist can rage. This ability replaces pact augmentation. Rage Powers: Beginning at 5th level, a mad cultist may select a rage power instead of a binder secret, using her pactmaker level as her effective barbarian level when determining if she meets the prerequisites of a rage power. Her effective barbarian levels stack with any barbarian levels that she possesses when determining if she meets the prerequisites of a rage power.

Greater Fanaticism (Ex): At 20th level, when a mad cultist enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. This ability replaces occult mastery.

Occult Scholar (Archetype)

Referenced throughout occult lore, an occult scholar is any individual who wholly devotes herself to the study of spirits. Occult scholars spend their lives acquiring occult knowledge, often by adventuring out into the world, guided by spirits. Class Skills: All Knowledge skills are class skills for an occult scholar. Brilliant Binder: An occult scholar adds both her Intelligence modifier and her Charisma modifier on all binding checks made to seal pacts with spirits and on all Knowledge checks that she makes. This ability replaces the pactmaker’s 1st-level binder secret. Scholarly Revelation: At 3rd level and every 3 levels thereafter, an occult scholar select one revelation from the lore oracle mysteryapg. While the occult scholar is bound to a spirit, she gains the benefits of her chosen revelations. An occult scholar cannot select the Extra Revelation feat unless she has levels in a class with the revelation class feature. This ability replaces pact augmentation. True Revelation (Su): At 20th level, the occult scholar becomes an unending font of esoteric knowledge and lore. She can take 20 on all Knowledge skill checks, including those she isn’t trained in. In addition, she can cast vision as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. If the occult scholar is bound to a spirit, she does not require vision’s material or focus components, otherwise, they must be provided as if you were casting a spell. This ability replaces occult mastery.

Prophet (Archetype)

Although few in number, divine entities that support the practice of pact magic exist in the world. In addition to empowering clerics and other divine servants, these deities call upon practitioners of pact magic to carry out their will, called prophets. In rare cases, some multiple deities might be vying for a single prophet simultaneously, bent on using her as a pawn to play in their cosmic plans. Alignment: A prophet’s alignment must be within one step of the alignment of the deity that she selected with the God Binder feat†, along either the law/chaos axis or the good/ evil axis. Prophetic Binding (Su): At 1st level, a prophet gains the God Binder feat as a bonus feat. Although she must choose a deity with this feat, she does not need to actively worship that deity in order to gain God Binder’s benefits. A prophet must choose a deity whose list of cleric domains includes the Occult domain with this feat. While she is unbound to any spirits, a prophet can spend

24 hours in quiet reflection and prayer to change which of her deity’s domains she has selected with this ability. This ability replaces the pactmaker’s 1st-level binder secret. Domain Spellcasting (Sp): Starting at 2nd level, a prophet gains the ability to cast the domain spells of the cleric domain that she selected with her God Binder feat a number of times per day equal 3 + her Charisma modifier. She can only cast these spell-like abilities while she is benefiting from the God Binder feat. Any uses of this ability count towards its daily limit regardless of which cleric domain the prophet gains from her God Binder feat or which spell-like abilities she casts. At 2nd level, the prophet can use this ability to cast her domain’s 1st-level domain spell. At 4th level and every 2 levels thereafter, the highest domain spell level that she can cast using this ability increases by 1, to a maximum of 9th-level domain spells and lower at 18th level. This increase in domain spell level doesn’t remove the prophet’s ability to cast her domain’s lower-level domain spells. This ability replaces the pactmaker’s 2nd-level binder secret. Domain Mastery (Su): At 7th level, the prophet can use her prophetic binding ability to change which of her deity’s cleric domains she has selected with the God Binder feat as a full-round action. A prophet can use this ability once per day 7th level, plus one additional time per day every 6 levels thereafter. This ability replaces spirit mastery. Improved Prophetic Binding (Su): At 8th level, the prophet also gains the 8th-level granted power of any cleric domain that she has selected with the God Binder feat in addition to that feat’s other benefits, treating her binder level as her effective cleric level. This ability replaces the pactmaker’s 8th-level binder secret.

Seal-Etched Pactmaker (Archetype)

Some pactmakers take to decorating their bodies with the seals of the spirits that they bind, allowing them to quickly seal pacts thanks to their favored seals always being on hand, literally. Scribe Binding Tattoo: At 1st level, a seal-etched pactmaker gains the scribe binding tattoo binder secret, ignoring its prerequisites. In addition, she begins play with one tattoo of a 1st-level spirit of her choice; she does not need to pay for this tattoo, but it must be one of the spirits that she chooses to begin play with via the bind spirit class feature. This ability replaces the pactmaker’s 1st-level binder secret. Sealed Augmentation (Su): Beginning at 5th level, when a seal-etched pactmaker makes a good pact with a spirit that she possesses a binding tattoo of, she can select one of her pact augmentations and increase the bonus that it provides by +1. At 11th level, she can either increase the bonus that one pact augmentation provides by +2 or increase the bonus that two pact augmentations provide by +1. At 17th level, she can either increase the bonus that one pact augmentation provides by +3, increase the bonus that three pact augmentations pro-

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vide by +1, or increase the bonus that one pact augmentation provides by +2 and another by +1. This ability replaces the pactmaker’s 5th-level binder secret.

Thaumaturge (Archetype)

Thaumaturges study the rippling effects that spirit usage has on reality. By doing so, thaumaturges learn how to rip apart the laws of reality in order to achieve fantastic, supernatural results. Occult Reservoir (Su): A thaumaturge has an innate pool of occult energy that she can draw upon to fuel her occult exploits and enhance her spirits’ granted abilities. Each day, after sealing her first pact with a spirit, the thaumaturge’s occult reservoir fills with raw spiritual energy, gaining a number of points equal to 3 + 1/2 her pactmaker level. Any points she had from the previous day are lost. Points from the thaumaturge’s occult reservoir are used to fuel many of the thaumaturge’s occult powers. In addition, the thaumaturge can expend 1 point from her occult reservoir as a free action whenever she uses a granted ability. If she does, she can choose to increase the binder level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given granted ability in this way. This ability replaces constellation aspects and the pactmaker’s 1st-level binder secret. Exploits: Beginning at 3rd level and every three levels thereafter, a thaumaturge gains one of the following arcanist exploits: acid jetACG, arcane barrierACG, dimensional slideACG, energy shieldACG, flame arcACG, force strikeACG, ice missilesACG, item craftingACG, lightning lanceACG, occult backlash†, occult disruption†, see the occult† or spell resistance. Use the pactmaker’s level as her effective arcanist level when using her exploits. At 12th level, she adds the following arcanist exploits to the list of those that she may select: burning flameACG, dancing electricityACG, energy absorptionACG, greater spell resistanceACG, icy tombACG, lingering acidACG, occult dissonance†, and redirect spellACG. This ability replaces pact augmentation.

Unbound Pactmaker (Archetype)

Pactmakers who allow spirits unmanaged access to their bodies and souls become physically damned as they mutate into strange, impossible forms. Eventually, these unbound pactmakers lose their ties to their mortality and become little better than blood-hungry monsters. Monstrous Aspects (Su):When an unbound pactmaker seals a good pact with a spirit, her body gains a bestial mutation as a result of her master bartering techniques. She selects one type of animal (such as bear, tiger, and so on) and gains one monstrous aspect in the form of an ability that the chosen animal possesses for the duration of the pact. A monstrous aspect is considered a minor granted ability and manifests physically

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upon the unbound pactmaker. The nature of the mutation is decided by the player but this is a real mutation that is treated like a spirit’s physical sign except that it cannot be suppressed. An unbound pactmaker can gain up to one monstrous aspect per good pact that she makes with a spirit. She cannot select the same mutation more than once. This ability replaces constellation aspects At 1st level, the unbound pactmaker may select from the following monstrous aspects: compression, darkvision 60 feet, low-light vision, natural armor +1, scent, swim 30 feet. At 4th level, the unbound pactmaker may select from the following monstrous aspects: climb 30 feet, Compression darkvision 60 feet, low-light vision, natural armor +2, scent, swim 30 feet. At 10th level, the unbound pactmaker may select from the following monstrous aspects: burrow 20 feet, climb 40 feet, constrict (damage as an unarmed strike), darkvision 90 feet, grab, jet, lifesense 10 feet, low-light vision, natural armor +3, scent, swim 40 feet, trample (damage as an unarmed strike), web. At 16th level, the unbound pactmaker may select from the following monstrous aspects: blindsense 10 feet, burrow 30 feet, climb 60 feet, constrict (damage as an unarmed strike), darkvision 120 feet, fly 60 feet (average maneuverability), grab, jet, lifesense 10 feet, low-light vision, natural armor +4, pounce, resistance 20 (any element), rock catching, rock throwing (60 feet, 2d6 damage), scent, swim 40 feet, trample (damage as an unarmed strike), and web. Innate Occultism (Su): At 7th level, an unbound pactmaker gains the ability to use one spirit’s major granted ability once per day without needing to be bound to that spirit. In order to select a spirit with this ability, the unbound pactmaker must have completed all four Knowledge Tasks for the chosen spirit and it cannot belong to a constellation that the unbound pactmaker has barred. Once per day, she may use the selected spirit’s major granted ability as though she were bound to the spirit. If she is bound to her chosen spirit, she gains a +1 bonus to her binder level when using that spirit’s major granted ability. If the spirit has more than one major granted ability (such as Son of Dobb), she must choose which major granted ability to transform into an innate granted ability. At 13th level and 19th level, the unbound pactmaker selects another major granted ability to transform into an innate granted ability. She may select the same granted ability multiple times, increasing the number of uses per day she possesses by 1. Selecting the same major granted ability multiple times does not increase the bonus to her binder level that the unbound pactmaker receives while bound to the spirit. This ability replaces spirit mastery. Monstrous Transformation (Ex): At 20th level, the unbound pactmaker transforms into a horrifying mockery of herself. Her type changes to monstrous humanoid and she permanently gains one monstrous aspect of her choice, even while she isn’t bound to a spirit. This ability replaces occult mastery.

Paladin Despite claims that pact magic is inherently evil, paladins fight on both sides of the Order of Salendrios’s war against pact magic. Some paladins champion pact magic communities while others fight to eradicate all traces of pact magic from the world.

Oaths

The following oath can be taken by paladins with the oathbound paladin archetype. All oaths adhere to the guidelines presented in Pathfinder Roleplaying Game Ultimate Magic.

Oath Against Spirits

A paladin who selects this oath vows to destroy all traces of pact magic from the world, ridding it of its taint. Intuit Spirit: At 1st level, the paladin gains the intuit spirit binder secret, using her paladin level as her effective pactmaker level. At 4th level, she also gains the analyze pact spirit binder secret. This ability replaces detect evil. Suppress Spirit (Su): At 3rd level, whenever the paladin deals damage to the target of her smite evil, her attack also causes the major granted ability of her target’s highest-level spirit (if any) to become suppressed for 5 rounds. If the major granted ability of her target’s highest-level spirit is expended or already suppressed, this ability affects the major granted ability of her target’s next highest-level spirit, if any. A successful Will save prevents this effect (DC equals 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier). A paladin may only attempt to suppress one granted ability per round in this manner, even if she hits with multiple smite attacks. This ability replaces the paladin’s 3rd-level mercy.

Pactsworn Champion (Archetype)

Pactsworn champions are found serving binder communities by protecting their secrets and their citizens from harm. Bind Spirit: A pactsworn champion may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn champion must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn champion begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pactsworn champion may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pactsworn champion’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three paladin levels thereafter, the pactsworn champion’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn champion possesses a binder level equal to her level.The DC to resist a pactsworn champion’s supernatural

powers is equal to 10 + 1/2 the pactsworn champion’s level + the pactsworn champion’s Charisma modifier. This ability replaces smite evil 1/day (or smite good 1/day for an antipaladin) and the paladin’s spells class feature. A pactsworn champion does not gain any spells or spellcasting ability, does not have a caster level, and cannot use spell trigger and spell completion magic items. Righteous Binding: A pactsworn champion may only seal pacts with spirits with an alignment within one step of his own.

Shadow Templar (Archetype)

The Shadow Templars were an order of paladins founded by Salendrios to expunge pact magic from the world. Class Skills: Add Knowledge (arcana) (Int) and Knowledge (planes) (Int) to the paladin’s (or antipaladin’s) list of class skills. Remove Heal (Wis) and Knowledge (nobility) (Int) from the paladin’s (or antipaladin’s) list of class skills. Smite Occult (Su): Once per day, a shadow templar can call out to divine to aid her in her struggle against practitioners of the occult. As a swift action, the shadow templar chooses one target within sight to smite. If this target is bound to a spirit or possesses the occult subtype, the shadow templar adds her Charisma bonus (if any) to her attack rolls and adds her paladin (or antipaladin) level to all damage rolls made against the target of her smite. Smite occult attacks automatically bypass any DR the creature might possess. In addition, while smite occult is in effect, the shadow templar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the shadow templar targets a creature that is not bound to a spirit or does not possess occult powers, the smite is wasted with no effect. The smite occult effect remains until the target of the smite is dead or the next time the shadow templar rests and regains her uses of this ability. At 4th level and every three levels thereafter, the shadow templar may smite occult one additional time per day, to a maximum of seven times per day at 19th level. For paladins, this ability alters smite evil. For antipaladins, this ability alters smite good. Protection Against Spirits (Sp): At 3rd level, a shadow templar can protect herself and her allies from occult powers, as protection from spirits†, for a number of minutes per day equal to her paladin (or antipaladin) level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. For paladins, this ability replaces divine health. For antipaladins, this ability replaces plaguebringer. Dismiss pact spirit (Sp): At 4th level, a shadow templar can spend two uses of lay on hands or two minutes of protection against spirits† in order to attempt to cast a spirit or possessing agent out of a creature, as dismiss pact spirit†. For paladins, this ability replaces channel positive energy. For antipaladins, this ability replaces channel negative energy. Code of Conduct: Any action that results in the extermination of binders or the destruction of occult lore does not infringe upon a shadow templar’s code of conduct.

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Ranger In the middle of the chaotic, ill-conceived emotions of virtually all spirits is a powerful force, a destructive anger fueled by frustration and hatred. By tapping into these primal emotions, rangers schooled in the occult arts learn to transform an ordinary spirit into a devastating weapon that is perfectly suited for a specific enemy. The spirit’s favored enemy.

Foe Reaper (Archetype)

Foe reapers align their interests with the hatred of occult spirits, funneling their anger into a dangerous weapon that the foe reaper employs against the spirit’s favored enemies. Bind Spirit: A foe reaper may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the foe reaper must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. Each day, a foe reaper may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the foe reaper’s maximum spirit level, which is limited to 1stlevel spirits at 1st level. At 4th level and every three ranger levels thereafter, the foe reaper’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A foe reaper possesses a binder level equal to his level. The DC to resist a foe reaper’s supernatural powers is equal to 10 + 1/2 the foe reaper’s level + the foe reaper’s Charisma modifier. This ability replaces wild empathy and the ranger’s spells class feature. A foe reaper does not gain any spells or spellcasting ability, does not have a caster level, and cannot use spell trigger and spell completion magic items. Occult Grudge (Ex): At 1st level, a foe reaper gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against creatures that count as the favored enemy of his bound spirit. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them. A foe reaper may make Knowledge skill checks untrained when attempting to identify these creatures. A foe reaper does not gain the benefits of his favored enemy unless he his bound to a spirit. At 5th level and every 5 levels thereafter (10th, 15th,

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and 20th level), the bonus against the favored enemies of the foe reaper’s bound spirit increases by +2. This ability alters favored enemy. Occult Combat Style: At 2nd level and every four levels thereafter, foe reaper gains a pact feat as a bonus feat. Alternatively, the foe reaper can select a binder secret in place of a pact feat. He must meet the feat or binder secret’s prerequisites, if any, and his ranger levels stack with any pactmaker levels he possesses for the purpose of meeting the prerequisites for binder secrets. This ability replaces all combat style feats. Hunter’s Occultism (Ex): At 4th level, a foe reaper forms a close bond with his hunting companions. This functions as a standard ranger’s hunter’s bond class feature, except the foe reaper must choose to form a bond with his allies. In addition to the usual benefits of his hunter’s bond, the foe reaper and his allies gain the benefits of the Ability Share† feat for the bond’s duration. This ability alters hunter’s bond.

Rogue Rogues that gain occult powers are often outcasts both in their own society and that of the world’s binder communities. Living at the fringes of the civilized world, they often eschew ordinary traditions and gravitate towards more esoteric pursuits, combining many disparate traditions, both occult and not, into a unique style that reflect their desires and talents.

Rogue Talents

The following rogue talents are available to rogues with the ability to bind spirits. Note that rogue talents marked with an asterisk (*) in this list add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. Binder Secret: A rogue who selects this talent gains one binder secret of her choice. She possesses a pactmaker level equal to half her rogue level when meeting the prerequisites of binder secrets. The rogue can select this talent once at 2nd level, plus one additional time for every four levels she attains thereafter (twice at 6th level, three times at 10th level, and so on). The rogue must possess the bind spirit class feature in order to select this talent. Constellation Aspect: When a rogue with this talent makes a good pact with a spirit, she gains one constellation aspect as a result of her master bartering techniques. The constellation aspects available to each spirit depend upon which constellation that the spirit belongs to. For example, Aza’zati, a Dragon spirit, grants a constellation aspect from the list available to members of the Dragon constellation. Constellation aspects are considered minor granted abilities for all purposes and effects. A fringe binder may possess one constellation aspect per spirit that she has sealed a good pact with, but she may not select the same constellation aspect more than once. The rogue must possess the bind spirit class feature in order to select this talent. Disrupting Offensive (Ex)*: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, increase the DC of all concentration checks that opponent makes for each sneak attack die rolled for 1 round. Fortify Skill (Ex): A rogue who selects this rogue talent can expend the major granted ability of a bound spirit that she is currently bound to for 5 rounds as an immediate action in order to add the spirit’s level as an insight bonus to the next Strength- or Dexterity-based check or skill check she makes before the end of the turn. Abilities such as Rapid Recovery do not reduce the number of rounds that the major granted ability is expended. The rogue must possess the bind spirit class feature in order to select this talent. Monstrous Aspect: When a rogue with this talent makes a good pact with a spirit, she gains one monstrous aspect, as the unbound pactmaker class ability (see page 52), as a result of her master bartering techniques. She chooses which monstrous aspect she receives. All monstrous aspects enforce a physical

change upon the binder, this change is instantaneous and cannot be removed by effects such as true form and true seeing views the monstrous aspect as is. A rogue cannot have a constellation aspect and a monstrous aspect at the same time. The rogue must possess the bind spirit class feature in order to select this talent. Pact feat: The rogue receives a pact feat of her choice as a bonus feat. She must meet the feat’s prerequisites, if any. The rogue must possess the bind spirit class feature in order to select this talent. Supernatural Slayer: A rogue who selects this talent gains Supernatural Slayer† as a bonus feat, even if she doesn’t meet the feat’s prerequisites.

Fringe Binder (Archetype)

Fringe binders are pact magic users that live on the outskirts of occult society. Whether ousted from an occult community or self-taught in the arts of pact magic, fringe binders use their occult powers to augment their rogue skills. Class Skills: A fringe binder gains 6 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, instead of the normal 8 skill ranks + her Intelligence modifier at each level. Furthermore, add Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), and Spellcraft (Int) to her list of class skills. This ability alters the rogue’s skills. Bind Spirit: A fringe binder may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the fringe binder must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A fringe binder begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a fringe binder may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the fringe binder’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three rogue levels thereafter, the fringe binder’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A fringe binder possesses a binder level equal to her level. The DC to resist a fringe binder’s supernatural powers is equal to 10 + 1/2 the fringe binder level + the fringe binder’s Charisma modifier. Sneak Attack (Ex): A fringe binder gains the sneak attack ability as a standard rogue of the same level, except her sneak attack damage is reduced to 1 point per die when she isn’t bound to a spirit or when she sneak attacks an opponent that don’t qualify as her bound spirit’s favored enemy. This ability alters sneak attack. Incite Animosity (Su): At 4th level, a fringe binder gains the incite animosity† binder secret. She doesn’t need to meet this binder secret’s prerequisites. This ability replaces uncanny dodge.

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Shaman Although most shamans commune with spirits of the material world, a select few are naturally born with ties to the occult. Using this connection, these shamans become physical conduits between reality and the Spirit Realm, and many occult scholars believe that early shamans were the first occult binders.

Shaman Hexes

The following new hexes are available to shamans who meet their prerequisites. Binder Secret (Ex): The shaman receives a binder secret of her choice, using her shaman level as her effective pactmaker level when attempting to meet the binder secret’s prerequisites. A shaman can select this hex once at 2nd level, plus one additional time at 4th level and every four shaman levels thereafter. A shaman must possess either Amateur Pactmaker† or the bind spirit class feature in order to select this hex. Spirit Speaker (Su): The shaman can communicate with and question various creatures and entities, allowing her to ask one question per two levels, functioning as speak with dead except the type of creature or object that she can communicate with varies with her shaman level. At 1st level, the shaman can communicate with and question any animal, functioning as speak with animals. At 3rd level, the shaman can also communicate with and question normal plants and any plant creatures, functioning as speak with plants. At 5th level, the shaman can also communicate with and question corpses, functioning as speak with dead. At 7th level, the shaman can also communicate with and question haunts, as speak with hauntacg. At 9th level, the shaman can also communicate with and question the intangible spirits of nature, functioning as commune. These questions do not need to be asked consecutively or to the same creature; a 6th level shaman could ask three questions to one animal, one question to three animals, two questions to one animal and one to another, and so on.

Spirits

The following spirit is available to shamans with ties to the Spirit Realm.

Spirit Realm

A shaman who selects the Spirit Realm spirit becomes etched with occult signs and seals that cover her body, and she appears gaunt and unnatural. When she calls upon one of the spirit’s abilities, she glows with a weird light as disembodied voices howl around her in confusion, pleasure, and rage. Spirit Magic Spells: ill omenAPG (2nd), protective spiritAPG (4th), remove malady† (6th), speak with hauntacg (8th), contact other plane (10th), planar binding (12th), true seeing (14th), protection from the supernatural† (16th), gate (18th). Hexes: A shaman who chooses the Spirit Realm spirit can select from the following hexes.

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Constellation Aspects (Su): Select 1 constellation aspect granted by the constellation that is associated with the shaman’s occult patron. Each day when she prepares her spells for the day, the shaman gain the selected constellation aspect as if she had sealed a pact with a spirit, using her shaman level as her effective binder level and pactmaker level. The shaman must have the occult patron hex to select this hex. Ectoplasmic Aptitude (Su): The shaman gains the Ectoplasmic Spell metamagic featAPG as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the shaman can apply the Ectoplasmic Spell feat to any spell she is casting without increasing its spell level or casting time, if using spirit magic. Ghost Whispers (Su): The shaman gains the ability to communicate with all incorporeal undead and creatures bound to spirits as if she were under the effects of a tongues spell. In addition, she can cast detect pact spirits† at will. At 10th level, the shaman gains the ability to use occult sight† for a number of rounds per day equal to her shaman level. These rounds do not need to be consecutive. At 15th level she gain a constant detect pact spirits† ability, can cast occult sight at will, and can use greater occult sight† for a number of rounds each day equal to her shaman level. These rounds do not need to be consecutive. Rejuvenating Womb (Su): The shaman can encase a willing creature in a soothing panacea of spirit energy as a standard action. While within the womb, the creature falls into a deep sleep that lasts 10 minutes. During this time it is healed of 1d6 points of damage + 1 point per shaman level (maximum +20). This healing increases by 1d6 points for every two shaman levels beyond 1st that she possesses, to a maximum of 10d6 at 19th level. Beginning at 5th level, the shaman can increase this revelation’s duration to 1 hour in order to heal 1d4 points of ability drain from each of the creature’s ability scores in addition to the revelation’s other effects. Beginning at 9th level, the shaman can use this revelation to return a dead creature to life, as reincarnate, instead of its usual effects. When used in this manner, the creature is reincarnated as a member of the shaman’s race with a physical appearance that strongly suggests a kinship to her. At 15th level, the shaman can reincarnate a dead creature with this revelation regardless of how much of its body remains; anything as fine as ash is sufficient to return the creature to life. A creature can only be affected by this revelation once every 24 hours. Occult Patron (Su): Upon gaining this hex, the shaman selects one occult patron†, as a witch. Add the selected occult patron’s spells to the list of spells that the shaman can cast using spirit magic. Spirit Animal: The shaman’s spirit animal possesses a pale, translucent coloration. Attacks made against it have a 20% miss chance, as if it possesses a constant blur effect. Spirit Ability: A shaman who chooses the Spirit Realm spirit as her spirit or wandering spirit gains the following ability. Wracking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of negative energy damage + 1 point for every 2 shaman levels she pos-

sesses. If she uses this ability on an undead creature, it is instead healed for 1d6 points of damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a vicious weapon. Greater Spirit Ability: A shaman who chooses the Spirit Realm spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Veiled Meditation (Su): You can attempt to commune with the denizens of the Spirit Realm. Doing so requires a mat scrawled with the letters of the alphabet and a planchette as a material focus. After spending 2d6 full rounds concentrating on the planchette, you may ask it a question, to which the spirit responds by moving the planchette to spell out either “yes,” “no,” or “maybe” in a language you can understand. The GM rolls d% to determine if the spirit answers truthfully or with a lie. The chance for a truthful answer is equal to 40% + double the shaman’s level. A truthful spirit will answer with “maybe” if it does not know the answer to the question. Each time you ask a question, there is a chance that the spirits will take vengeance. After asking a question, the shaman must succeed on a Will save or suffer a –1 penalty on attack rolls, saving throws, skill checks, and AC as though the shaman disobeyed a spirit’s personality influence. The DC equals 15 + 2d6; determine the DC randomly each time a question is asked.You can ask a number of questions each day equal to half your shaman level. True Spirit Ability: A shaman who chooses the Spirit Realm spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Untethered Soul (Su): The shaman becomes incorporeal as a standard action as she expels her soul from its coil, causing the shaman’s body to crumple into a heap. A faint, shimmering cord connects the shaman’s incorporeal soul to her body. The cord is only visible on the ethereal plane. The shaman’s body and soul share all aspects of her being, including depletable statistics such as hit points, and if either soul or body dies, the other dies as well. The shaman gain the usual traits associated with incorporeal creatures, but her incorporeal defenses do not affect damage dealt to her body. The shaman can remain incorporeal for a number of minutes equal to her shaman level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Reuniting the shaman’s soul and body is a full-round action that requires her to be adjacent to it. If the distance between the shaman and her body exceeds 100 feet per shaman level, the tether connecting your body and soul snaps, killing her instantly. Manifestation: Upon reaching 20th level, the shaman becomes permanently infused with the power of the Spirit Realm. She become immune to charm and compulsion effects, death effects, negative levels, and possession. When she targets a living creature with a spell or hex, the shaman increases that spell or hex’s saving throw DC by +2. Once per day, she can cast etherealness as a spell-like ability.

Occult Shaman (Archetype)

Rather than commune with spirits native to the material world, an occult shaman communes with the denizens of the Spirit Realm for occult powers and esoteric spells. Occult shaman often form the backbone of primitive binder communities, using their wisdom and bond with spirits to guide their people in times of peace and turmoil alike. Bind Spirit: An occult shaman may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult shaman must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An occult shaman begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, an occult shaman may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the occult shaman’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three shaman levels thereafter, the occult shaman’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An occult shaman possesses a binder level equal to her level. The DC to resist a spirit soothsayer’s supernatural powers is equal to 10 + 1/2 the occult shaman’s level + the occult shaman’s Charisma modifier. This ability replaces the shaman’s spirit ability, greater spirit ability, and true spirit ability. Spirit Animal: An occult shaman’s spirit animal is inscribed with the seals of every such Knowledge Task that the shaman has completed. A shaman must commune with her spirit animal in order to seal a pact with a spirit. If her spirit animal is slain, the shaman’s pact immediately ends as if she had willingly expelled the spirit using Expel Spirit. This ability alters spirit animal. Tunneled Lore (Su): At 1st level, an occult shaman chooses the one constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her. Hex: An occult shaman selects a new hex at 4th level and every two levels thereafter. This ability alters hex and replaces wandering hex. Wandering Pact (Su): At 4th level, an occult shaman can seal a temporary pact with a second spirit as an immediate action. The occult shaman must complete all of the Knowledge Tasks of a spirit before she can seal a pact with it using this ability. When sealing a pact with a wandering occult spirit, the occult shaman doesn’t need to draw a seal, perform a ceremony, or make a binding check. The pact is always a poor pact and lasts for 1 round per binder level she possesses. During this pact, the occult shaman only gains the chosen spirit’s major granted ability; if the spirit has multiple major granted abilities, she chooses one to gain when using wandering pact. An occult shaman can use this ability once per day at 4th level, plus one additional time per day at 12th level and at 20th level. This ability replaces wandering spirit.

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Skald As minstrels from savage lands, skalds with a knack for pact magic tend to arise among nomadic barbarian tribes that cling to the occult traditions of old.

Herald of the Legion (Archetype)

A caste of powerful binders leads the terrorist organization known as the Fifth Mountaintop Brigade, collectively known as the Legion of Daiosonis. Heralds of the legion are mighty skalds who record the knowledge of these elder binders, and they often possess knowledge of ancient rituals and powerful spirits as a result of their close contact with these legendary figures. Bind Spirit: A herald of the legion may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the herald of the legion must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A herald of the legion begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, a herald of the legion may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the soul screamer’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three skald levels thereafter, the herald of the legion’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A herald of the legion’s binder level is equal to his level. The DC to resist a herald of the legion’s supernatural powers is equal to 10 + 1/2 the skald’s binder level + the skald’s Charisma modifier. This ability replaces scribe scroll and the rage powers gained at 6th, 12th, and 18th levels. Mountaintop Brigadier: At 3rd level, a herald of the legion gains Societal Obedience (see Chapter 2) as a bonus feat, ignoring the feat’s prerequisites. He must choose the Fifth Mountaintop Brigade as her chosen organization. This ability replaces resist the rage power gained at 3rd level. Spirit Kenning (Su): At 5th level, a herald of the legion can attempt to use stories of the Legion of Daiosonis’s prowess to seal a pact with a spirit whose Knowledge Tasks he has not completed. Once per day, a skald can choose any one spirit whose level is equal to his maximum spirit level or lower and attempt to seal a pact with it. For each of the spirit’s four Knowledge Tasks that he has not completed, he increases the spirit’s binding DC by 5. At 11th level, a herald of the legion can use this ability twice per day. At 17th level, he can use this ability three times per day. This ability replaces spell kenning.

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Soul Screamer (Archetype)

Soul screamers channel the frustration and agony of the denizens of the Spirit Realm and release those emotions as a primal shriek that fills those who hear the performance with rage and occult power alike. Bind Spirit: A soul screamer may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the soul screamer must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A soul screamer begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to one of his chosen constellations (see tunneled lore below). Each day, a soul screamer may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the soul screamer’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three skald levels thereafter, the soul screamer’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A soul screamer’s binder level is equal to his level. The DC to resist a soul screamer’s supernatural powers is equal to 10 + 1/2 the soul screamer’s binder level + the soul screamer’s Charisma modifier. This ability replaces bardic knowledge. Diminished Spellcasting: A soul screamer possesses 1 fewer spell per day at each spell level. A soul screamer who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Charisma score. Additionally, the soul screamer receives one fewer spell known at each spell level (including orisons) than is presented on Table: Skald Spells Known in the Pathfinder Roleplaying Game Advanced Class Guide. Tunneled Lore: At 1st level, a soul screamer chooses one constellation. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. Occult Raging Song (Su): At 3rd level, the soul screamer gains Ability Share† as a bonus feat. When he starts an inspiring rage, the soul screamer can share this teamwork feat with all allies who accept his inspiring rage as though it were a rage power. Additionally, he may share one minor granted ability to all recipients of this feat from one spirit that he is currently bound to as though he was using Ability Share, ignoring the feat’s usual positioning requirements and limitations regarding how granted abilities can be shared. If the minor granted ability has daily uses, the soul screamer’s allies may use the granted ability once per rage. These uses count against the spirit screamer’s daily uses of the granted ability. All other granted abilities are active for the duration of his rage. A soul screamer cannot share a minor granted ability that requires a creature to spend a standard action or any number of full-round actions to activate it. This ability replaces the skald’s 3rd-level rage power.

Slayer Although a slayer employed by the Order of Salendrios looks little different from any other slayer, those who have been created by binder communities or secret societies learn to brandish occult spirits as a weapon against the community’s enemies, making sure that the slayer’s community remains undisturbed by fearful peasants and zealous madmen alike.

Slayer Talents

A slayer can select the following rogue talents as slayer talents if he meets the talent’s prerequisites: binder secret†, constellation aspect†, disrupting offense†, monstrous aspect†, pact feat†, and supernatural slayer†. Studied Disruption (Ex):When a slayer with this talent studies a target using his studied target ability, his focus allows him to disrupt abilities that couldn’t normally be disrupted. When the slayer makes an attack of opportunity against his studied target using the Supernatural Slayer† feat, that creature must succeed on a Will save (DC 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier) or lose the ability. A lost supernatural ability doesn’t activate but the attempt counts against the total number of times per day that the target can use the failed ability. A slayer must possess the Supernatural Slayer feat in order to select this talent.

Pactsworn Assassin (Archetype)

Pactsworn assassins are shadowy killers who use occult powers to hunt and maim their marks. Pactsworn assassins commonly associate themselves with pact magic communities and occult secret societies and brotherhoods, working to bring about their organization’s ends by killing its enemies. Bind Spirit: A pactsworn assassin may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn assassin must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn assassin begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to his chosen constellation (see tunneled lore below). Each day, a pactsworn assassin may bind one spirit to his

soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the pactsworn assassin’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three slayer levels thereafter, the pactsworn assassin’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn assassin possesses a binder level equal to his level.The DC to resist a pactsworn assassin’s supernatural powers is equal to 10 + 1/2 the pactsworn assassin’s level + the pactsworn assassin’s Charisma modifier. This ability replaces track, stalker, slayer’s advance 1/day, and the slayer’s 4th-level, 10th-level, and 16th-level slayer talents. Studied Target (Ex): This ability functions as the slayer class ability of the same name, except a pactsworn assassin cannot maintain his studied target’s bonuses against more than one target at a time. Tunneled Lore: At 1st level, a pactsworn assassin chooses one constellation. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him.

Pactbane Slayer (Archetype)

Just as often as assassins are trained by pactmaker communities to protect their homes and way of life, the enemies of the occult often employ subtle killers against those who would bind spirits to their soul for power. Sworn to destroy any who would corrupt the mortal world with the taint of spirits, many religious organizations utilize pactbane slayers as ultimate weapons of subterfuge against their spiritbound foes. Occult Animosity (Ex): At 2nd level, the slayer adds half his level on Knowledge skill checks when making skill checks to identify the abilities and weaknesses of occult creatures and creatures with a binder level. If he successfully identifies such an opponent, he can make that opponent his studied target as an immediate action. This ability replaces the slayer talent gained at 2nd level. Occult Wards (Ex): At 6th level, an occult slayer gains an insight bonus equal to his studied target bonus to his AC and on all saving throws that he makes against any granted abilities that his studied target uses against him. This ability replaces the slayer talent earned at 6th level.

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Sorcerer In an endless quest to master and discover the source of their eldritch powers, some sorcerers stumble upon the art of pact magic and utilize this occult power to enhance their already considerable abilities. Perhaps more horrifying, however, are the sorcerers that discover a link between their eldritch blood and the occult denizens of the Spirit Realm, as their very existence is a blight against the cosmic order of reality itself.

Bloodlines

The following new bloodlines are available to sorcerers, which represent generations of occult dabbling that manifest themselves as strange, supernatural powers.

Ergon

Your bloodline is tainted by weird experiments of otherworldly construct-like beings that prowl from far realms, and you are often haunted by side effects. Class Skills: Heal. Bonus Spells: mage armor (3rd), locate object (5th), tongues (7th), stone shape (9th), hold monster (11th), disintegrate (13th), reverse gravity (15th), iron body (17th), mage’s disjunction (19th). Bonus Feats: Combat Casting, Diehard, Endurance, Great Fortitude, Lightning Reflexes, Rapid Recovery†, Skill Focus (Heal), Toughness. Bloodline Arcana: Whenever you cast a spell with a range of personal, you heal a number of hit points equal to the spell’s level. Bloodline Powers: Your bloodline causes you to manifest all manner of strange signs and weird physical disfigurements. Although your appearance is horrifying to some, your unnatural visage grants you a number of benefits. Unnatural Healing (Ex/Sp): At 1st level, you possess an unnatural ability to recover from harm as though your very blood wills your survival. Add your sorcerer level as a racial bonus on Constitution checks made to stabilize. Additionally, you can evoke your bloodline as a standard action in order to gain fast healing 1 for 1

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minute. At 3rd level and every two levels attained thereafter, increase your fast healing by 1, to a maximum of fast healing 10 at 19th level.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Ocular Growths (Su): At 3rd level, you can force tumorlike growths to spread across your body as a standard action, erupting into functioning eyes. This grants you all-around vision, making it impossible to flank you. At 11th level these eyes grant you darkvision 60 feet or increase your darkvision by 30 feet if you already possess it. At 17th level the eyes also grant you a true seeing effect. The eyes function for a number of rounds per day equal to your sorcerer level. Those rounds do not need to be consecutive. Devour Magic (Sp): At 9th level, you can consume the power of potions, scrolls, staves, and wands, using them to restore your bloodline powers. Using this ability is a move action that provokes an attack of opportunity. When using this ability, you restore a number of uses of unnatural healing or rounds of ocular growths equal to 1/2 the level of the spell continued within the item (0-level and 1st-level spells do not recharge your bloodline abilities). If used on a potion or scroll, the item is destroyed in the process. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and you gain no benefit. Special: If used on a staff, it loses 1 charge and you gain a number of uses of unnatural healing or rounds of ocular growths equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, you cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Uses of unnatural healing or rounds of ocular growths in excess of the ability’s maximum are lost. This bloodline power has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above. Spell Deflection (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10. Experimental Evolution (Su): At 20th level, your tainted blood partially rebuilds your body, granting you the half-construct subtypeARG. In addition, when you use devour

magic you can choose to regain an expended spell slot with a level equal to 1/2 the level of the spell contained within the item (or the level of the highest-level spell that the staff can cast using only one charge, if a staff’s charge is consumed).You can only use this regained spell slot to cast your bloodline spells. Regained spell slots in excess of your maximum number of spells per day are lost.

Ravaged

The supernatural taint of occult spirits called ravagers flows through your body, the result of one of your ancestor’s dark bargains with the occult having gone awry. Class Skills: Knowledge (planes). Bonus Spells: ray of enfeeblement (3rd), haunting mistsUM (5th), marionette possessionUM (7th), spirit birth† (9th), magic jar (11th), planar binding (13th), ethereal jaunt (15th), orb of the voidUM (17th), mage’s disjunction (19th). Bonus Feats: Expanded Arcana (conjuration and necromancy spells only), Heighten Spell, Improved Initiative, Iron Will, Shield Against the Supernatural†, Skill Focus (Knowledge [planes]), Spell Focus (necromancy), Toughness. Bloodline Arcana: Add +2 to the DC of your spells when the target is an outsider with the chaos, evil, good, or law subtype or possesses the aura class feature (such as a cleric or paladin). Bloodline Powers: Your bloodline has gifted you with occult powers that your opponents find horrifyingly baffling. Spirit Surge (Su): At 1st level, you can make a ranged touch attack against a foe within 30 feet to deal 1d4 points of untyped damage +1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Supernatural Resistance (Su): At 3rd level, you gain a +2 bonus on saving throws to resist supernatural abilities or possession (such as by a ghost or shadow demon). This bonus increases to +4 at 9th level and +6 at 15th level. Soul Specter (Su): At 9th level, you can shed your body as a standard action, gaining the incorporeal subtype and a fly speed of 30 feet (perfect). While incorporeal, you can enter a creature’s body as a standard action in order to see and hear through its eyes and ears, as witnessUM, and read its mind and access its memories, as share memory. This is considered a possession effect but you cannot exert any control over the creature. You can use this ability for 1 hour per level you possess. These hours do not need to be consecutive but they must be used in 1-hour increments. While you are projecting your soul, your body appears lifeless. If your body is slain or beyond 1 mile per sorcerer level you possess, you die. Ravager Infusion (Su): At 15th level you gain a +2 enhancement bonus to your Constitution and Charisma scores. At 17th level the bonus increases to +4 and at 19th level the bonus increases to +6. Ascend Beyond Reality (Su): At 20th level you transform into a living nightmare, acquiring a ghostly white countenance

and unnatural features such as extra eyes or outlines of faces beneath your skin.You are immune to possession, petrification, paralyze, and sleep effects as well as trap the soul and temporal stasis.

Seal-Bound Sorcerer (Archetype)

Most binders are forced to trudge through mundanity until they stumble upon the secrets of pact magic; but for others, the power of the spirits is a birthright. Often, they are the children of binders or were exposed to occult rituals of questionable morality at an early age. Whatever the cause, the eldritch powers of a seal-bound sorcerer stem from her innate connection to the spirit world. Whether they comprehend the desire or not, an innate desire for pact magic and binding magic often manifests within a seal-bound sorcerer the moment her arcane powers do, and most of these seal-bound sorcerers wander the land with no further aim than amassing enough occult lore and knowledge to bind a wayward spirit onto their soul, to fulfill this deep desire. Bind Spirit: A seal-bound sorcerer may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the seal-bound sorcerer must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A soul-bound sorcerer begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see tunneled lore below). Each day, a seal-bound sorcerer may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the seal-bound sorcerer’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three sorcerer levels thereafter, the seal-bound sorcerer maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A seal-bound sorcerer’s binder level is equal to her level. The DC to resist a seal-bound sorcerer’s supernatural powers is equal to 10 + 1/2 the seal-bound sorcerer’s binder level + the seal-bound sorcerer’s Charisma modifier. This ability replaces the sorcerer’s bloodline spells. Diminished Spellcasting: A seal-bound sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known in the Pathfinder Roleplaying Game Core Rulebook. Tunneled Lore: At 1st level, a seal-bound sorcerer chooses one constellation. She may only seal pacts with starless spirits and spirits belonging to her chosen constellation. All other constellations are barred to her.

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Summoner Rather than specialize in occult powers themselves, some binders focus on the otherworldly creatures that pact magic can bestow upon them. Rather than arcane magic, these summoners call upon occult powers to summon their eidolons.

Evolutions

The following new evolutions are available to eidolons if it meets the prerequisites, if any.

1-Point Evolutions

The following evolution costs 1 point from the eidolon’s evolution pool. Spirit-Touched (Su): The eidolon is spirit-touched, granting it 1 minor granted ability from a 1st level spirit of the summoner’s choice. Each time the eidolon is summoned, it gains the chosen minor granted ability; if the summoner doesn’t have the bind spirit class feature, the eidolon’s binder level is equal to half of the summoner’s level. If the summoner has the bind spirits class feature, the eidolon’s binder level is instead equal to the summoner’s level. While summoned, the eidolon is under the spirit’s personality influence and shows the spirit’s physical sign; if the summoner has the bind spirit class feature, he can attempt a binding check against the spirit’s binding DC as a full-round action to suppress its personality influence and grant it the ability to show or suppress the spirit’s physical sign as a move action for the next 24 hours.

2-Point Evolutions

The following evolution costs 2 points from the eidolon’s evolution pool. Absorb Occult Energy (Su): Whenever the eidolon successfully strikes a creature with an unarmed attack, natural attack, or touch attack, the struck creature must succeed on a Will save (DC equals 10 + 1/2 the eidolon’s hit dice + its Charisma modifier) or have 1 random minor granted ability the target possesses stolen from them. The minor granted ability becomes suppressed for 24 hours and the eidolon gains its benefits for 1d4 minutes before it fades away. This ability cannot steal vestigial companions.

Spirit Caller (Archetype)

The spirit caller is an insidious binder who bargains with occult powers in order to acquire powerful minions to carry out his ends with. He is a master of altering pacts in order to acquire even more powerful creatures to harken to his beck and call. Bind Spirit: A spirit caller may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the spirit caller must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A spirit caller begins play having completed all

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four Knowledge Tasks for one 1st-level spirit of his choice that belongs to one of his chosen constellations (see tunneled summoning below). Each day, a spirit caller may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the spirit caller’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three summoner levels thereafter, the spirit caller’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A spirit caller’s binder level is equal to his level. The DC to resist a spirit caller’s supernatural powers is equal to 10 + 1/2 the spirit caller’s binder level + the spirit caller’s Charisma modifier. This ability replaces eidolon. Tunneled Summoning: A spirit caller may only seal pacts with spirits that grant an animal companion, eidolon, familiar, or mount as a vestigial companion and he must select a spirit’s vestigial bond ability whenever he seals a pact with such a spirit. This restriction applies even if you multiclass into a different class with the bind spirit class feature. While he is showing a bound spirit’s physical sign, the spirit caller treats his vestigial companion as his eidolon for all feats, spells, and class abilities (such as shield ally or rejuvenate eidolon) and it is considered both an occult creature and a summoned creature for the purpose of determining how spells and other effects affect it. The spirit caller stops treating his vestigial companion as his eidolon while his physical sign is suppressed or after it is killed. Twist Companion (Su): At 10th level, when a spirit caller seals a good pact with a spirit, he can choose to grant that spirit’s vestigial companion a number of evolution points equal to half his level, treating the vestigial companion as though it had a base form most appropriate for its kind. These evolution points stack with those gained from the Evolve Vestigial Companion feat†. This ability replaces aspect. Improved Twist Companion (Su): At 18th level, a spirit caller grants his vestigial companion evolution points regardless of whether or not his pact is a good pact or a poor pact. This ability replaces greater aspect. Twin Spirit (Su): At 20th level, a spirit caller forges a true connection with his vestigial companion. As a standard action, the spirit caller can assume the shape of his current vestigial companion, copying all of its abilities and evolutions (from the twist companion class feature). His Strength, Dexterity, and Constitution scores change to match the base scores of his vestigial companion. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The spirit caller loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his vestigial companion. The spirit caller retains all of his class features. The spirit caller can keep this form for a number of minutes per day equal to his summoner level. These minutes don’t need to be consecutive, but they must be spent in 1-minute increments. The spirit caller can end this effect as a free action. This ability alters twin eidolon.

Swashbuckler Although most swashbucklers are self-styled heroes, the skill set and flair of the swashbuckler also appeals to haughty nobles who wish to entertain and impress as much as they wish to win. Swashbucklers who dabble in pact magic are almost always of the latter category, as they see the art of pact magic as a thrilling party trick coupled with the tragic romanticism of selling one’s soul for power.

Esoteric Dilettante (Archetype)

Tired of the drabness of everyday existence, many of high privileged find themselves seeking new and exciting ways to experience life, and the most unfortunate of these decadent nobles find themselves drawn to the forgotten secrets of pact magic, binding spirits to their soul not for power, but as a symbol of their status and prestige. Dilettante’s Deeds: An esoteric dilettante doesn’t gain deeds like other swashbucklers. At 1st, 3rd, 7th, 11th, 15th, and 19th level, an esoteric dilettante selects one deed that is available to a swashbuckler of her level or lower. She gains the selected deed, but doesn’t gain any other deeds that she would normally be entitled to based upon her swashbuckler level. This ability alters the swashbuckler’s deeds. Dilettante’s Panache: Each day, an esoteric dilettante gains a number of panache points equal to her Charisma modifier. Unlike other swashbucklers, an esoteric dilettante gains panache only from scoring a critical hit or killing blow against a creature that qualifies as the favored enemy of one of her bound spirits. This ability alters the panache class feature. Bind Spirit: An esoteric dilettante may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the esoteric dilettante must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. An esoteric dilettante begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, an esoteric dilettante may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. The spirit’s level may not exceed the esoteric dilettante’s maximum spirit level, which is limited to 1st-level spirits at 1st

level. At 4th level and every three swashbuckler levels thereafter, the esoteric dilettante’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. An esoteric dilettante possesses a binder level equal to her level. The DC to resist an esoteric dilettante’s supernatural powers is equal to 10 + 1/2 the esoteric dilettante’s level + the esoteric dilettante’s Charisma modifier. Dilettante’s Finesse (Ex): At 1st level, an esoteric dilettante gains the benefits of Weapon Finesse feat with light or one-handed piercing melee weapons and with all melee touch attacks that she makes. Additionally, the esoteric dilettante treats all light or one-handed melee weapons that she gains from the granted abilities of a spirit that she is currently bound to as a one-handed piercing melee weapon for all swashbuckler class abilities that require such a weapon. This ability replaces swashbuckler’s finesse. Bonus Feats: An esoteric dilettante may select combat feats, grit feats, and pact feats as bonus feats. Alternatively, she may select one deed available to a swashbuckler of her level or lower that she does not possess and gain it in place of a bonus feat. This ability alters the swashbuckler’s bonus feats. Dilettante Weapon Training (Ex): At 5th level, an esoteric dilettante gains a +1 bonus on attack and damage rolls with light or one-handed weapon piercing melee weapons and with any melee touch attacks that she makes.While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). This ability alters swashbuckler weapon training. Dilettante Weapon Mastery (Ex): At 20th level, when an esoteric threatens a critical hit with a light or one-handed piercing melee weapon or a melee touch attack, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (x2 becomes x3, and so on). This ability alters swashbuckler weapon mastery.

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Warpriest Religious zealots and men-at-arms, warpriests answer the call to battle both from binder communities and the organizations that wish to see them eradicated from existence. Masters of combat, warpriests on either side of this conflict use their divine powers to destroy the enemies of their ideologies.

Warpriest Blessings

The following new warpriest blessing is available to warpriests who follow the few, esoteric deities that sanctify the practice of pact magic.

Occult

Spirit Strike (Minor): At 1st level, as a swift action, you can call upon occult powers in order to deal an additional 1d6 points of damage on your next successful attack.This attack must be made before the end of the turn or it is lost. At 8th and every seven levels thereafter, increase the extra damage done by this ability by 1d6, to a maximum of 3d6 additional damage at 15th level. This damage is not multiplied on a critical hit. Constellation Aspect (Major): At 8th level, select one constellation aspect each day when you prepare your spells. Until the next time you prepare your spells, you can spend uses of your blessing class feature to activate the chosen constellation aspect, using your warpriest level as your effective pactmaker level. If the constellation aspect doesn’t need to be activated, its effects last for 1 minute.

Occult Scourer (Archetype)

Beholden to the Order of Salendrios or similar organizations that oppose the spread of pact magic, occult scourers use the power of the gods to terminate pacts and binders alike. Class Skills: Remove Knowledge (engineering) (Int) from the warpriest’s list of class skills. Inquisition: At 1st level, an occult scourer gains the exorcism inquisition†. He uses his warpriest level as his effective inquisitor level when determining the effects of this inquisition. This ability replaces blessings. Order of Salendrios: At 1st level, an occult scourer gains the order class feature, as a cavalier. He must select the order of Salendrios as his cavalier order and unlike a cavalier, an occult scourer cannot change his order.The occult scourer gains his order’s additional class skills and skill bonuses, but he does not gain his order’s challenge benefit unless he also possesses the challenge class feature. If the warpriest gains the order class feature from another class, levels of warpriest stack with other class levels when determining when he gains his order abilities as well as his order’s bonuses. This ability replaces focus weapon, fervor 1d6, fervor 3d6, and the warpriest’s 15th-level bonus feat. Detect Spirits (Sp): At 3rd level, an occult scourer can

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use detect pact spirits† at will.This ability replaces the warpriest’s 3rd-level bonus feat. Sacred Weapon (Su): Beginning at 4th level, an occult scourer may also use his sacred weapon ability to enhance a weapon with the pact bane special ability (see page 315). This ability alters sacred weapon.

Pactsworn Warpriest (Archetype)

Warpriests who are devoted to the rare deity that openly accepts pact magic or who are devoted to the ideologies of the occult community often become pactsworn warpriests and use their occult powers to protect and serve binder organizations. Bind Spirit: A pactsworn warpriest may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactsworn warpriest must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactsworn warpriest begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice. Each day, a pactsworn warpriest may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the pactsworn warpriest’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three warpriest levels thereafter, the pactsworn warpriest’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A pactsworn warpriest’s binder level is equal to his level. The DC to resist a pactsworn warpriest’s supernatural powers is equal to 10 + 1/2 the pactsworn warpriest’s binder level + the pactsworn warpriest’s Charisma modifier. This ability replaces one of the warpriest’s blessings. Blessings: A pactsworn warpriest only receives one blessing, which must be the occult blessing. If the warpriest worships a deity, he must worship one that grants access to the occult blessing. This ability replaces sacred weapon. Diminished Spellcasting: A pactsworn warpriest possesses 1 fewer spell per day at each spell level. If the pactsworn warpriest would receive 0 spells per day, then he or she only receives bonus spells, if any, due to a high Wisdom score. Occult Fervor (Su): At 2nd level, a pactsworn warpriest can use her fervor to heal a living creature who are bound to a spirit or harm a creature that threatens an ally who is bound to a spirit, regardless of his alignment. This ability alters fervor. Sacred Weapon (Su): At 4th level, a pactsworn warpriest gains the sacred weapon class feature, as a warpriest of his level –3. A warpriest cannot use sacred weapon to enhance his weapons with an enhancement bonus, regardless of his level. This ability replaces channel energy.

Witch Of all vocations, few are better suited to the occult arts than the witch. Many witches that dabble in pact magic do so at the behest of occult spirits who view her as a potent vessel through witch they can experience the world’s splendors. After creating or possessing an animal, these spirits approach the witch and tempt her towards discovering occult secrets that will allow her to discover the knowledge necessary to transform her into the perfect conduit for their insatiable need for reality’s pleasures.

Witch Hexes

The following new hexes are available to witches who meet their prerequisites, if any. Binder Secret (Ex): The witch receives a binder secret of her choice, using her witch level as her effective pactmaker level when attempting to meet the binder secret’s prerequisites. A witch can select this hex once at 1st level, plus one additional time at 6th level and every four witch levels thereafter. A witch must possess either Amateur Pactmaker† or the bind spirit class feature in order to select this hex. Death Curse (Su): At the start of each day after preparing her spells, the witch can select 1 witch spell that she has prepared to transform into her death curse. If she selects a spell, it is expended as if she had cast it. If the witch is slain at any point during the day, her body transforms into a nonliving, inanimate object (such as a rock or statue) of the same size and becomes trapped, as glyph of warding, except the glyph’s maximum spell level is equal to the highest level of spell that the witch could cast. Unlike a glyph of warding, the witch’s death curse resets after 1 minute a number of times per day equal to her Intelligence modifier (minimum 0). Effectively, the witch’s death curse can be triggered a number of times per day equal to her Intelligence modifier. Each night at sundown, the number of times per day that this death curse can trigger resets to its full maximum. Remove curse can remove a death curse and if the witch is returned to life, the curse is likewise lifted.

Major Witch Hexes

The following hexes are available to witches who are able to select major hexes. Idealized Age (Su): The witch can shift herself between three idealized age categories, as threefold aspect except the witch does not adjust her ability scores and can remain in each form indefinitely. Malefic Pox (Su): The witch can bestow a terrible pox upon one target within 30 feet. The target contacts a random minor pact malady (see page 368) unless it succeeds on a Will save.Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Mirage Home (Su): The witch can cloak her home with warding magic that makes it impossible to find. Any area

that the witch designates to be her “home,” as described by the hidden home hexUM, can’t be located by any effect that is less powerful than a discern location spell. This also applies to creatures within the hidden home. At 15th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.

Grand Witch Hexes

The following hexes are available to witches who are able to select grand hexes. Grand Malefic Pox (Su): This functions as the malefic pox hex, except the target contacts a major pact malady of the witch’s choosing. A witch must have the malefic pox hex before selecting this hex.

Occult Patrons

The following patrons are available to witches, although they are most commonly associated with witches who associate themselves with pact magic. Angel: 1st–sanctuary, 2nd–compassionate allyUM, 3rd– prayer, 4th–spiritual allyAPG, 5th–cleanseAPG, 6th–serenityUM, 7th– joyful raptureUM, 8th–euphoric tranquilityAPG, 9th–wish Beast: 1st–call animalAPG, 2nd–animal aspectUC, 3rd–beast shape I, 4th–cape of waspsUM, 5th–baleful polymorph, 6th–beast shape IV, 7th–greater polymorph, 8th–animal shapes, 9th– shapechange Dark Beyond: 1st–ray of enfeeblement, 2nd–twisted spaceUC, 3rd–deeper darkness, 4th–black tentacles, 5th–suffocationAPG, 6th– conjure black puddingUM, 7th–reverse gravity, 8th–orb of the voidUM, 9th–interplanetary teleportUM Dragon: 1st–burning hands, 2nd–elemental touchAPG, 3rd– draconic reservoirAPG, 4th–dragon’s breathAPG, 5th–fire snakeAPG, 6th– form of the dragon I, 7th–form of the dragon II, 8th–form of the dragon III, 9th–meteor swarm Fiend: 1st–protection from good, 2nd–scorching ray, 3rd– wrathful mantleapg, 4th–aura of doomUM, 5th–dismissal, 6th–planar binding, 7th–blasphemy, 8th–unholy aura, 9th–meteor swarm Hero: 1st–moment of greatnessUC, 2nd–shield other, 3rd– heroism, 4th–freedom of movement, 5th–spell resistance, 6th–heroes’ feast, 7th–mage’s sword, 8th–binding, 9th–heroic invocationUC Mage: 1st–magic missile, 2nd–blur, 3rd–arcane sight, 4th– dimension door, 5th–mage’s faithful hound, 6th–mage’s lubrication, 7th–mage’s magnificent mansion, 8th–clone, 9th–mage’s disjunction Noble: 1st–moment of greatness, 2nd–eagle’s splendor, 3rd– contingent actionACG, 4th–glibness, 5th–greater command, 6th– repulsion, 7th–mage’s magnificent mansion, 8th–binding, 9th–overwhelming presence Scholar: 1st–heightened awarenessACG, 2nd–share language, 3rd–blood biography, 4th–lesser simulacrum, 5th–false vision, 6th– battlemind link, 7th–circle of clarityUM, 8th–protection from spells, 9th–wish Seer: 1st–true strike, 2nd–obscure object, 3rd–borrow fortune, 4th–contingent scrollACG, 5th–false vision, 6th–mislead, 7th–phantasmal revengeAPG, 8th–screen, 9th–wish

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Skull: 1st–phantom bloodACG, 2nd–ghoul touch, 3rd–animate dead, 4th–shadow projectionAPG, 5th–vampiric shadow shieldACG, 6th–undead anatomy III†, 7th–finger of death, 8th–create greater undead, 9th–energy drain Thief: 1st–disguise self, 2nd–knock, 3rd–gaseous form, 4th– jester’s jauntAPG, 5th–seeming, 6th–getawayAPG, 7th–ethereal jaunt, 8th–screen, 9th–time stop Tree: 1st–shillelagh, 2nd–barkskin, 3rd–burst of nettlesUM, 4th–arboreal hammerUM, 5th–tree stride, 6th–liveoak, 7th–animate plants, 8th–control plants, 9th–wooden phalanxUM

Weird Witch (Archetype)

Masters of occult powers and servants to strange, unknowable entities, a weird witch is taught to bind spirits onto her familiar’s soul rather than her own, transforming it into an occult conduit of spiritual power. Bind Spirit: A weird witch may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the weird witch must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A weird witch begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see soul-bound familiar). Each day, a weird witch may bind one spirit to her familiar’s soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the weird witch’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three witch levels thereafter, the weird witch’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level. A weird witch’s binder level is equal to her level.The DC to resist a weird witch’s supernatural powers is equal to 10 + 1/2 the weird witch’s binder level + the weird witch’s Charisma modifier. This ability replaces the witch’s 1st-level hex, major hex, and grand hex. A weird witch may not select hexes from the witch’s list of major or grand hexes, but she may still select witch hexes from the standard list at 10th level and beyond. Diminished Spellcasting: A weird witch possesses 1 fewer spell per day at each spell level. If the weird witch would

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receive 0 spells per day, then he or she only receives bonus spells, if any, due to a high Intelligence score. Occult Familiar: After successfully sealing a pact with a spirit, a weird witch does not bind the spirit onto her own soul. Rather, she binds the spirit onto her familiar’s soul. Both witch and familiar manifest the spirit’s physical sign, but only the familiar suffers the spirit’s personality influence and benefits from the spirit’s granted abilities, favored allies, and favored enemies. The familiar uses the weird witch’s binder level when determining the effects of its granted abilities and powers. The familiar cannot receive a spirit’s vestigial companion and it does not receive the granted ability (or abilities) that must be exchanged for the spirit’s granted ability. For example, if a weird witch seals a pact with Aza’zati, her familiar cannot summon Aza’zati’s viper vestigial companion and it does not gain Aza’zati’s smaller is better granted ability. The familiar uses its master’s ability modifiers in place of its own when determining the effects of its granted abilities, including uses per day and saving throw DC. If the familiar dies while bound to the spirit, the pact ends and the weird witch cannot seal a new pact with any spirits until she replaces her familiar. A multiclass weird witch must bind any spirit she seals a pact with onto her familiar, but if the weird witch gains the additional spirit class feature, she seals additional spirits onto her own soul rather than her familiar’s, following the normal rules while doing so. Spirits sealed onto her familiar’s soul count against the total number of spirits that she can seal a pact with at once. This ability modifies witch’s familiar. Tunneled Patron: At 1st level, when a weird witch gains her familiar, she must also select a patron from the list of occult patrons. She may only seal pacts with spirits belonging to her chosen patron’s constellation. All other constellations are barred to her. At 2nd level, and every two levels thereafter, a weird witch’s occult patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its constellation, though often times its actual name corresponds to an actual occult spirit belonging to that constellation. Its actual name is up to the GM and the weird witch to decide. This ability replaces patron.

Wizard

Amateur Pactmaker: At 1st level, you gain Amateur Pactmaker† as a bonus feat.

Oftentimes a renegade wizard will accidentally unearth the secrets of pact magic during his studies. Although many try to forget what they have seen, for some the call of the occult is too tantalizing to ignore and so these wizards learn to incorporate pact magic into their own practices and studies.

Soul Weaver (Archetype)

Focused Arcane Schools

The following focused arcane schools allow a wizard to specialize in a specific area of magical study. All focused arcane schools adhere to the guidelines presented in Pathfinder Roleplaying Game Advanced Player’s Guide.

Aging School

Associated School: Necromancy. Replacement Powers: The following school powers replace the power over undead and grave touch powers of the necromancy school. Age Shift (Su): As part of a 1-hour ritual, you can alter your age as if you had cast threefold aspectAPG. Unlike the spell, changing your aspect requires another 1-hour ritual, though the effect lasts for 24 hours or until it is canceled. At 11th level, you may use this ability on a number of additional willing targets at once equal to your Intelligence modifier. All participants must be present during your ritual and every participant becomes the same target age. At 20th level, you never need to perform this ritual upon yourself and you may shift through your aspects as a swift action.You must still perform the ritual to grant this benefit to your allies. Aging Touch (Sp): As a standard action you can make a touch attack against a living creature. If it hits, the creature is immediately aged forward, suffering a 1d6 penalty to Strength for 1 round per wizard level you possess. This penalty does not stack.This ability is an aging effect.You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Occult School

Associated School: Universal. Replacement Powers: The following school power replaces the hand of the apprentice power of the universalist school.

While most view spirits as lost souls or unfortunate beings, some wizards choose to disregard such sentiments and instead delve into the mechanics of spirits. By studying this alien, reality-defying magic, the wizard learns to rip apart a spirit’s essence and imbue it with arcane energies. Bind Spirit: A soul weaver may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the soul weaver must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A soul weaver begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to one of his chosen constellations (see tunneled schooling). Each day, a soul weaver may bind one spirit to his soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the soul weaver’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three wizard levels thereafter, the soul weaver’s maximum spirit level increases by 1, to a maximum of 6thlevel spirits at 16th level. A soul weaver’s binder level is equal to his level. The DC to resist a soul weaver’s supernatural powers is equal to 10 + 1/2 the soul weaver’s binder level + the soul weaver’s Charisma modifier. This ability replaces arcane bond and arcane school. Tunneled Schooling: At 1st level, a soul weaver chooses three constellations. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. A soul weaver may not select constellations with this ability that are in opposition to one another, such as Dragon and Hero. Additionally, the soul weaver must select three schools of magic as opposition schools. Once chosen, these opposition schools cannot be changed. A soul weaver who wishes to prepare a spell from an opposed school must use two spell slots of that level to prepare it. In addition, the soul weaver takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from an opposed school as a prerequisite. This ability counts as having the tunneled lore class feature for the purpose of feats and other prerequisites.

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Chapter 2 pactfeats Feats Feats represent skills or tricks that characters have acquired through training, luck, or a quirk of birth. They grant abilities and benefits in certain situations.

Types of Feats

Though a majority of the feats presented in the Pathfinder Roleplaying Game are general and have no special rules governing them, some feats belong to a type or types of feats that share special rules. The types a feat belongs to appear in parentheses after its name. This chapter features the following feat types.

Combat Feats

Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. Members of other classes can take combat feats provided that they meet the prerequisites.

Grit Feats

Grit feats interact with the gunslinger’s grit class ability or the grit granted by the Amateur GunslingerUC feat. Gunslingers can take grit feats as bonus feats.

Item Creation Feats

Item creation feats allow characters to create new items and equipment.

Metamagic Feats

Metamagic feats allow spellcasters to modify and change their spells, granting them new powers and effects. Such spells generally take up a higher-level spell slot than the normal spell. For complete rules on how to apply metamagic feats to spells, see Chapter 5 in Pathfinder Roleplaying Game Core Rulebook.

Pact Feats

Pact feats interact with pact magic and typically require the bind spirit class feature.They require the ability to seal pacts with spirits using the bind spirit class feature or the Amateur Pactmaker† feat.

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Panache Feats

Panache feats interact with the swashbuckler’s panache class ability or the panache granted by the Amateur SwashbucklerACG feat. Swashbucklers can take panache feats as bonus feats.

Teamwork Feats

Teamwork feats grant significant bonuses, but they function only under specific circumstances. In most cases, they require an ally with the same feat to have a specific position on the battlefield. Teamwork feats provide no benefits if the given conditions are not met. Allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purpose of these feats. Cavaliers, hunters, and inquisitors have special class features that allow them to use teamwork feats even if their allies don’t have those feats.

Feat Descriptions The feats in this chapter are summarized on Table 2-1: Feats for ease of reference with a P symbol indicating pact feats.

Ability Share (Pact, Teamwork)

You and your allies bestow occult powers upon one another. Prerequisites: Amateur Pactmaker† or bind spirit class feature; see special. Benefit: While you are bound to a spirit, you can grant one ally with this feat a minor granted ability from your spirit for 1 minute. During this time, you lose access to the selected granted ability and your ally gains access to it, using your binder level and Charisma modifier in place of its own. If the granted ability possesses daily uses, uses it expends count against the total number of uses per day that you possess as if you had activated the minor granted ability yourself. If your pact with the spirit ends before this minute is up, your ally loses access to the shared ability. A single creature may only possess one shared granted ability at a time and you may only share one granted ability at a time. You may not share a granted ability that was shared with you from another binder via Ability Share or a similar ability. Special: You may select this feat without meeting its prerequisites. If you do, you may receive granted abilities from your allies but cannot bestow granted abilities onto other creatures.

Amateur Pactmaker

You have learned the most basic secrets of pact magic. Prerequisite: You have no levels in a class that has the bind spirit class feature. Benefit: Select one constellation.You may seal pacts with otherworldly entities that are affiliated to the selected constellation known as spirits. By selecting this feat, you immediately complete all four Knowledge Tasks (ceremony, constellation, personality, and seal) for one 1st-level spirit of your choice that belongs to the selected constellation.

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Each day, you may bind one spirit to your soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed 1st level.Your binder level is equal to half your character level. The DC to resist your spirit’s supernatural powers is equal to 10 + 1/2 your binder level + your Charisma modifier. Regardless of your binding check result, you may not gain a spirit’s capstone empowerment using this feat. Special: If you gain levels in a class that grants the bind spirit class feature, you must immediately trade this feat for one other pact feat of your choice. You must meet this feat’s prerequisites, if any.

Capstone Binder (Pact)

You coax additional power from your spirits. Prerequisite: Bind spirit class feature. Benefit: Whenever you forge a good pact with a spirit, you gain its capstone empowerment ability if your binding check exceeds its binding DC by 5 or more. Normal: Your binding check must exceed the spirit’s binding DC by 10 or more in order to gain its capstone empowerment ability.

Commanding Facade (Pact)

You bully spirits into granting you even more powerful abilities. Prerequisite: Bind spirit class feature. Benefit: When you seal a pact with a spirit, you can increase the spirit’s binding DC by 2. If you do so and successfully make a good pact with the spirit, you gain a +1 bonus to your binder level with the spirit’s granted abilities. When your binder level reaches 4th and every four levels thereafter, the binding DC bonus increases by 2 and the binder level bonus increases by +1. You must choose to use this feat before making the binding check and its effects last for the duration of your pact with the spirit.

Constellation Focus (Pact)

You are aligned with a constellation and its spirits. Prerequisite: Bind spirit class feature. Benefit: Select one constellation.You gain a +2 bonus on binding checks made to forge pacts with spirits that belong to the chosen constellation and a +1 bonus to the saving throw DCs of the granted abilities of those spirits. Alternatively, you can select starless with this feat and apply its benefits to all starless spirits instead. Special: You can select this feat multiple times. Its effects do not stack. Instead, each time you select this feat, choose a different constellations for its benefits to apply to.

Craft Crystallized Pain (Item Creation, Pact)

You perform a brutal ritual to a hapless victim that transforms their suffering into a physical, potent jewel. Prerequisites: Bind spirit class feature, ability to bind 4th-level spirits.

Benefit: You can create a vile, occult substance called crystallized pain by brutally maiming and humiliating defenseless victims. In order to crystallize a creature’s pain, you must draw a seal using a substance called midnight ink†. This process is identical to drawing a seal to act as a spirit’s vessel (see Chapter 3, Performing a Pact Ritual) except this seal is permanent once drawn, though it can be rendered useless by smudging, smearing, or dissolving the midnight ink. A single casting of erase will likewise destroy this seal. Once the seal is in place, it causes the psychic agony experienced by creatures held within the seal to crystallize into crystallized pain by mixing with mineral-rich body fluids such as blood, tears, or sweat. A single seal of midnight ink can create one shard of crystallized pain each day, provided that a living, sentient creature (Int 3 or higher) is kept within it for the entire day. Additionally, the creature must be kept in a state of agony, including (but not limited to) suffering any amount of ability damage or drain, suffering any amount of hit point damage, suffering from any disease or poison, suffering from the bleed condition, and so on. At the GM’s decision, severe enough state of mental or emotional trauma (such as forcing a creature to watch its family being brutally murdered over and over again while within the seal) can be a sufficient amount of suffering to generation a shard of crystallized pain. A single seal of midnight ink can only generate one shard of crystallized pain per day and can contain no more than one creature. The seal is unable to restrain a creature and if the creature leaves the seal of midnight ink for any reason, the seal does not generate any crystallized pain for that day. As a result, a means to secure a victim within the seal is required. A creature without Craft Crystallized Pain is unable to harvest crystallized pain from a seal of midnight ink.

If your base speed is less than 30 feet, your speed is reduced by 5 feet instead.Your speed is never reduced by encumbrance. Misshapen Arm (Ex): One of your arms is disproportionate to the other and ends with a twisted, claw-like appendage. Select one of your hands.You are considered to be one size category smaller when wielding weapons in that hand and any shield bonus that you gain from wielding a shield in that hand is reduced by half (minimum 1). In addition, you take a –4 penalty on attack rolls made with two-handed weapons and on Disable Device and Sleight of Hand skill checks.You gain a slam attack with your chosen hand that deals 1d6 points of damage (or 1d4 if you are Small). Your slam attack can deal bludgeoning damage, slashing damage, or both. Spiny Skin (Ex): You possess thick, leathery sinew that is covered in unsightly stubs.You take a –4 penalty on Diplomacy and Handle Animal checks and any animal or person’s initial attitude towards you starts one level lower than normal. You gain a +1 natural armor bonus to your Armor Class.

Demon Eye Exemplar

You turn weakness into strength, mastering your deformity for additional benefit. Prerequisite: Demon Eye†. Benefit:You can open your demon eye one additional time each day. Additionally, you can either gain a deformity from among those listed by the Demon Eye feat that you do not possess or you can select one of following improved deformities. Cloven Hooves (Ex): Your speed is never reduced by armor or encumbrance. You must possess the cloven hooves deformity in order to select this deformity. Misshapen Arm (Ex): The damage dealt by your slam attack increases to 1d8 if you are Medium or 1d6 if you are Small.You must possess the misshapen arm deformity in order to select this deformity. Demon Eye Prenatal exposure to occult influences has warped you into a demon eye, Spiny Skin (Ex): You gain acid resistance 5, cold resistance 5, and fire resistance 5. You must possess the spiny skin a deformed child of the spirits. deformity in order to select this deformity. Prerequisite: Must be taken at character level 1st. Benefit: Select one constellation aspect, chosen from Special: You can select this feat up to five times. Each those available to a pactmaker. Once per day as a free action, time you do, increase the number of times that you can use you can open a third eye that protrudes from your forehead in your demon eye by one and you select an additional deformity order to gain the selected constellation aspect for up to 1 min- or improved deformity. ute per character level you possess. If the constellation aspect has a daily use limitation (such as the sow destruction feint Eldritch Binder aspect), any uses of that constellation aspect while using this You are able to use your arcane powers to force spirits into good pacts with you. ability count towards that aspect’s daily limit. Your pactmaker Prerequisites: Ability to cast bind spirit†, ability to cast level while using this constellation aspect is equal to your char- 4th level arcane spells. acter level. Benefit: When casting a bind spirit† spell, you do not gain When you select this feat, you gain the occult subtype in the personality influence of the chosen spirit and you can show addition to your other subtypes and you gain one of the fol- or suppress the spirit’s physical sign at will, as if you had made lowing deformities. Once you select a deformity, you cannot a good pact with the spirit. Additionally, when you cast a bind change it later. spirit† spell, you may attempt a concentration check with a DC Cloven Hooves (Ex): Instead of feet, your legs end in a set equal to the chosen spirit’s binder level. If you succeed, you of cracked, ugly hooves that restrict your movement.Your base gain the chosen spirit’s capstone empowerment for the spell’s speed is reduced by 10 feet if your base speed is 30 feet or more. duration in addition to its other granted abilities.

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Table 2-1: Feats Feats

Prerequisites

Benefit

Amateur Pactmaker

No levels in a class that has the bind spirit class feature.

Gain the ability to seal a pact with a 1st-level spirit.

Capstone BinderP

Bind spirit class feature.

Gain a capstone empowerment by succeeding on a binding check by 5 or more.

Commanding FaçadeP

Bind spirit class feature.

Trade binding check bonus for binder level bonus with a spirit’s granted abilities.

Constellation FocusP

Bind spirit class feature.

+2 bonus on binding checks and +1 bonus on save DC with one constellation.

Demon Eye

Must be taken at character level 1st.

Gain a third eye that grants you the power of a specific constellation aspect at the cost of a physical deformity.

Demon Eye†

Gain an additional use of your third eye and another deformity.

Eldritch Binder

Ability to cast bind spirit†, ability to cast 3rdlevel arcane spells.

Improves the temporary pacts that you make using the bind spirit spell.

Evolve Vestigial CompanionP

Bind spirit class feature.

Vestigial companion gains 1 evolution point.

Exorcist’s Scrutiny

Ability to cast detect pact spirits†, exorcist’s judgment class feature.

Can detect pact spirits within a creature or object as a move action.

Bind spirit class feature.

Terminate a pact with a spirit early.

Expel Spirit , bind spirit class feature.

Expel a spirit in order to regain one use of a class feature you possess.

Exploit SpiritP

Bind spirit class feature, ability to prepare 2ndlevel arcane spells.

Trade one minor granted ability to prepare one additional spell per day.

Extra Binder Secret

Binder secret class feature.

Gain an additional binder secret.

Extra Greensprout Trick

Greensprout trick class feature.

Gain an additional greensprout trick.

Extra Mask Talent

Mask talent class feature.

Gain an additional mask talent.

Extra Monstrous Aspect

Monstrous aspects class feature.

Gain an additional monstrous aspect.

Extra Pact Augmentation

Pact augmentation class feature.

Gain an additional pact augmentation.

Extra Societal Secret

Societal secret class feature.

Gain an additional societal secret.

Flexible PactmakingP

Bind spirit class feature.

Adjust a pact’s duration so it is longer or shorter.

Furious StrikeC, P

Bind spirit class feature.

Expend spirit’s major granted ability to deal an extra 1d6 points of damage with your attacks.

Demon Eye Exemplar

Expel Spirit

P

Forfeiting Recovery

P



Life-Stealing StrikeC, P

Furious Strike†, bind spirit class feature.

Heal self for half of the additional damage dealt by Furious Strike.

Furious Strike†, Life-Stealing Strike†, base attack bonus +10, bind spirit class feature.

Favored Enemy must succeed on a Fortitude save or be instantly slain by your attack.

GodbinderP

Amateur Pactmaker† or bind spirit class feature, Wisdom 15, worshiper of a deity.

Gain one 1st-level granted power from a cleric domain while bound to a spirit.

Improved Monstrous Aspect

Monstrous aspects class feature.

Gain more powerful monstrous aspects.

Foe-Reaping Strike

C, P

Willing MutationP

Improved Monstrous Aspect†, monstrous aspect Adjust your d% result when using Improved Monstrous Aspect. class feature.

Occult FistC, P

Improved Unarmed Strike, Amateur Pactmaker† or bind spirit class feature.

Unarmed strikes become magic and silver weapons while bound to a spirit.

Opportune AbilityP

Combat Reflexes, bind spirit class feature.

Use a spirit’s granted ability in place of a melee attack when making an attack of opportunity.

Performance BinderP

Versatile performance class feature, bind spirit class feature.

Gain a bonus on binding checks based on your ranks in Perform.

Permanent PactP

Flexible Pactmaking†, Spirit Focus†, bind spirit class feature.

You can make an unending pact with a spirit.

Practiced BinderP

Bind spirit class feature.

Add 4 to your binder level.

Practiced Mask Designer

Expanded mask design class feature.

Expand the types of creatures that you can create corpse masks from.

Rapid RecoveryP

Bind spirit class feature.

Reduce the number of rounds that your granted abilities are expended for by 1.

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Table 2-1: Feats Cont. Feats

Prerequisites

Benefit

Reserve SpiritP

Bind spirit class feature, binder level 5th.

Bind an additional spirit onto your soul.

Reweave SpellcastingP

Bind spirit class feature, ability to prepare 3rdlevel arcane spells.

Replace a bound spirit’s granted ability with a prepared arcane spell.

Selective AbilityP

Bind spirit class feature, ability to bind 4thlevel spirits.

You can exclude creatures from the effects of your granted abilities.

Shield Against the Supernatural —

You gain a +2 bonus on saving throws against supernatural abilities.

Combat Reflexes, Shield Against the Supernatural†.

Supernatural abilities provoke attacks of opportunity from you.

Societal Obedience

3 skill ranks in any two activity skills, Fame 15 with the chosen organization.

Gain special powers and abilities based upon the organization that you belong to.

Spirit FocusP

Bind spirit class feature.

+2 bonus on binding checks and +1 bonus on save DC with one spirit.

Spirit StrikeC, P

Cha 13; bind spirit class feature; base attack bonus +3, brawler’s strike class feature, or flurry of blows class feature.

May use a spirit’s granted ability in place of one of your attacks.

Supernatural Consciousness



Use your Wisdom in place of Dexterity when determining your initiative bonus.

Suppress Physical SignP

Bind spirit class feature.

You can suppress a spirit’s physical more quickly.

Unyielding PersonalityP

Bind spirit class feature.

You do not suffer a spirit’s personality influence unless you fail your binding check by 5 or more.

Iron Will, Unyielding Personality†, bind spirit class feature.

Retry a failed Will save against a mind-affecting effect one round later while bound to a spirit.

Volatile MindP

Iron Will, Jealous Guardian†, Unyielding Personality†.

Damages an opponent when you succeed on a Will save against a mindaffecting effect.

Yielding GambitP

Unyielding Personality†, bind spirit class feature.

Can enter a poor pact with a spirit in order to refresh its major granted ability.

Supernatural SlayerC

Jealous GuardianP

Grit Feats

Prerequisites

Benefit

Follow the Trail

Amateur GunslingerUC or grit class feature.

Gain bonuses to following tracks and can use your grit to ignore concealment.

Shoot the HeelC, P

Amateur GunslingerUC or grit class feature, bind spirit class feature.

Spend grit to ignore the damage reduction of your bound spirit’s favored enemies.

Item Creation Feats

Prerequisites

Benefit

Craft Crystallized PainP

Bind spirit class feature, able to bind 4th-level spirits.

Can craft and harvest crystallized pain†.

Metamagic Feats

Prerequisites

Benefit

Occult InfusionP

Bind spirit class feature, ability to cast 2ndlevel spells.

Automatically succeed at the spell’s concentration check (if any) while bound to a spirit.

Tailored Spell



Choose specific measurements when spell alters a target’s height, weight, or age.

Panache Feats

Prerequisites

Benefit

Occult PanacheP

Amateur SwashbucklerACG or panache class feature, bind spirit class feature.

Critical hits made with a granted ability restore 1 panache point.

Teamwork Feats

Prerequisites

Benefit

Ability ShareP

Amateur Pactmaker† or bind spirit class feature; see special.

Can grant an ally the benefits of one of your granted abilities.

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Evolve Vestigial Companion (Pact)

You are able to customize the creatures you summon with occult powers to your liking. Prerequisite: Bind spirit class feature. Benefit: Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Any vestigial companion you gain from a spirit has this evolution. The vestigial companion must conform to the limits of the evolution. For instance, no vestigial companions that function as a familiar can benefit from the mount evolution and only vestigial companions with wings can take the wing buffet evolution. If your vestigial companion summons multiple creatures, you must choose one to receive this evolution. Special: You can gain this feat multiple times. Its effects stack, granting a new 1-point evolution to any vestigial companions you summon each time you gain this feat.

Exorcist’s Scrutiny

You can quickly determine if a single creature or object is occult in nature. Prerequisites: Ability to cast detect pact spirits†, exorcist’s judgment class feature. Benefit: As a move action, you can cast detect pact spirits† and concentrate on a single item or individual within 60 feet, determining if it is occult or bound to a spirit and learning the strength of its aura (if any) as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect pact spirits in any other object or individual in range. Normal: Detect pact spirits† has a casting time of 1 standard action, a duration of concentration, and targets a 60-foot coneshaped emanation.

Expel Spirit (Pact)

You can forcefully eject a spirit from your body, ending the pact early. Prerequisite: Bind spirit class feature. Benefit: As a full-round action, you can attempt to end a pact before it would normally expire. In order to expel a spirit, make a binding check against the spirit’s binding DC as part of a ritual. This ritual is identical to the one used to summon the spirit, as outlined in Performing a Pact Ritual in Chapter 3 and you can rush this ritual, as outlined in Chapter 3. If your binding check succeeds, the spirit is forced from your body, manifesting around you angrily. This causes you to lose all benefits and penalties associated with the pact.You can immediately begin a new pact with a different spirit, but you cannot seal a pact with a spirit that you have expelled using Expel Spirit for 24 hours. Additionally, you suffer a –10 penalty on all binding checks made for 24 hours. This penalty stacks. Normal: Once you forge a pact with a spirit, the pact lasts for 24 hours.

Exploit Spirit (Pact)

You are able to abuse the spirits that you seal pacts with in exchange for additional spell magic.

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Prerequisites: Bind spirit class feature, ability to prepare 2nd-level arcane spells. Benefit: When you seal a pact with a spirit, you can voluntarily increase the spirit’s binding DC by +5 in order to forgo one of the spirit’s minor granted abilities. In exchange, you can prepare one additional arcane spell per day of the highest level that you can cast (or lower). You must decide which granted ability to give up before making the binding check. You may only forgo one granted ability at a time with this ability, even if you can seal pacts with multiple spirits. Special: An arcanist can cast any spell she prepares with Exploit Spirit using her arcanist spell slots, but she cannot change her chosen spell for the duration of her pact, even with the quick study exploit.

Extra Binder Secret

Through tireless search, you have uncovered a new binder secret. Prerequisite: Binder secret class feature. Benefit: You gain one additional binder secret. You must meet all prerequisites for this binder secret. Special: You can gain Extra Binder Secret multiple times.

Extra Constellation Aspect

You extra knowledge of constellations translates into extra occult power. Prerequisites: Bind spirit class feature, constellation aspects class feature. Benefit: While you are bound to one or more spirits, with at least one good pact, you gain one additional constellation aspect. This constellation aspect must be one available to the constellation of one of your bound spirits. Special: A pactmaker can gain Extra Constellation Aspect multiple times.

Extra Greensprout Trick

You are more resourceful than most rapscallions at using Tommy Greensprout’s gifts to your advantage. Prerequisite: Greensprout trick class feature. Benefit: You gain one additional greensprout trick. You must meet all prerequisites for this greensprout trick. Special:You can gain Extra GreensproutTrick multiple times.

Extra Mask Talent

You are able to gain more supernatural benefits from your masks than most mascareri can even imagine. Prerequisite: Mask talent class feature. Benefit: You gain one additional mask talent. You must meet all prerequisites for this mask talent. Special: You can gain Extra Mask Talent multiple times.

Extra Monstrous Aspect

Your body is even more susceptible to the taint of the occult than most. Prerequisites: Bind spirit class feature, monstrous

aspects class feature. Benefit: While you are bound to one or more spirits, you gain one additional monstrous aspect. This monstrous aspect must be one available to a pactmaker of your level. Special: A pactmaker can gain Extra Monstrous Aspect multiple times.

a Fortitude saving throw or die (DC equals 10 + 1/2 your binder level + your Charisma modifier). Ranged attacks can only be used with this feat if the target is within 30 feet. You may attempt a foe-reaping strike once per day, plus one additional time each day when your base attack bonus reaches +4 and every 4 points thereafter.

Extra Pact Augmentation

Follow the Trail (Grit)

You have unlocked the ability to further augment your pacts. Prerequisite: Pact augmentation class feature. Benefit: Select one additional pact augmentation for which you qualify. While you are bound to a spirit, you also gain the benefits of this pact augmentation. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new pact augmentation.

Extra Societal Secret

You possess knowledge of your secret society’s most closely guarded secrets. Prerequisite: Societal secret class feature. Benefit: You gain one additional societal secret.You must meet all prerequisites for this societal secret. Special:You can gain Extra Societal Secret multiple times.

Flexible Pactmaking (Pact)

You can alter the duration of your pact with a spirit. Prerequisite: Bind spirit class feature. Benefit: You can extend or shorten the length of any pact that you attempt to make with a spirit. During the spirit’s ceremony, select whether you wish to extend or shorten the length of the pact. You cannot expel a spirit whose pact you have altered with this feat. Extend: You increase the pact’s length by 24-hour increments, to a maximum of 120 hours (5 days). For every 24 hours that you extend the spirit’s pact by, you gain a +1 bonus on your binding check to forge a good pact with the spirit (maximum +5). Reduce:You can reduce the pact’s length by 4-hour increments, to a minimum of 4 hours. For every 4 hours that you reduce the spirit’s pact by, you take a –1 penalty on your binding check to forge a good pact with the spirit (maximum –5). Normal: Once you seal a pact with a spirit, the pact lasts for 24 hours.

Foe-Reaping Strike (Combat, Pact)

You are able to slay your spirit’s foes with a single strike. Prerequisites: Furious Strike†, Life-Stealing Strike†, base attack bonus +10, bind spirit class feature. Benefit: While you are bound to a spirit, you can make a killing blow against a creature that qualifies as that spirit’s favored enemy as a full-round action. Make a single attack at your highest attack bonus against the creature. If you hit, you deal your normal weapon damage and the creature must make

You stalk your foes with hardened determination. Prerequisite: Amateur GunslingerUC or grit class feature. Benefit: Survival is always a class skill for you and you gain a +4 bonus on Survival checks made to track creatures while you have at least 1 grit point. When you make an attack against a creature with concealment (but not total concealment) using the attack action, you can spend 1 grit point as part of the attack to ignore the creature’s concealment. You must be aware of the creature’s general location in order to use this feat.

Forfeiting Recovery (Pact)

You can sacrifice a bound spirit’s occult powers to recover uses of a class feature. Prerequisites: Expel Spirit†, bind spirit class feature. Benefit: As a full-round action, you can select one spirit that you are bound to and suppress all of its granted abilities, including its vestigial bond, for the duration of the pact in order to regain one use of a class feature that you possess that has a limited number of daily uses. For example, a cleric may regain one use of channel energy while a cavalier may regain one use of challenge or one use of tactician. Special: If you possess a pool of points, such as a gunslinger’s grit or an investigator’s inspiration, you can use this ability to regain a number of points equal to your highest mental ability score (Intelligence, Wisdom, or Charisma).You must select one pool of points to receive this benefit.

Furious Strike (Combat, Pact)

You deal extra damage to your spirits’ favored enemies. Prerequisite: Bind spirit class feature. Benefit: While you are bound to a spirit, you can expend a spirit’s major granted ability as a swift action in order to cause your weapon attacks, natural attacks, and unarmed strikes to deal an additional 1d6 points of damage to creatures that qualify as the favored enemy of the spirit whose major granted ability you expended with this ability. When your binder level reaches 6th and every six levels thereafter, increase the additional damage done by this ability by 1d6 points. You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn. This bonus damage does not apply to touch attacks or effects that do not deal hit point damage and is not multiplied on a critical hit.

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Table 2-2: Improved Monstrous Aspects d% Result 01–02 03–04 05–06 07–08 09–10 11–12 13–14 15–16

17–18 19–20 21–22 23–24 25–26 27–28 29–30 31–32 33–34 35–36 37–38 39–40 41–42 43–44 45–46 47–48

Improved Monstrous Aspect Adhesive Limbs:You do not lose your Dexterity bonus to AC while climbing. If you possess a climb speed, you can traverse a vertical or horizontal surface (even while upside down) without making Climb checks. All-AroundVision: You gain all-around vision and cannot be flanked. Amphibious:You can breathe both water and air and can survive indefinitely both on land and in the water for the duration of the pact. Antimagic Carapace: You gain spell resistance equal to 13 + your binder level. In addition, you are immune to magic missiles and spells that target you have a 1% chance per binder level you possess to rebound upon their casters, as spell turning, if they fail to overcome your spell resistance. Barbs: Whenever you hit a creature with a melee attack, that creature becomes sickened for 1 minute unless it succeeds on a Fortitude save. Whether or not the save is successful, a creature cannot be affected by this granted ability again for 24 hours. Blood Drain: If you end your turn grappling a foe, you inflict 1 point of Constitution to the grappled creature. Blood Frenzy: You can fly into a rage as a free action that grants you a +2 morale bonus to your Strength and Constitution and a –2 penalty to your AC for 1 minute.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Bloodhunting: Whenever you deal damage with a melee attack, your target suffers 1 point of Constitution damage unless it succeeds on a Fortitude save. If you deal Constitution damage with this ability, you gain the benefits of haste until the end of your next turn. Breath Attack: You gain a breath attack as a random type of chromatic or metallic dragon, as form of the dragon I. Your breath attack deals 1d6 points of damage. When your binder level reaches 3rd and every 3 levels thereafter, your breath attack deals 1d6 additional points of damage, to a maximum of 7d6 points of damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Chitin: You gain a constant ant haul effect as well as a +2 bonus on Perception checks. When you reach binder level 3rd and every 3 levels thereafter, the bonus on Perception checks increases by +1, up to a +8 bonus. Cold Vigor: While in a cold environment, you become more animated and gain a +1 bonus on attack rolls and weapon damage rolls. Damage Reduction: You gain DR 1/magic. When you reach binder level 3rd and every two levels thereafter, this DR increases by 1, up to DR 10/magic. Deep Breath: You can hold your breath for a number of rounds equal to 4 x your Constitution score. Digitigrade: You gain a +2 bonus on Stealth checks and reduce all falling damage as if you had fallen 10 fewer feet. When you reach binder level 3rd and every three levels thereafter, the bonus on Stealth checks increases by +1, up to a +8 bonus. Ethereal Phasing: As a swift action, you can partially phase back and forth between planes until the end of the turn. During this time, you ignore difficult terrain and your movement does not provoke attacks of opportunity.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Fast Healing:You gain fast healing 1 as a swift action. When you reach binder level 3rd and every two levels thereafter, this fast healing increases by 1, up to fast healing 10.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Fear Aura: You project an aura of fear out 30 feet, as the monster special quality. Fleet: Increase your base speed by 10 feet.When you reach binder level 6th and every six levels thereafter, increase your base speed by an additional 10 feet, up to a +30 ft. bonus to your base speed. Ferocity:You remain conscious and can continue fighting even if your hit point total is below 0.You are stilled staggered and lose 1 hit point each round.You still die when your hit point total reaches a negative amount equal to your Constitution score. Freeze: You can transform your skin into stone and hold yourself so still that you appear to be an inanimate object of your shape (typically a statue).You can make Stealth checks to hide in plain sight as this type of inanimate object. Haze of Sickness: You emit an aura of contamination out 30 feet. Creatures that suffer hit point damage within this aura contract filth fever unless they succeed on a Fortitude save. Horrific Appearance: You can present yourself as a standard action, assaulting the senses of all living creatures within 20 feet. Affected creatures take 1d6 points of Wisdom damage and are confused for 1 round unless they succeed on a Will saving throw. This ability is a mind-affecting gaze attack.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Leap Attack: You gain the benefits of Spring Attack. Mimicry: You are proficient with all weapons, armor, and shields and can use any spell trigger or spell completion item as if the spell was on your spell list.Your caster level is equal to your binder level.

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Table 2-2: Improved Monstrous Aspects Cont. d% Result Improved Monstrous Aspect 49–50 Natural Cunning: You are never caught flat-footed and you are immune to maze spells. Natural Attacks: You gain a random natural attack that deals damage as appropriate for your size. If you gain a natural attack that you already possess, increase your damage with that type of natural attack by one size category. Roll 1d8 to determine 51–52 the natural attack you gain: 1– one bite, 2– two claws, 3–one gore, 4–two hooves, tentacles, or wings, 5–one pincer or tail slap, 6–one slam, 7–one sting, 8–two talons. Overwhelming: You gain a +2 bonus on bull rush and trip attempts. When you reach binder level 3rd and every three levels 53–54 thereafter, this bonus increases by +1, up to a +8 bonus. 55–56 Photosynthesis: When you spend at least 1 hour each day in direct sunlight with your ankles in soil, you do not need to eat. Poison: You can cast poison as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. If you 57–58 possess a bite or sting natural attack, you may deliver this spell through this natural attack instead of via a touch attack, as a magus’s spellstrike. Poison Resistance: You gain a +2 bonus on saving throws against poison effects. When you reach binder level 3rd and every 59–60 three levels thereafter, this bonus increases by +1, up to a +8 bonus. Prehensile Tail: You grow a long, prehensile tail that can be used to retrieve a stowed object from your person or pick up a 61–62 dropped item within your reach as a swift action.You cannot use your tail to wield or reload weapons. Reflexive: You gain a +1 bonus on Reflex saving throws. When your binder level reaches 3rd and every six levels thereafter, 63–64 this bonus increases by +1, up to a +4 bonus. Resolute: You gain a +1 bonus on Will saving throws. When your binder level reaches 3rd and every six levels thereafter, 65–66 this bonus increases by +1, up to a +4 bonus. Roar: You can roar as a standard action, causing all creatures within 60 feet to become shaken for 2d6 rounds unless they 67-68 succeed on a Will saving throw. Multiple uses of this ability stack this fear effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Shock Shield: Whenever a creature hits you with a melee attack, you can deal 1d6 points of electricity damage +1 point per 69–70 binder level you possess as an immediate action to the attacking creature.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sound Mimicry: You gain a +2 bonus on Bluff checks to mimic sounds (including accents and speech patterns) that you have 71–72 listened to for at least 10 minutes. When you reach binder level 3rd and every three levels thereafter, this bonus increases by +1, up to a +8 bonus. Speak with Sharks: You can communicate telepathically with sharks at a range of 150 feet. This communication is limited 73–74 to simple concepts, such as “come here,” “defend me,” or “attack this target.” Additionally, you may use wild empathy to influence the attitude of sharks, using your binder level as your effective druid level. Spikes: You can loose four spikes as a standard action, making an attack roll with each spike. This attack has a range of 180 feet with no range increment and deals damage equal to one of your unarmed strikes. All targets must be within 30 feet of 75–76 each other.You can launch a total number of spikes equal to 3 + your binder level in any 24-hour period. Using this ability does not provoke attacks of opportunity. 77–78 Stench: You gain the stench special ability. Stout:You gain a +1 bonus on Fortitude saving throws. When your binder level reaches 3rd and every six levels thereafter, 79–80 this bonus increases by +1, up to a +4 bonus. Thick Fur: You gain a +1 enhancement bonus to your natural armor and gain a constant endure elements effects, but only 81–82 against cold temperatures. When your binder level reaches 3rd and every six levels thereafter, this enhancement bonus increases by +1, up to a +4 enhancement bonus to your natural armor. Telepathic Link: You gain the ability to mentally communicate with any creature within 30 feet with whom you share a 83–84 language. Otherwise this ability is identical to the telepathy ability. Tremor Sense: You gain tremorsense out 5 feet. When your binder level reaches 3rd and every three levels thereafter, the 85–86 range of your tremorsense improves by 5 feet, up to 35 feet. Undead Anatomy: You are treated as an undead for the purpose of channeled energy, cure spells and inflict spells, and how 87–88 you are detected via detect undead. This ability does not make you susceptible to effects that specific target or react differently to undead, such as searing light. 89–90 Whirlwind Strike: You gain the benefits of Whirlwind Attack for the duration of the pact. 91–95 Selective Mutation:You may select any one monstrous aspect on Table 2-2: Improved Monstrous Aspects and gain it. Horrible Mutation: Roll twice on Table 2-2: Improved Monstrous Aspects and gain both results as well as a –2 penalty to 96–100 your Charisma score.

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God Binder (Pact)

By worshiping a deity who smiles upon pact magic, you receive divine power through pact magic. Prerequisites: Amateur Pactmaker† or bind spirit class feature, Wisdom 15, worshiper of a deity. Benefit: Select 1 cleric domain granted by the deity you worship. When you seal a pact with a spirit, you can gain the chosen domain’s 1st level granted power as a vestigial bond instead of the spirit’s normal vestigial bond, treating your binder level as your effective cleric level. You must trade the granted ability (or abilities) noted by the spirit’s vestigial bond in order to gain the domain’s granted power. For example, if you seal a pact with Aza’zati you must trade the smaller is better granted ability for the granted power of your selected domain.

Improved Monstrous Aspect

The occult spirits mutate your body with frighteningly bestial aspects. Prerequisite: Monstrous aspect class feature. Benefit: When you seal a good pact with a spirit, you may roll on Table 2-2: Improved Monstrous Aspects (see pages 76-77) instead of choosing your monstrous aspect from the list of abilities available to you based on your pactmaker level. If you gain multiple monstrous aspects, you may choose to select some from the standard list of monstrous aspects and roll for others on Table 2-2: Improved Monstrous Aspects. All monstrous aspects are considered minor granted abilities.

Jealous Guardian (Pact)

Your occult benefactors jealously guard your soul, improving your resistance to mind-affecting abilities. Prerequisites: Iron Will, Unyielding Personality†, bind spirit class feature. Benefit: While you are bound to a spirit, whenever you fail a Will save against a mind-affecting effect, you may attempt a second Will save 1 round later at the same saving throw DC. You only receive this one additional chance to save against the mind-affecting effect.

Life-Stealing Strike (Combat, Pact)

You can drain away a foe’s vitality with occult power. Prerequisites: Furious Strike†, bind spirit class feature. Benefit: Any time that you deal damage with the additional damage granted by Furious Strike, you gain half of the additional damage dealt to your spirit’s favored enemy by this additional damage as temporary hit points for 1 hour. These temporary hit points do not stack.

Occult Fist (Combat, Pact)

The spirits boost your attacks to overcome damage reduction. Prerequisites: Improved Unarmed Strike; Amateur Pactmaker† or bind spirit class feature. Benefit: While bound to a spirit, your unarmed strikes are considered magic and silver weapons for the purpose of

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overcoming damage reduction. If you are a monk or a brawler, you are considered 4 levels higher when determining the benefits of your ki strike class feature or brawler’s strike class feature against your bound spirit’s favored enemies.

Occult Infusion (Metamagic, Pact)

You can imbue your spellcasting with the power of the spirit world, making your magic difficult to predict. Prerequisites: Bind spirit class feature, ability to cast 2nd-level spells. Benefit: You infuse your spells with the touch of the occult, allowing the whisper of your bound spirits to guide you as you cast the spell. If you are bound to a spirit when you cast an occult infused spell, you automatically succeed at all concentration checks that you would make to avoid losing the spell. Level Increase: +2 (an occult infused spell uses a spell slot two levels higher than the spell’s actual level). Special: If you prepare spells in advance, you must be bound to a spirit in order to prepare an occult-infused spell.

Occult Panache (Pact, Panache)

Your skill with occult powers fuels your flamboyant recklessness. Prerequisites: Amateur SwashbucklerACG or panache class feature; bind spirit class feature. Benefit: Each time you confirm a critical hit with a granted ability (or a weapon created by a granted ability) or reduce a creature to 0 or fewer hit points with a granted ability, you regain 1 panache point. You do not regain panache in this manner if you meet one of these conditions by attacking an unattended object, a helpless or unaware creature, or a creature with fewer Hit Dice than half your character level.

Opportune Ability (Pact)

You can call upon your spirit’s granted abilities to take advantage of lapses in your opponents’ defenses. Prerequisites: Combat Reflexes, bind spirit class feature. Benefit: Whenever an opponent provokes an attack of opportunity from you, you may activate a granted ability instead of making a melee attack. The granted ability must have an activation time of 1 standard action. If you use a major granted ability as part of this feat, it is expended as usual.

Performance Binder (Pact)

You can use your skillful performances to aid in your binding endeavors. Prerequisites: Versatile performance class feature, bind spirit class feature. Benefit: Select 1 Perform skill, such as Perform (oratory). You gain a +1 bonus on binding checks made to seal pacts with spirits plus an additional +1 bonus for every 5 ranks in the selected Perform skill that you possess, up to a maximum of a +5 bonus at 20th level. Special: If you are a bard with the soul muse archetype, this bonus applies on binding checks that you make with a Perform skill using the soul musing class feature.

Permanent Pact (Pact)

You seal an unending pact with an occult spirit. Prerequisites: Flexible Pactmaking†, Spirit Focus†, bind spirit class feature. Benefit: Select 1 spirit that you have selected with Spirit Focus when you gain this feat.You enter an unending pact with the selected spirit: your pact does not end after 24 hours and you cannot willingly expel or exorcise the spirit. A permanent pact is treated as a good pact and you do not gain the capstone of a spirit that you made a permanent pact with unless it is granted to you by a spell, magic item, or this feat (see below). Once per day, you can perform the ceremony of a spirit that you have made a permanent pact with in order to attempt to gain the spirit’s capstone empowerment. This functions as a ritual made to summon any other spirit and requires that you draw the spirit’s seal and perform its ceremony. If your binding check exceeds the spirit’s binding DC by 10 or more (or 5 or more if you have the Capstone Binder feat), you gain the spirit’s capstone empowerment for 24 hours. If you fail this binding check, your pact with the spirit becomes a poor pact and you take the associated penalties for 24 hours. Additionally, you may choose to gain the spirit’s vestigial companion at the usual cost described by that spirit during this pact; if you succeed, you gain the spirit’s vestigial companion for 24 hours, after which the companion fades and the traded granted abilities resume granting you their benefits. Permanent pacts cannot be modified or altered by feats (other than Spirit Focus) or class features unless specifically stated otherwise; for example, you cannot use Flexible Pactmaking feat with a permanent spirit. Once you have made a permanent pact with a spirit, the pact cannot be broken or undone, and even successful attempt to exorcise the spirit merely suppress its benefits and influences for 24 hours. Not even death (and subsequent resurrection) can free one’s soul from a permanent pact.

Rapid Recovery (Pact)

You quickly regain access to your major granted abilities. Prerequisite: Bind spirit class feature. Benefit: While bound to a spirit, reduce the number of rounds that your spirit’s major granted abilities are expended for after they are used by 1 round. This feat cannot reduce the number of grounds that a granted ability is expended for if it was expended to activate another feat or class feature (such as Furious Strike†). Normal: A spirit’s major granted ability is expended for 5 rounds after it is used.

Reserve Spirit (Pact)

You are exceptionally good at pact magic, even when dabbling into other professions. Prerequisite: Bind spirit class feature. Benefit: Increase your binder level by 4 for the purpose of determining the effects of your granted abilities. This feat cannot cause your binder level to exceed your character level and the increase in binder level granted by this feat doesn’t increase your maximum spirit level.

You can store an additional spirit in reserve for later. Prerequisites: Bind spirit class feature, binder level 5th. Benefit: You can bind an additional spirit to your soul as a reserve spirit, using the normal rules for sealing a pact with a spirit (see Performing a Pact Ritual in Chapter 3). Unlike other spirits, a reserve spirit’s granted abilities are suppressed for the pact’s duration. As a full-round action, you can unsuppress your reserve spirit by suppressing another spirit that you are bound to in its place; doing so also suppresses all active effects that depend on the suppressed spirit’s presence, such as the pactmaker’s constellation aspect class feature if the suppressed spirit is the pactmaker’s only spirit of the chosen constellation. You may use the reserve spirit’s granted abilities for a number of minutes per day equal to your binder level.These minutes do not need to be consecutive, but they must be used in 1-minute increments. When this duration has expired, the reserve spirit becomes suppressed and the suppressed spirit’s granted abilities become available once more, as well as any effects that depend upon that spirit. A reserve spirit’s pact cannot be altered with feats, class features, or similar effects. A reserved spirit cannot be expelled and a reserve spirit is always considered the lowest-level spirit that you are bound to regardless of its actual level when you are targeted by dismiss pact spirit† and similar effects. If your pact with a reserve spirit is ended early by dismiss pact spirit† or a similar effect, you cannot seal a pact with a new reserve spirit for 24 hours, regardless of how much time was left in your pact with the reserve spirit. Special: A binder with the spirit companion or summon spirit class feature who uses reserve spirit can use this ability to reserve a different vestigial companion to summon. Characters who bind spirits to animal companions, familiars, mounts, or similar creatures (such as the weird witch archetype) can use this feat to reserve an additional spirit on those creatures.

Practiced Mask Designer

Reweave Spellcasting (Pact)

Practiced Binder (Pact)

You can create corpse masks from an expanded library of creature types. Prerequisite: Expanded mask design class feature. Benefit: You gain one additional mask design. You must meet all prerequisites for this mask design. Special: You can gain Practiced Mask Designer multiple times.

You transform prepared spells into occult powers. Prerequisite: Bind spirit class feature, ability to prepare 3rd-level arcane spells. Benefit: You can sacrifice a prepared spell and transform it into a granted ability using a ritual. After performing this ritual, you must expend a prepared wizard spell, making it

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unavailable for the rest of the day, just as if it had been cast. The spell cannot be from an opposed school of magic and it must be at least 2 levels lower than the spirit’s level. After the ritual is complete, the spell is transformed into a granted ability, replacing a granted ability of the same type that the spirit normally possesses. If the spell requires any material or focus components worth more than 1 gp, you must still provide that component in order to use the granted ability. The spell can still be countered or dispelled by other spells but is otherwise considered a supernatural ability for all purposes. You may only reweave one granted ability per bound spirit at a time. The following rules and restrictions are placed on rewoven spells depending upon whether a spell is rewoven into a minor granted ability or a major granted ability. Minor Granted Ability: You may only reweave harmless spells with a range of personal into minor granted abilities. If the spell has a range of instantaneous, you may use it a number of times per day equal to 3 + your Charisma modifier. If the spell has a duration, you may use it for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. A minor rewoven spell always replaces the same granted ability that is replaced by the spirit’s vestigial bond. If the spirit does not have a vestigial bond or it does not replace a single minor granted ability with its vestigial bond, then that spirit cannot be used in a reweave spellcasting ritual. Major Granted Ability: You may rewrite any spell into a major granted ability. A spell with a duration longer than instantaneous has its duration reduced to just 4 rounds. After it is used, a major rewoven spell is expended for 5 rounds, as a major granted ability. Feats, class abilities, and similar abilities cannot reduce the number of rounds that a rewoven spell is expended.

spirit’s favored enemies to ignore up to 1 point of damage reduction that the creature possesses until the end of the turn. When your binder level reaches 5th and every five levels thereafter, you ignore 1 additional point of damage reduction that the creature possesses, up to DR 5. This feat does not affect untyped damage reduction, such as DR 10/–.

Selective Ability (Pact)

You are skilled at sealing pacts with a specific spirit. Prerequisite: Bind spirit class feature. Benefit: Select one spirit whose level is equal to or less than your maximum spirit level. You must complete all four of the spirit’s Knowledge Tasks in order to select it with this feat. You gain a +2 bonus on binding checks made to forge pacts with the spirit and a +1 bonus to the saving throw DC of the spirit’s granted abilities. Every time your binder level increases, you may reassign this feat to a new spirit whose level is equal to or less than your maximum spirit level and whose Knowledge Tasks you have completed. Special: You can select this feat multiple times. Its effects do not stack. Instead, each time you select this feat, pick a different spirit to apply its benefits to.

You can exclude creatures from the effects of your occult powers. Prerequisites: Bind spirit class feature, ability to bind 4th-level spirits. Benefit: Whenever you activate a granted ability that affects an area, you may exclude a number of creatures from the granted ability’s effects equal to your Charisma modifier. These targets are not affected by your granted ability. Shield Against the Supernatural You are naturally resistant to supernatural powers. Benefit: You gain a +2 bonus on saving throws made against all types of supernatural abilities, including the granted abilities of spirits.

Shoot the Heel (Combat, Grit, Pact)

You utilize the otherworldly power of an occult entity to target your foe’s weak points. Prerequisites: Amateur GunslingerUC or grit class feature, bind spirit class feature. Benefit: While you are bound to a spirit, you can spend 1 grit as a swift action in order to cause your firearm attacks made against a creature that qualifies as one of your bound

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Societal Obedience

You belong to a secret organization that gifts you with special boons in exchange for the completion of minor tasks and offerings. Prerequisites: 3 skill ranks in any two of the skills that members of the organization can use to make activity checks, Fame 15 with the chosen organization (see Chapter 8). Benefit: Each organization requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the organization to whom you performed the obedience. If you have at least 12 Hit Dice, you also gain the first boon granted by your organization upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the organization’s second boon. If you have 20 Hit Dice or more, you also gain the organization’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. Certain prestige classes gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Spirit Focus (Pact)

Spirit Strike (Combat, Pact)

You are able to use your occult powers with frightening speed. Prerequisites: Cha 13; bind spirit class feature; base attack bonus +3, brawler’s strike class feature, or flurry of blows class feature. Benefit: When you take a full attack action or use brawler’s flurry or flurry of blows, you may substitute an attack with a

bound spirit’s major granted ability.This granted ability must have an activation time of 1 standard action or less. You must choose the attack with the highest base attack bonus to be substituted.

Supernatural Consciousness

You have a sixth sense when it comes to detecting danger. Benefit: You may use your Wisdom modifier in place of your Dexterity modifier on initiative checks.

Supernatural Slayer (Combat)

You are skilled at killing supernatural entities. Prerequisites: Combat Reflexes, Shield Against the Supernatural†. Benefit: Creatures that use supernatural abilities while within your threatened area provoke attacks of opportunity from you. This attack does not disrupt the creature’s use of its supernatural ability unless specifically noted otherwise. Normal: Supernatural abilities do not provoke attacks of opportunity.

Suppress Physical Sign (Pact)

You effortlessly show or suppress your spirit’s physical sign. Prerequisite: Bind spirit class feature. Benefit:You can show or suppress the physical sign of any spirit that you have forged a good pact with as a free action. You can show or suppress the physical sign of any spirit that you have forged a poor pact with as a move action. Normal: Showing or suppressing the physical sign of a spirit that you have made a good pact with is a move action and you cannot suppress the physical sign of a spirit that you have made a poor pact with.

Tailored Spell (Metamagic)

You precisely choose the finest details regarding your spells. Benefit: When you cast a spell that alters the target’s size category, age category, or both, you may choose its adjusted form’s exact height, weight, and age. The chosen measurements must be appropriate for the adjusted creature’s new age category or size category. For example, when using flames of youth to transform an Adult human into a Youth, you may choose the creature’s age from between the Youth category’s minimum age (8 years for a human) and maximum age (14 years for a human). Spells that do not alter a creature’s age category or size category are not affected by this feat. Level Increase: None (a tailored spell does not use up a higher-level spell slot than the spell’s actual level).

Unbreakable Resolve (Grit, Pact)

Your thirst for revenge is unwavering. Prerequisites: Amateur GunslingerUC or grit class feature, bind spirit class feature. Benefit: While you are bound to a spirit, you can spend 1 grit as an immediate action in order to gain DR 1/– and resistance 5 against all types of energy damage against attacks

made or spells cast by any creature that qualifies as your bound spirit’s favored enemy until the end of the turn. When your binder level reaches 5th and every five levels thereafter, increase the DR that you receive from this feat by 1 and the resistance by 5, up to DR 5/– and energy resistance 20.

Unyielding Personality (Pact)

Your sense of self is so powerful that spirits struggle to pull you under their influence. Prerequisite: Bind spirit class feature. Benefit: Whenever you make a poor pact with a spirit, you do not suffer the spirit’s personality influence unless you fail your binding check by 5 or more. Normal: When you fail a binding check, you suffer the spirit’s personality influence for the pact’s duration.

Volatile Mind (Pact)

Your bound spirit lashes out in anger against any who disturb its vessel. Prerequisites: Iron Will, Jealous Guardian†, Unyielding Personality†. Benefit: While you are bound to a spirit, whenever you succeed on a Will saving throw against a mind-affecting effect, you may expend a bound spirit’s major granted ability for 5 rounds as an immediate action in order to deal 1d6 points of damage per level of the spirit to the creature who targeted you with the mind-affecting effect. This damage is untyped.

Willing Mutation (Pact)

You embrace bodily deformities bestowed upon you by occult spirits, allowing some control over the transformation. Prerequisites: Improved Monstrous Aspect†, monstrous aspect class feature. Benefit: Whenever you roll on Table 2-2: Improved Monstrous Aspects (see pages 76-77) to determine your monstrous aspect, you may increase or decrease your result by an amount up to your Charisma modifier (minimum 1).

Yielding Gambit (Pact)

You cave into a spirit’s demands in exchange for power. Prerequisites: Unyielding Personality†, bind spirit class feature. Benefit: While bound to a spirit that you sealed a good pact with, you can refresh its major granted ability as a free action, allowing you to use it immediately. You can refresh the major granted ability if it is expended, but not if it is suppressed. In exchange, your pact with the spirit shifts, becoming a poor pact instead of a good pact.You lose the spirit’s capstone empowerment if it was earned, suffer the spirit’s personality influence, and cannot suppress the spirit’s physical sign. Alternatively, you can use this feat to apply an alternation binder secret to the spirit’s major granted ability without increasing the number of rounds that the major granted ability is expended for instead of refreshing a major granted ability. The penalties for using this feat in such a manner do not change.

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Chapter 3 pactmaking Pactmaking Deep within the world’s forgotten places are tombs of esoteric lore, rituals for summoning otherworldly entities both terrible and wondrous into the mortal realm. With clever words and a steeled heart, daring souls can barter with these entities for incredible power at a small cost—the violation of the sanctity of the pactmaker’s soul. For some, the cost is too high and so the lost arts of pact magic remain buried. But for others, curiosity, lust, and greed trump common sense as they folks trade their very humanity for occult power using the secrets of pact magic. Here in Chapter 3, you will find: Binding Spirits: Detailed rules describing the method by which pactmakers (and other binders) use pact magic to seal a pact with an occult spirit. Spirit Basics: A detailed description of the format used by every occult spirit detailed in Chapter 4.

Binding Spirits This section describes the process of binding spirits and explains how to read a spirit’s description.

Researching the Spirit

Before a binder can make a pact with a spirit, she must acquire four crucial pieces of information, or aspects, that allow her to pull the spirit from the Spirit Realm. These key aspects as known as Knowledge Tasks and a binder cannot attempt to seal a pact with a spirit without fulfilling all four of the spirit’s Knowledge Tasks first. A binder cannot attempt to fulfill a Knowledge Task for a spirit whose spirit level exceeds her maximum spirit level. In order to fulfill a Knowledge Task, the binder must succeed on a Knowledge skill check against a DC of 25 + the spirit’s level; the type of Knowledge check depends upon which aspect of the spirit the binder is researching, as noted below. If the binder succeeds on this Knowledge check, she fulfills the Knowledge Task for that aspect. If she fails, the binder does not fulfill

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the Knowledge Task but he receives a +5 bonus on his next

Knowledge check to attempt to fulfill that same Knowledge Task.

This bonus stacks between multiple weeks so long as the binder continues to research the same aspect of the same spirit; if she begins researching a different spirit or a different aspect of the current spirit that she is researching, she loses all bonuses on Knowledge Tasks that she has accumulated for the aspect that she stopped researching . For example, if Aza, a 1st level pactmaker, attempts to fulfill Cave Mother’s constellation Knowledge Task (DC 26) with her +6 bonus on Knowledge (arcana) checks, the highest she can roll is a 26, so she will likely fail her first week of researching. On her next attempt to research Cave Mother’s constellation, however, Aza receives an additional +5 bonus to uncover Cave Mother’s seal, increasing her bonus to +11. If Aza fails again, she will receives another +5 bonus to uncover Cave Mother’s seal and will continue to do so each week until she finally fulfills Cave Mother’s Knowledge Task with a successful DC 26 check. If Aza finds an ancient tablet that grants her a +10 bonus on checks to fulfill Cave Mother’s personality Knowledge Tasks before completing Cave Mother’s constellation Knowledge Task, however, she could abandon her studies of Cave Mother’s constellation in order to study Cave Mother’s personality, but doing so would cause Aza to lose the +10 bonus that she has earned from her time spent studying Cave Mother’s constellation, even if she later returns to this Knowledge Task after discovering Cave Mother’s personality. The binder needs a fairly quiet, comfortable, and well-lit place in which to research a Knowledge Aspect. Researching a spirit requires 8 hours per level of the spirit, with a minimum of at least 8 hours. This process can be accelerated to 4 hours of work per level of the spirit by increasing the DC to research the spirit by 5. The binder can spend up to 8 hours each day researching a Knowledge Aspect. She cannot rush the process by working longer each day, but the days need not be consecutive, and the binder can use the rest of the time as she sees fit. If the binder is out adventuring, she can devote 4 hours each day to researching a Knowledge Task, although she nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, preparation, and during watches at night. This research is typically done in a controlled environment, where distractions are at a minimum, such as a library or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring binder). Starless Spirits: Because of their enigmatic nature, it is more difficult to research information about starless spirits than spirits that belong to a constellation. Add +5 to the DC of all Knowledge checks made to fulfill a starless spirit’s Knowledge Tasks.

Knowledge Tasks

Binders must fulfill the following Knowledge Tasks in order to seal a pact with a spirit.The Knowledge skill(s) that can be used

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to fulfill the Knowledge Task are noted in parentheses. Ceremony (Arcana/Religion): Each spirit possesses a specific ceremony that must be mastered in order to attract its attention and guide it from the Spirit Realm into the binder’s seal. Fulfilling this Knowledge Task teaches the binder the spirit’s ceremony, manifestation, and totem requirements. Constellation (Arcana/Religion): Whether the spirit is starless, aligned to one of the twelve occult constellations, or has been consumed by the Dark Beyond, a pactmaker must know to which constellation a spirit belongs to in order to properly perform the spirit’s ceremony. Fulfilling this Knowledge Task teaches the binder the spirit’s constellation. Personality (History/Local): Understanding a spirit’s personality is vital to properly performing its ceremony and to keep the spirit manifested during the pact making process. Fulfilling this Knowledge Task teaches the binder the spirit’s alignment, personality influence, favored allies, and favored enemies. Seal (Arcana/Planes): In order to summon a spirit from the Spirit World long enough to make a pact with it, a binder must create a vessel that can ground the spirit in the mortal world long enough to forge a pact with it. A spirit’s seal represents the its life or the events which transformed it into a spirit. Fulfilling this Knowledge Task teaches the binder the spirit’s seal.

Alternate Tasks

Research is not the only way that a binder can fulfill the Knowledge Tasks required to seal a spirit. Other common ways are noted below. Adventuring: Ancient ruins seeped in pact magic lore sleep throughout the land, forgotten amidst the passage of time. A GM may choose to award a binder with occult knowledge not by research or practice but through study and exploration. The GM decides how much of a benefit the discovery provides to the binder: some discoveries might provide a bonus on Knowledge checks made to complete the spirit’s Knowledge Tasks while others might outright fulfill one or more Knowledge Tasks. The grandest discoveries may fulfill all of a spirit’s Knowledge Tasks simultaneously. Gnostic Tomes: Throughout the ages, scholastic binders that stylize themselves as occult scholars have painstakingly recorded as much of the lore regarding the spirits of pact magic as possible into special books called gnostic tomes. Each gnostic tome offers all known information about a specific spirit. A binder who spends 24 uninterrupted hours studying a gnostic tome immediately fulfills all of the spirit’s Knowledge Tasks and can attempt to make a pact with a spirit. Tutelage: An older, more experienced pactmaker can teach a binder the secrets required to summon a spirit and bind it to his soul.This process takes one day of practice and at end of the day, the binder attempts to seal a pact with this new spirit. If the binder manages to make a good pact with the new spirit, he fulfills all of its Knowledge Tasks. If he makes a poor pact with the spirit, one random Knowledge Task is completed instead.

Key Terms for Pact Magic

The following key terms are commonly used throughout Pact Magic Unbound: Grimoire of Lost Souls. Alignment: The spirit’s alignment. A binder gains a +2 bonus on binding checks made with spirits who share her alignment and a –2 penalty on binding checks made with spirits who oppose her alignment. Neutral characters do not take any penalties when sealing pacts with spirits due to alignment. Binder: A character capable of sealing pacts with an occult spirit using Amateur Pactmaker† or the bind spirit class feature. Binder Level: A binder’s total level in classes that grant the bind spirit class feature plus half the character’s level in classes without this feature. Binding Check: A d20 check made to seal a pact with a spirit during Step 4 of the pactmaking process. A binding check is equal to 1d20 + 1/2 the character’s binder level + the binder’s Charisma modifier. Binding DC: The Difficulty Class of a binding check with a specific spirit. Constellation: A category of spirits similar to a spell’s school. Constellations represent an organization of stars on the Astral Plane that attract spirits based on their ideologies and values. In total, there are 14 constellations. Spirits without a constellation exist; they are called Starless spirits and represent spirits whose ideologies don’t match those of one of the constellations. Exorcise: Forcibly terminating a pact with a spirit without the binder’s consent. After exorcising a spirit, its binder loses all benefits for having been bound to that spirit. Additionally, the total number of spirits that the binder can seal a pact with is reduced by 1 (minimum 0) for 24 hours. Expel: Forcibly self-terminating a pact with a spirit. Afterward, the binder loses all benefits of being bound to that spirit and the spirit refuses to seal a pact with the binder for 24 hours. Favored Ally: A list of creatures that the spirit likes. If a binder qualifies as a spirit’s favored ally, she gains a +2 bonus on her binding check with that spirit. Additionally, certain abilities provide additional benefits when interacting with a spirit’s favored allies. Favored Enemy: A list of creatures that the spirit loathes. If a binder qualifies as a spirit’s favored enemy, she takes a –2 penalty on her binding check with that spirit. Additionally, certain abilities provide additional benefits when interacting with a spirit’s favored enemies. Granted Abilities: Any supernatural powers granted to a binder via pact magic. These powers are outlined in the ‘Spirit Basics’ section. Granted Abilities (Capstone Empowerment): A special granted ability that modifies a spirit’s major granted ability. A binder only earns a spirit’s capstone empowerment if she beats the spirit’s binding DC by 10 or more. All spirits have one capstone empowerment per major granted ability it grants. Granted Abilities (Major): A powerful granted ability that becomes expended for 5 rounds after it is used. Typical spirits have one major granted ability. Granted Abilities (Minor): A less powerful ability that the binder can use at will or a limited number of times per day.

Typical spirits have four minor granted abilities. Knowledge Tasks: Four specific aspects of a spirit that a binder must discover before she can seal a pact with it. These aspects are outlined in the ‘Knowledge Tasks’ section. Maximum Spirit Level: The highest-level of spirit that the binder can seal a pact with. A binder’s maximum spirit level is determined by her class level in the class that she obtained the bind spirit class feature from. When using Amateur Pactmaker†, a binder’s maximum spirit level cannot increase beyond 1st. Pact: The ceremony, manifestation, and bartering process with an occult spirit.This process and its consequences are outlined in the ‘Performing a Pact’ section. Pact (Good): A pact where the binder’s binding check equals or exceeds the spirit’s binding DC. A binder in a good pact with a spirit can show or suppress the spirit’s physical sign or minor granted abilities as a move action and suffers no penalties for disobeying the spirit’s personality influence. Pact (Poor): A pact where the binder’s binding check does not equal or exceed the spirit’s binding DC. A binder in a poor pact must show the spirit’s physical sign and she suffers a cumulative –1 penalty on ability checks, attack rolls, saving throws, and skill checks and a –1 penalty to her Armor Class each time she disobeys the spirit’s personality influence. This penalty lasts 24 hours, even after the pact ends. A binder can attempt a Will save to negate the penalty (DC equals the spirit’s binding DC when the pact was made, including modifications). Personality Influence: How a spirit demands its binder to act if the binder made a poor pact with her spirit. Disobeying a spirit’s personality influence has consequences for the binder (see poor pact). A binder in a good pact with a spirit takes no penalty for ignoring a spirit’s personality influence. Physical Sign: The bodily change that the spirit’s presence forces upon a binder. Each spirit has its own, unique physical sign. All spirits have a passive physical sign, one that is always active on the binder, and a triggered physical sign, one that becomes active when the binder uses one of her spirit’s granted abilities. A triggered physical sign ends at the end of the turn that the granted ability was used. Binders who have made a good pact with a spirit can suppress the spirit’s physical sign (see good pact). Some granted abilities require that the spirit’s physical sign is shown in order to receive their benefits. Suppress: Removing all benefits (but not penalties) of being bound to a spirit. A suppressed granted ability cannot be activated and provides no benefits to a binder. Any effects created by a suppressed granted ability immediately end when it becomes suppressed. A suppressed major granted ability is considered expended for the purposes of all abilities. A suppressed vestigial companion disappears, causing any equipment given to it to fall to the ground in its space. Totem: A special requirement that a binder can meet during a spirit’s ceremony in order to gain a bonus on her binding check. This bonus is outlined in the ‘Spirit Basics’ section.

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Hiring a tutor typically costs the same amount as purchasing a new spell for a wizard’s spellbook, though this price is doubled if pact magic is rare and quadrupled if pact magic is scarce. At the GM’s decision, occult tutors may not be available for hire in a campaign setting where pact magic is rare or scarce.

Performing a Pact Ritual

Before he can bind a spirit to his soul, a binder must first summon the spirit into our world using a pact ritual. While not usually difficult or costly to perform, this ritual requires precise execution and attention to detail. Step 1—Draw the Seal: First, the binder must create a vessel that temporarily houses the spirit, grounding it in reality. A seal acts as a spirit’s unique signature, though all seals share some common elements. A seal must be the same size as the space of the creature drawing it. For example, a Medium creature’s seal must have a 5-foot radius while a Large creature’s seal must have a 10-foot radius. Drawing a seal takes 1 minute, though you can rush this part of the binding process in 5 rounds. If you rush the drawing of a spirit’s seal, there is a 50% chance when you perform the spirit’s ceremony that the spirit will not come. If this happens, the spirit refuses to answer your summons for 1 day. Step 2—Perform the Ceremony: Next, the binder must perform a specific ritual that summons the spirit from the Spirit Realm and guides it into the seal. A spell components pouch contains all of the reagents required to perform a spirit’s ceremony unless the ritual requires a component that costs more than 1 gp or the component could not feasibly fit within a spell components pouch. Performing a spirit’s ceremony takes 1 minute, though you can rush this part of the binding process by up to 9 rounds. If you rush your performance of a spirit’s ceremony, you suffer a cumulative –2 penalty on binding checks made with the spirit per round that you rush the ceremony by; for example, performing a spirit’s ceremony in 1 round incurs a –18 penalty on your binding checks. Step 3—Witness the Manifestation: After the ritual is performed, the spirit appears before the binder. Each spirit has a unique manifestation. The manifestation typically takes one round, though through the distortion of reality, this may seem like a longer or shorter amount of time to the binder. Step 4—Barter with the Spirit: Once a spirit has manifested within its seal, the binder barters with it for power while the spirit attempts to secure itself a means of influence over its mortal host. This is represented by a binding check opposed by the spirit’s binding DC. The process of bartering with a spirit takes 1 minute of continuous interaction, similar to using the Diplomacy skill. If the binder’s binding check equals or exceeds this DC, he makes a good pact with the spirit. The binder earns the spirit’s capstone empowerment if he makes a good pact with the spirit and his binding check exceeds the spirit’s binding DC by 10 or more. If he fails the check, he makes a poor pact with the spirit. Regardless of whether or not the binder succeeds on its binding check, the spirit is bound to the binder for 1 day. During

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this time, the binder gains access to the spirit’s granted abilities. After the binding check is made, the seal and the spirit manifested within it disappear completely. Chalk blows away, blood seeps into the earth, scratches in the earth close themselves, and so on. After 1 day has passed, the spirit returns from whence it came and all signs and effects of its presence disappear.

Spirit Basics This section describes the basic rules and terminology regarding occult spirits.

Name & Title

The spirit’s name and title is listed at the top of its entry. Some spirits bear names eerily identical to those of real historical figures while others have outlandish, almost simplistic names. A brief summary of the spirit can be found below its name.

Summoning Rules

This section describes the various rules and rituals for summoning the spirit. Level: All spirits are assigned a level ranging from 1st to 9th. A spirit’s level notes how difficult it is to summon and seal pacts with it; spirits with low levels are well known or actively try to seal pacts with binders while spirits with high levels are obscure or require an experienced, persuasive binder to convince them into a pact. Alignment: Each spirit possesses an alignment that represents its world outlook or the manner in which it seeks to gratify its temporary existence when bound to a binder. A binder gains a +2 bonus on binding checks made with spirits whose alignment matches their own. For example, a Lawful Good binder gains a +2 bonus on binding checks when sealing pacts with a Lawful Good spirit. Additionally a binder takes a –2 penalty on binding checks made with spirits whose alignment opposes their own on both axes. For example, a Lawful Good binder takes a –2 penalty on binding checks made with Chaotic Evil spirits. A Neutral binder gains a +2 bonus on binding checks made with Neutral spirits but does not take a penalty on binding checks based on alignment. Constellation: Each spirit belongs to a constellation, which is listed under its summoning rules. Although the term evokes celestial imagery, the exact connection between occult spirits isn’t well understood, and two of the fifteen constellations aren’t associated with the stars at all. Instead, most occult scholars believe that the constellations represent metaphysical themes and connections between the spirits and their mortal lives, ambitions, and personalities. The constellations are described on the facing page. Each constellation includes its general theme, alternate names that some occult communities use for that constellation, and any constellations that it allies with or opposes. Some spirits are Starless, belonging to no constellation.

Descriptions of the Spirit Constellations

The thirteen constellations are frequently referred to throughout Pact Magic Unbound: Grimoire of Lost Souls. Angel: Representing guardians, protectors, healers, and all that is righteous, angel spirits typically identify with truly good beings, especially the various races of goodly outsiders. In some communities, this constellation is named for other righteous concepts, including Agathion, Heaven, and Paladin. The Angel constellation is allied to the Scholar and Tree constellations and opposed to the Fiend constellation. Beast: Consisting of spirits driven by instinct, beast spirits are most often denizens of the wilderness, whether they represent animals, magical beasts, or wildlings. In some communities, this constellation is named for other wild or primal concepts, including Cyclops, Monster, and Spider. The Beast constellation is allied to the Dragon and Fiend constellations and opposed to the Scholar constellation. Dark Beyond: Dwelling in the darkest recesses of the multiverse, the Dark Beyond is simultaneously associated with all constellations and none of them, for the Dark Beyond surrounds all constellations on all sides. In some communities, this constellation is named for other alien, unknowable concepts, including Elder Sign, Great Dark, and Shadow. The Dark Beyond is allied with no other constellation and opposes all other constellations. Dragon: The primeval dragon constellation was old when the world was young, and spirits belonging to the dragon constellation possess all of the splendor, grandeur, and awe that their namesakes possess. Most dragon spirits are heavily associated with dragons in some manner, whether they were once dragons themselves or pride themselves upon one or more draconic traits. In some communities, this constellation is named for other draconic creatures, including Drake, Linnorm, and Wyrm.The Dragon constellation is allied to the Beast and Thief constellations and opposed to the Hero constellation. Fiend: The Fiend constellation embodies all that is corrupt and vile. Fiend spirits often despise mortals and count the most cruel and evil entities ever to exist among their number. In some communities, this constellation is named for other wicked concepts, such as Diablo, Furies, and Hellion. The Fiend constellation is allied to the Beast and Skull constellations and opposed to the Angel constellation. Hero: Champions of belief, some binders foolishly believe that the Hero constellation is as righteous and just as the Angel constellation. But just as every argument has two sides, Hero spirits come from every race, ethnicity, and alignment. Rather, Hero spirits embody belief and as a reason, many were once mortal martyrs. In some communities, this constellation is named for specific heroic concepts, such as Guardian, Knight, and Warrior. The Hero constellation is allied to the Noble and Scholar constellations and opposed to the Dragon constellation. Mage: Masters of magic and shapers of reality, the Mage constellation represents power and prosperity, unfettered

from morality and ethics, that can be used to shape the world at its user’s whims. In some communities, this constellation is named for other mystic concepts, such as Magician, Mind, and Portal. The Mage constellation is allied to the Noble and Skull constellations and opposed to the Seer constellation. Noble: Although many associate the Noble constellation with law and order, in truth, it is better characterized by hierarchy and has little problem adjusting itself and its ethnics to match its ultimate aims. Noble spirits represent enforcers of law and order and are powerful leaders and rulers. In some communities, this constellation is named for more specific kinds of nobility, including Crown, Emperor, and King/ Queen. The Noble constellation is allied to the Hero and Mage constellations and opposed to the Thief constellation. Seer: Said to be linked to the all-seeing eyes of the gods, the Seer constellation represents true divinity in all its forms. In some communities, this constellation is named for other ocular or prophetic concepts, including Eye, Genie, and Priest. The Seer constellation is allied to the Thief and Tree constellations and opposed to the Mage constellation. Scholar: Spirits that belong to the Scholar constellation are united by a passion for the acquisition of knowledge and experience. In some communities, this constellation is named for other seekers of lore, including Magi, Tome, and Wiseman. The Scholar constellation is allied to the Angel and Hero constellations and opposed to the Beast constellation. Skull: Harbingers of death, the Skull constellation embodies the cycle of life, especially the triumph and finality of death. Just as often, however, Skull spirits represent an inversion of this cycle, typically in the form of undead entities. In some communities, this constellation is named for specific, deathly concepts, including Death, Ghoul, and Lich. The Skull constellation is allied to the Fiend and Mage constellations and opposed to the Tree constellation. Thief: Although the Thief constellation is heavily associated with charlatans and swindlers, any who dwell on the edge of society can find solace with the thief. Often chaotic in nature, thief spirits often defy order and reason in pursuit of their own agendas. In some communities, this constellation is named for other anarchic concepts, including Anarchy, Assassin, and Chaos. The Thief constellation is allied to the Dragon and Seer constellations and opposed to the Noble constellation. Tree: The Tree constellation embodies life, nature, and balance over all else.Tree spirits are often nurturers and guardians, but just as often they represent the wild, untamed uncertainty of the natural world. In some communities, this constellation is named for specific creatures that are associated with nature and balance, including Aeon, Dryad, and Scales. The Tree constellation is allied to the Angel and the Seer constellations and opposed to the Skull constellation.

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Binding DC: The spirit’s binding DC is noted here. The check is made as 1d20 + 1/2 the character’s binder level + the binder’s Charisma modifier + any other modifiers. Totems: Totems are specific conditions that have some sort of significant meaning to a spirit. Each spirit has three totems listed under its summoning rules. Fulfilling the requirements of any one totem from among these three grants a binder a +2 bonus on his binding attempt with the spirit while fulfilling all three requirements grants the binder a +4 bonus on his binding attempt with the spirit. Ceremony: A ritual that a binder must perform in order to guide a spirit from the Spirit Realm into a seal. See Performing a Pact Ritual. Manifestation: The process by which a spirit appears within its seal after its ceremony is performed. Any creature can view the manifestation of a spirit within its seal within its normal, bodily limitations. A fully manifested spirit cannot harm creatures or interact with its surroundings beyond the limits of its seal, nor can it leave the confines of its seal. A spirit is able to dismiss itself from its seal whenever it pleases, ending the pact. Spirits typically do this only when no attempt to seal a pact with them is made within 1 minute of their summoning. See Performing a Pact Ritual.

Legend

Every spirit once possessed a life, whether real or imagined. A spirit’s legend is the result of countless of years of research on the nature of occult spirits. Most legends are spotty at best, and occult scholars still heavily debate even the most widely accepted occult legends. That said, a spirit’s legend often offers important clues and insight into a spirit’s nature that aids a binder during the pact making process.

Granted Abilities

Granted abilities are the powers that a spirit bestows upon a binder at the conclusion of the pact making process. All granted abilities are supernatural abilities and all benefits and bonuses provided by a granted ability (such as spell-like abilities or the benefits of feats) are temporary and cannot be used to meet the prerequisites or requirements of feats, prestige classes, or similar abilities. A granted ability that functions as a spell uses the binder’s level as its caster level; likewise, any spell-like ability that a binder gains from a granted ability uses the binder’s level as its caster level. Such granted abilities inherit the spell’s school and descriptors for the purpose of determining how it interacts with other effects; for instance, an elf is immune to sleep effects caused by a granted ability that functions as a sleep spell. A granted ability that grants a spell effect to the binder always affects the binder, regardless of type; for example, an aasimar that seals a pact with Aza’zati can reduce her size using the smaller is better granted ability even though reduce person (which smaller is better functions as) normally cannot target outsiders. Any references to level made by a granted ability refer to the binder’s level. A granted ability’s save DC is equal to 10 +

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Starless Spirits

Some spirits don’t belong to one of the thirteen constellations of pact magic. Such spirits are known as starless spirits, and they are noted as such in the spirit’s constellation entry under its summoning rules. While their lack of a constellation makes it more difficult to research a starless spirit’s Knowledge Tasks, as noted in the Researching the Spirit section, their lack of allegiance makes starless spirits invaluable to binders, especially binders normally restricted to a limited set of spirits. A starless spirit is unaffected by class features and feats that require a character to choose a specific constellation and a binder cannot select “starless” as a constellation with any class feature or feat that requires her to select a specific constellation unless noted otherwise (such as with Constellation Focus). A character with the tunneled lore class feature (or any class feature that functions as tunneled lore) can seal pacts with starless spirits as noted by that class feature; this doesn’t count as selecting the starless constellation with this class feature.

1/2 the binder’s level + his Charisma modifier.This includes any spell-like abilities that a granted ability bestows upon a binder. When a pact with a spirit ends, any active effects created by that spirit’s granted abilities also end unless noted otherwise, even if they function as a spell with a duration that would extend beyond the pact itself. Effects with a permanent or instantaneous duration, such as those created by fabricate, do not end when a spirit’s granted ability ends unless noted otherwise. Any granted ability whose benefits are based on the binder’s Charisma modifier has a minimum bonus of 0 unless noted otherwise. Granted abilities are divided into three types: major granted abilities, minor granted abilities, and capstone empowerments. Major Granted Ability: A major granted ability is a powerful effect that becomes expended for 5 rounds after it is used. During this time, the major granted ability is unavailable and cannot be activated. Some abilities, such as the Rapid Recovery† feat, can reduce the number of rounds that a major granted ability is expended for while others, such as the empower major ability binder secret†, can increase the number of rounds that a major granted ability is expended. If you miss with an attack granted by a major granted ability, its use is expended; you cannot “hold the charge” of a major granted ability as you can with a spell with a range of touch, even if the major granted ability functions as such a spell. Multiple effects that expend a major granted ability do not stack; use the longer duration when determining how long a major granted ability is expended. Minor Granted Ability: Minor granted abilities are less powerful than major granted abilities, but they are not expended after they are used. Some minor granted abilities can only be used a limited number of times per day. Unless noted otherwise, maintaining a granted ability that a binder has already started is a free action.

If a minor granted ability functions as a spell that requires a material component that costs more than 100 gp, the binder must provide that material component in order to use that granted ability. Likewise, if a minor granted ability grants a spell-like ability with a material component that costs more than 100 gp, the binder must provide that material component in order to cast that spell-like ability. If a minor granted ability replicates a spell or grants a spell-like ability with a material component with a varying cost, such as fabricate or raise dead, she must always supply that spell’s material component in order to use that ability, regardless of the material component’s cost. A binder who made a good pact with a spirit can suppress any minor granted abilities that she possesses that do not require an action to activate as a move action. She can also reactive any minor granted ability that she has suppressed in this manner as a move action as well. Capstone Empowerments: If a binder’s binding check result exceeds the spirit’s binding DC by 10 or more and makes a good pact with the spirit, her major granted ability gains an additional benefit called a capstone empowerment. A binder with the Capstone Binder feat only needs to exceed the spirit’s binding DC by 5 or more in order to make a good pact with it. The benefits of a capstone empowerment are always optional and the decision to apply a capstone empowerment requires no action.

Signs & Influence

A spirit’s presence leaves its mark upon the binder, whether seen or unseen. A spirit’s signs and influence are divided into four types: physical sign, personality influence, favored allies, and favored enemies. Physical Sign: A physical sign is an aspect of the spirit’s power that manifests upon the binder’s body. Each physical sign has two aspects: one that is always seen while the physical sign

is shown and one that is shown only when the binder activates one of the spirit’s granted abilities, be it a major granted ability or a minor granted ability. This second aspect is brief and does not affect or alter the binder or his environment in any way. A binder can hide a physical sign using mundane means using Disguise or Bluff checks or magical means (such as disguise self). A physical sign is not a polymorph effect and continues to manifest itself upon the binder’s assumed form while he benefits from such an effect. A binder who has made a good pact with a spirit can show or suppress the spirit’s physical sign as a move action. A suppressed sign does not exist, so a binder does not need to make Disguise checks or Bluff checks to hide a suppressed physical sign. The Suppress Sign† feat reduces this action to a free action. A bind that has made a poor pact with a spirit cannot suppress the spirit’s physical sign. Personality Influence: A spirit’s personality influence is the behavioral code that the spirit enforces upon a binder who is not able to assert himself over the spirit’s desires. Each time the binder fails to act in accordance to the spirit’s personality influence, she suffers a cumulative –1 penalty on ability checks, attack rolls, skill checks, saving throws, and to her AC for the rest of his pact with the spirit. This penalty stacks. The binder can attempt a Will save to prevent this penalty; the DC is equal to the spirit’s binding DC when the binder sealed his pact with the spirit. For example, the DC improves by +18 if the binder performed the spirit’s ceremony in one round. Some personality influences require that the binder refrain from a certain action. For example, Forty-Two forbids its binder from responding or speaking unless spoken to. Such restrictions don’t apply to any of the spirit’s granted abilities; for instance, a binder can verbally present a question to Forty-Two using that spirit’s advanced computing granted ability without fear of suffering the spirit’s personality influence,

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even though she is technically breaking the conditions set by the spirit’s personality influence. However, this doesn’t apply to granted abilities bestowed upon the binder from other spirits. For example, if a binder who sealed a poor pact with Forty-Two tries to speak to use a different spirit’s granted ability that includes verbal components without meeting one of Forty-Two’s contingencies, that binder would take a –1 penalty for breaking FortyTwo’s personality influence unless she succeeded on a Will saving throw. Favored Allies and Favored Enemies: All occult spirits have preferences for some creatures over others. Some granted abilities, binder secrets, feats, and other abilities have specific effects against a spirit’s favored allies or enemies. A binder who attempts pact with a spirit that considers him a favored ally increases any totem bonus he receives for meeting the spirit’s totem requirements by 50% while a binder who attempts pacts with a spirit that considers him a favored enemy decreases any totem bonus he receives by 50%. If the binder qualifies as a spirit’s favored ally and favored enemy simultaneously, there is no modification to his totem bonus.

Vestigial Bonds

A binder can surrender a granted ability of his spirit in order to acquire an alternate granted ability instead. The decision to trade one of a spirit’s minor granted abilities for a vestigial bond must be made when you barter with the spirit turning Step 4 of the pactmaking process. A binder is limited to one vestigial bond at a time regardless of how many spirits are bound. Vestigial bonds are divided into two types: vestigial boons and vestigial companions. Vestigial Boons: A vestigial boon augments the binder, his allies, or both. A vestigial boon functions as any other granted ability. Vestigial Companions: A vestigial companion is a helpful creature that is bound to the binder via its associated spirit. Most vestigial companions function as creatures granted from specific class features, namely a wizard’s arcane bond (for familiars), a druid’s nature bond (for animal companions), or a summoner’s eidolon (for eidolons). A binder uses his binder level as his class level when determining the vestigial companion’s abilities. If a vestigial companion functions as a familiar that can only be selected by a character with the Improved Familiar feat, she cannot select that spirit’s vestigial bond ability unless his binder level is equal to or greater than the minimum arcane spellcaster level requirement that Improved Familiar requires to gain that creature as a familiar. Some vestigial companions function as cohorts; such vestigial companions are always 0 Hit Die creatures who advance via class levels. Such companions have the following ability

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scores, assigned by the binder however she wishes: 15, 14, 13, 12, 10, and 8. The cohort also has the standard racial traits associated with its race; alternate racial traits are not available to it. A cohort granted as a vestigial companion doesn’t have a favored class and its class levels must be allocated as indicated by its associated spirit’s vestigial bond ability. If a vestigial companion has Hit Dice, its hit points are always average for a creature of its kind and class (if any). For instance, animal companions have 5.5 hit points per Hit Die (rounded down). In addition, vestigial companions that function as animal companions, eidolons, or cohorts doesn’t gain skill ranks like standard creatures do; instead, they possess a number of skill ranks equal to their character level in a number of skills equal to its number of skill ranks per level (based upon its creature type or class level) plus its Intelligence modifier. Typically, a binder makes any decisions regarding what class features or feats that a vestigial companion after initially sealing her pact with the spirit; once chosen, such choices cannot be altered for the rest of the pact. At the GM’s decision, a binder may be allowed to build her vestigial companion once (the first time it is gained from that specific granted ability) and afterwards the binder summons the same vestigial companion each time. Alternatively, the GM may preconstruct a vestigial companion, requiring all binders who summon that spirit to gain that specific vestigial companion each time the vestigial companion is gained. If a vestigial companion functions as a cohort, that companion doesn’t count as the character’s actual cohort for the purpose of the Leadership feat. Humanoid vestigial companions cannot select character traits or alternate racial traits. When the pact ends, the vestigial companion returns from whence it came and any equipment given to it while it was summoned falls to the ground in its space. While a vestigial companion is summoned, it is forced to show its associated spirit’s physical sign for the duration of the pact. A binder that made a good pact with the vestigial companion’s associated spirit can suppress its physical sign as a full-round action, or as a swift action if she possesses the Suppress Physical Sign† feat. If a binder has a class feature that grants it a companion, such as an animal companion, an eidolon, or a familiar, it cannot gain a second creature of that kind as a vestigial companion. For example, a binder with an animal companion cannot also gain an animal companion as a vestigial companion. Instead, the binder can choose to grant its existing companion the share granted abilities feature, as noted below. Alternatively, the binder can allow the spirit to possess her companion, warping its body to match the spirit’s vestigial companion. Effectively, you trade your companion’s type and statistics for the type and statistics of the spirit’s vestigial companion. The creature trades its statistics

Spirit Politics

Although the constellation entry of the Spirit Basics section notes alliances and opposition between constellations, this aspect of the Spirit Realm has little impact on the pactmaking process for most binders. Although spirits from certain constellations don’t get along well with one another because of moral or ethical reasons, they are generally too focused on sealing pacts with binders to complete their own ends to worry about what other spirits are dwelling within their host’s soul. Instead, where allegiances and oppositions typically come into play is with specific character building options, such as class features and feats. Although no such options appear in Pact Magic Unbound: Grimoire of Lost Souls, in the future character options may very well surface that restrict or enhance a binder’s back with a spirit based upon these preferences. (those based upon its kind) for those of the vestigial companion and gains the share granted abilities feature, but its skills, hit points, feats, and memories remain unchanged. This restriction doesn’t apply to vestigial companions that function as cohorts. For instance, a binder with a wolf animal companion cannot gain Shelassik’s vestigial companion because Shelassik’s vestigial companion is a shark that acts as an animal companion. Instead, the binder could trade devil’s grin to grant her wolf the shared granted abilities feature or she could exchange her animal companion’s wolf statistics and abilities for those of a shark, otherwise leaving the animal’s hit points, skills, feats, and ability score allocations from leveling up unchanged. In addition to the notes mentioned above, all vestigial companions receive the share granted abilities feature, as noted below: Share Granted Abilities (Su): A vestigial companion gains all of the granted abilities of the spirit to which it belongs except for the granted ability traded in its description. The binder and his companion share these abilities: an expended major granted ability is expended for both master and companion uses of a granted ability activated by either creature counts against the total number of times per day that both creatures may use the granted ability.

Multiclassing Pact magic is significantly easier than other types of training and as a result, multiclass binders function differently than other multiclass characters. The following rules govern how multiclass binders determine their binder level, maximum spirit level, and which spirits they can seal pacts with. Binder Level: A binder’s level is equal to her total levels in all pact magic classes. A pact magic class is any class that grants the bind spirit class feature. For example, a character with two levels of pactmaker and two levels of the warbinder fighter archetype has an effective binder level of 4th.

In addition, a binder adds half of her total levels in all other classes to her binder level. For example, a character with two levels of pactmaker and two levels of fighter has an effective binder level of 3rd. This does not gain the binder any other benefits of an increased class level, such as additional spells per day for a wizard or additional pact augmentations for a pactmaker. A character with the Amateur Pactmaker† feat possesses no levels in pact magic classes, so her binder level is equal to half of her class level. Additional Spirits: A multiclass binder may only seal a pact with one spirit at a time, even if she possesses levels in multiple pact magic classes. The only way to gain the ability to seal a pact with multiple spirits simultaneously is to gain the pactmaker’s bind additional spirit class feature, the Reserve Spirit feat, or a similar ability. Maximum Spirit Level: A binder’s maximum spirit level is equal to the highest from among her pact magic classes. For example, a character with three levels of pactmaker and three levels of the warbinder fighter archetype has a maximum spirit level of 2nd-level because she is a 3rd-level pactmaker. Although she has an effective binder level of 6th, her levels in the warbinder archetype do not increase the binder’s maximum spirit level. Barred Spirits or Constellations: Some class features, such as the tunneled lore class feature, can end up restricting which spirits that the pactmaker can seal pacts with. If a multiclass binder possesses levels in multiple classes that bar spirits by constellation, she must take the worse restriction. For example, the pactmaker base class is less restrictive than the warbinder fighter archetype because the pactmaker bars no constellations while the warbinder bars all constellations save for one of the warbinder’s choice. Furthermore, the warbinder is less restrictive than the occult sadist inquisitor archetype, as the latter bars all constellations save for one, specific constellation (the fiend constellation). So, for instance, a multiclass pactmaker/warbinder would use the warbinder’s tunneled lore class feature to determine what spirits the character can seal pacts with while a multiclass warbinder/occult sadist would use the occult sadist’s lore of pain class feature. If the pactmaker has levels in a class that restricts spirits by alignment, favored ally, favored enemy, or vestigial bond, she must adhere to all of these restrictions in addition to constellations that she has barred. Spirit Lore: All characters who gain the bind spirit class feature or the Amateur Pactmaker† feat gain the knowledge needed to summon one 1st-level spirit of the binder’s choice. A multiclass binder (or a character with Amateur Pactmaker† who later gains the bind spirit class feature) does not gain the knowledge required to summon a new 1st-level spirit each time she gains the bind spirit class feature. She completes the Knowledge Tasks of one 1st-level spirit the first time she gains either Amateur Pactmaker† or the bind spirit class feature, but subsequent classes that grant her the bind spirit class feature do not allow her to complete more Knowledge Tasks.

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Chapter 4 thespirits Spirits This section details 137 spirits, their origins, and the otherworldly powers that they bestow upon binders brave enough to barter with them.These spirits range from 1st level to 9th level and at each level, one spirit from every constellation is presented, plus one starless spirit, for 14 or more spirits per level. Spirits in this chapter are organized by level alphabetically and all of the spirits that are covered in Pact Magic Unbound: Grimoire of Lost Souls are listed with their alignment, constellation, and granted abilities on Table 4-1: Spirits by Level.

Acquiring Spirits

Although pact magic is reportedly easier to perform than arcane or divine magic, binders must go to much greater lengths in order to uncover the lore that they require to gain access to new spirits. Where a few days of studying or a few hours with a scroll is enough to add to a wizard’s repertoire of eldritch knowledge, few repositories of occult lore exist in the world and the ceremonies, personalities, and seals of occult spirits are precise enough that a binder could spend her whole life muddling with random signs and combinations of ingredients and never hope to summon a single spirit for all her days. As a result, a binder looking to increase her power needs direct guidance from another. Gaining Levels: The first time she gains a level in a pact magic class, a binder gains the knowledge needed to summon one 1st-level spirit of her choice, as noted in her bind spirit class feature. Subsequent levels do not grant the binder additional spirit lore. Gnostic Tomes: A binder who reads a gnostic tome completes all Knowledge Tasks associated with one spirit that the gnostic tome is keyed to. Knowledge Tasks: The most reliable way to learn new spirits is to complete a spirit’s Knowledge Tasks, as described in Chapter 3. These tasks represent the binder’s uncovering of ancient or forgotten rites and rituals needed to pull the spirit’s essence into the Material Plane for a pact.

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Table 4-1: Spirits by Level Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities

–––––––––––––––––––––––––––––––– 1st-Level Spirits –––––––––––––––––––––––––––––––– Reckless charge

Athleticism, command rivers, misleading mist, partial transformation

Acid gout

Curious edge, sniff gold, smaller is better, wyrmling’s skin

Mage

Ghoulish fire

Deceptive knack, gather provisions, read the signs, undead bane

CN

Thief

Unexpected slip

Coralene’s command, master of subterfuge, silver sheen, trackless step

105

CN

Seer

Speed of Dantalios

Fleet, great charge, mighty throw, wrestling mastery

Eos Dei The Lonely Archon

106

LG

Angel

Scramble time

Crushing loneliness, hypnotic melody, song of stolen memories, time sense

Forash Prince of Spirits

107

LE

Fiend

Summon fiend

Disappear, Forash’s lore, lion’s roar, unsettling presence

General Hessant Patron of Lost Soldiers

109

LE

Noble

Hessant’s punishment

Courage of the general, dazing strike, empower longsword, iron gaze

Gwenolyn’s Ghost The Haunting Lover

110

NG

Skull

Spectral caress

Ghost hand, lover’s charms, overwhelming loss, speak with the departed

Jacques Gaston The Dazzling Duelist

112

CN

Starless

Morituri te salutant

Moment of greatness, crowd pleaser, psychological warfare, vestigial audience

Marat Guardian of Shields

113

LN

Hero

Defend the ward

Armor training, bodyguard, Marat’s body, Marat’s precautions

Milo of Clyde Detective of Despair

115

LG

Scholar

Milo’s lucky break

Deft fingers, lead slinger, Milo’s truthtelling, street savvy

Sevnoir The Meandering Mastiff

116

NE

Beast

Baying howl

Blood hunt, effortless intimidation, feast on fear, shadow blur

Verbose She with Endless Names

117

NG

Starless

Surprise image

All tongues, friend to all, punch line, nature sense

Vishgurv Aberrant of Time Eternal

118

LE

Dark Beyond

Slime slap

Aquatic assimilation, arcane absolution, pact of servitude, thrall shape

Achaelous The Slumbering God

100

CN

Tree

Aza’zati The GreenWyrmling

101

LE

Dragon

Cave Mother Sorceress of Secrets

102

N

Coralene Sovereign of Silver

104

Dantalios The Broken Athlete

–––––––––––––––––––––––––––––––– 2nd-Level Spirits –––––––––––––––––––––––––––––––– Paranoid chill

Inspire terror, murder master, spatial bleeding, spatial leap

Melody of madness

Gargoyle form, oversized grapple, steal skin, vile regeneration

Scholar

Genie jaunt

Elemental ascension, elemental tongue, genie steeds, sustenance

LE

Mage

Dream fog

Aberrant lash, aberrant physique, compelling voice, mind scan

123

CN

Thief

Aura of distracting beauty

Across all cultures, beauty without peer, rewrite self, story weaving

Lord Foxglove IV Exchequer of the Stolen Purse

125

NE

Dragon

Curse rivals

Foxglove’s finesse, paralyze, mark of seduction, pockets of holding

Moy The Uncaring Queen

127

NE

Noble

Crushing presence

Commanding doctrine, enthralling gaze, ritualistic knowledge, stunning perfection

Mute Sylvus Sole Survivor

128

NG

Tree

Strike true

Fast reflexes, improvise weapon, keen senses, peerless archer

Al’kra The Operated

119

CE

Dark Beyond

Hollow Eyes The Living Scarecrow

120

CE

Fiend

Humble Ohbai Servant of the Elements

121

N

Imitreyes The Dreamkeeper

122

Lady Jarah Mistress of Many Faces

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Table 4-1: Spirits by Level Cont. Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities Acidic bolt

Alchemical infusion, classically schooled, miraculous transmutation, shield from fire

Skull

Ray of regret

Architectural knowledge, blood of the moon, falsified life, summon inheritance

N

Seer

Spell reflection

Domains of Salendrios, eye of destruction, reveal faith, weapon of penance

132

LE

Beast

Blood frenzy

Adjust locomotion, aquatic weapon proficiency, shark speaker, sea devil’s grin

Taios The Wyrmkin

133

CN

Starless

Taios surge

Adaptation of Taios, arms of Taios, frehmin wisdom, terrain mastery

Tyrant Cromwell The Black Knight

134

CE

Hero

Vestigial might

Indiscernible alignment, phantom armor, savage attacks, weapon familiarity

Ubro The Blind Hospitaler

135

NG

Angel

Healing surge

Check up, heal aches, healer’s hands, sand skin

Pevwyrn Pevron The Belied Apprentice

129

N

Starless

Prince Oszen Heir to the EmptyWell

130

CN

Salendrios The Tainted Cleanser

131

Shelassik The Sea Devil’s Grin

–––––––––––––––––––––––––––––––– 3rd-Level Spirits –––––––––––––––––––––––––––––––– Cornelius Button Gardener of Dreams

136

N (Varies)

Tree

Pollen spray

Aura of calm, duality of Cornelius, insect tattoo, seedling bomb

The Crystal Lady Truth of the Earth

140

N

Noble

Second sight

Curse of crystal, destiny dissonance, hypnotic pattern, produce light

Forty-Two The Sentient Machine

141

LN

Mage

Secret of unmaking

Advanced computing, override construct, revise vessel, superior intelligence

Ghato’Kacha The Gentle Fiend

142

CG

Hero

Karmic strike

Detect fiends, fortitude of infinite love, gentle kiss, maul of the titans

Iona Ophid The Rainbow Serpent

143

LG

Dragon

Rainbow veil

Arcane scent, Iona’s gift, reptilian affinity, serpent skin

Kaiya Avatar of Grace

144

LG

Angel

Abjure missile

Detect evil, grace of the martyred, graceful pose, graceful tongue

Muse Istago Painter of Paradox

145

NG

Seer

Paint reality

Dreams of the muse, keen eye, mirrored eyes, perfect attributes

N’aylia The FirstVampire

147

CE

Skull

Vampiric touch

Mesmerize, monstrous bat form, one with the night, shadow bite

The Nivea Nieces (Mariath) VenomousVixens

148

NE

Beast

Mind muddling

Poison use, sow hallucination, snake bite, venomous guile

The Nivea Nieces (Taydie) VenomousVixens

148

NE

Beast

Venomous whispers

Bite of the wolf spider, poison use, thorn skin, venomous guile

Obba, Ella, Atasha The Dark Sisters Three

150

N (Varies)

Thief

Hold tongue

Blinding beauty, love spell, serpent’s decree, temptation

Sybee Rose Demon’s Flame

151

CN

Starless

Fireball

False death, hexes of Sbybee, sweet talk, protection from fire

Tommy Greensprout Immortal Rapscallion

152

CN

Starless

Age swipe

Childhood daring, forever Greensprout’s tricks, soaring spirits

Vandrae Drowess Poisontouch

153

CE

Dark Beyond

Sleep toxin

Counterspelling, dark mantle, guile of Vandrae, sneak attack

Xalen d’Marek Archivist of Fell Secrets

155

N

Scholar

Shrink

Enhance vessel’s mind, forbidden lore, locate writings, thirst for knowledge

Xasa Culthic The Resonant Mind

157

NE

Fiend

Sonic bolt

Control sound, deceptive aura, shield of one thousand mirrors, touch sight

young,

95 Sarah Kemplin (Order #10397598)

Table 4-1: Spirits by Level Cont. Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities

–––––––––––––––––––––––––––––––– 4th-Level Spirits –––––––––––––––––––––––––––––––– Anajira Prideless King

158

NE

Starless

Skirmisher’s pounce

Dark magic, flurry, form of the pantheress, grace

Catha of Codex Sleuth of True Names

160

LN

Scholar

Call by name

Lore of languages, lore of words, repulse by name, wordcasting

Ethaniel Midnight The Inquisitive Torturer

161

LE

Fiend

Wrecking pain

Crystallize pain, false alignment, instant manacles, master of torture

Fey Baraddu The Beast in theWoods

163

CG

Tree

Beast shape

Awesome blow, Baraddu’s fangs, wild empathy, woodland stride

Gulguthriana The Glutton

164

CN

Noble

Gulguthriana’s greedy grasp

Gallowing gag, gargantuan Gulguthriana, gluttonous grapple, gluttonous gullet

Hexus The Living Curse

165

NE

Skull

Possess animal

Agitate animal, bestow curse, rebuke undead, undying

Jehotek The Throne of Heaven

166

LG

Angel

Fire from the heavens

Blessings of Jehotek, flock of Jehotek, prayer to Jehotek, rebuke heresy

Kami Onmyoji Guardian of Pacts

167

LN

Starless

Repulsion

Diviner, guardian of pacts, repair the ward, warded

Kandisha The Desert’s Revenge

168

N

Seer

Curse of Kandisha

Avian speech, protection of Kandisha, sand cloud, scimitar of the desert

Loh’Moi The Mad Geometer

169

NG

Mage

Transdimensional ray

Bend to freedom, extra space, geometric agility, geometric step

Night Fang The Hag’s Son

171

NE

Beast

Hypnotic vibrations

Bat heritage, crocodile heritage, spider heritage, wolf heritage

Prime Ravager Leader of the Storm

172

CE

Dark Beyond

Stem the supernatural

Duck for cover, mental acuity, nevermore, occult eyes

Son of Dobb The Twice-Blessed Man

173

CG

Thief

Stone step, twice-blessed

Detect insectoid creatures, interpretation, knack for artifacts

Swan Elashni Dancer of Spurned Love

174

NG

Dragon

Heartfelt haze

Aura of love’s embrace, dance of the swan, dancer’s grace, step of the silver dragon

Vaukner Champion ofValor

176

LG

Hero

Righteous strike

Aura of courage, intense intimidation, valorous presence,Vaukner’s axe

–––––––––––––––––––––––––––––––– 5th-Level Spirits –––––––––––––––––––––––––––––––– Arthu The Sleeping King

177

N

Hero

Skill at arms

King’s dancing blade, royal pleasantries, supernatural inspiration, whisperwind

Beautiful Balr The Son Forever Set

178

NG

Noble

Spurn harm

Challenge coward, distracting inspiring beauty, peerless beauty

Circe’s Runes Refuge of Pacts

179

CG

Scholar

Séance of Circe

Arcane audacity, Circe’s temper, Circe’s foresight, rune of Circe

Dark Blood The Rakshasa Prince

181

LE

Fiend

Thirst for blood

Disguise granted abilities, rakshasa’s rage, read mind, silver tongue

Green Glomairah TheWorld Tree

182

NG

Tree

Ward against harm

Green steward, nature’s health, speak with plants, tree stride

Loathix Lord of Linnorms

184

CE

Dragon

Tornado breath

Death curse, father’s form, knockback breath, master of the storm

Mishpo The Rightful Kobold

185

CN

Thief

Freedom from confinement

Con artist, master of deception, trap knack, wink-wink

Noble Marius PsychicVampire

186

NG

Skull

Mind-leeching kiss

Noble guise, read psychic residue, telekinesis, vampire’s embrace

96 Sarah Kemplin (Order #10397598)

beauty,

Table 4-1: Spirits by Level Cont. Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities

Omlan Atlan Father Soul Weaver

187

N

Mage

Doppelspell

Blessing of Omlan, fabrication, lore of Omlan, occult reformation

Pavatu Child of theWind

188

CN

Seer

Rebuking gale

Leap with the wind, gale form, tongue of the wind, vanishing breeze

Rattenkönig The Seething Swarm

189

NE

Starless

Body of Rattenkönig

Disgustingly tolerant, fusion, rat senses, Rattenkönig tactics

Tentacles of Dagon Lord of Sea Fiends

191

CE

Dark Beyond

Delay harm

Body of Dagon, child of the deeps, Dagon knows, whispers of Dagon

Teu and Lae Clash of Paradox

193

LG

Angel

Eternal chase

Agathion blessings, bind paradox, celestial pounce, truespeech

Triteia The Little Triton

194

NG

Starless

Sonic note

Part of my world, sea god’s daughter, trumpet of the sea, voice of the sea

Vodavox The Hive Mind

195

LE

Beast

Phrenic blast

Aberrant mind, enhance body, insectoid body, mind link

–––––––––––––––––––––––––––––––– 6th-Level Spirits –––––––––––––––––––––––––––––––– Alrik of Malkeborne Albino Prince of Chaos

196

CE

Fiend

Ruinous strike

Aura of disaster, chaos blade, effortless armor, torturer’s lore

Damian Darkstar Prisoner of theVoid

197

N

Dark Beyond

Breathless wake

One with the dark beyond, reverse gravity, starflight, weightless zone

Death Howls Knights of the Ghostlands

198

CN

Beast

Ghost strike

Ether sight, etheric step, untouched by cold, wisdom of the elders

Demos Kalagos Sworn Enemy of Time

199

CN

Thief

Time trick

Borrow time, magic tricks, create trap, resist space and time

Everrona Goddess of the Earth

200

NG

Tree

Drain experience

Childhood form, cycle of growth, entombment, second childhood

Giza Sekhemet The Avatar ofWar

201

N

Starless

Sekhemet’s roar

Avatar of war, body of Giza, desert dweller, drilled soldier

Hi’Ryia The Eternal Keeper

202

LG

Starless

Flow of life

Guide the cycle, lesser flow of life, life blood, unity in all things

Jayna Warlock Traveler ofWorlds

204

CG

Scholar

Jayna’s wish

Aspect of seven, song of elemental fury, song of rising barriers, song of waning elements

Loresir Claw The Headless Dragon

206

CE

Dragon

Eyes of flame

Burble; jaws that bite, claws that catch; planar acclimation, whiffling

Ma’Zad Lovers in Battle

207

NG

Skull

Thrown to the wind

Battlefield reflexes, ice skean, lover by nightfall, preemptive strike

Aza’Mi Lovers in Battle

207

NG

Skull

Storm of spears

Battlefield reflexes, lover by nightfall, luna toxin, wreathed in black roses

Merickel Hero of False Destiny

209

CG

Hero

Steal destiny

Banishment, freedom of movement, hero’s tools, Merickel’s greatsword

Minezon The Untouchable

211

CE

Mage

Untouchable tenacity

Blood pool, consume blood, detect vitality, stirge’s sting

Primordial Titans Martyrs of the Betrayed

212

CG

Noble

Primordial shout

Armor proficiency, blade barrier, titan’s lore, titan’s grasp

Rasputin The Bleeding Ringmaster

213

NE

Seer

Freakish touch

Bilocation, cloak trick, master of the ring, whip mastery

Serapith The Scouring Light

215

N

Angel

Scouring light

Angel’s wings, Serapith’s protection, smite enemy, wrath of daylight

97 Sarah Kemplin (Order #10397598)

Table 4-1: Spirits by Level Cont. Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities

–––––––––––––––––––––––––––––––– 7th-Level Spirits –––––––––––––––––––––––––––––––– Buffoonery

Devoted, regenerate, sacred submission, unbreakable body

Thief

Shape shadow

Dark wings, dual wield, shadow image, shadow fortitude

LE

Noble

Unleash forbidden secrets

Command of the king, king’s palace, lore of dead kings, incarcerate

219

NG

Angel

Tranquil peace of Elysium

Celestial performer, life’s grace, pursuit of peace, shattering chorus

Inexorus Inevitable Prime

220

LN

Starless

Wounding strike

Axiomatic, detect chaos, multiarmed, prime objective

Jörmungandr HeWho Encircles theWorld

221

NE

Tree

Equalize

Eternal cycle, resistances of the great serpent, poison the sky, stir the ocean

Lord Saruga Soul Eater

222

CE

Dragon

Summon horde

Devour mind, inspire fanaticism, lizardfolk toughness, Saruga’s curse

Mare Loviatha Ice Queen

224

NE

Mage

Wrath of the ice queen

Burden of guilt, dark horn, mare’s whispers, mounted prowess

Musha’Vadu The Shadow-Bones Emperor

226

CE

Skull

Shadow storm

Shadow conjuration, shadow walk, siphon age, umbral sight

Portentia Seer of the Orphic Eye

227

N

Seer

Fuse flesh

Dream of destiny, orphic foresight, spirit step, true sight

Quicksilver Warrior of theWastes

228

CN

Hero

Combat burst

Desert mastery, desert skin, quick step, weaponsmithing

Silent Step The Limbless Monk

229

LN

Scholar

Icicle lance

Hoary fists, ice storm, throat strike, vow of silence

Wendigo The Ever-Hungry

230

NE

Beast

Wendigo’s walk

Consume mana, gnawing the bone, iron stomach, maw of consumption

Witch Yaba Queen ofWitches

231

CE

Fiend

Unhinge the spirit

Dancing hunt of Witch Yaba, hexes of the witch queen, mislead, witch senses

Yith’anu The Body Snatched

232

LG

Dark Beyond

Mind freeze

Gregarious, mind wipe, mind swap, telepathy

Bercilak Hautdesert The Green Knight

216

CG

Starless

The Crow Prince of Just Shadows

217

NG

Dead Kings Echoes of Grandeur

218

The Elysium Choir Innocence Slain

–––––––––––––––––––––––––––––––– 8th-Level Spirits –––––––––––––––––––––––––––––––– Astral backlash

Ahnel’s opening, astral voyage, keeper of portals

Noble

Temporal banishment

Body of eyes, orb of the end-times, poetic justice, time vision

N

Dragon

Split the twins

Ferocious display, intimidating, titanic growth, unwilling shield

237

CE

Dark Beyond

Wilting mist

Mist body, horror from beyond, troll shape, ventriloquism

Goliath The Infernal Forge

239

LE

Beast

Chains of Hell

Excruciating pain, Goliath’s mettle, kyton’s chains, steelskin of Goliath

Hou-ou Blessed Bird of the Sun

240

NG

Starless

Wreath of flames

Flesh kindling, healing embers, lore of ages, reborn from the ashes

Mana Observer of Lost Magic

241

LN

Mage

Magic ray

Aberrant sight, antimagic cone, break magic, stunning gaze, reborn from the ashes

Mother Medusa She of Snakes and Stone

243

LE

Starless

Mane of coils

Aura of vanity, gaze of Medusa, horrific form, shun curses

Ahnel Soltanis The Astral Seeker

234

N

Seer

Doomed Salu’im The Army at Time’s Horizon

235

NE

Essek Avix The Twins Rejoined

236

Evening Star Bloody Mist of the Hills

98 Sarah Kemplin (Order #10397598)

Table 4-1: Spirits by Level Cont. Spirit Name & Title

Page

Alignment

Constellation

Major Granted Ability Minor Granted Abilities Temporal leap

All-knowing, Overmind’s eye, Overmind’s foresight, regulate movement

Fiend

Annihilation ray

Apocalyptic immunity, aura of blight, no escape, unseen by gods and men

LG

Angel

Aura of immolation

Channel the sun, mend the broken, sprigs to snakes, pilgrim’s skills

249

NG

Hero

Declaw

Aura of aspects, pack shape, Ryoku’s revamp, ultimate transmogrification

Septigenius Maximus Immortal God-King

250

CG

Skull

Gaze of transmutation

Antidote, kingly precautions, mummify, soothing caress

Solterra Grandmother Earth

251

NG

Tree

Grandmother’s banishment

Aura of revealing, create life, grandmother’s kiss, prune the unnatural

Young Krios Author of Sedition

252

CG

Thief

Shrink head

Fate’s whisper, off with their head, noble tongue, undetectable presence

Overmind Seneschal of Far Travels

244

LN

Scholar

Rajah Amajaloma Devourer of Souls

245

LE

Roshar The Burning Prophet

247

Ryoku Ria Truculent Transmogrifier

–––––––––––––––––––––––––––––––– 9th-Level Spirits –––––––––––––––––––––––––––––––– Command time

Alabaster’s brilliance, dimensional portals, mortality override, reality override

Thief

Aladdar’s disjunction

Cageless step, everlasting freedom, hide among the blind, ready to run

NG

Tree

Baleful teleport

Animate trees, gift of magic, treespeech, tremorsense

256

NE

Beast

Birth horrors

Blood drinker, child of the beast, howl of death, spirit birth

Brother Calvis The Undying Monk

257

LN

Angel

Negate death

Erase from reality, glimpses of the future, hasted movement, veiled mind

Daeminthos Crystal Eye of the Mind

258

NE

Mage

Crystal shard

Hold monster, psychic foresight, psychic sense, telepathy

Dama The Molded Man

259

N

Starless

Supreme flexibility

Clay body, earthen endurance, remold, skilled

Eschalon Son of the Blackened Sky

260

CE

Skull

Apocalypse from the sky

Afterlife denied, aura of desecration, press into servitude, sow misery

Kaylos Master ofWishes

261

LE

Seer

Gate of incineration

Genie lore, sinful desire, twisted wish, usher oblivion

King Mutaros Vengeance Unfulfilled

263

LN

Noble

Sparks of anger

Heartbreak, fumes of fury, roar of the king, unstoppable vengeance

Malebolge Moors 13 Traitors of Hell

264

LE

Fiend

Power word torment

Hellfire flensing, infernal aspect, infernal immunity, magical expiration

Prometheus Man’s First Flame

265

LG

Dragon

Breath of the First Flame

Child of Prometheus, debt of the First Flame, draconic reservoir, dragon’s ember

Saint Alexandra She by Three

266

LG

Starless

Imbue with occult power

Harmonize spirits, occult blessings, occult concordance, reliable pact

Tartarus The HungeringVoid

268

NE

Dark Beyond

Damnation

Hungry pit, lore of the dead, wail of the banshee, wall of suppression

The Worglord First Among Heroes

269

CG

Hero

Stuff of legends

Crush windpipe, defy destiny, my will be done, sculpted physique

Alabaster Timeless Tester

253

NE

Scholar

Aladdar The Unhindered

254

CN

Ashvattha The Stem of Life

255

The Beast that Births Matron of Monsters

99 Sarah Kemplin (Order #10397598)

Achaelous

The Slumbering God

Achaelous once ruled over all rivers and streams, but the disgraced demigod fell into an endless slumber after he was bested in combat by a mortal.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Achaelous. Spirit Level: 1st Alignment: Chaotic Neutral (CN) Constellation: Tree Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Achaelous if one of the following requirements is met, or a +4 bonus if all requirements are met. »» Achaelous’s seal is drawn within 100 feet of a river or sea. »» You speak to Achaelous exclusively in Aquan. »» You use the head of an aquatic creature with a CR equal to your character level instead of a common fish’s head when performing Achaelous’s ceremony. Ceremony: You decapitate a fish, place its head in the center of Achaelous’s seal, and eat the rest raw. Manifestation: Water gushes from the fish’s eyes and forms a humanoid body as Achaelous’s voice booms from within the fish’s lifeless lips.

Legend

In ancient times, Achaelous, the god of rivers and lakes and lord of all river spirits, roamed the world taking anything that pleased. Whether livestock or wealth or beautiful women, Achaelous claimed them all by commanding lesser gods to flood their rivers, sweeping away the treasures of any towns, cities, or villages that dotted their banks. One day it came to pass that Achaelous fancied Deianira, favored among gods and princess of the Kingdom of Rivers. After sweeping her away in a massive flood, the King of Rivers begged and pleaded for a champion to save his daughter, promising her hand in marriage. Taking pity on the grieving father, the King of Gods sent his son to battle Achaelous. Enraged that a mortal would oppose his desires, Achaelous transformed into a mighty bull and aimed to impale the godling, but the godling cleaved off Achaelous’s horns with a single stroke and cast him back into his river. In that moment, it is said that Achaelous chose to drown himself rather than face the humiliation of being bested in combat by a mortal man.

Major Granted Abilities

Reckless Charge: During a charge attack, you can increase the bonus on attack rolls and the penalty to AC that you gain as part of your charge by +1 for every 10 feet that you move

100 Sarah Kemplin (Order #10397598)

during the charge, up to a maximum increase equal to 1 + your maximum spirit level. Activating reckless charge is a swift action. You cannot use this ability while riding a charging mount. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: In addition to its usual benefits, reckless charge grants you gain a bonus on damage rolls on the first attack that you make during your charge equal to the bonus on attack rolls that reckless charge grants you.

Minor Granted Abilities

Athleticism: While you are bound to Achaelous, you receive an insight bonus on Swim checks equal to half your binder level. In addition, if you possess a Swim speed add this bonus to your Constitution score when determining the number of rounds that you can use the run action before needing to make Constitution checks to continue running. Command Rivers: You create gouts of water to batter enemies, functioning as hydraulic push. At 5th level, you may resolve this ability as hydraulic torrent instead. At 10th level, you may resolve this ability as either control water or cone of cold instead.You may use this ability a number of times per day equal to 3 + your Charisma modifier. Misleading Mist: While you are bound to Achaelous, you can cast obscuring mist as a spell-like ability at will.You may only have one obscuring mist effect active at once; creating a new effect dismisses the previous one. Partial Transformation: You transform your head into a bull’s head as a standard action, granting you a +2 size bonus to Strength but reducing your Intelligence to 2.You gain a gore attack that 1d8 damage + your Strength modifier (or 1d6 if you are Small) and any magic items worn on your head slot meld into your body.This ability is a polymorph effect.You may use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive.

Signs and Influence

Achaelous affects you in the following ways. Physical Sign: Seaweed grows from your face like a beard, regardless of your sex. When you activate one of Achaelous’s granted abilities, you snort steam from your nose. Personality Influence: You long for the company of a person that you find physically and emotionally attractive, and cling to such people when near them. You must take anything you want or need using brute force, save for sex. Favored Allies: Animal (aurochs and bulls), Fey (dryads), Humanoid (maidens), Magical Beast (gorgons) Favored Enemies: Humanoid (adventurers and bachelors)

Vestigial Bond (Companion)

You gain an aurochb1 as an animal companion. You possess a druid level equal to your binder level when determining your auroch’s abilities. This granted ability replaces partial transformation.

Aza’zati

remain young forever as a spirit dwelling within the Spirit Realm for the remainder of time.

In legend, Aza’zati was a green dragon who prided his cunning and youth above all else. Ultimately, the wyrmling was undone by a clever wizard, for when he asked to never age again, the wizard simply made him disappear.

Major Granted Abilities

The Green Wyrmling

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Aza’zati. Spirit Level: 1st Alignment: Lawful Evil (LE) Constellation: Dragon Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Aza’zati if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Aza’zati’s seal within 5 feet of a forest cave or a city spire. »» You call out to Aza’zati’s during his ceremony in Draconic, requiring the ability to speak Draconic. »» You place 5 gp at the center of Aza’zati’s seal, which vanishes into thin air as he manifests. Ceremony: You mix a thimble of foul water with leaves, twigs, and a flask of acid. When the mixture is soft, you pour it swiftly down your gullet. Manifestation: You loudly belch out a jade cloud of smoke as the acid burns your throat.The smoke transforms into an apparition of a jade dragon egg, which quickly hatches into a wyrmling. The hatchling squeaks for gold during your pact.

Legend

The tale of Aza’zati is a popular children’s tale that parents often use to dissuade to small children from greedy behavior. According to the story, Aza’zati was once a young green dragon who lived among humans. He was cunning and deceptive and tricked men and women into imparting their gold onto him using guile and trickery. Aza’zati attested his success to his youth, claiming that so long as he was small, he could separate a king from his riches. One day, a duped merchant grumbled that Aza’zati would not always be small, that he would grow and would have to risk his life fighting larger dragons for gold. This thought terrified Aza’zati and in his desperation he begged any who would listen for a means to stay young forever. A local wizard obliged and told Aza’zati to meet him atop the tallest spire in the kingdom. When they arrived, the wizard fooled arrogant Aza’zati and instead of making him immortal, he cast a spell upon the green wyrmling that made him disappear forever, much to the jubilation of the tricked. Yet ironically, cunning Aza’zati got his wish: Aza’zati would

Acid Gout:You belch acid as a standard action, dealing 1d6 points of acid damage per binder level you possess to all targets in a 30-foot cone. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your acid gout clings to targets for 1d4 rounds, causing the target to suffer acid damage at the start of their turn equal to half your binder level (minimum 1).

Minor Granted Abilities

Curious Edge: While you are bound to Aza’zati, you gain an insight bonus on Bluff and Diplomacy checks equal to half your binder level. Sniff Gold: While you are bound to Aza’zati, you gain the scent special ability, except you can only use this granted ability to detect the scent of gold.You cannot infer whether or not the gold is attended by scent alone, nor can you infer its purpose, such as whether it is raw ore, has been forged into coins or jewelry, or whether it is embedded into a golden golem. You must show Aza’zati’s sign in order to receive this benefit. Smaller is Better: You reduce your size by one size category as a standard action, functioning as reduce person except it can target any binder regardless of type.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Wyrmling’s Skin: While you are bound to Aza’zati, you gain a 30-foot swim speed and a +1 natural armor bonus to your AC. This bonus increases by +1 at 6th level and every 5 binder levels thereafter. In addition, you add your binder level to the total number of rounds that you can hold your breath.You must show Aza’zati’s sign in order to receive this benefit.

Signs and Influence

Aza’zati affects you in the following ways. Physical Sign: Green scales sprout across your body and onlookers perceive you as being one age category younger than you actually are. When you activate one of Aza’zati’s granted abilities, your eyes briefly transform into two golden coins with Aza’zati’s seal inscribed on their faces. Personality Influence: You crave gold more than anything else in the world. You must place the search for and acquisition of gold above all other tasks. Favored Ally: Dragon (any) Favored Enemy: Humanoid (arcane spellcasters)

Vestigial Bond (Companion)

You gain a viperb1 as a familiar.You possess a wizard level equal to your binder level when determining your viper’s abilities. This granted ability replaces smaller is better.

101 Sarah Kemplin (Order #10397598)

Cave Mother

Sorceress of Secrets

In human legends, Cave Mother was the first person to harness the secrets of fire, though she did so at a terrible personal cost.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Cave Mother. Spirit Level: 1st Alignment: Neutral (N) Constellation: Mage Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Cave Mother if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Cave Mother’s seal underground or within a cave. »» You are female or have sired a son who witnesses Cave Mother’s manifestation. »» You incorporate a variety of acorns and nuts into the mixture that you prepare during Cave Mother’s ceremony, requiring 2 ranks in Survival. Ceremony: You mix twigs, rock fillings, and herbs into a basin and wet them with your saliva as you chant Cave Mother’s name three times. When you have finished, you throw the mixture into a fire built in the center of Cave Mother’s seal. Manifestation: Smoke fills the seal, transforming into apparitions of your ancestors’ daily lives until finally a scene from your own childhood is shown. At its conclusion, the smoke quickly disappears, leaving a woman’s face in the embers.

Legend

The most ancient of human records smeared across cave walls tell the story of an woman known as Cave Mother, who is believed to have brought knowledge of farm and flame to the realms of men among countless other deeds. In the oldest of stories surrounding her, Cave Mother was out gathering nuts and fruits for her tribe when she was cornered by an evil ghoul that wished to devour her whole. Quickly remembering the old tales that she had heard about ghouls as a young girl, Cave Mother did not struggle. Instead, she offered herself to the monster in a game of chance; they each would declare a color, black or white, and draw a seed from Cave Mother’s satchel. The winner, who would be the one who correctly drew the seed she called, could make any one request of the loser. The ghoul, who did not know that Cave Mother knew black nuts were heavier than white berries, agreed and lost every round it played with the old woman. In victory, Cave Mother stripped the ghoul of its powers and made it her son. But even as she harnessed fire and performed wondrous deeds for her people with the ghoul’s power, Cave Mother did not realize that its corruptive magics ate away at her spirit until finally she faded away, both in body and in soul.

102 Sarah Kemplin (Order #10397598)

Major Granted Abilities

Ghoulish Fire: You unleash a 10-foot blast of fire around you as a standard action, causing all targets within 10 feet of you to suffer 1d6 points of fire damage per binder level you possess. Damage caused by ghoulish fire causes creatures and flammable objects to catch on fire. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your ghoulish fire ignores a number of points of fire resistance up to your binder level.

Minor Granted Abilities

Deceptive Knack: While you are bound to Cave Mother, you gain an insight bonus on Bluff and Sleight of hand checks equal to half your binder level. Gather Provisions:While you are bound to Cave Mother, you can cast goodberry as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Beginning at 3rd level, each berry that you transmute with this ability heals 1d8 points of damage + your binder level, and the maximum amount that a creature can be cured by goodberry increases to 10 + your binder level. Read the Stars: While you are bound to Cave Mother, you always know which direction is north, functioning as a constant know direction effect. In addition, you can cast true strike as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Undead Bane: While you are bound to Cave Mother, you can grant the undead bane special weapon ability to one weapon that you are wielding as a swift action. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.

Signs and Influence

Cave Mother affects you in the following ways. Physical Sign: Your hands become calloused from work and your body wrinkled, as if from old age. When you activate one of Cave Mother’s granted abilities, your voice become raspy as if you were breathing smoke. Personality Influence: You easily lose patience with those who demand your assistance.You must answer every question with another question, a cryptic remark, or a scathing retort. Favored Allies: Any (living arcane spellcasters) Favored Enemies: Undead (any)

Vestigial Bond (Boon)

While you are bound to Cave Mother, you receive a constant unseen servant effect as a spell-like ability.Your unseen servant has a Strength score equal to your binder level + your Charisma modifier (minimum 1) and appears as a spectral, male child. You can summon or dismiss this servant as a full-round action. This granted ability replaces gather provisions.

Legend of Cave Mother In primeval times, before people tilled the fields, when men hunted and women gathered plants, Morigan, the clan elder woman, tended her tribe’s fire pit. In the year of the wolf spider, a drought year with no game, her tribe moved south for many weeks until they came to a new warren of caves. “Light a new fire,” the chief told her. Morigan took brush and searched the caves for flint. She lit her way with a small torch dipped in tar. The torch sputtered at first with the wind, but as she wandered deeper, all grew silent, dark, and calm. In one large cave she found a rune scribed across the wall. “This place has been inhabited before,” she surmised. She brought her torch low to scan the floor. It was flat with a few stones, and among the stones were the remains of a hearth, broken spearheads, and bones. “Who are you?” a raspy voice whispered. She saw no one in the darkness beyond the torch’s light. “Light a fire and you shall see me,” the voice commanded. Afraid, she checked her blade in her waist belt, then knelt and began a fire. “We are sorry to intrude,” she offered as she worked her hands. She wondered if there were more strangers, and if her own tribe would come rescue her. She applied the torch and blew on the fire. Sparks danced. “You are skilled,” the voice rasped. As the new fire crackled, a nearby corpse trembled and slowly began to pick itself up. She rose. “Go away, demon!” she shouted. Then she added, “We are sorry to disturb you. I can leave you a gem or a pelt. We will leave. The warriors trust me. They will listen.” The figure stumbled up. It was a terrifying sight.Where there was skin, it was charred black. Where there was no skin, its bones were white as if burned by fire. Two burning embers sat in its skull sockets where eyes should be. Old Gutaba, Morigan’s teacher from her childhood, had warned her of the undead and their thirst for souls. She shuddered, as the cave chamber grew cold despite the fire. Her breath filled the air and wafted toward the creature as if drawn to it. She ran. “Hello, help!” she yelled as she ran down a tunnel. Light and familiar voices did not come. Perhaps she took a wrong turn? She puzzled as she stopped to catch her breath. Perhaps this was a trick of the mind caused by this ghoul? If she continued running, would it then catch and devour her? What to do? Wait, she thought, Old Gutaba had said some ghouls would bargain, at least when it suited them. She had a plan. Morigan checked her pouch of nuts and walked with a steady pace back to the fire chamber. The fire now burned strong but frost and icicles coated the cave. “You are brave,” the creature rasped as she entered. It emerged from the dancing shadows. “I have a deal,” she said to it, mustering all the confidence that she could. “Really?” it replied in its raspy voice. “I’m listening.”

With shaking hands, she showed it that her bag had equal numbers of black and white nuts. Then she offered, “You and I will each draw one nut. If we draw the same color then I stay with you. If we draw different colors then I leave in peace.” It sniggered, “I agree, a gamble well done.” What the creature did not know was that black nuts weighed slightly more than white nuts. Morigan knew that what weighs more would sink to the bottom of the bag. But nothing was assured. The ghoul, with its bony hand, drew white. So Morigan reached into the bottom of the bag. He groped around and clutched one. Her heart thumped as she drew it out. It was black. She sighed in relief. “Humph,” the ghoul replied. It did not move. She wondered if it would argue and still kill her. Its eyes smoldered. In a moment, she wondered, what did her few remaining years of life have in store for her? More tending the fire and the chief’s needs? “How about we play for more?” she offered. “Yes, we shall,” it rasped with satisfaction. “I’m listening.” “I am old,” Morigan began. “Years ago my tribe’s chief forced me to give him a child, a son. But he never married me. My boy was strong but stupid and died in a skirmish before he grew a man’s hair. If I win, you will give me your power over life and death, and I will return you to life as my son.” “And if I win,” the ghoul said, “I shall father you a son of darkness like the world has never known.” Morigan did not know how a ghoul could make fertile an old woman like her or father offspring. She shuddered at the thought of a bony little hand clawing out of her womb. Nothing the ghoul said suggested she would live either. She returned the nuts to the bag and shook it vigorously. “This time,” the ghoul said, “you draw first.” She reached into the bag and drew a black nut. The ghoul, with a tortured grin on its face, placed its burnt bony hand within. Morigan’s tribe saw her later that afternoon, accompanied by a dark haired youth at her side. She strode proudly with vigor. In a year, she taught the people to sow and reap, smith swords, and draw runes. She rained a merciless white-hot fire upon the tribe’s enemies. Far and wide, people invoked her name in fear as a Sorceress of Secrets. “But mother, who can keep hold of power,” her son posed to her one evening by the fire. “Who can wield my power without losing hold of her own soul?” And so it was, over the years, that the ghoul’s power slowly consumed Morigan from the inside out, until all that was left was her name, her legend, and a chilly pile of charred bones.

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Coralene

Sovereign of Silver

Coralene stole the prized possession of a powerful noble family and paid the ultimate price when her escape plan failed.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Coralene. Spirit Level: 1st Alignment: Chaotic Neutral (CN) Constellation: Thief Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Coralene if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are dressed as a person of the opposite gender. »» You use powdered silver worth 20 gp to draw Coralene’s seal. »» You wear a silver tiara during Coralene’s seal that is worth at least 110 gp. Ceremony: You sprinkle a gleaming powder around the border of Coralene’s seal until it sparkles with silvery specks. Manifestation: The shimmering seal grows brighter and brighter until it forms a silvery apparition of a woman wearing a fantastic crown who motions for you to speak.

Legend

Once considered the most esteemed social gathering across the known world, the esteemed Brimbsbi family abruptly stopped holding their annual Silver Masquerade several centuries ago when a mysterious woman infiltrated their home in the guise of a young nobleman. Once inside, the thief made her way deep into the heart of the Brimbsbi Estate where she managed to filch the family’s most prized position, a fantastic tiara forged from mithral, silver, and hundreds of diamonds called the Silver Crown. Mesmerized by its beauty, the thief was detected by several guard dogs while admiring the stolen treasure but she escaped using a magic scroll, never to be seen again. Since then neither thief nor tiara have resurfaced, seemingly putting an end to the legendary Silver Masquerade for good.

Major Granted Abilities

Unexpected Slip: You step between realities, teleporting 5 feet as a swift action. This movement does not provoke attacks of opportunity and it does not count against the total amount of movement that you can make during a turn. You must be able to see the space you are moving into. At 5th level and every 5 binder levels thereafter, you can teleport an additional 5 feet when using unexpected slip. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If you use unexpected slip to teleport into an area that grants you cover or concealment, you can make a Stealth check to hide as a free action.

Minor Granted Abilities

Coralene’s Command: You force opponents to do your bidding as a standard action, functioning as command. At 10th level, this ability functions as greater command instead. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Master of Subterfuge: While you are bound to Coralene, you gain an insight bonus on Disguise and Stealth checks equal to half your binder level. In addition, you suffer no penalties on Disguise checks when attempting to appear as the opposite gender. Silver Sheen: While you are bound to Coralene, your natural attacks, unarmed strikes, and all weapons that you wield are treated as silver weapons for the purpose of overcome damage reduction. You must show Coralene’s sign in order to receive this benefit. Trackless Step: While you are bound to Coralene, you leave no trail and cannot be tracked.You must show Coralene’s sign in order to receive this benefit.

Signs and Influence

Coralene affects you in the following ways. Physical Sign: Silver rings encircle each of your fingers and toes like tattoos. When you activate one of Coralene’s granted abilities, a ghostly tiara appears on your brow. Personality Influence: You become extremely covetous of all things made of silver or mithral. When made privy to a party or social gathering, you must attend even if uninvited. Favored Ally: Humanoid (any nobility) Favored Enemy: Any (dogs and caninelike creatures)

Vestigial Bond (Companion)

You gain a catb1 as a familiar. You possess a wizard level equal to your binder level when determining your cat’s abilities. This granted ability replaces Coralene’s command.

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Dantalios

The Broken Athlete

Once a peerless athlete, Dantalios fled from reality after he was transformed into a revolting monster by a hag’s transmorphic brew.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Dantalios. Spirit Level: 1st Alignment: Chaotic Neutral (CN) Constellation: Seer Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Dantalios if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You place an athletic trophy that you honestly won into the center of Dantalios’s seal. »» You have a Charisma score of 16 or higher. »» Your combined Strength, Dexterity, and Constitution modifiers are equal to or greater than +10. Ceremony: You perform grueling warm-up exercises within Dantalios’s seal, letting your sweat drip onto the ground. Manifestation: Dantalios’s aberrant face appears within every bead of sweat upon your body. Your sweat slowly creeps together, forming an amorphous conglomerate that speaks to you in a watery, weary voice.

Legend

Folklore tells of a peerless athlete named Dantalios who could wrestle bears into submission, out swim a fish, throw hogs for leagues without effort, and run as fast as a horse. On the day of the kingdom’s annual games, Dantalios was challenged by a wealthy merchant who offered Dantalios her daughter’s hand in marriage as well as a hefty dowry if he could win the 10-mile dash. Seeing the girl’s beautiful face cleared all doubt from Dantalios’s mind; he accepted the merchant’s challenge and ran like he had never run before. At the end of the ninth mile, Dantalios grew thirsty and saw the beautiful girl waiting along the road to offer him a drink. Downing it one gulp, the refreshed athlete bolted for the finish line. But with every step he took, his body aberrated as wicked claws sprouted from his hands and feet, his skin transformed into slimy scales, and his bones snapped and twisted into digitigrade legs. As onlookers ran away screaming, Dantalios realized what had happened and, fearing his demise at the hands of his adoring fans, ran so far and so fast that he ran past the horizon, never to be seen again.

Major Granted Abilities

Speed of Dantalios: As a swift action, you gain a +30 bonus your speed until the end of the turn. If you possess multiple types of movement (such as climb or fly speeds), you must choose which movement type to apply this bonus to.You cannot apply this benefit to a movement mode that you do not possess. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When you use speed of Dantalios, all movement speeds that you possess are doubled.

Minor Granted Abilities

Fleet: While you are bound to Dantalios, your movement speed increases by 5 feet.You must show Dantalios’s sign in order to gain this benefit. Great Charge: While you are bound to Dantalios, you can charge up to four times your speed during a charge attack. Mighty Throw: While you are bound to Dantalios, you gain the benefits of Throw Anything. In addition, increase the range increment of all thrown weapons that you wield by 5 feet. Wrestling Mastery: While you are bound to Dantalios, you receive an insight bonus on Escape Artist checks equal to half your binder level and you do not provoke attacks of opportunity when attempting to grapple an opponent or when making unarmed strikes against a grappled opponent.

Signs and Influence

Dantalios affects you in the following ways. Physical Sign:Your legs become digitigrade, your hands and feet grow vestigial, bear-like claws, and your skin becomes coated with slimy scales. When you activate one of Dantalios’s granted abilities, your body oozes a putrid, yellow pus. Personality Influence: You brazenly accept any challenge that is made of you, especially when made as part of a bet, dare, or competition.You must accept all refreshment that is given to you without charge. Favored Ally: Aberration (any). Favored Enemy: Aberration (any).

Vestigial Bond (Companion)

You gain one of the following animal companions: badger, bird, or sharkb1. Change the creature’s type to aberration (augmented animal). You possess a druid level equal to your binder level when determining your companion’s abilities. This granted ability replaces great charge.

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Eos Dei

The Lonely Archon

Eos Dei was tasked by the Lord of the Sun to manage the passage of time, but was ripped asunder in body and spirit during the Titanomachy.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Eos Dei. Spirit Level: 1st Alignment: Lawful Good (LG). Constellation: Angel Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Eos Dei if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You smash a functioning time piece costing at least 5 gp in the center of Eos Dei’s seal during his ceremony. »» You draw Eos Dei’s seal during the day under the sun’s light. »» You wash your hands with a flask of acid during Eos Dei’s ceremony. Ceremony: You wash your hands repeatedly in a wooden basin while sitting at the center of Eos Dei for sixty seconds, waiting for Eos Dei to manifest. Manifestation: Nondescript apparitions of twelve mournful faces arise from Eos Dei’s seal. One face begins singing a dirge as the others join in harmony. Their singing stops abruptly as eleven of the faces shatter, leaving one sobbing face.

Legend

According to Celestial legend, there once was a cheery little archon named Eos Dei who served the Lord of the Sun as his steward, documenting and regulating the passage of time. Little Eos loved his work and his master, but when the Titanomachy began, a zealous group of titans descended upon Eos Dei as he tended to his morning chores. Quickly taking him hostage, the titans hoped to blackmail the Lord of the Sun into making Heaven’s sun set forever. The noble empyreal lord refused to give in to their demands, however, and before the Lord of the Sun could save his faithful servant the titans devoured alive tiny Eos Dei. Taking pity upon him, the gods took what they could of Eos Dei’s remains from within the titans’ stomachs and used them to create the first pendulum archons, who are tasked to serve as healers and medics for Heaven’s armies. Some say, that what could not be salvaged of Eos Dei drifts alone in the bowels of the Abyss to this day.

Major Granted Abilities

Scramble Time: You can use Eos Dei’s influence over time to scramble the initiative of one target within 30 feet as a standard action. If the target fails a Will save, it must reroll its

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initiative at the start of the next round. Henceforth, the target acts on its new initiative. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When using scramble time, you can grant your target either a +5 insight bonus or a –5 penalty on its initiative check.

Minor Granted Abilities

Crushing Loneliness: As a standard action, you cause one target within 30 feet to become overwhelmed by thoughts of loneliness and despair, granting it a –2 penalty on ability checks, attack rolls, saving throws, and skill checks for a number of rounds equal to 3 + your Charisma modifier. This ability is a mind-affecting emotion effect. A successful Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Hypnotic Melody: You perform an ancient celestial melody that functions as hypnotism, except your melody affects a number of Hit Dice of creatures equal to 2d4 + your binder level. This ability is a mind-affecting compulsion and sonic effect.You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1). Song of Stolen Memories: You sing a mystic melody that steals memories from a creature, functioning as memory lapseapg. While you are bound to Eos Dei, you can access all memories affected by this ability for the duration of the pact with perfect clarity. At 15th level, this song modifies up to 5 minutes of memories per binder level you possess. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Time Sense: While you are bound to Eos Dei, you are aware of the precise time of day at your current location. This ability does not function on planes with erratic time.

Signs and Influence

Eos Dei affects you in the following ways. Physical Sign: Your features become soft and child-like with wide, soulful eyes. When you activate one of Eos Dei’s granted abilities, you are forced to smile. Personality Influence: You burst into song whenever your emotions change. While you are within the presence of an older peer or family member, you must stay within at least 5 feet of them. Favored Ally: Outsider (archons) Favored Enemy: Outsider (any evil)

Vestigial Bond (Companion)

You gain a ravenb1 as a familiar. Change its type to construct (augmented animal). The raven takes the form of a flying clock and speaks Celestial. If your binder level is 7th or greater, this familiar possesses the celestial creature template. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces crushing loneliness.

Forash

Prince of Spirits

A forgotten archdevil who claims to have taught pact magic to mortals, the Prince of Spirits is willing to share all secrets with those who can afford his price.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Forash. Spirit Level: 1st Alignment: Lawful Evil (LE) Constellation: Fiend Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Forash if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You understand the basics of fiendish contacts, requiring 2 ranks in Knowledge (planes). »» You are able to speak Infernal or Abyssal and perform Forash’s ceremony in this language. »» You cremate a real raven during Forash’s ceremony instead of burning a wooden effigy. Ceremony: You carve a wooden effigy of a raven out of wood and light it ablaze. When it has completely burned, you anoint yourself with the ashes and pray to Forash. Manifestation: Forash manifests from the ashes on your brow in the form of a splendid demon with a lion’s mane while riding a mule with a human face. He smirks at you with bemused impatience at all times during your pact with him.

Legend

Forash is among the most well-known of spirits and in a time long past he was also the most commonly bound spirit. Ancient atlan legends claim that Forash taught King Kontaros of the Atlan Empire how to seal pacts with spirits in exchange for the previous king’s soul, giving him the power necessary to unite the atlans under a single king and creating an empire that sprawled from sea to shining sea for a thousand years. Not even the most learned of occult scholars are sure how Forash became a spirit himself, but the event is believed to be related to the destruction of the Atlan Empire at the hands of the gods, who honored the usurped King Theykos’s request to sunder Forash after King Alrik began his campaign of deicide.

Major Granted Abilities

Summon Fiend:You summon a fiendish creature to serve you as a full-round action, functioning as summon nature’s ally except all creatures summoned by this ability have the fiendish creature templateb1. The level of summon nature’s ally is equal to your maximum spirit level; for example, for a pactmaker, it functions as summon nature’s ally I at 1st level, summon nature’s

ally II at 3rd level, and so on. You may only summon a single creature or group of creatures with this ability at a time; using this ability a second time causes any previously summoned creatures to vanish. After using this ability, it becomes expended for the duration of the summon nature’s ally effect and for 5 rounds after it ends or is dismissed. Capstone Empowerment: Creatures summoned with summon fiend gain a +4 enhancement bonus to their Strength and Constitution.

Minor Granted Abilities

Disappear: You become invisible for 1 round as a swift action, functioning as invisibility.You can use this ability a number of times per day equal to your binder level. Forash’s Lore:While you are bound to Forash, you gain an insight bonus on Knowledge (history) and Knowledge (planes) checks equal to half your binder level and you may make these skill checks untrained for the duration of your pact with Forash. Lion’s Roar: As a standard action, you unleash a mighty roar that deals 1d4 points of sonic damage to all targets in a 20-foot line and deafens them for 1d4 rounds. A successful Fortitude save reduces this damage by half and negates the deafened condition. At 5th level and every 5 levels thereafter, increase the damage dealt by this ability by 1d4 points. You must show Forash’s sign in order to receive these benefits. Unsettling Presence: While you are bound to Forash, you radiate an aura that causes nearby creatures to act irrationally. Enemies within 30 feet of you are unable to ready or delay actions while within your aura unless they succeed on a Will save. A creature must make this save each time it attempts to ready or delay an action and creatures that succeed are immune to this ability for 1 day.You must show Forash’s sign in order to receive these benefits.

Signs and Influence

Forash affects you in the following ways. Physical Sign: A wild, feline mane sprouts around your head and neck that cannot be cut or groomed. When you activate one of Forash’s granted abilities, your mane ruffles as though the wind were passing through it. Personality Influence: You are flighty in your desires and are prone to betraying others. You must perform scandalous or taboo acts whenever the opportunity presents itself. Favored Ally: Humanoid (goblinoids), Outsider (any evil) Favored Enemy: Humanoid (dwarves and elves)

Vestigial Bond (Companion)

You gain a big cat (lion)b1 as an animal companion.You possess a druid level equal to your binder level when determining your lion’s abilities. This granted ability replaces disappear.

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Legend of Forash In the early days of the atlan people, before they drew together as a unified empire, twelve kings vied for control of the many islands. One king, Theykos of Atlan, commanded his court sorcerer Kontaros to procure magic to defeat his foes. “Faithful Kontaros,” the king said. “Our tropical gem is a small island, and foes surround us. The merchants complain of pirates sent by my fellow kings. What do you propose?” “My noble king,” Kontaros replied, “Travel between islands is difficult, and those with the greatest navies control the seas.” “Then you suggest we build a navy?” the king asked. “If so, we must tax the merchants, our only allies.” “You are wise to observe this paradox,” Kontaros replied. “That is why I propose we be the first to control the skies.” “We are intrigued,” the king answered, and raised his brow. “If any sorcerer can succeed at such a task, it is you, old friend.” returned And so they parted for the day, and Kon- taros excitedly to his tower to gather supplies. His magic would make an empire, and perhaps one day make him king. “Where you are going?” his apprentices begged of him. He spoke little and instructed one apprentice boy to prepare for travel. The boy stuck out his tongue at the others, knowing he was favored.Together, they hiked for three hours to the rim of the island’s volcano. Waves of heat and spitting globes of lava danced in the air. There at the rim, Kontaros drew a magic circle and cast the most powerful spell he knew. “Oh hear me, Forash, president of Hell’s armies and commander of twenty-nine legions, I beseech your advice.” “How delightful,” Forash boomed, appearing within the circle. He was a man nine feet tall with the head of a lion, a golden mane, bulging muscles, and crackling ruddy skin like iron coated with blood on fire. Kontaros was confident and ambitious but not stupid. He had prepared an offering to ensure the fiend did not devour him. “I offer you this apprentice of mine,” Kontaros said in the fiend’s infernal tongue. The apprentice was his best, crafty in many things, but ignorant of infernal speech. “Scrawny,” Forash replied, eyeing the nervous boy. “But his lips are thin and tight, suggesting he is quiet and crafty, and his hands will work themselves well in my shop.” “In exchange,” Kontaros said, “I require aid to defeat my king’s many foes who rule the seas with brash navies. I hope and trust there is some way to rule the skies above them all.” “You are clever in imagination,” Forash answered. “In reward, I will do better than advise. I will teach you to bind the spirits of longforgotten fiends onto your own flesh, blood, and bones.” At this, Kontaros fed his apprentice to Forash.To the boy’s credit, he screamed only a little as he lost his hands. Forash then consulted his own master, Haures, and together they taught Kontaros the history of the multiverse, how to bind forgotten spirits, and how to evoke lesser fiends from the clouds. In a dozen years, King Theykos commanded the skies with

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Forash’s minions at his call. When a rival army approached, Kontaros would summon a storm. As lightning crackled and thunder boomed, dozens of winged tarry devils would pour forth from the swirling clouds. As each rival king was defeated, Theykos rose in power, as did his sorcerer Kontaros. But all was not perfect. Each calling of the sky devils required sacrifices at the volcano. Kontaros offered mostly war prisoners and criminals, but citizens groused. Moreover, even as the rival kings fell, a thirteenth king emerged. The prophets of yore called him the Shadow King. He brought huge black ravens. One day, in the marble palace, Kontaros visited his king a last time. The king smiled grimly on his high gemmed throne. “Old friend, my king,” the sorcerer said, “I have bad news.” “Speak it, and hold nothing back.” “Though the tide has swelled in our favor for thirteen years, our last foe, the Shadow King, has routed our aerial forces.” “How can this be?” The king was incredulous. All remnants of the other kings had either conceded to Theykos or had joined with the Shadow King. Their sides were equal, but the sky devils should have given an Atlan victory. Kontaros explained. “The fiend I spoke of, Forash, his sky devils did not arrive.” He paused. “The pact I sealed with Forash was for thirteen years, and by the last moon, it ended.” “What can be done?” the king asked. “How can I say this terrible news,” Kontaros offered in a low voice. Next was a lie that he had to weave perfectly in order to gain the last prize that Forash offered. “The fiend demands a king’s soul,your soul, in exchange for your people’s welfare.” He quickly added, “You could abdicate and crown one of your sons king, thereby saving yourself if you wish.” “No.” Theykos rarely brooked weakness. With all his courage, he accompanied Kontaros up to the lip of the island’s volcano. As they walked, Kontaros produced a potion from his cloak. “Drink this, my king, and it will not hurt. Most importantly, you will fool the fiend, and your soul will fly free to the seven heavens where you belong.” This last part was a lie. Theykos drank the potion, for he knew not what else to do. His mind grew cloudy. He stumbled and could not rise. He watched helplessly upon the sharp volcanic ground as Kontaros drew a magic circle around him and summoned Forash. “Forash, grant me presidential power over all this empire.” “How delightful,” Forash spat, appearing within the circle. “To dine on a king, so that a new king is made in my image.” As Theykos drew his last breaths, he cried out to Kontaros, “My friend, despite your betrayal, you did what I commanded of you to save our citizens. But you underestimate my spirit. By the gods, one day this empire shall fall. On that day, Forash will be sundered just as this island will be sundered, as punishment for misleading you, who I forgive with my whole heart.” Forash laughed as he devoured Theykos, but the clear blue sky stirred with distant thunder. The gods had heard King Theykos and in one thousand years to the day, would honor his curse.

General Hessant

Patron of Lost Soldiers

General Hessant was the supreme commander of a legion of hobgoblins before he and his men were left stranded in a place that had forgotten them.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with General Hessant. Spirit Level: 1st

Alignment: Lawful Evil (LE) Constellation: Noble Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with General Hessant if one of the following requirements is met, or a +4 bonus if all requirements are met.

»» During General Hessant’s manifestation, you smash the skull of a creature that you slew in the center of General Hessant’s seal. »» You are male, a goblinoid creature, an orc, or are a professional soldier, requiring 2 ranks in Profession (soldier). »» After General Hessant’s manifestation, you present General Hessant with a masterwork longsword which he returns to you after sealing a pact with him. Ceremony: You call out to Hessant that you are reporting for duty and seek to negotiate for his fighting prowess. When you have finished, you kneel down and wait for General Hessant to manifest. Manifestation: General Hessant’s seal quickly becomes shadowy and dark. General Hessant steps towards you through the shadows, beckoning you to your feet. He recounts a story to you about a time he took revenge upon a hated foe.

Legend

A children’s ghost story tells the tale of a massive army that marched from its kingdom to protect its boarders from its enemies.The army emerged victorious, but as they returned home they wandered into a thick mist. When the mist had cleared, no one in the army knew where they had ended up. The land looked the same, but none of the familiar cities or garrisons or villages remained. As the army wanted, they found new towns and villages instead, and very citizen within every settlement did not know of the kingdom where the army hailed from; a kingdom that had spanned the entire countryside. With every step, the army’s men grew more and more fearful and with every insubordination the army’s general, a hobgoblin named Hessant, had them buried up to their necks in the earth as punishment. Finally the army approached the valley where their capital city once stood, but when they reached the valley they found it empty; utterly unmolested by mortal settlements

and structures. With all hope lost, General Hessant ordered his lieutenant to bury him up to his neck and abandon him. The army did so and vanished back into the mists.

Major Granted Abilities

Hessant’s Punishment: You order the earth to lash out at one target within 30 feet as a standard action. The target is knocked prone. A successful Reflex save negates this effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: In addition to its usual effects, Hessant’s punishment entangles its target on a failed Reflex save. An entangled creature can attempt a new save during its turn as a full-round action to end the condition.

Minor Granted Abilities

Courage of the General: While you are bound to General Hessant, you gain a +4 bonus on saving throws against fear effects. Dazing Strike: You make a dazing attack with a melee weapon as a standard action. If it hits, the target becomes dazed for 1 round in addition to the normal damage dealt by the attack. A successful Fortitude save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Empower Longsword: While you are bound to General Hessant, you become proficient with longswords and any longsword that you wield gains a +1 enhancement bonus on attack rolls and damage rolls. This enhancement bonus increases by +1 for every 5 levels you possess. In addition, the longsword gains the following abilities at the indicated levels: keen (6th), flaming (12th), wounding (18th). These benefits replace any magical enhancements and abilities that the longsword already possesses. Iron Gaze: While you are bound to General Hessant, you gain an insight bonus on Intimidate and Sense Motive checks equal to half your binder level.

Signs and Influence

General Hessant affects you in the following ways. Physical Sign: Your skin’s texture becomes rough and hard like gravel. When you activate one of General Hessant’s granted abilities, your skin turns yellow. Personality Influence: You are unable to feel empathy. You must never grant requests for mercy or reduced pain. Favored Ally: Any (creatures who serve in a military) Favored Enemy: Any (creatures that can cast spells)

Vestigial Bond (Companion)

You gain a horseb1 mount, functioning as a cavalier’s mountapg. You possess a druid level equal to your binder level when determining your horse’s abilities. This granted ability replaces empower longsword.

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Gwenolyn’s Ghost The Haunting Lover

This nameless spirit committed suicide in life after his lover scorned his advances, clinging to the world until nothing of his true love remained.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Gwenolyn’s Ghost. Spirit Level: 1st Alignment: Neutral Good (NG) Constellation: Skull Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Gwenolyn’s Ghost if one of the following requirements is met, or a +4 bonus if all requirements are met. »» The effigy used in the Haunting Lover’s ceremony resembles someone who you love that denies your advances. »» The effigy used in the Haunting Lover’s ceremony is personalized, worth 10 gp or more, and engraved with the name of your true love (if any), the name of a local allied person’s true love, or the full name of the true love of Gwenolyn’s Ghost, the latter two requiring 2 ranks in Knowledge (local) or Knowledge (history), respectively. »» You read aloud with great passion and skill the tale of Gwenolyn’s Ghost during the spirit’s manifestation, requiring 2 ranks in Perform (Oratory). Ceremony: You prepare an effigy of love and place it within the Haunting Lover’s seal. Manifestation: The effigy begins to levitate and roams about the seal. A charming man’s voice follows the effigy, which hobbles up and down with his tone.

Legend

Urban legend tells of a young man who fell in love with a city belle named Gwenolyn. He spent years trying to swoon her until Gwenolyn lost patience, scorning his pathetic attempts to claim her as his own. Shortly after, the nameless man took his own life. Death could not silence the man’s sorrow, however, and his soul clung to Gwenolyn’s manor, transforming him into a ghost who haunted the mansion even after Gwenolyn sold the house and moved far away. When the manor’s new owner, an opportunistic merchant, learned of his new house’s resident, he turned the manor into a hotel for single maidens. Each night the young man’s ghost appeared before the maidens, believing each to be Gwenolyn. The ghost showered the ladies both in gifts and praise, showering the merchant in gold for his service. All good things must come to an end, however, and the merchant’s run ran dry when a married woman became pregnant after a scandalous trip to the manor. Believing that the merchant had fondled and duped them, the city’s maidens burned the estate, the merchant, and the “ghost” alive.

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Major Granted Abilities

Spectral Caress: You summon Gwenolyn’s Ghost to assault one target within 30 feet with desire as a standard action, causing it to become dazed for 1 round. A successful Will save prevents this condition. This ability is a mind-affecting emotion and phantasm effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase the duration of the dazed effect caused by spectral caress to 1d4+1 rounds.

Minor Granted Abilities

Ghost Hand:You create a spectral hand that can manipulate physical objects, functioning as mage hand. The hand can move through solid objects as though it were incorporeal, but any corporeal objects that the ghost hand interacts with while passing through a solid object remain corporeal. Lover’s Charms: While you are bound to Gwenolyn’s Ghost, you gain an insight bonus on Bluff and Diplomacy checks equal to half your binder level.When making Diplomacy checks against a creature that could be romantically inclined towards you, this bonus equals your binder level instead. Overwhelming Loss: You inflict your foes with a sense of overwhelming loss, causing one target within 30 feet to become shaken. A successful Will save negates this effect. You can use this ability to create a stronger fear effect, but this ability’s save DC suffers a –5 penalty when attempting to make a target frightened or a –10 penalty when attempting to make a target panicked. This ability is a mind-affecting fear effect. Speak with the Departed: You are able to speak with the spirits of the dead, functioning as speak with dead. You can only speak with spirits whose alignment are within one step of your alignment with this ability.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Gwenolyn’s Ghost affects you in the following ways. Physical Sign:Your skin becomes pale as if you were completely drained of blood.When you activate one of the Haunting Lover’s granted abilities, you become completely translucent. Personality Influence:You are constantly beset by daydreams of your true love. If you have not met your true love, there is a 50% chance that Gwenolyn’s Ghost shows you the silhouette of your true love; otherwise, he shows you his true love instead. Whenever you speak, you must relate the conversation back to your true love in some manner. Favored Ally: Undead (incorporeal) Favored Enemy: Humanoid (divine spellcasters)

Vestigial Bond (Companion)

You gain a ponyb1 as an animal companion.You possess a druid level equal to your binder level when determining your pony’s abilities. This granted ability replaces overwhelming loss.

Legend of Gwenolyn’s Ghost Antoros lay beside the marble garden fountain of his estate. His eyes were half closed. His crimson blood was draining copiously from the sharp, neat cuts of suicide he had just inflicted on himself. “What have I done?” he bemoaned, to no one in particular. “No woman is worth my life, least of all Gwenolyn.” Unfortunately, no one was present to rescue him from his folly. He had sent away the servants, and the woman in question had left him to his miseries earlier that morning. As his mind faded, he did not recall if her stormy departure was the sixth or seventh time. “If you can’t live without me,” she had screamed at him, “Then die already!” Yet even then, the way her cheeks flushed captivated him. I am cursed, he thought.Then he died.Yet his spirit did not travel to the afterlife. As he lay dying upon the red and white fresco tiles, someone had heard him. Perhaps it was an ancient god. Perhaps it was a spirit. Perhaps it was only a dying hope, and actually no one. Whatever it was, his soul remained on the premises as a ghost. After Antoros’s terrible suicide, the estate was remanded by the local lord who passed it to a nephew, who sold it to a hobgoblin merchant named Azon d’Caltis. Azon had made a fortune in a nearby city and was coming to the estate and its country town to retire. “It’s haunted by Gwenolyn’s ghost,” the town’s people kept telling Azon. They all knew the tale, and hoped the estate’s secrets might bring business to the town. “Good,” he said. “Then I will have some brooding company to inspire me as I write my first mystery novel.” This was when Azon was staying in the local hotel while workmen were repairing the estate for his arrival. Even though Azon was “retiring,” he was still young, the same age Antoros had been. “Oh, isn’t he a fine one,” the mothers would tell their daughters when Azon would ride around on his steed, or even turn his back still within hearing range. In those days, hobgoblins were more civilized, and with their talent for warcraft and business acumen, they could command great attention. The estate was far more impressive to Azon than people had told him. It had seventeen bedrooms, each a different theme, from the last decade of court fashion, to rooms decorated as they were when the house’s first owners began building four centuries earlier. It had four gardens, each with a cozy central pool inlaid in marble and circled by fine tall pillars. Azon could look down from an upstairs balcony and view a pool, the lush garden beside it, or even the entire sweep of the hills across the rolling countryside. The day Azon arrived, he realize how much gold he could profit from the place. He put away any thought of mystery novels and summoned a spirit medium to the estate. “Yes,” she said, “I feel great energies at work here.” “The guests will need proof,” he told her. “They will want to feel the presence of Gwenolyn’s ghost. Otherwise, they will

not return. And a successful business needs repeat customers.” The medium shook her head. “He is burned by false love, this Lord Antoros, but I sense he will listen to you.” “Of course,” Azon said. He fired the medium. He hired another, who was a man, which took two weeks. Male mediums were still uncommon then. Azon thought, I should promote this idea too, of “the gentleman medium.” Understandably, Gwenolyn’s ghost was skittish about dealing with women again. Fortunately, Azon had been a merchant and could sell almost anything. He and the male medium sat and spoke with him at great length, proposing all the adventures that a renewed bachelor’s life could provide him. “I shall give it a go,” Antoros finally said. He had already grown bored of his endless nights as a ghost and the tedium of his own misery. The medium also taught him how to manifest himself to the living, alter his form, and move objects at will. Then the women began to come. First, they came like the afternoon raindrops of early summer. “This will require a whole culture,” Azon explained to Antoros. “The ladies must tell their fellow wives and unbetrothed girlfriends that the estate is a spa, or religious retreat.” Azon chuckled at his idea. “And we must provide them with tiny, darling mementos to show as they share the secrets of their ghostly trysts.” Azon put into place all these things. He hired a painter, fine chefs, and chauffeurs to escort the women on country picnics. These servants were only the most wellbehaved goblins and kobolds, who at best looked like ugly children. “We don’t want the women lured by the wiles of human or hobgoblin bus boys now do we!” he explained to Antoros. “A pregnancy will be the death of this place.” Antoros enjoyed visiting the women each night. The business grew. The town grew. Even Azon enjoyed a woman or two, which was his undoing. He impregnated a girl and her father called on the church for restitution. Azon thought he would just pay them off, and he did at first, but no amount of money was enough for them. “Perhaps they are jealous,” Antoros offered. Azon wished such an easy answer were true. Finally, the day came when a troop of priests arrived. Among them was an exorcist. The exorcist donned fine white robes, burned incense, and shouted for Antoros to face the judgment of the Living Flame. It took but three hours. Antoros found nowhere to run from the holy symbols. “I have made many mistakes,” Antoros cried as his ghostly body vanished. “But love was not one of them.” He was gone. “Another ghost turned!” the exorcist and priests cheered with victory, cleaning their hands as they left. The townsfolk boarded up the estate and a court tried Azon and sent him to jail. However, this was not really the end for Antoros. True, the exorcist had destroyed his haunting spirit, but the curse that plagued Antoros was not done with him, nor was Antoros done tasting the world.

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Jacques Gaston

The Dazzling Duelist

The performer with otherworldly zest and flair, Jacques Gaston bestows his powers to binders so that the world may remember his greatness.

Summoning Rules

The following describes the requirements and rituals for binding Jacques Gaston. Spirit Level: 1st Alignment: Chaotic Neutral (CN) Constellation: Starless Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Jacques Gaston if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You carve Jacques Gaston’s seal into the earth with a masterwork weapon with the performance quality. »» You wear clothing and jewelry worth at least 3,000 gp. »» You possess a Charisma score of 15 or higher. Ceremony: You quietly chant ‘Jacques Gaston’ seven times, each barely louder than a whisper. Manifestation: A cheering crowd echoes throughout the seal, softly at first until it roars Jacques Gaston’s name.

Legend

Battle is a mortal universal, a constant that all cultures seek to refine and perfect. Because most fixate upon the so-called necessity of conflict, those who fight for other reasons often become romanticized by folktale and legend. Such was the case of the legendary duelist, Jacques Gaston. Still a favored topic of bards centuries after his death, Jacques was known for the style in which he bested and ultimately slew those who stood before him; some say that his strikes were so accurate that he could carve a man in a way that when he collapsed, his wounds bleed brilliant art for onlookers to appreciate. When Jacques finally met his end, it wasn’t by the hand of the brilliant Lady Genevieve, whom he fought and felled in single combat, but by his own. Surely, when the formidable Genevieve finally relented to Jacques’s assault and died, she did so with such grace and poise that her perfect, final performance drove Jacques mad with envy. With a flick of his wrist, he slew himself with a single, deadly stroke and died with even more grace and even more poise than his rival. Thusly, no one ever managed to defeat Jacques Gaston in a battle of beauty.

Major Granted Abilities

Morituri Te Salutant: As a standard action, you can make a melee attack or ranged attack against an opponent you threaten at your highest attack bonus. If your attack hits, it deals 1d6 points of additional damage, plus 1d6 additional points of damage for

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every three binder levels beyond 1st that you possess.The extra damage dealt by morituri te salutant is precision damage and isn’t multiplied on a critical hit. Creatures that are immune to sneak attacks are also immune to morituri te salutant. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase the amount of extra precision damage that you deal with morituri te salutant by 1d6.

Minor Granted Abilities

Moment of Greatness: While you are bound to Jacques Gaston, you gain the ability to cast moment of greatnessuc as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Crowd Pleaser: While you are bound to Jacques Gaston, you gain the benefits of Performance Weapon Masteryuc. Psychological Warfare: While you are bound to Jacques Gaston, you gain an insight bonus on Bluff, Diplomacy, and Intimidate skill checks equal to your binder level, and you can use Intimidate to make a demoralize attempt or Bluff to feint an opponent as a move action instead of a standard action. Vestigial Audience: While you are bound to Jacques Gaston, you treat every combat that you participate in as a performance combatuc. During such combats, you must make mandatory performance combat checks whenever they occur and you may attempt to sway Jacques Gaston, your audience, using any swift, immediate, or free action triggers. Jacques Gaston is considered a small crowd initially, increasing to a medium crowd at 4th level, a large crowd at 9th level, and a massive mob at 14th level. Circumstances other than the total number of participating combatants don’t modify this audience’s performance combat DC and you do not earn victory points for winning a combat that is made into a performance combat by this granted ability.

Signs and Influence

Jacques Gaston affects you in the following ways. Physical Sign: Your clothing becomes so pristine that it shines like a torch. When you activate one of Jacques Gaston’s granted abilities, every inch of your body shines in this manner. Personality Influence: You crave the approval of others and are paranoid of failure. You must demand others’ approval for every deed you accomplish. Favored Ally: Humanoid (children and women) Favored Enemy: Humanoid (duelists and gladiators)

Vestigial Bond (Boon)

While you are bound to Jacques Gaston, you emit a 10-foot aura of palpable prowess that befuddles your opponents’ minds. All creatures within this aura are considered to be your ally and not your enemies’ ally while determining flanking. Affected opponents take no other hostile actions against your enemies due to this aura’s effects. This ability is a mind-affecting effect. This granted ability replaces vestigial audience.

Marat

Guardian of Shields

Marat was a living, thinking construct who was the life’s work of a gnome technician who earned himself a soul beyond his metallic gears and frame.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Marat. Spirit Level: 1st Alignment: Lawful Neutral (LN) Constellation: Hero Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Marat if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a gnome or possess mechanical know-how, requiring 2 ranks in Knowledge (engineering). Note if you are a gnome that gnomes are also this spirit’s favored enemy. »» You read to Marat during his ceremony in Gnome, requiring the ability to speak Gnome. »» You place 50 gp of books around Marat’s seal during his ceremony. Ceremony: You bring a child’s storybook into Marat’s seal and read aloud the Tale of Green Glomairah. Manifestation: The shifting of great gears echoes throughout the seal as you finish the story. Two massive eyes open on the ground within the seal as a mechanical voice says, “I am awake and ready.”

Legend

According to their legends, a gnomish engineer set out to build himself a child because he and his wife were unable to have children of their own. After years of laboring, the Engineer created a gear golem with a child-like demeanor to fill this void in his life. Although the Engineer fell in love with the ‘son’ he had created, his wife would hear none of his talk of mechanical children and she banished the construct to the house’s attic, hoping that her husband would forget his invention. But the Engineer did not forget; each day at sunrise, he climbed up the attic’s ladder with piles of books and taught his son reading, writing, and arithmetic by day. At night while his father slept, the golem continued to read: he read of trees that brushed against the stars and lakes that spanned for miles. But most of all, he read stories of knights and wizards and heroes. The golem would tell his father that he wished to be a knight himself and the father chuckled. One day far too soon, however, the Engineer died and left his golem son to his wife. The Engineer’s wife would have nothing to do with his “toys,” though, and she left the golem in her attic so it could rust away. But by then, the golem could not simply perish: he had gained something far more timeless than iron or

gears: a soul. Gnomes still say that on beautiful, summer nights when the world is green, you can hear Marat’s voice across each gentle breeze that rolls by.

Major Granted Abilities

Defend the Ward: As a move action, you switch places with one ally within 30 feet without provoking attacks of opportunity. If you target an ally that is being grappled, you become grappled instead. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use defend the ward as a swift action. At 10th level, you can use defend the ward as an immediate action. If the target was targeted by an attack or spell when you used defend the ward, you become the target instead.

Minor Granted Abilities

Bodyguard: While you are bound to Marat, you gain the benefits of Bodyguardapg. Marat’s Body: You can summon and equip Marat’s body as a full-round action, which offers you the same protection and restrictions as a masterwork breastplate. You cannot have more than one instance of Marat’s body active at a time. If this ability is used again or the armor is removed, any existing armor immediately vanishes. At 3rd level and every four levels thereafter, armor summoned by this ability gains a +1 enhancement bonus to its AC, to a maximum of +5 at 19th level. At 9th level, you can summon Marat’s body as a suit of full-plate instead of a breastplate. Marat’s Precautions: While you are bound to Marat, you gain the ability to cast alarm and shield of fortificationACG as spelllike abilities a number of times per day equal to 3 + your Charisma modifier. Armor Training: While you are bound to Marat, you gain proficiency with medium and heavy armor. At 7th level, you gain armor training as though you were a 3rd-level fighter. At 14th level, you gain armor training 2 as though you were a 7thlevel fighter.

Signs and Influence

Marat affects you in the following ways. Physical Sign:Your body and equipment become metallic and cold to the touch. When you activate one of Marat’s granted abilities, a ghostly visage of Marat’s chassis enshrouds you with whirling gears and ghostly humming. Personality Influence: You mind wanders constantly, causing your eyes to glaze over. You must read whenever your friends aren’t in direct danger. Favored Ally: Construct (any) Favored Enemy: Humanoid (gnomes)

Vestigial Bond (Boon)

While you are bound to Marat, you gain a constant mage armor effect for the duration of your pact with Marat. This ability replaces Marat’s body and armor training.

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Legend of Marat “I am awake and ready,” Marat announced, its senses now suddenly inundated with light, smells, and sounds. “Good,” its master said. The master, a gnome named Mage Habagos, was touching Marat’s chassis to make adjustments. “Why am I missing an arm?” Marat asked, unsure if it could safely move. It would wait for the master’s instructions. “Oh that,” the master said, “I’m crafting an upgrade for you, but it will take a few days and I need to confirm you’re still functional.” Marat wondered why it might not be functional, or where—if anywhere—it went when it was not functional. “Can I die?” it asked the master. The master chuckled and described how the night before, two assassins sent by the jealous Mage Portos had broken into the lab. If it were not for Marat’s sleepless acuity the master would not have lived. “You are very lucky,” the master explained to him. “I crafted your magic very carefully, so that even if Mage Portos himself uses a disintegrate spell on you, I can craft a new chassis to house your spirit.” The mage looked up to Marat, who was at least three feet taller than he was, as tall as most of the human workers who came now and then to help. “You see, my son, you will live forever,” the master added with the pride of a father in his heart. Later that afternoon, Marat moved crates and then mixed dangerous alchemical concoctions. Afterwards, time passed as it stood and did nothing except listen to birds as the master napped. Marat wondered, what if it could sing too. It considered, to live forever meant an unlimited amount of time. “Master,” Marat asked while serving dinner, “Can I learn anything?” The master sighed, for his creation was yet imperfect. “Alas, you only learn the spells I place into you, beyond what you knew at birth, from the livewood graft, at least so far. Patience, Marat. I am working on expanding your repertoire.” Marat contemplated all night long as it stood near a window in view of the dark twinkling heavens. The master often read books; Marat considered, perhaps I shall try a book. It sat in the twilight and read about a girl who grew up in a farm town. She sorted seeds and hauled water, and later spoke to plants to defend her town against marauding hobgoblins. Then she got old and died. Marat wondered why someone would write about this. Marat did not mention to the master this reading since the master did not ask. The next night, Marat found itself speaking to the girl from the book. Her name was Green Glomairah. Then Marat awakened as if from a dream. The daily routine continued, moving crates and mixing potions. Marat might bump its head when it forgot to stoop. Less than a week later the master fitted it with a new arm, which was enhanced with a shield spell. The master whooped and laughed as

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they tested it. The master generated magical missiles, which frightened Marat, but the shield deflected the missiles harmlessly, and the missiles dissipated. Then the master took his nap but he did not wake up as usual. “Master,” Marat said, nudging his body, for it was dark and dinner was getting cold. The master’s body was cold, like Marat’s own. There was a funeral. Marat considered, the master did not appear very old for a gnome, but the master’s daughter and her family did not seem surprised by his passing. “And what shall we do with it?” the daughter asked her husband, referring to Marat. “I’ll hire some humans to carry it to the attic. Perhaps we can sell it to Mage Portos.” The husband laughed, as if he did not know about the assassins. In any case, workers indeed took Marat to the attic but no new master ever came.

Over the years, ivy and honey-flowers crept like a blanket over the attic, and Marat passed the time dreaming and talking to Green Glomairah. She taught Marat with her sweetness. One night, a flood inundated the house. A few years later, Marat observed from the attic window as plague left the city barren. Moons and countless seasons passed. Marat rusted. Centuries passed, its body was gone. Yet Marat found itself still awake, and still dreaming.

Milo of Clyde

Detective of Despair

A detective from Clyde, an unfortunate encounter with a beautiful woman cost Milo his mortal existence.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Milo of Clyde. Spirit Level: 1st Alignment: Lawful Good Constellation: Scholar Binding DC: 14 Totems: You gain a +2 totem bonus on binding checks made with Milo of Clyde if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Obba, Ella, Atasha’s seal during Milo of Clyde’s ceremony. If you accept this totem, you cannot seal a pact with Obba, Ella, Atasha for 1 day or until Milo of Clyde leaves your soul. »» You possess knowledge of local laws and customs, requiring 2 ranks in Knowledge (local). »» You’ve committed no serious violations of the law within the past 24 hours before sealing your pact with Milo of Clyde. Ceremony: You swear an oath to uphold both the letter and spirit of any laws of all lands that you visit. Manifestation: A white ferret scampers into Milo of Clyde’s seal and climbs up onto your shoulder. It speaks with to you with a husky, dwarf voice as it tells you to, “Pull the lead out” and tell it why it was summoned.

Legend

Milo of Clyde is well-liked among pactmakers because he is able to recall most of the facts regarding his mortal life, and he shares these facts with any occult scholar who interviews him, though he is well-known for monologuing excessively. By his own accounts, Milo lived in a city called Clyde as a private investigator. By day Milo solved crimes while cooperating with Clyde’s sheriff, and by night the dwarf further enforced Clyde’s laws with a vigilante’s sense of justice. Milo spent most of his career hunting down those who would take advantage of the innocent and punishing them to the full extent of the law. Over time, Milo developed a cynical view of mortal life and chose to live and work alone, save for his pet ferret. But even a hardened dwarf such as Milo has his needs, and one day Milo warmed up to a sweet belle named Atasha who came to him hoping that he would help her claim her family’s wealth from her father. The lure of gaining a portion of her fortune as her payment, as a means to retire, also interested him. Milo agreed and learned too late that Atasha’s aims were corrupt; using a mystic codex, she sealed him away in the Spirit Realm, transforming cynical Milo into a cynical spirit.

Major Granted Abilities

Milo’s Lucky Break:You gain Milo of Clyde’s lucky streak as an immediate action, gaining an insight bonus on all saving throws and to your AC equal to half your binder level (minimum +1) until the end of the turn. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can target one ally within 30 feet with Milo’s lucky break instead of targeting yourself.

Minor Granted Abilities

Deft Fingers: While you are bound to Milo of Clyde, you gain an insight bonus on Disable Device and Sleight of Hand checks equal to half your binder level. In addition, you can disarm magical traps as a rogue. Lead Slinger: While bound to Milo of Clyde, you are proficient with all types of crossbows and firearms and you can reload a crossbow, firearm, or sling as an immediate action. At 10th level, you no longer need to spend an action to reload these weapons. Milo’s Truthtelling: You force one target to tell you the truth with a touch as a standard action. If you hit the target with a melee touch attack, it cannot speak deliberate and intentional lies for 1 minute per binder level you possess. The target is aware of this ability’s effects and may avoid answering questions to which they would normally respond with a lie, or may be evasive as long as they remain within the boundaries of the truth. A successful Will save negates this effect. This ability is a mind-affecting compulsion effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Street Savvy: While you are bound to Milo of Clyde, you gain an insight bonus on Perception, Sense Motive, and Survival checks equal to half your binder level.

Signs and Influence

Milo of Clyde affects you in the following ways. Physical Sign: You grow a ragged beard if you are male or a thin line of fuzz across your upper lip if you are female. When you activate one of Milo of Clyde’s granted abilities, worry lines sprout across your brow. Personality Influence:You strive to uphold the law both in letter and in spirit.You may never willingly break a just law. Favored Ally: Any (any creature that has been the victim of a crime within 72 hours of your pact with Milo of Clyde) Favored Enemy: Any (any creature that has committed a serious crime within 72 hours of your pact with Milo of Clyde)

Vestigial Bond (Companion)

You gain an albino ferretb1 as a familiar, using the statistics for a weasel. The ferret can speak and write in Dwarven. If your binder level is 7th or greater, this familiar possesses the celestial creature template.You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces lead slinger.

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Sevnoir

The Meandering Mastiff

Believed to be the first shadow mastiff, Sevnoir was the loyal companion of to an elf until death tore them apart.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Sevnoir.

Spirit Level: 1st Alignment: Neutral Evil (NE) Constellation: Beast Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Sevnoir if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Sevnoir’s seal in an area untouched by sunlight. »» You place an urn with the ashes of a beloved family member in the center of Sevnoir’s seal. »» You are a drow, half-elf, or elf or a dog with a friendly attitude towards you witnesses Sevnoir’s manifestation. Ceremony: You sit cross-legged in the center of Sevnoir’s seal and blow on a whistling reed like a flute. This reed is then treated with ash and blown a second time. Manifestation: The hulking apparition of a massive shadow mastiff lumbers into Sevnoir’s seal and paces its edge four times before sitting down in front of you.

Legend

The Lonely Mastiff is a popular pourquoi story that discusses the creation of the shadow mastiff. According to the tale, there was once an old elf who lived alone in a massive estate on the outskirts of a human hamlet. The elf was a wandering adventurer in his youth, but now he was too old to adventure and too old to return home to the elven lands of his youth so instead he sat inside his home and appreciated his treasures with his loyal hound, Sevnoir. When death had finally claimed the old elf, Sevnoir bayed throughout the night for her master, even long after the townsfolk had discovered what had happened and buried him in his backyard. Sevnoir howled for days, then weeks, then months without relent until finally the townspeople had enough. No one wanted a dog who did nothing but bay, so they took their torches and set fire to the old elf’s estate with Sevnoir locked within. The howling stopped. At first. Exactly one year and one day later on a cold summer’s night, the howling began anew only this time, the howls were filled with rage rather than sorrow. By the next morning, every man and woman who had thrown so much as a twig towards the old estate was dead in their beds, their throats ripped out by savage jaws. On that night, Sevnoir, the meandering mother of shadow mastiffs, was reborn.

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Major Granted Abilities

Baying Howl: You unleash a supernatural howl that strikes fear into living creatures as a standard action. Creatures within 30 feet of you become shaken for 1d4 rounds. A successful Will save negates this condition. This ability is a mind-affecting fear effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Creatures that fail their saves against baying howl become shaken for 1 additional round for every 3 by which they failed their Will save.

Minor Granted Abilities

Blood Hunt: While you are bound to Sevnoir, you gain the benefits of Run and can charge up to four times your speed as a full-round action or up to double your speed as a standard action. Effortless Intimidation: While you are bound to Sevnoir, you suffer no penalties on Intimidate checks against creatures who are larger than you and you can demoralize a target as a move action instead of a standard action. Feast on Fear: While you are bound to Sevnoir, when you deal damage with a weapon attack or supernatural ability, you are healed a number of hit points of damage equal to your binder level if your target is suffering from a fear effect. You may only gain this healing once per round. Shadow Blur: You grant yourself concealment until the end of your turn as a move action. You cannot use this concealment to make Stealth checks. If you are in full daylight, this ability is negated. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. You must show Sevnoir’s sign in order to receive this benefit.

Signs and Influence

Sevnoir affects you in the following ways. Physical Sign: Your body twists and shifts so you appear as an anthropomorphic shadow mastiff. When you activate one of Sevnoir’s granted abilities, your expressions become rabid. Personality Influence: You are protective of your friends and loved ones to the point of obsession. You must respond with threats of violence to any who would so much as glance at one of your friends or loved ones. Favored Ally: Humanoid (elves), Magical Beast (shadow mastiffs) Favored Enemy: Humanoid (halflings and humans)

Vestigial Bond (Companion)

You gain a shadow mastiff companion, functioning as a dogb1 animal companion with a tail slap natural attack that deals damage appropriate for the mastiff’s size. You possess a druid level equal to your binder level when determining your shadow mastiff’s abilities. This granted ability replaces feast on fear.

Verbose

She with Endless Names Verbose is the spirit of a chatty gnome who can transform even the coldest folk into friendly companions.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Verbose.

Spirit Level: 1st Alignment: Neutral Good (NG) Constellation: Starless Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Verbose if one of the following requirements is met, or a +4 bonus if all requirements are met. »» During Verbose’s ceremony, seven or more people gather around her seal in a circle. All gathered creatures must have a friendly attitude towards you. »» You are a gnome or perform Verbose’s ceremony in a single breath, requiring a Constitution score of 14. »» You perform Verbose’s ceremony while polymorphed into a Small or smaller animal. Ceremony: After drawing Verbose’s seal, you coat the area with a homemade perfume mixed from flowers, fruits, and blood. Then you proceed to recount every detail of your life from the previous day. Manifestation: Verbose’s seal blooms into a ring of flowers with the largest buds growing towards the center of her seal. When the largest flower opens, its stigma possesses a female gnome’s face that comments on your story.

Legend

In gnome culture, each gnome chooses her own name and alters it as she blossoms through the stages of her life, choosing one that she feels best suits her. Known for the obsessive manner in which they collect and archive what interests them, gnome folklore suggests that long ago, there was once a gnome lass who obsessed over her name. She worried that it wouldn’t suit her from day to day, as whenever she chose a name she quickly grew bored of it. So one day when she was no older than twelve, she began collecting and adding names to her own, eventually possessing every name that a gnomish mind could ever hope to dream up. And when she could no longer find inspiration for names among her own kind, the gnome lass set out and travelled across the realm, collecting names and adding them on to her own. Eventually, her name was so long that among gnomes, she was simply, “She of Endless Names.” Although the lass eventually vanished, perhaps crushed under the weight of her own name, gnomes like to joke that no matter how obscure the name, everyone shares a name with She of Endless Names.

Major Granted Abilities

Surprise Image:You spontaneously create illusory images to protect yourself as an immediate action. When you activate this granted ability, make a Stealth check and use the result as your Armor Class until the end of the turn. Attacks that fail to hit you strike an illusory replica of yourself instead. This ability is an illusion (figment) effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Instead of lasting until the end of the turn, surprise image lasts for 1 round.

Minor Granted Abilities

All Tongues: When you seal your pact with Verbose, select a number of languages (except secret languages) equal to half your binder level.You gain those languages until the end of the pact. Alternatively, you may select a kind of animal in place of a language (such as fox, bear, or lion) and gain the ability to communicate with animals of the selected type until the end of the pact, functioning as speak with animals. Friend to All: While you are bound to Verbose, you gain an insight bonus on Diplomacy checks equal to half your binder level. In addition, you can influence the attitudes of animals and magical beasts as if using wild empathy, substituting your Diplomacy bonus for your druid level. Punch Line: As a standard action, you deliver a quip augmented with supernatural power, dazing one target within 30 feet for 1 round. A successful Will save negates this effect. This ability is a language-dependent effect and creatures that do not share your creature type gain a +4 bonus on their saving throw because humor does not translate well. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Nature Sense: While you are bound to Verbose, you can cast detect animals and plants at will as a spell-like ability.

Signs and Influence

Verbose affects you in the following ways. Physical Sign: Your hair transforms into colorful foliage that matches the current season. When you activate one of Verbose’s granted abilities, your spoken words transform into flower petals. Personality Influence: You are always joyous, positive, and easygoing.You refuse to scare or intimidate others. Favored Ally: Humanoid (gnomes) Favored Enemy: Humanoid (giants, goblins, kobolds)

Vestigial Bond (Companion)

You gain an animal companion. This animal companion can be selected from any of those listed as druid animal companions.You possess a druid level equal to your binder level when determining your animal companion’s abilities. This granted ability replaces punch line.

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Vishgurv

Aberrant of Time Eternal

Worshiped by fanatic gillmen as the savior of their race, little is known about Vishgurv save that he is one of few spirits looking to actively increase his influence in the mortal world.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Vishgurv. Spirit Level: 1st Alignment: Lawful Evil (LE) Constellation: Dark Beyond Binding DC: 13 Totems: You gain a +2 totem bonus on binding checks made with Vishgurv if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You personally caught the fish used in Vishgurv’s ceremony. »» You are a gillman or you drink a potion of water breathing before starting Vishgurv’s ceremony. »» The last pact that you made was also with Vishgurv. Ceremony: You place a fish in the seal’s center and sprinkle it with salt and dirt. Manifestation: A deluge of water fills the seal, held in place by invisible walls. As you begin to drown a musky cloud fills the water, allowing you to breathe. Four tentacles grab your limbs and hold you level to a pair of massive, yellow eyes.

Legend

The vilest, most fanatic of gillmen pactmakers sing praises of an entity that they call the Aberrant of Time Eternal, claiming it to be their patron spirit. Gillmen binders who follow this spirit often raid surface-dwelling villages at its behest, capturing and dragging surface dwells to their cities beneath the waves. These gillmen force their prisoners to seal pacts with the Aberrant of Time Eternal before offering their souls to it in sacrifice, causing those sacrificed to become reborn as new gillmen children. This horrifying discovery has led to the binder saying, “When you bargain with the Aberrant, do not be surprised when you awake with gills and fins.”

Major Granted Abilities

Slime Slap: You coat your hands with an aberrant slime and attack a target with it as a standard action. If you hit the target with a melee touch attack, it must succeed on a Fortitude save or become staggered for 1 round and unable to retain water within its skin, causing it to dry and crack indefinitely. If the target spends more than one day without fully submerging itself in water, it takes 1d2 points of Constitution damage each hour. A Fortitude save negates this Constitution damage. This condition is permanent, but it can be removed by remove disease

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(DC 10 + half your binder level + your Charisma modifier). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The condition created by your slime slap becomes more severe, causing an affected target’s skin begins to dry out more rapidly. A target that spends more than one hour without fully submerging itself in water begins to take Constitution damage, as described by the ability.

Minor Granted Abilities

Aquatic Assimilation: While you are bound to Vishgurv you gain the amphibious subtype, allowing you to breathe both air and water and granting you a swim speed of 30 feet. If you already possessed a swim speed, your swim speed increases by 10 feet instead. You must show Vishgurv’s sign in order to receive this benefit. Arcane Absolution: While you are bound to Vishgurv, you gain an insight bonus on Spellcraft and Use Magic Device checks equal to half your binder level. In addition, you treat all spells on the sorcerer/wizard spell list as though they were on your spell list when determining if you need to make a Use Magic Device check in order to activate a spell trigger item. Pact of Servitude: If you should die while bound to Vishgurv, you reincarnate (as the spell) 1d4 hours later as a Youth gillman within the nearest body of water within 1 mile. If you are reincarnated in this manner, you return to life bound to Vishgurv in a poor pact for one year and a day. If your pact with Vishgurv ends before this time has elapsed, you die. Thrall Shape: You transform into a skum as a standard action. In this form, you gain a +2 enhancement bonus to your Strength and Constitution and a –2 penalty to your Charisma. At 7th level, this enhancement bonus increases to +4. At 15th level, the bonus increases to +6. This ability is a polymorph effect.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Signs and Influence

Vishgurv affects you in the following ways. Physical Sign: Thin webbing sprouts between your digits. When you activate one of Vishgurv’s granted abilities, your eyes swell and bulge outward like a fish’s. Personality Influence: You become pleasant and mellow. Whenever you encounter a binder, you must attempt every means possible to make them seal a pact with Vishgurv. Favored Ally: Humanoid (any aquatic). Favored Enemy: Humanoid (any non-aquatic).

Vestigial Bond (Companion)

You gain a blue-ring octopusum as a familiar. The creature has the amphibious subtype, allowing it to breathe air, and a fly speed of 5 feet (poor maneuverability). You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces thrall shape.

Al’kra

The Operated

Al’kra is the shattered soul of a mortal youth who was twisted into a bloodthirsty monster by an alien entity.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Al’kra. Spirit Level: 2nd Alignment: Chaotic Evil (CE) Constellation: Dark Beyond Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Al’kra if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sacrifice a living creature within the confines of Al’kra’s seal during his ceremony. »» You draw Al’kra’s seal within 10 feet of an abandoned building or a forest. »» You place a custom-made effigy representing Al’kra’s operator within his seal, requiring 2 ranks in Knowledge (local) and 2 ranks in Knowledge (religion). Ceremony: You sing the Ballad of the Tall Man. Manifestation: The world around your seal rips and tears like a canvas. Al’kra arrives as a large, gaunt, shadowy figure who does not speak or interact with you in the slightest.

Legend

points of nonlethal damage for every 5 binder levels you possess. In addition, a target that is immune to fear effects loses its immunity for 1 minute unless it is mindless. A successful Will save prevents a target from losing its fear immunity. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: The target of paranoid chill suffers a 20% failure chance with all spells and abilities that rely on verbal components from a crippling cough.

Minor Granted Abilities

Inspire Terror: You instill one target within 30 feet with dreadful fear as a standard action, causing it to become frightened for 1 round per binder level you possess. A successful Will save negates the effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Murder Master: While you are bound to Al’kra, you gain a +1 insight bonus on damage rolls. This bonus increases by +1 for every 5 binder levels you possess. This additional damage is not multiplied on a critical hit. In addition, when you attempt to coup de grace a target or target a creature with a death effect, increase the save DC by +2. Spatial Bleeding: You rend space around you as a swift action, gaining the benefits of blur for 1 minute per binder level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Spatial Leap: When you possess concealment, you can tear an instantaneous rip in reality as a move action that allows you to teleport 5 feet per binder level you possess. This movement does not provoke attacks of opportunity. If you use spatial leap to move into a space that is threatened by an opponent, that opponent is flat-footed against the next melee attack that you make against it before the start of your next turn.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

The Ballad of the Tall Man is a grim tale of a father who is searching in a nearby wood for his missing son, Alexander. As the faller calls out to his child, he has an encounter with an entity known as the Tall Man, who has horrifically mutilated Alexander’s body and strung his remains throughout the wood in burlap sacs. The father flees from the Tall Man, but is ultimately captured and hung alongside his son. In the end, the song claims that no one knew who murdered Alexander and his father, though the local children blamed something called the Faceless One, which is implied to be another name for the Tall Man. Ironically, adults pay little mind to the warnings hidden within the Ballad of the Tall Man, as most see the ballad as nothing more than a rhyme designed to scare morality into young children. That said, occult scholars have found dozens of documented reports contained within personal diaries that seem to imply that the Tall Man is, in fact, an actual entity. Such documentation comes in the form of personal records such as letters or diaries that preclude the victim’s horrifying death.

Al’kra affects you in the following ways. Physical Sign: Al’kra’s seal randomly appears on your body as a birthmark in one of the following locations, determined by a d8: 1–head, 2–chest, 3–upper back, 4–abdomen, 5–lower back, 6–arms, 7–legs, 8–buttocks. When you activate one of Al’kra’s granted abilities, shadowy tendrils erupt from your back, writhing in place. Personality Influence: You scheme of how to murder those you encounter.You must act aggressively at all times. Favored Ally: Aberration (any) Favored Enemy: Humanoid (any)

Major Granted Abilities

Vestigial Bond (Boon)

Paranoid Chill: You inflict a target within 30 feet with chilling fear, causing it to become shaken for 1 minute and suffer 1d6 points of nonlethal damage, plus an additional 1d6

Signs and Influence

While you are bound to Al’kra, you can cast rage as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces inspire terror.

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Hollow Eyes

The Living Scarecrow

While writing his carpe diem, actor and playwright Luconarr Albus acted out a series of grisly murders to inspire his play. He was eventually discovered by a local paladin and slain on-stage.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Hollow Eyes. Spirit Level: 2nd Alignment: Chaotic Evil (CE) Constellation: Fiend Binding DC: 16 Totems: You gain a +2 totem bonus on binding checks made with Hollow Eyes if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You masterfully perform The Living Scarecrow’s final scene during Hollow Eyes’s ceremony, requiring 4 ranks in Perform (act). »» You lay out the skin of a humanoid within Hollow Eyes’s seal and flay it before performing his ceremony until it has been completely destroyed. »» You are a tiefling or drink demon blood worth at least 200 gp before performing Hollow Eyes’s manifestation. Ceremony: You perform the final scene in Luconarr Albus’s The Living Scarecrow within Hollow Eyes’s seal. Manifestation: Your body aches as your vision goes dark. Blood trickles down your face as your skin sloughs off of your body, revealing bird-like wings and talons where your feet should be. Hollow Eyes’s voice drifts lazily from your skin.

Legend

Years ago a renowned actor and playwright Luconarr Albus staged a popular play called The Living Scarecrow. The play starred a tiefling who was cursed at birth to quickly age and in order to survive, he must wear the skin of the young to absorb its youthfulness. The play was a smashing success for its dark themes and gritty realism, which seemed to mirror real-world murders happening between each performance of the play. Albus was praised as a creative genius and the murders continued. One night, as Albus performed the grisly climax of his show a paladin in the crowd leapt on stage and proclaimed that Albus was a murder. Before the Audience’s eyes, Albus ripped off his skin and revealed a monstrous form more terrible than that of any tiefling. Albus and the paladin fought for nearly an hour before Albus was finally slain. But legend says that despite the paladin’s victory, Luconarr Albus’s soul lingers within every opera house as even a procession of angels wasn’t enough to drag the fiend down to the pits of Hell.

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Major Granted Abilities

Melody of Madness: You can perform a horrible song that causes one target within 30 feet to become confused for 1 round per binder level you possess as a standard action. A successful Will save negates this effect. This ability is a mind-affecting sonic effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can make melody of madness language-dependent at will to increase its save DC by +2.

Minor Granted Abilities

Gargoyle Form: You transform into gargoyle form as a standard action, gaining a 40-foot fly speed (average), the benefits of Flyby Attack, and two talon attacks that deal 1d4 points of damage (or 1d3 damage if you are Small). You possess the grab universal monster ability with your talons. While flying, you cannot hold objects or wield weapons with your hands. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in one-minute increments. You must show Hollow Eyes’s sign in order to use this ability. Oversized Grapple: While you are bound to Hollow Eyes, you are considered one size category larger when making grapple attempts. Steal Skin: You shroud yourself with a magical disguise as a standard action, functioning as disguise self. You can add a humanoid corpse to this ability as a material component in order to transform into that specific individual without taking any penalties on your Disguise check for doing so and gain the perceived tactile properties of that creature’s body. Vile Regeneration: You grant yourself fast healing 1 for 1 minute as a standard action.Your fast healing increases by 1 at 5th level and every 5 binder levels thereafter.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Hollow Eyes affects you in the following ways. Physical Sign:You grow a barbed tail. When you activate one of Hollow Eyes’s granted abilities, your face takes on a skeletal appearance. Personality Influence:You love the spotlight and speak with dramatic flair whenever possible. You greet new people by sniffing and licking them while commenting on their unique flavor and the texture of their skin. Favored Ally: Magical Beast (gargoyles) Favored Enemy: Humanoid (any good)

Vestigial Bond (Companion)

You grow a number of gourd leshiesb3 equal to half your binder level as part of a 10-minute ritual.You can speak perfectly with these gourd leshies as though you shared a common language. This granted ability replaces gargoyle form.

Humble Ohbai

Occult scholars believe that this genie might know where the elemental lords are and ultimately, how to free them.

Humble Ohbai is a servant of the true elemental lords who has hidden himself so well that even the gods gave up searching for him.

Major Granted Abilities

Servant of the Elements

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Humble Ohbai. Spirit Level: 2nd Alignment: Neutral (N) Constellation: Scholar Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Humble Ohbai if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You imbue your brazier with refined elements during Humble Ohbai’s ceremony, costing 50 gp per element. »» You sing a poem in each of the following languages, requiring the ability to speak these languages: Aquan, Auran, Ignan, and Terran. »» You perform Humble Ohbai’s ritual on a caravan, within a major trade city, or upon an elemental plane. Ceremony: You imbue a brazier placed at the center of Humble Ohbai’s seal with the seven elements: air, earth, fire, metal, void, water, and wood. When you have finished, you humbly call out to Humble Ohbai, asking for his services. Manifestation: A blast of multicolored smoke erupts from the brazier, which takes on the appearance of a ghostly genie who floats around Humble Ohbai’s seal. The genie addresses you politely with a bow.

Legend

Some ancient, heretical texts claim that the universe was not created by the work of the gods, but rather from that of the elements. Specifically, the machinations of seven great elemental lords that each embodied one of the seven elements: air, earth, fire, metal, void, water, and wood. According to the texts, when their labor was done the elemental lords left to build their own paradises within the new universe. These paradises became entire planes of existence, places where their individual powers and reign were absolute. Each elemental lord built himself or herself a fantastic palace, countless servants, and untold legions of soldiers at their beck and call. This golden age of elementals was not to last, however. Although none are exactly sure what happened to the great elemental lords of old, each is believed to have been usurped; by who is unknown, for the conspirators worked diligently to make sure that not a single shard of evidence of what they had done remained behind. No evidence, that is, except for the lone voice of a single, humble servant. A genie who once served not one elemental lord, but them all.

Genie Jaunt: You displace a number of targets within 30 feet of you as a standard action, allowing you to teleport one creature per binder level up to 5 feet from its starting square. For every 4 binder levels you possess, you may teleport the target 5 additional feet from its starting space. This movement does not provoke attacks of opportunity. An unwilling target can prevent its movement with a successful Will save. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use genie jaunt as an immediate action, but you may only target one creature with it.

Minor Granted Abilities

Elemental Ascension: You convert your body into elemental energy as an immediate action, gaining energy resistance equal to your binder level against the following energy types: acid, cold, electricity, fire, or sonic. While transformed, you do not need to breathe and you gain a constant feather fall effect. This ability is a polymorph effect. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive. Elemental Tongue: While you are bound to Humble Ohbai, you can communicate with all creatures with the elemental subtype that possess a language, functioning as tongues. Genie Steeds: You summon otherworldly mounts as a standard action, functioning as phantom steed. At 13th level, a genie steed can cast plane shift as a spell-like ability once per day, targeting only itself and its rider. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sustenance: While you are bound to Humble Ohbai, the spirit nourishes your body with supernatural power, satisfying your needs and preventing you from needing to eat or drink.

Signs and Influence

Humble Ohbai affects you in the following ways. Physical Sign: Your breath is visible at all times, as if you were in a cold place. When you activate one of Humble Ohbai’s granted abilities, you and all equipment you are carrying quickly shrink to 1/16th your size and regrow in an instant. Personality Influence: You are humble and polite. You must even be humble and polite to people you dislike. Favored Ally: Outsider (any elemental or genie) Favored Enemy: Outsider (any except elemental or genie)

Vestigial Bond (Companion)

You gain a Small elementalb1 as a familiar, functioning as an Improved Familiar. You may select from the following kinds of elemental: air, earth, fire, or water. You possess a wizard level equal to your binder level when determining your elemental’s abilities. This granted ability replaces genie steeds.

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Imitreyes

The Dreamkeeper

A mysterious keeper of the Dreamlands, Imitreyes reaps and sows the dreams of mortals in order to force his influence upon weak-minded mortals as they slumber.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Imitreyes. Spirit Level: 2nd Alignment: Lawful Evil (LE) Constellation: Mage Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Imitreyes if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Imitreyes’s seal with powdered rubies worth 2,000 gp. »» You sully the likeness of Vodavox’s seal during Imitreyes’s ceremony. If you accept this totem, you cannot seal a pact with Vodavox for 1 day or until Imitreyes leaves your soul. »» You destroy a leng spider’s mandibles during Imitreyes’s ceremony. Ceremony: You blindfold yourself after drawing Imitreyes’s seal and sit patiently until Imitreyes takes notice of you. Manifestation: Your blindfold is ripped from your eyes by a terrible creature wearing long, tattered robes that obscure his body. It paces around you, sneering during the pact.

Legend

Across the world, countless dreamers have encountered an entity with long, tattered robes with feet that clop like hooves when the dreamer’s dream is about to shift. Dream seers across the world have sought to commune with this entity, but all who try have their minds wiped blank in the process, reduced in mental capacity to little more than babbling infants, able only to draw a single geometric shape when given a writing instrument. A shape that any properly trained pactmaker would recognize as a seal, an invitation that dares binders to step into the realm of dreams to greet its keeper. Those dream seers foolish enough to accept the invitation and lucky enough to return relatively unscathed call this entity ‘the Dreamkeeper’ and claim it represents dreams and desires that threaten to consume the dreamer.

Major Granted Abilities

Dream Fog:You unleash a disorienting 20-foot by 20-foot cloud of fog as a standard action, functioning as fog cloud except creatures that end their turn within the cloud fall asleep for as long as they remain within it. A successful Will save negates

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this effect. You and your vestigial companion are immune to this effect. A sleeping creature can attempt a new save at the start of its turn as a standard action to awaken. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your dream fog does not impair your vision or your vestigial companion’s vision.

Minor Granted Abilities

Aberrant Lash: While you are bound to Imitreyes, your tongue functions as a prehensile limb and can hold light objects (no more than 5 lbs) with ease.Your tongue cannot wield weapons, but you can make a melee touch attack with your tongue that deals 1d4 points of Dexterity damage as a standard action. You must show Imitreyes’s sign in order to gain this benefit. Aberrant Physiology: While you are bound to Imitreyes, you have a 5% chance per binder level to negate any extra damage dealt to you by a critical hit or sneak attack, functioning as fortification, to a maximum chance of 75%. You must show Imitreyes’s sign in order to gain this benefit. Compelling Voice: You sow ideas and desires directly into a target’s psyche, functioning as suggestion. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Mind Scan:You read a target’s surface thoughts, functioning as detect thoughts except it targets a single creature within 60 feet rather than all creatures within a 60-foot cone.

Signs and Influence

Imitreyes affects you in the following ways. Physical Sign: Your legs twist and become hoofed and your tongue becomes long, thin, and barbed. When you activate one of Imitreyes’s granted abilities, worthless, flawed rubies burst across your skin like scabs. Personality Influence: Your temperament becomes mercurial. When you meet a new person, you must do everything in your means to learn as much personal, invasive information about the person as possible. Favored Ally: Outsider (denizens of leng and illithrix, which is Imitreyes’s lost race of bipedal aberrations) Favored Enemy: Magical Beast (leng spiders)

Vestigial Bond (Companion)

You grow a ruby-coated tumor that serves you as a familiar, functioning as the tumor familiar alchemist discoveryum. The tumor can take the form of any Tiny or Diminutive familiar available to a wizard (except Improved Familiars). While sharing your space, the tumor can climb into your head and clear your thoughts as a standard action, granting you a +2 bonus to the save DCs of Imitreyes’s granted abilities until the end of the turn. After using this ability, it becomes expended for 5 rounds.You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces dream fog.

Lady Jarah

Mistress of Many Faces

Lady Jarah was the main character of a story written by a master bard. She could become anyone she wished and was always impossibly beautiful.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Lady Jarah. Spirit Level: 2nd Alignment: Chaotic Neutral (CN) Constellation: Thief Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Lady Jarah if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You flawlessly perform one of Lady Jarah’s tales during her ceremony, requiring 4 ranks in Perform (oratory). »» You are female or your hair has grown past your shoulders. »» You perform Lady Jarah’s ceremony while wearing the finest, most modern, and most artistic clothing imaginable, costing at 75 gp or more. Ceremony: You place a small mirror at the center of Lady Jarah’s seal and stare into it while reciting one of her stories. Manifestation: Lady Jarah’s reflection replaces your own within the mirror. If you are male, she flirts with you. If you are female, she makes sarcastic comments about your appearance.

Legend

The legend of Lady Jarah is a series of novels written by a famous author named Jomel. Jomel once said that he was inspired to write her after a team of adventurers saved him from a doppelganger, only this doppelganger only changed into beautiful persons, especially women. Jomel’s stories were a smashing success and soon wrote dozens more. Alas, suitors lined up at Jomel’s door demanding to meet the real Lady Jarah. As the suitors grew desperate, tragedies befell Jomel and his family. His best friend’s home was ransacked by suitors believing him to be Lady Jarah in disguise. Jomel’s own wife was molested in the streets by suitors who believed she was the fictitious doppelganger, prompting him to swear to never write of Lady Jarah again. Jomel kept to his word, though this confidants say his final words to his wife were pleas to burn all of Lady Jarah’s tales from the town. But it was too late: Lady Jarah was more woman than story as she had come too far and ensnared the hearts of too many to ever truly die.

Major Granted Abilities

Aura of Distracting Beauty: You weave your physical

appearance between thousands of different, beautiful forms as a standard action, causing all targets within 30 feet that can see you to become fascinated for 1 round. A successful Will save negates this effect. Attacking or using supernatural abilities frees creatures from this condition. This ability is a mind-affecting emotion effect and creatures whose Hit Dice exceed your binder level are immune to this ability. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can affect creatures whose Hit Dice exceed your binder level with aura of distracting beauty, but such creatures receive a +4 bonus on their Will save against the effect.

Minor Granted Abilities

Across All Cultures: When you seal your pact with Lady Jarah, select a number of languages (except secret languages) equal to your binder level. While you are bound to Lady Jarah, you gain the selected languages. Beauty without Peer: While you are bound to Lady Jarah, you can cast sanctuary as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Rewrite Self: While you are bound to Lady Jarah, you can transform into another humanoid creature, functioning as alter self, a number of times per day equal to 3 + your binder level. At 5th level, and every 3 levels thereafter, you can transform into additional creatures, functioning as the following spells: monstrous physique I (5th), monstrous physique II (8th), monstrous physique III (11th), monstrous physique IV (14th), giant form I (17th), giant form II (20th) Story Weaving: While you are bound to Lady Jarah, you gain an insight bonus on Bluff and Perform (oratory) checks equal to half your binder level. In addition, you may take 10 on these skill checks even when distracted or threatened.

Signs and Influence

Lady Jarah affects you in the following ways. Physical Sign: You smell of flowers and rare, expensive perfumes. When you activate one of Lady Jarah’s granted abilities, your body flashes with light like a mirror that reflects Lady Jarah’s ever-changing face. Personality Influence: You are vain and constantly try to get others to compliment you.You must always try and garner something for yourself when making negotiations. Favored Ally: Humanoid (any females), Monstrous Humanoid (doppelgangers) Favored Enemy: Humanoid (any males without ranks in one or more Perform skills)

Vestigial Bond (Companion)

You gain a parrotb1 as a familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces rewrite self.

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Legend of Lady Jarah Lady Jarah never existed. She was first conceived over tea by the elder bard Jomel and his scribe Ya’hir. Few recall how the rumors first spread, but she quickly became famous about town. Soon her story was carried by traveling bards across the land. “She is a fine beauty, in search of her man,” they would sing. “Jarah is faithful, she won’t let go your hand.” It was not long before young men arrived at Jomel’s doorstep to meet her, thinking she was his niece or neighbor and in need a suitor. “Jarah’s already taken,” Jomel would tell them; or, “perhaps you had better return with more of a gift or two.” Even a famous seamstress who thought Jomel was courting Jarah offered to sew her a silk wedding dress. “I am already married!” Jomel replied. Later he told his barber about the dress. “Then your wife must be quite jealous,” his barber said with a wink as he applied more shaving cream. “Nonsense,” Jomel replied to the barber, “And I took the dress, thank you. The seamstress was none the wiser.” The barber laughed, as all Jomel’s audiences did. Surely, there was a problem though. One evening at the theater, his wife was mistaken for “Jarah’s maid” and someone asked if Jarah were home ill, as some had heard. Jomel replied in all seriousness, “I’m afraid it’s worse, she has gone off with the king’s son.” Soon after this, Jomel took a couch at the neighborhood teahouse and took his quill to collect his thoughts and begin writing Lady Jarah’ story. “Perhaps she is the maidservant whose true aristocratic station has been denied?” So the barmaid suggested. Others quickly chimed in passionately with their own versions. A fight broke out. Jomel tried the quiet hills.

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“Are you writing about Jarah?” a shepherd asked. Jomel fled to his private library until Ya’hir came, then his attic. He tapped his quill in frustration. Is her hair red like fire or black as the evening sky? Does she wear gowns or riding pants? He fretted to the muses, “How to capture every woman?” Surely she was a shapeshifter, a changeling woman of a thousand faces, even male faces, for everyone knew changelings were troublemakers. Yet still, who was she on the inside? He searched in the mirror for his own shadowy Jarah to no avail. Perhaps the worst day of Jomel’s good life came when the court summoned him. He stood confused before a high bench where three magistrates in wigs presided. Apparently, a nobleman who had first heard of “Jarah” while on a hunt demanded the court block Jomel from telling her story. “She was my idea years ago,” the man insisted. “This interloper Jomel cannot have her all to himself!” he said angrily, pointing to Jomel. Jomel shook his head in amazement. He took to his bed in despair soon after. “Are you afraid,” his wife offered, “that the pretty thing won’t live up to her reputation?” Jomel replied, “Good woman, I can write her better than they all know! Alas,” he sighed, “Jarah has become too selfish. Wherever I go, it is about her, Jarah. This mistress has taken over our lives.” He smiled lovingly at his wife, and said, “I will heed her siren call no longer.” From that day onward he spoke no more of her, and Lady Jarah’s story was not scribed. Yet her name was still sounded at his funeral, and at his wife’s funeral, and in the bedchambers and dreams of men for centuries since. “I shall not be gotten rid of so easily by men,” Jarah might have said. “It is I who shall live on forever, not them.”

Lord Foxglove IV

Exchequer of the Stolen Purse

Lord Foxglove IV was the rambunctious half-dragon son of a noble’s daughter who lusted for coin.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Lord Foxglove IV. Spirit Level: 2nd Alignment: Neutral Evil (NE) Constellation: Dragon Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Lord Foxglove IV if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Lord Foxglove IV’s seal within a mansion, castle, or a similarly expensive dwelling. »» You bring a +1 rapier or better into Lord Foxglove’s seal and brandish it during his manifestation. »» You bring an article of clothing pilfered from a person that you romanced into Lord Foxglove IV’s seal. Ceremony: You prepare a plate of fresh food and place it within Lord Foxglove IV’s seal while wearing a pocketed coat or vest.You then challenge Lord Foxglove IV to a battle of wits with the meal as the prize. Manifestation: An apparition of a silver half-dragon appears and accepts your challenge, with the fate of the pact resting on the outcome of your challenge.

Legend

Popular memory still recalls Lord Foxglove IV, whose unscrupulous mother gave birth to a silver half-dragon out of wedlock during a fling with a man who turned out to be a spry silver dragon masquerading as a nobleman. Although witty, Lord Foxglove IV was a remarkably easy sale and was constantly buying new amusements for himself. When money became tight, Lord Foxglove courted rich ladies to access their purses for a night before he bored of them. When his reputation spurred all others away, it is said that Lord Foxglove practically leaped at the advances of two young ladies of the Brimbsbi family and after taking the arm of Miss Taydie Brimbsbi at her family’s annual ball, Lord Foxglove was led away into the manor, never to be seen again.

Major Granted Abilities

Curse Rivals: You bestow a debilitating curse onto an opponent as a standard action, causing one target within 30 feet to gain a random minor spellblightum unless it succeeds on a successful Will save. This spellblight lasts 1 minute per binder level you possess. At 10th level, you may inflict your target with

a random major spellblight instead. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Spellblights caused by curse rivals are permanent until cured.

Minor Granted Abilities

Foxglove’s Finesse: While you are bound to Lord Foxglove IV, you gain the benefits of Weapon Finesse. In addition, you may double the critical threat range of any weapon that you wield for 1 round as a swift action as long as the weapon can be used with Weapon Finesse. You can use this second effect a number of times per day equal to 3 + your Charisma modifier. Paralyze:You paralyze one humanoid target within 30 feet, functioning as hold person. At 15th level, you can paralyze any target with this ability, functioning as hold monster.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Mark of Seduction:You place an invisible mark upon one target as a standard action with a touch. If you hit the target with a melee touch attack, it suffers a –1 penalty on saving throws against your charm and compulsion effects and to the Diplomacy DC to adjust its attitude towards you. This penalty improves by –1 for every 5 binder levels you possess. A mark of seduction lasts for the duration of your pact with Lord Foxglove IV or until it is exposed to the marked target by his own realizations or by a trusted ally using see invisibility or after a successful Sense Motive check (DC 10 + half your binder level + your Charisma modifier). A creature that realizes that it has become marked is immune to this ability for 1 day.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Pockets of Holding: While you are bound to Lord Foxglove IV, the jacket or vest you wore during Lord Foxglove IV’s ceremony can access an extradimensional storage space through its pockets, functioning as a bag of holding (type I). Increase the bag of holding’s type to type II at 8th level, type III at 13th level, and type IV at 18th level. Items stored within this garment are ejected at the end of your pact with Lord Foxglove IV or if you remove the garment before your pact ends.

Signs and Influence

Lord Foxglove IV affects you in the following ways. Physical Sign: A fox-shaped birthmark appears on your neck. When you activate one of Lord Foxglove IV’s granted abilities, the birthmark scampers about on your face. Personality Influence:You indulge in all carnal pleasures. You must challenge anyone who would interfere in this pursuit. Favored Ally: Humanoid (any female) Favored Enemy: Humanoid (any male)

Vestigial Bond (Companion)

You gain a foxum as a familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces paralyze.

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Legend of Lord Foxglove IV “Beautiful day, wasn’t it!” Alister said, raising a crystal goblet for a toast. At the head of the huge polished-oak supper table sat grey-bearded Lord Brimbsbi d’Avix. Ostensibly the toast was to him and his daughters at his sides, Lady Saoirse and her younger sister Caoimhe. With Alister were three other remaining suitors, Shane, Riley and Oisin. “Yes, and let us profusely thank Lord Brimbsbi d’Avix,” Oisin said, “for hosting this splendid day, which may not come again.” He smiled at Saoirse, the daughter whose hand they pursued. “... for some of us,” Alister added. “Now gentlemen,” Saoirse chided, “let’s leave the rivalries of today’s fox hunt back in the woods, shall we?” “You four are here,” Lord Brimbsbi offered in his deep seamerchant’s voice, “because you are worthy of our consideration. And nothing is decided.” He glanced fondly at Saoirse. “How about tomorrow night’s costume ball?” Caoimhe interjected. “Who has settled on a mask? Lord Foxglove, will you be taking a fox mask or perhaps a hare mask?” “A viper,” Alister said, “so that I might better blend in.” Shane and Riley both laughed. “If so,” Oisin said, “I request the mongoose mask.” “Oh,” Caoimhe cooed, “a tenacious creature from the far shores of our spice route.” “Please share with us what you know of the mongoose,” Lord Brimbsbi asked Oisin, as if testing him. “After all, it is the moniker of House Llantrey, our rivals along the Southeast routes.” “I have thoroughly familiarized myself with Brimbsbi’s businesses,” Oisin offered. He glanced at Alister, whom he deemed his strongest rival to gain Saoirse’s hand.This outraged him. Alister was no Foxglove. Oisin’s men at the Portsmouth’s Commerce Chamber confirmed that Alister Foxglove, who would now be age forty, not twenty, had perished at sea some years ago. But he wanted more facts before unmasking the ruse. Oisin continued. “I would not wish to bore everyone by reciting facts with which they are surely familiar.” “As long as no one dresses as a bull’s eye, we shall all have a fine time,” Caoimhe interjected. During the hunt, Alister had accidentally shot Meynar Crowsley, another suitor who now lay with the house priest in the chapel hospice with bandages and a broken back. He had fallen from his horse when the arrow hit. Lord Brimbsbi rose. “The hour is late, and strong wine is surely carrying away our spirits.” The suitors rose immediately, but none made their way to Saoirse or Caoimhe before they unseated themselves. “I shan’t make any of you boys jostle and bust each other just to open my seat,” Saoirse said. Riley snickered at the double entendre. “We depart and wish you good night,” Lord Brimbsbi said. His eyes betrayed that he too was drunk, and he stumbled briefly as he and his daughters left with all eyes on them. Almost all eyes. Oisin noticed that Alister winked to Caoimhe. The men sat dumbly and tired until the butler came and offered, “Your rooms are ready for the night.” The suitors took to their upholstered, canopied rooms. Each room presented a view of the beach front far beneath the throne-like cliff upon which the manor sat. Oisin did not ready himself for bed. He paced, gazed at the full moon, and tried to read a book. His brow sprouted beads of warm sweat. “Something is going on!” he said to his reflection in the mirror. He had a little magic of his own, which was why he had been invited in the first place. The mirror’s flat gaze rippled to reveal Alister treading the shadowy stairwell and entering Lord Brimbsbi’s paneled office. The familiar hand of Caoimhe was wrapped around the door handle. “Got cha!” Oisin said. He left his room, excited to confront

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Foxglove. Perhaps his action was rash, but this was his chance. “What can I get, sir?” the hall boy asked, standing at attention. “Going for a beach walk. The waves are most soothing.” “Of course, sir.” The hall boy sat. “Shall I get you a towel?” “No,” Oisin replied as he took the stairs with as much speedy stealth as he could muster. He wondered what magic Alister might have, besides redirecting arrows to new targets. Caoimhe was only fifteen and certainly not yet a hopeful bride-to-be. He knew the rumors of Brimbsbi magic as well, though so far had seen none of it. No trade house prospered without it. The mirror in Oisin’s now-empty room maintained its revealing eye. Alister and Caoimhe were embraced in a passionate exchange of kisses. The door burst open. Oisin strode in. His mouth twisted as his eyes locked on to Alister and Caoimhe. “These are private chambers,” Alister chided. Oisin’s face was as red as a flame wyrm and beads of sweat fell like spring rain. He closed the door harshly. “I won’t speak of this to anyone,” Oisin said, “if you leave the estate now, Alister, back to whatever orphanage or dock house who call your true home. Enough of you, already.” “I have a better idea,” Caoimhe said as she let loose of Alister’s embrace and threw herself to Oisin. “What?” Oisin said, surprised. A gentleman wouldn’t be aggressive against a woman. “I am not a debaucherer,” he said firmly. “I am genuinely here for your sister Saoirse’s hand.” Caoimhe wrapped her arms around Oisin and spoke softly into his ear while Alister looked on with amusement. “Perhaps I shall think,” Caoimhe whispered, “that Oisin and the hall boy have become too chummy with each other, if you know what I mean. And my sister would want no part of a... man... like that.” “You wicked, jealous wench,” Oisin spat out as he pushed her away. Perhaps, he wondered, all the rumors of the family’s wicked ways and scheming were true. “Why would you embrace this witch?” Oisin asked Alister with incredulousness. “Or are you so desperate to climb into the bed of high society?” “Because,” Alister replied as he advanced and spoke softly into Oisin’s red face, “I am also a witch.” Caoimhe locked the door. “When the door is locked in this study,” she explained to Oisin, “No sound passes into or out of the room. Just the way father always likes it.” Oisin looked around. The windows were high and barred. The fireplace was quiet with no irons in sight. A gold mermaid bookend was perhaps the only viable weapon in the room. “Don’t bother,” Alister said. “It will be a beautiful night.” Caoimhe began to remove her overcoat. “Oisin,” she purred, using her witch’s voice, “remove your coat. Let’s all have some fun together.” “I will do nothing of the sort,” Oisin said. But he could not move his feet and his own hands were already reaching for his coat buttons as if they obeyed a different master. “My father is most influential,” Caoimhe said as she joined Oisin and Alister. “Your name would be fit only for the life of a sailor or common tradesman if word got out of your proclivities.” “My family would disown me,” Oisin said matter-of-factly. “But the priests could confirm my innocence,” he added. He sought to back away but found he could not move. “There shall be no pure, innocent Oisin after tonight,” Alister said, removing Oisin’s coat for him. “With my soul’s dying breath, I curse you,” Oisin said. “Shush,” Caoimhe suggested. His tongue fell silent. The lamps died low in the study as Alister sealed his marriage into the Brimbsbi family with a kiss.

Moy

The Uncaring Queen

A peasant girl born with a hidden talent, Moy usurped an entire kingdom and enslaved all who inhabited it with her powers. She was only stopped when her control faulted in a moment of greeddriven rage.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Moy. Spirit Level: 2nd Alignment: Neutral Evil (NE) Constellation: Noble Binding DC: 24 Totems: You gain a +2 totem bonus on binding checks made with Moy if one of the following requirements is met, or a +4 bonus if all requirements are met. »» Moy is the highest-level Noble spirit that you are bound to. »» You possess a Charisma of 22 or higher. »» You wear a neck-tight slave collar especially fitted for you that is worth 2,000 gp when performing Moy’s ceremony. Ceremony: You kneel down in the center of Moy’s seal and hold a lit candle in your bare hands while praising Moy. Manifestation: You are lulled into a deep sleep by your candle’s flickering flame. In your dreams, you hear the most beautiful voice whispering you, caressing you with dreams of carnal experiences as she tries to wrestle you into thralldom.

Legend

One kingdom’s legends tell of a time when the rightful heirs were usurped from their throne by a peasant-born enchantress called Moy the Uncaring. Moy hated work and lusted for luxury, so when she discovered her powers she quickly set to enslaving the kingdom’s people. Before the next full moon, Moy had enslaved the entire kingdom, including the kingdom’s royal family. Despite her newfound riches, Moy’s appetite for power had only awakened further; now she dreamed of godhood. Upon learning of a powerful relic that could grant her desire, Moy sent every man, woman, and child in her realm to search for it, no matter how ill equipped they were for the task. One day, the former king returned with the relic in tow. In ecstasy, Moy’s control over her subjects faltered and in a single, clean stroke the king reclaimed his throne by plunging his sword straight into her heart. In a way, some say that Moy received her wish, for though she had died, her story remained forever.

Major Granted Abilities

Crushing Presence: You attempt to crush the ego of a creature within 30 feet as a standard action.The creature suffers 1d4 points of Charisma damage, plus an additional 1d4 damage

at 9th level and at 15th level. A successful Will save negates this effect. This ability is a mind-affecting enchantment effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A creature that succeeds on its save against crushing presence suffers minimum damage (1 point per d4 rolled) instead of no damage.

Minor Granted Abilities

Commanding Doctrine: You issue a command to a target that functions as suggestion. You may treat this ability as lesser geas at 10th level or geas at 15th level. All effects of this granted ability are dismissed when your pact with Moy ends and your target receives a Will save to negate the effect, even if the spell does not usually allow a saving throw. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Enthralling Gaze: You captivate the weak-willed with your gaze, functioning as enthrall. You do not need to speak or perform in order to fascinate others with this ability; your gaze alone is enough. In addition, you can issue a command to an enthralled creature (as the spell) with a +4 bonus to the command’s save DC.You cannot command creatures that have not been enthralled first. A creature that succeeds on its save against either of these effects ends both effects and cannot be the target of this ability for 1 day. Ritualistic Knowledge: You gain an insight bonus on Knowledge (history), Spellcraft, and Use Magic Device checks equal to half your binder level. Stunning Perfection: While you are bound to Moy and unarmored, you gain a deflection bonus to your AC equal to your Charisma bonus (if any).

Signs and Influence

Moy affects you in the following ways. Physical Sign: A thin, black collar appears on your neck that cannot be disguised, removed, or damaged. When you activate one of Moy’s granted abilities, your pupils become hypnotic spirals. Personality Influence: You revel in luxury and expect only the most expensive of things.You must use Moy’s powers at every opportunity to avoid doing manual labor. Favored Ally: Any (commoners and peasants) Favored Enemy: Any (royalty)

Vestigial Bond (Companion)

You gain a simulacrum that appears as a generic, dull-witted human with Hit Dice equal to your binder level –2. This meat puppet possesses all of its class levels in commoner, expert, or warrior and selects its feats from those allowed to an animal companion with an Intelligence of 1 or 2. At 13th level, you may scry upon your meat puppet (as if using the scrying spell) a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces commanding doctrine.

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Mute Sylvus

and eat his sons before his eyes, Sylvus lost a piece of himself. He never spoke a single word again.

Elven rangers share the story of a maimed elf named Sylvus to warn young recruits about the dangers inherent to stalking the wilderness.

Major Granted Abilities

Sole Survivor

Summoning Rules

Strike True: You focus Mute Sylvus’s keen eyes upon one target as a swift action, granting you a +1 insight bonus on attack rolls and damage rolls for 3 rounds. This insight bonus increases by +1 at 6th level and every 3 levels thereafter, up to a maximum bonus of +5. After using this granted ability, it is expended for its duration and for 5 rounds afterwards. Capstone Empowerment: If you confirm a critical hit against the target of strike true, increase your weapon’s critical multiplier by x1.

The following describes the requirements and rituals for sealing pacts with Mute Sylvus. Spirit Level: 2nd Alignment: Neutral Good (NG) Constellation: Tree Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Mute Sylvus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Mute Sylvus’s seal in the heart of a deep wood. »» You are an elf or a half-elf or you perform elven hunting calls during Sylvus’s manifestation, requiring 4 ranks in Profession (hunter). »» You place the beak of a monstrous bird whose CR is equal to or greater than your binder level in the center of the seal and destroy it during Mute Sylvus’s manifestation. Ceremony: You call Mute Sylvus’s name several times. Manifestation: Mute Sylvus’s name echoes three times as the unnerving feeling of a cold gaze upon your back spreads throughout your body. Before you can react, flashes of terror and panic wash over you. When the seizing stops, Mute Sylvus and his sole surviving son stand diligently above you.

Fast Reflexes: While you are bound to Mute Sylvus, you gain a +10-foot bonus to your base speed and a +1 insight bonus on Reflex saves.This insight bonus increases by +1 at 6th level and every 3 binder levels thereafter. Improvise Weapons: While you are bound to Mute Sylvus, you gain the benefits of Catch-Off Guard and Throw Anything. At 12th level, you also receive the benefits of Improved Weapon Mastery. Keen Senses: While you are bound to Mute Sylvus, you gain an insight bonus on Perception and Survival checks equal to half your binder level. In addition, you gain low-light vision. If you already possess low-light vision, improve the distance that you can see in dim light by x4 (rather than x2). Peerless Archer: While you are bound to Mute Sylvus, you are proficient with the longbow and shortbow and receive the benefits of Precise Shot.

Legend

Signs and Influence

Before they get cocky and restless, old elven rangers often tell the chilling tale of Mute Sylvus to rookie rangers in order to calm their youthful, boiling blood. According to the story, Sylvus was the most skilled ranger of his time. He could strike a dove in the heart with his bow from 200 feet away and shoot an apple off of the head of a dancing gnome with ease. But the thing that Sylvus prided most of all were his three sons, who idolized their father’s skill at the hunt. As they grew, Sylvus’s older sons plead for him to bring them on a ranger’s hunt beyond the eastern river into the forest. Sylvus knew that the forest was dangerous, but he brought his sons along regardless. On the eve of the first night, the hunters were besieged. Huge, feathered monsters charged the hunters and killed them in a single blow before dragging their corpses off into the woods in shambles. Among them was Sylvus’s oldest son. At morning’s first light, the remaining hunters tried to flee but the monsters returned, charging and pecking and eating the hunters until all were dead. All except Sylvus and his youngest son. When they returned to their village, the son told the other rangers what had happened. But not Sylvus. After seeing horrible beasts kill

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Minor Granted Abilities

Mute Sylvus affects you in the following ways. Physical Sign: Scratches from branches and welts from insects cover your body and bird feathers suffuse your hair. When you activate one of Mute Sylvus’s granted abilities, the welts swell and the feathers grow larger. Personality Influence: You speak tersely, if at all. You must protect children before you protect yourself. Favored Ally: Humanoid (any with ranks in Survival) Favored Enemy: Magical Beast (any)

Vestigial Bond (Boon)

You can bond yourself to one ally as a full-round action with a touch. The bonded creature gains the share granted abilities special ability as if it were your vestigial companion; otherwise, it gains none of the other benefits of being your vestigial companion. If you made a poor pact with Mute Sylvus, the bonded creature suffers his physical sign and personality influence while benefiting from this ability. This bond is broken if you and your target are ever more than 1 mile apart.You or your ally may terminate this bond as a free action. This granted ability replaces fast reflexes.

Pevwyrn Pervon

The Belied Apprentice

Once an unwilling apprentice to a moody wizard, Pevwyrn Pervon’s soul was ultimately destroyed when his master traded it to a div.

Summoning Rules

The following describes the requirements and rituals for binding Pevwyrn Pervon. Spirit Level: 2nd Alignment: Neutral (N) Constellation: Starless Binding DC: 24 Totems: You gain a +2 totem bonus on binding checks made with Pevwyrn Pervon if one of the following requirements is met, or a +4 bonus if all requirements are met. »» Pevwyrn Pervon’s seal is drawn at a university or similar institute of higher learning. »» You destroy a wand of acid arrow during Pevwyrn Pervon’s ceremony. »» You perform Pevwyrn Pervon’s ceremony while under the effects of a spell on the alchemist formulae list. Ceremony: You light a roaring bonfire and then quickly extinguish it, allowing to smoke to billow throughout Pevwyrn Pervon’s seal. Manifestation: Pevwyrn Pervon’s begins regenerating itself of any damage caused to it during the ceremony. Afterwards, a faint voice echoes the name, “Pevwyrn Pervon,” 26 times in an exasperated tone. When the echoing stops, the smoke condenses into the form of a human adolescent who stands among the fire’s ashes.

Legend

acid, unless neutralized, lasts for another round (maximum 6 rounds), dealing another 2d4 points of damage in each round. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your acid bolt deals 50% additional damage each round. This doesn’t stack with the empower major ability binder secret and similar effects.

Minor Granted Abilities

Alchemical Infusion: You can transform a number of vials of water into magical extracts, functioning as an alchemist’s alchemy. Each day, you can affect a number of vials of water in this manner equal to half your binder level (minimum 1). You may prepare any 2nd level or lower extract with this ability and your caster level is equal to your binder level. Other creatures gain no benefit from drinking these extracts unless you possess Pevwyrn Pervon’s vestigial boon; otherwise, they are wasted when consumed by another creature. When your pact with Pevwyrn Pervon ends, these extracts lose their potency and become water once more. Classically Schooled: Select two Intelligence-based skills when you seal your pact with Pevwyrn Pervon. While you are bound to Pevwyrn Pervon, you gain an insight bonus on skill checks made with those skills equal to half your binder level. Miraculous Transmutation: While you are bound to Pevwyrn Pervon, when you deal energy damage with an alchemical item, a spell-like ability, or a granted ability, you can change all damage dealt into one of the following types of energy: acid, cold, electricity, or fire. Spell-like abilities and granted abilities gain the appropriate energy descriptor when they are modified in this way.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Shield from Flames: While you are bound to Pevwyrn Pervon, you gain fire resistance 5. At 5th level and every 5 binder levels thereafter, this resistance increases by 5. At 20th level, you become immune to fire damage instead.

Occult scholars find Pevwyrn Pervon to be a fascinating topic of study, not because of the implications of his legend, but rather the implications of his constellation. Easily among the “youngest” of spirits, Pevwyrn Pervon’s starless state leads many occult scholars to believe that all young spirits begin their existence without attachment to any particular constellation. As for Pevwyrn himself, he is a spirit constantly in agony and grief who mostly speaks in garbled sentences and limericks. Among them, Pevwyrn’s most common dialogue is shouting that he, “is an alchemist, not a wizard,” begging for his binder not to trust “the Masked Man,” and whimpering, “don’t make me draw another card.”

Pevwyrn Pervon affects you in the following ways. Physical Sign: A pus-filled pimple the size of a gold piece appears on your body bearing Pevwyrn Pervon’s seal. When you activate one of Pevwyrn Pervon’s granted abilities, you are forced to shout your birth name as loud as possible. Personality Influence: You are as easy to arouse as a male adolescent of your race. You must attempt to destroy all decks of cards that you encounter. Favored Ally: Any (alchemists), Humanoid (human) Favored Enemy: Any (wizards), Outsider (native)

Major Granted Abilities

Vestigial Bond (Boon)

Acidic Bolt: As a standard action, you can unleash a bolt of acid that strikes one opponent within 30 feet as a ranged touch attack. If it hits, the target suffers 2d4 points of acid damage. For every three binder levels that you possess, the

Signs and Influence

You can apply extracts created by the alchemical infusion granted ability to other creatures, functioning as the oiled extract alchemist discovery†. This granted ability replaces miraculous transmutation.

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Seeking to claim his father’s fortune, it is said that Oszen became trapped at his father’s estate by an old well with an ancient curse.

actions during its next turn because of feelings of dread and self-loathing, though it is still able to defend itself normally. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If the target succeeds on its Will save against ray of regret it is unable to take any actions that would end an invisibility spell.

Summoning Rules

Minor Granted Abilities

Prince Oszen

Heir to the Empty Well

The following describes the requirements and rituals for sealing pacts with Prince Oszen. Spirit Level: 2nd Alignment: Chaotic Neutral (CN) Constellation: Skull Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Prince Oszen if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw this spirit’s seal under the light of a full moon. »» You use water that has been freshly drawn from a well in Prince Oszen’s ceremony. »» You are currently wanted by legal authorities for a crime that you did not commit. Ceremony: You empty a pail of water onto the seal. Manifestation: The ground within the seal caves in and drags you down into a black pit. Sitting at the center of the rubble, an anthropomorphic badger sighs as you tumble down next to it, leaps upon you, and ferociously bites your neck.

Legend

Stories surrounding lycanthropes aren’t uncommon, but one of interest to occult scholars involves a clan of werebadgers that was driven from a small forest village generations ago. The clan served as advisors to the royal family for hundreds of years before their secret was discovered and despite the clan’s loyal service the people of the kingdom grew fearful upon learning the truth and demanded that the lycanthropes leave the kingdom in exile. Those who refused were cast down into a well on the family’s estate where they starved to death. Without its keepers, the estate almost instantly fell to shambles as no one cared to claim land tainted by lycanthropy. Still, it would seem that the kingdom hadn’t heard the last from the clan, for whenever it was thought that the final member of the clan had been thrown down into the well, a forgotten son would appear, searching for his father’s inheritance. Though always tolerated for a time, if it was discovered that the son was lycanthropic he was cast in silver chains and hurled down into the depths of the well to finally meet his father.

Major Granted Abilities

Ray of Regret: You unleash a ray of moonlight at a target within 100 feet that causes feelings of remorse for 1 round. A target struck by this ranged touch attack is unable to take

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Architectural Knowledge:While you are bound to Prince Oszen you gain an insight bonus on Knowledge (engineering) and Perception checks equal to half your binder level. If you move within 10 feet of any unusual or dangerous architecture (including traps), you may make a Perception check to notice the hazard as a free action, even if you aren’t actively searching for such a hazard. The GM should make this check in secret. Blood of the Moon: As a standard action, you transform into a badger hybrid. You gain a +2 bonus to your Strength, Constitution, and Wisdom, a –2 penalty to your Charisma, and a +2 natural armor bonus to AC. In addition, you gain two claw attacks that deal 1d6 damage (or 1d4 damage if you are Small), darkvision out 60 feet, and a 20-foot burrow speed. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in oneminute increments. Falsified Life: You imbue a touched creature with 1d10 temporary hit points + 1 point per binder level you possess as a standard action. Using this ability on yourself is a swift action. A creature that gains this benefit cannot be the target of this granted ability again for 1 day. Summon Inheritance: You create a gaping hole as a standard action, functioning as create pitapg. At 6th level, this ability functions as spiked pitapg and at 12th level it functions as hungry pitapg.You may use this ability a number of times each day equal to 3 + your Charisma modifier.

Signs and Influence

Prince Oszen affects you in the following ways. Physical Sign: The bone, flesh, and muscle surrounding your heart become translucent. When you activate one of Prince Oszen’s granted abilities, you are forced to sigh loudly. Personality Influence: You constantly feel empty, pitiable, and worthless.You must never strike the first blow against an opponent; you may only attack in retaliation. Favored Ally: Any (your blood relatives, except yourself) Favored Enemy: Any (creatures who aren’t your relatives)

Vestigial Bond (Companion)

You gain a Youth cohort of your race that claims to be your child. This character’s level equals your binder level –2 and possesses all of its levels in one NPC class of your choice. This granted ability replaces blood of the moon.

Salendrios

The Tainted Cleanser

Remembered for temporarily uniting four opposed religions under a single banner, Salendrios would have wiped out pact magic if he was not halted by an untimely death.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Salendrios. Spirit Level: 2nd Alignment: Neutral (N) Constellation: Seer Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Salendrios if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You bring the holy symbols of a god of law, a god of evil, a god of justice, and a god of magic into your seal and destroy them. Combined, these symbols must be worth at least 1,000 gp. »» You burn a banner from the Order of Salendrios during Salendrios’s ceremony. »» You pour a potion of blood biographyAPG onto Salendrios’s seal during the ceremony. Ceremony: You arrange bones from a monkey’s hand, a rodent’s skull, a rusted cudgel, and an orc’s eye in the four cardinal directions at the center of Salendrios’s seal. Manifestation: The objects rise into the air and are destroyed one by one by Salendrios. The bones crumble, the cudgel shatters, and the eye pops.The remains congeal together, forming the shape of a man with no face save a single, large eye.

Legend

Compared to many spirit legends, the tale of Salendrios is welldocumented as a tale of deific triumph. Centuries ago, Salendrios was a high priest of the Lord of Justice who banded three other religions together with his own in order to stamp out the heretic practices of pact magic once and for all. As a result of his campaigning, Salendrios nearly drove pact magic into extinction. On Salendrios’s forty-second birthday, however, he was found dead in his bed, having passed away peacefully in the night. Although the alliance he formed quickly dissolved, those truly dedicated met in clandestine halls to continue his work, founding the Order of Salendrios. Yet in death, Salendrios learned the true nature of the gods: conflict. Binder scholars believe that Salendrios had served all four of his divine lords equally well, so when it came time to claim his soul none of his gods wished to claim it, seeing aspects of the other gods within Salendrios’s soul. With no god to claim his soul, Salendrios was cast into a dark oblivion, transforming him into the very thing that he dedicated his life to fighting against.

Major Granted Abilities

Spell Reflection:You reflect spells that require an attack roll back upon their caster as an immediate action. When you are the target of a spell that includes an attack roll make an opposed attack roll of the same kind (either melee or ranged). If the result of your attack roll exceeds the caster’s result, the spell is negated. If you beat the caster’s result by 10 or more, the spell rebounds upon its caster as if it were the spell’s original target. Use your attack roll to determine if the spell hits. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Use your binder level in place of your base attack bonus with spell reflection’s attack roll.

Minor Granted Abilities

Domains of Salendrios: While you are bound to Salendrios, you gain the benefits of Godbinder† with one of the following domains: Death, Destruction, Knowledge, Protection, Strength, or War. Eye of Destruction: You make a ranged touch attack against a target within 100 feet that deals 1d10 points of damage. This damage is untyped and ignores all types of damage reduction. You can make multiple attacks with this granted ability during a full-attack action as if it were a longbow. You must show Salendrios’s sign in order to gain this benefit. Reveal Faith: You can detect an opponent’s religion at will as a standard action, functioning as reveal heretic†. Weapon of Penance: While you are bound to Salendrios, you are proficient with the sawtooth saberue and gain the benefits of Weapon Focus with this weapon. At 10th level, you also gain the benefits of Greater Weapon Focus with the sawtooth saber.

Signs and Influence

Salendrios affects you in the following ways. Physical Sign: An eye appears in the center of your right hand’s palm. When you activate one of Salendrios’s granted abilities, glowing tattoos appear on your elbows and knees. Personality Influence: You loathe religion and refuse to enter any house of worship. You must refuse all aid or assistance from any clergyman who worships a chaotic, evil, good, or lawful deity. Favored Ally: Any (ravaged) Favored Enemy: Any (creatures with the aura class feature)

Vestigial Bond (Companion)

Salendrios’s physical sign becomes a familiar, functioning as an alchemist’s tumor familiar discoveryum. The tumor acts as a batb1 familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces eye of destruction.

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Shelassik

The Sea Devil’s Grin

Shelassik was the favored champion of a cruel god of the sea until he offended his patron.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Shelassik. Spirit Level: 2nd Alignment: Lawful Evil (LE) Constellation: Beast Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Shelassik if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Shelassik’s seal close enough to the ocean that Shelassik can smell its salty brine when he manifests. »» You perform a sahuagin war chant as Shelassik manifests, requiring 4 ranks in Perform (oratory) and the ability to speak Aquaan. »» You use elven blood in Shelassik’s ceremony. Ceremony: You mix a few drops of warmed blood into a cup of sea water as you call out to Shelassik, begging him to allow you to take your rightful place under his command. Manifestation: Your skin rips apart as your body transforms into an anthropomorphic shark. Shelassik’s voice echoes throughout your mind as predatory instincts.

Legend

binder level, and a –2 penalty to your AC for 1d4+1 rounds. Activating frenzy is a swift action. This ability is an emotion effect. After using this ability, it becomes expended for its duration and for 5 rounds after its duration ends. Capstone Empowerment: The morale bonus that you receive from blood frenzy increases by +1, plus an additional +1 at 11th level and every 4 binder levels thereafter.

Minor Granted Abilities

Adjust Locomotion: While you are bound to Shelassik your locomotive limbs adapt to your environment, reducing your land speed to 5 feet after spending 1 minute within water but granting you a 30-foot swim speed. If you have the aquatic subtype, you lose your swim speed after spending 1 minute on land instead, but your land speed becomes 30 feet. If you have the amphibious subtype, this ability grants you a +5-foot bonus to your land speed and swim speed at all times instead. This ability is a polymorph effect.You must show Shelassik’s sign in order to receive this benefit. Aquatic Weapon Proficiency: While you are bound to Shelassik, you are proficient with the longspear, shortspear, net, and trident. In addition, you suffer no penalty on attack rolls when using these weapons underwater, as if you were benefiting from freedom of movement. Shark Speaker: While you are bound to Shelassik, you gain an insight bonus on Handle Animal and Ride checks equal to half your binder level. Sea Devil’s Grin: You unleash a frightening gaze attack as a standard action that causes creatures in a 30-foot cone to become frightened for 1 round per binder level you possess and shaken for 1 minute afterwards. A successful Will save negates this effect. This ability can affect a total number of Hit Dice of creatures at once equal to your binder level. Creatures with fewer Hit Dice are affected first. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Ancient records indicate that in a time before the kingdoms of men proud shark-like creatures known as sahuagin dominated the world both above and below the waves. These sahuagin were commanded by a brilliant warmonger who seized control over the surface world upon learning to create and command terrifying creatures now known as bulettes. In a scant few years, only the stubborn dwarves eluded the sahuagin in their quest for global dominance. On the eve of the dwarves’ last stand, just as the sahuagin’s victory seemed secured, the sahuagin’s champion hollered out to his foes in arrogance, “What has any god wrought that I cannot equal?” Enraged, the sahuagin’s god recalled his blessing from the warmonger and a stray arrow pierced his heart, killing him instantly as shark and bulettes alike devoured his body. The sahuagin were driven back to the sea and to this day their kind believes that a fragment of Shelassik the warmonger is within every shark and bulettes as a gift from a remorseful god.

Shelassik affects you in the following ways. Physical Sign: You grow a dorsal fin and wickedly sharp teeth. When you activate one of Shelassik’s granted abilities, blood oozes from your mouth. Personality Influence: You disdain arcane magic and those who employ it.You cannot enter a body of fresh water. Favored Ally: Animal (sharks), Humanoid (sahuagins), Magical Beasts (bulettes) Favored Enemy: Animal (dolphins), Humanoid (creatures with the elf subtype)

Major Granted Abilities

Vestigial Bond (Companion)

Blood Frenzy: Whenever you take damage in combat, you gain a +1 morale bonus on attack rolls and damage rolls made with melee weapons, temporary hit points equal to your

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Signs and Influence

You gain a sharkb1 as an animal companion.You possess a druid level equal to your binder level when determining your shark’s abilities. This granted ability replaces sea devil’s grin.

Taios

The Wyrmkin

Taios is an abominable spirit created by power-hungry binders in antiquity. Overwhelmed by agony, Taios engages in pacts with mortals to gain temporary relief from its indescribable pain.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Taios. Spirit Level: 2nd Alignment: Chaotic Neutral (CN) Constellation: Starless Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Taios if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have a sliver of a wyrm kin amulet† in your direct possession during Talos’s ceremony and his subsequent manifestation. »» You draw Taios’s seal in a place where a massive disaster occurred, natural or not. »» You are a human or a gillman or you Disguise yourself as either. In order to earn this totem, your Disguise check result must equal or exceed Taios’s unmodified binding DC. Ceremony: Taios manifests the moment his seal is completed. After he manifests, you repeat several heartfelt, scripted apologies to subside his rage. Manifestation: Taios bursts into his seal, a naked humanoid with countless faces stretched across his skin in place of whatever features ought to be there. He fumes when summoned and rampages harmlessly throughout the seal while screaming in pain until his ceremony is complete.

Legend

In an age long past, the leaders of the Atlan Empire sought to destroy their rival, the frehmin, by crafting a spirit that would allow their soldiers to better traverse the blistering sands and scathing winds of their desert home. To accomplish this, atlan soul weavers captured five frehmin warriors, destroyed their bodies, and trapped their souls before weaving them together into one horrifying entity called Taios. With Taios in tow, the atlan armies marches into the deserts and annihilated the frehmin’s nation, sending the survivors scurrying like rats into the mountains. When the Atlan Empire finally collapsed at the hand of the gods, the world tried to bury the secrets to binding Taios to give the tortured entity peace, but even today binders call upon Taios’s incredible powers to survive the harshest conditions and overcome the greatest odds no matter how much anguish the summoning process inflicts upon these warped souls.

Major Granted Abilities

Taios Surge: Whenever you roll a d20, you can invoke

Taios’s power as an immediate action in order to roll 1d6 and add the result to your d20 roll or check.You must use this ability before the result of your roll or check is revealed. At 8th level, you roll 1d8 instead of 1d6 and add the result to your d20 roll or check. At 16th level, you roll 1d10 instead of 1d8. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If you have one or more mythic tiers, you can expend Taios surge for 5 hours in order to regain one use of mythic power.

Minor Granted Abilities

Adaptation of Taios: While you are bound to Taios, you gain a constant endure elements effect, do not need to eat or drink, gain fire resistance 5, and are immune to the dazzled and blinded conditions. Arms of Taios: While you are bound to Taios, you are proficient with the falchion and the shortbow. In addition, you gain the benefits of Precise Shot while wielding a shortbow and may use your Dexterity bonus in place of your Strength modifier on attack rolls and damage rolls while wielding the falchion. Your Dexterity bonus is not multiplied by 1.5x while wielding a falchion in two hands. Frehmin Wisdom: While you are bound to Taios, you gain an insight bonus on Perception and Survival checks equal to half your binder level. Terrain Mastery: When you seal your pact with Taios, select one type of terrain. That terrain is considered a favored terrain for you, as the ranger ability, except your favored terrain bonus is equal to +1 per 3 levels you possess. At 12th level, you gain the benefits of terrain mastery with your selected terrain, functioning as the horizon walker abilityAPG.

Signs and Influence

Taios affects you in the following ways. Physical Sign: A circular tattoo of black ink appears on your right arm depicting an abomination of Taios. Whenever you activate one of Taios’s granted abilities, spasms of overwhelming pain engulf you. Personality Influence: You cannot speak, even by virtue of telepathy or similar effects. You must avoid any action that might inflict immediate pain upon you. Favored Ally: None Favored Enemy: Any (all creatures)

Vestigial Bond (Boon)

You transform into an abomination of Taios as a standard action, causing your gear to dissolve into mummy-like wraps that grant you a profane bonus to your AC equal to half your binder level. In addition, weapons you wield gain the anarchic and unholy weapon abilities. This ability is a polymorph effect. You must show Taios’s sign in order to receive this benefit. This granted ability replaces Taios surge.

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Tyrant Cromwell The Black Knight

Tyrant Cromwell was a paladin who returned from a crusade a changed man. He conquered his homeland and the kingdoms beyond it, ruling with an iron fist for 50 years.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Tyrant Cromwell. Spirit Level: 2nd Alignment: Chaotic Evil (CE) Constellation: Hero Binding DC: 18 Totems: You gain a +2 totem bonus on binding checks made with Tyrant Cromwell if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are an orc, a half-orc, or are evil. »» You possesses a Strength score of 13 or higher. »» You recite the Black Knight’s Epitome during Tyrant Cromwell’s manifestation, requiring 4 ranks in Knowledge (religion) or have 1 or more levels of antipaladinapg.

Ceremony: You lay out a white cloth and smear blood from a slain enemy onto it. Manifestation: The blood seeps into the cloth, causing it to writhe like a dying creature. When the cloth finally ceases moving, the image of a bloodied knight standing atop a fallen enemy appears in the cloth. The knight removes his visor, staring coldly into your eyes.

Legend

Kingdoms rise and fall, but stories are still told of the reign of Cromwell the Black, a former paladin of the Lord of Justice. As a lad, Cromwell served as the squire to a beloved hero and through him, he attended many lavish parties and social gatherings. On one of his trips, he fall madly in love with a nobleman’s daughter but she would pay no heed to a lowly squire. When Cromwell came of age, he set to prove himself to his beloved and joined a crusade with his master, determined to come home a true knight fit for a lady of such status. No two versions of the tale can agree what happened during Cromwell’s crusade; some say that he was bewitched by a hag while others claim that he sold his soul to a devil in exchange for his life. Regardless, Cromwell returned home without his crusader brothers-in-arms. Instead, on one mist-covered summer day Tyrant Cromwell returned with an army the likes of which none had ever seen before. Cromwell effortlessly enslaved the people and sought his boyhood love, wishing to make her his queen. When he found that the girl had relocated years before, however, Cromwell flew into a rage, vowing to spread his tyranny across this world and all others in search of her, ushering

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in his campaign of conquest.Though no records remain of what finally toppled Cromwell’s empire, all agree that the tyrant’s obsession certainly brought him to the gates of Hell.

Major Granted Abilities

Vestigial Might: You invoke the dark powers of Tyrant Cromwell as a swift action, granting you a +2 profane bonus to Strength for 1 round. This bonus improves to +4 at 8th level and +6 at 12th level. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The profane bonus granted by vestigial might lasts for 1d4+1 rounds.

Minor Granted Abilities

Indiscernible Alignment: While you are bound to Tyrant Cromwell, your alignment becomes difficult to discern, functioning as nondetection. This ability only functions against divination spells that attempt to detect your alignment. Phantom Armor: While you are bound to Tyrant Cromwell, you gain a +1 deflection bonus to your Armor Class. This bonus improves by +1 at 5th level and every 5 binder levels thereafter, to a maximum of +5 at 20th level. Savage Attacks: While you are bound to Tyrant Cromwell, you gain the benefits of Power Attack. At 8th level, you also gain the benefits of Vital Strike. At 15th level, you also gain the benefits of Improved Vital Strike. Weapon Familiarity: While you are bound to Tyrant Cromwell, you are proficient with the garrote, greatsword, and lance. When you threaten a critical hit with such a weapon, you gain a +1 bonus on rolls made to confirm the critical hit. This bonus increases by +1 at 5th level and every two levels thereafter, to a maximum of +4. This bonus doesn’t stack with Critical Focus or similar effects.

Signs and Influence

Tyrant Cromwell affects you in the following ways. Physical Sign: Your grow blond hair and your eyes become stark blue. When you activate one of Tyrant Cromwell’s granted abilities, your face becomes shrouded into supernatural shadow, exaggerating your features so you appear monstrous, sinister, and blood-crazed. Personality Influence: You act recklessly and are obsessed with your goals, making others believe that you are insane. You must torture and kill any who would dare to ask you for mercy. Favored Ally: Any (any Chaotic Evil) Favored Enemy: Any (any Lawful Good)

Vestigial Bond (Companion)

You gain a nuglub gremlinb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces savage attacks.

Ubro

The Blind Hospitaler

Ubro was a halfling medic who used a demon’s curse to heal the sick and wounded until his soul was eventually consumed by the demon’s foulness.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ubro. Spirit Level: 2nd Alignment: Neutral Good (NG) Constellation: Angel Binding DC: 17 Totems: You gain a +2 totem bonus on binding checks made with Ubro if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are Good or possess medicinal knowledge, requiring 4 ranks in Heal. »» You are a halfling or a younger sibling witnesses Ubro’s manifestation. »» You recite the Healer’s Oath as part of Ubro’s ceremony, which requires 4 or more ranks in Knowledge (local) or 1 or more levels of cleric. Ceremony: You blindfold yourself and light incense, which wafts throughout Ubro’s seal. Manifestation: After several moments, your hands and the lines of Ubro’s seal weep blood.You can hear Ubro’s voice from within the smoky clouds of incense asking if you need healing.

Legend

In halfling oral tradition there is a story about a man named Ubro who lived in a human kingdom with his family during a time of war. The king had sent Ubro’s family a notice that one son from every household must answer his call to arms and seeing that his father was too old and his brothers too young, Ubro answered the call on behalf of his family in order to spare them from the horrors of combat. Because of Ubro’s small size, he was trained as a medic and although he had no talent for divine magic, he met his duty on the battlefield by helping mortally wounded soldiers find a peace before death. During one battle, Ubro himself was fatally wounded. As he closed his eyes, he apologized for being unable to do more for his kingdom and his family. When he next awoke, he was sitting in a cave with a sinister fiend. The fiend saved Ubro’s life in order to offer him a choice: die immediately or suffer for the rest of his living days. Thinking only of others, Ubro accepted the demon’s curse and was blinded, but without his sight he could now ‘see’ the life force of others. Using his gift, Ubro continued onward and spared hundreds of lives from the grave as the fiend slowly consumed his soul until he was devoured.

Major Granted Abilities

Life Shell: You can touch a creature to enshroud it in life energy, granting it a number of temporary hit points equal to the target’s Hit Dice for 1 minute. These temporary hit points are lost first, stack with other sources of temporary hit points, and are not replenished if the creature is targeted by this ability within 1 minute of the last time she was targeted by life shell. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase the number of temporary hit points that a touched creature gains from life shell to 2 temporary hit points per Hit Die it possesses.

Minor Granted Abilities

Channel Energy: While you are bound to Ubro, you can channel positive energy, as a cleric, a number of times per day equal to 1 + your Charisma modifier. You may only use your channel energy ability to heal hit point damage and Ubro’s channel energy cannot be altered by feats such as Alignment Channel or Elemental Channel. Check Up: You can attempt to discern all of a target’s aches and pains as a standard action by making a Heal check on the target. The DC equals 10 + 1/2 the target’s Hit Dice + its Constitution modifier. If you succeed, you learn the target’s exact condition, as status. This information is instantaneous and if you fail your Heal check by 10 or more, you cannot attempt to determine the target’s status again for 1 day. Healer’s Hands: While you are bound to Ubro, you gain a bonus on Heal checks equal to half your binder level and the time it takes you to treat disease, poison, and all types of wounds using the Heal skill is reduced by half. Sand Skin: While you are bound to Ubro, you gain DR 2/ piercing.At 6th level and every 3 levels thereafter, this DR increases by 1. At 10th level, your DR improves to DR/magic and piercing. You must show Ubro’s sign in order to receive this benefit.

Signs and Influence

Ubro affects you in the following ways. Physical Sign: Your eyes become opaque as if you were blind. When you activate one of Ubro’s granted abilities, a mark of healing stretches across your chest and your palms. Personality Influence:You dote on your allies without criticism or contempt. You must put the pains, troubles, and needs of all creatures (except hostile ones) before your own by doing whatever you must to keep them well-fed and groomed, entertained, and pleasured. Favored Ally: Animal (any) and Any (any Lawful Good) Favored Enemy: Any (any Evil)

Vestigial Bond (Boon)

While you are bound to Ubro, you gain two extra uses of Ubro’s channel energy granted ability per day and can use channel energy to harm undead and evil outsiders, as if you had the Alignment Channel feat. This granted ability replaces sand skin.

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Cornelius Button Gardener of Dreams

Cornelius Button is a dual-minded herbalist who reaps and sows the fruits of dreams.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Cornelius Button. Spirit Level: 3rd Alignment: Neutral (N); becomes Neutral Good (NG) while bound to Light Cornelius or Neutral Evil (NE) while bound to Dark Cornelius. Constellation: Tree Binding DC: 18 Totems: You gain a +2 totem bonus on binding checks made with Cornelius Button if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Cornelius Button’s seal on a beach, on an island, or within a greenhouse. »» You sully the likeness of the Nivea Nieces’ seal during Cornelius Button’s ceremony. If you accept this totem, you cannot seal a pact with the Nivea Nieces for 1 day or until Cornelius Button leaves your soul. »» You incorporate 2,500 gp of rare alchemical herbs into the mash made during Cornelius Button’s ceremony. Ceremony: You mash a living insect into a bowl of fresh greens while standing within Cornelius Button’s seal and eat the mash slowly. Manifestation: Your body is molded and twisted into an anthropomorphic insect that is three inches tall; you are a cricket if you are Good, a butterfly if you are Evil, or a moth if you are neutral. Cornelius Button appears to you as a cricket and bows courtly.

Legend

There once was a powerful sorceress named Llydia Ohmsworth who claimed to have come from an island that floated upon a sea of dreams. Llydia was a powerful, if forlorn, woman who was known for always possessing a good story and a kind heart. One day, when asked about her troubles, Llydia’s assistant was reportedly told a story about where she learned to command her magic. According to the assistant, Llydia was beached on an island long ago with four dozen others after a terrible storm. On the island, Llydia found an odd hermit named Cornelius who told her all manner of fantastic stories in exchange for her kindness and company. He claimed that he and his family were also stranded; not from another land, but from another time. Llydia did not fully believe Cornelius until he showed her a simple wooden box. Cornelius had told her that if she were to tell a story before opening the box, whatever she had said would appear within it. Though she doubted Cor-

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nelius’s story at first, when Cornelius’s most hated enemies tried to capture the box, which secreted a “dream machine,” she witnessed its power first hand when it was used against Cornelius. Though his power was great, Cornelius was only strong enough to protect Llydia from its effects, weakening himself and his enemies, the Nivea Nieces, to the point where their souls collapsed and became part of the sea of dreams forever. Llydia’s tale was later adapted into a popular book by her assistant long after she had died, though the story’s true importance as a legend is only apparent to scholars familiar with pact magic.

Major Granted Abilities

Pollen Spray: You spray a 20-foot cone-shaped burst of pollen as a standard action. The effects of pollen spray differ depending upon whether you are bound to Light Cornelius or Dark Cornelius, as noted below. After using this ability, it becomes expended for 5 rounds. Light: Targets of pollen spray heal a number of hit points of damage equal to your binder level. A creature can benefit from light pollen spray’s healing once per day, plus one additional time per day for every 5 binder levels you possess. Dark: Targets of pollen spray become affected by the following inhaled poison: save Fort, DC as a granted ability; effect 1d3 Con damage; frequency 1/round for 4 rounds; cure 1 save. Capstone Empowerment: Targets of Light Cornelius’s pollen spray can be healed a number of times per day equal to your binder level. Creatures dealt Constitution damage by Dark Cornelius’s pollen spray are sickened until that damage is healed.

Minor Granted Abilities

Aura of Calm: You produce pheromones that affects all creatures within 20 feet of you as calm emotions as a standard action.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Duality of Cornelius: While you are bound to Cornelius Button, you gain a +4 bonus on saving throws against mindaffecting abilities and are immune to emotion effects. In addition, Cornelius manifests as Light Cornelius if your binding check result was an even number of as Dark Cornelius if your binding check result was an odd number.You may switch which aspect of Cornelius you are bound to once per day by meditating for 1 hour. Switching aspects doesn’t allow you to regain spent uses of any of Cornelius Button’s granted abilities. Insect Tattoo: Your body is covered with realistic tattoos that you can transform into a swarm as a full-round action, functioning as summon swarm. You summon crickets (functioning as a rat swarm) if bound to Light Cornelius or butterflies (functioning as a bat swarm) if bound to Dark Cornelius. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Cornelius Button’s sign in order to receive this benefit.

Seedling Bomb: You can swiftly grow an acidic seedling that you can hurl at your enemies using the throw splash weapon special attack. You can create a total number of seedling bombs each day equal to your binder level + your Charisma modifier. Creating and throwing a seedling requires a standard action that provokes an attack of opportunity. Seedlings have a range of 20 feet and are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a seedling bomb deals 1d6 points of acid damage + additional damage equal to your Charisma modifier. The damage of a seedling bomb increases by 1d6 when you reach 4th level and every four levels thereafter (this bomb damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a seedling bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the your binder level + your Intelligence modifier. At 4th level and every four binder levels thereafter, you gain an alchemist discovery that you can use to modify your seedling bombs with as though they were alchemist bombs. Each discovery has a minimum binder level required to select it and some discoveries require one or more other discoveries, as noted. The discoveries that you can select (and their requirements) are: blinding bombum (12th), confusion bombum (8th; smoke bombapg), delayed bombapg (8th), dispelling bombapg (6th), explosive bombapg (4th), immolation bombuc (4th), madness bombapg (12th), plague bombum (8th; smoke bomb), poison bombapg (12th; smoke bomb), smoke bomb (4th), sticky bombapg (12th), stink bombapg (8th; smoke bomb), tanglefoot bombum (4th).

to Light Cornelius or a giant butterfly companion if you are bound to Dark Cornelius, functioning as a vermin companionum. Use the statistics for a giant beetleum if you are bound to Light Cornelius or a giant waspum if you are bound to Dark Cornelius.You possess a druid level equal to your binder level when determining your vermin companion’s abilities. This granted ability replaces insect tattoo.

Signs and Influence

Cornelius Button affects you in the following ways. Physical Sign: Your body is covered in insect tattoos. When you activate one of Cornelius Button’s granted abilities, the tattoos flutter about as though they were alive. Personality Influence: You crave herbal tea. You must sketch every new person or creature that you encounter. Favored Ally: Any (any Good living creature; Light Cornelius only), Any (any Evil living creature; Dark Cornelius only) Favored Enemy: Any (any Evil living creature; Light Cornelius only), Any (any Good living creature; Dark Cornelius only)

Vestigial Bond (Companion)

You gain a giant cricketb1 companion if you are bound

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Legend of Cornelius Button Cornelius leaped about in the bushes. Birds flew up, not squawking in anger but beating their plumage in displeasure nonetheless. “Crickets!” This was foul language for Cornelius. He spent many a morning chasing the noisy, hungry things. Crickets were the island’s bugbears. “Hello?!” a female voice called out. Cornelius looked at the greenhouse, then the main mansion. “Hello, kind sir?” the voice called again. A young woman in wet, torn clothes was meandering toward him down one of the narrow paths that lead to the beach. He hadn’t much used it since the crabs and seagulls were scarce until summer. The poor girl looked half drowned and covered in mosquito bites and scratches from branches. This was the first human voice he had heard in months. “Oh dear!” he cried out. “Over here.” He waved his white net. She headed toward him, and almost stumbled on a root. She smiled, as if overjoyed to see him. “Do I know you?” he asked. “We shipwrecked,” she replied. Up close, she was young with aristocratic hands, and clearly strapping and confident of character. He doffed his wide-brimmed hat as a courtesy. “My lady,” he said. He smiled. “I’m but a lonely old man, here on this little island in the Jungle Sea.” “You are salvation!” she replied. She plopped down on a rock. Her breasts heaved with the torment of exercise in heat and humidity. “A drink?” he asked. “I’ve had water for a lifetime, thank you.” She got up, suddenly agitated. “There are a dozen of us down on the beach. None injured. That storm was a demon.” “Storm?” he asked, genuinely astonished. “It’s been fine spring weather for almost two years here.” She looked confused. “Where am I?” she asked. “I’m sorry I don’t mean to be rude. It’s been an ordeal worthy of grandchildren.” He gave a gentle, sympathetic laugh. “Well then, come on in, let’s get you dry, with a salve for those bites, and then we’ll let your friends know they have a warm and tidy place to stay.We’re about three days good sailing from Portsmouth on Ains Bay.” He showed her to the greenhouse, which was only a dozen steps away. There were blankets and fresh water inside. “We were on our way to Portsmouth,” she said. “I lived there for a good ten years. Would never go back. You’d best not settle there either, lest you lose your heart and sanity.” “Is there anyone else here?” “My wife lives on the other side of the island,” he replied, as if such a living arrangement were normal. “Oh?” “We meet for bunch or tea, and holidays.” He pulled out a

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fine bowl and filled it with fresh water. “The water is from the well,” he said, “no worries. I pulled it up this morning. As for my wife, I try to avoid her. But who can. She is Mrs. Button, after all. Her garden parties are insufferable.” “Oh by the way, I’m Llydia,” the girl said, taking the water along with a towel to clean her face and arms. “And I’m Cornelius Button.” “Is there a town here?” “No.” Cornelius gave her a look, the kind one provides to delay explaining a complexity. “Let’s say,” he explained, “that the crickets and my children keep us too busy for civilization.” “Children?” She liked them, though she had none herself yet. “The garden, dear.” He directed her attention to the greenhouse in all its expansive lush wonder, a riot of chaos in halfbroken pots. “I try not to force any of them to follow my will, as parents often subject onto children, or kings unto their subjects....” “Or the ocean onto its travelers.” “I stand back a little, provide them what they need, and let them be.” He indicated Llydia to follow him. He pointed to various plants, mundane and colorful, known and odd. “Some grow fruit.” He picked a pomegranate from a small tree as they passed it. “Others grow carnivorous.” He turned a corner, stopped, and indicated for silence with a finger over his lips. The bush before them rustled, then opened its branches to reveal a greenish red maw nestled deep within. It yawned, nice and loud. “I feed him, don’t worry.” “Do you have any favorites?” she asked. “Hmm. Oh yes, the singers. My sweet singers.” “I would love to hear them,” she replied. If plants could yawn, then singing was not far-fetched. “They hypnotize the unwary.” He smiled. She could not decipher it. She wondered, was his wife even real? Or was she a figment of his imagination, a half-potted plant somewhere? They exited the greenhouse onto a veranda adjoining the main house. A parasol shaded two wide, comfortable chairs woven with colorful stripes. They sat lonely and unused. “One day my wife invited her nieces from Portsmouth of all places for holiday. Too many midnight balls, I’d wager. All Hell broke loose, literally.” “I can’t imagine,” Llydia said. “Riding along in their luggage was a foreigner, an insect not native to our island. It ate whatever it liked. It sang at all the wrong hours and in broken chords. It spawned, somehow, a swarm of itself that leaped with gay abandon about the property. My wife almost had a heart attack. That’s when she took to the other side of the island.” “How rude of the insect,” Llydia said. “Indeed,” Cornelius agreed. “The balance of the island, its harmonies....” He sighed, as if harmony equated to youth, and

Legend of Cornelius Button (Cont.) he was now forever stuck as an old man. They entered the mansion’s parlor. It was fine, though clearly in need of organizing, polishing and repairing. There was ticking but no clocks. A melange of odd contraptions stood watch from shelves and glass cabinets, mechanisms she had never seen in her days of adventure. Llydia saw in the lace serviettes and paisley patterns the clear touches of a woman’s hand. A portrait of a noble lady with gray locks and sharp green eyes smiled over the parlor. “Does she visit?” “It happens. She controls the lady bugs and such—although her nieces now rule the butterflies. Only the crickets are mine. Now, let’s get you that changes of clothes.” He wandered to the kitchen and disappeared, his voice trailing after him. “Oh, and I hold sway for no good reason over the roaches, those poisons to one’s heart.” Llydia examined a nearby curio cabinet. Several specimens were caught in the reflection of her own face as the lazy afternoon sun beamed onto the glass through a nearby window. She turned her head to an angle to better see the curios. Most were butterflies. Each was unique, a patterns suggesting a mood or eon in the old man’s life. “Did your wife catch these butterflies?” she asked loudly. “Oh no,” he called from the pantry. “Although she does. I used to chase butterflies, once upon a time. But after I married Martean, they only flew for her.” He returned with a set of women’s summer garden knickers and a pink blouse. “Forgive me,” he said, “These are my wife’s but she won’t mind.You can change in the guest privy.” She took the clothes into the privy. It was narrow and tall with one high window, plus an open window above the door. “Did your nieces enjoy their trip?” she asked as she changed. “When we get to Portsmouth, if there is anything you would like me to take to them, by all means we will do so. You’ve been so kind.” “Thank you,” he said. “We had a hedge maze then, and the girls, Mariath and Taydie, fell through a trapdoor into the root cellar below. They regaled us afterward with a story about entering the court of the King of the Butterflies. And in fact, they emerged with butterfly tattoos, having had fun with the cellar’s paints.” Llydia examined herself in the privy’s mirror. She took water from the marble basin, where rose pedals languished, and redressed her hair as best she could. She opened the door. “Ah, much better!” she exclaimed. “You are lovely, if an old man like me might dare a compliment.” She laughed with abandon, all thoughts of the shipwreck, her bickering comrades, her lost lover, gone for a moment. “The world out there needs more people like you,” she said. “Oh my!” He blushed red.

“I should return to the beach now, to gather the other survivors.” “But I didn’t finish my story about the girls.” She looked at him, about to brush him aside, about to treat him harshly, as a young person might treat a befuddled old man, or a gardener a buzzing insect. She stopped herself. What if she had landed alone on a deserted island? Or fallen prey to a kraken? Surely the world would continue five more minutes. She took a seat in one of the parlor’s overstuffed chairs. He sat across from her. “Thank you,” he said. “The rest of the story is important.” He paused. “The girls didn’t just return from a cozy play. They returned knowing their power.” “What do you mean?” she asked, curious. “Because you have been kind,” he said, “Here is a gift for your journey.” He now held a small wooden box in his hands. “Very sweet,” she said, touched. Years earlier, her great aunt Llydia, after whom she was named, gave her a jewelry box. She hadn’t understood why at the time, but her aunt died a few days later. “No doubt you see the odd contraptions in this place,” he said, motioning around. “I’ve been privileged to view wonders,” she said, looking around. “Your home is special. Where are you from, really?” He just smiled with a mischievous glint in his eyes. She scrutinized the room. Her eyes finished their journey on the old man’s arms, now covered with cricket tattoos. She hadn’t noticed them before. “Alchemy?” she asked. “No,” he replied. A cricket popped out and hopped down from the man’s chair onto the floor and bounded out the door. It was the size of an ogre’s fist. “That’s Squiggly. My family,” he said, “was shipwrecked.” “Not here,” she surmised. “We beached on this world.” Llydia had heard tales of travelers who hailed from other times and places. Perhaps this island was the proverbial eye in a frightening and unfamiliar storm. “The girls didn’t know,” he explained. “Their parents felt it best, to ensure they found their place comfortably. But I don’t believe in hiding much. Their father took them back all in a huff.” “So it’s not alchemy where you come from, is it,” she said, “It’s imagination?” She spied the box, wondering what was inside. He smiled. “Tell me a story about this little box, Llydia. Whatever you say, that is what you’ll find when you open it.” Llydia returned to the beach later that afternoon. The other survivors had their grumbling way and soon returned to Portsmouth, but she stayed for several months, to think, to sing, to walk the beach, to play with odd contraptions, to hear of other worlds. “You ready?” Cornelius finally asked her one afternoon over tea. “Yes,” she said. “My story.” “Splendid. I hope it’s a good one.”

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The Crystal Lady Truth of the Earth

Said to know the truth of all things, the Crystal Lady is an empathetic denizen from beyond the mortal world.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Crystal Lady. Spirit Level: 3rd Alignment: Neutral (N) Constellation: Noble Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with the Crystal Lady if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw the Crystal Lady’s seal underground. »» You draw the Crystal Lady’s seal next to a camp fire. »» You crush 2,000 gp of diamonds during the Crystal Lady and offer it to her in sacrifice by consuming it. Ceremony: You light a candle and wait for the wax to melt, then spread the hot wax across your hands and face. Manifestation: As the burning wax blinds you, the otherworldly presence of the Crystal Lady appears in the smoke. She observes you silently as the wax peels itself from your skin, cleansing and purifying it.

Legend

The diamond-bound scions of the Elemental Plane of Earth tell a story of a beautiful earth elemental comprised of purest crystal. It is said that this elemental was so beautiful that so much as speaking her true name aloud would transform all who hear it into crystal, so she became known as ‘Crystal Lady.’ The Crystal Lady was fascinated by mortals and sought to understand their ways. One day, it is said that the Crystal Lady became hopelessly smitten with a mortal man called Boaz. Boaz had appeared before the Crystal Lady after many months of searching her out, begging for the power to protect his homeland. The Crystal Lady knew that powers as terrible as hers would permanently scar a mortal, but after months of begging and pleading the Crystal Lady gave in to Boaz’s request and showed him the future: his homeland ravaged by demons and his corpse trampled beneath their legions. As she predicted, the Crystal Lady’s powers were too much for Boaz, and as he wept for his homeland his vision clouded forever. Taking pity upon her love, the Crystal Lady imparted Boaz with a son and sent them both to a foreign land, never to see her again.

Major Granted Abilities

Second Sight: When you make an ability check, attack roll, skill check, or saving throw you gain an insight bonus on the d20 roll equal to half your binder level. Activating second sight is a swift

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action. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use second sight on a willing ally within 30 feet of you as an immediate action.

Minor Granted Abilities

Curse of Crystal: While you are bound to the Crystal Lady, you gain the clouded vision oracle’s curseapg as an oracle of your binder level. If you already possess this curse, double the distance that you can see with clouded vision. In addition, you must succeed on a Will save each time you would lie or tell a deliberate falsehood or be unable to do so. Destiny Dissonance: While you are bound to the Crystal Lady, you can sicken an opponent with a melee touch attack. If your attack hits, the target becomes sickened for 1 minute. Hypnotic Pattern: You create mesmerizing displays of light as a standard action, functioning as hypnotic pattern except this ability affects a number of Hit Dice of creatures equal to your binder level. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Produce Light:You cause objects to glow at will as a standard action, functioning as light. As a standard action, you can strengthen any light effect within 30 feet that you have produced with this ability to daylight for 1 minute per binder level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Signs and Influence

The Crystal Lady affects you in the following ways. Physical Sign: Any shiny object that you wear constantly shines as though you were in full daylight. When you activate one of the Crystal Lady’s granted abilities, your innards glow through your skin like magma. Personality Influence: You cannot comprehend emotion and are baffled by it. You must speak in monotone at all times. Favored Ally: Any (creatures that can produce light as a racial trait) Favored Enemy: Any (creatures that can produce sonic effects as racial ability)

Vestigial Bond (Boon)

You can transfer one minor granted ability that you possess from any spirit currently bound to you to a touched ally as a full-round action. You cannot transfer granted abilities that have become suppressed for any reason using this ability. The transfer lasts for the duration of your pact with the Crystal Lady or the spirit associated with the transferred granted ability, whichever ends first. While transferred, the granted ability is suppressed for you and you cannot use any ability to expel the spirit associated with the transferred granted ability. You can transfer any number of granted abilities in this manner, but you may only transfer one ability each time you use this ability. This granted ability replaces destiny dissonance.

Forty-Two

The Sentient Machine

Designed to answer any questions, the gods dismantled Forty-Two before it could reveal the meaning of life to protect the integrity of mortal minds.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Forty-Two. Spirit Level: 3rd Alignment: Lawful Neutral (LN) Constellation: Mage Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Forty-Two if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You possess the Craft Construct feat. »» You are well-schooled, requiring 2 ranks in any four Knowledge skills. »» You use a scroll of lightning bolt at the start of Forty-Two’s ceremony. Ceremony: You recite a series of complex mathematical equations flawlessly. Manifestation: Symbols and numbers fly from your lips and form the equations that you have recited in midair at the center of Forty-Two’s seal. The symbols merge into the words, “Insert Computation” without making a sound.

Legend

The legend of Forty-Two is split between two rare documents: a set of ancient gnome texts and a lone adventurer’s journal. According to the ancient texts, a coven of primeval gnomes set forth to create a magical machine that could answer any question asked of it in order to sate their curiosity. After countless failures, the gnomes gave up and abandoned their creation deep beneath their village amidst an endless sprawl of catacombs. Centuries later, a group of adventurers stumbled upon the ancient meeting ground of the gnome coven. There, they discovered a wondrous machine that had created a society of sentient, magical constructs far beneath the surface. When the gods had learned of the machine’s existence despite their interference with the gnomes’ work, they sent legions of inevitables to dismantle the society and obliterate the mystic machine. As the adventurers were killed in the crossfire, none lived to spot a single gear from the great machine get snatched away by a common rat, never to be discovered again.

Major Granted Abilities

Secret of Unmaking: You deliver a touch attack that deals 1d10 points of damage per binder level you possess to

a touched construct or object as a standard action. Creatures with the half-construct subtype suffer half damage. All other creatures suffer minimum damage (1 point per die). A successful Fortitude save reduces the damage done by half. After using this ability, it is expended for 5 rounds. Capstone Empowerment: Your secret of unmaking deals full damage to half-constructs and half-damage to all other types of creatures. A successful Fortitude save still reduces this damage by half.

Minor Granted Abilities

Advanced Computing: While you are bound to FortyTwo, you can cast augury as a spell-like ability a number of times per day equal to your binder level. Forty-Two responds with correct if your statement is true, incorrect if your statement is false, or invalid if your statement is paradoxical or cannot be answered with correct or incorrect. Override Construct: You override a construct’s free will as a standard action, functioning as control construct.You cannot use this ability to command intelligent constructs or constructs whose Hit Dice exceed your binder level. Each round the construct can attempt a Fortitude save to end the effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Revise Vessel: While you are bound to Forty-Two, you gain the half-construct subtypearg.You must show Forty-Two’s sign in order to receive this benefit. Superior Intelligence: While you are bound to FortyTwo, you gain an insight bonus on all Intelligence-based skills that you are trained in equal to half your binder level.

Signs and Influence

Forty-Two affects you in the following ways. Physical Sign: Random parts of your body mold into lifeless cast iron.When you activate one of Forty-Two’s granted abilities, you blurt out a random fact that you know. Personality Influence: You do not respond or speak unless you are spoken, hear someone speak a logical fallacy, or are required to speak due to Forty-Two’s physical sign. You must correct all logical fallacies that you are aware of. Favored Ally: Construct (any) and Humanoid (gnomes) Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You transform the corpse of a humanoid creature into a robotic construct with a 1-minute ritual, transforming it into an animated objectb1 of its size.You can allot any construct points that the creature gains as you wish.You are limited to one construct at a time and control it verbally as a move action.You may only animate one robotic construct at a time and its Hit Dice cannot exceed your binder level. When the pact ends or when it is destroyed, the robotic construct reverts back into a corpse. This granted ability replaces override construct.

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Ghato’Kacha

The Gentle Fiend

Drawn into an endless cycle of reincarnation to battle his deceitful mother, Ghato’Kacha ultimately ended her evil with a gesture of absolute love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ghato’Kacha. Spirit Level: 3rd Alignment: Chaotic Good (CG) Constellation: Hero Binding DC: 22 Totems: You gain a +2 totem bonus on binding checks made with Ghato’Kacha if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You possess a Strength score of 16 or greater. »» You are Good-aligned or perform Ghato’Kacha’s ceremony 1 hour before sunrise. »» You possess some knowledge on the cycle of reincarnation, requiring 6 ranks in Knowledge (religion). Ceremony: You bathe a silver hammer in holy water while swearing to banish all evil spirits. Manifestation: The hammer glows as it drips red with blood. As you pull the hammer from the basin, Ghato’Kacha’s reflection appears within the holy water.

Legend

The tale of Ghato’Kacha details the trials of its namesake hero, Ghato’Kacha. According to legend, goodly humanoids called yashas are occasionally born from unions between mortals and rakshasas. Such infants are hunted and slaughtered in infancy by the wicked spirits that sired them or are cast into the slave caste of their twisted society, making them as cruel as a trueblooded rakshasa. Ghato’Kacha, however, was benevolent to all, even in his boyhood. As a young man, Ghato’Kacha swore an undying oath to end the life of his rakshasa mother for the suffering she had inflicted upon mortals. When he finally succeeded, his mother simply reincarnated and continued terrorizing mortals again, beginning with her son. As Ghato’Kacha lay dying, he pleaded with the gods to give him another life to battle his mother anew. The gods agreed and for centuries Ghato’Kacha and his mother feuded in a seemingly endless cycle of reincarnation until one day while battling atop a volcano, Ghato’Kacha sealed his victory against his mother by stunning her with a kiss of true love before hurling them both into the molten lava, never to reincarnate again.

Major Granted Abilities

Karmic Strike: You retaliate against a creature that damages you with an attack or targets you with a spell, spell-like

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ability, or supernatural ability that deals hit point damage to you as an immediate action. If the attack hits, your unarmed strike deals an amount of damage equal to the amount of damage that you took from the triggering attack, spell, spell-like ability, or supernatural ability instead of dealing your normal unarmed strike damage. This ability must be used before any damage dealt by the triggering attack is calculated. Effects aside from hit point damage (such as poison) are not afflicted onto the attacker. Karmic strike doesn’t benefit from effects that modify your attacks, such as Power Attack, special weapon abilities, or any doses of poison that have been applied to your weapon. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If the attacker’s damage is enough to kill you, karmic strike deals double damage to your target.

Minor Granted Abilities

Detect Fiends: You sense the presence of wicked beings as a standard action, functioning as detect undead except it detects creatures of the outsider type with the evil subtype. Fortitude of Infinite Love: While you are bound to Ghato’Kacha, you gain the benefits of Diehard and automatically stabilize whenever you are below 0 hit points. In addition, you can accrue a number of negative hit points equal to double your Constitution score before dying. Gentle Kiss: While grappling an opponent, you may kiss your opponent when you successfully maintain the grapple instead of dealing damage to it with an unarmed strike or a natural attack, causing it to become paralyzed for 1d4 rounds. A successful Will save negates this condition. This ability is a mind-affecting emotion effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Maul of the Titans:While you are bound to Ghato’Kacha, you are proficient with all simple and martial weapons that belong to the fighter’s hammer weapon group. In addition, these weapons deal damage as if you were one size category larger as long as you possess a Strength score of 16 or greater.

Signs and Influence

Ghato’Kacha affects you in the following ways. Physical Sign: Tiger fur covers your body and your feet transform into tiger paws. When you activate one of Ghato’Kacha’s granted abilities, your muscles bulge. Personality Influence: You refuse to hurt anything without just reason and refuse to eat meat. You must help all innocents in need regardless of difficulty or inconvenience. Favored Ally: Humanoid (humans) Favored Enemy: Outsider (oni and rakshasa)

Vestigial Bond (Companion)

You gain a big cat (tiger)b1 as an animal companion.You possess a druid level equal to your binder level when determining your tiger’s abilities. This granted ability replaces maul of the titans.

Iona Ophid

The Rainbow Serpent

An ancient, goodly being who gave her life to protect a world she had never known, Iona Ophid is the mother of all couatls.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Iona Ophid. Spirit Level: 3rd Alignment: Lawful Good (LG) Constellation: Dragon Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Iona Ophid if one of the following requirements is met, or a +4 bonus if all requirements are met. »» The chalice used in Iona Ophid’s ceremony is crafted from solid gold and worth at least 1,000 gp. »» You add verbal arcane components to Iona Ophid’s ceremony, requiring 6 ranks in Knowledge (arcana). »» You use a willing couatl’s feather to stir the blood used in Iona Ophid’s ceremony. Ceremony: You mix several drops of your own blood into a glass of brandy and gulp it down in one mouthful. Manifestation: A ring of roaring fire engulfs the seal as it bursts into rainbow light, announcing Iona Ophid’s presence. The rainbow glows in concordance with Iona Ophid’s spectral voice.

Legend

Countless legends of the great war between Heaven and Hell exist, spanning all races, ethnicities, and cultures across the known world. Most texts surviving from that ancient time claim that much of the war was fought not amidst the planes, but upon the mortal realm. In their darkest hour, the forces of Heaven enlisted all of its citizens to fight the infernal menace including the couatl, serpent-like creatures who flew on rainbow wings with command over elemental magics. The couatl had never known death, but as the armies of Hell assaulted the forces of Heaven countless couatl fell in defense of the mortal world. According to the couatl’s tales, the first of their kind who fell was so thoroughly consumed by the fires and iron of Hell that only a single rainbow colored feather remained of her. On that day, the day the couatl learned of death, their race swore to protect the mortal realms from evil in honor of her sacrifice until the end of time.

Major Granted Abilities

RainbowVeil: You create an sturdy globe of force energy that functions as globe of invulnerability. This ability has a duration of 1 round and excludes spells whose level is equal to or less than your maximum spirit level. After using this ability, it

becomes expended for 5 rounds. Capstone Empowerment:Your rainbow veil has a duration of concentration, but it becomes expended while you concentrate and for 5 rounds afterwards.

Minor Granted Abilities

Arcane Scent: While you are bound to Iona Ophid, you gain the scent ability. In addition, you can detect the presence or absence of magic auras as though the aura possessed a scent. A moderate aura can be detected at twice the usual range while a strong aura can be detected at triple the usual range. If you possess ranks in Knowledge (arcana), you may attempt to identify these auras as if you were using detect magic. Iona’s Gift: When you seal a pact with Iona Ophid, select a number of arcane spells from the enchantment, evocation, or illusion schools drawn from the bard spell list whose combined level is equal to or less than half your binder level.You can cast these each of these spells as a spell-like ability once per day, using your binder level as your caster level.You may select the same spell multiple times in order to add to the number of times that you can cast it, to a maximum number of times equal to your Charisma bonus. You cannot select a spell whose level exceeds half of your maximum spirit level. Reptilian Affinity: While you are bound to Iona Ophid, you gain an insight bonus on Diplomacy and Handle Animal checks equal to half your binder level with reptilian humanoids and animals. In addition, you can use Diplomacy to improve the attitude of a reptilian animal as if you were using wild empathy. Serpent Skin: While you are bound to Iona Ophid, you gain a +2 natural armor bonus to AC and a resistance bonus on saves against poison equal to half your binder level. You must show Iona Ophid’s sign in order to receive this benefit.

Signs and Influence

Iona Ophid affects you in the following ways. Physical Sign: You sprout rainbow feathers from your back and your upper arms. When you activate one of Iona Ophid’s granted abilities, a halo of rainbow light surrounds your crown. Personality Influence:You must thoroughly sniff every creature that you encounter for signs of demons or demonic possession using your arcane scent granted ability. You must attack any demons you encounter on sight to the exclusion of all other foes. Favored Ally: Any (good dragons and outsiders) Favored Enemy: Any (evil humanoids and outsiders)

Vestigial Bond (Companion)

You gain a young couatl as a companion, functioning as a snake (constrictor)b1 animal companion with a 40-foot fly speed (average). You possess a druid level equal to your binder level when determining your couatl’s abilities. This granted ability replaces Iona’s gift.

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Kaiya

Avatar of Grace

The tragic tale of Kaiya is one told by angels as a grim reminder of the price paid for Heaven’s war against Hell during an age long past.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Kaiya. Spirit Level: 3rd Alignment: Lawful Good (LG) Constellation: Angel Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Kaiya if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You forsake the Fiend constellation for the duration of your pact with Kaiya. After accepting this totem, you cannot seal pacts with Fiend spirits, nor can you accept this totem while bound to a Fiend spirit. »» You are Good-aligned or appeal to Kaiya’s graceful nature, requiring 6 ranks in Perform (dance). »» You destroy the remains of a devil whose CR is equal to or greater than your character level during Kaiya’s ceremony. Ceremony: You recite a list of personal sins that you have committed to Kaiya, begging her for forgiveness. Manifestation: Birds flit about Kaiya’s seal as it glows with pure, white light. The birds come to rest on the ground around you and start to sing in Kaiya’s sweet voice.

Legend

Hidden within the annals of the Chronicles of the Righteous, Kaiya’s tale is one of tragedy that is held dear by celestials. The angels remember Kaiya as the greatest among them; a beautiful soul willing to sacrifice her life to protect anything goodly and innocent. During the war between Heaven and Hell, Kaiya took arms and fought the infernal menace wherever she could, but ultimately she sacrificed her freedom to save her cohorts from a cunning ambush. After she was dragged to the depths of Hell, Kaiya was tormented endlessly for centuries while the war raged on. Unrelenting in her faith and devotion, even the devils grew weary of trying to break Kaiya’s resolve, so they decided to feed the angel to a pit fiend. As she stared down the devil who would swallow her alive, Kaiya’s last words were in prayer to the goodly gods, asking only that she would be permitted to live on in spirit to continue to aid the forces of good.

Major Granted Abilities

Abjure Missiles: You can deflect projectile weapons by transforming them into songbirds, functioning like the Deflect Arrows feat. Unlike Deflect Arrows, this abilities allows you to

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deflect a number of projectiles during the turn equal to your Charisma modifier (minimum 1).You can activate abjure missiles as a free action, even if it isn’t your turn, and it lasts until the end of the turn.You cannot use abjure missiles while you are flatfooted or unconscious. Projectiles deflected by abjure missiles are permanently destroyed as Kaiya’s power transforms them into Tiny birds that fly away from combat. Magical projectiles receive a Will save to negate the polymorph effect, though they are still deflected. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: After using abjure missiles, you gain the benefits of Deflect Arrows for 1 round.

Minor Granted Abilities

Detect Evil: You can sense the presence or absence of evil at will, functioning as detect evil. If you are a paladin with the detect evil class feature, double the range of your detect evil ability instead. Grace of the Martyr: While you are bound to Kaiya, you may select one ally within 100 feet and shield it from harm, functioning as shield other. This ability has a duration of 24 hours and it immediately ends if your target moves more than 100 feet from you or if it dies. You or your target can dismiss this bond as a free action. In addition, you can cast protection from evil as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Graceful Pose: While you are bound to Kaiya, when you are targeted by an effect that would damage, drain, or penalize one or more of your ability scores, roll your saving throw twice and use the higher result if the effect allows a saving throw to negate or lessen the ability damage, drain, or penalty. Graceful Tongue: While you are bound to Kaiya, you receive an insight bonus on Diplomacy and Perform checks equal to half your binder level.

Signs and Influence

Kaiya affects you in the following ways. Physical Sign: Insubstantial wings with plush, white feathers grow from your back. When you activate one of Kaiya’s granted abilities, flower petals appear from nowhere and dance around you as you move. Personality Influence: You are compassionate towards all others, including those you know to be wicked, and never seek to enact vengeance upon others. You must respect and honor all sincere pleas for forgiveness, mercy, and repentance. Favored Ally: Humanoid (any Lawful Good) Favored Enemy: Humanoid (any Chaotic Evil)

Vestigial Bond (Companion)

You gain a bird (a snow-white eagleb1) as an animal companion. You possess a druid level equal to your binder level when determining your eagle’s abilities. This granted ability replaces grace of the martyr.

Muse Istago

Painter of Paradox

Istago was an aspiring artist whose career ended in tragedy when he was driven to madness by a particularly demanding client.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Muse Istago. Spirit Level: 3rd Alignment: Neutral Good (NG) Constellation: Seer Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Muse Istago if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You masterfully paint Muse Istago’s seal, requiring 6 ranks in Craft (paintings). »» You are not nobility or renounce your noble title during Muse Istago’s seal with at least one member of your family to bear witness to your claims. »» You sleep for an hour or longer within Muse Istago’s seal. Ceremony: You sip a mildly hallucinogenic tea and begin to draw or paint a picture in the center of Muse Istago’s seal. Manifestation: As you finish your picture, it springs to life and pulls itself off of the page as the world around you spins with color. Muse Istago speaks to you through this illustration.

Legend

Istago’s tale cautions against the dangers of allowing others to influence an artist. Istago was a prodigious painter whose work was beloved by wealthy patrons far and wide. One day, he was commissioned to work for a baron who asked for a mural in his vista’s master bedroom. The baron made no requests, but he told Istago that his vista was a retreat from the headaches of his busy life and did not want the mural reminding him of anything. That night, Istago went to sleep and had a dream, a vivid dream of bright colors and clear shapes with incredible manifestations of sound. He dreamed of a masquerade where masks hid faces but not minds, and he could see the hopes and dreams of each. Inspired, he brought his dream to life upon the baron’s walls, but the baron complained that it reminded him of his own confusion and asked Istago to start anew. Istago offered the baron a hundred murals, but the baron rejected them all. Finally, after observing a youth drawing in the fields, Istago realized that his mural must not have a single discernible image in it. And yet, in the mural the baron recognized Istago himself. After this final failure, Istago’s dreams turned to nightmares and his sanity collapsed into a melange of swirling colors.

Major Granted Abilities

Paint Reality: You paint over reality as you see fit using

Muse Istago’s swirling dreams as a standard action, functioning as major image. At 9th level, you can also use paint reality to paint scenery, functioning as hallucinatory terrain. At 13th level, all illusions created by paint reality also include tactile elements. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: Illusions created by paint reality last until your pact with Muse Istago ends.

Minor Granted Abilities

Dreams of the Muse: You dream of the lives of others, functioning as scrying. Activating this ability requires 1 full hour of concentration. After activating this ability, you enter a dream-like state for 1 minute per binder level you possess. Unlike scrying, you cannot dismiss this effect. If your target failed its Will save, you dream of what the subject sees and hears from its perspective as though you and the target were one creature. During this time, you cannot take any actions other than to view your subject. If your target succeeded on its Will save, you dream of your childhood in this manner instead. You remember everything you witnessed with this ability with perfect clarity for 1 day. A creature that succeeds on its saving throw cannot be scried upon using this ability for 1 day. Keen Eye: While you are bound to Muse Istago, you gain an insight bonus on Craft (paintings), Perception, and Sense Motive checks equal to half your binder level. Mirrored Eyes: While you are bound to Muse Istago, you gain a +4 bonus on saving throws against gaze attacks and if you succeed on your save, there is a 2% chance per binder level that Muse Istago reflects the gaze attack back upon its owner. Perfect Attributes: You perfect a target with a touch as a standard action, granting it a +4 enhancement bonus to one ability score of your choice for 1 minute per binder level you possess. Multiple uses of this ability do not stack. At 12th level, this bonus improves to +6.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Muse Istago affects you in the following ways. Physical Sign: Your body is coated with blotches of colorful paint. When you activate one of Muse Istago’s granted abilities, a swath of color encircles you like the stroke of a paintbrush. Personality Influence: You are anxious around others. You must seek to please others, especially your employers. Favored Ally: Any (artists) Favored Enemy: Any (nobles and aristocrats)

Vestigial Bond (Boon)

While you are bound to Muse Istago, you can transform any humanoid creature into any other humanoid creature, functioning as alter other†. This granted ability replaces perfect attributes.

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Legend of Muse Istago Istago did not like his new patron, Baron d’Lumiere, from the moment that he first saw him. He couldn’t explain it really. It was just an uncomfortable feeling that sent a wave of dread over him. Almost like when the weather was about to change. Istago knew the baron would be difficult to work with. He watched him stride into his studio with an unusual blend of confidence and complete distraction. The baron wanted to commission Istago to paint a mural for his new country lodge, and Istago needed the commission because he needed the coin to live, and so he said yes, against his better judgment. “You can paint whatever you want,” the baron said, “but there is one condition. I want distraction. I want to fantasize when I look at art. I want to see a completely different world. I don’t want to see myself. I don’t want to see my surroundings. Does that make sense? My duties and pleasures encompass all of my hours, and so I want this artwork to not have anything to do with me—to be a place where I can escape completely.” Istago was annoyed with how demanding the baron was and with the esoteric nature of the request. But he understood that his patron wanted to receive a specific feeling from the mural. Art could evoke many emotions and one’s patron should gain the emotions that he wished from his commission. After the baron left, Istago inspected the courtly lodge. The first thing that he noticed was the huge stark white wall, waiting to be filled. It reminded him of the walls in his childhood home, which remained desolately whitewashed and empty until one day he grabbed a box of charcoals and filled the wall with bright colors as high as his eight-year-old arms could reach. Istago smiled as he walked around the lodge and remembered what it had felt like to press those waxed charcoals hard against the flat wall. He didn’t paint that day. Instead, he contemplated several design ideas. That night, Istago had an extremely vivid dream. At first, the images appeared to come from an unknown muse hovering at the edge of his consciousness. He saw bright colors and clear shapes and incredible visual manifestations of sound. Then, suddenly, he became the muse, floating in his bedchamber near the rafters looking down at himself and holding a watering can from which he sprinkled glittering confetti onto the closed eyes of his own head. He was in his body again, now at a costume ball across town where he could peer into the thoughts of each person. Most were thinking of food, their clothes, and who was standing with whom. In one mind, he saw soft, swaying clouds. He closed his eyes and hopped into the clouds. It felt as if he had landed in an unlikely medley of goose feathers, oversized silks, and fallen leaves. One leaf brushed against his arm as a kinetoscope descended before him. He felt peaceful, overwhelmed, excited, and ready to begin work. Istago awoke early the next morning and quickly sketched the ideas from his dreams onto an old piece of canvas. As soon as he finished, he immediately rode to the lodge. Taking a piece of charcoal out of his bag, he was about to transfer the images on the canvas to the wall when the baron strolled in. The baron picked up the canvas, frowned, and raised his brow. “This is nice,” he said as Istago waited for the disclaimer to end so that the baron could get to his point, “but I’m sorry, it’s not going to do. I told you that I don’t want to see any of my own life in art. This twisted mirror here is very artistic, but it reminds me of myself and my confusion of how other people see me. Can you come up with something else and show it to me tomorrow?” For the next ten days, Istago brought the baron new sketches each day, trying to find something that would satisfy him—not only

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because he was his patron and needed the commission but also because he could tell that the baron would be a much happier person when the mural was complete. Istago’s sketches came from various points of inspiration: dreams, inner monologues, quiet reflection. He made housecalls on friends from the academy and spoke to old masters. “I’ve got a complicated task,” he told each one. “Do you have any suggestions?” He took these thoughts and made numerous lists of different ideas, created separate piles of art books of various periods on his supper table, even used placards to organize his thoughts. He turned to his favorite songs and even took afternoons with the local bards, handing himself over to the harmonies of sound to activate his imagination. None of the sketches were directly based on anything real, and yet, for each one, the baron found something that had some direct significance to his life. Istago sketched a picture of an aboleth, and the baron saw a question of his spiritual beliefs. He sketched a pandemonious melting clock, and the baron saw his inability to balance time between duties and leisure with his family. “It’s amazing!” the baron told Istago. “I barely know you, and yet you keep drawing my life. That’s what I don’t want though.” “Right.” Istago made a mental reminder to forward bills to the baron of all the supplies he had wasted. Was there a way to solve this problem? Could he have the freedom to create without really having complete liberty? The painting was for Baron d’Lumiere and the baron was supporting him, so he had a right to determine its context. And yet, as the artist, Istago was doing the actual creating; the work wouldn’t exist without him. Was his muse more important than the baron’s wishes, or were his wishes more important? Such questions, along with the pile of discarded sketches in the kitchen corner, made Istago dizzy. Finally, he hit upon a solution. If there was nothing identifiable in the paining, the baron wouldn’t be able to relate anything back to his own life. It was pure genius. Istago thought about different objects and ideas surrounding him.With each image, he drew a tough sketch. Then he drew a second sketch contorting the image so much that nobody but himself would be able to tell what the first image was. After, he draw a picture incorporating all of these contorted images. This took all day. Late that afternoon, while wading through a rabble of market wagons, Istago looked out his carriage window and glimpsed a boy in the grassy commons. The boy was sitting and drawing a picture. Perhaps the picture was of a tree or a friend. Maybe it was the whole commons? Perhaps it was a sketch of nothing but the manifestations of a young mind spilled upon paper for the first time. As Istago imagined such a picture, he suddenly felt as if he were the boy sitting and drawing a picture in the park and the boy was him, wading through a thick marketplace and glimpsing out of the carriage window. Amazing, he thought as he returned to the space and time in front of the cold, clanking carriage. A violent whistle of wind brought the leaves dancing near his carriage to the neighing of the horses. He leaned forward out of his window and looked at the sky. In that blue backdrop above, he saw what the mural would look like when it was complete.The market road cleared of wagons. He smiled and rode on. Istago brought the baron the new sketch the next morning. The baron looked at it, then looked at him. Istago looked at him, then looked at it. This carried on until the clock chimed before he spoke. What was the baron thinking? “I like it. And it doesn’t remind me of myself,” he said. “But you know that in all this time we’ve spent together, Istago, I really feel like you are a part of my life. And this picture reminds me of you.”

Legends say that N’aylia was the first vampire, but was not afflicted by the curses and weaknesses of her kind.

dealt by vampiric touch that last for 1 hour. These temporary hit points do not stack. The number of temporary hit points gained cannot exceed the amount of damage dealt to the target. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The temporary hit points granted by vampiric touch last until your pact with N’aylia ends.

Summoning Rules

Minor Granted Abilities

N’alyia

The First Vampire

The following describes the requirements and rituals for sealing pacts with N’alyia. Spirit Level: 3rd Alignment: Chaotic Evil (CE) Constellation: Skull Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with N’aylia if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw N’alyia’s seal in a dark place protected from the sun’s harmful gaze. »» You are not bound to any spirits who list evil creatures, undead, or vampires as a favored enemy. If you accept this totem, you cannot seal a pact with such a spirit for 1 day or until N’aylia leaves your soul. »» You prepare a circle of ritualistic candles around N’alyia’s seal, requiring 6 ranks in Knowledge (religion). Ceremony: You fill a chalice with blood from a sentient mortal and drink deeply from it while within N’alyia’s seal. Manifestation: Blood wells up from the seal’s geometric lines as you finish the chalice off, forming a pool within the seal. N’aylia rises from the pool, singing of hunger and thirst.

Legend

The name of N’aylia is shunned and feared by vampires, for she is their ancestral mother, the first woman to ever bear the curse of vampirism. Except according to legend, vampirism was hardly a curse for N’aylia. N’alyia’s mastery over blood was so potent that she could walk among day dwellers without fearing the light of the sun. Although none are sure what became of the first vampire, some say that she was utterly destroyed by a powerful paladin who followed the Lord of the Sun. Still, it is said that N’alyia’s power lives on even today, for so many of her spawn exist that her influence lives on in their hunger. It is believed that she imparts this hunger upon living souls who are foolish enough to invite her into their souls, showing that even when erased from existence, one can still harbor a frightening amount of influence over the world of the living.

Major Granted Abilities

Vampiric Touch: You can siphon the life from a living creature as a standard action, inflicting 2d10 points of damage with a successful melee touch attack. At 5th level and every 2 levels thereafter, this damage increases by 1d10 points. In addition, you gain temporary hit points equal to the damage

Mesmerize:You force one target within 10 feet to become amiable to you as a standard action, functioning as charm person. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 10th level, you can expend three uses of mesmerize in order to dominate your target as a standard action, functioning as dominate person, instead. Monstrous Bat Form: You transform into an anthropomorphic bat as a standard action, gaining a bite attack that deals 1d6 points of damage (or 1d4 if you are Small), a 30 foot fly speed (average), and darkvision out 30 feet. While flying, you cannot hold objects or wield weapons with your hands. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level, you can use this ability for a number of hours equal to your binder level instead. These hours do not need to be consecutive, but they must be spent in 1-hour increments. One with the Night:While you are bound to N’aylia, you gain an insight bonus on Fly and Stealth checks equal to half your binder level. Shadow Bite: During a full attack action, you can command your shadow to lash out at one target as a swift action. If you hit your target with a melee touch attack, it takes 1d4 points of Constitution damage. A successful Fortitude save negates this effect. This ability cannot be used in areas of bright light. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

N’aylia affects you in the following ways. Physical Sign: Your skin becomes pale and cold and you do not cast a reflection. When you activate one of N’alyia’s granted abilities, your teeth sharpen and drip blood. Personality Influence: You fancy yourself an apex predator and view others as your prey. You refuse to enter a dwelling uninvited. Favored Ally: Undead (any intelligent) Favored Enemy: Any (any with channel energy, Turn Undead, or lay on hands)

Vestigial Bond (Companion)

You gain a dire batb1 as an animal companion. You possess a druid level equal to your binder level when determining your dire bat’s abilities. This granted ability replaces shadow bite.

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The Nivea Nieces Venomous Vixens

Embodying all that is venomous and poisonous, the Nivea Nieces are the sworn enemies of Cornelius Button and those who seal pacts with him.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Nivea Nieces. Spirit Level: 3rd Alignment: Neutral Evil (NE) Constellation: Beast Binding DC: 17 or 22 (see text) Totems: You gain a +2 totem bonus on binding checks made with the Nivea Nieces if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw the Nivea Nieces’ seal with a mixture of jungle dirt, sea water, and a dose of poison worth 500 gp. »» You sully the likeness of the Cornelius Button’s seal during the Nivea Nieces’ ceremony. If you accept this totem, you cannot seal a pact with Cornelius Button for 1 day or until the Nivea Nieces leave your soul. »» You are a Youth male or possess a strong knowledge in poisons, requiring 6 ranks in Craft (alchemy). Ceremony: You play hopscotch within the Nivea Nieces’ seal in a specific, precise manner. Manifestation: The faint sound of two young girls laughing echoes throughout the seal, softly at first but growing loudly with a sinister tone. The twins then manifest as horrible conglomerates of venomous creatures that bicker and squabble over who will get to seal a pact with you.

Legend

The story of the Nivea Nieces is forever intertwined with that of their uncle and archenemy, Cornelius Button. According to interviews with the spirit, once known as Mariath and Taydie Brimbsbi, the Brimbsbi family heralded from another time where they made their fortunate capturing extinct sentient creatures from the past and selling them in the future for profit. One member of their family, Cornelius Button, was staunchly against the family business and he sabotaged the trade by stealing a powerful device that allowed the family to travel back and forth through time. He left in self-imposed exile and used the device to create himself an island home where anything he and Martean, his wife, dreamed of would come true. The Brimbsbi family spent untold amounts of gold trying to locate Cornelius and reacquire the stolen device. By chance, the Nivea Nieces discovered their uncle’s hideaway when a ship they were traveling on, captained by Llydia Ohmsworth, wrecked on Cornelius’s island.The Nivea Nieces managed to steal back the device, but its power proved far too great for them to command; it

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All in the Family

Because the spirits known as Cornelius Button and the Nivea Nieces were created from the same traumatic event, knowledge of one spirit aids in the discovery of the other. A binder who completes a Knowledge Task for Cornelius Button gains a +5 bonus towards completing that same Knowledge Task for the Nivea Nieces and vice versa. For instance, if Aza, a pactmaker, discovers Cornelius Button’s seal, she gains a +5 bonus on Knowledge checks to discover the seal of the Nivea Nieces. manifested their selfish, vexing desires for one of the sailors as heinous monsters that ravaged the island, slaying everyone save for Cornelius, his nieces, and Llydia. After he and Llydia reacquired the device, Cornelius used its powers to banish the Nivea Nieces and their creations from time and space but in the power that was spent sparing Llydia from harm, Cornelius’s own soul was depleted. Thusly, all three Brimbsbis transformed into spirits, lost from time and torn from space.

Granted Abilities

The Nivea Nieces are a conjoined spirit and binders who seal pacts with them must play a game of rock-paper-scissors with Mariath and Taydie before the binding check has been made. First, the binder selects which spirit he wishes to seal a pact with. Then the binder rolls 1d4 and guesses the result. If he is correct, the binder wins and seals a pact with the selected sister. If he is incorrect, he seals a pact with the opposite sister instead and the Nivea Nieces’ binding DC increases by +5.

Major Granted Abilities (Mariath)

Mind Muddling: You influence the actions of one target within 30 feet as a standard action, allowing you to decide its actions. At the start of its turn, the target rolls d% and acts in accordance to the table below. A successful Will save negates this effect. This ability is a mind-affecting compulsion effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When you roll d% to determine the actions of a target that has failed its save against mind muddling, roll twice and choose which result you prefer. d%

Behavior

01–25 The target acts normally during the turn. The target cannot move (including 5-foot steps) 26–50 but otherwise acts normally during the turn. The target moves up to its speed in any direction 51–75 of your choice. It can take its standard action normally. The target moves up to twice its speed in any 76–100 direction of your choice. The target can take no other actions during its turn.

Minor Granted Abilities (Mariath)

Poison Use: While you are bound to one of the Nivea Nieces, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon. In addition, increase the DC of all poisons that you use by +2. Sow Hallucinations: You muddle a target’s mind with strange hallucinations as a standard action, functioning as mad hallucinationum.Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Snakebite:You transform one of your arms into a venomous snake as a standard action.You cannot hold objects or wield weapons with the transformed hand. You can use this hand to make a bite attack that deals 1d3 points of damage (or 1d2 if you are Small). In addition, targets hit by this bite attack become affected by the following injury poison: save Fort, DC as a granted ability; effect 1d3 Con damage; frequency 1/round for 4 rounds; cure 1 save. This ability is a polymorph effect.You must show Mariath’s sign in order to receive this benefit. Venomous Guile: While you are bound to the Nivea Nieces, you gain an insight bonus on Craft (alchemy) and Survival checks equal to half your binder level.

Major Granted Abilities (Taydie)

Venomous Whispers: You poison one target within 30 feet with hateful words as a standard action, causing the target to become affected by the following inhaled poison: save Will, DC as a granted ability; effect 1d4 Wis damage; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase the frequency of the inhaled poison created by venomous whispers from 4 rounds to 10 rounds. In addition, add +1 to all Wisdom damage done by venomous whispers.

Minor Granted Abilities (Taydie)

Bite of the Wolf Spider: You transform into an anthropomorphic spider as a standard action, gaining a +2 bonus to Strength, a +4 Dexterity and Constitution, a +4 natural armor

bonus to AC, a bite attack that deals 1d6 points of damage (or 1d4 points if Small), and the benefits of Blind-Fight.This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive. Poison Use: While you are bound to one of the Nivea Nieces, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon. In addition, increase the DC of all poisons that you use by +2. Thorn Skin: While you are bound to Taydie, thorns grow from your skin that cause creatures that are grappling you or that are grappled by you to suffer 1d6 points of piercing damage at the start of your turn. In addition, your natural attacks and unarmed strikes deal an additional +1d6 points of piercing damage and your natural armor bonus to AC increases by +2. You must show Taydie’s sign in order to receive this benefit. Venomous Guile: While you are bound to the Nivea Nieces, you gain an insight bonus on Craft (alchemy) and Survival checks equal to half your binder level.

Signs and Influence

The Nivea Nieces affects you in the following ways. Physical Sign: If you are bound to Mariath, your dominant hand’s arm transforms into a living snake that you can command as easily as your own, natural arm. If you are bound to Taydie, your body is wreathed in jungle thorns. When you activate one of the Nivea Nieces’ granted abilities, your facial features become snake-like. Personality Influence: You are constantly in a sour mood. You must act venomously to everyone, insulting friend and foe alike without repent. Favored Ally: Humanoid (Youths and younger) Favored Enemy: Humanoid (Middle Aged and older)

Vestigial Bond (Companion)

You gain a scarlet spiderum as a familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces mad hallucination (Mariath) or bite of the wolf spider (Taydie).

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Obba, Ella, Atasha

The Dark Sisters Three

Obba, Ella, and Atasha are three bickering sisters who embody some of the best and worst traits of humanity.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Dark Sisters Three. Spirit Level: 3rd Alignment: Neutral (N); becomes Lawful Neutral (LN; Obba), Chaotic Good (CG; Ella), or Chaotic Evil (CE; Atasha) if the binder suffers the spirit’s personality influence. Constellation: Thief Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with the Dark Sisters Three if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a male with a Charisma of 15 or higher or such a male witnesses the Dark Sisters Three’s manifestation. »» You are able to perfect a powerful hallucinogen for the ceremony, requiring 6 ranks in Craft (alchemy). »» You mix a shredded scroll of charm person into the mixture used in the Dark Sisters’ ceremony. Ceremony: You concoct a special mixture of herbs that mellows your mind and causes you to drift into trance. Manifestation: Your vision blurs as the mixture takes hold. The silhouettes of three women appear and bombard you with questions. After several moments you scream in frustration, scaring all but one sister away.

Legend

The story of Obba, Ella, and Atasha is told as something of a grim fairy tale. According to the story, there was once a wealthy merchant who was without a wife. He was incredibly lonely, so one day he decided to adopt three sisters from the local orphanage. He raised his girls kindly and gave unto them all that he had. Though they were sisters, Obba, Ella, and Atasha had stark differences in personality. Obba was courteous and polite, Ella was carefree and driven, and Atasha was shallow and haughty. As a result, the girls bickered constantly. Though they were different, the three sisters sought to court the same suitors, if only to thwart one another. All men who had ever gotten close to one of the sisters were eventually scared off by their magic charms and violent feuding. When their father passed, the sisters inherited his estate and lived together, selling their magical talents to stay out of poverty. Years passed and the sisters were seen less and less often, until finally they passed and the house was demolished. But even after the house was razed and gone, the ghosts of the sisters roamed the town, younger than ever and some now wonder if they weren’t ghosts all along.

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Major Granted Abilities

Hold Tongue: You can stay one target’s tongue with a touch, causing it to permanently lose its ability to speak if you successfully hit it with a melee touch attack. A successful Will save negates this effect. The target cannot perform the verbal components of any spells or abilities it possesses. This ability is a mind-affecting compulsion effect and can be removed by either break enchantment or remove malady†. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use hold tongue on any target within 30 feet without needing to make an attack roll.

Minor Granted Abilities

Blinding Beauty: You radiate with beauty as a standard action, functioning as a gaze attack that causes all targets within 30 feet to become blinded for 1 round per binder level. A successful Fortitude save reduces this condition’s duration to 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Love Spell: While you are bound to the Dark Sisters Three, you can cast love spell† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Serpent’s Decree:While you are bound to the Dark Sisters Three, you do not suffer the usual –4 penalty on attack rolls when dealing nonlethal damage with a weapon that deals lethal damage. In addition, you also gain the benefits of Enforcerapg. Temptation: You implant mental suggestions into a target within 30 feet as a standard action, functioning as suggestion. If the suggestion is against the target’s nature, it receives a +4 bonus on its Will save against this ability. At 10th level, this ability functions as geas instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

The Dark Sisters Three affect you in the following ways. Physical Sign: You appear unnaturally beautiful to those who would be sexually attracted to you.When you activate one of the Dark Sisters Three’s granted abilities, you become hideous to all that can see you. Personality Influence: When you seal a poor pact with the Dark Sisters, roll 1d3 and consult the following to determine the spirit’s personality influence for the pact’s duration. 1. Obba demands that you act politely. You must attempt to put order into every mess. 2. Ella bids you to express concern at every sign of oppression. You must attempt to help those who are oppressed. 3. Atasha orders you to gossip with everyone.You must attempt to learn the secrets of everyone you encounter. Favored Ally: Undead (any incorporeal) Favored Enemy: Humanoid (any arcane spellcaster)

Vestigial Bond (Companion)

You gain a dove as a familiar, functioning as a ravenb1.You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces love spell.

Sybee Rose

Demon’s Flame

Once the promiscuous daughter of an inquisitor, Sybee Rose was burned at the stake after she became impregnated with a demon’s child.

Summoning Rules

The following describes the requirements and rituals for binding Sybee Rose. Spirit Level: 3rd Alignment: Chaotic Neutral (CN) Constellation: Starless Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Sybee Rose if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have mutually willing intercourse with a sentient creature within Sybee Rose’s seal. »» You have slain your father or a father figure and present his head to Sybee Rose during her manifestation. »» You perform Sybee Rose’s ceremony by candlelight. Ceremony: You relax yourself within Sybee’s seal by performing a pleasurable activity of your choosing. Manifestation: Waves of arousal wash over you as you relax as thick incense fills Sybee Rose’s seal, making your legs feel like jelly and causing you to slump into a comfortable position. When the incense is too thick to see clearly, a female silhouette strides into the seal next you and sits beside you and massages you for the rest of the pactmaking process.

Legend

History is built by people who are willing to sacrifice everything for greatness while those who were sacrificed are often distorted or even outright forgotten. Such is the case with Sybee Rose, whose father was a prominent inquisitor during The Witching Years, a decade in which prominent members belonging to multiple societies sworn to destroy pact magic took power across the world and ordered the complete destruction of anything suspected to be even remotely related to the occult. Infamous for her promiscuity, Sybee Rose had fancied a quasit for a night and awoke the next morning with its seed growing within her. When her father learned of this development, he bound her to a stake and burned her alive before a crowd rather than exorcise the demonic taint, for in doing so he quickly rose to power as his church’s high inquisitor while his daughter’s soul languished in the Spirit Realm forever more.

Major Granted Abilities

Fireball: As a standard action, you can unleash a searing explosion of flame that functions as fireball. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Any creature that takes fire damage from fireball takes additional damage equal to 2x your maximum spirit level at the start of its next turn.

Minor Granted Abilities

False Death: While you are bound to Sybee Rose, you can cast feign death† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. In addition, reduce the number of rounds that you are dazed for after you stop concentrating on feign death by an amount equal to your binder level (minimum 0). Hexes of Sybee:While you are bound to Sybee Rose, you gain the benefits of one of the following witch hexes, using your binder level as your witch level and your Charisma score in place of Intelligence: cackleAPG, charmAPG, evil eyeAPG, fortuneAPG, misfortuneAPG, or tonguesAPG. At 10th level and every five levels thereafter, you may select an additional hex with this ability, to a maximum of four hexes at 20th level. Protection from Flames: While you are bound to Sybee Rose, you can cast protection from energy as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You may only use this ability to protect your target from fire. Sweet Talk: While you are bound to Sybee Rose, you gain an insight bonus on Bluff and Diplomacy checks equal to half your binder level. In addition, you can take 10 on Bluff and Diplomacy checks made against any creature that could be sexually attracted to you even if stress and distractions would normally prevent you from doing so.

Signs and Influence

Sybee Rose affects you in the following ways. Physical Sign: Invisible hands constantly massage your full body; even in places that are covered by armor, clothing, and equipment.When you activate one of Sybee Rose’s granted abilities, a pleasant aroma diffuses into the area around you. Personality Influence: You constantly dream of the physical pleasures of lovemaking. You must attempt to seduce any creature that you could be sexually attracted to. Favored Ally: Outsider (any with the evil subtype) Favored Enemy: Humanoid (fathers)

Vestigial Bond (Companion)

You gain a quasitb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your quasit’s abilities. This granted ability replaces protection from flames.

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Tommy Greensprout

Immortal Rapscallion

Formerly a binder scholar, Thomas Green often dreamed of his youth. By sealing himself within the Dimension of Dreams, he gained his youth, though at a great cost. He himself became but a dream.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Tommy Greensprout. Spirit Level: 3rd Alignment: Chaotic Neutral (CN) Constellation: Starless Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Tommy Greensprout if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You place a treasured relic from your childhood for you and Tommy Greensprout to play with during his manifestation in the center of the seal. »» Tommy Greensprout’s seal is drawn within 1 mile of your childhood home. »» You are aYouth or you anoint yourself with a potion of flames of youth† during Tommy Greensprout’s ceremony. Ceremony: You count from 100 to 0 with your eyes closed. When you reach 0, you call out, “Ready or not, I won’t be caught!” Manifestation: Your body shrinks down into your equipment as Tommy Greensprout guides you back into your childhood form. A youth of your race with ruddy, fey-like features appears from behind you and begins to whoop, “Found you!” as he giggles uncontrollably.

Legend

Among pact spirits few are as young, both literally and figuratively, as Tommy Greensprout. Evidence suggests that Tommy Greensprout was once an esteemed occult scholar named Thomas Greene who belonged to an organization known as the Dream Delvers. The Dream Delvers sought to open a doorway into the Realm of Dreams for experimental purposes, and Thomas Greene was the project’s lead pactmaker. When the group had finally succeeded after a decade of difficult study and work, it was decided that it should be none other than Thomas himself to test the portal. As he stepped through into the Realm of Dreams, Thomas Greene’s unwaking desires were realized: Thomas shrunk back into childhood and renamed himself Tommy Greensprout. As he frolicked in the Realm of Dreams, his colleagues worried about the effects that the Realm of Dreams were having on their peer’s mind, so they urged Thomas to return. Amidst a childish tantrum,

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“young” Thomas destroyed the gateway from the inside, allowing him to enjoy his youth forevermore.

Major Granted Abilities

Age Swipe: You snatch away a target’s adulthood as a standard action, functioning as a steal combat maneuver. If your steal attempt succeeds against the CMD of a humanoid who is an Adult or older, the target’s age category is changed to Youth for 10 minutes per binder level you possess. This effect alters both the target’s physical and mental ability scores. This ability is an aging effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You receive a +2 bonus on the steal attempt made with age swipe for every age category older than you that your target is.

Minor Granted Abilities

Childhood Daring: As an immediate action, you add an insight bonus equal to half your binder level on any Strength– or Dexterity-based skill check that you attempt. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Forever Young: While you are bound to Tommy Greensprout, your age shifts so that you are aYouth of your race both mentally and physically and you are treated as a Youth for all effects related to age.Your appearance is that of your own as a Youth. In addition, you gain a +10 racial bonus on Disguise checks made to pose as a Youth. This ability is an aging effect. Greensprout’s Tricks: While you are bound to Tommy Greensprout, you gain uncanny dodge as a rogue. In addition, you may use your binder level in place of your base attack bonus on steal attempts and steal attempts that you make do not provoke attacks of opportunity. Soaring Spirits: While you are bound to Tommy Greensprout, you gain a 30-foot fly speed (average). At 10th level and every 5 levels thereafter, your fly speed improves by 10 feet and your maneuverability improves by one step.

Signs and Influence

Tommy Greensprout affects you in the following ways. Physical Sign: Freckles dot your face and your cheeks become rosy-red. When you activate one of Tommy Greensprout’s granted abilities, plumes of leaves burst out from behind your ears. Personality Influence:You act childishly and prefer fun and games to work.You must avoid all boring activities. Favored Ally: Humanoid (any Youth) Favored Enemy: Humanoid (any Adult or order)

Vestigial Bond (Companion)

You gain a spriteb3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your sprite’s abilities. This granted ability replaces soaring spirits.

Vandrae

Drowess Poisontouch

Vandrae was a sadistic drow assassin who is said to be the only being ever to have been slain by the Goddess of Love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Vandrae. Spirit Level: 3rd Alignment: Chaotic Evil (CE) Constellation: Dark Beyond Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Vandrae if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are female or a drow or you have murdered someone who loved you in cold blood. »» You draw Vandrae’s seal in an area of supernatural darkness. »» You sacrifice a male humanoid to Vandrae within her seal during her ceremony.You finish the sacrifice by lobbing off his genitalia before he dies. Ceremony: You fill a golden chalice with spider venom and drink its contents. If you are male, you must also write the name of a woman that you admire on a slip of paper and drink it down with the spider venom. Manifestation: Vandrae’s will causes you to vomit up the concoction onto her seal, which is stained black. The vomit molds itself into the form of a female drow who impatiently demands to know what she was summoned.

Legend

Among drow communities there exists a tale of a savage drow noble by the name of Vandrae Poisontouch, a favored assassin of the noble courts. It was said that Vandrae could poison a king as he sat before an audience and still manage to escape unseen. Because she did not fear the light of day, Vandrae’s services were often requested against surface dwellers and drow of all ilk prized Vandrae for her skills. The truth of the matter was that Vandrae loathed men and took every opportunity she could to murder them. Though none knew why she held such a deep loathing for men, stories about the horrid tortures she inflicted upon the male enemies of the drow were a favorite of drow bards. In one such story, Vandrae drugged an entire camp of men and emasculated them, keeping them alive long enough to see their shame before killing them in cold blood. The story Vandrae is most famous for, however, is her squabble with the Goddess of Love. According to legend, the Goddess of Love created the perfect man for Vandrae’s heart and she was smitten at first sight. After they were together for an entire year, the man proposed to her. But Vandrae would allow no man, even one she loved, to chain her with a ring: she buried her

dagger deep into his heart instantly. The goddess, mortified by what she had seen, tore Vandrae’s soul from her body before she could pull her dagger from her lover’s chest.

Major Granted Abilities

Sleep Toxin: You poison one target with a touch as a standard action. If you hit your target with a melee touch attack, it becomes affected by the following contact poison: save Fort, DC as a granted ability; effect unconscious for 1 round; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A creature that succeeds on a saving throw against sleep toxin suffers a –4 penalty on Perception checks and attack rolls for 4 rounds.

Minor Granted Abilities

Counterspelling: While you are bound to Vandrae, you can cast dispel magic as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Reduce the spell’s casting time to 1 immediate action.You may only use this spelllike ability to counterspell an opponent’s spellcasting. Dark Mantle: While you are bound to Vandrae, you can cast deeper darkness as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Guile of Vandrae: You gain an insight bonus on Perception and Stealth checks equal to half your binder level. At 15th level, you can make Stealth checks while being observed so long as you are within 10 feet of an area of dim light, functioning as the shadowdancer ability. Sneak Attack: While you are bound to Vandrae, you deal an additional 1d6 points of precision damage with each successful melee attack made against a target that is flat-footed, denied its Dexterity bonus to AC, or that you are flanking. This bonus stacks with other sources of precision damage, such as sneak attack. Increase the amount of precision damage that you deal to targets by 1d6 at 12th level and again at 19th level.

Signs and Influence

Vandrae affects you in the following ways. Physical Sign: Your skin darkens and becomes covered in war paint. When you activate one of Vandrae’s granted abilities, your entire body flushes as your blood pumps faster. Personality Influence:You loathe men and attack male characters in preference to other opponents.You must humiliate any man you encounter, preferably crippling or emasculating them. Favored Ally: Humanoid (female drow) Favored Enemy: Humanoid (male giants)

Vestigial Bond (Companion)

You gain a scarlet spiderum as a familiar. You possess a wizard level equal to your binder level when determining your spider’s abilities. This granted ability replaces dark mantle.

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Legend of Vandrae Vandrae was one of nine drow women competing to become the queen of her jungle village. Drow do not abide the sunlight, and their village lay in the dark recesses of huge ferns, strapping vines, towering trees, and the tumbled stone pillars of a dead civilization. “One of you...” the venerable queen announced on her sick bed to her most promising daughters. Each daughter had been born by a different consort. “One of you shall defeat every last giant, and she shall be made queen.” At this, Vandrae and her half-sisters left the men and children in the village’s safety and sought out a nearby tribe of nasty and quarrelsome giants living like animals in huts. Vandrae knew three things: stealth and magic were needed, the giants would be lost without their leader, and humiliation was a more powerful weapon than death. “Charge!” the drow women shouted when the giants came foraging. Most of the sisters fought side-by-side but lacked coordinated tactics. Some had more blades eyed to each others’ backs than at the giants. As the giants stomped in, some of her sisters were trampled. Other sisters tripped a giant or two. Soon everyone was skirmishing all over the jungle as more giants joined the fray. Vandrae focused on the leader giant, the “king.” She led him on a chase into a ravine and then from a ledge fired darts coated with sleep poison. Three darts took him down. The earth and trees with their heavy fruit shook as he fell with a satisfying thud. Vandrae considered what spell she might used to slay him. The pelt-cloaked shaman of the giants came at Vandrae, prepared with a spell of his own. She stood frozen with cool stillness, patiently watching to determine the nature of his spell. She wondered. Maybe he assumed she stood frozen in fear? If so, what a fool. As his spell became real, she countered his magic with a flick of her wrist and then tossed her dagger into his eye before he could regain his composure. The shaman ran off screaming. She smiled. His eyes were the source of his magic. Vandrae was alone in the jungle with the giant king’s body. Far off, her sisters whopped in triumph as they darted back to the village, though they had accomplished little against the giants, like generations of drow before them. “I shall not kill you,” she explained to the sleeping giant king. “Go home to your tribe and let them see my mark.” She took the giant king’s prized sword and cap, and then gelded him. As she retreated, four warrior giants happened to enter the clearing. She observed from the shadows as they looked over their king, first with concern, then wonder, and finally great belly laughs as their “king” awakened in groggy pain. “I will come back for all of you,” she whispered. Back at her village, her trophy garnered applause and envy. She took three fine consorts that night, but let only one among them, Malzicon, stay by her side. “Why don’t you spew vanities at me like the others?” she asked him with curiosity the next morning. “Why insult you?” he replied with the faintest smile. “You shall make a fine consort,” she told him. “Now come back tonight, and return with a story to amuse me.” That he did, and while Vandrae was slightly disgusted at herself for picking a consort so quickly, she liked his company. Later that month, Vandrae was crowned when the old queen gave up her last breath and died. “But the prophecy, to defeat every giant, remains unfulfilled,” she told Malzicon. “I must hunt.” In the darkness of the next new moon, she headed to the giants’ village. In a clearing before it, she happened upon four giants sleeping soundly. They were the four she had spied earlier. One by one, Vandrae went to them, stuck them with her poison to assure they slept, and then pilfered their prize pos-

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sessions. Finally, she gelded each one of them. “You laughed at your once-mighty king,” she explained to their unconscious forms. “Now who’s laughing!” She entered the giant village and by magic began a fire. Soon the tribe was up. They were panicked and grabbing whatever they could to escape when their warriors failed to arrive. Crows cawed, as if presiding over the giants’ ill fortune. Vandrae returned to the clearing just in time to witness the warrior giants awaken. She taunted them with their own severed parts as they groaned and flailed at her. “You are penned animals,” she chided, with a wink to one. After a while, she grew tired of bobbing around them and bounded off, quickly losing them amid a trail of thick darkness that wafted up behind her. Should she keep the trophies? she wondered. No, they were worth nothing to her. After she returned and showed the tribe the proof, she tossed the trophies to the animals to eat. No drow in those parts saw a giant again for generations. After Vandrae defeated the giants, the tribe celebrated her prowess and committed to her as queen. She was bored with them but said nothing, and retreated into her cabin with her consort Malzicon, who welcomed her quietly, opening his arms to her. To her surprise, she found herself relaxed with him, and realized she no longer even needed to claim she loved him. They were simpatico. Nor did he say, “I love you,” for such duty was no longer needed. “I could be happy,” she found herself thinking one day as she practiced writing a law with the tribe’s blood pen. A year later, on the anniversary of the giants’ defeat, she prepared a large celebratory fruit. She sliced into its soft flesh many times and shared it privately with Malzicon in a large porcelain bowl that an ancient queen had found in the nearby stone ruins. It was used only for special occasions. What Vandrae did not tell Malzicon was that beforehand she had drunk an antidote for poison now on the fruit. She smiled to him as they ate together with relish and shared a joke in relaxation. He began choking and frothing at the mouth. “Why have you done this?” he exclaimed in utter disbelief. So very rare is a drow flower of love. “Because,” she said coolly. “It is one thing to look upon the face of pure love, as we have. It is a rarer trophy to see the look upon a true love betrayed. It is every drowess’s dream, the sugar sprinkled into the blood of victory.” As he died, she tidied the cabin, considering whether to leave the village and find her fortune amid ruins to the north. Or she would take another consort who could give her a child. Little did Vandrae know, someone had been watching her. The Goddess of Love would not abide this betrayal. Though Vandrae paid this goddess no heed, or even knew she existed, the goddess had been observing the rare flower born between Vandrae and Malzicon. The goddess was so horrified that she descended into Vandrae’s cabin. “Who are you?” Vandrae demanded. She sensed the beautiful and strong woman in her home was no ordinary competition. “I am appalled that you have discarded my gift so callously,” the goddess replied. “It is the drow way,” Vandrae explained as a matter of fact, understanding that the woman meant Malzicon. “And this is my way,” the goddess said with sadness. “For what you have done, Vandrae, you shall live alone, your soul sliced to ribbons for eternity.” A white dove emerged from the goddess’s white robe. It looked about and cooed. The dove flew to Vandrae and pecked her eyes out. She could not help but scream. From the bleeding sockets her dark naked soul leaked into the air, where the dove bit it to shreds. The goddess, with a heavy heart and grim beauty, gathered Vandrae’s moaning remains and tossed them into an unknown place of eternal nothing.

Xalen d’Marek

the pactmaking community and performed a ritual that transformed him into a spirit so he may aid occult scholars forever.

Xalen d’Marek was a renowned scholar whose work is used by many pactmaking scholars to this day. It is believed that he transformed himself into a spirit to keep exploring and learning forever.

Major Granted Abilities

Archivist of Fell Secrets

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Xalen d’Marek. Spirit Level: 3rd Alignment: Neutral (N) Constellation: Scholar Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Xalen d’Marek if one of the following requirements is met, or a +4 bonus if all requirements are met. »» The tome used in Xalen d’Marek’s ceremony possesses a cover that is made from an exotic hide worth 150 gp. »» You scribe a bit of esoteric lore into the cover of the tome used in Xalen d’Marek’s ceremony, requiring 6 ranks in any Knowledge skill. »» You draw Xalen d’Marek’s seal within 10 feet of a place of learning or experimentation. Ceremony: You place a blank tome in the center of Xalen d’Marek’s seal and turn the pages slowly while chanting Xalen’s name three times. Manifestation: After chanting Xalen’s three times, the pages in the tome begin to rapidly turn on their own as ink slowly fills them in, writing random bits of lore in a curly scrip. On the final page, Xalen d’Marek’s handwriting greets you.

Legend

The occult scholar Xalen d’Marek was one of the brightest minds that the pactmaking community has ever known and is credited with no less than 37 widely accepted theories regarding the nature of spirits. As a young boy, Xalen d’Marek was fascinated by the world around him and was constantly reading whatever he could find about magic, monsters, and esoteric lore. The d’Marek family, however, were warriors by trade and although Xalen was no more adept with a blade as young man then as a child, he happily accompanied his father and brothers into battle if only to experience the wonder of spellcasting and the intricacies of close combat. As Xalen d’Marek blossomed into manhood, he became even more enamored with esoteric lore. It was then that he stumbled upon a community of pactmakers who, after some persistence on Xalen’s part, agreed to teach him their methods. As for how he became a spirit, Xalen himself has told pactmaking scholars. One day Xalen returned home an old man with no family to care for or love him. Leaving his research as his legacy, Xalen left everything he had to

Shrink: You reduce one target within 30 feet in size. If shrink targets a creature, it functions as reduce person except shrink can target any creature regardless of type and the target is reduced in size by two categories, or one category on a successful Will save. If shrink targets an object, it functions as shrink object. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can target one creature or object per binder level with shrink. All targets must be within 30 feet of one another.

Minor Granted Abilities

Enhance Vessel’s Mind: While you are bound to Xalen d’Marek, you gain a +2 bonus to your Intelligence score. All skill ranks gained from this increase must be spent in one Knowledge skill of your choice. Forbidden Lore: While you are bound to Xalen d’Marek, you gain an insight bonus on Knowledge and Spellcraft checks equal to half your binder level. In addition, you can make these skill checks untrained. Located Writings: While you are bound to Xalen d’Marek, you can cast locate object as a spell-like ability at will, but only to discern the location of written documents that you have already seen or are already familiar with. Thirst for Knowledge: While you are bound to Xalen d’Marek, you gain a +4 bonus on saving throws against written magical traps, such as glyph spells, and can cast comprehend languages as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Xalen d’Marek affects you in the following ways. Physical Sign: When you speak, your words float from your lips as luminous sigils that dance to your cadence. When you activate one of Xalen d’Marek’s granted abilities, these sigils dance around the target of the granted ability. Personality Influence: You blurt out random bits of trivia and esoteric facts to others during conversation, resorting to theories, hunches, or even downright lies so long as doing so would make you appear intelligent. You must always speak with perfect grammar and without an accent. Favored Ally: Humanoid (any with at least 1 rank in any Knowledge skill) Favored Enemy: Any (any of one of the following types: Aberration, Dragon, Magical Beast, Humanoid [giants], or Ooze)

Vestigial Bond (Companion)

You gain a ravenb1 as a familiar.You possess a wizard level equal to your binder level when determining your raven’s abilities. This granted ability replaces locate writings.

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Legend of Xalen d’Marek From an early age, the aristocrat Xalen d’Marek was an avid reader. He liked stories of all kinds, but the bestiaries of explorers, their meticulous travel journals, and their varied philosophical musings grabbed him far more than the florid tales of princesses or the plush country estate where he lived. His parents were mostly delighted with their only son’s keen intelligence, and hired the best tutors and sages their gold coin could buy. “Surely,” his father often said with hope, “my son will soon look upon politics and warcraft.” He knew men and their plots were far greater mysteries to unravel than the alchemy of dragons. However, Xalen’s focus never wavered. At age twelve he built a laboratory that over the years would ultimately grow more sizable than the main house. One afternoon, a servant girl named Amathea came and stared at this lad. They stared at each other oddly for a good ten minutes. He told her to go away. At seventeen, the army called. Xalen was furious at first. For days he locked himself in his laboratory or its library annex. “Son,” his father explained from outside the locked door, “military service will be an introduction to cultures and kingdoms beyond your own.” “Will there be dragons, or chimera, or naga spirits?” “I saw one or two,” his father answered truthfully. “Armies travel far. Seven owlbears we took one evening. And nearby was a cave with eggs, the very ones over the mantelpiece.” “In that case, I shall go!” Xalen announced with excitement, flinging open the door. He had never felt closer to his father, nor more excited to leave the estate. “Enough of books!” he told his mother, who was greatly disappointed, for what mother wants to lose her son to a sword or a dragon’s gullet? At least with books and beakers he usually came to the dinner table. A month later, a carriage came for Xalen. His parents and the staff stood to wave goodbye. There was Amathea, now with full breasts and porcelain skin in an apron. He did not know what to make of her smile at him, and stumbled into the carriage. Xalen reported for duty and volunteered for far travel, which in due time reaffirmed his passion. Besides dragons, his men fought wolves with tentacles, floating mists that drew blood, and other monsters he had never imagined. Besides staying alive, nothing motivated Xalen the Monster Hunter like a tooth or scrap of hide. With his pay he skipped the carnal night houses and paid to ship home his trophies to someday examine. After four tours of duty, he retired. “Oh son, you are home at last!” his mother cried as he stepped from his carriage to the old estate. She added, as she took him in for tea, “I am sorry your father did not live to this day, but you shall make his estate proud.” Xalen had waited years to unpack his crates. No sooner was the house asleep then he crept to his old laboratory for a peak. “Oh, this sorry place will not do,” he said shaking his head. The old lab was childish and cramped. It needed renovation. Even as carpenters came and went, he worked in his lab day and night to unlock the puzzles scribed in his military journals. He had now inherited the estate but took little interest in it. He preferred to fund expeditions to new lands, construct magical devices, and service charities to keep quiet his aging and bored mother. He devised

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magic to locate any treasure so long as he could describe it well, and to shrink said treasures, to carry many, even dozens, at once while evading traps, bandits, tax collectors, and inquisitive colleagues. For three score years, Xalen collected and published. He was the envy of imitators who snickered at his poor hygiene, curious tastes, and odd habits acquired from strange lands. Though he never married, Xalen was close with his sister’s bright nephews. And he enjoyed Amathea’s doting. Over the years, he let go of all of the servants except her. “I am going on a last adventure,” he told Amathea one morning. “I shall be gone three months and then I shall remain here forevermore, and the time of books and beakers will be done.” Amathea was privately pleased. “How long I have waited as a spinster,” she confided to her best friends. In three months Xalen returned, though this time with nothing in his hands. Only he and his ogre sideman had survived the dread tomb of an evil lich that could crumple a man into a small brimstone like Xalen could crumple up paper. “Did you destroy it? Did you?” his nephews asked excitedly? “Oh no, much better than that. I discovered a secret.” He indicated his brow. “My treasure is in here.” Indeed, Xalen had uncovered a key to eternal life, and by this he did not mean to become an evil lich. He had learned a way to free his mind, to explore every mysterious object, location, person, and piece of lore in the multiverse, even many at once, without ever leaving home! So many tantalizing potential possibilities! Unfortunately, this path could free only him and no one else. “Please know,” he told Amathea as she brought him tea the next day, “I will always be here watching over you.” “Don’t be dour, Xalen,” she said, and smiled with love. “We have many years left in us.” Behind her smile, however, she wondered why he had not yet proposed to her. One misty morning soon after, she and his nephews found only a will and a vacant lab. Following the will, Amathea lived out her days on the estate, some say in quiet sorrow. Xalen watched Amathea and his nephews from a distance, from a gray netherworld of spirits to which he had transported himself. He was beyond heavens and hells in a place that should not exist. At first, in this gray place, he saw nothing. Soon he spied tiny floating windows, which he could peer through to watch the world. After Amathea’s death, and after his nephews had departed too, he entertained his mind and distracted his lonely heart for decades through these windows, and various puzzles and riddles he remembered from his childhood. One day, a magic user called a binder summoned him. He heard someone shouting his name. Suddenly, he saw the world through the grizzled man’s eyes, as if riding within him. He saw, heard, and felt as the man did. It was so exciting! But at night the man retired to pursue his loves, discarding poor Xalen’s spirit back in the cold gray of nothing. After centuries, with the puzzles and riddles old and tired, the ache of something missing haunted Xalen. Who returns from nowhere? he wondered with regret. Amathea’s absence after millennia slowly drove him into depression and then madness. Which some might say is where he started from.

Xasa Culthic

The Resonant Mind

Despite the relative ease in summoning it, Xasa Culthic is an enigmatic being whose true nature has evaded scholars.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Xasa Culthic. Spirit Level: 3rd Alignment: Neutral Evil (NE) Constellation: Fiend Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Xasa Culthic if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Noble Marius’s seal during Xasa Culthic’s ceremony. If you accept this totem, you cannot seal a pact with Noble Marius for 1 day or until Xasa Culthic leaves your soul. »» You possess a Wisdom score of 16 or greater. »» You use seven mithral mirrors in Xasa Culthic’s ceremony, each worth at least 500 gp. Ceremony: You set up seven mirrors around Xasa Culthic’s seal, which capture your reflection seven times as you silently pray for Xasa Culthic to manifest. Manifestation: Your reflection in each mirror twists and distorts to reflect seven sinful animal hybrids: a snake for envy, a pig for gluttony, a toad for greed, a goat for lust, a peacock for pride, a snail for sloth, and a lion for wrath. These reflections speak to you in a cacophony of bestial sounds.

Legend

Among the most evasive of spirits, the entity known as Xasa Culthic has puzzled occult scholars since its discovery. When inquired about its previous existence, Xasa Culthic seldom responds with any amount of useful information, preferring to twist questions back upon the questioner. As a result, most interviewers leave their communions with Xasa Culthic shaken, having unintentionally revealed personal secrets to her. Furthermore, Xasa Culthic has an impeccable memory for those who seal pacts with her and uses that information to torment those foolish enough to seal a pact with her. The only useful information ever gained from Xasa Culthic was one of violent fury, born in regards to questions asked about her connection to Noble Marius, leading some to question whether Xasa Culthic is the embodiment of the memories implanted into Marius’s mind by his emparatriz.

Major Granted Abilities

Sonic Bolt: You unleash a barrage of sonic energy that deals 1d6 points of sonic damage per binder level you possess

to all creatures in a 120-ft. line as a standard action. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When using sonic bolt, you may choose to deal half its damage as slashing damage.

Minor Granted Abilities

Control Sound: You alter one existing sound or a group of existing sounds as a standard action. This ability can target any sound as loud as a roaring waterfall or as soft as a snapping finger. Altered sounds can be replaced with any other sound that you have heard before and changed in pitch, volume, or dynamics. If used on a creature, this ability can grant the target either a +4 bonus or a –4 penalty on Stealth checks or alter the sound of its voice, as vocal alterationuc.You can use this ability for 10 minutes per binder level per day. These minutes do not need to be consecutive, but they must be used in 1-minute increments. Deceptive Aura: While you are bound to Xasa Culthic, any caster attempting to discern your alignment must succeed on a caster level check or fail to determine your alignment (DC 10 + half your binder level + your Charisma modifier). Shield of One Thousand Mirrors: As an immediate action, you grant yourself spell resistance 12 + your binder level until the end of the turn. You must show Xasa Culthic’s sign in order to receive this benefit. Touchsight: While you are bound to Xasa Culthic, you gain blindsense out to 10 feet. At 10th level and every 3 levels thereafter, the range of your blindsense improves by 5 feet.You must show Xasa Culthic’s sign in order to receive this benefit.

Signs and Influence

Xasa Culthic affects you in the following ways. Physical Sign: Your body becomes shiny and reflective, as if it were made of well-polished glass.When you activate one of Xasa Culthic’s granted abilities, all creatures reflected on your body appear twisted and fiendish. Personality Influence: You are obnoxiously boisterous and make loud, cacophonous sounds for no other reason than to test the limits of your vocal range and annoy those nearby. You must attempt to pry as many secrets as possible from your companions. Favored Ally: Any (creatures whose alignment and gender are the opposite of yours) Favored Enemy: Any (creatures whose alignment and gender match yours)

Vestigial Bond (Companion)

You gain a reflective mockery of yourself as a companion, functioning as an ape animal companion with the fiendish creature templateb1. You possess a druid level equal to your binder level when determining the reflective mockery’s abilities. This granted ability replaces shield of one thousand mirrors.

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Anajira

Prideless King

As a cub, Anajira was granted dark powers by an evil spirit. Catfolk claim that Anajira’s dark legacy was ended by the ferocity of a mother’s love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Anajira. Spirit Level: 4th Alignment: Neutral Evil (NE) Constellation: Starless Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with Anajira if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You use the corpse of a Large (or larger) animal in Anajira’s ceremony. »» You are male or possess a Strength of 13 or higher. »» You are nobility or possess a legitimate noble title. Ceremony: You lay a dead animal in the center of the seal in tribute to Anajira and kneel before it with your forehead touching the ground. Manifestation: After several moments, a male panther pounces upon you, pinning you to the ground as it transforms into an anthropomorphic feline. As it starts to menace you, dozens of snarling female panthers pounce upon it, ripping it apart until only its skull remains.

Legend

An early catfolk legend speaks of a tyrant called Anajira, the Lord of Panthers. When he was but a cub, a fiend whispered tales of grandeur into Anajira’s ears. The fiend told Anajira that he was a god among mortals and was destined to father many sons, so long as he could seize the power he desired. Anajira returned home with dark magic gifted to him by the fiend, and before he was 12 summers old, Anajira had conquered every catfolk tribe within 100 miles. As he grew older, Anajira’s heart turned cold and cruel and the Lord of Panthers personally murdered many in cold blood in order to take their mates for his own. To Anajira’s ire, every child born from a mate he had stolen was born a daughter, despite what the fiend had foretold. After his forty-second daughter was born, Anajira declared that he would murder all other males in his territory until he gained a son. The first such male he happened across was a cub no older than he was when the fiend first whispered into his ears. As he poised himself to strike, the boy’s mother pounced upon the Lord of Panthers in defense of her child, and other mothers followed her example soon after. Together, they tore the Lord of Panthers apart until only his bones remained.

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Major Granted Abilities

Skirmisher’s Pounce: As a full-round action, you may move up to your speed and perform any action that requires a standard action to use at any point during your movement. For example, you could use the attack action or cast a spell-like ability with a casting time of 1 standard action. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your movement during skirmisher’s pounce doesn’t provoke attacks of opportunity.

Minor Granted Abilities

Dark Magic: You use fell magic to make a melee touch attack that deals 2d6 points of untyped damage + 1 point per 4 binder levels you possess as a standard action.You can use dark magic as a ranged touch attack with a range increment of 80 feet by reducing its damage die by one size category. Flurry: Choose either dark magic or form of the pantheress after you successfully seal a pact with Anajira. If you choose dark magic, as a full-round action you may attack with this touch attack at your full normal rate of attacks (much like a character with a greatsword or bow). If you choose form of the pantheress, when making a full-attack action and attacking only with natural weapons, you can make one additional attack with each of your claws at your highest attack bonus.You must be under the effects of form of the pantheress to receive this benefit. Form of the Pantheress: While you are bound to Anajira, you gain two claw attacks that deal 1d6 points of damage (or 1d4 if you are Small), an insight bonus on Acrobatics and Stealth checks equal to half your binder level, a +10 competence bonus to your speed when you charge, run, or use the withdraw action, and a +10 racial bonus on Disguise checks to appear as a female catfolk. This ability is a polymorph effect. You must show Anajira’s sign in order to receive this benefit. Grace: While you are bound to Anajira, you gain a +2 enhancement bonus to Dexterity and Charisma. This bonus improves to +4 at 12th level and +6 at 19th level.

Signs and Influence

Anajira affects you in the following ways. Physical Sign: Lecherous Anajira transforms you into a powerful female anthropomorphic panther in an attempt to demonstrate his influence over you. When you activate one of Anajira’s granted abilities, dark energy pulses across your body. Personality Influence: You pursue all male authority figures with romantic intent. You must never acknowledge female authority figures. Favored Ally: Any (male Animals and Humanoids) Favored Enemy: Any (female Animals and Humanoids)

Vestigial Bond (Companion)

You gain a big cat (panther)b1 mount, functioning as a cavalier’s mountapg. You possess a druid level equal to your binder level when determining your panther’s abilities. This granted ability replaces flurry.

Legend of Anajira It is good to be king,” Anajira, Lord of the Panthers, bellowed as he surveyed his lands. The people of Anajira’s clan were once few in strength and number, but that changed the very moment that Anajira was born. The shamans claim that the skies, once darkened by thunder and lightning, parted to allow a thin ray of light to shine down upon the hallow where his mother lay resting with her son. It would be her only son, however, as Anajira’s mother passed away shortly after his birth. “But you didn’t need her anyway,” a voice whispered in Anajira’s ear. “You only needed me.” Anajira remembered a childhood of loneliness and exile; he was an orphan and a bastard and it was only by that one ray of light that the shaman decided to spare the cub’s life. “It could be an omen for greatness,” one of them whispered. “How can he be blessed?” cried another, “He is but a bastard son of lowly birth. What could he ever hope to accomplish?” What indeed? Lord Anajira thought to himself as he continued his stroll, watching the low-born grovel in his wake. I was once one of you. “There is a world of difference between what once was and what now is,” the voice replied. “You once did not have me.” Anajira was a scrawny thing, near emaciated and prone to fits. “He should be put down. It is the only civilized thing to do,” the shaman whispered when they thought the cubs were sleeping. But Anajira did not sleep; he seldom did, for the voice called him from beyond this world. “But you didn’t need sleep and you don’t need her,” the voice teased Anajira as he stopped to admire a fine looking commoner. “You have only ever needed me.” But Anajira would not learn who “me” was until the dry season after his eleventh name day; he was alone, and he was to undergo his trial of manhood. He was far too young, and the shaman had expected him to die. And die he might have, as he foolishly followed the tracks of a mighty creature, hoping to pick off a forgotten wounded animal to claim as his own kill. The catfolk tongue translated the creature’s name as “Serpent Who Roars Like Thunder,” but when young Anajira looked upon the scaly hide of the creature, he felt as though he might be gazing upon the avatar of the god of death himself. For all Anajira knew, maybe he did die that day; he remembered the monster lunge for him in hunger and little else. The next moment, he stood atop the monster, which oozed blood from a massive wound across its chest. “And that’s when you finally found me,” the voice purred. “Did you forget what it felt like? The first time I offered you my power?” Anajira did not forget. Anajira learned that he very much liked the way that power felt upon his fingertips, the way it crackled across his open hand and danced for him like lightning. When the voice, the Demon Prince of Spirits, offered Anajira that power for himself, he pounced upon the opportunity, no matter the cost. And now, merely five years later, Anajira was the alpha of all tribes for hundreds of miles around.

“And still, you are not happy?” the voice chuckled in Anajira’s ear, but the Lord of the Panthers paid it no mind. He had almost come upon his destination; the home of his forty-seventh consort. Pushing aside the medicine men who tended to her, Anajira knelt down and clutched her face in his paws. “Where is my son?” Anajira growled.The woman’s eyes teared at the touch, but hardened when Anajira spoke. She did not reply. “Where is my son?” Anajira bellowed this time, but still the woman did not move. He spat and grabbed the nearest medicine man. “Where is my son?”The medicine man was not as strong of heart as the woman that Anajira had taken for his own; he blubbered for the mercy of the Lord of the Panthers. “She—she...,” but Anajira had heard enough. The voice cackling in his ear, Anajira threw the medicine man out of his own hut and sent his claws through his consort’s heart in a single stroke. He made sure she died slowly. “That’s the ... forty-seventh consort you’ve murdered,” the voice gleefully reminded Anajira as they left the ruined hut. The people of the village, who had heard the commotion, looked down at their paws and continued their business. “What a burden you would have borne, fortunate Anajira, to have been the father of fortyseven daughters!” Anajira had now had enough. He loosed a bellowing roar, letting his word travel as far as the winds would carry it. “Weep, fair subjects, for the gods have been naught but cruel to the Lord of Panthers. Forty-seven wives, the spoils of war, have produced for me forty-seven daughters when all I ask for is a single son to call my own. I have asked these women for a son, and they denied me, so I have denied them existence within my realm. I have asked the gods to send me a son, but they have not. Noble Anajira, Lord of the Panthers, is kinder than any god, however, and so I will send them sons until they see it fit to send me one of my own!” The people of the village were shocked as realization slowly crept into their hearts. Boys and youths were grabbed and pulled into their homes. Anajira noted the rotten subjects who would rather save their flesh and blood then happily serve the Lord of the Panthers. He heard a yelp of surprise and anguish; a mother called out to her child, a boy of no more than five name days, walking obliviously towards the Lord of Panthers. He grinned. “Watch as he willingly approaches his rightful Lord and Master!” Anajira approached the boy and raised his hand, dark energy cackling between his outstretched claws, when suddenly a sharp pain flashed throughout the body of the Lord of the Panthers. He turned; a spear, a woman’s hunting spear, lodged into his back. And then another. And another. Soon all that remained of Anajira were his accursed bones, for the women of the village had finally risen to tear him apart.

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Catha of Codex

Sleuth of True Names

The magnificent city of Codex was the heart of the wordcasting tradition. It is said that the true name of everything ever created was kept in Codex until it disappeared forever during a siege.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Catha of Codex. Spirit Level: 4th Alignment: Lawful Neutral (LN) Constellation: Scholar Binding DC: 22 Totems: You gain a +2 totem bonus on binding checks made with Catha of Codex if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Omlan Atlan’s seal during Catha of Codex’s ceremony. If you accept this totem, you cannot seal a pact with Omlan Atlan for 1 day or until Catha of Codex leaves your soul. »» You can recite your true name to Catha of Codex during her ceremony, requiring 8 ranks in Knowledge (arcana). »» You draw Catha of Codex’s seal within a vault or library. Ceremony: You write your name and the date of your birth on a piece of parchment and recite each sound individually in your native language. Manifestation: Glowing runes appear representing the phonetic sounds of your name and date of birth. They dance around your head before suddenly vanishing into your mouth.

Legend

In ancient times magic was primarily practiced using wordcasting, a technique that uses true names in order to command objects, elements, and creatures. According to wordcaster texts, the greatest wordcasters of the ancient world banded together to found the city-state of Codex, whose library was said to contain the fabled Vault of Names. In this place, wordcasters researched tirelessly and discovered every true name that ever was or would be. The legends claim that an ancient empire laid siege upon Codex for fear of its wordcasters powers. Though the wordcasters could not defeat their ancient foes, it is said that the greatest among them pooled their magic together to spirit Codex deep into the cosmos, causing the city, its people, and the Vault of Names to disappear forever.

Major Granted Abilities

Call by Name: You petition Catha of Codex for the true name of one creature or object that you can see as a move action. Your binder level is considered 1 higher when determining the effects of granted abilities that target the creature

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and the DCs of all your granted abilities against that target increase by 1, including spell-like abilities. You can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the target is dead or you study a new target. At 11th level and every four levels thereafter, these bonuses, as well as the increase to granted ability DCs, increase by 1. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Using call by name is a swift action.

Minor Granted Abilities

Lore of Languages:While you are bound to Catha of Codex, you can cast comprehend languages as a spell-like ability at will. Lore of Words: While you are bound to Catha of Codex, you receive an insight bonus on Linguistic checks equal to half your binder level. In addition, you gain two additional languages for the duration of your pact with Catha of Codex.You cannot choose a secret language with this ability. Repulse by Name: You repel your foes using their true name, functioning as a magic circle against evil that emanates from you, except its effects work against one target within 30 feet that you can see (regardless of its alignment) instead of all creatures of a specific alignment. In addition, its effects cannot be focused inward, nor can you add a dimensional anchor diagram to the effect. Word Casting: While you are bound to Catha of Codex, you become a wordcasterum. You may select one 0-level effect word spell from the sorcerer/wizard wordspell list and cast it as a 0-level effect word as a spell-like ability at will. In addition, you may select a number of effect words from the sorcerer/ wizard wordspell list whose total level(s) is equal to your maximum spirit level and cast them once per day as a spell-like ability. Individual wordspells cast using this ability must have a level that is equal to or less than half of your maximum spirit level.You have access to the following target words when using these spell-like abilities: cone, personal, and selected.

Signs and Influence

Catha of Codex affects you in the following ways. Physical Sign: You gain a lupine appearance including shaggy, tan fur, pointed teeth, and canine features. When you activate one of Catha of Codex’s granted abilities, you babble in a random, foreign language. Personality Influence: You must spend all of your downtime reading and researching. You must abstain from all social interaction with everyone save your parents or guardians. Favored Ally: Magical Beast (any) Favored Enemy: Aberration (any)

Vestigial Bond (Companion)

You gain a dogb1 as an animal companion. This animal companion can speak every language that you know. You possess a druid level equal to your binder level when determining your dog’s abilities. This granted ability replaces word casting.

History remembers the Midnight Devil as one of the most infamous serial killers to ever live. Although he was never captured, the years spent living with his crimes rotted his soul away.

This penalty doesn’t stack. A successful Fortitude save reduces the penalty to –2. This ability is a mind-affecting pain effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: In addition to its normal effects, wracking pain scars a target if it fails its saving throw, allowing you to target it with granted abilities that do not require an attack roll at a range of 1 mile. This scar lasts until your pact with Ethaniel Midnight ends.

Summoning Rules

Minor Granted Abilities

Ethaniel Midnight

The Inquisitive Torturer

The following describes the requirements and rituals for sealing pacts with Ethaniel Midnight. Spirit Level: 4th Alignment: Lawful Evil (LE) Constellation: Fiend Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Ethaniel Midnight if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of the seal of Loh’moi during Ethaniel Midnight’s ceremony. If you accept this totem, you cannot seal a pact with Loh’moi for 1 day or until Ethaniel Midnight leaves your soul »» You possess a detailed knowledge of humanoid anatomy, requiring 6 ranks in Heal. »» You draw Ethaniel Midnight’s seal in a basement near a flight of stairs. Ceremony: You lacerate yourself with a barbed whip. Manifestation: Dozens of sobbing voices surround you as you feel a cold grasp against the back of your neck, your body paralyzing at the touch as someone chuckles behind you.

Legend

In one of the world’s most renowned cities, it is hard to cast a stone without someone blaming the Midnight Devil for hitting them. Years ago, the Midnight Devil was the name given to an uncaught serial killer that roamed the city’s streets for over four decades. According to evidence, authorities believed that the Midnight Devil would guilefully capture his victims and whisk them away into the city’s underbelly, never to be seen again. After several days, a signed confession of every sin that the victim ever committed would appear upon his doorstep, the serial killer’s calling card. In the end, the Midnight Devil was never captured; some say that the lords of Hell took the Midnight Devil into their embrace the moment he died while others claim that the lords of Hell shunned him into a gray abyss for doing their horrible work for them.

Major Granted Abilities

Wracking Pain: You wrack one target’s body with agonizing pain with a touch as a standard action, causing the target to take a penalty to its Strength and Dexterity scores equal to half your binder level for 1 minute per binder level you possess.

Crystallize Pain: While you are bound to Ethaniel Midnight, you gain the benefits of Craft Crystallized Pain†. False Alignment: While you are bound to Ethaniel Midnight, your alignment cannot be detected by divination spells and effects. If you are aware of an attempt to discern your alignment, you may choose to register as an alignment of your choice instead of your true alignment.Your target may attempt a caster level check against a DC of 11 + your binder level to determine that the reading is falsified, though a successful check does not inform the diviner of your true alignment. Instant Manacles:You can conjure magical bindings that wrap themselves around one target within 30 feet as a standard action. A successful Reflex save negates this effect. The manacles have a good lock that is magically secured by arcane lock. The manacles have hardness 10 + half your binder level and hit points equal to 10 + your binder level. The Strength or Escape Artist DC to escape from these manacles is equal to 25 + half your binder level. If the manacles are escaped or removed, they are destroyed. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Master of Torture: While you are bound to Ethaniel Midnight, you gain an insight bonus equal to half your binder level on Sense Motive checks. In addition, you can cast discern lies and confessapg as spell-like abilities a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Ethaniel Midnight affects you in the following ways. Physical Sign: Purple bruises and cuts cover your body. When you activate one of Ethaniel Midnight’s granted abilities, these wounds turn a sickly yellow. Personality Influence: Your sense of humor becomes twisted. You must tell a sadistic joke whenever another creature is harmed. Favored Ally: Humanoid (any Lawful Evil), Outsider (any with the lawful and evil subtypes) Favored Enemy: Humanoid (any Chaotic Good), Outsider (any with the chaotic and good subtypes)

Vestigial Bond (Boon)

While you are bound to Ethaniel Midnight, you gain the benefits of the create pact poltergeist binder secret†. This granted ability replaces instant manacles.

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Legend of Ethaniel Midnight Ethaniel was not a normal boy. Of this, he was sure. He had rosyred cheeks and his parents and teachers loved him well. Even girls liked him. However, at age twelve he led a nine-year-old friend down to his family’s dark basement, where he promptly bludgeoned the boy with a metal pipe and used his father’s clockmaker tools to dissect him. “What have I done?” Ethaniel wondered aloud to the boy’s still body. Giddy with excitement but fearing discovery, he used the basement’s incinerator, which in time would become his most-familiar “friend.” After this sudden and confusing day, Ethaniel realized he disliked many boys, perhaps most. “I dislike those who are too loud, and you are too loud,” he explained to one tied-up boy whose eyes begged to know “why?” To another he would say, “I dislike bullies, and you bullied me, don’t you remember?” “I swear I will never do it again,” a boy might say. “What’s that? No, you won’t.” He also disliked boys who spat at girls, or who were better than he was at sports. Ethaniel was neither strong, nor fast, nor well-coordinated. This physical lacking, an accident of birth—much like being a born killer—encouraged him to use his mind to develop routines and tools in order to lead uncouth boys to their doom. At first, he set a modest quota, no more than two a year, he thought. But with the ongoing war, mass civil confusion, and regular influx of refuges, he could afford to sequester many more. “What’s going on down there?” his mother would yell. “This is no good,” he said one day. “They will take me away if I’m found out. I will get into trouble.” Thus, his first invention was a muzzle that he had snatched and modified from the dog breeder’s shed next door. Ethaniel was upright and patriotic, which meant that he volunteered at the poorhouse and at the offices of the local army camp. “Good morning, Ethaniel,” the soldiers and coworkers would say with a smile as he passed into the camp each morning. “How are your parents?” the general would even ask him. The children, mainly the girls in the poorhouse would run to him, smiling and laughing, because they felt he cared about them. It was at the army camp and poorhouse where Ethaniel found his talent as a butcher, a trade of great benefit to the whole town, with fine pay that made him an attractive bachelor.The local butcher was getting old, and sadly his son had recently disappeared. Some thought he might have run off to war. “I too heard that,” Ethaniel said to the old butcher. “I am sorry to say.” Now, Ethaniel had no quarrels with girls, and in those heady

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days, he found himself engaged. After all, who did not want the rich life of a butcher’s wife? “But how to keep my hobby from my lovely Anna?” he wondered, “And gods forbid we have sons.” Marriage was the first answer. His father had long since passed away, and in those days, a man gained his family’s estate when he married if his father were dead. He was fond of his childhood home’s incinerator; so he married, moved his ailing mother into a new cottage, and rented the old house to the army, who had quietly hired him as an interrogator. “To think I can get paid for what I love to do most,” he explained to one captive youth, “in the name of our king no less.” Ethaniel enjoyed this life, along with the daily visits and complements by all manner of townsfolk to his butcher shop. He enjoyed most of all those men who “visited” his old house. When the armistice came two years later, one might think he would have felt crushed. Instead, he rejoiced. “Never mix work and pleasure,” as his eulogists would mention decades later, as a tidbit of his wisdom. In his later years, Ethaniel’s greatest triumph was the incorporation of the healing arts. Do not just hack, Ethaniel, he would say to himself. Soon he had the chance to practice. By happenstance, a soldier came to his door one night. “I can’t stand the camp,” the soldier had explained, with not a few tears. “I miss my family.They have lost all my brothers. And the general is a cruel man.” Ethaniel felt the boy was a whiner, but comforted him. “Here, I’ll hide you in my basement, and after a few days they’ll give up and forget all about you.” The soldier followed him, expressing gratitude. This is my chance, Ethaniel thought, to try my new techniques. So he did. Over seven weeks he carefully removed the soldier’s limbs and other parts, one by one, using ointments and precise instruments to minimize damage and pain. In the end, only a torso and head remained, which hung jabbering in his basement until a week before his own passing. In his last few days of life, Ethaniel’s lovely granddaughters warmed him on all sides of his sickbed. Yet he fretted to himself, that surely his soul would burn in the Nine Hells. “Yet I was born this way,” he mumbled. “How unfair!” Then for a few moments he might think that perhaps he deserved it. He might even be granted a throne in hell. “Where does one go?” he asked his eldest granddaughter as she tidied his white sheets. “Hush and sleep,” she said. Everyone knew she had a kind soul. “You are just delirious, Grandpa, having a bad dream.” Death came. Fortunately or not for Ethaniel, even Hell turned him away at its door.

Fey Baraddu

wild beast, setting it loose in the Nightfang Weald where it was doomed to wander the wood for all of time.

Fey Baraddu was a famous satyr who was beloved by all far and wide. Jealous of his praise, the gods banished Fey Baraddu’s soul to the Nightfang Weald.

Major Granted Abilities

The Beast in the Woods

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Fey Baraddu. Spirit Level: 4th Alignment: Chaotic Good (CG) Constellation: Tree Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Fey Baraddu if one of the following requirements is met, or a +4 bonus if all requirements are met. »» Your dancing during Fey Baraddu’s manifestation is in perfect harmony with the beating of your heart, requiring 8 ranks in Perform (dance). »» You place a nest that was home to a newborn animal into the center of Fey Baraddu’s seal. »» You draw Fey Baraddu’s seal while wearing a mantle of furs. Ceremony: You mix a bit of animal blood into a chalice with alcohol and drink the contents after stripping off your clothing. Manifestation: The alcohol takes effect immediately, making you heavily intoxicated. You dance around Fey Baraddu’s seal, your heart pounding in your ears as you dance. A massive beast appears in the center of the seal and watches you dance as you seal your pact with it.

Legend

To this day, many fey throughout their realm are livid about the abduction of Fey Baraddu. Eons ago, a half-elf, half-satyr called Baraddu roamed the Fey Realm. All but a living god to the fey, Baraddu was marveled and loved by fey creatures far and wide. Many a fey ball, magnificent and terrible, were held at Baraddu’s equally magnificent mansion in his honor. At such events, it is said that mortals would sojourn for days while fey would appear from across the realms just to catch a glimpse of the glorious Baraddu. Suitors dreamed of courting him. Other toasted him as they feasted. Fey Baraddu asked little in return for an invitation to his lavish parties; a peace treaty here or a donation of gold to the poor there. All obliged, and for his good nature, all loved Baraddu even more. Even the gods were seemingly susceptible to Fey Baraddu’s magnetism, for they strode down from their realms to converse with him like an equal. Or, as Fey Baraddu would one day learn, a rival. The gods had learned that mortals and fey alike believed that Baraddu ought to be a god, and so the gods grew jealous.When Baraddu died, the gods took his soul and transformed it into a

Beast Shape:You can transform into a beast as a standard action, functioning as beast shape II. Unlike the spell, beast shape has no duration and you cannot dismiss the effect. A second use of beast shape returns you to your true form. You cannot use this ability while transformed to assume any form other than your true form. At 10th level, beast shape allows you to transform into any animal allowed by beast shape III.This improves to include any animal allowed by beast shape IV at 15th level. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: While transformed, you can use beast shape to return to your true form or assume a different animal form allowed by this ability.

Minor Granted Abilities

Awesome Blow: While you are bound to Fey Baraddu, you gain the benefits of Awesome Blowb1. Baraddu’s Fangs: While you are bound to Fey Baraddu, your natural attacks are treated as cold iron weapons for the purpose of overcoming damage reduction. In addition, your natural attacks gains a +1 enhancement bonus on attack rolls and damage rolls. At 9th level and every 2 levels thereafter, this bonus increases by +1, to a maximum bonus of +5. Wild Empathy: While you are bound to Fey Baraddu, you can improve the attitude of animals and magical beasts as if using wild empathy, as a druid of your binder level. Woodland Stride:While you are bound to Fey Baraddu, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairments. Magically manipulated undergrowth affects you normally.

Signs and Influence

Fey Baraddu affects you in the following ways. Physical Sign: You acquire a woodsy musk and a lean, feral appearance. Whenever you use one of Fey Baraddu’s abilities, your appearance becomes preternatural, similar to that of a fey; light shines brighter on you and your coloration is more vivid and whimsical, taking on natural tones and swirling patterns. Personality Influence: Your bestial urges intensify to nigh unbearable levels. You must pursue any whom you find attractive Favored Ally: Fey (any) Favored Enemy: Outsider (any with the lawful subtype)

Vestigial Bond (Companion)

You gain a brownieb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your brownie’s abilities. This granted ability replaces Baraddu’s fangs.

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Gulguthriana

otyugh queen, it is said that with her final, intelligent breath she cursed all of creation, her soul stained beyond redemption.

Gulguthriana is the mythical Queen of Otyughs who once herded men and elves like cattle. Her decadent empire collapsed when the gods reduced her people into simpleminded monsters.

Major Granted Abilities

The Glutton

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Gulguthriana. Spirit Level: 4th Alignment: Chaotic Neutral (CN) Constellation: Noble Binding DC: 22 Totems: You gain a +2 totem bonus on binding checks made with Gulguthriana if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are Chaotic or smear yourself with your own filth during Gulguthriana’s ceremony. »» You are sick with filth fever when you perform Gulguthriana’s ceremony. »» You mix garbage and filth into the meal that you eat during Gulguthriana’s ceremony. In order to acquire the totem, you must succeed on a DC 15 Fortitude save to avoid becoming nauseated for 1 hour by the meal. Ceremony: You craft a decadent meal fit for three and begin eating it alone. You must eat as quickly as possible until you physically cannot eat another bite. Manifestation: When you finish eating the meal, that which you cannot eat rots and decays before your eyes into filth. The filth molds itself into the likeness of an otyugh.

Legend

The stories surrounding the first otyughs are both immeasurably ancient and bizarrely consistent with one another. In most legends, the otyughs once comprised an empire that stretched across entire continents. Mighty and proud, the otyughs existed to reset the natural cycle by consuming all that was rotten and decayed, keeping the world disease-free and clean for other races. Upon learning of their role in the gods’ plan, the queen of the otyughs declared to her people that they deserved to rule over all in the world in exchange for their great service and instrumental role in the gods’ divine plan. Her people agreed and thus the otyughs spread their reach far and wide, oppressing and dominating the lesser races. As their kingdom expanded, its people became decadent and demanded more exotic fare and herded nations of lesser races like cattle to sate their gluttonous urges. Enraged with their actions, the gods struck all otyughs with a curse that softened their minds as the lesser races cast off the chains of oppression and beat the otyughs into the darkest, foulest places in the earth. And of the

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Gulguthriana’s Greedy Grasp: You can stretch your limbs as a swift action, increasing your reach by 5 feet for 1 round.You must show Gulguthriana’s sign in order to receive this benefit. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: After using Gulguthriana’s greedy grasp, your reach increases by 5 feet for 4 rounds.

Minor Granted Abilities

Gallowing Gag: While you are bound to Gulguthriana, you gain the constrict special ability.Your constrict attack deals damage equal to your unarmed strike damage plus 1-1/2 times your Strength modifier. Gargantuan Gulguthriana: While you are bound to Gulguthriana, you gain the benefits of Improved Unarmed Strike and your unarmed strikes deal damage as though you were a monk with a level equal to half your binder level. This effect stacks with any monk levels you possess, up to your binder level. Gulguthriana’s Grapple: While you are bound to Gulguthriana, you do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you do not suffer the –10 penalty to your CMB while trying to grapple an opponent without gaining the grappled condition yourself. Gluttonous Gullet: While you are bound to Gulguthriana, you are immune to ingested poison and gain a +4 bonus on saving throws against effects that cause the sickened or nauseated conditions.

Signs and Influence

Gulguthriana affects you in the following ways. Physical Sign: Your arms grow six inches in length and you constantly reek of excrement. When you activate one of Gulguthriana’s granted abilities your girth swells. Personality Influence: You lose all social graces where food is concerned. You must eat whenever possible and are constantly hungry. Favored Ally: Aberration (any) Favored Enemy: Humanoid (elves)

Vestigial Bond (Companion)

You gain a filth fiend as a familiar, functioning as a water elementalb1 Improved Familiar. A filth fiend has the stench and disease special abilities, using the following as the filth fiend’s disease ability: slam or vortex—injury; save Fort, DC as a granted ability; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. You possess a wizard level equal to your binder level when determining your filth fiend’s abilities. This granted ability replaces Gulguthriana’s grapple.

Hexus

The Living Curse

It is said that magic sometimes takes on a life of its own, and during massive magical conflicts can rarely collide in such a way that they animate, creating a living spell.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Hexus. Spirit Level: 4th Alignment: Neutral Evil (NE) Constellation: Skull Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Hexus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You place a humanoid corpse within Hexus’s seal. »» You speak the magic words that originally birthed Hexus, requiring 8 ranks in Knowledge (arcana) or Spellcraft. »» You place a bond from one of your family members or loved ones in the center of Hexus’s seal during his ceremony. Ceremony: You drive a nail through an iron tablet and sprinkle dirt collected from a mass grave onto it. Manifestation: As the dirt touches the nail, nightmarish howling echoes throughout Hexus’s seal as ghastly spirits emerge and swirl through the air around the seal. The spirits slowly close in on you, merging into a colossal eye.

Legend

Magic is a force of nature. This is never more true than when spells are set against one another on a massive scale, which thankfully has been an extremely rare occurrence throughout history. More often than not, skilled mages are few enough in number that they make up for less than one tenth of an army’s soldiers. The signs of such warfare do exist, however, scarring the world with wrecked landscapes, mutated fauna, and unstable areas where magic is null and void one moment and lashing out with primeval fury the next. And above all else, the most dangerous by-product of arcane warfare is the accidental creation of living spells. Thankfully few in number, living spells are produced when two spells intermingle in such a way that their energies meld together, creating an often mindless, oozelike entity. These creatures unleash havoc wherever they roam with their powers, though the most dangerous of all are the thinking spells who develop needs and desires of their own.

Major Granted Abilities

Possess Animal: You can eject your soul from your body and overtake the soul of an animal, functioning as magic jar except you may remain in possession of the animal until your pact with Hexus ends. Unlike magic jar, possess animal does not

eject the animal’s soul from its body, your soul simply overrides its will, and you cannot dismiss this effect. A second use of possess animal ends the effect and returns your soul to your body. You retain access to any granted abilities that you possess while possessing an animal, as these spirits (and their powers) are bound to your soul. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You may also use possess animal to possess a corpse of a humanoid creature; doing so grants the slain creature the zombie template. When you leave the zombie, it is destroyed as if its hit points were reduced to 0.

Minor Granted Abilities

Agitate Animal: While you are bound to Hexus, you radiate an aura that unsettles animals within 30 feet. Animals within this aura become shaken while they are within this aura and for 1d4 rounds afterwards. A successful Will save negates this condition. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Bestow Curse: While you are bound to Hexus, you can place a dreadful curse upon one target within 30 feet as a standard action, functioning as bestow curse.Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Rebuke Undead: While you are bound to Hexus, you gain the benefits of Command Undead and can channel energy to use this ability as a cleric of your binder level a number of times per day equal to 3 + your Charisma modifier. Undying: While you are bound to Hexus, you gain the benefits of Diehard and you are not staggered while using Diehard; you may act normally instead of acting as though you were disabled and strenuous action does not cause you to take hit point damage. In addition, you do not die until your negative hit points equal twice your Constitution score.

Signs and Influence

Hexus affects you in the following ways. Physical Sign: Your skin becomes sickly and green and warts sprout across your body in the most inconvenient of places. When you activate one of Hexus’s granted abilities, your body is surrounded by wisps of dancing, spectral lights. Personality Influence: You become overly protective of your allies and chide them for any perceived poor judgment over the most insignificant of dangers. You must place your allies’ safety before your own. Favored Ally: Ooze (any) Favored Enemy: Humanoid (divine spellcasters)

Vestigial Bond (Companion)

You gain a homunculusb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your homunculus’s abilities. This granted ability replaces bestow curse.

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Jehotek

The Throne of Heaven

Jehotek is a fallen god of love, compassion, and free will from an age long passed.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Jehotek. Spirit Level: 4th Alignment: Lawful Good (LG) Constellation: Angel Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Jehotek if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You drink holy water that was created by Jehotek’s blessings of Jehotek granted ability during his ceremony. »» You fully recite one of Jehotek’s ancient prayers during his manifestation, requiring 8 ranks in Knowledge (religion). »» You are Lawful Good or have been blessed (as the spell) by a Lawful Good cleric within the last day. Ceremony: You drink a vial of holy water while within Jehotek’s seal and pray that Jehotek will one day return. Manifestation: Tears of holy water stream down your face as a glorious, golden light envelops you. A booming celestial voice comforts you, announcing Jehotek’s presence.

Legend

The oldest legends reference an ancient deity by the name of Jehotek. Religious texts indicate that Jehotek’s dogma was one that prized love, compassion, and free will over all other virtues and it is said that it was Jehotek who first gifted mortals with these blessings. All accounts of Jehotek’s historical faith show that his ancient servants loved their heavenly father more than any other god and worshiped him exclusively, spreading across the world to preach the virtues of love and compassion until one day referenced as the ‘Heartbreak,’ in which Jehotek vanished mysteriously, leaving his worshipers powerless. Myths told by Jehotek’s ancient religion state hold little insight in this matter, with some claiming that Jehotek was cast into the void by other, jealous gods with others stating that he was murdered by his godly brother, now called the Lord of Devils. Over time, Jehotek’s faith dwindled and died until only occult scholars remained to remember his name and his wisdom.

Major Granted Abilities

Fire from the Heavens: You unleash a 20-foot cylinder of holy fire at a location within 50 feet of you that deals 1d6 points of untyped damage per binder level you possess to all targets within this area as a standard action. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds.

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Capstone Empowerment: You may exclude a number of targets within fire from the heavens’ affected area from the effect, functioning as the selective major ability binder secret†.You may choose to heal a number of hit point damage from excluded targets equal to half of the damage dealt by fire from the heavens. A creature can only be healed by this ability once per day.

Minor Granted Abilities

Blessings of Jehotek: You cleanse foodstuff with a touch, functioning as purify food and water. In addition, you may create a number of blessed foodstuff or doses of holy water each day equal to your binder level. A creature that consumes a morsel of blessed foodstuff gains the benefits of bless for 1 minute per binder level you possess. If the imbibing creature agrees to suffer Jehotek’s personality influence for 1 day, it gains the benefits of bless for 1 day instead. Foodstuff and water blessed by this ability return to normal when your pact with Jehotek ends but remain purified. Flock of Jehotek:While you are bound to Jehotek, increase the save DCs of all granted abilities you possess by +2 for Evil creatures and decrease the save DCs by –2 for Good creatures. Prayer to Jehotek: While you are bound to Jehotek, you can cast prayer as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Rebuke Heresy: You rebuke the wicked as a standard action, causing one target within 20 feet to become frightened for 1 round per binder level you possess. A successful Will save negates this condition. Each round the frightened target can attempt a newWill save as a standard action to end the condition. If the save succeeds or the condition ends, the target becomes shaken for 1 minute. This ability is a mind-affecting fear effect. Mindless living creatures and undead are not immune to rebuke heresy. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

Jehotek affects you in the following ways. Physical Sign: A stark, circular mark made from ash and salt marks your brow. When you activate one of Jehotek’s granted abilities, this mark shines with radiant light. Personality Influence: You exercise love and compassion. You must protect and foster these rights for all you encounter. Favored Ally: Any (creatures with the aura of good class feature), Outsider (any with the lawful and good subtypes) Favored Enemy: Any (creatures with the aura of evil class feature), Outsider (any with the chaotic and evil subtypes)

Vestigial Bond (Companion)

You gain a harbinger archonb3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your harbinger’s abilities. This granted ability replaces prayer to Jehotek.

Kami Onmyoji

Guardian of Pacts

Once a powerful kami lord who upheld the sanctity of pacts, Kami Onmyoji treats anyone that binds it as its ward.

Summoning Rules

The following describes the requirements and rituals for binding Kami Onmyoji. Spirit Level: 4th Alignment: Lawful Neutral (LN) Constellation: Starless Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Kami Onmyoji if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are bound to a spirit when you perform Kami Onmyoji’s ceremony, including via the Reserve Spirit feat†. »» You cast augur pact† prior to sealing your pact with Kami Onmyoji, either using a spell trigger or spell activation magic item or your own spellcasting ability. The result of this divination doesn’t affect whether you gain this totem. »» You draw Kami Onmyoji’s seal within view of a creature, object, or location that is warded by one or more kami. Ceremony: You light several incense candles and meditate within Kami Onmyoji’s seal, waiting for the spirit to arrive. Manifestation: Kami Onmyoji arrives peacefully and suddenly, appearing exactly as you would if you were petrified. The spirit sits cross-legged before you, waiting to begin.

Legend

The few historical accounts from the era before the rise and subsequent fall of the Atlan Empire agree that pact magic was once commonplace throughout the world, so much so that there was once a kami lord devoted to the protection and sanctification of pacts. Known as Onmyoji, this natural spirit saw that all pacts were honored fairly and respectfully, from animistic to occult pacts, and even fiscal and trading agreements. When the Atlan Empire began conquering the world, its leaders put heavy laws restricting the use of pact magic for non-Atlans, causing Onmyoji’s power to wane, and after the empire’s subsequent defeat one thousand years later, the resulting inquisitions against pactmakers was simply too much for the kami lord to bear. Its ward devastated, Onmyoji faded into the Spirit Realm where it consigned itself to monitoring and protecting binders forevermore.

Major Granted Abilities

Repulsion: When you successfully hit an opponent with a melee attack, you can use this ability to also hit that opponent with a free bull rush attack as a free action, substituting your attack roll for the combat maneuver check. This bull rush

doesn’t provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You cannot use this ability in conjunction with another ability, class feature, or feat that allows you to perform a free combat maneuver after successfully hitting an opponent with a melee attack, such as the Shield Slam feat. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When you successfully bull rush an opponent with repulsion, you can choose to move with your target if you are able to take a 5-foot step or to spend a move action to move during the turn.

Minor Granted Abilities

Diviner: While you are bound to Kami Onmyoji, you can cast divination as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Guardian of Pacts: While you are bound to Kami Onmyoji, you gain an insight bonus equal to your Charisma bonus (if any) on saving throws against effects that would suppress or exorcise your bound spirits, such as dismiss pact spirit†. Repair the Ward: As a standard action, you gain fast healing 4 for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive. This fast healing increases by 1 for every two binder levels beyond 7th that you possess, to a maximum of fast healing 10 at 19th level.You can maintain repair the ward’s effects while helpless or unconscious. Warded: While you are bound to Kami Onmyoji, you gain a +2 deflection bonus to your AC and a +2 resistance bonus on saving throws. These bonuses increase by +1 for every six binder levels you possess, to a maximum of +5 at 18th level.

Signs and Influence

Kami Onmyoji affects you in the following ways. Physical Sign: A tattoo of a torii gate appears on your body, aligned perfectly with your heart at its center. When you activate one of Kami Onmyoji’s granted abilities, the sound of wind chimes surrounds you. Personality Influence:You sing the joys of being bound in a pact to a spirit. You must never conceal or suppress any physical signs that you received from sealing a pact with a spirit. Favored Ally: Any (binders) Favored Enemy: Any (creatures that belong to a spellcasting class with dismiss pact spirit† on their spell list)

Vestigial Bond (Companion)

While you are bound to Kami Onmyoji, you gain the aura of protection granted power from the Protection cleric domain, as a cleric with a level equal to your binder level. If you already possess this domain power, increase the number of rounds per day that you can use it by 4 instead. This granted ability replaces repair the ward.

167 Sarah Kemplin (Order #10397598)

Kandisha

The Desert’s Revenge

Beaten and abused by her husband in life, Kandisha is an immortal spirit who punishes cruel, wicked men.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Kandisha.

Spirit Level: 4th Alignment: Neutral (N) Constellation: Seer Binding DC: 22 Totems: You gain a +2 totem bonus on binding checks made with Kandisha if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are female, a Youth, or bear the physical and emotional scars of unjust torture. »» You slay a rooster in the center of Kandisha’s seal during her ceremony. »» You perform Kandisha’s ceremony in a desert. Ceremony: You strip, bind your legs together with hemp rope, and shackle your hands together. Manifestation: Your bindings erode into sand that spirals around Kandisha’s seal, transforming into a beautiful woman.

Legend

The infamous city of Bouya Oman was sometimes called the accursed city, for it was built in the middle of a vast desert and acted as a harborage for corrupt men. This sanctum was maintained by the marriage pact between Bouya Oman’s lady and her vile husband, the Lord of Bouya Oman. The Lord of Bouya Oman was as callous as he was greedy; he constantly beat his wife, sometimes before his house guests for entertainment. One day, the Lord died suddenly and the Lady of Bouya Oman ordered that all of the wicked people of her city leave forever or be arrested. Almost immediately, the corrupt men sent assassins after the Lady of Bouya Oman and stole her life. Shortly after her death, the city of Bouya Oman disappeared forever, lost forever in the shifting sands. Although historians scoff at the theory, legends claim that the vengeful soul of the Lady of Bouya Oman tore the city and its wicked men from the desert, leaving only wailing winds and endless sand in its place.

Major Granted Abilities

Curse of Kandisha:You inflect a dreadful curse onto one target within 30 feet as a standard action. A successful Will save negates the curse. This curse is permanent and can only target humanoids and is chosen from the list below. Remove curse or a similar effect can dispel this effect. After using this ability, it becomes expended for 5 rounds.

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Dry Mouth: Sand pours from the target’s mouth. Any ability that the target uses that requires verbal components has a 20% chance to fail, wasting the ability. Erode Pride: The target’s genitals and breasts are sanded away into smooth nothingness. Reduce the target’s Constitution and Charisma scores by 4 (minimum 1). Personal Mirage: The target sees what it desires. The target is affected at all times by hallucinatory terrain, causing the natural terrain to appear like what the target desires most. Sun Foe: The sun’s wrath bears down upon the target. The target is staggered while exposed to sunlight or daylight and gains vulnerability to fire. Capstone Empowerment: Male targets suffer a –4 penalty on their save against curse of Kandisha.

Minor Granted Abilities

Avian Speech: While you are bound to Kandisha, you can speak with birds of all kinds at will, functioning as speak with animals.You have a friendly starting attitude with all avians. Protection of Kandisha: While you are bound to Kandisha, you gain a constant protection from evil effect, except the benefits apply against male creatures of the following types, regardless of the creature’s alignment: humanoid, monstrous humanoid, outsider. Sand Cloud: You create a mass of thick, sandy clouds as a standard action, functioning as solid fog. Your sand cloud does not impede your vision or movement.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Scimitar of the Desert: While you are bound to Kandisha, you gain proficiency with the scimitar and can use your Dexterity modifier in place of your Strength modifier on attack and damage rolls with this weapon. You lose this benefit if you are carrying anything in your off-hand, make attacks (including unarmed strikes) with your off-hand, or while wielding a scimitar that is not of the appropriate size for you.

Signs and Influence

Kandisha affects you in the following ways. Physical Sign: Your lips harden, becoming as smooth and strong as a bird’s beak. When you activate one of Kandisha’s granted abilities, a plume of feathers erupts from behind you, floating in an intangible breeze. Personality Influence:You are filled with a taste for vengeance against your foes, especially those of the male gender.You must enact swift vengeance whenever someone crosses you. Favored Ally: Any (female creatures except prostitutes) Favored Enemy: Any (male creatures except children)

Vestigial Bond (Companion)

You gain an earth elementalb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your earth elemental’s abilities. This granted ability replaces protection of Kandisha.

Loh’moi

The Mad Geometer

Loh’moi was a genius who yearned to bend space and time. Instead, he trapped himself within his own mind.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Loh’moi. Spirit Level: 4th Alignment: Neutral Good (NG) Constellation: Mage Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Loh’moi if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a father or have birthed a son. »» You have an Intelligence score of 16 or higher. »» You draw a perfect, geometric sign during Loh’moi’s ceremony, requiring 8 ranks in Knowledge (engineering). Ceremony: After completing Loh’moi’s seal, you embellish it with complex mathematical algorithms and equations. Manifestation: Walls enclose the edges of your seal as soon as the final equation is completed. Windows spawn in various places, showing various times and locations throughout history. Loh’moi manifests before you, peering out from each window.

Legend

In life, Loh’moi was a famous geometer, a mathematician who specialized in the story of geometry. Although he was scarcely more than thirteen summers old, Loh’moi had written complex theories and geometric algorithms that are accepted as mathematical laws by mathematicians to this day, his personal diaries and journals copied a million times over. Buried within these documents is the tale of Loh’moi’s life, which is widely regarded as “unimportant” to professionals. Loh’moi’s father was murdered when he was a boy and he studied geometry in pursuit of a way to prevent his father’s death. According to his works, Loh’moi believed that with the correct application of geometry, he could create a non-euclidean space that would enable him to walk back through time to save his father. In his final journal entry Loh’moi confessed that he did not believe that his mind was expansive enough to comprehend the answer to his equations, so he decided to use his formulas to walk into his own mind first and expand it so he could surpass his mortal limitations.Young Loh’moi’s journal ends there.

Major Granted Abilities

Transdimensional Ray: You project a ray of force from your fingertips as a standard action, dealing 1d6 points of force damage per 2 binder levels you possess. The ray strikes

unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature or object cannot be singled out. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A target struck by transdimensional ray is bound to its current plane of existence for 4 rounds, functioning as dimensional anchor, if it fails a Will save.

Minor Granted Abilities

Bend to Freedom: While you are bound to Loh’moi, you gain an insight bonus on Escape Artist checks equal to half your binder level. In addition, you do not suffer any penalties when squeezing into an area that is one size category smaller than you and you can squeeze into an area that is two size categories smaller than you, though you suffer a –4 penalty on attack rolls and to your AC for doing so. Extra Space: While you are bound to Loh’moi, you gain a constant rope trick effect active on one piece of rope in your possession of your choice. When your pact with Loh’moi ends, any creatures or objects in this extradimensional space are deposited in your current space. Geometric Agility: While you are bound to Loh’moi, when you take a full-attack action, you can spend a swift action to teleport up to your speed, dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. At 15th level, you also provide flanking from all squares you attack from using geometric agility. You may flank with yourself and with multiple allies in this manner.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Geometric Step:While you are bound to Loh’moi, you can teleport up to your speed as a move action or up to twice your speed by taking a double move. This movement does not provoke attacks of opportunity, but you must be able to see your destination in order to teleport there. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Loh’moi affects you in the following ways. Physical Sign: Geometric lines cover your body like a tattoo. When you activate one of Loh’moi’s granted abilities, these lines pivot across your body as like the hands on a clock. Personality Influence: You keep away from company whenever possible.You refuse to accept help from others. Favored Ally: Outsider (any native to the Ethereal Plane) Favored Enemy: Humanoid (any Evil)

Vestigial Bond (Companion)

You gain an eidolonapg.You possess a summoner level equal to your binder level when determining your eidolon abilities.This eidolon has half the normal number of evolution points for an eidolon of its Hit Dice. This granted ability replaces geometric agility.

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Legend of Loh’moi “Where does it lead to?” Loh’moi’s mother asked, referring to the complex diagrams he had carefully drawn all over the sloped attic ceiling, which doubled as a wall. “No where,” Loh’moi replied. He didn’t understand why he even bothered to answer, since she would not understand. “Yes, I can see quite clearly that it leads no where, at least you’re talking some sense.” She shook her head in dismay. Loh’moi was sad that he did not align with his mother’s hopes for him. But he had something better in mind. “Now come down to dinner,” she said, patting her apron, “before you fall asleep.” She left in her clanking shoes down the stairs. She mumbled to herself, “To think I had a genius son who sleeps standing up, and spends days in artwork no one buys.” Loh’moi had to admit that he was hungry. And he needed more ink, which was in the pantry next to the kitchen. He stepped forward toward the geometric diagrams he had drawn. One of them looked rather like the floor plan for their three-story house. He touched it and immediately appeared in the pantry downstairs. After finding the ink, he emerged into the dining room. His mother was placing a steaming bowl of soup and noodles on the table. Loh’moi smiled. It was his favorite. “Oh ma’ma,” he said happily. “How much you think of me.” “I only try to set a healthy example for my children, as your father would have.” Loh’moi was an only child, and his father who had been a carpenter had died years before, by some accident while repairing the roof of a rich merchant’s home. The merchant never paid funeral respects or offered to help them. Loh’moi’s stomach knotted up just thinking about it. They sat to eat. “So, any tutoring this week? Hmm?” She asked, clearly hinting for him to work. Occasionally he managed to pull himself from his geometry to make a coin or two, tutoring the neighborhood children in mathematics and the temple priests in accounting. “Yes, ma’ma, it’s temple exams,” he replied. “Many eunuchs are studying this year for the temple. They all need help.” The temple took the top ten percent regardless of how any one man fared, making Loh’moi’s tutoring a humorous if sad joke. “It’s very sad,” she commented. “And to think they can take it only once. I’d think you would be in great demand!” She motioned, “Pass me the salt, please, dear. How unfortunate, they’ll never have children. At least you can still marry.” She said this with a hint that required no explanation. Loh’moi did have a few female admirers in his school years, but that was a decade ago. In his view, young women were like visual illusions, diagrams that no one could transcribe, much less solve. “I get ten gold at week’s end,” he said, hoping for so much. “Oh?” She stopped, genuinely intrigued. “Tell me more.” “It’s the usual. But I have a request.” “You just can’t help but tease me, can you, smart one?” She said with bitter humor. “Go on.”

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“I will be starting on a very difficult geometry problem, and I need a larger continuous wall than the attic.” “What a surprise,” she interjected, with some anger. “I would like to use the interior hallway wall, but not in the hallway of course. I don’t wish to disturb you. I will create a doorway against the wall between my bedroom and father’s old study, and use that instead.” She stopped eating. “I don’t know why you can’t use paper like every other scholar. And why...” She almost broke down in tears. “...Your father’s memory. If only he hadn’t passed on.” “I am asking a lot, ma’ma, I know. It will not be forever.” “No, the house will fall down first,” she said. “But it is your house, as the law says, and I am very grateful that you have allowed me to stay here. Do as you like.” For the rest of dinner they chatted intermittently about the neighbors, their barking dog, and an old butcher named Ethaniel who had recently died. “Now, Ethaniel,” his mother said with the pride of youth, “he helped make this town a place we could all be proud of. He got married during the war. It wasn’t easy at all then.” She said this as if her life now was hard. She was retired and spent her days in the garden, or shopping and gossiping over tea. Loh’moi excused himself when he was done. “You want a snack plate?” She asked. “You like snacks.” “Oh yes, thank you.” He didn’t eat the snacks. They were for his secret pet, Goh’moh. Goh’moh was sort of like a ghost dog, but not. It was an extra-dimensional creature, about the size of a dog, that he had raised since it was a pup. He had discovered it between two angles in a parallelogram. But he would never tell his mother. She might think it was invisible, or a monster, or if he were lucky, an imaginary friend. After she packed a plate, he climbed the stairs normally to the attic. As he often did, he found the stairway geometry simple yet endlessly fascinating when viewed with perspective. As a boy he had sometimes gotten lost just walking up the stairs. Back at his desk, Loh’moi sketched on paper the diagram he would draw on the new wall. If the calculations were correct, and the angles drawn exactly, then the project might succeed. He sat back in quiet of satisfaction, nodding to himself. It was really very simple now. His original plan had been to bend space and time back upon itself, so that he might return to the past and prevent his father’s death. And time permitting, kill that evil man, Ethaniel, who Goh’moh had yapped was a serial killer. But bending time proved far too complex. The mind of a humanoid such as himself was simply too... enclosed... to move itself through time. However, humanoids were remarkably self-aware. If only he could make himself smarter. The wall downstairs would be just large enough to create a diagram, a portal, into his own mind. He wondered what would happen when he stepped in there. One afternoon, while his mother was at tea, he did just that. Perhaps he should have wondered how he would get out.

Night Fang

The Hag’s Son

This grisly tale, which describes one hag’s desire to possess a male child of her own, is used by rural mothers as a means to scare their sons into staying safely nearby.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Night Fang. Spirit Level: 4th Alignment: Neutral Evil (NE) Constellation: Beast Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Night Fang if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Night Fang’s seal in a forest outside of any bright illumination. »» You burn the hides of a bat, a crocodile, a spider, and a wolf during Night Fang’s ceremony. »» You destroy the withered husk of a plant creature whose Hit Dice equals or exceeds your binder level during Night Fang’s ceremony. Ceremony: You swallow a spider’s husk and lay down to sleep within Night Fang’s seal. Manifestation: You are lulled into a fitful sleep and dream that you are a caged beast (a wolf, crocodile, spider, or bat) as laughing hag torments you with sharp sticks and feathers. You make your pact with Night Fang with this hag in your dreams.

Legend

Regarding the ecology of hags, one of the most obvious details of these wicked humanoids is the lack of any males of their species. According to ancient stories, the Goddess of Love ripped the loins from every male hag and cursed every female hag to never sire a son after the Queen of Hags slighted her. As a result, hags must seduce male humans, birthing changelings that must be raised by human teat before they can be converted via ritual into proper hags. Although most hags enjoyed the havoc that their reproductive cycles inflict upon human men, in one story a hag sought to override the goddess’s curse by romancing four different young men, barely older than boys, in a single night. She lured her victims into her forest, seduced them, and bit off and devoured a part of them. As each young man was bitten, he was forever transformed into a beast: the first a bat, the second a wolf, the third a crocodile, and final a spider. A fortnight after her ritual was completed, the hag gave birth to a horrifying monster of a son, a conglomerate of the animal forms of his now-bestial fathers. As a final, cruel act, the hag saw to it that each of her child’s fathers would never die, stripped of his seed, his manhood, and his humanity forevermore.

Major Granted Abilities

Hypnotic Vibrations: You unleash a burst of sound that fascinates one target within 30 feet as a standard action, functioning as hypnotism except this ability can affect any target whose Hit Dice are equal to or less than your binder level. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The hypnotism effect produced by your hypnotic vibrations has a duration of 1 minute.

Minor Granted Abilities

All of Night Fang’s minor granted abilities require that you show Night Fang’s sign in order to receive their benefits. Bat Heritage: While you are bound to Night Fang, you gain an insight bonus on Fly, Perception, and Stealth checks equal to half your binder level. Crocodile Heritage: While you are bound to Night Fang, you gain the hold breath universal monster ability and a +1 natural armor bonus to your AC. This natural armor bonus increases by +1 at 10th level and every five levels thereafter, to a maximum of +4. In addition, you can increase your land speed by 30 feet for one round once per minute. Spider Heritage:While you are bound to Night Fang, you can cast the following spells as spell-like abilities: spider climb, web, and whip of spidersACG. At 10th level, you can also cast phantasmal webapg as a spell-like ability. You can cast each of these spell-like abilities a number of times per day equal to 3 + your Charisma modifier. Wolf Heritage: While you are bound to Night Fang, you gain the scent special ability as well as the benefits of Improved Trip and Greater Trip.

Signs and Influence

Night Fang affects you in the following ways. Physical Sign: You become a monstrous hybrid of wolf, spider, crocodile, and bat. When you activate one of Night Fang’s granted abilities, you loose a savage roar. Personality Influence: You refuse to stand in illumination that is bright enough to discern your features, even while disguised or invisible.You must disguise yourself at all times. Favored Ally: Any (any Animal, Magical Beast, or Vermin that lists forest terrain as its environment) Favored Enemy: Plant (any)

Vestigial Bond (Companion)

You gain one of the following animal companions: crocodile, dire batb1, giant spiderum, or wolfb1. You possess a druid level equal to your binder level when determining your companion’s abilities. This granted ability replaces crocodile heritage if you select a crocodile companion, bat heritage if you select a dire bat companion, spider heritage if you select a giant spider companion, or wolf heritage if you select a wolf companion.

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Prime Ravager

Leader of the Storm

Held captive within the Byways for eons, the spirit known as Prime Ravager is the most powerful of ravager spirits and seeks the means to return to the mortal world permanently.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Prime Ravager. Spirit Level: 4th Alignment: Chaotic Evil (CE) Constellation: Dark Beyond Binding DC: 31 Totems: You gain a +2 totem bonus on binding checks made with Prime Ravager if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You slay an outsider or a creature with the aura class feature at the conclusion of Prime Ravager’s ceremony. »» You are not Lawful Good or you convince Prime Ravager that you aren’t Lawful Good, requiring 8 ranks in Bluff. »» You understand the lore of the Byways, requiring 8 ranks in Knowledge (planes). Ceremony: You place the corpse of a small animal into the center of Prime Ravager’s seal and slowly pour water into its open mouth until its stomach is full. Manifestation: Prime Ravager’s voice gurgles from the corpse, commanding you to submit your soul to him.

Legend

Terrible entities from beyond the mortal realm called ravager spirits have plagued pactmakers since written history began. A blight upon binders and ordinary folk alike, occult scholars believe that the first ravager spirits were atlan binders who fled to an accursed realm caught between the planes called the Byways to escape their ruin at the hands of vengeful gods. Trapped without means of return, it is said that the atlans watched helplessly as the very essence of the Byways consumed them in body and soul. Using his mastery of pact magic, the atlan leader learned to peer across time and space into imperfect seals to allow his people to reverse-bind themselves into mortal shells, casting their victim’s soul into the Byways in the process. Souls cast from their coils in such a manner become maddened, hateful and more than willing to pay the horrors inflicted upon them forward onto new victims, causing a spiral of pain and terror that is believed to have given rise to the ravager hordes that dwell within the Byways today.

Major Granted Abilities

Stem the Supernatural: You nullify a supernatural ability activated by a target within 100 feet it as an immediate action,

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negating its effects and wasting its use, if any. In addition, the target cannot use the nullified ability again for 1d4 rounds. A successful Will save negates this ability. Stem the supernatural cannot nullify abilities that do not need to be activated. In order to use this ability, you must have successfully identified the target’s abilities and weaknesses using a Knowledge skill. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Stem the supernatural prevents a target from using a nullified ability for 4 rounds.

Minor Granted Ability

Duck and Roll: After succeeding on a Reflex save, you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity, does not count as your 5-foot step for the round, and does not count against the total amount of movement that you can make during a round. Mental Acuity: While you are bound to Prime Ravager, you gain an insight bonus on Will saving throws that you make equal to your Charisma bonus. Nevermore: You deal significant damage to the undead, functioning as disrupt undead except you add half your binder level to the damage dealt by this ability. Alternatively, you can touch a slain, corporeal creature’s body to reduce its body to fine ash, as though it had been slain by disintegrate. Occult Eyes: While you are bound to Prime Ravager, you can see pact spirit auras, functioning as a constant occult sight† effect.You must show Prime Ravager’s sign in order to receive this benefit.

Signs and Influence

Prime Ravager affects you in the following ways. Physical Sign: Salt growths that resemble the seals of every spirit that you have ever made a pact with cover your body. When you activate one of Prime Ravager’s granted abilities, white smoke painfully erupts from your eyes. Personality Influence:You cuss and rage at anyone who questions your genius, appearance, or social etiquette. All food and drink that you partake in must be of the highest quality. Favored Ally: Outsider (any ravagers) Favored Enemy: Any (creatures that are not bound to Prime Ravager)

Vestigial Bond (Boon)

Once per pact, you can eject Prime Ravager from your body into a helpless humanoid within 100 feet, functioning as magic jar. This effect lasts for the duration of your pact with Prime Ravager. Prime Ravager uses his host’s statistics and follows your orders, though he always displays his physical sign and personality influence. A large salt growth over the host’s heart houses its soul instead of a gem; destroying this growth expels Prime Ravager and ends the pact. Creatures whose Hit Dice exceed your binder level –2 are immune to this ability. This ability replaces all of Prime Ravager’s granted abilities.

Son of Dobb

The Twice-Blessed Man

An entity described by an apocalyptic text, the Son of Dobb is worshiped by an esoteric order of spider-like beings.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Son of Dobb. Spirit Level: 4th Alignment: Chaotic Good (CG) Constellation: Thief Binding DC: 20 Totems: You gain a +2 totem bonus on binding checks made with Son of Dobb if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Vodavox’s seal during Son of Dobb’s ceremony. If you accept this totem, you cannot seal a pact with Vodavox for 1 day or until Son of Dobb leaves your soul. »» You illuminate the area surrounding Son of Dobb’s seal with a scroll of daylight or a wand of daylight. »» You have died and were raised from the dead at least once prior to sealing your current pact with Son of Dobb. Ceremony: You read aloud the Prophecies of Nozarro. Manifestation: Wasps with drow heads burst from a small hole in the ground, forming a ring around Son of Dobb’s seal. The insects fly down your throat and into your gullet as a male, dwarf voice echoes his thanks throughout your mind.

Legend

A series of ancient aranean texts collectively known as the Prophecies of Nozarro act as the holy scriptures for an esoteric order of aranean pactmakers called the Brothers of Dobb. According to their legends, a dwarf spirit called the Son of Dobb appeared before the prophet Nozarro the moment he was old enough to scrawl a seal and warned him of the horrors of the future, urging him to write his tale down in what would become the original manuscript for the Prophecies of Nozarro. The Son of Dobb told the aranean hatchling of an invasion of wasps warped with the faces of men. He told the prophet of waves of spies, soldiers, and drones and of the end of mortal life throughout the cosmos. He told the prophet of a life-giving tabernacle that gifted the dead with new bodies. He told the prophet of his capture and the destruction of his soul. The Son of Dobb told the prophet Nozarro this and much more, because in thirteen hundred years the Son of Dobb would find the Prophecies himself.

Major Granted Abilities

Stone Step: You merge your body into a stone block as a standard action for up to 10 minutes per binder level you possess, functioning as meld into stone. After using this ability, it

becomes expended for its duration and for 5 rounds after you exit the stone block or its duration ends. Capstone Empowerment (Stone Step): Double the amount of non-living gear that can merge with you into a stone block with stone step. Twice-Blessed:Whenever you roll a d20, you can roll 1d6 and add the result to your d20 roll after the results are revealed as an immediate action. You cannot use this ability if you roll a natural 1 on your d20. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment (Twice-Blessed): You can use twice-blessed after rolling a natural 1 on your d20 roll.

Minor Granted Abilities

Detect Insectoid Creatures: You detect the presence or absence of any creature that resembles an insect, spider, or similar creature as a standard action, functioning as detect undead except this ability detects the presence or absence of creatures that are insectoid in appearance, regardless of their type. Interpretation: While you are bound to Son of Dobb, you gain an insight bonus on Sense Motive checks and on all Knowledge checks made to interpret dreams and prophecies equal to half of your binder level. Knack for Artifacts: While you are bound to Son of Dobb, you gain an insight bonus on Disable Device and Use Magic Device checks equal to half your binder level. In addition, you can disarm magical traps as a rogue.

Signs and Influence

Son of Dobb affects you in the following ways. Physical Sign: Two markings, each half of Son of Dobb’s seal, appear on opposite places on your body as birthmarks. When you activate one of Son of Dobb’s granted abilities, the sound of unlocking manacles echoes around you. Personality Influence: You crush, stomp, or slay every insectoid creature you encounter.You must attack any drow or psychic characters you encounter before all others. Favored Ally: Humanoid (dwarves) Favored Enemy: Any (insectoid creatures with an Intelligence of 3 or greater)

Vestigial Bond (Boon)

Once per day, when a creature within 100 feet of you that you can see dies, you may cast breath of life on the target as an immediate action. If the healing caused by this ability is enough to spare the target from death, it is immediately teleported to a safe location within 1 mile of your choice, functioning as greater teleport. A creature that accepts this healing must also accept the teleportation effect. At 9th level, you can use this ability twice per day. At 13th level, you can use this ability three times per day. At 17th level, you can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability replaces either stone step or twice-blessed, chosen randomly.

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Swan Elashni

Dancer of Spurred Love

Although few records of Swan Elashni have survived the Atlan Purge, she was a ballerina who played the lead swan in The Court of Omachio.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Swan Elashni. Spirit Level: 4th Alignment: Neutral Good (NG) Constellation: Dragon Binding DC: 21 Totems: You gain a +2 totem bonus on binding checks made with Swan Elashni if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to speak Draconic and perform Swan Elashni’s ceremony entirely in this language. »» You draw Swan Elashni’s seal in a place where an act of pure love occurred, such as on wedding grounds. »» You skillfully perform Swan Elashni’s ceremony, requiring 8 ranks in Perform (dance). Ceremony: You don a stage costume befitting one of the swans of The Court of Omachio and recite Swan Elashni’s famous lines from the play’s final scene. Manifestation: You transform into a Young Adult silver dragon as you speak the play’s final lines. A spectral audience appears and as you cry with joy, your tears pool into perfectly circular puddles that each contain Swan Elashni’s smiling face.

Legend

The first theatrical play documented by historians is known as The Court of Omachio, which dates back to the late Atlan Empire. The play features an ugly silver dragon called Omachio who vainly seeks the love of a beautiful swan. Omachio uses tricks and lies to try to win the hearts of five lovely swans, who each flee from the dragon in disgust. Fed up and embittered, Omachio tries to take the heart of the sixth swan by force, causing her to die instantly of fright. Convinced he will forever be alone, a seventh swan called Elashni happens upon the grieving dragon and upon seeing the beauty of his true heart, she becomes smitten by Omachio’s expression of true love. The play’s original manuscript teaches that sincere emotions make for true beauty, but sometime after its creation the original play became heavily censored by the Empire and was altered to end with Omachio dominating Elashni with magic, though modern retellings have been restored to be true to the play’s origins.

Major Granted Abilities

Heartfelt Haze: You buffet one target within 30 feet with love as a standard action, causing it to become dazed for 4

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rounds and its attitude towards you improves by one step, as if you had succeeded on a successful Diplomacy check. This ability is a mind-affecting emotion effect and has no effect against targets that you could not make a Diplomacy check against. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment:You can use heartfelt haze against a target that you could not normally make a Diplomacy check against if the target is your parent, child, lover, or sibling or you have a relationship scoreucp of 35 or more with the target.

Minor Granted Abilities

Aura of Love’s Embrace: While you are bound to Swan Elashni, you project an aura of calm emotions as a standard action.You can use this ability for a number of rounds each day equal to your binder level. Dance of the Swan: While you are bound to Swan Elashni, you can walk across water for 1 minute per binder level you possess, functioning as water walk.You can use this granted ability a number of times per day equal to 3 + your Charisma modifier. Dancer’s Grace: While you are bound to Swan Elashni, you gain an insight bonus on Perform (dance) checks equal to half your binder level. In addition, you can substitute your bonus in Perform (dance) for Acrobatics and Fly checks, functioning as a bard’s versatile performance class ability. Step of the Silver Dragon:You perform a rhythmic dance to focus your combat skill as a standard action. While performing this dance, you receive a +1 morale bonus on attack rolls, damage rolls, and on saving throws against fear effects. This bonus improves to +2 at 14th level and +3 at 19th level. At 16th level, you can start this performance as a swift action.You can use this performance for a number of rounds per day equal to your Charisma bonus + double your binder level. These rounds do not need to be consecutive. This ability otherwise functions as a bard’s bardic performance.

Signs and Influence

Swan Elashni affects you in the following ways. Physical Sign: Swan feathers grow from your upper arms. When you activate one of Swan Elashni’s granted abilities, these feathers dislodge themselves and dance around you. Personality Influence: You speak constantly of true love.You must try to inspire love in those around you. Favored Ally: Any (Animals, Dragons, and Fey) Favored Enemy: Any (binders bound to Fiend spirits)

Vestigial Bond (Companion)

You gain a bird (giant doveb1) as an animal companion. This animal companion has a breath attack that deals 1d4 points of fire damage per 2 HD it possesses. After using its breath attack, it becomes expended for 5 rounds. You possess a druid level equal to your binder level when determining your dove’s abilities. This granted ability replaces step of the silver dragon.

Legend of Swan Elashni Elashni loved to dance. “One, two,” the director chanted as Elashni and the other six girls rehearsed. They were costumed as enchanting white-feathered swans with beaked masks. In harmony with the choir’s lines, musicians played to evoke a summer lake. It was the dance before the dragon Omachio, played by Elashni’s lover, Trayton. “I, Omachio, wish to spy as you seven dance for your lives,”Trayton boomed as Omachio. He flapped his winged costume and flew up and across the stage as Elashni and the other swans twirled in a complex pattern. From each swan, veils pulled by wires unfolded in unison, suggesting a whirlpool. Trayton did not require wires. His was no well-veiled trick. He was bound to the spirit of a nalfeshnee, a demon that granted the power of true flight. “Yes!” the director hailed. “This is what I’ve killed to see.” For Elashni, the play was about love. Omachio was interviewing the swans to find his bride. Or so her mother had said when she had watched the play as a little girl. But the director had rejected that interpretation in favor of, as he said, “A more atlan theme, of trial and triumph of will.” A dancer stumbled. “Stop, stop!” the director shouted. They halted. “If only there were a demon to guide your dance,” he said. “But there isn’t!” He was angry. “Thus, I pay you in platinum to bring me gold.” “It’s late!” one swan shouted out. Trayton landed. “Fine. We reconvene,” he said, “at the morrow’s first light.” Elashni did not remain to gossip. She retreated to her private chamber, wondering if Trayton would follow. He did. He closed the oak door behind him and latched it. He smiled, briefly. Elashni embraced him without words. That’s what he liked. But he was rough and selfish, and he turned away from her when they were done. “So, what fiendish spirit did you bind today?” she asked him cynically. She knew the answer. “Don’t blame your fears and dreary loneliness on a spirit,” he said as he rose to dress. She tried to glare at him as a demon would. She was just a dancer. He, the shining star, could have anyone in the company, as he did. “Why me?” she asked him, breaking the silence. “Because,” he said with a snicker, in a voice that was not his own, but that of a deep and powerful spirit, a hissing snake. “You are the most delicious.” Elashni shuddered.The demon spirit within him savored stealing away her innocence, a small piece of her soul. “You,” she whispered to him. “You have become a monster.” Neither of them moved for some moments. “I cannot disagree,” he finally said matter-of-factly. “Now get up. We’re late to the ball.” “I must check on my pa’pa,” she replied, giving up on him for the moment. “I’ll meet you there.” “Fine,” he said indifferently. He opened the door and left. Elashni felt empty inside, but she had no time to stew. She hurried home, to her father’s house. Her mother had been dead for some years. Her father was not old, but he was sick and despairing after caring for her ill mother for so long. Elashni opened the atrium’s curtains as she stepped in. The sun hung low over the sea. Her father was on his sofa, looking studiously through spell scrolls. “I’m opening the curtains for you, pa’pa,” she said. ‘I don’t need your help,” he replied, not looking up at her. “Oh, no need to be modest,” she offered. She knew it was hard for him to get up, with his stiff bones. “I’m not modest,” he growled. “Just go away. Leave me be!”

Elashni was shocked. He often spoke like this, but each time it still struck her like a sword. He had become bitter. Yet, why push away the only person who loved him? Surely, one day he would pull out of it, she reasoned. She forced a smile. She ate alone in the kitchen, missing the sunset. Later, after leaving to “go out on the town” as she told her father, she stepped into a nearby alley and cried for a moment. “You’ll get no sympathy from me, harlot,” an old beggar shouted at her from dark shadows. He shouted like a demon. She wanted to shout back “shut up,” but she pitied him too. She ran down the avenue as fast she could, back to the theater to don her dress for the evening. The theater was dark, but she knew it well and found her chamber. She sat before the mirror and sighed. “Oh gods,” Elashni said, prayerfully. “If you exist, and I believe you exist even if the fiendish spirits say no, pray tell there is love in this world. Without love I will surely become bitter.” At this, tears spilled from her eyes in a great torrent. In the highest heavenly realms, the Lord of Grace heard her sobbing plea, as brought to him by an angel on a satin pillow. So moved was he, that he sent her the Goddess of Love. In the shadowy theater entered a graceful woman of power. “Elashni,” she said in a soft voice, “It is me.” Elashni stopped crying. It was her mother’s voice. There her mother stood. Not a frail bedridden witch-woman but the healthy radiant swan that Elashni barely recalled from her girlhood. This radiant vision of her mother smiled at her. “Ma’ma?” Elashni said with wonder, hope, and fear. Surely this was an extortion witch, or a loveless apparition, or perhaps a friend from the theater playing a cruel prank? “I come,” the goddess said, “because your mother worries.” Elashni sat in disbelief. The world was filled with magic, but it was the practice of moneymongers, tricksters, and warlocks. “We in heaven heard your prayers,” the goddess continued. “If you are a goddess,” Elashni said, “Then where have you been?” She suddenly felt angry and passionate. “I couldn’t just shoot arrows to make Trayton love you,” the goddess explained. She sat in a chair by Elashni. “All the people of your empire are so afraid of being taken in by magic, that they have forgotten to give. The people have also forgotten us, their gods, and turned to spirits taught to them by fiends. If they do not pray to me then I cannot help them.” Elashni sat silently for a long time. She wondered if goddesses were busy and needed to be places, but if this were all true then surely she could take her time. “You speak truth,” Elashni finally decided. “What can I do?” The goddess’s heart leapt for joy, and also sadness. She began: “Your people require a spirit that they will welcome into their homes, a spirit that will make their hearts dance.” The goddess’s terrible proposal was clear. Since childhood, Elashni had heard the priests say that the gods made the spirits long ago. Some spirits were fiends, but many were once good, and mortal, like Elashni. “I’m very afraid,” Elashni said, trembling. “Why me?” “Because, like a mother, I love you,” the goddess replied. What would ma’ma say? Elashni wondered. If life is a play, this was a moment for love, and love should not be spurned. Besides, Trayton loved binding spirits. Thus, Elashni replied, “I have hope, to bear your proposal.” On that night in a lonely theater in a corner of the cruel Atlan Empire, Swan Elashni became the Dancer of Spurned Love.

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Vaukner

Champion of Valor

The Elf-Friend Vaukner is remembered as an odd ogre paladin who helped to defend the elven lands from a wicked necromancer.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Vaukner. Spirit Level: 4th Alignment: Lawful Good (LG) Constellation: Hero Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Vaukner if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to speak Giant and perform Vaukner’s ceremony entirely in this language. »» You sully the likeness of Eschalon’s seal during Vaukner’s ceremony. If you accept this totem, you cannot seal a pact with Eschalon for 1 day or until Vaukner leaves your soul. »» You are proficient with at least three weapons that belong to the fighter’s axes weapon group. Ceremony: You recite your greatest achievements for Vaukner to hear. Manifestation: When you have finished, the ghostly apparition of an ogre knight appears before you. He salutes you and dissipates into dust, though his voice lingers around you.

Legend

A peculiar elven legend called Vaukner the Elf-Friend sings of the heroics of a noble ogre named Vaukner. Unlike most ogres, Vaukner had a noble heart and when he heard the tales valor and heroism sung by an elven paladin that his clan had captured for supper, he was changed forever. Shortly after, Vaukner left his family forever in disgust to search for his destiny and serve the elven people in repentance for what his family had done to the first paladin Vaukner had ever known. Vaukner’s deeds during his lifetime are many, but among his greatest was his part in liberating the elven homeland from the influences of a terrible necromancer who sought to set the sun forever. Vaukner slew the vile necromancer with a righteous blow and saved not only the elves, but the entire world. Despite his heroism, however,Vaukner’s tale ended when he was slain by a bigoted elven general out of paranoia and fear. Posthumously acknowledged for his valor by the elves’ beloved queen, Vaukner’s deeds have lived on among those he served and protected.

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Major Granted Abilities

Righteous Strike: When you take the attack action, you can imbue your attack with righteous power. If your attack hits, you and all allies within 10 feet gain 2d4+2 temporary hit points for 5 rounds if the target has at least half as many Hit Dice as you do.These temporary hit points do not stack. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Add +1 to the number of temporary hit points granted by righteous strike per 2 binder levels you possess.

Minor Granted Abilities

Aura of Courage: You and your allies become resistant to magical fear effects, functioning as the aura of courage paladin ability. If you possess aura of courage from another class, increase its range by 5 feet instead. Intense Intimidation: While you are bound to Vaukner, when you use Intimidate to demoralize a creature the duration of the shaken condition is increased by 1 round. Valorous Presence: While you are bound to Vaukner, each time you strike a target whose alignment opposes your own on one or more axes with a melee or ranged attack, you heal 1 hit point of damage. You do not receive any healing if your target’s CR does not equal or exceed at least half of your character level. Vaukner’s Axe: While you are bound to Vaukner, all weapons you wield (including improvised weapons) have the transformative special weapon abilityue, but they can only transform into weapons from the fighter’s axes weapon group.

Signs and Influence

Vaukner affects you in the following ways. Physical Sign: Your skin thickens and darkens and your teeth become flat and black. When you activate one of Vaukner’s granted abilities, you roar like a bear. Personality Influence: You are stoic in your endeavors and refuse to take help from those less able than you. You must never accept rewards for performing a good deed. Favored Ally: Humanoid (elves, except drow) Favored Enemy: Any (necromancers) and Undead (any)

Vestigial Bond (Companion)

You gain a goblinb1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class. The goblin does not speak and follows your orders without question. This granted ability replaces valorous presence.

Arthu

The Sleeping King

Arthu was a legendary king who was usurped by his bastard son. He was best known for his legendary dancing blade.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Arthu. Spirit Level: 5th Alignment: Neutral (N) Constellation: Hero Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Arthu if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You stab a masterwork longsword into the ground at the end of Arthu’s ceremony. »» You curse the lineage of Arthu’s usurper during his manifestation, requiring 10 ranks in Knowledge (nobility). »» You draw Arthu’s seal within 10 feet of a natural barrow. Ceremony: You rub a muddy mixture of kingly oil and dirt clods over your arms, legs, and face. Manifestation: The muck rips from your body and molds itself into a crowned knight wearing tattered clothes and armor.

Legend

Legends speak of a mythological king known as King Arthu, who was given the divine right to rule as a child by the Lord of Kings. The youngest son of a petty noble, Arthu is said to have claimed his destiny when he and he alone was able to pull a magical sword from where it was sequestered within a formation of rock. Although his rule was kind and just at first, the gods grew angry with Arthu as he grew fat from debauchery. Finally, Arthu sired a son, albeit an illegitimate one, to a powerful enchantress. When Arthu learned of his illegitimate heir, he ordered all babes born that year to be drowned in a nearby lake. Enraged with her lover’s cowardly ploy, the enchantress saved the children by convincing their captors that their work was done and raised them all into young men and women with a grudge to settle with King Arthu. When his bastard had finally become a man, he rode off with his army of fellows towards his father’s castle and laid siege to it for a year and a day until his soldiers finally broke through the castle gates and beheaded King Arthu with his own dancing sword. Having lost the favor of his gods and people alike, Arthu was buried in a barrow that was hidden away from time, his legend serving as a testament to the corruptibility of mortal men.

Major Granted Abilities

Skill at Arms: You empower one weapon you are wielding

as a swift action, causing all successful hits scored by the weapon to deal 3d6 additional points of damage until the end of the turn. This damage is not multiplied on a critical hit and can be applied to weapon-like spells and effects, such as touch attacks and rays. At 13th level and 17th level, this additional damage increases by 1d6 points, to a maximum of 5d6 additional damage. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: During a full-attack action, you can make one trip combat maneuver with a weapon that has been empowered by skill at arms as a free action.

Minor Granted Abilities

King’s Dancing Blade: While you are bound to Arthu, you can conjure a supernatural dancing sword as a standard action. This weapon is a dancing longsword with a +1 enhancement bonus per 4 binder levels you possess (maximum +5). When you summon the blade, it immediately begins dancing for 4 rounds. After 4 rounds, the blade disappears.You may only have one dancing blade active at a time.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Royal Pleasantries: While you are bound to Arthu, you gain an insight bonus on Diplomacy and Knowledge (nobility) checks equal to half your binder level. Supernatural Inspiration: Your supernatural presence inspires your allies, allowing you to grant all allies within 30 feet of you a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear effects for 1 minute as a move action. Your allies must be able to see and hear you to gain this benefit. At 12th level and 17th level, this morale bonus improves by +1, to a maximum of +3. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Windwhisper: By whispering a creature’s full name as a full-round action, you can send it a message that is no more than 25 words long. Windwhisper fails if the named creature is not within 5 miles of you when you whisper its name.You can use this ability no more than once per hour.

Signs and Influence

Arthu affects you in the following ways. Physical Sign: Your equipment appears rusted and smudged with grime.When you activate one of Arthu’s granted abilities, your muscles surge with supernatural power. Personality Influence: You are suspicious and jealous of everyone around you. You must act courteous and chivalrously at all times. Favored Ally: Aberration (any) Favored Enemy: Humanoid (elves)

Vestigial Bond (Companion)

You gain a faerie dragonb3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your faerie dragon’s abilities. This granted ability replaces king’s dancing blade.

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Beautiful Balr

The Son Forever Set

Beautiful Balr was a beloved god of beauty whose time was cut tragically short. Legends say that all of creation collectively wept at his death.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Beautiful Balr. Spirit Level: 5th Alignment: Neutral Good (NG) Constellation: Noble Binding DC: 33 Totems: You gain a +2 totem bonus on binding checks made with Beautiful Balr if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You name Beautiful Balr’s killer during his ceremony, requiring 10 ranks in Knowledge (religion). »» You sully the likeness of Jörmungandr’s seal during Beautiful Balr’s ceremony. If you accept this totem, you cannot seal a pact with Jörmungandr for 1 day or until Beautiful Balr leaves your soul. »» You are skilled in performing speeches, requiring 10 ranks in either Diplomacy, Perform (oratory), or Perform (act). Ceremony: You gather dried chamomile petals and mill them with water, salt and onion. When you have finished, you pour the mixture into a bowl or ivory horn and consume it. Manifestation: Color drains from your body and possessions as you consume the mixture until you and your equipment are the color of newly fallen snow. Shimmering lights dance across your gleaming body as Beautiful Balr’s spectral splendor dances around you, laughing gaily.

Legend

Old dwarf legends claim that nothing created by gods or men could ever be more beautiful than Balr. A god of light and purity, Balr was so precious to his mother that the Queen of Life could not bare the thought of anything harming him.After he was born, the Queen of Life gathered all of creation and bid them to swear an oath to never harm so much as a single hair on Balr’s head. Upon seeing the lad’s beauty all in creation agreed and swore to spare Balr eternally and all kept their word. As Balr grew, swords swung at him would diverge from their path and arrows flitted away like gnats even when perfectly aimed. In time, gods had made great sport of throwing things at Balr and laughing as they barreled away from him. One day the God of Mischief handed the God of War a dart and dared him to throw it at Balr.Thinking it would swerve away from his brother’s path, the god obliged and struck Beautiful Balr in the heart, killing him instantly. The God of Mischief had learned that his mother had not asked the humble mistletoe to swear an oath to her, and so it was a dart of mistletoe that slew Beautiful Balr, the light of the world.

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Major Granted Abilities

Spurn Harm: When you are targeted by an attack or spell, you may spurn it as an immediate action. This negates all effects of the attack or ability that targeted you, including damage, negative conditions, and so forth as though the attack had failed to overcome your AC or the spell had failed to overcome your spell resistance. This ability does not negate attacks that do not require attack rolls (such as a swarm attack) or spells that aren’t affected by spell resistance (such as glitterdust). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use spurn harm while you are dazed, stunned, or paralyzed.

Minor Granted Abilities

Challenge Coward: You challenge an opponent as a standard action, causing it to become unable to target opponents other than you with its attacks, spells, and supernatural abilities for 1 minute. This ability doesn’t prevent your opponent from targeting its allies. A successful Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Distracting Beauty: You can use the feint action as a move action. If you possess Improved Feint, this ability allows you to feint opponents as a swift action instead. Inspiring Beauty: You double all morale bonuses that one ally within 30 feet benefits from until the end of the turn as an immediate action. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Peerless Beauty: While you are bound to Beautiful Balr, you gain an insight bonus on Charisma checks and Charismabased skill checks equal to half your binder level. You must show Beautiful Balr’s sign in order to receive this benefit.

Signs and Influence

Beautiful Balr affects you in the following ways. Physical Sign: Others perceive you as an idealized specimen of your race. When you activate one of Beautiful Balr’s granted abilities, your clothes change color, becoming as brilliantly white as freshly-fallen snow. Personality Influence:You mourn and weep at the loss of life.You must stop to bury any dead creatures you encounter. Favored Ally: Outsider (valkyries) Favored Enemy: Plant (any)

Vestigial Bond (Companion)

You gain an aasimarb1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class.The aasimar may only select feats listed by the weapon and shield ranger combat styleapg or that are required to meet the prerequisites of such feats. If it earns them all, it may choose its feats freely. This granted ability replaces inspiring beauty.

Circe’s Runes Refuge of Pacts

When Circe the witch realized that her magic was the source of her anger, she cast it off forever in pursuit of love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Circe’s Runes. Spirit Level: 5th Alignment: Chaotic Good (CG) Constellation: Scholar Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Circe’s Runes if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You burn a spellbook that contains at least one 1st level spell during Circe’s Runes’s ceremony. »» You have been spurned by a lover in the past 24 hours or perform Circe’s Runes’s ceremony upon an island. »» You are benefiting from at least one spell effect when you perform Circe’s Runes’s ceremony. Ceremony: You light a fire in the center of Circe’s Runes’s seal and burn a collection of written works detailing arcane rituals and spells. Manifestation: Words float off of the burnt pages on streams of smoke. The words rearrange themselves to commune with you throughout the pact.

Legend

As their name implies, Circe’s Runes were once a series of magical glyphs employed by a fearsome sea witch rather than a living being. A common subject of sailors’ tales, Circe is said to have lived on an island far out to sea where she waited for shipwrecked men to venture close to her home so she could destroy their boats with powerful storms summoned by her runes. Her temper every bit as legendary as her powers, Circe was famous for transforming men into livestock when enraged. Although none know for sure what became of Circe, some believe that she eventually realized that her wrathful temperament kept others away from her. Circe blamed her runes for her rage, and in the end, she cast them off into the Spirit Realm before setting off to find peace and tranquility, where they are said to remain even to this day.

Major Granted Abilities

Séance of Circe: You evict one spirit (except Circe’s Runes) that you are bound to in exchange for a new spirit of your choice as a full-round action. You must be able to seal a pact with the spirit normally in order to bind with it using this ability. Séance of Circe evicts the selected spirit as though you had used Expel Spirit, though the spirit’s personality influence

(as well as any penalties accrued for disobeying it) linger for 1 day after this ability is used. Your pact with the new spirit is automatically a poor pact and any granted abilities that the spirit possesses that have limited uses per day or that can be used a limited number of rounds, minutes, or hours per day are suppressed. Pacts made with Séance of Circe last for 1 week and cannot be ended using Expel Spirit or this ability. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Instead of being suppressed, the granted abilities of a spirit that you make a pact with using Séance of Circe have half of the usual number of uses or duration.

Minor Granted Abilities

Arcane Audacity: While you are bound to Circe’s Runes, you gain an insight bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks equal to half your binder level. Circe’s Fury: You unleash the fury of Circe’s Runes, causing all creatures within 30 feet to become affected as moonstruckAPG.You can choose whether or not to include yourself in this effect. You can use this ability a number of times each day equal to 3 + your Charisma modifier. Circe’s Foresight: You petition Circe’s Runes for information once per day, functioning as divination except you can only use this ability to ask Circe’s Runes which spirits will be the most useful to you in the next 24 hours. Circe’s Runes name one useful spirit per 5 binder levels you possess. The GM should provide accurate suggestions if this divination is successful, but the reasons given are usually vague. On an incorrect divination, Circe’s Runes names itself, whether or not this is true. Rune of Circe: Select one of Circe’s runes (see the next page). You can cast each of that rune’s spells as spell-like abilities a number of times per day equal to 3 + your Charisma modifier.You can select a second rune at 15th level and a third rune at 20th level.

Signs and Influence

Circe’s Runes affects you in the following ways. Physical Sign: The Runes of Circe manifest across your body as a scintillating tattoo. When you activate one of Circe’s Runes’ granted abilities, this tattoo glows with an eerie light. Personality Influence: Whenever you cast an arcane spell or a spell-like ability, you bellow with anger. You must insult anyone who casts an arcane spell in your presence. Favored Ally: Outsider (any) Favored Enemy: Humanoid (elves)

Vestigial Bond (Boon)

You link yourself to other willing creatures via floating runes of power as part of a 10-minute action. All linked creatures can speak and understand one another’s languages.You may link to a total number of creatures equal to 3 + your Charisma modifier at once. This granted ability replaces Circe’s foresight.

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Table 4-2: Circe’s Runes

m G q

Arrow Major: cascade of arrows† Minor: acid arrow, true strike

Boot Major: shadow stepum Minor: expeditious retreat, jump

Cup Major: sustaining feast† Minor: air bubbleuc, web shelterum

!d i

Major: lesser globe of invulnerability Minor: alarm, arcane lock

Z

Dowser

H

Major: locate creature Minor: detect magic, identify

A

Major: vampiric touch Minor: mage hand, pilfering handuc

x

Major: aspect of the stagapg Minor: ant haulapg, bull’s strength

e O

Hand

Man

Monocle Major: discern lies Minor: deathwatch, see invisibility

Prism Major: searing light Minor: color spray, glitterdust

D 8

Tongue Major: shout Minor: magic mouth, tongues

t K b k

3 180

Sarah Kemplin (Order #10397598)

Dog Major: beast shape I Minor: mount, summon nature’s ally I

N S

Major: river of wind Minor: feather fall, whispering winds

Jester Major: jester’s jauntapg Minor: hideous laughter, grease

Mask Major: hallucinatory terrain Minor: disguise, vanishapg

Pendulum Major: rainbow pattern Minor: deep slumber, suggestion

Quill

t E

Major: knight’s callingapg Minor: shield, shield of faith

0 R h g u

Shield

V

Torch Major: fireball Minor: burning hands, produce flame

Woman

M

Bone Major: bones of damnation† Minor: detect undead, disrupt undead

Cross Major: divine power Minor: bless, shield of faith

Door Major: dimension door Minor: detect secret doors, hold portal

Ghost apg

Major: explosive runes Minor: arcane mark, illusory script

Wand Major: invisibility Minor: mage armor, magic missile

Chest

L

Feather

Rope Major: chain of perditionuc Minor: animate rope, rope trick

Blindfold Major: blindness/deafness Minor: bungleum, forced quietum

Major: malicious spiteum Minor: charm person, calm emotions

Major: haunting choirum Minor: chill touch, unseen servant

Lute Major: thundering drumsapg Minor: play instrumentum, solid noteapg

Mirror Major: lesser simulacrum Minor: mirror image, mirror strikeuc

Potion Major: threefold aspectapg Minor: enlarge person, reduce person

Ray Major: ray of exhaustion Minor: ray of sickening, scorching ray

Spider

7 X

Major: giant vermin Minor: spider climb, web

Tree Major: arboreal hammerum Minor: shillelagh, tree shape

Dark Blood

The Rakshasa Prince

The Rakshasa Prince were a group of young hobgoblins who tried to abandon their militocracy using a ritual that merged their souls into a single rakshasa.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Dark Blood. Spirit Level: 5th Alignment: Lawful Evil (LE) Constellation: Fiend Binding DC: 24 Totems: You gain a +2 totem bonus on binding checks made with Dark Blood if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are male or whisper sweet nothings to Dark Blood in Hobgoblin as you cut yourself during his ceremony. »» You sully the likeness of any Angel spirit’s seal during Dark Blood’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Dark Blood leaves your soul. »» You brutalize a creature within Dark Blood’s seal during his ceremony, dealing damage equal to at least half its total hit points in the process.This damage may be lethal or nonlethal and you may brutalize yourself to please Dark Blood. Ceremony: You cut gashes across your body in six places: one on each arm, one on each leg, one on your abdomen, and one on your temple. Manifestation: The blood from your gashes begins to bleed quicker at no harm to yourself. The blood pools into the image of six hobgoblin youths who greet you with a sinister smirk.

Legend

Although hobgoblins tell few stories for personal enjoyment, many a general has told the legend of Dark Blood in order to try and scare his new recruits into obedience. Hobgoblin culture is a militocracy and on the day of their 14th year, all hobgoblins are drafted into the military until they are too old to be of use as soldiers. According to the legend, one hobgoblin youth was of ill mind and believed that he deserved to command the entire militocracy. With an uncharacteristically silver tongue, the youth seduced five of his peers with dreams of power and wealth and together, the group set to perform an binder ritual that used pact magic, which is explicitly forbidden by hobgoblin society, to ascend past mortality and become rakshasa rajadhirajas—king of rakshasa kings. One night, in order to complete the ritual, the youths set out amidst their camp and began killing their commanding officers one by one to initiate the blood ritual.The hobgoblins believe that the would-be kings were stopped when the hobgoblin god descended upon the youths in the form of a lion and ripped out their throats,

trapping their souls between death and godhood.

Major Granted Abilities

Thirst for Blood: You can channel Dark Blood’s lust for blood as a swift action, granting you an extra standard action during your turn. Next round, you may only take 1 move action and 1 swift action during your turn. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can activate thirst for blood as a free action during your turn.

Minor Granted Abilities

Disguise Granted Abilities: While you are bound to Dark Blood, you gain the benefits of the disguise granted abilities binder secret†. Rakshasa’s Rage: You transform into a bestial berserker as a standard action, granting you the benefits of the rage spell, plus a +2 natural armor bonus to AC, a +10 enhancement bonus to your base speed, a bite attack that deals 1d6 points of damage (or 1d4 damage if Small), and two claw attacks that deal 1d4 points of damage (or 1d3 damage if Small). This ability is a mind-affecting emotion effect and a polymorph effect. You can use this ability for a number of rounds per day equal to your binder level plus your Charisma modifier. These rounds do not need to be consecutive. You must show Dark Blood’s sign in order to receive this benefit. Read Mind: You scan the minds of others as a standard action, functioning as detect thoughts. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Silver Tongue: While you are bound to Dark Blood, you gain an insight bonus on Bluff, Diplomacy, and Intimidate checks equal to half your binder level.

Signs and Influence

Dark Blood affects you in the following ways. Physical Sign: You head transforms into that of a feral animal (your choice) that represents your personal flaws. This choice is the same each time you seal a pact with Dark Blood. When you activate one of Dark Blood’s granted abilities, your hands become twisted like rakshasa hands. Personality Influence: You act brashly and seek to fill basic, animalistic desires before all others. You must never refrain from putting those beneath you in station or in power in their rightful place. Favored Ally: Animal (any), Outsider (rakshasas) Favored Enemy: Any (creatures with more Hit Dice than you, excluding favored allies)

Vestigial Bond (Companion)

You gain a raktavarna rakshasab1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your spider’s abilities. This granted ability replaces rakshasa’s rage.

181 Sarah Kemplin (Order #10397598)

Green Glomairah The World Tree

Legends claim that a mystic tree binds the Material Plane, the Fey Realms, and the Plane of Shadow together. Green Glomairah became the tree’s guardian after she died.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Green Glomairah. Spirit Level: 5th Alignment: Neutral Good (NG) Constellation: Noble Binding DC: 33 Totems: You gain a +2 totem bonus on binding checks made with Green Glomairah if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You possess masterful knowledge of plants, requiring 10 ranks in Knowledge (nature) or Profession (herbalist). »» You draw Green Glomairah’s seal using flower petals that are freshly picked. »» You place the likeness of someone you love within Green Glomairah’s seal. Ceremony: You weave twigs, branches, flowers, and other natural trinkets into a braid in your hair. Manifestation: Your hair grows with supernatural speed, slowly transforming into a great oak tree. Green Glomairah’s sweet voice sings through your hair’s leaves as birds come to rest within it.

Legend

The Sonnet of Ser Japh is a well-known tragedy said to have originated in a war-torn kingdom. Ser Japh was a young man who fell in love with a beautiful woman named Glomairah with a green thumb: anything she planted grew to fruition in mere moments. Japh and Glomairah were inseparable. On the day they were to be married, Japh was called to battle by his king. Although his heart ached to leave lovely Glomairah, Japh was as loyal as he was brave, and he left his wife and his keep to battle in the name of his king. Japh fought with strength and valor, thinking only of his darling Glomairah waiting for him at home when the fighting was finished. But Japh’s king mistook Japh’s fiery passion as devotion to his crown and knighted him. With each battle, Ser Japh fought harder and harder and with each victory, the king sent Ser Japh farther and farther away from Glomairah until finally, as an old man, Ser Japh met his demise before a horde of hobgoblins. Weeks later, Ser Japh returned to Glomairah in a simple, oak casket for burial. With a heavy heart, green-thumbed Glomairah brought her late husband before the World Tree and planted him beneath its roots, allowing his spirit to meld with the great tree of life. And in that final moment, Glomairah breathed her final breath, her spirit vowing to stay with Japh until the end of time.

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Major Granted Abilities

Ward Against Harm:You prevent negative conditions from hampering you as an immediate action. You become immune to the following conditions until the end of the turn: blinded, dazed, deafened, fatigued, paralyzed, sickened, and staggered. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Ward against harm also grants you immunity to the following conditions: exhausted, nauseated and stunned.

Minor Granted Abilities

Green Steward: While you are bound to Green Glomairah, you can cast any spell on the Plant domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of Plant domain spell-like abilities each day equal to 3 + your Charisma modifier. Nature’s Health: While you are bound to Green Glomairah, you are immune to all types of disease and poison (including magical poisons and disease), as well as emotion effects, fear effects, and morale effects. Speak with Plants: While you are bound to Green Glomairah, you can cast speak with plants as a spell-like ability a number of times per day equal to 3 + your Charisma modifier and you gain an insight bonus on Diplomacy checks made to improve the attitude of plants and plant creatures equal to your binder level. In addition, once per pact you can cast commune with nature as a spell-like ability. Tree Stride: You effortlessly step from tree to tree as a standard action, functioning as tree stride.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Green Glomairah affects you in the following ways. Physical Sign: Your hair’s color matches the seasons, becoming vibrant green during the spring, deep green during the summer, flecked with orange, yellow, and red during the fall, and dead in the winter, causing it to fall out. When you activate one of Green Glomairah’s granted abilities, patches of moss grow across your skin. Personality Influence: You are protective of animals and elements of nature. You must confront those who abuse nature and do everything in your power to change their actions. Favored Ally: Plant (any) Favored Enemy: Humanoid (hobgoblins)

Vestigial Bond (Companion)

You gain a sapling treantb1 companion, functioning as a treesinger druid’s plant companionarg. You possess a druid level equal to your binder level when determining your plant’s abilities. This granted ability replaces green steward.

Legend of Green Glomairah Glomairah was born on the first day of spring in a prosperous farming village, and as a young woman she was the apple of the town’s eye. When water needed fetching, she was there with three buckets and a smile. When fruit or seeds needed gathering and sorting, she sang sweetly as she worked, to lift the older women’s spirits. “Glomairah is the best daughter we could have,” her parents would say with pride. More than a few of the local families, and even the land’s nobles, kept their eye on her as the fondest daughter-in-law they could want. “Please, dearest, have you met my son?” mothers would ask her often enough. Her village and the two down the road were all small, and Glomairah found it hard to say no. One young man touched Glomairah’s heart. Japh was quiet, handsome, and kind; he was an unassuming flower in a garden of loud poppies. He would smile when they passed on the street, and at seasonal dances he would ask her hand and tell her a joke as they twirled. Unlike the other boys, he did not write poetry to her—nor did a monk or a bard write for him. He did not present her with cut flowers or sing odes to the sun. However, he did visit her garden late one spring night and offer its sprouting shoots some gentle words under the moon’s soft light. He taught the shoots an ancient hymn that he asked they sing for her. In time, Glomairah and Japh traded engagement rings, but soon war arrived to the steps of their village, and like the other young men he took up arms and rode off. “If you can wait,” he said with his hand gently touching her check, “I will be back.” Alas, months and then winters passed. Some of the boys returned but Japh did not. Meanwhile, new suitors came. Glomairah would smile politely or tell a joke, but refuse them. “Oh daughter,” her weary mother said one day with worry, “You shall grow lonely.” “Living is good!” she replied earnestly, as she tended the garden behind her parent’s home. Her heart beat quickest when tending the garden. “How much water shall I fetch you this morning?” she would ask the peas. “More or less shade today?” she would say as she pulled out a tent to shield the tender spinach from an early summer’s hot sun. Among the villagers, she alone could hear the plants. She knew this, and took their kind murmurs as a blessing and gift of the earth. One frosty day, seven winters after Japh left, a rough band of hobgoblin mercenaries rode into town. They were cold, hungry, and bloody, having just survived a heavy battle the night before. Their banner indicated they were paid by her country’s coin. Since her family’s homestead was first along the road, the hobgoblins strode in and demanded attention, food, healing, and rest. Glomairah’s parents were old and her brothers were off to work so she did all she could to appease the hobgoblins’ ill tempers, for “only some good comes from hobgoblins, least of all, compassion.” As she bandaged the hobgoblin chief, he growled, “I wish you to be my wife.”

She said, “I am already engaged, it would not be right.” He replied sarcastically, “Where is he now? I shall kill him.” Glomairah swallowed her sadness and gave the chief strong wine to appease his appetite. Nevertheless, to show his displeasure, he said, “You are too sweet for me.” He ordered his men’s horses to trample the garden and break the family’s wares. Afterward, he demanded, “Aren’t you angry I trampled your garden?” He hoped to make her cry. That is what hobgoblins do. She replied, “It is not my garden, it is the earth’s. I enjoy its company.” The chief fumed inside. To save face before his men, he said to her, “I would throw you over my shoulder and carry you off, but I wish you to marry me freely. Or at least sing for me.” Then he whispered in her ear, as if saying sweet nothings. “It would be a pity if the horses ended up trampling your parents.” With a heavy heart, Glomairah took the chief up the rickety stairs and sang to him for the evening, reciting the songs she sang to her garden. She knew that hobgoblins were cruel, but they also kept their word. When the chief and his mercenaries finally left, she fled the house and trekked though mud and vines to a secret forest pool and its great oak. “How I have longed to see you,” she cried out as the oak came into view. She ran, and knelt and sobbed over the pool’s still waters, her tears like rain. She lamented, “Surely, I shall never again love life like I have.” The earth took pity on her and spoke through the great oak, “I have enjoyed your company most immensely, my daughter. Know that you are not alone.” “Tell me, I beg of you,” she asked. “Does Japh live or lie among the roots?” Hope and fear swirled inside her, that she finally dared to ask this question. Wind shook the forest as trees spoke to each other across miles. Dusk came. After a time, the great oak spoke. “My daughter, he lies among the roots.” “Thank you,” she said heavily, “for the truth.” She considered; she could drown herself in the pool and join Japh. The great oak continued. “His spirit asks me to say, ‘I am willing to wait, if you would still be my bride.’” “Oh, why wait one more winter?” she asked with tears. “He says to tell you,” the oak replied, “that more sorrow marches with iron and fire toward your land, and as you have tended your garden, so too you must tend your people.” From that day forward, Glomairah aided her village, and other helpless villages across the lands, by calling upon all green things of the earth, from stout oaks, to burrs and thistles, and entangling vines. The grass itself rose up against the army that threatened them. Finally after years, war and hatred were utterly repulsed. Glomairah was now old with white hair. She journeyed again to the pool and its great oak, and in the pool’s waters saw reflected back to her Japh’s gentle face and smile. It was him. “I have come home,” he said.

183 Sarah Kemplin (Order #10397598)

Loathix is the mythical father of linnorms who cursed his serpentine children with limitless hatred.

of sonic damage per binder level you possess. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Creatures damaged by tornado breath must succeed on a Fortitude save or become permanently deafened.

Summoning Rules

Minor Granted Abilities

Loathix

Lord of Linnorms

The following describes the requirements and rituals for sealing pacts with Loathix. Spirit Level: 5th Alignment: Chaotic Evil (CE) Constellation: Dragon Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Loathix if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You destroy the skull of a chromatic dragon and a metallic dragon as Loathix manifests. »» You sully the likeness of Everrona’s seal during Loathix’s ceremony. If you accept this totem, you cannot seal a pact with Everrona for 1 day or until Loathix leaves your soul. »» Your hit point total is 0 or less when you seal your pact with Loathix. Ceremony: You mix animal’s blood with pungent herbs and strip nude before outlining your body with the mixture. Manifestation: The mixture seeps into your skin, burning your body like acid. Fissures open where the mixture made contact with your skin and a thick, black smoke pours from the wound, taking the form of a writhing serpent.

Legend

An ancient draconic creation myth called The Three Siblings offers one explanation for the origin of the chromatic and metallic dragon septs. According to the myth, a fey goddess created three great dragons within her realm: two female and one male. Seeking to create a single, balanced race the goddess filled one sister with the essence of good and the other with pure evil. In time, the goddess hoped that the two lineages would become one, fulfilling her dream. The Evil sister, however, resented her lot and in rage she killed her brother while consorting with him. Realizing her error, she sought to frame her sister but was ultimately discovered. The sisters and their clutches did battle for generations until the goddess could stand no more and she cast them from her home into the mortal world. Once there, the sisters discovered what became of her brother’s body: his seed had spilled out into the mortal world and merged with the land itself, giving rise to horrible, serpentine mockeries of dragons called linnorms, an reminder of the cost of their feud.

Major Granted Abilities

Tornado Breath: You unleash a gust of wind from your mouth, causing all targets in a 90-foot line to suffer 1d6 points

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Death Curse: If you are slain while bound to Loathix, he unleashes a powerful curse upon your killer, causing it to suffer 1d4 points of Charisma drain each hour. This ability is a curse effect. A successful Will saving throw negates the drain, but the curse is permanent unless removed by remove curse or a more powerful effect. If a target is reduced to 0 Charisma by this curse, each hour it remains at 0 Charisma it must succeed on a Fortitude save or instantly die. If this ability kills a creature, you reincarnate (as the spell) atop its corpse. You are reincarnated as a koboldb1 if your pact with Loathix was a poor pact, or a wyvaranb4 if your pact was a good pact. Father’s Form: While you are bound to Loathix, you are immune to sleep and paralysis effects, curse effects, mindaffecting abilities, and electricity damage. You must show Loathix’s sign in order to receive this benefit. Knockback Breath: Whenever you use tornado breath, you can increase the number of rounds it is expended for by 1d4+1 in order to make a free trip attempt against all targets that the ability deals damage to, using your binder level + your Charisma modifier in place of your CMB. Master of the Storm: You command either wind or storm alike as standard action, functioning as either call lightning or control wind. You must choose which spell this ability functions as each time you use it. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Loathix affects you in the following ways. Physical Sign: Deep fissures run across your body like cracks and your blood transforms into black smoke. When you activate one of Loathix’s granted abilities, your smoky blood weeps out from these fissures. Personality Influence:You loathe art and literature and destroy these things whenever you encounter them. You must attack true dragons you encounter before all other foes. Favored Ally: Dragon (linnorms) Favored Enemy: Dragon (chromatic or metallic)

Vestigial Bond (Companion)

You gain an allosaurusb2 as an animal companion. This animal companion has a breath attack that deals 1d4 points of sonic damage per 2 HD it possesses. After using its breath attack, it becomes expended for 5 rounds. You possess a druid level equal to your binder level when determining your allosaurus’s abilities. This granted ability replaces father’s form.

Mishpo

The Rightful Kobold

Constantly forced to scurry throughout the underbelly of civilized society, many a kobold has gained notoriety for his thieving skills, but few have been as renowned (or as loathed) as Mishpo.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Mishpo. Spirit Level: 5th Alignment: Chaotic Neutral (CN) Constellation: Thief Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Mishpo if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to dance alongside the Rightful Kobold as he manifests, requiring 10 ranks in Perform (dance). »» You have stolen at least 5,000 gp of goods prior to sealing your pact with Mishpo without being reprimanded. »» You sully the likeness of Goliath’s seal during Mishpo ceremony. If you accept this totem, you cannot seal a pact with Goliath for 1 day or until Mishpo leaves your soul. Ceremony: You light a fire in the center of the seal and burn several palm-sized bags of fruit and spices. Manifestation: A spectral kobold rises from the smoke of the fire and dances around the seal, yapping a hundred unlikely ways for you to restore his soul to life.

Legend

In one city, the urban legend of a certain kobold became so widespread that he became its infamous mascot. Called Mishpo, the kobold was armed with a swift tongue, nimble fingers, and a penchant for discord. When he arrived in the city he quickly got to work stealing all manner of precious things, vanishing without a trace in the confusion. After a solid month of crimes and chaos, the self-titled ‘Rightful Kobold’ up and vanished from the city, never to be seen again. Some whisper that the governor caught him and skinned him alive and now elects to wearing Mishpo’s scales as a hat. Others claim that Mishpo was hoisted by his own petard after attempting to steal the riches of a rival kobold con artist and his corpse can now be found at the bottom of a lake of tar. The most popular theory, however, is that poor Mishpo tried to steal his sins from the Lord of Devils himself and for his crime, Mishpo was crushed alive, his bones broken, his meat cooked, and his soul pureed for the Lord of Devils’s enjoyment. Though most admit that Mishpo likely retired far from the city, occult scholars know that it is often the least likely answer that is closest to the truth.

Major Granted Abilities

Freedom from Confinement: You move effortlessly past obstacles until the end of your turn as a swift action, functioning as freedom of movement. In addition to freedom of movement’s usual benefits, you can move through wood, stone, metal, or lead as though you were incorporeal. This movement is blocked by 1 foot of stone, an inch of metal, a thin sheet of lead, or 3 feet of wood. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: In addition to its standard benefits, your movement does not provoke attacks of opportunity while benefiting from freedom from confinement.

Minor Granted Abilities

Con Artist: While you are bound to Mishpo, you receive an insight bonus on Bluff and Sleight of Hand skill checks equal to half your binder level. When using Bluff or Sleight of Hand checks to generate gp or capital, this insight bonus equals your full binder level instead. Master of Deception: After sealing your pact with Mishpo, select up to three 2nd-level or lower spells from the sorcerer/wizard spell list that belong to the conjuration, illusion, or transmutation schools.You can cast each of these spells twice per day as a spell-like ability. Trap Knack: While you are bound to Mishpo, you can disarm magical traps as a rogue. In addition, you gain the benefits of Learn Ranger Trap. You are treated as a ranger with a level equal to your binder level for the purpose of this ability and you can set supernatural traps.You may use your Charisma bonus in place of your Wisdom bonus when determining the effects of your ranger traps. Wink-Wink: You grant yourself a +10 circumstance bonus to one Bluff or Intimidate check that you make as a swift action.You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Mishpo affects you in the following ways. Physical Sign: Your voice becomes the high-pitched. Whenever you activate one of Mishpo’s granted abilities, your equipment sparkles like gemstone. Personality Influence: You must lie, cheat, and steal whenever you can get away with it. Favored Ally: Humanoid (kobolds) Favored Enemy: Outsider (devils)

Vestigial Bond (Boon)

While you are bound to Mishpo, you gain the following spelllike abilities, each appearing as a spectral kobold hand: at will—mage hand; 3/day—magic missile, pilfering handuc, unseen servant. While mage hand is active, you also gain the benefits of the ranged legerdemain arcane trickster ability.You can use this ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces master of deception.

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Noble Marius is the titular character of a play called La Vampiro de la Mente, which is about a young man who served his empress using psychic power.

and you gain a +4 insight bonus to either your Intelligence, Wisdom, or Charisma for 1 minute per binder level you possess. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A creature that succeeds on its Will save against mind-leeching kiss suffers a –4 penalty to its Intelligence, Wisdom, and Charisma for 1 day.

Summoning Rules

Minor Granted Abilities

Noble Marius

Psychic Vampire

The following describes the requirements and rituals for sealing pacts with Noble Marius. Spirit Level: 5th Alignment: Neutral Good (NG) Constellation: Skull Binding DC: 22 Totems: You gain a +2 totem bonus on binding checks made with Noble Marius if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have been possessed by another creature no more than 24 hours prior to performing Noble Marius’s ceremony. »» You draw Noble Marius’s seal in the blood of someone of royal lineage. »» You use an antique mirror during Noble Marius’s ceremony that is elaborately decorated with countless faces worth at least 5,000 gp. Ceremony: You meditate within Noble Marius’s seal, using a mirror to search for the reflection of your shadow self. Manifestation: The shadows around Noble Marius’s seal grow darker as a gaunt figure emerges from the mirror as murmuring echoes from the shadows around you.

Legend

La Vampiro de la Mente is a famous tragedy that tells the tale of a young man who was born into nobility with a special gift: he could read and tamper with others’ minds. Reportedly based on a true story, the main character in La Vampiro de la Mente was approached by his emperatriz and asked to use his powers against her enemies. The young man does as his emperatriz commands and is rewarded greatly for his service. Each mind-altering kiss that the young man places on the lips of his victims, however, stirs a fiendish presence within him that threatens to tear his mind apart. At the story’s climax, the young man murders his beloved emperatriz after making love to her, awaking a dark presence planted within him by the emperatriz herself. Stricken with grief and rage, the tragedy ends as the young man erases his own mind, destroying himself and the dark presence within in. This young man, the titular star of the show, is named Marius.

Major Granted Abilities

Mind-Leeching Kiss: When you are grappling an opponent, you can use mind-leeching kiss when you maintain the grapple instead of dealing unarmed strike damage. The target’s mental facilities become impaired, functioning as feeblemind,

186 Sarah Kemplin (Order #10397598)

Noble Guise: While you are bound to Noble Marius, you gain an insight bonus on Bluff, Disguise, and Knowledge (nobility) equal to half your binder level. Read Psychic Residue: While you are bound to Noble Marius, you can spend 10 minutes meditating in order to create a temporal sensor at a specific point in time within the past 100 years, otherwise functioning as clairaudience/clairvoyance. The chance for the temporal sensor to be placed at the correct point in time is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, the sensor shows you information at a different, random point in time instead; you know this ability failed unless specific magic yielding false information is at work This sensor is rooted at your precise location when you use this ability.You watch all events at the chosen time and place occur in real time.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Additionally, for every 2 levels beyond 11th that you possess, increase the number of years in the past that your temporal sensor can view by 100, to a maximum of 600 years ago. Telekinesis: While you are bound to Noble Marius, you can cast telekinesis as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Vampire’s Embrace: While you are bound to Noble Marius, your grapple attempts do not provoke attacks of opportunity and you can use your binder level in place of your base attack bonus when calculating your CMB when making grapple attempts and your CMD when opposing grapple attempts.

Signs and Influence

Noble Marius affects you in the following ways. Physical Sign: A thumb-sized crimson circle appears on your forehead. When you activate one of Noble Marius’s granted abilities, the circle oozes blood down your face. Personality Influence: You are jittery and prone to panic attacks. You must avoid all but the blandest food and drink. Favored Ally: Humanoid (psychics), Undead (psychics) Favored Enemy: Any (evil incorporeal creatures)

Vestigial Bond (Boon)

While you are bound to Noble Marius, you gain the ability to cast telepathic bond as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces telekinesis.

Omlan Atlan

Father Soul Weaver

Omlan Atlan is remembered as the father of modern binding. His work on clone theory and mental reformation were among the most influential arcane discoveries of his time.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Omlan Atlan. Spirit Level: 5th Alignment: Neutral (N) Constellation: Mage Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Omlan Atlan if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have heterosexual intercourse within Omlan Atlan’s seal before performing his ceremony. »» You perform Omlan Atlan’s ceremony while under the effects of disguise self or alter self. »» You destroy 5,000 gp of material components or foci for arcane spells during Omlan Atlan’s ceremony. Ceremony: You study from a wizard’s spellbook as though you were preparing arcane spells. Manifestation: Globes of ectoplasm erupt from the seal and cling to your body, slowly peeling away to reveal a mold of your form. Ectoplasm quickly fills this mold, creating a duplicate of you with Omlan Atlan’s voice.

Legend

Despite being a somewhat difficult spirit to seal pacts with, virtually all learned binders know of Omlan the Atlan, for he is credited as the father of modern pact magic. Omlan’s mastery at weaving souls was said to be peerless during his day, but despite his brilliance, Omlan’s ideas were not popular among his contemporaries. In Omlan’s era, arcane magic had all but disappeared from Atlan society in favor of pact magic because of the hassle of learning verbal and somatic components, but Omlan saw great potential in the arcane arts. His experimentations with arcane magic gave rise to soul weaving techniques that are still used today. Sadly, there was a great cost to Omlan’s studies. Omlan and his wife, Voltanna, were constantly fleeing from religious authorities for preaching against the Atlan Empire’s growing reliance upon fiendish entities. Ultimately, Omlan devised a ritual to escape his pursuers by impregnating his wife and transferring his soul into her womb. But when Voltanna was assassinated just as Omlan began the transfer, his soul had nowhere to turn except the Spirit Realm.

Major Granted Abilities

Doppelspell: You create a duplicate of yourself as part of a 1 hour ritual, functioning as lesser simulacrumUM. This simulacrum gains a +10 racial bonus on Disguise checks to appear as you. When reduced to 0 hit points, it dissolves into ectoplasm. You may only possess one simulacrum at a time; creating a new one with this ability causes the previous one to dissolve into ectoplasm. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: You can use doppelspell as a full-round action instead of its usual activation time, but the resulting simulacrum dissolves into ectoplasm after 4 rounds.

Minor Granted Abilities

Blessing of Omlan:While you are bound to Omlan Atlan, you can grant an arcane spellcaster an insight bonus on the next concentration check that it makes before the start of your next turn equal to half your binder level as a standard action. Fabrication: While you are bound to Omlan Atlan, you can cast fabricate as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Lore of Omlan: While you are bound to Omlan Atlan, you gain an insight bonus on Knowledge (arcana), Knowledge (planes), Spellcraft, and Use Magic Device checks equal to half your binder level. In addition, if you are able to cast spells, you gain the benefits of Eschew Materials. Occult Reformation:You put a target in a trance that lasts 8 hours as a full-round action. While in this trance, the target can rapidly retrain its abilities, allowing the character to perform eight days’ worth of retraining in a single day of downtimeucp. This ability does not reduce the gp cost of this downtime, which is spent on special reagents that allow this trance to function.

Signs and Influence

Omlan Atlan affects you in the following ways. Physical Sign: Your pupils and blood vessels rearrange themselves into the likeness of Omlan Atlan’s seal. When you activate one of Omlan Atlan’s granted abilities, this pattern glows with pale blue light through your skin. Personality Influence: You are obsessed with gathering eldritch data and interview every arcane spellcaster you happen across, taking careful notes and asking personal, somewhat invasive questions as you do.You must attempt to identify any arcane or pactmaking creatures, abilities, or items that you witness or discover during your travels. Favored Ally: Any (characters who can bind spirits and cast arcane spells) Favored Enemy: Any (characters who worship a deity)

Vestigial Bond (Companion)

While you are bound to Omlan Atlan, any simulacrum that you create using doppelspell is treated as your vestigial companion for all purposes. This granted ability replaces fabrication.

187 Sarah Kemplin (Order #10397598)

Pavatu

Child of the Wind

In an age long past the benevolent lords of the elemental planes and their kin were cast into the Plane of Void by wicked beings save for a single son of the Elemental Lord of Air, who was never found.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Pavatu. Spirit Level: 5th Alignment: Chaotic Neutral (CN) Constellation: Seer Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Pavatu if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to speak Auran and perform Pavatu’s ceremony entirely in this language. »» You are as agile as the wind, requiring 10 ranks in either Acrobatics, Escape Artist, or Fly. »» You or your spouse is pregnant. If using your spouse to meet this requirement, she must be present within the seal during Pavatu’s manifestation. Ceremony: You meditate and listen to the wind blow. Manifestation: Faint whispers of Pavatu’s voice dance on the breeze, telling you the story of his father, Aura.

Legend

Beyond the mortal realm, each of the elemental planes is ruled by a powerful, malevolent being known as an elemental lord. But ancient records have shown that this wasn’t always the case. In an age of prosperity long forgotten the elemental planes were once ruled by benign elemental lords. These original elemental lords worked with the gods to create the cosmos and embodied the seven great elements: air, earth, fire, metal, void, water, and wood. When their work had ended, each aspect settled in its own plane, justly ruling over its worshipers until a quartet of usurpers worked together to defeat each elemental lord one by one, imprisoning it within a mystic jewel that was hidden upon the Elemental Plane of Void until only Aura, the Elemental Lord of Air, remained. Unlike the others, Aura departed the Elemental Plane of Air and fled the usurpers, hiding throughout the cosmos to avoid capture until one day when Aura abandoned his chase and turned himself in to the Usurper of Air. Puzzled by his change of heart, the usurpers realized that Aura had sired a son during his flight and this sole survivor was the true inheritor of the wind. But try as they might, the usurpers could not capture Aura’s son, for his breeze blew where only the rattling leaves and lonely mountaintops could hear it. To this day, the new Elemental Lords have never found Pavatu, the child of the wind.

188 Sarah Kemplin (Order #10397598)

Major Granted Abilities

Rebuking Gale: As an immediate action, you rebuke enemy attacks by making an Acrobatics, Escape Artist, or Fly skill check and use the result as your AC and touch AC until the end of the turn. You cannot use this ability while you are flanked or denied your Dexterity bonus to AC. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use rebuking gale to allow one ally within 30 feet to use your skill check result as its AC and touch AC until the end of the turn.

Minor Granted Abilities

Leap with the Wind: While you are bound to Pavatu, when you make an Acrobatics check to reduce the amount of falling damage you take, you ignore an additional 10 feet of falling damage. Gale Form:You transform into an air elemental, functioning as elemental body II. At 14th level, this ability functions as elemental body III instead and at 18th level it functions as elemental body IV.You can use this ability for a number of minutes per day equal to your binder level.These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Tongue of the Wind: While you are bound to Pavatu, you can cast sending as a spell-like ability a number of times per day equal to 3 + your binder level. You cannot use this ability to send messages to places without wind or air. Vanishing Breeze: While you are bound to Pavatu, you gain the benefits of Wind Stance. At 15th level, you also gain the benefits of Lightning Stance. Furthermore, whenever you take two actions to move or a withdraw action in a turn, you can become invisible until the start of your next turn as a swift action.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Pavatu affects you in the following ways. Physical Sign: You cannot control the volume of your voice. When you activate one of Pavatu’s granted abilities, small cyclones form around your body. Personality Influence: You remain as silent as possible and refuse to allow anything to restrain your movement. You must hide from anyone that you have not been formally introduced to. Favored Ally: Outsider (good elementals) Favored Enemy: Outsider (evil elementals)

Vestigial Bond (Companion)

You gain an air elementalb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your elemental’s abilities. This granted ability replaces vanishing breeze.

Rattenkönig

The Seething Swarm

Rattenkönig desired to corrupt and command all those who could usurp his rule, but ultimately his paranoia and ambition were his undoing.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Rattenkönig. Spirit Level: 5th Alignment: Neutral Evil (NE) Constellation: Starless Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with Rattenkönig if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a ratfolk or are afflicted with filth fever when you perform Rattenkönig’s ceremony. »» You draw Rattenkönig’s seal in a dump, a sewer, or a similarly unsanitary location. »» The blood used in Rattenkönig’s ceremony comes from a dire rat, a rat king, a rat swarm, or a ratfolk. Ceremony: You mix a paste of blood, dirt, and feces together, strip naked, and cover every patch of skin and touch of hair on your body with it. Manifestation: Thousands of rats pour from the seal’s markings and throw themselves onto your body. When your body is covered, they speak together in a conjoined voice.

Legend

The under-kingdoms of the ratfolk remember Rattenkönig as the most ruthless king ever to usurp power among their kind. Ratfolk legends claim that after killing his predecessor, Rattenkönig grew wary of others, especially those whose skills surpassed his own. One evening, he invited the fastest, strongest, and most cunning members of his kingdom to his palace for a celebration. Rattenkönig poisoned his guests and performed a heinous ritual upon them that fused them to his body, giving him their skills and talents while annihilating their minds in the process. In the end, only Rattenkönig remained to rule over the abomination he now called his body, but it would not last. Rattenkönig arrogantly ignored his own heart’s limits and his body withered and died beneath the corpses of the ratfolk’s greatest athletes, intellectuals, and artisans. Some say that Rattenkönig’s soul never escaped the prison he had inadvertently crafted for himself and that his soul will remain forever lost among those stronger, fairer, and wiser than he.

Major Granted Abilities

Body of Rattenkönig:You collapse your body into a swarm of rats as a standard action.This functions as though you had cast

beast shape III on yourself to transform into a rat, except you have a reach of 0 feet and a 10-foot space, possess all of the standard swarm traits, and have no attacks, extraordinary abilities, spell-like abilities, or supernatural abilities except for a swarm attack that deals 2d6 points of damage. The damage of your swarm attack increases by 1d6 at 9th level and every 4 levels thereafter. While transformed, you are treated as a swarm with a hive mind (your mind).Your transformation lasts indefinitely, though you can return to your true form as a standard action. You immediately return to your true form if reduced to 0 or fewer hit points. After using this ability, it becomes expended while you are transformed and for 5 rounds afterwards. Capstone Empowerment:When using Body of Rattenkönig, you can return to your true form as a move action instead of a standard action.

Minor Granted Abilities

Disgustingly Tolerant: While you are bound to Rattenkönig, you gain an insight bonus on saves against effects that cause the sickened or nauseated condition equal to half your binder level. Fusion: You permanently fuse the corpse of a dead creature of your type into your body as a full-round action, destroying it and causing you to gain a +2 alchemical bonus to one ability score of your choice for 1 hour and heal a number of hit points equal to the creature’s CR. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Rat Senses: While you are bound to Rattenkönig, you gain darkvision out 30 feet and scent. If you already possess darkvision, increase the range of your darkvision by 30 feet. If you already possess scent, double the distance that you can detect familiar scents. Rattenkönig Tactics: While you are bound to Rattenkönig, you gain the benefits of the solo tactics class feature, as an inquisitor, and you can share the space with up to one ally of the same size or larger. If you and an ally who shares your space attack the same foe with a melee attack, you are considered to be flanking your target as if you were in opposite squares.

Signs and Influence

Rattenkönig affects you in the following ways. Physical Sign: You grow a worm-like tail and ratlike characteristics. When you activate one of Rattenkönig’s granted abilities, dozens of red eyes peer out of your shadow. Personality Influence: You are obsessed with being the best at everything you do.You refuse to share anything with others. Favored Ally: Animal (rats), Humanoid (ratfolk) Favored Enemy: Any (characters who worship a deity)

Vestigial Bond (Companion)

You gain a dire ratb1 as an animal companion. You possess a druid level equal to your binder level when determining your dire rat’s abilities. This granted ability replaces fusion.

189 Sarah Kemplin (Order #10397598)

Legend of Rattenkönig It was a quarter-past seven when the guests had finally finished filing into the great hall of Rattenkönig; first of his name and the 27th Emperor of the Imperial Dynasty Below. The guests huddled close in tight-knit groups as was the way of the ratfolk, trading stories and secrets while occasionally breaking apart to join other packs to fraternize with. The light was dim and a surface dweller couldn’t hope to see more than several paces in front of him, but the people of the Imperial Dynasty were more than acclimated to the absence of light and chatted on, dozens of royal guards carrying weapons inlaid with His Holy Splendidness’s royal seal. It was half-past seven when Rattenkönig arrived; first of his name, and the 27th Emperor of the Imperial Dynasty Below. All his subjects were dressed in their finest, but Rattenkönig was vain and demanded his tailors and smithies to forge him clothes of spun mithril, soft as silk. His body was lined with the finest metals one could afford, from titanium rings studded with diamonds to adamantine pendants forged in the symbol of his clan. And resting upon his brow, an obsidian crown forged from the purest veins in the land.The guests grew quiet as Rattenkönig descended down his imperial stairwell, looked down upon his royal subjects, and allowed the music that was his voice to ring through his most hallowed of halls. “Brothers and sisters, servants in arms, and most honored of guests,” proclaimed the 27th Emperor of the Imperial Dynasty Below. “It is with most high expectations that I invite you, the finest that my dynasty has to offer, to the very heart and soul of the Dynasty itself; my humble abode.”Waves of swift clapping erupted from the royal subjects, not from passion or approval, but out of courtesy. “It has been nearly two decades since my father, the late 26th Emperor of the Imperial Dynasty Below, passed from this world,” Emperor Rattenkönig continued. “I have heard chitter that may of my subjects preferred his methods to my own.” Nearly all of the royal subjects glanced hesitantly at one another at this accusation, for nearly all of them had done so not even a half hour before, in this very room, with one another. “It is my regret to inform you that the time of my father has passed.” Rattenkönig’s voice was ice now, and many of his subjects shivered beneath his gaze. He showed no anger. He showed no rage. He showed only the iciness of his Most Splendid soul, but then, to the shock of all in attendance, a miracle occurred; the expression upon his Most Splendid face softened to one pity. “But alas,” he continued. “I cannot stay disappointed in my most treasured of royal subjects, you who have cracked secret lore long since kept from our people.You, who have made or forefathers proud with displays of valor and remorselessness against our most hated enemies. And you, who have shaken the very fabrics of this world from beneath the feet of the gods themselves with your unmatched power.” A veil of relaxation settled across the room as his Most Splendidness spoke, the guests relieved that all was forgiven. Perhaps Rattenkönig would be a fair and just emperor after all. “That said,” His Splendidness spoke as he tightly clutched his cane, a gaudy thing whose

190 Sarah Kemplin (Order #10397598)

golden luster was completely obscured by an uncountable number of gaudy gemstones. “It is only your genius that I require for my purposes. Not your treacherous souls.” He tapped his cane on the ground and at once the guards stationed throughout the room drew their crossbows and fired upon the guests, deadly bolts replaced with thin needles that secreted ichor of the blue winnis and soon every guest of Rattenkönig, first of his name and the 27th Emperor of the Imperial Dynasty Below, was sound asleep at the mercy of His Splendidness. It was a quarter until midnight when the first guest, the finest soldier in the Imperial Dynasty Below, awoke. His eyes groggy and filled with blue winnis, gazed around confused. Gone were the fine regal furnishings of the great hall of Rattenkönig, the food, the drink, the atmosphere. In their place was a dungeon, the home of a madman. Chains secured every guest, including himself, to the mold covered walls, hundreds of vials of a black, tar-like substance bubbled on tables that looked as though they would collapse from the strain at holding something so wretched and vile smelling, and in the center of the room was a pit were all manner of refuse bubbled and churned like the belly of Satan himself.The guest tried to pull against his chains, the blue winnis in his veins sweetly commanded him otherwise; all he could muster was a feeble tug against his bindings. It was five minutes until midnight when all of the guests had slowly come to, much to Rattenkönig’s enjoyment. For his plan to succeed, the work must be done precisely at midnight, and he cherished the screams of his captives. “Brothers and sisters, servants in arms, and most honored of guests,” proclaimed the 27th Emperor of the Imperial Dynasty Below. “It is with most high expectations that I invite you, the finest my dynasty has to offer, to the very heart and soul of the Dynasty itself.” And with the slightest of motions, Rattenkönig ordered his men to unchain his guests and hurl them into the churning pit, their flesh melting, their bones morphing, and their souls screaming in agony. When all 300 guests had been hurled into the pit, it was midnight and the screaming suddenly stopped. Rattenkönig scurried down to see his creation himself; his guests conjoined by their tails, bodies piled atop one another and fused into several large monstrosities, a freakish aberration that did not speak or contest his rule. “It is perfect.” Rattenkönig wept as the six creatures that once numbered in the hundreds knelt before him. Rattenkönig climbed upon the fused mass that was their tails, and suddenly felt the minds of those he had sacrificed surge into his own. His body quaked as his muscles grew to expand those of his greatest warriors and his mind ached as the knowledge of his greatest scholars poured into his head; he hadn’t realized how little he simply hadn’t known! And with that realization, horror suddenly filled the mind of Rattenkönig. He hadn’t done the ritual correctly; a dozen minds, each more familiar with the arcane arts than he was confirmed this. He looked down in horror, watching his own tail flay and meld into those of the abomination. And then, as quickly as it had come, the soul of Rattenkönig, the 27th Emperor of the Imperial Dynasty Below, drained away forever.

Tentacles of Dagon Lord of Sea Fiends

The Tentacles of Dagon are a mysterious spirit believed to somehow connect a demon lord and a mysterious entity known as ‘That which Invades.’

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Tentacles of Dagon. Spirit Level: 5th Alignment: Chaotic Evil (CE) Constellation: Dark Beyond Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with the Tentacles of Dagon if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a strong, experienced swimmer, requiring 10 ranks in Swim or a swim speed. »» You utter Dagon’s qlippoth name during his manifestation, requiring 10 ranks in Knowledge (planes). »» You draw Dagon’s seal within sight of a lake or ocean. Ceremony: You cook the tentacle of a squid or octopus within Dagon’s seal and eat it. Manifestation: The tentacle springs to life in your mouth and writhes in pain, cursing at you. As you swallow it, the Tentacles of Dagon’s irritated voice rises up from your belly.

Legend

For sailors and scholars alike, the sea has always held a grim mystery beneath her waves and many cultures tell of the enigmatic and horrifying wonders that exist at her depths. One such tale comes from a series of island-dwelling tribes who depict a being they call That which Invades. Described as a single, massive tentacle, That which Invades is said to sink entire islands and feast upon the souls of the drowned. Those beneath the ocean waves also attest to the existence of this being, which they call the Shadow in the Sea. Demonologists are quick to point out that this is also the title of Dagon, a powerful demon lord. Occult scholars believe that there may be a link between Dagon, That which Invades, and a spirit that stylizes itself as the Tentacles of Dagon, but to date only one occult scholar has ever traveled to the depths of the ocean to attempt to discern the truth. He was never seen again, but the Tentacles of Dagon now chuckle at the name of his undersea ship: the Artificer.

Major Granted Abilities

Delay Harm: When you are targeted by an attack, spell, or harmful effect you can distort time as an immediate action, delaying the onset of that attack, spell, or harmful effect for 1 round. Delay harm delays all aspects of this effect: damage is not dealt to you, disease and poison does not begin its onset,

and spell effects do not affect you, including death effects. If the delayed effect targets multiple creatures, its effects are only delayed for you. Effects that reduce the amount of damage that is dealt to you (such as damage reduction) are applied before using this ability; after delay harm ends, the effect cannot be dispelled, delayed by another ability, or otherwise prevented. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The onset of an effect that has been delayed by delay harm does not occur for 1d4 rounds instead of 1 round.

Minor Granted Abilities

Body of Dagon: You transform into an anthropomorphic kraken as a standard action, gaining a +4 bonus to your Strength, a –2 penalty to your Dexterity, a 30-foot swim speed, and two tentacle attacks that deal 1d8 points of damage (or 1d6 points if you are Small). While transformed in this manner, you cannot hold objects or wield weapons with your hands. This ability is a polymorph effect.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You must show Tentacles of Dagon’s sign in order to receive this benefit. Child of the Deeps: While you are bound to Tentacles of Dagon, you gain an insight bonus on Swim checks equal to half your binder level and can breathe water as easily as air if you do not possess the aquatic subtype. Dagon Knows: While you are bound to Tentacles of Dagon, you can cast divination a number of times per day equal to 3 + your binder level. Increase the chance of divination failing by 50% if you are one of Tentacles of Dagon’s favored enemies. If you are one of Tentacles of Dagon’s favored allies, however, divination has a 100% chance of success. Whispers of Dagon: While you are bound to Tentacles of Dagon, you can make Knowledge checks untrained and gain an insight bonus on Knowledge and Sense Motive checks equal to half your binder level.

Signs and Influence

The Tentacles of Dagon affect you in the following ways. Physical Sign: Your skin turns an oceanic shadow of blue green. When you activate one of Dagon’s granted abilities, small tentacles sprout up across your skin. Personality Influence:You ask inappropriate questions to new people.You must enter any ocean or lake you visit. Favored Ally: Aberration (any) Favored Enemy: Animal (any), Humanoid (any)

Vestigial Bond (Companion)

You gain a zombieB1 human cohort with a number of class levels in the warrior NPC class levels equal to your binder level –4. You can issue commands to the zombie as if using command undead. This granted ability replaces body of Dagon.

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Legend of the Tentacles of Dagon “The sea fiend is a myth,” most sailors told the Artificer and his stalwart crew, but some fishermen swore they had spotted its eightyfoot tentacles as it took down the mightiest of iron-side warships. “Well, I am a man of myths,” the Artificer would quip to the naysayers. The Artificer’s underwater vessel, paid by the coin of a lifetime of treasure finds, was the envy of colleagues and kingdoms. It was forged and fitted from the finest metals and propelled by the magic of a genie’s fire. It alone could track “Dagon.” “We shall stake this many-limbed fiend as a trophy for the ages,” he cried excitedly, rallying his starched sailors in the wide hanger bay of his submersible’s mid-deck. A roar of cheers echoed down to every bolt. No better sailors could be had then these men. Yet the Artificer was misleading them. He yearned to learn Dagon’s secrets. Under no circumstances would he kill it without touching it first, even if doing so cost the lives of a thousand men. “It is some mindless maw, no doubt, not a god,” said Galfran, the Artificer’s top student, as they pored over maps on the bridge. They had just returned from a foray to a local island village; apparently, the islanders had worshiped the sea fiend for centuries and knew of its whereabouts. “A god? Ha!” the Artificer replied, nodding in cynical agreement. But, he thought privately, if the sea fiend could commune with otherworldly spirits as the wild-eyed village heretic priest had claimed, then it could divulge more than gold treasures. As an educated man, he knew the legend of Al’Karos, a sunken metropolis of the Atlan Empire. Al’Karos had been a glorious city of magic users who were supposedly punished for not heeding the warnings of the gods. Some legends said they went to watery graves with unimaginable, priceless secrets. “What do you think really happened, sir?” Galfran asked. The Artificer replied confidently, “Their towers of magic bound elementals, primal forces like fire and wind. Chief among these forces was time itself. The legends, when interpreted properly, state that the Atlans vanished into an impossible place beyond time and history, not just into the sea.” Galfran said, “No one has ever found Al’Karos.” He then added with optimistic pride, “but then, no one has swept the deeps as we have!” The Artificer smiled. He saw in Galfran a vision of himself as a young man, ready to make a name for himself in the history books. “Thank the gods,” the Artificer said, “we are given a chance.” So they were. On the seventeenth day of the underwater expedition, they stumbled upon a wide and barnacled submerged cityscape. “The sunken ruins of Al’Karos!” Galfran declared after comparing the expansive bridge view to the ancient maps. The submersible’s lights revealed shadowy toppled towers, sundered sky bridges,

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cracked glass domes, and other mighty hallmarks of the Atlans. “A superb day!” the Artificer cried out. “Men, get the waterbreathing potions, helmets, and fins from the lab.” The helmets were enchanted to allow a man to talk underwater, and the magical fins, which were the genie’s idea, could meld with the body, transforming feet into fish fins to provide “natural” movement. Though not thoroughly tested, all the crewmen agreed the fins would surely work, and could be taken off quickly if the need arose. One joked, though, mermaids might accost them. Tradition said a captain should remain with his vessel, but the Artificer had no love of traditions: “I shall personally lead a party of brave men to touch the sea fiend.” Who was not a brave man among them? The crewmen eagerly imbibed the potions, donned the helmets and fins, and dove. The sea, a pallet of blues illuminated by the bright sun far above, teemed with tiny spawn but no large creatures. “Dagon has scoured clean its domain, from hunger,” Galfran observed as they swam to the tower where they believed the sea fiend hid. The tower, one of many, was once a nexus of high wizardry. “The towers hum,” observed the genie, who swam with them. Its fiery skin created contrails of steam. Yes, the Artificer thought, the tower might still be able to focus the energies of the Elemental Plane of Time. “Oh, gods, dead men!” a sailor cried. From behind and above, the dead-eyed, half-eaten bodies of drowned men from sunken ships fell upon them. “The spears, they do nothing,” one of the other sailors called out in panic. “The dead have no blood!” another joined in. “Help! They are pulling me down!” a young swab cried. The men fought the zombies with nets and tridents, but the Artificer had spotted his prize and moved on. One of the sea fiend’s olive grey tentacles lazily peaked out from debris. A dark hole led to the main tower’s heart below the sea floor. “Go back, Galfran,” the Artificer called without looking back, “take command until I return.” To the bottom of the tower, he alone reached Dagon’s chamber. As he suspected, the creature was not hostile. It did not move to harm him. He stroked its soft central body and felt its cold pulse through his gloves. With a touch, its mind melded to his, just as the mad heretic priest had described to him. “What is your secret?” he asked it, mind to mind, kin to kin. It felt so familiar. He saw into its mind’s eye. It was once a man. A man who studied the ancient myths. This man had captained a metal submersible powered by a genie’s fire. It replied with a tide of sad triumph, “I have come from your future,” it said. “And I am you.”

Teu and Lae

Clash of Paradox

Teu and Lae were servants of the gods until a vile pactmaker used his powers to set them on a path of destruction.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Teu and Lae. Spirit Level: 5th Alignment: Lawful Good (LG) Constellation: Angel Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with Teu and Lae if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You skillfully play a vulpinal melody during Teu and Lae’s manifestation, requiring 10 ranks in Perform (wind instruments). »» You are Good-aligned or shred a scroll of planar binding during Teu and Lae’s manifestation. »» You perform Teu and Lae’s ceremony under the shade of a willow tree. Ceremony: You carve wooden effigies of a fox and a dog, place them in the center of Teu and Lae’s seal and pray to them. Manifestation: The effigies spring to life as the dog chases the fox around the seal’s border. The effigies slowly become lifesized, at which point they greet you without slowing down.

Legend

One of the most prominent stories involving wicked binders is The Tale of Teu and Lae. As the story goes, the gods sent the vulpinal Teu to cleanse a wicked city infested with the cultists of an evil, uncaring being. Teu quickly set to work expunging as many of the foul binders as possible and despite their best efforts, the cultists were powerless to stop Teu; the gods had predetermined his destiny, making him impossible to capture. Teu evaded the cultists for months until a young soul weaver used his magic to ensnare another celestial, the hound archon Lae. Like Teu, the gods had also predetermined Lae’s destiny: he was destined to catch whatever he chased. The soul weaver had hoped to use these conflicting destinies to occupy both celestials forever, but instead they clashed throughout the city streets, tearing it asunder in a few short hours. In order to stop their servants from destroying all of creation in this manner, the gods sealed Teu and Lae inside a willow tree in the heart of Nirvana’s groves where their souls could silently chase one another for all of time.

Major Granted Abilities

Eternal Chase: You evoke the powers of Teu and Lae’s eternal chase as a move action. The effects of eternal chase differ

depending upon whether you are bound to Teu or Lae, as noted below. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds. Teu:You immediately switch places with one target within 60 feet. If you were entangled or grappled when you used eternal chase your target gains those conditions. An unwilling target can negate this effect with a Will save. Lae: You teleport up to 30 feet. If you teleport into a square that is adjacent to a creature, you can create a chain of force to attempt to capture that creature as a swift action, functioning as chains of perditionUC. Capstone Empowerment: At the end of a turn in which you used eternal chase, you may switch whether you are bound to Teu or Lae as a free action.

Minor Granted Abilities

Agathion Blessing: You heal wounds with a touch, functioning as a paladin’s lay on hands with a level equal to half your binder level.You can use this ability a number of times per day equal to your Charisma modifier. If you possess lay on hands as a class feature, paladin levels stack up to your character level when determining the effects of your lay on hands. Bind Paradox: After sealing a pact with Teu and Lae, you must choose whether your pact is with Teu or Lae. While you are bound to Teu, add your Charisma bonus on initiative checks and Reflex saves as an insight bonus. While you are bound to Lae, you can transform into any canine creature at will as a standard action, functioning as beast shape III. Celestial Pounce: While you are bound to Teu and Lae, you may make a full attack as a standard action during any turn that you use eternal chase. Truespeech: While you are bound to Teu and Lae, you can speak to any creature that has a language, functioning as tongues.

Signs and Influence

Teu and Lae affect you in the following ways. Physical Sign:Your legs become digitigrade and your body takes on canine aspects (a fox for Teu or a dog for Lae).When you activate one of Teu or Lae’s granted abilities, the likeness of the agathion who you are bound to overshadows yours briefly. Personality Influence:You pay close attention to every sound that you hear. You must use the run action instead of a double move when you wish to move faster than your speed during a round. Favored Ally: Outsider (agathions and archons) Favored Enemy: Humanoid (any Evil)

Vestigial Bond (Companion)

You gain a dogb1 as an animal companion. This animal appears as a fox if you are bound to Teu or a blood hound if you are bound to Lae. You possess a druid level equal to your binder level when determining your dog’s abilities. This granted ability replaces agathion blessings.

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Triteia

The Little Triton

The daughter of a demigod of the sea, Triteia lusted after a mortal man and lost her soul to a sea witch when he didn’t return her affections.

take 1d6 points of sonic damage per binder level you possess. A successful Fortitude save reduces the damage by half. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: Creatures that fail their Fortitude save against sonic note are stunned for 1 round.

Minor Granted Abilities

The following describes the requirements and rituals for binding Triteia. Spirit Level: 5th Alignment: Neutral Good (NG) Constellation: Starless Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Triteia if one of the following requirements is met, or a +4 bonus if all requirements are met. »» Triteia’s seal is drawn within 30 feet of a undersea settlement. »» The artifacts used in Triteia’s ceremony are worth 10,000 gp or more combined. »» Your perform during Triteia’s ceremony is a masterful conch shell solo, requiring at least 10 ranks in Perform (horn). Ceremony: You line Triteia’s seal with mundane human artifacts of all shapes, colors, and sizes before calling out to her by performing a traditional triton song. Manifestation: Triteia’s seal begins to fill with water as you perform. The water changes your body so you can continue to perform in this environment, granting you gills and a powerful tail. When the seal is full, Triteia swims into view to accompany you before the pactmaking process begins.

Part of My World: While you are bound to Triteia, you can cast merfolk transformation† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Sea God’s Daughter: While you are bound to Triteia, you can cast any spell on the Water domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability.You can cast a total number of Water domain spell-like abilities each day equal to 3 + your Charisma modifier. Trumpet of the Sea: While you are bound to Triteia, you gain an insight bonus on Perform (horn) skill checks equal to half your binder level. In addition, you can cast any spell on the aquatic bloodline’s list of bloodline spellsapg whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of aquatic bloodline spelllike abilities each day equal to 3 + your Charisma modifier. In order to cast these spell-like abilities, you must provide a focus component (a conch shell, horn, or trumpet) and somatic and verbal components (playing the instrument). Voice of the Sea: While you are bound to Triteia, you gain constant speak with animals and tongues effects as spell-like abilities, but only to communicate with creatures that possess the aquatic or amphibious subtypes. In addition, you gain an insight bonus on Diplomacy checks made to improve the attitude of aquatic creatures equal to half your binder level.

Legend

Signs and Influence

Summoning Rules

Triteia’s legend, known commonly as The Little Triton, is a common fairy tale throughout the civilized world. In the story, Triteia is the daughter of Triton, direct son of the Lord of the Sea, who lives in a palace forged from solid gold at the bottom of the ocean. Despite her grandiose lifestyle, Triteia becomes fascinated with surface-dwelling humans and their immortal souls. After confessing her dreams of being human and to an unsavory sea witch, the hag transforms the triton princess into a human in exchange for her tongue. Triteia washes up at the shores of the prince’s castle where she is discovered and quickly becomes his favorite companion. But in the end, the prince becomes enamoured with another woman who is the sea witch in disguise, and heartbroken Triteia dies just before the sea hag beds the prince and then devours him alive, ending the legend on a note of grim inevitability.

Major Granted Abilities

Sonic Note: As a standard action, you perform a highpitched note that batters all creatures and objects within a 30-foot radius with a sonic blast. Creatures within this area

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Triteia affects you in the following ways. Physical Sign: Your body becomes covered with barnacles. When you activate one of Triteia’s granted abilities, each of these barnacles begins to sing a cheerful melody, regardless of whether they are alive or dead. Personality Influence: You are fascinated with everything to do with humans, from their culture to their physical features.You must strive to meet every human and explore every human settlement that you encounter and must make acquiring such experiences your top priority. Favored Ally: Humanoid (human) Favored Enemy: Any (creatures with the hex class feature)

Vestigial Bond (Boon)

When you seal your pact with Triteia, select one 0 Hit Die humanoid creature that does not have the aquatic or amphibious subtype. You gain the change shape ability as alter self and can use it to assume the form of a specific humanoid of the selected race with the same sex as you. This ability replaces part of my world.

Vodavox

The Hive Mind

Vodavox is a puzzling spirit who is able to command hosts of insects with his supernatural powers. Some believe that Vodavox is a prophesied agent of destruction who will one day plunge the cosmos into chaos.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Vodavox. Spirit Level: 5th Alignment: Lawful Evil (LE) Constellation: Beast Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Vodavox if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a drow, an insectoid creature, can lay eggs, or can read minds without using a pact spirit’s granted abilities. »» You please Vodavox’s drow mind with new lore, requiring 10 ranks in Knowledge (arcana) or his insectoid mind with its favored dish, requiring 10 ranks in Knowledge (nature). »» You dine on the flesh of a creature of the same race as you during Vodavox’s ceremony. Ceremony: You sit cross-legged within Vodavox’s seal and place an unhatched egg between your legs before meditating. Manifestation: The egg rocks back and forth, slowly at first but growing faster and faster. Suddenly the egg splits open as an insectoid apparition crawls out from it with a drow-like head and a wasp-like body as it psychically fills your mind with insectoid chattering and promises of power and riches.

Legend

The tale of Vodavox is poorly documented among occult scholars; aside from a scant few references in an esoteric document called the Prophecies of Nozarro there are no known leads to what the spirit Vodavox might have been in life. According to the legends contained within Prophecies of Nozarro, Vodavox is the hive mind of a swarm of insectoid creatures that will one day span across the universe, as told by an entity known only as the Son of Dobb. But Vodavox is a spirit now, leading to debate on whether these two Vodavoxes are one and the same or whether the future Vodavox simply took on the spirit’s name, assuming the Prophecies of Nozarro are to be believed. The closest that occult scholars have come to discovering the answer to the question of Vodavox’s origin lie within the diaries of a mad, unnamed drow entomologist. This entomologist made his living “milking” poisonous insects with his psychic powers. As he grew older and death crept closer, the drow’s musings began to turn towards self-preservation. His final book describes a ritual by which a mortal could transform his consciousness into a hive mind, but none know if he succeeded.

Major Granted Abilities

Phrenic Blast:You unleash a telepathic burst of energy as a standard action, causing 1d6 points of untyped damage per binder level you possess to all targets within a 30-foot coneshaped burst. A successful Will saving throw reduces the damage by half. This ability is a mind-affecting effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: All targets that are damaged by phrenic blast must succeed on a Will save or become dazed for 1 round.

Minor Granted Abilities

Aberrant Mind:While you are bound to Vodavox, you gain a +4 bonus on saving throws against mind-affecting abilities. Enhanced Body: While you are bound to Vodavox, you gain an insight bonus on Escape Artist and Perception checks equal to half your binder level and your carrying capacity is tripled. You must show Vodavox’s sign in order to receive this benefit. Insectoid Body: You transform into an insectoid creature as a standard action, gaining a 30-foot fly speed (average), a +4 natural armor bonus to AC, a sting attack that deals 1d6 points of damage (or 1d4 if Small), and spell resistance equal to 13 + your binder level. This ability is a polymorph effect.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You must show Vodavox’s sign in order to receive this benefit. Mind Link: While you are bound to Vodavox, you can cast telepathic bond as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Vodavox affects you in the following ways. Physical Sign: Your hair, lips, skin or scales, and genitalia slough off. In their place, you gain insectoid eyes and chitin across your body; the color is indicative of your personality and changes with your mood; blood red for anger, dark blue for sorrow, forest green for contentment, and black for all others. When you activate one of Vodavox’s granted abilities, a swarm of harmless gnats surrounds you like a cloud of smog. Personality Influence:You are violent when hungry or threatened by another. You must never show empathy; it is an alien emotion to Vodavox. Favored Ally: Vermin (any) and Any (creatures with psychic powers) Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

You gain a giant wasp vermin companionum.You possess a druid level equal to your binder level when determining your wasp’s abilities. This granted ability replaces insectoid body.

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Alrik of Malkeborne

sword, which was possessed by a demon, slew the atlan king and transformed his soul into a spirit.

Alrik of Malkeborne was a notorious prince of the Atlan Empires before its ruin. It is said that Alrik changed on the day of his coordination when he inherited his sword from his father.

Major Granted Abilities

Albino Prince of Chaos

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Alrik of Malkeborne. Spirit Level: 6th Alignment: Chaotic Evil (CE) Constellation: Fiend Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Alrik of Malkeborne if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You were born albino or paint your skin white. »» You draw Alrik of Malkeborne’s seal in an area where you have killed someone that you have also made love to. »» You write an epic about Alrik of Malkeborne and scribe it into the seal, requiring 12 ranks in Linguistics and the ability to write in Abyssal. Ceremony: You cut thin slits down your wrists and pour your blood onto Alrik of Malkeborne’s seal. This causes 1 point of hit point damage to you per binder level you possess. Manifestation: Your mind is overwhelmed with a dozen contradicting thoughts, from picking roses to building empires as well as a dozen moods and emotions. Alrik of Malkeborne manifests within these thoughts, guiding you towards acts of ruthless cruelty towards others as you seal your pact with him.

Legend

Occult scholars say that the Atlan Empire’s golden age of prosperity ended with the ascent of Prince Alrik the White to the royal atlan throne. Directly descended from King Kontaros the Unifier, Prince Alrik was a master with spell and sword alike. On the day of his coronation, Prince Alrik was handed the gleaming bastard sword of his station and his golden crown, which he accepted hungrily. As time passed, Prince Alrik’s appetites grew more and more despicable. Rumor spread that any woman who consorted with Alrik lay dead at the foot of his bed the following morning and King Alrik had grown violently mercurial in temperament. One day, King Alrik vacated the throne and established a Regent Lord in his wake as he traveled about his domain. When Alrik returned to his kingdom, it was with an army of cyclops and other monsters as he held the still-beating heart of the king of the atlan gods. Using the heart, Alrik ripped apart his god’s soul with his bastard sword and transformed it into a spirit. For committing deicide, the elder gods crushed Alrik and his empire, but not before Alrik’s

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Ruinous Strike: You make a ruinous strike with a melee or ranged weapon that you currently wield as a standard action. If your attack hits, it deals 1d6 points of additional damage per 2 binder levels you possess. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If the target is slain by ruinous strike, its soul is utterly destroyed and cannot be raised from the dead except by divine intervention.

Minor Granted Abilities

Aura of Disaster: While you are bound to Alrik of Malkeborne, all creatures within 10 feet of you become sickened. A successful Fortitude save negates this penalty for 1 day.You must show Alrik of Malkeborne’s sign in order to receive this benefit. Chaos Blade: While you are bound to Alrik of Malkeborne, you are proficient with the bastard sword and any bastard sword that you wield gains the anarchic special weapon ability. Effortless Armor: While you are bound to Alrik of Malkeborne, medium armor does not reduce your speed and your armor check penalty is reduced by 1. This armor check penalty reduction increases by 1 for every 5 binder levels you possess. Torturer’s Lore: While you are bound to Alrik of Malkeborne, you gain an insight bonus on Heal and Knowledge (nature) checks equal to half your binder level. In addition, you can use bleed and stabilize at will as spell-like abilities.

Signs and Influence

Alrik of Malkeborne affects you in the following ways. Physical Sign: Your body loses its pigmentation, transforming you into an albino. When you activate one of Alrik of Malkeborne’s granted abilities, your skin becomes completely transparent. Personality Influence: You are moody and unpredictably change moods without provocation. You must desecrate any holy shrines or sites that you happen upon in the most disrespectful way possible. Favored Ally: Constructs (any), Fey (any), and Humanoid (giants, gillmen, and goblinoids) Favored Enemy: Outsiders (celestial or fiendish races)

Vestigial Bond (Boon)

While you are bound to Alrik of Malkeborne, you gain insight on the condition of your allies and enemies, allowing you to use deathwatch and status as spell-like abilities at will. Furthermore, you cannot be rendered flat-footed or flanked by enemies that you have successfully identified with status. This granted ability replaces aura of disaster.

Damian Darkstar Prisoner of the Void

A pioneer trapped in an endless void, astromancers have heard Damian of the Darkstar’s haunting cries echo throughout the Dark Beyond.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Damian Darkstar. Spirit Level: 6th Alignment: Neutral (N) Constellation: Dark Beyond Binding DC: 26 Totems: You gain a +2 totem bonus on binding checks made with Damian Darkstar if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You perform Damian Darkstar’s ceremony in a lightless place or beneath a starry night sky. »» Damian Darkstar’s seal is drawn in a place no larger than 5 cubic feet. »» You hold your breath during Damian Darkstar’s ceremony and as he manifests into your seal. Ceremony: You burn a black wax candle and dip a length of rope into its wick before setting the rope ablaze. Manifestation: Damian Darkstar’s Mayday message echoes throughout the seal, softly at first but growing louder until it rings at an unbearable volume. The message suddenly stops, ushering in dead silence as the pact begins.

Legend

The void ship Darkstar is a well-known entity who has puzzled astromancers and void school wizards for thousands of years. Sometimes, when an attempt is made to divine the Dark Beyond the caster will instead receive a garbled distress message instead of the spell’s intended effects: “This is the void ship Darkstar, calling anyone.... Mayday, Mayday. We have suffered attack... spell helm cracked... falling toward a dark star... losing cabin pressure... calling anyone... Mayday.” Although none know what a void ship is, the implications of the message have fascinated generations of astromancers, for the endlessly looping 27-word message from the ‘void ship’ Darkstar implies that magic is warped and distorted by these heavenly bodies. None know what became of the mysterious pilot of the Darkstar, but his endless languishing throughout time and space imply dreadful consequences for any trapped within the event horizon of a dark star.

Major Granted Abilities

Breathless Wake:You create a 20-foot vacuum anywhere within 100 feet of you that you can see as a standard action. Creatures within this area suffer 3d6 points of damage, resulting from body decompression, and begin suffocating, functioning

as suffocation. The damage occurs each time a creature enters this area, but not if it spends multiple rounds within the vacuum. Creatures who enter this area can hold their breath to thwart the suffocation effect, but not creatures within breathless wake’s area when the ability is used. In addition, breathless wake suppresses all sound and sonic effects within its area, functioning as silence.This effect lasts for 1d4+1 rounds. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can move the bubble created by breathless wake up to 20 feet per round as a move action.

Minor Granted Abilities

One with the Dark Beyond: While you are bound to Damian Darkstar, you are protected from planar hazards, functioning as a constant life bubbleapg effect. Reverse Gravity:You wreck havoc upon gravity in a localized area as a full-round action, functioning as reverse gravity. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive. Starflight: While you are bound to Damian Darkstar, you gain a fly speed of 60 feet (perfect) and can fly through the void of outer space at incredible speeds. Although travel times vary, a trip within a single solar system normally takes 3d20 months while a trip beyond normally takes 3d20 years or more. Damian lulls you into a deep hibernation while traveling in this manner–you do not age during a starflight and time spent in hibernation does not count against the duration of your pact with Damian Darkstar. Weightless Zone: You nullify gravity in a small area around you as a standard action, allowing you to manipulate objects and creatures within 20 feet. This ability functions as levitate for allies and objects and hostile levitationuc for unwilling targets.

Signs and Influence

Damian Darkstar affects you in the following ways. Physical Sign: Each breath that you exhale transforms into black mist that wafts around you like smoke before returning to its natural state. When you activate one of Damian Darkstar’s granted abilities, your voice becomes garbled. Personality Influence: You cling desperately to the companionship of your friends and allies. You must repeat any action you perform out of combat seven times. Favored Ally: Any (creatures with ranks in Profession [driver] or a similar vehicular skill) Favored Enemy: Any (thieves, especially pirates)

Vestigial Bond (Companion)

You gain a void worm as a familiar, functioning as a viperb1. A void worm is immune to the effects of a vacuum and possesses a 60 foot fly speed (perfect). You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces reverse gravity.

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Death Howls

Knights of the Ghostlands

The spirit Death Howls is comprised of every gnoll ancestor who ever died protecting his family and his tribe.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Death Howls. Spirit Level: 6th Alignment: Chaotic Neutral (CN) Constellation: Beast Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Death Howls if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Death Howls’s seal outdoors upon a bed of snow. »» You perfectly cover all tracks within 30 feet of Death Howls’ seal, requiring 12 ranks in Survival. »» You are a gnoll or write the letter required by Death Howls’s ceremony in Gnoll. Ceremony: While within Death Howls’s seal, you write a farewell letter to your loved ones and seal it using wax mixed with your tears, imprinting it with Death Howls’s seal. Manifestation: Wind and ice howl around you, ripping the letter from your hand and covering you in rime. Feral growls echo across the seal as thirteen gnoll specters surround the seal, each murmuring to one another with low growls.

Legend

Gnolls tell tales about a time long ago when their kind lived side by side with human tribes. Both races believed that when they died, the spirits of their ancestors traveled to a place called Snow Country and dwelled there. Would-be warriors of gnoll descent would make pilgrimages to mythical Snow Country to train with these ancestral spirits and learn to wield their shadows as a weapon. As word spread of Snow Country and its secrets, human warriors would travel north to Snow Country and beg the gnolls to allow them to train with the gnoll ancients, but the gnolls always refused. One day, a group of stubborn warriors ignored the decree of the gnoll elders and ventured into Snow Country by nightfall, assuming that the tales of evil spirits that lurked within Snow Country were mere nursery stories and the gnoll elders were incompetent dogs. When they arrived at the fabled Cavern of the Ancients, the warriors were besieged by nightmarish visions, each more horrible than the last. In a fit of terror, one of the warriors slew a young gnoll who trained within the caverns. This horrendous act turned the hearts of the gnoll elders to ice and they abandoned the old ways forever, leaving Snow Country and the companionship of humans behind.

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Major Granted Abilities

Ghost Strike: As a swift action, you transform one weapon or natural attack that you are wielding into a quasimaterial item, allowing it to deal full damage to incorporeal targets as though it had the ghost touch weapon ability until the end of the turn you use it. If your target is corporeal, resolve the weapon’s attacks against the target’s touch AC instead of its AC. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If you use ghost strike as part of an attack action, your attack deals 1d6 points of additional untyped damage per 5 binder levels you possess. This damage is not multiplied on a critical hit.

Minor Granted Abilities

Ether Sight:While you are bound to Death Howls, you can use see invisibility as a spell-like ability for a number of minutes per day equal to your binder level.These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Etheric Step: While bound to Death Howls, you gain a pool of etheric points with a number of points equal to your binder level. As a standard action, you can spend 1 point from your etheric pool in order to rapidly phase back and forth between the Material Plane and the Ethereal Plane for 1 minute, functioning as blink. At 15th level, you may spend 1 point from your etheric pool to phase fully into the Ethereal Plane for 1 round, functioning as ethereal jaunt. Maintaining either of these effects is a free action. Untouched by Cold:While you are bound to Death Howls, you gain a constant endure elements effect against the effects of cold weather and cold resistance equal to your binder level. Wisdom of the Elders:You grant one ally within 30 feet a bit of ancestral wisdom as an immediate action, allowing your target to reroll any d20 he or she has rolled with a +2 insight bonus. The new result must be accepted, even if it is worse.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Death Howls affects you in the following ways. Physical Sign: You possess dark, sleepless circles under your eyes and a thin, gaunt frame from which your bones are visible. When you activate one of Death Howls’s granted abilities, a thin coat of rime covers your body and equipment regardless of the current temperature or climate. Personality Influence: You only wear enough clothing to cover your genitals. You refuse to wear anything that covers your your feet or ears. Favored Ally: Humanoid (gnolls and humans) Favored Enemy: Monstrous Humanoid (any)

Vestigial Bond (Companion)

You gain an gnollb1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class. This granted ability replaces wisdom of the elders.

Demos Kalagos

Sworn Enemy of Time

According to myth, Demos Kalagos was a trickster who tricked time itself and vanished from reality as a result.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Demos Kalagos. Spirit Level: 6th Alignment: Chaotic Neutral (CN) Constellation: Thief Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Demos Kalagos if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a gnome, a kobold, or you have great knowledge of puzzles, requiring 12 ranks in Disable Device. »» You can read even the most archaic of spells, requiring 12 ranks in Knowledge (arcana). »» You place an item worth at least 2,500 gp that you have stolen within Demos Kalagos’s seal. Ceremony: You perform the ritual to summon a bythos aeon backwards. Manifestation: Your soul is evicted from your body. As you hover above your seal like a ghost, you watch your body perform Demos Kalagos’s ritual at every stage of life: toddler, child, adolescent, adult, middle age, and elder.

Legend

Compared to virtually all other spirits, Demos Kalagos is extremely chummy with those guileful enough to summon him. Gregariously fond of interviews, Demos Kalagos spins many stories of his exploits to the occult scholars who have questioned him, but unsurprisingly many of his stories appear to be falsified. According to Demos Kalagos, he was once a mortal gnome who was a renowned trickster, having fooled the cosmic forces of Death, Magic, and Nature. One day, Demos Kalagos claims he attempted to trick the cosmic force of Time to prove his skills and he succeeded, winning power over time itself for a single day. But what Demos hadn’t realized is that an infinite number of himself existed throughout time down an infinite number of timelines. When Demos Kalagos stepped into the temporal realm, an infinite number of other Demoses followed him, and one had prepared a trap that erased the others from reality forever by caging them within the Spirit Realm. As far as occult scholars can discern, however, Time is not a conscious entity, so most chalk Demos’s tales to insanity.

Major Granted Abilities

Time Trick:You can fool time as a standard action, allowing you to undo one target’s previous round. This target must

be within 30 feet of you when you use this ability. Time trick resets the target so that all actions it took are undone; spells cast are returned to the caster’s memory, limited-use items and abilities have their uses restored, damage dealt to other creatures is restored, and so on. Actions taken by creatures other than the target are unaffected. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The target is also affected as maze if it fails its saving throw against time trick. The duration of this maze is 1d4 rounds. Creatures immune to maze (such as minotaurs) are not immune to this effect.

Minor Granted Abilities

Borrow Time: While you are bound to Demos Kalagos, you can take two swift actions, two immediate actions, or one swift and one immediate action during a round. If you do so, you cannot take any swift or immediate actions during the following round. Magic Tricks: While you are bound to Demos Kalagos, you gain an insight bonus on Disable Device and Sleight of Hand checks equal to half your binder level and can cast prestidigitation and mage hand as spell-like abilities at will. In addition, you can disarm magical traps. Create Trap: When you seal your pact with Demos Kalagos, select 1 ranger trapum.You can create the selected trap as a full-round action and set it anywhere within 30 feet of you. All traps created by create trap are supernatural traps. If this trap is placed in the same space as a creature, it immediately activates. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Resist Space and Time: While you are bound to Demos Kalagos, you are immune to aging effects and the slow spell and you gain a +4 bonus on saving throws against teleportation effects.

Signs and Influence

Demos Kalagos affects you in the following ways. Physical Sign: You randomly appear older or younger, as determined by the GM. When you activate one of Demos Kalagos’s granted abilities, this modification reverses. Personality Influence: You are mercurial. You must argue with anyone who suggests an idea to you. Favored Ally: Any (creatures able to cast illusion spells) Favored Enemy: Any (creatures able to use time travel or teleportation abilities.)

Vestigial Bond (Boon)

While you are bound to Demos Kalagos, you can cast haste or slow as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 15th level, you can also cast alter age† as a spell-like ability once per day. At 20th level, you can also cast time stop as a spell-like ability once per day. This granted ability replaces borrow time.

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Everrona

Goddess of the Earth

Everrona was a draconal empyreal lord of childbirth with a large following throughout the mortal realm.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Everrona. Spirit Level: 6th Alignment: Neutral Good (NG) Constellation: Tree Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Everrona if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are female or bring a dragon whelp to partake in Everrona’s ceremony and witness her manifestation. »» You are a drow or you perfectly dress as one, requiring 12 ranks in Disguise. »» You learn the names of Everrona’s three children and offer a sacrifice honoring each during Everrona’s ceremony. Ceremony: You paint runes representing each of the mortal races onto a handful of seeds and swallow all of them at once except for the one marked “drow,” which you plant in a small handful of dirt placed at the center of Everrona’s seal. Manifestation: The seedling starts to grow rapidly as a massive anthropomorphic dragon appears before you cradling a clutch of eggs like an infant.

Legend

In the days of old there was a tale of a draconal empyreal lord called Everrona from whom all mortal races descended. Each spring, Everrona would sojourn from her home to the mortal realm to birth a child. All mortals loved and worshiped Everrona, but over time her children grew wistful and curious. One winter as Everrona slept, a demonic spider crept into the mortal realm and seduced one of Everrona’s children, an elf lad named Nelah. When Everrona returned the following spring, she found her brother, the caretaker of the mortal realm, dead and the elf lad coated in his blood. Filled with a sister’s sorrow and a mother’s fury, Everrona slew her child’s demonic lover and buried her corpse deep beneath the ground. The elf lad ran to save his mistress, digging in vain throughout the night. By the next morning, his heart was stained so thoroughly by his sinful desires that his skin became as black as the night sky. As he continued to dig, the elf lad swore to never emerge from the earth again until he had freed his lover from her prison.

Major Granted Abilities

Drain Experience: You remove a creature’s adult experiences with a touch as a standard action. If you succeed on a

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melee touch attack, the target gains one negative level. A successful Will save negates this effect. If a creature’s negative levels equal or exceed its total Hit Dice, it dies and is reborn as an infant of its race that appears as the slain creature did at that age.This ability is an aging effect. Nonliving creatures and creatures that do not discernibly age (such as oozes) are immune to the negative levels bestowed by drain experience. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Drain experience causes 1d4 negative levels with a successful melee touch attack.

Minor Granted Abilities

Childhood Form: You gain the ability to cast greater flames of youth† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Unlike greater flames of youth, you cannot target nonliving creatures such as constructs or undead with this spell-like ability. Cycle of Growth: You cause plants to grow and wither at will as a standard action, functioning as either plant growth or diminish plants. You must choose which spell this ability functions as each time you use it. Entombment: You seal an opponent beneath the earth, functioning as imprisonment except this ability has a duration of 1 round per binder level and your knowledge about the target does not impact entombment’s save DC.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Second Childhood: While you are bound to Everrona, your age shifts so that you are either a youth or a maiden, functioning as a constant youthful appearanceuc effect. In addition, you can speak with any creature younger than Adult that has a language, functioning as tongues.You must show Everrona’s sign in order to receive this benefit.

Signs and Influence

Everrona affects you in the following ways. Physical Sign: Leaves and draconic scales sprout across your neck and torso; these scales are colored based upon your alignment, and appear metallic if you are good, chromatic if you are evil, or reptilian if you are neutral. When you activate one of Everrona’s granted abilities, these scales rustle across your body as though they were leaves in the wind. Personality Influence: You love children and are kind and nurturing to any children you encounter.You must treat all children as though they were your own Favored Ally: Any (intelligent, good creatures native to the Material Plane) Favored Enemy: Outsiders (demons)

Vestigial Bond (Companion)

You gain a silvanshee agathionb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your silvanshee’s abilities. This granted ability replaces entombment.

Giza Sekhemet The Avatar of War

The last ruler of the frehmin people, Giza forcibly bound the Lady of War to her soul, damning herself to an existence as a spirit when she died.

Summoning Rules

The following describes the requirements and rituals for binding Giza Sekhemet. Spirit Level: 6th Alignment: Neutral (N) Constellation: Starless Binding DC: 19 Totems: You gain a +2 totem bonus on binding checks made with Giza Sekhemet if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Giza Sekhemet’s seal within desert terrain. »» You are not bound to any spirits that posses atlan heritage, such as Alrik of Malkeborne, Omlan Atlan, or Swan Elashni. If you accept this totem, you cannot seal a pact with such a spirit for 1 day or until Giza Sekhemet leaves your soul. »» You draw Giza Sekhemet’s seal with desert spices worth at least 1,000 gp. Ceremony: You crush a piece of sandstone within Giza Sekhemet’s seal and sing an ancient, frehmin war chant. Manifestation: Giza Sekhemet’s seal turns into sand, which rapidly engulfs you up to your neck and scatters the pyramid that you had built. The sand coalesces into a female lion’s head with diamonds for eyes, roaring in triumph.

Legend

Before they were nearly exterminated by the atlans, the frehmins built an enduring civilization with dazzling cities and magnificent courts. In those days, frehmin rulers were also the head of their pantheistic church, with each ruler choosing a single deity as their patron.The final ruler, Giza, chose Sekhemet, the Lady of War, as her patron. Giza’s reign was an era of expansion and prosperity for the frehmin people, but it came to an abrupt end when the Atlan Empire invaded. In desperation, Giza drew Sekhemet into the mortal world and forced her into an unwilling, permanent pact. With the Lady of War’s might, Giza drove the atlans from the desert and for a time, there was peace. But any illusion of lasting peace was shattered forever when the Atlan Empire returned with the Amulet of Taios. With its power, the Atlan Empire buried Giza and her empire beneath the desert sands. Free from Giza’s soul, Sekhemet consigned Giza to the Spirit Realm, where she would languish forevermore as punishment for molesting her deity.

Major Granted Abilities

Sekhemet’s Roar: As a standard action, you can unleash a

powerful roar that functions as an androsphinx’s roarb3 ability. You may choose whether this roar acts as an androsphinx’s first, second, or third roar each time it is used and you possess no daily limit on the number of times per day that you can use Sekhemet’s roar. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: When you use Sekhemet’s roar, it functions as two different androsphinx roars of your choice simultaneously.

Minor Granted Abilities

Avatar of War:While you are bound to Giza Sekhemet, you can cast any spell on the War domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability.You can cast a total number of War domain spelllike abilities each day equal to 3 + your Charisma modifier. Body of Giza: While you are bound to Giza Sekhemet, your land speed increases by 20 feet, your size increases by one step (though your reach does not change and you wield weapons as though you were one size category smaller) and you gain a +4 bonus to your CMD against trip attempts.You must show Giza Sekhemet’s physical sign in order to gain this benefit. This ability is a polymorph effect. Desert Dweller: While you are bound to Giza Sekhemet, you gain desert as a favored terrain, as a ranger. Your bonuses within this terrain are equal to half your binder level. Drilled Soldier: While you are bound to Giza Sekhemet, you gain an insight bonus on Profession (soldier) skill checks equal to half your binder level. If you act as the commander of an army while you are bound to Giza Sekhemet, choose one mass combat boonUCM whose prerequisites you meet; you grant that boon to any army that you command.

Signs and Influence

Giza Sekhemet affects you in the following ways. Physical Sign: The lower half of your body becomes four-legged and feline, giving you the head, arms, and torso of your true form and the body and legs of a cat. When you activate one of Giza Sekhemet’s granted abilities, a solar disk flashes into view above your head. Personality Influence: You take every opportunity to show others your power and prestige.You must never ignore a woman’s cries for help. Favored Ally: Humanoid (frehmin) Favored Enemy: Humanoid (atlans)

Vestigial Bond (Boon)

While you are bound to Giza Sekhemet, you can cast any spell on the Desert domain’s list of domain spellsum whose spell level is equal to or less than your maximum spirit level as a spell-like ability.You can cast a total number of Desert domain spell-like abilities each day equal to 3 + your Charisma modifier. This granted ability replaces avatar of war.

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Hi’Ryia

The Eternal Keeper

When a samsaran dies, its soul begins life anew through a mystical cycle of reincarnation, guided by a mystical shepherd into their new lives.

using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: You can use flow of life as a swift action. After using flow of life as a swift action, it becomes expended for 7 rounds.

Minor Granted Abilities

The following describes the requirements and rituals for sealing pacts with Hi’Ryia. Spirit Level: 6th Alignment: Lawful Good (LG) Constellation: Starless Binding DC: 33 Totems: You gain a +2 totem bonus on binding checks made with Hi’Ryia if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a samsaranarg or you have been reincarnated, as the spell, prior to sealing your pact with Hi’Ryia. »» You draw Hi’Ryia’s seal upon the peak of a mountain. If the seal is drawn upon the tallest mountain on your planet, double Hi’ryia’s totem bonus. »» You drink a potion of cure critical wounds during Hi’Ryia’s ceremony. Ceremony: You mix snow and blueberries together and draw Hi’Ryia’s seal upon each of your palms. Manifestation: The paste on your palms glows and pulls you into a trance where you witness the defining moments of a hundred different samsaran lives in rapid succession.

Guide the Cycle: You return a slain animal or humanoids to life after a 10-minute ritual, functioning as reincarnate. A creature reincarnated by this ability does not return to life until 1 day has passed after this ability was used, though the creature returns to life as a member of the same race. There is a 1% chance that a humanoid revived by guide the cycle returns to life as a samsaran.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser Flow of Life: While you are bound to Hi’Ryia, you can manipulate objects at will as a standard action, functioning as mage hand. In addition, you can grant a touched weapon the dancing property as a standard action for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive or spent animating the same weapon. Life Blood: You deal 1d6 points of damage + half your binder level to yourself as a move action in order to heal a living creature for the same amount with a touch. This ability has no effect on non-living creatures and a creature can only benefit from this healing once per day. Unity in All Things: When you successfully seal a pact with Hi’Ryia, select 1 minor granted ability belonging to a 5th level spirit or lower that belongs to the same constellation as Hi’Ryia. You the selected granted ability in place of unity in all things.

Legend

Signs and Influence

Summoning Rules

Little is known about the mysterious samsaran and less still is known about the mysterious entity known as Hi’Ryia. Part of the samsaran life cycle is rebirth; when a samsaran dies, she is reborn in a new, young samsaran body to experience life again. A young samsaran has only vague memories of her former life and often reincarnates in a random location, though usually not too far from other samsarans. Most samsarans recount a similar final memory: a loving embrace from a beloved guardian high upon an astral mountain. Whether this is coincidence or not has never been confirmed or denied by samsaran, but the truth about their reincarnation, and the truth about the Eternal Keeper of the Endless Cycle is a heavily guarded secret kept by mute samsarans atop secret monasteries built upon the world’s tallest mountains.

Major Granted Abilities

Flow of Life: By manipulating life energy, you manipulate a living creature (including yourself), functioning as either telekinesis or telekinetic chargeuC.You must choose which spell to use when you activate this granted ability. Use your Charisma as your spellcasting stat for the purpose of using flow of life. After

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Hi’Ryia affects you in the following ways. Physical Sign: Your skin changes color, becoming pale blue.When you activate one of Hi’Ryia’s granted abilities, your form blinks between your true form and that of four different, seemingly random creatures. Personality Influence:You offer sound, truthful advice to any who ask for it.You must never turn down a request for help. Favored Ally: Any (creatures that are not Hi’Ryia’s favored enemies) Favored Enemy: Construct (any), Ooze (any), Undead (any), Vermin (any)

Vestigial Bond (Boon)

While you are bound to Hi’Ryia, you can cast mass cure moderate wounds as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 13th level, this spelllike ability improves to mass cure serious wounds. At 15th level, it improves again to mass cure critical wounds. At 17th level, you can also cast breath of life as a spell-like ability once per day, improving to twice per day at 19th level. This granted ability replaces unity in all things.

Legend of Hi’Ryia Agyen guessed that it had been three days since he had died. Agyen had long since accepted his death; he was at peace when he was in hospice, for he had lived a long life and looked forward to his next one. Unless this is the death that I do not return from, Agyen thought. According to the samsarans, those who had lived in perfect harmony were permitted to stay within the Harmonious Glade for all of time while those who lived in discord were damned to oblivion. In the three days that he had been in the Harmonious Glade, the navy, nighttime sky was never once threatened by the coming of the dawn. Despite the perpetual night, Agyen doubted that oblivion would be lit by the soothing glow of one million stars, each twinkling as brightly as the moon. Nevertheless, hopelessness and doubt had been slowly creeping into his heart. He thought that he was doomed to a friendless afterlife when suddenly He appeared, an unclothed lad of four summers. His heart not daring to hope, Agyen called out to him. “Child! What is your name, and where are your guardians?” The boy turned around slowly and chuckled as he took in the old, naked samsaran man. He smiled at Agyen with eyes filled with the love of a grandfather. “None who seek the Harmonious Glade are bound by the earthly tethers of love and relations,” his words were simple and filled with the wisdom of Truth. “You may call me Keeper.” “I seek the Harmonious Glade, keeper, but I am old and fragile. My bones ache and my feet grow tired. Please, you are young and full of life; won’t you accompany an old man such as I to the glade?” In truth Agyen could have managed the trip just fine if he had known were he was heading, but he yearned for the company of this boy. Again, the boy responded simply. “I cannot climb the mountain without you, Agyen.” Keeper walked to Agyen and to the old man’s surprise, the lad slung the old man upon his shoulders and began walking towards a great mountain that loomed in the distance. They followed rivers and streams, and upon seeing fish dance in the waters of the stream, Agyen begged the boy to stop. “Keeper, my stomach growls with hunger and withers with thirst. I am afraid that I have not eaten since my death. Please, allow us to stop and nourish ourselves.” The boy shook his head in disappointment. “My spirit requires no such nourishment, Agyen, but if yours does I will gladly catch you fish and feed you spring water to soothe your carnal aches.” And without another word, the boy set Agyen down and fished a feast for Agyen, who ate and drank until his belly could hold no more. When he had finally finished, Agyen felt decades younger and stronger. “Keeper,” he spoke, rising to his feet. “Thank you, but my stomach has been filled. I do not feel as old as I once did. Certainly not so old as to burden a boy of eight summers such as yourself on our journey up the mountain.” The boy nodded solemnly and the pair began their climb up the mountain. Agyen felt as though they spent years climbing up the mountain. Although the road was paved well, he was forced to beg the boy to stop time after time as his back grew sore, his feet grew blisters, and his lungs burst into fits of coughing. But he never asked the boy to carry him. After countless interruptions, the Keeper spoke. “Why do you pause, Agyen?” “I do not wish to stop, Keeper,” the old man sighed. “But I am still not as young as I once was. My body aches with the strain of moving forward. I understand that I am but an old man who is slowing down a boy many years his junior. Go ahead, Keeper. Climb the mountain without me. I must accept that my body’s weakness will not allow me to see the Harmonious Glade alongside of you.” The boy shook his head in disappointment. “My spirit does not know such impatience, nor does it suffer the worldly aches and pains that you describe. I implore you, Agyen, will you allow me to take your worldly aches from you so that we might see the top of the mountain together?” Agyen was appalled; even if the Keeper could do as he claimed, who was he to impart the pains of an old man upon a boy? “I cannot climb the mountain without, Agyen,” Keeper reminded him. “If you must rest, I will stay beside you.” And so they sat for what Agyen decided must have been years as his bones ached and his cough grew louder and louder. Finally, he could bare his condition no longer.” “Keeper, please take away my worldly aches, as you have taken my carnal aches.” Somberly, the boy embraced Agyen, filling him with the love of a child. As the embrace loosened, Agyen’s blisters vanished, his body ceased to ache, and his cough disappeared. When the boy had finished, Agyen felt

decades younger still. He stood up and let loose a mighty cheer, his brilliant blue hair tousled by the mountain’s gentle breeze. “Keeper,” he spoke, rising to his feet. “Thank you for staying with me as I rested. I do not feel as old as I once did. Certainly not so old as to burden a youth of sixteen summers on our journey up the mountain.” The youth nodded solemnly and the pair resumed their climb up the mountain. Soon the paved road vanished, and so both man and youth climbed high up the mountain upon hands and feet. Many times they saved one another from a misplaced step or a broken foothold, until they laughed like father and son. When their heads scraped against the clouds, Agyen stopped to gaze down at the world, strong legs dangling above the world below, and sighed a lonely sigh. “Keeper,” he spoke softly. “I am remembering the last time I climbed a mountain this tall. It was with my true love, Rivashen. I have not felt her embrace for what seems like a lifetime.” The youth shook his head in disappointment. “My spirit requires no such company, Agyen. I implore you, Agyen, allow me to take your heart’s aching from you, so that we might see the top of the mountain together.” Agyen did not answer the youth, and instead sat for what felt like years mourning the absence of his lover’s sweet, tender lips. Finally, when he could bear his heart’s longings no longer, Agyen spoke. “Keeper, please take away my heart’s aches, as you have taken my worldly aches and my carnal aches.” Somberly, the youth embraced Agyen, filling him with the love of a brother. As the embrace loosened, Agyen’s thick frame and manly features gave way to the soft features of a youth whose heart had not known or lost true love. A joyful smile spread across Agyen’s tender face. “Keeper,” he spoke, rising to his feet. “Thank you for staying with me as I rested. I do not feel as forlorn as I once did. Certainly not so forlorn as to burden a man with the fleeting troubles of youth.” The man nodded solemnly and the pair resumed their climb up the mountain. After what seemed like a lifetime upon the mountain, Agyen and the Keeper reached the gates of the Harmonious Glade. The soothing sounds of musical reeds danced upon their ears as the warm, inviting glow of sunlight escaped from the cracks between the glade’s bars. Agyen was overjoyed. “Keeper! We’ve made it! We’ve made it!” Agyen pranced about the clearing as he cheered, waving his arms about in jubilation. But the Keeper, as old as he now was, could only watch the youth with sadness as he cheered. When Agyen had begun to settle down, he placed his hand upon the young man’s shoulder. “I am sorry, Agyen, but it is not yet time for you to see the Harmonious Glade.” The youth’s hooting and hollering immediately quelled as the Keeper spoke these words, his eyes filled with sadness and betrayal. “But why, Keeper? For the first time throughout all of my lifetimes, I have made it here, to the Harmonious Glade. Haven’t I earned my final reward?” “A question you have asked hundreds of times before, and one that will be asked of me countless times after you have left this place,” the Keeper sighed as he pulled Agyen in for one, final embrace. “You have not yet attained spiritual harmony, for your soul is still tethered to the material world. By the river, your soul craved food and water that it did not need, for eating and drinking is a carnal comfort. At the base of the mountain, your soul felt the aches and pains of old age that it did not know, for old age is the decay of the body, but the soul is eternal. Above the clouds, your soul felt the suffering of loss that was not real, for all material things, even love, are fleeting. I have taken each of these things from you at your request, and in doing so I have revealed yours to be a soul in its boyhood. A soul in need of maturation.” As Keeper spoke these final words, he released his embrace upon Agyen, an embrace that filled the youth with the love of a parent. A lifetime away, the soul once known as Agyen awoke laying upon cool, green grass under the bright blue sky. He was still unclothed, but his face and his body had changed; Agyen was not the old man who had died, the man who ate fish by the river, the young man who mourned his true love’s kiss, or the youth who cheered before the Gates of Harmony. He was a boy no older than eight, and he was alone. Though no one was nearby, a single, somber word filled the ears of the boy with the soul once called Agyen. Goodbye.

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Jayna Warlock Traveler of Worlds

Jayna Warlock was a theorist who was infamous among planar theorists for her Seven Elements theory of matter.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Jayna Warlock. Spirit Level: 6th Alignment: Chaotic Good (CG) Constellation: Scholar Binding DC: 26 Totems: You gain a +2 totem bonus on binding checks made with Jayna Warlock if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a geniekin, a genie, or are sufficiently studied in genie lore, requiring 12 ranks in Knowledge (planes). »» You use a brazier of exceptional quality in Jayna Warlock’s ceremony, which must be worth at least 3,000 gp. »» You draw Jayna Warlock’s seal on an elemental plane or within 10 feet of a portal to an elemental plane. Ceremony: You light a small brazier in the center of the seal and mix a bit each of Jayna Warlock’s seven elements into it, saving fire for last. Manifestation: The brazier springs to life, shimmering merrily for a moment before exploding into black smoke.

Legend

Many elemental philosophies exist throughout the world. Some philosophies hold that there are four elements and that they embody the elements of creation. Other philosophies claim that there are five elements and that they embody the elements of the self. In pact magic, occult scholars largely agree upon a combination of these philosophies, called the Elemental Matrix Theory, which was proposed generations ago by a young suli named Jayna Warlock. A student at a prodigious genie university, Jayna Warlock’s genie professors scoffed at her studies, claiming that if metal or void or wood were elements, they would have an elemental plane. Jayna was persistent and according to her diary, she left the academy in search of these lost elemental planes in hopes of proving her thesis correct. Although none know how Jayna Warlock became a spirit, her supernatural mastery over all seven elements is all the proof that occult scholars need regarding the validity of her theories.

Major Granted Abilities

Jayna’s Wish: You draw upon Jayna Warlock’s powers to cast one 4th level or lower spell as a spell-like ability. This spell must be chosen from the elementalist wizard spell listapg that corresponds to your aspect of seven element. At 14th level, the maximum spell level that you can cast as a spell-

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like ability using Jayna’s wish increases to 5th level, and at 17th level it increases to 6th level. All spells cast using Jayna’s wish with a duration greater than instantaneous have their duration reduced to 4 rounds. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: Three times per day, you can empower a spell-like ability cast using Jayna’s wish, functioning as Empower Spell-Like Abilityb1.

Minor Granted Abilities

Aspect of Seven: When you seal your pact with Jayna Warlock, select one of the seven elements: air, earth, fire, metal, void, water, or wood. The chosen element determines the effects of Jayna Warlock’s other granted abilities. Song of Elemental Fury:You bombard foes with elemental energy, dealing 1d6 points of damage per 2 levels you possess if you hit your target with a melee touch attack. The type of damage dealt by song of elemental fury is based upon your aspect of seven element: air (electricity), earth (acid), fire (fire), metal (slashing), void (sonic), water (cold), and wood (piercing).You can use this granted ability a number of times per day equal to 3 + your Charisma modifier. Song of Rising Barriers: You create a barrier of elemental energy as a spell-like ability, usable a number of times per day equal to 3 + your Charisma modifier. The barrier is based upon your aspect of seven element: air (wind wall), earth (wall of stone), fire (wall of fire), metal (wall of iron), void (wall of force), water (wall of ice), and wood (wall of thorns). Song of Waning Elements: While you are bound to Jayna Warlock, you gain energy resistance or damage reduction against one type of attack. Resistances are equal to your binder level while damage reduction is equal to half your binder level). The defenses are based upon your aspect of seven element: air (resist electricity), earth (resist acid), fire (resist fire), metal (DR/magic and piercing), void (resist sonic), water (resist cold), and wood (DR/magic and slashing).

Signs and Influence

Jayna Warlock affects you in the following ways. Physical Sign: Your body looks and feels like your aspect of seven element. When you activate one of Jayna Warlock’s granted abilities, you are engulfed by a nimbus of your element. Personality Influence: You find charity and goodwill insulting.You must act kindly at all times. Favored Ally: Outsider (genies and geniekin) Favored Enemy: Outsider (elementals)

Vestigial Bond (Companion)

You gain a Small elementalb1 as a familiar, functioning as an Improved Familiar. You may select any Small elemental that can serve as a familiar.You possess a wizard level equal to your binder level when determining your elemental’s abilities. This granted ability replaces song of rising barriers.

Legend of Jayna Warlock “Why do you persist, my dear,” the white-haired headmaster said with a slow emphasis that belied his impatience. “Extolling the existence of—seven—elements?” The headmaster glanced about for support from other tired councilors. He was grasping, Jayna observed, which she took as another clue that her theory of seven was potentially a sound one. Another councilor scanned a scroll and read as if she were stupefied, “Wood, metal, and?” Jayna could not see what she was reading, since the councilors sat along a high stone bench looking down upon her some ten feet below. “And the void,” Jayna said impatiently. “It’s all there.” “I don’t know these...elements,” the councilor decided, shaking her head sadly. “Where are these extra three elemental planes?” a third councilor asked. Her voice was not quite as harsh. “If you could produce for us a spell, or a planar map or portal, or an astral color pool, then we could suggest a way to fix your thesis in time to see you off with your fellow students.” The others grumbled. So that was their hope, to get rid of her, Jayna realized. “Just because we cannot see these other elements does not mean they are not there.” “Oh, my dear,” the headmaster retorted. “You chide us as if we’ve been around for only a few hundred years! Who has misled you with this drivel?” “This is not new,” Jayna said forcefully. “I researched these formulas all the way back to Mana, the Beholder of Lost Magic.” “How did you access those tomes?” the headmaster demanded, alarmed. “That zone of the library is only for noble jann! And pact magic is very dangerous.” “I have only been reading, not summoning,” Jayna replied. “And I am halfjann. My father is a jann noble of the highest house.” No councilor would have the temerity to point out the inescapable fact that her mother was a mere human, and thus Jayna a mortal. “And now that you have broached this subject, why is this knowledge hidden?” “Every student must find a way to organize his or her spellbook in a quick, efficient manner,” the headmaster said with a mask of conciliation. “We are pleased that you have located a—unique—method to organize formulas at your fingertips.” The other council members nodded. “Indeed, we see your performance in exemplary. You learn so many spells so quickly. But you will need to pursue this cause on your own, Jayna, if you persist.” Jayna left the council that day with confidence, but later she broke down in a redoubt of tears. “Be honest with yourself,” her djinni friend L’kell said, holding her hands. “Are you ready to walk the planes?” “I will persist,” she said defiantly, “though I have been unable to

locate these planes or distill the extra elements.” They sat together in stark silence. “Who are you really trying to impress?” L’kell asked with as much love as he could muster. “You too, L’kell?” Jayna rose and stormed out. But she found little peace. Even a balcony view of the Seven Storms in their full evening glory could not quell her disquiet. Then it struck her. Mana did not cast spells. L’kell did not cast a spell to create whirlwinds. Magic was a part of them. It could never be pinned to a formula. Perhaps she had been going about it all wrong, she thought, appalled at her own stupidity. No wonder! She felt she had been an idiot for studying spells. She packed up her belongings, except for her spellbook and spell components, which she threw into the fireplace. It crackled with thanks as it consumed them. Then she briskly took herself to the private quarters of the headmaster. At his door, she wondered again if this were all just another mistake. Perhaps she was just a stupid mortal. What had she been thinking, to burn her own spellbook? She knocked. After a spell, the headmaster answered. “Oh, Jayna,” he said in dismay when he opened the door. “I will not hear of this anymore.” He began to close the door. “No,” she said. “I was wrong.” He looked at her, perplexed, and kept the door open. “I realized today, as I watched the Seven Storms, that I was definitely wrong. I sincerely wish…I must ask the council for a thousand pardons.” “Well.” The headmaster was speechless as he stood there in all his whiterobed majesty of nine feet. “Perhaps I shall regret this,” he said. “May I ask what moved you to sanity?” “This is a citadel of arcane spellcasting, is it not?” “Yes.” “I kept trying to fit seven elements into the framework of casting spells, which is like....” She searched for words. “That would be like marrying a slaadi to a formorian.” The headmaster laughed heartily at the metaphor of a giant toad marrying a giant ant, before the toad devoured the ant, most likely; and that was the least of their differences. “Well,” he finally said, “I’m pleased to hear all is clearer for you.” “It is,” she replied. “Magic is not about spellcasting. Now the headmaster was very confused. That night, Jayna snuck away from the citadel grounds, using a carpet that L’kell had once given her. Her first stop was the lost cavern of the gods, as Mana described. “Yes,” she said to Lovath, her poor familiar. “I am just a mortal; and first thing, I am definitely going to change that.”

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Loresir Claw

The Headless Dragon

The burbling thane of poppycocking, Loresir Claw aids all schnorrers who please him with tchotchkes of gobbledygook.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Loresir Claw. Spirit Level: 6th Alignment: Chaotic Evil (CE) Constellation: Dragon Binding DC: 37 Totems: You gain a +2 totem bonus on binding checks made with Loresir Claw if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to speak a string of reasonable nonsense words, requiring 12 ranks in Linguistics. »» You destroy a vorpal weapon during the spirit’s ceremony. »» Loresir Claw’s seal is drawn by a fey creature. Ceremony: You wash your entire body in the yolk and whites of a dozen eggs and light a fire beneath you as you recite Loresir Claw’s epic. Manifestation: The yolk bubbles and expands as the fire engulfs your body. Within seconds you are encased within a massive egg. Outside, a sing-song draconic voice chastises you like a babe, rocking your egg back and forth as the pact is made.

Legend

Though few have ever seen the beast, ancient ballads sing of a creature called the Jabberwock, a legendary denizen of the fey realms. It is said that there is only ever a single Jabberwock alive at once and that a new one is created instantly should the previous one fall. That said, the slaying of the Jabberwock is no easy task, for they are impervious to most kinds of attack and heal wounds faster than they are inflicted. The only known way to slay the Jabberwock dates back to ancient times for which the ballads of old were written: decapitation. According to legend, a nameless hero of old managed to slay the Jabberwock with a magic sword and sword smiths versed in ancient lore agree that the legend of the Jabberwock likely describes the creation of the first vorpal sword. Despite his best efforts, however, even decapitation could not stop the Jabberwock’s endless cycle and it was reborn in the fey realms. Some say, however, that the original Jabberwock’s soul still exists, lingering on in the realm between realms.

Major Granted Abilities

Eyes of Flame: You shoot twin rays of fire from your eyes at targets within 60 feet as a standard action. Each ray is a ranged touch attack that deals 1d6 points of fire damage per binder level you possess. You cannot target a single creature

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with both rays. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Creatures damaged by eyes of flame catch on fire unless they succeed on a Reflex save.

Minor Granted Abilities

Burble: While you are bound to Loresir Claw, you gain a breath attack that causes all targets in a 30-foot cone to become confused for 1d4 rounds. A successful Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Jaws that Bite, Claws that Catch: While you are bound to Loresir Claw, you gain a bite attack that deals 1d8 points of damage (or 1d6 damage if Small) and two claw attacks that deal 1d6 points of damage (or 1d4 damage if Small). If you possess either type of natural attack from a racial trait, class feature, or feat, this ability increases the damage dealt by your existing natural weapon as though you were one size category larger instead. In addition, your claws gain the grab special ability and your bite attack has a critical multiplier of x3 instead of the usual x2. This ability is a polymorph effect.You must show Loresir Claw’s sign in order to receive these benefits. Planar Acclimation: While you are bound to Loresir Claw, you never gain the extraplanar subtype when traveling to other planes; you are always considered to be on your home plane for all effects. Whiffling: You unleash a sonic boom as a standard action. Creatures in a 60-foot line suffer 2d6 points of sonic damage + your binder level. A successful Reflex save reduces this damage by half.

Signs and Influence

Loresir Claw affects you in the following ways. Physical Sign: Your body proportions warp and distort to impossible sizes and shapes; your eyes triangulate, your hands swell in size, your fingers and toes become unnaturally long or short, and you grow appendages that creatures of your kind do not naturally possess.When you activate one of Loresir Claw’s granted abilities, fey glitter dances around you. Personality Influence: You are endlessly amused by rhymes and wordplay and giggle uncontrollably whenever someone speaks with them. Each time you speak, you must include at least one nonsense word in your statement. Favored Ally: Fey (any), Any (Jabberwock, Sard, and Thrasfyr) Favored Enemy: Any (creatures who carry vorpal weapons)

Vestigial Bond (Companion)

You gain a giant fey gecko companion, functioning as a giant geckob3 animal companion with the fey creature templateb3. You possess a druid level equal to your binder level when determining your giant fey gecko’s abilities. This granted ability replaces jaws that bite, claws that catch.

Ma’Zad and Aza’Mi Lovers in Battle

Ma’Zad and Aza’Mi were generals in a war between drow and the surface elves who were executed as traitors for using the war as an excuse to continue their scandalous relationship.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Lovers in Battle. Spirit Level: 6th Alignment: Neutral (N) Constellation: Skull Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Ma’Zad and Aza’Mi if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are proficient with all of the following weapons: elven curved blade, hand crossbow, longbow, rapier, shortbow, shortsword. »» You are a master warrior, requiring a base attack bonus of +12 or greater. »» You draw the Lovers in Battle’s sign under the light of the moon and stars. Ceremony: While wearing no armor and carrying no weapons, you place a rose blossom and a piece of ice into your mouth, and start to chew and suck on them. Manifestation: If you are male, frigid icicles erupt from your skin and grow to cover your entire body. If you are female, adamantine rose thorns erupt from your skin and grow to cover your entire body before blooming. Regardless of whether you are male or female, you writhe in agony as blood spurts from your wounds. The lesions retract just as you are about to pass out from agony as either Ma’Zad or Aza’Mi manifest in the seal.

Legend

Though countless wars have been waged between elves and drow, none are remembered with quite as much disdain on both sides as the Wars of the Burning Rose. Although no living elf can recall its official start, both elves and drow remember why these wars lasted for several centuries with intense hatred: two star-crossed generals. During the first skirmish in what would spark the Wars of the Burning Rose, the generals fell madly in love with the other’s fluid form and ruthless technique when they came to blows. Knowing they could never be together, the generals met by night and schemed to keep the conflict brewing as long as possible as romanced each other under the light of the moon and stars. After three wars and a twice as many centuries, the lovers were discovered by their lieutenants and for the first and last time, elf and drow united

to punish the traitors. Their eyes were gouged and tongues cut out and when their punishment had ended, both lovers were sealed together within an iron coffin and buried within the earth, granting them their final wish of being together forever.

Granted Abilities

The Lovers in Battle are a conjoined spirit: Ma’Zad manifests before male binders and Aza’Mi for female binders. Disguises and polymorph effects do not change which spirit is summoned and the Lovers in Battle only concern themselves with the gender of the binder’s soul, which cannot be changed by anything less than divine intervention.

Major Granted Abilities (Ma’Zad)

Thrown to the Wind: You hurl one adjacent target with a swift, fluid motion as a standard action. Make a trip attempt against your target, using your binder level in place of your base attack bonus and your Charisma bonus in place of your Strength when calculating your combat maneuver bonus. If you successfully trip your target, your target is flung backwards 10 feet in a straight line away from you for every 5 by which your trip attempt exceeds your target’s CMD. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment (Ma’Zad): The supernatural winds created by thrown to the wind attempt to rip 1d4 items from its person and deposit them in a random square within d100 feet. Roll on the items affected by magical attacks table in Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook to determine which items are affected, if any. A successful Reflex save negates this effect. If the target rolls a natural 1 on this Reflex save, all items on its person are affected (including its clothing).

Minor Granted Abilities (Ma’Zad)

Battlefield Reflexes: While you are bound to Ma’Zad, you gain a +2 bonus to your Dexterity score as well as the benefits of Combat Reflexes. If you already possess Combat Reflexes, increase the Dexterity bonus to +4 instead. Ice Skean: You create a supernatural dagger of frozen ice at will as a standard action, functioning as icicle daggerUM except that the dagger possesses a +1 enhancement bonus for every 4 binder levels you possess as well as one of the following abilities of your choice: frost, ghost touch, keen, or returning. You can change which ability your dagger possesses as a swift action. Lover by Nightfall: While you are bound to the Lovers in Battle, you gain darkvision out 90 feet. If you have darkvision from another source, improve that darkvision by 30 feet instead. In addition, you can cast produce flame as a spell-like ability at will and when you succeed on a Diplomacy check to improve a creature’s attitude, it improves by two steps if you are within 30 feet of a fire. Preemptive Strike: While you are bound to Ma’Zad, the first opponent to hit you with a melee attack each round provokes an attack of opportunity from you for doing so.

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Major Granted Abilities (Aza’Mi)

Storm of Spears: When you use the full-attack action, storm of spears allows you to give up your regular attacks to conjure dozens of magical javelins and hurl them at each opponent within one range increment (30 feet). You must make a separate attack roll against each opponent. Activating storm of spears is a free action and when you use it, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. The javelins created by storm of spears have a +1 enhancement bonus on attack and damage rolls per 4 binder levels you possess. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment (Aza’Mi): All javelins created by storm of spears have one of the following special abilities (your choice): distance, seeking, shock, or thunderingue.

Minor Granted Abilities (Aza’Mi)

Battlefield Reflexes: While you are bound to Aza’Mi, you gain a +2 bonus to your Strength score as well as the benefits of Power Attack. If you already possess Power Attack, increase the Strength bonus to +4 instead. Lover by Nightfall: While you are bound to the Lovers in Battle, you gain darkvision out 90 feet. If you have darkvision from another source, improve that darkvision by 30 feet instead. In addition, you can cast produce flame as a spell-like ability at will and when you succeed on a Diplomacy check to improve a creature’s attitude, it improves by two steps if you are within 30 feet of a fire. Luna Toxin: While you are bound to Aza’Mi, your blood becomes poisonous, allowing you to apply the following injury poison to any weapon that you wield as a move action without the risk of poisoning yourself: save Fort, DC as a granted ability; effect 1d4 Con; frequency 1/round for 5 rounds; cure 1 save. After five rounds, this poison transforms back into ordinary blood and loses its toxic properties.

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Wreathed in Black Roses: While you are bound to Aza’Mi, your skin hardens and sprouts black, thorny roses. This transformation grants you a +9 armor bonus to your Armor Class and DR 5/adamantine. These thorns function as armor spikes that deal 2d6+6 points of damage.You must show Aza’Mi’s sign in order to receive this benefit.

Signs and Influence

The Lovers in Battle affect you in the following ways. Physical Sign: Half of your body becomes fair and pale like a surface elf while the rest becomes dark like a drow elf. When you activate one of the Lovers in Battle’s granted abilities, the sound of battle magnifies around you. Personality Influence: You act with principle at all times during combat.You must always grant mercy to anyone with fewer Hit Dice than you and you must never grant mercy to anyone with Hit Dice equal to or greater than yours. Favored Ally: Humanoid (elves; Ma’Zad only) and Humanoid (drow; Aza’Mi only) Favored Enemy: Humanoid (drow; Ma’Zad only) and Humanoid (elves; Aza’Mi only)

Vestigial Bond (Companion)

You gain a giant spiderum vermin companion. You possess a druid level equal to your binder level when determining your giant spider’s abilities. This granted ability replaces preemptive strike for Ma’Zad or wreathed in black roses for Aza’Mi.

Merickel

Hero of False Destiny

Merickel was a half-elf who was fated by prophecy to be a hapless nobody despite attempts to prove otherwise.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Merickel. Spirit Level: 6th Alignment: Chaotic Good (CG) Constellation: Hero Binding DC: 23 Totems: You gain a +2 totem bonus on binding checks made with Merickel if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Kaylos or Forash’s seal during the ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Merickel leaves your soul. »» You plunge a +3 greatsword or better into the earth during Merickel’s ceremony. »» You draw Merickel’s seal near a lake. You must toss a greatsword into the lake at the end of Merickel’s ceremony in order to receive this totem, causing the weapon to become lost in its depths forever. Ceremony: After completing Merickel’s seal, you stand in the center and stand quietly and contemplate your existence. When you have finished, you plunge a greatsword into the center of Merickel’s seal. Manifestation: Merickel’s seal glows with azure light as dozens of fairy-like entities burst out from the seal’s edges, chiming softly.You can hear Merickel’s voice amidst this sound.

Legend

The dreary legend of Merickel is used by atheist scholars who wish to disprove divine constructs such as prophecy and fate. According to the tale, Merickel was a half-elf who discovered a magical sword at the bottom of a misty lake. After retrieving the blade from its depths, the blade sang to Merickel that he was destined to build a kingdom that would last for generations, so the ranger traveled to a faraway village at the weapon’s behest. There he met a beautiful woman who was engaged to another man. Merickel cleared land for her and built her a keep where he could sire his sons. The maiden accepted and she and Merickel were happy for a time, until one day when a demon came to take away Merickel’s sword. When he could not, he stole Merickel’s love instead. Merickel followed the demon to the ends of the earth, but when he arrived he found that his wife’s former betrothed had already saved her. At that moment, Merickel realized that his blade, his woman, and his land were destined not for him, but for this other man. Broken and defeated, Merickel left his wife and sons and went back to

the lake where he drowned himself, sword in hand.

Major Granted Abilities

Steal Destiny: You snatch a creature’s fate from it as an immediate action, forcing one target within 30 feet to reroll a d20 after the result is revealed and use the new result. A successful Will save negates this effect. If your target fails its Will save, you may store the d20’s original result as a destiny mote. When you are required to roll a d20, you may expend your destiny mote to use the destiny mote’s result instead of rolling your own. After using this ability, it becomes expended while you possess a destiny mote and for 5 rounds afterwards. Capstone Empowerment: You can activate steal destiny as a free action even when it’s not your turn.

Minor Granted Abilities

Banishment: You expel one extraplanar target within 30 feet from the Material Plane as a standard action, functioning as banishment. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Freedom of Movement: While you are bound to Merickel, you can cast freedom of movement as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Hero’s Tools:While you are bound to Merickel, you gain proficiency with the shortbow, longbow, and greatsword. In addition, you gain a +1 insight bonus on attack rolls and damage rolls with shortbows, longbows, and greatswords per 4 levels you possess. Merickel’s Greatsword: You can summon the memory of Merickel’s blade as a full-round action, functioning as an evil outsider bane greatsword with a +1 enhancement bonus per 4 levels you possess (maximum +5). The greatsword ceases to exist if it leaves your hand or if you summon a new one.

Signs and Influence

Merickel affects you in the following ways. Physical Sign: You gain ruddy, fey-like features such as large eyes and a sharp face. When you activate one of Merickel’s granted abilities, your skin turns red and your body heats with rage, forcing you to snort hot air out through your nose. Personality Influence: You strive to retrieve any possessions that you have lost. You must seek to actively disprove any prophecies that are presented to you. Favored Ally: Fey (any), Humanoid (elves except drow) Favored Enemy: Any (paladins), Humanoid (drow), Outsider (any with the evil subtype)

Vestigial Bond (Boon)

While you are bound to Merickel, you can animate a greatsword as a full-round action once per day, functioning as animate objects. This effect lasts 1 day and the greatsword is considered a Small construct. Dispel magic and antimagic field can suppress this ability for 1d4 rounds, but do not dispel it. This granted ability replaces summon greatsword.

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Legend of Merickel Late one morning in his nineteenth year, Merickel the half-elf came to a warm, mist-shrouded lake that he had never seen before, even though it sprawled squarely in the midst of his native wood. Sweat covered his brow from riding. He dismounted his unicorn and dove in to bathe. He floated lazily under the warm sun. Fierce tritons, men with fins, grappled him. He fought back. “Hey, stop it!” He thrashed mightily. Nevertheless, they subdued him and dragged him down to the lake bed. Merickel awoke in a shadowy shrine. Its small windows revealed dark water. Light emanated from a cracked, lonely altar, where lay the lost greatsword of a dead war god. “You are destined for greatness!” the sword called to him. Bards say the sword granted wishes too, and promised Merickel much, but other bards sing that the sword was the font of Merickel’s suffering from the get-go. When Merickel staggered from the lake with the sword firmly in hand, he found a bustling town at its shores. “Where did this town come from?” he wondered aloud in shock. “I will follow you inside,” offered the sword. “We can handle anything that comes our way!” “Hmm,” Merickel mused. “May someone good live here.” He entered the gates. Old women and dirt-faced boys, beggars and nobles rushed about shouting, haggling over food stuffs with coins in hand. How sad, he reflected, to pay for food. “Find the Dragon Quest Inn,” the sword urged. At the inn he met his future wife, the elf maiden Erah, and they savored many fine evenings that summer after he returned from work in a nearby scorching smithy. “I wish you to be my bride,” he whispered to her under the twinkling stars one warm night. Erah’s stepfather, a town magistrate, moved to thwart the marriage in favor of Erah’s arranged suitor, a human paladin named Justinian. “I too wandered upon this strange town,” Justinian said when he and Merickel met. However, they had little else in common. The paladin spoke incessantly of great deeds and holy plans. Merickel closed his ears and thought; I cannot imagine I came from the same place as this bore. Erah was partial to Merickel, so they eloped. He made her his wife by the blessing of an itinerant priest. “Now, let’s locate my home!” he announced after he sealed the marriage vows with a deep kiss. The town and its land reeked of mud and vermin. There were no satyr pipes, nymphs, or prancing unicorns to inspire anyone. “Rejoice in your marriage,” the priest shouted as they galloped off. Search as he did with Erah in tow, Merickel found no familiar landmarks. “Never heard of this fey wood,” people said when he would tell them about the lake, the sword, and the town. “I have always lived here,” Erah added. “Perhaps your childhood was a dream, or you are a changeling.” She winked and kissed him. Merickel vowed to put aside his longing. He found and cleared a mountain keep.The two settled in. Merickel used gold from the keep’s horde to restore it to its former glory. Two years passed. When Erah bore him twins she said, “I am so happy you came into my life.” “I am all here,” he replied, “for this day is my dream.” Then, like the tritons before, demons came one dark night to steal the dead war god’s greatsword. “Ah, my prize!” the demon lord exclaimed. “Give it!” “I am yours, protect me,” the sword cried to Merickel. Merickel fought the demon lord, who grabbed Erah in his claws and flew away on his bat-like wings, howling, “The time will come when you will happily give away that sword.” With newborns in tow, Merickel set out to find beloved Erah. He hiked to the orc badlands, where a spirit shaman directed him to a wondrous island kingdom.

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“What marvels the world holds,” he told his twins as the island’s golden spires came into view. His children had grown quickly, as if by magic. In three years, his son stood as high as a pony and fenced using a man’s sword. At the island kingdom, he met the mystic Jessica, her brother, and the thief twins whose names are lost to history. Others also joined his inspiring quest for Erah. “Like bears to honey,” Merickel would say, “they come.” All the while, the demon lord spied, ambushed, and taunted Merickel. “Come and get me, oh, little god of war.” Merickel was undeterred, with Erah etched in his heart and the visions of mystic Jessica to guide them. With the visions as his treasure map, Merickel and his band found beloved Erah. Yet he was shocked. She was not chained in a demon’s dungeon, but living comfortably in the floating sky castle of her true father, the elven mage Agazon. The paladin Justinian had rescued her months before. “Please illuminate me,” Merickel demanded. “Do you have feelings for Justinian?” “I was very happy with you,” Erah said, “but my father’s purpose for me lies here.” Heart-broken, Merickel cried in the castle’s garden. “What have I done wrong? Do I live another man’s life!” Now, the demon lord’s drow mistress had entered Keep Agazon disguised as Jessica’s brother, whom she had quietly murdered in secret. She prepared poison to kill Merickel while practicing swordplay. But Merickel knew his friend well. He uncovered the drow mistress, drove her off, and vowed to strike the demon lord’s infernal home to end its dominion. “But first,” the elven mage interjected, “Who should wield the greatsword of the dead war god? Let us find out, shall we?” The spells declared it belonged to Justinian, grandson of the slain god. “This explains much, Merickel,” the elven mage said. “You have been living Justinian’s life. But to be fair, a match will decide who will wield the sword.” Merickel did not care to fight, but said yes. Then more bad news: “It is true,” Erah admitted with tears, “I carry Justinian’s child.” Merickel flew into a rage. He attacked the paladin in the keep’s gardens the day before the match and left the “heir of a god” whimpering in a puddle of his own spittle and blood. It was the least he could do. “You disgrace! Leave this place forever,” the elven mage pronounced as he and Erah turned their backs on him. Bards say Justinian bore the greatsword into the Nine Hells. Sadly, his strike against the demon lord did not unfold as gloriously as prophecy predicted. The demon lord quickly removed his head and snatched the greatsword to go and slay his own master, a beast even fouler than it was. Years later, Merickel heard the news. He had been living with Jessica, the thief twins, and his now-grown children. “You are lucky,” his daughter said consolingly. Nostalgia filled his heart. He returned to Erah, still floating in her father’s sky home. He came with flowers and a smile. He asked once again for her hand in marriage. “I am too bitter a root for you,” she said. “Go find that fey forest of yours before its too late for you too. And here is the greatsword,” she said. “Life’s irony returned it to me.” He did not ask how she got it back. Its journeys are another story. On that day, Merickel returned to the misty lake. He dove deep. It was cold now. Tritons lived there no more. He returned the greatsword of the dead war god to its resting place in the shrine, and then he disappeared into the woods. No one saw him again, which is not to say no more tales were told.

Minezon

between time and space, begging for a salvation that could never spare them from their fate.

The story of Minezon tells the tale of a denizen of two opposing heritages. The story is a cautionary tale against those who allow blood to define them.

Major Granted Abilities

The Untouchable

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Minezon. Spirit Level: 6th Alignment: Chaotic Evil (CE) Constellation: Mage Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Minezon if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You purée a scroll of a 6th level spell or higher during Minezon’s ceremony and drink it. »» You possess a bloodline power from either the Abyssal bloodline or the Fey bloodline or use demonic or fey blood fresh from a living creature in Minezon’s ceremony. »» You are female or use a cold iron chalice in Minezon’s ritual worth at least 2,500 gp. Ceremony: You attack yourself with a dagger for lethal damage and drain the blood into a chalice. After your wound starts to close, you drink your blood from the chalice. Manifestation: Minezon’s physical sign painfully manifests onto you, causing you to shake uncontrollably as Minezon’s buzzing echoes around you impatiently.

Legend

A horrible sight to behold, Minezon was a half-fiend fey, born when his pixie mother married a trickster devil on a lark. Minezon was constantly shunned for his lineage; next to the beauty of his fey family and peers, Minezon’s insectoid features were a blight. When he was old enough to walk, Minezon fled and hid in the Nightfang Weald, a twisted realm of darkness and loneliness. Many years later, Minezon’s father traveled to the Nightfang Weald and offered his adolescent son a place by his side in Hell for he sought an heir. Upon arriving in Hell, however, Minezon was ridiculed by his infernal peers for his fey heritage. Realizing that death would not save him from his torment should his soul be condemned to Hell, Minezon sought release from his suffering via a potion that would utterly destroy his soul. As Minezon guzzled down the potion, his mother arrived in Hell teary-eyed, begging her son to return home. Minezon choked, swallowing all but the final drops of the potion. Minezon’s mother was forced to watch as her son’s soul vanish before her eyes, never to be seen again. Unknown to his mother, a few drops of Minezon’s soul were spared from the ravages of the potion thanks to her unfortunate arrival, doomed wander alone

Untouchable Tenacity: You invoke Minezon’s resolve as an immediate action, reducing all damage dealt to you during the turn by half. This reduction is applied after damage reduction, energy resistance, and similar effects. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can spend up to 4 blood points when you activate untouchable tenacity to reduce the number of rounds that untouchable tenacity becomes expended for after it is used by 1 round per point spent.

Minor Granted Abilities

Blood Pool: You gain a blood pool with a number of points equal to your Constitution modifier (minimum 1). You can spend one point from your blood pool as a swift action in order to gain a +4 alchemical bonus to your Strength and Dexterity for 1 minute or a +1 bonus to the saving throw DC of all supernatural abilities that you posses for 1 round. At 15th level, the alchemical bonus to Strength and Dexterity increases to +6 and the save DC bonus increases to +2. At 19th level, the alchemical bonus to Strength and Dexterity increases to +8 and the save DC bonus increases to +3. Consume Blood: You can spend 1 point from your blood pool as a standard action to heal a number of hit points of damage equal to 4d8 + your binder level. Detect Vitality:You gain the ability to cast detect pact spirits† and status as a spell-like ability at will. Stirge’s Sting: While you are bound to Minezon, you don’t provoke attacks of opportunity when performing a grapple combat maneuver. In addition, when you inflict unarmed strike damage to an opponent that you are grappling after maintaining the grapple, you regain 1 blood point. You must show Minezon’s sign in order to receive this benefit.

Signs and Influence

Minezon affects you in the following ways. Physical Sign: Your mouth and nose transform into a stirge’s proboscis. When you activate one of Minezon’s granted abilities, mosquitoes burst out from all of your body’s orifices. Personality Influence: You are addicted to the taste of blood.You must lap up any split blood that you encounter. Favored Ally: Animal (mosquitoes), Magical Beast (stirges), Undead (vampires) Favored Enemy: Fey (any), Outsider (devils)

Vestigial Bond (Companion)

You gain a stirgeb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your stirge’s abilities. When your stirge deals damage with its blood drain ability, you regain 1 blood point. This granted ability replaces stirge’s sting.

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Primordial Titans

Martyrs of the Betrayed

Eons ago, the gods fought against their creations in a war known as the Titanomachy. The war was so gruesome that the titans that perished coalesced into a conglomerate spirit.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Primordial Titans. Spirit Level: 6th Alignment: Chaotic Good (CG) Constellation: Noble Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with the Primordial Titans if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sing hymns in Celestial and Giant during the Primordial Titans’ ceremony, requiring 12 ranks in Knowledge (religion) and the ability to read and speak Celestial and Giant. »» You sully the likeness of Rajah Amajaloma’s seal during the Primordial Titans’ ceremony. If you accept this totem, you cannot seal a pact Rajah Amajaloma for 1 day or until the Primordial Titans leave your soul. »» You bring a magical weapon with a +3 enhancement bonus or better whose intended wielder is at least one size category larger than you into the Primordial Titans’ seal and use it to bleed yourself during the Primordial Titans’ ceremony. Ceremony: You mix together crushed pomegranate and the petals of a tulip together with your own blood, then use the mixture to trace the veins on your arms, legs, torso, and neck. Manifestation: The mixture turns pure white as seven vaguely humanoid figures appear around the outskirts of the seal, singing gaily. Suddenly the seven figures die as gushing blood from a wound in their hearts turns the seal crimson.

Legend

In an age long past, a race of beings known as titans waged a violent campaign against the gods in a series of wars known as the Titanomachy. As immensely powerful divine beings, the titans were jealous of the praise and adoration that their heavenly parents received and sought to take it from them. In the end, the Elysium titans betrayed their kin and helped the gods to banish the remaining titans into the depths of the Abyss. An ancient relic of this age known as the Amajaloma Scriptures tells of the gods’ primary weapon against the titans prior to their betrayal; a master assassin specifically created to slay titans.The scriptures claim that the gods gave this assassin the power to devour titan souls, banishing them to a dark and lonely oblivion where they were doomed to linger forevermore.

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Major Granted Abilities

Primordial Shout: You bellow with supernatural strength as a standard action, causing all targets in a 40-foot cone to become confused for 4 rounds. A successful Will save negates this condition. This ability is a sonic-based attack that requires a verbal component (a shout) but is not language-dependent. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use primordial shout to target a 60-foot line or a 20-foot radius burst centered on you instead of a 40-foot cone.

Minor Granted Abilities

Armor Proficiency: While you are bound to the Primordial Titans, you are proficient with all types of armor and you reduce the armor check penalty of all armor that you wear by –1 per 4 levels you possess. Blade Barrier: While you are bound to the Primordial Titans, you can cast blade barrier as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Titan Lore: While you are bound to the Primordial Titans, you gain an insight bonus on Knowledge (history), Knowledge (planes), and Knowledge (religion) checks equal to half your binder level. In addition, you can make these skill checks untrained. Titan’s Grasp: While you are bound to the Primordial Titans, you are proficient with the greatsword and the greataxe. In addition, all two-handed weapons that you wield deal damage as though they were one size category larger, functioning as a constant lead bladesapg effect.

Signs and Influence

The Primordial Titans affect you in the following ways. Physical Sign: Your body’s coloration becomes fair and your hair naturally grows into braids. When you activate one of the Primordial Titans’ granted abilities, the sound of clashing blades rings around you. Personality Influence: You are always compassionate. You must remind others that you are above the petty woes of mortals and refuse to aid any who suffer from mortal matters. Favored Ally: Humanoid (any Good), Outsider (any Good) Favored Enemy: Humanoid (any Evil), Outsider (any Evil)

Vestigial Bond (Boon)

You radiate an aura of godslaying out 30 feet until the start of your next turn as a standard action, causing all attacks made with melee weapons by allies within this aura to disrupt divine spellcasting.When an ally damages a creature capable of casting divine spells, it becomes shaken and unable to cast any divine spells for 1d4 rounds. A successful Will save causes the creature to merely become shaken for 1 round. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.You can use this ability a number of times per day equal to 3 + your Charisma modifier.This granted ability replaces blade barrier.

Rasputin

The Bleeding Ringmaster

Rasputin is a vengeful spirit that constantly seeks revenge upon his rival, Demos Kalagos, by outdoing him in every possible regards.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Rasputin. Spirit Level: 6th Alignment: Neutral Evil (NE) Constellation: Seer Binding DC: 26 Totems: You gain a +2 totem bonus on binding checks made with Rasputin if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Demos Kalagos’s seal during Rasputin’s ceremony. If you accept this totem, you cannot seal a pact with Demos Kalagos for 1 day or until Rasputin leaves your soul. »» You pitch a fabulous tent over Rasputin’s seal. The tent must be worth no less than 5,000 gp. »» You draw Rasputin’s seal in alchemical fire, requiring no less than 5 doses and a successful Reflex save (DC 26) to avoid catching on fire while creating the seal. Ceremony: You perform the bleeding man trick, during which you stick nine iron nails into your body without drawing blood; three into your hands, three into the soles of your feet, and three around your heart. Manifestation: Despite performing the trick correctly, blood oozes from around the nails as you are wracked with otherworldly pain. Rasputin appears by your side, an otherworldly ringmaster, who demands your cooperation as a spotlight focuses upon you.

Legend

Gypsies and circus folk often swap exaggerated stories about the legendary ringmaster, Bloodied Rasputin. According to folk legend, Rasputin was a mighty magician born into a family of healers and scholars. Loathing the drudgery of mundane life, a young Rasputin made the decision to run away from his family, taking to life under the big tent. Rasputin attracted and created marvelous acts the likes of which no ringmaster had ever seen and in time his work became the stuff of legend. One day, Rasputin became smitten with a fire breather who performed under his big tent. Their love blossomed until, on the night that he was to propose, she was killed by a trick gone awry played by his rival, a gnome trickster that none can seem to remember. Rasputin never forgave the gnome for his foolishness and his heart grew bitter and cold as Rasputin dedicated his life to seeking terrible vengeance upon the trickster that

wronged him. But each time he tried, the gnome slipped away from Rasputin, his face aglow with laughter. Finally, Rasputin perfected a vanishing trick to be rid of the gnome forever, but as the wise know rage causes error and the trick meant to erase Rasputin’s hated foe backfired, causing him to vanish instead.

Major Granted Abilities

Freakish Touch: You transmogrify one target into a freakish abomination with a touch. If you hit the target with a melee touch attack, its body becomes permanently warped and mutated, suffering one of the deformities listed in the Freakish Touch Deformities section on page 214. A successful Fortitude save negates this deformity. Deformities inflicted by freakish touch can only be removed with miracle or wish. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A target that succeeds on its Fortitude save against freakish touch is afflicted with a deformity of your choice for 1 round per binder level you possess.

Minor Granted Abilities

Bilocation: You disappear and leave an illusory replica of your place as a standard action. This illusion functions as a major image and includes visual, audible, tactile, and olfactory elements. You, meanwhile, teleport up to 30 feet and become invisible, functioning as dimension door and invisibility. Your illusory image has an AC of 10 and no saving throw bonuses. When dealt any amount of hp damage or when your invisibility ends, the illusion is destroyed. Both your illusion and your invisibility have a duration of 1 round per binder level you possess.You can use this ability a number of times per day equal to 3 + your Charisma bonus. Cloak Trick: You foil enemy attacks with a flick of your wrist. When you are targeted by a melee or ranged attack, you may make a Sleight of Hand check as an immediate action and use the result as your AC until the end of the turn. In addition, you may immediately teleport into a space adjacent to your attacker if your Sleight of Hand check exceeds your target’s attack roll by 10 or more. This movement does not provoke attacks of opportunity and your target is flat-footed against your next attack made against it, as if you had successfully feinted it. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Master of the Ring: While you are bound to Rasputin, you gain an insight bonus on Acrobatics, Escape Artist, and Sleight of Hand checks equal to half your binder level. If you possess at least one rank in any of these skills, you may take 10 on that skill at all times, even while rushed or distracted. Whip Mastery: While you are bound to Rasputin, you are proficient with the whip and gain the benefits of Whip Masteryuc and Improved Whip Masteryuc.

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Signs and Influence

Rasputin affects you in the following ways. Physical Sign:You grow a long, bushy beard. When you activate one of Rasputin’s granted abilities, your palms, the soles of your feet, and your sides begin to bleed. Personality Influence:You are lustful for power, fame, love, and glory.You must never turn away a chance to progress towards your goals, no matter the cost. Favored Ally: Monstrous Humanoid (any) Favored Enemy: Humanoid (gnomes)

Vestigial Bond (Companion)

You gain a carnival animal as a companion, functioning as an animal companion with the carnival animal template† (see page 363). You may select from any of the following animals as your companion: bear, cat (any), bird (any), dog, elephantb1, horse, or pony. You possess a druid level equal to your binder level when determining your carnival animal’s abilities. This granted ability replaces bilocation.

Freakish Touch Deformities

You can inflict the following deformities onto your targets using freakish touch. A target afflicted with any of the following deformities suffers a –4 penalty on all Charisma-based checks with creatures of its type. This penalty stacks with other penalties on Charisma-based checks granted by each specific deformity. Dogfaced: The target grows hair uncontrollably either across its body or at a specific region, causing its skin to become itchy and hypersensitive. The target takes a –4 penalty on all ability checks, attack rolls, saving throws, and skill checks. Horrific Centaur:You transform the target’s lower body into a larger version of its actual body from the neck down; effectively, the creature regains its head, arms, and torso but its lower body changes to resemble its arms, body, and legs in a crouched, crawling position. All of the target’s speeds are reduced by half and it takes a –4 penalty on all Strength-, and Dexterity-based skill checks. In addition, the target’s size increases by one category, but it wields weapons as though it were its original size, and it receives half the usual armor bonus from any armor it wears before calculating the armor’s enhancement bonus, if any. Face Wipe: You make the target’s face disappear. The target becomes permanently blinded and deafened and loses any of the following abilities that it has: blindsense, blindsight, keen scent, or scent. Fuse Legs:You warp the target’s legs together into a hideous tail. This freakish deformity functions as merfolk transformation†, except it doesn’t grant the target the aquatic template or remove its ability to breathe air.

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Inverse Limbs:You switch the target’s feet with its hands and vice versa. The target’s movement speed is reduced to 5 feet for all types of movement and it cannot hold or activate objects that require hands to trigger. In addition, the target takes a –4 penalty on all Strength- and Dexterity-based checks. Malleable Body: The target’s body becomes soft and malleable. The target takes a –4 penalty on all Strength- and Dexterity-based checks, its movement speed is reduced to 5 feet, and it cannot take 5-foot steps. Alternatively, you can permanently shape a willing or helpless target into a creature or an object with a Craft DC of 10 or less. To shape the target into a creature, you must have a number of ranks in Craft (sculpting) equal to 10 + the creature’s CR. Although the creature’s body changes shape to resemble its new form (the degree of which is up to you), it gains none of its new form’s abilities and its Strength, Dexterity, and Constitution are reduced by –4. Second Head: The target’s head shrinks to one-half its size and shifts over as a second head sprouts in its place. Both heads have identical thoughts and attempt to control the target’s body at the same time, leaving it disoriented. The target takes a –4 penalty on all Intelligence-, Wisdom-, and Charisma-based checks and it becomes permanently staggered.

Serapith

The Scouring Light

Serapith was an angel whose soul was forever scarred when he read from the pages of the Book of the Damned.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Serapith. Spirit Level: 6th Alignment: Neutral (N) Constellation: Angel Binding DC: 25 Totems: You gain a +2 totem bonus on binding checks made with Serapith if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are an aasimar or you are learned in the lore of the celestial realms, requiring 12 ranks in Knowledge (planes). »» You create an exceptionally pious atmosphere for Serapith’s ceremony, requiring 12 ranks in Knowledge (religion). »» You draw Serapith’s seal in fiendish blood. Ceremony: You line the edge of Serapith’s seal with candles until the entire seal is illuminated with specks of yellow light. Manifestation: The candles’ flames grow brighter and hotter until the heat within the seal is unbearable and the seal shines with the light of the sun. Just as you are about to pass out from the intense heat, Serapith’s shadow descends upon you, protecting you from the scouring light.

Legend

Serapith, according to celestial legend, was a former Archangel of Wisdom who was given the task of studying the Book of the Damned in hopes of learning the secret to defeat the fiendish hordes of the Lower Planes. The other Archangels were certain that wise Serapith would know how best to use the book, but as Serapith read of the iron cast hierarchies of Hell, the twisted dementia of the Abyss, and the terrible realms beyond, his sanity slowly dwindled. When Serapith learned that fiends were born from the souls of wicked mortals, however, his mind snapped. Confronted with this horror, Serapith became convinced that the only way to destroy the fiendish races was to eradicate all mortals. Set upon his grim goal, Serapith flew to the mortal realm and razed entire cities in holy fire, stylizing himself as the Scouring Light of Death. When his fellow Archangels had learned what Serapith had done, they swooped down to the mortal realm with haste and ended Serapith, laying him to rest in a tomb outside of time and space so that he might find peace from the horrors that plagued his mind.

Major Granted Abilities

Scouring Light: You summon a ray of pure light as a standard action, targeting a creature within 60 feet. This ray deals

2d6 points of untyped damage per binder level you possess on a successful ranged touch attack. A Fortitude save reduces this damage to 5d6. A creature reduced to 0 hit points by this damage crumbles into fine ash. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A target that qualifies as one of Serapith’s favored enemies suffers a –2 penalty on its Fortitude save against scouring light.

Minor Granted Abilities

Angel’s Wings: You grow a pair of angel wings as a standard action, granting you a 60-foot fly speed (perfect). This ability is a polymorph effect.You can use this ability for a number of hours per day equal to your binder level. These hours do not need to be consecutive, but they must be spent in 1-hour increments. You must show Serapith’s sign in order to receive this benefit. Serapith’s Protection: While you are bound to Serapith, you gain a +1 deflection bonus to your AC and a +2 resistance bonus on saving throws for every 4 binder levels you possess, to a maximum bonus of +5. Smite Enemy: You smite a target that qualifies as Serapith’s favored enemy as a swift action. Add your Charisma bonus (if any) on attack rolls against the target of your smite and half your binder level on damage rolls made with weapons and supernatural abilities.You may only have one target smiten at a time and this bonus does not stack with other challenge or smite abilities. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Wrath of Daylight:You cloak yourself in blinding light as a standard action, causing all targets within 30 feet to become permanently blinded unless they succeed on a Fortitude save. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. In addition, wrath of daylight affects creatures with vulnerabilities to light as daylight and dispels all magical darkness effects with a level equal to or less than your maximum spirit level.

Signs and Influence

Serapith affects you in the following ways. Physical Sign: You grow a pair of white-feathered angel wings. When you activate one of Serapith’s granted abilities, these wings ooze blood. Personality Influence: You become arrogant towards mortals.You must cull any wicked mortals that you encounter. Favored Ally: Outsider (creatures with the good subtype) Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

You gain a cassisian angelb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your cassisian’s abilities. This granted ability replaces angel’s wings.

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Bercilak Hautdesert The Green Knight

Bercilak Hautdesert was a knight championed by a sorceress. After he betrayed her, Bercilak’s was cast into the Nightfang Weald as punishment.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Bercilak Hautdesert. Spirit Level: 7th Alignment: Chaotic Good (CG) Constellation: Starless Binding DC: 35 Totems: You gain a +2 totem bonus on binding checks made with Bercilak Hautdesert if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are bound to Arthu when you perform the Bercilak Hautdesert’s ceremony. »» You snap a wand of charm person with at least 40 charges in half in the center of Bercilak Hautdesert’s seal. »» You perform Bercilak Hautdesert’s ceremony in the company of one or more fey creatures whose total Hit Dice equal or exceed your binder level. Ceremony: You lob off your own leg with a sharpened axe. Manifestation: A new leg immediately grows from your stump as a burly, naked man with a beard of flowers and grass for hair sprouts from your old leg.

Legend

The Green Knight is a figure from ancient human folklore who tests the loyalty and devotion of knightly orders to their lieges, realms, and vows. Many are the tales of the Green Knight, but in all tellings the Green Knight is the servant of a powerful enchantress and uses her powers to defy death and command the supernatural. In the most famous story involving the Green Knight, he is decapitated by one of the king’s most skilled knights, only to walk over, pick up his head, and vow to reciprocate the blow the next day. Despite being a popular story figure, the Green Knight vanished from folklore roughly a thousand years ago. Some claim that the Green Knight was a product of the Fey Courts and left the mortal realm to rejoin them while others say that he died a natural death.The most popular theory of all is that the Green Knight turned upon his mistress in her hour of need and his soul was banished for abandoning her.

Major Granted Abilities

Buffoonery: You curse one target within 30 feet to act like a buffoon as a standard action, causing it to lose all weapon and armor proficiencies and increase its spell failure chance with spells it casts by 25% for 1 minute. In addition, no skill is considered to be on its list of class skills and all terrain is

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considered to be difficult terrain for it. A successful Will save negates this effect. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Buffoonery is permanent unless dispelled by remove curse or a similar effect.

Minor Granted Abilities

Devoted: While you are bound to Bercilak Hautdesert, you gain a +4 bonus against all mind-affecting effects as well as the benefits of the slippery mind rogue talent. Regenerate: You repair your body of even the most grievous of wounds, functioning as regenerate except this ability is personal range only and targets you. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sacred Submission:You can force one supernatural creature to submit to your will as a standard action, functioning as dominate person except this ability affects fey and outsiders with the evil subtype instead of humanoids. You may only dominate one target at a time with this ability; dominating a new target frees the previous target. At 20th level, this ability can target any creature regardless of type, functioning as dominate monster. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Unbreakable Body: While you are bound to Bercilak Hautdesert, you are immune to ability damage done to your Strength, Dexterity, or Constitution scores. In addition, you do not die when your head is severed, though the trauma does cause you to become staggered until your head is reattached to your body. Furthermore, your head is able to see, hear, and act and communicate with your body while severed as if using telepathic bond.

Signs and Influence

Bercilak Hautdesert affects you in the following ways. Physical Sign: The color of all clothing and equipment that you wear turns green while you are carrying, wearing, or wielding it. When you activate one of Bercilak Hautdesert’s granted abilities, your body’s pigmentation also becomes green. Personality Influence: You uphold the Order of the Lion’s code of conductapg.You must act chivalrously at all times. Favored Ally: Fey (any) Favored Enemy: Any (arcane spellcasters), Outsider (any with the evil subtype)

Vestigial Bond (Boon)

While you are bound to Bercilak Hautdesert, you gain an insight bonus on aid another checks equal to half of your binder level. In addition, the bonus you provide to your allies with aid another increases by +1 for every 5 binder levels you possess and you can use aid another to grant a bonus to an ally’s next ability check, concentration check, or saving throw in addition to the normal uses of this action. This granted ability replaces sacred submission.

The Crow

Prince of Just Shadows

Having met a terrible fate at the hands of a rival, the spirit now known as the Crow is a vestige of his former self, even by the standards of pact spirits.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Crow. Spirit Level: 7th Alignment: Neutral Good (NG) Constellation: Thief Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with the Crow if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw the Crow’s seal under a tree where a murder of crows is perched. The murder must stay perched there until the Crow manifests for you to receive this benefit. »» The ink you use in the Crow’s ceremony was created using shadow conjuration or a similar spell. »» You are a tengu or possess a scar given to you by someone you had thought to be a trusted friend. Ceremony: You spill a well of ink across the Crow’s seal. Manifestation: Flowing like blood, the ink draws a massive bird that spans the Crow’s seal.When it finishes, inky avians burst from the ink and swarm around you, pecking you until your entire body is covered in black ink save for your eyes.

Legend

In some cities, there is an urban legend of a young groom who, while en route to his wedding, was murdered by a rival who aimed to steal the bride’s heart with a drop of love potion. For a time, the bride-thief was happy as he indulged in his new wife’s luxuries and spent her coin on frivolous things. That is, until bad luck began to haunt him. A misplaced vase nearly crushed his head, a startled horse nearly bucked him off a cliff, and a rusty suit of armor nearly decapitated him. Each time, the bride-thief saw a crow fly away silently when he survived. The bride-thief locked himself in his chambers with the windows shut and the shuttered drawn so that he could never see the wretched crow that haunted him. The next morning, he was found dead in his chambers, his throat slit, his eyes pecked out, and his body covered in a veil of black feathers.Though the killer was never found, some say that whoever murdered the bride-thief now seeks others in need of his skills.

Major Granted Abilities

Shape Shadow: You craft quasi-real spell effects from your shadow as a standard action, functioning as either shadow conjuration or shadow evocation except that shape shadow can

replicate one conjuration or evocation spell of 5th level or lower that has an instantaneous duration. At 15th level and every 3 levels thereafter, increase the spell level that shape shadow can replicate by 1, to a maximum of 7th level spells at 18th level. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Shape shadow can replicate spells regardless of their duration, but shape shadow becomes expended for the replicated spell’s duration and for 5 rounds after the spell’s effects expire or are dismissed.

Minor Granted Abilities

Dark Wings: You transform into a crow at will as a standard action, functioning as beast shape III. Dual-Wielding Duelist: While you are bound to the Crow, you gain the benefits of Two-Weapon Fighting and Weapon Finesse. If you have the Two-Weapon Fighting feat, you treat any one-handed weapon that you wield as a light weapon for the purpose of determining your two-weapon fighting penalties. Shadow Image:You cloak yourself in shadowy images as a standard action, functioning as mirror image. Images created by this ability are quasi-real and fool blindsense, blindsight, and scent. Alternatively, you can spend three uses of this ability as a standard action in order to become invisible, functioning as greater invisibility.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Shadow Fortitude: While you are bound to the Crow, you have a 75% chance to ignore the extra damage dealt to you by critical hits and sneak attacks. This ability functions as fortification and does not stack with similar abilities. In addition, you automatically stabilize when reduced to negative hit points and you automatically succeed on Fortitude saves made to avoid dying from massive damage.

Signs and Influence

The Crow affects you in the following ways. Physical Sign: Blood from your wounds transforms into black feathers upon exiting your body. When you activate one of the Crow’s granted abilities, the illumination level surrounding you briefly scintillates from bright light to darkness. Personality Influence:You must punish all wrongdoers that you encounter.You must always act in pursuit of justice. Favored Ally: Animal (carrion birds), Undead (any) Favored Enemy: Humanoid (any evil)

Vestigial Bond (Boon)

You can summon a murder of crows as a spell-like ability, functioning as summon swarm. Treat this swarm as a bat swarm.Your swarm has hit points equal to half your total (excluding temporary hit points) and you are immune to your swarm’s swarm attack. When occupying the same space as your swarm, you gain concealment and cover. You may use this granted ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces dark wings.

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Dead Kings

Echoes of Grandeur

The Dead Kings are a conglomerate spirit, a union of the souls between the greatest mortal rulers ever to live.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Dead Kings. Spirit Level: 7th Alignment: Lawful Evil (LE) Constellation: Noble Binding DC: 36 Totems: You gain a +2 totem bonus on binding checks made with Dead Kings if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have a Strength, Dexterity, and Constitution score of 20 or better. »» You are an expert in genealogy, requiring 14 ranks in Knowledge (history). »» Another binder who also meets all of the above totem requirements helps you prepare Dead Kings’s ceremony. Ceremony: You light a bundle of incense sticks ablaze and kneel before them while praying for Dead Kings to take notice. Manifestation: The smoky, spectral visage of countless rulers and leaders of your race step through the incense haze and address you, commanding you state your purpose.

Legend

Unlike most spirits, no one legend perfectly fits the spirit Dead Kings. Occult scholars are baffled by its manifestation, as the kings who appear differ for every pactmaker between every summoning and very few bear any resemblance to any factual kings and rulers at all. In fact, Dead Kings seems to be able to only manifest itself as whatever kings and rulers that its binder knows of, regardless of whether or not those kings or rulers are alive. Although Dead Kings is unquestionably a conglomerate spirit, many occult scholars struggle with identifying what, exactly, Dead Kings is a conglomerate of. Speculation abounds about the spirit’s nature with no answer proven to be factual. Still, the most prolific theories state that Dead Kings is either a conglomeration of cursed souls who abused their divine mandate to rule, a royal family that made a pact with Dead Kings to rule in antiquity whose souls are absorbed into the spirit upon death, or a union of the divine energy cast off from deceased kings who were given a divine right to rule.

Major Granted Abilities

Unleash Forbidden Secrets: You dissolve a target’s life force with a touch as a standard action. If you successfully hit your target with a melee touch attack, it suffers 1d12 points of damage per 3 binder levels you possess. In addition, each

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of your expended granted abilities have the number of rounds that they are expended for reduced by 1 (including this one). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You may use unleash forbidden secrets as a ranged touch attack with a range of 60 feet.

Minor Granted Abilities

Command of the King: You gain the ability to cast geas/ quest as a spell-like ability three times per day. If your target is a member of your race, you gain a +4 bonus on your caster level check to overcome any spell resistance that it might possess. A creature cannot be the target of this granted ability more often than once per day. King’s Palace: While you are bound to Dead Kings, you gain a personal palace that is decorated as a garish reflection of your personality, functioning as mage’s magnificent mansion. The entrance to your palace is located at the exact spot that you sealed your pact with Dead Kings with, though you can place a portal to your palace a number of times per pact equal to your Charisma modifier (minimum 0). Placing a new portal closes a previous one, causing it to no longer function unless another use of this ability is expended to create the previous portal anew. Unlike mage’s magnificent mansion, king’s palace lasts for the duration of your pact with Dead Kings. Lore of the Dead Kings: While you are bound to Dead Kings, you gain an insight bonus on all Knowledge checks equal to half your binder level. In addition, you may cast legend lore as a spell-like ability once per day. Incarcerate: You cast one target within 30 feet into an extraplanar dungeon as a standard action, functioning as maze. You may only banish one creature at a time with this ability and any banished creatures are freed when your pact with Dead Kings ends. A creature banished by this ability cannot be banished again for 1 day and banishing a new creature frees any previously banished creatures. You must show Dead King’s sign in order to receive this benefit.

Signs and Influence

Dead Kings affects you in the following ways. Physical Sign: Tattoos in the likeness of your race’s greatest rulers are etched into your skin. When you activate one of Dead King’s granted abilities, the eyes of those rulers focus upon a single creature or object. Personality Influence:You act in accordance to all stereotypes held of your race. You must remind people of your lineage whenever you feel that it is brought into question. Favored Ally: Any (creatures of your race) Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain a king crabum as a familiar. You possess a wizard level equal to your binder level when determining your king crab’s abilities. This granted ability replaces command of the king.

The Elysium Choir Innocence Slain

The Elysium Choir consisted of 77 cherubs that sang the most beautiful songs in all of Heaven.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Elysium Choir. Spirit Level: 7th Alignment: Neutral Good (NG) Constellation: Angel Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with the Elysium Choir if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are not bound to the Malebolge Moors. If you accept this totem, you cannot bind this spirit until the Elysium Choir departs from your soul. »» You have mastered a perfect celestial melody, requiring 14 ranks in Perform (sing) and the ability to speak Celestial. »» You anoint yourself and the Elysium Choir’s seal with six doses of holy water that you personally crafted. Ceremony: You sing traditional hymns while anointing yourself with incense and holy water. Manifestation: Choirs of angels begin to sing alongside you, softly at first and growing louder until the voices sound as though a choir of 77 is singing with you.

Legend

Celestial legend speaks of a long-dead race of angels called cherub angels, which were said to fill the skies of heaven with tearful rhapsody. Because of their innocence, the choir angels could not be asked to face the hordes of the Abyss in direct confrontation so they remained blissfully unaware of evil as they sang through day and through night. One day, 13 angels came to the choir’s temple of song and informed them that their master was rebelling against Heaven and asked the choir to join them. Not understanding such matters, the cherubs refused to answer. Irked, the fallen angels commanded the choir to join them. Still, the choir refused. Enraged, the fallen angels ordered the choir to join them or face death. Still, the choir refused. The angels bellowed and slaughtered all 77 of Heaven’s choir angels where they hovered. The sweet music of Heaven faltered and died on that day, and in that one moment the denizens of Heaven knew that their innocence was dead.

Major Granted Abilities

Tranquil Peace of Elysium: You produce a rhapsody of song and praise as a standard action that smites the wicked of heart, functioning as holy word. Good creatures within holy word’s area are spared from death and healed of their wounds

instead, functioning as breath of life. A creature can benefit from breath of life a number of times per day equal to half your maximum spirit level (typically four times). This ability is a sonic effect with verbal components but it is not language-dependent. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use tranquil peace of Elysium to return slain creatures to life, functioning as resurrection. Using tranquil peace of Elysium in this manner takes 10 minutes and requires the expenditure of a 10,000 gp diamond as a material component. You can use this capstone empowerment three times per day. After using tranquil peace of Elysium in this manner, it becomes expended during this ritual and for 5 rounds afterwards.

Minor Granted Abilities

Celestial Performer: While you are bound to the Elysium Choir, you gain a bonus on Perform (sing) and Sense Motive checks equal to half your binder level. Life’s Grace: You sing an invigorating performance as a standard action, granting all allies within 30 feet the benefits of death ward and a +1 sacred bonus on attack rolls, ability checks, skill checks, and saving throws per 4 binder levels you possess. This ability functions as a bardic performance.You can use this ability for a number of rounds per day equal your binder level. These rounds do not need to be consecutive. Pursuit of Peace: While you are bound to the Elysium Choir, you can cast sanctuary as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Shattering Chorus: You sing a high note that buffets one target within 30 feet as a standard action. If you hit the target with a ranged touch attack, it takes 1d6 points of sonic damage per 3 binder levels that you possess. This ability doesn’t allow a saving throw to reduce the damage and unlike most energy attacks, shattering chorus deals full damage to all objects. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

The Elysium Choir affects you in the following ways. Physical Sign:Your voice is constantly in perfect pitch and harmony. When you activate one of the Elysium Choir’s granted abilities, tiny cherubs dart out from your nose, ears, and mouth and buzz around you, extolling all that is good about you. Personality Influence: You are constantly joyous. You must never initiate violent or aggressive confrontations. Favored Ally: Outsider (any with the good subtype) Favored Enemy: Outsider (any with the evil subtype)

Vestigial Bond (Companion)

You gain up to six white birds as animal companions, functioning as a packlord druid’s pack bond abilityum.You possess a druid level equal to your binder level when determining your birds’ abilities. This granted ability replaces life’s grace.

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Inexorus

Prime Inevitable

Known as the Prime Inevitable, Inexorus was the first inevitable ever constructed by the axiomites, built as the perfect soldier for use against the protean hordes.

Summoning Rules

The following describes the requirements and rituals for binding Inexorus. Spirit Level: 7th Alignment: Lawful Neutral (LN) Constellation: Starless Binding DC: 35 Totems: You gain a +2 totem bonus on binding checks made with Inexorus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You perform Inexorus’s ceremony on a Law-Aligned plane. »» You place the corpse of a protean that you personally slew within Inexorus’s seal. This protean’s CR must be equal to or greater than your character level. Inexorus annihilates the corpse during his manifestation, expending it. »» You are Lawful or have a mark of justice or geas/quest effect active on yourself. Ceremony: You utter a prayer to the Prime Inevitable and stomp the ground in the center of Inexorus’s seal. Manifestation: Shockwaves of gears and electricity spread forth like a wave from your foot, transforming Inexorus’s seal into a mechanical face that bids you well.

Legend

According to planar legend, when the multiverse was still in its infancy, the first beings fought for their lives against hordes of chaotic monsters known as proteans. At the forefront of this war were the axiomites, beings of perfect law who were able to give order and form to chaos. Using their gifts, the axiomites created a being that could withstand the chaotic anomalies that proteans created, beings they called “inevitables” because the axiomites brazenly claimed that their triumph over the proteans had become “inevitable” with the creatures’ creation. They called their first model Inexorus, an inevitable designed to pierce the protean hordes to the heart of their realm to render it incapable of spreading. Axiomite records suspiciously neglect to say what became of Inexorus, claiming that the model was a failure. Few among the axiomites and inevitables care to know the truth, however, instead focusing on their tireless pursuit of a multiverse of perfect order.

Major Granted Abilities

Wounding Strikes: As a swift action, you can cause your melee weapons to rend your enemies’ flesh, causing successful attacks with your melee weapons to deal bleed damage equal to

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your Charisma modifier to any opponent that you hit until the start of your next round. This bleed damage stacks, up to a total amount of bleed damage equal to half your binder level. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: Bleed damage from wounding strikes can stack to a maximum equal to your binder level.

Minor Granted Abilities

Axiomatic: You can imbue one of your weapons with the axiomatic weapon special ability as a swift action. This ability only functions while you wield the weapon. If dropped, the weapon resumes granting this ability if it is returned to you before the duration expires. This ability lasts for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive. Detect Chaos: While you are bound to Inexorus, you can use detect chaos as a spell-like ability at will. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect chaos in any other object or individual in range. Multiarmed: While you are bound to Inexorus, you gain two additional arms, to a maximum of four arms. You can use these arms to wield multiple weapons, but only one hand is your primary hand, and all others are off-hands.You can use its hands for other purposes than require free hands. In addition, you gain the benefits of Multiweapon Fighting. Prime Objective: While you are bound to Inexorus, you can cast any spell on the Law domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of Law domain spell-like abilities each day equal to 3 + your Charisma modifier.

Signs and Influence

Inexorus affects you in the following ways. Physical Sign: Your inner body transforms into a perfectly organized system of gears, cogs, and mechanical apparatuses. When you activate one of Inexorus’s granted abilities, a yellow aura of pure law surrounds you. Personality Influence: You loathe discord and seek to quell chaotic events by any means necessary. You must follow every sovereign law that you are aware of. Favored Ally: Outsider (any with the inevitable subtype) Favored Enemy: Outsider (any with the protean subtype)

Vestigial Bond (Boon)

You gain an arbiter inevitableb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your arbiter’s abilities. This granted ability replaces axiomatic.

Jörmungandr

He Who Encircles the World Jörmungandr is a massive leviathan that circles all of creation. Legend says that Jörmungandr will one day break its endless cycle and consume the world.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Jörmungandr. Spirit Level: 7th Alignment: Neutral Evil (NE) Constellation: Tree Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Jörmungandr if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You destroy a holy symbol belonging to a deity with the Air Domain within Jörmungandr’s seal during his ceremony. »» You mix the scales of a reptilian or draconic creature whose CR is equal to or greater than your binder level into the mixture that you prepare during Jörmungandr’s ceremony. »» You draw Jörmungandr’s seal around a willow tree. Ceremony: You chain yourself to the far boundaries of Jörmungandr’s seal and pour a mixture of poison and acid above your head and into your eyes. Manifestation: You scream in pain and instinctively try to claw your eyes out as the bubbling poison dances on your retinas, forming into the image of a serpent devouring its own tail. The image spins across your field of vision impatiently.

Legend

ability. This ability cannot bring a target’s total number of hit points above a creature’s maximum hit point total. Hit points in excess of a creature’s maximum total are lost. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If equalize would make your hit point total equal or exceed your hit point maximum, excess hit points are transferred into temporary hit points. These temporary hit points do not stack and last for 1 hour.

Minor Granted Abilities

Eternal Cycle: While you are bound to Jörmungandr, you return to life one day after you die, functioning as reincarnate. You reincarnate in a safe location within 1 mile of the place you died, bound in a poor pact to Jörmungandr for 1 week. During this week, Jörmungandr cannot be exorcised or expelled and if you die again, you stay dead. Resistances of the Great Serpent: While you are bound to Jörmungandr, you gain a +4 bonus on saving throws against death effects, diseases, and poison. In addition, you gain electricity resistance equal to your binder level. At 20th level, you become immune to death effects, diseases, electricity damage, and poison instead. Poison the Sky: You belch a cloud of disgusting poison as a standard action, functioning as cloudkill. Unlike the spell, this cloud gains 10 feet of height each minute that it persists as it climbs higher and higher into the sky. You may only have one cloudkill effect active at a time; creating a new cloudkill effect dismisses the previous one. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Stir the Ocean:You command the water to your whim as a standard action, functioning as either hydraulic torrentAPG, control water, or vortexAPG (whirlpool only).You can use this ability a number of times per day equal to 3 + your Charisma modifier. If you choose vortex, you may only create a single whirlpool at a time; creating a new whirlpool dismisses the previous one.

Many ancient religions throughout the world possess a myth of a massive serpent that slumbers at the fringes of the cosmos. This massive serpent, known as He Who Encircles the World, is believed to created the tides with its rumbling snores and tear the ground asunder as it tosses and turns, destroying entire settlements in its heaving. All tales of He Who Encircles the World claim that he will bring an end to all mortal life during the end times when he finally awakens, engulfing the world with torrential waves with every breath and splitting entire worlds asunder as he makes his way to the final battle between good and evil. In the end, the ancients believed that the Lord of Lightning was destined to martyr himself to fell the beast, striking down He Who Encircles the World down with a blow from his mighty hammer at the cost of his own life.

Jörmungandr affects you in the following ways. Physical Sign: An ouroboros appears on your forehead. When you activate one of Jörmungandr’s granted abilities, the ouroboros spins as the great serpent tries to swallow itself. Personality Influence:Your body shakes each time you see or hear lightning or thunder. Each hour after sealing your pact with Jörmungandr, you must lick and kiss every inch of your bare feet. Favored Ally: Magical Beast (any) Favored Enemy: Outsider (any)

Major Granted Abilities

Vestigial Bond (Companion)

Equalize:You balance your life energy against that of one target within 30 feet as a standard action.You and your target’s hit points become equal to the average of both of your current hit point totals. A successful Fortitude save negates this

Signs and Influence

You gain a constrictor snakeb1 as an animal companion. You possess a druid level equal to your binder level when determining your constrictor snake’s abilities. This granted ability replaces resistances of the great serpent.

221 Sarah Kemplin (Order #10397598)

Lord Saruga was a lizardfolk who yearned to rule his kind. Ultimately, his plans were foiled by the ambition and greed of those closest to him.

active in this way at one time. If this ability is used again, any existing summon horde immediately ends. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Lizardfolk summoned by summon horde gain an insight bonus to their AC, on saving throws, and on damage rolls made with melee, ranged and natural weapons equal to half your binder level.

Summoning Rules

Minor Granted Abilities

Lord Saruga Soul Eater

The following describes the requirements and rituals for sealing pacts with Lord Saruga. Spirit Level: 7th Alignment: Chaotic Evil (CE) Constellation: Dragon Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Lord Saruga if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You eat at least 8 ounces of a sentient creature’s brain during Lord Saruga’s ceremony. The creature must possess an Intelligence of 4 or greater to qualify for this totem. »» You carve draconic runes into Lord Saruga’s seal, requiring the ability to write in Draconic. »» You perform Lord Saruga’s ceremony at nighttime or his seal is drawn underground. Ceremony: You pour a chalice of animal blood and toast Lord Saruga with it, careful not to spill a single drop. Manifestation: The chalice shatters as the incorporeal souls of 80 lizardfolk soldiers storm Lord Saruga’s seal and begin to chant loudly in Draconic.

Legend

According to lizardfolk tribes, there was once a mighty lizardfolk known as Lord Saruga, an odd lizardfolk who dressed, spoke, and acted like a “soft-skin.” Despite his quirks, Lord Saruga was a genius among his kin and taught them a heinous ritual that allowed the lizardfolk to steal the brains of their enemies by consuming them. In time, Lord Saruga amassed an army of intelligent lizardfolk and used them to invade a human city one moonless night. As his soldiers feasted upon human hearts and brains, their feeble minds learned of human idles such as greed and ambition. In the end, it was Lord Saruga’s own general who ambushed him and devoured his brain. Even after this coup, most lizardfolk believe that a piece of the great Lord Saruga exists within each and every member of their race.

Major Granted Abilities

Summon Horde: You summon a horde of minions as a full-round action, allowing you to summon 5d6 lizardfolkb1, functioning as summon monster VII except it has a duration of 4 rounds. Use your binder level as the lizardfolk’s base attack bonus. You cannot have more than one summon horde ability

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Devour Mind: You can devour the brain of a creature with humanoid intelligence as a full-round action in order to gain its knowledge. Select 1 skill that the target creature had 1 or more ranks in.You gain an insight bonus equal to your binder level on skill checks of the selected type and can make checks with that skill untrained. In addition, you gain the target’s languages and can access its memory with perfect clarity. This benefit lasts for the duration of your pact with Lord Saruga. You cannot have more than one devour mind ability active at one time. If this ability is used again, any existing devour mind immediately ends. Inspire Fanaticism: You bend the weak-willed to your will as a standard action, functioning as mass charm monster except it can only target humanoids with the reptilian subtype. All other creatures are affected as confusion instead. This ability is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lizardfolk Toughness: While you are bound to Lord Saruga, you gain a natural armor bonus equal to your maximum spirit level, darkvision out 60 feet, and gain the hold breathb1 special quality. This ability is a polymorph effect. You must show Lord Saruga’s sign in order to receive this benefit. Saruga’s Curse: As a standard action, you can transform a living humanoid creature into a lizardfolk with a melee touch attack. If you hit the target, it dies and is immediately reincarnated as a lizardfolk, as reincarnate. A Fortitude save negates this effect. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day.You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Lord Saruga affects you in the following ways. Physical Sign: You become a hybrid of a lizardfolk and your true race.When you activate one of Lord Saruga’s granted abilities, green ichor drips from your nostrils and teeth. Personality Influence: You speak and act with highborn mannerisms.You must indulge yourself in the luxuries of nobility at all times. Favored Ally: Humanoid (any with the reptilian subtype) Favored Enemy: Humanoid (humans)

Vestigial Bond (Companion)

You gain a tyrannosaurusb1 animal companions. You possess a druid level equal to your binder level when determining your birds’ abilities. This granted ability replaces inspire fanaticism.

Legend of Lord Saruga “Humans are fine creatures, curious and intelligent, passionate and brave. I could go on.” Lord Saruga always enjoyed describing the tasty virtues of his meals, often to his meals, before devouring them. Such was the boon of a captive audience. The poor captive could not speak back, because Saruga had first cut out and eaten the human’s tongue.This ceremonial first step explained Lord Saruga’s sudden eloquence as he prepared his sacrifices. The body parts he ate nourished him. A tongue gave speech, an eye clear vision, and a hand dexterity. “And how do we know all this?” he would turn and ask his fellow lizardfolk. He had trained all of them to reply in unison with him, “Because we can taste it!” To be fair, Lord Saruga was a lizardfolk. These reptilian creatures are known savages. Eating the portions of a foe’s body was as natural to them as breathing underwater or swatting a fly with their tail. Lord Saruga was no ordinary lizardfolk, however. He wore fine clothes: mink robes, silk shirts, and gherkins and boots made from the finest dragon hide. Lest one thinks he was all spectacle and no power, he conjured spirits of the night to drive his carriage, fill his golden goblet, and turn his canopy bed. Most inordinate of all, Lord Saruga was exceedingly racist, beyond even the most grotesque and self-absorbed monsters and men of yore. Even though he was a lizardfolk, he adored humans above all else—their soft pink skin and deep wondering eyes—and he despised his own kind. “Beloved muck-dwelling followers,” he would preach to the other lizardfolk, “these humans have been our nemeses for centuries, but no more.” No matter the crowd size or phase of the moon, the cantankerous lizardfolk would yell agreements in the humid night air and pound their spears with battle lust. “But I tell you,” he added, “our ancient warriors did not merely kill their prey, they ate them. Most of us were but tadpoles in the grime then. And now we enjoy huts, spears, and live food! Let us now rejoice!” What lizardfolk could resist nodding in agreement? Then a ghostly spirit of the night, a lizardfolk warrior of ages past, would descend upon Lord Saruga and speak through him. Saruga’s pebbly skin would quiver with goose bumps, his hands would fall open limply with palms up, and his eyes would roll inside his head. “Who else could be so confident?” Some in the crowd would murmur in awe. In a few years, village after village of lizardfolk followed

him. Some lizardfolk made pilgrimages to his ever-growing temple, while others joined his warband horde, slapping their tails eagerly for battle. At last, the day came when Lord Saruga felt his folk were growing too restless to contain. “On the next empty moon,” he declared, “I shall lead our warriors across the great river during the night, to bring home to us a great feast. And after this we shall be so enlightened as to build a new, golden temple.” The warriors gathered by the thousands. Lord Saruga feasted heavily the days before, to clear his mind; in doing so, he foresaw the need to hide the horde’s fires, to lay out patterns of attack by angles and waves, and to send to the humans false merchants who would sell their soldiers intoxicating wine to be used on a human holiday the day before. Lord Saruga smiled. All was good. His stomach gurgled and his forked tongue licked his moist red lips in hungry anticipation. Finally, the night of the empty moon came, and his warriors swam under the river’s waters and emerged to strike the humans. Ghostly night spirits cloaked Lord Saruga’s warriors with invisibility magic, and the brain of a wizard that Saruga had saved for this night allowed him to speak to all of his generals at once from a distance, as if mind-to-mind. The humans were utterly unprepared. Many ran screaming in their nightgowns but even the dense forest could not hide them from the keen noses of their new lizardfolk masters. The raid took the entire town, truly a small city, and the warriors and their mates and hatchlings ate voraciously for seven days without stopping. Even then, half the captive humans stood naked and shivering in wooden pens, “waiting impatiently” to be eaten. Alas, what Lord Saruga did not foresee was that among his generals, some might become—by a chance meal perhaps— more intelligent than he was. In addition, if only one of these generals also possessed more ambition.... Lord Saruga did not know what hit him. Perhaps it was a spear point, a dagger, or a crossbow bolt. It was hard to discern due to the poison poured earlier into his food by a rival. “Traitors,” he hissed. However, it was far too late. His enlightened, ambitious generals fell upon him, all saliva and teeth, flailing tails and shredding talons. Bloody bits of Lord Saruga’s fine robes and olive skin flew up and out upon the muddy earth. To this day, lizardfolk say Lord Saruga still lives, a piece of him in each and all of them.

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Mare Loviatha Ice Queen

Loviatha was an elven princess who almost manipulated her way to the throne, if not for her older brother.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Mare Loviatha. Spirit Level: 7th Alignment: Neutral Evil (NE) Constellation: Mage Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Mare Loviatha if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are not bound to any other female spirits. If you accept this totem, you cannot seal a pact with a female spirit for 1 day or until Mare Loviatha leaves your soul. »» You are male or you give courtly praise to Mare Loviatha, requiring 14 ranks in Knowledge (nobility) »» You sing Mare Loviatha’s song during her ceremony without an accent, requiring the ability to speak Elven. Ceremony: You place the dried skins of seven different types of snakes and place them into a basin of cold water at the center of Mare Loviatha’s seal while singing about her. Manifestation: The snake skins spring to life, writhing within the basin. They peek their heads out of the water and sing in a female elven voice, freezing the water solid.

Legend

Mare Loviatha is a grim elven fable told to teach younglings the importance of respecting family. According to the tale, Loviatha was a princess whose family ruled in an icy kingdom far to the north. On her 100th birthday, Loviatha demanded a black unicorn as a gift from her brothers, claiming that it could only be tamed by a true king. Loviatha’s brothers, who were squabbling over their father’s throne, each swore to return with the unicorn to prove their worthiness. But one by one, things went wrong. Her eldest brother slipped and fell while scaling a mountain while the youngest brother fell into a lake and froze to death. As the sun was setting on her birthday, Loviatha’s final brother rode to the castle in triumph, claiming that he had found the black unicorn within a nearby cave and tamed it. Loviatha rode off to the cave and saw the unicorn with her own eyes and spoke to her with a chilling voice, “I am called the King of Ice, and I will grant you one wish, dear Loviatha. What do you desire?” She whispered into its ear, “To be Queen.” And with that, the King of Ice revealed itself to be her brother’s genie lover, and with a snap of her fingers Loviatha was gone, replaced by the realm’s only black unicorn.

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Major Granted Abilities

Wrath of the Ice Queen: You freeze one creature within 30 feet alive as a standard action. The target becomes permanently petrified if it fails a Fortitude save. Stone to flesh cannot remove this condition, but break enchantment can. Creatures immune to cold damage are immune to wrath of the ice queen. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: A target that succeeds on its saving throw against wrath of the ice queen is staggered for 1 round.

Minor Granted Abilities

Burden of Guilt: You overwhelm a target within 30 feet with feelings of guilt as a standard action, causing it to attack itself for 1 round per binder level you possess if it fails a Will save.The target deals 1d8 points of damage + its Strength modifier each round using an item in its hand or with an unarmed strike. On a successful save, the target is staggered and takes a –2 penalty to its AC for 1 round. This ability is a mind-affecting emotion effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Dark Horn: While you are bound to Mare Loviatha, you gain a gore attack that deals 1d6 points of damage (or 1d4 if you are Small). If you already possess a gore attack, your gore attack deals damage as if you were one size category larger. In addition, any gore attacks that you possess bypass damage reduction as an evil weapon would.You must show Mare Loviatha’s sign in order to receive this benefit. Mare’s Whispers: While you are bound to Mare Loviatha, you gain an insight bonus on Handle Animal and Ride checks equal to half your binder level. Mounted Prowess: While you are bound to Mare Loviatha, you gain the benefits of Mounted Combat and Mounted Archery.

Signs and Influence

Mare Loviatha affect you in the following ways. Physical Sign: A black horn as long as your arm sprouts from your forehead. When you activate one of Mare Loviatha’s granted abilities, your skin and hair turn black. Personality Influence:You are suspicious of others and easily frustrated.You must ignore all offers for help. Favored Ally: Animal (horses), Magical Beast (unicorns), Any (creatures with the cold subtype) Favored Enemy: Any (summoners or creatures that cast summon spells), Any (creatures with the fire subtype)

Vestigial Bond (Companion)

You gain a black unicorn companion, functioning as a horseb1 animal companion with a +10 profane bonus to all mental ability scores and a gore attack that deals 1d8 points of damage.You possess a druid level equal to your binder level when determining your unicorn’s abilities. This granted ability replaces burden of guilt.

Legend of Mare Loviatha “Papa, I desire the finest black horse in all the lands.” This was what the young elf princess Loviatha repeated for days to her weary father, Emperor of the Frost Kingdoms. “Of course, my darling,” he would reply. Loviatha made her requests before each birthday from her third to her one hundred-and-eleventh year of her childhood, by which time she possessed a stable of fine steeds with shiny black coats, each horse captured or appropriated from the four corners of the Frost Kingdoms. At each birthday, when a new horse was presented to her after six days of festivities, she would pull on her black leather riding boots and don a fine fur coat, then call the stablemen to saddle the new horse and boost her for a ride. “At least she is predictable,” the emperor would express to his trusted aides. “She has highborn taste,” her mother would explain to visiting noblewomen from across the lands. “Some day soon,” Loviatha explained to an entourage of her fair girlfriends, “I shall rule the Kingdoms as surely as I command these horses.” One might wonder who would listen to a little elf girl in lace and fur. Loviatha would provide an answer to herself in the mirror while brushing her fine silver hair. “All a horse needs is a nudge and some direction. The horse can’t even see me and yet it proceeds at my whim.” Indeed, Loviatha was a talented rider, and her parents never needed to worry whether their only daughter might take a fall. Loviatha also had four strapping older brothers, who all earnestly believed one among the four of them would inherit the Kingdom. Little Loviatha would watch the brothers’ bicker and scheme against each other right in front of her; she listened, and at times when one or another was alone, she might ask a question, offer a gift, or suggest an action. If the boys had brains equal to their two hundred years, she thought, they would have realized she was manipulating them. On her one hundred-twelfth birthday, Loviatha announced, “I wish not for a mere horse, but a black unicorn. And I shall not be appeased by a mage-bred horse with a faux horn.” The whole court eyed her incredulously. “Besides,” she explained, “The legends say a black unicorn will only allow a future king or queen to ride it.” At these words, her four brothers enthusiastically set out in search of a black unicorn. Japheth, the eldest, climbed the Frost Kingdom’s mountains and searched its caves. He’d heard that within one cave lay a wondrous grotto of eternal summer, and a black unicorn. He stumbled upon the cave but alas, he was turned to stone by the medusa who lived there, and he stood in that silent, lantern-lit garden of stone for many centuries right next to a stony unicorn. Calithil, the next older brother, traveled to the sylvan Pools of Airamor. When the beautiful nymphs there refused his

questions, he announced, “I am the future emperor of the Frost Kingdoms. I shall raze this forest of yours to the ground if that’s what it takes to find a black unicorn.” Calithil was coincidentally the least comely brother. Loviatha chuckled at the irony that he died from the nymph queen’s reply to his threatening demand. She gave him a single deadly glance. Her furious beauty no mortal man or elf could comprehend. By now the third brother, Tomith should have been more cautious, but he was a terrible bully, comparable to an orc on some days. One of his own soldiers flew into a murderous rage and killed him with a spear in his back as he sat on his horse, not a hundred paces outside the palace gates. Apparently, the soldier had learned a rumor that Tomith had slept with his wife. Now, the youngest brother,Yade, also prepared to search for a black unicorn. Or so it appeared. He was in fact a summoner of spirits, a secret he kept from all living things, which included Loviatha. Among his prize spirits was a lonely ice genie who had been stranded among mortals for thousands of years. After news reached the imperial family that the first three brothers had died, Loviatha shed tears. Her mother was so distraught that she committed suicide. At her mother’s funeral, Loviatha said sweetly to Yade, “I wish to be with you always, brother. I don’t care about a black unicorn.” “Nonsense,” Yade replied, “I have already found your black unicorn, though he will not let me ride him.” Loviatha was stunned and in awe. She put on her best furs, and Yade took her down to the fortress’s quietest courtyard. A light summer snow fell upon the crystal roofs and tickled the pleasing trees’ verdant leaves. There a black unicorn stood proudly in a shallow still pool, which shone like a smooth opal of liquid night beneath the moon. “You shall be queen,”Yade confided. “Father told me.” Loviatha’s heart leapt. She ran to the unicorn and asked, “Tell me, black unicorn, what is your name?” Unicorns of all kinds freely spoke to elves. “I am the lonely King of Ice,” he said. “I have been waiting here for you for thousands of years. What do you wish for?” Loviatha thought for a moment, and whispered in his ear, “I wish to be queen, of course.” “Your wish is granted,” he said, revealing himself as a genie. A horn sprouted from Loviatha’s forehead as a short mat of thick black hair sprouted all over her. Her boots popped off as her feet become hooves. She cried out with indiscernible words that become a horse’s bay. Thus, Mare Loviatha’s wish came true that very day, though not in the manner she intended.

225 Sarah Kemplin (Order #10397598)

Musha’Vadu

The Shadow-Bones Emperor

In his quest to live forever, Shadow-Mage Musha learned to siphon the youthful life energy from others to prolong his existence. Ultimately, he was destroyed by the inner light of one of his intended victims.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Musha’Vadu. Spirit Level: 7th Alignment: Chaotic Evil (CE) Constellation: Skull Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Musha’Vadu if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Musha’Vadu’s seal within an area of darkness. »» You embellish Musha’Vadu’s seal with shadowy effigies, requiring 14 ranks in Knowledge (planes). »» You draw Musha’Vadu’s seal with black chalk. Ceremony: You offer a small serving of blood from a young creature to Musha’Vadu in a bone-wrought cup while praising the Shadow-Bones Emperor for his greatness and aptitude. Manifestation: A skeleton appears before you, cloaked in black. It wraps its mantle around you, engulfing your vision. Musha’Vadu whispers to you from within this inky abyss.

Legend

In the city of Vadu, legend says that there was once two princes. When their father passed away, the older brother inherited his father’s throne and basked in the glory of the light while Musha, the younger brother was neglected. Though young Musha was determined to inherit his father’s throne from his brother, he initially wished no ill to come to him. But as time marched onward, both king and prince became old men. Musha knew that he would not be able to live long enough to enjoy his throne if he inherited it as an old man, so Musha invited a young lady into his home. He seduced her with a smile and evoked a dreadful shadow using dark magic that he had studied for the occasion when her guard was down, sucking away her life essence and replenishing Musha’s; he was young again, but soon after his brother had sired a son, meaning that Musha would now have to wait until his nephew passed to inherit the throne. Time pressed onward; Musha invited new lasses to his palace and drained them of their life essence in order to stay young while his brother’s descendants married and had children of their own. The cycle may have continued forever if not for one young lass who came home with Musha 1,000 years to the day of his first murder. When Musha tried to claim her, she placed a searing light inside of his heart that destroyed his body, leaving his soul behind to be claimed by hungry shadows.

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Major Granted Abilities

Shadow Storm: You conjure a whirling 20-foot cylinder of shadows at a location within 100 feet of you as a standard action, causing all targets within the area to suffer 1d6 points of negative energy damage per binder level you possess. A successful Reflex save reduces the damage by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment:Your shadow storm lingers in the targeted area for 4 rounds, functioning as deeper darkness.

Minor Granted Abilities

Shadow Conjuration: While you are bound to Musha’Vadu, you can cast shadow conjuration as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You cannot have more than one shadow conjuration spell active in this way at one time. If this ability is used again, any existing effect created by your shadow conjuration immediately ends. Shadow Walk: While you are bound to Musha’Vadu, you can cast shadow walk and shadow stepUM as spell-like abilities a number of times per day equal to 3 + your Charisma modifier. Siphon Age:While you are bound to Musha’Vadu, you can cast siphon sands† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Changes to your target’s age using this spell-like ability are instantaneous and persist after your pact with Musha’Vadu has ended, while changes to your age or to your ability scores end when your pact with Musha’Vadu ends. Umbral Sight: While you are bound to Musha’Vadu, you gain darkvision out 120 feet and can see through magical darkness, as the see in darkness universal monster special ability.

Signs and Influence

Musha’Vadu affects you in the following ways. Physical Sign:Your body turns ashen in color. When you activate one of Musha’Vadu’s granted abilities, your shadow makes different gestures than you do. Personality Influence: You are jealous, bitter, and resentful towards all other living creatures, especially the young. All responses to inquiries that you make must be as spiteful and malicious as possible, Favored Ally: Any (creatures native to the Plane of Shadows) Favored Enemy: Any (creatures that are not immune to aging effects except favored allies)

Vestigial Bond (Boon)

Your shadow animates into an independent creature, functioning as a shadowdancer’s call shadow ability. Use your binder level as your shadowdancer level when determining your shadow’s abilities. This granted ability replaces shadow conjuration.

Portentia the Seer unknowingly foretold her transformation into a spirit at the hands of the gods.

successful, all mental ability damage and the confused condition is prevented. Fuse flesh can only be removed by break enchantment. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When a target fails a save against fuse flesh, it suffers 1d6 points of ability damage to two ability scores of the appropriate type.

Summoning Rules

Minor Granted Abilities

Portentia

Seer of the Orphic Eye

The following describes the requirements and rituals for sealing pacts with Portentia. Spirit Level: 7th Alignment: Neutral (N) Constellation: Seer Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Portentia if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You gaze into a crystal ball during Portentia’s ceremony. »» You are an orc, a half-orc, an elf, or a half-elf or you speak a mixture of Orc and Elven during Portentia’s ceremony, requiring the ability to speak both languages. »» You are a master astrologist, requiring 14 ranks in Knowledge (nature). Ceremony: You gaze into a reflective object in the center of Portentia’s seal. Manifestation: A third eye opens on your reflection’s forehead, prompting Portent’s physical sign to manifest upon you.Your third eye’s reflection reveals a glimpse of your future.

Legend

The legend of Portentia the Seer acts as a warning to those who would try to circumvent the laws of nature. According to the legend, Portentia was a medium who used the power of bound spirits to gaze far across space and time and into the future. Portentia was renowned for both her diplomatic and prophetic skills. One afternoon a sheriff stopped to see Portentia with two men in tow: a half-orc and an elf who had been fist fighting in a local bar. Portentia tried to quell the fighting with her diplomatic savvy, but their bitter racial divides ran too deep. In frustration, Portentia decided to use her magic to merge the two men together to end the fighting once and for all, but as she struggled to cast the spell she felt the strain of the divine order resisting her. The spell shattered and the recoil ripped her soul from her body; she had not died, but ceased to live.

Major Granted Abilities

Fuse Flesh:You fuse the flesh of one target within 30 feet, dealing 1d6 points of ability damage to one physical ability score and 1d6 points of ability damage to one mental ability score, both of your choice. In addition, the target becomes entangled and confused. The target receives two Will saves to negate this effect; if the first save is successful, all physical ability damage and the entangled condition are prevented while if the second is

Dream of Destiny: You grant one target a vision with a touch. After 1 minute of meditation, the touched target falls asleep for 1 hour and cannot be awakened. While it sleeps, your target gains a vision of the future. There is a 70% chance that this vision is a true, clear prophecy and will come to pass; otherwise, the vision is cloudy and your target is unsure of whether the vision is one that will happen, one that will not happen, or one that could happen. After benefiting from this ability, a creature cannot receive a second prophecy for 1 day. Orphic Foresight: While you are bound to Portentia, you gain a +4 insight bonus to your initiative and after initiative has been rolled, you can swap results with one ally as an immediate action.You cannot swap initiative results with an ally if you have been surprised. Spirit Step:You and your equipment become incorporeal as a standard action for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. True Sight: You see through deceptions and illusions as a standard action, functioning as though you had cast true seeing. You do not require an expensive material component to use this ability. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.

Signs and Influence

Portentia affect you in the following ways. Physical Sign: A third eye opens on your forehead; if you have the Demon Eye feat, this eye glows with inner fire instead. When you activate one of Portentia’s granted abilities, occult energy as dark as night surges forth from this eye. Personality Influence: You never acknowledge when others please you. Your speech and body language is exaggerated. Favored Ally: Any (anyone that you truly love with your whole being or that truly loves you with their whole being) Favored Enemy: Undead (any)

Vestigial Bond (Companion)

You gain a random animal companion chosen from the druid’s nature bond ability by the GM.This animal has human-like sentience, functioning as awaken except it continues to serve as your vestigial companion. You possess a druid level equal to your binder level when determining your awakened companion’s abilities. This granted ability replaces spirit step.

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Quicksilver

Warrior of the Wastes

Quicksilver was a masked hero of the shifting sands renowned for his speed and cunning. Even after his mysterious disappearance, desert dwellers continue to celebrate Quicksilver as a folktale hero to this day.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Quicksilver. Spirit Level: 7th Alignment: Chaotic Neutral (CN) Constellation: Hero Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Quicksilver if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Quicksilver’s seal in a desert or an area surrounded by unhewn stone. »» You bring a horse or pony into Quicksilver’s seal. During the ceremony, it turns to stone and then crumbles into sand when Quicksilver manifests. »» You shave your head during Quicksilver’s ceremony. Ceremony: You light a brazier in the center of Quicksilver’s seal and place a bladed weapon in the center of it. Manifestation: The blade melts as you pull it from the flames. The fire engulfs your hand as Quicksilver’s sign manifests upon your body.

Legend

The mysterious vigilante Quicksilver is a folktale hero from an endless desert who possesses supernatural speed. In one tale, Quicksilver was able to outrun a brigand’s horse and in another he bested two half-dragon brothers nearly twenty-five paces from one another, knocking them both flat on their backs simultaneously. In another, clever Quicksilver disguised himself as a merchant and gave a greedy giant a poisoned coin to weaken it before he shot it dead with a bow forged from nothing more than locks of his own hair in the baking heat of the desert sun. In every tale, Quicksilver is a hearty and humble human who adores the common folk and weeps with them when they suffer. Despite their praise and adoration, Quicksilver abruptly disappeared from the desert after a lifetime of protecting its people from harm. Some say that he incurred the wrath of a terrible fiend and was taken prisoner on account of his heroics while a more romantic versions of the legend claims that Quicksilver, knowing death was upon him, ran hard and fast into the wind so that he could live on in legend where even death could not find him.

Major Granted Abilities

Combat Burst: As a full-round action, you perform one

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of the following maneuvers: Quicksilver Flurry:You make three melee attacks against one opponent within your reach. Quicksilver Spring:You move up to your speed and make two melee attacks at any point during your movement. Quicksilver Twister: You make one melee attack against all opponents within your reach. All attacks made with combat burst are made at your highest attack bonus. Each attack must be made with a separate attack roll. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Each time you confirm a critical hit while using combat burst, reduce the number of rounds that the ability is expended for by 1 round (minimum 1 round).

Minor Granted Abilities

Desert Mastery: While you are bound to Quicksilver, you treat deserts as a favored terrain, as the ranger class feature. Your favored terrain bonus is equal to half your binder level. Desert Skin: While you are bound to Quicksilver, you gain a natural armor bonus to your Armor Class equal to half your binder level. If you wear armor, this bonus cannot exceed your armor’s maximum Dexterity bonus. You must show Quicksilver’s sign in order to receive this benefit. Quick Step: Each turn, you can either take two 5-foot steps during a full-round action or make one 5-foot step without counting it against the amount of movement that you can normally make during your turn. Weapon Smithing: While you are bound to Quicksilver, you can cast fabricate as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You require a source of heat as a focus component for this spell-like ability. (This heat source must be 110° F or hotter.)

Signs and Influence

Quicksilver affects you in the following ways. Physical Sign: Your skin gains the appearance, texture, and hardness of sandstone. When you activate one of Quicksilver’s granted abilities, you skin gleams like polished silver instead of its normal, sandy appearance. Personality Influence: You are recklessly optimistic at all times, especially so during dangerous situations or when you are about to risk your life. You must offer your assistance to all good, common folk that you encounter and must follow through on that assistance. Favored Ally: Any (good creatures native to desert terrain) Favored Enemy: Special (one creature type of your choice selected from the list of ranger favored enemies)

Vestigial Bond (Companion)

You gain a camelb1 as an animal companion.You possess a druid level equal to your binder level when determining your camel’s abilities. This granted ability replaces quick step.

Silent Step

The Limbless Monk

Silent Step was a monk who was given a soul crushing test of faith from his deity. When he finally died, it is said he chose to wander the cosmos rather than unite with his once-beloved god.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Silent Step. Spirit Level: 7th Alignment: Lawful Neutral (LN) Constellation: Scholar Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Silent Step if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Silent Step’s seal on a high-altitude mountain or within a monastery. »» You deal 1d4 points of Constitution damage to yourself during Silent Step’s ceremony by mutilating your tongue. This does not impact your ability to complete the verbal components of spells or abilities. »» You keep Silent Step’s monastic vows of chastity, silence, and temperance forthree days before summoning him. Ceremony: You delicately coat your body in liquid iceapg. Silent Step’s ceremony deals no damage to you so long as you are careful in the application of this alchemical substance. Manifestation: Snowflakes begin to gently fall around you as the air grows cold and the liquid ice freezes, encasing your body in ice.You temporarily lose consciousness and when you open your eyes a naked human with your limbs grafted onto his body stands before your limbless form.

Legend

Most religions consider the tale of the monk Silent Step to be heretical for its disdain of the gods. According to the lost tale, Silent Step lived in a monastery that was perched upon the side of a massive mountain. Silent Step was tasked by his brothers to journey down the mountain and drag supplies back up to the monastery and he did so without a single complaint or refusal. One day, Silent Step was caught in a dreadful snowstorm as he made his way up the mountain with the winter’s supplies. Limbs bitten to the bone by the frigid winds and torrential sleet, Silent Step dragged himself and his cargo into a nearby cave, believing that he would die. His final waking thoughts were in prayer to his god. “Please, oh kind and loving lord,” he prayed, “Take my life if you must, but see that my brothers find these crucial supplies.” Instead of allowing his servant to die, the god sent down an angel who saved Silent Step’s life with a kiss. When Silent Step awoke, he was among brothers. However, Silent Step’s body paid a heavy toll for the trauma it

endured; Silent Step lost his limbs and his tongue to frostbite. As the years dragged on, Silent Step grew bitter as he saw himself not as an equal to his brothers, but a burden. When Silent Step passed away, his god sought to embrace him with open arms, but Silent Step declined. He shook his head with betrayal and anguish spread across his face as he left to wander the cold void for all of time instead.

Major Granted Abilities

Icicle Lance: You make a special rime-covered unarmed strike against a target as a standard action. If you hit, you deal your unarmed strike damage to the target plus 1d6 additional points of damage per binder level you possess. Half of this extra damage is cold damage and the rest is piercing damage. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When you attack with Stunning Fist, you can activate icicle lance as a swift action, causing your Stunning Fist to deal additional cold and piercing damage to its target as noted above instead of icicle lance’s usual effects.

Minor Granted Abilities

Hoary Fists: While you are bound to Silent Step, you gain the benefits of Improved Unarmed Strike and your unarmed strikes deal damage as though you were one size category larger. You must show Silent Step’s sign in order to receive this benefit. Ice Storm: While you are bound to Silent Step, you can cast ice storm at will as a spell-like ability.You may only have one ice storm active at once; creating a new ice storm dismisses the previous one. Throat Strike: While you are bound to Silent Step, you gain the benefits of Stunning Fist except you use your Charisma modifier to resolve your attack. In addition to the usual effects of this feat, you can choose to inflict the caster croak spellblightum onto your target instead of the stunned condition. Vow of Silence: While you are bound to Silent Step, you can project a 10-foot aura of silence at will, functioning as silence except centered on you.You can suppress or activate this granted ability as a standard action.

Signs and Influence

Silent Step affects you in the following ways. Physical Sign: Your limbs and tongue become frigid to the touch and appear black and withered. When you activate one of Silent Step’s granted abilities, a gust of snowy, frigid air surrounds your body. Personality Influence: You do not speak. You must remain silent at all times without exception. Favored Ally: Any (creatures with monk levels) Favored Enemy: Any (creatures that can speak a language)

Vestigial Bond (Companion)

You gain a goatum as a familiar.You possess a wizard level equal to your binder level when determining your goat’s abilities. This granted ability replaces ice storm.

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Wendigo

in a fit of starvation. Regardless, all tales agree that Wendigo was cast from the world by the gods, never to eat again.

Many scholars know of the wendigo and their insatiable lust for flesh, but few have heard the old mountain tale that is believed to have given its name to this terrifying undead monstrosity.

Major Granted Abilities

The Ever-Hungry

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Wendigo. Spirit Level: 7th Alignment: Neutral Evil (NE) Constellation: Beast Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Wendigo if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You have not eaten anything within the past 24 hours. »» You draw Wendigo’s seal deep beneath the surface of the earth or high upon a mountaintop. »» The meal that you prepare for Wendigo’s ceremony includes choice meat from a member of your race. Ceremony: You prepare a meal within Wendigo’s seal. Manifestation: A voice whispers, “Hungry... so... hungry...” as you lay down the food. It slowly vanishes in chunks, as if something was taking large bites from it.

Legend

The tale of Wendigo is told in a remote village that rests at the foot of a mountain. In ancient times, before kingdoms rose and claimed the land there was a young farmer and his wife who wished for a child to call their own. The couple tried and prayed, but none answered them. One summer day, while the farmer was out tilling the fields his wife screamed out to him in pain; she had become pregnant and gone into labor between sunrise and noon. Despite his curiosity, the farmer did not care for he finally had a son to call his own. They named the child Wendigo. For his first week of life, the child moaned and groaned whenever he wasn’t being nursed, so the mother left the babe upon her tit at all times to silence his awful moaning. By the winter solstice, the child had grown to the size of a boy of four, yet he still demanded his mother’s teat. By year’s end, the farmer’s wife had been drained to death, but Wendigo wailed for more. The farmer worked day and night to appease his son’s hunger, but it was never enough. By the spring thaw the boy could stand his craves no longer; he leaped upon his father and devoured him whole. Time has created many different endings to Wendigo’s tale, none of which can be confirmed. Some say that Wendigo, alone and without anyone to feed him, tried to feast upon the stars and charged them so fast that his legs burned off. Others claim that Wendigo devoured an angel

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Wendigo’s Walk: You transform into a cloud-like vapor and soar across the sky as a standard action, functioning as wind walk. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: While grappling an opponent, you may activate Wendigo’s walk as a free action instead of making an unarmed strike or a natural attack against the grappled opponent. This either ends the grapple, or if you initiated the grapple you may drag your target along with you into the sky. A successful Will save negates this effect. If the grapple ends, the target returns to normal and falls.

Minor Granted Abilities

Consume Mana: While you are bound to Wendigo, you gain spell resistance equal to 13 + your binder level. When a spell of at least first level fails to overcome your spell resistance, you heal a number of hit points equal to your binder level. Gnawing the Bones: While you are bound to Wendigo, you gain a 20-foot burrow speed. In addition, you may cast allfoodapg at will as a standard action. Iron Stomach: While you are bound to Wendigo, you are immune to ingested poisons and any negative conditions or effects from eating rotten food. In addition, you never feel full or bloated, regardless of how much you eat. Maw of Consumption: While you are bound to Wendigo, you gain a bite attack that deals 1d6 points of damage (or 1d4 if you are Small). If you already possess a bite attack, increase the damage dealt by your bite attack by one size category instead. Your bite attack ignores damage reduction and hardness as though it were an adamantine weapon. In addition, you gain the grab special ability with your bite attack and do not provoke attacks of opportunity when making sunder attempts with your bite attack. You must show Wendigo’s sign in order to gain this benefit.

Signs and Influence

Wendigo affects you in the following ways. Physical Sign: Two long, deer-like antlers sprout from your head. When you activate one of Wendigo’s granted abilities, your legs explode into stubs and instantly regrow. Personality Influence:You are always hungry.You must always be eating something. Favored Ally: Any (farmers, fishermen, and hunters) Favored Enemy: Any (clerics) and Outsider (angels)

Vestigial Bond (Boon)

You can cast heroes’ feast as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted abilities replaces consume mana.

Witch Yaba

Queen of Witches

The mythical Witch Yaba, often called ‘Dear Grandmother,’ is a fickle entity capable of bestowing fantastic boons and horrible curses upon her binders.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Witch Yaba. Spirit Level: 7th Alignment: Chaotic Evil (CE) Constellation: Fiend Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Witch Yaba if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are an Old female or such a person witnesses Witch Yaba’s ceremony and manifestation. »» You perform Witch Yaba’s ceremony with a coven of witches, which must include at least three hags. »» You perform WitchYaba’s amidst a frozen, wintry landscape on ground frozen solid with ice and snow. Ceremony: You slit the throat of a small mammal and pour its blood over a piece of parchment. Manifestation: Writing upon the parchment, the blood arranges itself into a map of your current location, marked by a hut standing upon chicken legs.The blood hardens as a cackling voice echoes around you.

Legend

For generations, crones have used frightful tales of WitchYaba— a hag with long brown fingernails and a hunched back—to scare children. Whether as a bogeyman, a wise crown, or a conqueror of worlds, tales of Witch Yaba span across all known cultures; some have even extended past the planar folds and across time and space. Shockingly enough, occult scholars have learned that despite answering their pacts, the entity known as Witch Yaba is as much of a living corporeal figure as she is an occult one. How or why the Queen of Witches is able to grant binders portions of her essence for pact magic isn’t understood by occult scholars, and those impetuous enough to find and question Dear Grandmother suffer grim consequences for irritating her; those who truly irk her find themselves cooked alive in her oven and eaten. Some scholars have speculated that the current Queen of Witches and the pact spirit are separate, but related, entities forged when bitter Witch Yaba was a but a maiden who suffered greatly at the hands of the man she loved. Whatever the reason, few binders would dare to consort with a very real entity who stylizes herself as the Queen of Witches.

Major Granted Abilities

Unhinge the Spirit: You severe the connection between

a target’s soul and its body with a touch as a standard action. If you hit the target with a melee touch attack, it suffers 1 negative level at the start of its turn for the next 4 rounds. The creature may make a Will save to negate this negative level, but it must make a save against each negative level separately. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: After using unhinge the spirit, the target suffers 1d4 negative levels at the start of its turn unless it succeeds on its Will save.

Minor Granted Abilities

Dancing Hut of Witch Yaba: While you are bound to Witch Yaba, you can animate a hut into an animated object, functioning as the witch’s hut hexum. In addition, you can cast secure shelter as a spell-like ability once per day. This spell-like ability has a duration of 1 day and the cottage created by it can be animated by your witch’s hut hex. Hexes of theWitch Queen:While you are bound to Witch Yaba, you gain the benefits of the following witch hexes, using your binder level as your witch level: agonyapg, child-scentum, and cook peopleum. Mislead: While you are bound to WitchYaba, you can fool your enemies’ senses as an immediate action, functioning as mislead.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Witch Senses: While you are bound to Witch Yaba, you gain a constant see invisibility effect and darkvision out 60 feet. If you already possess darkvision, your darkvision can penetrate magical darkness instead, as the see in darkness ability.

Signs and Influence

Witch Yaba affects you in the following ways. Physical Sign: Your joints become knobby and your nose becomes crooked. When you activate one of Witch Yaba’s granted abilities, you begin cackling. Personality Influence:You loathe those who have slighted you.You never pardon or grant mercy to any that provoke you. Favored Ally: Monstrous Humanoid (any) Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

Once per day, you may transform any hut animated by your witch’s hut hex into a dancing hut familiar. This familiar lasts for the duration of your pact with WitchYaba.The hut is a Huge construct and its ability scores are equal to your Charisma score (except for Constitution and Intelligence, which the hut does not possess). In addition, the hut familiar possesses a bite attack (2d6+grab), swallow whole (2d6 bludgeoning damage; AC 16, hp equal to 1/10 your hit point total), a +10 natural armor bonus to AC, and DR 15/adamantine. You possess a wizard level equal to your binder level when determining your dancing hut’s abilities. This granted ability replaces unhinge the spirit.

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Yith’anu

The Body Snatched

Yith’anu is a kitsune horror story about a kitsune whose mind is stolen from him from unknowable beings from beyond time and space.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Yith’anu. Spirit Level: 7th Alignment: Lawful Good (LG) Constellation: Dark Beyond Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Yith’anu if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a kitsune or you bring an unused kitsune star gemarg into Yith’anu’s seal during his ceremony. »» You perform Yith’anu’s ceremony under nighttime sky. »» You bring at least seven individual people to witness Yith’anu’s manifestation. Ceremony: You meditate in the center of Yith’anu’s seal. Manifestation: You fall into a deep trance. Within your mind’s eye, you encounter a horrifying creature that appears to be a cross between a kitsune and some conical, crustacean-like being with tubular limbs and large, unblinking eyes.

Legend

Known for their love of storytelling, a popular kitsune tale called The Thing Out from Time documents a young man named Kyrike’s experiences when his father, Anu, has a stroke and awakens a changed man. No longer a kindly or caring father, Anu becomes eccentric and concerns himself with only the most scholarly of pursuits. After many attempts to help Anu, local medicine men conclude that Anu was possessed and should be put down for the safety of the village. That night, Anu smuggled his father out of their cottage with the help of his lover and best friend and admitted Anu into a human insane asylum. The rest of the story depicts Kyrike’s interactions with his father over the course of several months. Kitsune storytellers claim that The Thing Out from Time is based on true events drawn from a centuries-old journal. Treasured by occult scholars, only a scant few copies of Anu’s journal exist and they depict his encounters with horrible, body-swapping beings from another time and place called yithians. The journal ends abruptly as Anu prepares to send his mind across time and space to try and return home.

Major Granted Abilities

Mind Freeze: You paralyze one target within 30 feet, functioning as hold monster. After using this ability, it becomes expended for 5 rounds.

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Capstone Empowerment: Targets that fail their Will save against mind freeze suffer a –2 penalty on saving throws against Yith’anu’s granted abilities for 4 rounds.

Minor Granted Abilities

Gregarious: While you are bound to Yith’anu, you gain an insight bonus on Diplomacy checks equal to half your binder level. In addition, when you win over a creature with Diplomacy, the DC of all Charisma checks and Charisma-based skill checks to influence that creature decreases by 2 and it takes a –2 penalty on saving throws against mind-affecting abilities. Mind Wipe: You inflict amnesia on one target within 30 feet that you can communicate with telepathically as a standard action. The target suffers a permanent –4 penalty on all skill checks and loses all memories except for those that you choose to leave intact. A successful Will save negates this effect. Multiple uses of this ability do not stack.This effect can be cured by heal or greater restoration. This ability is a mind-affecting insanity effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Mind Swap:You swap bodies with one target with a touch, functioning as magic jar except you possess the target’s body while the target possesses your body. This ability lasts for the duration of your pact with Yith’anu, though you can dismiss it as a full-round action, allowing you and the other target to return to your true bodies at any time and across any distance. After ending mind swap, you may use mind wipe to erase the target’s memories of the time it spent in your body as a swift action.This ability is a mind-affecting effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Telepathy: While you are bound to Yith’anu, you can mentally communicate with any other creature within 5 feet per binder level you possess that has a language, functioning as the telepathy special qualityb1.

Signs and Influence

Yith’anu affects you in the following ways. Physical Sign: Your dominant hand gains lobster chitin and you grow a fox tail. When you activate one of Yith’anu’s granted abilities, you grow seven more tails. Personality Influence: You act analytically. You must immediately document and analyze all humanoid behavior that you witness. Favored Ally: Aberration (any) Favored Enemy: Humanoid (any)

Vestigial Bond (Boon)

While you are bound to Yith’anu, you can transform into a kitsuneARG or a foxb1 as a standard action, functioning as alter self or beast shape II, respectively. In addition, you gain the following spell-like abilities: 2/day—disguise self, charm person, misdirection, invisibility, suggestion, displacement, and confusion. This granted ability replaces mind wipe.

Legend of Yith’anu “Are you sure you want to do this, Ky?” Dally asked me the same question every time I came to visit him. My answer was always the same. “Yes,” I nodded. “He is my father. I will always want to do this.” A flat-out lie and Dally knew it. She sighed as she adjusted her cap and straightened her blouse. I don’t know why she insisted on looking nice when we visited him. It’s not like my father was ever interested in her on the few occasions that she came with me to the asylum. We walked down the bleach-white hallways to the room where they were keeping my father. Top security, just like I wanted. Of course, I had to lie in order to get him there, but the best lies have shreds of the truth in them. “Identification, please,” the guard hollowly dribbled at Dally and me as we approached. I tugged on the badge hanging around my neck that the front desk had given me. It was a piece of wood strung with horse hair, not particularly good craftsmanship either. A number was burned into the badge’s face, a number that the guard jotted down onto a small pad before signaling that I could pass. Normally such frivolousness would have annoyed me, but it was exactly this attention to detail that led me to choose a human asylum over any alternatives. Humans were many things, but lax with prisoners was not on my personal list. “Confirmed,” the guard droned. I gave him my best, fake human smile. Works like a charm every time, not that the guard cared. He probably figured that Dally and I wanted to be in this building about as much as he did. He was wrong. I wanted to be here even less. The iron door slid open and we stepped inside. The guard babbled on with more procedures, but I knew the drill. Locked in and all that jazz. Knock twice to be let out. That stuff never changes, not once in the seven years since I had my father signed into this abominable guesthouse. The cell had no windows, so the moment the guard closed the door I tried to relax as fur sprouted across my body, my human feet twisted and contorted into paws, and my tail grew back into place. Dally didn’t change with me, she stayed completely human as usual. ‘I feel like I’m exposing myself to him whenever I visit in my true form,’ she said once. I understood completely. As I approached the threshold of my father’s cell, he turned swiftly to greet me. His eyes, which were so friendly, so full of life during my youth, glanced over me not with the affection of a parent, but the cold, calculating gaze of a distant scholar. His eyes were older, heavy with the burden of unfathomable years. They had been since the day my father’s mind went missing. “Oh, why see! Is it not Ky–Rike my ‘son?’” My father’s voice spoke in Sylvan, the language of our people, but it was wrong. The sound of Sylvan dances on the tongue and makes even the most tired of lips smile wide like a young child gorging on wild berries. His voice carried none of these inflections, once of many traits belonging to the hollow shell that was my father. “How have the humans treated you, Father?” My voice was chilly, but I doubted that my father would pick up on such a subtle connotation. “Good, good. Peculiar they are acting, as they have since the day I was brought here Ky–Rike. They wear sleeve-longs of metal and throw strange flowers at me. Those are not for eating, they rumble the innards poorly.” I nodded my head, an empty gesture. Of course they’d have stocked wolvesbane when dealing with my father, it was

easier to lie and tell the humans that he was lycanthropic than reveal the truth.Yet another black lie for my grieving heart. “Father, I want to be honest with you.” “Oh, what fun shall this be! I have always enjoyed the sensation of the letter ‘H’ on my tongue-mandible! I am delighted to call you Honest.” I growled slightly. “I’m being serious! I received a notice from the asylum. If you aren’t ‘well’ in three days’ time, they’re planning to execute you.” “Ex-e-cute? Doesn’t that mean kill?” “Yes! Yes, it does, Father! They’re going to kill you.” For seven years, I have visited the ‘thing’ I have come to call my father, and yet I have never seen it act the way that I did now: It started moaning and howling, a fitful sound that will echo through my nightmares for the rest of my life. Dally covered her ears and shrank into the corner, as if to crush herself into nothingness and float out of the asylum and away from my father’s horrible screeching.” “Oh … oh no!” he moaned. “Awful is your tidings! Awful is your news! Perhaps … perhaps I have overstayed! Yes! Overstayed!” “What on Gaia’s fair land are you speaking of, father?” I cried. “I must return with my findings. Return with my knowledge, it must be preserved!” And with that, my father’s eyes rolled into his head and his body shook uncontrollably. Dally began screaming as I ran back to the door and started pounding on it, forgetting to return to my human form. The guards balked in surprise at my appearance. We were all beside ourselves with fear. In the commotion and frantic explanations of who I was and what a kitsune was, I didn’t even notice that my father’s body stopped moving and never moved again. Months later, I was awoken early one morning by the sound of someone pounding on my door. It had been the first night Dally and I shared a bed as husband and wife. Softly moaning, she prodded me out of bed with her shin to answer it. The sun had barely risen over our village. I groped about to find something to cover myself with and shambled down the hall cursing every frigid step. Rai Suteru, my boyhood friend, stood on the other side, morning shadows festering upon his face like grisly wounds. “Rai,” I grumbled as I wiped sleep from my eyes. It had crossed my mind to complain about the ungodliness of the hour, but my friend’s appearance startled me. Rai was a gravedigger, so while muddied paws weren’t unusual, his slouched body trembled as he clutched a cap that his sweetheart made him, strangling the garment in what couldn’t be mistaken as anything other than sheer terror. He begged to come inside, spinning stories of a monster he had seen. Normally I’d have declared his words a jest, but his voice was void of merriment, as though he had never known the word. Barely given enough time to clothe myself, Rai dragged me to the cemetery. I carried his spade for him. When we got there, I started shaking. It was a corpse of a thing, old like stone with a conical body crowned with tube-like appendages. One of them sported a hideous head, which rested upon a grave. Mustering up what little courage remained in my heart, I poked the creature with Rai’s spade. It tumbled over, and as its head rolled away from my father’s tombstone, I had a dread realization: While my father’s corpse was buried, only now had his mind been laid to rest.

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Ahnel Soltanis The Astral Seeker

Elves remember Ahnel Soltanis, the Astral Seeker, as a wicked, self-serving soul whose ignorance was great enough that the gods could not shatter it.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ahnel Soltanis. Spirit Level: 8th Alignment: Neutral (N) Constellation: Seer Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Ahnel Soltanis if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a master of planar lore, requiring 16 ranks in Knowledge (planes). »» Your combined Intelligence, Wisdom, and Charisma score modifiers equal 20 or better. »» You draw Ahnel Soltanis’s seal on the Astral Plane. Ceremony: You tell an anecdote about an experience you had upon another plane of existence. The story must involve you, a paradoxical situation, and a tragic ending. Manifestation: At the conclusion of your tale, scenes from your story manifest before you as spectral images. An elven man in tattered clothes acts as you throughout the tale.

Legend

An ancient prophecy once foretold of an elf who would rank among the most artistic, handsome, and masterful of elves ever to have lived. Although this prophecy was meant to inspire young elves to achieve their truest goals, a youngling named Ahnel Soltanis dedicated himself not to improve himself, but to live up to the magnificent prophecy. He labored over the finest melodies, courted the most dazzling women, and jumped at the chance to wage war against the enemies of elvenkind. Little did young Ahnel Soltanis know of the cost of such grandeur: in his quest to be the most magnificent elf who would ever live, he tore apart hearts and spilt innocent blood fighting in unjust wars. When Ahnel Soltanis passed on and was brought before the Lord of Justice, it was decreed that Ahnel had lived an evil life and would be condemned to Hell for his crimes. Ahnel was outraged, claiming that he lived in accordance with the Laws of Heaven and desired to have his just reward. Despite the Lord of Justice’s efforts to prove to Ahnel the wickedness of his ways, Ahnel could not perceive the wickedness he had wrought. So unerring was his conviction that the Lord of Justice could not banish him to Hell, so instead he cast Ahnel from his palace into the Astral Sea, condemned to wander in ignorance for eternity.

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Major Granted Abilities

Astral Backlash: When you are struck by a melee weapon, you unleash a burst of astral energy as an immediate action. All creatures that are adjacent to you suffer 1d8 points of force damage + your binder level and the target that stuck you becomes dazed for 1d4 rounds. A successful Fortitude save reduces the damage by half and prevents the dazed condition. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When using astral backlash, the creature that struck you becomes stunned on a failed Fortitude save instead of dazed.

Minor Granted Abilities

Ahnel’s Opening: While you are bound to Ahnel Soltanis, you can cast either dispel magic or knock as a spell-like ability a number of times per day equal to 3 + your Charisma modifier level.You may choose which spell to use each time you cast this spell-like ability. Astral Voyage: While you are bound to Ahnel Soltanis, you can cast lesser astral projectionum as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Keeper of Portals: You detect the presence or absence of teleportation portals and effects (such as gate) within 1 mile as a full-round action. If you concentrate for two full rounds, you also discern to which plane the portal leads. If you concentrate for three full rounds, you learn the precise location to which the portal leads. Planar Expert: While you are bound to Ahnel Soltanis, you gain an insight bonus on Knowledge (planes) checks, Survival checks, and Diplomacy checks made with Outsiders (except native outsiders) equal to half your binder level. In addition, you receive a bonus on Wisdom checks made to set a direction of gravity on planes with subjective directional gravity equal to half your binder level.

Signs and Influence

Ahnel Soltanis affects you in the following ways. Physical Sign: Although you do not change physically, all creatures that are romantically compatible with you find your appearance to be sexually appealing. When you activate one of Ahnel Soltanis’s granted abilities, a spectral silver cord floats outward from your chest. Personality Influence: You seek to be artistic and masterful in all of your endeavors. You must immediately attempt to resolve any interpersonal drama that occurs between your friends. Favored Ally: None Favored Enemy: None

Vestigial Bond (Companion)

You gain a nosoi psychopompb4 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your nosoi’s abilities. This granted ability replaces astral voyage.

Doomed Salu’im

Army at Time’s Horizon

The Salu’im are an accursed army of halfconstruct monsters that patiently awaits the end of time.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Doomed Salu’im. Spirit Level: 8th Alignment: Neutral Evil (NE) Constellation: Noble Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Doomed Salu’im if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are an ergon or possess the 1st-level bloodline power of the ergon bloodline. »» You draw Doomed Salu’im’s seal in the presence of an ergon. »» You draw Doomed Salu’im’s seal with sand from the nigh unreachable Plane of Time. Ceremony: You cut eight circles of flesh out of your body and eat the pieces that you removed. Manifestation: Doomed Salu’im’s seal manifests within all eight of the rings that you have carved into your body as eyes fly out from within them, observing you during your pact.

Legend

The ergon are a fearsome and enigmatic race of interstellar half-constructs that are thought to be the result of a hellish marriage of fleshwarping magic and occult soul binding. Interactions between occult scholars and ergon have been few and far between, not because the ergon are elusive but because they care little for the whims and concerns of other sentient creatures. The ergon are driven by a need to procreate, which to them means abducting soil, water, magic, creatures, atmosphere, and anything else they need to create their seedling worlds where they can grow and harvest the organic parts needed to create more ergon. Ergon divide themselves into bickering familial factions, but all speak of a massive unification event known as The Horizon in which their overlord, known as Salu’im, will emerge after the end of time to claim the universe’s resources. Then, the ergon will build and grow and fleshwarp until space, time, and ergon are one and the same then, now, and forevermore.

Major Granted Abilities

Temporal Banishment: You temporarily erase one target within 30 feet from reality as a standard action, causing it to vanish for 5 rounds. While erased from time, the creature is under the effects of temporal stasis, though it is aware of the

time it spends outside of reality. A successful Will save negates this effect, and each round during its turn the creature can attempt a new Will save as a full-round action to return to reality. If the square that the creature occupied is dangerous terrain or occupied, it returns in the nearest, safest spot possible. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Any creature that fails its initial Will save against temporal banishment is permanently erased from time if it fails all five of its Will saves to return to reality. Such a creature can only be recovered through divine intervention.

Minor Granted Abilities

Body of Eyes: While you are bound to Doomed Salu’im, you gain all-around vision. You must show Doomed Salu’im’s sign in order to receive this benefit. Orb of the End-Times: While you are bound to Doomed Salu’im, you can cast orb of the voidum as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. If an undead creature collides with your orb of the end-times, it is affected as though you had cast undeath to death upon it instead of granting it temporary hit points. Poetic Justice: You recite a poem requiring ten consecutive full-round actions in order to place a mark of justice upon one target within 30 feet. Unlike mark of justice, this ability is a language-dependent sonic effect. Instead of inflicting a curse upon the target with bestow curse, your mark of justice inflicts a pact malady upon the target as bestow pact malady† should it trigger the mark of justice. You may mark one creature per day with this ability and your mark of justice persists after your pact with Doomed Salu’im ends. Time Vision:While you are bound to Doomed Salu’im, you gain the ability to cast temporal vision† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 17th level, this spell-like ability improves to greater temporal vision†.

Signs and Influence

Doomed Salu’im affects you in the following ways. Physical Sign: The holes that you cut into your body during Doomed Salu’im’s ceremony grow small, vestigial eyes. When you activate one of Doomed Salu’im’s granted abilities, these eyes detach from your body and orbit your head nine times like ioun stones before returning to their sockets. Personality Influence: You are paranoid of capture and believe every stranger is pursuing you. You must carry all corpses that you encounter along with you. Favored Ally: Any (half-constructs) Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain an autrok ergon† as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your autrok’s abilities. This granted ability replaces orb of the end-times.

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Essek Avix

The Twins Rejoined

Essek and Avix were half-dragon, halfelven twins who slew each other when one betrayed the other, uniting their souls into a single, tortured spirit.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Essek Avix. Spirit Level: 8th Alignment: Neutral (N) Constellation: Dragon Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Essek Avix if one of the following requirements is met, or a +4 bonus if all requirements are met. »» A sibling of the same sex as you witnesses Essex Avix’s manifestation.This sibling must be a blood relative to qualify. »» The candles used during Essek Avix’s ceremony are crafted from elven incense worth 50 gp per candle. The candles are completely destroyed after Essek Avix’s manifestation. »» You are an elf, possess either the half-dragon template or the 1st-level bloodline power of the bloodrager or sorcerer draconic bloodline, or can recite an ancient elven lullaby, requiring 14 ranks in Knowledge (history). Ceremony: You light two candles until they soften and meld them together. Manifestation: The candle wax molds and shifts into two draconic faces who immediately begin bickering.

Legend

The legend of Essek and Avix comes from an era of elven history, the Dragon Crusades, a time when dragons and elves were at war. Born with noble blood, the twins’ mother was an elven princess who fell in love with a silver dragon and birthed his brood. Though she had given the dragon a daughter long before, it wasn’t until the elf bore twin boys that the elven gods took notice of her and cursed the boys with a horrid death. From the moment they were born, Essek and Avix fought constantly. Essek was upright, courtly, and honorable. Avix was deceptive, impulsive, and rash. The brothers argued throughout their boyhood, adolescence, and into adulthood until Essek fell in love and was married. Essek’s wife became pregnant and nine months later, she gave birth to a son. After his son was born, Essek’s older sister approached him with horrible news: through divination, she had learned that nine months earlier, Avix had pretended to be Essek and seduced his wife. Avix was the infant’s true father. Essek was furious. He found Avix and the two immediately started brawling. On that day, the twins ended each other’s lives by tooth and claw. In death, the gods transformed Essek and Avix into one soul and banished them to the Spirit Realm to relive their betrayal until the end of days.

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Major Granted Abilities

Split the Twins: You create a double of yourself as a swift action, granting yourself a second turn. After activating split the twins, you take a second turn during the round on your initiative count –20 as a spectral duplicate of you appears in your space. In addition, you take x2 damage from all sources for 1 round after using this ability. This damage multiplier stacks with all others. While using this ability, any effects that are active on you only count your first turn each round when determining their duration, expenditure, or when their effects trigger (such as with poison or making a new saving throw). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The extra turn granted by split the twins occurs on your initiative count –10 instead of –20.

Minor Granted Abilities

Ferocious Display: While you are bound to Essek Avix, you gain the benefits of Dazzling Display.You can use Dazzling Display as a standard action instead of a full-round action. Intimidating: While you are bound to Essek Avix, you gain a bonus on Intimidate checks equal to half your binder level. Titanic Growth: You grow in size by one size category as a standard action, functioning as enlarge person.You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Unwilling Shield: While you are bound to Essek Avix, you can force one target to split all damage you take with you, functioning as unwilling shieldapg. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You cannot have more than one unwilling shield active in this way at a time. If this ability is used again, any existing unwilling shield effect immediately ends.

Signs and Influence

Essek Avix affects you in the following ways. Physical Sign: Half your face takes on a draconic appearance with scales colored by your morality. When you activate one of Essek Avix’s granted abilities, this sign switches which side of your face it manifests upon. Personality Influence: You become indecisive in the face of choices and options.You must never directly tell anyone any information about yourself. Favored Ally: Dragon (any), Humanoid (any) Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain a pseudodragonb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your pseudodragon’s abilities. This granted ability replaces titanic growth.

Halflings across the world favor a horror story about a being from beyond the stars that infests mortals, transforming them into monsters.

1d6 points of damage per binder level you possess and become sickened for 1 minute. A successful Fortitude save halves the damage and negates the sickened condition. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Wilting mist causes targets to become nauseated for 1d4 rounds and sickened for 1 minute afterwards on a failed Fortitude save.

Summoning Rules

Minor Granted Abilities

Evening Star

Bloody Mist of the Hills

The following describes the requirements and rituals for sealing pacts with Evening Star. Spirit Level: 8th Alignment: Chaotic Evil (CE) Constellation: Dark Beyond Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Evening Star if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sacrifice something you truly love to Evening Star. If the sacrifice is an object, its value must be irreplaceable. »» The mixture you create during Evening Star’s ceremony is designed to nourish an otherworldly being, requiring 16 ranks in Craft (alchemy). »» You place a fist-sized chunk of star rock or star metal in the center of Evening Star’s seal. Ceremony: You mix drops of your blood with dung and earth and throw it into a pot of burning embers. Manifestation: The mixture swells in size and volume, transforming into a horrible aberration.When it fills the entire seal, it invites you to play with it in a child’s sing-song voice.

Legend

Halflings have a wide array of stories and fables that comprise their oral history, but none are as beloved as the campfire story Mist of the Hills. The story is typically set in a rural community well-known to the audience and features a number of halfling youths who venture out to a nearby hill late at night to watch a shower of falling stars. After a falling star strikes the ground close to the halflings, they hear cries for help and adventure over to the impact site to investigate but find nothing save a thick, choking red mist. Over the next several days, one of the halfling youths watches in fear as her friends and lover transform into hideous, gray mockeries of their former selves inhabited with small tentacles that writhe under their skin as the red mist rolls closer and closer to the town. The story ends with the youth barricading herself into a hedge witch’s barrow and discovering that she has already been infected herself, which is typically where the story ends. Despite its popularity, strict halfling elders often taboo the tale for undisclosed reasons.

Major Granted Abilities

Wilting Mist: You release red mist from your body as a standard action, causing all targets within 20 feet of you to take

Mist Body: You can transform into gaseous, red mist as a standard action, functioning as gaseous form. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Horror from Beyond: While you are bound to Evening Star, you can frighten animals with supernatural power, functioning as Turn Undead, and can channel energy to use this ability as a cleric of your binder level a number of times per day equal to 3 + your Charisma modifier. Troll Shape:You transform into a gray, colorless troll as a standard action, functioning as giant form II.You can transform into any troll allowed by this spell. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Ventriloquism: While you are bound to Evening Star, you can project your voice great distances as a standard action, functioning as ventriloquism.

Signs and Influence

Evening Star affects you in the following ways. Physical Sign: Small amounts of blood stream from your mouth, eyes, and other orifices at all times. When you activate one of Evening Star’s granted abilities, small snake-like rivulets squirm beneath your skin. Personality Influence: You show no love or empathy towards others. You must “play” with all other creatures you encounter and are dismayed when your playmates stop “playing.” Favored Ally: Aberration (any), Ooze (any) Favored Enemy: Animal (any), Humanoid (any)

Vestigial Bond (Boon)

Once per day, you can transform a humanoid corpse into a gray, parasite-ridden husk, functioning as simulacrum except this effect has a casting time of 1 hour, a duration of 1 hour per binder level you possess, and requires the target corpse rather than an ice sculpture of the target. Any corpse used by this ability is destroyed in the process of creating a simulacrum and such simulacrums gain a +10 racial bonus on Disguise checks to appear as that specific creature.You can spend 12 hours and 500 gp per Hit Die of the original creature when creating a simulacrum with this ability to change its duration to instantaneous. This granted ability replaces troll shape.

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Legend of Evening Star Centuries ago, on a night lit by shooting stars, a meteorite struck into the heart of the hill country where rock gnomes, halflings, and other folks eked out a living by gathering rare herbs and unusual rocks. “ What is that?” Belle the halfling asked, pointing to a particularly warm glow against the night sky. She and her friends, including her boyfriend, Hassfred Beaucoat, had seated themselves on a high hill to enjoy the spectacular parade of stars. “It’s like a fire flower,” her younger sister said, as the glowing star shot across the vault of the sky like a demon on a chariot. The shooting star grew in size from a flower to a small sun, though they felt no heat yet. Everyone exchanged excited yet worried glances. “It looks like it will fall only a few tens of miles from here, maybe closer,” Hassfred offered. “No worries.” He reached into their supper basket for more chicken. The sky grew warm and as luminous as day. “Everyone, cover your ears and eyes,” Belle said. Her mother had once been this close to a falling star. The village geomancer said they came every twenty-three years or so. Thunder peeled the sky in two. A few miles away, the hills briefly lit up with a blinding light. Belle’s sister screamed and then cried softly, mostly from embarrassment. “What a baby,” Hassfred said, standing up. “Hey, let’s take a look!” He was among the tallest boys Belle knew, and certainly tall for a halfling at three feet and four inches. A fiery glow danced behind the hills where the star fell, but with so little brush, fire was not a danger. Besides, the recent rains had turned half the hills to mud. After more than two hours, Hassfred, Belle and four of their friends, including Belle’s sister, reached the crash site. Hassfred conjured light for all of them where the gullies grew dark; he was studying under the geomancer. They came to a crater. Small fires and charred brush dotted the whole valley around the crater. A fine mist hung everywhere. “The heat should have burned away any fog,” Hassfred said. Belle looked at him with a smile. She felt he was quite smart, though good thing she was the one who had the sense to bring the supper basket. “Look, there’s the mouth of an old mine,” Elton said. “The mine is probably full of water,” Hassfred explained to his friend, “and the mist seeps up. Notice how the mist is moving near the mouth.” Elton looked hard and nodded in agreement. Belle shivered. The mist was moving into the mine opening, not away from it. She clutched her sister’s hand. “I think we should go,” she offered. “Nonsense,” Hassfred and Elton responded at once. Poor Elton wanted so much to be like Hassfred; he was not even accepted to the shoemaker’s apprenticeship much less to a geomancer’s tower. “We need to collect some rocks,” Hassfred added. “No one will believe us if we don’t.”

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“I’ll believe you,” Belle offered. “And Master will be impressed if I bring him fresh star rocks,” he said, referring to the geomancer wizard. “Well, you two stay then,” Belle said. “I’m taking everyone else home.” She was a tiny bit envious and wanted to collect rocks with Hassfred but her sister was more important. Maybe she would come back in a few days. The rocks would be cool by then anyway. Hassfred conjured light on a stone and gave it to Belle. They kissed and she led the others toward home. As she reached a roundabout, she looked back. Hassfred and Elton were poking with sticks and chatting; they had ventured a little further in, and the mist swirled around their knees. I love you, Hassfred Beaucoat, she thought, and I am going to marry you. She waved to them although they could not see her by now. On the way back, they stumbled across the carcass of a wolf. The others feigned disgust and then joked but Belle knew it was not a good sign. The wolf’s fur looked singed but not lethally; and it had not been on the path earlier. They hurried home. The next day Belle did not see Hassfred because she had to travel to the human town with her mother. Although, she did spot Elton from a distance, tossing rocks along the road. He looked tired and grey. She thought, he is probably depressed after last night’s excitement, and only Hassfred gets any honors. When Belle and her mother returned, everyone in town was talking about Elton; apparently, he had begun acting strangely and ran away. At the same time, some of the sheep brought in acted up. The miners came home too, complaining of mist. Someone said some sheep just fell over and melted into the ground, which Belle found unbelievable. Or perhaps not. She ran over to the geomancer’s tower to see Hassfred and knocked hard on the giant oak and iron door. After a spell, the old geezer answered. “Come in, Belle.” His expression told her something was wrong. However, old halflings were often the biggest worrywarts in the world. “Is Hassfred here?” she asked as she stepped in, trying to remain positive. “Uh, come with me, won’t you?” the geomancer asked. Belle followed him upstairs. There sitting restrained in a big iron chair was Hassfred, grey-skinned and writhing with a multitude of hair-like tentacles, grey, green, and mauve in hue. She could not take her eyes off of the squirming sight. “I’m sorry to say he will not be the same,” the geomancer said grimly. “He’s just an empty shell now.” Then he took her forearm lightly and examined it. A narrow line like a worm moved under her skin. Belle sat frozen; it was all she could do to keep back tears. “The good news,” the geomancer said, with a heavy, sad smile, “Is that it may certainly not be too late for you.” Belle wept. None of her dreams of love were going to come true.

Goliath

The Infernal Forge

Goliath, the Infernal Forge, became the first kyton demagogue by mutilating its own soul in pursuit of self-perfection.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Goliath. Spirit Level: 8th Alignment: Lawful Evil (LE) Constellation: Beast Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Goliath if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You perform Goliath’s ceremony twice; once in Infernal and once in Giant.You must be able to speak these languages in order to satisfy this requirement. »» During Goliath’s ceremony, you brand an unwilling prisoner who is bound in chains instead of yourself. »» You perform Goliath’s ceremony on Hell, the Plane of Shadows, or on a demiplane of either plane. Ceremony: You brand yourself with a hot iron that bears the likeness of Goliath’s seal, dealing 1d4 points of fire damage to you as well as 2d4 points of nonlethal damage. Manifestation: Flames erupt from the brand as an apparition of a kyton appears. He refuses to appear before you at first as he twists and writhes within your brand, causing you immense pain and pleasure simultaneously.

Legend

Twisted beings called kytons lurk upon the Plane of Shadow, feeding upon fear and suffering via painful supernatural torture and transforming into greater, more powerful forms using that psychic energy. According to diabolic lore, the kytons were created from the souls of the most selfish and depraved mortals. The first among them was Goliath, the soul of a fire giant jarl. When he arrived in Hell, the Lord of Hell himself took charge of the giant’s eternal damnation, but Goliath savored every crack of the whip and every ember of hellfire that caressed his cheek. Horrified by Goliath’s yearning for torment, the Lord of Hell chained Goliath and those like him in a remote part of Hell. But even exile wasn’t enough to curb Goliath; he embraced his chains and donned them like armor, escaping from his bonds in a fit of self-destruction until he was finally stopped by the soul of a young girl who slew Goliath with an act of pure love. In wake of his perfect act of self-mutilation, Goliath’s peers became the first kyton demagogues, horrid sovereigns of suffering who paid tribute to him by transforming Goliath into a spirit, allowing him to suffer eternally.

Major Granted Abilities

Chains of Hell: You call forth chains of hellfire and brimstone as a standard action, functioning as chain of perditionUC. These chains use your Charisma to determine their CMB. In addition to its standard effects, chains of hell can make grapple attempts and can deal 1d8 points of damage + your Charisma modifier as unarmed strike damage to grappled opponents. This effect has a duration of 4 rounds. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: The duration of chains of hell increases to 1 round per binder level, but after using this ability, it becomes expended for its duration and for 5 rounds afterwards.

Minor Granted Abilities

Excruciating Pain: While you are bound to Goliath, you can cast symbol of pain as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Instead of providing the spell’s material component, you must show Goliath’s sign in order to cast this spell-like ability. Goliath’s Mettle:While you are bound to Goliath, you gain the benefits of Great Fortitude and Improved Great Fortitude. You can use Improved Great Fortitude a number of times per day equal to 3 + your Charisma modifier instead of just once per day. Kyton’s Chains: While you are bound to Goliath, you are proficient with the spiked chain and you can pick up the chain created by chains of hell and wield them as a +5 flaming vicious wounding spiked chain. While wielding the chain in this manner, you gain a +2 shield bonus to AC but the chains of hell no longer acts as chain of perdition. Dropping this weapon as a move action causes the chains to resume its usual function. This ability does not modify the duration of chains of hell. You must show Goliath’s sign in order to gain this benefit. Steelskin of Goliath: While you are bound to Goliath, you can grant yourself DR 10/– until the end of the turn as an immediate action.

Signs and Influence

Goliath affects you in the following ways. Physical Sign:You become wreathed in shadowy, supernatural chains. When you activate one of Goliath’s granted abilities, you briefly grow to the maximum high for your size category, your veins surging with power. Personality Influence: You savor every moment that you spend killing or causing pain. You must never kill anything quickly; every wound you inflict must be slow and excruciating. Favored Ally: Outsider (devils and kytons) Favored Enemy: Any (mortal females)

Vestigial Bond (Companion)

You gain an augur kytonb3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your augur’s abilities. This granted ability replaces kyton’s chains.

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Hou-ou

Major Granted Abilities

Blessed Bird of the Sun

Hou-ou is the father of phoenixes, a sun bird whose selfless sacrifice granted his chicks the ability to rise from the ashes of death anew.

Wreath of Flame: You can create an immobile, blazing curtain of shimmering violet fire as a swift action, functioning as wall of fire. After using this granted ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: You can use wreath of flame as an immediate action or a swift action.

Summoning Rules

Minor Granted Abilities

The following describes the requirements and rituals for binding Hou-ou. Spirit Level: 8th Alignment: Neutral Good (NG) Constellation: Starless Binding DC: 34 Totems: You gain a +2 totem bonus on binding checks made with Hou-ou if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Hou-ou’s seal with the ashes of one of your family members or ancestors. »» You anoint Hou-ou’s seal with phoenix down soaked in a minimum of five doses of holy water. »» You perform Hou-ou’s ceremony while under the effects of a spell on the alchemist formulae list. Ceremony: Standing in the middle of Hou-ou’s seal, you chant a prayer to the Bird of the Sun and set yourself on fire. Manifestation: Unimaginable pain wracks you as your body burns away, leaving only a naked infant behind. The flames and ashes take the form of a human-sized anthropomorphic male phoenix who cradles you close to his breast.

Legend

Legends of the magnificent phoenix have delighted and captivated audiences across the world, but few stories exist that tell of how these fantastic magical beasts gained the ability to resurrect themselves from death itself. In a tale that only the most connected of scholars know, the first phoenix was a resplendent roc called Hou-ou whose mate had been swallowed by a dragon in a single gulp. Left with only his children to remember her, Hou-ou guarded them with unmatched devotion and ferocity. However, even parents must sleep, and as he dreamed the dragon returned and ate all of Hou-ou’s clutch, spitting their bones out at Hou-ou’s talons, laughing cruelly. Overwhelmed by grief, Hou-ou was prepared to take his own life when the sun rose at his back. Reminded of its lifegiving energies, Hou-ou resolved to take the power of the sun for his own so that he may revive his fallen children. He flew as fast as he could, straight into the sun, and returned with a grievous wounds and single extinguished ember. Touched by his devotion, the Goddess of Life used Hou-ou’s final breath to reignite the ember and return his children to life as the first phoenixes, snuffing out Hou-ou’s soul in the process.

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Flesh Kindling: As a standard action, you gain regeneration 10 (cold iron or evil) for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive. Healing Embers: While you are bound to Hou-ou, you can cast mass cure serious wounds as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Lore of Ages: While you are bound to Hou-ou, you gain an insight bonus on two Intelligence-based skills of your choice equal to half your binder level. Reborn from the Ashes: While you are bound to Houou, you only remain dead for 1d4 rounds unless your body is completely destroyed by an effect. Otherwise, you emerge fully healed from the remains 1d4 rounds after death, as if brought back to life via resurrection.You return to life bound to any spirits that you had sealed a pact with prior to your death. When this occurs, you gain 1 permanent negative level. Alternatively, you may choose to reduce your age category by one as an instantaneous aging effect instead of gaining a permanent negative level; creatures that do not age or that are immune to aging effects must take the negative level instead. You may only use this ability once every 24 hours, and you cannot expel Hou-ou if you use this ability. If you die within the area of an antispirit field†, you cannot use this ability until the effect ends, at which point you immediately resurrect.

Signs and Influence

Hou-ou affects you in the following ways. Physical Sign: All hair, feathers, scales, and similar structures on your body takes on a glowing, fiery appearance. When you activate one of Hou-ou’s granted abilities, your body is wreathed in a spiral of flame accompanied by a phoenix’s caw. Personality Influence: You are always fearful for your friends and family’s safety. Whenever such a creature takes hit point damage, you must immediately attempt to heal them. Favored Ally: Magical Beast (any Good) Favored Enemy: Dragon (any Evil)

Vestigial Bond (Boon)

While you are bound to Hou-ou, you can cast resurrection as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. If the target is willing, you may return it to life as a creature one age category younger than Adult (or one age category younger than its previous age, if it was already younger than Adult) instead of providing resurrection’s material component. This ability replaces healing embers.

Mana

Observer of Lost Magic

Mana was a member of a primeval race that created the foundations of magic in the universe.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Mana. Spirit Level: 8th Alignment: Lawful Neutral (LN) Constellation: Mage Binding DC: 30

Totems: You gain a +2 totem bonus on binding checks made with Mana if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Cave Mother’s seal during Mana’s ceremony. If you accept this totem, you cannot seal a pact with Cave Mother for 1 day or until Mana leaves your soul. »» You possess a true understanding of magic, requiring 16 ranks in Knowledge (arcana) or Spellcraft. »» You squash the eyes of an aberration within Mana’s seal. Ceremony: You study a spellbook as a wizard would. Manifestation: A small eyestalk pops out of the ground in front of you. More eyestalks slowly emerge until they fill Mana’s seal like grass. The seal lifts up from beneath you, revealing that you are sitting upon a massive, one-eyed creature’s head.

Legend

Legends say that the gods had never intended for mortals to wield magic, but because of the arrogance of a lowly ghoul they needed to reign in this magnificent gift. The gods held a council to decide what to do and they invited a primeval race known as the observers to attend. The king of the Observers was as skilled a spellcaster as the gods themselves and they sought his expert opinion on what should be done. With the aid of his apprentice, the king drafted a plan of imperfect magic that would limit mortal use of this fantastic power. It is said that the king’s daughter fumed at her father’s decision, for she had created her own plan of perfection and power that she had named after herself: mana. Enraged by her father’s betrayal, it is said that Mana’s very soul unraveled that day under the weight of her anger and confusion, her plan lost to the countless eons.

Major Granted Abilities

Magic Ray: You fire a magical ray from your fingertips as a standard action. The ray requires a ranged touch attack to hit and has a range of 25 feet + 5 feet per 2 binder levels you possess. On a successful hit, the ray deals 1d6 points of damage per 2 binder levels you possess. The ray’s damage is chosen from among the following types: acid, cold, fire, force, electricity, or sonic. Damage done by magic ray is considered

continuous damage for the purpose of any concentration checks the target makes prior to the beginning of your next turn. If you are showing Mana’s sign when you use this ability, you fire four rays at once instead of one. Each ray may be of a different energy type and damage done by the rays stack if all four rays target the same creature. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your magic ray ignores all defenses that reduces energy damage taken, including resistances, immunities, incorporeal defenses, and so on.

Minor Granted Abilities

Aberrant Sight:While you are bound to Mana, you gain the all-around vision special qualityb1 and can view magical auras at will, functioning as a constant arcane sight and occult sight† effect. You must show Mana’s sign in order to receive this benefit. Antimagic Cone: You launch a cone of antimagic as a standard action, functioning as antimagic field except the effect targets a 20-foot cone-shaped emanation. Antimagic ray has a duration of concentration, up to 1 minute per binder level you possess.You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Mana’s sign in order to gain the benefits of this granted ability. Break Magic: You undo magic with a touch, functioning as either break enchantment or greater dispel magic (your choice). This ability has a range of spell effect or creature touched and requires a successful melee touch attack in order to target a creature. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Stunning Gaze:You unleash Mana’s rage and confusion as a gaze attack, causing all targets within a 30-foot line to become stunned for 1 round per binder level you possess. A successful Will save negates this condition.You must show Mana’s sign in order to receive this benefit. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.

Signs and Influence

Mana affects you in the following ways. Physical Sign: Four eyestalks grow from your head. When you activate one of Mana’s granted abilities, these eyes quiver and focus upon your target. Personality Influence:You obsess over magic and share whatever knowledge you know or discover with overs. You must horde all magic items you discover to yourself. Favored Ally: Aberration (any except for Mana’s favored enemies) Favored Enemy: Aberration (creatures that prepare spells or spontaneously cast spells)

Vestigial Bond (Companion)

You gain a giant leech vermin companionum. You possess a druid level equal to your binder level when determining your leech’s abilities. This granted ability replaces stunning gaze.

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Legend of Mana Mana’s eyestalks quivered in anticipation as gods wandered into the rocky, central meeting chamber. She was hardly fit to be among them, but her spawn father, Gorub-Guyax, First God of Magic, was the speaker this fateful day. Her eyes moistened with affection as Gorub slowly floated from an upper tunnel. He was old; three of his eyes appeared glazed over and one stalk drooped despite a healer’s touch. His cape and crown were regal, but the ravages of age did not befit a supreme being. “Father!” she indicated. She spun around once excitedly. He did not notice her at first, then floated down to her side. “Oh, my sweat imitation,” he said fondly. “Today is fateful.” When the cavern’s kobold seneschal finished counting the gods, and the angels and demons were at bay in the balconies, only then did Gorub bob forward. “Fellow gods and divine servants,” he began. “To our dismay, some creatures we have created have been illegally provided with the gift of fire. They now build cities from woods, enslave the animals as if they are their own masters, and dress in crowns and robes.” The crowd of angels and fiends jeered in dismay at the news, which they were aware of all too well. “Silence!” Gorub commanded with the confidence of his former glory, in the day before a rival cursed him. “Some of us have even taken the form of these creatures, with sarcasm, I am assured.” Mana nodded. Her father hated the ongoing corruption of the perfect divine form. “Now, after fire, what worse crime could there be?” Gorub asked rhetorically. “I tell you, some of us, as yet not named officially, are passing the secrets of magic to the least stupid of these short-lived corruptions.” A gasp swept the crowd. “It cannot be!” a voice shouted. “Let us send a great flood,” cried another. “Reason!” Gorub called again after some minutes, when it was clear that some imitation of silence was possible. He continued. “The elder gods have decreed that the mortals shall live. Thus, within that parameter, I propose that we act first, and grant these lowly creatures a form of magic of our choosing, before our enemies choose for us; or forbid, the creatures choose for themselves.” Mana was giddy. She spun around once with joy. Among Gorub’s spawn, she was the one most like him and set to be his eternal heir. She had designed a system of magic. Each day, mortals would gain a measure of raw magical power, called mana in her honor, and they could draw upon mana to power spells they knew. She could monitor their spells to ensure the magic did not harm them. She had suggested this system to him, and hoped he would imitate it. Gorub continued, “We must ensure that this magic is imperfect,

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to minimize its use.” Mana was shocked to hear him propose something “imperfect.” Nevertheless, perhaps her famously clever father had a trick. She listened patiently. He explained a system of spell levels, slots, preparation and memorization, subtle gestures, whispers, and components. The system was, in Mana’s educated opinion, limited, weak, convoluted, and pointless. She could have gone on. Worst of all, it would last forever. She wondered, how could her father propose, much less fashion, something so ugly and unlike his beautiful dweomer? Her heart beat in distress. Yet the gods nodded, and angels and fiends cheered. Mana whispered to one of her maidservants floating nearby, “Surely, Great Mother will go insane upon hearing this betrayal of magic.” “ Yes, my ladyship,” the maidservant replied. “I am old,” Gorub concluded, “A successor shall oversee this system of magic.” Oh gods, Mana panicked, his plan was unclear to her. Was he telling them one story now, as a delaying tactic, but would hand the reigns to her? If so, she would make it right for them. A young male prince in a purple cape floated in arrogantly. Mana disbelieved her eyes. Her heart sank. The interloper looked exactly like Gorub, except that his eyestalks were strong and proud, and his teeth white and sharp to the bone. To be honest with herself, she could not help but quiver at his stirring beauty. She knew all too well, her one flaw was her gender. She wondered, was she to be a mere spectator? Or was she to marry this interloper and work behind the scenes? What a stunningly devious plan her father surely had in mind! Mana decided immediately that she would do whatever it took to fashion a form of magic that mortals could imitate. Her mind spun with options and plans, and the complexity of it all, woven with her father’s plans, confused her. “I have chosen Vance as my one true successor,” Gorub said, turning and welcoming him. “From this day forward, the mortals shall be shackled to this magic system, his system.” The gods, angels, and fiends cheered. Mana’s father did not give her a knowing look with an eyestalk as he always did. It was as if she no longer existed. Her heart, once fluttering, then sinking, then confused, now shattered into a million tiny pieces. She did not recall anything from that moment onward, forever. The gods, their angels and fiends, the maidservants, and Gorub and Vance merely saw Mana begin spinning with rage. She spun so fast that her soul unraveled from the multiverse.

Mother Medusa

She of Snakes and Stone

Offender of the gods and the mother of all medusas, Mother Medusa was cursed with her powers after she offended a goddess.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Mother Medusa. Spirit Level: 8th Alignment: Lawful Evil (LE) Constellation: Starless Binding DC: 37 Totems: You gain a +2 totem bonus on binding checks made with Mother Medusa if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You place a petrified living creature in the center of Mother Medusa’s seal and smash it during her manifestation. »» You draw Mother Medusa’s seal at least 10 feet away from any reflective objects or surfaces. »» You are female or romance a woman with a Charisma of 20 or better during Mother Medusa’s manifestation. Ceremony: You mix gravel, snake skin, and a bit of acid into a basin and lather the mixture onto your head. Manifestation: Dozens of snakes burst from your scalp as they writhe about, hissing at you in a harsh but alluring voice.

Legend

Although many know of medusas, few know of the woman who lends her race to these fiendish snake women. In an age long since past, Medusa was a beautiful high priestess of the Lord of Justice, and as part of her position she was required to remain devoted to a life of celibacy. She uphold her sacred vows with honor until the day that the Lord of the Sea came to visit her within the Lord of Justice’s sacred temple. Medusa was smitten by her divine visitor and defied her sacred vows by making love to the Lord of the Sea within her lord’s sacred hall. Enraged, the Lord of Justice punished Medusa with a dreadful curse: her fair and beautiful skin became ugly, scarred, and milk-white with a green tinge, her eyes became furious, blood-shot orbs, and every lock of her lovely chestnut hair transformed into a venomous snake. Her visage was so horrifying that anyone who set eyes upon Medusa turned to stone, damning her to a lonely life until a champion slew Medusa at the behest of the Lord of Justice.Though she was dead and gone, every drop of Medusa’s blood transformed into a new medusa filled with her mother’s hatred and loneliness.

Major Granted Abilities

Mane of Coils: Your head grows a mane of writhing snakes that lash out at nearby foes. When you make a full attack, you can activate this ability as a free action to forgo

your usual attacks in order to make a single bite attack against all targets within reach instead. Your reach increases by 5 feet when attacking with mane of coils. This bite attack deals 1d6 points of damage (or 1d4 points if you are small) and affects the target with the following injury poison: save Fortitude, DC as a granted ability; effect 1d4 Dex damage; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Living creatures with immunity to poison are not immune to mane of coils and resistance bonuses on the save against mane of coils are ignored.

Minor Granted Abilities

Aura of Vanity: You emit a 10-foot aura of horrific splendor as a standard action that forces all intelligent creatures within this area to gaze upon you in awe, functioning as lock gazeuc. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Gaze of Medusa: Your gaze transforms your victims into stone, functioning as flesh to stone except this ability affects all targets in a 30-foot cone. This ability is a gaze attack. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Mother Medusa’s sign in order to gain this benefit. Horrific Form: While you are bound to Mother Medusa, you gain all-around vision and gain the frightful presence special quality. Use your binder level as your racial HD when determining the save DC of your frightful presence. You must show Mother Medusa’s sign in order to receive this benefit. Shun Curses: While you are bound to Mother Medusa, you gain spell resistance 16 + your binder level against curses and an insight bonus on saving throws against curses equal to half your binder level.

Signs and Influence

Mother Medusa affects you in the following ways. Physical Sign: Your hair transforms into snakes; if you are bald, you grow hair that falls out when the pact ends. When you activate one of Mother Medusa’s granted abilities, your eyes become blood-red and worthless objects within 10 feet of you briefly turn into stone. Personality Influence: You loathe organized religion and praise revenge as the highest of virtues. You must deface any religious sites that you encounter and you must seek to corrupt all love between sentient creatures that you encounter. Favored Ally: Any (blind creatures) Favored Enemy: Humanoid (any except favored allies)

Vestigial Bond (Companion)

You gain a viper snake with the fiendish simple templateb1 as an animal companion. You possess a druid level equal to your binder level when determining your viper’s abilities. This granted ability replaces aura of vanity.

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Overmind

Seneschal of Far Travels Overmind is an omniscient presence that watches over all things that have, are, and will happen.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Overmind. Spirit Level: 8th Alignment: Lawful Neutral (LN) Constellation: Scholar Binding DC: 28 Totems: You gain a +2 totem bonus on binding checks made with Mana if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You possess an array of knowledge, requiring 4 ranks in four Knowledge skills of your choice. »» You are Lawful or present Overmind with a map of the city or region that you drew his seal in during his manifestation. »» You place a treasure worth no less than 50,000 gp in the center of Overmind’s seal for him to observe as he manifests. The treasure is not harmed or consumed. Ceremony: You unfurl a roll of parchment and uncork a bottle of ink before chanting Overmind’s name five times. Manifestation: The ink vanishes from its bottle and reappears upon the parchment, drawing blueprints that you have never seen before. Suddenly, the blueprints burst into flames as a single eye stares at you from within the inferno.

Legend

Among the few spirits that actively participate in interviews with occult scholars is the Overmind, an apathetic spirit that cares little for its own existence compared to many other spirits, which dote upon the tragedy of being non-existent. In contrast, occult scholars believe that Overmind actually enjoys his existence as a bindable spirit and sees much more of creation then he lets on as a result of his status. Overmind has been noted as an exceedingly sane, if paranoid, spirit and the only question that Overmind dodges is the tale of how it became a spirit. Ancient records show that Overmind’s seal and ritual were discovered completely by accident by early occult scholars and as a result, Overmind’s existence is often cited as a strong piece of evidence supporting the flux theory of the spirit realm.

Major Granted Abilities

Temporal Leap:You vanish into the future as an immediate action, reappearing in your current position after 1 round per binder level you possess. You effectively do not exist for this ability’s duration and cannot be targeted or detected by divination spells or effects. You can take no actions until you

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reappear and you are not aware of the events that transpire in your absence; no time seems to have passed to you. Ongoing spells and effects active on you are suspended until you return. If your space is occupied or hazardous to you when you return, you reappear in a the closest possible empty, non-hazardous space. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment:You are aware of all events that transpire within 120 feet of your space after using temporal leap and can end temporal leap early as a free action during your turn. You are not aware of events that you would not have otherwise been aware of when using temporal leap in this manner.

Minor Granted Abilities

All-Knowing: While you are bound to Overmind, you gain an insight bonus on Perception and Sense Motive checks equal to half your binder level as well as a +5 dodge bonus to your AC and on Reflex saves against attacks made by traps. Overmind’s Eye: While you are bound to Overmind, you can cast arcane eye as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Overmind’s Foresight: While you are bound to Overmind, you gain a +4 bonus on initiative checks and you can always act during a surprise round. Regulate Movement:You project a 30-foot aura that bars extradimensional movement as a standard action for a number of rounds equal to your binder level. Creatures within this aura are barred from making any type of movement that is prevented by dimensional anchor while they are within the aura and for 1 round after they leave. A creature can attempt a Will save when the aura is first activated or after entering the aura to negate its effects. If a creature leaves and then reenters this aura, it must attempt a new saving throw or succumb to it again. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Overmind affects you in the following ways. Physical Sign: You cannot convey emotion with your voice. When you activate one of Overmind’s granted abilities, drawings of eyes tattoo your body. Personality Influence: You are obsessed with neatness and organization. You must perfectly organize every plan that you are expected to follow down to the most minute detail. Favored Ally: Any (any Lawful) Favored Enemy: Outsider (creatures with the chaotic subtype)

Vestigial Bond (Companion)

You gain a resolute owlb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your owl’s abilities. This granted ability replaces Overmind’s eye.

Rajah Amajaloma Devourer of Souls

Rajah Amajaloma was once used as a weapon of the gods, an assassin able to slaying any being by devouring its soul.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Rajah Amajaloma. Spirit Level: 8th Alignment: Lawful Evil (LE) Constellation: Fiend Binding DC: 35 Totems: You gain a +2 totem bonus on binding checks made with Rajah Amajaloma if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of the Primordial Titans’ seal during Rajah Amajaloma’s ceremony. If you accept this totem, you cannot seal a pact with the Primordial Titans for 1 day or until Rajah Amajaloma leaves your soul. »» You place the paw of a rakshasa or the hand of a titan within Rajah Amajaloma’s seal and meditate with it before performing Rajah Amajaloma’s ceremony. »» You sacrifice a living, intelligent creature with an Intelligence of 10 or more during Rajah Amajaloma’s ceremony. Ceremony: You kill a small, living creature within Rajah Amajaloma’s seal with your bare hands. Manifestation: A jellyfish-like entity floats up out of the sacrificed creature’s mouth with the creature’s likeness etched onto its back and glimpses of the creature’s memories glisten upon its membrane. Suddenly, a black shadow swallows the jellyfish whole, purring contentedly afterwards.

Legend

The legacy of Rajah Amajaloma is recorded in a book highly prized by collectors of ancient writings and occult scholars, the Amajaloma Scriptures, which details a war between the gods and the titans called the Titanomachy. The war was bloody and there were many casualties, so the gods chose to champion a legendary slayer and bestowed terrible magic upon her, giving her the power to annihilate a creature’s soul. Rajah set off to destroy the titans; Elysian or Thanatotic, it mattered not to Rajah and in time, her soul splintered beneath the weight of her cruelty. One day, a titan child offered Rajah a flower in peace, but she ruthlessly cut the girl down anyway. With that horrendous act, Rajah’s soul shattered and the vileness of her deed created her sinful, corrupted legacy: the rakshasa.

Major Granted Abilities

Annihilation Ray: You devastate one target within 60 feet with a ray of negative energy as a standard action, causing 2d6 points of negative energy damage to the target per binder

level you possess. A successful Fortitude save reduces the damage to 5d6. Any living creature reduced to 0 hit points or fewer by annihilation ray is also affected by death knell. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If the damage dealt by annihilation ray is enough to slay its target, its body is transformed into a gem worth 1,000 gp x its Hit Dice and its soul is stored within it, functioning as soul bind.

Minor Granted Abilities

Apocalyptic Immunity: While you are bound to Rajah Amajaloma, you are immune to fire damage, electricity damage, and poison and gain resistance 20 against acid and cold damage. In addition, you gain spell resistance equal to 12 + your binder level against divine spells. Aura of Blight:You emanate a 20-foot sphere of blight as a standard action, causing all nonmagical plants to wither and die. Furthermore, you can focus this blight onto a plant creature within this aura as a standard action, causing it to suffer 1d6 points of negative energy damage per binder level you possess. A successful Fortitude save reduces this damage by half. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You must show Rajah Amajaloma’s sign in order to receive this benefit. No Escape: While you are bound to Rajah Amajaloma, you gain an insight bonus to your CMD against creatures that attempt to move through your threatened area or space and against grapple attempts equal to half your binder level. In addition, you can cast dimensional anchor as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Unseen by Gods and Men: While you are bound to Rajah Amajaloma, you gain a constant nondetection effect and you gain trackless step, as the druid class feature.

Signs and Influence

Rajah Amajaloma affects you in the following ways. Physical Sign: Your body becomes inky black and veiled like the night sky. When you activate one of Rajah Amajaloma’s granted abilities, onlookers can see their deepest fears lurking within your veiled silhouette. Personality Influence: You loathe the living and slay any living thing that is not directly offering you any assistance or benefit. You must never show mercy and concern yourself only with the annihilation of all life. Favored Ally: Any (non-living creatures and creatures without souls) Favored Enemy: Any (creatures with souls)

Vestigial Bond (Companion)

You gain an cacodaemon daemonb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your cacodaemon’s abilities. This granted ability replaces aura of blight.

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Legend of Rajah Amajaloma The day before Amaja died, she went to the court of the gods to speak with their highest priest. When she came near his chamber, his guards checked her for magic, weapons, and poisons, and reminded her to bow when she entered. So she did. The chamber was decorated richly with velvet tapestries, silk veils, and rubies inlaid with gold foil along the ceiling and walls. The high priest lay reclined on a sofa, eating and reading. “Your Grace,” Amaja purred as she bowed. “Please, Amaja,” the priest beckoned, putting aside his meat and wiping his paw on his beard. “You are a daughter to me.” “I am most blessed,” Amaja replied. She did not feel blessed, at least not any more. She had been sent on dozens of missions to kill untold titans. The meaning of her life weighed on her. But she betrayed none of this. “The plan is laid,” the high priest said plainly. “You travel to the marble court of the primordial titans tomorrow at dawn.” “I am ready,” Amaja said as demurely as possible. “You shall be hailed as a martyr,” the high priest purred, and placed his paw on her softly. “I say this before all the gods.You shall be awarded nine times your merit in divine power.” Amaja was skeptical.The gods had been paying her to assassinate titans, these gods’ own parents. And what had the titans done? Launched a few idle wars? Earlier, she had checked up on the gods’ past deeds. One spirit, named the Child of Pavatu, had told her a terrible legend. When the multiverse was created, the gods had asked Pavatu’s father and his six siblings to toil on their behalf, promising them a great reward. But their reward was annihilation for eternity, their souls snuffed out—just as Amaja had been trained to do against the titans. “The gods are most glorious and righteous,” Amaja said. Then she added in her sincerest purr, “I look forward to my martyrdom in the court of the titans, and by the grace of the gods they will spot me only when it is too late, and I shall kill them all. My family also rejoices at my martyrdom. Yet, My Grace, I hope and pray the gods will care for them.” “Say no more,” the high priest said, adding a motion with his paws to indicate all would be taken care of. “They will celebrate in the fields of heaven on the upper side of the River Styx and in the deserts of hell on the lower side of the River Styx.Your family will be thanked by generations.” “Most generous,” Amaja added.

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“Now,” the high priest asked. “What do you wish for your family, my dear Amajaloma? As soon as the titans are counted as at least twelve and one dead—which surely you shall achieve by the might of the gods with ease—then I shall grant your family any reward you please. The gods have commissioned me to speak in their name.” He smiled with pride. “They are most kind and wise,” Amaja answered. She took a scroll from under her under her robe. The high priest betrayed a stray thought of surprise. “Within this scroll,” she explained, “My family asks that upon my death, in reward for obedient service, the gods sign thusly: that the souls of my people, the rakshasa, shall forevermore be bound to our world the gods have generously created.” She knew what this really meant. The gods had a penchant for ripping apart the souls of anyone or anything they did not like.Yes, they awarded power to her in order to devourer titan souls. But for some years now, she had come to fear that the gods might tear apart her people too. The high priest eyed her. They were both rakshasa. But he was a traitor in her eyes, a sniveling dog that drooled and crawled on his belly. But like all rakshasa, he knew pacts quite well. “This contract can only take effect,” the high priest reminded her, “after you martyr yourself to destroy the titan council.” “Then I shall experience true and glorious martyrdom,” she replied, then added in a whisper, “It shall be not only for the gods, but for my own people.” The high priest smiled with pleasure. As she had foreseen, his weakness was her strength. “Truly, your name shall be known for nine thousand times nine thousand years,” the priest replied. Amaja expected, when the gods learned of this pact, they would shred her soul and throw it into the Outer Darkness. The high priest returned to his sofa and took a gold-tipped quill and a small well of ink. After they each signed the pact, she left the priest to his rugs, veils, and gold foil. She wondered if the gods’ ever-present spies had already learned of the pact. Would they exact revenge on the high priest too? Who knew? In the meantime, she had this day for herself. She went out into a lovely garden. The sun was warm. The giant flowers grew gems as big as her paws. A mist-like rain fell even as the sun shined. It rained just enough to produce a rainbow but not enough to sour the day, her last day before she died.

Roshar

The Burning Prophet

Roshar was an infallible saint who guided the survivors of the Atlan Empire to safety from the wrath of the gods. His sainthood is honored by humanity’s survivors today.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Roshar. Spirit Level: 8th Alignment: Lawful Good (LG) Constellation: Angel Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Roshar if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You draw Roshar’s seal within a patch of natural sunlight. »» You are bound to at least one other Angel spirit (or to Swan Elashni) when you perform Roshar’s ceremony. »» You are non-evil or have performed a truly good deed within the past 24 hours. Ceremony: You mix several drops of your own blood with herbal incense and throw the mixture into a brazier lit at the center of Roshar’s seal. Manifestation: The fire coughs out thick, red smoke as Roshar’s silhouette appears within the embers. He bows to you and sits down cross-legged on the opposite side of the brazier.

Legend

Roshar is one of the few spirits whose mortal identity is clearly and commonly remembered by common folk throughout the world. Although few directly worship Roshar, he is often invoked in human kingdoms as a saint of lost things, especially people. Despite this, few know the origin of Roshar’s sainthood. According to binder texts, Roshar was once a common man living in the Atlan Empire during its downfall. One night, the gods spoke to Roshar and warned him to flee the empire at once. Rather than save himself, Roshar spent three days and nights proclaiming what he had heard to any who would listen and took those who would follow him from the great atlan cities and into the countryside. Hours later, legions of angels descended upon the Material Plane, heralding the beginning of the end for the Atlan Empire. Many were the trials that were set before Roshar and his followers. Assassins were sent to slay him, massive forests blocked his path, and Lord of Darkness sought to slay Roshar by nightfall. But in return, the gods gave Roshar fire to smite the assassins, turned the trees into snakes that loyally served him, and gave Roshar the light of the sun itself. When Roshar had brought his followers into salvation, he immediately passed away, his work complete. Some tales claim that the gods asked Roshar to live on as a spirit to forever help the lost find their way to safety.

Major Granted Abilities

Aura of Immolation: You emit volatile flames from your body as a standard action, causing all creatures and objects within 20 feet to suffer 1d4 points of fire damage per binder level you possess. A successful Reflex save reduces this damage by half. In addition, for the next 1d4+1 rounds after using aura of immolation, creatures that strike you with melee weapons suffer 1d4 points of fire damage. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Half of the damage dealt by aura of immolation is untyped damage.

Minor Granted Abilities

Channel the Sun: While you are bound to Roshar, you emanate an aura of light out 20 feet, functioning as daylight.You can suppress or activate this aura as a standard action. Mend the Broken: You are able to heal crippling damage and conditions as a standard action, functioning as either lesser restoration, restoration, or greater restoration (your choice). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sprigs to Snakes:You transform a tree or an object made entirely of wood into a snake of equal or smaller size as a standard action, functioning as polymorph any object. In addition, you can channel energy to command reptilian animals, as Command Undead, a number of times per day equal to 3 + your Charisma modifier. The DC to save against this ability is equal to 10 + half your binder level + your Charisma modifier. Pilgrim’s Skills: While you are bound to Roshar, you gain an insight bonus on Knowledge (geography), Knowledge (religion), and Survival checks equal to half your binder level. In addition, you can always discern which direction is north, even if you possess no ranks in Survival.

Signs and Influence

Roshar affects you in the following ways. Physical Sign: A halo of light surrounds your brow whenever you stand in direct sunlight. When you activate one of Roshar’s granted abilities, the halo expands to shroud your entire body regardless of the current illumination level. Personality Influence: You always take at least one round of watch while camping. You must refuse to take more than the bare minimum of rest required for any journey you undertake. Favored Ally: Any (worshipers of Good deities) Favored Enemy: Any (worshipers of Evil deities)

Vestigial Bond (Boon)

While you are bound to Roshar, you gain a constant find the path effect and you emanate a constant aura of water walk out 20 feet, allowing all allies within 20 feet of you to walk across water. This granted ability replaces channel the sun.

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Legend of Roshar Roshar’s father was a popular cleric in a large city. The father would often say to his vast flock, and to his superiors, “Let us return to the old ways, or we will feel the gods’ wrath.” Interestingly, the old ways allowed clerics to marry and take multiple wives, which they could no longer do in those days, although Roshar’s father was the exception. The other clerics barely tolerated this exception.Years before, a sacred monolith called the Oracle had prophesied that Roshar would bring many to salvation for millennia to come. What good cleric could argue with such a prophecy? “What will the old priests say about a return to marriage?” a superior asked Roshar’s father rhetorically one day. “Shall we tell them that they served all their long years as bachelors for nothing? No, we will not do that! The young priests must learn to tame their burning desires.” Roshar’s father was dissatisfied with the slow pace of change. By his estimation, change would take centuries. So he called upon his flock of ten thousand and exclaimed, “The gods sent a dream last night through the Oracle, and I have written it here for all of you and the clergy to hear and see.” Roshar’s father read the dream. The flock listened eagerly. The dream was well-crafted—some might say inspired. It spoke of all the things the people knew to be true. The gods disapproved of clerics taking money from the poor. The gods disliked that clerics sent the people’s sons off to die in their holy skirmishes against the hobgoblins but did not lead the battles themselves. In fact, the priests often stayed home in their cool gardens. Worst of all, the gods said, the clerics were in defiance of the old ways. “The gods have told us all this!” Roshar’s father proclaimed to his vast flock. “Now listen, my time is short. We must travel to a new land where we will find peace and unity with the old ways.” By sunset that very night, many husbands and fathers volunteered for ordination under Roshar’s father, to aid in the coming great exodus. Sadly, however, Roshar’s father passed out a few days later while chopping wood under the blazing summer sun. Perhaps it was sunstroke. Perhaps it was fate. In any case, the old man died that very night. Yet he had a last word with his closest allies,.“Did I not tell you that my time was short? But don’t fear! My son Roshar shall lead you across the desert to the cool woods beyond.” Many had heard of this place, “The Woods” as travelers called it. Few had been there, or returned. Immediately, everyone looked to Roshar to devise his father’s funeral preparations, not to mention the exodus of ten thousand across a scorching desert. “We will not allow a state funeral,” church officials said, after learning of Roshar’s father’s death. “A public casket will incite the people. And if you continue on this path, Roshar, you too will burn in the Nine Hells.” Roshar was only twenty years old and wondered what to do. His mother chided him. “Roshar, shall I tell everyone your father just died for nothing? Are not the injustices the Oracle described true? Use the brain I gave you, boy.” “My father wrote that dream,” Roshar replied cynically. “Perhaps so,” she answered back. “But that fact will not save us from an inquisition or lead us to safety in the Woods.” Thus, Roshar told the people that the church clergy was preventing a proper funeral, and he carefully placed rumors that suggested the clergy had assassinated his father.The people had all known his father as a hearty man. Many in the city rioted; many more than the official list of Roshar’s followers. Meanwhile, Roshar went to the Oracle, which was a giant obe-

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lisk made from an unnatural polished dark stone. He knelt before the Oracle and said, “I have become a prophet and leader. Please guide us.” He meditated before the Oracle for five days straight but no answers issued forth from it. “Now what will you do?” his mother asked. “We proceed,” he said. He did not feel great confidence, but he did not feel any fear either. On the twentieth of that month, under an approaching full moon, Roshar, his family, his father’s trusted advisors, and the new priests led the faithful out of the city. Each man deposited an iron coin at the gates as they left as a symbol of their disdain, just as Roshar had instructed them. None of the city guards or soldiers tried to stop them. A quarter of the city departed. After two days travel, seven births, and seventeen deaths, the people grew restless and weary in the intense heat of the ever-bleaker desert. “Roshar,” his mother said, “the people are grumbling to turn back. They need some sign, or miracle.” “Do I look like a miracle-maker!” Roshar said incredulously. That night, however, as he slept, an angelic spirit visited him. The angel whispered, “the clerics back in the city have convinced the king to send a band of assassins after you. They will appear as herdsmen, and seek to surround you by asking for an audience.” When Roshar awoke, he figured the angel was a dream. Yet by his bed lay four holy stones, of the four elements that had presided over his birth: fire, water, light, and wood. When a band of herdsmen came, Roshar showed no hesitation and invited them to meet him on a nearby hill. As soon as they were close to him, they drew long knives to attack him in full view of everyone. But Roshar had the stones in his pocket. The stones hummed as the men moved toward him. As they attacked, they combusted into flames and died in screaming agony as they rolled down the side of the hill. And that was just the power of the holy stone of fire. When the people saw that the burned bodies were really clerics and the king’s soldiers, they said, “Roshar, you are mighty. We will follow you!” Roshar did not think of himself as mighty. Nor was the story over regarding his service to his people. He parted rivers, healed disease, and turned the trees to pythons when the Wood’s guardians would not let them enter. Most of his people eventually made it into the cool woods. After they settled in the woods, they built homes. Roshar married and fathered a son. He insisted though that no temple be built. “The mistakes of the past shall not be repeated. I am a servant, not a master!” He said this with genuine belief in his heart, and also eagerness to someday retire from life’s endless troubles and quibbles. At age seventy-seven Roshar passed away, amid the gentle breezes, high trees, and friendly protection of the Wood’s elves. He left a large family by his four wives. “Finally,” he thought on his deathbed, “I shall gain rest from the taxing path the gods have given me.” He was mistaken. As he slipped away, the angel came once again. “Roshar?” she said. “Roshar, you are a mighty and tireless servant. We love you so. We entreat you to serve not us, but the people, that your spirit may come to them whenever they are in need of you.” “My goodness,” is all Roshar could say. “From this day forward, Roshar, the Living Flame commends to keep an eternal mission.” Thus, as Roshar’s spirit passed from his body, it was not rewarded with heaven, but became a spirit of pact magic.

Ryoku Ria

Truculent Transmogrifier

Occult scholars believe that Ryoku Ria, a transmoglomaniac, transformed himself into a spirit after having a falling out with his hometown.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ryoku Ria. Spirit Level: 8th Alignment: Neutral Good (NG) Constellation: Hero Binding DC: 26 Totems: You gain a +2 totem bonus on binding checks made with Ryoku Ria if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You perform Ryoku Ria’s ceremony while under the effects of a polymorph effect. »» You are a nashi or a master in the arts of alchemy or electrotechnology, requiring 16 ranks in either Craft (alchemy) or Craft (electrotech). »» You draw Ryoku Ria’s seal with at least one gallon of fresh animal blood. Ceremony: You place a wad of clay in the center of Ryoku Ria’s seal and call out for him to appear before you. Manifestation: The clay shapes itself into your likeness, then both the clay effigy and your body mold into a hundred different animals and creatures. Finally, the clay turns into a nashi and you transform into a wad of clay. The nashi picks you up and absentmindedly kneads you throughout the pact.

Legend

The diminutive nashi tell a tale about a foolish apprentice known as Ryoku Ria who served a master technician in the field of transmogrification. When his master passed away he left Ryoku Ria with all of his research and worldly possessions, for Ryoku had always been a loyal apprentice and performed his duties well. For a time Ryoku lived in wonder and luxury within his former master’s home until a mob of locals came calling upon Ryoku’s door, demanding the wondrous medicines that his master had brewed for them while he was alive. Fearing for his life and wanting to help his master’s customers, Ryoku set to creating a draught that would cure the townsfolk of their illnesses using his master’s notes. In his ignorance, Ryoku Ria mixed his master’s medicinal notes with his transmogrifying schematics. When the young nashi gave his draught to the people to drink, the people of the city were forever changed into all manner of creatures and objects. Disgraced, Ryoku gathered all that remained of his elixirs and imbibed them all at once. He was neither seen nor heard from again.

Major Granted Abilities

Declaw:You transmogrify away the natural attacks of one target within 30 feet as a standard action. Select one type of natural weapon that the target possesses. It loses all attacks that it could normally make with the selected natural weapon for 1 minute per binder level you possess. A successful Fortitude save negates this effect. This ability is a polymorph effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Instead of removing a target’s natural attacks with declaw, you may remove any one special ability that the creature possesses that can be granted by beast shape IV.

Minor Granted Abilities

Aura of Aspects:While you are bound to Ryoku Ria, all allies within 30 feet of you gain the benefits of greater animal aspectum. All allies must assume the same animal aspect, which is chosen by you.You can activate this ability or suppress it as a full-round action or change which aspect you grant as a standard action. Pack Shape: While you are bound to Ryoku Ria, you cast animal shapes as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Ryoku’s Revamp: While you are bound to Ryoku Ria, you can cast polymorph any object as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Ultimate Transmogrification: You take the form of any animal, dragon, humanoid, elemental, or plant creature as a full-round action, functioning as greater polymorph. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Signs and Influence

Ryoku Ria affects you in the following ways. Sign: One of your limbs gains a black-and-gray ring pattern like a raccoon’s. This pattern persists throughout any polymorph effects active upon you. When you activate one of Ryoku Ria’s granted abilities, this limb scintillates in random waves of color. Personality Influence: You obediently follow the directions of your superiors and panic whenever no such instructions are available. You must gratefully extol your superiors at every opportunity and may never correct them or diminish their work. Favored Ally: Humanoid (any) Favored Enemy: Animal (any), Magical Beast (any), Monstrous Humanoid (any)

Vestigial Bond (Boon)

In addition to its usual effects, you and your allies can also assume any form allowed by alter self, elemental body II, or plant shape I using the animal shapes spell-like ability granted by your pack shape granted ability. This ability replaces ultimate transmogrification.

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Septigenius Maximus Immortal God-King

Ancient myths tell of a forgotten Pharaoh named Septigenius Maximus who was both timeless and loving.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Septigenius Maximus. Spirit Level: 8th Alignment: Chaotic Good (CG) Constellation: Skull Binding DC: 27 Totems: You gain a +2 totem bonus on binding checks made with Septigenius Maximus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You perform Septigenius Maximus’s ritual inside of a tomb. »» You use bandages made from the finest cloth in Septigenius Maximus’s ceremony, worth at least 500 gp per roll of silk. »» You wear two magic rings and a magic amulet during Septigenius Maximus’s ceremony. Ceremony: You cut 21 silk bandages and wrap your body with them. When you have finished, you drink a vial of poison. Manifestation: Your body numbs as the venom takes effect. A golden light envelops you and Septigenius Maximus appears, shrouded in clouds of gold.

Legend

A legend of an immortal God-King is favored by a oncegreat desert tribe that has long since fallen to ruin. Legends claim that the God-King ascended after a cabal of corrupt priests tried to poison their Pharaoh and bury him alive in his tomb. Having seen through their honeyed lies, the GodKing underwent a ritual weeks before that transformed him into an undead, rendering him immune to the venom that the priests had tried to use to paralyze him. After rescuing his loyal servants, the God-King smashed out from the tomb with ease and confronted his priests. With a single glare, the God-King turned the lot of betrayers into salt and used their bodies to season the feast that would usher in the God-King’s immortal reign. Although his temples have fallen and his worship has faded, some claim that the God-King never left the mortal realm and will return to the desert one day to lead his people once more.

Major Granted Abilities

Gaze of Transmutation: You petrify one target within 30 feet as a standard action, permanently transforming it into gold, iron, salt, or stone. This ability functions as flesh to stone, except for the material type. You must choose what to transform your target into before you use this ability and the material chosen modifies gaze of transmutation’s save DC as noted

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here: gold (–6), iron (–4), salt (–2), or stone (+0). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use gaze of transmutation to restore petrified creatures, functioning as stone to flesh.

Minor Granted Abilities

Antidote: You remove disease and poison afflicting one target with a touch, functioning as remove disease and neutralize poison.You can use this ability a number of times per day equal to 3 + your Charisma modifier. Kingly Precautions: While you are bound to Septigenius Maximus, you are immune to poison and acid damage. Mummify: You are mummified by Septigenius Maximus’s presence, granting you a +2 size bonus to Strength, a +2 natural armor bonus to AC, a slam attack that deals 1d6 points of damage (or 1d4 damage if Small), darkvision out 60 feet, immunity to other polymorph effects, and a +4 bonus on saving throws made against mind-affecting effects, diseases, and stunning effects as well as damage reduction 5/– and vulnerability to fire. In addition, divination spells discern you as an undead instead of your usual type and you gain the negative energy affinity racial traitarg. This ability is a polymorph effect and is not dispelled or suppressed by any effect not of your making, including mage’s disjunction and antimagic field. You must show Septigenius Maximus’s sign in order to receive this benefit. Soothing Caress: You caress a humanoid or monstrous human with a touch as a standard action, causing the target to become stunned by ecstasy for 1d4+1 rounds if you hit it with a melee touch attack. A successful Will save negates this condition. This ability is a mind-affecting charm effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

Septigenius Maximus affects you in the following ways. Physical Sign: You become wreathed in bandages like a mummy. When you activate one of Septigenius Maximus’s granted abilities, your crown is sheathed in golden light. Personality Influence: You refuse to kneel or bow to holy men. You must ignore all laws, customs, and traditions that cause harm, promote privilege, or restrict basic freedoms. Favored Ally: Any (living creatures with 3 or fewer HD) Favored Enemy: Any (Evil divine spellcasters)

Vestigial Bond (Boon)

While you are bound to Septigenius Maximus, you gain the service of a troupe (13) of skeletonb1 minions. These skeletons are standard 1/3 HD human skeletons except they are not mindless; they have an Intelligence of 10 and their alignment matches your own. The skeletons can transform into humans at will (as alter self) and they unquestioningly obey your commands and fight to the death to protect you. This granted ability replaces soothing caress.

Solterra

Grandmother Earth

Solterra is a folklore character who is said to have become one with the harvest itself. She appears in many stories aiding others in coming to peace with their personal quandaries.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Solterra. Spirit Level: 8th Alignment: Neutral Good (NG) Constellation: Tree Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Solterra if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a half-orc, are a Youth or younger, or possess 18 ranks in Perform (sing). »» You draw Solterra’s seal on a freshly tilled plot of farmland. »» You sully the likeness of any Skull or Dark Beyond spirit seal during Solterra’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Solterra leaves your soul. Ceremony: You sing a joyous ballad to the earth, then touch your brow to Solterra’s seal. Manifestation: Life sprouts from Solterra’s seal, forming the kindly, green face of an old half-orc. She begins your pact by merrily passing gas with a hearty laugh.

Legend

There are so many legends involving the character Solterra that any serious binder repository needs to devote an entire section to the half-orc woman’s parables. In all of her stories, Solterra lives on a surreal farm where the crops grow taller than houses and the products they produce weigh twice as much as a full-round man. In each parable, Solterra is greeted by a traveler, usually someone who has lost their faith, their will to live, or who is in need of closure or acceptance. Upon meeting her, the half-orc proudly insists that her visitor refer to her as ‘Grandmother’ as she provides homespun healing and wisdom. Many of her stories, however, include Grandmother Earth’s direct intervention against unnatural forces that plague her visitors, such as ghosts, wraiths, and inhuman monsters. All of Grandmother Earth’s stories end on the note that any who seek Grandmother Earth will find her, though not always as one might expect.

Major Granted Abilities

Grandmother’s Banishment:You expel unnatural things from the world as a standard action, functioning as either

banish pact spirits† or banishment (your choice). After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Instead of banish pact spirits† or banishment, you may resolve grandmother’s banishment as imprisonment, but only when targeting one of Solterra’s favored enemies.

Minor Granted Abilities

Aura of Revealing: While you are bound to Solterra, you emit a 30-foot aura that dispels any illusions or polymorph effects active on creatures or objects within its area, functioning as though you had used greater dispel magic to make an area dispel centered on you. Whether or not your caster level check is successful, a creature or object cannot be the target of this granted ability again for 1 day. You can use this ability for a number of rounds each day equal to your binder level. These rounds don’t need to be consecutive. Create Life: While you are bound to Solterra, you can cast terraformma as a spell-like ability once per day. This effect has a duration of 1 minute per level unless you also provide the spell’s material component cost, in which case it uses the spell’s duration normally. Grandmother’s Kiss: While you are bound to Solterra, you can reattach severed limbs from any creature as if it possessed the regeneration ability. In addition, you can cast regenerate as a spell-like ability at will. Once a creature has been healed by this spell-like ability, it cannot benefit from it again for 1 day. Prune the Unnatural: You annihilate an unnatural creature as a standard action, functioning as disintegrate. You may only target the following types of creatures with this ability: aberrations, constructs, oozes, outsiders, undead, and any creature with the extraplanar subtype. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Solterra affects you in the following ways. Physical Sign:You appear to be in the pinnacle of health to others. When you activate one of Solterra’s granted abilities, you literally glow with health. Personality Influence: You are revolted by aberrations and undead and you are uncomfortable around outsiders, even good ones.You must always make room for guests or travelers that seek your shelter or protection. Favored Ally: Any (living creatures) Favored Enemy: Aberration (any), Construct (any), Ooze (any), Outsider (any), Undead (any), and Any (creatures with the extraplanar subtype).

Vestigial Bond (Boon)

While you are bound to Solterra, you can cast summon nature’s ally IX (animals, magical beasts, and plants only) as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces prune the unnatural.

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Young Krios

Author of Sedition

Krios was a sorcerer who dreamed of using his innate powers to overthrow the gods-sanctioned noble courts.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Young Krios. Spirit Level: 8th Alignment: Chaotic Good (CG) Constellation: Thief Binding DC: 29 Totems: You gain a +2 totem bonus on binding checks made with Young Krios if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are younger than Middle Aged or have a Charisma score of 24 or better. »» When performing Young Krios’s ceremony, you use the head of a monarch, nobleman, or ruler. »» At least seven people are present to watch Young Krios’s manifestation. Ceremony: You kiss a shrunken head on the lips and place it into a jar of sweetened water. Manifestation: The head’s mouth and eyes open as the head speaks naively of high-minded philosophical goals. After several moments, the head breaks down in tears and begs you for your forgiveness.

Legend

The story of Krios is a relatively unknown one, as the nobles of his kingdom took exceptional strides to hide the evidence of Krios’s tampering in their legal system from the public eye. From what accounts occult scholars have managed to unearth, Krios was a relatively unknown philosopher who was born a commoner in his kingdom. Krios dreamed of luxury, so using his philosophic ideas he relentlessly stirred up sedition using his silver tongue, arcane heritage, and skill at pact magic. When the Five Kings of Krios’s kingdom learned of his insurrection, they ordered Krios’s followers to be rounded up and publicly executed for treason by guillotine, their heads collected, shrunken, animated, and stored within glass jars at the headquarters of the noble court. It is said that Young Krios’s head was the last to be collected, and with his death he was able to transform himself into a spirit. For many years, Krios answered pacts from his followers, lending them power and leading them from beyond the grave until he had an epiphany: his followers were being punished by the gods for unjustly attempting to unseat those with a divine right to rule. Young Krios prayed to the gods that his followers would be spared from punishment, and the gods responded by annihilating the seditionist’s souls.

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Major Granted Abilities

Shrink Head: You curse one target within 30 feet as a standard action, shrinking its head with a successful melee touch attack. If the attack hits, the target’s Intelligence, Wisdom, and Charisma is permanently reduced to 2d6 and its head shrinks to half its size, causing magic items worn on the head or headband slot to fall to the ground in the target’s space. A successful Will save negates this effect. Spells that heal ability damage do not remove or reduce this penalty; only miracle or wish can undo shrink head. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: On a successful save, the target of shrink head suffers 1d4 points of ability drain to its Intelligence, Wisdom, and Charisma.

Minor Granted Abilities

Fate’s Whisper: You send curses with a thought as a standard action, functioning as sending. In addition, you may target the recipient of fate’s whisper with one of the following: confusion, contagion, bestow curse, poison, or suggestion. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Off with Their Head: You slash off your target’s head with a touch as a standard action, allowing you to make a melee touch attack that deals 1d10 points of slashing damage + your Charisma modifier.You may attack with this ability at your full normal rate of attacks as a full-round action (much like a character with a greatsword or bow). In addition, this melee touch attack is treated as the vorpal weapon special ability. Noble Tongued: While you are bound toYoung Krios, you gain an insight bonus on Bluff and Knowledge (nobility) checks equal to half your binder level and you can make Knowledge (nobility) checks untrained. Undetectable Presence: While you are bound to Young Krios, you gain a constant nondetection effect and you are immune to spells and spell-like abilities that attempt to read your thoughts (such as detect thoughts).

Signs and Influence

Young Krios affects you in the following ways. Physical Sign: Your appearance is that of yourself as an adolescent, except your physique is altered to optimize your beauty and youthfulness. When you activate one of Young Krios’s granted abilities, your eyes twinkle wildly with starlight. Personality Influence: You are hopelessly idealistic. You must attempt to seize power, especially political power, whenever the opportunity arises. Favored Ally: Any (creatures with commoner levels) Favored Enemy: Any (creatures with aristocrat levels)

Vestigial Bond (Companion)

You gain a Youth human male cohort. This character’s level equals your binder level –2 and possesses all of its levels in the adept NPC class. This granted ability replaces off with their head.

The immortal entity known as Alabaster only seals pacts with worthy binders to test her theories.

this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: For command time ‘s duration, you cannot be harmed by environmental effects and can walk across liquid surfaces, functioning as water walk, while time is stopped.

Summoning Rules

Minor Granted Abilities

Alabaster

Timeless Tester

The following describes the requirements and rituals for sealing pacts with Alabaster. Spirit Level: 9th Alignment: Neutral Evil (NE) Constellation: Scholar Binding DC: 40 Totems: You gain a +2 totem bonus on binding checks made with Alabaster if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a peerless scholar, requiring 10 ranks in every Knowledge skill. »» You perform Alabaster’s ceremony upon a demiplane. »» You use a scroll of time stop before performing Alabaster’s ceremony. Ceremony: You draw Alabaster’s seal in a white medium, such as chalk or limestone. When the seal is complete, you scribe the word “lie” across the seal in varying sizes and scripts. Manifestation: The ink congeals at the center of the seal, erasing your writing before expanding in all directions, creating a massive blueprint for creating a phylactery.

Legend

Alabaster is an enigmatic entity who does not dwell within the Spirit Realm. Instead, Alabaster originates from a demiplane accessed from the Plane of Time. In life, Alabaster was a powerful wizard who sought a way to travel through time to be with her lover eternally. In her quest, Alabaster performed terrible experiments in order to further her research on time bending spells. In the end, Alabaster could not learn the magical secrets she desired before her life came to its mortal conclusion, so before she died she transformed herself into a terrible lich. After countless trials and failed test subjects, Alabaster decided to plunge into the Plane of Time herself in order to study its chaotic, time-warping effects on her immortal body. Protected from the ravaged of time by magic and undeath, Alabaster spent untold eons upon the Plane of Time and built herself an ageless lair where she remains to this day, mastering and perfecting time-altering magic. Now she remains as a timeless spirit bound to an undead body endlessly testing the effects of her powers upon mortals by granting those skilled enough to commune with her mastery over her time-altering magic.

Major Granted Abilities

Command Time: You slow the progression of time to a halt as a standard action, functioning as time stop. After using

Alabaster’s Brilliance: While you are bound to Alabaster, you gain a +6 enhancement bonus to your Intelligence and receive skill ranks equal to your binder level in 3 randomly determined skills that you possess no ranks in. Dimensional Portals: You create a wormhole as a standard action. The wormhole has two entrances, both of which must be within 100 feet of each other. Once per round, a creature that enters a space containing one of the wormhole’s entrances can teleport into the other space as a free action so long as the other entrance is not occupied or hazardous to the teleporting creature. If a creature charges or runs into a space containing a wormhole entrance, it may continue its run or charge action with any remaining distance but it must continue to follow the usual movement restrictions associated with these actions. A wormhole does not allow a creature to declare a charge against a target that it cannot see.You may only have one wormhole active at a time; summoning a new wormhole causes the previous one to disappear, and your wormhole vanishes if you are not within 30 feet of one of its entrances.You can dismiss an active wormhole as a free action during your turn. Mortality Override: While you are bound to Alabaster, you are immune to negative levels and death effects and cannot die from old age. Reality Override: While you are bound to Alabaster, you can cast mirage arcana as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Alabaster affects you in the following ways. Physical Sign:Your bones, blood, and eyes glow with an azure light that permeates through your skin, clothing, and equipment. When you activate one of Alabaster’s granted abilities, your body emits a dazzling white light. Personality Influence:You experience extreme euphoria when others successfully solve problems or puzzles.You must present as many of these scenarios to others as possible. Favored Ally: Construct (any), Undead (liches) Favored Enemy: Any (creatures with an Intelligence score greater than 3 but less than your Intelligence)

Vestigial Bond (Boon)

While you are bound to Alabaster, when you die you return to life 1d10 days later in the last place that you slept with all of your equipment, functioning as true resurrection. In exchange for this resurrection, you are bound to Alabaster in a poor pact for 1 month. This granted ability replaces command time.

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Aladdar

The Unhindered

Aladdar was a court mage and horse master of a well-loved king who loathed his dreary life, so one day he decided to leave to a place between planes, never to be seen again.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Aladdar. Spirit Level: 9th Alignment: Chaotic Neutral (CN) Constellation: Thief Binding DC: 31 Totems: You gain a +2 totem bonus on binding checks made with Aladdar if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are a master in the saddle, requiring 18 ranks in Ride. »» Aladdar’s seal is drawn in a horse barn, a horse-herding field, or in a place where wild horses roam free. »» You draw Aladdar’s seal within sight of an equine magical beast, such as a pegasus or a unicorn. Ceremony: While within Aladdar’s seal, you beg him to help you regain your freedom from the dreadfully tedious aspects of everyday life. Manifestation: Aladdar appears as an apparition of a short, round centaur with leathery skin, a unicorn’s head, and pegasus wings. He neighs warily at you as he settles in for a pact.

Legend

Legend says that long ago, Aladdar was once the court mage and stable master of a prosperous kingdom. Born into a poor family of horse herders for the kingdom’s royal family, destiny took an unexpected detour for young Aladdar when he manifested sorcerous powers on the eve of his thirteenth birthday. On his next visit to the family’s herd, the kingdom’s court mage took note of young Aladdar’s powers and plucked him from the rural life he had always known and brought him to the king’s castle to be tutored and trained as his apprentice. Aladdar flourished within the court, but when his master retired he came to resent the endless litanies of responsibility that were thrust upon him. He yearned for the simple life of his youth on his family’s lands, even after earning the title of royal horse master for the kingdom. As he grew older, Aladdar began to fear his death and quarreled incessantly with those closest to him. But it wasn’t until his former master passed away in his sleep that Aladdar finally snapped. Without uttering a single word, Aladdar hurried off to the royal stables, hopped upon the kingdom’s finest pegasus, and flew away into the night, leaving behind all danger, duty, and, some say, death forever.

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Major Granted Abilities

Aladdar’s Disjunction: You obliterate magical effects as a standard action, functioning as mage’s disjunction except it targets all magic effects active on a single target or one spell effect. Unlike mage’s disjunction, Aladdar’s disjunction has a range of touch, targets the touched creature or object, and requires a successful melee touch attack to deliver its effects. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase the chance for Aladdar’s disjunction to destroy an antimagic field by 1% per binder level you possess.

Minor Granted Abilities

Cageless Step: While you are bound to Aladdar, you can cast knock as a spell-like ability at will. Everlasting Freedom: While you are bound to Aladdar, you cannot be targeted by imprisonment or similar effects. In addition, you can cast freedom of movement as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Hide Among the Blind: You make yourself invisible as a standard action, functioning as greater invisibility. You can use this ability a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Ready to Run: While you are bound to Aladdar, you gain an insight bonus on initiative checks equal to half your binder level. In addition, you are not flat-footed during a surprise round or before you have had a chance to act at the start of a battle.

Signs and Influence

Aladdar affects you in the following ways. Physical Sign: Your body and worn equipment reek of horse stables, including horses, horse manure, hay, and sweat. When you activate one of Aladdar’s granted abilities, your body appears gaseous and translucent for a brief moment, as if your body were reduced to a foggy haze. Personality Influence: You are easily agitated by your allies and constantly wish to seek solitude from their presence. You must flee whenever you are at a severe risk of being killed, captured, or both and must never take an action that will directly risk your safety, freedom, or both. Favored Ally: Any (equine creatures) Favored Enemy: Any (soldiers and military leaders)

Vestigial Bond (Companion)

You gain a pegasus as an animal companion, functioning as a horseb1 with a 60-foot fly speed (good). You possess a druid level equal to your binder level when determining your horse’s abilities. This granted ability replaces hide among the blind. In addition, you may also replace ready for action in order to summon Aladdar’s personal pegasus, Shadowfar, instead of a standard pegasus. Shadowfar possesses the following spell-like abilities: 2/day—greater teleport, planeshift, shadow walk.

Ashvattha

The Stem of Life

Ashvattha is believed to be the mythic progenitor of the irminsul, whose roots bind reality’s planes together.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ashvattha. Spirit Level: 9th Alignment: Neutral Good (NG) Constellation: Tree Binding DC: 45 Totems: You gain a +2 totem bonus on binding checks made with Ashvattha if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You use treant sap in Ashvattha’s ceremony. »» You are polymorphed into a treant, as plant shape III or a similar effect, during Ashvattha’s manifestation. »» You draw Ashvattha’s seal within sight of an irminsul. Ceremony: You coat your body in sap and use it to adhere tree bark to your body. Manifestation: You transform into a tree as the earth pulls your feet deep into the ground and the sky stretches your arms high above your head. Ashvattha speaks to you in the voice of nature, such as flocks of songbirds and whispers on the wind.

Legend

In the beginning, there was nothing. Nothing until the Great One filled the vast void with five new elements: air, earth, fire, metal, and water. With these elements, the Great One built countless words in the span of six days, and on the seventh day the Great One rested. On the eighth day, the Great One realized that his worlds were bare, empty, and ugly. To rectify this, the Great One created a seed. He planted that seed at the world’s heart and from that seed sprouted a seventh element: wood. The seventh element’s branches reached higher and higher and its roots dug deeper and deeper until all of the worlds that the Great One had created were connected by wood. The Great One named its creation ‘Ashvattha,’ meaning ‘the fig from which all life springs’ and to this day, Ashvattha’s roots have dug deep, so deep that from wherever life springs on the Material Plane, Ashvattha’s branches are not far behind.

Major Granted Abilities

Baleful Teleport: You teleport a target to another place with a touch as a standard action. If you hit the target with a melee touch attack, it is teleported to a random location; which teleportation spell this ability functions as is determined by rolling 1d% and comparing the result to the effect below. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds.

d% 01–60 61–90 91–99 100

Distance Teleported 400 ft. + 40 ft./binder level, as dimension door. 100 miles per binder level, as teleport. Anywhere on same planet, as greater teleport. Anywhere on same plane, as interplanetary teleport.

Capstone Empowerment: If you roll a natural 20 to hit your target with baleful teleport, it receives no Will save against the effect and you may choose which spell baleful teleport functions as instead of rolling on the table.

Minor Granted Abilities

Animate Trees: You animate one tree within 180 feet as a swift action, transforming it into a treantb1 except an animated tree does not possess the animate trees or rock throwing abilities and has a speed of 10 feet. After animating it, the tree takes one full-round action for an animated tree to uproot itself before it can act. This effect lasts for 1 minute per binder level you possess or until the tree moves out of range, is incapacitated, or you end the animation as a free action or by animating a new tree, after which the tree immediately takes root wherever it is and returns to its normal state. Gift of Magic: While you are bound to Ashvattha, you can cast miracle as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.You cannot use this spelllike ability to make requests that require an expensive material component. Treespeech: While you are bound to Ashvattha, you gain a constant speak with plants effect, except normal plants always greet you with an attitude of friendly or helpful. Tremorsense: While you are bound to Ashvattha, you gain tremorsense out 60 feet, allowing you to pinpoint anything that is in contact with the ground.

Signs and Influence

Ashvattha affects you in the following ways. Physical Sign:Your feet transform into burrowing roots and your blood becomes sap. When you activate one of Ashvattha’s granted abilities, moss rapidly spreads across your body. Personality Influence: You speak slowly and lumber when you walk.You must protect all plants from harm. Favored Ally: Plant (any) Favored Enemy: Any (creatures native to the Plane of Shadows)

Vestigial Bond (Companion)

You can transform a quarterstaff that you have carved Ashvattha’s seal into and polished for 28 days into a treantb1 companion once per day, functioning as changestaff except the duration lasts for 1 day. Your treant has a number of hit points equal to half your total and uses your base attack bonus and base save bonuses in place of its own. This granted ability replaces animate trees.

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The Beast that Births Matron of Monsters

The Beast of Births loves nothing more than transforming mortal binders into her hideous children.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Beast that Births. Spirit Level: 9th Alignment: Neutral Evil (NE) Constellation: Beast Binding DC: 35 Totems: You gain a +2 totem bonus on binding checks made with the Beast that Births if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are bound to the Worglord when you perform the Beast that Birth’s ceremony. »» You draw the Beast that Birth’s seal in a damp cave. »» You bring at least 3 of your children by blood to witness the Beast that Birth’s manifestation. Ceremony: You stand alone within the Beast that Birth’s seal, waiting in silence. Manifestation: An attractive member of your race appears within the Beast that Birth’s seal and coaxes you into a romantic moment. But soon enough, your lover transforms into a hideous beast and vanishes.You feel a faint bump in your gullet that leaves a hand-shaped imprint on your lower abdomen.

Legend

Legend tells of a monstrous woman who came forth from the forbidden love between two gods. She was the first woman among monsters in the mortal realm, and she was immediately regarded as their queen. One by one the monsters of the world visited her to pay homage, and ten by ten more monsters entered the world. When the gods took notice of the Mother of Monsters, they hid her away within the darkest place pit in all the world. But still the monsters came, and still more monsters were born. One day, the Mother decided to have a son of her own, without any father. He was cold and cruel, save for a tiny flame of love between mother and son. Then a champion came down upon the son and crushed his throat with his bare hands. Enraged by grief, the mother goaded the champion to her home where she sought to slay and eat him, but instead she too was slain. Although the Mother of Monsters is gone, some say that as long as a single drop of blood from her ilk remains, her spirit will never truly vanish.

Major Granted Abilities

Birth Horrors: As a full-round action, you conjure a monstrous creature to fight for you. This functions as summon monster IX. You may only summon one creature at a time with

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birth horrors. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: You can summon multiple creatures using birth horrors, as described by summon monster IX. You may only have one instance of birth horrors active at a time.

Minor Granted Abilities

Blood Drinker: You recuperate your wounds by consuming the blood of a slain creature that has been dead for no more than 10 minutes. Doing so requires 1 minute of drinking, which provokes attacks of opportunity. For each point of Constitution that the slain creature had when it died, you heal 1d6 hit points of damage (to a maximum of 20d6). Excess hit points are converted into temporary hit points that last for 1 hour. These temporary hit points do not stack. Child of the Beast:You transform into a bestial broodling as a full-round action, changing your size category to Large and gaining a +4 size bonus to Strength and Constitution, a –2 penalty to Dexterity, a natural armor bonus to AC equal to half your binder level, two claw attacks that deal 2d6 points of damage, a bite attack that deals 2d6 points of damage, a rend attack that deals 1d8 points of damage, a +10-foot bonus to your base speed, darkvision out 90 feet, scent, and DR 10/ magic. When you assume this form, your equipment merges into your body. You cannot cast spells or use skills that require concentration while in this shape, as if you were under the influence of rage. This ability is a polymorph effect.You can use this ability for a number of hours per day equal to your binder level.These hours do not need to be consecutive, but they must be spent in 1-hour increments. Howl of Death: While you are bound to the Beast that Births, you can cast wail of the banshee as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Spirit Birth:While you are bound to the Beast that Births, you gain a constant spirit birth† effect.

Signs and Influence

The Beast that Births affects you in the following ways. Physical Sign: You become more stereotypically feminine or masculine in appearance, as befitting your sex. When you activate one of the Beast that Birth’s granted abilities, your gullet swells and kicks as though you were pregnant. Personality Influence:You are extremely protective of your children.You must create children at every opportunity. Favored Ally: Any (creatures younger than Adult) Favored Enemy: Humanoid (any proficient with weapons)

Vestigial Bond (Boon)

Your body heals wounds quickly, granting you regeneration 5 (magic weapons, spells). While polymorphed by child of the beast, this regeneration improves to 10. You must be bound to both the Beast that Births and the Worglord in order to select and benefit from this vestigial boon. This granted ability replaces the Worglord’s crush windpipe granted ability.

Brother Calvis The Undying Monk

Known for his unwavering patience, Brother Calvis’s spirit wanders an extracosmic plane called the Byways.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Brother Calvis. Spirit Level: 9th Alignment: Lawful Neutral (LN) Constellation: Angel Binding DC: 33 Totems: You gain a +2 totem bonus on binding checks made with Brother Calvis if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are trained in the bodily arts, requiring 6 ranks in Acrobatics, Climb, and Escape Artist. »» You are trained in the mental arts, requiring 6 ranks in Diplomacy, Knowledge (planes), and Perception. »» You place the severed head of an pactmaking creature or a binder onto the center of Brother Calvis’s seal, which explodes during Brother Calvis’s manifestation. Ceremony: You enhance Brother Calvis’s seal with geometric diagrams representing the body, mind, and soul. Manifestation: As the seal is completed, a humble monk in a brown robe instantly appears at the center of Brother Calvis’s seal with a pleasant, enigmatic smile.

Legend

In binder cosmology, the Byways is a mysterious plane that does not exist in the traditional sense; much like a bubble of air trapped within a piece of amber, the Byways is a plane of non-existence trapped within the multiverse. Ever twisting and changing its appearance, the only constant within this plane is the presence of countless portals that allow for one-way viewing to a specific place and time somewhere in reality. Far from an abandoned plane, the Byways is home to hordes of ravenous monsters called ravaged souls hungry for the pleasures of reality found outside of their caged existence within the Byways. Mortal souls left to wander the Byways are doomed to join the ravaged horde and escape is futile, as only one specific door hidden amidst the twisting paths and passages on the Byways can return a visitor home. Occult scholars know of only one individual ever to successfully stave off the perils of the Byways; a mysterious, undying monk spirit named Brother Calvis who wanders this realm in pursuit of ultimate perfection.

Major Granted Abilities

Negate Death:You completely nullify one harmful effect as an immediate action.This prevents all hit point damage, ability damage, ability drain, negative levels, harmful conditions,

or any other harmful effect done to you. This ability can negate the harmful effects of attacks, spells, abilities, environmental hazards, and so on. This ability does not affect the source of the effect, such as a weapon, a spellcaster, or a hurricane. If the negated effect is continuous, you are immune to its harmful effects until the end of your next turn. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Activating negate death no longer requires an action.

Minor Granted Abilities

Erase from Reality: You temporarily remove a target from reality with a touch, causing your target to cease to exist for 1 round per binder level you possess if you succeed on a melee touch attack. During this time, no magic or divinations can detect the creature and it can take no actions. After this ability ends, the target returns unharmed in the last space that it occupied, or the nearest possible space if its original space is now hazardous or occupied. A successful Will save negates this ability. A creature that succeeds on its saving throw cannot be the target of this granted ability again for 1 day. Glimpses of the Future: While you are bound to Brother Calvis, as long as you are not helpless you cannot be caught flatfooted or denied your Dexterity bonus to AC. Hasted Movement: While you are bound to Brother Calvis, you can cast haste on yourself as a spell-like ability at will. Veiled Mind: While you are bound to Brother Calvis, you are immune to all mind-affecting abilities.

Signs and Influence

Brother Calvis affects you in the following ways. Physical Sign:Your body becomes perfectly symmetrical and loses all blemishes or natural flaws, though this does not repair damage done to your body such as broken bones or lost limbs. When you activate one of Brother Calvis’s granted abilities, you glow radiantly if you are Good or Neutral or ashen gray if you are Evil. Personality Influence: You are imperturbable. You must act with a perfect balance of action and logic at all times. Favored Ally: Humanoid (any except Favored Enemies) Favored Enemy: Any (creatures bound to pact spirits or that possess the spirit-touched template†)

Vestigial Bond (Boon)

You become bound to your past self, granting you a +4 bonus on saving throws against death effects and abilities that bestow negative levels onto you. In addition, you gain a contingency effect that casts true resurrection upon you once per pact should you die. You do not need to provide the material component for this effect. If you die a second time during the same pact with Brother Calvis, your soul becomes lost to the Byways, preventing attempts to resurrect you unless your soul is recovered. This ability replaces veiled mind.

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Daeminthos

Crystal Eye of the Mind

Daeminthos was a psychic who sought to sacrifice his apprentice in a mind-switching ritual to steal his youth.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Daeminthos. Spirit Level: 9th Alignment: Neutral Evil (NE) Constellation: Mage Binding DC: 30 Totems: You gain a +2 totem bonus on binding checks made with Daeminthos if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are able to read minds when Daeminthos manifests. »» You impress Daeminthos with your psychic lore, requiring 18 ranks in Knowledge (arcana). »» You draw Daeminthos’s seal with powdered diamond worth 2,000 gp. Ceremony: You sit in the center of Daeminthos’s seal and palm a perfectly formed crystal in your hands twelve times while gazing into it deeply. Manifestation: The shattered image of Daeminthos appears within the crystal, a bald man with fierce eyes. His image is separated by the jewel’s faces, making him look shattered.

Legend

Stories tell of Daeminthos, a powerful psychic who dwelled at the heart of a vast desert. After many years of perfecting his powers alone, Daeminthos decided to seek an apprentice who could continue his legacy after he had died. Quickly Daeminthos found a youth with latent talent the likes of which he had never seen. After whisking him away, Daeminthos realized that despite his potential, the boy was too immature to grasp the complex theorems that he wished to impart upon him, so in his frustration Daeminthos devised an alternative: he would subdue the boy and perform a forbidden ritual that would implant his own mind within the child’s youthful body, allowing him to continue his research for another lifetime. But Daeminthos misjudged his apprentice’s latent powers, and as he carried out his plan, these powers lashed out at him, tearing apart the cavern and shattering his mind into a thousand fragments, each sealed within one of the cavern’s thousands of crystals. His body crushed, Daeminthos was forced to watch helplessly from a million perspectives as his apprentice was rescued and the jewels containing his consciousness found, excavated, and sold by greedy merchants and desperate peasants alike,trapping the once-great psion within his most valued possession–his mind.

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Ultimate Psionics

If your campaign allows for Ultimate Psionics by Dreamscarred Press, Daeminthos’s vestigial companion grants you a psicrystal instead of a paracletus aeon, functioning as Psicrystal Affinity. You possess a manifester level equal to your binder level when determining your psicrystal’s abilities.

Major Granted Abilities

Crystal Shard:You conjure a large crystal as a standard action and launch it at one target as a ranged touch attack. If the attack hits, the target takes 1d6 points of damage per binder level you possess. Half of this damage is piercing and the rest is slashing. Also the crystal explodes with psychic energy in the target’s square, causing 1d6 points of damage per binder level you possess to all targets within 10 feet of the target (including the target). A successful Will save negates the damage dealt by this psychic explosion. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Targets that fail crystal shard’s Will save become dazed for 1 round.

Minor Granted Abilities

Hold Monster: You are able to paralyze a target with a thought as a standard action, functioning as hold monster. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. Psychic Foresight: While you are bound to Daeminthos, you gain a pool of psychic motes equal to your Charisma modifier (minimum 1). Whenever you roll a d20, you may spend one mote from your psychic mote pool as a swift action in order to add a +10 insight bonus to the roll’s result. Psychic Sense: While you are bound to Daeminthos, you gain blindsense out 60 feet. Telepathy: While you are bound to Daeminthos, you can communicate with others via psychic powers, functioning as the telepathy special ability.Your telepathy has a range of 5 feet per binder level you possess.

Signs and Influence

Daeminthos affects you in the following ways. Physical Sign:Your hair and any loose articles of clothing you possess float about on their own as if you were submerged in water. When you activate one of Daeminthos’s granted abilities, psychic energy bursts from your eyes. Personality Influence: You plan and scheme countless plots to further your goals.You must remain cold and aloof. Favored Ally: Constructs (any) Favored Enemy: Humanoids (any without psychic powers)

Vestigial Bond (Companion)

You gain a paracletus aeonb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your paracletus’s abilities. This granted ability replaces psychic foresight.

Dama

The Molded Man

In ancient human legends, Dama is the first human man who was abandoned by bickering gods who refused to compromise in his creation.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Dama. Spirit Level: 9th Alignment: Neutral (N) Constellation: Starless Binding DC: 48 Totems: You gain a +2 totem bonus on binding checks made with Dama if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You mold a perfect effigy of yourself from clay, requiring 18 ranks in an appropriate Craft skill. »» You are human or perform Dama’s ceremony while covered from head to toe in clay. »» The effects of a 9th level divine spell are active upon you when you perform Dama’s ceremony. Ceremony: You place a wad of clay in the center of Dama’s seal and work it between your fingers while singing an ancient titan hymn. Manifestation: Thousands of human faces appear within all clay used in Dama’s ceremony and start to sing along with you.The faces disappear as soon as they appear, leaving only one perfect human form in the clay that stands without emotion.

Legend

Although most stories claim that humanity is the youngest of the gods’ races, one human-centric tale suggests that humans were the first race conceived by the gods. According to this story, when the gods finished creating the mortal realm, they sat together to create the creatures who would inhabit it. When it came time to design their worshipers, the gods worked together and created the mold for a perfect race: humanity. But one by one, the gods began to critique each other’s work. The Lord of Elves claims that the human was too hairy while the Lord of Dwarves stated he was too tall. After much debate and bickering, the gods abandoned the Humanity Mold and left to create their own followers. After many lonely years, the first man learned how to operate the god’s forge and created his children, the first humans, by dismantling his own body to fuel the forge. Though this act the cost the first man his existence, through his selflessness it came to be that a man created men.

Major Granted Abilities

Supreme Flexibility: As a free action, select 1 feat whose prerequisites you meet. You gain the benefits of the selected

feat for 1 round.You cannot select a feat if it grants you an ability that is usable a limited number of times per day (such as a spell-like ability) or if you already have the selected feat. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: When using supreme flexibility, you gain the selected feat for a number of rounds equal to your binder level. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.

Minor Granted Abilities

Clay Body: While you are bound to Dama, you gain the compression special ability. Furthermore, you gain the shapechanger subtype and the change shape ability, which allows you to transform into any specific, individual human that you have encountered, functioning as alter self. When using your change shape, you gain a +10 racial bonus on Disguise checks made to appear as a specific individual. Earthen Endurance: While you are bound to Dama, you gain a +6 enhancement bonus to your Constitution score. Remold: You can immediately kill one humanoid within 30 feet as a standard action and reincarnate it as a human. This ability is a death effect and the creature receives a Will save to negate its effects. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Skilled: While you are bound to Dama, you gain a +4 insight bonus on all skill checks for skills that you are trained in.

Signs and Influence

Dama affects you in the following ways. Physical Sign: Your body appears perfectly molded and chiseled like a marble statue and any clothing or equipment you wear is instantly adjusted to a perfect, skin-tight fit for your new body.When you activate one of Dama’s granted abilities, your skin takes on the ruddy texture of clay. Personality Influence: You are stubborn and single minded in all pursuits and constantly extol the superiority of humanity over all other creatures. You refuse to compromise with others, even over the most arbitrary of arguments. Favored Ally: Humanoid (humans) Favored Enemy: Humanoid (any except humans)

Vestigial Bond (Companion)

You gain a clay companion, functioning as one animal companion of your choice from the ranger’s list of hunter’s bonds. Change the clay companion’s type to construct, grant it bonus hit points based upon its size, and grant it the augmented animal subtype. You may change your clay companion into a different animal from the list provided by hunter’s bond by spending 1 minute remolding its body and features. You possess a druid level equal to your binder level when determining your clay companion’s abilities. This granted ability replaces remold.

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Eschalon

Son of the Blackened Sky

Eschalon was a powerful lich who almost destroyed his home by snuffing out the sun.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Eschalon. Spirit Level: 9th Alignment: Chaotic Evil (CE) Constellation: Skull Binding DC: 35 Totems: You gain a +2 totem bonus on binding checks made with Eschalon if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of Vaukner’s seal during Eschalon’s ceremony. If you accept this totem, you cannot seal a pact with Vaukner for 1 day or until Eschalon leaves your soul. »» You draw Eschalon’s seal with powdered onyx worth 15,000 gp. »» You draw Eschalon’s seal in a desecrated area where no sunlight can touch it. Ceremony: You light a candle within Eschalon’s seal and whisper, “The end times are nigh,” before blowing it out again. Manifestation: As the candle’s flame dies, the world around you becomes cold and dark, chilling you to the bone. As you begin to pant and shiver, Eschalon’s visage forms from your breath’s vapors, mocking you for your mortality.

Legend

Elven legends claim that ten thousand years ago, the sky turned blacker than night as the sun was buried beneath a sea of endless black clouds. Every culture throughout the world has its own take on what caused this catastrophe and some say that kingdoms collapsed and continents crumbled into the sea without the light of day to guide them. Regardless of who tells the story, however, all agree on the same grisly sight that covered the sky: a massive, disembodied head that formed from the wicked clouds. Without the sunlight to ward them off, dark shadows became free to roam the world and the dead rose from their crypts to prey upon the flesh of the living. After one thousand years of darkness, a lone hero risked everything to push back the endless night and return the sun to the sky. Although his deeds faded from memory, the denizens of the dark curse the name ‘Vaukner’ and silently pray for the day that the eternal shadow of Eschalon returns to the sky to blanket the world in darkness forever more.

Major Granted Abilities

Apocalypse from the Sky: You summon the end-times as a full-round action, causing all creatures within 100 feet of you

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to suffer 1d4 points of damage per binder level you possess. Half of this damage is fire damage and the rest is untyped damage. A successful Reflex save reduces this damage by half. In addition, creatures that fail their Reflex save become nauseated for 1d4 rounds. A successful Fortitude save negates the nauseated condition. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Creatures within 10 feet of you when you activate apocalypse from the sky do not receive a Reflex save to reduce its effects.

Minor Granted Abilities

Afterlife Denied: You seal away the soul of a dead creature as a standard action, functioning as soul bind except you do not need to provide a material component; instead, the target’s heart is transformed into solid onyx, which acts as the soul’s receptacle. This receptacle never shatters based upon its value. If the target lacks a heart for any reason when this ability is used, you must provide soul bind’s material component or this ability fails. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Aura of Desecration: While you are bound to Eschalon, you radiate a 20-foot aura that bolsters undead creatures, functioning as desecrate. Press into Servitude: You utter a command word that slays any creature who hears it as a standard action, functioning as power word kill except it allows a Will save to negate the effect. Any creature slain by press into servitude rises from the dead 1d4 rounds later as either a skeleton or a zombie (your choice). You can command all undead that you raise with press into servitude, up to a total number of Hit Dice equal to your binder level. When your pact ends, undead raised by press into servitude are destroyed. Whether or not a creature succeeds on its saving throw, it is immune to this granted ability for 1 day. Sow Misery: While you are bound to Eschalon, you can cast cursed earth as a spell-like ability once per day.

Signs and Influence

Eschalon affects you in the following ways. Physical Sign: Your skin becomes gaunt and thin, as though you were only skin and bones. When you activate one of Eschalon’s granted abilities, the area around you becomes as black as a starless night. Personality Influence: You revile in killing living creatures.You must destroy life at every opportunity. Favored Ally: Undead (any) Favored Enemy: Any (living creatures)

Vestigial Bond (Boon)

While you are bound to Eschalon, you can cast control undead as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Increase the spell’s duration to 1 hour/ level. This granted ability replaces press into servitude.

Kaylos is a fiendish div who rules over all that is wished. He is more than willing to grant the wishes of binders who summon him... with a twist.

possess. All creatures and objects within this area immediately catch on fire. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Any creature at the center of the burst created by gate of incineration must succeed on a Reflex save or become teleported to the Elemental Plane of Fire if it fails its initial saving throw.

Summoning Rules

Minor Granted Abilities

Kaylos

Master of Wishes

The following describes the requirements and rituals for sealing pacts with Kaylos. Spirit Level: 9th Alignment: Lawful Evil (LE) Constellation: Seer Binding DC: 30 Totems: You gain a +2 totem bonus on binding checks made with Kaylos if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sully the likeness of a Dragon constellation spirit’s seal during Kaylos’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Kaylos leaves your soul. »» You have killed someone, bound their soul, and traded it to a fiend for no other reason than to gain this totem. »» You use a scroll of wish to wish for this totem, granting it to you forever more. Ceremony: You polish a red gem within Kaylos’s seal while staring down at your reflection within it. Manifestation: You become mesmerized by the gem as it shows you every vile, unwholesome thing that you have ever yearned for before exploding. Kaylos’s spirit arises from the debris, his gaze alone compelling you to confess your most sinful desires to him while bawling madly.

Legend

Genie Lore: While you are bound to Kaylos, you gain an insight bonus on Appraise, Bluff, Diplomacy, Knowledge (arcana), and Spellcraft checks equal to half your binder level. Sinful Desire: You force one target to confess its most sinful desire to you as a standard action, causing it to begin cowering for 1 round per binder level you possess. A successful Will save reduces this condition to shaken. This ability is a fear effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Twisted Wish: While you are bound to Kaylos, you can cast wish as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.You must provide the material component for this spell unless your target is cowering as the result of Kaylos’s sinful desire granted ability, in which case you may use wish to transform its sinful desires into a twisted wish. This functions as wish, except the effect produced by wish must grant the target its sinful desires while also directly harming, hampering, or humiliating the target or directly leading to such an outcome. Usher Oblivion: While you are bound to Kaylos, you can cast any spell on the Destruction domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability.You can cast a total number of Destruction domain spell-like abilities each day equal to 3 + your Charisma modifier.

Although most traditional legends tell of eight archfiends and a god ruling the layers of Hell, ancient scriptures tell of a time long ago when a ninth archfiend ruled the Ninth layer as the god’s right hand. Some believe this archfiend was once a genie, for it loved to torment mortals by actualizing their darkest wishes. Ultimately, it was sealed within a small gemstone and hidden upon the mortal realm. Although it would spend thousands of years within its prison, whenever a mortal would accidentally summon the archfiend, it would use their wishes commit atrocities on a global scale.That is, until one day when a noble silver dragon came across the gem and, figuring out what it was, tricked the archfiend into wishing itself out of existence.

Signs and Influence

Major Granted Abilities

Vestigial Bond (Companion)

Gate of Incineration: You open a rift to the Elemental Plane of Fire in a 5-foot square within 60 feet of you, creating a 30-foot sphere-shaped burst of primordial fire. Creatures within this area suffer 1d6 points of fire damage per binder level you

Kaylos affects you in the following ways. Physical Sign:Your nails transform into rubies, changing back into their true form should they ever become separated from your body. When you activate one of Kaylos’s granted abilities, you gain the visage of a contract devil. Personality Influence: You yearn to know the deepest desires of others. When you learn such a desire from another creature, Kaylos sends waves of ecstasy throughout your body, forcing you to twitch and groan from pleasure. Favored Ally: Outsider (creatures with the devil subtype) Favored Enemy: Dragon (any) You gain a doru divb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your doru’s abilities. This granted ability replaces genie lore.

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Legend of Kaylos “I wish...” Mage Halak began. “No, no, I advise, do not wish just yet, please,” Kaylos said. “But you’re a genie, aren’t you?” Halak asked. Kaylos often introduced himself to mortals as a friendly genie but in fact he was a terrible demon of hell-spawned power. This did not prevent him from enjoying a soft spot, however, for the occasional mortal, especially arrogant wizards like Halak. If Halak were to ask for all his wishes too early, their fun together would come to an end too soon. “I am the kind of genie,” Kaylos explained, “who surely twists your wishes in the most awful ways you can’t imagine. So please, think carefully about what you wish.” “Really,” Halak said, incredulously. “If you are so terrible, aren’t you supposed to eat me or something?” Kaylos laughed. “No, you conjured me so I cannot eat you, at least not until your wishes are used up. And you are scrawny.” “Then I shall wish to be more….” “No! Stop!” Kaylos interrupted. He sloughed off the disguise he had borrowed earlier, from the citadel harem. Although the woman’s skin was pleasant to wear, it was clearly distracting Halak from a serious conversation. Kaylos’s true form was a muscular, red-skinned, nine-foot humanoid, with ebony horns, small fangs, and opal eyes. Plus gold chains, lots of finely wrought gold chains, arm bands, baldrics, and so forth. Halak gasped and stepped back, momentary ruffled. Then he laughed, first a snicker and then huge guffaws. “If you think this show is going to turn me away from enjoying you in my bedchamber, then you are mistaken. I know all the genie tricks. I’ve studied for decades.” “Might I suggest you take me more seriously,” Kaylos boomed, hoping to turn his newfound freedom into a serious opportunity for moneymaking and mayhem. While Kaylos could not grant himself wishes, he could influence others’ minds, not to mention read their deepest desires. Halak desired gold. “Let’s rampage together,” Kaylos offered. “Imagine a mountain of coins, each one with your face as king minted upon it.” Halak went over to a nearby desk, sat down, poured a decanter of tea, and picked up his quill. “What are you doing?” Kaylos demanded impatiently, seeing his suggestion had failed to influence Halak. “We can help each other to achieve our greatest desires. You will become the richest, most powerful and adored wizard in the world!” Kaylos could read all of Halak’s deepest desires easily enough. “I’m taking notes on you,” Halak said. “Very rarely have I had the opportunity to study efreeti for more than a few moments.” He kept writing. “I just had a wonderful insight and wanted to jot it down. Memory at my age isn’t what it used to be, you know. Oh, would you like some tea?” Kaylos had reached his limit. What impudence! Alas, Halak was the one who had polished the gem and set Kaylos free, so he could nothing to harm him. Nor did there seem to be anyone Halak cared enough about for Kaylos to hold hostage. “Feel free to use the bed for a nap,” Halak said. “Oh wait,” he added

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sarcastically. “You’ve been napping for hundreds of years.” He turned to Kaylos with a twinkle in his eye, and said more seriously, “You are starved, aren’t you?” “I will happily mutilate, desiccate, and conflagrate every living thing in this noisome palace!” Kaylos spat. “So you want me to make wishes after all?” “Yes. Fine. Go ahead.” “But that will surely open some gate to the flames of the Elemental Plane of Fire. Why do you think I’d want to do that?” “Because you will be resting comfortably by cool waters, surrounded by beautiful virgins, with a set of adamantine statues —your petrified enemies—standing all around you.” “What a wonderful idea,” Halak said. “I’m glad I thought of that.” He understood Kaylos could read minds, and had picked out a fanciful image. “So why don’t you just go ahead and kill everyone? I’ll be here when you get back.” Kaylos felt something was off. This wizard was far more powerful, or dangerously stupid, than he had assumed. Kaylos unfurled his wings to their fullest might. His hair blazed with fire and his eyes danced with darkness. He strode to Halak the puny wizard still at his desk. “Who are you really?” he roared. Halak trembled ever so slightly. Then his resolve strengthened. He whispered into Kaylos’s giant be-ringed ear. “What is important is that your existence is based on an error.” Kaylos eyed him strangely. Surely, this was no preacher. Halak continued. “Tell me, genie, are there not an infinite number of potential possibilities in the multiverse?” “Yes,” Kaylos said. “If we are to get philosophical. It is infinity that is my livelihood and my friend. How else to twist even the most carefully worded wishes? Do you wish to have in your possession a million gold coins? You shall, though they will belong to a demon prince, or perhaps I will disembody you and send your spirit to rule over a cursed treasure trove as its eternally damned guardian.” “I think I could do better,” Halak commented lightly. “Those were just examples,” Kaylos offered apologetically. “You know, Kaylos,” Halak said, “I’m not interested in fulfilling my wishes. They entertain my imagination. When they become real, I bore quickly of them. So I’m curious, if I asked you for knowledge about something, and you didn’t know offhand, how would you go about answering my question? Before transforming me into a mute toad or what-not, of course.” “I’d visit the location,” Kaylos began. “I can travel freely anywhere in the multiverse. No creature can bind me to its place and no prison is authorized to hold me by godly decree, except, of course, for the gem I was released from. And there is nothing in the gem I don’t know. What do you wish to learn of?” “I wish,” Halak began, switching his speech to his native tongue, draconic, which is the language of silver dragons. “I wish for you to verbally tell me, in this room, from your personal perspective of course, what it is like for you to reside outside the multiverse.” Kaylos had never been outside the multiverse, so he had to check. Unfortunately for him, all who exit existence cease to exist and cannot return.

King Mutaros

Vengeance Unfulfilled Mutaros was a mighty king of the Atlan Empire, last of his lineage. He was ultimately betrayed and usurped by his demon-worshipping son.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with King Mutaros. Spirit Level: 9th Alignment: Lawful Neutral (LN) Constellation: Noble Binding DC: 32 Totems: You gain a +2 totem bonus on binding checks made with King Mutaros if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You present King Mutaros with a gift worthy of a king, which must be worth at least 15,000 gp, which vanishes during King Mutaros’s manifestation. »» You sully the likeness of Tyrant Cromwell’s seal or The Crow’s seal during King Mutaros’s ceremony. If you accept this totem, you cannot seal a pact with the selected spirit for 1 day or until King Mutaros leaves your soul. »» You destroy the head of an enemy that you slew in battle within King Mutaros’s seal during his ceremony. Ceremony: You read any one of the variants of King Mutaros’s legend aloud. Manifestation: As you finish reading the legend, an apparition of Mutaros and his eldest son rise from the seal.You watch as Mutaros’s son betrays him while the world around the seal is reduced to rubble, which arises momentarily and reassembles itself in the appearance of King Mutaros.

Legend

Countless empires have come and gone throughout humanity’s history, leaving only legends behind them. One such legend is that of Mutaros, whose kingdom was constantly beset by war. Despite this, Mutaros’s reign was a prosperous one; he managed to end his father’s war after a generation of conflict by marrying a princess from a rival kingdom, ushering in a new age of peace. King Mutaros had seven sons and six daughters with his bride and for nearly three decades, his kingdom flourished. One day, King Mutaros received reports about a demon cult that was stirring in the underbelly of his capital, but he paid the warnings no mind. Within weeks, the demon cult summoned a fiendish army to assault Mutaros’s kingdom. Leading the cult was Mutaros’s own first-born son, heir to the throne. King Mutaros was taken by despair, but when his son finally confronted him that despair turned to anger and Mutaros repelled his son and defended his kingdom for many years. It is unsure of how King Mutaros and his kingdom finally fell, but occult scholars believe that Mutaros’s enemies ultimately

banished him by transforming the king into a spirit, leaving his soldiers broken and meek before his son’s demonic army.

Major Granted Abilities

Sparks of Anger:You call down bolts of lightning from the sky as a standard action that strike one target within 10 feet. The target suffers 1d6 points of damage per binder level you possess and is stunned for 1 round; half of this damage is electricity and the rest is sonic. A successful Reflex save reduces the damage by half and negates the stunned condition. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: If you use sparks of anger while outside, its damage is maximized.

Minor Granted Abilities

Heartbreak: While you are bound to King Mutaros, you can cast earthquake as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Fumes of Fury: While you are bound to King Mutaros, you can expel a burst of poisonous gas as a standard action that causing all living creatures within 30 feet (except you and your vestigial companion, if any) to die. A successful Fortitude save negates this effect. This ability is a poison effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day. Roar of the King: You unleash a sonic blast as a move action that deals 1d6 points of sonic damage per 3 binder levels to one target within 30 feet. In addition, the target becomes permanently deafened. A successful Reflex save reduces the damage by half and negates the deafened condition. Unstoppable Vengeance: While you are bound to King Mutaros, you gain regeneration 5. Your regeneration is overcome by piercing damage and is suppressed while you are afflicted with any amount of bleed damage.

Signs and Influence

King Mutaros affects you in the following ways. Physical Sign: Ever-bleeding wounds appear on your throat and over your heart. When you activate one of King Mutaros’s granted abilities, salty tears uncontrollably stream down your face. Personality Influence:You are overwhelmed with sadness at all times.You must hide your sorrows from your closest friends. Favored Ally: Humanoid (any lawful) Favored Enemy: Humanoid (any chaotic)

Vestigial Bond (Companion)

You gain an resolute weaselb2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your augur’s abilities. This granted ability replaces roar of the king.

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Malebolge Moors

Although none know how they escaped, this trauma caused the generals to merge together into a single spirit.

After falling from Heaven, the Malebolge Moors became a spirit after trying to betray the Lord of Devils.

Major Granted Abilities

13 Traitors of Hell

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Malebolge Moors.

Spirit Level: 9th Alignment: Lawful Evil (LE) Constellation: Fiend Binding DC: 33 Totems: You gain a +2 totem bonus on binding checks made with the Malebolge Moors if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You sold your soul (or the soul of another creature) to a contract devil prior to performing the Malebolge Moor’s ceremony or you manage to convince the Malebolge Moors that you have done so, requiring 18 ranks in Bluff. »» You sign the contract made during the Malebolge Moor’s ceremony in Celestial or Infernal, requiring the ability to write in either language. »» You draw the Malebolge Moors’ seal with crystallized hellfire, which costs 3,000 gp. Ceremony: You draw and sign a contract to relinquish your soul to the Malebolge Moors while they are bound to you. Manifestation: An apparition of one of the Malebolge Moors coalesces before you. Grinning sinisterly, it reveals your eternal punishment in Hell to you before sealing the pact.

Legend

Although most know the story of how the primeval devils were cast from Heaven into Hell, an extension of that tale known as the Legend of the Malebolge Moors exists, though its existence is heavily censored by the followers of the Lord of Devils. According to the legend, twenty-two generals and legions of soldiers were cast into Hell with the Lord of Devils when he fell from grace. As the Lord of Devils fell first, he also fell the hardest and lay weak and dying from his battles with Heaven. The primeval devils crowded around their lord in fear and worry, for all in the legion were fanatically loyal to the Lord of Devils, even in defeat. All in the legions except for the Malebolge generals. These formerly angelic generals had waited and plotted for the time when the Lord of Devils was weak enough to defeat, and it seemed as though their time had finally come. The Malebolge generals had thought to take advantage of the confusion to murder the Lord of Devils and take his power, but they were caught by the other generals and brought before the Lord of Darkness. In need of strength, the Lord of Darkness devoured the souls of the thirteen generals to restore his power and erased them from history as punishment for their crimes.

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Power Word Torment: You evoke the deepest, most sinful desires of a target within 30 feet and punish it for them as a standard action, functioning as power word stun. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Increase power word torment’s hit point totals for each break point by 10%: targets with 55 hp or less become stunned for 4d4 rounds, targets with 56 – 110 hp or less become stunned for 2d4 rounds, and targets with 111 – 165 hp become stunned for 1d4 rounds.

Minor Granted Abilities

Hellfire Flensing:You flay a target with hellfire as a standard action, causing 1d6 points of damage per 4 binder levels you possess to the target with a melee touch attack. Half of this damage is fire damage and the rest is untyped. In addition, the target suffers 1d6 points of Charisma damage. A successful Fortitude save reduces the ability damage by half. Infernal Aspect: While you are bound to the Malebolge Moors, you gain acid resistance 20, cold resistance 20, and your weapon attacks are treated as evil-aligned for the purpose of overcoming damage reduction. You must show the Malebolge Moors’ sign in order to receive this benefit. Infernal Immunity: While you are bound to the Malebolge Moors, you are immune to fire damage, poison, and pain effects. You must show the Malebolge Moors’ sign in order to receive this benefit. Magical Expiration: While you are bound to the Malebolge Moors, 13 hellish eyes rotate around you. These eyes are invisible and cannot be interacted with. When a creature within 30 feet is targeted by a spell that you have successfully identified, you can expend one eye as an immediate action in order to counter the spell, functioning as greater dispel magic.

Signs and Influence

The Malebolge Moors affect you in the following ways. Physical Sign:Your flesh rips, tears, and mends itself as if being chewed.When you activate one of the Malebolge Moors’ granted abilities, your head becomes wreathed in hellfire. Personality Influence: You are prideful and lash out at those who insult your pride.You must insult any who are inferior to you physically, mentally, or in station. Favored Ally: Humanoid (any) Favored Enemy: Outsider (any evil)

Vestigial Bond (Companion)

You gain an imp devilB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your imp’s abilities. This granted ability replaces magical expiration.

Prometheus

Man’s First Flame

The dragon Prometheus was punished heavily by the gods for twice defying them by giving mortals the gift of fire.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Prometheus. Spirit Level: 9th Alignment: Lawful Good (LG) Constellation: Dragon Binding DC: 37 Totems: You gain a +2 totem bonus on binding checks made with Prometheus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You place a torch or brazier lit using dragon’s ember in the center of Prometheus’s seal. »» A true dragon witnesses Prometheus’s manifestation. »» You provide a freshly slain ox as tribute to Prometheus’s manifestation. Ceremony: You rub the fat tissue from a bovine animal across your face, arms, and chest. When you are covered, you light yourself on fire in the center of Prometheus’s seal. Manifestation: As the flesh and fat sizzle and pop, a massive dragon swoops down and gobbles you in a single bite.You seal your pact with Prometheus from within his gullet.

Legend

According to draconic oral tradition, dragons and men were not always able to create fire on their own. After emerging victorious from the Titanomachy, the gods demanded tribute from all beings in the form of half of every animal killed for game. At such a tax, no dragon or man could hope to fill its belly and both began to starve. The first dragon humbly went before the gods and begged them to reconsider their tax, but they laughed at him and demanded more. Prometheus would not be defeated so easily, though. When he returned, he told every man and every dragon to take their game and wrap the bones in fat and the meat in hide. When the gods returned, Prometheus asked them which tribute they would prefer forevermore. Drooling over the glistening fat, they chose the fat and broke their teeth upon the bones wrapped within them. Enraged, the gods punished the mortals for their trick by taking fire from them all, both dragonkind and mankind. Enraged at this injustice, Prometheus flew into the realm of the gods and stole the First Flame from within their halls and hurled it to the dragons and men below, giving them the secret of creating fire for themselves. For his crimes, the gods chained Prometheus away and created an eagle who plucked out his innards and gnawed at his soul until he vanished forever.

Major Granted Abilities

Breath of the First Flame: You unleash the First Flame in the form of a fiery breath attack as a standard action, dealing 1d6 points of fire damage per binder level you possess to all targets in a 30-foot cone. A successful Reflex save reduces the damage done by half. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Half of the damage dealt by breath of the first flame is untyped.

Minor Granted Abilities

Child of Prometheus: You transform into a red or gold dragon, functioning as form of the dragon III. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Debt of the First Flame:You wrap yourself in the divine light of the First Flame as a standard action, functioning as both fire shield (warm shield only) and overwhelming presence for 1 round per binder level you possess.Your overwhelming presence only affects dragons, humanoids, and monstrous humanoids. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Draconic Reservoir: While you are bound to Prometheus, you gain a constant draconic reservoirapg effect.You can only absorb fire damage with this ability, but you can absorb up to 60 points and unlike the spell, unleashing absorbed energy frees up space to absorb more energy. Dragon’s Ember: While you are bound to Prometheus, you can cast produce flame as a spell-like ability a number of times per day equal to your binder level. In addition, you can expend one use of this spell-like ability as a standard action in order to heal a living creature for 1d6 points of hit point damage + your binder level with a touch.

Signs and Influence

Prometheus affects you in the following ways. Physical Sign: Your body is constantly illuminated by fire, as if a great inferno stood at your back at all times. When you activate one of Prometheus’s granted abilities, harmless flames lick your body. Personality Influence: You fix problems with trickery rather than strength.You must attempt to reverse or repair any acts of cruelty that you learn about. Favored Ally: Dragon (any), Humanoid (any) Favored Enemy: Animal (any birds of prey)

Vestigial Bond (Companion)

You gain a fire elementalb1 as a familiar, functioning as an Improved Familiar.This elemental takes the form of a dragon and possesses a 60-foot fly speed (perfect).You possess a wizard level equal to your binder level when determining your fire elemental’s abilities. This granted ability replaces child of Prometheus.

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Alexandra was a prominent binder who devoted her life to keeping the divine and occult communities from breaking out into all-out war.

with occult power or any granted ability that is expended or suppressed. After using this granted ability, it becomes expended for 5 rounds. Capstone Empowerment: The target of imbue with occult power also gains the capstone empowerment of any granted ability that you imbue it with, even if you didn’t earn that capstone empowerment yourself.

Summoning Rules

Minor Granted Abilities

Saint Alexandra She By Three

The following describes the requirements and rituals for binding Alexandra. Spirit Level: 9th Alignment: Lawful Good (LG) Constellation: Starless Binding DC: 36 Totems: You gain a +2 totem bonus on binding checks made with Alexandra if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You possess the Reserve Spirit feat†. »» You are bound to at least one spirit that you made a good pact with in the last 24 hours. »» You are bound to at least one spirit for whom you have met all of the spirit’s totem requirements when you seal your pact with Alexandra. Ceremony: You slice your hand with a knife and press your bleeding palm into the center of Alexandra’s seal. Manifestation: Your quickly flows out from your selfinflicted wound, perfectly tracing Alexandra’s seal. When the seal is completely traced, your blood glows with eldritch light as Alexandra’s voice hangs in the air, greeting you warmly.

Legend

After the fall of the Atlan Empire, the world became rightfully fearful of pact magic. Although most binders did little to stem such suspicions, none were as outspoken for peace between binder communities and the world’s clergies than a paladin named Alexandra. Although little more than a footnote in history herself, Alexandra was particularly famous for the skill at which she was able to harmonize both mortal hearts and spirits. For decades, Alexandra’s open heart and silver tongue were all that kept war between binders and the servants of the gods at bay, and when she mysteriously vanished, the newly-established Order of Salendrios was quick to begin the centurieslong Shadow War against pact magic that all but obliterated binder traditions.

Major Granted Abilities

Imbue with Occult Power: As a standard action, you can imbue one ally within 30 feet with one major granted ability that you possess, granting the target access to this ability and suppressing it for you for 1 minute.The target uses your binder level and your Charisma modifier to determine the major granted ability’s effects. You cannot imbue an ally with imbue

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Harmonize Spirits: While you are bound to Alexandra all bonuses granted to you by minor granted abilities stack with each other, up to a maximum bonus equal to your binder level. For instance, if you receive an insight bonus on Diplomacy checks from two different spirits, those insight bonuses stack up to a maximum insight bonus equal to your binder level. Occult Blessings: While you are bound to Alexandra, you can cast any spell on the Pact Magic domain’s list of domain spells† whose spell level is equal to or less than your maximum spirit level as a spell-like ability.You can cast a total number of Pact Magic domain spell-like abilities each day equal to 3 + your Charisma modifier. Occult Concordance: Once per round, you can expend one major granted ability belonging to any spirit that you are currently bound to as a free action in order to reduce the number of rounds that a second, expended major granted ability is expended for by up to 5 rounds, to a minimum of 0 rounds remaining. If this ability reduces the number of rounds that a major granted ability is expended for to 0, you may use it immediately. You may use this granted ability a number of times per day equal to 3 + your Charisma modifier. Reliable Pact: While you are bound to Alexandra, you may choose to gain a +10 bonus on binding checks made to seal a pact with a spirit. If you use this bonus on a binding check, you never earn the spirit’s capstone empowerment, regardless of your binding check’s result.

Signs and Influence

Alexandra affects you in the following ways. Physical Sign: Alexandra’s seal appears on both your palms, etched in blood. When you activate one of Alexandra’s granted abilities, you are forced to shout your birth name as loud as possible. Personality Influence:You seek to please others and go along with their suggestions unquestioningly. You must never act in a way that causes discord among others. Favored Ally: Any (creatures with a binder level) Favored Enemy: None

Vestigial Bond (Companion)

You gain a celestial hawkb1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your celestial hawk’s abilities. This granted ability replaces harmonize spirits.

Legend of Saint Alexandra “His Holiness, the Archon, has approved your suggestion to apprehend the corrupted ones,” the bishop told Alexandra. His tone was grave, and he looked her in the eye as if checking her faith, as if she might be possessed. “Thank you,” Alexandra said quietly, and bowed lightly. “I will take the utmost righteous care.” Over the next three days, brothers at the local monastery prepared materials and reviewed procedures to summon three spirits. Alexandra would bind with Pavatu, Child of the Wind. He was friendly if somewhat flighty. Then there was Kaiya, Avatar of Grace. She was once a beatific angel who volunteered her god-granted soul so that mortals might better combat evil. “If we were to have a favorite, it would surely be Kaiya,” the brothers informed her with earnest chipperness. The last spirit would be Ethaniel Midnight. He was a vestige of a serial killer that even the Nine Hells had rejected. This would be the first time for Alexandra with his spirit, and only the second time for the brothers. She was still shocked the Archon approved of binding him. Yet, Ethaniel was the only spirit to grant a summoner the ability to realign a creature’s moral outlook to its cause. “Don’t worry dear,” the brothers offered. “If the Archon approves, then it is the will of our god. And surely, when is it not a good time to redeem the fallen?” During the three days’ preparation, Alexandra studied the profiles of her quarry, a band of once-helpful adventurers now tainted by fiendish blood. The blood made them powerful. On the second day, a soul weaver knocked at the monastery’s large iron-oak doors. He would fortify Alexandra’s mind using spells. For the first time in anyone’s memory, the Archon had approved the aid of a wizard and practitioner of pact magic. “It’s all alchemy and scientific formulas,” he informed her. “Even with a few mistakes, the presence of Kaiya’s spirit... yes, yes... will check Ethaniel’s malign tendencies.” On the morning of the third day, Alexandra woke from a nightmare, but could remember nothing. This was the day. The ceremony went flawlessly. “No errors we could tell,” the brothers reassured her. However, Alexandra felt agitated hours after Ethaniel manifested himself in the ceremony. He had appeared so friendly during the first few seconds that he appeared, before bloody hooks emerged from his skin. The vision had sent Alexandra reeling to the edge of the summoning circle. Fortunately, the legends said that he never harmed a hair on a woman. That was why they picked Alexandra for this mission. “Good luck! May the grace of the holy prophets go with you,” the brothers told Alexandra as she rode away toward the city to meet their informant, Rex. He had said the band of fiendish adventurers was hiding in the southeast quarter of the city, in an area of spacious walled mansions. She met Rex just inside the city walls. He was young. “You will lead me safely to the mansion?” She asked him. “And they are not expecting me or set to ambush us?” “As far as I know,” he replied. Ethaniel’s gift for discerning truth immediately told her that Rex was honest. Yet, an unpleasantness tugged at her. She—or maybe Ethaniel’s spirit—considered how to lure Rex to his doom.

Alexandra had two short swords, but her dagger would do better to slowly flay him. She caught herself and meditated upon Kaiya’s warm smile. “You’re not what I expected,” Alexandra said sweetly to Rex as they walked toward the southeast, along a busy street. “Oh yeah?” He said. “It’s nice to get some appreciation.” That is it, Alexandra thought, Kaiya’s graceful tongue is the ideal way to lead Rex to his doom. Alexandra caught herself again. She shook her head as if to wake herself from Ethaniel’s influence. “You okay?” Rex asked, concerned. “Yes,” she replied. “Maybe I am overly prepared for today.” “Yeah? You have not seen what I have seen. They stabbed that poor chap. I watched as the grimoire devoured his spirit, just so the lot of them could gain a little extra power. Then horns and scales appeared on their faces. They weren’t the same after that.” The two arrived on a street corner fifty paces from the mansion. Its high walls and tall overgrown trees obscured most of the actual building. “You go in first,” she said. “Then I will follow.” Rex walked over, signaled the guard as he had learned, and went inside. After two minutes, the keen ear of Pavatu’s spirit picked up Rex’s conversation with a gnome and an elf. To her ear, their voices carried clearly on the wind. It was time. Alexandra strode confidently to the entrance. A goblin guard jumped out to block her way. “You, halt!” The goblin said. “This is private property.” “Evil is never private,” she responded. “You now have an opportunity to confess your sins and surrender yourself.” Angelic Kaiya was speaking through her. The goblin gave her a funny look. As she stepped forward, he drew a dagger from his sleeve into his palm and lunged to stab her. Fortunately, Pavatu was at Alexandra’s command. Even if this goblin were a warrior king of a thousand battles, he had no chance. Pavatu’s wind pushed aside the goblin as if he were a branch in a gale. Alexandra strolled past the wrought-iron gate and down the front garden path to the mansion’s solid oak door. Two guards trained crossbows on her from a ledge as three more armed guards emerged from a shack to her right. “Halt now!” One of them shouted. She used the opportunity to view their auras. Kaiya’s gift of angelic sight told her all the guards held evil in their hearts. “You now have an opportunity to repent,” she announced. “Throw down your weapons. I will spare you.” The two guards on the ledge fired on her. The first bolt was off its mark. The second would have hit her square in the chest. Instead, Kaiya’s grace transformed it into a small song bird that flew away. Alexandra did not even think about this. The three other guards rushed her. Instinctively, she cupped her hands in front of her mouth and blew on them. Pavatu’s spirit produced a gale force blast that knocked them back into the bushes and the mansion’s hard stony walls. At the same time, in the corner of her mind, she detected a mind-control spell cast against her, but all three spirits protected her, each in its own way. Kaiya finished the path and knocked firmly using the door’s iron knocker. Now the real action, and the real test of wills within her, would begin.

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Tartarus

The Hungering Void

Tartarus was an Abyssal realm that was used by the celestial court as an eternal prison for wicked creatures.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Tartarus. Spirit Level: 9th Alignment: Neutral Evil (NE) Constellation: Dark Beyond Binding DC: 50 Totems: You gain a +2 totem bonus on binding checks made with Tartarus if one of the following requirements is met, or a +4 bonus if all requirements are met. »» You are True Neutral or you have committed a horrific crime worthy of divine attention. »» You are able to name all 6,468 residents of Tartarus, requiring 18 ranks in Knowledge (planes). »» You draw Tartarus’s seal within the Abyss. Ceremony: While holding a lit black candle, you confess your sins to Tartarus. Manifestation: The ground opens up beneath you, revealing a black pit that pulls you down. The more severe your sins, the longer you fall.When you reach the bottom, thousands of voices address you, each more malevolent than the last.

Legend

Eons ago, before the Titanomachy and before the Abyss learned to transform mortal souls corrupted by sin into demons, the denizens of Heaven waged a brutal campaign upon the Abyss and drove its Qlippoth Lords to the brink of extinction. In their assault, the titans managed to claim a demiplane located upon the Abyss that they called Tartarus. When it became clear that Tartarus would not serve Heaven as a staging ground, the titans decided to use Tartarus’s near endless depths as a prison to cage the damned. Little did they realize, however, that Tartarus itself was alive and watching, seeding thoughts of jealousy and hatred into the minds of its wardens, the Thanatotic titans. Their thoughts poisoned by the Abyss, the Thanatotic titans grew jealous of the praise that their gods received while they languished away in Tartarus. When the titans declared war upon the gods, Tartarus slipped away with its 6,468 prisoners and wardens, never to be seen again.

Major Granted Abilities

Damnation: You damn one target within 100 feet to the pits of Tartarus as a standard action, causing a black gate to open up beneath that opponent. A successful Reflex save negates this effect. If the target fails its Reflex save, shadowy tendrils lash out at the target from Tartarus and attempt to grapple the target

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for 1 round per binder level you possess, functioning like black tentacles. Each round that the black tentacles manage to maintain their grapple, they attempt to banish the grappled target to Tartarus instead of dealing damage, functioning as plane shift. A successful Will save negates this effect. If the target manages to free itself from the grapple and move out of the black gate’s space, the effect vanishes. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Capstone Empowerment: The gate created by damnation is permanent until your target moves out of the black gate or it plane shifts your target to Tartarus.

Minor Granted Abilities

Hungry Pit: While you are bound to Tartarus, you can cast hungry pitapg as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Lore of the Dead: While you are bound to Tartarus, you automatically know all of the abilities and weaknesses of any creature that you encounter as if you had succeeded on a successful Knowledge check to identify them. This ability cannot provide information or foresight that could not been gleaned from the Knowledge skill. Wail of the Banshee: While you are bound to Tartarus, you can cast wail of the banshee as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Wall of Suppression:You create a wall of glittering motes that suppresses any magical effect that passes through it, functioning as wall of suppressionapg except you don’t have to provide the spell’s material component. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive but they must be spent in 1-minute increments.

Signs and Influence

Tartarus affect you in the following ways. Physical Sign: Your voice is deep and booming. When you activate one of Tartarus’s granted abilities, the earth cracks beneath you and emits shadowy illumination. Personality Influence:You seek to punish others for all offenses.You must cause agony at every opportunity. Favored Ally: Outsider (titans) Favored Enemy: Humanoid (any), Undead (ghosts)

Vestigial Bond (Boon)

When a humanoid dies within 100 feet of you, you can raise it from the dead as a ghostb1, functioning as quickened animate dead. A ghost animated by this ability spends 1 full round manifesting, after which it follows your commands as command undead for 1 round per binder level you possess, after which the ghost is destroyed. This ghost possesses one of the special attacks listed under the ghost template of your choice.You can use this ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces wail of the banshee.

The Worglord

First Among Heroes

The Worglord was the subject of the known world’s first epic and the slayer of the terrifying Mother of Monsters.

Summoning Rules

Major Granted Abilities

Stuff of Legends:You draw upon the powers of fate and destiny to accomplish your deeds, allowing you to take 20 on any d20 roll as a swift action. This d20 cannot be rerolled. If you take 20 on an attack roll, the attack threatens a critical hit but the number of rounds that stuff of legends is expended for is increased by 5. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: You can use stuff of legends to maximize the damage caused by one attack, spell, or ability instead of its usual benefits.

The following describes the requirements and rituals for sealing pacts with the Worglord. Spirit Level: 9th Alignment: Chaotic Good (CG) Minor Granted Abilities Constellation: Hero Crush Windpipe: While you are bound to the Worglord, Binding DC: 33 whenever you maintain a grapple against a target that you Totems: You gain a +2 totem bonus on binding checks are pinning, you can suffocate the target instead of dealing made with the Worglord if one of the following requirements is unarmed strike damage, functioning as suffocationapg. The tarmet, or a +4 bonus if all requirements are met. get suffers a –4 penalty on its Fortitude save against suffocation »» You are bound to the Beast that Births when you perform while grappled or pinned and automatically succeeds on its the Worglord’s ceremony. Fortitude save against suffocate if it is not grappled or pinned. »» You bring a token given to you by another in thanks for a Defy Destiny:You gain incredible insight as an immediate heroic deed into the center of the Worglord’s seal. action, granting you an insight bonus on the next saving throw »» You masterfully perform the Worglord’s ancient epic, that you make before the end of the turn equal to half your requiring 18 ranks in Perform (oratory). binder level.You can use this ability a number of times per day Ceremony: You cut a wound on your right shoulder, equal to 3 + your Charisma modifier. your left shoulder, and above your heart without screaming or My Will Be Done: You call upon incredible reserves of flinching; some binders accomplish this by gagging themselves. strength as a swift action, gaining an insight bonus on one Manifestation: Your blood attracts a pack of snarling Strength- or Dexterity-based check that you make before the wolves that are invisible save for their yellow eyes. Suddenly, a end of the turn equal to half your binder level. ghostly man wearing nothing but a wolf-skin cloak pullsfor himThis page is a placehold the Secret Stretch Goal Legend. Sculpted Physique: While you are bound to the Worglord, self free from the pools of blood that surround you without you gain a +6 enhancement bonus to your Strength and Constispeaking, scaring away the ghostly eyes. tution. In addition, you do not provoke attacks of opportunity when making unarmed strikes or grapple combat maneuvers.

Legend

The Legend of the Worglord is the oldest epic ever told and includes hundreds of smaller stories that detail the adventures of a mortal known as the Worglord, whose nationality, race, and gender change from tale to tale and from author to author. According to the legend, the Worglord defeated many a monster during his lifetime, including the Spawn of Amajaloma and the Dragon from the Stars. Although occult scholars are still attempting to determine which tales have basis in fact and which are merely works of fiction, all agree upon a single tale which undoubtedly did occur: the battle against the Mother of Monsters. Infuriated when the Worglord slew her one true son, the Mother of Monsters lured the Worglord down into her cavernous home and sought to slay him. In the end, the Worglord’s valor prevailed and the Mother of Monsters was no more, preventing new monsters from spawning into the world by her womb. In addition to this tale, all legends of the Worglord conclude with his death in battle against a powerful dragon, leading some occult scholars to believe that the Worglord’s death caused the very stars to rebel against one another.

Signs and Influence

The Worglord affects you in the following ways. Physical Sign: Your head changes into a wolf’s head, including a wolf-like snout and fur, but your eyes remain the same. When you activate one of the Worglord’s granted abilities, you bellow an otherworldly howl, the sound of which hangs in the air long after your cry has finished. Personality Influence:You are stoic and enduring in all of your pursuits and refuse to submit to adversity. You must never back away from a challenge under any circumstances, even at the risk of your own life. Favored Ally: Humanoid (any) Favored Enemy: Dragon (any), Monstrous Humanoid (any)

Vestigial Bond (Boon)

You gain feral reflexes, granting you the ability to make a full attack after you charge. You must be bound to both the Beast that Births and the Worglord in order to select and benefit from this vestigial boon. This granted ability replaces the Beast that Birth’s child of the beast granted ability.

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Chapter 5 pactspells

Spells In a world seeped in the mystery of pact spirits, it seems only fitting that ancient, forgotten magics that assist or hamper binders would exist throughout esoteric spellbooks in crumbling halls. Although few spellcasters are fortunate enough to possess these spells without having experienced the secrets of pact magic firsthand, binders have kept the secrets to these incantations alive in word, prayer, and blood throughout untold generations. Many of the spells presented in this chapter are tailormade to complement the abilities and talents of the pactmaker and the pact spirits that she bargains with, but just as many have been designed by exorcists and templars seeking to stamp out pact magic as a secret weapon against binders. In a world filled with uncertainty, spells such as these are essential to a spellcaster’s repertoire. Be sure to attend to when a spell requires a focus or expensive material component that is not normally included in a spell component pouch. The following lists summarize the new spells presented in this book, arranged by class and level. Order of Presentation: These lists present the spells in alphabetical order by name, except when a spell’s name begins with “communal,” “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name. Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures. Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level. Creatures and Characters: “Creature” and “character” are used synonymously in the short description. Communal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell.When you divide the duration, you must divide it as evenly as possible among the targets. Furthermore, unless a communal spell’s

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description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration given in the spell description. For example, if you are 5th level, your communal spell’s duration is 10 minutes per level, and you have four targets, then each target must receive 10 minutes of duration. The extra 10 minutes of duration must be assigned to one of the four targets (your choice) or it is wasted. A Note on Alchemists: Alchemists can dispense communal formulae to creatures only if they have the infusion discovery. Without it, an alchemist cannot use communal spells as formulae.

Alchemist Formulae 1st-Level Extracts suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Extracts exorcist’s lament: Ignore all attempts to exorcise spirits you are bound to. 3rd-Level Extracts capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. occult sight: Allows you to see occult auras and determine their power more quickly. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Extracts spirit birth: Use a bound spirit to boost your fertility. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

Antipaladin Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. reveal heresy: Sense the religious intent of a touched object. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. reveal heretic: Sense the religious affiliation of a touched creature. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it.

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New Subschool: Aging

The following school of magic is associated with necromancy. Aging: An aging spell alters your life essence, making you physically or mentally older or younger (or even both). All aging spells are aging effects, and creatures that do not age or that are immune to aging are not affected by these spells. Similarly, most nonliving creatures are affected differently than living creatures; a nonliving creature (such as a construct or an undead) is typically harmed by a spell that makes it older or healed by a spell that makes it younger. See the Aging section of Chapter 9 for more information about aging effects and age categories.

3rd-Level Spells bolster binding: Add a +4 competence bonus on binding checks. spirit scourge: Ominous whip suppresses the granted abilities of binders that it strikes. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but grants a +8 bonus. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

Bard Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. exorcist’s lament: Ignore all attempts to exorcise spirits you are bound to. hide from adults: Adult humanoids can’t perceive one subject/level.

New Descriptor

The following descriptor is associated with pact magic. Pact: A pact spell interacts with spirits and occult forces. Spells with the pact descriptor are restricted based on how common pact magic is in the campaign setting, as defined by the Pact Magic Availability sidebar in the introduction.

zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells alter other: As alter self, but affects you or another. augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bolster binding: Add a +4 competence bonus on target’s binding checks. remove malady: Attempts to dispel a pact malady active on the target. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. love spell: Instills amorous feelings in one or two humanoid creatures for another. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bind spirit I: Binds a 1st-level spirit to your soul. 6th-Level Spells bind spirit II: Binds a 2nd-level spirit to your soul. mindwreck: Suppresses the target’s memories, causing it to suffer amnesia. temporal vision: Can observe current location at any point in time.

Bloodrager Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. draw seal: Create a perfect replica of a spirit’s seal using chalk. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies.

3rd-Level Spells bolster binding: Add a +4 competence bonus on target’s binding checks. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

Cleric Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. reveal heresy: Sense the religious intent of a touched object. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. hide from adults: Adult humanoids can’t perceive one subject/level. reveal heretic: Sense the religious affiliation of a touched creature. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bestow pact malady: Inflict a minor pact malady onto the target with a touch. bolster binding: Add a +4 competence bonus on target’s binding checks. flames of youth: Reduce target’s age by one age category. instantaneous labor: Increases an unborn child’s age rapidly, causing the mother to go into labor. remove malady: Attempts to dispel a pact malady active on the target. sands of time: Increase target’s age by one age category. spirit scourge: Ominous whip suppresses the granted abilities

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of binders that it strikes. sustaining feast: Creates a magical feast that nourishes and refreshes those who partake in it. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. bones of damnation: Flailing skeletal arms attempt to slay an opponent with a burst of negative energy. love spell: Instills amorous feelings in one or two humanoid creatures for another. mental regression: Reduce target’s skills to that of a child. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bestow pact malady, greater: Inflict a major pact malady onto the target with a touch. dismiss pact spirit: Exorcises the lowest-level bound spirit from a creature. flames of youth, greater: Reduce target’s age by up to two age categories. sands of time, greater: Increase target’s age by up to two age categories. 6th-Level Spells mental regression, greater: Regresses a creature’s mind, temporarily making it as helpless as a newborn babe. 7th-Level Spells alter age: Manipulate target’s age by up to three categories. banish pact spirits: Exorcise multiple bound spirits from a creature. temporal vision: Can observe current location at any point in time. 8th-Level Spells protection from the supernatural: Grants a +8 bonus on saving throws against supernatural abilities. 9th-Level Spells alter age, greater: Permanently alter a creature’s age by up to three categories. temporal vision, greater: Can observe any location at any point in time.

Druid Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area.

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detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. 3rd-Level Spells bolster binding: Add a +4 competence bonus on target’s binding checks. remove malady: Attempts to dispel a pact malady active on the target. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. spirit birth: Use a bound spirit to boost fertility. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature. 7th-Level Spells temporal vision: Can observe current location at any point in time. 9th-Level Spells temporal vision, greater: Can observe any location at any point in time.

Inquisitor Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. reveal heresy: Sense the religious intent of a touched object. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit

and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. hide from adults: Adult humanoids can’t perceive one subject/level. reveal heretic: Sense the religious affiliation of a touched creature. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bolster binding: Add a +4 competence bonus on target’s binding checks. occult sight: Allows you to see occult auras and determine their power more quickly. spirit scourge: Ominous whip suppresses the granted abilities of binders that it strikes. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells dismiss pact spirit: Exorcises the lowest-level bound spirit from a creature.

Magus Spells 1st-Level Spells d etect pact spirits: Sense the presence or absence of occult auras and the power of each aura. 3rd-Level Spells alter other: As alter self, but affects you or another. occult sight: Allows you to see occult auras and determine their power more quickly. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells baleful alter other: Turns subject into a mediocre humanoid. cascade of arrows: Storm of arrows deals 1d10 damage and penalizes vision and concentration. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

5th-Level Spells merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature.

Paladin Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. reveal heresy: Sense the religious intent of a touched object. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. reveal heretic: Sense the religious affiliation of a touched creature. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells bolster binding: Add a +4 competence bonus on target’s binding checks. spirit scourge: Ominous whip suppresses the granted abilities of binders that it strikes. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. u ndetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

Ranger Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. draw seal: Create a perfect replica of a spirit’s seal using chalk. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies.

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3rd-Level Spells bolster binding: Add a +4 competence bonus on target’s binding checks. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. cascade of arrows: Storm of arrows deals 1d10 damage and penalizes vision and concentration. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched.

Shaman Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. exorcist’s lament: Ignore all attempts to exorcise spirits you are bound to. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bestow pact malady: Inflict a minor pact malady onto the target with a touch. bolster binding: Add a +4 competence bonus on target’s binding checks. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit.

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4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. bones of damnation: Flailing skeletal arms attempt to slay an opponent with a burst of negative energy. spirit birth: Use a bound spirit to boost fertility. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bestow pact malady, greater: Inflict a major pact malady onto the target with a touch. bind spirit I: Binds a 1st-level spirit to your soul. dismiss pact spirit: Exorcises the lowest-level bound spirit from a creature. merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature. 6th-Level Spells bind spirit II: Binds a 2nd-level spirit to your soul. 7th-Level Spells banish pact spirits: Exorcise multiple bound spirits from a creature. bind spirit III: Binds a 3rd-level spirit to your soul. temporal vision: Can observe current location at any point in time. 8th-Level Spells bind spirit IV: Binds a 4th-level spirit to your soul. protection from the supernatural: Grants a +8 bonus on saving throws against supernatural abilities. 9th-Level Spells bind spiritV: Binds a 5th-level spirit to your soul. temporal vision, greater: Can observe any location at any point in time.

Sorcerer/Wizard Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies.

augur pact: Divine which spirit will be the most useful for the upcoming day. capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. exorcist’s lament: Ignore all attempts to exorcise spirits you are bound to. hide from adults: Adult humanoids can’t perceive one subject/level. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells alter other: As alter self, but affects you or another. augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bestow pact malady: Inflict an opponent with a pact malady. bolster binding: Add a +4 competence bonus on target’s binding checks. flames of youth: Reduce target’s age by one age category. instantaneous labor: Increases an unborn child’s age rapidly, causing the mother to go into labor. occult sight: Allows you to see occult auras and determine their power more quickly. sands of time: Increase target’s age by one age category. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. baleful alter other: Turns subject into a mediocre humanoid. bones of damnation: Flailing skeletal arms attempt to slay an opponent with a burst of negative energy. cascade of arrows: Storm of arrows deals 1d10 damage and penalizes vision and concentration. love spell: Instills amorous feelings in one or two humanoid creatures for another. mental regression: Reduce target’s skills to that of a child. remove malady: Attempts to dispel a pact malady active on the target. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bind spirit I: Binds a 1st-level spirit to your soul. dismiss pact spirit: Exorcises the lowest-level bound spirit from a creature.

flames of youth, greater: Reduce target’s age by up to two age categories. merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature. sands of time, greater: Increase target’s age by up to two age categories. 6th-Level Spells bestow pact malady, greater: Inflict a major pact malady onto the target with a touch. bind spirit II: Binds a 2nd-level spirit to your soul. mental regression, greater: Regresses a creature’s mind, temporarily making it as helpless as a newborn babe. siphon sands: Increase or reduce a creature’s age as alter age† in order to make yourself older or younger. 7th-Level Spells alter age: Manipulate target’s age by up to three categories. b anish pact spirits: Exorcise multiple bound spirits from a creature. bind spirit III: Binds a 3rd-level spirit to your soul. o ccult sight, greater: As occult sight†, except you automatically identify occult auras and powers. temporal vision: Can observe current location at any point in time. 8th-Level Spells antispirit field: Create a zone that blocks the granted abilities of spirits. bind spirit IV: Binds a 4th-level spirit to your soul. protection from the supernatural: Grants a +8 bonus on saving throws against supernatural abilities. 9th-Level Spells alter age, greater: Permanently alter a creature’s age by up to three categories. bind spiritV: Binds a 5th-level spirit to your soul. temporal vision, greater: Can observe any location at any point in time.

Summoner Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura.

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draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. suppress sign: Hides the physical sign of all bound spirits. 2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. 3rd-Level Spells alter other: As alter self, but affects you or another. augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bolster binding: Add a +4 competence bonus on target’s binding checks. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. baleful alter other: Turns subject into a mediocre humanoid. cascade of arrows: Storm of arrows deals 1d10 damage and penalizes vision and concentration. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bind spirit I: Binds a 1st-level spirit to your soul. merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature. 6th-Level Spells bind spirit II: Binds a 2nd-level spirit to your soul.

Witch Spells 1st-Level Spells conceal pact magic: Obscures the presence of spirits within its area. detect pact spirits: Sense the presence or absence of occult auras and the power of each aura. draw seal: Create a perfect replica of a spirit’s seal using chalk. evoke sign: Force a creature to manifest the physical signs of all spirits it is bound to. last impression: Experience the final moments of a creature’s life by touching its corpse. suppress sign: Hides the physical sign of all bound spirits.

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2nd-Level Spells allies and enemies: +4 bonus on pacts with selected spirit and on checks with its allies and enemies. augur pact: Divine which spirit will be the most useful for the upcoming day. capstone surge: Utilize arcane magic to temporarily unlock a spirit’s capstone empowerment. exorcist’s lament: Ignore all attempts to exorcise spirits you are bound to. hide from adults: Adult humanoids can’t perceive one subject/level. zone of spiritual abstinence: Wards an area, preventing binders from sealing pacts with spirits within it. 3rd-Level Spells alter other: As alter self, but affects you or another. augur pact, greater: Divine the names of up to six useful spirits for the upcoming day. bestow pact malady: Inflict an opponent with a pact malady. bolster binding: Add a +4 competence bonus on target’s binding checks. flames of youth: Reduce target’s age by one age category. instantaneous labor: Increases an unborn child’s age rapidly, causing the mother to go into labor. occult sight: Allows you to see occult auras and determine their power more quickly. sands of time: Increase target’s age by one age category. undetectable spirit: Divination spells and effects do not register the target as being bound to a spirit. 4th-Level Spells allies and enemies, greater: As allies and enemies†, but a +8 bonus. baleful alter other: Turns subject into a mediocre humanoid. bones of damnation: Flailing skeletal arms attempt to slay an opponent with a burst of negative energy. love spell: Instills amorous feelings in one or two humanoid creatures for another. mental regression: Reduce target’s skills to that of a child. remove malady: Attempts to dispel a pact malady active on the target. spirit birth: Use a bound spirit to boost fertility. undetectable spirit, communal: As undetectable spirit†, but you may divide duration among targets touched. 5th-Level Spells bestow pact malady, greater: Inflict a major pact malady onto the target with a touch. bind spirit I: Binds a 1st-level spirit to your soul. dismiss pact spirit: Exorcises the lowest-level bound spirit from a creature. flames of youth, greater: Reduce target’s age by up to two age categories.

merfolk transformation: Merges subject’s legs together into a finned tail, turning it into an aquatic creature. sands of time, greater: Increase target’s age by up to two age categories.

occult sight, greater: As occult sight†, except you automatically identify occult auras and powers. temporal vision: Can observe current location at any point in time.

6th-Level Spells bind spirit II: Binds a 2nd-level spirit to your soul. mental regression, greater: Regresses a creature’s mind, temporarily making it as helpless as a newborn babe. siphon sands: Increase or reduce a creature’s age as alter age† in order to make yourself older or younger.

8th-Level Spells bind spirit IV: Binds a 4th-level spirit to your soul. protection from the supernatural: Grants a +8 bonus on saving throws against supernatural abilities.

7th-Level Spells alter age: Manipulate target’s age by up to three categories. banish pact spirits: Exorcise multiple bound spirits from a creature. bind spirit III: Binds a 3rd-level spirit to your soul.

9th-Level Spells alter age, greater: Permanently alter a creature’s age by up to three categories. bind spiritV: Binds a 5th-level spirit to your soul. temporal vision, greater: Can observe any location at any point in time.

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Spell Descriptions The following spells are presented in alphabetical order, with the exception of those whose names begin with “greater,” “lesser,” or “mass,” which are alphabetized under the second word of the spell name instead.

Allies and Enemies School transmutation [pact]; Level antipaladin 2, bard 2, bloodrager 2, cleric 2, druid 2, inquisitor 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2 Components V, S Casting Time 1 standard action Range personal Target you Duration 10 minutes/level You manifest a palpable aura that projects your bound spirits’ benevolence and malice against its allies and foes, respectively, granting you a +4 bonus on Charisma checks and Charismabased skill checks made when dealing with the favored allies of any spirit that you are currently bound to. Additionally, you gain a +4 bonus on opposed Bluff, Perception, Sense Motive, and Survival checks made against the favored enemies of any spirit that you are currently bound to.

Allies and Enemies, Greater School transmutation [pact]; Level antipaladin 4, bard 4, bloodrager 4, cleric 4, druid 4, inquisitor 4, ranger 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4 This spell functions as allies and enemies†, except as noted here. You gain a +8 bonus on Charisma checks and Charisma-based skill checks made when dealing with the favored allies of any spirit that you are currently bound to. Additionally, you gain a +8 bonus on opposed Bluff, Perception, Sense Motive, and Survival checks made against the favored enemies of any spirit that you are currently bound to.

Alter Age School necromancy (aging); Level cleric 7, sorcerer/wizard 7, witch 7 Components V, S Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration 10 minutes/level (D) Saving Throw none; Spell Resistance yes You temporarily alter the target’s physical age, advancing or regressing it by up to three age categories. Adjust the target’s Strength, Dexterity, and Constitution scores as appropriate for its new age category. The target’s maturity and mental ability scores remain unchanged. A creature whose age is unknown

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is treated as if this spell had advanced its age to Middle Age or regressed it to Youth (your choice). If you cast this spell on an object, construct, or undead creature, it either takes 10 points of damage per caster level you possess or heals 10 points of damage per caster level you possess, to a maximum of 200 points.

Alter Age, Greater School necromancy (aging); Level cleric 9, sorcerer/wizard 9, witch 9 Components V, S Duration 1 hour/level (D) This spell functions as alter age† except you can advance or regress the target’s age to any age category of your choice, even if the creature’s age is unknown. If you cast this spell on an object, construct, or undead creature, it either takes 10 points of damage per caster level you possess or heals 10 points of damage per caster level you possess, to a maximum of 250 points.

Alter Other School transmutation (polymorph); Level bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3 Components V, S, M (a piece of the creature whose form you choose) Casting Time 1 standard action Range touch Target living creature touched Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This spell functions as alter self, except you can transform either yourself or another creature.

Antispirit Field School abjuration [pact]; Level sorcerer/wizard 8 Components V, S, M (pinch of powered iron) Casting Time 1 standard action Range 10 ft. Area 15-ft.-radius emanation, centered on you Duration 10 min./level (D) Saving Throw none; Spell Resistance see text This spell functions as antimagic field, except it blocks only granted abilities bestowed by spirits. Spellcasting and other supernatural abilities function normally within an antispirit field.

Augur Pact School divination [pact]; Level bard 2, cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2 Components V, S, M (incense worth 25 gp), DF

Casting Time 1 minute Range personal Target you Duration instantaneous Saving Throw none; Spell Resistance no

You attempt to determine the most useful spirits to bind with during the next 8 hours.You submit up to three spirits’ names during this spell’s casting , which reveals to you the most useful to the least useful in that order.The base chance that the divination is accurate is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. If the divination fails, one or more spirits fall out of order. Augur pact can see roughly 8 hours in the future, so anything that might happen after that does not affect the result. Moreover, the result is based on your intended course of action, which must also be disclosed during the spell’s casting. If you change your course of action during the day, the result may likely prove incorrect. Multiple castings of this spell on the same day work normally only if each casting names a different set of spirits.

Augur Pact, Greater School divination [pact]; Level bard 3, cleric 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3 This spell functions as augur pact†, except you can submit the names of up to six spirits.

Baleful Alter Other School transmutation (polymorph); Level magus 4, sorcerer/wizard 4, summoner 4, witch 4 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent Saving Throw Fortitude negates, Will partial, see text; Spell Resistance yes As alter other, except that you change the subject into a Small or Medium humanoid of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses all abilities that depend upon its race or form, including extraordinary, supernatural, and spell-like abilities, its racial traits, and the ability to cast spells (if its race had the ability). Additionally, the creature gains the racial traits of those of its new form and all of its ability scores become equal to 10 + any racial ability score modifiers that its new form possesses. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains all class features it possesses that aren’t tied to the creature’s race. Any polymorph effects on the target are automatically dis-

Alchemical Power Components

Alchemy and magic have always been sister arts, and cunning spellcasters can use alchemy to enhance their eldritch powers using unusual regents collectively called alchemical power components. An alchemical power component alters or enhances a spell’s effects when included as a material component or a focus component. Alchemical material components are marked with a (M) and are expended when the spell is cast. Four common alchemical power components for pact magic are detailed below. A spellcaster may only alter or enhance a spell with one power component per spell at a time.

Atlan Voidstone Price 25 gp; Weight — Despite its chalk-like texture, it is believed that the ancient Atlans devised a way to smelt this extraterrestrial metal into an alloy that is one hundred times more durable than steel. Spells (M) pact descriptor; Effect +1 to the spell’s caster level for all purposes.

Crystallized Pain Price 1,000 gp; Weight — Harvested using the Craft Crystallized Pain feat, this reagent can be used to enhance spells that corrupt others or cause pain. Spells (M) pain descriptor or evil descriptor; Effect You can spontaneously apply a metamagic feat to the spell as it is being cast without increasing its casting time. Furthermore, reduce the spell’s adjusted level by 1. This cannot reduce the spell’s level below the unmodified spell’s level. Alternatively, you can increase the spell’s effective level for all effects dependent upon spell level (such as spell turning) by 1.The spell is still cast using a spell slot of the unmodified spell’s level.

Desert Spice Price 750 gp; Weight 1 lb. This mystical frehmin elixir is used as a means to commune with pact spirits and enhance the effects of pact magic. Spells (M) aging subschool or pact descriptor; Effect +1 to the spell’s caster level for all purposes. In addition, you gain a +5 competence bonus on caster level checks against spell resistance made with the spell.

Solar Orchid Price 25,000 gp; Weight — In an age long past the fabled solar orchid was nearly harvested to extinction because of its ability to amplifying aging magic. Spells (M) aging subschool; Effect drastically increases the spell’s duration based on the spell’s level: 4th or lower–1 day/ level, 8th or lower–permanent, 9th–instantaneous. For spells of 3rd level or lower, this stacks with Extend Spell and similar effects.

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pelled when a target fails to resist the effects of baleful alter other, and as long as baleful alter other remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful alter other, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Banish Pact Spirits School abjuration [pact]; Level cleric 7, shaman 7, sorcerer/ wizard 7, witch 7 This spell functions as dismiss pact spirit†, except that the granted abilities of all of the target’s bound spirits become suppressed for 5 rounds on a failed Will save. At the conclusion of this suppression, the target makes a Will save for each spirit that it is bound to. On a failed saving throw, the suppressed spirit becomes exorcised.

Bestow Pact Malady School enchantment (compulsion) [curse, mind-affecting, [pact]; Level cleric 3, shaman 3, sorcerer/wizard 3, witch 3 Components V, S Casting Time 1 standard action Range touch Target touched creature Duration permanent Saving Throw Will negates; Spell Resistance yes Your touch causes the target to contract a minor pact malady. You do not choose which pact malady to inflict upon your target; randomly determine the pact malady that is afflicted to the target using Table 9-4: Pact Maladies in the minor maladies column.

Bestow Pact Malady, Greater School enchantment (compulsion) [curse, mind-affecting, [pact]; Level cleric 5, shaman 5, sorcerer/wizard 6, witch 5 This spell functions as bestow malady, except your touch causes the target to contract a major pact malady. Randomly determine the pact malady that is afflicted to the target using Table 9-4: Pact Maladies in the major maladies column.

Bind Spirit I School conjuration (calling) [pact]; Level bard 5, sorcerer/ wizard 5, shaman 5, summoner 5, witch 5 Components V, S, F/M (all materials needed to perform spirit’s ceremony, as noted in its description) Casting Time 1 minute Range personal Target you Duration 10 minutes/level You summon a 1st-level pact spirit of your choice and bind it to your soul. You must have completed the spirit’s Knowledge

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Tasks in order to summon it with this spell (see Chapter 3). Because you are forcibly binding the spirit to your soul, you do not make a binding check and the pact is automatically a poor pact; you are forced to show the spirit’s sign and suffer its personality influence for the pact’s duration. For the spell’s duration, you gain access to the spirit’s major granted ability as well as its minor granted abilities. If you use bind spirit I to seal a pact with a spirit with a granted ability that can be used a limited number of times per day, you may only use that granted ability once during the duration of the spell. If the spirit possesses a granted ability that can be used a limited number of rounds, minutes, or hours per day, you may use that granted ability a number of rounds, minutes, or hours per day equal to your spellcasting ability score modifier (Intelligence for witches and wizards, Wisdom for shaman, or Charisma for bards, sorcerers, and summoners). You may only have one bind spirit spell active at once. Casting a second bind spirit spell while a previous one is active immediately expels the first spirit, as Expel Spirit. If you possess Amateur Pactmaker† or the bind spirit class feature, spirits bound by a bind spirit spell do not count against your normal maximum number of spirits. You cannot use bind spirit to bind a spirit to your soul that is refusing to answer your summons.

Bind Spirit II School conjuration (calling) [pact]; Level bard 6, sorcerer/ wizard 6, shaman 6, summoner 6, witch 6 This spell functions as bind spirit I†, except you summon a 2ndlevel pact spirit of your choice and bind it to your soul.

Bind Spirit III School conjuration (calling) [pact]; Level sorcerer/wizard 7, shaman 7, witch 7 This spell functions as bind spirit I†, except you summon a 3rdlevel pact spirit of your choice and bind it to your soul.

Bind Spirit IV School conjuration (calling) [pact]; Level sorcerer/wizard 8, shaman 8, witch 8 This spell functions as bind spirit I†, except you summon a 4thlevel pact spirit of your choice and bind it to your soul.

Bind Spirit V School conjuration (calling) [pact]; Level sorcerer/wizard 9, shaman 9, witch 9 This spell functions as bind spirit I†, except you summon a 5thlevel pact spirit of your choice and bind it to your soul.

Bolster Binding School divination [pact]; Level antipaladin 3, bard 3, cleric 3, druid 3, inquisitor 3, paladin 3, ranger 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3 Components V, S Casting Time 1 standard action Range touch Target touched creature Duration 10 minutes/level (D) Saving Throw Will negates (harmless); Spell Resistance yes Waves of spiritual insight grant the touched creature a +4 competence bonus on all binding checks made to seal pacts with spirits for the duration of this spell.

Bones of Damnation School necromancy; Level cleric 4, shaman 4, sorcerer/wizard 4, witch 4 Components V, S Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous SavingThrow Reflex negates, thenWill partial; Spell Resistance yes You raise countless skeletal arms from the grave around your target, attempting to restrain the creature before slaying it with a burst of negative energy. The target first gets a Reflex save to avoid the countless arms that attempt to restrain it. If that save fails, one or more skeletal arms latches onto the target, after which every arm converges upon it and explodes in a burst of negative energy, forcing the target to succeed on a Will save or die. Even if the save is successful, the subject takes 3d6 points of negative energy damage. If the subject is undead, it makes no saving throws against this ability. Instead, the creature gains temporary hit points equal to your caster level and gains the advanced simple templateB1 for 1 minute per caster level.

Capstone Surge School transmutation [pact]; Level alchemist 2, sorcerer/ wizard 2, shaman 2, summoner 2, witch 2 Components V, S Casting Time 1 standard action Range personal Target you Duration 1/round level; see text Saving Throw none; Spell Resistance no You unlock the potential of a bound spirit with a surge of magical power. The next major granted ability that you use before the end of the spell’s duration gains the benefits of its associated capstone empowerment regardless of the kind of pact that you made with the spirit. Afterwards, the spell immediately ends.

Cascade of Arrows School conjuration (creation); Level magus 4, ranger 4, sorcerer/wizard 4, summoner 4 Components V, S, M (an empty quiver) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area cylinder (20-ft. radius, 40 ft. high) Duration 1 round/level Saving Throw none; Spell Resistance no Arrows rain from the sky like raindrops from a storm, guaranteeing that any creature that begins its turn in the storm or that moves through it is struck by at least one arrow. Each arrow deals 1d10 piercing damage. A creature that is damaged by this spell is considered to have been struck by one arrow, the rest having struck armor or otherwise dealt no damage. For every 5 caster levels you possess, one additional arrow strikes the creature (maximum 4 arrows; dealing 4d10 damage at level 15). In addition, the falling arrows make it difficult to concentrate, bestowing a -4 penalty on Perception checks to all creatures within the spell’s area. Furthermore, broken arrows strewn across the ground and sticking up from the earth transform the ground in the area into difficult terrain. Despite the nature of the spell, the arrows fall too fast and in too great of numbers for Deflect Arrows or similar abilities to be of use.

Conceal Pact Magic School abjuration [pact]; Level antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1 Components V, S, M (vial of squid ink) Casting Time 1 minute Range 20 feet Area 20-foot radius emanation Duration 24 hours (D) Saving Throw none; Spell Resistance no You trace a mystic symbol within the area that obscures the presence of spirits. The presence of bound spirits is completely hidden from divination spells and abilities used outside of this spell’s area of effect. The spell does not conceal creatures, objects, thoughts, or phenomena caused by spirits; only the presence and absence of pact magic. This symbol can be removed before its duration ends using erase and other effects that destroy magical writing.

Detect Pact Spirits School divination [pact]; Level bard 1, cleric 1, druid 1, inquisitor 1, magus 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1 Components V, S, M (a prism) Casting Time 1 standard action Range 60 feet Area cone-shaped emanation

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Duration concentration, up to 1 minute/level (D) Saving Throw none; Spell Resistance no

You detect pact spirit auras.The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of pact spirit auras. 2nd Round: Number of different pact spirit auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) or Knowledge (planes) skill checks to determine the constellation with which an aura aligns. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 binder level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Pact auras, multiple types of pact spirit powers, or strong local pact spirit emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on its functioning spirit level or an item’s binder level; see the accompanying table. If the aura falls into more than one category, detect pact spirits indicates the stronger of the two. Aura Strength Faint

Active Spirit 3rd or lower

Magic Item (binder level)

Moderate

4th-6th

6th–11th

Strong

7th–9th

12th–20th

Overwhelming

10th+ (divine)

21st+ (artifact)

5th or lower

Lingering Aura: A pact spirit aura lingers after its original source dissipates (in the case of a granted ability) or is destroyed (in the case of a magic item). If detect pact spirits is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power. Creatures, even those born of pactmaking powers, are not spirits in themselves, but if they are summoned by a pact spirit’s power, the power registers. Each round, you can turn to detect pact spirits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Original Strength Faint

Duration of Lingering Aura 1d6 rounds

Moderate

1d6 minutes

Strong

1d6x10 minutes

Overwhelming

1d6 days

Detect pact spirits can be made permanent with a permanency spell. Do so requires minimum caster level 9 and 2,500 gp.

Dismiss Pact Spirit School abjuration; Level cleric 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard 5, witch 5 Components V, S, DF (a silver holy symbol) Casting Time 1 standard action Range touch

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Target one touched spirit-bound creature Duration 5 rounds; see text Saving Throw Will negates; see text; Spell Resistance yes

You attempt to force a spirit from its vessel with a touch, unraveling a binder’s pact with a spirit. If your melee touch attack hits, the target must succeed on a Will save or the granted abilities of lowest level spirit that the target is bound to become suppressed for 5 rounds. At the conclusion of this suppression effect, the target must make a second Will save. If it fails this Will save, the suppressed spirit becomes exorcised; the target’s pact with the suppressed spirit ends and the number of spirit that the target can seal a pact with is reduced by 1 for 24 hours (minimum 0).

Draw Seal School transmutation [pact]; Level antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1 Components V, S, M (a drawing of the seal to be created with this spell and a stick of chalk) Casting Time 1 full-round action Range personal; see text Effect Creates a 5-ft. seal suitable for binding a spirit Duration instantaneous Saving Throw none; Spell Resistance no You magically draw a perfect replica of a spirit’s seal out of chalk. The seal appears in the 5 foot square that you are currently standing on or in; if the seal could not normally be drawn in this square for any reason, the spell is wasted. Once the seal has been created, it can be used to summon its associated spirit normally. As with any seal, after the pact has finished this seal disappears.

Evoke Sign School transmutation [pact]; Level antipaladin 1, bard 1, cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1 Components V, S Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one spirit-bound creature Duration 10 minutes/level Saving Throw Will negates; Spell Resistance yes This spell attempts to disrupt the delicate balance between binder and spirit that allows the binder to control the manifestation of a spirit’s sign. If the target fails its saving throw, they immediately manifest the physical signs of all spirits that they are bound do. Once revealed, the binder cannot hide their spirits’ physical signs for this spell’s duration, even if they made a good pact with the spirit. This spell has no effect on binders that have made a poor pact with a spirit and can therefore not hide their spirits’ signs. Alone, this spell cannot undo disguises that might obscure or hide the physical sign, be they magical or mundane.

Exorcist’s Lament School abjuration [pact]; Level alchemist 2, bard 2, shaman 1, sorcerer/wizard 2, witch 2 Components V, S, M (a charcoal nugget) Casting Time 1 immediate action Range personal Target you Duration 1 round Saving Throw Will negates (harmless); Spell Resistance yes For one round you ignore all attempts to exorcise a bound spirit or other possessing entities from you. If the expelling effect is a spell, the caster must succeed on a caster level check in order to overcome this spell (DC equals 10 + 1/2 your caster level + your spellcasting ability modifier).

Feign Death School necromancy; Level alchemist 1, bard 1, druid 1, inquisitor 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1 Components V, S, M (a bit of opossum fur) Casting Time 1 immediate action Range personal Target you Duration concentration, up to 10 minutes/level Saving Throw none; Spell Resistance no While concentrating on this spell, your body functions slow down to an undetectable state. While concentrating on this spell, you do not need to breathe, eat, or sleep and all of your body functions cease, causing you to appear dead to casual observation, including the lifesense and scent abilities. A character that uses a specific action or effect to monitor your body functions (such as deathwatch or the Heal, Perception, or Sense Motive skills) can attempt a caster level check or a Heal skill check to determine if you are alive or dead. Doing so requires 1 minute of observation, and after this minute the creature attempts a caster level check or skill check as appropriate against a DC equal to 15 + your caster level. A creature using Perception or Sense Motive to determine if you are alive or dead takes a –4 penalty on its skill check, as this spell more easily convinces uneducated observations. While concentrating on this spell, you are aware of what is happening around you. When you stop concentrating on this spell, you are dazed for 2d6 rounds.

Flames of Youth School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3 Components V, S Casting Time 1 standard action Range touch Target touched creature or object Duration 10 minutes/level or instantaneous (see text) Saving Throw none; Spell Resistance yes

You temporarily regress the target, immediately returning it to the previous age category. The target immediately alters its Strength, Dexterity, and Constitution scores to reflect its new age, but it does not alter its Intelligence, Wisdom, or Charisma for that category. A creature whose age is unknown is treated as if the spell regresses it to Youth. If you cast this spell on an object, construct, or undead creature, it is healed 3d6 points of damage + 1 point per caster level (maximum +15) as time reconstructs and repairs it. This version of the spell has an instantaneous duration. This spell counters and dispels sands of time†.

Flames of Youth, Greater School necromancy (aging); Level cleric 5, sorcerer/wizard 5, witch 5 This spell functions as flames of youth† except you can reduce the target’s age by up to two categories or heal 5d6 points of damage + 1 point per caster level (maximum +20) to an object, construct, or undead.

Hide from Adults School abjuration; Level bard 2, cleric 2, inquisitor 2, sorcerer/wizard 2, witch 2 Components V, S, DF Range touch Targets one touched creature/level Duration 10 minutes/level (D) Saving Throw Will negates (harmless); see text; Spell Resistance yes Humanoids that are Youths or older cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Humanoids get a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to touch or attack any creature (even with a spell), the spell ends for all recipients.

Instantaneous Labor School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3 Components V, S Casting Time 10 minutes Range touch Target touched pregnant creature Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes You can rapidly advance the passage of time for the unborn child of a pregnant creature with a touch, causing the child to instantly age to the point where its mother enters labor. Because

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this spell effectively targets the child through the mother, the mother is allowed a Fortitude save to negate the effect, but if the mother fails her save her child is automatically affected. On a failed Fortitude save, the mother takes 2d6 points of Constitution damage as both she and her child rapidly grow as the child ages, after which the mother immediately goes into labor. If the mother dies as a result of this Constitution damage, the spell ensures that the child survives the birthing process. If the mother survives this Constitution damage, there is a 25% chance that the massive trauma on the mother’s body results in her losing her ability to have future children; if this occurs, only a greater restoration spell can restore her ability to have children. Although instantaneous labor ensures that the child is born safely, it does not ensure that the child will be born without defects resulting from its unnatural growth. For each point of Constitution damage done to the child’s mother by this spell, there is a 50% chance that the child gains a birth defect. Birth defects caused by this spell are as debilitating to the child as the effects of a bestow curse spell or a minor spellblight, as detailed in the spellblight section of Chapter 2 in Pathfinder Roleplaying Game Ultimate Magic.

Last Impression School divination; Level bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1 Components V, S, M (unused diary worth 10 gp) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration 1 minute/level Saving Throw none; Spell Resistance no You experience the final moments of a creature’s life.You experience everything the creature did through all of its senses for up to 1 minute per caster level before it died. You experience this information in real time. You only gain information that the creature possessed, so if it was stabbed from behind, never seeing its attacker, than this spell does not reveal the attacker’s identity. The corpse targeted by this ability must be mostly intact and this spell has no effect on non-living creatures, such as constructs and undead.

Love Spell School enchantment (charm); Level bard 4, cleric 4, sorcerer /wizard 4, witch 4 Casting Time 1 standard action Components V, S, M (miniature bow and arrow) Range close (25 ft. + 5 ft./2 levels) Target See text Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes You attempt to kindle romance between two creatures. This spell is treated as charm person except as noted. This spell can be

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used in one of two ways, as described below. One Target: You can use this spell to cause one humanoid creature to fall in love with another humanoid creature. Only the creature that you are attempting to charm makes a saving throw against this spell; the target of those affections is not charmed and responds as normal. Two Targets: You can use this spell to cause two humanoid creatures to fall in love with each other. This functions as using the spell against one target, except each creature makes a saving throw against the spell. A successful save only prevents this spell’s effects for the creature that succeeded on its saving throw.

Merfolk Transformation School transmutation (polymorph); Level druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5 Components V, S Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target touched creature Duration permanent Saving Throw Fortitude negates; Spell Resistance yes You merge the target’s legs together into a powerful, finned tail. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gains a +4 bonus on the save. If the spell succeeds, the subject gains the aquatic subtype and a swim speed equal to its base speed plus any modifications to its speed from class features (such as fast movement) or feats (such as Fleet). Additionally, the subject’s land speed is reduced to 5 feet and it loses the ability to breathe air. Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of merfolk transformation, and as long as merfolk transformation remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Creatures with the shapechanger subtype can continue to assume any form allowed by their change shape ability, but the effects of this polymorph effect continue to apply to whatever form the creature takes; for instance, a kitsune that has failed its saving throw against this spell can use her change shape ability to assume a human form, but her human form has a swim speed, the aquatic subtype, and all other modifications described by merfolk transformation; in effect, this polymorph effect stacks with that of a shapechanger’s change shape ability. Incorporeal or gaseous creatures are immune to merfolk transformation.

Mental Regression School enchantment (compulsion) [mind-affecting]; Level cleric 4, sorcerer/wizard 4, witch 4 Components V, S Casting Time 1 standard action Range touch Target touched living creature

Duration 10 minutes/level (D) Saving Throw Will negates; Spell Resistance yes

You temporarily wipe the target’s maturity and experiences from its mind, making it act as though it were a child.The target replaces its mental aging ability score modifiers for those of the Child age category (–2 Intelligence, –4 Wisdom, –2 Charisma for humanoids). In addition, its base attack bonus is reduced to +0 and each of its skill ranks grants a +0 bonus on checks made using that skill instead of the usual bonus. As a result, the target cannot use any trained-only skills for the duration of this spell unless the target has an ability that allows such skills to be used untrained. Finally, the target’s effective level in each of its classes is reduced to 1 for the purpose of all level-dependent abilities and effects it possesses. This also prevents a spellcaster from casting spells that it could not cast as a 1st-level spellcaster. This spell doesn’t affect the target’s hit points or which class features it possesses.

Mental Regression, Greater School necromancy (aging) [mind-affecting]; Level cleric 6, sorcerer/wizard 6, witch 6 This spell functions as mental regression†, except the target replaces its mental aging ability score modifiers for those of the Infant age category (–6 Intelligence, –8 Wisdom, –6 Charisma for humanoids). In addition, the target loses the mental traits of its current age category (if any) and instead gains the mental traits of the Infant age category.

Mindwreck School enchantment (compulsion) [mind-affecting]; Level bard 6 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes You reach into the subject’s mind and suppress its memories, eliminating all memories of all events that the subject experienced. The subject gains the amnesia insanity, as detailed in the sanity and madness section in Chapter 8 of Pathfinder Roleplaying Game GameMastery Guide.

Occult Sight School divination [pact]; Level alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3 Components V, S Casting Time 1 standard action Range personal Target you Duration 1 minute/level (D) This spell makes your eyes glow magenta and allows you to see

pact spirit auras within 120 feet. This effect is similar to that of a detect pact spirits† spell, but occult sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all pact spirit auras within your sight. An aura’s power depends on a bound spirit’s level, as noted in the description of the detect pact spirits† spell. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) or Knowledge (planes) checks to determine the spirit power’s aligned constellation. (Make one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet as a standard action, you can determine whether it has any pactmaking powers, the strength of the most powerful spirit the creature is bound to, and whether any of the spirits’ major granted abilities are expended or not. As with detect pact spirits†, you can use this spell to identify the properties of magic items, but not artifacts. Occult sight can be made permanent with a permanency spell. Doing so requires minimum caster level 11 and 7,500 gp.

Occult Sight, Greater School divination [pact]; Level sorcerer/wizard 7, witch 7 This spell functions like occult sight†, except that you automatically know which pactmaking powers or effects are active upon any individual or object you see. Unlike occult sight, this spell cannot be made permanent with a permanency spell.

Protection from the Supernatural School abjuration [pact]; Level cleric 8, shaman 8, sorcerer/ wizard 8, witch 8 Components V, S, M (diamond worth at least 500 gp) Casting Time 1 standard action Range touch Target one touched creature/ 4 levels Duration 1 hour/level Saving Throw will negates (harmless); Spell Resistance yes (harmless) Subjects gain a +8 resistance bonus on saving throws against all supernatural abilities.

Remove Malady School abjuration [pact]; Level bard 3, cleric 3, druid 3, sorcerer/wizard 4, witch 3 Components V, S, M (inscribed spoon worth 100 gp x the malady’s DC) Casting Time 1 standard action Range touch Target touched creature Duration instantaneous

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Saving Throw Will negates (harmless); Spell Resistance yes

(harmless) Remove malady attempts to remove a single pact malady active on the touched creature. In order to remove a malady, the caster must succeed on a caster level check (DC equals 10 + the spirit’s level + the number of days the subject has been inflicted with the malady). Success immediately removes the malady. Certain maladies may not be removable with this spell. Remove malady counters and dispels bestow pact malady†.

Reveal Heresy School divination; Level antipaladin 1, cleric 1, inquisitor 1, paladin 1 Components V, S, DF Casting Time 1 standard action Range touch Target touched object Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes This spell determines to what degree the touched object’s religious intent or contents are similar or contrary to your own. You immediately learn the object’s ethos (whether it was written or designed with chaotic, lawful, or neutral purposes), its morality (whether it was written or designed for evil, good, or neutral purposes), the deity it was designed to venerate (if any), and the name of any religious organizations by which it was originally designed.

Reveal Heretic School divination; Level antipaladin 2, cleric 2, inquisitor 2, paladin 2 Components V, S, DF Casting Time 1 standard action Range touch Target creature or object touched Duration instantaneous Saving Throw Will negates; Spell Resistance yes

This spell determines to what degree the touched creature’s religious views are similar or contrary to your own. If the creature fails its saving throw, you instantly learn its ethos (whether it is chaotic, lawful, or neutral), its morality (whether it is evil, good, or neutral), its patron deity (if any), and the name of any religious organizations to which it belongs.

Sands of Time School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range touch Target touched creature or object

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Duration 10 minutes/level or instantaneous (see text) Saving Throw none; Spell Resistance yes You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. If you cast this spell on an object, construct, or undead creature, it takes 3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration. This spell counters and dispels flames of youth†.

Sands of Time, Greater School necromancy (aging); Level cleric 5, sorcerer/wizard 5, witch 5 This spell functions as sands of time† except that you can increase the target’s age by up to two categories (minimum 1) or deal 5d6 points of damage + 1 point per caster level (maximum +20) to an object, construct, or undead.

Siphon Sands School necromancy (aging) [pact]; Level sorcerer/wizard 6, witch 6 Components V, S, F (an hourglass) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one living creature and personal Duration instantaneous and 1 day/level (see text) Saving Throw no; Spell Resistance yes You age the target in order to temporarily regain your youth. The target’s age is immediately increased by up to three categories (minimum 1). For each category older that your target becomes, you may either reduce your own age category by one (minimum Youth) or grant yourself a +1 inherent bonus to Strength, Dexterity, or Constitution. This inherent bonus stacks with itself (but not with other inherent bonuses), to a maximum of +3. If you siphon multiple age categories from a target, you spend siphoned age categories as you see fit. For example, if you siphon three categories, you could reduce your category by 1 and grant yourself a +2 inherent bonus to Strength, or reduce your age category by 1 and grant yourself a +1 inherent bonus to Strength and Constitution.

Spirit Birth School necromancy (aging) [pact]; Level alchemist 4, druid 4, shaman 4, witch 4 Components V, S Casting Time 1 standard action Range personal Target you

Duration 1 hour/level Saving Throw Fortitude negates; Spell Resistance yes

This spell infuses you with occult energy, causing the next child that you sire to be born with special powers. You must be bound to a spirit in order to cast this spell. If you attempt to conceive a child during this spell’s duration, the attempt is always successful; even against mundane protection (but not magical). As a result of this energy, the pregnancy is drastically shorter than most, accelerated to a mere 30 days. A remove disease or contagion spell cast on the mother terminates the pregnancy and causes 2d6 points of damage to her. After the child is born he or she grows rapidly, reducing the number of years per age category to months, up to the Youth category. For example, a human child born of this spell becomes a Youth at 12 months of age. While the mother is pregnant, the supernatural power of the unborn child causes her to manifest the spirit’s physical sign until the child is born. She cannot suppress this sign, as if she had made a poor pact with the spirit. After one-third of the pregnancy, she also begins to manifest the spirit’s personality, as if she had made a poor pact with the spirit.

Spirit Scourge School conjuration [pact]; Level antipaladin 3, cleric 3, inquisitor 3, paladin 3 Components V, S Casting Time 1 standard action Range 10-ft. reach Effect one scourge Duration 1 round/level Saving Throw Will negates; Spell Resistance no You create a crackling blackbarbed whip that you can use to suppress spirits.This whip strikes foes against their touch AC and on a successful hit, a foe must succeed on a Will save or have the granted abilities of the highest-leveled spirit that the target is bound to become suppressed for 1d4+1 rounds. This attack also deals damage as a whip appropriate for the caster’s size.

Suppress Sign School transmutation [pact]; Level alchemist 1, antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1 Components V, S Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Target one creature Duration 10 minutes/level Saving Throw Fortitude negates; Spell Resistance yes If the target is bound to a spirit, the spirit’s physical sign becomes suppressed for the duration of the spell, during which the binder cannot show the spell even if he made a good pact with the spell. If the target is bound to multiple spirits you may choose which spirit’s physical sign is suppressed. Multiple castings of this spell can allow you to suppress the physical signs of multiple spirits.

Sustaining Feast School conjuration (creation); Level cleric 3 Components V, S, DF Casting Time 10 minutes Range close (25 ft. + 5 ft./2 levels) Effect feast for one creature/level Duration 1 hour plus 1 day/level; see text Saving Throw none; Spell Resistance no This spell creates a feast, including both food and drink of your choosing. The feast takes 1 hour to consume, and the benefits do not set in until this hour is over. Every creature partaking of the feast is magically nourished for 1 day per caster level you possess; they do not hunger or thirst and do not require food or water at this time. In addition, the next time that the creature lays to sleep, sleeping for 2 hours provides the same benefits as an entire night’s rest. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Temporal Vision School divination (scrying); Level bard 6, cleric 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7 Casting Time 1 hour Components V, S, M/DF (a pool of water), F (a quartz mirror worth 2,500 gp) Range personal Effect magical sensor Duration 1 hour/level Saving Throw none; Spell Resistance no Temporal vision creates an invisible magical sensor at the precise point in which you cast the spell that allows you to view your current location at a specific point in time, allowing you to hear and see almost as if you were there. If you wish to view your current location at a specific point in time, you must succeed on a caster level check in order to pinpoint the correct moment in time. The DC of the caster level check is equal to

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15 plus any modifiers gained based upon on how well your knowledge of the era is and what sort of physical connection (if any) you have to that point in time. Knowledge None1

Caster Level Check DC +10

Secondhand (you have heard of the point in time)

+5

Firsthand (you have heard of the point in time)

+0

Familiar (you have experienced the point in time)

-5

Connection Point of time more than ten years in the past or future.

Caster Level Check DC +12

Likeness or picture from that point in time.

-2

Possession or garment from that point in time.

-4

Bit of a creature from that point in time.

-10

You must have some sort of connection to a creature for which you have no knowledge. If the check succeeds, you can see and hear your current surroundings in the chosen point in time. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.

1

Per 10 years difference. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and detect pact spirits†.

2

Temporal Vision, Greater School divination (scrying); Level cleric 9, druid 9, shaman 9, sorcerer/wizard 9, witch 9 Casting Time 1 hour Saving Throw Will negates (see text); Spell Resistance yes This spell functions like temporal vision†, except you can view any location at any specific point in time. If the sensor is placed on another plane, add +5 to the DC of the caster level check to pinpoint the correct location in time. Alternatively, you can use this spell to observe a specific creature at a particular point in time rather than a location. If you succeed on your caster level check, the subject gains a Will save to negate the effects of the spell. Calculate the difficulty of the save DC as you would a scrying spell; any physical connections that you have to the target must be from the relative moment in time that you are wishing to observe the target during. If the save fails, you see and hear the subject and its surroundings exactly as though you had successfully cast scrying.

Undetectable Spirit School abjuration [pact]; Level alchemist 3, antipaladin 3, bard 3, bloodrager 3, druid 3, cleric 3, inquisitor 3, ranger 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3 Components V, S

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Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one spirit-bound creature Duration 24 hours

You cloak the presence of pact spirits within the target, making it difficult to detect the presence of any spirits that are bound to the target by divination spells such as detect pact spirits†. Undetectable spirit also prevents detection by such magic items as an exorcist’s revealing box†.If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast undetectable spirit. If you cast undetectable spirit on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, undetectable spirit wards the creature’s gear as well as the creature itself.

Undetectable Spirit, Communal School abjuration [pact]; Level alchemist 4, antipaladin 4, bard 4, bloodrager 4, druid 4, cleric 4, inquisitor 4, ranger 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4 Components V, S, M (specially prepared chalk dust worth 25 gp per target) Target creatures or objects touched

This spell functions as undetectable spirit†, except you divide the duration in 1-hour increments among the creatures or objects touched.

Zone of Spiritual Abstinence School abjuration [pact]; Level antipaladin 2, bard 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2, witch 2 Components V, S, DF Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area 20-ft. radius emanation Duration 24 hours Saving Throw Will negates; Spell Resistance yes Creatures within the emanation area (or those who enter it) can’t summon or seal pacts with spirits. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area.When an affected creature attempts to seal a pact with a spirit within the emanation area, that pact automatically fails upon completing the spirit’s ceremony; the spirit is not summoned into the seal and the pact doesn’t progress to Step 3 or Step 4 of the pactmaking process. Creatures who leave the area are free to seal pacts as they choose.

Legend of Milo of Clyde Milo was a hard-drinking dwarf with a penchant for beautiful women of all races. He was also the best detective around for the gray city of Clyde, on the fetid banks of the Wendigo River. A knock rattled his office door. “Enter,” Milo said as he fingered a revolver under his desk. “Darling!” Atasha exclaimed, strutting in with a fat purse and sumptuous robe to frame her dark, flowing hair. “Eh, Atasha.” Milo felt equal parts relief, fear and boredom. “That’s no way to greet a wealthy client, is it?” she scolded. She sat in the leather-clasped chair closest to Milo’s desk, which was quite big and thus afforded a wide berth between him and any customer, enemy or mistress. “Wealthy, you say?” Milo replied. He smiled. She had been wealthy with her husband, now deceased under mysterious circumstances. With Milo’s help—sans any more nuptials—she would be wealthy again. “Did I give you a scare?” she asked playfully. “Since you came to this city, dear Atasha, you have made me a wealthy man with all the cases cruel folk have filed against you. Some of them might want to exact revenge against me.” “Oh, it’s true.” She took out a golden pipe and lit it. “They think I’m like my sisters, but poor Obba couldn’t catch a doll much less a man. And Ella, always the faithful one.” Milo laughed. He’d never met Atasha’s sisters. Surely they were persuasive—who else could drive Atasha to gray Clyde?Yet how could anyone, he mused, be more of a handful than her? “You know, Milo, the secret of success is to do what I like. Which is why I adore you.You do what clients ask of you.” “Speaking of which....” “That abominable street thug Krenith presented a ‘new’ will to the Magistrate saying my dear husband had left everything to him.” She lit her pipe and took a deep drag from it. “The priests say it is legitimate and he tells the truth.” “It’s all a scheme against me, against us.” She puffed out smoke. “Whose side are you on, anyway?” “My reputation,” Milo said, “is that I am not bought off.” “So what do we do? His household is worth one hundred and twenty thousand gold. And you get ten percent.” “I have a plan,” Milo said to convey confidence. “But....” “Will it work? Will we get the gold?” “Yes. But...” “But what?” She sighed, like a princess forced to eat something she did not like. “Out with it, little man.” “It involves you disappearing for a while.” “What, where to?” She was incredulous. “No where in particular.” Milo was thinking of a tome in his library, the Codex of Nihilism. Using it, and a golden cabinet, Atasha would literally be nowhere for a few weeks. Then she would come

back. Milo would need to go with her, to orchestrate it all. “That’s no plan?!” she protested, “Me hiding? I win whenever I arrive on stage. Works every time. I’m a huge success!” She leaned back and pouted, waiting for him to explain his mysterious offer. At that moment, Fergus, Milo’s loyal ferret, scampered onto the table and brought a nut. Milo loved nuts. Prying open a tough one was like solving a difficult case. “You’re exactly right, Atasha,” he said confidently, taking the nut. He fingered it, but it resisted all mundane attempts to crack it open. “We know this,” she replied. He leaned forward: “This is going to be the biggest performance of your life.” He swept his arm around for emphasis. “Oh!” Now she was intrigued. “All the odds are against you right now, yes? You need leverage.” Fergus took the nut and tried his paws at opening it with no success either. “What if you could return to the past and change one thing, or observe someone, somewhere, anywhere... or perhaps step into tomorrow, what would you see?” She thought hard for a moment. It was an absurd hypothetical, a waste of time. But he had a reputation for success and a penchant for pleasantly surprising her, even from the foot of the bed. “No idea,” she said. “If I could catch Krenith in the act of seducing my husband or altering the will or whatever he did...” “... I bet you could scare him right out of Clyde, wouldn’t you?” She smiled “So this little place, nowhere in particular, will allow us—you—to do just that. It’s like a little submarine with a periscope on the past. And on full moons, you can step out like a ghost. Get it?” “What magic!” she replied, impressed. Indeed, her countenance shifted. She didn’t blush exactly. Rather, passion replaced playfulness. Wheels in her mind turned like he had never spied before. But then he knew she was a witch, together with her sisters. After all, what other human at three hundred years displayed such youth? And witches were a dangerous, wily lot.Very crafty. For a brief moment, he considered doing the just thing right now, rather than giving her a chance. “Hmm?” he asked. She rose elegantly. “Let’s go, Milo. Show me this cabinet of yours.” Milo wondered, how did she know it was a cabinet? Or was her word choice merely luck? Perhaps he should have thought harder, researched deeper, and listened a closer to Fergus. Fergus squeaked. He was more than a familiar. He was Milo’s inner paranoia, made manifest. Yes, Milo’s grandfather had vanished in the cabinet. But his father had got on with it okay. And Milo himself had made many trips over the years. How else did he solve so many intractable cases! And if Atasha got out of hand? The cabinet would devour her. Alas, the trip was Milo’s last. As he would learn, the tough nut wasn’t a metaphor for the case. It was Atasha.

291 Sarah Kemplin (Order #10397598)

292 Sarah Kemplin (Order #10397598)

Chapter 6 prestige

Prestige Classes Prestige classes represent specializations not available to most adventurers. They are the culmination of extensive practice in a specific field or discipline. The six prestige classes here are masters of esoteric occult arts and their foes. Devotee: The most loyal members of a given organization are devotees, characters with a set of skills as diverse as the many organizations that they belong to. Divine Exorcist: Enemies of binders everywhere, divine exorcists use the powers of the gods to rip spirits from mortal binders before taking those same binders into custody or worse. Greensprout Rapscallion: In pursuit of eternal youth and life, greensprout rapscallions tap the power of Tommy Greensprout for themselves and others to remain forever young. Mascareri: The mask-making mascareri transform corpses into occult masks that, when imbued with spiritual energy, grant powerful illusory powers to their wearers. Ravage Binder: These binders seal pacts with terrible ravager spirits, permanently hosting one of these destructive beings to gain supernatural strength, fortitude, and power. Undying Soul: Augmenting their physical stamina with occult power, undying souls are able to use spiritual power to weather the most devastating attacks.

Definition of Terms

Below are definitions of some common terms used here. Core Class: One of the standard eleven classes found in the Pathfinder Roleplaying Game Core Rulebook. Base Class: A class that progresses from level 1–20. Binder Level: Generally equal to the number of class levels (see below) in a pact magic class, plus half the number of class levels in a non-pact magic class. Some prestige classes add binder levels to an existing class. Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class. Character Level: The sum of a character’s class levels. Class Level: The level of a character in a particular class.

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Devotee Whether a child’s scout troop or an international cabal of pactmakers, every organization inspires a select number of individuals to give themselves wholly to the cause. These passionate individuals are often the most skilled and successful of the organization’s members and regardless of their profession or race, their dedication helps them quickly climb through the organization’s ranks to become examples and leaders among their brothers and sisters. Although members of such a prestigious rank have varying names within every organization, calling any such individual a devotee of their group is accurate. The background of a devotee matters little. Some have childhoods wrought in poverty while others sipped only from silver spoons. Even the very nature of each devotee’s skills, talents, and professions vary widely. As few as they are, it is difficult to predict what abilities a single devotee may have compared to others within his organization, let alone draw any reasonable assumptions between devotees. In most organizations, few members can expect to become devotees; most folk don’t even aspire to be. Being a devotee requires a rare mix of skill and strength of heart in order to be successful that few others possess. They are willing to undergo physical and mental punishment that far exceeds that of their peers, and they mask skills and abilities vital to their organization’s operations without so much as a second thought. Whether they are spies, warriors, artisans, or spellcasters, a devotee performs her job with zeal and devotes herself entirely to the work at hand, always working to ensure her organization’s continued success and prosperity. Hit Die: d8.

Requirements

To qualify to become a devotee, a character must fulfill the following criteria. Alignment: Within one step of chosen organization. Feats: Endurance, Societal Obedience† Special: Any one of the following: »» Base attack bonus +5 »» 5 ranks in any skill listed as an activity skill for the chosen organization. »» Ability to cast 3rd-level spells. »» Ability to bind 3rd-level spirits.

Class Skills

The devotee’s class skills (and the key ability score for each) are: Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Stealth (Dex). Skill Ranks per Level: 6 + Intelligence modifier.

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Class Features

All of the following are class features of the devotee prestige class. Aligned Class: Devotees have diverse backgrounds and show an unusual range of diversity. At 1st level, the devotee selects one class that he belonged to before adding the prestige class to be his aligned class. He adds his devotee level to his aligned class level when determining all level-dependent effects of his aligned class’s features, such as the number of bardic performance rounds or rounds of rage that he possesses, his caster level when casting spells or spell-like abilities granted by the aligned class, or his binder level when sealing pacts with spirits. This ability cannot raise the devotee’s level above his character level and he doesn’t gain any other benefits a character of that class would have gained from acquiring a new level in his aligned class, including (but not limited to) additional spells per day, new class features, or incremental increases to his existing class abilities, such as additional sneak attack damage dice for a rogue or an increase to his weapon training bonus for a fighter. At the indicated levels, a devotee gains all the class features for his aligned class as if he had also gained a level in his aligned class. He gains all the class features for this class, essentially increasing his level in his aligned class by 1 to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the devotee prestige class. Diehard: At 1st level, a devotee’s zeal for his organization is such that she denies herself his eternal rest so long as his organization needs him. The devotee gains Diehard as a bonus feat. Additionally, the devotee adds his Charisma modifier to his Constitution score to determine the total number of negative hit points of damage that he can sustain before he is dead. Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, a devotee must perform a daily obedience in service to his chosen organization. Skilled: Devotees quickly learn to specialize in the skills that their organizations demand of their members. At 1st level, a devotee selects two skills that are listed as activity skills for his chosen organization to add to his list of class skills. If all of the organization’s activity skills are class skills for the devotee prior to him taking his first level in this prestige class, the devotee may select any skill to add to his list of class skills instead. Once selected, these skills cannot be changed. Societal Brand (Su): At 1st level, a mark appears somewhere on the devotee’s body. This mark is an esoteric symbol that represents the devotee’s organization and generally appears in a location that is easy to conceal but also easy to reveal when prompted, such as the upper arm or on the chest. Secret Tongue (Ex): At 2nd level, the devotee learns the secret language employed by his organization as a free language; that is, he knows it in addition to his regular allotment

Table 6-1: Devotee Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Ref Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Will Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Special Diehard, obedience, skilled, societal brand Secret tongue, societal secret Steadfast devotion, societal boon 1 Societal secret Deathless devotion Societal boon 2, societal secret Tireless devotion Societal secret Societal boon 3 Eternal devotion, societal secret

of languages and it doesn’t take up a language slot. Devotees are forbidden to teach this language to nonmembers of their chosen organization. Each organization’s language (and the alphabet that it uses) is noted in the organization’s description. Societal Secret: At 2nd level and every two levels thereafter, the devotee chooses one secret from the list below. Unless stated otherwise, he may not select the same secret more than once. Additional Societal Skills: A devotee with this secret selects two additional skills that are listed as activity skills for his chosen organization to add to his list of class skills. Clandestine Magic (Sp): A devotee with this secret gains a spell-like ability, each usable twice per day, from the following list, in order: disguise self, misdirection, silent tableACG, nondetection. For example, the first time a devotee selects this secret, he gains disguise self 2/day; the second time he selects this secret, he gains misdirection 2/day. The devotee’s caster level for these spells is equal to his aligned class’s class level. The DCs for these abilities are Charisma-based. A devotee may select this secret up to four times. Each time it is selected, the devotee gains an additional ability as described above. Endurance Training: A devotee who selects this talent gains one of the following feats as a bonus feat: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. A devotee can select this talent multiple times. Each time he selects a different feat from the list. Rogue Talent (Ex): A devotee can select one of the following rogue talents in place of a devotee secret: black market connectionsuc, camouflageapg, canny observerapg, coax informationapg, convincing lieuc, deft palmuc, fast picksapg, fast stealth, guileful polyglotapg, major magic, minor magic, quick disguiseapg, or terrain masteryuc. Any talent effects based on rogue level use the devotee’s aligned class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic rogue talent), the devotee must fulfill the prerequisite before selecting that rogue talent. This

Aligned Class — +1 increase to class level +1 increase to class level +1 increase to class level — +1 increase to class level +1 increase to class level +1 increase to class level — +1 increase to class level

secret can be selected multiple times; each time, it grants the devotee a new rogue talent. Sacrificial Bane (Su): A devotee with this secret allows his blood offering to infuse his attacks with spiteful power; while his sacrificial brand is bleeding, a devotee can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the devotee wields the weapon and his sacrificial brand is bleeding. If dropped or taken, the weapon resumes granting this ability if it is returned to the devotee before the duration expires. This ability lasts for a number of rounds per day equal to the devotee’s level. These rounds do not need to be consecutive. If the devotee’s aligned class is inquisitor and he possesses the bane ability from his aligned class, he instead gains a number of additional rounds of bane per day equal to his class level, but these rounds can only be used while his sacrificial brand is bleeding. A devotee must possess the sacrificial brand secret before selecting this secret. Sacrificial Brand (Su): A devotee with this secret is marked by scarified wounds that form his societal brand. At 2nd level, he can start or stop a flow of blood from his societal brand via force of will as a standard action. Activating sacrificial brand causes bleed damage equal to half the devotee’s class level. This bleed damage is not halted by curative magic and if the devotee stops or is otherwise immune to this damage, he gains no benefit from his sacrificial brand. While the sacrificial brand is bleeding, the devotee gains a sacred bonus (if his chosen organization is Good) or profane bonus (if his chosen organization is Evil) equal to half his class level. Each time he activates the sacrificial brand, the devotee decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the devotee must deactivate and reactivate his sacrificial brand. While his sacrificial brand is bleeding, the devotee

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ignores blood drain and bleed damage from any other source. A devotee can select this secret a second time at 6th level and a third time at 10th level. The second time this secret is selected, activating the sacrificial brand becomes a move action. The third time this secret is selected, activating the sacrificial brand becomes a swift action. Skill Focus: A devotee with this secret gains Skill Focus as a bonus feat. He may only select skills that are listed as activity skills for his chosen organization with this feat. A devotee can select this secret multiple times. Each time it is selected, choose a different skill that is listed as an activity skill for the devotee’s chosen organization. Steadfast Saves (Ex): A devotee with this talent is able to use his skills to avoid certain effects. Select Fortitude, Reflex, or Will. If the devotee makes a saving throw of the chosen kind against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the devotee is wearing light armor, medium armor, or no armor. A helpless devotee does not gain the benefit of the steadfast saves ability. A devotee can select this secret up to three times. Each time he selects it, choose a different kind of saving throw to apply its effects to. Societal Boon: As the devotee gains levels, he gains boons from his chosen organization. The nature of these boons varies depending on the devotee’s chosen organization. Each organization grants three boons, each more powerful than the last. At 3rd level, the devotee gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon. Consult the Societal Obedience feat for details on societal boons. When a societal boon grants a spell-like ability, the devotee’s caster level for the spell-like ability equals his total character level. This ability allows a devotee to access these boons earlier than with the Societal Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally. Steadfast Devotion (Ex): At 3rd level, a devotee gains an insight bonus on saving throws against mind-affecting effects equal to his Charisma modifier (minimum 0).

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Deathless Devotion (Ex): At 5th level, when the devotee is at 0 or fewer hit points, he does not lose 1 hit point when he takes an action. Furthermore, the devotee can take a move action and a standard action or a full-round action while at 0 or fewer hit points and he adds his Charisma modifier to the total number of hit points that he receives at each level in addition to his Constitution modifier. A devotee gains these hit points retroactively for each class level that he has earned, and temporary increases to Charisma provide the devotee with temporary hit points, just as temporary increases to Constitution do. Tireless Devotion (Ex): At 7th level, a devotee gains an insight bonus on saving throws against effects that cause fatigue or exhaustion equal to his Charisma modifier (minimum 0) and on Constitution checks made to avoid nonlethal damage when he makes a forced march. Additionally, he can hustle for a number of hours in between sleep cycles equal to his Charisma modifier before taking nonlethal damage. Eternal Devotion (Ex): At 10th level, a devotee becomes a stalwart, unwavering paragon of his organization, demonstrating incredible focus and dedication to his organization’s cause that spurs him onward where others would fail. When the devotee is slain, he can revive himself to continue fighting for a number of rounds equal to his class level + his Charisma modifier as an immediate action, with the same limitations as raise dead. After using this ability, the devotee is alive, but staggered, even if the devotee is normally immune to the staggered condition. Spells and effects that remove or suppress the staggered condition don’t affect this condition. When this ability ends, the devotee dies regardless of his hit point total. If breath of life is cast on the devotee while he is fighting in this manner or up to one round after eternal devotion ends, the devotee is returned to life and the effects of eternal devotion end, including the staggered condition.

Divine Exorcist Although the oldest texts claim that there was a time that pact magic was both accepted and widespread, most have come to fear pact magic. It is an esoteric art in which a desperate soul offers his spiritual innocence to an otherworldly being, a series of rites in which a binder allows a spirit to molest his soul for a pittance of supernatural power. Power gained too easy by forces all too willing to give it away. Since the collapse of the Atlan Empire, there have been those who have declared it best to have a weapon against pact magic. A weapon that allows those who spurn the practice and all it stands for in the name of the gods. A weapon called exorcism, given freely by the gods to stem the tide of pact magic. Those who chose to wield this weapon did so in the name of the divine, and thus were called divine exorcists. In the past, divine exorcists were commonplace, and followers of virtually every faith were able to easily train in this necessary art in order to combat pactmakers. But in the present day, where pact magic has been all but lost, most clergies and cults have allowed the techniques of the divine exorcist to be forgotten, buried beneath the sands of time. Only two organizations truly continue to practice this tradition: members of the zealous Order of Salendrios and Agents of Purity, who are said to be taught the ways of the divine exorcist by its original, extraplanar creators, the purifiers. Although minor differences exist between the two sects, the ultimate power of the divine exorcists remains constant: the unmatched ability to confront and defeat both binders and the spirits that they bind. Hit Die: d8.

Requirements

To qualify to become a divine exorcist, a character must fulfill the following criteria. Alignment: Within one step of chosen organization. Feat: Societal Obedience (Agents of Purity)† or Societal Obedience (Order of Salendrios)† Special: Any one of the following: »» Base attack bonus +5. »» Ability to cast 3rd-level divine spells. »» Bane class feature.

Class Skills

The divine exorcist’s class skills (and the key ability score for each) are: Intimidate (Cha) (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Intelligence modifier.

Class Features

All of the following are features of the divine exorcist prestige class. Weapon and Armor Proficiency: A divine exorcist is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). Spells: A divine exorcist casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric and inquisitor spells of 4th level and lower are considered to be a part of the divine exorcist spell list. If a spell appears on both the cleric and inquisitor spell lists, the divine exorcist uses the lower of the two spell levels listed for the spell. The divine exorcist can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a divine exorcist must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a divine exorcist’s spell is 10 + the spell’s level + the divine exorcist’s Wisdom modifier. A divine exorcist cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric or inquisitor spells of 5th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a divine exorcist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 6-2: Divine Exorcist. In addition, she receives bonus spells per day if she has a high Wisdom score (see the ability score section of Chapter 1 in the Pathfinder Roleplaying Game Core Rulebook). Like inquisitors, a divine exorcist’s selection of spells is extremely limited. Upon gaining her first level in the prestige class, a divine exorcist knows two 1st-level spells of her choice. At each new divine exorcist level, she gains one or more new spells, as indicated on Table 6-2: Divine Exorcist. Unlike spells per day, the number of spells that a divine exorcist knows is not affected by her Wisdom score; the numbers on Table 6-2 are fixed. At 4th, 6th, 8th, and 10th level, a divine exorcist can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing. The new spell’s level must be the same as that of the spell being exchanged. A divine exorcist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A divine exorcist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. If the divine exorcist belonged to a divine spellcasting

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Table 6-2: Divine Exorcist Spellcasting

Base Attack Bonus

Fort Save

Ref Save

Will Save

1st

+0

+1

+0

+1

2nd

+1

+1

+0

+1

3rd

+2

+2

+1

4th

+3

+2

5th

+3

6th

Level

Spells Known

Special Detect pact spirits, esoteric lore, exorcist’s judgment 1/day, obedience

1st 2nd

Existing Divine

3rd 4th

1







Exorcism (dismiss pact spirit), track

2







+2

Societal boon 1

3







+1

+2

Exorcist’s judgment 2/day

3

1





+3

+1

+3

Pact bane

4

2





+4

+3

+2

+3

Societal boon 2

4

3





7th

+5

+4

+2

+4

Exorcist’s judgment 3/day

4

3

1



8th

+6

+4

+2

+4

4

4

2



9th

+6

+5

+3

+5

5

4

3



10th

+7

+5

+3

+5

5

4

3

1

Double jeopardy, exorcism (banish pact spirits) Societal boon 3 Binding judgment, exorcist’s judgment 4/day

class prior to taking her first level in this prestige class, she can choose to gain new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class instead of gaining the ability to cast divine exorcist spells. She does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine exorcist, she must decide to which class she adds the new level for purposes of determining spells per day. Exorcist’s Judgment (Su): A divine exorcist can pronounce judgment upon her foes as a swift action, providing a bonus or ability based upon the type of judgment made. Once activated, the ability lasts until the combat ends. If the divine exorcist is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until she is again able to participate in combat. As a swift action, the divine exorcist is able to change her exorcist’s judgment to another type. This ability can be used once per day, plus once for every three levels beyond 1st.This ability is modified by any feat, spell, or effect that specifically works with the inquisitor’s judgment class feature; however, levels in the two classes do not stack. Destruction: The divine exorcist gains a +1 competence bonus on attack rolls, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against creatures with the pact subtype or that are bound to one or more spirits.

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Spellcasting Class — +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class — +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class — +1 level of existing divine spellcasting class

Healing: The divine exorcist recoveries her vitality quickly, gaining fast healing 1, increasing to fast healing 2 at 5th level and fast healing 3 at 10th level. Justice: The divine exorcist is spurred to seek justice, granting a +1 profane bonus on all attack rolls, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against creatures with the pact subtype or that are bound to one or more spirits. Protection: A protective aura surrounds the divine exorcist, granting a +1 profane bonus to Armor Class, increasing to +2 at 5th level and +3 at 10th level. Purity: The divine exorcist is protected from the vile taint of the supernatural, gaining a +1 profane bonus on all saving throws.This bonus increases to +2 at 5th level and +3 at 10th level. This bonus is doubled against spells, spell-like abilities, and supernatural abilities used by creatures with the pact subtype or that are bound to one or more spirits. Wrath: The divine exorcist is surrounded by an aura of righteous wrath, granting a +1 profane bonus to the saving throw DCs of all her class features, including her spells. This bonus increases to +2 at 5th level and +3 at 10th level. This bonus is doubled against creatures with the pact subtype or that are bound to one or more spirits. Obedience (Ex): In order to maintain the abilities granted by this prestige class, including spellcasting, a divine exorcist must perform a daily obedience in service to her chosen organization, which must be either the Agents of Purity (described in a future work) or the Order of Salendrios. Addi-

tionally, a divine exorcist loses all abilities granted by this prestige class if she ever willingly seals a pact with a spirit, even using a spell such as bind spirit I†. Esoteric Lore (Ex): A divine exorcist engrosses herself in all manner of esoteric lore involving various religions, rites, and ceremonies so she can better locate and exterminate wicked binders. A divine exorcist adds a bonus equal to her class level to all Knowledge (religion) skill checks that she makes. Additionally, a divine exorcist is treated as though she had the bind spirit class feature when determining the DC of all Knowledge checks involving pactmaking creatures or pact magic and she can learn pact spells as though pact magic were commonplace, regardless of its availability. Detect Pact Spirits (Sp): Beginning at 2nd level, a divine exorcist can use detect pact spirits† at will, as the spell. Her caster level for this spell-like ability is equal to her Hit Dice. If the divine exorcist already has the ability to cast this spell as a spell-like ability at will, her prestige class level stacks with that class’s level to determine the caster level of detect pact spirits†, and she gains Exorcist’s Scrutiny† as a bonus feat instead. Exorcism (Sp): At 2nd level, a divine exorcist gains the ability to force pact spirits from their mortal vessels using the power of her deity. She gains the ability to cast dismiss pact spirit† as a spell-like ability, using her Hit Dice as the caster level. She can cast this spell-like ability a number of times per day equal to 3 + her Wisdom modifier. At 8th level, the divine exorcist can choose to use this ability to cast banish pact spirits† as a spelllike ability instead of dismiss pact spirit†. Track (Ex): At 2nd level, a divine exorcist adds half of her class level on Survival checks made to follow or identify tracks. Societal Boon: As the divine exorcist gains levels, she gains boons from his chosen organization. The nature of these boons varies depending on the devotee’s chosen organization. Each organization grants three boons, each more powerful than the last. At 3rd level, the divine exorcist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Societal Obedience feat for details on societal boons. When a societal boon grants a spell-like ability, the divine exorcist caster level for the spelllike ability equals his total character level. This ability allows a divine exorcist to access these boons earlier than with the Societal Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Pact Bane (Su): At 5th level, a divine exorcist can imbue one of her weapons with the pact bane† weapon special ability (see page 315) as a swift action. This ability only functions while the divine exorcist wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the divine exorcist before the duration expires. This ability lasts for a number of rounds per day equal to the divine exorcist’s level. These rounds don’t need to be consecutive. This ability is modified by any feat, spell, or effect that specifically works with the inquisitor’s bane class feature. For example, the Extra Bane feat grants a divine exorcist 3 additional rounds of the pact bane class feature. However, levels in the two classes do not stack. Double Jeopardy (Su): At 8th level, whenever a divine exorcist uses her divine judgment ability, she selects two different judgments, instead of one. This consumes only one use of her divine judgment ability. As a swift action, she can change one of these effects to another type. Binding Judgment (Su): At 10th level, a divine exorcist can use her powers to stop the stem of pact magic by permanently silencing those who practice it. When a divine exorcist successfully exorcises a spirit from a creature using banish pact spirits†, she can spend one use of her divine judgment ability as a swift action in order to force her target to refrain from ever sealing a pact with another spirit again or from speaking, writing, or otherwise spreading knowledge pertaining to pact lore, functioning as geas/quest. Furthermore, if the subject dies while this ability is active, the effects of this geas/quest carry on into the afterlife, preventing the creature from answering such questions from beyond the grave by means of speak with dead and similar effects.

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Greensprout Rapscallion The desire to live forever is one of the few dreams whose antiquity outdates even the spirits themselves. Throughout history, there have been many individuals whom have sought immortality through various means; alchemical elixirs, magical secrets, and even necromantic exploits are equally employed by those who do not feel as though the gods have given them enough time. Rarer still, however, are those who do not simply crave immortality, but instead desire youth unending. Most who seek eternal youth desire immortality in their prime; forever entrenched in adulthood. Thomas Greensprout, once a mortal, now a spirit, was not such an individual. As an old man, Thomas yearned for his childhood and sought a means to obtain it. Although he succeeded, the cost of his eternal youth was his existence as an adult and Thomas faded away, leaving the spirit Tommy Greensprout as the only clue that he had once existed. Many pactmakers find use for Tommy Greensprout’s powers, and experts find the spirit more than willing to answer the summons of those that earn the right to call him from the Dream Delvers, but his story and ultimate goal rings especially true for some, and those individuals become increasingly depressed without Tommy Greensprout’s presence, the innocence and freedom of childhood acting like a nostalgic narcotic. Eventually, these individuals willingly walk down Tommy Greensprout’s path towards an eternal childhood, more than happy to lure others down the road with them. Hit Dice: d8.

Requirements

To qualify to become a greensprout rapscallion, a character must meet the following criteria. Binding: Able to bind 3rd-level spirits. Feats: Flexible Pactmaking†, Permanent Pact (Tommy Greensprout)†, Spirit Focus (Tommy Greensprout)†.

Class Skills

The greensprout rapscallion’s class skills (and the key ability scores for each) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Perception (Wis), Stealth (Dex), Sense Motive (Wis), and Survival (Wis). Skill Points per Level: 6 + Int.

Class Features

The following are class features of the greensprout rapscallion prestige class. Weapon and Armor Proficiency: A greensprout rapscallion gains no new proficiencies with weapons or armor. Bind Spirit: Levels in the greensprout rapscallion class stack with the character’s binder level for all purposes, including

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binding checks, calculating the effectiveness of granted abilities, and determining the character’s maximum spirit level. AC Bonus: A greensprout rapscallion is able to use his childlike charms and small size in order to make it more difficult to strike him in combat.When unarmored and unencumbered, the greensprout rapscallion adds his Charisma bonus (if any) to his AC and CMD. In addition, the greensprout rapscallion gains a +1 bonus to AC and CMD at 4th level, increasing to +2 at 8th level. These bonuses to AC apply even against touch attacks or when the greensprout rapscallion is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears armor or carries a heavy shield or tower shield, or when he carries a medium or heavy load. Greensprout Pact: A greensprout rapscallion’s permanent pact with Tommy Greensprout is more restrictive than most; Tommy Greensprout insists that the greensprout rapscallion indulge heavily in the gift of youth and never allow his body to return to its adult form if able. A greensprout rapscallion cannot suppress the forever young granted ability. In addition, upon taking his first level in the prestige class, the greensprout rapscallion may choose to have his age category set to Child instead of Youth by the forever young granted ability, shifting his age both mentally and physically and treating him as a Child for all effects related to age instead of a Youth. His appearance is that of his own as a Child and he gains a +10 racial bonus on Disguise checks made to pose as a Child. Once this decision is made, it cannot be changed (except by the shades of youth greensprout trick). Sprout Pool (Su): While a greensprout rapscallion is bound to Tommy Greensprout, he gains a reserve of power fueled by the magic of childhood called a sprout pool. A greensprout rapscallion’s sprout pool possesses a number of points equal to his level + his Charisma modifier (minimum 1). By spending 1 point from his sprout pool as a swift action, a greensprout rapscallion can grant himself a +30 foot enhancement bonus to his land speed and fly speed (if any) for 1 round. Alternatively, he may spend 1 point to grant himself a +4 dodge bonus to his AC for 1 round. As a greensprout rapscallion’s bond with Tommy Greensprout grows, he gains additional powers to spend his sprout points on. Greensprout Trick: At 2nd level and every two levels thereafter, a greensprout rapscallion learns an additional trick that takes advantage of his youth and his bond with Tommy Greensprout. A greensprout rapscallion cannot select the same trick more than once unless otherwise specified. Childhood Bliss (Su): When a greensprout rapscallion with this trick makes a successful steal attempt using Tommy Greensprout’s age swipe granted ability, the target’s attitude towards you changes to friendly and it is able to recall all memories from its childhood that it experienced with perfect clarity. A successful Will save prevents these effects (DC 10 + 1/2 your binder level + your Charisma modifier). Childish Tricks (Ex): A greensprout rapscallion with this trick selects one of the following combat maneuvers: dis-

Table 6-3: Greensprout Rapscallion Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Ref Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Will Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Special AC bonus, greensprout pact, sprout pool Greensprout trick Greensprout companion, lingering age swipe (hour) AC bonus +1, greensprout trick Lingering age swipe (day), rapscallion band Greensprout trick Lingering age swipe (permanent) AC bonus +2, greensprout trick Lingering age swipe (instantaneous), sturdy sproutling Greensprout trick, paragon of childhood

arm, grapple, or trip. The greensprout rapscallion may use his binder level in place of his base attack bonus on combat maneuver checks with the selected combat maneuver and combat maneuver attempts that he makes with the selected maneuver do not provoke attacks of opportunity. A greensprout rapscallion can select this trick three times. Each time it is selected, choose a different combat maneuver to apply its effects to. Combat Swipe: A greensprout rapscallion who selects this trick gains Improved Stealapg as a bonus feat. In addition, he ignores the Combat Expertise and Intelligence prerequisites for all combat feats that also list Improved Steal as a prerequisite. Feat: A greensprout rapscallion who selects this trick gains a bonus feat. A greensprout rapscallion must meet this feat’s prerequisites, if any. Fleeting Façade (Su): A greensprout rapscallion with this trick can spend 1 sprout point as a swift action to become invisible for 1 round, as greater invisibility. A greensprout rapscallion must be at least 6th level before selecting this trick. Flexible Youth (Ex and Su): A greensprout rapscallion with this trick gains an insight bonus on Acrobatics and Escape Artist skill checks equal to his level. In addition, the greensprout rapscallion can spend 1 sprout point as a swift action in order to treat one space adjacent to his own as being his space for the purpose of determining his flanking bonuses for 1 round. Improved Age Swipe (Su): When a greensprout rapscallion with this trick successfully performs a steal attempt with his age swipe granted ability against a humanoid Youth or a humanoid creature that he has affected with age swipe, he can change that creature’s age category from Youth to Child. This aging effect replaces the previous aging effect, if any, and lasts for age swipe’s entire duration. A greensprout rapscallion must be at least 4th level before selecting this trick. Innocence (Ex and Sp): A greensprout rapscallion with this talent can take 10 on Bluff checks to convince others that he is telling the truth, so long as his story makes him appear innocent. In addition, the greensprout rapscallion can cast innocenceapg as a spell-like ability by spending 1 sprout point as

Bind Spirit +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level

a standard action. The caster level for this effect is equal to the greensprout rapscallion’s binder level. Greensprout Hop (Su): A greensprout rapscallion with this trick can spend 1 sprout point as a swift action to gain the benefits of one of the following feats until the end of his turn: Spring Attack, Shot on the Run, or Fly-By Attack. Hide and Seek (Ex and Su): A greensprout rapscallion with this trick gains an insight bonus on Perception and Stealth skill checks equal to his level. In addition, the greensprout rapscallion can spend 1 sprout point as a swift action to gain darkvision out 30 feet for 1 round. If the greensprout rapscallion already possesses darkvision, the distance that he can see using darkvision increases by 30 feet for 1 round instead. Hide from Adults (Su): A greensprout rapscallion with this trick can spend 1 sprout point as a standard action cast hide from adults† as a spell-like ability.The greensprout rapscallion, his vestigial companion, and any creatures he targets with this spell-like ability are always considered to be Children for the purpose of determining whether the creatures can detect other creatures under the effect of this spell-like ability regardless of their actual age. Improved Hide and Seek (Su): A greensprout rapscallion with this trick can spend 1 sprout point to cast see invisibility as a spell-like ability. A greensprout rapscallion must possess the hide and seek trick before selecting this trick. Menagerie of Youth (Su): A greensprout rapscallion with this talent can use Tommy Greensprout’s age swipe granted ability against any creature except for nonliving creatures and creatures without discernible anatomies, such as oozes and creatures with the elemental subtype. If used against a creature that doesn’t possess aging categories, that creature gains the young creature simple template instead. A greensprout rapscallion must be at least 6th level before selecting this talent. Nature Empathy (Ex): A greensprout rapscallion with this trick gains wild empathy, as a druid. At 4th level, the greensprout rapscallion only suffers half the usual penalty to influence the attitude of a magical beast. At 8th level, the greensprout rapscallion suffers no penalty to influence the attitude of a magical beast.

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Playful Punch (Ex): A greensprout rapscallion with this trick doesn’t take the usual –4 penalty on attack rolls when dealing nonlethal damage with a weapon that normally deals lethal damage. In addition, a greensprout rapscallion can choose to convert all damage that he deals with supernatural abilities to nonlethal damage. Precise Swipe (Su): When a greensprout rapscallion with this trick uses age swipe, he can determine the exact age of his target down to the year for its newly modified age category. For instance, if his target is an Adult human, the greensprout rapscallion can change his target’s age to be as old as 14 years (the maximum age for a human Youth) or as young as 8 years (the minimum age for a human Youth). If he has the improved age swipe trick, he can use subsequent uses of age swipe to adjust his target’s age within its current category, change its current age category between Child and Youth, or both. Quick Vigor (Su): A greensprout rapscallion with this trick can spend 1 sprout point to grant himself a number of temporary hit points equal to double his class level. These hit points stack with other temporary hit points, but not with themselves and last for 10 minutes. Shades of Youth (Su): A greensprout rapscallion who selects this trick can alter his pact with Tommy Greensprout as a standard action, temporarily changing which age category he selected with the greensprout pact class feature for a number of minutes per day equal to his prestige class level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Sneak Attack (Ex): A greensprout rapscallion who selects this trick can make a sneak attack for +1d6 points of damage. This is as the rogue ability of the same name. If the greensprout rapscallion gets a sneak attack bonus from another source, the bonuses on damage stack. A greensprout rapscallion can select this talent a second time at 6th level and a third time at 10th level. Each time this trick is selected, the sneak attack damage increases by +1d6. Spell Practice: A greensprout rapscallion who selects this trick chooses 1 spellcasting class that he belonged to before taking levels in the prestige class and adds his prestige class level – 1 to his level in that class for the purpose of determining spells per day, spells known (if the chosen class is a spontaneous spellcaster), and his caster level. Summon Shadow (Su): A greensprout rapscallion with this trick gains the summon shadow ability, as a shadowdancer. A greensprout rapscallion must be at least 6th level before selecting this talent. Swipe Memories (Su): A greensprout rapscallion with this trick can use Tommy Greensprout’s age swipe granted ability to steal the memories of a creature that has been successfully targeted by an aging effect within a number of days equal to the greensprout rapscallion’s level. If the greensprout rapscallion succeeds on a steal combat maneuver check against such a creature using age swipe, he steals all memories that the target has of being older than its current, adjusted age category. A successful Will saving throw negates this effect (DC equals the greensprout

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rapscallion’s steal combat maneuver result). On a failed saving throw, affected memories are suppressed for as long as the target’s age is adjusted by age swipe; the creature can recall them, but only with great difficulty and questionable clarity. Otherwise, this effect functions as modify memory. A greensprout rapscallion must be at least 8th level before selecting this trick. Wild Child (Ex): A greensprout rapscallion with this trick can wield weapons sized for an Adult of his race without penalty, even if he is smaller than an Adult. For example, a human Child can wield weapons sized for Medium creatures without penalty despite being a Small creature. This trick doesn’t make him proficient with such weapons if he isn’t already. Greensprout Companion: At 3rd level, a greensprout rapscallion gains Tommy Greensprout’s vestigial companion ability without needing to exchange the spirit of childhood granted ability. If the greensprout rapscallion already has a familiar, he must permanently transform it into a sprite, as detailed in the vestigial companion section of Chapter 3. Lingering Age Swipe (Su): At 3rd level, when a greensprout rapscallion makes a successful steal attempt using Tommy Greensprout’s age swipe granted ability, the greensprout rapscallion can increase the duration of the effect to 1 hour per binder level by taking a –4 penalty on his steal attempt. This penalty decreases to –2 at 5th level and –0 at 7th level. At 5th level, the greensprout rapscallion can increase the duration of the effect to 1 day per binder level by taking a –4 penalty on his steal attempt. This penalty decreases to –2 at 7th level and –0 at 9th level. At 7th level, the greensprout rapscallion can increase the duration of the effect to permanent by taking a –4 penalty on his steal attempt. This penalty decreases to –2 at 9th level. At 9th level, the greensprout rapscallion can increase the duration of the effect to instantaneous by taking a –4 penalty on his steal attempt. Rapscallion Band: At 5th level, a greensprout rapscallion gains Leadership as a bonus feat. A greensprout rapscallion can only recruit Child or Youth characters and young creatures as cohorts and followers. A greensprout rapscallion doesn’t take any leadership penalties for having a vestigial companion and any leadership bonuses that he adds to his leadership score are doubled as long as he is a Child or Youth. Sturdy Sproutling (Su): At 9th level, as long as a greensprout rapscallion possesses at least 1 sprout point in his sprout pool, he ignores his aging penalties to Strength and Constitution from the Youth and Child age categories or from the young creature simple template if he isn’t humanoid. Greensprout Paragon (Su): At 10th level, all granted abilities that the greensprout rapscallion receives from Tommy Greensprout are considered extraordinary abilities when determining how they interact with an antimagic field. In addition, the greensprout rapscallion stops aging, never dies of old age, and always has access to Tommy Greensprout’s capstone empowerment; he no longer needs to perform the ritual described by the Permanent Pact feat to obtain it.

Mascareri When researching pact spirits,the first binder scholars were quick to understand that knowing the nature of a spirit provides a binder with an edge during the pactmaking process. Whether sealing a pact in a place that remains the spirit of its home, performing a ceremony reminiscent of its daily routine, or making one’s self appear similarly to a figure of importance to the spirit, a spirit’s legend is an undeniable boom in attempting to understand an otherwise alien entity. Unknown generations ago, a duo of brothers born and raised in a pactmaking community began the tradition of mask making in order to honor the legends of the spirits that they sealed pacts with. Sergio and Massimo, the brothers, would craft masks of great power by etching the seal of a spirit upon a featureless, white mask and exposing it to the ceremony and manifestation of a spirit. While bound to the spirit, the brothers adorned the mask in ways that honored the tales surrounding the spirit. A mask for Aza’zati was adorned with emeralds and green dragon scales while a mask for Cave Mother was strung with white and black nuts held in place by ivy. Today, it is a high honor to hold the position of the mascareri, or mask masker, of a pactmaking community. The trade of the mascareri has evolved considerably since the time of Sergio and Massimo. Now it is considered tradition for a mascareri to craft a mask of a person when they die, adorned with that which the deceased held dear to their heart. That said, the mascareri are expert binders and can forever preserve the legacies of spirits and mortals alike within their creations. Hit Dice: d8.

Requirements

To qualify to become a mascareri, a character must fulfill the following criteria. Binding: Able to bind 3rd-level spirits. Feat: Reserve Spirit†. Skills: Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, Knowledge (planes) 4 ranks, Perform (oratory) 2 ranks, Profession (mascareri) 3 ranks. Special: Ranks in Profession (mascareri) can only be earned after training with a character with at least one level in this prestige class for a minimum of 7 days.

Class Skills

The mascareri’s class skills (and the key ability score for each) are: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Intelligence modifier.

Class Features

All of the following are class features of the mascareri prestige class. Weapon and Armor Proficiency: A mascareri gains no new proficiencies with weapons or armor. Bind Spirit: Levels in the mascareri prestige class stack with the character’s binder level for all purposes, including binding checks, calculating the effectiveness of granted abilities, and determining the character’s maximum spirit level. If the mascareri possesses levels of pactmaker, half of the class’s level stacks with pactmaker levels to determine the number of spirits that the character can bind with at once. Analyze Spirit (Sp): A mascareri is a master of spirits and can identify their presence and powers with ease. At 1st level, a mascareri can use detect pact spirits† as a spell-like ability at will. The caster level for this effect is equal to the mascareri’s binder level. Mask Pool (Su): When a mascareri seals a pact with a spirit using the Reserve Spirit feat, she also creates a mask pool. A mascareri’s mask pool possesses a number of points equal to her level + her Charisma modifier (minimum 1). While she has at least 1 mask point remaining, a mascareri gains an insight bonus on Bluff and Disguise checks equal to half of her binder level. Other mascareri class features require her to spend points from the mask pool in order to obtain their benefits. A mascareri only possesses a mask pool while bound to a reserve spirit. If her pact with the reserve spirit ends, all points within the mask pool are lost, as are any other ongoing effects created using the mask pool. When a mascareri seals a pact with a new reserve spirit, she gains any lost points (but not any points she previously spent). Corpse Mask (Su): At 1st level, a mascareri can create realistic masks from the corpses of Small or Medium animals or humanoids. In order to do so, the mascareri must spend one minute crafting a special, occult seal and 10 minutes creating the mask from within this seal. When the ritual is complete, the mascareri creates a mask bearing the exact, individual details of the corpse’s face. As a full-round action, a mascareri can spend attach the mask to her face and spend 1 point from her mask pool in order to transform into the specific, individual creature depicted by her corpse mask for 10 minutes, otherwise functioning as alter self (if the mask depicts a humanoid) or beast shape I (if the mask depicts an animal).These minutes don’t need to be used consecutively, but they must be spent in 1-minute increments. The caster level for this effect is equal to the mascareri’s binder level. Removing a corpse mask is a move action, and when removed, the mascareri returns to her true form. A mascareri doesn’t take any penalties to her Disguise check to appear as a specific, individual creature regardless of the creature’s age or gender. After donning a corpse mask, a mascareri can spend 1 additional mask point as a swift action in order to add 10 more minutes to the duration of her current corpse mask. If the mascareri doffs her corpse mask before its duration

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Table 6-4: Mascareri Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Special Analyze spirit, corpse mask, mask pool Mask talent Expanded design Mask talent Expanded design Mask talent Expanded design Mask talent Expanded design Living mask, mask talent

ends, any remaining minutes invested into the mask remain for up to 24 hours or until the number of mask points in her mask pool refreshes. A mascareri can possess a number of corpse masks equal to her level, and she can destroy a previous mask in order to create a new one. A mascareri mask has hardness 0 and a number of hit points equal to the mascareri’s level. Mask Talent: At 2nd level, a mascareri gains a mask talent. The mascareri gains an additional mask talent at 4th level and every two levels thereafter. A mascareri can only select a mask talent once unless otherwise specified. Ancient Tongue (Su): A mascareri with this talent can spend 1 mask point as a swift action in order to gain the ability to speak with all of her reserve spirit’s favored allies, functioning as tongues.The caster level for this effect is equal to the mascareri’s binder level. This ability does not allow the mascareri to communicate with creatures that don’t speak a language. Confuse Spirit (Su): A mascareri with this talent can spend 1 point from her mask pool as a standard action in order to suppress the bond between a binder within 30 feet of the mascareri and one of its bound spirits. If the target fails a Will saving throw (DC 10 + the mascareri’s level + her Charisma modifier), all of the major granted abilities belonging to one randomly determined spirit that the target is bound to become suppressed for 1d4 rounds. If the mascareri has successfully identified one of the target’s bound spirits using Knowledge (planes), she can target that specific spirit with this ability instead of targeting a random spirit. After using this talent, it becomes expended for 5 rounds. Disguise Self (Sp): A mascareri with this talent can cast disguise self as a spell-like ability by spending 1 point from her mask pool as a standard action. The caster level for this effect is equal to the mascareri’s binder level. Dismiss Pact Spirit (Sp): A mascareri with this talent can cast dismiss pact spirit† as a spell-like ability by spending 1 point from her mask pool as a standard action. The caster level for this effect is equal to the mascareri’s binder level. A mascareri must be at least 4th level before selecting this talent.

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Bind Spirit +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level

Extended Corpse Mask (Su): When a mascareri with this talent spends a mask point to use one of her corpse masks, that mask functions for 20 minutes instead of 10 minutes and any additional mask points spent to add minutes to a corpse mask add 20 minutes to the corpse mask’s duration instead of 10 minutes. Extra Corpse Mask (Su): The mascareri with this talent increases the total number of masks that she can possess by 1. A mascareri can select this talent multiple times. Feat: A mascareri who selects this talent gains a pact feat as a bonus feat. She must meet the feat’s prerequisites, if any. Imitate Legend (Su): When a mascareri with this talent attempts a binding check in order to seal a pact with a spirit, she can make a Perform (oratory) check against the spirit’s binding DC before making her binding check. If this check succeeds, the spirit treats the mascareri as one of its favored allies for the purpose of determining the totem bonus on binding checks that the mascareri receives, if any. Mind Shield (Su): A mascareri with this talent gains a constant mind blank effect, except the resistance bonus that she gains on Will saves against mind-affecting effects is equal to her level. The caster level for this effect is equal to the mascareri’s binder level. A mascareri must be at least 8th level before selecting this talent. Occult Eye (Sp): A mascareri with this talent can cast occult sight† as a spell-like ability by spending 1 point from her mask pool as a standard action. The caster level for this effect is equal to the mascareri’s binder level. A mascareri must be at least 4th level before selecting this talent. Shrink Mask (Sp): A mascareri with this talent can cast shrink item as a spell-like ability at will, but she can only target corpse masks and living masks with her spell-like ability. Spiritbound Mask (Su): When a mascareri with this talent uses the Reserve Spirit† feat to seal a pact with a spirit, she can spend 1 mask point in order to create a mask and bind the spirit to that mask instead of her soul. In effect, a mascareri with this talent increases the number of reserve spirits that she

can seal a pact with using the Reserve Spirit feat by 1; one spirit is bound to her soul and the other to her spiritbound mask. A mascareri can only exchange a spirit for the reserve spirit that is within her mask while she is wearing the mask that the reserve spirit is bound to. Donning or removing a spiritbound mask is a full-round action. A mascareri must be at least 4th level before selecting this talent. Expanded Design (Su): At 3rd level and every two levels thereafter, a mascareri selects one mask design. Each mask design adds to the list of creatures that the mascareri can create corpse masks from as well as the potency of those masks. At 3rd level, the mascareri can choose from the following mask designs. Improved Animal: All corpse masks that the mascareri creates that depict animals function as beast shape II. In addition, the mascareri can construct corpse masks from Tiny and Large animals. Monstrous Humanoids: The mascareri can create corpse masks from Tiny, Small, Medium, or Large monstrous humanoids, otherwise functioning as monstrous physique IIUM. Vermin: The mascareri can create corpse masks from Small and Medium vermin, otherwise functioning as vermin shape Ium. At 5th level, the mascareri adds the following mask designs to the list of designs that can be selected. Dragon: The mascareri can create corpse masks from Medium dragons, otherwise functioning as form of the dragon I. Greater Animal: All corpse masks that the mascareri creates that depict animals function as beast shape III. In addition, the mascareri can construct corpse masks from Diminutive and Huge animals. A mascareri must possess the improved animal design before selecting this design. Improved Monstrous Humanoids: All corpse masks that the mascareri creates that depict monstrous humanoids function as monstrous physique IIIUM. In addition, the mascareri can create corpse masks from Diminutive and Huge monstrous humanoids. A mascareri must possess the monstrous humanoid design before selecting this design. Improved Vermin: All corpse masks that the mascareri creates that depict vermin function as vermin shape IIUM. In addition, the mascareri can create corpse masks from Tiny and Large vermin. A mascareri must possess the vermin design before selecting this design. At 7th level, the mascareri adds the following mask designs to the list of designs that can be selected. Improved Dragons: All corpse masks that the mascareri creates that depict dragons function as form of the dragon II. In addition, the mascareri can construct corpse masks from Large dragons. A mascareri must possess the dragons design before selecting this design. Greater Monstrous Humanoids: All corpse masks that the mascareri creates that depict monstrous humanoids function as monstrous physique IVum. A mascareri must possess the improved monstrous humanoid and monstrous humanoid designs before selecting this design. Giants: The mascareri can create corpse masks from

Large humanoids with the giant subtype, otherwise functioning as giant shape I. Magical Beasts: The mascareri can create corpse masks from Small and Medium magical beasts, otherwise functioning as beast shape III. At 9th level, the mascareri adds the following mask designs to the list of designs that can be selected. Greater Dragons: All corpse masks that the mascareri creates that depict dragons function as form of the dragon III. In addition, the mascareri can construct corpse masks from Huge dragons. A mascareri must possess the dragons and improved dragons designs before selecting this design. Improved Giants: All corpse masks that the mascareri creates that depict humanoids with the giant subtype function as giant form II. In addition, the mascareri can construct corpse masks from Huge humanoids with the giant subtype. A mascareri must possess the giants design before selecting this design. Improved Magical Beasts: All corpse masks that the mascareri creates that depict magical beasts function as beast shape IV. In addition, the mascareri can construct corpse masks from Tiny and Large magical beasts. A mascareri must possess the magical beasts design before selecting this design. Living Mask (Su): At 10th level, a mascareri can create corpse masks out of still-living creatures. The process of creating a living mask is identical to creating a corpse mask except the ritual must be performed on a helpless creature. After the ritual has been completed, the creature must succeed on a Will save (DC 10 + 1/2 the mascareri’s binder level + the mascareri’s Charisma modifier) or become transformed into a mask, functioning as polymorph any object with a +10 bonus to the spell’s duration factor. The caster level for this effect is equal to the mascareri’s binder level. A living mask perfectly depicts the polymorphed creature’s face, and a mascareri can use a living mask as she would a corpse mask to transform into that specific, individual creature. Additionally, each time a mascareri spends a mask point on a living mask, she chooses one feat that the creature possesses and gains the benefits of that feat while wearing the living mask. She doesn’t need to meet the feat’s prerequisites in order to gain its benefits. A mascareri can only gain the benefits of one feat at a time using this ability; if she selects a second feat, the benefits of any existing feat that she has selected immediately end. If a feat has a daily use limitation (such as Stunning Fist), any uses of that feat while wearing the living mask count toward that feat’s daily limit. A living mask is treated as a corpse mask when determining the total number of masks that a mascareri can possess. A creature that has been transformed into a living mask is aware of its surroundings out to a range of 30 feet, similar to an intelligent item, possessing the same senses that it has as a creature. A living mask cannot speak or perform actions (including purely mental actions), but while a mascareri is wearing a living mask that she created, she can speak with the mask as if she possessed telepathy. She can choose to allow her living mask to reply or suppress its ability to communicate with her in this fashion at her leisure.

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Ravage Binder Ask any pactmaker: the most powerful spirits are usually the most dangerous, and what could be more dangerous than a spirit with the power to bind itself to a mortal host and slowly devour its soul? Despite all warnings and consequences, binders who embrace these rogue spirits, called ravager spirits, exist, often seeking to harness their fury and zeal for their own ends. Claiming that this is the only known, reliable path for a creature to freely become a spirit and gain everlasting power free from the noisome rule of Divine Law, these binders offer permanent lodging to ravager spirits within their soul in exchange for power, stylizing themselves as ravage binders when their soul-damning pact is said and done. The path of a ravage binder is unmistakably evil, and many a ravage binder throughout their existence as sullied the names of many a benevolent binder. Even at its best, a pact with a ravager spirit is imperfect and causes mental instability at best and raging insanity at worst. When a ravage binder indulges in its ravager spirit’s blood lust, the ravage binder often awakens in a pool of blood, and as time goes on this quickly bothers the ravage binder less and less, if it ever bothered him to begin with. Instead, ravage binders laud the supernatural powers that their pacts provide them, particularly in the form of increased physical and spiritual stamina. Yet these benefits are all but mere steps along a much greater path, for all ravage binders do not care about the spirits that they bind; guided by the corruptive whispers of their bound spirits, the aim of every ravage binder becomes personal immortality. For these reasons and more, ravage binders are the bane of civilizations everywhere. Their path is dangerous and they are almost always rejected by others. Gathering together in secret societies, these binders hide their activities with care, even from other binders. Nonetheless, a ravage binder is a beacon of darkness easily spotted by those trained to find them. Most ravage binders make their lairs in remote places, or at least eliminate anything that might interfere with their schemes. Hit Dice: d10.

Requirements

To qualify to become a ravage binder, a character must fulfill all the following criteria. Alignment: Chaotic Evil, Chaotic Neutral or Neutral Evil. Binding: Ability to bind 3rd-level spirits. Feats: Constellation Focus (Starless)†, Societal Obedience (Ravage Binders)†, Unyielding Personality† Skills: Knowledge (the planes) 5 ranks, Intimidate 1 rank

Class Skills

The ravage binder’s class skills (and the key ability score for each) are: Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (arcana) (Int), Knowledge (planes) (Int), Stealth (Dex), and Sleight of Hand (Dex). Skill Ranks per Level: 2 + Int modifier.

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Class Features

All of the following are features of the ravage binder prestige class. Weapon and Armor Proficiency: A ravage binder gains no new proficiencies with weapons or armor. Bind Spirit: Levels in the ravage binder prestige class stack with the character’s binder level for all purposes, including binding checks, calculating the effectiveness of granted abilities, and determining the character’s maximum spirit level. If the ravage binder possesses levels of pactmaker, half of the class’s level stacks with pactmaker levels to determine the number of spirits that the character can bind with at once Disintegrating Eye Ray (Su): As a standard action, a ravage binder can project a blinding ray from his eyes at an enemy within 100 feet + 10 feet per class level he possesses. If he hits his target with a ranged touch attack, it takes 1d6 points of untyped damage per binder level he possesses. This ability is a death effect. Disintegrating eye ray is treated as a major granted ability belonging to the ravage binder’s ravager spirit for the purpose of determining how it interacts with feats and abilities. After using this ability, it becomes expended for 5 rounds. Ravage Pact (Su): At 1st level, a ravage binder gains the ability to seal a pact with a ravager spirit (see page 374 in Chapter 9) as he would any other spirit. This bond grants the ravage binder Spirit Focus (ravager spirit)† and Permanent Pact (ravager spirit)† as bonus feats, ignoring their prerequisites. If the ravage binder dies and isn’t raised from the dead within 1 week, her soul is transformed into a new ravager spirit instead of passing onward into the afterlife, preventing her from ever being raised from the dead except by divine intervention. A ravage binder doesn’t take Charisma drain for being bound to a ravager spirit. Ravager Aura (Su): A ravage binder radiates a particularly powerful evil aura, as a cleric of a level equal to the ravage binder’s binder level. In addition, any caster attempting to use detect pact spirits to determine if the ravage binder is bound to a spirit must succeed on a caster level check (1d20 + the caster’s level) against a DC of 11 + the ravage binder’s binder level. Ravage Talent: At 2nd level and every two levels thereafter, a ravage binder gains a talent that draws upon his experience in being bound to a chaotic ravager spirit. Each talent can only be selected once unless noted otherwise. Talents marked with an asterisk (*) are treated as alteration secrets, as the pactmaker’s binder secret class feature, for the purpose of determining how they interact with major granted abilities and other alteration secrets. Unlike other alteration secrets, these talents can only modify the disintegrating eye ray granted ability. Bestow Malady (Sp): A ravage binder with this talent gains the ability to cast bestow malady† as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. A ravage binder must be at least 4th level before selecting this talent. Bestow Ravager (Su): When a ravager binder with this talent casts bestow malady†, a ravager-blighted zone is created

Table 6-5: Ravage Binder Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Ref Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Will Save +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Special Disintegrating eye ray, ravage pact, ravager aura Ravage talent, ravager essentia Societal boon 1 Ravage talent Channel ravagers Ravage talent, societal boon 2 Greater frenzy Ravage talent Societal boon 3 Ravage talent, summon ravager horde

when the target of his spell rolls a natural 1 or 2, instead of just a natural 1. A ravage binder must be able to cast bestow malady† before selecting this talent. Binder Secret: A ravage binder can select a binder secret in place of a ravage talent. His ravage binder levels stack with any pactmaker levels he possesses for the purpose of meeting the prerequisites for binder secrets and determining their benefits. Command Ravagers (Su): A ravage binder with this talent can use channel essentia (see next page) to enslave outsiders with the ravager spirit subtype. Using this ability expends two uses of the ravager essentia ability just as a normal use of channel essentia does. Affected creatures receive a Will save to negate the effect, and the DC for this Will save is equal to 10 + the ravage binder’s level + the ravage binder’s Charisma modifier. Creatures that fail their Will save fall under the ravage binder’s control, as if they were undead under the effects of control undead. An affected creature receives a new saving throw each day to resist the ravage binder’s command. A ravage binder can control any number of creatures with this ability, so long as their total Hit Dice do no exceed his binder level. If he uses channel essentia in this way, it has no other effect (it does not heal or harm nearby creatures). If an affected creature is under the control of another creature, the ravage binder must make an opposed Charisma check whenever his orders conflict with the other creature’s orders. A ravage binder must be at least 6th level before selecting this talent. Commune with Haunt (Sp): A ravage binder with this talent can cast commune with hauntacg a number of times each day equal to 3 + his Charisma modifier. Ravage-blighted zones always answer a ravage binder’s questions and never attempt to make a Will save to negate the spell’s effects. Consume Life (Su)*: When a ravage binder with this talent uses disinteresting eye ray, he can choose to inflict a number of temporary negative levels onto his target equal to 1d4 + half his level instead of dealing hit point damage. For each negative level he inflicts using this ability, the ravage binder gains 5 temporary hit points.

Bind Spirit +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level +1 increase to binder level

Disintegrating Gaze (Su)*: When a ravage binder with this talent uses his disintegrating eye ray, he can use it as a gaze attack with a range of 30 feet instead of as a ranged touch attack, causing any creature that looks into his eyes for 1 round after the ability is used to take 1d6 points of damage per binder level he possesses. A successful Fortitude save halves the damage. After using this ability, it becomes expended for its duration and for 5 rounds afterwards. Double Eye Ray (Su)*: When a ravage binder with this talent uses his disintegrating eye ray, he can fire one ray from each of his eyes by taking a –4 penalty on attack rolls made with both rays. Each ray may target a separate creature, but both targets may not be more than 30 feet apart from one another. A ravage binder must be at least 6th level before selecting this talent. Forceful Possession (Su): Once per day, when a ravager binder with this feat successfully pins an opponent, he can attempt to force a ravager spirit upon the pinned creature when he successfully maintains his grapple instead of dealing damage. The pinned creature must succeed on a Will save (DC 10 + the ravage binder’s level + the ravage binder’s Charisma modifier) or become bound to a ravager spirit, as if it had been subjected to a ravager-blighted zone. A ravage binder can select this talent multiple times. Each time it is selected, increase the number of times per day that he can use this talent by one, to a maximum of three times per day. Grappler’s Gaze (Su)*: When a ravage binder with this talent successfully maintains a grapple against an opponent, he can use disintegrating eye ray as a swift action instead of a standard action. Grappling Ravager: A ravage binder that selects this talent gains one of the following feats as a bonus feat: Greater Grapple, Improved Grapple, Improved Unarmed Strike, or Rapid Grappleruc. The ravage binder must meet the feat’s prerequisites, if any. A ravage binder can select this talent multiple times. Each time it is selected, he selects a different listed feat as a bonus feat.

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Ravager Essentia (Su): At 2nd level, a ravage binder can draw upon the weird energies of the Spirit Realm to heal wounds or harm foes. He can also use this ability to quickly recharge his ravager spirit’s major granted ability. This ability can be used a number of times per day equal to 1/2 his ravage binder level + his Charisma modifier. By expending one use of this ability, a ravage binder can touch a creature that is bound to a ravager spirit to heal it of heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 ravager binder levels he possesses (to a maximum of 3d6 at 8th level). Using this ability is a standard action (unless the ravage binder targets himself, in which case it’s a swift action). Alternatively, the ravage binder can use this ability to harm a creature that isn’t bound to a ravager spirit, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using ravager essentia in this way is a standard action. This ability uses occult energy rather than positive or negative energy to produce its effects. As a swift action, a ravage binder can expend one use of this ability to reduce the number of rounds that his ravage spirit’s major granted ability is expended for by 1d4 rounds. Societal Boon: As the ravage binder gains levels, he gains boons from his chosen organization, typically Ravage Binders. The nature of these boons varies depending on the organization, which grants three boons, each more powerful than the last. At 3rd level, the ravage binder gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon. Consult the Societal Obedience feat for details on societal boons. When a societal boon grants a spell-like ability, the ravage binder’s caster level for the spell-like ability equals his total character level. This ability allows a ravage binder to access these boons earlier than with the Societal Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally. Channel Essentia (Su): Starting at 5th level, a ravage binder can release a wave of occult energy by channeling the power of the Spirit Realm through his bound ravager spirit. A ravage binder can channel occult energy to heal creatures with the pact subtype or harm creatures without the pact subtype,

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functioning like a cleric’s channel energy class feature except the amount of healing or damage done is equal to the amount listed in the ravager essentia ability. Creatures healed by channel essentia gain the benefits of haste for a number of rounds equal to the ravage binder’s level while creatures harmed by channel essentia become confused for a number of rounds equal to the ravage binder’s level. Creatures that take damage from channel essentia receive a Will saving throw (DC 10 + the ravage binder’s level + the ravage binder’s Charisma modifier) to negate the confusion effect and halve the damage. A ravage binder can choose whether or not to include himself in this effect. Greater Frenzy (Su): At 7th level, when a ravage binder uses his ravager spirit’s frenzy granted ability, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. Summon Ravager Horde (Su): At 10th level, you can infuse the immediate area with occult power as a standard action, which causes ravager spirits to rapidly amass. The area within 10 feet of you transforms into a ravager-blighted zone (see the ravager spirit section of Chapter 9) for 1 minute. Any creature within this area when this ability is used or that ends its turn within this area must make a Will save or become possessed by a ravager spirit, as described by the ravager-blighted zone haunt. Using this ability expends four uses of the ravage binder’s ravager essentia ability.

Undying Soul There are myriad reasons to bind occult sprits; some seek power while others seek lost knowledge. Of all the reasons, perhaps the most touching are those who seek protection; either for themselves or for others. Often having experienced great loss during their lifetimes, they seek the power of the spirits to grant them the power to protect the things that they cherish most in the world; from friends and family to treasures untold to their own mortal life. Becoming an undying soul requires very little other than vigorous physical training and a single-minded devotion to this task. As no one constellation perfectly epitomizes the ideals of protection and severance in the face of overwhelming odds, those who become undying souls often favor a wide array of spirits with protective abilities all while improving their own bodies. Hit Dice: d12.

Requirements

To qualify to become an undying soul, a character must fulfill all the following criteria. Bind spirit: Able to bind 1st level spirits. Ability Scores: Constitution 15+ Feats: Endurance, Diehard, and Great Fortitude Skill Ranks: Climb 5 ranks, Swim 5 ranks

Class Skills

The undying soul’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), and Swim (Str). Skill Ranks per Level: 2 + Int modifier.

Class Features

All of the following are features of the undying soul prestige class. Weapon and Armor Proficiency: An undying soul gains no new proficiencies with weapons or armor. Bind Spirit: Levels in the undying soul prestige class stack with the character’s binder level for all purposes, including binding checks, calculating the effectiveness of granted abilities, and determining the character’s maximum spirit level. If the undying soul possesses levels of pactmaker, half of the class’s level stacks with pactmaker levels to determine the number of spirits that the character can bind with at once.

Occult Buffet (Su): As a swift action, the undying soul can surround one creature within 100 feet with chaotic, occult energy. This energy buffets the target, hampering its attacks. The target takes a penalty on attack rolls and to the saving throw DC of all of its spells and abilities equal to the undying soul’s class level unless the attack, spell, or ability targets the undying soul or includes him within its targeted area. This ability doesn’t penalize the attack rolls or saving throw DCs of poison, diseases, and other, similar effects that are the result of a successful attack roll or spell effect. An undying soul may only target one creature with this ability at once; targeting a new, second creature ends the penalties for the first target. The penalties last for 1 minute per class level, or until either the undying soul or the targeted creature dies. Undying Defiance (Ex): While the undying soul is bound to a spirit, its influences allow him to defy death itself. As long as the undying soul isn’t helpless, all hit point damage that the undying soul takes is stored within a defiance pool instead of being immediately subtracted from his hit points. Damage reduction, energy resistance, temporary hit points, and similar defenses are taken into account before damage is stored within the defiant pool. At the end of each round, half of the damage stored within the undying soul’s defiance pool is immediately removed and subtracted from his current hit points; this damage cannot be prevented, reduced, or transferred to another creature by any means. An undying soul’s defiance pool can hold a total number of hit points of damage equal to the undying soul’s class level x 10; any excess damage is subtracted from his hit points as usual. Hit point damage lost from Constitution damage or drain cannot be transferred into the defiance pool. Combat Vigor (Ex): An undying soul can make a number of attacks of opportunity each round equal to 1 + his Constitution modifier. Combat Reflexes does not allow the undying soul to add his Dexterity bonus to this total, but it still allows him to make attacks of opportunity while flatfooted. Behemoth Physique (Su): While bound to a spirit, the undying soul’s physique is empowered by occult energies, granting him immunity to potentially devastating conditions. Starting at 2nd level the undying soul becomes immune to all diseases and he can exist comfortably in temperature extremes between –40° F and 140° F, as endure elements. At 4th level, the undying soul becomes immune to all poisons and the sickened condition.

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Table 6-6: Undying Soul Level

1st

Base Attack Bonus

Fort Save

Ref Save

Will Save

+1

+1

+0

Special

Bind Spirit

+0

Occult buffet, undying defiance

+1 increase to binder level

2nd

+2

+1

+1

+1

Behemoth physique (diseases, endure elements), combat +1 increase to binder level vigor

3rd 4th 5th 6th 7th

+3

+2

+1

+1

Undying technique

+1 increase to binder level

+4

+2

+1

+1

Behemoth physique (poisons, sickened)

+1 increase to binder level

+5

+3

+2

+2

Undying technique

+1 increase to binder level

+6

+3

+2

+2

Behemoth physique (dazzled, dazed, fatigued)

+1 increase to binder level

+7

+4

+2

+2

Undying technique

+1 increase to binder level

8th

+8

+4

+3

+3

Behemoth physique (bleed, blinded, deafened, exhausted, +1 increase to binder level nauseated)

9th

+9

+5

+3

+3

Undying technique

+3

Behemoth physique (paralyzed, petrified, staggered), +1 increase to binder level occult juggernaut

10th

+10

+5

+3

At 6th level the undying soul becomes immune to the dazzled, dazed, and fatigue conditions. At 8th level the undying soul becomes immune to bleed damage and the blinded, deafened, exhausted, and nauseated conditions. At 10th level the undying soul becomes immune to the paralyzed, petrified, and staggered conditions. A 10th level undying soul isn’t staggered when he has 0 or fewer hit points and can act normally. Undying Technique (Su): At 3rd level and every two levels thereafter, an undying soul learns a technique that draws upon the power of their own strength of resolve and defiance. Each technique can only be selected once. Defiant Dodge: While an undying soul with this technique has 10 or more hit points in his defiance pool, he gains a +1 dodge bonus to his AC. For every 10 additional hit points in his defiance pool, this dodge bonus increases by +1, to a maximum of +5. Defiant Meditation: An undying soul with this talent can use mindfulness to stave off wounds he has accrued as a swift action, reducing the number of hit points that are currently in his defiance pool by 1d8 + his prestige class level. An undying soul can use this technique a number of times per day equal to 3 + half his class level. Defiant Persistence: While an undying soul with this technique has 10 or more hit points in his defiance pool, he adds +1 to all healing he receives from magical sources, except fast healing and regeneration. This bonus increases by +1 for every 10 additional hit points in the undying soul’s defiance pool, to a maximum of +5. Defiant Protection: An undying soul with this technique can select one ally within 30 feet to be his ward as a swift action. As long as this ally remains within 30 feet of the undying soul, hit point damage it suffers up to the undying soul’s class level is stored within the undying soul’s defiance pool instead

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+1 increase to binder level

of being subtracted from the ally’s hit points. An undying soul may only have one ward at a time; choosing a new ward ends this effect for the previous one. Defiant Recovery: An undying soul with this technique can sacrifice his vitality to help a bound spirit recover its powers faster. As a swift action, the undying soul selects one spirit that he is bound to whose major granted ability is expended. He can add 10 hit points to his defiance pool to reduce the number of rounds that the spirit’s major granted ability is expended for by 1 round. At 3rd level and every three levels thereafter, the undying soul can add an additional 10 hit points to his defiance pool to reduce the number of rounds that his major granted ability is expended for by 1 additional round, to a maximum of 40 hit points added to his defiance pool for a reduction of 4 rounds. The undying soul cannot use this ability if his defiance pool is full and if hit point damage added by this ability would exceed his defiance pool’s maximum, the number of rounds that his major granted ability is expended for isn’t reduced (but he still adds the hit point damage to his defiance pool normally). After using this technique, it becomes expended for 5 rounds. Defiant Reflexes: While an undying soul with this technique has 10 or more hit points in his defiance pool, he gains a +1 insight bonus on Reflex saving throws. For every 10 additional hit points in his defiance pool, this insight bonus increases by +1, to a maximum of +5. Defiant Resolve: While an undying soul with this talent has 10 or more hit points in his defiance pool, he gains a +1 insight bonus on Fortitude saving throws. For every 10 additional hit points in his defiance pool, this insight bonus increases by +1, up to a maximum of +5. Defiant Surge: An undying soul with this technique can use his defiance pool to help him succeed against enemy attacks. As an immediate action, an undying soul can increase his defiance pool by 10 hit points when he is required to make a saving throw to roll twice and use the better result. Alterna-

tively, he may use this ability after he makes the saving throw but before the result is revealed to reroll the saving throw and use the new result, even if it’s worse. An undying soul can’t use this ability if using it would cause him to exceed his defiance pool’s maximum hit point total. Defiant Vengeance: While an undying soul with this talent has 10 or more hit points in his defiance pool, he gains a +1 insight bonus on attack rolls and damage rolls. For every 10 additional hit points in his defiance pool, this insight bonus increases by +1, up to a maximum of +5.

Defiant Zeal: While an undying soul with this talent has 10 or more hit points in his defiance pool, he gains a +1 insight bonus on Will saving throws. For every 10 additional hit points in his defiance pool, this insight bonus increases by +1, up to a maximum of +5. Occult Juggernaut (Su): At 10th level, the undying soul becomes nigh unstoppable. The undying soul becomes immune to nonlethal damage and death effects and the number of negative hit points the undying soul may accrue before dying increases by an amount equal to twice his level.

Legend of Death Howls “Sit and listen to the story of the ghost knights,” the old sage called to the clan’s chattering children. It was late and their parents were in the lower camp, dancing and singing so the ghosts would grant them strength in the coming hunt. “Father Majo,” one of the older girls said with disdain, “We’ve heard this story a dozen times before.” “Oh good,” Majo said calmly. “As the oldest of the tribe’s young ones, Himeen, it is your turn to tell it.” Himeen was startled by the request. She searched for something to say. The other children would laugh at her if she made a mistake in the story. “I am not sufficiently prepared,” she finally said. “Either that is a brilliant insight,” Majo offered, “The ghost warriors were not prepared either. Or perhaps....” Except for the crackling of the firepit, silence filled the cave. The other children had realized what was going on and waited breathlessly for what would happen next. “How about we tell it in turns,” Majo offered. “I can start, and we could move around in a circle.” At this, the children sat, except Himeen. “For thousands of years,” Himeen said, uttering the first lines of story. “The gnolls of Kathu sent their children....” She paused and then inserted, “...like us...” The other children looked to Majo for approval. He gave it. “...into the Snow Country, a land of winter-touched woods and snow-capped mountains kept by ghosts.” The boy to her right stood and Himeen sat. His frame and voice were thin, so he spat out the words. “Those who survived returned to their parents with the Voice, to speak with ghosts, the Eyes, to see ghosts, and the Claws, to infuse the boys’ swords and the girls’ bows with the spirit of Nightfang.” An older boy, Safkoli, picked up the story. “The human children who lived in the valley beneath envied the gnolls’ wisdom and endurance. Finally, the day came when human children took off their shoes and their shirts and rolled in the snow and ran after the gnoll children as they ran into the Snow Country.” “That night,” Majo added, to play his part, “the parents of the human children called out the boys’ and girls’ names. Hanamii? Savokash? Zovar? Elubith?”

“But the children did not answer,” all the children chimed. “Chief Togar of the strongest human tribe took ten strong men and climbed his way up to the gnoll village.” “There was much snow,” everyone said in unison, and a few howled with laughter. “‘You have stolen our children! Where are they?’ Togar shouted at the gnolls.” “We do not have them. They ran into the Snow Country.” “At this, Togar’s face grew red,” Majo said. “One gnoll shall die for every one fallen child.” “Fools!” the children cried in gnollish. Some laughed, for the word fool in gnoll also meant a cuckold gnoll warrior. “No one dies in the Snow Country,” Himeen said. “Three days and nights passed. The human women wailed while the gnoll women danced. The human warriors gnashed their teeth and twisted their beards while the gnoll warriors brewed ale that only a gnoll can drink.” “How lucky for our neighbors that we are not hungry,” the drunk gnolls would sing loudly. “On the third night a terrible blizzard struck the gnoll camp.” “Whew, whew, whew,” the children mouthed in unison. “The gnolls, drunk and terrified, rushed down to the human villages and pleaded, ‘Please let us sleep in your warm cabins.The ghosts of the Snow Country are displeased with us.’” “The humans were very angry, and hungry. But the gnolls had brought their ale and meat, and the two villages became one.” “The next morning,” Himeen said, “as a hot sun rose over the snow covered peaks, the gnoll and human children returned together from the Snow Country.” “The mothers ran out to count the heads of their children. All were smiling and laughing, for the ghosts had kept their word.” “And so it was,” Majo finished, “That our village was born.” “Yay!” the children cried out. “Majo?” Himeen asked. “Are you what a human looks like?” “No sweet child, I am what a gnoll looks like.” He laughed, and the children all laughed with him.

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Chapter 7 magicitems

Magic Items Although pact magic is a relatively discrete and unknown form of magic, many different types of relics exist that relate to its usage. This chapter reaches into the depths of binder lore, revealing the ancient secrets of pact magic items. This chapter includes new weapon and armor special abilities and new wondrous items. In addition, the spells presented in this book are likely to have been scribed into scrolls or crafted into wands by wizards, clerics, or other spellcasters that practice pact magic; use the rules presented in Chapter 15 of Pathfinder Roleplaying Game Core Rulebook to create such items.

Item Descriptions

As a general rule, pact magic items follow the same rules for creation and use found in Chapter 15 of Pathfinder Roleplaying Game Core Rulebook. The following are several exceptions made for pact magic items. Aura: A pact magic item emits an occult aura that baffles the untrained. A spellcaster without the Amateur Pactmaker feat or the bind spirit class feature takes a –10 penalty on her Spellcraft or Knowledge (arcana) check to identify items with an occult aura. Requirements: Pact magic items function exactly as other magic items in regards to their prerequisites. You must possess the requisite item creation feat in order to craft the item. Requisites that you do not possess increases the item’s crafting DC by +5 per missing requisite.

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Armor The following are new armor special abilities. See Chapter 15 of Pathfinder Roleplaying Game Core Rulebook for the rules regarding magic armor. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Guarded Aura strong occult; CL 14th Price +2 bonus; Weight — Description A guarded suit of armor or shield reacts to the paranoid musings of pact spirits, increasing its defenses against such foes, similar to a bane weapon’s excelling against certain foes. Against creatures that are considered to be the favored enemy of any spirits that the wearer is bound to, the item’s enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/– against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield’s enhancement bonus, not to temporary bonuses (such as the magic vestment spell). Construction Requirements Craft Magic Arms and Armor, protection from the supernatural†; Price +2 bonus

Monomorphic Aura moderate transmutation; CL 8th Price +1 bonus; Weight —

Description A suit of monomorphic armor stabilizes the wearer’s body, preventing its form from being altered.The wearer gains a circumstance bonus on saving throws against polymorph spells and effects equal to the armor’s enhancement bonus and the wearer must make a saving throw against all polymorph spells that target her. If the wearer uses a supernatural ability that alters its form, such as change shape or the wild shape class feature, then using that ability while wearing a suit of monomorphic armor provokes attacks of opportunity because of the effort needed to bypass the armor’s magic. Construction Requirements CraftWondrous Items, true formAPG; Cost +1 bonus.

Pact Augmenting Aura strong occult; CL 16th Price +2 bonus; Weight —

Description A suit of pact augmenting armor enhances the effects that pactmaker powers have on the wearer’s defenses. If the wearer possesses the pact augmentation class feature, any bonuses to AC, saving throws, or on initiative checks from pact augmentation are increased by half the armor’s enhancement bonus. Construction Requirements Craft Arms and Armor, bolster binding†; Cost +2 bonus.

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Table 7-1: Armor Special Abilities Armor Special Ability Monomorphic Guarded Pact augmenting Temporal grounding Pact warding Planeswalking

Price +1 bonus +2 bonus +2 bonus +3 bonus +4 bonus +58,650 gp

Pact Warding Aura strong occult; CL 16th Price +4 bonus; Weight —

Description A suit of pact warding armor is designed to protect its wearer from the weird influences of the occult, but its enchantments are equally effective against more commonly encountered supernatural abilities. The wearer adds the armor’s enhancement bonus to his saving throws against supernatural abilities. Construction Requirements Craft Arms and Armor, protection from the supernatural†; Cost +4 bonus.

Planeswalking Aura strong conjuration; CL 14th Price +68,650 gp; Weight —

Description A suit of planeswalking armor constantly shifts between a multitude of designs and colors while twinkling stars blink in and out of view. While in this armor, the wearer is immune to the harmful effects of any plane of existence that is not the wearer’s native plane, functioning as planar adaptationapg. In addition, once per day the wearer can command the armor to transport it to a different plane of existence, as plane shift. Construction Requirements Craft Arms and Armor, planar adaptationAPG, plane shift; Cost +3 bonus.

Temporal Grounding Aura faint occult; CL 12th Price +3 bonus; Weight —

Description A temporal grounding suit of armor keeps its wearer firmly grounded in the ebb and flow of time, granting immunity to aging effects and effects that alter the flow of time for the wearer, such as haste, slow, temporal stasis, and so on. Additionally, a suit of temporal grounding armor is immune to aging effects such as the damage dealt to objects by sands of time† or healing done to objects by flames of youth†. Construction Requirements Craft Arms and Armor, temporal stasis; Cost +3 bonus.

Weapons The following are new weapon special abilities. See Chapter 15 of Pathfinder Roleplaying Game Core Rulebook for the rules regarding magic weapons. Weapons with a special ability must have at least a +1 enhancement bonus.

Exorcising Aura strong abjuration; CL 10th Price +1 bonus; Weight — Description An exorcising weapon functions like a spell storing weapon, but it may only store dismiss pact spirit†; however, the caster level check to exorcise gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to any class feature, option, or ability that functions as banish pact spirits†, such as the exorcise pact spirits binder secret. Construction Requirements Craft Arms and Armor, dismiss pact spirit†, creator must be a binder of at least 10th level; Cost +1 bonus.

Exorcising Burst Aura strong abjuration; CL 12th Price +2 bonus; Weight — Description An exorcising burst weapon functions like an exorcising weapon but may store banish pact spirits† or dismiss pact spirit† and its enhancement bonus applies to any class feature, option, or ability that functions as banish pact spirits† or dismiss pact spirit†, such as the exorcise pact spirits† binder secret. In addition, these spells can be discharged as a free action when the wielder of an exorcising burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to exorcise (including from abilities that function as banish pact spirits†) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher). If an exorcising burst weapon confirms a critical hit while it is not currently storing a banish pact spirits† or dismiss pact spirit† spell, yet the wielder has either spell prepared (or is a spontaneous spellcaster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action. Construction Requirements Craft Magic Arms and Armor, dismiss pact spirit†, creator must be a binder of at least 12th level; Cost +2 bonus.

Pact Augmenting Aura strong occult; CL 16th Price +2 bonus; Weight —

Description A pact augmenting weapon enhances the effects that pactmaker powers have on the wearer’s ability to harm foes with the

Table 7-2: Weapon Special Abilities Weapon Special Ability Exorcising Pact bane Spirit-attuned Exorcising burst Pact augmenting

Price +1 bonus +1 bonus +1 bonus +2 bonus +2 bonus

weapon. If the wielder possesses the pact augmentation class feature, any bonuses on attack rolls or damage rolls from pact augmentation are increased by half the weapon’s enhancement bonus while wielding the pact augmenting weapon. This ability cannot enhance the same augmentation more than once, even if the wielder has selected it multiple times. Construction Requirements Craft Arms and Armor, bolster binding†; Cost +2 bonus.

Pact Bane Aura strong occult; CL 12th Price +1 bonus; Weight —

Description A pact bane weapon is designed to wreck occult creatures as well as those that are bound to otherworldly entities. When wielded against a creature with a binder level or that possesses the occult subtype, a pact bane† weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against creatures with a binder level or that possess the pact subtype.This extra damage is not multiplied on a critical hit. Construction Requirements Craft Magic Arms and Armor, reveal heresy†, weapon of aweAPG; Cost +2 bonus.

Spirit-Attuned Aura strong occult; CL 12th Price +2 bonus; Weight — Description Spirit-attuned weapons are favored implements of binders, for they allow their wielder to harness the very nature of a pact spirit into a dangerously flexible weapon. Once per day, a spiritattuned weapon can be used as a focus for the ceremony of one pact that its wielder makes with a spirit, allowing the wielder to add half of the weapon’s enhancement bonus (minimum +1) to binding checks that the wielder makes with that spirit. If a spirit-attuned weapon’s wielder makes a good pact with this spirit, the weapon is counted as a weapon of the spirit’s alignment for the purpose of overcoming damage reduction. For instance, a spirit-attuned weapon used to bind a Lawful Good spirit counts as a lawful and good weapon, allowing it to overcome DR/good, DR/lawful, DR/good or lawful, and so on. Construction Requirements Craft Magic Arms and Armor, bolster binding†, magic aura; Cost +2 bonus.

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Rings Rings bestow magical powers upon their wearers. Most rings grant permanent and potent effects. Anyone can use a ring. See Chapter 15 of Pathfinder Roleplaying Game Core Rulebook for the rules regarding rings.

Band of Augmentation Aura moderate occult; CL 15th Slot ring; Price 25,000 gp; Weight — Description This ring is a jet-black band decorated with dozens of diamonds that form the fourteen occult constellations. Each band of augmentation is keyed to one specific pact augmentation available to a 3rd level pactmaker. While bound to a spirit that she has sealed a good pact with and wearing a band of augmentation, the wearer gains that pact augmentation, using her binder level as her pactmaker level. If the wearer already possesses the ring’s pact augmentation, then the wearer increases the bonus that she gains from the chosen augmentation by +1 or her pactmaker level by +4. The effects of a band of augmentation don’t stack; each must apply to a different pact augmentation. Construction Requirements Forge Ring, bolster binding†, creator must have the chosen pact augmentation; Cost 12,500 gp.

Loops of Forced Requisition Aura strong enchantment; CL 17th Slot ring; Price 56,000 gp; Weight – Description This set of matching rings are made of solid, white gold, one marked with the word “devotion” and the other “devotee.” The “devotion ring” has no effect on its wearer while worn, but the wearer of the “devotee ring” must succeed on a DC 18 Will save once per round or fall helplessly in love with the creature wearing the “devotion” band, as the one-target version of love spell†, and refuse to remove the “devotee ring” from her finger. If both rings are worn for three days, the effect becomes permanent and the magic within a set of loops of forced requisition is lost. If the creature wearing the “devotion” band is forced to remove her ring before three days have passed, the love spell effect immediately ends. Construction Requirements Forge Ring, love spell†; Cost 28,000 gp.

Ring of Dancing Chains Aura strong transmutation; CL 5th Slot ring; Price 75,000 gp, Weight — Description This platinum band possesses a thin indentation that cradles a thin, adamantine chain. Although held in place on the ring by the indentations, the chain itself isn’t directly connected to the

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Table 7-3: Rings Ring Ring of the secret sect Band of augmentation Ring of reincarnation Loops of forced requisition Ring of dancing chains

Price 10,950 gp 25,000 gp 42,000 gp 56,000 gp 75,000 gp

ring and can be spun freely. As a move action, the ring’s wearer can spin the chain twice, causing it to dislodge from the ring and grow into a +1 dancing deadlyue adamantine whip or return an active whip to the ring. If the wearer has the Quick Draw feat, she can activate or deactivate the whip as a free action instead and this whip can be further enhanced with a greater enhancement bonus or additional abilities like any melee weapon could be. Construction Requirements Forge Ring, chain of perditionuC, creator must have Craft Magic Arms and Armor; Cost 37,250 gp.

Ring of Reincarnation Aura moderate transmutation; CL 10th Slot ring; Price 42,000 gp; Weight —

Description This ring is crafted in a beautiful medley of yellow and white gold that forms a phoenix holding its tail within its beak. If the wearer of a ring of reincarnation dies, 1 minute following his death he automatically scheduled to reincarnate (as the spell) 1 day later as a Youth of his race. When this occurs, one of the ring’s two rubies (which are set as the phoenix’s eyes) immediately burst into a spark of flame.When both rubies are expended, the ring becomes a nonmagical item. A ring of reincarnation does not function if its wearer was slain by a death effect. Construction Requirements Forge Ring, reincarnate; Cost 41,000 gp.

Ring of the Secret Sect Aura strong enchantment; CL 16th Slot ring; Price 10,950 gp; Weight —

Description A ring of the secret sect is created with the insignia of a specific, often secret, organization engraved somewhere on the band, typically on the gemstone. Virtually all of the organizations noted in Chapter 8 use these rings to identify their members. The wearer of a ring of the secret sect receives a +5 competence bonus on Bluff checks as well as a +2 insight bonus on Will saves against effects that would force him to reveal the truth, such as discern lies. In addition, the wearer can press a ring of the secret sect onto another creature’s skin while speaking a command word to learn whether the creature belongs to the ring’s organization and the creature’s rank within that organization, if any. Construction Requirements Forge Ring, reveal heresy†; Cost 5,475 gp.

Rods Rods are scepter-like devices that have unique magical powers. Anyone can use a rod. See Chapter 15 of Pathfinder Roleplaying Game Core Rulebook for the rules regarding rods.

Rod of the Imprisoned Letter Aura moderate occult; CL 8th Price 2,000 gp; Weight 2 lbs. Description Countless words dance within the surface of this glass rod. When the rod is touched to a page with writing or illustrations written with a liquid-based medium (such as ink or blood) and a command word is spoken, the rod removes all trace of those writings, functioning as erase, by absorbing the medium used to create them. These works are not lost, however; any page destroyed by the rod is stored within it and can be viewed upon its glass surface by speaking a second command word and by speaking a third command word, the wielder can expel one page of work stored within the rod onto a blank page. A rod of the imprisoned letter can store up to 200 pages of information and a page can be permanently erased from the rod by speaking a fourth command word.When copying written words, the rod follows the same limitations as memorize pageacg. Construction Requirements Craft Rod, erase, memorize pageacg; Cost 1,000 gp

Rod of the Muse Aura moderate conjuration; CL 8th Price 5,000 gp; Weight 1 lb. Description This slender rod possesses a small, thumb-sized button and a dial that is marked with dozens of artistic mediums as well as a general setting. When the button is pressed, any surface that one of the rod’s edges touches is colored as if by the chosen medium; the harder the button is pressed, the thicker and wider the strokes created by the rod are. Selecting the general setting permanently changes the color of the touched surface without applying any medium or texture; color alterations to a creature or object made by a rod of the muse can be removed via an erase spell. In addition, the rod is considered a masterwork artisan’s tool for Craft (painting) and similar skills and provides a +5 competence bonus instead of the usual +2 bonus. Construction Requirements Craft Rod, color spray; Cost 2,500 gp

Torturer’s Implement Aura moderate occult; CL 8th Price 2,000 gp; Weight 2 lbs.

Description This rod can be used to deliver a painful touch attack that wrecks the target’s body and mind. If the touch attack is suc-

Table 7-4: Rods Rod Metamagic rod, tailored (lesser) Rod of the imprisoned letter Torturer’s implement Rod of the muse Metamagic rod, tailored Metamagic rod, occult infusion (lesser) Metamagic rod, tailored (greater) Metamagic rod, occult infusion Metamagic rod, occult infusion (greater)

Price 1,500 gp 2,000 gp 2,000 gp 5,000 gp 5,500 gp 9,000 gp 12,250 gp 12,500 gp 73,000 gp

cessful, the target takes 1 point of nonlethal damage and has an indelible rune or mark etched onto it, as brandAPG. If this attack is a critical hit, the target also takes 1 point of Wisdom damage. Construction Requirements Craft Rod, brandAPG; Cost 1,000 gp.

Metamagic Rods

Metamagic rods house the essence of a metamagic feat, allowing the user to apply metamagic feats to spells (but not spelllike abilities) as they are cast.

Metamagic, Occult Infusion Aura moderate occult; CL 17th Price 9,000 gp (lesser), 12,500 gp (normal), 73,000 gp (greater); Weight 5 lbs.

Description The wielder can cast up to three spells per day that automatically succeed at all concentration checks that he makes to avoid losing the spell as though using the Occult Infusion† feat. If you are not bound to a spirit when attempting to activate this rod, you must succeed at a DC 20 Use Magic Device to emulate the bind spirit class feature. Construction Requirements Craft Rod, Occult Infusion†; Cost 4,500 gp (lesser), 6,250 gp (normal), 36,500 gp (greater).

Metamagic, Tailored Aura moderate transmutation; CL 17th Price 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater); Weight 5 lbs.

Description The wielder can cast up to three spells per day that alter the target’s age, height, and weight to his exact specifications as though using the Tailored Spell† feat. Construction Requirements Craft Rod,Tailored Spell†; Cost 750 gp (lesser), 2,750 gp (normal), 6,125 gp (greater).

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Staves A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme, and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created, but can be recharged by a spellcaster with the appropriate spells. See Chapter 15 of Pathfinder Roleplaying Game Core Rulebook for the rules regarding staves.

Table 7-5: Staves Staff Cyclopean staff Staff of spirit binding Time twister staff

Price 41,400 gp 68,400 gp 163,800 gp

creator must possess the Amateur Pactmaker feat or the bind spirit class feature; Cost 34,200.

Time Twister Staff Cyclopean Staff Aura moderate occult; CL 9th Slot —; Price 41,400 gp; Weight 5 lbs. Description This wooden staff possesses a plant-like bud that conceals an organic eye. When a charge from the staff is spent, the bud opens. The staff allows the use of the following spells: »» Bolster binding† (1 charge) »» Comprehend languages (1 charge) »» Daze (1 charge) »» Detect pact spirits† (1 charge) »» Bind spirit I† (2 charges) »» Dismiss pact spirit† (2 charges) Construction Requirements Craft Staff, bolster binding†, bind spirit I†, comprehend languages, daze, detect pact spirits†, dismiss pact spirit†; Cost 20,700 gp.

Staff of Spirit Binding Aura strong occult; CL 17th Price 68,400 gp; Weight 5 lbs. Description Despite smooth and polished to the touch, this ebon staff does not reflect light; instead, stars twinkle across its surface as smoky faces press themselves against its innards as though it were a glass window to the Spirit Realm itself. The staff allows the use of the following spells. »» Bind spirit I† (1 charge) »» Bind spirit II† (2 charges) »» Bind spirit III† (4 charges) »» Bolster binding† (2 charges) »» Draw seal† (1 charge) In addition, a character with the bind spirit class feature or the Amateur Pactmaker feat can spend 1 charge from the staff as a free action while bound to a spirit to reduce the number of rounds that the spirit’s major granted ability is expended for by 1. This ability cannot be used if none of the spirit’s granted abilities are expended. Construction Requirements Craft Staff, bind spirit III†, bolster binding†,

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Aura strong necromancy; CL 17th Slot —; Price 163,800 gp; Weight 5 lbs. Description This staff is constructed from an ancient, gnarled root that is juxtaposed with vivid, green shoots that sprout from the staff. The staff allows the use of the following spells. »» Flames of youth† (1 charge) »» Sands of time† (1 charge) »» Haste (2 charges) »» Slow (2 charges) »» Alter age† (4 charges) »» Temporal stasis (4 charges) »» Siphon sands† (8 charges) In addition, when the staff is used to cast siphon age, you can choose to increase the number of charges within the staff by 1 instead of altering your age category or granting yourself an inherent bonus to an ability score, restoring up to 3 charges each time the spell is cast. Construction Requirements Craft Staff, alter age†, flames of youth†, haste, sands of time†, siphon sands†, slow, temporal stasis; Cost 81,900 gp.

Wondrous Items Wondrous items represent a catchall category for any magic item that doesn’t fall into the other groups of magic items described herein. Any creature can use a wondrous item (unless specified otherwise in the description, such as requiring a particular class feature). Unlike most wondrous items with which adventurers are familiar, items for use by pactmakers rely on a binder level rather than a caster level.

Bell of Eviction Aura moderate occult; CL varies Slot — ; Price varies; Weight varies Description Traditionally crafted from bronze, this ornate bell possesses a wooden shaft that is scrawled with the seals of various spirits. When the bell is rung, all creatures bound to a spirit within the bell’s range feel a sense of increasing anxiety and discomfort. After 3 consecutive minutes, these creatures are affected as banish pact spirits† (DC 25 Will), except this effect does not require a touch attack. A bell of eviction is a sonic effect and does not affect deafened creatures. Additionally, an area of silence protects a binder from the bell’s effects. Bells of eviction come in several different shapes and sizes, each with an increasingly wide-spread area of effect. A standard bell of eviction (CL 10th) banishes spirits in a 20-ft. radius, costs 75,000 gp, and weighs 1 pound A gong of eviction (CL 10th) banishes spirits in a 100-ft. radius, costs 150,000 gp, and weighs 100 pounds A tower bell of eviction (CL 17th) banishes spirits a 1 mile radius, costs 600,000 gp, and weighs 2 tons. A tower bell of eviction has a strong occult aura. Construction Requirements Craft Wondrous Items, banish pact spirits†; Cost Varies (half of base purchase cost).

Brooch of Lamenting Aura faint occult; CL 5th Slot neck; Price 1,500 gp; Weight 1 lb Description This intricate brooch consists of a mithral embroidery surrounding an obsidian jewel that neither shines nor reflects light or images.While wearing a brooch of lamenting, the wearer gains a +2 circumstance bonus on Will saves against effects that suppress or exorcise spirits. Additionally, if the wearer fails a saving throw against an effect that would suppresses or exorcise its bound spirits, the brooch shatters, negating the effect. Construction Requirements Craft Wondrous Item, exorcist’s lament†; Cost 750 gp.

Table 7-6: Wondrous Items Wondrous Item endless chalk gnostic tome (1st) brooch of lamenting tooth of Lehran-Darv (1st) lens of scribing gnostic tome (2nd) tooth of Lehran-Darv (2nd) gnostic tome (3rd) spirit mat skull of questioning gnostic tome (4th) tooth of Lehran-Darv (3rd) exorcist’s revealing box goggles of spirit sight mirror of spirit reflecting cloak of constellations gnostic tome (5th) dedicated vest tooth of Lehran-Darv (4th) gnostic tome (6th) gnostic tome (7th) tooth of Lehran-Darv (5th) gnostic tome (8th) tooth of Lehran-Darv (6th) bell of eviction gnostic tome (9th) tooth of Lehran-Darv (7th) Vaduvian sphere tooth of Lehran-Darv (8th) gong of eviction tooth of Lehran-Darv (9th) tower bell of eviction orb of soul binding

Price 500 gp 1,000 gp 1,500 gp 2,000 gp 3,600 gp 4,000 gp 8,000 gp 9,000 gp 10,000 gp 15,000 gp 16,000 gp 18,000 gp 20,000 gp 22,000 gp 24,000 gp 24,500 gp 25,000 gp 30,000 gp 32,000 gp 36,000 gp 49,000 gp 50,000 gp 64,000 gp 72,000 gp 75,000 gp 81,000 gp 98,000 gp 120,000 gp 128,000 gp 150,000 gp 162,000 gp 600,000 gp orb’s max spirit level x BL x 100 gp

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Cloak of Constellations Aura faint occult; CL 5th Slot shoulders; Price 24,500 gp; Weight 2 lbs Description A cloak of constellations is designed with a motif representing one of the 13 occult constellations. A cloak of constellations cannot be designed with a starless motif. While worn, the cloak provides the wearer with a +4 competence bonus on binding checks made with spirits that belong to the cloak’s constellation. Additionally, the wearer gains the benefits of the Rapid Recovery feat while wearing the cloak, but only with spirits that belong to the cloak’s constellation. Construction Requirements Craft Wondrous Item, bolster binding†; Cost 12,250 gp

Dedicated Vest Aura moderate occult; CL 6th Slot chest; Price 30,000 gp; Weight 10 lbs Description Outwardly plain, this leather vest is stitched with several dozen seals and occult motifs on the inside. While wearing a dedicated vest, the wearer automatically gains the capstone empowerments of any spirits that she is bound to. If a dedicated vest is removed or destroyed while its wearer is bound to a spirit, she becomes stunned for 1d4 rounds and those capstone empowerments are lost. Construction Requirements Craft Wondrous Item, capstone surge†; Cost 15,000 gp

Endless Chalk Aura faint occult; CL 5 Slot — ; Price 500 gp; Weight — Description This stick of ordinary white chalk is roughly 2 inches in length and smooth to the touch. Unlike normal chalk, a stick of endless chalk does not powder off onto its user’s fingers and it does not smear or smudge easily. Endless chalk is water resistant and can be used in damp environments. Heavy rain, being submerged, or actively trying to wipe away the chalk will wash it away. Finally, no amount of use causes the chalk to diminish in size; the chalk effectively never depletes after use, though being completely submerged in water for 1 hour will cause it to dissolve. If a stick of endless chalk is used to draw a spirit’s seal, the chalk grants its user a +1 competence bonus on binding checks made with the spirit. Construction Requirements Craft Wondrous Item, arcane mark; Cost 250 gp.

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Exorcist’s Revealing Box Aura faint occult; CL 5th Slot — ; Price 20,000 gp; Weight 2 lbs Description This hand-held box is made from cast iron or a similarly tough metal and possesses no features save for a single hole large enough to slide the hand of a Medium creature. If a creature that is currently bound to a spirit has its hand placed wholly within an exorcist’s revealing box, the box’s sides light up with the seal of the spirit (or spirits) that the individual is bound to, revealing them as a binder. A character can attempt a Knowledge check to identify the seal, but most exorcists care little for such knowledge and use the box solely as a way to confirm heresy. Construction Requirements Craft Wondrous Item, reveal heresy†, reveal heretic†; Cost 10,000 gp.

Goggles of Spirit Sight Aura moderate occult; CL 10th Slot eyes; Price 22,000 gp; Weight 1 lb Description These goggles are decorated with seal motifs across the lenses that curiously do not impede vision. The wearer can utter a command word in order to gain the benefits of occult sight† while wearing a pair of goggles of spirit sight. The same command word is used to end the effect. Construction Requirements Craft Wondrous Item, occult sight†; Cost 11,000 gp.

Gnostic Tome Aura faint occult; CL 17th Slot — ; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th); Weight 2 lbs Description A gnostic tome contains all the necessary lore requires to bind one, specific spirit. A binder that spends 24 uninterrupted hours reading a gnostic tome completes all Knowledge Tasks associated with the gnostic tome’s associated spirit. Construction Requirements Craft Wondrous Item, creator must complete all of the Knowledge Tasks of the gnostic tome’s associated spirit (this requirement cannot be ignored by increasing the Craft or Spellcraft DC of the item); Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th).

Lens of Scribing Aura faint occult; CL 3rd Slot — ; Price 3,600 gp; Weight 1 lb

Description This palm-sized lens appears mundane at a glance, but viewing it under light shows a myriad of words not yet spoken and scenes that have not yet occurred. By holding a lens of scribing up to your eye and uttering a command word, the lens immediately copies whatever you are viewing onto it, storing the image for later. By holding the lens under a light source above a piece of parchment or similar material, you can burn the last scene stored within the lens onto the parchment with a second command word. The lens has vision comparable to a human eye and is thusly limited when used in conditions of dim lightning and darkness. Construction Requirements Craft Wondrous Item, arcane mark; Cost 1,800 gp.

Mirror of Spirit Reflecting Aura strong occult; CL 12th Slot — ; Price 24,000 gp; Weight 4 lbs Description This ordinary mirror possesses a black-metal border depicting the deaths of half a dozen binders, each one showing the physical sign of half a dozen random spirits. A mirror of spirit reflecting shows the reflections of normal creatures as they are, but creatures currently bound to one or more spirits do not show their reflection in the mirror. Instead, the mirror shows that creature suffering the physical sign of any spirits it is bound to, as well as those spirits’ seals glowing across their heart. Spells and effects that prevent divination effects from revealing the presence of spirits (such as undetectable spirit†) thwart the mirror. Construction Requirements Craft Wondrous Item, reveal heretic†, true seeing; Cost 12,000 gp.

Orb of Soul Binding Aura occult (strength varies); CL varies Slot — ; Price Varies ; Weight 100 lbs Description This large, glimmering orb is roughly three feet in diameter and appears to be translucent, like glass, but is as sturdy and thick as marble. When unoccupied, an orb of soul binding is as clear as finely polished glass. A binder can draw a smaller version of a spirit’s seal onto the orb and perform the spirit’s ritual with it, typically by placing the orb onto a device specifically designed to hold it. Once the ceremony has been performed, the spirit manifests within the orb where it remains for 24 hours. During this time, any sufficiently skilled binder may touch the orb to initiate a pact with that spirit. This functions as any other pact, taking approximately 5 minutes to create an empathetic link with the spirit and perform the binding check. The binder can make a rushed binding check as described in Chapter 3 to reduce this to 5 rounds. The binder must make a binding check

as per usual and can end up with either a good pact or a poor pact depending upon the result. Unlike normal pacts, a binder gains no totem benefits on binding checks when using an orb of soul binding. The spirit remains within an orb of soul binding for 24 hours, regardless of how many binders make a pact with the spirit held inside of it. A spirit cannot be expelled from an orb of soul binding but it can be exorcised via dismiss pact spirit† or a similar ability. If an orb of soul binding is not used to make a pact at least once before the spirit departs, it destroys the orb in a fit of rage. Orbs of soul binding are created with a maximum spirit level that they can contain; an orb cannot contain a spirit whose level is higher than its maximum spirit level. An orb’s binder level (CL) is equal to the minimum level a pactmaker would require to forge a pact with a spirit of the orb’s maximum spirit level. An orb’s aura is faint if the maximum spirit level is between 1st through 3rd, moderate if 4th through 6th, and strong if 7th through 9th. An orb’s cost is equal to its maximum spirit level x its binder level x 1,000 gp. Construction Requirements Craft Wondrous Item, draw seal†, permanency; Cost varies, usually half of its purchase cost (see above).

Skull of Questioning Aura faint occult; CL 5th Slot — ; Price 15,000 gp; Weight 1 lb Description This skull is typically crafted from a humanoid creature, its eyes fitted with precious gems and the seal of a spirit carved into its forehead. In order to activate a skull of questioning, a character must feed blood into its mouth; as a standard action, a creature holding a skull of questioning can use its razor-sharp teeth to deal 1d4 points of Constitution damage to herself, draining the blood into the skull. For each point of Constitution fed into it, a skull of questioning will answer 3 questions, functioning as divination, up to a maximum of 21 questions per day. Any Constitution damage fed into a skull of questioning cannot be healed for 24 hours, even by greater restoration. A skull of questioning only answers questions for a creature whose blood it has fed; offering the blood of another creature solicits no response from a skull of questioning. Construction Requirements Craft Wondrous Item, augur pact†, speak with dead; Cost 7,500 gp.

Spirit Mat Aura faint occult; CL 5th Slot — ; Price 10,000 gp; Weight 5 lbs Description This 5-foot worn leather mat is carefully decorated with the seal of 1 specific spirit. A binder can unfurl a spirit mat as a full-round action instead of drawing that spirit’s seal when he attempts to

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make a pact with the spirit whose seal is adorned upon the mat. Using a spirit mat effectively reduces the time that it takes to complete Step 1 of the pactmaking process from 1 minute to 1 round without causing the binder to suffer any penalties on her binding check. A binder doesn’t qualify for any totems that the spirit possesses that relate to drawing its seal when using a spirit mat, such as where the seal is drawn or what it is drawn with. Construction Requirements Craft Wondrous Item, draw seal†, creator must have completed the seal Knowledge Task of the mat’s associated spirit (this requirement cannot be ignored by increasing the Craft or Spellcraft DC of the item); Cost 5,000 gp.

Teeth of Lehran-Darv Aura strong occult; CL 17th Slot none; Price 2,000 gp (1st), 8,000 gp (2nd), 18,000 gp (3rd), 32,000 gp (4th), 50,000 gp (5th), 72,000 gp (6th), 98,000 gp (7th), 128,000 gp (8th), 162,000 gp (9th); Weight — Description Sometimes called the teeth of the vassel, these strange magic items are more commonly associated with the legendary Atlan pactmaker that is credited for promoting their widespread production and use. Individually, each tooth is associated with one specific spirit and is referred to using that spirit’s name; for instance, a tooth of Lehran-Darv that is associated with Aza’zati is commonly known as a tooth of Aza’zati. A tooth of Lehran-Darv must first be implanted into a creature’s mouth before it can be used. Creatures without mouths or that do not naturally possess teeth cannot benefit from a tooth of Lehran-Darv. A creature must have ample space in its mouth to implant a tooth of Lehran-Darv; if the creature isn’t missing any teeth, it can remove one of its existing teeth as a full-round action that deals 1 point of Charisma damage to it. Once a tooth of Lehran-Darv has been inserted, the creature immediately suffers the personality influence of its associated spirit for as long as it remains within the creature’s mouth, though any penalties accrued for disobeying the spirit’s influence disappear after 24 hours, including those accrued while the creature is bound to the associated spirit. After a creature has been implanted with a tooth of Lehran-Darv for 24 hours, it gains one randomly determined minor granted ability possessed by the tooth’s associated spirit, using its binder level to determine the ability’s effects. A creature without a binder level is treated as having a binder level equal to half its Hit Dice. When a creature has an implanted tooth of Lehran-Darv and is bound to that tooth’s associated spirit simultaneously, it gains a +4 bonus to its binder level when determining the effects of that spirit’s granted abilities. The spirit must be of a particular level, depending upon the tooth of Lehran-Darv. A creature can be implanted with multiple teeth of LehranDarv simultaneously, but it takes a penalty to its Wisdom score

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for every tooth beyond the first that it is implanted with. The effects of multiple teeth keyed to the same spirit do not stack. If this penalty equals or exceeds a creature’s Wisdom score, it falls into a coma until the penalty is reduced, typically by ripping one of the teeth out. A creature cannot have more teeth implanted into its mouth then it normally has. (Most humanoids have 32 teeth.) Teeth of Lehran-Darv adjust their size to fit virtually any creature’s mouth, but they retain their basic shape. As a result, some teeth may need to be implanted in specific places within a creature’s mouth and might even jut out from the creature’s mouth even when it is closed. Construction Requirements Craft Wondrous Item, bind spiritV†, creator must provide a tooth belonging to a favored ally of the spirit to be associated with the tooth of Lehran-Darv; Cost 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th)

Vaduvian Sphere Aura strong occult; CL 18th Slot —; Price 120,000 gp; Weight 1 lb Description This translucent, violet-tinted orb seems to be filled with loose sand that lazily glides throughout the orb’s hollow interior as though a slight breeze existed within the orb. A Vaduvian sphere’s primary function is to store life energy that has been stolen from another creature. If the Vaduvian sphere contains any charges, its wielder can speak one of three command words to use its abilities. By spending one charge, the wielder can reduce its age category by one (minimum Youth). Alternatively, the wielder can use the Vaduvian sphere to project a 30-foot ray that reduces by one the age category of any creature that it hits. This is an instantaneous aging effect. By spending up to three charges, the wielder can gain a +1 inherent bonus to Strength, Dexterity, or Constitution per charge spent (maximum +3). This bonus lasts 18 days. By spending up to nine charges, the wielder can cast a spell she knows or that she has prepared without expending the spell slot or prepared spell.The wielder must spend a number of charges equal to the spell’s level in order to use this command word. Unlike similar items, a Vaduvian sphere does not replenish its charges over time. Rather, the wielder of a Vaduvian sphere can use it as a focus component when casting siphon sands in order to store any siphoned age categories within the sphere instead of reducing her age category or gaining an inherent bonus. The sphere gets one charge per age category drained A Vaduvian sphere can contain up to 50 charges. A new Vaduvian sphere is created with 0 charges while one discovered as treasure typically contains 4d4–4 charges. Construction Requirements Craft Wondrous Item, siphon sands†; Cost 60,000 gp.

Artifacts Artifacts are mystic items with unfathomable power. Unlike normal magic items, artifacts are not easily destroyed and impossible for PCs to create or purchase. Instead of construction information, each artifact lists one possible means by which it may be destroyed. An artifact is often the center of a whole campaign, whether the PCs wish to utilize its powers to accomplish their goals, solve its mysteries, or destroy it entirely.

Ring of Shifting Smiles Aura strong necromancy; CL 20th Slot ring; Price — gp; Weight — Description The ring of shifting smiles is a modest iron band fitted with a cubic slab of lodestone that rests in an ornamental, lemniscate filigree.When the ring is worn, an image of the wearer appears on all of the lodestone’s faces, smiling. As a standard action, the wearer can remove this face and rotate it to the left, making her image younger, or to the right, making her image older. For each leftward rotation she makes, the wearer becomes one age category younger (minimum Infant). For each rightward rotation she makes, the wearer becomes one age category older (maximum Venerable). The wearer ages (or regresses) at a rate of one age category per round until she reaches the chosen age, at which point the engravings on the ring of shifting smiles alter to match the wearer’s current age. This is a physical aging effect. The effects of the ring of shifting smiles are instantaneous; even after the ring is removed, the wearer’s age does not return to normal. In order to return to her true age, the wearer must rotate the ring of shifting smiles as appropriate, be targeted by another instantaneous aging effect, or return to her original age the natural way. Destruction While wearing the ring, a creature must set herself to Venerable and eat a solar lotus. She must repeat this process for each age category until, as an Infant, another assists her in eating the final solar lotus, at which point the lodestone crumbles away into dust. When this happens, the creature’s memories and experiences are likewise destroyed; she returns to infancy instantaneously and must live her life again anew.

Sliver of the Wyrmkin Amulet Aura strong occult; BL 20th Slot neck; Price — gp; Weight — Description A sliver of the Wyrmkin Amulet is one of fourteen fragments of an ancient, Atlan artifact known as the Wyrmkin Amulet. In an age long past, the Wyrmkin Amulet was created by the Atlan Empire as a weapon of mass destruction. Forged using

hundreds of souls, tortured to breaking, the congealed mass of spiritual energy that resulted from this torment was a thennew spirit bound forever to the amulet known as Taios the Wyrmkin. After using the amulet’s power to annihilate 90% of the world’s frehmin population, the gods ripped the Atlan Empire from reality, sunk their island capital beneath the waves, and shattered the Wyrmkin Amulet, scattering each fragment across time and space, locking each to a specific place and moment so they would never be rejoined. Any character that wears a sliver of the Wyrmkin Amulet is immediately bound to the spirit Taios; this pact counts against the total number of spirits that the character can be bound to (minimum 1) and lasts while the sliver is worn and for 24 hours after it is removed. The wearer receives Taios’s capstone empowerment, but she also suffers Taios’s physical sign and personality influences. In addition to Taios’s standard personality influences,the wearer suffers Taios’s personality influence whenever she unequips a sliver of theWyrmkin Amulet. Although a sliver of the Wyrmkin Amulet is considered a neck slot magic item, a creature in possession of multiple slivers can wear all of them in her neck slot simultaneously. When she does so, the wearer gains the ability to alter reality to her whims. If she possesses at least two slivers of the Wyrmkin Amulet, the wearer can expend Taios’s major granted ability for 10 rounds in order to cast any 1st-level spell of her choice as a spell-like ability. If she is mythic, the wearer can use this ability to cast mythic spells or to augment any other spell that she casts using Taios’s major granted ability by spending the appropriate amount of mythic power. For every two additional slivers of the Wyrmkin Amulet that she possesses, the maximum spell level that she can cast using this ability increases by 1, to a maximum of 7th level spells if she possesses all fourteen slivers of theWyrmkin Amulet. If a spell appears on multiple spell lists, use the higher of the two spell levels listed for the spell when determining how many slivers of the Wyrmkin Amulet the wearer needs to cast it using Taios’s major granted ability. As the slivers of the Wyrmkin Amulet are reunited, they begin to protect their wearer with powerful enchantments. If the wearer possesses at least three slivers of the Wyrmkin Amulet, it grants her a +1 enhancement bonus to her natural armor bonus to AC, which increases by +1 for every two additional slivers that the wearer obtains, up to a maximum enhancement bonus of +5 when she possesses eleven slivers. When she possesses thirteen slivers, the amulet grants her the benefits of the immortality binder secret†. Destruction The slivers of the Wyrmkin Amulet are incredibly difficult to destroy, having survived the wrath of the gods themselves during a forgotten age. In order to destroy the slivers of the Wyrmkin Amulet, they must first be reassembled and blessed by the power of the gods who originally destroyed it. Then, the restored Wyrmkin Amulet must be brought to the one place that the gods cannot tread, the Positive Energy Plane, and brought before whatever all-powerful entity makes that plane its dominion. Only the power of this ancient being can possibly hope to dissolve the Wyrmkin Amulet permanently.

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Chapter 8 encounters

Occult Locales What is pact magic, really? Are there not odd places where spirits abide? And what secret societies and such do binders and their foes call home? In this chapter, you will find detailed information and rules about the practice of binding spirits as well as organizations and alternate planes of existence related to pact magic. A Treatise on Pact Magic: This section offers answers to numerous questions about pact magic, such as pact magic traditions, the history of the fallen Atlan, and the dangers posed to one’s very soul. A GM is free to hew closely to this section, offer these as plausible but perhaps mistaken answers, or craft an entirely different treatise. Organizations: In a world with spirits, people gather in organizations to better study, protect or fight against their use. Among the most famous (or infamous) organizations is Death Company. No matter one’s personal feelings about pact magic or the laws of church and land, the undying mercenaries of Death Company complete jobs with supernatural precision like no one else. In contrast, low-profile organizations like Night Watch and Enclave of the Closed Eye seek to quietly contain and study spirits, with an eye toward safely and anonymity. These folks may irritate adventuring binders at times, and they often save the skins and souls of foolish one as well. Others organizations, like Nightfang Adherents and Ravage Binders commit themselves to harnessing less savory and even truly destructive spirits, often in the name of heightening personal power. They give good cause for non-binders to gather in organizations like Order of Salendrios, which seeks to eradicate pactmaking. And by every violent opposing force, there is yet another counter force like Fifth Mountaintop Brigade, a militant group of pactmaking terrorists. Places: Here you will find details for adventuring in three unique locations: the hot and sandy Apocryphal Desert, the tangled and prickly woodlands of the Nightfang Weald, and the maze-like Byways, portals for many spirits to many worlds.

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A Treatise on Pact Magic By its very nature, pactmaking is seeped with ideas that question not only the nature of mortal constructs such as religious institution, government, and history, but also the truths of the multiverse itself and what it means to exist within it.The binder who follows these threads often finds a torrent of “what-ifs” and the uncertainty of whether reality itself is “true” or “false.” To wise binders, the truth does not factor into the study of pact magic, for as binder sages describe, “Truth only exists within the confines of reality.” As explorers and chroniclers of what lies beyond this veil, it does little good to a binder to wonder what can and cannot be, for outside the walls of reality lie ideas that seem to have a life of their own, unconcerned with whether or not they exist because surely they don’t. At least, such things do not exist in the same manner as the reality that lies within reality’s walls and dwelling too long upon the nature of what lies beyond them presents enough maddening lore to tax one’s sanity regarding all aspects of mortal life, death, the afterlife, and what might await beyond it. This treatise is divided into three broad categories that each deal with answering common questions about pact magic. These categories are general information, history, and spirit lore. Note that the knowledge follows is neither cumulated or accredited; binders are often forced to research the history and secrets of their art in isolation, lest they be discovered by one of several organizations seeking to utterly destroy them for their heretical pursuits. Many young pactmakers dream of being the binder to prove just one of the following theories true or force, for doing so would make waves throughout the world’s pact magic community the likes of which haven’t been seen since the era of Omlan Atlan himself.

General Questions

These questions deal with general topics regarding the binding of spirits and how pact magic functions. Most of the answers featured in this section have been confirmed through spirit interviews and centuries of research. That said, the answers featured here could potentially be incorrect, just as any scientific theory might.

Are There Other Traditions that Bind Spirits?

Aside from the pactmaker traditions, yes. Several other major traditions of pact magic exist, each with its own requirements. Of all binding traditions, animism is the most common. Whereas spirit binding draws spirits from the Spirit Realm to seal pacts, animism draws spirits from reality for pactmaking. Animism comes in many forms with the most common being ancestral binding and totem binding. The bond between an

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animist and a spirit is different from, say, the bond between a shaman and her spirit because a shaman doesn’t typically house a spirit within her body while an animist does. Possession binding is another major kind of binding, although it is significantly less common than animism. Possession binding occurs when a binder invites another creature from her reality into her body in a form of incomplete possession; unlike true possession, the binder retains most of her autonomy when she makes a possession pact. Possession binding is distinct from animism and spirit binding because the entity involved in the pact is a real, non-spirit entity such as an outsider or a ghost. The final type of pactmaking is spirit binding, which the type of pact magic described here in Pact Magic Unbound: Grimoire of Lost Souls. In spite of being the least common type of pact magic, spirit binding is actually the practice most commonly associated with pact magic because the term “pact magic” has a mostly negative term; animism is mainstream and even accepted by most folk as an art not unlike shamanism while possession binding is easier to understand due to the involvement of powerful outsiders. In contrast, spirit binding is associated with heresy and the tyranny of the Atlan Empire.

Does Pact Magic Harm One’s Soul?

Although most religious organizations claim that pact magic degrades the soul, in reality soul binding does not harm the pactmaker; to do so would be counterproductive to the spirit, who often wants the opportunity to seal more pacts with a binder, which is typically easier if said binder’s soul isn’t rent into a thousand unidentifiable shards. That said, pact magic in general poses plenty of dangers to a binder and her immortal soul. If a pact goes awry, there is a likely chance that a binder might accidentally summon a ravager spirit, which will attempt to forcibly bind itself to the binder who summoned it and degrade the bonds connecting the binder’s body to her soul, eventually allowing the ravager spirit to hijack the binder’s body for its own uses. Additionally, unskilled binders might accidentally occur a deadly pact malady as a consequence of her pact, and binders who succumb to a spirit’s influence might be compelled to take actions that drastically alter her eternal punishment or reward after she had died.

How Do Pact Rituals Work?

Pact rituals work by giving temporary definition to an occult spirit within the confines of their specific seal, although by what means this occurs is still being debated by occult scholars. Most believe that the key lies within the relationship between the spirit, its seal, and its ceremony. Although not always obvious, most sages speculate that every pact seal represents a sum aspect of its associated spirit, whether it represents their appearance, the event that transformed them into a spirit, or the direct sum of the spirit’s personality, and as a result the seal acts like a magnificent beacon that draws its associated spirit from the Spirit Realm into reality, creating a temporary existence for it. This is why a spirit’s manifestation often seems so

real to those who experience it despite the knowledge that it is merely an illusion. As a result, when the pact ends the seal vanishes and the spirit returns from whence it came.

What is a Demon Eye?

Although diverse in its effects upon mortals, the presence of pact magic on a developing life has eerily consistent side effects, the creation of a demon eye. Virtually any creature whose parents or ancestors dabbled in pact magic can be born into a demon eye, the indication of which is the presence of a third, larger than normal eye located in the center of the creature’s forehead. Although it looks and acts like any other eye, the eye is mostly vestigial as a sensory organ; where it shines is as a conduit of supernatural power. Of course, the touch of pact magic is cruel bargain, and all demon eyes possess a number of crippling deformities in addition to their occult gift such as warped limbs, others have cloven feet. Demon eyes who attempt to unlock the secrets of their heritage and use their third eye too much invariably invite the warping taint of the spirits into their bodies, which often further deforms their already malleable existence. And this taint isn’t restricted solely to characters who were exposed to pact magic while within the womb; any young, impressionable character who is forced to house a spirit from too tender an age is liable to have her still-developing body forever changed by a spirit’s presence, potentially transforming her forevermore from an ordinary child into a demon eye.

Where Did Pact Magic Come From?

There are precious few surviving artifacts from the era before the rise and subsequent fall of the Atlan Empire, so as a result the origins of pact magic are poorly detailed. As much as they are loathed to do so, occult scholars rely mostly on the accounts of spirits for clues on where pact magic might have began and who might have created it. Of course, discerning the truth has proved more difficult than most would hope; some ancient peoples believed that a sorceress that binder scholars connect to the spirit Cave Mother gifted the world with knowledge regarding all forms of magic while others claim that pact magic is a natural truth of reality much like the existence of arcane magic or gravity. Most modern religions claim that a vanished demon lord called Forash created pact magic, as opposed to those who believe that pact magic was given to mortals as a gift from the gods. Because of the ambiguity surrounding this topic, most occult sages don’t bother with the question of where pact magic originated from any more than healers wonder how life began. Wherever it arose from, most sages and scholars agree that the story of pact magic doesn’t begin with its creation, but instead with the founding of the Atlan Empire.

History of Pact Magic

These questions deal with pact magic’s ancient past. Most of the answers featured in this section have been confirmed with a combination of empirical evidence mixed with a healthy dose of philosophical conjecture.

What is the Atlan Empire?

Although pact magic existed before the Atlan Empire, most occult scholars consider the era of the Atlan Empire to have been a golden age of pact magic, a time where more lore regarding binding was forgotten then modern pactmakers have even discovered. The ancient Atlans revolutionized what it meant to be a binder, and ultimately their hubris led to their ultimate destruction and made pact magic taboo. Originally, the Atlans consisted of 13 disparate human tribes that hailed from an archipelago that bore their name. Each island within the archipelago possessed its own ‘kingdom’ that was little better than a tribal community, and the archipelago swiftly became too crowded for the Atlans, wearing peace thin. It was during these troubling times that a sorcerer known as Kontaros schemed to unite the archipelago under a single banner. His banner. Although all accounts agree that Kontaros summoned and bound an army of fiends to his command, some stories claim that Kontaros made a deal with a demon lord who taught him to bind spirits to aid the Atlan in his plots. With his army, Kontaros usurped King Thaykos, king of Kontaros’s homeland, and set events in motion that would eventually make him the first Atlan emperor. Some romanticized stories claim that with his final breath, King Thaykos called out to the gods for the destruction of Kontaros’s legacy in one thousand years, which the gods would come to honor. Over the next two centuries, Kontaros’s empire would flourish in spite of his mysterious death. For the first time, Atlans left their island homes and traveled the sea in pursuit of trade and treasure. Unknown to the general population, the fiends that aided Kontaros in his conquest of the archipelago never truly left, and in the generations since they and their cults carefully played the emperor and his attendants against the churches of the Atlan gods. 258 years after its founding, the fiend-cult’s high priest managed to seduce the emperor’s daughter, siring a male heir to the throne named Alrik of Malkeborne. Under the guidance of the fiend-cults, Alrik tricked the Atlan gods into destroying one another and discovered how to bind their fragmented essence onto his soul, transforming him into what his people would come to call a “true atlan,” ushering an Age of Agnosticism for the Atlan Empire. During the Age of Agnosticism, Alrik and his followers

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offered the chance to become “perfect” to any Atlan willing to devote himself unquestionably to Alrik of Malkeborne. Those who agreed were given the secret knowledge to bind the shards of the fragments of the Atlan gods and those who declined were reduced in societal standing to menial peasantry. It was during this era that the Atlans began viewing themselves as a unique race, separate from humanity, and in their hubris deemed all other people beneath them. Fueled by this sense of entitlement, the Atlan Empire conscripted several hundred tribes of hobgoblins into an army and began a reign of conquest lasting five years that would leave most of the known world in the palm of their hands. They grew decadent and developed ways to use spirits to build devices that far surpassed the technological and magical norm of the era. In time, nearly all the world’s civilizations crumbled before the might of the Atlan Empire. All save for the frehmins. While the Atlans believed their command of the secrets of pact magic was peerless, they quickly discovered that they had met their match in the frehmins. The frehmins inhabited the world’s deserts, a realm where Atlan naval superiority could not easily pursue them, and they possessed the ability to craft unique spirits from celestial entities. Although the Atlan Empire crushed many frehmin cities, the cunning folk merely retreated into the desert with every defeat to begin their next counterattack. Ultimately, the Atlan Empire was stalled by frehmin tactics for nearly 300 years before the greatest binder minds of the Atlan Empire devised a solution to end the conflict once and for all. After leveling another frehmin city, the binders ordered their armies to storm the city and capture as many frehmins alive as they could. These prisoners were brought to the heart of the Atlan Empire, but unlike the hundreds of prisoners of war before them, they weren’t interrogated or tortured. Instead, the Atlans ripped the frehmin’s souls from their bodies and bound them to a powerful artifact of their own design that they named the Wyrmkin Amulet. According to legend, the amulet granted any who wielded its power the ability to utterly bend and command reality to their whims. Armed with this amulet, the Atlan king journeyed out to the frehmin deserts and, using the amulet, discerned the frehmin’s location, transforming the shifting sands into a path of solid gold for his army to march upon. When they arrived at the frehmin holdout, the Atlans used the Wyrmkin Amulet to bury their greatest city beneath the sand, utterly destroying frehmin society as well as most of their population. As countless frehmin souls streamed into the afterlife, it is said that the gods could not turn a blind eye to the atrocities committed by the Atlans, for the gods feared that soon the Atlans would seek to conquer them just as they had utterly conquered the mortal world. Rousing their faithful and their armies of angels, devils, and more, the gods themselves set aside their ancient pacts and manifested within the mortal realm exactly one thousand years to the day that King Thaykos was betrayed. In a single day, the gods and their followers annihilated the Atlan Empire by slamming a shooting star into it, leaving nothing of the fallen empire in its wake. Not even the Wyrmkin Amulet.

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What are the Shadow Wars?

It took ages, but eventually curious minds began rediscovering the secrets of pact magic and experimenting with them after the annihilation of the Atlan Empire and the thousand years of darkness that followed buried these secrets beneath the sands of time. Ironically, this occurred because of the Atlan Empire’s own hubris. The Atlans didn’t want to sully their language by allowing their hobgoblin conscripts to speak it, so in order to teach them pact magic the Atlan Empire issued instructions regarding how to seal pacts with spirits carved into stone slabs. Thusly, pact magic survived the Atlan Annihilation and small, isolated binder communities slowly began to appear across the world. These communities reached out to one another, sharing their knowledge and dreaming up experiments to test their theories. At first, the world’s clergies were merely wary when this Pact Renaissance became apparent, but it soon spiraled out of control. Without the means to control those that they taught pact magic to, many acolytes began using their powers recklessly and sadistically, giving into their spirit’s desires by performing unspeakable acts on innocent souls. As the clergies of the world began to react to the possibility of a resurgence of occult tyranny, they turned to the only person who claimed to know how to handle the situation, a devout follower of the Lord of Justice named Salendrios. Having risen in power quickly as a result of his familiarity with the repositories of confiscated binder lore that his church kept, Salendrios was made high priest of the Lord of Justice after a failed attempt to expel a binder commune in the church’s home city left the high priest dead, two esteemed Agathion servants of the Lord of Justice locked in an eternal paradox, and half of the city destroyed. Wasting no time in his counterattack, Salendrios contacted the high priests of three other deities and bound the four of them together in a single order bent on destroying all binders everywhere in an effort he dubbed the Shadow War, for if his plans were carried out well, the common folk would never know of the churches’ efforts in exterminating pact magic permanently. This order would eventually take Salendrios’s name after his death, and their cruel efficiency nearly decimated the world’s binder communities, with only a single community of 25 individuals surviving Salendrios’s cunning tactics. Luckily for the binders, the churches of the Lords of Justice, Law, Magic, and Secrets withdrew their support to Salendrios’s order following his death; without a strong figurehead to unite them, they quickly fell to infighting and ideological differences. Slowly, the lone binder community rebuilt itself, standardizing most of the techniques that are common among all of the world’s communities today. But just as this community survived, so too did the Order of Salendrios, which rebuilt itself into a self-sufficient organization bent on fulfilling their forefather’s objective by eliminating pact magic and the heretical binders who practice it permanently.

What was the Titanomachy?

In ancient myths, the Titanomachy was the first conflict, a battle between the deities and their near-equals, the titans. These powerful outsiders grew jealous of the adoration that primordial humans gave to the gods, and so the titans waged war in order to oust the gods from their thrones in order to become gods themselves. Dozens of mythological accounts attempt to describe what happened during the Titanomachy, but if the Titanomachy ever actually occurred the events surrounding it are among the gods’ best-kept secrets. Surviving titans that have been interviewed remember the Titanomachy bitterly if they descend from former rebels or with pride if they descend from the gods’ supporters, but even the titans are strangely silent about what occurred during this potentially historic conflict. Some scholars wonder if the whole event isn’t a giant farce to try and scare mortals into obedience, but others claim to have seen the scars of this conflict in the spirits that were created from the fighting, such as the Primordial Titans and the Elysium Choir. Still, even the most adamant of subscribers to the Titanomachy theory know better than to fully trust the memory of the spirits.

Spirit Lore

These questions deal with the spirits, the Spirit Realm, and the legends surrounding these entities. The answers to these questions occasionally have empirical evidence, but most of them are based on a combination of conjecture and first-hand accounts gained from inquiry rituals.

Are All Spirits the Same?

Simply, the answer is no. Although most occult scholars believe that spirits are pale reflections of destroyed souls, even the earliest of binder texts treat each spirit as a unique individual rather than some esoteric incantation to be memorized and recited for power. Spirits have their own unique desires and disdains, and knowing these unique facets of each spirit is mandatory in order to summon the spirit into being; if ignored, a ravager spirit is likely to take notice and slowly begin to rip the foolish binder’s soul from her body before ejecting the binder’s soul into the Spirit Realm. In addition to differences in personality, spirits differ in how difficult they are to summon. Among binder sages and scholars, a taxonomy of spirits exists. This taxonomy organizes spirits by the level of difficulty presented in bargaining with the spirit as well as by mystical themes called constellations. Experts are unsure of whether or not spirits possess varying levels of power in their realm, but to a binder, a spirit’s power is based upon how much supernatural power she can wrest

from it during her attempts to strike a bargain with the spirit. As a result, the amount of power that a spirit bestows onto a binder varies from person to person, with the most experienced binders gaining more from low-difficulty spirits than mere pactmaking acolytes. One of the few aspects that all spirits share is their possession of a narrative, typically one that is related to folklore or another type of endearing literature. Although the connection between spirit and story isn’t understood by any stretch of the imagination, binders have many theories regarding why spirits are often the subjective of popular stories. Some claim that the power of the story makes the spirit’s former existence all the more real, and thus gives it a window of opportunity to return to reality (or enter it for the first time). Others claim that all spirits are as Lady Jarah, fictitious characters given sentience by the collective imagination and captivation of mortals. Perhaps reality is fictitious and spirits are reality’s storytellers and listeners; perhaps due to the spirits’ timeless presence in an unchanging state throughout history, they have become the writers of reality’s tales, with binders acting as the leading characters. Or perhaps not.

Are Spirits Aware of Reality?

This is a difficult question to answer, and it mostly varies from spirit to spirit. Some spirits act as maddened, gibbering lunatics every time that they are summoned, so the chances of them being acutely aware of what happens while they have manifested in reality seem somewhat slim. Other spirits, such as Milo of Clyde and Overmind, are extremely aware of goings-on in the world and even great recurring binders by name and occasionally title. That said, most occult sages and scholars note that most spirits seem to come to recognize the binders that summon them, given enough exposure to that particular mortal. As a general rule, the more alien the spirit, the longer it takes that spirit to begin to recognize a binder, just as all alligators or all shoggoths might appear identical to a human with little experience in dealing with them. Additionally, some scholars have begun tests to disprove the established theory that summoning a spirit establishes a form of truespeech between binder and spirit. According to these scholars, each spirit must slowly learn the language of every binder that it seals a pact with, which means that much of the gibbering and nonsense that a spirit spouts might actually be that entity attempting to figure out which language is most effective for communicating with its binder, and even then may end up using imperfect speech patterns. As a result, the popular opinion is that spirits are almost certainly aware of time spent bound to a mortal and are likely aware of time spent within the Spirit Realm.

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Can Spirits Act on Their Own?

As with most questions involving spirits, the answer is complicated. Although virtually all spirits are unable to interact with material creatures, when a binder seals a pact with a spirit, she might unwittingly offer up a measure of control over her corporeal body to that spirit as part of the terms and conditions of their pact. Often referred to as a “poor pact,” binders find that when a spirit is allowed to influence a binder, it does so without question or concern for the consequences; even the most far-sighted of spirits are too concerned with the novelty of the material to be bothered with consequences. That said, spirits with a more permanent bond with reality have been known to possess a greatly enhanced automotive capabilities. The most infamous of these spirits are ravager spirits, partially real entities summoned by terrifying haunts or created in locations where the boundaries between reality and the Spirit Realm are weakest. Although they possess the same properties as any other spirit, ravager spirits have the power to self-bind themselves to mortal souls when in proximity to a host, allowing them to actively make pacts for themselves without needing to barter with mortals. This ability to think and act for themselves seems to be an innate ability for all spirits, should they be given the opportunity to act on their own. In several particularly esoteric experiences, a cabal of binders were once successful in creating a mechanical construct that was capable of housing supernatural spirits; in another, a similar cabal built a fleshy homunculus for a similar purpose. In both trials, the shells were able to act as makeshift bodies for a spirit, but were ultimately found and destroyed by various antioccult organizations. Since then, some binders have attempted to recreate the cabal’s work with little success.

Do Spirits Interact?

This is a difficult question to answer, as many spirits that were reported to have existed centuries, worlds, or planes apart clearly respond positively or negatively to other spirits that they likely had no opportunity to meet during their brief fling with existence. Some relationships are logical; for example, a spirit with a Good alignment might be able to sense the celestial alignment that leads to the summoning of a particularly vile spirit and threaten to withdraw its power from its binder if a pact is made with such an entity. Other relationships seem completely happenstance or based upon grudges that no binder can justify. Some binder sages wonder if spirits are all mad while some theorize that spirits are able to interact with one another in the Spirit Realm or that many of the legends surrounding the spirits hold more secrets and intertwined connections than one might imagine at first glance. Some even suggestion that rivalries between spirits might have been the result of binder feuds that happened over countless generations. Which theory is correct, if any, is one of the great mysteries of pact magic.

How Does One Become a Spirit?

Because of the overwhelming prevalence of spirits that claim to

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have once been mortal, binder sages and scholars debate constantly about what triggers the hypothetical metamorphosis from soul to spirit and whether or not this transformation can be reversed. According to legend, gods and other powerful, divine agents are able to act as catalysts in this transformation as are certain rituals, spells, and geographic locations. Ravager spirits are also believed to further the creation of bindable spirits, as they possess the ability to severe mortal souls from their corporeal tethers, the result of which invariably transforms the soul into a new ravager spirit. While legends suggest that existence as a spirit is a curse or punishment for transgressions taken against the gods, such stories might be a ruse to hide a truth too terrible to hear. The gods were not always gods. There was a time before time, and becoming a spirit might be a more potent way to live forever. When a creature becomes a spirit, it is suddenly available to binders in all epochs of history—past, present, and future. These spirits whisper that realms of wonder and madness exist beyond the ever-thinning walls of the multiverse, beyond which lie an infinite number of realms. They claim the real world is nothing more than fiction told by a bard who is a character in a book written by someone who does not exist, but could if the creature dreaming of him ever awakens. However, much of what the spirits claim is deceitful; one should not believe their tormenting tales, for doing so is to invite madness.

How Many Spirits Are There?

The number of spirits that may or may not exist is virtually limitless. A recurring theme throughout the legends of dozens of spirits is the idea that the gods possess the ability to transform creatures into spirits through some unknown process, often by locking them away in secret prisons that only pact rituals can breach. For example, one primordial tale claims that a race of powerful beings known as the titans attempted to wrest control of the multiverse from the gods, and in doing so they were locked away for all of time. The legends of several spirits coincide with this tale, so if the legends are true it stands to reason that an entire race of titan-spirits might exist somewhere, waiting for a skilled binder to reach them. Additionally, when the fabled Atlan Empire was wiped from existence in a single day, most of the Atlan people vanished along with their grand cities and luxurious holdings. Although no god, necromancer, or traveler has had contact with these souls since, some binder sages throughout history have reportedly interviewed Atlan souls that exist in some form far beyond reality’s edges. Finally, untold legions of ravager spirits are believed to exist at the fringe of reality, waiting for an opportune moment to claim a mortal coil for themselves and their nefarious plots.

What is Existence Like for a Spirit?

The answer to this question differs tremendously based upon which spirit is answering it. All spirits seem to agree that the Spirit Realm is a blank, empty place except when it isn’t. The spirits either can or cannot interact with one another and are or are not able to scry upon the world’s events on their own

from the confines of the Spirit Realm. Although many of the spirits that are not mortal or have not been mortal for quite some time by the spirit’s perspective claim to dreadfully miss life within reality, those that are far more ancient seem disenchanted with the prospect of returning merely to “exist,” rather, they often wish to return to complete some soughtafter goal or objective.

Can a Spirit Be Active in Multiple Pacts at Once?

Yes, undeniably so. The Spirit Realm is a twilight-like zone where all of reality’s constructs do not exist, including the concept of linear time. Although time almost certainly flows in a straight-going progression in the Spirit Realm, the flow of time for spirits is such that the moment a new spirit appears, it seemingly appears at all moments throughout history simultaneously, a phenomenon that has only ever once been recorded once by a pactmaker who was traveling within the Byways at the precise moment when the spirit Pevwyrn Pervon was created. When he returned to his home plane, he discovered many of his peers using Pevwyrn Pervon, claiming him to be a favorite of theirs, without ever realizing that this spirit both had existed for centuries yet had not existed merely a day before. Some research suggests that binding spirits doesn’t even remove said spirit from the Spirit Realm at all, but rather provides a window from which that spirit can sense and experience reality.

Where Do the Spirits Reside?

Throughout pact magic, numerous references to a place known only as the Spirit Realm are made. Little is known about the Spirit Realm, save that spirits dwell there and that it lies across reality’s veil, beyond space and time. Some scholars believe that the Spirit Realm is an empty wasteland of impossibilities, a place where everything unreal is made real and where everything real unravels. Others believe that reality is but an illusion, a whim of whatever entities that inhabit the Spirit Realm. Some go further, suggesting that the Spirit Realm and its inhabitants are actually a “more real reality” than the multiverse and its denizens. In any case, such conjectures remain the territory of only the most philosophical of binder sages. Despite the uncertainty of the nature of the Spirit Realm, there are reportedly places where, for one reason or another, the barriers between reality and the Spirit Realm are faded. Such regions are often the stuff of legends and include the Apocryphal Desert, the Nightfang Weald, and the Ravaged Spirit. Additionally, reports of a network of demiplanes within reality, formed from the essence of the Spirit Realm like bubbles of

air trapped within amber, exist. Many binder scholars theorize that these demiplanes, collectively known as the Byways, are the spawning ground of the ravager spirit hordes, further adding credence to the idea that these demiplanes might be somehow linked to the Spirit Realm. Although each of these realms has its own challenges and dangers, all exist dangerously close to the edge of the multiverse itself, and some reports claim that explorers who step across this edge vanish and never return, except perhaps as a new spirit waiting to be summoned.

Where Does a Spirit’s Legend Come From?

According to the spirits, a spirit’s legend is that entity’s unique story regarding how it become a spirit.

Why Were the Spirits Created?

Each spirit’s legend traces its unique origins within the confines of reality and many spirits were once mortals. Many binder sages wonder to themselves, “Why didn’t these spirits die and migrate to the afterlife as is natural for all living things?” This question is another one of pact magic’s great mysteries as well as a source of constant frustration and research for those who seek immortality as a spirit. Speculation varies wildly; for example, some binders believe that a powerful entity, usually a god or a pantheon of gods, decided that a creature didn’t deserve the usual reward or punishment, choosing to expel that creature’s soul from reality instead where it became a spirit. Specifically, many binders believe that the creation of spirits is some divine mercy (or cruelty) dealt by the Goddess of Love, for the theme of love ties dozens of spirits together into a rich tapestry of tragedy. Other binders believe that every spirit’s ultimate transformation is dependent upon its ability to create or evoke a unique, compelling story powerful enough to summon that spirit from beyond reality itself. The most esoteric and philosophical of binders suggest that this question is misguided, saying, “Ask not, ‘Why spirits,’ but, ‘Why gods and mortals?’” Perhaps reality was created by beings from beyond the confines of the multiverse, and spirits are fragments of those who have escaped this creation, or perhaps they are the creators themselves. To add further complication, some spirits claim to hail from their binder’s future or have once been a near unfathomable being such as an angel, a demon, a sentient spell, a former king, a dead god, or a fictitious character. This near endless procession of possibilities has left sages and scholars puzzled for centuries with no clear explanation in sight.

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Organizations & Planes For as long as there has been pact magic, there have been esoteric organizations that dabble in its use and hidden places where its powers coalesce. During a time where the binder’s art has all but vanished from the world, it is within these sanctuaries of the strange where the impossible becomes possible and occult wonders manifest before the naked eye. Ancient lore, terrible in its power, is swapped freely and the modern masters of binding train the wary and the eager alike, all in the desperate hope that the practice of pact magic and their meager way of life will survive for just one more generation. And yet just as pact magic thrives in shadows, so too do the very forces that wish to annihilate it from existence. Enemies old and new lurk menacingly, waiting for the opportunity to strike at the final remaining bastions of binding lore to silence them once and for all. Although they share the same prey, these organizations vary drastically in motive; some seek to study and contain the influence of pactmaking while others wish only to see every book and cathedral devoted to the art burn by their hand. Thus the shadowy war for the survival of pact magic has played out on the Material Plane for countless generations. While wars wage and names change, little of substance has been achieved by either side, and as a result both sides yearn for champions with the cunning and skill necessary to strike a final, felling blow against the other side once and for all. If ever such a hero existed.

Organizations

Although all organizations are vastly different in their operations, they share a number of common elements.The following sections describe each of the organizations introduced in this chapter, as well as the game mechanics that members of the organization must master in order to advance up its ranks. Alignment: The organization’s alignment represents the morality and ethics of its overarching goals and hierarchy. Members of the organization are usually within one step of its alignment, similar to a cleric worshiping a deity. Prospective members whose alignments are further removed than one step can join an organization, but the clash of morality and camaraderie often makes the membership of these outliers shortlived. Race: The most common races and creatures that belong to the organization. Leader: The name and class level (if applicable) of the organization’s current leader. Resources: A short list of resources that the organization has at its disposal. Obedience: If a member of the organization possesses the Societal Obedience feat, this entry lists the obedience that the

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member must perform in order to receive any benefit from the feat. Requirements: Before a character can join an organization, she must often undergo a test, pay a tithe, or both. This section describes the process that a would-be member of the organization must endure before it can join. If a character must take an entrance test to join the organization, she can attempt this test once every two terms (see the activities section). If she successfully completes the exam (as noted in its description), she joins the organization and gains 1 Fame (see activities, below). Some organizations require the paying of tithes or taxes in order to remain a member in good standing; if her organization requires such a sacrifice, it must be paid once per term. Activities: Each member of an organization possesses a Fame score within that organization; this Fame can be a positive value or a negative value (Infamy). Each term, a member must attempt an activity check to determine his standing within the organization. The skills that the member may use to make this activity check are listed in the organization’s description, and the DC for an activity check is equal to 15 + the character’s level. If the character succeeds on his check, she increases his Fame with that organization by 1. If she fails his check by 5 or less, her Fame within that organization does not change. If she fails her check by more than 5, the member’s Fame is reduced by 1, to a minimum of 0. If her alignment is more than one step removed from that of her organization, her Fame decreases by 2 instead. When a character’s Fame is 0 within an organization, she is at risk of being discharged. If she fails multiple, consecutive activity checks (as listed in the organization’s description), her membership within the organization is revoked. She can attempt to rejoin her organization at a later date, but the save DC and skill DC of her entrance exam increases by 5 for every time she has been discharged from the organization. Service: Some organizations allow their members to perform additional services for them beyond what is required of their members. Once per term, a member of an organization can perform one of the services listed within that organization’s description in order to obtain the listed reward. Completing a service counts as succeeding on an activity check for the term; thusly, a member who completes a service does not need to make an activity check to remain a member with good standing within her organization, though she may do so anyway in order to gain additional awards. Awards: Whenever a member of an organization gains Fame, she also gains an equal amount of Prestige. Prestige is a currency that members of an organization can use to gain perks and benefits as a result of their standing; a list of default Prestige Awards that all characters can purchase can be found in the reputation and fame section of Chapter 3 in Pathfinder Roleplaying Game Ultimate Campaign or in the reputation section of Ultimate Charisma. Additionally, some organizations offer additional awards in exchange for Prestige, as noted in their entry. Devotee Boons: If a member of the organization has the Societal Obedience feat, this entry lists the boons that the

character gains from performing her obedience, based upon her character level. A member of the organization with levels in the devotee prestige class gains these benefits sooner than other members of her organization. Treatise: This section offers a detailed analysis of the organization, including its founding and its goals.

Planes

Although reality itself is finite, the cosmos is so impossibly immense that countless realities and existences are possible within it, some of which are so indescribable that few minds are capable of comprehending their existence. The following sections describe each of the new planes introduced in this chapter, as well as the game mechanics associated with the plane and notable locations located upon it. Planar Traits: Each plane possesses a number of physical traits that determine the natural laws present upon it, namely how gravity works, how time passes, the plane’s size and shape, how morphic the plane is, and what forces (if any) the plane is attuned to. The traits listed in each plane’s entry are further detailed in the planar section of Chapter 7 in Pathfinder Roleplaying Game GameMastery Guide. Features: Prominent features of the plane or demiplane are listed here, including a list of creatures and races that inhabit the plane as well as a list of major locations to visit there.

New Gravity Trait

Progressive/Regressive Gravity: Gravity acts as normal gravity at a specific point (commonly referred to as “ground level”) and either increases to heavy gravity (progressive) or decreases to light gravity (regressive) as one moves away from that point. The entry notes how gravity progresses or regresses, which direction the progression or regression occurs in, and where ground level is on the plane.

New Time Trait

Subjective Time: Time moves subjectively on a plane with this trait, based upon the creature’s ability to perceive and comprehend it. A creature’s ability to move and act on the plane is based on its Intelligence score, including any ability damage, ability drain, or penalties to Intelligence that it possesses. Once every 10 minutes, a creature that is aware that time is subjective on the plane can attempt a Intelligence check as a full-round action in order to improve its comprehension of time. The creature can use the result of this check as its Intelligence score for the purpose of determining its movement speed on the plane for 10 minutes, after which it defaults to its normal Intelligence. The following describes a creature’s ability to perceive time on a plane with subjective time: Intelligence 9 or lower: The creature moves slower than normal as a result of its lack of mental acuity. It treats all of its movement types as if they were 5 feet slower than usual, plus 5 additional feet per 1 that the creature’s Intelligence is less

than 9. If this penalty is great enough to decrease the creature’s base speed by half, it also takes a –1 penalty on attack rolls, a –1 penalty to AC, and it can only take a single move action or standard action each turn, but not both (nor may it take fullround actions). A creature with an Intelligence of 0 or a base speed of 0 feet is considered unconscious, although it can still attempt to boost its mental acuity (see above). Intelligence 10–14:The creature is unaffected by the subjective passage of time. It can move and act normally. Intelligence 15+: The creature moves quicker than normal as a result of its mental acuity. It treats all of its movement types as if they were 5 feet faster than usual, plus 5 additional feet per 5 that creature’s Intelligence exceeds 15. If this bonus is great enough to increase the creature’s speed by twice its base speed, it also gains a +1 bonus on attack rolls, a +1 dodge bonus to AC, and can make an additional attack during a full attack action. This is a haste effect, and otherwise functions like haste. Slow suppresses this benefit instead of its usual effects.

New Elemental and Energy Traits

Cosmic-Dominant: The plane cycles through phases of positive-dominance and negative-dominance, as noted in the plane’s description. During positive-dominant phases, the plane has the positive-dominant planar trait. During negativedominant phases, the plane has the negative-dominant planar trait. During intermissions between positive-dominance and negative-dominance (if any), the plane has neither trait. Planar Affinity: The plane (or specific locations within the plane) is associated with a secondary plane of existence, such as the Material Plane or the Elemental Plane of Earth. Where such an affinity exists, the plane possesses both its planar traits as well as the planar traits of its associated plane.

New Magic Traits

Conditional Death: When a creature dies on the plane, its soul does not progress to the afterlife as it normally should. Instead, its soul remains ensnared upon the plane for 24 hours, after which it reincarnates into a creature native to the plane with a CR equal to the creature’s soul (do not factor in any CR increases due to wealth when determining which creatures that the fallen creature reincarnates into). The new creature appears as a juvenile of its kind and possess none of the memories or abilities of its former life. This planar trait doesn’t prevent a creature from being returned from the dead while on the plane, but once reincarnated in this manner, a creature can only be restored to its true form using wish or miracle. Wild Pactmaking: On a plane with the wild pactmaking trait, binders gain a +4 bonus on binding checks made to seal a pact with a spirit. In addition, binders always gain the capstone empowerment of any spirit that they are bound to while on the plane, but they also suffer those spirits’ influence and are unable to suppress their physical signs. This includes spirits whose pacts were made on places other than a plane with the wild pactmaking trait.

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Death Company “Always remember, young brothers, do not fear death. All mortal men and women are the same before death, every soul an equal to its pallid touch.When you rush upon the battlefield, make it your solemn duty to give unto Death your enemies, and Death will spare you. Should there come a day that you are given to Death, even then you should not fear, for Death was coming. Death is always coming. For in the end, one must always give Death its due.” — The Brotherhood’s Bond

Suicidal Mercenaries Gifted with Occult Fortune

Alignment CN Races Hobgoblins, half-orcs, human (any nationality), orcs Centers of Activity Any hobgoblin, human, or orc metropolis. Leader Valven Woodspear (CN male elf barbarian [totemic sage†] 17) Language Falrokva (uses the Elven and Hobgoblin alphabets) Resources Gold, political ties with several hobgoblin and orc nations, resurrection magic, uncanny luck. Obedience Spend one hour practicing combat drills, either with a weapon that you are proficient in or with a cantrip that you can cast.You may not take any breaks while performing this combat drill and should you stop for any reason, you cannot complete this obedience for the rest of the day. When your combat drill has ended, you take a dagger and trace a thin line in your flesh along one scar that you possess. If you don’t yet possess a scar, you instead must wound yourself with the intent of creating one. Gain a +1 luck bonus to AC and on Fortitude saves. Requirements Entrance Fee none Entrance Exam You must fight in a performance combat against a member of Death’s Company and win (see the performance combat section in Chapter 3 of Pathfinder Roleplaying Game Ultimate Combat). You fail if you slay your opponent, but no such penalty is imposed upon your opponent should you perish in the pursuit of this exam. Dues 50 gp/term Activities Activity Checks Acrobatics, Bluff, Climb, Perform (act), Perform (comedy), Perform (dance), Profession (soldier) Term 4 months Discharged 4 failed activity checks Service Better Lucky Than Dead (+1 Fame): You defeat an encounter with a CR equal to your party’s APL + 4 or higher against a well-known enemy of Death’s Company or one of their customers. If you defeat the encounter entirely on your own, double your Fame reward. Awards Initiated (15 Fame, 10 PP): You are indoctrinated as a full member of Death Company, undergoing their blood oath

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and gaining their supernatural mastery over death. You gain the benefits of the Endurance and Diehard feats. This award counts as having the Endurance and Diehard feats for the purpose of meeting feat and prestige class prerequisites. Additionally, you gain a +4 luck bonus on Constitution checks made to stabilize. Lore of Heroes (25 Fame, 5 PP):You immediately complete all Knowledge Tasks associated with one spirit that belongs to the hero constellation or that is starless. You may only use this award to complete the Knowledge Tasks associated with a spirit that you are able to summon and seal a pact with. First Among Brothers (35 Fame, 10 PP): You no longer need to pay dues and instead gain a stipend in gp once per term equal to your dues. Immortal (15 Fame, 50 PP): If you are an Adult or older, your age category resets to Adult and you stop aging. This is a physical aging effect and you continue to mentally age as normal. If you are younger than an Adult, you stop aging but you do not become an Adult. Devotee Boons 1: Luck of the Defiant (Sp): divine favor 3/day, heroic fortuneAPG 2/day, or deadly juggernautUC 1/day. 2: Spurn Death (Su):Your uncanny luck and willful defiance in the face of death allow you to shrug off death effects. As a standard action, you can invoke your defiant nature to gain the benefits of death ward.You can use this ability for a number of rounds per day equal to your Hit Dice. This rounds don’t need to be consecutive. 3: Against All Odds (Su): When others have given up, you not only survive, you thrive. Once per day, you can save yourself from certain death and invigorate yourself as an immediate action, functioning as simultaneous breath of life and greater heroism spells. Treatise Death Company is a relatively compact mercenary group that hires its services out to anyone able to pay their exuberant costs. Founded by the odd combination of a human, an elf, and a hobgoblin, Death Company accepts any initiates who are able to impress its members with their combat skills. Throughout the world, the paranoid and the desperate fling their coin at Death Company, begging for their unrivaled skill and unblemished history at the art of combat. For some, seeking the banners of a single regiment of Death Company mercenaries is enough for an enemy force to begin contemplating retreat.

The superstitious often wonder to themselves how the warriors of Death Company manage to avoid death with as much predictability as they do. The truth is stranger than speculation; two and a half centuries ago, there lived a trio of mercenaries who sold their services to a now-defunct binder community after the Order of Salendrios discovered their existence and waged a guerilla war against them. After a hardfought battle, smoke and ash covered the sky as the community burned, its soldiers dead and its innocents slain. Faltos Farwalker, a human, Rokten Steepgrip, a hobgoblin, and Valven Woodspear, an elf, lay huddled together amidst the wreckage, their insides bleeding out. As they held on, they called out to Death, begging for salvation. And Death answered. Disgusted with the folly of mortals, Death offered the three mercenaries a bargain. It would stay its hand from them and any who followed them; they would neither grow old nor suffer death from ill consequence. But Death refused to protect the men from death by violence, informing them that should they accept his bargain, their souls and the souls of all who joined them would belong to Death forever more if all three mercenaries met a violent end. With but a single drop of life left in each, the three mercenaries, a dark-skinned human, a ruddy hobgoblin, and an elf of the woodlands agreed to Death’s terms. On that day, Death Company was formed. It is this power, the supernatural blessing of Death itself, that is the secret of Death Company’s success. Eventually, all proven members of Death Company undergo this pact, which consists of drawing the seal of Death and directly injecting the blood of its only surviving founder into the recruit’s veins. A recruit who continues to prove her worth will eventually undergo the ritual a second time, which grants her true immortality so long as she remains loyal to Death Company. Of course, a violent end in combat, such as what befell founders Rokten and Faltos, can claim the lives of any member of Death Company, including that of its final living founder. Unlike all other members of Death Company, Valven doesn’t embark on missions any longer, claiming that he needs to remain at their urban headquarters in order to induct new recruits into the organization. In reality, Valven knows the nature of the back that he and the other founders made with Death: that if all three of them should meet a violent end before 777 years has passed from the day that they made their pact, Death would claim the souls of all members of Death Company, both living and dead, to serve as his tormented playthings for all time. 657 years have passed since that fateful day, and Valven is determined to keep the souls of his company safe from Death’s grasp. Even without their supernatural powers, Death Company consists of many of the world’s finest merchants. But with Death itself on their side, Death Company has experienced monument success with battles fought and campaigns won and campaign won dating back over six centuries. Although many nations and organizations praise Death Company, just as many loathe them for services rendered against them. Their success has allowed members of Death Company to command an exuberant price

About Death Company

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about Death Company. DC 10: Death Company is a brigade of well-known mercenaries that have an impossibly high success rate, even against otherwise insurmountable odds. This has made Death Company incredibly popular with wealthy nations. DC 15: Death Company mercenaries are often uncannily calm and composed when faced with certain death, perhaps because they seem to succeed where others would surely die. DC 20: Death Company considers all of its members as equals, but they are lead by an elf named Valven Woodspear despite the organization being primarily populated by humans, hobgoblins, and half-orcs. DC 25: Death Company employs supernatural pacts with spirits from the hero constellation to aid its pursuits. They actively trade and cooperate with many binder communities and offer heavy discounts to communities that help them train their recruits in pact magic and provide essential binding materials for its favored spirits. DC 30: Although unconfirmed by anyone from within the organization, it is believed that members of Death Company do not age and are free from death by nonviolent means. Some whisper that the organization’s leader, Valven Woodspear, made a deal with death itself on behalf of his organization.

as well as the privilege of being notoriously picky with which jobs they wish to take. Death Company occasionally takes on missions to further their own agenda, but they aren’t known for their charity and have no issues with quelling just rebellions and other peaceful movements for the right price. Unlike many pactmaking organizations, Death Company does little to further the study of the binding arts. Rather, they are simply interested in applying the principles of pact magic to make their work easier, and in this regard Death Company is by far the most mainstream of the various occult organizations. They deal very little with the research and rediscovery aspects of pact magic and instead rely on other, more scholarly organizations to uncover lost secrets that are applicable to their business for them. Members of Death Company have been known to pay handsomely for such secrets in the form of gold or services rendered and as a result most members make an active effort to stay on the good side of any binder researchers that they happen across. Of course, that isn’t to say that every member of Death Company is a binder. True that many of the lower-level recruits haven’t even heard of spirits or don’t know how to deal even the most simple of seals. After becoming initiated, however, it is expected that most members of Death Company take at least an amateur’s interest in pact magic, as the occult physics that make pact magic possible are the same as those that grant the band’s infamous good fortune. Of course, many might be less willing to do so if they knew their immortal soul were at stake.

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Enclave of the Closed Eye “Our archaeologists have proven beyond a reasonable doubt that a civilization far older and far more powerful than ours existed. And those powers, those supernatural forces still exist today. They peer at us from the dark places within our collective minds; the universe demands the absurd and impossible, after all. To protect our world and prevent it from falling back into tyranny, we must collect this power, we must capture those who would wield it, and above all else, we must contain them both.” — Mission Statement of the Enclave of the Closed Eye

Enclave Dedicated to Containing Pact Magic

Alignment N Races Any, but especially elves, frehmins, half-elves, halflings, and humans. Centers of Activity Underground headquarters located beneath an undisclosed, magic-friendly metropolis. Leader Jova Peacebloom (N human female arcanist 14) Language Enclavic Cypher (uses the Draconic alphabet) Resources Political sway within most kingdoms, vast stores of ancient knowledge about the occult, dozens of highly trained arcanists, sorcerers, and wizards. Obedience Spend 1 hour pouring over ancient binder texts, studying a pactmaking creature or event, or performing both visual and physical tests upon a pactmaking creature or binder. Gain a +4 insight bonus on Knowledge checks made to identify the weaknesses and abilities of pactmaking creatures as well as the granted abilities of spirits and on Survival checks made to track such creatures. Requirements Entrance Fee 125 gp Entrance Exam You display your vast knowledge of occult creatures and lore by succeeding on 3 DC 25 Knowledge checks.You may use any Knowledge check that you could use to make an activity check for the organization to complete this exam. These checks don’t need to be consecutive, but you may only make five such checks each term. If you donate a specimen of a pactmaking creature or a captive binder to the Enclave of the Closed Eye, the exam is waived for you. Dues 125 gp/term Activities Activity Checks Knowledge (arcana), Knowledge (history), Knowledge (planes), Knowledge (religion) Term 6 months Discharged 3 failed activity checks Service Capture, Catalog, Contain (+1 Fame): You manage to secure a pactmaking creature with a CR equal to your party’s APL + 4 alive and transport it to the Enclave of the Closed Eye alive. Alternatively, you can donate a pact magic item (any item with a BL) to the Enclave of the Closed Eye and gain +1 Fame per 10,000 gp in the item’s price. Awards

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Binder Study (15 Fame, 5 PP): You gain the benefits of the Eldritch Binder† feat. In addition, you treat pact magic as being commonplace within any settlement that includes an Enclave of the Closed Eye base or headquarters for the purpose of determining if you can learn spells with the pact descriptor. Detainment (25 Fame, 5 PP): You command enough clout that the Enclave of the Closed Eye will use its resources to detain prisoners for you. Using this award grants you a cell large enough to contain up to 9 Medium creatures that possesses an iron door (hardness 10, 60 hp), a good lock (DC 30), and iron walls that are 12 inches thick (hardness 10, 360 hp). For an extra 10 PP, the cell can also be equipped with antimagic field or antispirit field† (or both for 20 PP). You can purchase multiple containment cells by purchasing this boon multiple times. If the creature is a binder or a pactmaking creature, reduce the award’s PP cost by 5 (minimum 0). Devotee Boons 1: Capture Protocols (Sp): hold person 3/day, mercifulapg scorching ray 2/day, or shrink item 1/day. 2: Amnesia Protocol (Sp): Once per day, you can cast modify memory as a spell-like ability. 3: Containment Protocols (Sp): Once per day as a standard action, you can magically contain one creature, functioning as binding. In order to use this ability, you must provide the material components for binding as if you were a wizard casting this spell.You can allow assistants to help you with the containment, as outlined by the binding spell. Treatise Preferring to work from the shadows, the Enclave of the Closed Eye (often referred to as ‘ECE’ among members and in writing) is a secret society of arcane spellcasters that seeks to understand the nature of pact magic in order to best contain it to prevent the wholesale destruction of the multiverse. In the wake of the Atlan Empire’s defeat, the mages of the Enclave of the Closed Eye have noted that the world has flourished with the general absence of pact magic and occult influences, not suffered for it. As a result, they seek to contain and neutralize pact magic as much as they can in order to ensure that it never returns to plague the world, as the Enclave of the Closed Eye is convinced that should this happen, the world will become dominated and consumed by the occult just as it did during the thousand-year reign of the Atlan Empire eons ago. Of the various pactmaker organizations, the Enclave of the Closed Eye is the youngest. Formed roughly 75 years ago by an

apprentice arcanist named Jova, the young apprentice’s life was shattered with a pactmaker infiltrated her hometown and convinced the town’s adults to join him in an communal pact that promised prosperity beyond their wildest dreams. Of course, the promise was a lie; the pactmaker used the conjoined powers of the village’s inhabitants to summon a powerful demon in a bid to conquer the countryside. Repaying their assistance with violence, the pactmaker and his demon burned Jova’s village to the ground, leaving her and a dozen other children as the tragedy’s only survivors. As she was rescued by a band of heroes who had been pursuing that very pactmaker, Jova swore that she would do everything in his power to stop occult threats and prevent them from destroying all that mortals have built for themselves since the fall of the Atlan Empire. Of course, learning to combat the occult wasn’t easy. Binders rely upon supernatural powers that aren’t easily countered or distorted, so Jova turned to pactmaking to defeat occultism. After assembling a team of arcane spellcasters from across all known disciplines, Jova employed their talents to take an entire binder community captive, sequestering them away to a hidden, vault-like compound located deep underground. Once settled, neither the young nor the feeble where spared from the newly-formed Enclave of the Closed Eye’s interrogations. Jova and her cohorts were careful to keep their guests alive for as long as possible while they employed every manner of mind-wrecking magic to extract secrets, binding rituals, and more from every man, woman, and child that they had taken prisoner. In the end, all of those original captives went mad and died, but the Enclave had what it wanted: the ability to use their arcane magic to seal pacts. In the years that would follow, the secret of sealing pacts via arcane magic would inevitably slip from the Enclave of the Closed Mind, but for every apprentice mage who accidentally uncovered the secret for himself, the Enclave gained a hundred more, locked away within its secret headquarters. From human binders shackled in antispirit cells to terrifying monsters kept in zoological captivity, the Enclave of the Closed Mind has never waned on its mission of protecting mortals from their own curiosity by locking away the secrets of pact magic wherever they can.Virtually all of the most powerful antispirit spells and magic equipment can trace its roots to an enclave arcanist and as a result the Enclave has relations, if strenuous ones, with the Order of Salendrios and the Church of Divine Law. That said, the Enclave and these organizations seldom see eye to eye on how pactmakers should be dispatched; where the Order of Salendrios outright destroys and slays all traces of the occult it can find and the Church whisks it away and converts it into something “pure” and “holy,” the Enclave of the Closed Mind sees every occult anomaly as an opportunity for further research on occult specimens and development of their latest antispirit techniques and tools. Some might consider it ironic that one of the most dangerous antispirit organizations is also one of the most highly influential in the continued study of pact magic, but few are willing to risk life and limb to steal the Enclave of the Closed Eye’s secrets from them, meaning

About the Enclave of the Closed Eye

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about the Enclave of the Closed Eye. DC 15: The Enclave of the Closed Eye is a secret organization that seeks to neutralize occult threats against the world, such as the thousand-year reign of the Atlan Empire, by collecting and containing the impact that binders have. DC 20: The Enclave of the Closed Eye consists mostly of powerful arcane spellcasters who use their considerable talents to acquire occult creatures, artifacts, and binders and bring them back to their hidden vaults deep beneath the surface world where they pose no threat to ordinary folks. DC 25: Far from destroying any occult objects they happen across or terminate binders or occult monsters, the Enclave of the Closed Eye studies their prizes incessantly, hoping to learn as much about the nature of the Spirit Realm as possible to enhance their resources and bolster their own power. DC 30: Although there are no binders among the mages of the Enclave of the Closed Eye, most of the trusted, higherlevel mages have the ability to force spirits into pacts with them using their arcane magic, allowing them to capture and contain fire with fire, so to speak. that many of the otherworldly and unknowable secrets that the Enclave has discovered remain hidden within the spiraling labyrinths of their vaults until the moment is right to unleash those horrors on unwitting pactmaker communities. In recent years, the Enclave of the Closed Eye has begun to expand its focus beyond pact magic towards virtually all other avenues that the Enclave considers “unnatural.” From kidnapping and pressing young arcanists, bloodragers, and sorcerers into the Enclave’s service to neutralizing psychics and psions to vivisect their brains for further study on the development of their mental powers, the Enclave of the Closed Mind seems increasingly determined to create a world where the unpredictability of magic is forever locked away, kept safely under their professional watch and used only by an Enclave member’s experienced hand. Some say that this is already the case, as Jova Peacebloom, who by all accounts should be wrinkled and venerable now, walks with the face and stride of one much younger than she, and many members of the possess pact-made objects and spells of such tremendous power that one might start to question whether the world’s occult communities are truly the masters of pact magic that they claim to be. Of course, these transgressions are often kept as low-key and as few and far between as possible to ensure that locals, who will often support the removal of a pactmaker if the nature of her powers is discovered, may feel less cooperative should they learn that a gods-blessed oracle or a family friend’s sorcerous son had been taken with equal prejudice. All taken into Enclave custody become servants of the organization’s will, whether willingly or unwillingly.

337 Sarah Kemplin (Order #10397598)

Fifth Mountaintop Brigade “By this willing death, ye shall be reborn within the womb of the Fifth Mountain, that hidden place amongst the ken of spirits and their binders, where no mortal may pass without congruence of the heart and soul with all that lies Beyond. By your last breath, in Daiosonis’ name, you shall be reborn with the Legion’s blessing into this our zealous Brigade, which like a sturdy mountain gains no accolades as it gives shelter and gives no inch against its foes. As you gain a second life, may your valor double. Now off with you, pride of Legion.” —Liturgy of the Reborn, for all who wish to truly serve the Brigade’s mission

Militant Pact Magic Terrorists

Alignment N Races Any, but especially aranea, hobgoblins, and humans. Centers of Activity Austere communities sequestered away upon secluded mountaintops. Leader The Legion of Daiosonis (two-dozen binders of various races and classes, ranging from 9th through 17th level) Language Common Resources Unlimited supply of food and water, several kingdom’s worth of resources, an army of fanatical zealots. Obedience Spend 1 hour reciting the Legend of the Legion of Daiosonis, which details the Fifth Mountaintop Brigade’s formation, the tale of the spirit that guides its leaders, and dozens of their most prominent exploits. Gain the ability to cast create food and water once per day as a spell-like ability, using your character level as your caster level. Requirements Entrance Fee 0 gp Entrance Exam You must recite the Legend of the Legion of Daiosonis from memory, requiring 5 successful DC 20 Knowledge (history) or Knowledge (religion) checks. These checks must be consecutive. If your parents or caretakers are members of the Fifth Mountaintop Brigade in good standing, the exam is waived for you when you mature into the Child age category. Dues 125 gp/term Activities Activity Checks Intimidate, Knowledge (arcana), Knowledge (religion), Profession (soldier), Stealth, Use Magic Device Term 6 months Discharged 3 failed activity checks Service Service to Pact Magic (+1 Fame): You perform an act of valor for a binder or binder community. Examples of such acts include (but are not limited to) rescuing a binder from peril or disrupting an individual that is disparaging, blocking, or persecuting the practice of pact magic. Any encounters faced while performing this service must have a CR equal to your APL or higher. Your Fame award for completing this service increases to +2 if your act affects 60 to 2,000 individuals, +3 if it affects 2,001 to 5,000 individuals, +4 if it affects 5,001 to 10,000 individuals, or +5 if it affects 10,000 or more individuals.

338 Sarah Kemplin (Order #10397598)

Awards Audience with Daiosonis (30 Fame, 1 PP): You can petition the Legion of Daiosonis for the answer to one question, allowing you to cast contact other plane as a spell-like ability once at any point during the week following the purchase of this award. You send your mind to the Byways as part of this spell. The Legion of Daiosonis is considered a lesser deity from an Outer Plane for the purpose of determining the response receives as well as the Intelligence check DC to avoid a decrease in Intelligence and Charisma. Reborn (25 Fame, 5 PP):You willingly undergo a ritual performed by three or more leaders of the Fifth Mountaintop Brigade that allows you to join their community in earnest via rebirth. A ritual is performed upon you that infects you with the return to the womb pact malady (see the pact maladies section of Chapter 9).You may choose any willing female member of the Fifth Mountaintop Brigade to be your surrogate mother following the completion of this malady, subject to the Legion of Daiosonis’s approval. Devotee Boons 1: Gifts of the Brigade (Sp): stone fistAPG 3/day, invisibility 2/ day, or meld into stone 1/day. 2: Rebel’s Arms (Ex): You gain proficiency with the short sword and shortbow, as well as with medium armor and shields (except tower shields). If you are already proficient with any of these weapons, you gain a +1 circumstance bonus on attack rolls with them instead. If you are already proficient with light armor or shields, you reduce the armor’s check penalty by 1 (minimum 0). 3: Vermin’s Legion (Sp): Three times per day as a standard action, you can summon a swarm to fight for you, functioning like summon swarm.The swarm has a number of hit points equal to your hit point total and the save DC for any special attacks it possesses equal to 10 + 1/2 your character level + your Charisma modifier. The swarm lasts for a number of minutes equal to your character level, doesn’t require concentration, and follows your commands perfectly as if you shared a common language. Treatise Named after a mountain chain with four massive peaks, the Fifth Mountaintop Brigade is comprised of a series of small monastic communities that have banded together to act as defenders of pact magic communities and the practice of pact magic as a

whole. From their sequestered home, often alluded to as the mysterious “fifth peak,” the Fifth Mountaintop Brigade assaults and disrupts any who would condemn, impede, or persecute binders.While this puts them directly at odds with organizations such as the Enclave of the Closed Eye or the Order of Salendrios, Fifth Mountaintop Brigadiers also attack local governments and aristocratic nobles whose actions make life difficult for binders. They may disrupt the flow of goods and services, orchestrate assassination, and stage hostile takeovers of small cities and kingdoms.The Brigade accomplishes this and more using a vast intelligence network that includes agents placed strategically across the world, even in enemy organizations. According to its leaders, the Fifth Mountaintop Brigade was formed generations prior when the leaders of two dozen disparate binder communities were contacted by a mysterious spirit known only as the Legion of Daiosonis. In exchange for permanent residence within the souls of all 24 leaders, the Legion promised to unite their people into a unified whole that could weather and even defeat the forces that wore them all thin. Without any other option, the leaders agreed and succumbed to the awesome might of the Legion, gaining powers of supernatural sustenance and insight the likes of which few have ever experienced. Under Legion’s guidance, the Fifth Mountaintop Brigade was formed, and remains to this day. This tale is known as the Legend of the Legion, and every member of the brigade is expected to have committed its truths to heart before they can be members of the organization in earnest. The Fifth Mountaintop Brigade promotes a simple life of service to the cause for most of its members. Most brigadiers are members of one of its core communities, and are born into an ascetic community that practices pact magic as a kind of worship rather than an esoteric art to be studied and explored. Children born into the community begin their rigorous physical and occult trainings at age 8 (or their race’s equivalent) and train nonstop until their bodies have reached physical maturity, at which point they are sworn into the service of the Fifth Mountaintop Brigade, provided they can complete the brigade’s simple test of reciting its core beliefs and tenets to a member of the community authorized to give such examinations. Once they have joined the organization, new members are almost immediately assigned missions and are sent out across the world at the Legion’s command, protecting binders and their communities from all and any perceivable threat. Despite its rigid beliefs and reliance on tradition and scripture, the Fifth Mountaintop Brigade’s methods in protecting binders are destructively chaotic in nature. Fear and mayhem are the Brigade’s greatest weapons. With every assassination or disruption, they often seek to make a spectacle of their work to further dissuade others from interfering with the practice of pact magic. Although all members of the organization are given the flexibility to act however they see fit when completing their tasks, years of religious indoctrination have made most members of the Brigade cold and cruel towards nonbinders, and the vengeance they inflict upon their victims

About the Fifth Mountaintop Brigade

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about the Fifth Mountaintop Brigade. DC 15: The Fifth Mountaintop Brigade are an organization of terrorists that strike any who would come to blows with the goals and livelihood of the occult practitioners. They infiltrate, assassinate, appropriate, and worse in the name of their cause. DC 20: The heart of the Fifth Mountaintop Brigade consists of two dozen small, secular binder communities that exist on a secluded, sequestered mountain range. There, brigadiers worship pact magic and the spirits they bind, particularly a powerful entity known only as “the Legion,” which is said to have possessed all of the organization’s leaders. DC 25:The Fifth Mountaintop Brigade promotes a strictly ascetic lifestyle for all of its members, including the strict regulation of attachment to other members of the Brigade. Sexual relations are allowed only for the purpose of populating the Brigade and romantic commitment is frowned upon, as all Brigade members believe that they have taken vows that marry them to the Legion of Daiosonis. DC 30: All of the leaders of the Fifth Mountaintop Brigade are bound to a single, mysterious spirit, the Legion of Daiosonis. can only be described as merciless, cruel, and terrifying. Their strikes against nonbinders are often performed in public places where they can send a clear message to others who knowingly impede binders and also showcase their occult powers to the masses at large in hopes of enticing those who are dissatisfied with their current place in life to explore the binding arts, or better yet, join the Fifth Mountaintop Brigade. Although the overwhelming majority of Fifth Mountaintop Brigade’s agents are born into the organization, the Brigade does take outside recruits from time to time and often kidnaps infants and young children sired by their victims to be raised as future members of the organization. Binders who are not part of their organization are expected to be sympathetic, or at least not interfere in the Brigade’s actions. Outside recruits are expected to take the same rigorous examinations and embrace the same religious practices as the Brigade’s young before they can be considered members in earnest, but completing this test doesn’t offer true membership to one of the Fifth Mountaintop Brigade’s communities; such members are expected to live in small lodgings that exist on the outside of every Brigade community and are barred from using certain services and facilities within the communities themselves. True members must be born into the organization, and as a result outsiders spend most of their time deployed away from the Brigade’s mountaintop communities, receiving messages and marks by way of sorcery or secrecy.

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Night Watch “We the of NightWatch guard against the terrors of dark spirits and their minions. By our eyes and hands, let those who summon without cause and mandate be brought into the fold. By our ministrations, let the weak and ill-touched gain succor. And by our swords and spells, and the wisdom of spirits of the light, let ravagers and their fools be laid low and banished. For the gods in their mercy and wisdom have permitted the binding magic by contract, for the needs of all. By our faithful service, let dawn hold stay on mortal souls.” — The NightWatch’s Oath of Service, recited at the opening of each night’s meeting.

Guardians Against Occult Threats

Alignment NG Races Any. Centers of Activity Urban enclaves near where pactmaking occurs, particularly where religious institutions are weak. Leader Father Amatovar d’Kalazon (cleric [evangelistUC] 12) Language Common Resources Support of many local kingdoms and their rulers, diverse members with an array of powerful, monster-hunting abilities. Obedience Spend 1 hour honing your skills for combat against the horrors that lurk in the dark, such as by drilling combat routines or performing research on monstrous creatures.You cannot perform this obedience in conjunction with any similar activity that grants a benefit, such as studying a spellbook or using the drill instructor ability of the strategist archetypeUC. Gain a +4 insight bonus on Knowledge checks to identify the weaknesses and abilities of monsters, and you can make such checks untrained. Requirements Entrance Fee 130 gp Entrance Exam You must prove your capability in monster hunting by personally tracking and slaying an evil creature with a CR equal to your character level or higher. At your instructor’s decision, you might be permitted to bring help on this mission, but the creature’s CR must be equal to 4 + your party’s APL instead. Dues 130 gp/term Activities Activity Checks Climb, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Knowledge (planes), Knowledge (religion), Profession (soldier), or Stealth. Term 3 months Discharged 4 failed activity checks Service Slayer of Nightmares (+1 Fame): You defeat a creature native to the Dimension of Dreams, a haunt, a living nightmare, a ravage binder, or a ravager spirit and destroy it. This creature must have a CR equal to your party’s APL or higher. If the creature’s CR exceeds your party’s APL, the Fame award increases by an amount equal to the difference, up to a maximum Fame award of +5.

340 Sarah Kemplin (Order #10397598)

Awards Pact Lore (15 Fame, Varies): You can spend Prestige in order to acquire gnostic tomes† from the Night Watch. Purchasing this Fame award costs an amount of Prestige equal to the gnostic tome’s spirit level; for instance a tome of a 1st-level spirit costs 1 PP while a tome with a 5th-level spirit costs 5 PP. Before receiving this time, the Night Watch demands that your worthiness for this tome be formally audited. Amensty (25 Fame, 4 PP): As a famed member of the Night Watch, your affiliation grants you a number of benefits. You gain a +4 circumstance bonus on Charisma checks and Charisma-based skill checks while within any settlement that has had dealings with the Night Watch. In addition, you reduce the Prestige cost of the following general awards by half: character witness, favored territory*, or warden*. Prestige awards marked with an asterisk (*) only function in settlements that have had dealings with the Night Watch unless you pay the award’s full Prestige cost. Devotee Boons 1: Hunter’s Gifts (Sp): detect undead 3/day, hunter’s eyeAPG 2/ day, or magic circle against evil 1/day. 2: Scholarly Hunter (Ex): You can attempt any Knowledge skill check, even if you aren’t trained in that Knowledge skill. If you have the bardic knowledge or keen recollection ability, the esoteric scholar rogue talent, or a similar ability, you instead gain a +2 insight bonus on all Knowledge skill checks. 3: Felling Attack (Ex): Whenever you successfully identify a monster’s abilities and weaknesses and your Knowledge check’s result equals or exceeds the creature’s CMD, you gain a +2 circumstance bonus on attack rolls against that opponent for a number of rounds equal to your Intelligence modifier (minimum 1). Once you have gained this benefit against a foe, you cannot gain it again for 24 hours. Treatise As an esoteric, supernatural art with few true methods of curbing its power, few settlements or kingdoms have the regulatory capacity to enforce any sort of law or order upon practitioners of pact magic. In kingdoms and settlements where pact magic has overstepped its bounds, the Night Watch steps in to offer its services to chieftains and kings. Led by the charismatic Father Amatovar d’Kalazon, the Night Watch monitors and, when the situation calls for it, expunges unauthorized occult activities and practices.

Few are better equipped than Amatovar d’Kalazon to regulate the practice of pact magic. A distinguished hunter of occult (including dangerous binders), Father d’Kalazon is a also a devoted follower of the Lord of Law, and claims that the gods of old signed a binding contract that permits the un-prosecuted practice of pact magic, provided those binders submitted themselves to churchly regulation. Whether or not this claim holds true for other clergies is up for debate, but while other devout clerics bickered or flat-out ignored this bit of lore, Father d’Kalazon embraced it wholeheartedly and invited a number of powerful binders, rangers, clerics, wizards, and even paladins to join him in hunting and ending the threat of those who eschewed the gods’ mercy, founding the Night Watch. Since its creation several decades prior, the Night Watch has grown tremendously, and it remains one of the few public avenues where binders can practice their art with a measure of tolerance, even respect, from nonbinders. In addition to binders, unwanted folk from all walks of life have since found haven in the Night Watch, perhaps none more famous than the psychic vampires. Although most are wicked, cruel creatures, a small group of psychic vampires who claim to be disciples of the spirit Noble Marius use their mental prowess to the benefit of the Night Watch, feeding off of the thoughts and emotions of bound spirits rather than living mortals. Despite their usefulness to the organization as a whole, few within the Night Watch approve of working with vampires towards a common goal, and as a result their numbers are few among the Night Watch’s members, with many succumbing to “accidental” smiting via clerics when channeling positive energy. Despite its oddities, the Night Watch is popular in the areas it operates in, which tend to be settlements and kingdoms with strong binder populations nearby. The Night Watch takes on the role of setting and enforcing laws upon local binders, helping to keep the peace throughout the land while also ensuring that local binders can practice pact magic in peace; provided those binders meet the Night Watch’s strict requirements. For instance, it is illegal for a binder under Night Watch protection to seal a pact with a spirit without having first submitted a formal request for permission to do so, which includes standing before a hearing, explaining the spirit’s legend, abilities, and influences, and explaining why he needs the ability to bind the new spirit. Binders who fail to meet the Night Watch’s standards are often given one chance at forgiveness, but should they breach the Night Watch’s terms a second time, they forever lose the organization’s protection and are hunted down and ended without mercy or exception, the same as any other occult monstrosity. As a result, many binder communities loathe the Night Watch, claiming that binders are unable to explore the deeper questions of the cosmos under their authority. While publicly the Night Watch does all this and more for the communities they serve, their true agenda is far more dire. The Night Watch as an organization directly opposes the nefarious plans and machinations of ravage binders and the wicked ravager spirits that latch onto their souls. Armed with

About the Night Watch

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about the Night Watch. DC 15: The Night Watch as an organization is roughly 20 years old, and was founded by Father Amatovar d’Kalazon, a cleric of the Lord of Law. The Night Watch assembles otherwise unsavory individuals to help combat and regulate occult threats to society, such as errant binders and other supernatural beings. DC 20: Rather than heartlessly slaughtering unsavory citizens by the droves, the Night Watch actively works to attempt to give these folks some semblance of a normal life, albeit at the cost of severe regulation and oversight. Should a once protected individual stray too far from these regulations, the Night Watch dispatches them quickly and mercilessly. DC 25: In addition to redeemed criminals and vagrants, the Night Watch is also a bastion of respite for otherwise unwelcome folk, such as binders and even monstrous creatures. As a result, the Night Watch is something of a melting pot in terms of its members, and magical traditions that are normally outlawed, such as pact magic, and often permitted under the Night Watch’s supervision. DC 30: Despite their claims, the Night Watch was originally founded to find and banish ravager spirits, and cull the parasitic ravage binders that have been tainted by the twisted inhabitants of the Byways.

a number of occult incantations and spells designed specifically to banish these wicked beings, the Night Watch actively seeks places where the walls between the Material Plane and the Byways are thinnest to stem the ravager tides from these places, attempting to prevent the wholesale consumption of mortal souls by these foul beings. It is in this pursuit that the Night Watch’s binder allies are at their most helpful, for only they possess the knowledge and ability to identity and combat these foul threats, and the Night Watch is constantly training even its nonbinder operatives in a girth of spells and abilities specifically designed to take down ravage binders. That they are often equally effective against normal, albeit errant, binders is simply a perk to these guardians against the occult. The Night Watch operates primarily in small settlements and kingdoms that lack institutionalized religions. Most churches would like to see pact magic eradicated, and strong churches are notably inflexible regarding the Night Watch’s cooperation with binders and other supernatural beings, going to great lengths to hem in its operations. What stops them from a full assault: none have disproved the deific mandate of its leader. Thusly, the Night Watch is usually tolerated but often constrained and only occasionally branded as heretical. That said, the slightest misstep on the organization’s part often functions as an excuse for a church to expel it from their lands. The Night Watch works tirelessly to prevent this fate.

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Nightfang Adherents “But all is not lost, for the wretched blight we call ‘civilization’ is nothing more than a shrub. A vile, unwanted shrub that taints the gardens of the multiverse. But even the greatest oaks can die at the hands of lowly mildew. And so we shall infest this wretched bush, rot its leaves, sour its berries, and steal its sap until nothing remains save the Weald!” — Sound of the First Hunt, as orated by Havokhandra the Everlasting

Servants of a Twisted Realm of Wicked Fey

Alignment CE Races Any, but especially elves, gathlain, gnomes, half-elves, humans, wayangs. Centers of Activity Lodges on the Nightfang Weald, as well as places where boundaries between the Nightfang Weald and the Material Plane are thin. Leader Havokhandra (CE broken soulb4 hamadryadb4) Language Wealdspeak (uses the Aklo alphabet) Resources Extradimensional plane filled with exotic herbs and creatures, powerful druidic magic, ability to transform adherents into plant creatures. Obedience Meditate for 1 hour within the Nightfang Weald, allowing all of the natural sounds and sights resonate through your body. Alternatively, you may meditate while holding a piece of foliage from the Nightfang Weald, caressing it with every part of your body as you meditate. After you have finished meditating, you destroy a piece of civilization worth 500 gp or more, such as a work of art, a tool, and so on. Gain a +2 bonus on saving throws against spells, spell-like abilities, and supernatural abilities used by fey and plant creatures as well as on saves against all environmental hazards that you face on the Nightfang Weald. Requirements Entrance Fee 375 gp Entrance Exam You succeed on a DC 25 skill check with each of the following skills: Knowledge (geography), Knowledge (nature), Knowledge (planes), and Survival. Afterwards, you prove your dedication to the Nightfang Adherents braving the Nightfang Weald for one week and surviving the ordeal. Dues 375 gp/term Activities Activity Checks Heal, Knowledge (geography), Knowledge (nature), Knowledge (planes), Survival Term 3 months Discharged 3 failed activity checks Service Fey Friend (+1 Fame): You manage to successfully defeat a fey with a CR equal to your character level or greater in a battle of wits. If you slay the fey, you lose 1 Fame instead. Awards Reincarnate (15 Fame 15, 8 PP): You can spend 8 PP to allow one creature of your choice (including yourself) to

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be reincarnated within one of the Black Rose Lodges of the Nightfang Adherents, functioning as reincarnate. You do not need to pay for reincarnate’s material component when using this boon. At the GM’s decision, you may be limited in the number of times that you may purchase this boon, based upon your rank within the Nightfang Adherents. Walker of the Weald (25 Fame, 8 PP): Your rank is sufficient enough that you can request special transportation for yourself and up to 1 ally per 5 Fame that you possess. Any creatures of the Animal, Magical Beast, or Plant type that you are travelling with don’t count against this total. You may either be transported to or from the Nightmare Weald, as plane shift, or be transported from the Material Plane to another place upon the Material Plane, as teleport. At the GM’s decision, the Nightfang Adherents may not be familiar enough with a specific location to transport you there using this award. Devotee Boons 1: Soul of the Weald (Sp): entangle 3/day, barkskin 2/day, or plant growth 1/day. 2: Weald Mastery (Ex): You gain a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with your level as the ranger ability does. You must choose forest or a fey-dominated plane (such as the Nightfang Weald) as your favored terrain. If you select a terrain with this ability that is already one of your favored terrains, increase that terrain’s bonus by +2 instead. 3: Nightfang Apotheosis (Ex):You undergo the full rites of the Nightfang Adherents, blossoming into an Adhered One. Your creature type permanently changes to either monstrous humanoid or plant (your choice) and you gain the occult subtype in addition to any other subtypes that you possessed prior to gaining this boon. Once this choice has been made, it cannot be changed. In addition, you can cast speak with plants as a spell-like ability at will. Treatise The Nightfang Adherents are a society of druids and others close to nature that reveal in the power of the Nightfang Weald, a horrific plane located where the lines between the Fey Realm and the Shadow Plane blur. Unlike other binder organizations, the Nightfang Adherents aren’t well-organized and its members are subdivided into hundreds of smaller cults that constantly squabble with one another over territory and sacrifices, some of which consist of no more than a single cultist. Despite their disparate society, all of the various cults of

Nightfang Adherents possess several core tenets in common. First, all Nightfang Adherents epitomize the brutality and cruelness of nature, stating that, “blood spilled waters the trees and sates the beasts.” They reveal in the violence of the natural world and aim to enshrine this violence within their own souls. Second, all Nightfang Adherents loathe civilization, seeing it as little more than a means for the weak to protect themselves from the strong. Nightfang Adherents view laws and sanctions as flimsy paper shields against the natural truth that without society, all such lawyers and politicians would likely be hunted, killed, and consumed by those much more powerful and cunning than themselves. Finally, all Nightfang Adherents are binders, having heard the ethereal wailing of spirits that resonates throughout the Nightfang Weald. Nightfang Cultists see pacts with spirits as a means of release; spirits have far fewer qualms about enacting terrible vengeance upon their hated enemies, and by binding those same spirits the Nightfang Cultists are able to slowly purge themselves of civilization’s corruptive taint, leaving them clean, pure, and strong. Better still, many spirits are directly associated with the Nightfang Weald, either having been born of one of its denizens or having been cast there by a powerful, divine agent as punishment for some long-forgotten transgression. In addition to these basic tenets, all Nightfang Cults are fanatically loyal to Havokhandra the Everlasting, a hamadryad that is said to be bound to the very soul of the Nightfang Weald itself. If the rumors are true, they certainly explain many of Havokhandra’s terrifying powers. She is able to warp the very essence of the Nightfang Weald itself, awakening any tree planted there as a powerful, twisted treant and transform any creature foolish to gaze upon her into a harmless critter or a terrifying, bestial monstrosity, whichever suits her best. It is said that should a tree from the Nightfang Weald be planted upon another plane, Havokhandra’s eyes can peer from its branches to few the countless worlds that she so terribly despises and command those trees as if they resided within her realm proper. Although extradimensional movement between the Nightfang Weald and other planes is strangely limited by some supernatural force that even the greatest conjurers poorly understand, when the boundaries between her enemies and the Nightfang Weald thin, Havokhandra orders tides of her servants, both fey and adherents alike, to wash upon foreign worlds and raise them for even the most minor sleight against nature; burning down a field, taking an axe to a single tree, and picking a bouquet of roses are equally loathsome in her demented eyes. It is said that Havokhandra knows the precise moments when and where portals will open to and from the Nightfang Weald, and she directs her subjects with flawless precision and finesse against anyone who has earned her ire. Despite their violent natures, Nightfang Adherents don’t necessarily attack humanoids on-sight, even civilized ones.True, they loathe society and all it stands for, but the Nightfang Adherents are just as interested in converted the “wretched” to their cause when possible, and it isn’t uncommon for them to use the mystical boons of both Havokhandra and the Nightfang Weald to

About the Nightfang Adherents

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about the Nightfang Adherents. DC 15: The Nightfang Adherents are a group of cultists that frequent a plane known as the Nightfang Weald, which is a twisted version of the fey’s ancient home plane. DC 20: To any civilized being, the Nightfang Weald is a place of utter nightmare, where the very land itself seeks to destroy any who would bring the taint of corruption to the Nightfang Weald. As its tenders, the Nightfang Adherents seek to protect the weald from intrusion and tend to its denizens. DC 25:The Nightfang Weald is a semi-conscious plane that is aware of any and all defilement of nature upon the Material Plane. When senseless destruction of nature occurs, the plane thins its boundaries with the Material Plane and invades, seeking to destroy those responsible and seed the weald’s influence upon that plane. DC 30: The Nightfang Weald is lead by a twisted hamadryad known as Havokhandra the Eversoul, a being intrinsically linked to the Nightmare Weald itself. She is said to know all that occurs within the plane’s borders as well as any plane that it touches. She loathes mortals and uses the Nightmare Weald’s powers to twist and distort them into animals and wildlings.

attempt to entice others to their cause. Grand balls lined with food, bathes in mystic springs that undo the aging process, transformations into strange and glorious fey creatures, and more are offered and prizes to those who devote themselves to the Nightfang cause, for the adherents know that those who would call themselves ‘civilized’ outnumber their own ilk, and their numbers often need replacing. For this reason alone, converting the wicked into pure folk rather than rearing new adherents exclusively. Joining the Nightfang Adherents isn’t difficult, but it is extraordinarily dangerous. Any individual showing even the slightest curiosity about the organization is often whisked away in the dead of night to the Nightfang Weald itself, where weeks of conditioning can happen in mere moments thanks to the fluidity of the passage of time upon the plane. When the cultists have all but destroyed the former identity of the individual and a fanatical love left alone in its wake, the new cultist is deemed ready for integration into a cult’s hierarchy. Of course, not all new recruits are so utterly tarnished, as the recruitment process differs from cult to cult. Some prefer to create mindless drones out of abducted folk as detailed above while others seek to win loyalty through the procurement of addictive substances or precious gifts. However they manage to ensnare new blood, Nightfang Adherents seldom hesitate to throw away these newly acquired lives whenever the conditions suit them, as they find the tempting of corrupt, civilized folk to be an effortless, ever-exploitable endeavor.

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Order of Salendrios “Brothers and sisters. Although we be the servants of many gods, some of us with conflicting views and interests, hear my voice. Are we not but mortal men and women, the rightful inheritors and stewards of the Material? We cannot ignore the threat that lay around us. The great cities of our world ache from a pain that must be mended, a blight that can only be purged through violent inquisition.The heresy of the ancients, the blight to end all blights.The practice known as pact magic.” — A Call to Action, as orated by High Justice Salendrios

Religious Zealots Seeking to Destroy Pact Magic

Alignment NE Races Any, but especially dwarves, elves, half-elves, frehmins, and humans. Centers of Activity Secret, cloistered lodges located across the world, often near sites of pactmaking significance. Leader Grand Templar Murich Steelshatter (NE male dwarf inquisitor [occult abolisher†] 14) Language Dispartic (uses a combination of the Abyssal, Celestial, and Infernal alphabets) Resources Unwaveringly devoted religious fanatics, untold reserves of ancient Atlan lore and magic items, peerless proficiency in pact exorcisms. Obedience Draw the seal of a spirit as a pactmaker would three times; once in chalk, once in salt, and once in fire. When this process has ended, recite an ancient prayer of the Order of Salendrios for 1 hour while swearing to destroy those who commune with bindable spirits. Gain a +2 bonus on saving throws against supernatural abilities (including the granted abilities of spirits) as well as a +2 bonus to your caster level when using a spell or spell-like ability that exorcises spirits, such as dismiss pact spirit†. Requirements Entrance Fee 525 gp Entrance ExamYou successfully slay a practitioner of pact magic and bring his remains to the Order of Salendrios for examination. In some cases, prospective recruits are given directions and leads to follow to your quarry while others are expected to find marks on their own. The exam givers have access to all divine divination spells of 4th level or lower and use them to determine the legitimacy of any such exam taken by a prospective student. Dues 125 gp/term Activities Activity Checks Knowledge (any), Linguistics, Spellcraft, Use Magic Device. Term 3 months Discharged 3 failed activity checks Service Decisive Victory (Varies):You have dealt a major blow to the heretical pact magic users of the world, either by defeating a character with the bind spirits class ability whose CR is equal to or greater than your own, or by dealing some other catastrophic blow to the practice of pact magic, such as by destroying a major

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repository of occult lore or razing an entire village of heretics. This service awards +1 Fame, plus additional Fame determined by the GM based upon how severe a blow you have dealt to the binder community, up to a maximum reward of +5 Fame. Awards Spell Trained (20 Fame, 8 PP): When using a spell trigger or spell completion item to cast one of the spells listed by the heretic hunter devotee boon, you automatically succeed on all Use Magic Device checks to activate such items. Marshal (35 Fame, 16 PP): You have become a Marshal within the Order of Salendrios, giving you jurisdiction over knights who only have levels in your favored class or in classes that have retraining synergy with your favored class (see the retraining section of Chapter 3 in Pathfinder Roleplaying Game Ultimate Campaign). Treat your Leadership Score as if it were 4 higher for the purpose of determining the number of followers that you can attract; all such followers must belong to a class that you have jurisdiction over. Additionally, any cohort that you recruit can be up to one level lower than you instead of two levels lower if all of the cohort’s classes have retraining synergy with your favored class. Devotee Boons 1: Heretic Hunter (Sp): detect pact spirits† 3/day, zone of spiritual abstinence† 2/day, or dispel magic 1/day. 2: Severe Influence (Su):You gain the exorcise pact spirits† binder secret, ignoring its prerequisites. Use your Hit Dice as your effective pactmaker level for the purpose of determining the benefit of this binder secret. 3: Brand of Obedience (Sp): Once per day, you can inscribe a powerful rune on a binder, compelling it to avoid pact magic. This functions like geas/quest, except you can only force the target to refrain from binding spirits. Treatise Thousands of years ago, the Order of Salendrios was founded to squash the threat of pact magic following the devastation wrought by the fall of the Atlan Empire, an ancient civilization that nearly conquered reality with advanced binding techniques and technology. Originally founded by the charismatic High Justice Salendrios, the Order of Salendrios was envisioned as an everlasting allegiance between the followers of four of the most powerful deities, the Lords of Justice, Law, Magic, and Secrets. In the end, however, the differences between these rivals were so great that after Salendrios’s premature death at the age of 42, the Order of Salendrios seemingly dissolved

without the charisma and diplomatic abilities of its founder, and the world’s binders breathed a sigh of relief. Although lacking many resources following the loss of the churches they once considered their allies, it is debatable in regards to whether or not this schism was truly a blow to the Order of Salendrios, for the churches’ abandonment left the most fanatically devoted of Salendrios’s followers in charge of the organization. Following the Order’s public disbandment, Salendrios’s devoted took the Order underground, slowly amassing resources and building strongholds while inspiring or coercing future generations of fanatics with a singular purpose: to complete their founder’s work by destroying all traces of pact magic, now and forever. Today, the Order of Salendrios is split into hundreds of smaller commanderies, hidden cities and strongholds manned by those loyal to the order. Each city includes a small keep built to house the order’s leader, the Grand Templar, who commands all of the order’s commanderies across the world and constantly moves between them. Each commandery is run by a Master Templar, who serves as the city’s liege, as well as her seneschals, commanders and managers of all of the lands and resources belonging to the commandery. Beneath them are a half-dozen Marshal Templars, each of whom command a specific branch of the commanderies’ armed forces, such as the Marshal of Magic, the Marshal of Calvary, and the Marshal of Espionage. The branches of a commandery’s armed forces differ from city to city, based upon factors such as the commanderies’ needs, the terrain it is located in, and the abilities of the people stationed there. The Knight Templars and their squires make up the bulk of the Order’s military presence and are the backbone of the Order of Salendrios. These soldiers carry out missions assigned to them by the Marshal Templars and although their name evokes the image of armored warriors on horseback, Knight Templars vary heavily in their training, as the title ‘Knight’ is given to all who serve in the order’s military. Finally, below the knights are civilians and servants who man the commanderies’ coffers, repair their equipment, and take care of their animals and resources. Although the commanderies are stretched thin, the Order of Salendrios’s knights and their commanders are among the best trained soldiers in the world and strike with the force of an army ten times their size. Currently, the Order of Salendrios is led by Grand Templar Murich Steelshatter, a dwarf who has commanded the organization for several decades. In that time, the Order’s tactical strikes have become significantly more aggressive then they have been previously, attacking binder communities with greater ferocity and less mercy than ever before. Murich’s most notable achievement as Grand Templar is his creation of the Silent Templars, an organization of spies and assassins that have proven to be more effective in the Order’s work than a million soldiers. Levelheaded and brutally intelligent, Murich is unwaveringly stoic in his duties to the Order of Salendrios and is willing to pursue any and all avenues in his mission to wipe the world clean of pact magic. Recently, Murich has begun to offer the Order of Salendrios’s swords and skills to aristocrats and kings who can afford

About the Order of Salendrios

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about the Order of Salendrios. DC 15: The Order of Salendrios is an antiquated organization founded thousands of years ago to destroy a widespread cabal of pactmakers who petitioned supernatural entities for frightening powers. The order collapsed following the death of its leader, High Justice Salendrios. DC 20: Although no longer publicly active, the Order of Salendrios went underground following the death of High Justice Salendrios and the subsequent disbandment of the alliance that lead to its creation. Today, the Order works from the shadows, waging a shadowy war against practitioners of pact magic to this day. DC 25: The Order of Salendrios is comprised entirely of amoral fanatics who will stop at nothing to destroy pactmaking and other occult practices. Innumerable amounts of death and destruction have been carried out by the Order of Salendrios in their quest to eradicate binding, all of which are considered acceptable losses to its deranged members. DC 30: Grand Templar Murich Steelshatter is the current leader of the Order of Salendrios, a grizzled old dwarf who is also a tactical genius and a charismatic leader the likes of which the order hasn’t seen since High Justice Salendrios himself. to pay in goods, services, and information. Unlike many of his predecessors, Murich sees the good will and debt of commonfolk as a priceless resource to the Order’s cause, both of which often supply Murich with tips and occasionally coordinates to the location of binder communities. Murich’s tactics have been so effective that over a dozen binder communities, including one city of over ten thousand souls, have fallen before the onslaught of the order’s armies. In this way, the Order of Salendrios shows its true colors; despite the pomp and pageantry that the Order claims to boast, in truth those of the order are beholden to none except their unwavering belief in the corruptness of pact magic and an overwhelming zeal to utterly annihilate those who would endanger reality by using it, no matter how innocent those souls may be. The Order of Salendrios makes no exceptions in their mission and takes no prisoners. In their eyes, a binder who heals the sick and tends to the wounded is just as vile as one who conquers cities and impales the heads of its rightful rulers upon iron stakes, for both dabble in unnatural powers with fundamentally corrupt entities. Masterfully skilled at performing exorcisms and preventing binders from calling spirits, the Order’s Knight Templars use exorcisms only as a means to pacify binders until they can be properly executed. The Order even claims that those born to binders are fundamentally tainted and take equally ruthless measures when dealing with such souls, even those orphaned and otherwise ignorant of pact magic.

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Ravage Binders “What is our madness but fractured windows onto a void of days with tentacles, hours with fangs, and thoughts with blisters? What is our prize but the gods and their pretty toys broken on the shores of time? Our rebirth awaits as a dream snatched from nightmares, and our quest is bitter torment laid unto a pyre. We be vengeful ghosts poured into your chalices, our minds reflected in your mirrors, our magic in your blood and bones. And we promise unto thee an eternal palace, where you may weave with us sparks of the multiverse itself.” — Ode of the Forsaken, a soul ravaged by the gods

Power-Hungry Binders Seeking to Harness Dangerous, Insane Spirits

Alignment CE Races Any. Centers of Activity Secret headquarters located in or underneath dilapidated places of decadence. Leader None; a near infinite number of poorly organized, squabbling factions of ravage binders exist. Language Protean Resources Dangerous, insane spirits that fester within mortal souls like parasites, slowly driving them out and taking the mortal’s body for themselves. Obedience Thoroughly dismantle a physical representation of the current cosmos, such as a map of the esoteric planes or a globe of the planar sphere. When naught but scrap remains, light those scraps ablaze and draw the symbol of the ravager spirits around the pyre. Gain a +1 bonus on all damage rolls per die rolled, up to a total bonus equal to one-quarter of your character level (minimum +1). Requirements Entrance Fee 0 gp Entrance Exam You prove to a ravage binder that you are bound to a ravager spirit (see the ravager spirit section of Chapter 9). Dues 175 gp/term Activities Activity Checks Acrobatics, Climb, Intimidate, Knowledge (arcana), Knowledge (planes), Swim, or Use Magic Device. Term 4 months Discharged 2 failed activity checks Service Tides of Chaos (Fame +1): You have torn asunder reality and have set its misbegotten children, the ravager spirits, loose upon the world. You perform an action that allows a massive number of ravager spirits to enter the Material Plane, such as by tearing open an interplanar portal to the Byways. If 100 or more people have their corporeal bodies usurped by ravager spirits as a result of your service, your Fame award increases to +2. If a thousand or more bodies are usurped, your Fame award increases to +3. If ten thousand or more bodies are usurped, your Fame award increases to +4. If 25,000 or more bodies are usurped, your Fame award increases to +5. Awards

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Agent of Nihilism (25 Fame 25, 4 PP): You gain a permanent +4 morale bonus on saving throws against disease, poison, energy drain, and death effects.This benefit is an emotion effect. Soul-Thief (50 Fame, 10 PP): Each time you purchase this Prestige award, you gain the ability to cast trap the soul as a spell-like ability, using your character level as the caster level. You must provide the material component for this spell-like ability, and you cannot cast it more often than once per week, regardless of the number of times you purchase this award. Devotee Boons 1: Ravager Corruption (Sp): draw pact seal† 3/day, invisibility 2/day, or bestow pact malady† 1/day. 2: Ravager’s Grace (Sp/Su):You don’t take Charisma damage for being bound to a ravager spirit. If you have levels in the ravage binder prestige class, you gain the ability to cast capstone surge† as a spell-like ability three times per day, using your character level as your caster level. 3: Tear Reality Asunder (Su): Once per day, you can tear reality asunder, allowing a ravager spirit to pass into your current plane of existence and attempt to possess a foe. As a standard action, you make a melee touch attack against one foe. If you hit, that opponent must succeed on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become possessed by a ravager spirit, as if the target were in a ravager-blighted zone; see the ravager spirit section of Chapter 9. Treatise Behind the veil of mundanity lies a multiverse on the brink of collapse. An endless void encroaches upon the Material Plane, tearing innumerable rifts into the fabric of space and time. From these rifts, terrible entities pour through. These entities want nothing more than the absolute desolation of reality, and they evict souls from their rightful bodies in order to partake in a maddening orgy of ecstatic pleasure and destructive experience. Among pactmaking practitioners, some fight these horrors. Others turn their cheek and attempt to unsee the terrible truth that they’ve witnessed. But a few, the maddest of all, stare into the void not with fear or ignorance, but with blissful ecstasy and embrace it with the entirety of their being. These mad fools are the ravage binders, and their spark will ignite all of reality into a pyre of death and woe if left unchecked. Having abandoned all notions of sanity or sagacity, the ravage binders are an organization of powerful practitioners of pact

magic who permanently bind themselves to ravager spirits— those wicked beings that hail from the Byways. Although ravager spirits are a death sentence for most mortals, ravage binders are skilled enough to weather their supernatural onslaught and instead make permanent partners of these hateful entities. According to these binders, seal a pact with a ravager spirit is to know power incarnate; it is to hold the very essence of the multiverse in one’s hand, and tear it apart slowly as it screams for mercy. No one knows who started the ravage binders, or who their current leader is. According to their legends, the spirit Prime Ravager communed directly with the first of their kind, promising power beyond comprehension in exchange for housing the souls of his insane and desperate comrades. These first ravage binders agreed, and from their petty actions an unstoppable tide of ravagers began spreading into the Material Plane, seeking out cracks in reality from which they could bleed into mortal realms. Today, the ravage binders lack any sort of true hierarchy among their ranks. Rather, countless disparate chapters of these pactmakers scuttle and plot across the Material Plane and beyond. Although their souls are capable of withstanding the strain of the ravager spirits’ presence just as Prime Ravager had promised, ravager spirits are beings of pure loathing and insanity, and the longer one houses a ravager spirit within one’s soul, the sooner one begins to tumble down that same dark road until only a shred of humanity remains within the binder’s heart. Such binders are broken. They only concern themselves with the acquisition of power and the pleasing of the ravager spirits and their dark ruler, the Ravaged Princes. The ravage binders consider the propagation of more ravager spirits into the Material Plane to be their most sacred duty. However, the cause does not end there. Just unleashing these beings into reality does little for the ravager spirits without mortal shells for them to inhabit and enjoy. Thusly, most ravage binders infiltrate small villages and communities, allowing a steady trickle of ravager spirits into the world to possess and ultimately evict a handful of villagers. After building a small force to assist them in the task, the ravage binder completes a ritual that tears a much wider hole in reality and unleashes a torrent of these supernatural parasites, which latch onto all the villagers’ souls, gnawing through the mystic bindings that tether their souls to their bodies until finally they can evict those troublesome souls, gaining a mortal shell of their own. Ravage binders congregate mostly in secret locations found in isolated areas; in communities, they seldom gather in groups larger than a handful. They know well that theirs is the corruption that every other pactmaking organization, even the most wicked ones, wishes to exterminate. Instead of acting in the open and risking dismantlement, ravage binders bide their time and instigate shadowy wars between other practitioners of pact magic and their fearful brethren, using the opportunities caused by such distractions to steadily inflate their numbers with more ravage binders and more mortal-bound ravager

About Ravage Binders

Characters can attempt Knowledge (history) or Knowledge (local) skill checks to learn more about ravage binders. DC 15: Ravage binders are terrifying practitioners of pact magic who use vile entities known as ravager spirits to maim, pillage, and destroy others. DC 20: The ravager spirits that the ravage binders seal pacts with aren’t true spirits like those normally summoned by ordinary binders. They lack distinct personalities and care only for maiming and murdering mortal life. According to binder lore, the greatest ravager spirit is an entity known as Prime Ravager, a spirit that claims to be the first, and most powerful, of his kin. DC 25: Far from simply imbuing mortals with terrifying powers, ravager spirits are also the only spirits summonable via pact magic that can truly usurp a mortal’s soul from her body. Through some twisted taint that infects each ravager spirit, these entities are able to dissolve the spiritual bonds that tether a mortal’s soul to her body. Ravager spirits grant wondrous powers to their hosts to mask the fact that they are secretly plotting to usurp their coils for their own gain. DC 30: According to the most ancient and esoteric of pact lore, the first ravager spirits were survivors of the genocide inflicted upon the Atlan Empire by the gods. These Atlans fled the gods’ wrath by seeking sanctuary in the Great Beyond, but the nihilistic nature of this plane slowly twisted their souls into the horrific beings that occult scholars now call ravager spirits. spirits, hoping that one day their numbers and skills will be great enough to enact a hostile takeover of the countless worlds that dot the entropy of the Material Plane. When not occupied with the systemic destruction of reality, ravage binders often hide in plain sight, pretending to be outstanding members of larger communities. Most ravage binders shy away from membership in other binder communities, as these individuals are more likely to possess talents that enable them to detect a ravager spirit’s presence and possibly evict the spirit from the ravage binder’s body. Instead, most prefer mortal settlements where pact magic is relatively scarce or its practitioners have little influence. Once there, they are often quick in turning locals into vessels for ravager spirits, and it isn’t uncommon for over a dozen men, women, and children to have lost their souls to a ravage binder’s machinations within the first month of his arrival in a new settlement. In order to maintain this ruse, many ravage binders pretend to be medical experts, wizards or clerics who specialize in mental trauma, and are quick to offer their services to any within the town who are suddenly overcome by “madness.” Unknown to the townsfolk, their loved ones are, in fact, wrestling for their very souls against a supernatural being, and releasing them to the custody of a ravage binder all but spells certain doom for them as well as advancing the ravage binder’s larger scheme.

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Apocryphal Desert “Take care in what you wish for, mortal child. May your heart harbor no wants and your mind lie quiet, lest stray desires escape your lips and damn you. You’ll see, desire is the root of suffering. Here in the Desert, silence is the true gold, and action your handmaiden.The Desert teaches abnegation to find quiet peace in its empty expanse. Meditate on the great irony: why scour the dunes for lore, history, knowledge, truth, apocrypha, spirits, or understanding, though they are all here; you need only live as light as a feather, empty of desire, with the Eye of Apocrypha as your master.” — Monk Rajni Souljarni, the shepherd of no sheep in a wasteland

Cosmic Edge of Reality

The Apocryphal Desert exists on the outermost edges of reality, surrounding the planar limits of chaotic Limbo and the dreaded Abyss. It is the sandy shore between the cosmos and the endless void known as the Dark Beyond. Planar Traits The Apocryphal Desert has the following planar traits. Normal Gravity Subjective Time Sentient: The plane responds to its own thoughts, and possesses the power to make extraplanar creatures’ wishes come true. Whenever an extraplanar creature utters the phrase, “I wish,” while on the Apocryphal Desert, the plane attempts to grant the creature’s wish, functioning within the limitations set by the limited wish spell. This sentience, however, does not comprehend the context of its visitors’ wishes, and the results of this wish are always perverted, cruel, or otherwise debilitating to the wisher, no matter how strongly-worded the wish is. A wisher receives no saving throw against the effects produced by limited wish unless it is already aware that the Apocryphal Desert possesses this planar trait. The saving throw DC against any effect produced by limited wish is equal to 10 + the number of words uttered in the same sentence as the words, “I wish.” Cosmic-Dominant: Cycles of “day” (major positive-dominant) and “night” (major negative-dominant) on the Apocryphal Desert last for 1d12 hours each. There is a 1-hour intermission period of “dawn” and “dusk” (no energy-dominance) between day and night. Mildly Neutral-Aligned: Though it may contain high concentrations of evil, chaos, or both in places. Wild Pactmaking Treatise Lying at the cosmic fringes of reality, the Apocryphal Desert is a place of wonder and terror that rests at the heart of hardened research and fanciful tales alike. According to legend, the Apocryphal Desert is a wasteland where missing bits of reality coalesce together like existential flotsam amidst reality’s ever-churning currents. Some say that the very sands of time themselves empty into the Apocryphal Desert, and as a result time is muddled and ever-shifting there. Few of the beings who call the Apocryphal Desert their home inhabit it by choice, but beneath the desert’s infinite sands exists malicious Apocrypha,

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the very essence of the Apocryphal Desert itself, that is eager to trick and twist travellers in ways that transform them into permanent residents of its domain. Metaphysically, the Apocryphal Desert lies upon the outermost borders of chaotic Limbo and the demonic Abyss, respectively, acting as the final buffer between those planes and the endless void of nonexistence. The sky in the Apocryphal Desert is supernaturally dark, with only a single celestial object permeating the black veil that envelops the landscape. This heavenly body, known as the Eye of Apocrypha, cycles through stages of shining light and chilling darkness that define both night and day on the Apocryphal Desert. During cycles of light, the Eye of Apocrypha takes the form of a brilliant sun that sears the desert landscape with positive energy. At night, the Eye of Apocrypha burns out almost entirely, transforming into a shadowy moon that radiates negative energy. As a result, the Apocryphal Desert is incredibly dangerous at all times save dawn and dusk when the Eye of Apocrypha is in the process of changing states. Most trade and outdoor exploration occurs during this time, with most inhabitants electing to take cover from the plane’s hazards during both day and night. Few beings are native to the Apocryphal Desert; most are exiles or sojourners whose ancestors became ensnared by Apocrypha’s baleful gaze. Bastions of order and civilization exist at apex points between the Apocryphal Desert and other planes, causing oases of reality, several miles in diameter, to form, sometimes spontaneously. Despite implications, these oases aren’t always the lush, fertile areas observed within mortal deserts. Rather, each oasis on the Apocryphal Desert is linked to a single, fixed location on another plane via its apex, and as such the terrain within each oasis contorts to mirror its cosmic counterpart; for example, an oasis linked to Heaven might consist of a single, massive peak surrounded by rolling hills and serene countryside while an oasis linked to Hell might manifest as a charred, everburning landscape. Rumor claims that at the heart of every such apex lies a permanent portal off of the Apocryphal Desert, although few are willing to brave the dangers of most oases to discover the truth, for in addition to harsh environments and unpredictable terrain, monsters from across all realities manifest in the Apocryphal Desert, pulled into the wastes for unknown reasons. Some pactmaker sages believe that Apocrypha was originally a powerful genie or even genie-god who was buried here; even in “death” it fulfills its mandate of granting wishes.

Locations The following locations are several among millions found on the Apocryphal Desert: Bouya Omen: Once the epitome of villainous scum, the formerly material city of Bouya Omen was engulfed in a violent sandstorm, never to be seen again. According to occult lore, this sandstorm was created by Kandisha of Bouya Omen’s transformation into a spirit. In vengeance, her final act upon the Material Plane was to rip the city of Bouya Omen from reality, depositing it onto the Apocryphal Desert as her soul was drawn into the Dark Beyond and transformed into a spirit. Although most of the city’s inhabitants perished during this violent upheaval, all of the city’s women and children and select men were protected by Kandisha’s grace, and through Apocrypha’s will they were transformed into beings that call themselves the Bouya; human-shaped outsiders bound to the Apocryphal Desert. Despite this gift, bad habits are hard to shake, and Bouya Omen rapidly reverted back into the hive of treachery and villainy that it was infamous for upon the Material Plane. An interplanar organization known as the Desert Merchant Guild is housed in Bouya Omen, specializing in interplanar caravans that travel the cosmos and return to Bouya Omen with goods from faraway lands. The guild operates with Apocrypha’s blessings, who is under the impression that the comforts of home might coax its precious inhabitants to avoid looking for a means off the Apocryphal Desert. In addition to trade, the guild sponsors mining and exploratory efforts across the Apocryphal Desert, and their influence is great enough that travelers to the Apocryphal Desert meet hassles at every turn without the guild’s blessings, particularly in marketplaces and inns. Prominent pactmakers in their own right, the guild’s officials also handle grievances with spirits, who are able to manifest in the Apocryphal Desert without need of rituals or seals. Binders that offend the spirits are often brought before the guild’s Court Masters and tried for their crimes, with serfdom to the guild’s whims being the most common rewards. Unknown to most inhabitants of the Apocryphal Desert, the Desert Merchant Guild also deals in humanoid trafficking, as it subdues and kidnaps foreigners to bring to the Apocryphal Desert to please Apocrypha. Codex: In ancient times, the city of Codex was a haven for wordcasters, powerful mages who created magic by speaking the words of creation. Although wordcasting thrived across the world then, its practice was concentrated around Codex, specifically around the Vault of Names, a legendary library believed to hold the true name of everything the gods ever created or will one day create. Seeking this power for themselves, the ancient Atlan Empire marched on Codex and laid siege to the scholarly city with their supernatural pactmaking abilities. Knowing them to be unable to withstand the assault, the wordcasters of Codex uttered a powerful spell that ripped the city from time and space, depositing it upon the Apocryphal Desert. Today, Codex floats at the center of a chaotic maelstrom of

About the Apocryphal Desert

Characters can attempt Knowledge (geography) or Knowledge (planes) skill checks to learn more about the Apocryphal Desert. DC 20: Located on the outermost edges of reality, the Apocryphal Desert is an infinite plane located at the border between Limbo and the Abyss and the Dark Beyond. It is a plane of endless sands dotted by oases of reality superimposed against the bleak wasteland. Each oasis is associated with another, specific point on another plane and the terrain within that oases has features indicative of the associated plane. DC 25: Long the home of sojourners and exiles, a myriad of races from across countless planes and realities call the Apocryphal Desert home. The plane’s environs are incredibly harsh, as the desert’s sun overwhelms the plane’s surface with positive energy during the day and blankets it with oppressive negative energy at nightfall. 1-hour intermissions between these cycles mark the only time most creatures can safely venture outdoors. DC 30: The Apocryphal Desert possesses a sentience known as Apocrypha, which covets living creatures. Time moves subjectively on the Apocryphal Desert, and the plane attempts to grant the wishes of its inhabitants, often at the cost of their ability to leave Apocrypha’s dominion.

magic, for when the wordcasters pulled Codex free from the Material Plane, they ripped open a hole in reality that serves as a permanent portal between the material and the Apocryphal Desert known as the Spellstorm. As a result, none know what became of Codex after it tore itself free from the Material Plane, only that those who attempt to brave the Spellstorm to find out never return. Stavros: Located on the shores of an oceanic oases, Stavros is a small Atlan fortress of seven thousand souls located on the very outskirts of the former Atlan Empire’s holdings thousands of years ago. According to legend, Stavros was formerly an Atlan mining facility on the Material Plane whose founding was the result of a pact between an adventurous couple and a blue dragon. When war between the Atlan Empire and the frehmins broke out, Stavros was commandeered by the Atlan Emperor and exploited for its strategic location and resource-laden mines. Although they honored their Emperor’s decree, the ruling family of Stavros assisted refugees in fleeing the increasingly tyrannical government, and it was this act of honor that some believe entitled Stavros from being spared from the gods’ fury when the gods committed genocide against the Atlans. Today, the Atlans of Stavros are a colorful bunch who boast many exotic bloodlines, many of whom seek to end their asylum on the Apocryphal Desert and return to the Material Plane, causing them to found an expedition in search of a potential portal to the their home plane within the depths of the Sea of Stavros.

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The Byways “Come hither, though my gentle portals. Spy a lost trinket, or stolen fortune? Just turn that knob, and enter. It will be there. Overhear the heartbeat of your lost true love? Lift and pass that curtain for sweet re-embrace. Do you pine for youth’s lost moments? Un-shutter that window and scramble through. And you, curious one, to where does that odd critter scamper? Just follow it down the garden hole. In time’s endless stream, all that is past fades to nothing, and all that is to come, awaits unknown. Joyfully, I the most kind Beast of the Byways, offer you all these things. Just come hither.” — From “All the Whispers in Our Dark”, by occult novelist BinderWakefield

Urban Islands Amidst the Soul-Crushing Beyond

The Byways are located directly outside the Apocryphal Desert, within the closest fringes of the Dark Beyond. Some scholars consider the Byways to be a series of linked demiplanes rather than a true plane, but such claims are disputed on the grounds of how little most know of this plane of existence. Planar Traits The Byways has the following planar traits. Subjective Directional Gravity and Normal Gravity: Gravity isn’t constant within the Byways, and while most areas have normal gravity (down is toward the center of mass), in other isolated locations gravity is subjective directional. Erratic Time Highly Morphic Planar Affinity (Any): Although the Byways itself has no affinity with any other single plane, most locations have an affinity with one or even multiple planes of existence, the most common of which are the Material Plane or the Dark Beyond. These associations change sporadically, and are often subject to the plane’s highly morphic nature. Strongly Neutral-Aligned Wild Magic, Wild Pactmaking, and Normal Magic: Isolated pockets of wild magic exist, but magic is normal everywhere else. Because of its closeness to the Dark Beyond, pactmaking is wild within the Byways. Treatise Like an ever-consuming oceanic abyss, the Dark Beyond laps away at reality, slowly breaking off small fragments of time and space and pulling them into its vast emptiness like grains of sand dislodged from a sandy shore. Those grains of sand tumble endlessly in the dark void, forever maimed from the rest of reality but unable to rejoin. They float together and coalesce, flooding into the countless cracks and crevices that the Dark Beyond has slowly worn into the very fabric of reality itself, forming an intricate maze of seemingly random locations and various civilizations, each a bit of time and space gone missing from its rightful place. Known only to the most esoteric of planar scholars, this seemingly endless haze of alien landscapes and cityscapes is collectively known as the Byways. Despite existing upon the fringes of reality, the Byways permeates all of reality as mortals understand it. This is due to the simple fact that reality is a flawed, cracked gem that is easily

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permeated by the corruptive and destructive energies of the Dark Beyond. And wherever the Dark Beyond meets reality, new sections of the Byways quickly develop. Exactly what the Byways appears as varies markedly, as most locations within the Byways resemble the places in space and the moments in time that they once were before becoming separated from reality, often possessing details that would identify them down to the precise second. In the Byways, much of reality functions as it would if the location existed upon its proper plane of existence; for instance, the Byways is volatile and fiery in locations associated with the Elemental Plane of Fire and celestially splendid in places associated with Heaven. That said, keen eyes quickly discern that all is not as it should be within the Byways; much of the plane appears frozen within a single moment of time, and most of the creatures unfortunate enough to be swept from reality into the Byways are forever frozen in place, blissfully unaware of the horror that has befallen them. The only thing that could possibly be worse, however, is the fate of those who are cognizant of their newfound surroundings, for they attract the many warped and depraved denizens of the Byways, especially ravager spirits and the purifiers. Those powerful enough to best the ravager hordes and avoid capture by the maniacal purifiers are usually incredibly dangerous individuals, and are often among the multiverse’s most deadly inhabitants. Scattered across the near-infinite cosmos, countless portals exit that lead directly to the Byways. Rather than being fueled by magic or created by powerful spellcasters, these portals are literal tears in reality where the cosmos is slowly breaking down and collapsing into the Byways, causing the plane’s expansion. Although they can appear virtually anywhere, common indications of such a tear are found not in the landscape, but the people who live near it. Folks who live near a Byways tear often report important landmarks or people outright disappearing, and often have difficulty recalling what vanished. Byways tears typically form underground or lead deeper into the earth, but theoretically they can form anywhere, provided enough planar stress and tension is fixated on a given location. Confusingly enough, the Byways itself is prone to tearing, its tears opening to the gray nothingness that exists beyond reality, damning those who pass through them to nonexistence. A single door or window might pass to the next logical space on the Byways, another distant space in non-euclidean fashion, another realm with the Nightfang Weald, or into the gray.

Locations The following locations are several among millions found on the Byways: Atlan Graveyard: After committing deicide and waging all-out war upon the gods and their faithful, the gods ultimately ended the threat of the Atlan Empire by ripping their capital from reality and discarding it, and every soul inhabiting it, to the Byways. Scholars debate whether this nihilistic act ultimately resulted in the metaphysical tears that plague reality and expand the Byways today, but one consequence that no occult scholar can deny is the creation of the ravager spirits. After being thrown into the Byways, the surviving Atlans rallied themselves behind a figure who called itself the Prime Ravager, promising to lead them all to salvation. By answering the summons of binders and teaching them to wield his power, the Prime Ravager slowly paved the way for the formation of the Ravage Binders and laid the foundation for their work in spreading mayhem and discord across reality by pulling the souls of the exiled Atlans, now transformed into ravager spirits, back into reality to possess new mortal coils. The Atlan Graveyard acts as something of a base of operations for all ravager spirits; it is mutual territory where they all can gather and share information pertinent to their mission of infecting all life that exists within reality. Holed up amongst the ruins and wreckage of their ancestors’ homes, ravagers know no mercy or compassion, and find boundless joy in cruelty. That they can freely manifest ravager-blighted zones virtually anywhere upon the Byways only adds to the danger that provoking a ravager spirit presents to corporeal visitors while wandering the Byways. House of the Divine Law:The purifiers are a mysterious group of outsiders that venerate a mysterious doctrine known as the Divine Law, which is believed to be the first and greatest of deific mandates for the cosmos given material form. As for what this law proclaims, no one knows: the purifiers keep its knowledge hidden away from even the most prying of mortal eyes, but insist that they were originally created to uphold it. These outsiders are said to be able to step into the Byways at will without fear, and that they possess a mysterious monastery located within the Byways known as the House of the Divine Law. Infinite in size and designed to accommodate even the most colossal of purifiers, members of this enigmatic race bring allies and prisoners alike to the House of the Divine Law for safe keeping. Mortals that show promise are brought into the Agents of Purity, the purifiers’ mortal agents that span countless worlds and planes. Those who have provoked the ire of the purifiers, however, are tormented and tortured for centuries within the monastery’s hallowed halls until they emerge as purifier hounds, twisted abominations that resemble the beings they once were, but canine in form and reduced to a broken, obedient husk. The Agents of Purity and the purifiers that sponsor them are known to loathe binders and their communities, and often seek to find and dismantle their studies before whisking them away to the Byways where they can be repurposed as a new litter of purifier hounds, each eagerly awaiting the ecstasy

About the Byways

Characters can attempt Knowledge (geography) or Knowledge (planes) skill checks to learn more about the Byways. DC 20: The Byways is a series of maze-like planes that form around strange portals colloquially referred to as “tears.” According to planar scholars, the name is literal; each portal to the Byways is, in fact, a metaphysical tear in reality where part of the plane has begun slowly dissolving into the Dark Beyond. DC 25: Each section within the Byways retains similar traits to the area it once belonged to. For instance, a part of the Byways torn from the Elemental Plane of Earth retains many of the same planar traits as the Elemental Plane of Earth itself. In some places, sections of the Byways merge together into one monstrous whole, leading to a dizzying number of potential locations and environments within this plane. DC 30: Unlike most other planes, the Byways is constantly growing. In many ways, the Byways is like the sandy shore between the rocky stability of reality and the infinite nothingness of the Dark Beyond, and like a sandy beach, each lap of the Dark Beyond’s influence upon reality causes small bits and fragments to tear asunder, slowly increasing the size of the Byways over hundreds of mortal lifetimes. Most of the Byways borders the Apocryphal Desert, which acts as a buffer between the Dark Beyond and the rest of reality, but the presence of interplanar tears suggests that the Dark Beyond is slowly leaking into the rest of reality, causing it to collapse it from within.

of obediently serving its new master however they see fit. Path of Black Leaves: This mysterious section of the Byways is believed to be associated with the Nightfang Weald, for it appears as a spectral, supernatural wood whose plants possess leaves the color of a starless sky. Compared to other sections of the Byways, it is extremely difficult to travel to the Path of Black Leaves, leading some planar scholars to believe that the plane opens and closes its tears at its leisure, similar to a massive beast inhaling and exhaling. Leading further strength to this theory is the fact that most tears to the Path of Black Leaves form upon the Nightfang Weald, although they can manifest themselves virtually anywhere that a significant number of trees grow, including the Material Plane. None who have ventured to the Path of Black Leaves have returned with their sanity fully intact, and most who go there at all are never seen again. Planar scholars have little idea what the Path of Black Leaves looks like or acts like, but those versed in occult lore have a terrifying suspicion about what might be stalking between the trees within this empty wood. Many believe that the horrifying entity that created the spirit known as Al’kra, a being known simply as the Tall Man, makes the Path of Black Leaves its home, for many of the journals that claim that the Tall Man exists note hallucinations of supernatural woods whose description bears many similarities to those of the Path of Black Leaves, a horrifying conjecture indeed.

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Nightfang Weald “From time to time, amidst the dreary mundanity of our lives, whither we wander, the dark tangled canopy of fealty and propriety and the gods briefly parts open, seductively revealing beyond its heavy mass a luminous blue sky. Alas, though we might struggle up, the world weighs on ever harder as we dare to climb or fly. It is a cruel mirage.Thusly, we must reset our gaze to seek the Golden Path on ground level.Those who are righteous shall walk it unto that brighter land.” — From “The Oak of Broken Sky”, a tale of the NightfangWeald

Nightmarish Realm of Nihilistic Fey

A nightmarish forest cast in perpetual twilight, the Nightfang Weald is believed to be a long-forgotten prototype of the Faerie Realm that was cast aside by the gods and used as a prison for unruly fey. The Nightfang Weald is well-suited to those looking to conspire against the gods or perform deeds that those of faith would find taboo, especially pact magic. Planar Traits The Nightfang Weald has the following planar traits. Progressive Gravity: Ground level is standing upon the forest’s floor. Gravity intensifies progressively as a creature moves towards the roof of the woods (its “canopy”). The Nightfang Weald’s gravity increases to heavy gravity for those within its understory, and those penalties double for creature in its canopy. It is impossible for creatures to travel above the Nightfang Weald’s canopy; even light cannot escape into the forest’s emergent layers. Flowing Time: For every day that passes on the Nightfang Weald, a week passes on the Material Plane. Time lost on the Nightfang Weald only catches up to its visitors if they have eaten any amount of food or water harvested on the Nightfang Weald or from a creature that is native to the plane. Highly Morphic: At a cursory glance, the Nightfang Weald appears to be alterable morphic, but creatures that travel in a straight line on the plane end up back where they started after 1d6 hours (50% of the time), or 1d6 days (50% of the time). Only secret paths, such as the mythical Path of the Golden Flower, do not possess this trait and thusly lead travelers in true directions towards their goals. Minor Positive-Dominant Strongly Chaotic-Aligned, Mildly Evil-Aligned Conditional Death Enhanced Magic: Spells and spell-like abilities that affect plants or plant creatures or that possess the darkness descriptor are enhanced. Class abilities that affect plants or illumination, such as the domain powers from the Plant domain or Darkness domain, gain a +4 bonus to the save DC to resist the ability. Impeded Magic: Spells and spell-like abilities that belong to the necromancy school are impeded. Treatise Although many gods would have their mortal servants believe that they are infallible, even they err in truth. From the ocular

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senses of a single species to the entire expanse of each plane of existence, each of the gods’ creations was refined and perfected over countless eons, in measurements of time unfathomable to mortal minds. Nowhere else is this made more evident than within the half-unmade realm called the Nightfang Weald. Most occult scholars agree that the Nightfang Weald is a precursor to the Faerie Realm, which is itself a precursor to the material world. Although rich with life, the Nightfang Weald is a realm of primal savagery that is openly hostile to all attempts at civilizing or taming its expanse. Creeping vines and acrid mists choke and erode buildings that are constructed within the Nightfang Weald, while the plane’s native inhabitants destroy all artificial structures they happen across in a revelry of chaos and bloodshed. The Nightfang Weald is in a state of perpetual twilight, although those looking towards its sky find no stars or celestial bodies above them; only a thick curtain of leaves provided by massive, 400-foot tall trees are visible amidst a pitch black veil. Instead, illumination is provided by soft, flitting lights that lazily float amidst the weald’s highest branches, seemingly undeterred by the plane’s crushing gravity at such high reaches, for the closer one floats towards the top of the plane’s trees, the more powerful the plane’s gravity becomes, as if the Nightfang Weald itself firmly insists upon keeping its inhabitants and visitors tethered to the forest floor. The forest floor of the Nightfang Weald is always either abuzz with life or in a state of deathly silence, be it a cacophony of chirping birds and crickets or an eerie quietude so profound that even the softest noises seem to echo throughout the wood like an imperial gong. Although the seasons don’t change upon the Nightfang Weald, specific locations within the plane appear endlessly locked within a single season. For instance, one grove might represent eternal winter, and possess gnarled trees as black as coal with glistening snow. The Nightfang Weald is a realm of extremes, and such locations often represent the most bitter winters and the most sweltering of summers, while other locations seem perfectly affixed in a rapid state of growth, death, and regrowth as if spring and autumn were occurring rapidly over the course of several moments. Regardless of the biome, however, the Nightfang Weald is a nightmarish place of savagery and murder even at its most beautiful. The proto-fey who reside there often reach out to mortal in their dreams, or nightmares, to lure them into the Weald for rude feasts, where mortals may be devour or transformed into more proto-fey.

Locations The following locations are several among millions found on the Nightfang Weald: Cevis Caves: Not truly tied to any one material location, the Cevis Caves are a metaphysical bridge between the Material Plane and the Nightfang Weald. According to legend, the caves were accidentally created by the wealthy Cevis family, who built a gilded manse deep in the woods as a retreat from urban life. On moonless nights, local fey would knock upon the manor’s door to perform carnal delights and wicked rites with the Cevises, who unwittingly invited in the influences of the Nightfang Weald with their guests. Creeping tunnels formed around the manor, until finally the manor collapsed into the Nightfang Weald itself, transforming the Cevises within into powerful, nightmarish fey. As metaphysical caverns, the Cevis Caves can be called into untamed regions of forest upon the Material Plane with a binder ritual. Once open, the caves offer a path into the Nightfang Weald fraught with dangers, including wicked fey and carnivorous monstrosities. Once one emerges into the Nightfang Weald, the caves often recede back into the ground, leaving its passengers stranded. A lone river, the Cevis River, circles endlessly without a discernible source throughout the cavernous complex, which is said to connect lakes upon the Material Plane to much grander bodies of water on the Nightfang Weald. Additionally, some believe that Cevis Manor still exists within the Cevis Caves, its elven inhabitants transformed into feral, extraplanar drow that perform unspeakable acts of carnage upon those they encounter before finally sacrificing them to the twisted lords of the Nightfang Weald. Path of the Golden Flower: To casual observation, the Nightfang Weald appears stable in its composition. However, the very heart of the plane itself wishes for natives and visitors alike to become hopelessly lost within its tangled expanse, and as a result, the plane subtly alters itself so that even the most experienced adventurers become hopelessly lost after several hours, often forcing them to appear back from whence they started over the course of hours or days. Despite this, roads that traverse the plane without err exist, and the most famous of them is the Path of the Golden Flower. Named for the beautiful central arc that sits at the center of its myriad of trails, the Path of the Golden Flower is largely believed to be some relic of a bygone age, perhaps as the apex of some massive world tree that was to be the crux of the plane’s countless pathways. Unlike the rest of the Nightfang Weald, the Path of the Golden Flower is strongly lawful and good-aligned rather than being associated with chaos or evil. Thusly, the righteous of heart can use the path to travel nearly anywhere within the plane in a matter of hours, while wicked creatures find that traversing the same distance on the Path of the Golden Flower takes them years or more. Some legends claim that a similar path exists on the Nightfang Weald for wicked souls to take advantage of, but others say the wicked

About the Nightfang Weald

Characters can attempt Knowledge (geography) or Knowledge (planes) skill checks to learn more about the Nightfang Weald. DC 20: Located on the fringes between the Shadow Plane and the Faerie Realm, the Nightfang Weald is a nightmarish land of brutal savagery where even the gaze of the gods dares not to follow. The plane subtly changes in infuriating ways, and even the most clever explorers quickly become lost within its woods. Gravity also becomes progressively heavier as one reaches higher towards its canopy, until it eventually becomes so strong that not even light can escape above the trees. DC 25: The Nightfang Weald is mostly inhabited by murderous fey and savage beasts, but a number of maniac cultists known as the Nightfang Adherents also make the plane their home. Everything from the simplest plant to the most powerful fey loathes civilization with all its being, and even the most sturdy of structures built upon the Nightfang Weald are quickly eroded and dismantled by the forest’s inhabitants. DC 30: Time flows slowly on the Nightfang Weald, with a single day in the weald encompassing a week’s worth of time on the Material Plane. Should a visitor to the weald consume any of the weald’s food or water, this lost time instantly catches up to the visitor should she try to leave, causing her to age, thirst, and starve in mere moments.

offer no solace to any, not even one another, and as such the Path of the Golden Flower exists only for truly good souls that have been stranded in a truly inhospitable environment. Nightfang Lodges: Hundreds of Nightfang Lodges dot the endless expanse of the plane’s woods, each home for a small army of Nightfang Adherents. These lodges may be the Weald’s only waystations of civilization; and even then, the Nightfang Adherents are an organization of wicked binders who loathe civilization and dwell in the Weald in hopes of becoming its finest instruments in crushing the hubris of mortal men. Adherents are brought to these lodges in order to perfect their binding arts without the baleful gaze of the gods peering down upon them, eventually growing powerful enough to help their leader, the Nightmare Queen Havokhandra, by commanding the opening and closing of the Cevis Caverns in order to use them as a gateway into the Material Plane. Once there, the fey delight in bloodshed and carnage while the adherents kidnap any survivors to return to the Weald, converting the meek or eager to their cause while offering the defiant to their leader in gruesome blood rites. Nightfang Lodges are often difficult to discern from the rest of the surrounding environment, as they are build from living trees and underbrush using ancient fey magic. They typically appear warm and hospitable at first, but all pretenses of friendliness are eventually discarded when the adherents make their ultimatum: join the adherents, or be sacrificed.

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Chapter 9 esoterica

Esoterica This chapter includes additional rules that are well suited for use in a pact magic campaign. Many of the rules presented here are linked to the classes, spirits, and spells presented throughout Pact Magic Unbound: Grimoire of Lost Souls. The sections within in this chapter are summarized below.

Options

The new rules and options are summarized below. Aging: One of the most common motivators for the pursuit of occult power is immortality, specifically the reversal of the aging process. This section includes new rules that help GMs determine a humanoid’s young age categories and adjudicate aging effects. Frehmin: The frehmin are an ancient race of pactmaking humanoids that are born with an innate gift for binding spirits. This section quickly details the frehmin race and the necessary rules needed to play a frehmin character. Occult Creatures: Of the countless pactmaking creatures that lurk throughout reality, four of particular note are common to those affluent with pact magic. This section details five new creatures: the autrok, carnival animal, ravager vessle, spirit imp, and spirit-touched creature. Pactmaker Background Generator: Pactmakers come from many storied backgrounds, and this section uses the background generator from Pathfinder Roleplaying Game Ultimate Campaign to help players build the perfect backstory for their pactmaker character. Pact Maladies: This section describes pact maladies, curse-like effects that form when an occult event warps an individual. The effects of a pact malady grow slowly, increasing in severity the longer it s corruptive influences remain unchecked. Ravager Spirits: Perhaps the greatest threat to binders, this section details ravager spirits, which are known for forcibly binding themselves to a binder’s soul for a time before violently ejecting that soul from its mortal coil permanently. Skills: This section details pactmaking uses for the Bluff, Disguise, Knowledge, and Use Magic Device skills.

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Aging An aging effect is any bonus, penalty, or modification to a creature abilities based upon its age. Aging can occur via two broad processes: naturally and via magic. Natural aging occurs simply through experiencing life. Although the amount of time that each mortal receives is varied, all living creatures undergo the aging process unless some supernatural means reverses or outright prevents it. Magical aging, on the other hand, is rarely experienced but can occur in a myriad of different ways, including exposure to a supernatural wonder or a potent spell. Because the aging process varies from individual to individual, the Pathfinder Roleplaying Game uses a generic system of aging to approximate the physical and mental changes that a character undergoes as she ages. These approximations are known as age categories, and humanoid creatures have 8 age categories. Listed in chronological order, these categories are: Infant, Juvenile, Child,Youth, Adult, Middle Age, Old, and Venerable. Each age category is categorized based upon whether they represent an age older or younger than Adulthood, with Adult acting as the baseline. The Young Age categories are Infant, Juvenile, Child, and Youth while the Old Age categories are Middle Age, Old, and Venerable. A character’s age category alters one or more of the following: Ability Scores: Each age category alters one or more of a character’s ability scores. Aging modifiers to a character’s ability scores stack if each age category belongs to the same type (Young Age category or Old Age category). For Young Age categories, a character gains the aging modifiers associated with each age category younger than Adult that she is. For Old Age categories, a character gains the aging modifiers associated with each age category older than Adult that she is. Penalties from aging effects cannot reduce an ability score below 1. Size: For each age category younger than Youth that a character is, her size category is reduced by 1. For instance, a human Child is a Small creature while a human Juvenile is a Tiny creature. Most humanoid creatures do not increase their size category when aging beyond the Youth category. Speed: Juvenile characters and Infant characters have their speed modified by their age category. For Juvenile characters, reduce the speed of each of the character’s movement types by half, rounded down to the nearest 5-foot square. For Infant characters, reduce the character’s speed to 5 feet regardless of its base speed. Most humanoid creatures do not increase or decrease their movement speeds when aging beyond the Juvenile category.

Aging Effects

An aging effect is any spell or supernatural ability that alters a character’s age category. Characters can be aged in one of two ways: physically or mentally. A physical aging effect alters the target’s body, but not its mind. A character targeted by a physical aging effect alters its physical ability scores (Str, Dex, and

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Young Age Category Ranges

Even though many races reach the Old Age categories at vastly different speeds, most humanoid creatures grow from infancy into childhood and young adulthood at similar speeds. Use Table 9-1: Young Character Aging to determine the age ranges for each the new age categories introduced in Pact Magic Unbound: Grimoire of Lost Souls, based upon that race’s age of Adulthood, also known as its starting age. For example, both humans and kitsune have an Adult starting age of 15, so characters of both races become Juveniles at age 2, Children at age 5, and Youths at age 8.

Table 9–1: Young Character Aging Adult 12 14 15 20 40 60 110

Youth 6 7 8 10 20 30 55

Child 3 3 5 5 6 6 6

Juvenile 2 2 2 2 2 2 2

Infant Birth Birth Birth Birth Birth Birth Birth

Con) as well as its size and movement speed if applicable, but its mental ability scores are unchanged. A mental aging effect alters the target’s mind, but not its body. A character targeted by a mental aging effect alters its mental ability scores (Int, Wis, and Cha) and its movement speed if applicable, but its physical ability scores and size are unchanged. The most powerful aging effects can affect be both physical and mental aging effects, which alter the target’s physical ability scores (Str, Dex, and Con) and its mental ability scores (Int, Wis, and Cha), its size, and its speed. An aging effect cannot reduce a creature’s ability scores below 1. While under the effects of an aging effect, you appear as you did (or will) at your newly modified age. As a result, you do not need to make Disguise checks to appear as a creature of your current age but onlookers may attempt a DC 20 Sense Motive check to notice that something is off about you and creatures who are familiar with you may make an opposed Perception check to recognize you. When making Disguise checks while under the effects of an aging spell, your current age is considered your actual age when determining any Disguise check modifiers that you receive based upon age. True seeing can see through aging effects unless the aging effect has an instantaneous duration, in which case the creature appears as is. The potency and longevity of an aging effect vary based upon its duration. An aging effect that lists a duration in rounds, minutes, hours, days, or that is permanent effectively stops the target from aging any further, locking it into its new age category for the effect’s duration. Such aging effects don’t grant immortality; the target will still die when its time comes, but it

Table 9–2: Aging Effects Age Category Infant1 Juvenile1 Child1 Youth1 Adult Middle Age2 Old2 Venerable2

Aging Effects –4 to Str, Dex, Con, Int, Wis, and Cha. –3 to Str, Dex, Con, Int, Wis, and Cha. –2 to Str, Dex, Con, Int, Wis, and Cha. +2 to Dex; –2 to Str, Con, and Wis. None. –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Age Range (for Humans) Birth – 2 years 3 – 4 years 5 – 7 years 8 – 14 years 15 – 34 years 35 – 52 years 53 – 70 years 71+ years

Infant, Juvenile, Child, andYouth are collectively known as theYoung Age categories. Aging modifiers fromYoung Age categories stack for each category younger than Adult that the character is. For instance, a Child character gains the aging modifiers of both the Child and Youth age categories. 2 Middle Age, Old, and Venerable are collectively known as the Old Age Categories. Aging modifiers from Old Age categories stack for each category older than Adult that the character is. For instance, an Old character gains the aging modifiers of both the Middle Age and Old age categories. 1

effectively does not age beyond the point set by the aging effect for the rest of its existence. On the other hand, an aging effect that lists an instantaneous duration effectively resets the target’s biological clock, causing them to resume aging from that point onward. For instance, an Adult human that becomes a Child as a result of an instantaneous, physical aging effect alters its physical ability scores as appropriate for its new age and henceforth, it will continue to grow and develop into a Youth, then back into an Adult, and so on until it eventually dies from old age after becoming Venerable. Essentially, an aging effect with a duration cannot prolong a character’s life, but an aging effect with an instantaneous duration can. Aging effects with a duration other than instantaneous do not stack. Characters that do not age are immune to aging effects. An instantaneous aging effect cannot cause a creature to gain any aging bonuses that it already possesses; for instance, a Middle Age human targeted by a physical aging effect that transforms him into an Adult does not also allow him to gain the aging bonuses to Int, Wis, and Cha a second time when his age has advanced to the point where he becomes

Middle Aged again. If creature with the change shape ability is affected by a physical aging effect, any specific forms that it can take (such as a kitsune’s specific, human form) are likewise affected. Most aging effects can be used to heal or damage constructs, objects, or undead, but an aging effect does not age or restore the equipment of any creature that their target is wearing or carrying when used to alter the age of a living creature. Likewise, aging effects do not adjust a creature’s equipment to fit its new size. If a creature’s size is increased or reduced by an aging effect, it becomes entangled if it was wearing any clothing or armor until the clothing or armor can be removed. If the creature’s size increases by two or more categories, its clothing or armor gains the broken condition unless the object succeeds on a DC 20 Fortitude save. Clothing or armor more than two size categories larger or smaller than its wearer immediately falls to the ground in the creature’s space.

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Frehmins The ancient children of the desert sands, the frehmins once controlled swaths of territory across the world. Gifted with an innate ability to use pact magic, ancient Frehmia was once counted among the world’s most advanced societies. Today, they are a nomadic people characterized by their innate connection to pact magic and their strong belief that other races can’t be trusted with the gifts of the occult. Physical Description: Frehmins look similar to humans with a desert-kissed complexion, with warm-toned skin and dark brown or black hair. They have pointed, slightly twisted ears similar to genies. The few who can grow their hair long often have regally-colored streaks of warm color in their manes, ranging from changes of gold, jade, crimson, or ruby.That said, body hair is in short supply; virtually none have body hair and most cannot grow hair anywhere except their eyebrows. Some say this is a consequence of generations of desert spice usage. Beards are uncommon among frehmin men and many take to wearing airy caps and hoods when out in the sunlight for more than a few hours. Frehmins are long-lived, with those who do not succumb to violence likely to live as long as a dwarf, if not an elf. In their early years, however, frehmins mature at a rate similar to half-elves; slightly slower than humans, but significantly quicker than dwarves or elves. Society: Before the heyday of the Atlan Empire, Frehmia was one of the most sophisticated and complex societies, rivalling those of dwarves and elves. When the Atlan Empire began its bid for global conquest, however, the Atlans envied and feared the innate frehmin connection with pact magic, likely born from generations of desert spice indulgence. Rather

than leave a potential contender to oppose them, the Atlans declared war on Frehmia, a violent and bloody affair that ended when the Atlan Empire created the Wyrmkin Amulet, a powerful artifact that they used to literally bury Frehmia beneath the desert sands, killing most of Frehmia’s bureaucratic and artistic populations. All that remained alive of the frehmin people were desert runners and merchants and their nomadic families. Although they have continued on, frehmin society has never recovered from the terrible blow dealt to it by the Atlan Empire. To most frehmins, this is a conscious, acceptable loss; why rebuild the society of the past when it was so easily knocked down? Today, most frehmins are organized into a collection of village cartels that specialize in a specific avenue of mercantilism. One frehmin cartel might carry mostly arms and armor while others might specialize in wondrous items. Of course, all frehmin cartels dabble in a variety of goods, meaning that one can never be sure of the treasures that she might find among frehmin wares. Relations: Many frehmins claim that one can find no better friend than a genie, and for the frehmin race this is largely true. Frehmins hold close ties to all manner of geniekin, especially djinnis, marids, and shaitans. Frehmins even have close merchantile bonds with the efreeti, but those that do often find themselves pressured into dealing with efreeti exclusively as a result of the efreeti’s hatred of other genies. Frehmins often trade with other desert-dwelling races, especially dwarves, elves, and humans. Frehmin relations with their mortal neighbors is usually very peaceful, although they value their freedom and privacy from these races greatly. A visitor in frehmin territory is either a welcome guest, treated with great respect, or an invader who will be asked firmly to leave with the threat of violence realized should they choose to remain.

Frehmin Racial Traits

+2 Constitution, +2 Wisdom: Frehmins are wise and hardy. Medium: Frehmins are Medium creatures and have no bonuses or penalties due to their size. Frehmin: Frehmins are humanoids with the frehmin and occult subtypes. Normal Speed: Frehmins have a base speed of 30 feet. Desert Nomad (Ex): Frehmin gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. In addition, frehmins can move through natural difficult terrain at their normal speeds within desert terrain. Magically altered terrain affects a frehmin normally. Frehmin Immunities: Frehmins are immune to the dazzled condition and they can exist comfortable in conditions as hot as 140 degrees Fahrenheit without having to make Fortitude saves. This doesn’t protect the frehmin’s equipment from the ravages of hot environments and the frehmin doesn’t gain any additional protections from fire or cold damage or any other environmental hazards such as smoke, lack of air, and so forth. Resist Gaze (Ex): Frehmins have a 25% chance to avoid having to make a saving throw against a gaze attack, even when they aren’t actively averting their eyes. When a frehmin averts her eyes to avoid a gaze attack, this chance increases to 75% instead of the usual 50% chance. Seer Binder:At 1st level, a frehmin gains Amateur Pactmaker† as a bonus feat.A frehmin must select the Seer constellation with this feat. Weapon Familiarity: Frehmins are proficient with falchions, longbows, scimitars, and shortbows and treat any weapon with the word “frehmin” in its name as a martial weapon. Languages: Frehmins begin play speaking Common . Frehmins with high Intelligence scores can learn Aquan, Auran, Draconic, Goblin, Ignan, Orc, and Terran.

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Alignment and Religion: Frehmins tend towards chaotic alignments over lawful ones; the destruction of their society millennia ago has left most frehmins with nomadic ancestors who value their freedom far more than the confines of government and law. Frehmins worship their own pantheon of gods, a group consisting of ancestors and nature spirits that allow their servants to use anima binding to bind aspects of the deity’s divinity to their soul. Adventurers: Although most prefer the wanderer’s life to the life of a hero, young frehmins are given free reign to pursue whatever avenues they choose in life, leading many to become heroes out of a fascination with romantic tales or from the promise of gold. Frehmin adventurers are most commonly binders, especially pactmakers, due to their innate familiarity with pact magic. Those without the spirit’s touch often perfect their martial techniques as fighters or rangers or learn to harness nature through druidic magic. The rare frehmin rogue also exists, a scoundrel who uses her knowledge of trade goods and mercantile routes to ambush enemies and take their wealth for their own. Male Names: Agade, Belos, Demuzi, Enlil, Gilmesh, Lugal, Mabaragesi, Saladin, Shartan, Udorros. Female Names: Akala, Ebla, Geshtin, Hasag, Istara, Kandisha, Narami, Sabbah, Shara, Umma.

Alternate Racial Traits

The following racial traits may be selected instead of the typical frehmin racial traits. Consult your GM before selecting any of these options. Bartering (Su): Generations of life in mercantile caravans has allowed frehmins to perfect their ability as salesmen. Frehmins with this racial trait gain a +1 racial bonus on Appraise, Diplomacy, and Profession (merchant) checks. This racial trait replaces weapon familiarity. Desert Inspiration: At 1st level, a frehmin with this racial trait gains Amateur InvestigatorACG as a bonus feat. Once per day, a frehmin with the Amateur Investigator feat or the inspiration class feature an inhale one dose of desert spice (see Chapter 5) when she uses her inspiration in order to roll her inspiration die twice and use the better result. Beginning at the end of her turn after using this ability, the frehmin takes a –4 penalty to her Wisdom for 24 hours. This racial trait replaces the seer binder trait. Dune Rider (Ex): Frehmins are skillful riders and are able to keep even the most bulky amounts safe amidst the desert sands. A frehmin with this racial trait gains a +2 bonus on Ride checks. In addition, any mount that a frehmin rides can move through natural different terrain at its normal speed while within desert terrain. This racial trait replaces desert nomad. Frehmin Emissary (Su): Rather than keep to the roads, many frehmins stay behind in foreign cities where they can assist their people in making and maintaining long-term business agreements. Frehmins with this racial trait gain a +1 racial bonus on Bluff and Diplomacy checks and when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps rather than just two. In addition, once per day a frehmin

Frehmin RP Breakdown

This section lists the race point (RP) cost to build this race using the rules presented in Chapter 4 of Pathfinder Roleplaying Game Advanced Race Guide. Type Humanoid

0 RP

Size Medium

0 RP

Base Speed Normal

0 RP

Ability Score Modifiers Flexible

2 RP

Languages Standard

0 RP

Racial Traits Defensive Racial Traits Desert runner

2 RP

Frehmin immunities

2 RP

Resist gaze

1 RP

Feat and Skill Racial Traits Seer binder

2 RP

Movement Racial Traits Terrain stride (desert)

1 RP

Offensive Racial Traits Weapon familiarity Total

2 RP 12 RP

can roll twice when making a Bluff or Diplomacy check and take the better roll. This racial trait replaces desert nomad. Frehmin Magic (Ex/Sp): Frehmins are known for possessing psychic powers, and are able to manifest constructs built within their mind’s eye with merely a thought. A frehmin with this racial trait gains a +1 bonus to the DC of any saving throw against mind-affecting spells that they cast. Frehmins with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day–command, dancing lights, mage hand, prestidigitation. The caster level for these effects is equal to the frehmin’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the frehmin’s Charisma modifier. This racial trait replaces seer binder. Genie Blood (Su): Because of their close ties with geniekin, many frehmins have a touch of genie blood running through their veins and are especially adept at handling genie powers. If a frehmin with this racial trait is a sorcerer with the djinni, efreeti, marid, or shaitan bloodlineum, she treats her Charisma score as 2 points higher for all sorcerer spells and class abilities. In addition, she gains a +2 racial bonus on skill checks made with her bloodline’s associated class skill. This racial trait replaces seer binder.

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Low-Light Vision (Ex): Accustomed to travelling across the desert by moonlight, some frehmins develop better than average dim light vision. A frehmin with this racial trait can see twice as far as a human in conditions of dim light. This racial trait replaces resist gaze. Pactbreaker (Ex): Many frehmins loathe non-frehmin binders, having never forgotten the horrors inflicted upon their people by the Atlan Empire. Such frehmins perfect anti-pact magic techniques to dispatch incompetent binders. A frehmin with this racial trait gains a +2 bonus on Knowledge (arcana) checks made to identify pactmaking creatures and granted abilities being used and on attack rolls against binders.This racial trait replaces desert nomad. Spice Spellcaster (Ex): Frehmins are known for their brewing of a unique alchemical substance known as desert spice. Although anyone can use desert spice to augment a handful of kinds of spells, frehmins are masters of its many applications. A frehmin with this trait can augment any spell with a dose of desert spice, not just aging spells or pact spells (see Chapter 5). In addition, when a frehmin with this trait uses a dose of desert spice as an alchemical power component, she increases the caster level bonus that she adds to her spell by +1. This racial trait replaces weapon familiarity.

Favored Class Options

Whenever a frehmin gains a level in her favored class, she can choose one of the alternate favored class rewards listed below, following the rules described in the favored class options section of Chapter 1. Alchemist: Add one extract formula from the alchemist’s list to his formula book. This formula book must be at least one level lower than the highest-level formula the alchemist can create. Arcanist: Add +1/4 to the number of points that the arcanist gains within her arcane reservoir each day and to the maximum number of points that her arcane reservoir can hold. Barbarian: Add +1 to the barbarian’s movement speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the fast movement class feature and applies under the same conditions as that feature. Bard: Add +1/2 to the bard’s bardic knowledge bonus. Bloodrager: Gain 1/6 of a bloodline bonus feat. Brawler: Add +1/4 to the number of times per day that the brawler can use martial flexibility. Cavalier: Add +1/4 to the number of times per day that the cavalier can use the tactician class feature. Cleric: Add +1/4 to the DC of the cleric’s domain spells. Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in desert terrain. Fighter: Add +1/2 to the bonus that the fighter gains from the bravery class feature. Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. Hunter: Add +1/4 to the total number of minutes per day that the hunter can use her animal focus class feature.

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Inquisitor: Add +1/4 to the inquisitor’s level when determining the benefits that she gains from the following judgments when she is attacked by a creature that is bound to a spirit or that possesses the occult subtype: protection, purity, resiliency, or resistance. Investigator: Gain a +1/4 bonus on all inspiration rolls. Magus: Add +1/4 to the number of points in the magus’s arcane pool. Monk: Add +1/4 to the number of points in the monk’s ki pool. Pactmaker: The pactmaker adds +1/6 to any insight bonus that she gains from scholar spirits. Oracle: Select one revelation that is normally usable a number of times per day. The oracle adds 1/4 to the number of uses per day of that revelation (maximum one additional use per such revelation). Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras. Ranger: Gain 1/6 of a new combat style feat as a bonus feat. This combat style feat must belong to the ranger’s chosen combat style and it must be on the list available to a ranger of his level. As with all combat style feats, the ranger does not need to meet the feat’s prerequisites. Rogue: Add +1/6 to the number of times per day the rogue can use any rogue talent that has a limited number of daily uses, such as the charmer rogue talentAPG. The rogue can use these additional uses on a single talent or spread them across multiple talents. Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast. Skald: Select one spell descriptor. Gain a +1 bonus on saving throws against spells with the selected descriptor (maximum +4). This bonus doesn’t stack with the bonus granted by the well-versed class feature Slayer: Gain a +1/2 bonus on damage dealt to creatures that are bound to a spirit or that possess the occult subtype. Sorcerer: Add +1/4 to the DC of mind-affecting spells. Summoner: Gain 1/6 of a bonus feat. This bonus feat must be Spell Focus (conjuration) or a feat that lists Spell Focus (conjuration) as a prerequisite. You must meet all of the feat’s prerequisites. Swashbuckler: Gain 1/6 of a bonus combat feat. You must meet all of the feat’s prerequisites; swashbuckler levels are considered fighter levels for the purpose of meeting this feat’s prerequisites. Technician: Add +1/4 to the number of battery points in the technician’s battery pool. Warpriest: Add +1/3 to the number of times per day the warpriest can use fervor, but he can only use these additional uses to cast spells. Witch: The witch gains 1/6 of a new witch hex. Wizard: Add +1/2 on Appraise checks and Spellcraft checks to identify the properties of magic items with detect magic.

Occult Creatures Where the Spirit Realm and the countless worlds and planes that it has tainted are concerned, creatures fantastic, bizarre, and terrifying abound. Horrible, otherworldly beings of flesh and metal construct seedling realms hewn from slabs of other worlds to serve as harvesting grounds for their terrible experiments while deranged souls hungering for another change to taste the nectar of reality clamor at every change to escape from their extraplanar prison into a mortal shell that they can claim as their own. Meanwhile, terrible, warped fey stalk spirit-warped woods as deadly beasts scurry on extraplanar deserts. All this and more stands between a prospective binder and the lost pact magic lore she seeks, whether for power, fame, or glory. The creatures detailed in this section are but a fraction of the horrible, otherworldly entities that haunt those who would educate themselves in the world of pact magic. The pactmaking (or pactmade) creatures detailed herein are often those most frequently encountered by binders, whether as servants, pests, or hazards. They vary greatly in strength, but all are imposing to a binder who is caught unaware. The following creatures are detailed here. Autrok, Ergon: These clumsy-looking spheres of metal and flesh are known for their inquisitiveness. They are willing to commune with binders and often serve as familiars so long as their true purpose is not compromised: all autrok hold their allegiance to their kind, the ergon, in high regard and in addition to acting as scouts and spies for ergonian invasion forces, they swipe magical objects from careless or easily dispatched opponents to be broken down and digested. When an autrok has stored enough energy or its mission is complete, it takes to the stars and travels untold distances to its ergon masters, gifting the magic and intelligence that it has refined to its masters. Autroks can be selected as familiars by spellcasters with the Improved Familiar feat. Carnival Animal: Despite appearing like common animals of their kind, a carnival animal is a construct look-alike that is designed by a master with a flair of the unusual. Often used instead of real animals in travelling acts and circuses, a carnival animal combines the wonder of the natural world with the obedience of a construct. Despite their magical qualities, carnival animals are extremely dangerous when provoked thanks to their hollow, stretchy bodies that allow them to swallow enemies whole and bludgeon them into submission or even death. Ravager Vessel: Born from pacts gone awry, ravager vessels are empty shells piloted by occult entities known as ravager spirits. When released from their extradimensional prison, the Byways, ravager spirits scour the Material Plane for a mortal soul to attach themselves to, preferring the complex humanoid experience to more simplistic, animal bodies. For a time, a ravager spirit’s host is graced with enhance agility and

durability, but these boons are shortly-lived; unknown to the host, spirit ravager set to work severing their host’s soul from its body from the moment that their presence is felt. When the bond is severed, the ravager spirit promptly ejects the mortal’s soul from its body, dooming the soul to transform into a new ravager spirit and allowing the ravager spirit to permanently bind itself to the now-vacant shell, creating a ravager vessel. Ravager vessels are primal, ruthless entities that seek to revel in the physical pleasures of mortal life while allowing more of their kind to slip into the Material Plane. Spirit Imp: The mysterious creatures known as spirit imps have been documented since the fall of the Atlan Empire and possess an innate connection to the occult that is made manifest in their ability to detect occult auras by means of scent. Spirit imps are highly impressionable creatures, to the point where a spirit imp that maintains close contact with a mortal slowly melds its physical form to resemble that creature’s personality, physical appearance, or morality. Spirit imps can be selected as familiars by spellcasters with the Improved Familiar feat. Spirit-Touched Creature: Creatures that are prenatally exposed to powerful, occult influences often gain weird powers that gnaw away at their sanity should they try to wean themselves from the occult. These spirit-touched creatures have an innate sense for pact magic; even lowly animals can figure out how to draw a pact sign and perform the ceremony (abet poorly) of a low-level spirit when guided by the ceaseless yearnings of their occult addiction and their gnawing hunger for pactmaking power often leads to reckless and ultimately fatal consequences.

Universal Monster Rules

The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block. Occult Scent (Ex): A creature with the occult scent ability has a fantastic sense of smell that isn’t restricted to mundane odors; it possesses the ability to detect occult auras by smell. This ability functions in all ways as the scent ability, except in addition to the standard uses of scent, the creature can identify creatures or objects with an occult aura as if their aura were a familiar odor. The strength of the scent is relative to the strength of the aura; a faint aura can be detected within 15 feet, a moderate aura can be detected within 30 feet, a strong aura can be detected within 60 feet, and an overpowering aura can be detected within 90 feet. These distances are modified by whether the aura is upwind or downwind from the creature as detailed by the scent ability. If a creature with occult scent is trained in the relevant skills, it can use this ability to identify the occult aura as if it were using detect pact spirits†.The DC of all skill checks used to identify an occult aura using this ability increases by +1 for every 10 feet between the creature and the source of the occult aura.

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Autrok, Ergon

Flitting and darting out of reach, this spherical creature appears as a fleshy orb with a single eye and dozens of sinewy tendrils that cover metallic plates riveted across its body.

Autrok, Ergon CR 2 XP 600 NE Tiny Aberration (ergon, half-construct) Init +2; Senses darkvision 60 ft., low-light vision, Perception +3 Defense AC 18, touch 12, flat-footed 14 (+4 Dex, +2 armor, +2 size) hp 13 (3d8+0) Fort –1, Ref +3, Will +3; +2 racial vs. disease, mind-affecting, poison, and exhaustion DR 5/adamantine or good; Resist cold 5, electricity 5, fire 5; Weakness acid Offense Speed 10 ft., fly 40 ft. (average) Melee bite –1 (1d4–4) Pact Magic (BL 3) Constellation Aspects—1 (Dark Beyond only) Spell-Like Abilities (CL 3rd; concentration +3 Constant—mage armor At will—detect magic Special Attacks steal magic item Statistics Str 2, Dex 18, Con 8, Int 8, Wis 6, Cha 11 Base Atk +1; CMB +5 (+10 steal); CMD 9 (can’t be tripped) Feats Amateur Pactmaker†, Skill Focus (Spellcraft) Skills Fly +13, Perception +3, Sleight of Hand +6 (+14 with magic items), Spellcraft +7, Stealth +16; Racial Modifiers +8 Sleight of Hand with magic items Languages Common, Ergon SQ deadly agility, prying eyes, starflight Ecology Environment any Organization flock (2–4), storm (5–8), colony (9-14) Treasure incidental Special Abilities Deadly Agility (Ex): An autrok ergon can use its Dexterity modifier on melee attack and damage rolls with its natural weapons and on combat maneuver checks instead of its Strength. Latching Mandibles (Ex): An autrok gains a +5 racial bonus on steal combat maneuver checks. In addition, foes do not receive a bonus to their CMD against an autrok’s steal attempts if their items are fastened to them and an autrok can attempt to steal even closely worn items, though the opponent gains a +5 bonus (or greater) to its CMD to prevent a closely worn item from being stolen. Prying Eyes (Ex): Any ergon within 400 feet of an autrok

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whose Hit Dice exceeds the autrok’s own may take control of its senses as a standard action, functioning as arcane eye. Starflight (Ex): An autrok can survive in the void of space and fly through its vacuum at incredible speeds. Although exact travel times vary, a trip between any two planets within a single solar system typically takes 3d20 weeks while a trip to another solar system takes 3d20 months (or more, at the GM’s discretion) provided the autrok knows the way to its destination. Steal Magic Items (Ex): An autrok can attempt to steal magic items that it is aware of (typically by using its detect magic spell-like ability) from a creature by making a melee touch attack against the item’s wearer as a standard action. If it hits, roll randomly to determine what magic item is struck. The autrok can make a free steal attempt against the wearer’s CMD. If successful, the autrok sends the magic item to an extraplanar realm within its gullet to be digested. Such an item can only be recovered by slaying the autrok or convincing it to spit up a swallowed item as a full-round action. Autroks are impish ergons that flit about the Material Plane searching for magic items to consume. Each autrok is built with a personal extradimensional space with which it can abduct and carry magic items back to its weird masters in the far corners of reality. An autrok’s body is 1 foot long and weighs 20 pounds. A spellcaster of 7th level or higher with the Improved Familiar feat can gain an autrok as a familiar.

Carnival Animal

Although appearing like an ordinary animal at first glance, this lion is slightly shinier than normal and its body stretches unnaturally.

Carnival Animal Lion

CR 4

XP 1,200 N Large Construct (augmented animal) Init +7; Senses low-light vision, scent; Perception +9 Defense AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) hp 32 (5d8+10) Fort +6, Ref +7, Will +2 DR 10/piercing, Immune construct traits Offense Speed 40 ft. Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Space 10 ft.; Reach 5 ft. Special Attack deafening burst (DC 17), pounce, rake (2 claws +7, 1d4+5), sonic attack (DC 17), swallow whole (2d6 bludgeoning damage, AC 11, 3 hp) Spell-Like Abilities (CL 5th, concentration +3) At will—levitate, shrink (self only) Statistics Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +9 (+15 grapple); CMD 22 (26 vs. trip) Feats Improved Grapple, Improved Initiative, Run, Skill Focus (Perception) Skills Acrobatics +19, Disguise +6, Climb +13, Escape Artist +11, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +12 Acrobatics, +8 Climb, +8 Disguise (to appear as a lion), +8 Escape Artist, +4 Stealth (+8 in undergrowth) SQ compression, weightless Ecology Environment warm plains Organization solitary, trope (1–3 plus 1d10 performers), circus (4–5 plus 4d10 performers) Treasure none Created and employed by performers of all kinds, a carnival animal is a construct that is designed to perfectly imitate a specific type of animal. Despite being almost indistinguishable from an ordinary animal, carnival animals are lightweight, hollow creatures designed for entertainment value. Despite these amusing functions, carnival animals are just as dangerous as any other construct and are often used to guard their masters.

Creating a Carnival Animal

“Carnival Animal” is an inherited template that can be added to any living, corporeal animal (referred to hereafter as the base creature). A carnival animal retains all of the base creature’s statistics and special abilities except as noted here. Challenge Rating: +1

Type: Creature type changes to construct (augmented animal). Do not recalculate HD, BAB, or saves. Defenses: A carnival animal gains DR 10/piercing. Melee: A carnival animal gains a bite attack with the grab ability if the base creature didn’t have one. Damage for the bite depends on the carnival animal’s size. Special Attacks: A carnival animal retains all the special attacks of the base creature and gains the following: Deafening Burst (Ex):When a carnival animal is reduced to 0 hit points, it explodes into confetti and streamers with a deafening “pop” before vanishing without a trace. Creatures adjacent to a carnival animal when it pops become stunned for 1 round. (Reflex save negates; DC 10 + 1/2 the creature’s racial HD + the creature’s Str modifier). Sonic Attack (Su): A carnival animal gains a breath weapon that deals 1d6 points of sonic damage per racial Hit Die possessed by the carnival animal. (Reflex save half; DC 10 + 1/2 creature’s racial HD + creature’s Str modifier). After using this breath attack, the carnival animal must wait 1d4 rounds before using it again. Spell-Like Abilities (Sp): A carnival animal can cast levitate on itself as a spell-like ability at will. In addition, a carnival animal can shrink itself as a standard action, allowing it to reduce its size to a minimum category of Fine, adjusting its ability scores as detailed by beast shape III. Although this ability is not a polymorph effect, adjust the carnival animal’s ability scores as though it were. Swallow Whole (Ex): A carnival animal gains the swallow whole special attack.This attack deals bludgeoning damage equal to the carnival animal’s bite damage. A carnival animal can swallow a creature up to its size and choose to deal no damage to any creature that it has swallowed whole. It can resume dealing damage to a swallowed creature as a free action. Skills: A carnival animal gains a +8 racial bonus on Acrobatics, Climb, and Escape Artist checks as well Disguise checks to appear as the specific living animal it imitates. Special Qualities: A carnival animal retains all the special qualities of the base creature and gains the compression ability, plus the following abilities. Weightless (Ex): A carnival animal is immune to falling damage and weighs 1/16th of typical creatures of its kind. Feats: A carnival animal gains Improved Grapple as a bonus feat, even if it doesn’t meet the feat’s prerequisites.

Construction

Carnival animals are relatively easy to create, though they require a piece of whatever animal the construct will look like in order to properly animate it.

Carnival Animal CL 5th; Price 2,000 gp x (base creature’s CR x 4) Construction Requirements Craft Construct, animate objects, beast shape IV, feather fall, rope trick; Skill Craft (sculptures); Cost 1,000 gp x (base creature’s CR x 2)

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Ravager Vessel

This snarling shell of a human clutches his weapon tightly, his eyes crazed and malicious. He moves with an inhuman grace and is constantly licking his lips, muttering, and inhaling heavily.

Ravager Vessel Fighter

CR 5

XP 1,600 Ravager vessel human fighter 6 CE Medium outsider (augmented humanoid, human, native, occult, ravager spirit) Init +3; Senses Perception +13 Defense AC 21, touch 12, flat-footed 17 (+7 armor, +3 Dex, +1 dodge, –2 rage, +2 shield) hp 63 (3d12+3d10+27) Fort +9, Ref +5, Will +5; +2 vs. fear Defensive Abilities bravery +2 Offense Speed 40 ft. Melee mwk trident +14/+9 (1d8+8) or mwk trident +12/+7 (1d8+6) and +1 light steel shield with mwk shield spikes +10 (1d6+5) Ranged mwk trident +12 (1d8+8) or javelin +9 (1d6+5) Pact Magic (BL 6th) Ravager Spirit—soul tear; detect ravager spirits, evasive maneuvers, frenzy, ravager-bound Statistics Str 20, Dex 16, Con 19, Int 8, Wis 12, Cha 10 Base Atk +6; CMB +11; CMD 25 Feats Dodge, Double Slice, Improved Shield Bash, Shield Focus, Shield Slam, Two-Weapon Fighting, Weapon Focus (trident), Weapon Specialization (trident) Skills Acrobatics +10 (+14 jump), Climb +8, Intimidate +5, Perception +13, Stealth +6, Swim +8; Insight Perception +3, Stealth +3 Languages Common SQ armor training 2, hijacked vessel, weapon training 1 Gear +1 breastplate, +1 light steel shield with masterwork shield spikes, javelins (5), masterwork trident, 1 gp When a ravager spirit manages to fully possess a mortal victim and evict its soul from its body, the resulting creature is a ravager vessel. Ravager vessels use a form of reverse pact magic to bind themselves to their victim’s empty shell, much like a hermit crab taking a conch’s shell for its own use. Once the ravager spirit has fully bound itself to its new vessel, it seeks intense physical experiences for a time before settling down to pursue its goals, which typically involve summoning more ravagers.

Creating a Ravager Vessel

“Ravager vessel” is an inherited template that can be added to any living creature (except outsiders), referred to hereafter as the base creature. A ravager vessel retains all the base creature’s

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statistics and abilities except as noted here. Challenge Rating: +0 Alignment: Any (usually Chaotic, Evil, or Chaotic Evil) Type: The base creature’s type changes to outsider and it gains the following subtypes in addition to its existing subtypes: augmented, native, occult, and ravager spirit. Do not recalculate BAB, saves, or skill ranks. Speed: Increase from the base creature by +10 feet. Special Qualities: A ravager vessel gains the following special qualities: Hijacked Vessel (Su): A ravager vessel is created when a ravager spirit severs the connection between a living creature’s body and soul, allowing it to permanently take control over the creature’s body. The creature gains a binder level equal to its Hit Dice and is treated as though it were in a Permanent Pact with a ravager spirit (as the feat). A ravager vessel cannot use this ability to seal pacts with other spirits unless it possesses the Amateur Pactmaker† feat, the bind spirit class feature, or a similar ability. Unlike most pacts made with the Permanent Pact feat, this pact doesn’t count against the total number of spirits that the ravager vessel can bind simultaneously. Abilities: Increase from the base creature as follows: +2 Constitution, +2 Charisma.

Spirit Imp

This hairy, humanoid creature possesses bat-like wings, a lion’s mane, and is the size of a house cat. It appears to be perpetually snarling because of its sharp fangs and lack of lips.

Spirit Imp

CR 1/4

XP 100 N Tiny monstrous humanoid (occult) Init +3; Senses darkvision 60 ft., low-light vision, Perception +13, occult scent Defense AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 6 (1d10+1) Fort +1, Ref +5, Will +3 Offense Speed 40 ft., fly 30 ft. (poor) Melee bite +4 (1d3–2 plus poison) Statistics Str 7, Dex 16, Con 13, Int 2, Wis 12, Cha 6 Base Atk +1; CMB –3; CMD 10 Feats Weapon Finesse Skills Fly –1, Perception +5 Languages Common Special Abilities Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/ round for 2 rounds; effect 1d2 Int; cure 1 save. The save DC is Constitution-based. Although none know where the first spirit imps came from, their connection to pactmaking cannot be disputed as spirit

imps are best known for their ability to detect occult auras using their keen sense of smell. Historically, spirit imps have been kept as pets and servants by binders as tools to aid them in the uncovering of forgotten pact lore, but in recent generations various anti-occult organizations have begun capturing and employing these dim-witted humanoids to sniff out binder communities and expunge them. The exact origin of these miniaturized, bestial cretins is widely contested even among non-binders. To those unfamiliar with pact magic, they seem to be little more than stupid, humanoid pests. But pactmakers recognize signs within the spirit imp’s form, such as the feline mane of the Prince of Spirits or the feral demeanor that is all-too evocative of the Beast in the Woods. Adding to their mystery is the fact that when bonded to a spellcaster or binder, a spirit imp’s form slowly but noticeably changes to reflect its master’s preferences. As a result of their twisted bodies, laughable size, and obsession with pact magic, some occult scholars theorize that spirit imps are the few survivors of the Atlan Empire, twisted and belittled by the gods for their crimes. Others claim a simpler solution, that spirit imps are mutated pixies and sprites that dabbled in pact magic and paid the ultimate price. Hundreds of similar theories abound, forever unrequited thanks to the spirit imp’s own lack of intelligence. A spellcaster of 3rd level or higher with the Improved Familiar feat can gain a spirit imp as a familiar.

Spirit-Touched

Spirit-Touched Creature Defenses Hit Dice

DR

1–4



5–10

5/alignment

11+

10/alignment

Feats Amateur Pactmaker†, Demon Eye (spiny skin)†, Weapon Finesse Skills Acrobatics +6, Bluff +8, Diplomacy +8, Disguise +10, Knowledge (local) +5, Perception +5, Perform (act) +8, Perform (dance) +8, Sense Motive +5, Sleight of Hand +7, Stealth +8; Insight Disguise +1, Stealth +1 Languages Common, Elven SQ occult addiction, trapfinding +1 Gear chalk, dagger, sap, disguise kit, spell component pouch Spirit-touched creatures are formed as a result of extreme exposure to occult energies. Spirit-touched creatures have an innate connection with pact magic and most have had their first occult encounter before they were even born. In the most extreme of circumstances, some spirit-touched creatures can acquire these occult powers during the course of their lifetime, but such occurrence are rare. All spirit-touched creatures share an innate need for pact magic; they become jittery and uncomfortable while without spirit, which causes their focus and coordination to deteriorate. Most spirit-touched creatures become demon eyes as they begin to mature.

Despite appearing emaciated, this youth appears to have fine, silver rings garnishing each of his fingers. Upon closer inspection, however, Creating a Spirit-Touched Creature you realize that the rings are very much a part of his flesh just before “Spirit-touched” is an inherited template that can be added to any creature with an Intelligence score (referred to hereafter as the he suddenly slips away into thin air. base creature). A spirit-touched creature retains all of the base Spirit-Touched Youth CR 2 creature’s statistics and special abilities except as noted here. Challenge Rating: +0 XP 400 Type: Base creature gains the occult subtype in addition Spirit-touched youth human expert 1/rogue 1 to its type and other subtypes. N Medium humanoid (human, occult) Senses: A spirit-touched creature retains all the senses of Init +2; Senses Perception +5, occult scent the base creature and gains occult scent† (see page 361). Defense AC 13, touch 12, flat-footed 10 (+2 Dex, +1 natural armor) Defenses: A spirit-touched creature gains DR as noted on the table. A spirit-touched creature’s DR is overcome by an hp 9 (2d8) attack that is chaos-, evil-, good, or lawful-aligned. Fort +1, Ref +5, Will +1 Special Qualities: A spirit-touched creature retains all the Offense special qualities of the base creature and gains the following abilities. Speed 30 ft. Melee dagger +3 (1d4–2/19–20) or sap +3 (1d6–2 nonle- Occult Addiction (Ex): A spirit-touched creature is born with an innate craving for the power of the Spirit Realm and the thal) presence of a bindable spirit upon their soul. If a spirit-touched Ranged dagger +2 (1d4–2/19–20) creature goes 24 hours or longer without being bound to a spirit, Special Attacks sneak attack +1d6 it takes a –4 penalty on ability checks, attack rolls, saving throws, Pact Magic (BL 1st) Coralene—unexpected slip; Coralene’s command (DC 14), silver and skill checks until it seals a pact with a spirit. A spirit-touched creature immediately gains this penalty for 24 hours whenever a sheen, trackless step spirit that it is bound to is expelled or exorcised. Statistics Feats: A spirit-touched creature gains Amateur Pactmaker† Str 6, Dex 16, Con 11, Int 12, Wis 8, Cha 19 as a bonus feat, even if it doesn’t meet the feat’s prerequisites. Base Atk +0; CMB –2; CMD 10

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Pactmaker Background Generator Some pactmakers are born into a family that practices the esoteric arts of pact magic. More often, would-be pactmakers stumble upon pact magic due to a dangerously curious mind and a thirst for knowledge. When using the background generator (Pathfinder Roleplaying Game Ultimate Campaign), roll on Table 9-3: Pactmaker Backgrounds to determine which of the following events shaped your early life and set you down the path of the pactmaker. Character traits marked with an asterisk (*) can be found in Pathfinder Roleplaying Game Ultimate Campaign. Other Classes: Although this table is intended for pactmakers, at the GM’s decision characters from other classes who begin play with an archetype that grants them the bind spirit class feature may roll on Table 9-3: Pactmaker Backgrounds instead of their own class’s table to represent a deep connection to pact magic and the occult arts.

Table 9-3: Pactmaker Backgrounds d%

01–10

11–20

21–30

31–40

41–50

51–60

Character Traits

When selecting their character traits, characters who begin play with a connection to the occult may select one of the following traits as a character trait. All rules and guidelines regarding character traits can be found in Pathfinder Roleplaying Game Advanced Player’s Guide.

Combat Traits

Combat traits are associated with combat prowess and ability. The combat traits presented here enhance a binder’s ability to fight with their spirits or against occult forces. Occult Hunter: You dedicated your life to fighting the occult. You gain a +1 trait bonus on saving throws against supernatural abilities and a +1 trait bonus on attack rolls against creatures that you have identified as being bound to a spirit using Knowledge (arcana) or Knowledge (planes). Spirit Combat: You can harness the spirit’s power with brutal efficiency.You gain a +1 trait bonus on damage rolls with the granted abilities of spirits that you are currently bound to. Weird Warrior: You have dedicated your life to fighting the unknown monstrosities of the world. You gain a +1 trait bonus on saving throws made against creatures that are not native to the material plane.

Faith Traits

Faith traits are associated with personal beliefs and involve worshiping spirits or a clerical entity that aims to stamp out pact magic. Against Spirits:You are a member of a religion that finds

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61–70

Result

Accidental Discovery:You performed your first pact entirely by accident using the esoteric writings of a mad pactmaker that you discovered. You gain access to the Heir to the Occult magic trait. Cultist’s Child: You were born in a binder community and surrounded by pact magic from an early age. You gain access to the Living Foci magic trait. Indebted: Your guardian bound a spirit to your soul in order to save your life. You have since dedicated your life to the spirits.You gain access to the Tempered by the Spirits magic trait. Marked: The spirits have marked you via an auspicious birthmark that plagues your body. You gain access to the Birthmark faith trait*. Occult Scholar:You stumbled upon spirit lore entirely by accident while in pursuit of the mysteries of the cosmos. You gain access to the Scholar of the Great Beyond faith trait*. Relic of a Forgotten Age: You have taken it upon yourself to make a better world for yourself and others who follow the path of the spirits.You gain access to the Inheritor faith trait. Spirit Born: You were conceived by the effects of the spirit birth† spell and owe your life to a specific spirit. You gain access to the Son/Daughter of the Occult magic trait.

Spirit Whisperer: You were born with the ability to commune with pact spirits.You gain access to the Occult Whisperer faith trait. Stars Were Right: You were born under a peculiar celestial alignment, allowing you to hear the whispers 81–90 and forbidden longings of the occult. You gain access to the Under the Stars magic trait. Survivor: After your old life was destroyed by horrors from the Dark Beyond, you learned to use pact magic to 91–100 protect reality.You gain access to the Guardian of Reality faith trait. 71–80

the rituals of pact magic to be abhorrent and you excel at dispatching such supernatural menaces. Add a +1 trait bonus on damage rolls made against creatures bound to spirits; this damage is not multiplied on a critical hit. Favored: The spirits have quickly grow fond of you and are willing to use additional energy to meet your needs. Once per day, when you activate the major granted ability of a spirit that you have sealed a good pact with, you can increase the number of rounds that granted ability is expended for by 1 in order to gain a +1 bonus on the ability’s saving throw DC. Using this ability doesn’t require an action.

Guardian of Reality: You stand against the inhuman horrors of the Dark Beyond. This rigid determination grants you a +1 trait bonus on saving throws against supernatural abilities, or a +2 trait bonus on saving throws against the granted abilities of spirits. Hidden Heretic: You learned the art of pact magic in a place where it was forbidden and punishable by death. As a result, you learned how to disguise the signs of your terrible secret. You gain a +2 trait bonus on Bluff checks to disguise your granted abilities as spells and on Disguise checks to hide any physical signs you have manifested. Inheritor: Occult power is your birthright, one the spirits are more than willing to give to you. You gain a +1 trait bonus on binding checks made to seal good pacts with spirits. Occult Whisperer: The spirits whisper ancient tales to you. Each day roll 1d10 and compare your result to the following: 1–arcana, 2–dungeoneering, 3–engineering, 4–geography, 5–history, 6–local, 7–nature, 8–nobility, 9–planes, or 10–religion.You gain a +1 trait bonus to the indicated Knowledge skill and it is a class skill for you for the day; if this skill is already a class skill, your trait bonus increases to +2 instead.

Social Traits

Magic Traits

At character creation, a character can select a drawback in order to gain a third character trait. Every drawback listed below involves the use of pact magic. As a result, a drawback cannot be selected unless the character possesses the bind spirit class feature at character creation. If the character later loses the bind spirit class feature (such as through retraining), she must exchange the drawback for one of the following: attached (any occult relic), doubt, or paranoid. All rules and guidelines regarding drawbacks can be found in Pathfinder Roleplaying Game Ultimate Campaign. Simpleminded: Your mind is easily crushed by the will of the spirits. If you make a poor pact with a spirit, when you disobey that spirit’s personality influence you receive no Will saving throw to prevent the penalty for disobeying it. Occult Dependency: You drank deep from the powers of the occult and constantly thirst for more. If you go for more than 24 hours without being bound to a spirit or constellation aspect, you suffer a –4 penalty on attack rolls, skill checks, and saving throws. Furthermore, you immediately suffer this penalty if your pact with a spirit is prematurely terminated or if the spirit’s benefits are suppressed, such as through the Expel Spirits feat, a successful exorcism, or an antimagic field. Lingering Influences: Spirits are slow to relinquish their grasp over your body and mind. When you make a poor pact with a spirit, you continue to show its physical sign and suffer any influence penalties that you have accrued for 24 hours after your pact with the spirit has ended. Painful Sign: Manifesting or hiding a spirit’s physical sign is a painful ordeal for you that robs you of your stamina. You are unable to show or suppress a spirit’s sign while fatigued and showing or suppressing a spirit’s sign fatigues you for 1 minute. This condition can stack to exhaustion.

The magic traits presented here represent prowess and ability with pact magic. Astute Binder: Although you aren’t charismatic, you are able to use your intelligence or insight to seal pacts with spirits. Select Intelligence or Wisdom. You may use the selected ability modifier in place of Charisma on binding checks and when adjudicating the benefits of your granted abilities. Living Foci: As a child, you were the focus of an occult ritual, a frightening occurrence that you did not understand. This event has caused you to become a living totem. Select 1 constellation; you receive a +2 bonus on all binding checks made to seal pacts with spirits of the chosen constellation. Heir to the Occult:You are naturally gifted with occult powers and can use this gift to augment the pacts that you make with spirits. Once per day you can increase your binder level by +2 when using a spirit’s granted ability; this bonus does not increase the number of times each day that you may utilize a minor granted ability. Son/Daughter of the Occult: Your conception was touched by occult power.You gain a +5 trait bonus on Knowledge checks made to fulfill Knowledge Tasks. Tempered by the Spirits: Although normally weak and frail, the power of the occult strengthens you in ways mere medicine or divine magic cannot. While you are bound to a spirit, you gain a +1 trait bonus on Fortitude saving throws and on Constitution checks made to stabilize. Under the Stars: Select 1 constellation. You were born under that constellation, and as a result its powers come more naturally to you.You treat your binder level as being +1 higher for the purpose of determining the effects of granted abilities of spirits that belong to the selected constellation.

Social traits are associated with the quips and quirks that people possess in social settings. The social traits presented here represent how the practice of pact magic might affect an otherwise normal person. Disturbing: Your abnormality, resulting from occult influences, disturbs others.You gain a +1 trait bonus on Intimidate checks and add a +1 trait bonus to the saving throw DC of any fear effects that you use. Hollow Facade:You pretend to be “one of the crowd” in order to hide the traits about you that others would find disturbing.You gain a +1 trait bonus on Bluff and Disguise checks and one of those skills is always a class skill for you. Innocent: You have an innocent demeanor and find it easy to slip through society’s cracks. You gain a +1 trait bonus on Bluff and you can make Bluff checks to change a creature’s attitude instead of diplomacy checks as long as you attempt to make yourself appear inconspicuous and unremarkable.

Drawbacks

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Pact Maladies Pact maladies are rare and unusual supernatural conditions that typically occur when a binder or a character who is similarly associated with pact magic has a hampering encounter with occult forces. The debilitating effects of a pact malady increase the longer a character is afflicted by it and they cannot be removed by conventional means, save the remove pact malady† spell, though a successful use of remove curse can stop a pact malady from progressing for 24 hours, though this doesn’t suppress the pact malady’s effects. Unlike other magical effects, a pact malady persists in an antimagic field or an antispirit field†.

Gaining a Pact Malady

There are many ways a creature can become afflicted with a pact malady. These conditions can be gained by way of a bestow pact malady spell or a similar effect, as well as spontaneously with a number of unusual circumstances, some of which are detailed below. GMs are encouraged to bestow pact maladies upon characters for other, similar reasons. Maledict Areas: Areas exist where the boundaries between the Material Plane and the Spirit Realm are weak and the mere act of using a granted ability can endanger the binder. Each time a binder uses a major granted ability in a maledict area, she must succeed at a Will save or become afflicted with a random pact malady (DC equals 13 + the level of the activated granted ability’s spirit). Due to the unpredictable nature of these locations, the effects of maledict areas are seldom consistent. There are areas that inflict a single type of pact malady consistently, and areas that are easier or harder to resist with each granted ability used. Curses and Other Spells: All pact maladies can be inflicted upon characters with a bestow pact malady† or greater bestow pact malady† spell. Bestow pact malady can bestow any minor pact malady while a greater bestow pact malady is required to afflict a spellcaster with a major pact malady. Other spells may inflict a specific pact malady or may allow the caster to select any pact malady as part of the spell. A successful saving throw against the spell prevents the pact malady from taking hold.

Optional Ways to Acquire Pact Maladies

GMs may include the following ways of acquiring pact maladies. Antispirit Field: The first time a binder attempts to activate a granted ability within an antispirit field†, there is a chance she will spontaneously gain a major pact malady. The caster level must succeed at a Will saving throw or become afflicted with a random major pact malady (DC 15 + the caster level of the antispirit field† or DC 23 if there is no caster level for the effect). Expelling a Spirit: When a binder uses Expel Spirit† or a similar ability to terminate a poor pact made with a spirit early, she must succeed at a Will save or become afflicted with a random pact malady (DC equals 13 + the spirit’s level). This is a

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major pact malady if the spirit is 5th level or higher; otherwise it is a minor pact malady. Failed Exorcism: When a spellcaster fails to exorcise a spirit with dismiss pact spirit† or a similar effect by rolling a 5 or lower on her caster level (or binder level) check, she risks invoking the rage of the spirit in the form of a pact malady. The spellcaster must succeed on a Will save or become afflicted with a random pact malady (DC equals 13 + the level of the highest-level spirit that is bound to the targeted binder). This is a major pact malady if the spirit is 5th level or higher; otherwise it is a minor pact malady. Horrible Reaction to a Spirit: When performing a pact ritual, if the binder fails her binding check by 10 or more or rolls a natural 1 on her binding check, she must succeed on a Will save or become afflicted with a random pact malady (DC equals the spirit’s binding DC, including any modifications made to this DC such as by the Flexible Pactmaking† feat). This is a major pact malady if the spirit is 5th level or higher; otherwise it is a minor pact malady. On the other hand, a binding check result of a natural 20 never invokes a horrible reaction to a spirit, even if the binder fails her binding check by 10 or more. Interrupted Ceremony: If the pactmaking process is interrupted for any reason after the spirit has manifested, such as the seal becoming breached, the binder and all creatures within 10 feet per level of the manifested spirit must succeed at a Will save or become afflicted with a random pact malady (DC equals 13 + the level of the manifested spirit). This is a major pact malady if the spirit is 5th level or higher; otherwise it is a minor pact malady.

Removing Pact Maladies

While the symptoms of a pact malady are often hardly noticeable at first, they quickly spiral out of control if left unchecked for too long and become increasingly difficult to remove. The caster level check DC to remove a minor pact malady is 20. The caster level check DC to remove a major pact malady is 30. For every week that a pact malady is active on a creature, the caster level check DC to suppress it (such as with remove curse) or remove it (such as with remove pact malady†) increases by +1. A pact malady with a caster level check DC of 50 or higher cannot be removed except by divine interaction or similarly extraordinary means. In addition to remove pact malady†, each pact malady lists a specific means for its removal. These tasks are often trying, difficult, and can serve as inspiration for a race against the clock as the PCs attempt to remove a dangerous pact malady before it consumes them completely.When a spell is noted as an alternate means to remove a pact malady, the caster must succeed at a caster level check as if she were using remove pact malady† and she takes a –5 penalty on her caster level check to do so unless noted otherwise. Any pact malady with a caster level check DC less than 50 can be removed automatically by miracle or wish while a pact malady with a caster level check DC that exceeds 50 is removable only by divine intervention.

Pact Malady Descriptions

Below are examples of pact maladies that can affect a character. Pact maladies often replicate insanity effects (for more information on insanity, check Chapter 8 of Pathfinder Roleplaying GameMastery Guide). Because maladies are occult in nature, apply any bonuses on saving throws against supernatural powers (such as protection from the supernatural†) against pact maladies. Table 9-4 lists minor and major pact maladies.When called to randomly determine a pact malady, refer to the minor result or major result in the table, as appropriate.

Minor Pact Maladies

The following is a list and description of many of the most common minor pact maladies. Inscribed Skin:Your body becomes covered in horrible boils, rashes, and scars that form the likeness one spirit’s seal; this spirit is either one you were bound to when you became afflicted by inscribed skin or one that was involved with your gaining of inscribed skin. If neither apply, the GM randomly determines which spirit’s seal manifests across your body. While afflicted with inscribed skin, you suffer a –2 penalty on Charisma checks and on Charisma-based skill checks. In addition, you take a –1 penalty on Fortitude saves. Each week that you are afflicted by inscribed skin, the penalty on Charisma checks and Charisma-based skill checks increases by –2 and the penalty on Fortitude saves increases by –1, to a maximum of –14 and –7, respectively. Additionally, if you possess the Amateur Pactmaker† feat or the bind spirit class feature, you gain a +2 bonus on binding checks made with the spirit whose seal is inscribed on your skin. A suppress sign† spell can suppress inscribed skin for 1 day. Inspire Disdain: You are perceived as ugly, maladapted in social situations, and generally unpleasant.You take a –2 penalty on Charisma checks and on Charisma-based skill checks. In addition, the DC for you to use the aid another action increases to DC 15 and when an ally uses aid another to assist you, the bonus you receive is reduced by half (minimum 0). Additionally, you are always considered to be a spirit’s favored enemy, even if you would normally possess an ability that would allow you to be treated otherwise. Inspire disdain is suppressed against creatures who are unable to see your face. Covering your face using mundane methods (such as a full-face mask) causes you to become blinded or treat all creatures as though they had total concealment depending upon the methods used, as you take these penalties against creatures who can see as little as your eyes. Lingering Spirit:The presence of bindable spirits lingers about you long after your pacts have ended. You are forced to show one spirit’s sign and suffer its personality influence while afflicted with lingering spirit; this spirit is either one you were bound to when you became afflicted with lingering spirit or one that was involved with your gaining of lingering spirit. If neither apply, the GM randomly determines which spirit’s

Table 9-4: Pact Maladies d10

Minor Result

Major Result

1

Inscribed skin

Called by the grave

2

Inspire disdain

Gender bending

3

Lingering spirit

Normalizing anomaly

4

Occult addiction

Personality clash

5

Occult phobia

Return to nature

6

Possessive spirit

Return to the womb

7

Spirit aphasia

Solipsistic syndrome

8

Spirit fugue

Soul amnesia

9

Spirit palsy

Soul decay

Stolen identity

Roll twice and refer to column at left, applying both results.

10

physical sign and personality influence you take. Additionally, penalties accrued for disobeying a spirit’s personality influence do not reset while you are afflicted with lingering spirit. A dismiss pact spirit† spell or a similar effect cures lingering spirit, but only if you are bound to no other spirits when the spell is cast and only if the caster succeeds at a caster level check, as detailed under removing pact maladies. Occult Addiction:You feed off of occult power, but suffer rapid withdrawal when the source of that power vanishes. After activating a granted ability, you gain a +2 morale bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks until the end of your next turn. On any round that you do not activate a granted ability, however, you become sickened from withdrawal until the end of your next turn. Occult addiction is cured by any effect that removes confusion, insanity, or disease. Creatures that are immune to mind-affecting effects are immune to occult addiction. Occult Phobia: You become afflicted by an irrational fear of occult phenomena. While afflicted with occult phobia, you suffer a –4 penalty to your binder level. This penalty increases by –4 for each week that you are afflicted with this pact malady, to a maximum of –16 after four weeks (minimum 0). If your binder level reaches 0, you cannot seal pacts with spirits out of sheer fright. Additionally, while bound to a spirit or in the presence of such a creature, you are shaken. Occult phobia can be cured by sealing a pact with a spirit that matches your alignment every day for one week, taking no actions each day except for those vital to your survival. At the end of the week, you receive a new saving throw against this pact malady.You only receive this one opportunity to save again against occult phobia. Additionally, creatures immune to fear effects are immune to occult phobia. Possessive Spirit: Your mortal coil is constantly beset by a jealous spirit. While you remain unbound to the spirit associated with the event that granted you possessive spirit, you suffer a –4 penalty on ability checks, attack rolls, saving

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throws, skill checks. If no spirit is associated with the event that afflicted you with possessive spirit, the GM randomly selects one 1st-level spirit to be associated with possessive spirit. A dismiss pact spirit† spell or a similar effect cures possessive spirit, but only if you are bound to no other spirits when the spell is cast and only if the caster succeeds at a caster level check, as detailed under removing pact maladies. Spirit Aphasia: Your voice becomes unrecognizable and you cannot speak any language except for gibberish that no one understands. While afflicted with spirit aphasia, all languagedependent spells and effects that you use automatically fail and you are treated as knowing no languages. As a result, telepathy and similar abilities cannot help you overcome spirit aphasia. Furthermore, spells such as tongues or comprehend languages do not allow others to discern what you are saying. Spirit aphasia can be cured by sharing a full-mouth kiss with a creature with the truespeech ability, such as an agathion. After completing the kiss, which must last at least 5 rounds, you receive a new saving throw against spirit tongue. You only receive this one opportunity to save against spirit aphasia. Additionally, if you fail this Will save the creature that kissed you must succeed on its own Will save (DC 20) or also become afflicted with spirit aphasia. Spirit Fugue: You are constantly besieged by an endless whispering of pact spirits that fills your ears. While afflicted with spirit fugue, you take a –2 penalty on all Wisdom checks and Wisdom-based skill checks but gain a +2 insight bonus on all Knowledge skill checks that you possess at least 1 skill rank in. This penalty increases by –2 for each week that you are afflicted with spirit fugue, to a maximum of –16 after four weeks. If this penalty is ever equal to or greater than your Wisdom score, you become permanently deafened until spirit fugue is cured. A feeblemind spell suppresses spirit fugue for 1 day, regardless of whether or not you succeed on the spell’s saving throw. Spirit Palsy: Your body is constantly wracked by pact spirits, causing you to shake uncontrollably. While afflicted with spirit palsy, you take a –2 penalty on attack rolls, damage rolls, Reflex saves, skill checks, Strength and Dexterity checks, and Strength- and Dexterity-based skill checks. Each week that you are afflicted with spirit palsy, these penalties increase by –2, to a maximum of –14. A restoration spell suppresses spirit palsy for 1 day while greater restoration or heal cures spirit palsy. Stolen Identity: You have lost your very identity to the denizens of the Spirit Realm. While afflicted with stolen identity, you are unable to speak your name. Additionally, people normally familiar with you begin to forget who you are, as though all memories of you were removed by modify memory. This effect triggers the first time during a day that the individual encounters you and lasts 1 day. Such a creature must make a Perception check to identity you (DC equals 5 + the number of days that you have been afflicted with stolen identity). On the first week that you are afflicted with stolen identity, this

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effect is applied to individuals who would recognize you on sight, but have no further connections to you. On subsequent weeks, this penalty applies to your friends or associates, close friends, and intimate relations on the second, third, and fourth weeks, respectively. A glibness spell or a similar effect suppresses stolen identity for 1 day. Additionally, stolen identity can be cured if you manage to inform 10,000 people of your name and identity in a single day. After informing 10,000 people of your identity, you receive a new saving throw against stolen identity.You only receive this one opportunity to save against stolen identity.

Major Pact Maladies

The following list details some common major pact maladies. Called by the Grave: You become steadily older while afflicted by called by the grave, causing you to become one age category older each week. Adjust your physical and mental ability modifiers to reflect your new age. If you are a Venerable adult who is afflicted by called by the grave, you reach your maximum age the next time that your age category would be increased, causing you to immediately die of old age. Instantaneous aging effects can be used to undo the alterations caused by called by the grave, but doing so does not cure or suppress the pact malady. Other aging effects can change your appearance and return your ability scores to normal, but since they don’t prevent you from dying when your time comes, they offer little protection against called by the grave. If called by the grave runs its course, culminating with your death, you cannot be returned to life except by divine intervention. If called by the grave is cured before it runs its course, you do not return to your true age instantaneously, instead returning to your proper age category at a rate of one category per week. If you become afflicted by return to the womb while afflicted by called by the grave, the two pact maladies essentially cancel each other out, curing you of both pact maladies. Gender Bending:Your body’s gender is altered to match the gender of one spirit while you are afflicted with gender bending; this spirit is either one you were bound to when you became afflicted with gender bending or one that was involved when you gained this pact malady. If neither apply, the GM randomly determines which gender you take. If you and the associated spirit have the same gender or the associated spirit is genderless, you become asexual. Gender bending can be suppressed for one day by greater polymorph or any similar polymorph spell that allows you to assume a form of the same type as you. For example, if you are a humanoid creature, the polymorph effect must allow you to assume a humanoid form. Normalizing Anomaly: The spirits rewrite your past, transforming you into an ordinary commoner. While you are afflicted by normalizing anomaly, your base attack bonus, binder level, and all class levels you possess are reduced by an amount equal to the number of days that you have been afflicted by normalizing anomaly by for the purpose of determining the

effects of your class abilities (minimum 0). When this penalty equals your effective character level, all of your class levels are exchanged for a single level of commoner. A greater heroism spell can suppress the effects of normalizing anomaly for 1 day. Additionally, performing an act of incredible heroism while taking the penalties of normalizing anomaly, such as sacrificing yourself to save an entire kingdom of people, automatically cures the pact malady. Personality Clash: Your body becomes assaulted by a myriad different pact spirits, causing you to become confused while suffering from personality clash. Additionally, each time when you roll “act normally” from a confusion effect while bound to a spirit you must reroll your result and use the newly rolled result. Personality clash can be suppressed for 1 day by spells or effects that remove confusion or insanity. Return to Nature: Your body slowly transforms into that of an animal or vermin that qualifies as the favored ally of one spirit; this spirit is either one you were bound to when you became afflicted with return to nature or one that was involved with your gaining of return to nature. If neither apply, the GM randomly determines which spirit’s favored allies are used to determine the kind of creature that you transform into. If multiple animals or vermin qualify, the GM decides what type of creature you transform into. Each week that you are afflicted with return to nature, you take a –4 penalty to Intelligence, Wisdom, or Charisma, gain one random ability that the creature possesses from among those listed by beast shape IV or vermin shape IIum, and lose the benefits of one randomly determined racial trait (except for your ability modifiers, type, size, movement speeds, or language). These alterations stack. Return to nature is a polymorph effect and while it is active, you cannot benefit from other polymorph effects, even if you have the shapechanger subtype. After four weeks, you become permanently polymorphed into a creature of the chosen type as polymorph any object. Return to nature can be cured by slaying a mythic version of the animal that you are transforming into (see Pathfinder Roleplaying Game Mythic Adventures) and having the associated spirit’s sign painted onto your body in its blood during a full moon. At midnight, you receive a new saving throw against this pact malady. You only receive this one opportunity to save again against return to nature and if you fail your saving throw

by 5 or more, return to nature’s effects immediately advance by one week. Creatures that are immune to polymorph effects are immune to return to nature. Return to the Womb: You become steadily younger while affected by return to the womb, causing you to become one age category younger each week. Adjust your physical and mental aging modifiers to reflect your new age. If you are a Youth who is afflicted by return to the womb, you gain the young simple template the next time that your age category would be reduced, transforming you into a Child. If you are a Child who is afflicted by return to the womb, your size is reduced by one additional category the next time that your age category would be reduced and your ability scores are reduced to 1, transforming you into an Infant. If you are an Infant who is afflicted by return to the womb, your physical body disappears the next time that your age category would be reduced and your soul impregnates the nearest creature of your race who is suitable to serve as your surrogate mother, as spirit birth†. Instantaneous aging effects can be used to undo the alterations caused by return to the womb, but doing so does not cure or suppress the pact malady. Other aging effects can change your appearance and return your ability scores to normal, but since return to the womb eventually causes you to become unborn, they offer little protection against return to the womb. If return to the womb culminates with your disappearance, you cannot be restored to your original form except by divine intervention. If return to the womb is cured before it runs its course, you do not return to your true age instantaneously, instead returning to your proper age category at a rate of one category per week. If you become afflicted by called by the grave while afflicted by return to the womb, the two pact maladies essentially cancel each other out, curing you of both pact maladies. Solipsistic Syndrome: A parasitic thought that convinces you that you are the only thing that truly exists overwhelms your mind. While afflicted with solipsistic syndrome, you cannot see or hear any other creature as though you were permanently blinded and deafened. Each week that you remain afflicted with solipsistic syndrome, your condition worsens. After being afflicted with solipsistic syndrome for one week, you lose the ability to detect other creatures with all of your mundane senses, such as smell or tremorsense. After being

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afflicted with solipsistic syndrome for two weeks, you lose the ability to detect other creatures even with magical means, such as clairvoyance or detect animals and plants. After being afflicted with solipsistic syndrome for three weeks, you become incorporeal to all other creatures and cannot detect them using any of your senses. After being afflicted with solipsistic syndrome for four weeks, you disappear from reality and can only be restored via divine intervention. Solipsistic syndrome can be cured by bringing you to a place of significant importance to your life, such as your childhood home or the place where your parents are buried. If you manage to realize where you are, you receive a new saving throw against this pact malady. You only receive this one opportunity to save again against solipsistic syndrome and if you fail by 5 or more, solipsistic syndrome’s effects immediately advance by one week. Creatures immune to the blinded and deafened conditions are immune to solipsistic syndrome. Soul Amnesia: Your memories are slowly consumed by the denizens of the Spirit Realm until nothing but a hollow husk remains. Each week, you gain one permanent negative level that cannot be removed until soul amnesia is cured. Instead of dying, if your negative levels become equal your level your Intelligence score is reduced to 0, causing you to fall into a coma.You cannot be awakened from this coma until soul amnesia is cured. A modify memory spell can be used to remove one negative level per day if the spell is cast on you while you are on the Plane of Dreams. Creature that are immune to mind-affecting effects are immune to soul amnesia. Soul Decay:Your soul crumbles as it is slowly devoured by occult entities. While you are afflicted by this pact malady, you gain the granted abilities associated with one spirit; this spirit is either one you were bound to when you became afflicted with soul decay or one that was involved with your gaining of soul decay. If neither apply, the GM randomly determines which spirit’s granted abilities you gain. If you are a binder, this spirit does not count against the maximum number of spirits you can bind to your soul, but your binder level is reduced by half when determining the effects of the spirit’s granted abilities. If you do not possess a binder level, you are treated as though you had a binder level of 1 for the purpose of these granted abilities.You do not suffer the spirit’s personality influence but you must show its physical sign and you never gain its capstone empowerment. Each week that you are afflicted with soul decay, you take 1 point of Charisma drain. This ability drain cannot be healed until soul decay is cured. When your Charisma reaches 0, your soul is completely devoured and you die. If this happens, you cannot be returned to life by anything less than divine intervention. A banish pact spirits† spell prevents you from accruing additional Charisma drain for 1 week, but you lose the benefits of the spirit’s granted abilities. Suppressing soul decay in this manner does not suppress any Charisma drain that you have accrued prior to the casting of banish pact spirits†.

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Skills The following new rules are useful to binders when making skill checks relevant to pact magic.

Bluff (Cha)

You can feint the use of a supernatural ability, playing it off as a spell, spell-like ability, or a similar effect. Check: You wave your arms about and mutter nonsense, arcane-sounding works in order to trick your enemies into believing that your powers are from a magical source. If you do not make a Bluff check to attempt to conceal the true nature of your supernatural abilities, onlookers immediately know that your powers are supernatural in origin and not the result of any sort of magical ability, and can make Knowledge checks to attempt and identify you and the source of your powers. When attempting to masquerade a supernatural ability as either a spell or spell-like ability, you make a Bluff check opposed by an onlooker’s Sense Motive. If you succeed, you convince any onlookers into believing that your abilities are magical in nature, although all Spellcraft checks and similar attempts to discern the truth about your powers automatically fail, perplexing your enemies. If an opponent’s Sense Motive beats your Perception check, they immediately realize that your abilities are supernatural in origin and can attempt a Knowledge check to attempt to identify the origin of your supernatural abilities. Alternatively, you can attempt to convince onlookers that your supernatural abilities are extraordinary (nonmagical) in origin instead of magical. This functions as noted above, except you take a –10 penalty on your Bluff check. If used in a situation where your supernatural ability has a plausible, nonmagical origin (such as attributing a granted ability that provides an insight bonus on skill checks to good upbringing), your GM may reduce this penalty in increments of 2 based upon how believable the lie is (minimum 0). Try Again: You can attempt a second Bluff check to convince onlookers that you failed to fool with your Bluff check that your supernatural abilities are, in fact, magical, but onlookers find this rouse unlikely, resulting in a circumstance penalties to your Bluff check as described in the Bluff skill section of Chapter 6 in the Pathfinder Roleplaying Game Core Rulebook. You only receive this one, second chance to fool onlookers about the truth of your supernatural abilities.

Disguise (Cha)

You can hide the physical sign of any spirit that you are currently showing, allowing this potentially detrimental debilitation to go unnoticed by all but the most perceptive onlookers. Check: You can use Disguise to attempt to conceal the presence of the physical sign of a spirit that you are currently

Table 9-5: Pact Magic Knowledge Task

DC1

Identify occult auras using detect 15 + 1/2 binder level magic or detect pact spirits†. Determine whether a spell effect was 20 + 1/2 binder level created by a granted ability. Identify materials manufactured by a 20 + 1/2 binder level granted ability. Identify a granted ability (and its 25 + spirit level spirit) that just targeted you. Identify the spirit summoned using a 20 + spirit level specific totem. Identify a monster with the occult 10 + monster’s CR2 subtype’s abilities and weaknesses. 1 These skill checks are made with Knowledge (religion). 2 Use either Knowledge (religion) or the Knowledge skill appropriate for the occult creature’s type. showing. This functions as any other use of the Disguise skill, except if an onlooker’s Perception beats your Disguise check, they immediately notice your spirit’s physical sign for what it is: something abnormal and unnatural. Onlookers gain a bonus on Perception checks based upon how difficult the physical sign is to conceal or explain. A physical sign that causes a minor change, such as a change in hair color or skin color, grants a +2 bonus. A physical sign that is strange or difficult to explain, such as growing a tail or claws, grants a +4 bonus. A physical sign that is impossible to explain as anything other than occult, such as a spirit’s seal covering your face, grants a +8 bonus.

Knowledge (Int)

Binders use Knowledge in order to uncover lost lore about the many pact spirits that inhabit the world, using that lore to piece together the esoteric rites that allow them to bind spirits to their souls. Check: If you possess the Amateur Pactmaker or bind spirit class feature, you can use Knowledge (arcana), Knowledge (history), Knowledge (planes), and Knowledge (religion) to uncover the information required to seal a pact with a new spirit. This information is known as the spirit’s Knowledge Tasks, and the process of completing a spirit’s Knowledge Tasks is covered in-depth in Chapter 3, pages 83-84. Typically, a Knowledge Task involves checks involving Arcana, History, Local, Planes, and/or Religion to learn a spirit’s ceremony, constellation, personality, or seal. Action: Using a Knowledge skill to attempt to complete one of a spirit’s Knowledge Tasks is a downtime activity. Retry: Yes. You can continue to research a bindable spirit until you discover the lore you need in order to summon it.

Knowledge (religion)

Occult-savvy individuals can draw on Knowledge (religion) to identify pactmaking creatures and bound spirits. Check: You can use Knowledge (religion) to answer questions about binder rituals and ceremonies and perform the tasks listed on Table 9-5: Pact Magic Knowledge. These tasks follow the same rules as similar tasks for Knowledge (arcana) and Knowledge (religion), respectively, except the DCs further increase based upon pact magic’s availability, as noted below. Creatures with the Amateur Pactmaker feat or the bind spirit class feature ignore all DC increases on Knowledge (religion) checks to answer questions about pact magic and perform the tasks listed on Table 9-5 due to pact magic’s availability. At the GM’s decision, characters that are extremely familiar with the occult (such as a member of one of the purifiers or the Order of Salendrios) reduces or ignores these penalties. Pact Magic is Rare: In a world where pact magic is rare, the DCs for all Knowledge checks made to answer questions about pact magic or perform the tasks listed on Table 8-6 increase by +4 because of general lack of exposure to pact magic. Pact Magic is Emerging: When pact magic is emerging, the DCs for all Knowledge checks made to answer questions about pact magic or perform the tasks listed on Table 8-6 increase by +2 as knowledge of pact magic’s rites and practices becomes more mainstream. Pact Magic is Commonplace: In worlds where pact magic is commonplace, use the standard Knowledge (religion) DCs for answering questions about pact magic or performing the tasks listed on Table 8-6.

Use Magic Device

You can use the Use Magic Device skill to activate magical implements associated with pact magic. Check: You can use Use Magic Device to activate magic items with a binder level requirement instead of a caster level requirement. This functions as using Use Magic Device to activate any other magic item, except the check’s DC is further modified based on pact magic’s availability, as noted below. Pact Magic is Rare: In a world where pact magic is rare, it is all but impossible for inexperienced individuals to use pact magic items. Emulating a class feature (usually the bind spirit class feature) is impossible and the DC to activate a pact magic item blindly is DC 30 instead of the usual DC 25. Pact Magic is Emerging: When pact magic is emerging, well-learned people have heard of pactmaking and know how to use pact magic items. Emulating an occult class feature (usually bind spirit) is a DC 30 check and activating a pact magic item blindly is a DC 20 check. Pact Magic is Commonplace: In worlds where pact magic is commonplace, use the standard values found in the Pathfinder Roleplaying Game Core Rulebook for determining the DCs of pact magic items.

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Ravager Spirits In most cases, it is the binder who summons a spirit and guides the formation of a pact. Pactmaking happens at the whims of mortals because the spirits are prisoners; confined to strange realms, imprisoned in eldritch locations, and locked beyond complex summoning rites and requirements. But this isn’t the case for all spirits. Spirits that have free reign are terrifying beings. They take what they want when they want it, and more often than not, what they want is an empty, mortal shell to act as their vessel. Such spirits are called ravager spirits. To date, no occult scholar has truly discerned the motivations of these spirits although many theorize that the first ravagers might be the lost souls of creatures too weak to become full spirits, but too powerful to fade completely. Ravager spirits are driven almost purely by a lust for pleasure and experience. In order to obtain the pleasure that they seek, ravagers seek out mortal souls, the more vulnerable the better, and use a form of reverse pact magic to bind themselves to their mortal host. For a time, the mortal might be pleased with the situation; like any other spirit, a ravager grants supernatural powers to its host in order to beget a false sense of security. Over time, however, a ravager spirit slowly consumes its host’s soul until it finally breaks the bonds that connect the host’s soul to its body. When this process is complete, the ravager spirit violently ejects its host’s soul from its body and permanently bonds to the resulting shell, acting as the body’s new soul and dooming the unfortunate mortal to madness from a lack of existential substance, which often transforms it into a new ravager spirit.

Summoning Ravager Spirits

Most often, ravager spirits are summoned by accident. A few insane binders can, however, perform a special ceremony in order to call a ravager spirit in order to attempt to seal a pact. Ceremony Gone Awry: A misspoken word, a smeared chalk line, or a mishap with a ceremony can all spell catastrophe for a binder, as a ravager spirit can be summoned in the intended spirit’s place. If a binder fails a binding check by 10 or more, there is a chance that a ravager-blighted zone manifests, centered on the binder. This chance is equal to 10% per level of the spirit, to a maximum chance of 90%. Pact Malady: Environmental conditions, the bestow malady† spell, and other effects can cause terrible afflictions using occult forces, and any effect that causes a pact malady can attract the attention of a ravager spirit. If a character rolls a natural 1 on a saving throw against a pact malady, there is a 50% chance that a ravager-blighted zone will manifest centered on the character in addition to the pact malady’s usual effects. Summoning: Although ill-advised, a generic ceremony exists that can be used to summon a ravager spirit. Like any other bindable spirit, ravager spirits possess Knowledge Tasks, which must be completed before they can be summoned. A ravager spirit has no spirit level, and as a result the DC to complete a ravager spirit’s Knowledge Tasks is 25.

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Ravager-Blighted Zone

CR 9

XP 6,400 CE persistent haunt (5 ft. by 5 ft. area suitable for drawing a seal) Caster Level 5th Notice Perception DC 25 (to notice the soft echo of forlorn spirits) hp 40; Trigger proximity; Reset 1 minute Effect When this haunt is triggered, a ravager spirit manifests, as detailed in the spirit’s summoning rules. On its initiative, ravager spirit attempts to possess the creature that triggered the haunt; in order to possess the target, it must succeed on a melee touch attack with a +9 bonus. If it hits the target, the creature becomes possessed unless it succeeds on a DC 16 Will save. Destruction In order to destroy a ravager-blighted zone, the Sign of the Ravager (the seal shown on the ravager spirit’s page) must be drawn in holy water in the haunt’s area before remove malady† is cast upon it, using the haunt’s caster level to determine the spell’s DC as though the haunt were a curse. Encounters: Ravager spirits are attracted to locations that are rich with occult energy. Typically, this happens when many binders converge in a single location, such as in pactmaking communities or covens, or when another binder causes a ravager-blighted zone to manifest and abandons it without destroying the haunt. Ravager spirits are typically encountered as haunts, as shown above, but in strange aeons they roam the world as independent creatures.

Possession

When a ravager spirit is triggered, it immediately attempts to possess the creature that triggered it. Like any haunt, one can escape a ravager spirit by slaying the haunt or leaving the area that it has infused. If the haunt isn’t destroyed, however, a ravager-blighted zone acts as a spiritual beacon that attracts more ravager spirits within a few minutes at most, even if the current ravager-blighted zone manages to possess a creature. If a ravager spirit possesses a creature, that creature is forced into a poor pact with it. This pact has no duration, and for this time the character gains the ravager spirit’s granted abilities, as he would any other spirit. (A character without the bind spirit class feature has a binder level equal to half its Hit Dice.) A ravager spirit cannot be expelled and it gains a +10 bonus to its caster level check DC against all exorcism attempts. A ravager spirit counts against the total number of spirits that a character can be bound to simultaneously. Each day a character remains bound to a ravager spirit, it can attempt a Will save to force the spirit from its body. The DC equals 15 + 1/2 the character’s Hit Dice. A creature takes 1d4 points of Charisma damage every day that it is bound to a ravager spirit; this damage cannot be healed until the ravager spirit is ousted from the character. If this damage reduces the character’s Charisma to 0, it gains the ravager vessel template as its spirit is permanently ejected from its body.

Ravager Spirits

Desperate Lost Souls

Ravager spirits are occult entities that hail from the fringes of reality. Whether naturally occurring or corrupt souls, these spirits are rip mortal souls asunder to taste reality once more.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with ravager spirits. Spirit Level: — Alignment: Chaotic Evil (CE) Constellation: Starless Binding DC: 0 Totems: A ravager spirit possesses no totems because it possesses no binding DC. Ceremony: Draw the symbol of the ravager spirits or accidentally summon one as detailed in the summoning ravager spirits section. Manifestation: The seal glows with black light as the ravager spirit begins wailing. The spirit manifests as a vaguely humanoid ghost that scrambles about the seal, looking for the creature that summoned it. When that creature has been discovered, the ravager spirit dives into the creature’s chest, directly into its heart, sealing the pact.

Legend

Accounts of ravager spirits are as old as pact magic itself and many ancient civilizations incorrectly classify these entities as incorporeal demons. In truth, ravager spirits are akin to spiritual parasites: they leech spiritual energy from their host’s soul until nothing but a withered husk remains. With the soul completely drained, the ravager spirit takes root within the victim’s body and, overwhelmed by the stimulus of our world, fanatically indulges in mortal life for a short time with suicidal fervor before finally settling down into its new body and beginning living its new life. Though none know for certain how the first ravager spirits were created, modern ravager spirits spawn as a result of this cycle: souls drained dry by ravager spirits transform into new ravager spirits themselves. Few ravager spirits seek to lead peaceful, ordinary lives once they have crossed over into the Material Plane; most seek to aid more of their kin in escaping their otherworldly realm.

Major Granted Abilities

Soul Tear: As a swift action, any natural attacks and unarmed strikes that you make until the end of the turn can rend the souls of living creatures, ignoring bonuses to AC from armor and natural armor and gaining the benefits of the ghost touch weapon ability until the end of the turn. Creatures without souls (except incorporeal creatures) are immune to

damage caused by natural weapons or unarmed strikes that have been augmented by this ability. After using this ability, it is expended for 5 rounds. Capstone Empowerment: You can use soul tear to augment any kind of weapon, whether manufactured or natural.

Minor Granted Abilities

Detect Ravager Spirits: While you are bound to the spirit, you gain the ability to cast detect pact spirits† as a spelllike ability at will. In addition, you can use this ability to detect the presence or absence of ravager spirits as a spell-like ability at will, functioning as detect undead except it detects creatures with the ravager spirit subtype. Evasive Maneuvers: While you are bound to the spirit, you gain evasion, as the rogue class feature. After successfully using evasion, you can move 5 feet as an immediate action. This movement doesn’t count as your 5-foot step for the round and it provokes attacks of opportunity as normal. If you possess the Cartwheel DodgeUC feat, this ability allows you to move up to your full speed when using Cartwheel Dodge instead. Frenzy: You can enter a frenzy as a swift action, gaining a +4 morale bonus to your Strength, a +2 morale bonus on Will saving throws, and temporary hit points equal to your binder level.You can frenzy for a number of rounds each day equal to your binder level + your Charisma modifier; after leaving the frenzy, you are fatigued for 2 rounds per round spent frenzying. These rounds do not need to be used consecutively and ending the frenzy early is a free action.This ability is an emotion effect. Ravager-Bound: While you are bound to the spirit, you gain the ravager spirit subtype and receive an insight bonus on Perception and Stealth skill checks equal to half your binder level.

Signs and Influence

The spirit affects you in the following ways: Physical Sign: Your body discolors to a sickly gray and is somewhat malleable to the touch, like clay. Whenever you activate one of the spirit’s granted abilities, you unleash an unearthly shriek in an inhuman tongue. Personality Influence:You lack the ability to focus and become easily spooked.You must indulge yourself in all of life’s sinful, carnal pleasures at every opportunity. Favored Ally: None; creatures with souls are prey and any without them are competition. Favored Enemy: Any (creatures with souls)

Vestigial Companion (Boon)

You bellow an unearthly wail that can be heard up to 2 miles away in typical outdoor conditions. Creatures with the ravager subtype spirit are attracted to this sound and move at full speed towards its source. Such creatures begin with a helpful starting attitude towards you. This granted ability replaces detect ravager spirit.

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Legend of Mishpo “I am the rightful owner of that gem,” Mishpo said. “We’ll discuss that when you give me back my baby!” the merchant woman demanded tensely. “Would you say the gem is beautiful, isn’t it?” Mishpo said, mixing both statement and question to confuse his mark, as he often did. “Huh? Yes,” the woman answered, glancing at the gem held firmly in her hand. Mishpo could have used that moment of distraction to bat the gem away from her or cast his grabbing spell, but the baby cried out, distracting him. “Give me my baby back!” the woman yelled, now infuriated. Heads poked out of tents and stalls, and shoppers around the market looked in their direction. “Your baby is far more beautiful than that dull gem,” Mishpo said, “but I have a family and need to eat too. The gem is all we poor ones have.” He didn’t have a family, at least not one he supported. He figured he had eight or ten offspring somewhere, each by different wives, most of them kobolds, one of them a dragon. Armed with magic, Mishpo had more guile and luck in romance than three or four dragons. “What’s going on?” a burly half-orc mercenary asked as he came over. He sneered at Mishpo. “I can fix this runt in no time, good lady.” Mishpo contained his laughter. The woman was ugly enough to only be a lady by orc standards. The woman explained, “This kobold took some valuables from my wagon when he thought I was distracted by other customers. My eldest grabbed this gem as payment.” She looked over to her son, an oily and bedraggled youth. “Then this creature stole my baby.” Mishpo cradled the baby with his best attempt at warm care, and gave a toothy smile of innocence. “All I want,” the woman demanded, “is my baby and I will let bygones by bygones.” “Is this true?” the half-orc asked, turning to Mishpo. He didn’t sound very curious. “Sort of,” Mishpo replied. “I returned the items to this gentle woman when I saw they were worthless trinkets, but she has yet to return my gem. I returned all the items, I swear.” He glanced briefly at a burly noble woman watching them nearby, hoping to draw her into his game. The noble woman came, her eyes bulging in anger at him. “You hand over that baby, cur,” the noble woman said, “I am an impartial witness to these events.” “What did you see?” the half-orc demanded of her. “Are you interrogating me? Who made you a member of the palace guard?” she spat back at the half-orc. “Oh let me guess, an otyugh lord from the lower district.” The half-orc pushed her away. “Shut up, fools gold,” he boomed. Several men and women of various races including the merchant woman’s son rushed in to restore calm, which did not occur. It never did. Wherever Mishpo and his confederates went, chaos was sure to follow. He cast a quick spell, still and silent as was his style, and shrunk down to three apples high. The baby shrunk with him —after all, it wasn’t a real baby, just a very large and supple kumquat that benefited from an illusion, which was running out as fast as his game was. Mishpo ducked under a wagon and out of sight as pans, pinwheel sandwiches, and flora mixed with shouts and punches. “Orc scum,” someone shouted. “Guards!” the noble woman yelled. “Give me that gem, that was mine!” another shouted. Mishpo chuckled. He had used the same fake gem several times in this market. Ah, the vagrancies of multiplicities. Mishpo climbed into the back of the merchant woman’s wagon. There was her real baby, sleeping quietly. And there was the real gem, requiring extraction from its unfortunate, reputed imprisonment in a safe box.

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He checked for traps while keeping an ear perked. There was a trap, most magical. The safe was of gnomish design, which conjured a delightfully funny memory of a prank years ago, when Mishpo used a devil’s mask to masquerade as a gnomish bard and put on a play where he ate his fellow actors. He moved his hands and mouthed a quick incantation, dispelling the safe’s magic. Now for the mechanical lock, he said to himself as he reached to work it. Mishpo found himself in darkness. “Oh gods,” Mishpo yelped. “Gods of luck and freedom, deliver me!” As all kobolds, he could see in darkness, but there was apparently nothing to see but six featureless walls of metal a few inches away, enclosing him on all sides. “Got cha!” The voice was infernal. A bright reddish light blinded Mishpo. He covered his eyes and trembled. “Oh, woe is me,” he exclaimed with meekness, “You’ve caught this poor beggar.” “Ha!” the voice said. Mishpo felt himself and the box moving upward. As his eyes adjusted, he saw he was in a transparent cage. Outside, holding up the cage, was a goliath devil. “High Lord Mobaros of the Terror Forge?” Mishpo asked in as polite a voice as possible. He had robbed this devil of many precious items over the years, as sort of a game between friends, except for the friends part, although Mishpo liked to think of everyone he met as a potential friend of some sort. The fiery metallic giant of a devil just peered at him, turning the cage to view Mishpo from all sides. “You’ll make fine hands in my forge,” Mishpo said matter-of-factly. “Is this glassy steel, the cage?” Mishpo asked, feigning as much excitement as he could muster. “It is, isn’t it, famous and incredibly difficult to make glassy steel.” “Yes,” Mobaros replied, flattered and surprised. “Like it?” “A masterpiece, I should have known.” “At least you have taste,” Mobaros said. “I think I could be more than hands for you,” Mishpo offered. “I know much about devices, and illusions, and souls.” He didn’t know about souls, but he figured devils liked souls so best to add that. Besides, his very soul might be at stake. “No doubt you could turn my whole workshop upside-down,” Mobaros said skeptically. “Don’t I get a trial first?” Mishpo asked. “You were tried in absentia years ago.” “Oh.” Mishpo added, “Petition to a higher court maybe? I mean, lower court, or would it still be higher?” “Lower. Lord Asmodeus himself signed the paperwork. After all, you stole a mask I was crafting for him. He was enraged. So was I.” “Well then...” Mishpo said, thinking as fast as he could, “Wouldn’t Lord Asmodeus want to see me for himself?” “No prattling!” Mobaros boomed as he placed Mishpo’s cage on a table. “Lord Asmodeus is having you for dinner.” The devil looked into the cage and starred at Mishpo for a long moment. “After I remove your hands, little one, to add to my workshop, I will place you in that machine over there....” He looked to a sinister, oven-like device made of plates and stretched humanoid skin with the head and eyes of a gnome. In fact, the opening to the machine was the gnome’s mouth. “Oh,” Mishpo said. Was this the end? The cage he was locked in looked a wee bit too large to fit into the machine, so the devil would have to release him, providing an opportunity to escape. “Don’t worry, your cage fits perfectly.” The devil smiled. Oh Hell of hells, Mishpo though, he can read my mind. Mishpo shouted for help, though of course none would come. “And yes, it’s a cooker,” the devil added. “It purees your soul.”

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377 Sarah Kemplin (Order #10397598)

Index 1st level spirits ...................100-118 2nd level spirits ...................119-135 3 sisters (spirit) .........................150 3rd level spirits ...................136-157 4th level spirits ...................158-176 5th level spirits ...................177-195 6th level spirits ....................196-215 7th level spirits ...................216-233 8th level spirits ...................234-252 9th level spirits ....................253-269 Achaelous ...............................100 Acquiring spirits .........................93 Agents of Purity .............297,298,351 Aging .....................................356 Aging school ..............................67 Aging subschool ........................272 Ahnel Soltanis ...........................234 Al’kra .....................................119 Alabaster .................................253 Aladdar ...................................254 Alchemical meister ......................50 Alchemical power components .....281 Alchemist .................................23 Allure of the Night ....................13 Alrik of Malkeborne ...................196 Alternate tasks ............................84 Amatovar d’Kalazon ...............340,341 Anajira ....................................158 Anajira (legend) ........................159 Analyze Pact Spirits ....................13 Antispirit field ..........................280 Apocryphal Desert .....................348 Arcane schools ...........................67 Arcanist ...................................24 Armor ....................................314 Arthu .....................................177 Artifacts ..................................323 Ashvattha ................................255 Atasha, Obba, and Ella .................150 Atlan ..4,97,107-108,133,160,167,174175,187,192,196,201, 247,263,266,281, 297,322,323,325,326-331,336-337,344345,349,351,358,360-361,365 Atlan Graveyard .........................351 Atlan voidstone .........................281 Augur pact ..............................280 Autrok, Ergon ...........................362 Aza’Mi ...................................207 Aza’zati ..................................101 Background generator ................366 Barbarian .................................25 Bard .......................................28 Base classes ................................22 Beast that Births .........................256 Beautiful Balr ............................178

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Bercilak Hautdesert ...................216 Bind spirit spells .................. 282-283 Binder secrets ............................13 Binding Spirits ...........................83 Blessings (warpriest) .....................64 Bloodlines (bloodrager) ..................32 Bloodlines (sorcerer) .....................60 Bloodrager ...............................32 Bloodravager ..............................33 Bloodsworn binder ......................33 Bouncing Major Ability .................13 Bountiful Abilities .....................13 Bouya Omen .............................349 Brawler ...................................34 Brimbsbi family ...104,125,126,136,148 Brother Calvis ..........................257 Byways ....................................350 Carnival Animal ........................363 Catha of Codex .........................160 Cavalier .....................................35 Cave Mother ............................102 Cave Mother (legend) .................103 Cevis Caves ..............................353 Circe’s Runes ...........................179 Classes .......................................7 Cleric .....................................37 Codex (city of) ..........................349 Conceal pact magic .....................283 Constellation aspects ...................10 Coralene .................................104 Cornelius Button .......................136 Cornelius Button (legend) ......138-139 Create Pact Poltergeist .................13 Crow ......................................217 Crystal Lady ............................140 Crystallized pain .......................281 Daeminthos ..............................258 Dama .....................................259 Damian Darkstar ........................197 Dantalios ................................105 Dark Blood ..............................181 Dead Kings ..............................218 Death Company ........................334 Death Howls ............................198 Death Howls (legend) .................311 Death Ward ...............................14 Demos Kalagos ..........................199 Descriptions of spirit constellations...87 Desert spice .............................281 Detect pact spirits .....................284 Devotee ..................................294 Disguise Granted Abilities .............14 Dismiss pact spirit .....................284 Divine exorcist .........................297 Doomed Salu’im ........................235 Double Occult Weapon ................14 Druid ......................................39 Echoing Major Ability ..................14 Ectoplasmic Resonance .................14

Eldritch jailer .............................50 Ella, Atasha, and Obba .................150 Elysium Choir ...........................219 Empyrean friar ...........................47 Empower Major Ability ...............14 Enclave of the Closed Eye ..............336 Eos Dei ...................................106 Ergon (bloodline) .........................60 Ergon (creature) ........................362 Eschalon .................................260 Esoteric dilettante .......................63 Esoterica .................................355 Essek Avix ...............................236 Ethaniel Midnight .......................161 Ethaniel Midnight (legend) ...........162 Evening Star .............................237 Evening Star (legend) ..................238 Everrona .................................200 Evolutions .................................62 Exorcise Pact Spirits ...................14 Exorcism inquisition ....................43 Eye of Apocrypha .......................348 Faltos Farwalker .........................335 Favored class options ...................20 Feat descriptions .....................70-81 Feats ........................................69 Feats table ................................72 Fey Baraddu ..............................163 Fifth Mountaintop Brigade ...........338 Fighter .....................................40 Focused arcane schools ..................67 Foe reaper .................................54 Forash .....................................107 Forash (legend) ..........................108 Forty-Two ................................141 Frehmins .................................358 Fringe binder .............................55 General Hessant .........................109 Ghato’Kacha .............................142 Giza Sekhemet ..........................201 Goliath ....................................239 Grand templar ...........................345 Grand witch hexes ........................65 Granted abilities ..........................88 Gray wastes (subdomain) ...............37 Greater Spiritual Resonance ...........15 Green Glomairah .......................182 Green Glomairah (legend) ............183 Greensprout Rapscallion ..............300 Guardian Spirit ..........................15 Gulguthriana .............................164 Gunslinger .................................41 Gwenolyn’s Ghost ......................110 Gwenolyn’s Ghost (legend) ..........111 Hateful Major Ability ...................15 Havokhandra the Everlasting ....341,342 Herald of the legion .....................58 Hexes (shaman) ..........................56 Hexes (witch) ...........................65

Hexus .....................................165 Hi’Ryia ...................................202 Hi’Ryia (legend) ........................203 History of pact magic ................327 Hollow Eyes .............................120 Horrid Skean .............................14 Hou-ou ...................................240 House of the Divine Law .............351 Humble Ohbai ..........................121 Hunter ....................................42 Imitreyes .................................122 Immortality ...............................15 Improved monstrous aspects ..........76 Improved Vestigial Protection .........15 Incite Animosity .........................15 Inexorus .................................220 Inquiry .....................................15 Inquisitor .................................43 Introduction ................................4 Intuit Spirit ...............................16 Investigator ..............................45 Iona Ophid ..............................143 Jacques Gaston ..........................112 Jayna Warlock ...........................204 Jayna Warlock (legend) ...............205 Jehotek ...................................166 Jörmungandr ............................221 Jova .......................................337 Kaiya ......................................144 Kami Onmyoji ...........................167 Kandisha .................................168 Kaylos .....................................261 Kaylos (legend) ..........................262 Key terms for pact magic ..............85 Ki powers ................................47 King Mutaros ...........................263 Knowledge tasks ..........................84 Lady Jarah ................................123 Lady Jarah (legend) .....................124 Legend of: Anajira ............................159 Cave Mother .......................103 Cornelius Button ............138-139 Death Howls .......................311 Ethaniel Midnight ................162 Evening Star .......................238 Forash ..............................108 Green Glomairah .................183 Gwenolyn’s Ghost ................111 Hi’Ryia .............................203 Jayna Warlock .....................205 Kaylos ..............................262 Lady Jarah ..........................124 Loh’moi ...........................170 Lord Foxglove IV ..................126 Lord Saruga .......................223 Mana ................................242 Marat ...............................114 Mare Loviatha .....................225

Merickel ............................210 Milo of Clyde ......................291 Mishpo ..............................376 Muse Istago ........................146 Rajah Amajaloma ..................246 Rattenkönig .......................190 Roshar ..............................248 Saint Alexandra ...................267 Swan Elashni ......................175 Tentacles of Dagon ................192 Vandrae ............................154 Xalen d’Marek .....................156 Yith’anu ............................233 Legion of Daiosonis ..........58,338,339 Loathix ....................................184 Loh’moi ..................................169 Loh’moi (legend) .......................170 Lord Foxglove IV ........................125 Lord Foxglove IV (legend) ............126 Lord Saruga ..............................222 Lord Saruga (legend) ...................223 Loresir Claw .............................206 Ma’Zad ...................................207 Mad cultist ................................50 Magic items ........................313-323 Magus .....................................46 Major witch hexes .......................65 Malebolge Moors ......................264 Mana ......................................241 Mana (legend) ...........................242 Marat .....................................113 Marat (legend) ..........................114 Mare Loviatha ...........................224 Mare Loviatha (legend) ................225 Mariath ...................................148 Marshal Templars .......................345 Mascareri ................................303 Masterpieces (bardic) ...................28 Merciful Spirit ...........................16 Merickel ..................................209 Merickel (legend) ......................210 Milo of Clyde ............................115 Milo of Clyde (legend) .................291 Minezon ..................................211 Mishpo ....................................185 Mishpo (legend) .........................376 Monk .......................................47 Monstrous aspects .......................76 Mother Medusa .........................243 Moy ........................................127 Multiclassing ..............................91 Murich Steelshatter .....................345 Muse Istago ..............................145 Muse Istago (legend) ...................146 Musha’Vadu ..............................226 Mutable Bonus ..........................16 Mute Sylvus ..............................128 N’aylia ....................................147 New descriptors .........................273

New subschool: aging .................272 Night Fang ...............................171 Nightfang Adherents .............342,353 Nightfang lodges ........................353 Nightfang servant ........................39 Nightfang Weald ........................352 Nightwatch ..............................340 Nivea Nieces .............................148 Noble Marius ............................186 Oath against spirits ......................53 Obba, Ella, Atasha ......................150 Occult (domain) .........................37 Occult abolisher ..........................43 Occult avenger ...........................41 Occult blessing ...........................64 Occult bruiser ...........................34 Occult chemist ...........................23 Occult Communion .....................16 Occult creatures ........................361 Occult exploiter .........................24 Occult investigator .......................45 Occult locales .....................348-352 Occult medium ..........................49 Occult patrons ...........................65 Occult priest .............................38 Occult sadist .............................43 Occult scholar ...........................51 Occult school ............................67 Occult scourer ...........................64 Occult Secret .............................16 Occult shaman ...........................57 Occult sight .............................287 Occult Weapon .........................16 Occultinogen .............................17 Omlan Atlan ............................187 Open Game License ....................381 Oracle ....................................48 Order of Salendrios ..........36,337,344 Order of the Company ..................35 Order of the Occult Eye ................35 Orders (cavalier) .........................35 Organizations ......................334-346 Organizations and planes ..............332 Overmind ................................244 Pact Effigy ...............................16 Pact magic (subdomain) ................37 Pact magic availability ..................10 Pact maladies ...........................368 Pact protector ............................44 Pact spell descriptor ...................273 Pactbane slayer ...........................59 Pactmaker ...............................8, 50 Pactmaker background generator ...366 Pactmaking rules ........................83 Pactsworn assassin .......................59 Pactsworn champion .....................53 Pactsworn hunter ........................42 Pactsworn knight .........................36 Pactsworn magus .........................46

379 Sarah Kemplin (Order #10397598)

Pactsworn pagan .........................39 Pactsworn warpriest .....................64 Paladin .....................................53 Path of Black Leaves .....................351 Path of the Golden Flower ............353 Pavatu .....................................188 Performing a pact ritual .................86 Pevwyrn Pevron ........................129 Planes of existence ................348-352 Portentia ..................................227 Prestige classes ....................293-311 Prime Ravager ..........................172 Primordial Titans .......................212 Prince Oszen ............................130 Prometheus ..............................265 Prophet ....................................51 Psionic spirit ............................258 Quicken Major Ability .................17 Quicksilver ...............................228 Rage powers ..............................25 Rajah Amajaloma .......................245 Rajah Amajaloma (legend) ............246 Ranger ....................................54 Rasputin ..................................213 Rattenkönig .............................189 Rattenkönig (legend) ..................190 Ravage Binder ...........................306 Ravage Binders ..........................346 Ravaged (bloodline) .....................61 Ravager blighted zone .................374 Ravager Spirits ..........................374 Ravager Vessel ..........................364 Remove Malady ..........................17 Remove malady ........................287 Researching the spirit .....................83 Revelation of Brilliance .................17 Ring of Shifting Smiles .................323 Rings .....................................316 Rods ......................................317 Rogue .....................................55 Rokten Steepgrip ......................335 Roshar ....................................247 Roshar (legend) .........................248 Rush Ritual ...............................17 Ryoku Ria ...............................249 Saint Alexandra .........................266 Saint Alexandra (legend) ..............267 Salendrios ................................131 Scribe Binding Tattoo ..................17 Seal of Living Darkness ................17 Seal-bound sorcerer .....................61 Seal-etched pactmaker ..................51 Salendrios ..........................344,345 Septigenius Maximus ..................250 Serapith ...................................215 Sevnoir ....................................116 Shade Step ................................18 Shadow templar ..........................53 Shaman .....................................56

380 Sarah Kemplin (Order #10397598)

Shelassik ..................................132 Shroud of Shadows .....................18 Signs and influence ........................89 Silent Step ................................229 Skald ........................................58 Skills ......................................372 Slayer .......................................59 Sliver of the Wyrmkin Amulet ........323 Solar orchid ..............................281 Solar orchid sage .........................23 Solterra ...................................251 Son of Dobb ..............................173 Sorcerer ..................................60 Soul muse .................................31 Soul screamer ............................58 Soul weaver ...............................67 Spell descriptions .................280-290 Spells by class and level ..........271-279 Spellstorm ...............................349 Spirit basics ...............................86 Spirit birth ..............................288 Spirit caller ...............................62 Spirit constellations .....................87 Spirit imp ......................18,361,364 Spirit lore ................................329 Spirit politics .............................91 Spirit realm (oracle mystery) ..........48 Spirit realm (shaman) ...................56 Spirit-touched ..........................365 Spirits .................................93-269 Spirits by level (levels 1-3) ..............94 Spirits by level (levels 4-6) ..............96 Spirits by level (levels 7-9) ..............98 Spiritual Resonance .....................18 Stalwart ...................................18 Starless spirits ............................88 Staves .....................................318 Stavros (city of) .........................349 Steal Pact Spirits ........................18 Subschool: aging ........................272 Suicide soldier ............................26 Summoner ...............................62 Summoning rules .........................86 Suppress sign ............................289 Sustenance ................................18 Swan Elashni .............................174 Swan Elashni (legend) ..................175 Swashbuckler ............................63 Sybee Rose ...............................151 Table: Feats ................................72 Table: Improved Monstrous Aspects ...76 Table: Spirits by Level (levels 1-3) ....94 Table: Spirits by Level (levels 4-6) ....96 Table: Spirits by Level (levels 7-9) ....98 Taios (theWyrmkin) .....95, 133, 201, 323 Talents (investigator) .....................45 Talents (rogue) ...........................55 Talents (slayer) ...........................59

Tartarus ...................................268 Taydie .....................................148 Tendrils of Darkness ....................19 Tentacles of Dagon .....................191 Tentacles of Dagon (legend) ..........192 Teu and Lae .............................193 Thank you ................................377 Thaumaturge ..............................52 The Beast that Births ...................256 The Byways ..............................350 The Crow .................................217 The Crystal Lady ........................140 The Elysium Choir .....................219 The Worglord ...........................269 Titanomachy ...........................329 Tommy Greensprout ...................152 Totemic sage .............................27 Treatise on pact magic ................326 Triteia .....................................194 Types of feats .............................69 Tyrant Cromwell ........................134 Ubro .......................................135 Ultimate Psionics .......................258 Unbarred ..................................19 Unbound pactmaker .....................52 Unchained empyrean friar ..............47 Undying Aid .............................19 Undying Salvation .......................19 Undying soul ...........................309 Valven Woodspear ......................335 Vandrae ...................................153 Vandrae (legend) .......................154 Variant channel energy .................38 Vaukner ...................................176 Verbose ...................................117 Vestigial bonds ............................90 Vestigial Protection .....................19 Vishgurv ..................................118 Vodavox ..................................195 Warbinder .................................40 Weapons ..................................315 Weird slayer (subdomain) ...............38 Weird witch ..............................66 Wendigo ..................................230 What is the occult? ........................5 Witch .....................................65 Witch Yaba ..............................231 Wizard ...................................67 Wondrous Items ........................319 Worglord ................................269 Warpriest ..................................64 Wyrmkin .................95, 133, 201, 323 Xalen d’Marek ..........................155 Xalen d’Marek (legend) ...............156 Xasa Culthic .............................157 Yith’anu ..................................232 Yith’anu (legend) .......................233 You ready? ..................................5 Young Krios ..............................252

Open Game License v. 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content,You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, andYou must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independant Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,

independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. Anger of Angels. © 2003, Sean K Reynolds. The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved. The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. The Book of Hallowed Might © 2002, Monte J. Cook. Kobold Quarterly Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal,Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! Monte Cook’s Arcana Unearthed © 2003, Monte J. Cook. Pact Magic Unbound: Grimoire of Lost Souls © 2016 Radiance House; Authors: Alexander Augunas, Dairo Nardi. Pact Magic Unbound,Vol 1 © 2014 Radiance House; Authors: Alexander Augunas, Dairo Nardi. Pact Magic Unbound,Vol 2 © 2014 Radiance House; Authors: Alexander Augunas, Dairo Nardi. Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason

381 Sarah Kemplin (Order #10397598)

Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen RadneyMacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob

382 Sarah Kemplin (Order #10397598)

McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Psychological Combat © 2014, Everyman Gaming, LLC; Author Alexander Augunas. Secrets of Pact Magic © 2007 Radiance House; Authors: Dairo Nardi. Skreyn’s Register:The Bonds of Magic. © 2002, Sean K Reynolds. Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dark Creeper from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scoit Greene, based on original material by Gary Gygax. Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene. Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark Peterson, based on original material by Gary Gygax. Baphomet from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle. Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White. Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher. Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian McDowall. Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley. Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells. Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Demodand, Shaggy from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Demodand, Slimy from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

383 Sarah Kemplin (Order #10397598)

Demodand, Tarry from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham. Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone. Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Wizards of the Coast. Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown. Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

384 Sarah Kemplin (Order #10397598)

Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by David Cook. Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Russell Cole. Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Villains of Pact Magic © 2008 Radiance House; Authors: Dairo Nardi.

Sarah Kemplin (Order #10397598)

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