1st Level Spirits
Table of Contents

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.


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 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: The Green Wyrmling

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.

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.


Major Granted Abilities

  • 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.



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.


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.



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.


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.



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.


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.



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.


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 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 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.


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.



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.


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.



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.


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.



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.


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 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.”


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 spell-like 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 7th-level 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.



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.


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.



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.


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.


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.



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.


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 (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.

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