2nd Level Spirits
Table of Contents

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.


Major Granted Abilities

  • 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 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.

Signs and Influence

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–genitals. 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)

Vestigial Bond (Boon)

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.



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.


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: Servant of the Elements

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.

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.


Major Granted Abilities

  • 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.



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.


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 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.


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.



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.


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.



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 greed-driven 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.


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.



Mute Sylvus: Sole Survivor

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

Summoning Rules

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.


Major Granted Abilities

  • 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.

Minor Granted Abilities

  • 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.

Signs and Influence

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.


Major Granted Abilities

  • 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 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 acidic 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.

Signs and Influence

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)

Vestigial Bond (Boon)

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.



Prince Oszen: Heir to the Empty Well

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.

Summoning Rules

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.


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 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.

Minor Granted Abilities

  • 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 one-minute 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.


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.



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.


Major Granted Abilities

  • 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 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.

Signs and Influence

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)

Vestigial Bond (Companion)

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.


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.



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.


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.


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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