3rd Level Spirits
Table of Contents

Cornelius Button: Gardener of Dreams

Cornelius Button is a dual-minded herbalist who reaps and sows the fruits of dreams.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Neutral (N); becomes Neutral Good (NG) while bound to Light Cornelius or Neutral Evil (NE) while bound to Dark Cornelius.

Constellation: Tree

Binding DC: 18

Totems: You gain a +2 totem bonus on binding checks made with Cornelius Button if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw Cornelius Button’s seal on a beach, on an island, or within a green house.
  • You sully the likeness of the Nivea Nieces’ seal during Cornelius Button’s ceremony. If you accept this totem, you cannot seal a pact with the Nivea Nieces for 1 day or until Cornelius Button leaves your soul.
  • You incorporate 2,500 gp of rare alchemical herbs into the mash made during Cornelius Button’s ceremony.

Ceremony: You mash a living insect into a bowl of fresh greens while standing within Cornelius Button’s seal and eat the mash slowly.

Manifestation: Your body is molded and twisted into an anthropomorphic insect that is three inches tall; you are a cricket if you are Good, a butterfly if you are Evil, or a moth if you are neutral. Cornelius Button appears to you as a cricket and bows courtly.


Major Granted Abilities

  • Pollen Spray: You spray a 20-foot cone-shaped burst of pollen as a standard action. The effects of pollen spray differ depending upon whether you are bound to Light Cornelius or Dark Cornelius, as noted below. After using this ability, it becomes expended for 5 rounds.
  • Light: Targets of pollen spray heal a number of hit points of damage equal to your binder level. A creature can benefit from light pollen spray’s healing once per day, plus one additional time per day for every 5 binder levels you possess.
  • Dark: Targets of pollen spray become affected by the following inhaled poison: save Fort, DC as a granted ability; effect 1d3 Con damage; frequency 1/round for 4 rounds; cure 1 save.
  • Capstone Empowerment: Targets of Light Cornelius’s pollen spray can be healed a number of times per day equal to your binder level. Creatures dealt Constitution damage by Dark Cornelius’s pollen spray are sickened until that damage is healed.

Minor Granted Abilities

  • Aura of Calm: You produce pheromones that affects all creatures within 20 feet of you as calm emotions as a standard action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Duality of Cornelius: While you are bound to Cornelius Button, you gain a +4 bonus on saving throws against mind-affecting abilities and are immune to emotion effects. In addition, Cornelius manifests as Light Cornelius if your binding check result was an even number of as Dark Cornelius if your binding check result was an odd number. You may switch which aspect of Cornelius you are bound to once per day by meditating for 1 hour. Switching aspects doesn’t allow you to regain spent uses of any of Cornelius Button’s granted abilities.
  • Insect Tattoo: Your body is covered with realistic tattoos that you can transform into a swarm as a full-round action, functioning as summon swarm. You summon crickets (functioning as a rat swarm) if bound to Light Cornelius or butterflies (functioning as a bat swarm) if bound to Dark Cornelius. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Cornelius Button’s sign in order to receive this benefit.
  • Seedling Bomb: You can swiftly grow an acidic seedling that you can hurl at your enemies using the throw splash weapon special attack. You can create a total number of seedling bombs each day equal to your binder level + your Charisma modifier. Creating and throwing a seedling requires a standard action that provokes an attack of opportunity. Seedlings have a range of 20 feet and are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a seedling bomb deals 1d6 points of acid damage + additional damage equal to your Charisma modifier. The damage of a seedling bomb increases by 1d6 when you reach 4th level and every four levels thereafter (this bomb damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a seedling bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the your binder level + your Intelligence modifier.

At 4th level and every four binder levels thereafter, you gain an alchemist discovery that you can use to modify your seedling bombs with as though they were alchemist bombs. Each discovery has a minimum binder level required to select it and some discoveries require one or more other discoveries, as noted. The discoveries that you can select (and their requirements) are: blinding bombUM (12th), confusion bombUM (8th; smoke bomb), delayed bombAPG (8th), dispelling bombAPG (6th), explosive bombAPG (4th), immolation bombUC (4th), madness bombAPG (12th), plague bombUM (8th; smoke bomb), poison bombAPG (12th; smoke bomb), smoke bomb (4th), sticky bombAPG (12th), stink bombAPG (8th; smoke bomb), tanglefoot bombUM (4th).


Signs and Influence

Cornelius Button affects you in the following ways.

  • Physical Sign: Your body is covered in insect tattoos. When you activate one of Cornelius Button’s granted abilities, the tattoos flutter about as though they were alive.
  • Personality Influence: You crave herbal tea. You must sketch every new person or creature that you encounter.
  • Favored Ally: Any (any Good living creature; Light Cornelius only), Any (any Evil living creature; Dark Cornelius only)
  • Favored Enemy: Any (any Evil living creature; Light Cornelius only), Any (any Good living creature; Dark Cornelius only)

Vestigial Bond (Companion)

You gain a giant cricketB1 companion if you are bound to Light Cornelius or a giant butterfly companion if you are bound to Dark Cornelius, functioning as a vermin companionUM. Use the statistics for a giant beetleUM if you are bound to Light Cornelius or a giant waspUM if you are bound to Dark Cornelius. You possess a druid level equal to your binder level when determining your vermin companion’s abilities. This granted ability replaces insect tattoo.



The Crystal Lady: Truth of the Earth

Said to know the truth of all things, the Crystal Lady is an empathetic denizen from beyond the mortal world.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Neutral (N)

Constellation: Noble

Binding DC: 25

Totems: You gain a +2 totem bonus on binding checks made with the Crystal Lady if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw the Crystal Lady’s seal underground.
  • You draw the Crystal Lady’s seal next to a camp fire.
  • You crush 2,000 gp of diamonds during the Crystal Lady and offer it to her in sacrifice by consuming it.

Ceremony: You light a candle and wait for the wax to melt, then spread the hot wax across your hands and face.

Manifestation: As the burning wax blinds you, the otherworldly presence of the Crystal Lady appears in the smoke. She observes you silently as the wax peels itself from your skin, cleansing and purifying it.


Major Granted Abilities

  • Second Sight: When you make an ability check, attack roll, skill check, or saving throw you gain an insight bonus on the d20 roll equal to half your binder level. Activating second sight is a swift action. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use second sight on a willing ally within 30 feet of you as an immediate action.

Minor Granted Abilities

  • Curse of Crystal: While you are bound to the Crystal Lady, you gain the clouded vision oracle’s curseAPG as an oracle of your binder level. If you already possess this curse, double the distance that you can see with clouded vision. In addition, you must succeed on a Will save each time you would lie or tell a deliberate falsehood or be unable to do so.
  • Destiny Dissonance: While you are bound to the Crystal Lady, you can sicken an opponent with a melee touch attack. If your attack hits, the target becomes sickened for 1 minute.
  • Hypnotic Pattern: You create mesmerizing displays of light as a standard action, functioning as hypnotic pattern except this ability affects a number of Hit Dice of creatures equal to your binder level. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Produce Light: You cause objects to glow at will as a standard action, functioning as light. As a standard action, you can strengthen any light effect within 30 feet that you have produced with this ability to daylight for 1 minute per binder level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Signs and Influence

The Crystal Lady affects you in the following ways.

  • Physical Sign: Any shiny object that you wear constantly shines as though you were in full daylight. When you activate one of the Crystal Lady’s granted abilities, your innards glow through your skin like magma.
  • Personality Influence: You cannot comprehend emotion and are baffled by it. You must speak in monotone at all times.
  • Favored Ally: Any (creatures that can produce light as a racial trait)
  • Favored Enemy: Any (creatures that can produce sonic effects as racial ability)

Vestigial Bond (Boon)

You can transfer one minor granted ability that you possess from any spirit currently bound to you to a touched ally as a full-round action. You cannot transfer granted abilities that have become suppressed for any reason using this ability. The transfer lasts for the duration of your pact with the Crystal Lady or the spirit associated with the transferred granted ability, whichever ends first. While transferred, the granted ability is suppressed for you and you cannot use any ability to expel the spirit associated with the transferred granted ability. You can transfer any number of granted abilities in this manner, but you may only transfer one ability each time you use this ability. This granted ability replaces destiny dissonance.



Forty-Two: The Sentient Machine

Designed to answer the greatest of questions, the gods dismantled Forty-Two before it could reveal the meaning of life to protect the integrity of mortal minds.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Forty-Two.

Spirit Level: 3rd

Alignment: Lawful Neutral (LN)

Constellation: Mage

Binding DC: 20

Totems: You gain a +2 totem bonus on binding checks made with Forty-Two if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You possess the Craft Construct feat.
  • You are well-schooled, requiring 2 ranks in any four Knowledge skills.
  • You use a scroll of lightning bolt at the start of Forty-Two’s ceremony.

Ceremony: You recite a series of complex mathematical equations flawlessly.

Manifestation: Symbols and numbers fly from your lips and form the equations that you have recited in midair at the center of Forty-Two’s seal. The symbols merge into the words, “Insert Computation” without making a sound.


Major Granted Abilities

  • Secret of Unmaking: You deliver a touch attack that deals 1d10 points of damage per binder level you possess to a touched construct or object as a standard action. Creatures with the half-construct subtype suffer half damage. All other creatures suffer minimum damage (1 point per die). A successful Fortitude save reduces the damage done by half. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: Your secret of unmaking deals full damage to half-constructs and half-damage to all other types of creatures. A successful Fortitude save still reduces this damage by half.

Minor Granted Abilities

  • Advanced Computing: While you are bound to Forty-Two, you can cast augury as a spell-like ability a number of times per day equal to your binder level. Forty-Two responds with correct if your statement is true, incorrect if your statement is false, or invalid if your statement is paradoxical or cannot be answered with correct or incorrect.
  • Override Construct: You override a construct’s free will as a standard action, functioning as control construct. You cannot use this ability to command intelligent constructs or constructs whose Hit Dice exceed your binder level. Each round the construct can attempt a Fortitude save to end the effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Revise Vessel: While you are bound to Forty-Two, you gain the half-construct subtypeARG. You must show Forty-Two’s sign in order to receive this benefit.
  • Superior Intelligence: While you are bound to Forty-Two, you gain an insight bonus on all Intelligence-based skills that you are trained in equal to half your binder level.

Signs and Influence

Forty-Two affects you in the following ways.

  • Physical Sign: Random parts of your body mold into lifeless cast iron. When you activate one of Forty-Two’s granted abilities, you blurt out a random fact that you know.
  • Personality Influence: You do not respond or speak unless you are spoken, hear someone speak a logical fallacy, or are required to speak due to Forty-Two’s physical sign. You must correct all logical fallacies that you are aware of.
  • Favored Ally: Construct (any) and Humanoid (gnomes)
  • Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You transform the corpse of a humanoid creature into a robotic construct with a 1-minute ritual, transforming it into an animated objectB1 of its size. You can allot any construct points that the creature gains as you wish. You are limited to one construct at a time and control it verbally as a move action. You may only animate one robotic construct at a time and its Hit Dice cannot exceed your binder level. When the pact ends or when it is destroyed, the robotic construct reverts back into a corpse. This granted ability replaces control construct.



Ghato’Kacha: The Gentle Fiend

Forced into an endless cycle of reincarnation to battle his evil mother, Ghato’Kacha ultimately ended her evil with a gesture of absolute love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Ghato’Kacha.

Spirit Level: 3rd

Alignment: Chaotic Good (CG)

Constellation: Hero

Binding DC: 22

Totems: You gain a +2 totem bonus on binding checks made with Ghato’Kacha if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You possess a Strength score of 16 or greater.
  • You are Good-aligned or perform Ghato’Kacha’s ceremony 1 hour before sunrise.
  • You possess some knowledge on the cycle of reincarnation, requiring 6 ranks in Knowledge (religion).

Ceremony: You bathe a silver hammer in holy water while swearing to banish all evil spirits.

Manifestation: The hammer glows as it drips red with blood. As you pull the hammer from the basin, Ghato’Kacha’s reflection appears within the holy water.


Major Granted Abilities

  • Karmic Strike: You retaliate against a creature that damages you with an attack or targets you with a spell, spell-like ability, or supernatural ability that deals hit point damage to you as an immediate action. If the attack hits, your unarmed strike deals an amount of damage equal to the amount of damage that you took from the triggering attack, spell, spell-like ability, or supernatural ability instead of dealing your normal unarmed strike damage. This ability must be used before any damage dealt by the triggering attack is calculated. Effects aside from hit point damage (such as poison) are not afflicted onto the attacker. Karmic strike doesn’t benefit from effects that modify your attacks, such as Power Attack, special weapon abilities, or any doses of poison that have been applied to your weapon. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If the attacker’s damage is enough to kill you, karmic strike deals double damage to your target.

Minor Granted Abilities

  • Detect Fiends: You sense the presence of wicked beings as a standard action, functioning as detect undead except it detects creatures of the outsider type with the evil subtype.
  • Fortitude of Infinite Love: While you are bound to Ghato’Kacha, you gain the benefits of Diehard and automatically stabilize whenever you are below 0 hit points. In addition, you can accrue a number of negative hit points equal to double your Constitution score before dying.
  • Gentle Kiss: While grappling an opponent, you may kiss your opponent when you successfully maintain the grapple instead of dealing damage to it with an unarmed strike or a natural attack, causing it to become paralyzed for 1d4 rounds. A successful Will save negates this condition. This ability is a mind-affecting emotion effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Maul of the Titans: While you are bound to Ghato’Kacha, you are proficient with all simple and martial weapons that belong to the fighter’s hammer weapon group. In addition, these weapons deal damage as if you were one size category larger as long as you possess a Strength score of 16 or greater.

Signs and Influence

Ghato’Kacha affects you in the following ways.

  • Physical Sign: Tiger fur covers your body and your feet transform into tiger paws. When you activate one of Ghato’Kacha’s granted abilities, your muscles bulge.
  • Personality Influence: You refuse to hurt anything without just reason and refuse to eat meat. You must help all innocents in need regardless of difficulty or inconvenience.
  • Favored Ally: Humanoid (humans)
  • Favored Enemy: Outsider (oni and rakshasa)

Vestigial Bond (Companion)

You gain a big cat (tiger)B1 as an animal companion. You possess a druid level equal to your binder level when determining your tiger’s abilities. This granted ability replaces maul of the titans.



Iona Ophid: The Rainbow Serpent

An ancient, goodly being who gave her life to protect a world she had never known, Iona Ophid is the mother of all couatls.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Lawful Good (LG)

Constellation: Dragon

Binding DC: 25

Totems: You gain a +2 totem bonus on binding checks made with Iona Ophid if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • The chalice used in Iona Ophid’s ceremony is crafted from solid gold and worth at least 1,000 gp.
  • You add verbal arcane components to Iona Ophid’s ceremony, requiring 6 ranks in Knowledge (arcana).
  • You use a willing couatl’s feather to stir the blood used in Iona Ophid’s ceremony.

Ceremony: You mix several drops of your own blood into a glass of brandy and gulp it down in one mouthful.

Manifestation: A ring of roaring fire engulfs the seal as it bursts into rainbow light, announcing Iona Ophid’s presence. The rainbow glows in concordance with Iona Ophid’s spectral voice.


Major Granted Abilities

  • Rainbow Veil: You create an sturdy globe of force energy that functions as globe of invulnerability. This ability has a duration of 1 round and excludes spells whose level is equal to or less than your maximum spirit level. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Your rainbow veil has a duration of concentration, but it becomes expended while you concentration and for 5 rounds afterwards.

Minor Granted Abilities

  • Arcane Scent: While you are bound to Iona Ophid, you gain the scent ability. In addition, you can detect the presence or absence of magic auras as though the aura possessed a scent. A moderate aura can be detected at twice the usual range while a strong aura can be detected at triple the usual range. If you possess ranks in Knowledge (arcana), you may attempt to identify these auras as if you were using detect magic.
  • Iona’s Gift: When you seal a pact with Iona Ophid, select a number of arcane spells from the enchantment, evocation, or illusion schools drawn from the bard spell list whose combined level is equal to or less than half your binder level. You can cast these each of these spells as a spell-like ability once per day, using your binder level as your caster level. You may select the same spell multiple times in order to add to the number of times that you can cast it, to a maximum number of times equal to your Charisma bonus. You cannot select a spell whose level exceeds half of your maximum spirit level.
  • Reptilian Affinity: While you are bound to Iona Ophid, you gain an insight bonus on Diplomacy and Handle Animal checks equal to half your binder level with reptilian humanoids and animals. In addition, you can use Diplomacy to improve the attitude of a reptilian animal as if you were using wild empathy.
  • Serpent Skin: While you are bound to Iona Ophid, you gain a +2 natural armor bonus to AC and a resistance bonus on saves against poison equal to half your binder level. You must show Iona Ophid’s sign in order to receive this benefit.

Signs and Influence

Iona Ophid affects you in the following ways.

  • Physical Sign: You sprout rainbow feathers from your back and your upper arms. When you activate one of Iona Ophid’s granted abilities, a halo of rainbow light surrounds your crown.
  • Personality Influence: You must thoroughly sniff every creature that you encounter for signs of demons or demonic possession using your arcane scent granted ability. You must attack any demons you encounter on sight to the exclusion of all other foes.
  • Favored Ally: Any (good dragons and outsiders)
  • Favored Enemy: Any (evil humanoids and outsiders)

Vestigial Bond (Companion)

You gain a young couatl as a companion, functioning as a snake (constrictor)B1 animal companion with a 40-foot fly speed (average). You possess a druid level equal to your binder level when determining your couatl’s abilities. This granted ability replaces Iona’s gift.



Kaiya: Avatar of Grace

The tragic tale of Kaiya is one told by angels as a grim reminder of the price paid for Heaven’s war against Hell during an age long past.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Lawful Good (LG)

Constellation: Angel

Binding DC: 20

Totems: You gain a +2 totem bonus on binding checks made with Kaiya if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You forsake the Fiend constellation for the duration of your pact with Kaiya. After accepting this totem, you cannot seal pacts with Fiend spirits, nor can you accept this totem while bound to a Fiend spirit.
  • You are Good-aligned or appeal to Kaiya’s graceful nature, requiring 6 ranks in Perform (dance).
  • You destroy the remains of a devil whose CR is equal to or greater than your character level during Kaiya’s ceremony.

Ceremony: You recite a list of personal sins that you have committed to Kaiya, begging her for forgiveness.

Manifestation: Birds flit about Kaiya’s seal as it glows with pure, white light. The birds come to rest on the ground around you and start to sing in Kaiya’s sweet voice.


Major Granted Abilities

  • Abjure Missiles: You can deflect projectile weapons by transforming them into songbirds, functioning like the Deflect Arrows feat. Unlike Deflect Arrows, this abilities allows you to deflect a number of projectiles during the turn equal to your Charisma modifier (minimum 1). You can activate abjure missiles as a free action, even if it isn’t your turn, and it lasts until the end of the turn. You cannot use abjure missiles while you are flat-footed or unconscious. Projectiles deflected by abjure missiles are permanently destroyed as Kaiya’s power transforms them into Tiny birds that fly away from combat. Magical projectiles receive a Will save to negate the polymorph effect, though they are still deflected. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: After using abjure missiles, you gain the benefits of Deflect Arrows for 1 round.

Minor Granted Abilities

  • Detect Evil: You can sense the presence or absence of evil at will, functioning as detect evil. If you are a paladin with the detect evil class feature, double the range of your detect evil ability instead.
  • Grace of the Martyr: While you are bound to Kaiya, you may select one ally within 100 feet and shield it from harm, functioning as shield other. This ability has a duration of 24 hours and it immediately ends if your target moves more than 100 feet from you or if it dies. You or your target can dismiss this bond as a free action. In addition, you can cast protection from evil as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Graceful Pose: While you are bound to Kaiya, when you are targeted by an effect that would damage, drain, or penalize one or more of your ability scores, roll your saving throw twice and use the higher result if the effect allows a saving throw to negate or lessen the ability damage, drain, or penalty.
  • Graceful Tongue: While you are bound to Kaiya, you receive an insight bonus on Diplomacy and Perform checks equal to half your binder level.

Signs and Influence

Kaiya affects you in the following ways.

  • Physical Sign: Insubstantial wings with plush, white feathers grow from your back. When you activate one of Kaiya’s granted abilities, flower petals appear from nowhere and dance around you as you move.
  • Personality Influence: You are compassionate towards all others, including those you know to be wicked, and never seek to enact vengeance upon others. You must respect and honor all sincere pleas for forgiveness, mercy, and repentance.
  • Favored Ally: Humanoid (any Lawful Good)
  • Favored Enemy: Humanoid (any Chaotic Evil)

——

Vestigial Bond (Companion)

You gain a bird (a snow-white eagleB1) as an animal companion. You possess a druid level equal to your binder level when determining your eagle’s abilities. This granted ability replaces grace of the martyr.



Muse Istago: Painter of Paradox

Istago was an aspiring artist whose career ended in tragedy when he was driven to madness by a particularly demanding client.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Neutral Good (NG)

Constellation: Seer

Binding DC: 19

Totems: You gain a +2 totem bonus on binding checks made with Muse Istago if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You masterfully paint Muse Istago’s seal, requiring 6 ranks in Craft (paintings).
  • You are not nobility or renounce your noble title during Muse Istago’s seal with at least one member of your family to bear witness to your claims.
  • You sleep for an hour or longer within Muse Istago’s seal.

Ceremony: You sip a mildly hallucinogenic tea and begin to draw or paint a picture in the center of Muse Istago’s seal.

Manifestation: As you finish your picture, it springs to life and pulls itself off of the page as the world around you spins with color. Muse Istago speaks to you through this illustration.


Major Granted Abilities

  • Paint Reality: You paint over reality as you see fit using Muse Istago’s swirling dreams as a standard action, functioning as major image. At 9th level, you can also use paint reality to paint scenery, functioning as hallucinatory terrain. At 13th level, all illusions created by paint reality also include tactile elements. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: Illusions created by paint reality last until your pact with Muse Istago ends.

Minor Granted Abilities

  • Dreams of the Muse: You dream of the lives of others, functioning as scrying. Activating this ability requires 1 full hour of concentration. After activating this ability, you enter a dream-like state for 1 minute per binder level you possess. Unlike scrying, you cannot dismiss this effect. If your target failed its Will save, you dream of what the subject sees and hears from its perspective as though you and the target were one creature. During this time, you cannot take any actions other than to view your subject. If your target succeeded on its Will save, you dream of your childhood in this manner instead. You remember everything you witnessed with this ability with perfect clarity for 1 day. A creature that succeeds on its saving throw cannot be scried upon using this ability for 1 day.
  • Keen Eye: While you are bound to Muse Istago, you gain an insight bonus on Craft (paintings), Perception, and Sense Motive checks equal to half your binder level.
  • Mirrored Eyes: While you are bound to Muse Istago, you gain a +4 bonus on saving throws against gaze attacks and if you succeed on your save, there is a 2% chance per binder level that Muse Istago reflects the gaze attack back upon its owner.
  • Perfect Attributes: You perfect a target with a touch as a standard action, granting it a +4 enhancement bonus to one ability score of your choice for 1 minute per binder level you possess. Multiple uses of this ability do not stack. At 12th level, this bonus improves to +6. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Muse Istago affects you in the following ways.

  • Physical Sign: Your body is coated with blotches of colorful paint. When you activate one of Muse Istago’s granted abilities, a swath of color encircles you like the stroke of a paintbrush.
  • Personality Influence: You are anxious around others. You must seek to please others, especially your employers.
  • Favored Ally: Any (artists)
  • Favored Enemy: Any (nobles and aristocrats)

Vestigial Bond (Boon)

While you are bound to Muse Istago, you can transform any humanoid creature into any other humanoid creature, functioning as alter other†. This granted ability replaces perfect attributes.



N’alyia: The First Vampire

Legends say that N’aylia was the first vampire, but was not afflicted by the curses and weaknesses of her kind.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with N’alyia.

Spirit Level: 3rd

Alignment: Chaotic Evil (CE)

Constellation: Skull

Binding DC: 20

Totems: You gain a +2 totem bonus on binding checks made with N’aylia if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw N’alyia’s seal in a dark place protected from the sun’s harmful gaze.
  • You are not bound to any spirits who list evil creatures, undead, or vampires as a favored enemy. If you accept this totem, you cannot seal a pact with such a spirit for 1 day or until N’aylia leaves your soul.
  • You prepare a circle of ritualistic candles around N’alyia’s seal, requiring 6 ranks in Knowledge (religion).

Ceremony: You fill a chalice with blood from a sentient mortal and drink deeply from it while within N’alyia’s seal.

Manifestation: Blood wells up from the seal’s geometric lines as you finish the chalice off, forming a pool within the seal. N’aylia rises from the pool, singing of hunger and thirst.


Major Granted Abilities

  • Vampiric Touch: You can siphon the life from a living creature as a standard action, inflicting 2d10 points of damage with a successful melee touch attack. At 5th level and every 2 levels thereafter, this damage increases by 1d10 points. In addition, you gain temporary hit points equal to the damage dealt by vampiric touch that last for 1 hour. These temporary hit points do not stack. The number of temporary hit points gained cannot exceed the amount of damage dealt to the target. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The temporary hit points granted by vampiric touch last until your pact with N’aylia ends.

Minor Granted Abilities

  • Mesmerize: You force one target within 10 feet to become amiable to you as a standard action, functioning as charm person. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 10th level, you can expend three uses of mesmerize in order to dominate your target as a standard action, functioning as dominate person, instead.
  • Monstrous Bat Form: You transform into an anthropomorphic bat as a standard action, gaining a bite attack that deals 1d6 points of damage (or 1d4 if you are Small), a 30 foot fly speed (average), and darkvision out 30 feet. While flying, you cannot hold objects or wield weapons with your hands. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level, you can use this ability for a number of hours equal to your binder level instead. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
  • One with the Night: While you are bound to N’aylia, you gain an insight bonus on Fly and Stealth checks equal to half your binder level.
  • Shadow Bite: During a full attack action, you can command your shadow to lash out at one target as a swift action. If you hit your target with a melee touch attack, it takes 1d4 points of Constitution damage. A successful Fortitude save negates this effect. This ability cannot be used in areas of bright light. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

N’aylia affects you in the following ways.

  • Physical Sign: Your skin becomes pale and cold and you do not cast a reflection. When you activate one of N’alyia’s granted abilities, your teeth sharpen and drip blood.
  • Personality Influence: You fancy yourself an apex predator and view others as your prey. You refuse to enter a dwelling uninvited.
  • Favored Ally: Undead (any intelligent)
  • Favored Enemy: Any (any with channel energy, Turn Undead, or lay on hands)

Vestigial Bond (Companion)

You gain a dire batB1 as an animal companion. You possess a druid level equal to your binder level when determining your dire bat’s abilities. This granted ability replaces shadow bite.



The Nivea Nieces: Venomous Vixens

Embodying all that is venomous and poisonous, the Nivea Nieces are the sworn enemies of Cornelius Button and those who seal pacts with him.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Neutral Evil (NE)

Constellation: Beast

Binding DC: 17 or 22 (see text)

Totems: You gain a +2 totem bonus on binding checks made with the Nivea Nieces if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw the Nivea Nieces’ seal with a mixture of jungle dirt, sea water, and a dose of poison worth 500 gp.
  • You sully the likeness of the Cornelius Button’s seal during the Nivea Nieces’ ceremony. If you accept this totem, you cannot seal a pact with Cornelius Button for 1 day or until the Nivea Nieces leave your soul.
  • You are a Youth male or possess a strong knowledge in poisons, requiring 6 ranks in Craft (alchemy).

Ceremony: You play hopscotch within the Nivea Nieces’ seal in a specific, precise manner.

Manifestation: The faint sound of two young girls laughing echoes throughout the seal, softly at first but growing loudly with a sinister tone. The twins then manifest as horrible conglomerates of venomous creatures that bicker and squabble over who will get to seal a pact with you.


Granted Abilities

The Nivea Nieces are a conjoined spirit and binders who seal pacts with them must play a game of rock-paper-scissors with Mariath and Taydie before the binding check has been made. First, the binder selects which spirit he wishes to seal a pact with. Then the binder rolls 1d4 and guesses the result. If he is correct, the binder wins and seals a pact with the selected sister. If he is incorrect, he seals a pact with the opposite sister instead and the Nivea Nieces’ binding DC increases by +5.


Major Granted Abilities (Mariath)

  • Mind Muddling: You influence the actions of one target within 30 feet as a standard action, allowing you to decide its actions. At the start of its turn, the target rolls d% and acts in accordance to the table below. A successful Will save negates this effect. This ability is a mind-affecting compulsion effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When you roll d% to determine the actions of a target that has failed its save against mind muddling, roll twice and choose which result you prefer.
d% Behavior
01–25 The target acts normally during the turn.
26–50 The target cannot move (including 5-foot steps) but otherwise acts normally during the turn.
51–75 The target moves up to its speed in any direction of your choice. It can take its standard action normally.
76–100 The target moves up to twice its speed in any direction of your choice. The target can take no other actions during its turn.

Minor Granted Abilities (Mariath)

  • Poison Use: While you are bound to one of the Nivea Nieces, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon. In addition, increase the DC of all poisons that you use by +2.
  • Sow Hallucinations: You muddle a target’s mind with strange hallucinations as a standard action, functioning as mad hallucinationUM. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Snakebite: You transform one of your arms into a venomous snake as a standard action. You cannot hold objects or wield weapons with the transformed hand. You can use this hand to make a bite attack that deals 1d3 points of damage (or 1d2 if you are Small). In addition, targets hit by this bite attack become affected by the following injury poison: save Fort, DC as a granted ability; effect 1d3 Con damage; frequency 1/round for 4 rounds; cure 1 save. This ability is a polymorph effect. You must show Mariath’s sign in order to receive this benefit.
  • Venomous Guile: While you are bound to the Nivea Nieces, you gain an insight bonus on Craft (alchemy) and Survival checks equal to half your binder level.

Major Granted Abilities (Taydie)

  • Venomous Whispers: You poison one target within 30 feet with hateful words as a standard action, causing the target to become affected by the following inhaled poison: save Will, DC as a granted ability; effect 1d4 Wis damage; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Increase the frequency of the inhaled poison created by venomous whispers from 4 rounds to 10 rounds. In addition, add +1 to all Wisdom damage done by venomous whispers.

Minor Granted Abilities (Taydie)

  • Bite of the Wolf Spider: You transform into an anthropomorphic spider as a standard action, gaining a +2 bonus to Strength, a +4 Dexterity and Constitution, a +4 natural armor bonus to AC, a bite attack that deals 1d6 points of damage (or 1d4 points if Small), and the benefits of Blind-Fight. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive.
  • Poison Use: While you are bound to one of the Nivea Nieces, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon. In addition, increase the DC of all poisons that you use by +2.
  • Thorn Skin: While you are bound to Taydie, thorns grow from your skin that cause creatures that are grappling you or that are grappled by you to suffer 1d6 points of piercing damage at the start of your turn. In addition, your natural attacks and unarmed strikes deal an additional +1d6 points of piercing damage and your natural armor bonus to AC increases by +2. You must show Taydie’s sign in order to receive this benefit.
  • Venomous Guile: While you are bound to the Nivea Nieces, you gain an insight bonus on Craft (alchemy) and Survival checks equal to half your binder level.

Signs and Influence

The Nivea Nieces affects you in the following ways.

  • Physical Sign: If you are bound to Mariath, your dominant hand’s arm transforms into a living snake that you can command as easily as your own, natural arm. If you are bound to Taydie, your body is wreathed in jungle thorns. When you activate one of the Nivea Nieces’ granted abilities, your facial features become snake-like.
  • Personality Influence: You are constantly in a sour mood. You must act venomously to everyone, insulting friend and foe alike without repent.
  • Favored Ally: Humanoid (Youths and younger)
  • Favored Enemy: Humanoid (Middle Aged and older)

Vestigial Bond (Companion)

You gain a scarlet spiderUM as a familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces mad hallucination (Mariath) or bite of the wolf spider (Taydie).



Obba, Ella, Atasha: The Dark Sisters Three

Obba, Ella, and Atasha are three bickering sisters who embody the best and worst traits of humanity.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Dark Sisters Three.

Spirit Level: 3rd

Alignment: Neutral (N); becomes Lawful Neutral (LN; Obba), Chaotic Good (CG; Ella), or Chaotic Evil (CE; Atasha) if the binder suffers the spirit’s personality influence.

Constellation: Thief

Binding DC: 19

Totems: You gain a +2 totem bonus on binding checks made with the Dark Sisters Three if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are a male with a Charisma of 15 or higher or such a male witnesses the Dark Sisters Three’s manifestation.
  • You are able to perfect a powerful hallucinogen for the ceremony, requiring 6 ranks in Craft (alchemy).
  • You mix a shredded scroll of charm person into the mixture used in the Dark Sisters’ ceremony.
  • Ceremony: You concoct a special mixture of herbs that mellows your mind and causes you to drift into trance.
  • Manifestation: Your vision blurs as the mixture takes hold. The silhouettes of three woman appear and bombard you with questions. After several moments you scream in frustration, scaring all but one sister away.

Major Granted Abilities

  • Hold Tongue: You can stay one target’s tongue with a touch, causing it to permanently lose its ability to speak if you successfully hit it with a melee touch attack. A successful Will save negates this effect. The target cannot perform the verbal components of any spells or abilities it possesses. This ability is a mind-affecting compulsion effect and can be removed by either break enchantment or remove malady†. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use hold tongue on any target within 30 feet without needing to make an attack roll.

Minor Granted Abilities

  • Blinding Beauty: You radiate with beauty as a standard action, functioning as a gaze attack that causes all targets within 30 feet to become blinded for 1 round per binder level. A successful Fortitude save reduces this condition’s duration to 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Love Spell: While you are bound to the Dark Sisters Three, you can cast love spell† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Serpent’s Decree: While you are bound to the Dark Sisters Three, you do not suffer the usual –4 penalty on attack rolls when dealing nonlethal damage with a weapon that deals lethal damage. In addition, you also gain the benefits of EnforcerAPG.
  • Temptation: You implant mental suggestions into a target within 30 feet as a standard action, functioning as suggestion. If the suggestion is against the target’s nature, it receives a +4 bonus on its Will save against this ability. At 10th level, this ability functions as geas instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

The Dark Sisters Three affect you in the following ways.

  • Physical Sign: You appear unnaturally beautiful to those who would be sexually attracted to you. When you activate one of the Dark Sisters Three’s granted abilities, you become hideous to all that can see you.
  • Personality Influence: When you seal a poor pact with the Dark Sisters, roll 1d3 and consult the following to determine the spirit’s personality influence for the pact’s duration. 1. Obba demands that you act politely. You must attempt to put order into every mess. 2. Ella bids you to express concern at every sign of oppression. You must attempt to help those who are oppressed. 3. Atasha orders you to gossip with everyone. You must attempt to learn the secrets of everyone you encounter.
  • Favored Ally: Undead (any incorporeal)
  • Favored Enemy: Humanoid (any arcane spellcaster)

Vestigial Bond (Companion)

You gain a dove as a familiar, functioning as a ravenb1. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces love spell.



Sybee Rose: Demon’s Flame

Once the promiscuous daughter of an inquisitor, Sybee Rose was burned at the stake after she became impregnated with a demon’s child.

Summoning Rules

The following describes the requirements and rituals for binding Sybee Rose.

Spirit Level: 3rd

Alignment: Chaotic Neutral (CN)

Constellation: Starless

Binding DC: 25

Totems: You gain a +2 totem bonus on binding checks made with Sybee Rose if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You have mutually willing intercourse with a sentient creature within Sybee Rose’s seal.
  • You have slain your father or a father figure and present his head to Sybee Rose during her manifestation.
  • You perform Sybee Rose’s ceremony by candlelight.

Ceremony: You relax yourself within Sybee’s seal by performing a pleasurable activity of your choosing.

Manifestation: Waves of arousal wash over you as you relax as thick incense fills Sybee Rose’s seal, making your legs feel like jelly and causing you to slump into a comfortable position. When the incense is too thick to see clearly, a female silhouette strides into the seal next you and sits beside you and massages you for the rest of the pactmaking process.


Major Granted Abilities

  • Fireball: As a standard action, you can unleash a searing explosion of flame that functions as fireball. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Any creature that takes fire damage from fireball takes additional damage equal to 2x your maximum spirit level at the start of its next turn.

Minor Granted Abilities

  • False Death: While you are bound to Sybee Rose, you can cast feign death† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. In addition, reduce the number of rounds that you are dazed for after you stop concentrating on feign death by an amount equal to your binder level (minimum 0).
  • Hexes of Sybee: While you are bound to Sybee Rose, you gain the benefits of one of the following witch hexes, using your binder level as your witch level and your Charisma score in place of Intelligence: cackleAPG, charmAPG, evil eyeAPG, fortuneAPG, misfortuneAPG, or tonguesAPG. At 10th level and every five levels thereafter, you may select an additional hex with this ability, to a maximum of four hexes at 20th level.
  • Protection from Flames: While you are bound to Sybee Rose, you can cast protection from energy as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You may only use this ability to protect your target from fire.
  • Sweet Talk: While you are bound to Sybee Rose, you gain an insight bonus on Bluff and Diplomacy checks equal to half your binder level. In addition, you can take 10 on Bluff and Diplomacy checks made against any creature that could be sexually attracted to you even if stress and distractions would normally prevent you from doing so.

Signs and Influence

Sybee Rose affects you in the following ways.

  • Physical Sign: Invisible hands constantly massage your full body; even in places that are covered by armor, clothing, and equipment. When you activate one of Sybee Rose’s granted abilities, a pleasant aroma diffuses into the area around you.
  • Personality Influence: You constantly dream of the physical pleasures of lovemaking. You must attempt to seduce any creature that you could be sexually attracted to.
  • Favored Ally: Outsider (any with the evil subtype)
  • Favored Enemy: Humanoid (fathers)

Vestigial Bond (Companion)

You gain a quasitB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your quasit’s abilities. This granted ability replaces protection from flames.



Tommy Greensprout: Immortal Rapscallion

Formerly a binder scholar, Thomas Green often dreamed of his youth. By sealing himself within the Dimension of Dreams, he gained his youth, though at a great cost. He himself became but a dream.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Chaotic Neutral (CN)

Constellation: Starless

Binding DC: 20

Totems: You gain a +2 totem bonus on binding checks made with Tommy Greensprout if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You place a treasured relic from your childhood for you and Tommy Greensprout to play with during his manifestation in the center of the seal.
  • Tommy Greensprout’s seal is drawn within 1 mile of your childhood home.
  • You are a Youth or you anoint yourself with a potion of flames of youth† during Tommy Greensprout’s ceremony.

Ceremony: You count from 100 to 0 with your eyes closed. When you reach 0, you call out, “Ready or not, I won’t be caught!”

Manifestation: Your body shrinks down into your equipment as Tommy Greensprout guides you back into your childhood form. A youth of your race with ruddy, fey-like features appears from behind you and begins to whoop, “Found you!” as he giggles uncontrollably.


Major Granted Abilities

  • Age Swipe: You snatch away a target’s adulthood as a standard action, functioning as a steal combat maneuver. If your steal attempt succeeds against the CMD of a humanoid who is an Adult or older, the target’s age category is changed to Youth for 10 minutes per binder level you possess. This effect alters both the target’s physical and mental ability scores. This ability is an aging effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You receive a +2 bonus on the steal attempt made with age swipe for every age category older than you that your target is.

Minor Granted Abilities

  • Childhood Daring: As an immediate action, you add an insight bonus equal to half your binder level on any Strength– or Dexterity-based skill check that you attempt. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Forever Young: While you are bound to Tommy Greensprout, your age shifts so that you are a Youth of your race both mentally and physically and you are treated as a Youth for all effects related to age. Your appearance is that of your own as a Youth. In addition, you gain a +10 racial bonus on Disguise checks made to pose as a Youth. This ability is an aging effect.
  • Greensprout’s Tricks: While you are bound to Tommy Greensprout, you gain uncanny dodge as a rogue. In addition, you may use your binder level in place of your base attack bonus on steal attempts and steal attempts that you make do not provoke attacks of opportunity.
  • Soaring Spirits: While you are bound to Tommy Greensprout, you gain a 30-foot fly speed (average). At 10th level and every 5 levels thereafter, your fly speed improves by 10 feet and your maneuverability improves by one step.

Signs and Influence

Tommy Greensprout affects you in the following ways.

  • Physical Sign: Freckles dot your face and your cheeks become rosy-red. When you activate one of Tommy Greensprout’s granted abilities, plumes of leaves burst out from behind your ears.
  • Personality Influence: You act childishly and prefer fun and games to work. You must avoid all boring activities.
  • Favored Ally: Humanoid (any Youth)
  • Favored Enemy: Humanoid (any Adult or order)

Vestigial Bond (Companion)

You gain a spriteB3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your sprite’s abilities. This granted ability replaces soaring spirits.

Wiki Note: This Spirit is the focus of the Greensprout Rapscallion prestige class, which greatly expands on its themes.



Vandrae: Drowess Poisontouch

Vandrae was a sadistic drow assassin who is said to be the only being ever to have been slain by the Goddess of Love.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Chaotic Evil (CE)

Constellation: Dark Beyond

Binding DC: 20

Totems: You gain a +2 totem bonus on binding checks made with Vandrae if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You are female or a drow or you have murdered someone who loved you in cold blood.
  • You draw Vandrae’s seal in an area of supernatural darkness.
  • You sacrifice a male humanoid to Vandrae within her seal during her ceremony. You finish the sacrifice by lobbing off his genitalia before he dies.

Ceremony: You fill a golden chalice with spider venom and drink its contents. If you are male, you must also write the name of a woman that you admire on a slip of paper and drink it down with the spider venom.

Manifestation: Vandrae’s will causes you to vomit up the concoction onto her seal, which is stained black. The vomit molds itself into the form of a female drow who impatiently demands to know what she was summoned.


Major Granted Abilities

  • Sleep Toxin: You poison one target with a touch as a standard action. If you hit your target with a melee touch attack, it becomes affected by the following contact poison: save Fort, DC as a granted ability; effect unconscious for 1 round; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A creature that succeeds on a saving throw against sleep toxin suffers a –4 penalty on Perception checks and attack rolls for 4 rounds.

Minor Granted Abilities

  • Counterspelling: While you are bound to Vandrae, you can cast dispel magic as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Reduce the spell’s casting time to 1 immediate action. You may only use this spell-like ability to counterspell an opponent’s spellcasting.
  • Dark Mantle: While you are bound to Vandrae, you can cast deeper darkness as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Guile of Vandrae: You gain an insight bonus on Perception and Stealth checks equal to half your binder level. At 15th level, you can make Stealth checks while being observed so long as you are within 10 feet of an area of dim light, functioning as the shadowdancer ability.
  • Sneak Attack: While you are bound to Vandrae, you deal an additional 1d6 points of precision damage with each successful melee attack made against a target that is flat-footed, denied its Dexterity bonus to AC, or that you are flanking. This bonus stacks with other sources of precision damage, such as sneak attack. Increase the amount of precision damage that you deal to targets by 1d6 at 12th level and again at 19th level.

Signs and Influence

Vandrae affects you in the following ways.

  • Physical Sign: Your skin darkens and becomes covered in war paint. When you activate one of Vandrae’s granted abilities, your entire body flushes as your blood pumps faster.
  • Personality Influence: You loathe men and attack male characters in preference to other opponents. You must humiliate any man you encounter, preferably crippling or emasculating them.
  • Favored Ally: Humanoid (female drow)
  • Favored Enemy: Humanoid (male giants)

Vestigial Bond (Companion)

You gain a spiderUM as a familiar. You possess a wizard level equal to your binder level when determining your spider’s abilities. This granted ability replaces dark mantle.



Xalen d’Marek: Archivist of Fell Secrets

Xalen d’Marek was a renowned scholar whose work is used by many pactmaking scholars to this day. It is believed that he transformed himself into a spirit to keep exploring and learning forever.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Xalen d’Marek.

Spirit Level: 3rd

Alignment: Neutral (N)

Constellation: Scholar

Binding DC: 21

Totems: You gain a +2 totem bonus on binding checks made with Xalen d’Marek if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • The tome used in Xalen d’Marek’s ceremony possesses a cover that is made from an exotic hide worth 150 gp.
  • You scribe a bit of esoteric lore into the cover of the tome used in Xalen d’Marek’s ceremony, requiring 6 ranks in any Knowledge skill.
  • You draw Xalen d’Marek’s seal within 10 feet of a place of learning or experimentation.

Ceremony: You place a blank tome in the center of Xalen d’Marek’s seal and turn the pages slowly while chanting Xalen’s name three times.

Manifestation: After chanting Xalen’s three times, the pages in the tome begin to rapidly turn on their own as ink slowly fills them in, writing random bits of lore in a curly scrip. On the final page, Xalen d’Marek’s handwriting greets you.


Major Granted Abilities

  • Shrink: You reduce one target within 30 feet in size. If shrink targets a creature, it functions as reduce person except shrink can target any creature regardless of type and the target is reduced in size by two categories, or one category on a successful Will save. If shrink targets an object, it functions as shrink object. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can target one creature or object per binder level with shrink. All targets must be within 30 feet of one another.

Minor Granted Abilities

  • Enhance Vessel’s Mind: While you are bound to Xalen d’Marek, you gain a +2 bonus to your Intelligence score. All skill ranks gained from this increase must be spent in one Knowledge skill of your choice.
  • Forbidden Lore: While you are bound to Xalen d’Marek, you gain an insight bonus on Knowledge and Spellcraft checks equal to half your binder level. In addition, you can make these skill checks untrained.
  • Located Writings: While you are bound to Xalen d’Marek, you can cast locate object as a spell-like ability at will, but only to discern the location of written documents that you have already seen or are already familiar with.
  • Thirst for Knowledge: While you are bound to Xalen d’Marek, you gain a +4 bonus on saving throws against written magical traps, such as glyph spells, and can cast comprehend languages as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Xalen d’Marek affects you in the following ways.

  • Physical Sign: When you speak, your words float from your lips as luminous sigils that dance to your cadence. When you activate one of Xalen d’Marek’s granted abilities, these sigils dance around the target of the granted ability.
  • Personality Influence: You blurt out random bits of trivia and esoteric facts to others during conversation, resorting to theories, hunches, or even downright lies so long as doing so would make you appear intelligent. You must always speak with perfect grammar and without an accent.
  • Favored Ally: Humanoid (any with at least 1 rank in any Knowledge skill)
  • Favored Enemy: Any (any of one of the following types: Aberration, Dragon, Magical Beast, Humanoid [giants], or Ooze)

Vestigial Bond (Companion)

You gain a ravenB1 as a familiar. You possess a wizard level equal to your binder level when determining your raven’s abilities. This granted ability replaces locate writings.



Xasa Culthic: The Resonant Mind

Despite the relative ease in summoning it, Xasa Culthic is an enigmatic being whose true nature has evaded scholars.

Summoning Rules

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

Spirit Level: 3rd

Alignment: Neutral Evil (NE)

Constellation: Fiend

Binding DC: 19

Totems: You gain a +2 totem bonus on binding checks made with Xasa Culthic if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You sully the likeness of Noble Marius’s seal during Xasa Culthic’s ceremony. If you accept this totem, you cannot seal a pact with Noble Marius for 1 day or until Xasa Culthic leaves your soul.
  • You possess a Wisdom score of 16 or greater.
  • You use seven mithral mirrors in Xasa Culthic’s ceremony, each worth at least 500 gp.

Ceremony: You set up seven mirrors around Xasa Culthic’s seal, which capture your reflection seven times as you silently pray for Xasa Culthic to manifest.

Manifestation: Your reflection in each mirror twists and distorts to reflect seven sinful animal hybrids: a snake for envy, a pig for gluttony, a toad for greed, a goat for lust, a peacock for pride, a snail for sloth, and a lion for wrath. These reflections speak to you in a cacophony of bestial sounds.


Major Granted Abilities

  • Sonic Bolt: You unleash a barrage of sonic energy that deals 1d6 points of sonic damage per binder level you possess to all creatures in a 120-ft. line as a standard action. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When using sonic bolt, you may choose to deal half its damage as slashing damage.

Minor Granted Abilities

  • Control Sound: You alter one existing sound or a group of existing sounds as a standard action. This ability can target any sound as loud as a roaring waterfall or as soft as a snapping finger. Altered sounds can be replaced with any other sound that you have heard before and changed in pitch, volume, or dynamics. If used on a creature, this ability can grant the target either a +4 bonus or a –4 penalty on Stealth checks or alter the sound of its voice, as vocal alterationuc. You can use this ability for 10 minutes per binder level per day. These minutes do not need to be consecutive, but they must be used in 1-minute increments.
  • Deceptive Aura: While you are bound to Xasa Culthic, any caster attempting to discern your alignment must succeed on a caster level check or fail to determine your alignment (DC 10 + half your binder level + your Charisma modifier).
  • Shield of One Thousand Mirrors: As an immediate action, you grant yourself spell resistance 12 + your binder level until the end of the turn. You must show Xasa Culthic’s sign in order to receive this benefit.
  • Touchsight: While you are bound to Xasa Culthic, you gain blindsense out to 10 feet. At 10th level and every 3 levels thereafter, the range of your blindsense improves by 5 feet. You must show Xasa Culthic’s sign in order to receive this benefit.

Signs and Influence

Xasa Culthic affects you in the following ways.

  • Physical Sign: Your body becomes shiny and reflective, as if it were made of well-polished glass. When you activate one of Xasa Culthic’s granted abilities, all creatures reflected on your body appear twisted and fiendish.
  • Personality Influence: You are obnoxiously boisterous and make loud, cacophonous sounds for no other reason than to test the limits of your vocal range and annoy those nearby. You must attempt to pry as many secrets as possible from your companions.
  • Favored Ally: Any (creatures whose alignment and gender are the opposite of yours)
  • Favored Enemy: Any (creatures whose alignment and gender match yours)

Vestigial Bond (Companion)

You gain a reflective mockery of yourself as a companion, functioning as an ape animal companion with the fiendish creature templateB1. You possess a druid level equal to your binder level when determining the reflective mockery’s abilities. This granted ability replaces shield of one thousand mirrors.

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