4th Level Spirits
Table of Contents

Anajira: Prideless King

As a cub, Anajira was granted dark powers by an evil spirit. Catfolk claim that Anajira’s dark legacy was ended by the ferocity of a mother’s love.

Summoning Rules

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

Spirit Level: 4th

Alignment: Neutral Evil (NE)

Constellation: Starless

Binding DC: 28

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

  • You use the corpse of a Large (or larger) animal in Anajira’s ceremony.
  • You are male or possess a Strength of 13 or higher.
  • You are nobility or possess a legitimate noble title.

Ceremony: You lay a dead animal in the center of the seal in tribute to Anajira and kneel before it with your forehead touching the ground.

Manifestation: After several moments, a male panther pounces upon you, pinning you to the ground as it transforms into an anthropomorphic feline. As it begins to have its way with you, dozens of snarling female panthers pounce upon it, ripping it apart until only its skull remains.


Major Granted Abilities

  • Skirmisher’s Pounce: As a full-round action, you may move up to your speed and perform any action that requires a standard action to use at any point during your movement. For example, you could use the attack action, cast a spell-like ability with a casting time of 1 standard action. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Your movement during skirmisher’s pounce doesn’t provoke attacks of opportunity.

Minor Granted Abilities

  • Dark Magic: You use fell magic to make a melee touch attack that deals 2d6 points of untyped damage + 1 point per 4 binder levels you possess as a standard action. You can use dark magic as a ranged touch attack with a range increment of 80 feet by reducing its damage die by one size category.
  • Flurry: Choose either dark magic or form of the pantheress after you successfully seal a pact with Anajira. If you choose dark magic, as a full-round action you may attack with this touch attack at your full normal rate of attacks (much like a character with a greatsword or bow). If you choose form of the pantheress, when making a full-attack action and attacking only with natural weapons, you can make one additional attack with each of your claws at your highest attack bonus. You must be under the effects of form of the pantheress to receive this benefit.
  • Form of the Pantheress: While you are bound to Anajira, you gain two claw attacks that deal 1d6 points of damage (or 1d4 if you are Small), an insight bonus on Acrobatics and Stealth checks equal to half your binder level, a +10 competence bonus to your speed when you charge, run, or use the withdraw action, and a +10 racial bonus on Disguise checks to appear as a female catfolk. This ability is a polymorph effect. You must show Anajira’s sign in order to receive this benefit.
  • Grace: While you are bound to Anajira, you gain a +2 enhancement bonus to Dexterity and Charisma. This bonus improves to +4 at 12th level and +6 at 19th level.

Signs and Influence

Anajira affects you in the following ways.

  • Physical Sign: Lecherous Anajira transforms you into a voluptuous, female, anthropomorphic panther in an attempt to demonstrate his dominance over you. When you activate one of Anajira’s granted abilities, dark energy pulses across your body.
  • Personality Influence: You pursue all male authority figures with romantic intent. You must never acknowledge female authority figures.
  • Favored Ally: Any (male Animals and Humanoids)
  • Favored Enemy: Any (female Animals and Humanoids)

Vestigial Bond (Companion)

You gain a big cat (panther)B1 mount, functioning as a cavalier’s mountAPG. You possess a druid level equal to your binder level when determining your panther’s abilities. This granted ability replaces flurry.



Catha of Codex: Sleuth of True Names

The magnificent city of Codex was the heart of the wordcasting tradition. It is said that the true name of everything ever created was kept in Codex until it disappeared forever during a siege.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Catha of Codex.

Spirit Level: 4th

Alignment: Lawful Neutral (LN)

Constellation: Scholar

Binding DC: 22

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

  • You sully the likeness of Omlan Atlan’s seal during Catha of Codex’s ceremony. If you accept this totem, you cannot seal a pact with Omlan Atlan for 1 day or until Catha of Codex leaves your soul.
  • You can recite your true name to Catha of Codex during her ceremony, requiring 8 ranks in Knowledge (arcana).
  • You draw Catha of Codex’s seal within a vault or library.

Ceremony: You write your name and the date of your birth on a piece of parchment and recite each sound individually in your native language.

Manifestation: Glowing runes appear representing the phonetic sounds of your name and date of birth. They dance around your head before suddenly vanishing into your mouth.


Major Granted Abilities

  • Call by Name: You petition Catha of Codex for the true name of one creature or object that you can see as a move action. Your binder level is considered 1 higher when determining the effects of granted abilities that target the creature and the DCs of all your granted abilities against that target increase by 1, including spell-like abilities. You can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the target is dead or you study a new target. At 11th level and every four levels thereafter, these bonuses, as well as the increase to granted ability DCs, increase by 1. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Using call by name is a swift action.

Minor Granted Abilities

  • Lore of Languages: While you are bound to Catha of Codex, you can cast comprehend languages as a spell-like ability at will.
  • Lore of Words: While you are bound to Catha of Codex, you receive an insight bonus on Linguistic checks equal to half your binder level. In addition, you gain two additional languages for the duration of your pact with Catha of Codex. You cannot choose a secret language with this ability.
  • Repulse by Name: You repel your foes using their true name, functioning as a magic circle against evil that emanates from you, except its effects work against one target within 30 feet that you can see (regardless of its alignment) instead of all creatures of a specific alignment. In addition, its effects cannot be focused inward, nor can you add a dimensional anchor diagram to the effect.
  • Word Casting: While you are bound to Catha of Codex, you become a wordcasterUM. You may select one 0-level effect word spell from the sorcerer/wizard wordspell list and cast it as a 0-level effect word as a spell-like ability at will. In addition, you may select a number of effect words from the sorcerer/wizard wordspell list whose total level(s) is equal to your maximum spirit level and cast them once per day as a spell-like ability. Individual wordspells cast using this ability must have a level that is equal to or less than half of your maximum spirit level. You have access to the following target words when using these spell-like abilities: cone, personal, and selected.

Signs and Influence

Catha of Codex affects you in the following ways.

  • Physical Sign: You gain a lupine appearance including shaggy, tan fur, pointed teeth, and canine features. When you activate one of Catha of Codex’s granted abilities, you babble in a random, foreign language.
  • Personality Influence: You must spend all of your downtime reading and researching. You must abstain from all social interaction with everyone save your parents or guardians.
  • Favored Ally: Magical Beast (any)
  • Favored Enemy: Aberration (any)

Vestigial Bond (Companion)

You gain a dogB1 as an animal companion. This animal companion can speak every language that you know. You possess a druid level equal to your binder level when determining your dog’s abilities. This granted ability replaces word casting.



Ethaniel Midnight: The Inquisitive Torturer

History remembers the Midnight Devil as one of the most infamous serial killers to ever live. Although he was never captured, the years spent living with his crimes rotted his soul away.

Summoning Rules

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

Spirit Level: 4th

Alignment: Lawful Evil (LE)

Constellation: Fiend

Binding DC: 21

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

  • You sully the likeness of the seal of Loh’moi during Ethaniel Midnight’s ceremony. If you accept this totem, you cannot seal a pact with Loh’moi for 1 day or until Ethaniel Midnight leaves your soul
  • You possess a detailed knowledge of humanoid anatomy, requiring 6 ranks in Heal.
  • You draw Ethaniel Midnight’s seal in a basement near a flight of stairs.

Ceremony: You lacerate yourself with a barbed whip.

Manifestation: Dozens of sobbing voices surround you as you feel a cold grasp against the back of your neck, your body paralyzing at the touch as someone chuckles behind you.


Major Granted Abilities

  • Wrecking Pain: You wreck one target’s body with agonizing pain with a touch as a standard action, causing the target to take a penalty to its Strength and Dexterity scores equal to half your binder level for 1 minute per binder level you possess. This penalty doesn’t stack. A successful Fortitude save reduces the penalty to –2. This ability is a mind-affecting pain effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: In addition to its normal effects, wrecking pain scars a target if it fails its saving throw, allowing you to target it with granted abilities that do not require an attack roll at a range of 1 mile. This scar lasts until your pact with Ethaniel Midnight ends.

Minor Granted Abilities

  • Crystallize Pain: While you are bound to Ethaniel Midnight, you gain the benefits of Craft Crystallized Pain†.
  • False Alignment: While you are bound to Ethaniel Midnight, your alignment cannot be detected by divination spells and effects. If you are aware of an attempt to discern your alignment, you may choose to register as an alignment of your choice instead of your true alignment. Your target may attempt a caster level check against a DC of 11 + your binder level to determine that the reading is falsified, though a successful check does not inform the diviner of your true alignment.
  • Instant Manacles: You can conjure magical bindings that wrap themselves around one target within 30 feet as a standard action. A successful Reflex save negates this effect. The manacles have a good lock that is magically secured by arcane lock. The manacles have hardness 10 + half your binder level and hit points equal to 10 + your binder level. The Strength or Escape Artist DC to escape from these manacles is equal to 25 + half your binder level. If the manacles are escaped or removed, they are destroyed. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Master of Torture: While you are bound to Ethaniel Midnight, you gain an insight bonus equal to half your binder level on Sense Motive checks. In addition, you can cast discern lies and confessapg as spell-like abilities a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Ethaniel Midnight affects you in the following ways.

  • Physical Sign: Purple bruises and cuts cover your body. When you activate one of Ethaniel Midnight’s granted abilities, these wounds turn a sickly yellow.
  • Personality Influence: Your sense of humor becomes twisted. You must tell a sadistic joke whenever another creature is harmed.
  • Favored Ally: Humanoid (any Lawful Evil), Outsider (any with the lawful and evil subtypes)
  • Favored Enemy: Humanoid (any Chaotic Good), Outsider (any with the chaotic and good subtypes)

Vestigial Bond (Boon)

While you are bound to Ethaniel Midnight, you gain the benefits of the create pact poltergeist binder secret†. This granted ability replaces instant manacles.



Fey Baraddu: The Beast in the Woods

Fey Baraddu was a famous satyr who was beloved by all far and wide. Jealous of his praise, the gods banished Fey Baraddu’s soul to the a dark plane.

Summoning Rules

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

Spirit Level: 4th

Alignment: Chaotic Good (CG)

Constellation: Tree

Binding DC: 23

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

  • Your dancing during Fey Baraddu’s manifestation is in perfect harmony with the beating of your heart, requiring 8 ranks in Perform (dance).
  • You place a nest that was home to a newborn animal into the center of Fey Baraddu’s seal.
  • You draw Fey Baraddu’s seal while wearing a mantle of furs.

Ceremony: You mix a bit of animal blood into a chalice with alcohol and drink the contents after stripping off all of your clothing.

Manifestation: The alcohol takes effect immediately, making you heavily intoxicated. You dance around Fey Baraddu’s seal, your heart pounding in your ears as you dance. A massive beast appears in the center of the seal who watches you dance as you seal your pact with it.


Major Granted Abilities

  • Beast Shape: You can transform into a beast as a standard action, functioning as beast shape II. Unlike the spell, beast shape has no duration and you cannot dismiss the effect. A second use of beast shape returns you to your true form. You cannot use this ability while transformed to assume any form other than your true form. At 10th level, beast shape allows you to transform into any animal allowed by beast shape III. This improves to include any animal allowed by beast shape IV at 15th level. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: While transformed, you can use beast shape to return to your true form or assume a different animal form allowed by this ability.

Minor Granted Abilities

  • Awesome Blow: While you are bound to Fey Baraddu, you gain the benefits of Awesome Blowb1.
  • Baraddu’s Fangs: While you are bound to Fey Baraddu, your natural attacks are treated as cold iron weapons for the purpose of overcoming damage reduction. In addition, your natural attacks gains a +1 enhancement bonus on attack rolls and damage rolls. At 9th level and every 2 levels thereafter, this bonus increases by +1, to a maximum bonus of +5.
  • Wild Empathy: While you are bound to Fey Baraddu, you can improve the attitude of animals and magical beasts as if using wild empathy, as a druid of your binder level.
  • Woodland Stride: While you are bound to Fey Baraddu, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairments. Magically manipulated undergrowth affects you normally.

Signs and Influence

Fey Baraddu affects you in the following ways.

  • Physical Sign: You acquire a woodsy musk and a lean, feral appearance. Whenever you use one of Fey Baraddu, your appearance gains otherworldly qualities, similar to that of a fey; light shines brighter on you and your coloration is more vivid and whimsical, taking on natural tones and swirling patterns.
  • Personality Influence: Your sexual urges are intensified to nigh unbearable levels. You must sexually pursue any whom you find even remotely attractive
  • Favored Ally: Fey (any)
  • Favored Enemy: Outsider (any with the lawful subtype)

Vestigial Bond (Companion)

You gain a brownieB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your brownie’s abilities. This granted ability replaces Baraddu’s fangs.



Gulguthriana: The Glutton

Gulguthriana is the mythical Queen of Otyughs who once herded men and elves like cattle. Her decadent empire collapsed when the gods reduced her people into simpleminded monsters.

Summoning Rules

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

Spirit Level: 4th

Alignment: Chaotic Neutral (CN)

Constellation: Noble

Binding DC: 22

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

  • You are Chaotic or smear yourself with your own filth during Gulguthriana’s ceremony.
  • You are sick with filth fever when you perform Gulguthriana’s ceremony.
  • You mix garbage and filth into the meal that you eat during Gulguthriana’s ceremony. In order to acquire the totem, you must succeed on a DC Fortitude save to avoid becoming nauseated for 1 hour by the meal.

Ceremony: You craft a decadent meal fit for three and begin eating it alone. You must eat as quickly as possible until you physically cannot eat another bite.

Manifestation: When you finish eating the meal, that which you cannot eat rots and decays before your eyes into filth. The filth molds itself into the likeness of an otyugh.


Major Granted Abilities

  • Gulguthriana’s Greedy Grasp: You can stretch your limbs as a swift action, increasing your reach by 5 feet for 1 round. You must show Gulguthriana’s sign in order to receive this benefit. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: After using Gulguthriana’s greedy grasp, your reach increases by 5 feet for 4 rounds.

Minor Granted Abilities

  • Gallowing Gag: While you are bound to Gulguthriana, you gain the constrict special ability. Your constrict attack deals damage equal to your unarmed strike damage plus 1-1/2 times your Strength modifier.
  • Gargantuan Gulguthriana: While you are bound to Gulguthriana, you gain the benefits of Improved Unarmed Strike and your unarmed strikes deal damage as though you were a monk with a level equal to half your binder level. This effect stacks with any monk levels you possess, up to your binder level.
  • Gulguthriana’s Grapple: While you are bound to Gulguthriana, you do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you do not suffer the –10 penalty to your CMB while trying to grapple an opponent without gaining the grappled condition yourself.
  • Gluttonous Gullet: While you are bound to Gulguthriana, you are immune to ingested poison and gain a +4 bonus on saving throws against effects that cause the sicked or nauseated conditions.

Signs and Influence

Gulguthriana affects you in the following ways.

  • Physical Sign: Your arms grow six inches in length and you constantly reek of excrement. When you activate one of Gulguthriana’s granted abilities your girth swells. Personality Influence: You lose all social graces where food is concerned. You must eat whenever possible and are constantly hungry.
  • Favored Ally: Aberration (any)
  • Favored Enemy: Humanoid (elves)

Vestigial Bond (Companion)

You gain a filth fiend as a familiar, functioning as a water elementalB1 Improved Familiar. A filth fiend has the stench and disease special abilities, using the following as the filth fiend’s disease ability: slam or vortex—injury; save Fort, DC as a granted ability; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. You possess a wizard level equal to your binder level when determining your filth fiend’s abilities. This granted ability replaces Gulguthriana’s grapple.



Hexus: The Living Curse

It is said that magic sometimes takes on a life of its own, and during massive magical conflicts can rarely collide in such a way that they animate, creating a living spell.

Summoning Rules

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

Spirit Level: 4th

Alignment: Neutral Evil (NE)

Constellation: Skull

Binding DC: 21

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

  • You place a humanoid corpse within Hexus’s seal.
  • You speak the magic words that originally birthed Hexus, requiring 8 ranks in Knowledge (arcana) or Spellcraft.
  • You place a bond from one of your family members or loved ones in the center of Hexus’s seal during his ceremony.

Ceremony: You drive a nail through an iron tablet and sprinkle dirt collected from a mass grave onto it.

Manifestation: As the dirt touches the nail, nightmarish howling echoes throughout Hexus’s seal as ghastly spirits emerge and swirl through the air around the seal. The spirits slowly close in on you, merging into a colossal eye.


Major Granted Abilities

  • Possess Animal: You can eject your soul from your body and overtake the soul of an animal, functioning as magic jar except you may remain in possession of the animal until your pact with Hexus ends. Unlike magic jar, possess animal does not eject the animal’s soul from its body, your soul simply overrides its will, and you cannot dismiss this effect. A second use of possess animal ends the effect and returns your soul to your body. You retain access to any granted abilities that you possess while possessing an animal, as these spirits (and their powers) are bound to your soul. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You may also use possess animal to possess a corpse of a humanoid creature; doing so grants the slain creature the zombie template. When you leave the zombie, it is destroyed as if its hit points were reduced to 0.

Minor Granted Abilities

  • Agitate Animal: While you are bound to Hexus, you radiate an aura that unsettles animals within 30 feet. Animals within this aura become shaken while they are within this aura and for 1d4 rounds afterwards. A successful Will save negates this condition. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Bestow Curse: While you are bound to Hexus, you can place a dreadful curse upon one target within 30 feet as a standard action, functioning as bestow curse. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Rebuke Undead: While you are bound to Hexus, you gain the benefits of Command Undead and can channel energy to use this ability as a cleric of your binder level a number of times per day equal to 3 + your Charisma modifier, .
  • Undying: While you are bound to Hexus, you gain the benefits of Diehard and you are not staggered while using Diehard; you may act normally instead of acting as though you were disabled and strenuous action does not cause you to take hit point damage. In addition, you do not die until your negative hit points equal twice your Constitution score.

Signs and Influence

Hexus affects you in the following ways.

  • Physical Sign: Your skin becomes sickly and green and warts sprout across your body in the most inconvenient of places. When you activate one of Hexus’s granted abilities, your body is surrounded by wisps of dancing, spectral lights.
  • Personality Influence: You become overly protective of your allies and chide them for any perceived poor judgment over the most insignificant of dangers. You must place your allies’ safety before your own.
  • Favored Ally: Ooze (any)
  • Favored Enemy: Humanoid (divine spellcasters)

Vestigial Bond (Companion)

You gain a homunculusB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your homunculus’s abilities. This granted ability replaces bestow curse.



Jehotek: The Throne of Heaven

Jehotek is a fallen god of love, compassion, and free will from an age long passed.

Summoning Rules

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

Spirit Level: 4th

Alignment: Lawful Good (LG)

Constellation: Angel

Binding DC: 21

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

  • You drink holy water that was created by Jehotek’s blessings of Jehotek granted ability during his ceremony.
  • You fully recite one of Jehotek’s ancient prayers during his manifestation, requiring 8 ranks in Knowledge (religion).
  • You are Lawful Good or have been blessed (as the spell) by a Lawful Good cleric within the last day.

Ceremony: You drink a vial of holy water while within Jehotek’s seal and pray that Jehotek will one day return.

Manifestation: Tears of holy water stream down your face as a glorious, golden light envelops you. A booming celestial voice comforts you, announcing Jehotek’s presence.


Major Granted Abilities

  • Fire from the Heavens: You unleash a 20-foot cylinder of holy fire at a location within 50 feet of you that deals 1d6 points of untyped damage per binder level you possess to all targets within this area as a standard action. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You may exclude a number of targets within fire from the heavens’ affected area from the effect, functioning as the selective major ability binder secret†. You may choose to heal a number of hit point damage from excluded targets equal to half of the damage dealt by fire from the heavens. A creature can only be healed by this ability once per day.

Minor Granted Abilities

  • Blessings of Jehotek: You cleanse foodstuff with a touch, functioning as purify food and water. In addition, you may create a number of blessed foodstuff or doses of holy water each day equal to your binder level. A creature that consumes a morsel of blessed foodstuff gains the benefits of bless for 1 minute per binder level you possess. If the imbibing creature agrees to suffer Jehotek’s personality influence for 1 day, it gains the benefits of bless for 1 day instead. Foodstuff and water blessed by this ability return to normal when your pact with Jehotek ends but remain purified.
  • Flock of Jehotek: While you are bound to Jehotek, increase the save DCs of all granted abilities you possess by +2 for Evil creatures and decrease the save DCs by –2 for Good creatures.
  • Prayer to Jehotek: While you are bound to Jehotek, you can cast prayer as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Rebuke Heresy: You rebuke the wicked as a standard action, causing one target within 20 feet to become frightened for 1 round per binder level you possess. A successful Will save negates this condition. Each round the frightened target can attempt a new Will save as a standard action to end the condition. If the save succeeds or the condition ends, the target becomes shaken for 1 minute. This ability is a mind-affecting fear effect. Mindless living creatures and undead are not immune to rebuke heresy. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

Jehotek affects you in the following ways.

  • Physical Sign: A stark, circular mark made from ash and salt marks your brow. When you activate one of Jehotek’s granted abilities, this mark shines with radiant light.
  • Personality Influence: You exercise love and compassion. You must protect and foster these rights for all you encounter.
  • Favored Ally: Any (creatures with the aura of good class feature), Outsider (any with the lawful and good subtypes)
  • Favored Enemy: Any (creatures with the aura of evil class feature), Outsider (any with the chaotic and evil subtypes)

Vestigial Bond (Companion)

You gain a harbinger archonB3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your harbinger’s abilities. This granted ability replaces prayer to Jehotek.



Kami Onmyoji: Guardian of Pacts

Once a powerful kami lord who upheld the sanctity of pacts, Kami Onmyoji treats anyone that binds it as its ward.

Summoning Rules

The following describes the requirements and rituals for binding Kami Onmyoji.

Spirit Level: 4th

Alignment: Lawful Neutral (LN)

Constellation: Starless

Binding DC: 21

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

  • You are bound to a spirit when you perform Kami Onmyoji’s ceremony, including via the Reserve Spirit feat†.
  • You cast augur pact† prior to sealing your pact with Kami Onmyoji, either using a spell trigger or spell activation magic item or your own spellcasting ability. The result of this divination doesn’t affect whether you gain this totem.
  • You draw Kami Onmyoji’s seal within view of a creature, object, or location that is warded by one or more kami.

Ceremony: You light several incense candles and meditate within Kami Onmyoji’s seal, waiting for the spirit to arrive.

Manifestation: Kami Onmyoji arrives peacefully and suddenly, appearing exactly as you would if you were petrified. The spirit sits cross-legged before you, waiting to begin.


Major Granted Abilities

  • Repulsion: When you successfully hit an opponent with a melee attack, you can use this ability to also hit that opponent with a free bull rush attack as a free action, substituting your attack roll for the combat maneuver check. This bull rush doesn’t provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You cannot use this ability in conjunction with another ability, class feature, or feat that allows you to perform a free combat maneuver after successfully hitting an opponent with a melee attack, such as the Shield Slam feat. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When you successfully bull rush an opponent with repulsion, you can choose to move with your target if you are able to take a 5-foot step or to spend a move action to move during the turn.

Minor Granted Abilities

  • Diviner: While you are bound to Kami Onmyoji, you can cast divination as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Guardian of Pacts: While you are bound to Kami Onmyoji, you gain an insight bonus equal to your Charisma bonus (if any)on saving throws against effects that would suppress or exorcise your bound spirits, such as dismiss pact spirits†.
  • Repair the Ward: As a standard action, you gain fast healing 4 for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive. This fast healing increases by 1 for every two binder levels beyond 7th that you possess, to a maximum of fast healing 10 at 19th level. You can maintain repair the ward’s effects while helpless or unconscious.
  • Warded: While you are bound to Kami Onmyoji, you gain a +2 deflection bonus to your AC and a +2 resistance bonus on saving throws. These bonuses increase by +1 for every six binder levels you possess, to a maximum of +5 at 18th level.

Signs and Influence

Kami Onmyoji affects you in the following ways.

  • Physical Sign: A tattoo of a torii gate appears on your body, aligned perfectly with your heart at its center. When you activate one of Kami Onmyoji’s granted abilities, the sound of wind chimes surrounds you.
  • Personality Influence: You sing the joys of being bound in a pact to a spirit. You must never conceal or suppress any physical signs that you received from sealing a pact with a spirit.
  • Favored Ally: Any (binders)
  • Favored Enemy: Any (creatures that belong to a spellcasting class with dismiss pact spirits† on their spell list)

Vestigial Bond (Companion)

While you are bound to Kami Onmyoji, you gain the aura of protection granted power from the Protection cleric domain, as a cleric with a level equal to your binder level. If you already possess this domain power, increase the number of rounds per day that you can use it by 4 instead. This granted ability replaces repair the ward.



Kandisha: The Desert’s Revenge

Beaten and abused by her husband in life, Kandisha is an immortal spirit who punishes cruel, wicked men.

Summoning Rules

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

Spirit Level: 4th

Alignment: Neutral (N)

Constellation: Seer

Binding DC: 22

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

  • You are female, a Youth, or bear the physical and emotional scars of unjust torture.
  • You slay a rooster in the center of Kandisha’s seal during her ceremony.
  • You perform Kandisha’s ceremony in a desert.

Ceremony: You strip, bind your legs together with hemp rope, and shackle your hands together.

Manifestation: Your bindings erode into sand that spirals around Kandisha’s seal, transforming into a beautiful woman.


Major Granted Abilities

  • Curse of Kandisha: You inflect a dreadful curse onto one target within 30 feet as a standard action. A successful Will save negates the curse. This curse is permanent and can only target humanoids and is chosen from the list below. Remove curse or a similar effect can dispel this effect. After using this ability, it becomes expended for 5 rounds.
    • Dry Mouth: Sand pours from the target’s mouth. Any ability that the target uses that requires verbal components has a 20% chance to fail, wasting the ability.
    • Erode Pride: The target’s genitals and breasts are sanded away into smooth nothingness. Reduce the target’s Constitution and Charisma scores by 4 (minimum 1).
    • Personal Mirage: The target sees what it desires. The target is affected at all times by hallucinatory terrain, causing the natural terrain to appear like what the target desires most. Sun Foe: The sun’s wrath bares down upon the target. The target is staggered while exposed to sunlight or daylight and gains vulnerability to fire.
  • Capstone Empowerment: Male targets suffer a –4 penalty on their save against curse of Kandisha.

Minor Granted Abilities

  • Avian Speech: While you are bound to Kandisha, you can speak with birds of all kinds at will, functioning as speak with animals. You have a friendly starting attitude with all avians.
  • Protection of Kandisha: While you are bound to Kandisha, you gain a constant protection from evil effect, except the benefits apply against male creatures of the following types, regardless of the creature’s alignment: humanoid, monstrous humanoid, outsider.
  • Sand Cloud: You create a mass of thick, sandy clouds as a standard action, functioning as solid fog. Your sand cloud does not impede your vision or movement. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Scimitar of the Desert: While you are bound to Kandisha, you gain proficiency with the scimitar and can use your Dexterity modifier in place of your Strength modifier on attack and damage rolls with this weapon. You lose this benefit if you are carrying anything in your off-hand, make attacks (including unarmed strikes) with your off-hand, or while wielding a scimitar that is not of the appropriate size for you.

Signs and Influence

Kandisha affects you in the following ways.

  • Physical Sign: Your lips harden, becoming as smooth and strong as a bird’s beak. When you activate one of Kandisha’s granted abilities, a plume of feathers erupts from behind you, floating in an intangible breeze.
  • Personality Influence: You are filled with a taste for vengeance against your foes, especially those of the male gender. You must enact swift vengeance whenever someone crosses you.
  • Favored Ally: Any (female creatures except prostitutes)
  • Favored Enemy: Any (male creatures except children)

Vestigial Bond (Companion)

You gain an earth elementalB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your earth elemental’s abilities. This granted ability replaces protection of Kandisha.



Loh’moi: The Mad Geometer

Loh’moi was a genius who yearned to bend space and time. Instead, he trapped himself within his own mind.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Loh’moi.

Spirit Level: 4th

Alignment: Neutral Good (NG)

Constellation: Mage

Binding DC: 23

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

  • You are a father or have birthed a son.
  • You have an Intelligence score of 16 or higher.
  • You draw a perfect, geometric sign during Loh’moi’s ceremony, requiring 8 ranks in Knowledge (engineering).

Ceremony: After completing Loh’moi’s seal, you embellish it with complex mathematical algorithms and equations.

Manifestation: Walls enclose the edges of your seal as soon as the final equation is completed. Windows spawn in various places, showing various times and locations throughout history. Loh’moi manifests before you, peering out from each window.


Major Granted Abilities

  • Transdimensional Ray: You project an ray of force from your fingertips as a standard action, dealing 1d6 points of force damage per 2 binder levels you possess. The ray strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature or object cannot be singled out. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A target struck by transdimensional ray is bound to its current plane of existence for 4 rounds, functioning as dimensional anchor, if it fails a Will save.

Minor Granted Abilities

  • Bend to Freedom: While you are bound to Loh’moi, you gain an insight bonus on Escape Artist checks equal to half your binder level. In addition, you do not suffer any penalties when squeezing into an area that is one size category smaller than you and you can squeeze into an area that is two size categories smaller than you, though you suffer a –4 penalty on attack rolls and to your AC for doing so.
  • Extra Space: While you are bound to Loh’moi, you gain a constant rope trick effect active on one piece of rope in your possession of your choice. When your pact with Loh’moi ends, any creatures or objects in this extradimensional space are deposited in your current space.
  • Geometric Agility: While you are bound to Loh’moi, when you take a full-attack action, you can spend a swift action to teleport up to your speed, dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. At 15th level, you also provide flanking from all squares you attack from using geometric agility. You may flank with yourself and with multiple allies in this manner. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Geometric Step: While you are bound to Loh’moi, you can teleport up to your speed as a move action or up to twice your speed by taking a double move. This movement does not provoke attacks of opportunity, but you must be able to see your destination in order to teleport there. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Loh’moi affects you in the following ways.

  • Physical Sign: Geometric lines cover your body like a tattoo. When you activate one of Loh’moi’s granted abilities, these lines pivot across your body as like the hands on a clock.
  • Personality Influence: You keep away from company whenever possible. You refuse to accept help from others.
  • Favored Ally: Outsider (any native to the Ethereal Plane)
  • Favored Enemy: Humanoid (any Evil)

Vestigial Bond (Companion)

You gain an eidolonAPG. You possess a summoner level equal to your binder level when determining your eidolon abilities. This eidolon has half the normal number of evolution points for an eidolon of its Hit Dice. This granted ability replaces geometric agility.



Night Fang: The Hag’s Son

This grisly tale, which describes one hag’s desire to possess a male child of her own, is used by rural mothers as a means to scare their sons into staying safely nearby.

Summoning Rules

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

Spirit Level: 4th

Alignment: Neutral Evil (NE)

Constellation: Beast

Binding DC: 20

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

  • You draw Night Fang’s seal in a forest outside of any bright illumination.
  • You burn the hides of a bat, a crocodile, a spider, and a wolf during Night Fang’s ceremony.
  • You destroy the withered husk of a plant creature whose Hit Dice equals or exceeds your binder level during Night Fang’s ceremony.

Ceremony: You swallow a spider’s husk and lay down to sleep within Night Fang’s seal.

Manifestation: You are lulled into a fitful sleep and dream that you are a caged beast (a wolf, crocodile, spider, or bat) as laughing hag torments you with sharp sticks and feathers. You make your pact with Night Fang with this hag in your dreams.


Major Granted Abilities

  • Hypnotic Vibrations: You unleash a burst of sound that fascinates one target within 30 feet as a standard action, functioning as hypnotism except this ability can affect any target whose Hit Dice are equal to or less than your binder level. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The hypnotism effect produced by your hypnotic vibrations has a duration of 1 minute.

Minor Granted Abilities

All of Night Fang’s minor granted abilities require that you show Night Fang’s sign in order to receive their benefits.

  • Bat Heritage: While you are bound to Night Fang, you gain an insight bonus on Fly, Perception, and Stealth checks equal to half your binder level.
  • Crocodile Heritage: While you are bound to Night Fang, you gain the hold breath universal monster ability and a +1 natural armor bonus to your AC. This natural armor bonus increases by +1 at 10th level and every five levels thereafter, to a maximum of +4. In addition, you can increase your land speed by 30 feet for one round once per minute.
  • Spider Heritage: While you are bound to Night Fang, you can cast the following spells as spell-like abilities: spider climb, web, and whip of spidersACG. At 10th level, you can also cast phantasmal webAPG as a spell-like ability. You can cast each of these spell-like abilities a number of times per day equal to 3 + your Charisma modifier.
  • Wolf Heritage: While you are bound to Night Fang, you gain the scent special ability as well as the benefits of Improved Trip and Greater Trip.

Signs and Influence

Night Fang affects you in the following ways.

  • Physical Sign: You become a monstrous hybrid of wolf, spider, crocodile, and bat. When you activate one of Night Fang’s granted abilities, you loose a savage roar.
  • Personality Influence: You refuse to stand in illumination that is bright enough to discern your features, even while disguised or invisible. You must disguise yourself at all times.
  • Favored Ally: Any (any Animal, Magical Beast, or Vermin that lists forest terrain as its environment)
  • Favored Enemy: Plant (any)

Vestigial Bond (Companion)

You gain one of the following animal companions: crocodile, dire batB1, giant spiderUM, or wolfB1. You possess a druid level equal to your binder level when determining your companion’s abilities. This granted ability replaces crocodile heritage if you select a crocodile companion, bat heritage if you select a dire bat companion, spider heritage if you select a giant spider companion, or wolf heritage if you select a wolf companion.



Prime Ravager: Leader of the Storm

Held captive within the Byways for eons, the spirit known as Prime Ravager is the most powerful of ravager spirits and seeks the means to return to the mortal world permanently.

Summoning Rules

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

Spirit Level: 4th

Alignment: Chaotic Evil (CE)

Constellation: Dark Beyond

Binding DC: 31

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

  • You slay an outsider or a creature with the aura class feature at the conclusion of Prime Ravager’s ceremony.
  • You are not Lawful Good or you convince Prime Ravager that you aren’t Lawful Good, requiring 8 ranks in Bluff.
  • You understand the lore of the Byways, requiring 8 ranks in Knowledge (planes).

Ceremony: You place the corpse of a small animal into the center of Prime Ravager’s seal and slowly pour water into its open mouth until its stomach is full.

Manifestation: Prime Ravager’s voice gurgles from the corpse, commanding you to submit your soul to him.


Major Granted Abilities

  • Stem the Supernatural: You nullify a supernatural ability activated by a target within 100 feet it as an immediate action, negating its effects and wasting its use, if any. In addition, the target cannot use the nullified ability again for 1d4 rounds. A successful Will save negates this ability. Stem the supernatural cannot nullify abilities that do not need to be activated. In order to use this ability, you must have successfully identified the target’s abilities and weaknesses using a Knowledge skill. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Steam the supernatural prevents a target from using a nullified ability for 4 rounds.

Minor Granted Abilities

  • Duck and Roll: After succeeding on a Reflex save, you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity, does not count as your 5-foot step for the round, and does not count against the total amount of movement that you can make during a round.
  • Mental Acuity: While you are bound to Prime Ravager, you gain an insight bonus on Will saving throws that you make equal to your Charisma bonus.
  • Nevermore: You deal significant damage to the undead, functioning as disrupt undead except you add half your binder level to the damage dealt by this ability. Alternatively, you can touch a slain, corporeal creature’s body to reduce its body to fine ash, as though it had been slain by disintegrate.
  • Occult Eyes: While you are bound to Prime Ravager, you can see pact spirit auras, functioning as a constant occult sight† effect. You must show Prime Ravager’s sign in order to receive this benefit.

Signs and Influence

Prime Ravager affects you in the following ways.

  • Physical Sign: Salt growths that resemble the seals of every spirit that you have ever made a pact with cover your body. When you activate one of Prime Ravager’s granted abilities, white smoke painfully erupts from your eyes.
  • Personality Influence: You cuss and rage at anyone who questions your genius, appearance, or social etiquette. All food and drink that you partake in must be of the highest quality.
  • Favored Ally: Outsider (any ravagers)
  • Favored Enemy: Any (creatures that are not bound to Prime Ravager)

Vestigial Bond (Boon)

Once per pact, you can eject Prime Ravager from your body into a helpless humanoid within 100 feet, functioning as magic jar. This effect lasts for the duration of your pact with Prime Ravager. Prime Ravager uses his host’s statistics and follows your orders, though he always displays his physical sign and personality influence. A large salt growth over the host’s heart houses its soul instead of a gem; destroying this growth expels Prime Ravager and ends the pact. Creatures whose Hit Dice exceed your binder level –2 are immune to this ability. This ability replaces all of Prime Ravager’s granted abilities.



Son of Dobb: The Twice-Blessed Man

An entity described by an apocalyptic text, the Son of Dobb is worshiped by an esoteric order of spider-like beings.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Son of Dobb.

Spirit Level: 4th

Alignment: Chaotic Good (CG)

Constellation: Thief

Binding DC: 20

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

  • You sully the likeness of Vodavox’s seal during Son of Dobb’s ceremony. If you accept this totem, you cannot seal a pact with Vodavox for 1 day or until Son of Dobb leaves your soul.
  • You illuminate the area surrounding Son of Dobb’s seal with a scroll of daylight or a wand of daylight.
  • You have died and were raised from the dead at least once prior to sealing your current pact with Son of Dobb.

Ceremony: You read aloud the Prophecies of Nozarro.

Manifestation: Wasps with drow heads burst from a small hole in the ground, forming a ring around Son of Dobb’s seal. The insects fly down your throat and into your gullet as a male, dwarf voice echoes his thanks throughout your mind.


Major Granted Abilities

  • Stone Step: You merge your body into a stone block as a standard action for up to 10 minutes per binder level you possess, functioning as meld into stone. After using this ability, it becomes expended for its duration and for 5 rounds after you exit the stone block or its duration ends.
  • Capstone Empowerment (Stone Step): Double the amount of non-living gear that can merge with you into a stone block with stone step.
  • Twice-Blessed: Whenever you roll a d20, you can roll 1d6 and add the result to your d20 roll after the results are revealed as an immediate action. You cannot use this ability if you roll a natural 1 on your d20. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment (Twice-Blessed): You can use twice-blessed after rolling a natural 1 on your d20 roll.

Minor Granted Abilities

  • Detect Insectoid Creatures: You detect the presence or absence of any creature that resembles an insect, spider, or similar creature as a standard action, functioning as detect undead except this ability detects the presence or absence of creatures that are insectoid in appearance, regardless of their type.
  • Interpretation: While you are bound to Son of Dobb, you gain an insight bonus on Sense Motive checks and on all Knowledge checks made to interpret dreams and prophecies equal to half of your binder level.
  • Knack for Artifacts: While you are bound to Son of Dobb, you gain an insight bonus on Disable Device and Use Magic Device checks equal to half your binder level. In addition, you can disarm magical traps as a rogue.

Signs and Influence

Son of Dobb affects you in the following ways.

  • Physical Sign: Two markings, each half of Son of Dobb’s seal, appear on opposite places on your body as birthmarks. When you activate one of Son of Dobb’s granted abilities, the sound of unlocking manacles echoes around you.
  • Personality Influence: You crush, stomp, or slay every insectoid creature you encounter. You must attack any drow or psychic characters you encounter before all others.
  • Favored Ally: Humanoid (dwarves)
  • Favored Enemy: Any (insectoid creatures with an Intelligence of 3 or greater)

Vestigial Bond (Boon)

Once per day, when a creature within 100 feet of you that you can see dies, you may cast breath of life on the target as an immediate action. If the healing caused by this ability is enough to spare the target from death, it is immediately teleported to a safe location within 1 mile of your choice, functioning as greater teleport. A creature that accepts this healing must also accept the teleportation effect. At 9th level, you can use this ability twice per day. At 13th level, you can use this ability three times per day. At 17th level, you can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability replaces either stone step or twice-blessed, chosen randomly.



Swan Elashni: Dancer of Spurred Love

Although few records of Swan Elashni have survived, she was a ballerina who played the lead swan in The Court of Omachio.

Summoning Rules

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

Spirit Level: 4th

Alignment: Neutral Good (NG)

Constellation: Dragon

Binding DC: 21

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

  • You are able to speak Draconic and perform Swan Elashni’s ceremony entirely in this language.
  • You draw Swan Elashni’s seal in a place where an act of pure love occurred, such as on wedding grounds.
  • You skillfully perform Swan Elashni’s ceremony, requiring 8 ranks in Perform (dance).

Ceremony: You don a stage costume befitting one of the swans of The Court of Omachio and recite Swan Elashni’s famous lines from the play’s final scene.

Manifestation: You transform into a Young Adult silver dragon as you speak the play’s final lines. A spectral audience appears and as you cry with joy, your tears pool into perfectly circular puddles that each contain Swan Elashni’s smiling face.


Major Granted Abilities

  • Heartfelt Haze: You buffet one target within 30 feet with love as a standard action, causing it to become dazed for 4 rounds and its attitude towards you improves by one step, as if you had succeeded on a successful Diplomacy check. This ability is a mind-affecting emotion effect and has no effect against targets that you could not make a Diplomacy check against. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use heartfelt haze against a target that you could not normally make a Diplomacy check against if the target is your parent, child, lover, or sibling or you have a relationship scoreucp of 35 or more with the target.

Minor Granted Abilities

  • Aura of Love’s Embrace: While you are bound to Swan Elashni, you project an aura of calm emotions as a standard action. You can use this ability for a number of rounds each day equal to your binder level.
  • Dance of the Swan: While you are bound to Swan Elashni, you can walk across water for 1 minute per binder level you possess, functioning as water walking. You can use this granted ability a number of times per day equal to 3 + your Charisma modifier.
  • Dancer’s Grace: While you are bound to Swan Elashni, you gain an insight bonus on Perform (dance) checks equal to half your binder level. In addition, you can substitute your bonus in Perform (dance) for Acrobatics and Fly checks, functioning as a bard’s versatile performance class ability.
  • Step of the Silver Dragon: You perform a rhythmic dance to focus your combat skill as a standard action. While performing this dance, you receive a +1 morale bonus on attack rolls, damage rolls, and on saving throws against fear effects. This bonus improves to +2 at 14th level and +3 at 19th level. At 16th level, you can start this performance as a swift action. You can use this performance for a number of rounds per day equal to your Charisma bonus + double your binder level. These rounds do not need to be consecutive. This ability otherwise functions as a bard’s bardic performance.

Signs and Influence

Swan Elashni affects you in the following ways.

  • Physical Sign: Swan feathers grow from your upper arms. When you activate one of Swan Elashni’s granted abilities, these feathers dislodge themselves and dance around you.
  • Personality Influence: You speak constantly of true love. You must try to inspire love in those around you.
  • Favored Ally: Any (Animals, Dragons, and Fey)
  • Favored Enemy: Any (binders bound to Fiend spirits)

Vestigial Bond (Companion)

You gain a bird (giant doveB1) as an animal companion. This animal companion has a breath attack that deals 1d4 points of fire damage per 2 HD it possesses. After using its breath attack, it becomes expended for 5 rounds. You possess a druid level equal to your binder level when determining your dove’s abilities. This granted ability replaces step of the silver dragon.



Vaukner: Champion of Valor

The Elf-Friend Vaukner is remembered as an odd ogre paladin who helped to defend the elven lands from a wicked necromancer.

Summoning Rules

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

Spirit Level: 4th

Alignment: Lawful Good (LG)

Constellation: Hero

Binding DC: 25

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

  • You are able to speak Giant and perform Vaukner’s ceremony entirely in this language.
  • You sully the likeness of Eschalon’s seal during Vaukner’s ceremony. If you accept this totem, you cannot seal a pact with Eschalon for 1 day or until Vaukner leaves your soul.
  • You are proficient with at least three weapons that belong to the fighter’s axes weapon group.

Ceremony: You recite your greatest achievements for Vaukner to hear.

Manifestation: When you have finished, the ghostly apparition of an ogre knight appears before you. He salutes you and dissipates into dust, though his voice lingers around you.


Major Granted Abilities

  • Righteous Strike: When you take the attack action, you can imbue your attack with righteous power. If your attack hits, you and all allies within 10 feet gain 2d4+2 temporary hit points for 5 rounds if the target has at least half as many Hit Dice as you do. These temporary hit points do not stack. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Add +1 to the number of temporary hit points granted by righteous strike per 2 binder levels you possess.

Minor Granted Abilities

  • Aura of Courage: You and your allies become resistant to magical fear effects, functioning as the aura of courage paladin ability. If you possess aura of courage from another class, increase its range by 5 feet instead.
  • Intense Intimidation: While you are bound to Vaukner, when you use Intimidate to demoralize a creature the duration of the shaken condition is increased by 1 round.
  • Valorous Presence: While you are bound to Vaukner, each time you strike a target whose alignment opposes your own on one or more axes with a melee or ranged attack, you heal 1 hit point of damage. You do not receive any healing if your target’s CR does not equal or exceed at least half of your character level.
  • Vaukner’s Axe: While you are bound to Vaukner, all weapons you wield (including improvised weapons) have the transformative special weapon abilityUE, but they can only transform into weapons from the fighter’s axes weapon group.

Signs and Influence

Vaukner affects you in the following ways.

  • Physical Sign: Your skin thickens and darkens and your teeth become flat and black. When you activate one of Vaukner’s granted abilities, you roar like a bear.
  • Personality Influence: You are stoic in your endeavors and refuse to take help from those less able than you. You must never accept rewards for performing a good deed.
  • Favored Ally: Humanoid (elves, except drow)
  • Favored Enemy: Any (necromancers) and Undead (any)

Vestigial Bond (Companion)

You gain a goblinB1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class. The goblin does not speak and follows your orders without question. This granted ability replaces valorous presence.

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