5th Level Spirits
Table of Contents

Arthu: The Sleeping King

Arthu was a legendary king who was usurped by his bastard son. He was best known for his legendary dancing blade.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral (N)

Constellation: Hero

Binding DC: 23

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

  • You stab a masterwork longsword into the ground at the end of Arthu’s ceremony.
  • You curse the lineage of Arthu’s usurper during his manifestation, requiring 10 ranks in Knowledge (nobility).
  • You draw Arthu’s seal within 10 feet of a natural barrow.

Ceremony: You rub a muddy mixture of kingly oil and dirt clods over your arms, legs, and face.

Manifestation: The muck rips from your body and molds itself into a crowned knight wearing tattered clothes and armor.


Major Granted Abilities

  • Skill at Arms: You empower one weapon you are wielding as a swift action, causing all successful hits scored by the weapon to deal 3d6 additional points of damage until the end of the turn. This damage is not multiplied on a critical hit and can be applied to weapon-like spells and effects, such as touch attacks and rays. At 13th level and 17th level, this additional damage increases by 1d6 points, to a maximum of 5d6 additional damage. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: During a full-attack action, you can make one trip combat maneuver with a weapon that has been empowered by skill at arms as a free action.

Minor Granted Abilities

  • King’s Dancing Blade: While you are bound to Arthu, you can conjure a supernatural dancing sword as a standard action. This weapon is a dancing longsword with a +1 enhancement bonus per 4 binder levels you possess (maximum +5). When you summon the blade, it immediately begins dancing for 4 rounds. After 4 rounds, the blade disappears. You may only have one dancing blade active at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Royal Pleasantries: While you are bound to Arthu, you gain an insight bonus on Diplomacy and Knowledge (nobility) checks equal to half your binder level.
  • Supernatural Inspiration: Your supernatural presence inspires your allies, allowing you to grant all allies within 30 feet of you a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear effects for 1 minute as a move action. Your allies must be able to see and hear you to gain this benefit. At 12th level and 17th level, this morale bonus improves by +1, to a maximum of +3. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Windwhisper: By whispering a creature’s full name as a full-round action, you can send it a message that is no more than 25 words long. Windwhisper fails if the named creature is not within 5 miles of you when you whisper its name. You can use this ability no more than once per hour.

Signs and Influence

Arthu affects you in the following ways.

  • Physical Sign: Your equipment appears rusted and smudged with grime. When you activate one of Arthu’s granted abilities, your muscles surge with supernatural power.
  • Personality Influence: You are suspicious and jealous of everyone around you. You must act courteous and chivalrously at all times.
  • Favored Ally: Aberration (any)
  • Favored Enemy: Humanoid (elves)

Vestigial Bond (Companion)

You gain a faerie dragonB3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your faerie dragon’s abilities. This granted ability replaces king’s dancing blade.



Beautiful Balr: The Son Forever Set

Beautiful Balr was a beloved god of beauty whose time was cut tragically short. Legends say that all of creation collectively wept at his death.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral Good (NG)

Constellation: Noble

Binding DC: 33

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

  • You name Beautiful Balr’s killer during his ceremony, requiring 10 ranks in Knowledge (religion).
  • You sully the likeness of Jörmungandr’s seal during Beautiful Balr’s ceremony. If you accept this totem, you cannot seal a pact with Jörmungandr for 1 day or until Beautiful Balr leaves your soul.
  • You are skilled in performing speeches, requiring 10 ranks in either Diplomacy, Perform (oratory), or Perform (act).

Ceremony: You gather dried chamomile petals and mill them with water, salt and onion. When you have finished, you pour the mixture into a bowl or ivory horn and consume it.

Manifestation: Color drains from your body and possessions as you consume the mixture until you and your equipment are the color of newly fallen snow. Shimmering lights dance across your gleaming body as Beautiful Balr’s spectral splendor dances around you, laughing gaily.


Major Granted Abilities

  • Spurn Harm: When you are targeted by an attack or spell, you may spurn it as an immediate action. This negates all effects of the attack or ability that targeted you, including damage, negative conditions, and so forth as though the attack had failed to overcome your AC or the spell had failed to overcome your spell resistance. This ability does not negate attacks that do not require attack rolls (such as a swarm attack) or spells that aren’t affected by spell resistance (such as glitterdust). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use spurn harm while you are dazed, stunned, or paralyzed.

Minor Granted Abilities

  • Challenge Coward: You challenge an opponent as a standard action, causing it to become unable to target opponents other than you with its attacks, spells, and supernatural abilities for 1 minute. This ability doesn’t prevent your opponent from targeting its allies. A successful Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Distracting Beauty: You can use the feint action as a move action. If you possess Improved Feint, this ability allows you to feint opponents as a swift action instead.
  • Inspiring Beauty: You double all morale bonuses that one ally within 30 feet benefits from until the end of the turn as an immediate action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Peerless Beauty: While you are bound to Beautiful Balr, you gain an insight bonus on Charisma checks and Charisma-based skill checks equal to half your binder level. You must show Beautiful Balr’s sign in order to receive this benefit.

Signs and Influence

Beautiful Balr affects you in the following ways.

  • Physical Sign: Others perceive you as an idealized specimen of your race. When you activate one of Beautiful Balr’s granted abilities, your clothes change color, becoming as brilliantly white as freshly-fallen snow.
  • Personality Influence: You mourn and weep at the loss of life. You must stop to bury any dead creatures you encounter.
  • Favored Ally: Outsider (valkyries)
  • Favored Enemy: Plant (any)

Vestigial Bond (Companion)

You gain an aasimarB1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class. The aasimar may only select feats listed by the weapon and shield ranger combat styleAPG or that are required to meet the prerequisites of such feats. If it earns them all, it may choose its feats freely. This granted ability replaces inspiring beauty.



Circe’s Runes: Refuge of Pacts

When Circe the witch realized that her magic was the source of her anger, she cast it off forever in pursuit of love.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Circe’s Runes.

Spirit Level: 5th

Alignment: Chaotic Good (CG)

Constellation: Scholar

Binding DC: 23

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

  • You burn a spellbook that contains at least one 1st level spell during Circe’s Runes’s ceremony.
  • You have been spurned by a lover in the past 24 hours or perform Circe’s Runes’s ceremony upon an island.
  • You are benefiting from at least one spell effect when you perform Circe’s Runes’s ceremony.

Ceremony: You light a fire in the center of Circe’s Runes’s seal and burn a collection of written works detailing arcane rituals and spells.

Manifestation: Words float off of the burnt pages on streams of smoke. The words rearrange themselves to commune with you throughout the pact.


Major Granted Abilities

  • Séance of Circe: You evict one spirit (except Circe’s Runes) that you are bound to in exchange for a new spirit of your choice as a full-round action. You must be able to seal a pact with the spirit normally in order to bind with it using this ability. Séance of Circe evicts the selected spirit as though you had used Expel Spirit, though the spirit’s personality influence (as well as any penalties accrued for disobeying it) linger for 1 day after this ability is used. Your pact with the new spirit is automatically a poor pact and any granted abilities that the spirit possesses that have limited uses per day or that can be used a limited number of rounds, minutes, or hours per day are suppressed. Pacts made with Séance of Circe last for 1 week and cannot be ended using Expel Spirit or this ability. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Instead of being suppressed, the granted abilities of a spirit that you make a pact with using Séance of Circe have half of the usual number of uses or duration.

Minor Granted Abilities

  • Arcane Audacity: While you are bound to Circe’s Runes, you gain an insight bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks equal to half your binder level.
  • Circe’s Fury: You unleash the fury of Circe’s Runes, causing all creatures within 30 feet to become affected as moonstruckAPG. You can choose whether or not to include yourself in this effect. You can use this ability a number of times each day equal to 3 + your Charisma modifier.
  • Circe’s Foresight: You petition Circe’s Runes for information once per day, functioning as divination except you can only use this ability to ask Circe’s Runes which spirits will be the most useful to you in the next 24 hours. Circe’s Runes name one useful spirit per 5 binder levels you possess. The GM should provide accurate suggestions if this divination is successful, but the reasons given are usually vague. On an incorrect divination, Circe’s Runes names itself, whether or not this is true.
  • Rune of Circe: Select one of Circe’s runes (see below). You can cast each of that rune’s spells as spell-like abilities a number of times per day equal to 3 + your Charisma modifier. You can select a second rune at 15th level and a third rune at 20th level.
Table: Circe’s Runes
Rune Name Arrow Blindfold Bone Boot
Major: cascade of arrows† blindness/deafness bones of damnation† shadow stepUM
Minor: acid arrow, true strike bungleUM, forced quietUM detect undead, disrupt undead expeditious retreat, jump
Rune Name Chest Cross Cup Dog
Major: lesser globe of invulnerability divine power sustaining feast† beast shape I
Minor: alarm, arcane lock bless, shield of faith air bubbleuc, web shelterum mount, summon nature’s ally I
Rune Name Door Drowser Feather Ghost
Major: dimension door locate creature river of windAPG haunting choirUM
Minor: detect secret doors, hold portal detect magic, identify feather fall, whispering winds chill touch, unseen servant
Rune Name Hand Jester Lute Man
Major: vampiric touch jester’s jauntAPG thunderous drumsAPG aspect of the stagAPG
Minor: mage hand, pilfering handsUC hideous laughter, grease play instrument, solid note ant haulAPG, bull’s strength
Rune Name Mask Mirror Monocle Pendulum
Major: hallucinatory terrain lesser simulacrum discern lines rainbow pattern
Minor: disguise, vanishAPG mirror image, mirror strikeUC deathwatch, see invisibility deep slumber, suggestion
Rune Name Potion Prism Quill Ray
Major: threefold aspectAPG searing light explosive runes ray of exhaustion
Minor: enlarge person, reduce person color spray, glitterdust arcane mark, illusory script ray of sickening, scorching ray
Rune Name Rope Shield Spider Tongue
Major: chain of perditionUC knight's callingAPG giant vermin shout
Minor: animate rope, rope trick shield, shield of faith spider climb, web arcane mouth, tongues
Rune Name Torch Tree Wand Woman
Major: fireball arboreal hammerUM invisibility malicious spiteUM
Minor: burning hands, produce flame shillelagh, tree shape mage armor, magic missile charm person, calm emotions

Signs and Influence

Circe’s Runes affects you in the following ways.

  • Physical Sign: The Runes of Circe manifest across your body as a scintillating tattoo. When you activate one of Circe’s Runes’ granted abilities, this tattoo glows with an eerie light.
  • Personality Influence: Whenever you cast an arcane spell or a spell-like ability, you bellow with anger. You must insult anyone who casts an arcane spell in your presence.
  • Favored Ally: Outsider (any)
  • Favored Enemy: Humanoid (elves)

Vestigial Bond (Boon)

You link yourself to other willing creatures via floating runes of power as part of a 10-minute action. All linked creatures can speak and understand one another’s languages. You may link to a total number of creatures equal to 3 + your Charisma modifier at once. This granted ability replaces Circe’s foresight.



Dark Blood: The Rakshasa Prince

The Rakshasa Prince were a group of young hobgoblins who tried to abandon their militocracy using a ritual that merged their souls into a single rakshasa.

Summoning Rules

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

Spirit Level: 5th

Alignment: Lawful Evil (LE)

Constellation: Fiend

Binding DC: 24

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

  • You are male or whisper sweet nothings to Dark Blood in Hobgoblin as you cut yourself during his ceremony.
  • You sully the likeness of any Angel spirit’s seal during Dark Blood’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Dark Blood leaves your soul.
  • You brutalize a creature within Dark Blood’s seal during his ceremony, dealing damage equal to at least half its total hit points in the process. This damage may be lethal or nonlethal and you may brutalize yourself to please Dark Blood.

Ceremony: You cut gashes across your body in six places: one on each arm, one on each leg, one on your abdomen, and one on your temple.

Manifestation: The blood from your gashes begins to bleed quicker at no harm to yourself. The blood pools into the image of six hobgoblin youths who greet you with a sinister smirk.


Major Granted Abilities

  • Thirst for Blood: You can channel Dark Blood’s lust for blood as a swift action, granting you an extra standard action during your turn. Next round, you may only take 1 move action and 1 swift action during your turn. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can activate thirst for blood as a free action during your turn.

Minor Granted Abilities

  • Disguise Granted Abilities: While you are bound to Dark Blood, you gain the benefits of the disguise granted abilities binder secret†.
  • Rakshasa’s Rage: You transform into a bestial berserker as a standard action, granting you the benefits of the rage spell, plus a +2 natural armor bonus to AC, a +10 enhancement bonus to your base speed, a bite attack that deals 1d6 points of damage (or 1d4 damage if Small), and two claw attacks that deal 1d4 points of damage (or 1d3 damage if Small). This ability is a mind-affecting emotion effect and a polymorph effect. You can use this ability for a number of rounds per day equal to your binder level plus your Charisma modifier. These rounds do not need to be consecutive. You must show Dark Blood’s sign in order to receive this benefit.
  • Read Mind: You scan the minds of others as a standard action, functioning as detect thoughts. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Silver Tongue: While you are bound to Dark Blood, you gain an insight bonus on Bluff, Diplomacy, and Intimidate checks equal to half your binder level.

Signs and Influence

Dark Blood affects you in the following ways.

  • Physical Sign: You head transforms into that of a feral animal (your choice) that represents your personal flaws. This choice is the same each time you seal a pact with Dark Blood. When you activate one of Dark Blood’s granted abilities, your hands become twisted like rakshasa hands.
  • Personality Influence: You act brashly and seek to fill basic, animalistic desires before all others. You must never refrain from putting those beneath you in station or in power in their rightful place.
  • Favored Ally: Animal (any), Outsider (rakshasas)
  • Favored Enemy: Any (creatures with more Hit Dice than you, excluding favored allies)

Vestigial Bond (Companion)

You gain a raktavarna rakshasaB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces rakshasa’s rage.



Green Glomairah: The World Tree

Legends claim that a mystic tree binds the Material Plane, the Fey Realms, and the Plane of Shadow together. Green Glomairah became the tree’s guardian after she died.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral Good (NG)

Constellation: Noble

Binding DC: 33

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

  • You possess masterful knowledge of plants, requiring 10 ranks in Knowledge (nature) or Profession (herbalist).
  • You draw Green Glomairah’s seal using flower petals that are freshly picked.
  • You place the likeness of someone you love within Green Glomairah’s seal.

Ceremony: You weave twigs, branches, flowers, and other natural trinkets into a braid in your hair.

Manifestation: Your hair grows with supernatural speed, slowly transforming into a great oak tree. Green Glomairah’s sweet voice sings through your hair’s leaves as birds come to rest within it.


Major Granted Abilities

  • Ward Against Harm: You prevent negative conditions from hampering you as an immediate action. You become immune to the following conditions until the end of the turn: blinded, dazed, deafened, fatigued, paralyzed, sickened, and staggered. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Ward against harm also grants you immunity to the following conditions: exhausted, nauseated and stunned.

Minor Granted Abilities

  • Green Steward: While you are bound to Green Glomairah, you can cast any spell on the Plant domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of Plant domain spell-like abilities each day equal to 3 + your Charisma modifier.
  • Nature’s Health: While you are bound to Green Glomairah, you are immune to all types of disease and poison (including magical poisons and disease), as well as emotion effects, fear effects, and morale effects.
  • Speak with Plants: While you are bound to Green Glomairah, you can cast speak with plants as a spell-like ability a number of times per day equal to 3 + your Charisma modifier and you gain an insight bonus on Diplomacy checks made to improve the attitude of plants and plant creatures equal to your binder level. In addition, once per pact you can cast commune with nature as a spell-like ability.
  • Tree Stride: You effortlessly step from tree to tree as a standard action, functioning as tree stride. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Green Glomairah affects you in the following ways.

  • Physical Sign: Your hair’s color matches the seasons, becoming vibrant green during the spring, deep green during the summer, flecked with orange, yellow, and red during the fall, and dead in the winter, causing it to fall out. When you activate one of Green Glomairah’s granted abilities, patches of moss grow across your skin.
  • Personality Influence: You are protective of animals and elements of nature. You must confront those who abuse nature and do everything in your power to change their actions.
  • Favored Ally: Plant (any)
  • Favored Enemy: Humanoid (hobgoblins)

Vestigial Bond (Companion)

You gain a sapling treantb1 companion, functioning as a treesinger druid’s plant companionARG. You possess a druid level equal to your binder level when determining your plant’s abilities. This granted ability replaces green steward.



Loathix: Lord of Linnorms

Loathix is the mythical father of linnorms who cursed his serpentine children with limitless hatred.

Summoning Rules

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

Spirit Level: 5th

Alignment: Chaotic Evil (CE)

Constellation: Dragon

Binding DC: 27

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

  • You destroy the skull of a chromatic dragon and a metallic dragon as Loathix manifests.
  • You sully the likeness of Everrona’s seal during Loathix’s ceremony. If you accept this totem, you cannot seal a pact with Everrona for 1 day or until Loathix leaves your soul.
  • Your hit point total is 0 or less when you seal your pact with Loathix.

Ceremony: You mix animal’s blood with pungent herbs and strip nude before outlining your body with the mixture.

Manifestation: The mixture seeps into your skin, burning your body like acid. Fissures open where the mixture made contact with your skin and a thick, black smoke pours from the wound, taking the form of a writhing serpent.


Major Granted Abilities

  • Tornado Breath: You unleash a gust of wind from your mouth, causing all targets in a 90-foot line to suffer 1d6 points of sonic damage per binder level you possess. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Creatures damaged by tornado breath must succeed on a Fortitude save or become permanently deafened.

Minor Granted Abilities

  • Death Curse: If you are slain while bound to Loathix, he unleashes a powerful curse upon your killer, causing it to suffer 1d4 points of Charisma drain each hour. This ability is a curse effect. A successful Will saving throw negates the drain, but the curse is permanent unless removed by remove curse or a more powerful effect. If a target is reduced to 0 Charisma by this curse, each hour it remains at 0 Charisma it must succeed on a Fortitude save or instantly die. If this ability kills a creature, you reincarnate (as the spell) atop its corpse. You are reincarnated as a koboldB1 if your pact with Loathix was a poor pact, or a wyvaranB4 if your pact was a good pact.
  • Father’s Form: While you are bound to Loathix, you are immune to sleep and paralysis effects, curse effects, mind-affecting abilities, and electricity damage. You must show Loathix’s sign in order to receive this benefit.
  • Knockback Breath: Whenever you use tornado breath, you can increase the number of rounds it is expended for by 1d4+1 in order to make a free trip attempt against all targets that the ability deals damage to, using your binder level + your Charisma modifier in place of your CMB.
  • Master of the Storm: You command either wind or storm alike as standard action, functioning as either call lightning or control wind. You must choose which spell this ability functions as each time you use it. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Loathix affects you in the following ways.

  • Physical Sign: Deep fissures run across your body like cracks and your blood transforms into black smoke. When you activate one of Loathix’s granted abilities, your smoky blood weeps out from these fissures.
  • Personality Influence: You loathe art and literature and destroy these things whenever you encounter them. You must attack true dragons you encounter before all other foes.
  • Favored Ally: Dragon (linnorms)
  • Favored Enemy: Dragon (chromatic or metallic)

Vestigial Bond (Companion)

You gain an allosaurusB2 as an animal companion. This animal companion has a breath attack that deals 1d4 points of sonic damage per 2 HD it possesses. After using its breath attack, it becomes expended for 5 rounds. You possess a druid level equal to your binder level when determining your allosaurus’s abilities. This granted ability replaces father’s form.



Mishpo: The Rightful Kobold

Constantly forced to scurry throughout the underbelly of civilized society, many a kobold has gained notoriety for his thieving skills, but few have been as renowned (or as loathed) as Mishpo.

Summoning Rules

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

Spirit Level: 5th

Alignment: Chaotic Neutral (CN)

Constellation: Thief

Binding DC: 23

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

  • You are able to dance alongside the Rightful Kobold as he manifests, requiring 10 ranks in Perform (dance).
  • You have stolen at least 5,000 gp of goods prior to sealing your pact with Mishpo without being reprimanded.
  • You sully the likeness of Goliath’s seal during Mishpo ceremony. If you accept this totem, you cannot seal a pact with Goliath for 1 day or until Mishpo leaves your soul.

Ceremony: You light a fire in the center of the seal and burn several palm-sized bags of fruit and spices.

Manifestation: A spectral kobold rises from the smoke of the fire and dances around the seal, yapping a hundred unlikely ways for you to restore his soul to life.


Major Granted Abilities

  • Freedom from Confinement: You move effortlessly past obstacles until the end of your turn as a swift action, functioning as freedom of movement. In addition to freedom of movement’s usual benefits, you can move through wood, stone, metal, or lead as though you were incorporeal. This movement is blocked by 1 foot of stone, an inch of metal, a thin sheet of lead, or 3 feet of wood. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: In addition to its standard benefits, your movement does not provoke attacks of opportunity while benefiting from freedom from confinement.

Minor Granted Abilities

  • Con Artist: While you are bound to Mishpo, you receive an insight bonus on Bluff and Sleight of Hand skill checks equal to half your binder level. When using Bluff or Sleight of Hand checks to generate gp or capital, this insight bonus equals your full binder level instead.
  • Master of Deception: After sealing your pact with Mishpo, select up to three 2nd-level or lower spells from the sorcerer/wizard spell list that belong to the conjuration, illusion, or transmutation schools. You can cast each of these spells twice per day as a spell-like ability.
  • Trap Knack: While you are bound to Mishpo, you can disarm magical traps as a rogue. In addition, you gain the benefits of Learn Ranger Trap. You are treated as a ranger with a level equal to your binder level for the purpose of this ability and you can set supernatural traps. You may use your Charisma bonus in place of your Wisdom bonus when determining the effects of your ranger traps.
  • Wink-Wink: You grant yourself a +10 circumstance bonus to one Bluff or Intimidate check that you make as a swift action. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Mishpo affects you in the following ways.

  • Physical Sign: Your voice becomes the high-pitched. Whenever you activate one of Mishpo’s granted abilities, your equipment sparkles like gemstone.
  • Personality Influence: You must lie, cheat, and steal whenever you can get away with it.
  • Favored Ally: Humanoid (kobolds)
  • Favored Enemy: Outsider (devils)

Vestigial Bond (Boon)

While you are bound to Mishpo, you gain the following spell-like abilities, each appearing as a spectral kobold hand: at will—mage hand; 3/day—magic missile, pilfering handUC, unseen servant. While mage hand is active, you also gain the benefits of the ranged legerdemain arcane trickster ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces master of deception.



Noble Marius: Psychic Vampire

Noble Marius is the titular character of a play called La Vampiro de la Mente, which is about a young man who was given psychic powers by his empress.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral Good (NG)

Constellation: Skull

Binding DC: 22

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

  • You have been possessed by another creature no more than 24 hours prior to performing Noble Marius’s ceremony.
  • You draw Noble Marius’s seal in the blood of someone of royal lineage.
  • You use an antique mirror during Noble Marius’s ceremony that is elaborately decorated with countless faces worth at least 5,000 gp.

Ceremony: You meditate within Noble Marius’s seal, using a mirror to search for the reflection of your shadow self.

Manifestation: The shadows around Noble Marius’s seal grow darker as a gaunt figure emerges from the mirror as murmuring echoes from the shadows around you.


Major Granted Abilities

  • Mind-Leeching Kiss: When you are grappling an opponent, you can use mind-leeching kiss when you maintain the grapple instead of dealing unarmed strike damage. The target’s mental facilities become impaired, functioning as feeblemind, and you gain a +4 insight bonus to either your Intelligence, Wisdom, or Charisma for 1 minute per binder level you possess. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A creature that succeeds on its Will save against mind-leeching kiss suffers a –4 penalty to its Intelligence, Wisdom, and Charisma for 1 day.

Minor Granted Abilities

  • Noble Guise: While you are bound to Noble Marius, you gain an insight bonus on Bluff, Disguise, and Knowledge (nobility) equal to half your binder level.
  • Read Psychic Residue: While you are bound to Noble Marius, you can spend 10 minutes meditating in order to create a temporal sensor at a specific point in time within the past 100 years, otherwise functioning as clairaudience/clairvoyance. The chance for the temporal sensor to be placed at the correct point in time is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, the sensor shows you information at a different, random point in time instead; you know this ability failed unless specific magic yielding false information is at work This sensor is rooted at your precise location when you use this ability. You watch all events at the chosen time and place occur in real time. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Additionally, for every 2 levels beyond 11th that you possess, increase the number of years in the past that your temporal sensor can view by 100, to a maximum of 600 years ago.
  • Telekinesis: While you are bound to Noble Marius, you can cast telekinesis as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Vampire’s Embrace: While you are bound to Noble Marius, your grapple attempts do not provoke attacks of opportunity and you can use your binder level in place of your base attack bonus when calculating your CMB when making grapple attempts and your CMD when opposing grapple attempts.

Signs and Influence

Noble Marius affects you in the following ways.

  • Physical Sign: A thumb-sized crimson circle appears on your forehead. When you activate one of Noble Marius’s granted abilities, the circle oozes blood down your face.
  • Personality Influence: You are jittery and prone to panic attacks. You must avoid all but the blandest food and drink.
  • Favored Ally: Humanoid (psychics), Undead (psychics)
  • Favored Enemy: Any (evil incorporeal creatures)

Vestigial Bond (Boon)

While you are bound to Noble Marius, you gain the ability to cast telepathic bond as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces telekinesis.



Omlan Atlan: Father Soul Weaver

Omlan Atlan is remembered as the father of modern binding. His work on clone theory and mental reformation were among the most influential arcane discoveries of his time.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral (N)

Constellation: Mage

Binding DC: 23

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

  • You have heterosexual intercourse within Omlan Atlan’s seal before performing his ceremony.
  • You perform Omlan Atlan’s ceremony while under the effects of disguise self or alter self.
  • You destroy 5,000 gp of material components or foci for arcane spells during Omlan Atlan’s ceremony.

Ceremony: You study from a wizard’s spellbook as though you were preparing arcane spells.

Manifestation: Globes of ectoplasm erupt from the seal and cling to your body, slowly peeling away to reveal a mold of your form. Ectoplasm quickly fills this mold, creating a duplicate of you with Omlan Atlan’s voice.


Major Granted Abilities

  • Doppelspell: You create a duplicate of yourself as part of a 1 hour ritual, functioning as lesser simulacrumUM. This simulacrum gains a +10 racial bonus on Disguise checks to appear as you. When reduced to 0 hit points, it dissolves into ectoplasm. You may only possess one simulacrum at a time; creating a new one with this ability causes the previous one to dissolve into ectoplasm. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: You can use doppelspell as a full-round action instead of its usual activation time, but the resulting simulacrum dissolves into ectoplasm after 4 rounds.

Minor Granted Abilities

  • Blessing of Omlan: While you are bound to Omlan Atlan, you can grant an arcane spellcaster an insight bonus on the next concentration check that it makes before the start of your next turn equal to half your binder level as a standard action.
  • Fabrication: While you are bound to Omlan Atlan, you can cast fabricate as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Lore of Omlan: While you are bound to Omlan Atlan, you gain an insight bonus on Knowledge (arcana), Knowledge (planes), Spellcraft, and Use Magic Device checks equal to half your binder level. In addition, if you are able to cast spells, you gain the benefits of Eschew Materials.
  • Occult Reformation: You put a target in a trance that lasts 8 hours as a full-round action. While in this trance, the target can rapidly retrain its abilities, allowing the character to perform eight days’ worth of retraining in a single day of downtimeUCP. This ability does not reduce the gp cost of this downtime, which is spent on special reagents that allow this trance to function.

Signs and Influence

Omlan Atlan affects you in the following ways.

  • Physical Sign: Your pupils and blood vessels rearrange themselves into the likeness of Omlan Atlan’s seal. When you activate one of Omlan Atlan’s granted abilities, this pattern glows with pale blue light through your skin.
  • Personality Influence: You are obsessed with gathering eldritch data and interview every arcane spellcaster you happen across, taking careful notes and asking personal, somewhat invasive questions as you do. You must attempt to identify any arcane or pactmaking creatures, abilities, or items that you witness or discover during your travels.
  • Favored Ally: Any (characters who can bind spirits and cast arcane spells)
  • Favored Enemy: Any (characters who worship a deity)

Vestigial Bond (Companion)

While you are bound to Omlan Atlan, any simulacrum that you create using doppelspell is treated as your vestigial companion for all purposes. This granted ability replaces fabrication.



Pavatu: Child of the Wind

In an age long past the benevolent lords of the elemental planes and their kin were cast into the Plane of Void by wicked beings save for a single son of the Elemental Lord of Air, who was never found.

Summoning Rules

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

Spirit Level: 5th

Alignment: Chaotic Neutral (CN)

Constellation: Seer

Binding DC: 23

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

  • You are able to speak Auran and perform Pavatu’s ceremony entirely in this language.
  • You are as agile as the wind, requiring 10 ranks in either Acrobatics, Escape Artist, or Fly.
  • You or your spouse is pregnant. If using your spouse to meet this requirement, she must be present within the seal during Pavatu’s manifestation.

Ceremony: You meditate and listen to the wind blow.

Manifestation: Faint whispers of Pavatu’s voice dance on the breeze, telling you the story of his father, Aura.


Major Granted Abilities

  • Rebuking Gale: As an immediate action, you rebuke enemy attacks by making an Acrobatics, Escape Artist, or Fly skill check and use the result as your AC and touch AC until the end of the turn. You cannot use this ability while you are flanked or denied your Dexterity bonus to AC. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use rebuking gale to allow one ally within 30 feet to use your skill check result as its AC and touch AC until the end of the turn.

Minor Granted Abilities

  • Leap with the Wind: While you are bound to Pavatu, when you make an Acrobatics check to reduce the amount of falling damage you take, you ignore an additional 10 feet of falling damage.
  • Gale Form: You transform into an air elemental, functioning as elemental body II. At 14th level, this ability functions as elemental body III instead and at 18th level it functions as elemental body IV. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
  • Tongue of the Wind: While you are bound to Pavatu, you can cast sending as a spell-like ability a number of times per day equal to 3 + your binder level. You cannot use this ability to send messages to places without wind or air.
  • Vanishing Breeze: While you are bound to Pavatu, you gain the benefits of Wind Stance. At 15th level, you also gain the benefits of Lightning Stance. Furthermore, whenever you take two actions to move or a withdraw action in a turn, you can become invisible until the start of your next turn as a swift action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Pavatu affects you in the following ways.

  • Physical Sign: You cannot control the volume of your voice. When you activate one of Pavatu’s granted abilities, small cyclones form around your body.
  • Personality Influence: You remain as silent as possible and refuse to allow anything to restrain your movement. You must hide from anyone that you have not been formally introduced to.
  • Favored Ally: Outsider (good elementals)
  • Favored Enemy: Outsider (evil elementals)

Vestigial Bond (Companion)

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



Rattenkönig: The Seething Swarm

Rattenkönig desired to corrupt and command all those who could usurp his rule, but ultimately his paranoia and ambition were his undoing.

Summoning Rules

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

Spirit Level: 5th

Alignment: Neutral Evil (NE)

Constellation: Starless

Binding DC: 28

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

  • You are a ratfolk or are afflicted with filth fever when you perform Rattenkönig’s ceremony.
  • You draw Rattenkönig’s seal in a dump, a sewer, or a similarly unsanitary location.
  • The blood used in Rattenkönig’s ceremony comes from a dire rat, a rat king, a rat swarm, or a ratfolk.

Ceremony: You mix a paste of blood, dirt, and feces together, strip naked, and cover every patch of skin and touch of hair on your body with it.

Manifestation: Thousands of rats pour from the seal’s markings and throw themselves onto your body. When your body is covered, they speak together in a conjoined voice.


Major Granted Abilities

  • Body of Rattenkönig: You collapse your body into a swarm of rats as a standard action. This functions as though you had cast beast shape III on yourself to transform into a rat, except you have a reach of 0 feet and a 10-foot space, possess all of the standard swarm traits, and have no attacks, extraordinary abilities, spell-like abilities, or supernatural abilities except for a swarm attack that deals 2d6 points of damage. The damage of your swam attack increases by 1d6 at 9th level and every 4 levels thereafter. While transformed, you are treated as a swarm with a hive mind (your mind). Your transformation lasts indefinitely, though you can return to your true form as a standard action. You immediately return to your true form if reduced to 0 or fewer hit points. After using this ability, it becomes expended while you are transformed and for 5 rounds afterwards.
  • Capstone Empowerment: When using Body of Rattenkönig, you can return to your true form as a move action instead of a standard action.

Minor Granted Abilities

  • Disgustingly Tolerant: While you are bound to Rattenkönig, you gain an insight bonus on saves against effects that cause the sickened or nauseated condition equal to half your binder level.
  • Fusion: You permanently fuse the corpse of a dead creature of your type into your body as a full-round action, destroying it and causing you to gain a +2 alchemical bonus to one ability score of your choice for 1 hour and heal a number of hit points equal to the creature’s CR. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Rat Senses: While you are bound to Rattenkönig, you gain darkvision out 30 feet and scent. If you already possess darkvision, increase the range of your darkvision by 30 feet. If you already possess scent, double the distance that you can detect familiar scents.
  • Rattenkönig Tactics: While you are bound to Rattenkönig, you gain the benefits of the solo tactics class feature, as an inquisitor, and you can share the space with up to one ally of the same size or larger. If you and an ally who shares your space attack the same foe with a melee attack, you are considered to be flanking your target as if you were in opposite squares.

Signs and Influence

Rattenkönig affects you in the following ways.

  • Physical Sign: You grow a worm-like tail and ratlike characteristics. When you activate one of Rattenkönig’s granted abilities, dozens of red eyes peer out of your shadow.
  • Personality Influence: You are obsessed with being the best at everything you do. You refuse to share anything with others.
  • Favored Ally: Animal (rats), Humanoid (ratfolk)
  • Favored Enemy: Any (characters who worship a deity)

Vestigial Bond (Companion)

You gain a dire ratB1 as an animal companion. You possess a druid level equal to your binder level when determining your dire rat’s abilities. This granted ability replaces fusion.



Tentacles of Dagon: Lord of Sea Fiends

The Tentacles of Dagon are a mysterious spirit believed to somehow connect a demon lord and a mysterious entity known as ‘That which Invades.’

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Tentacles of Dagon.

Spirit Level: 5th

Alignment: Chaotic Evil (CE)

Constellation: Dark Beyond

Binding DC: 25

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

  • You are a strong, experienced swimmer, requiring 10 ranks in Swim or a swim speed.
  • You utter Dagon’s qlippoth name during his manifestation, requiring 10 ranks in Knowledge (planes).
  • You draw Dagon’s seal within sight of a lake or ocean.

Ceremony: You cook the tentacle of a squid or octopus within Dagon’s seal and eat it.

Manifestation: The tentacle springs to life in your mouth and writhes in pain, cursing at you. As you swallow it, the Tentacles of Dagon’s irritated voice rises up from your belly.


Major Granted Abilities

  • Delay Harm: When you are targeted by an attack, spell, or harmful effect you can distort time as an immediate action, delaying the onset of that attack, spell, or harmful effect for 1 round. Delay harm delays all aspects of this effect: damage is not dealt to you, disease and poison does not begin its onset, and spell effects do not affect you, including death effects. If the delayed effect targets multiple creatures, its effects are only delayed for you. Effects that reduce the amount of damage that is dealt to you (such as damage reduction) are applied before using this ability; after delay harm ends, the effect cannot be dispelled, delayed by another ability, or otherwise prevented. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The onset of an effect that has been delayed by delay harm does not occur for 1d4 rounds instead of 1 round.

Minor Granted Abilities

  • Body of Dagon: You transform into an anthropomorphic kraken as a standard action, gaining a +4 bonus to your Strength, a –2 penalty to your Dexterity, a 30-foot swim speed, and two tentacle attacks that deal 1d8 points of damage (or 1d6 points if you are Small). While transformed in this manner, you cannot hold objects or wield weapons with your hands. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You must show Tentacles of Dagon’s sign in order to receive this benefit.
  • Child of the Deeps: While you are bound to Tentacles of Dagon, you gain an insight bonus on Swim checks equal to half your binder level and can breathe water as easily as air if it does not possess the aquatic subtype.
  • Dagon Knows: While you are bound to Tentacles of Dagon, you can cast divination a number of times per day equal to 3 + your binder level. Increase the chance of divination failing by 50% if you are one of Tentacles of Dagon’s favored enemies. If you are one of Tentacles of Dagon’s favored allies, however, divination has a 100% chance of success.
  • Whispers of Dagon: While you are bound to Tentacles of Dagon, you can make Knowledge checks untrained and gain an insight bonus on Knowledge and Sense Motive checks equal to half your binder level.

Signs and Influence

The Tentacles of Dagon affect you in the following ways.

  • Physical Sign: Your skin turns an oceanic shadow of blue green. When you activate one of Dagon’s granted abilities, small tentacles sprout up across your skin.
  • Personality Influence: You ask inappropriate questions to new people. You must enter any ocean or lake you visit.
  • Favored Ally: Aberration (any)
  • Favored Enemy: Animal (any), Humanoid (any)

Vestigial Bond (Companion)

You gain a zombieB1 human cohort with a number of class levels in the warrior NPC class levels equal to your binder level –4. You can issue commands to the zombie as if using command undead. This granted ability replaces body of Dagon.



Teu and Lae: Clash of Paradox

Teu and Lae were servants of the gods until a vile pactmaker used his powers to set them on a path of destruction.

Summoning Rules

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

Spirit Level: 5th

Alignment: Lawful Good (LG)

Constellation: Angel

Binding DC: 28

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

  • You skillfully play a vulpinal melody during Teu and Lae’s manifestation, requiring 10 ranks in Perform (wind instruments).
  • You are Good-aligned or shred a scroll of planar binding during Teu and Lae’s manifestation.
  • You perform Teu and Lae’s ceremony under the shade of a willow tree.

Ceremony: You carve wooden effigies of a fox and a dog, place them in the center of Teu and Lae’s seal and pray to them.

Manifestation: The effigies spring to life as the dog chases the fox around the seal’s border. The effigies slowly become life-sized, at which point they greet you without slowing down.


Major Granted Abilities

  • Eternal Chase: You evoke the powers of Teu and Lae’s eternal chase as a move action. The effects of eternal chase differ depending upon whether you are bound to Teu or Lae, as noted below. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds.
    • Teu: You immediately switch places with one target within 60 feet. If you were entangled or grappled when you used eternal chase your target gains those conditions. An unwilling target can negate this effect with a Will save.
    • Lae: You teleport up to 30 feet. If you teleport into a square that is adjacent to a creature, you can create a chain of force to attempt to capture that creature as a swift action, functioning as chains of perditionUC.
  • Capstone Empowerment: At the end of a turn in which you used eternal chase, you may switch whether you are bound to Teu or Lae as a free action.

Minor Granted Abilities

  • Agathion Blessing: You heal wounds with a touch, functioning as a paladin’s lay on hands with a level equal to half your binder level. You can use this ability a number of times per day equal to your Charisma modifier. If you possess lay on hands as a class feature, paladin levels stack up to your character level when determining the effects of your lay on hands.
  • Bind Paradox: After sealing a pact with Teu and Lae, you must choose whether your pact is with Teu or Lae. While you are bound to Teu, add your Intelligence bonus on initiative checks and Reflex saves as an insight bonus. While you are bound to Lae, you can transform into any canine creature at will as a standard action, functioning as beast shape III.
  • Celestial Pounce: While you are bound to Teu and Lae, you may make a full attack as a standard action during any turn that you use eternal chase.
  • Truespeech: While you are bound to Teu and Lae, you can speak to any creature that has a language, functioning as tongues.

Signs and Influence

Teu and Lae affect you in the following ways.

  • Physical Sign: Your legs become digitigrade and your body takes on canine aspects (a fox for Teu or a dog for Lae). When you activate one of Teu or Lae’s granted abilities, the likeness of the agathion who you are bound to overshadows yours briefly.
  • Personality Influence: You pay close attention to every sound that you hear. You must use the run action instead of a double move when you wish to move faster than your speed during a round.
  • Favored Ally: Outsider (agathions and archons)
  • Favored Enemy: Humanoid (any Evil)

Vestigial Bond (Companion)

You gain a dogB1 as an animal companion. This animal appears as a fox if you are bound to Teu or a blood hound if you are bound to Lae. You possess a druid level equal to your binder level when determining your dog’s abilities. This granted ability replaces agathion blessings.



Triteia: The Little Triton

The daughter of a demigod of the sea, Triteia lusted after a mortal man and lost her soul to a sea witch when he didn’t return her affections.

Summoning Rules

The following describes the requirements and rituals for binding Triteia.

Spirit Level: 5th

Alignment: Neutral Good (NG)

Constellation: Starless

Binding DC: 19

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

  • Triteia’s seal is drawn within 30 feet of a undersea settlement.
  • The artifacts used in Triteia’s ceremony are worth 10,000 gp or more combined.
  • Your perform during Triteia’s ceremony is a masterful conch shell solo, requiring at least 10 ranks in Perform (horn).
  • Ceremony: You line Triteia’s seal with mundane human artifacts of all shapes, colors, and sizes before calling out to her by performing a traditional triton song.
  • Manifestation: Triteia’s seal begins to fill with water as you perform. The water changes your body so you can continue to perform in this environment, granting you gills and a powerful tail. When the seal is full, Triteia swims into view to accompany you before the pactmaking process begins.

Major Granted Abilities

  • Sonic Note: As a standard action, you perform a high-pitched note that batters all creatures and objects within a 30-foot radius with a sonic blast. Creatures within this area take 1d6 points of sonic damage per binder level you possess. A successful Fortitude save reduces the damage by half. After using this granted ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Creatures that fail their Fortitude save against sonic note are stunned for 1 round.

Minor Granted Abilities

  • Part of My World: While you are bound to Triteia, you can cast merfolk transformation† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Sea God’s Daughter: While you are bound to Triteia, you can cast any spell on the Water domain’s list of domain spells whose spell level is equal to or less than your maximum spirit level as a spell-like ability. You can cast a total number of Water domain spell-like abilities each day equal to 3 + your Charisma modifier.
  • Trumpet of the Sea: While you are bound to Triteia, you gain an insight bonus on Perform (horn) skill checks equal to half your binder level. In addition, you can cast any spell on the aquatic bloodline’s list of bloodline spellsapg whose spell level is equal to or less than your maximum spirit level as a spelllike ability. You can cast a total number of aquatic bloodline spell-like abilities each day equal to 3 + your Charisma modifier. In order to cast these spell-like abilities, you must provide a material component (a conch shell, horn, or trumpet) and somatic and verbal components (playing the instrument).
  • Voice of the Sea: While you are bound to Triteia, you gain constant speak with animals and tongues effects as spell-like abilities, but only to communicate with creatures that possess the aquatic or amphibious subtypes. In addition, you gain an insight bonus on Diplomacy checks made to improve the attitude of aquatic creatures equal to half your binder level.

Signs and Influence

Triteia affects you in the following ways.

  • Physical Sign: Your body becomes covered with barnacles. When you activate one of Triteia’s granted abilities, each of these barnacles begins to sing a cheerful melody, regardless of whether they are alive or dead.
  • Personality Influence: You are fascinated with everything to do with humans, including their culture and anatomy. You must strive to fully experience every human and human settlement that you encounter and must make acquiring such experiences your top priority.
  • Favored Ally: Humanoid (human)
  • Favored Enemy: Any (creatures with the hex class feature)

Vestigial Bond (Boon)

When you seal your pact with Triteia, select one 0 Hit Die humanoid creature that does not have the aquatic or amphibious subtype. You gain the change shape ability and can use it to assume the form of a specific humanoid of the selected race with the same sex as you. This ability replaces part of my world.



Vodavox: The Hive Mind

Vodavox is a puzzling spirit who is able to command hosts of insects with his supernatural powers. Some believe that Vodavox is a prophetic agent of destruction who will one day plunge the cosmos into chaos.

Summoning Rules

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

Spirit Level: 5th

Alignment: Lawful Evil (LE)

Constellation: Beast

Binding DC: 25

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

  • You are a drow, an insectoid creature, can lay eggs, or can read minds without using a pact spirit’s granted abilities.
  • You please Vodavox’s drow mind with new lore, requiring 10 ranks in Knowledge (arcana) or his insectoid mind with its favored dish, requiring 10 ranks in Knowledge (nature).
  • You dine on the flesh of a creature of the same race as you during Vodavox’s ceremony.

Ceremony: You sit cross-legged within Vodavox’s seal and place an unhatched egg between your legs before meditating.

Manifestation: The egg rocks back and forth, slowly at first but growing faster and faster. Suddenly the egg splits open as an insectoid apparition crawls out from it with a drow-like head and a wasp-like body as it psychically fills your mind with insectoid chattering and promises of power and riches.


Major Granted Abilities

  • Phrenic Blast: You unleash a telepathic burst of energy as a standard action, causing 1d6 points of untyped damage per binder level you possess to all targets within a 30-foot cone-shaped burst. A successful Will saving throw reduces the damage by half. This ability is a mind-affecting effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: All targets that are damaged by phrenic blast must succeed on a Will save or become dazed for 1 round.

Minor Granted Abilities

  • Aberrant Mind: While you are bound to Vodavox, you gain a +4 bonus on saving throws against mind-affecting abilities.
  • Enhanced Body: While you are bound to Vodavox, you gain an insight bonus on Escape Artist and Perception checks equal to half your binder level and your carrying capacity is tripled. You must show Vodavox’s sign in order to receive this benefit.
  • Insectoid Body: You transform into an insectoid creature as a standard action, gaining a 30-foot fly speed (average), a +4 natural armor bonus to AC, a sting attack that deals 1d6 points of damage (or 1d4 if Small), and spell resistance equal to 13 + your binder level. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You must show Vodavox’s sign in order to receive this benefit.
  • Mind Link: While you are bound to Vodavox, you can cast telepathic bond as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Vodavox affects you in the following ways.

  • Physical Sign: Your hair, lips, skin or scales, and genitalia slough off. In their place, you gain insectoid eyes and chitin across your body; the color is indicative of your personality and changes with your mood; blood red for anger, dark blue for sorrow, forest green for contentment, and black for all others. When you activate one of Vodavox’s granted abilities, a swarm of harmless gnats surrounds you like a cloud of smog.
  • Personality Influence: You are violent when hungry or threatened by another. You must never show empathy; it is an alien emotion to Vodavox.
  • Favored Ally: Vermin (any) and Any (creatures with psychic powers)
  • Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

You gain a giant wasp vermin companionUM. You possess a druid level equal to your binder level when determining your wasp’s abilities. This granted ability replaces insectoid body.

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