6th Level Spirits
Table of Contents

Alrik of Malkeborne: Albino Prince of Chaos

Alrik of Malkeborne was a notorious prince of an ancient empire before its ruin. It is said that Alrik changed on the day of his coordination when he inherited his sword from his father.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Alrik of Malkeborne.

Spirit Level: 6th

Alignment: Chaotic Evil (CE)

Constellation: Fiend

Binding DC: 25

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

  • You were born albino or paint your skin white.
  • You draw Alrik of Malkeborne’s seal in an area where you have killed someone that you have also made love to.
  • You write an epic about Alrik of Malkeborne and scribe it into the seal, requiring 12 ranks in Linguistics and the ability to write in Abyssal.

Ceremony: You cut thin slits down your wrists and pour your blood onto Alrik of Malkeborne’s seal. This causes 1 point of hit point damage to you per binder level you possess.

Manifestation: Your mind is overwhelmed with a dozen contradicting thoughts, from picking roses to building empires as well as a dozen moods and emotions. Alrik of Malkeborne manifests within these thoughts, guiding you towards acts of ruthless cruelty towards others as you seal your pact with him.


Major Granted Abilities

  • Ruinous Strike: You make a ruinous strike with a melee or ranged weapon that you currently wield as a standard action. If your attack hits, it deals 1d6 points of additional damage per 2 binder levels you possess. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If the target is slain by ruinous strike, its soul is utterly destroyed and cannot be raised from the dead except by divine intervention.

Minor Granted Abilities

  • Aura of Disaster: While you are bound to Alrik of Malkeborne, all creatures within 10 feet of you become sickened. A successful Fortitude save negates this penalty for 1 day. You must show Alrik of Malkeborne’s sign in order to receive this benefit.
  • Chaos Blade: While you are bound to Alrik of Malkeborne, you are proficient with the bastard sword and any bastard sword that you wield gains the anarchic special weapon ability.
  • Effortless Armor: While you are bound to Alrik of Malkeborne, medium armor does not reduce your speed and your armor check penalty is reduced by 1. This armor check penalty reduction increases by 1 for every 5 binder levels you possess.
  • Torturer’s Lore: While you are bound to Alrik of Malkeborne, you gain an insight bonus on Heal and Knowledge (nature) checks equal to half your binder level. In addition, you can use bleed and stabilize at will as spell-like abilities.

Signs and Influence

Alrik of Malkeborne affects you in the following ways.

  • Physical Sign: Your body loses its pigmentation, transforming you into an albino. When you activate one of Alrik of Malkeborne’s granted abilities, your skin becomes completely transparent.
  • Personality Influence: You are moody and unpredictably change moods without provocation. You must desecrate any holy shrines or sites that you happen upon in the most disrespectful way possible.
  • Favored Ally: Constructs (any), Fey (any), and Humanoid (giants, gillmen, and goblinoids)
  • Favored Enemy: Outsiders (celestial or fiendish races)

Vestigial Bond (Boon)

While you are bound to Alrik of Malkeborne, you gain insight on the livelihood of your allies and enemies, allowing you to use deathwatch and status as spell-like abilities at will. Furthermore, you cannot be rendered flat-footed or flanked by enemies that you have successfully identified with status. This granted ability replaces aura of disaster.



Damian Darkstar: Prisoner of the Void

A pioneer trapped in an endless void, astromancers have heard Damian of the Darkstar’s haunting cries echo throughout the Dark Beyond.

Summoning Rules

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

Spirit Level: 6th

Alignment: Neutral (N)

Constellation: Dark Beyond

Binding DC: 26

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

  • You perform Damian Darkstar’s ceremony in a lightless place or beneath a starry night sky.
  • Damian Darkstar’s seal is drawn in a place no larger than 5 cubic feet.
  • You hold your breath during Damian Darkstar’s ceremony and as he manifests into your seal.

Ceremony: You burn a black wax candle and dip a length of rope into its wick before setting the rope ablaze.

Manifestation: Damian Darkstar’s Mayday message echoes throughout the seal, softly at first but growing louder until it rings at an unbearable volume. The message suddenly stops, ushering in dead silence as the pact begins.


Major Granted Abilities

  • Breathless Wake: You create a 20-foot vacuum anywhere within 100 feet of you that you can see as a standard action. Creatures within this area suffer 3d6 points of damage, resulting from body decompression, and begin suffocating, functioning as suffocation. The damage occurs each time a creature enters this area, but not if it spends multiple rounds within the vacuum. Creatures who enter this area can hold their breath to thwart the suffocation effect, but not creatures within breathless wake’s area when the ability is used. In addition, breathless wake suppresses all sound and sonic effects within its area, functioning as silence. This effect lasts for 1d4+1 rounds. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can move the bubble created by breathless wake up to 20 feet per turn as a move action.

Minor Granted Abilities

  • One with the Dark Beyond: While you are bound to Damian Darkstar, you are protected from planar hazards, functioning as a constant life bubbleAPG effect.
  • Reverse Gravity: You wreck havoc upon a planet’s gravity in a localized area as a full-round action, functioning as reverse gravity. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.
  • Starflight: While you are bound to Damian Darkstar, you gain a fly speed of 60 feet (perfect) and can fly through the void of outer space at incredible speeds. Although travel times vary, a trip within a single solar system normally takes 3d20 months while a trip beyond normally takes 3d20 years or more. Damian lulls you into a deep hibernation while traveling in this manner–you do not age during a starflight and time spent in hibernation does not count against the duration of your pact with Damian Darkstar.
  • Weightless Zone: You nullify gravity in a small area around you as a standard action, allowing you to manipulate objects and creatures within 20 feet. This ability functions as levitate for allies and objects and hostile levitationUC for unwilling targets.

Signs and Influence

Damian Darkstar affects you in the following ways.

  • Physical Sign: Each breath that you exhale transforms into black mist that wafts around you like smoke before returning to its natural state. When you activate one of Damian Darkstar’s granted abilities, your voice becomes garbled.
  • Personality Influence: You cling desperately to the companionship of your friends and allies. You must repeat any action you perform out of combat seven times.
  • Favored Ally: Any (creatures with ranks in Profession [driver] or a similar vehicular skill)
  • Favored Enemy: Any (thieves, especially pirates)

Vestigial Bond (Companion)

You gain a void worm as a familiar, functioning as a viperB1. A void worm is immune to the effects of a vacuum and possesses a 60 foot fly speed (perfect). You possess a wizard level equal to your binder level when determining your familiar’s abilities. This granted ability replaces reverse gravity.



Death Howls: Knights of the Ghostlands

The spirit Death Howls is comprised of every gnoll ancestor who ever died protecting his family and his tribe.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Neutral (CN)

Constellation: Beast

Binding DC: 25

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

  • You draw Death Howls’s seal outdoors upon a bed of snow.
  • You perfectly cover all tracks within 30 feet of Death Howls’ seal, requiring 12 ranks in Survival.
  • You are a gnoll or write the letter required by Death Howls’s ceremony in Gnoll.

Ceremony: While within Death Howls’s seal, you write a farewell letter to your loved ones and seal it using wax mixed with your tears, imprinting it with Death Howls’s seal.

Manifestation: Wind and ice howl around you, ripping the letter from your hand and covering you in rime. Feral growls echo across the seal as thirteen gnoll specters surround the seal, each murmuring to one another with low growls.


Major Granted Abilities

  • Ghost Strike: You transform one weapon or natural attack that are wielding into a quasi-material item, allowing it to deal full damage to incorporeal targets as though it had the ghost touch weapon ability. If your target is corporeal, resolve the weapon’s attacks against the target’s touch AC instead of its AC. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If you use ghost strike as part of an attack action, your attack deals 1d6 points of additional untyped damage per 5 binder levels you possess. This damage is not multiplied on a critical hit.

Minor Granted Abilities

  • Ether Sight: While you are bound to Death Howls, you can use see invisibility as a spell-like 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.
  • Etheric Step: While bound to Death Howls, you gain a pool of etheric points with a number of points equal to your binder level. As a standard action, you can spend 1 point from your etheric pool in order to rapidly phase back and forth between the Material Plane and the Ethereal Plane for 1 minute, functioning as blink. At 15th level, you may spend 1 point from your etheric pool to phase fully into the Ethereal Plane for 1 round, functioning as ethereal jaunt. Maintaining either of these effects is a free action.
  • Untouched by Cold: While you are bound to Death Howls, you gain a constant endure elements effect against the effects of cold weather and cold resistance equal to your binder level.
  • Wisdom of the Elders: You grant one ally within 30 feet a bit of ancestral wisdom as an immediate action, allowing your target to reroll any d20 he or she has rolled with a +2 insight bonus. The new result must be accepted, even if it is worse. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Death Howls affects you in the following ways.

  • Physical Sign: You possess dark, sleepless circles under your eyes and a thin, gaunt frame from which your bones are visible. When you activate one of Death Howls’s granted abilities, a thin coat of rime covers your body and equipment regardless of the current temperature or climate.
  • Personality Influence: You only wear enough clothing to cover your genitals. You refuse to wear anything that covers your feet or ears.
  • Favored Ally: Humanoid (gnolls and humans)
  • Favored Enemy: Monstrous Humanoid (any)

Vestigial Bond (Companion)

You gain an gnollB1 cohort. This character’s level equals your binder level –2 and possesses all of its levels in the warrior NPC class. This granted ability replaces wisdom of the elders.



Demos Kalagos: Sworn Enemy of Time

According to myth, Demos Kalagos was a trickster who tricked time itself and vanished from reality as a result.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Neutral (CN)

Constellation: Thief

Binding DC: 27

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

  • You are a gnome, a kobold, or you have great knowledge of puzzles, requiring 12 ranks in Disable Device.
  • You can read even the most archaic of spells, requiring 12 ranks in Knowledge (arcana).
  • You place an item worth at least 2,500 gp that you have stolen within Demos Kalagos’s seal.

Ceremony: You perform the ritual to summon a bythos aeon backwards.

Manifestation: Your soul is evicted from your body. As you hover above your seal like a ghost, you watch your body perform Demos Kalagos’s ritual at every stage of life: toddler, child, adolescent, adult, middle age, and elder.


Major Granted Abilities

  • Time Trick: You can fool time as a standard action, allowing you to undo one target’s previous round. This target must be within 30 feet of you when you use this ability. Time trick resets the target so that all actions it took are undone; spells cast are returned to the caster’s memory, limited-use items and abilities have their uses restored, damage dealt to other creatures is restored, and so on. Actions taken by creatures other than the target are unaffected. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The target is also affected as maze if it fails its saving throw against time trick. The duration of this maze is 1d4 rounds. Creatures immune to maze (such as minotaurs) are not immune to this effect.

Minor Granted Abilities

  • Borrow Time: While you are bound to Demos Kalagos, you can take two swift actions, two immediate actions, or one swift and one immediate action during a round. If you do so, you cannot take any swift or immediate actions during the following round.
  • Magic Tricks: While you are bound to Demos Kalagos, you gain an insight bonus on Disable Device and Sleight of Hand checks equal to half your binder level and can cast prestidigitation and mage hand as spell-like abilities at will. In addition, you can disarm magical traps.
  • Create Trap: When you seal your pact with Demos Kalagos, select 1 ranger trapum. You can create the selected trap as a full-round action and set it anywhere within 30 feet of you. All traps created by create trap are supernatural traps. If this trap is placed in the same space as a creature, it immediately activates. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Resist Space and Time: While you are bound to Demos Kalagos, you are immune to aging effects and the slow spell and you gain a +4 bonus on saving throws against teleportation effects.

Signs and Influence

Demos Kalagos affects you in the following ways.

  • Physical Sign: You randomly appear older or younger, as determined by the GM. When you activate one of Demos Kalagos’s granted abilities, this modification reverses.
  • Personality Influence: You are mercurial. You must argue with anyone who suggests an idea to you.
  • Favored Ally: Any (creatures able to cast illusion spells)
  • Favored Enemy: Any (creatures able to use time travel or teleportation abilities.)

Vestigial Bond (Boon)

While you are bound to Demos Kalagos, you can cast haste or slow as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 15th level, you can also cast alter age as a spell-like ability once per day. At 20th level, you can also cast time stop as a spell-like ability once per day. This granted ability replaces borrow time.



Everrona: Goddess of the Earth

Everrona was a draconal empyreal lord of childbirth with a large following throughout the mortal realm.

Summoning Rules

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

Spirit Level: 6th

Alignment: Neutral Good (NG)

Constellation: Tree

Binding DC: 25

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

  • You are female or bring a dragon whelp to partake in Everrona’s ceremony and witness her manifestation.
  • You are a drow or you perfectly dress as one, requiring 12 ranks in Disguise.
  • You learn the names of Everrona’s three children and offer a sacrifice honoring each during Everrona’s ceremony.

Ceremony: You paint runes representing each of the mortal races onto a handful of seeds and swallow all of them at once except for the one marked “drow,” which you plant in a small handful of dirt placed at the center of Everrona’s seal.

Manifestation: The seedling starts to grow rapidly as a massive anthropomorphic dragon appears before you cradling a clutch of eggs like an infant.


Major Granted Abilities

  • Drain Experience: You remove a creature’s adult experiences with a touch as a standard action. If you succeed on a melee touch attack, the target gains one negative level. A successful Will save negates this effect. If a creature’s negative levels equal or exceed its total Hit Dice, it dies and is reborn as an infant of its race that appears as the slain creature did at that age. This ability is an aging effect. Nonliving creatures and creatures that do not discernibly age (such as oozes) are immune to the negative levels bestowed by drain experience. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Drain experience causes 1d4 negative levels with a successful melee touch attack.

Minor Granted Abilities

  • Childhood Form: You gain the ability to cast greater flames of youth† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Unlike greater flames of youth, you cannot target nonliving creatures such as constructs or undead with this spell-like ability.
  • Cycle of Growth: You cause plants to grow and wither at will as a standard action, functioning as either plant growth or diminish plants. You must choose which spell this ability functions as each time you use it.
  • Entombment: You seal an opponent beneath the earth, functioning as imprisonment except this ability has a duration of 1 round per binder level and your knowledge about the target does not impact entombment’s save DC. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Second Childhood: While you are bound to Everrona, your age shifts so that you are either a youth or a maiden, functioning as a constant youthful appearanceUC effect. In addition, you can speak with any creature younger than Adult that has a language, functioning as tongues. You must show Everrona’s sign in order to receive this benefit.

Signs and Influence

Everrona affects you in the following ways.

  • Physical Sign: Leaves and draconic scales sprout across your neck and torso; these scales are colored based upon your alignment, and appear metallic if you are good, chromatic if you are evil, or reptillian if you are neutral. When you activate one of Everrona’s granted abilities, these scales rustle across your body as though they were leaves in the wind.
  • Personality Influence: You love children and are kind and nurturing to any children you encounter. You must treat all children as though they were your own
  • Favored Ally: Any (intelligent, good creatures native to the Material Plane)
  • Favored Enemy: Outsiders (demons)

Vestigial Bond (Companion)

You gain a silvanshee agathionB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your silvanshee’s abilities. This granted ability replaces entombment.



Giza Sekhemet: The Avatar of War

The last ruler of the frehmin people, Giza forcibly bound the Lady of War to her soul, damning herself to an existence as a spirit when she died.

Summoning Rules

The following describes the requirements and rituals for binding Giza Sekhemet.

Spirit Level: 6th

Alignment: Neutral (N)

Constellation: Starless

Binding DC: 19

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

  • You draw Giza Sekhemet’s seal within desert terrain.
  • You are not bound to any spirits that posses atlan heritage, such as Alrik of Malkeborne, Omlan Atlan, or Swan Elashni. If you accept this totem, you cannot seal a pact with such a spirit for 1 day or until Giza Sekhemet leaves your soul.
  • You draw Giza Sekhemet’s seal with 1,000 gp of desert spice.

Ceremony: You crush a piece of sandstone within Giza Sekhemet’s seal and sing an ancient, frehmin war chant.

Manifestation: Giza Sekhemet’s seal turns into sand, which rapidly engulfs you up to your neck and scatters the pyramid that you had built. The sand coalesces into a female lion’s head emerges with diamonds for eyes, roaring in triumph.


Major Granted Abilities

  • Sekhemet’s Roar: As a standard action, you can unleash a powerful roar that functions as an androsphinx’s roarB3 ability. You may choose whether this roar acts as an androsphinx’s first, second, or third roar each time it is used and you possess no daily limit on the number of times per day that you can use Sekhemet’s roar. After using this granted ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When you use Sekhemet’s roar, it functions as two different androsphinx roars of your choice simultaneously.

Minor Granted Abilities

  • Avatar of War: While you are bound to Giza Sekhemet, you can cast any spell on the War 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 War domain spell-like abilities each day equal to 3 + your Charisma modifier.
  • Body of Giza: While you are bound to Giza Sekhemet, your land speed increases by 20 feet, your size increases by one step (though your reach does not change and you wield weapons as though you were one size category smaller) and you gain a +4 bonus to your CMD against trip attempts. You must show Giza Sekhemet’s physical sign in order to gain this benefit. This ability is a polymorph effect.
  • Desert Dweller: While you are bound to Giza Sekhemet, you gain desert as a favored terrain, as a ranger. Your bonuses within this terrain are equal to half your binder level.
  • Drilled Soldier: While you are bound to Giza Sekhemet, you gain an insight bonus on Profession (soldier) skill checks equal to half your binder level. If you act as the commander of an army while you are bound to Giza Sekhemet, choose one mass combat boon whose prerequisites you meet; you grant that boon to any army that you command.

Signs and Influence

Giza Sekhemet affects you in the following ways.

  • Physical Sign: The lower half of your body becomes four-legged and feline, giving you the head, arms, and torso of your true form and the body and legs of a cat. When you activate one of Giza Sekhemet’s granted abilities, a solar disk flashes into view above your head.
  • Personality Influence: You take every opportunity to show others your power and prestige. You must never ignore a woman’s cries for help.
  • Favored Ally: Humanoid (frehmin)
  • Favored Enemy: Humanoid (from ancient civilizations)

Vestigial Bond (Boon)

While you are bound to Giza Sekhemet, you can cast any spell on the Desert domain’s list of domain spellsUM 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 Desert domain spell-like abilities each day equal to 3 + your Charisma modifier. This granted ability replaces avatar of war.



Hi’Ryia: The Eternal Keeper

When a samsaran dies, its soul begins life anew through a mystical cycle of reincarnation, guided by a mystical shepherd into their new lives.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Hi’Ryia.

Spirit Level: 6th

Alignment: Lawful Good (LG)

Constellation: Starless

Binding DC: 33

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

  • You are a samsaranarg or you have been reincarnated, as the spell, prior to sealing your pact with Hi’Ryia.
  • You draw Hi’Ryia’s seal upon the peak of a mountain. If the seal is drawn upon the tallest mountain on your planet, double Hi’ryia’s totem bonus.
  • You drink a potion of cure critical wounds during Hi’Ryia’s ceremony.

Ceremony: You mix snow and blueberries together and draw Hi’Ryia’s seal upon each of your palms.

Manifestation: The paste on your palms glows and pulls you into a trance where you witness the defining moments of a hundred different samsaran lives in rapid succession.


Major Granted Abilities

  • Flow of Life: By manipulating life energy, you manipulate a living creature (including yourself), functioning as either telekinesis or telekinetic chargeUC. You must choose which spell to use when you activate this granted ability. Use your Charisma as your spellcasting stat for the purpose of using flow of life. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: You can use flow of life as a swift action. After using flow of life as a swift action, it becomes expended for 7 rounds.

Minor Granted Abilities

  • Guide the Cycle: You return a slain animal or humanoids to life after a 10-minute ritual, functioning as reincarnate. A creature reincarnated by this ability does not return to life until 1 day has passed after this ability was used, though the creature returns to life as a member of the same race. There is a 1% chance that a humanoid revived by guide the cycle returns to life as a samsaran. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Lesser Flow of Life: While you are bound to Hi’Ryia, you can manipulate objects at will as a standard action, functioning as mage hand. In addition, you can grant a touched weapon the dancing property as a standard action for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive or spent animating the same weapon.
  • Life Blood: You deal 1d6 points of damage + half your binder level to yourself as a move action in order to heal a living creature for the same amount with a touch. This ability has no effect on non-living creatures and a creature can only benefit from this healing once per day.
  • Unity in All Things: When you successfully seal a pact with Hi’Ryia, select 1 minor granted ability belonging to a 5th level spirit or lower that belongs to the same constellation as Hi’Ryia. You the selected granted ability in place of unity in all things.

Signs and Influence

Hi’Ryia affects you in the following ways.

  • Physical Sign: Your skin changes color, becoming pale blue. When you activate one of Hi’Ryia’s granted abilities, your form blinks between your true form and that of four different, seemingly random creatures.
  • Personality Influence: You offer sound, truthful advice to any who ask for it. You must never turn down a request for help.
  • Favored Ally: Any (creatures that are not Hi’Ryia’s favored enemies)
  • Favored Enemy: Construct (any), Ooze (any), Undead (any), Vermin (any)

Vestigial Bond (Boon)

While you are bound to Hi’Ryia, you can cast mass cure moderate wounds as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 13th level, this spell-like ability improves to mass cure serious wounds. At 15th level, it improves again to mass cure critical wounds. At 17th level, you can also cast breath of life as a spell-like ability once per day, improving to twice per day at 19th level. This granted ability replaces unity in all things.



Jayna Warlock: Traveler of Worlds

Jayna Warlock was a theorist who was infamous among planar theorists for her Seven Elements theory of matter.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Good (CG)

Constellation: Scholar

Binding DC: 26

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

  • You are a geniekin, a genie, or are sufficiently studied in genie lore, requiring 12 ranks in Knowledge (planes).
  • You use a brazier of exceptional quality in Jayna Warlock’s ceremony, which must be worth at least 3,000 gp.
  • You draw Jayna Warlock’s seal on an elemental plane or within 10 feet of a portal to an elemental plane.

Ceremony: You light a small brazier in the center of the seal and mix a bit each of Jayna Warlock’s seven elements into it, saving fire for last.

Manifestation: The brazier springs to life, shimmering merrily for a moment before exploding into black smoke.


Major Granted Abilities

  • Jayna’s Wish: You draw upon Jayna Warlock’s powers to cast one 4th level or lower spell as a spell-like ability. This spell must be chosen from the elementalist wizard spell listAPG that corresponds to your aspect of seven element. At 14th level, the maximum spell level that you can cast as a spell-like ability using Jayna’s wish increases to 5th level, and at 17th level it increases to 6th level. All spells cast using Jayna’s wish with a duration greater than instantaneous have their duration reduced to 4 rounds. After using this granted ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Three times per day, you can empower a spell-like ability cast using Jayna’s wish, functioning as Empower Spell-Like AbilityB1.

Minor Granted Abilities

  • Aspect of Seven: When you seal your pact with Jayna Warlock, select one of the seven elements: air, earth, fire, metal, void, water, or wood. The chosen element determines the effects of Jayna Warlock’s other granted abilities.
  • Song of Elemental Fury: You bombard foes with elemental energy, dealing 1d6 points of damage per 2 levels you possess if you hit your target with a melee touch attack. The type of damage dealt by song of elemental fury is based upon your aspect of seven element: air (electricity), earth (acid), fire (fire), metal (slashing), void (sonic), water (cold), and wood (piercing). You can use this granted ability a number of times per day equal to 3 + your Charisma modifier.
  • Song of Rising Barriers: You create a barrier of elemental energy as a spell-like ability, usable a number of times per day equal to 3 + your Charisma modifier. The barrier is based upon your aspect of seven element: air (wind wall), earth (wall of stone), fire (wall of fire), metal (wall of iron), void (wall of force), water (wall of ice), and wood (wall of thorns).
  • Song of Waning Elements: While you are bound to Jayna Warlock, you gain energy resistance or damage reduction against one type of attack. Resistances are equal to your binder level while damage reduction is equal to half your binder level). The defenses are based upon your aspect of seven element: air (resist electricity), earth (resist acid), fire (resist fire), metal (DR/magic and piercing), void (resist sonic), water (resist cold), and wood (DR/magic and slashing).

Signs and Influence

Jayna Warlock affects you in the following ways.

  • Physical Sign: Your body looks and feels like your aspect of seven element. When you activate one of Jayna Warlock’s granted abilities, you are engulfed by a nimbus of your element.
  • Personality Influence: You find charity and goodwill insulting. You must act kindly at all times.
  • Favored Ally: Outsider (genies and geniekin)
  • Favored Enemy: Outsider (elementals)

Vestigial Bond (Companion)

You gain a Small elementalB1 as a familiar, functioning as an Improved Familiar. You may select any Small elemental that can serve as a familiar. You possess a wizard level equal to your binder level when determining your elemental’s abilities. This granted ability replaces song of rising barriers.



Loresir Claw: The Headless Dragon

The burbling thane of poppycocking, Loresir Claw aids all schnorrers who please him with tchotchkes of gobbledygook.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Evil (CE)

Constellation: Dragon

Binding DC: 37

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

  • You are able to speak a string of reasonable nonsense words, requiring 12 ranks in Linguistics.
  • You destroy a vorpal weapon during Loresir Claw’s ceremony.
  • Loresir Claw’s seal is drawn by a fey creature.

Ceremony: You wash your entire body in the yolk and whites of a dozen eggs and light a fire beneath you as you recite Loresir Claw’s epic.

Manifestation: The yolk bubbles and expands as the fire engulfs your body. Within seconds you are encased within a massive egg. Outside, a sing-song draconic voice chastises you like a babe, rocking your egg back and forth as the pact is made.


Major Granted Abilities

  • Eyes of Flame: You shoot twin rays of fire from your eyes at targets within 60 feet as a standard action. Each ray is a ranged touch attack that deals 1d6 points of fire damage per binder level you possess. You cannot target a single creature with both rays. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Creatures damaged by eyes of flame catch on fire unless they succeed on a Reflex save.

Minor Granted Abilities

  • Burble: While you are bound to Loresir Claw, you gain a breath attack that causes all targets in a 30-foot cone to become confused for 1d4 rounds. 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.
  • Jaws that Bite, Claws that Catch: While you are bound to Loresir Claw, you gain a bite attack that deals 1d8 points of damage (or 1d6 damage if Small) and two claw attacks that deal 1d6 points of damage (or 1d4 damage if Small). If you possess either type of natural attack from a racial trait, class feature, or feat, this ability increases the damage dealt by your existing natural weapon as though you were one size category larger instead. In addition, your claws gain the grab special ability and your bite attack has a critical multiplier of x3 instead of the usual x2. This ability is a polymorph effect. You must show Loresir Claw’s sign in order to receive these benefits.
  • Planar Acclimation: While you are bound to Loresir Claw, you never gain the extraplanar subtype when traveling to other planes; you are always considered to be on your home plane for all effects.
  • Whiffling: You unleash a sonic boom as a standard action. Creatures in a 60-foot line suffer 2d6 points of sonic damage + your binder level. A successful Reflex save reduces this damage by half.

Signs and Influence

Loresir Claw affects you in the following ways.

  • Physical Sign: Your body proportions warp and distort to impossible sizes and shapes; your eyes triangulate, your hands swell in size, your fingers and toes become unnaturally long or short, and you grow appendages that creatures of your kind do not naturally possess. When you activate one of Loresir Claw’s granted abilities, fey glitter dances around you.
  • Personality Influence: You are endlessly amused by rhymes and wordplay and giggle uncontrollably whenever someone speaks with them. Each time you speak, you must include at least one nonsense word in your statement.
  • Favored Ally: Fey (any), Any (Jabberwock, Sard, and Thrasfyr)
  • Favored Enemy: Any (creatures who carry vorpal weapons)

Vestigial Bond (Companion)

You gain a giant fey gecko companion, functioning as a giant gecko^B3^^ animal companion with the fey creature templateB3. You possess a druid level equal to your binder level when determining your giant fey gecko’s abilities. This granted ability replaces jaws that bite, claws that catch.



Ma’Zad and Aza’Mi: Lovers in Battle

Ma’Zad and Aza’Mi were generals in a war between drow and the surface elves who were executed as traitors for using the war as an excuse to continue their scandalous relationship.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Lovers in Battle.

Spirit Level: 6th

Alignment: Neutral Good (NG)

Constellation: Skull

Binding DC: 29

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

  • You are proficient with all of the following weapons: elven curved blade, hand crossbow, longbow, rapier, shortbow, shortsword.
  • You are a master warrior, requiring a base attack bonus of +12 or greater.
  • You draw the Lovers in Battle’s sign under the light of the moon and stars.

Ceremony: While wearing no armor and carrying no weapons, you place a rose blossom and a piece of ice into your mouth, and start to chew and suck on them.

Manifestation: If you are male, frigid icicles erupt from your skin and grow to cover your entire body. If you are female, adamantine rose thorns erupt from your skin and grow to cover your entire body before blooming. Regardless of whether you are male or female, you writhe in agony as blood spurts from your wounds. The lesions retract just as you are about to pass out from agony as either Ma’Zad or Aza’Mi manifest in the seal.


Granted Abilities

The Lovers in Battle are a conjoined spirit: Ma’Zad manifests before male binders and Aza’Mi for female binders. Disguises and polymorph effects do not change which spirit is summoned and the Lovers in Battle only concern themselves with the gender of the binder’s soul, which cannot be changed by anything less than divine intervention.


Major Granted Abilities (Ma’Zad)

  • Thrown to the Wind: You hurl one adjacent target with a swift, fluid motion as a standard action. Make a trip attempt against your target, using your binder level in place of your base attack bonus and your Charisma bonus in place of your Strength when calculating your combat maneuver bonus. If you successfully trip your target, your target is flung backwards 10 feet in a straight line away from you for every 5 by which your trip attempt exceeds your target’s CMD. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment (Ma’Zad): The supernatural winds created by thrown to the wind attempt to rip 1d4 items from its person and deposit them in a random square within d100 feet. Roll on the items affected by magical attacks table in Chapter 9 of the Pathfinder Rolepl aying Game Core Rul ebook to determine which items are affected, if any. A successful Reflex save negates this effect. If the target rolls a natural 1 on this Reflex save, all items on its person are affected (including its clothing).

Minor Granted Abilities (Ma’Zad)

  • Battlefield Reflexes: While you are bound to Ma’Zad, you gain a +2 bonus to your Dexterity score as well as the benefits of Combat Reflexes. If you already possess Combat Reflexes, increase the Dexterity bonus to +4 instead.
  • Ice Skean: You create a supernatural dagger of frozen ice at will as a standard action, functioning as icicle dagger except that the dagger possesses a +1 enhancement bonus for every 4 binder levels you possess as well as one of the following abilities of your choice: frost, ghost touch, keen, or returning. You can change which ability your dagger possesses as a swift action.
  • Lover by Nightfall: While you are bound to the Lovers in Battle, you gain darkvision out 90 feet. If you have darkvision from another source, improve that darkvision by 30 feet instead. In addition, you can cast produce flame as a spell-like ability at will and when you succeed on a Diplomacy check to improve a creature’s attitude, it improves by two steps if you are within 30 feet of a fire.
  • Preemptive Strike: While you are bound to Ma’Zad, the first opponent to hit you with a melee attack each round provokes an attack of opportunity from you for doing so.

Major Granted Abilities (Aza’Mi)

  • Storm of Spears: When you use the full-attack action, storm of spears allows you to give up your regular attacks to conjure dozens of magical javelins and hurl them at each opponent within one range increment (30 feet). You must make a separate attack roll against each opponent. Activating storm of spears is a free action and when you use it, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. The javelins created by storm of spears have a +1 enhancement bonus on attack and damage rolls per 4 binder levels you possess. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment (Aza’Mi): All javelins created by storm of spears have one of the following special abilities (your choice): distance, seeking, shock, or thunderingUE.

Minor Granted Abilities (Aza’Mi)

  • Battlefield Reflexes: While you are bound to Aza’Mi, you gain a +2 bonus to your Strength score as well as the benefits of Power Attack. If you already possess Power Attack, increase the Strength bonus to +4 instead.
  • Lover by Nightfall: While you are bound to the Lovers in Battle, you gain darkvision out 90 feet. If you have darkvision from another source, improve that darkvision by 30 feet instead. In addition, you can cast produce flame as a spell-like ability at will and when you succeed on a Diplomacy check to improve a creature’s attitude, it improves by two steps if you are within 30 feet of a fire.
  • Luna Toxin: While you are bound to Aza’Mi, your blood becomes poisonous, allowing you to apply the following injury poison to any weapon that you wield as a move action without the risk of poisoning yourself: save Fort, DC as a granted ability; effect 1d4 Con; frequency 1/round for 5 rounds; cure 1 save. After five rounds, this poison transforms back into ordinary blood and loses its toxic properties.
  • Wreathed in Black Roses: While you are bound to Aza’Mi, your skin hardens and sprouts black, thorny roses. This transformation grants you a +9 armor bonus to your Armor Class and DR 5/adamantine. These thorns function as armor spikes that deal 2d6+6 points of damage. You must show Aza’Mi’s sign in order to receive this benefit.

Signs and Influence

The Lovers in Battle affect you in the following ways.

  • Physical Sign: Half of your body becomes fair and pale like a surface elf while the rest becomes dark like a drow elf. When you activate one of the Lovers in Battle’s granted abilities, the sound of battle magnifies around you.
  • Personality Influence: You act honorably at all times during combat. You must never grant mercy to anyone with fewer Hit Dice that you.
  • Favored Ally: Humanoid (elves; Ma’Zad only) and Humanoid (drow; Aza’Mi only)
  • Favored Enemy: Humanoid (drow; Ma’Zad only) and Humanoid (elves; Aza’Mi only)

Vestigial Bond (Companion)

You gain a giant spiderUM vermin companion. You possess a druid level equal to your binder level when determining your giant spider’s abilities. This granted ability replaces preemptive strike for Ma’Zad or wreathed in black roses for Aza’Mi.



Merickel: Hero of False Destiny

Merickel was a half-elf who was fated by prophecy to be a hapless nobody despite attempts to prove otherwise.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Good (CG)

Constellation: Hero

Binding DC: 23

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

  • You sully the likeness of Kaylos or Forash’s seal during Merickel’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Merickel leaves your soul.
  • You plunge a +3 greatsword or better into the earth during Merickel’s ceremony.
  • You draw Merickel’s seal near a lake. You must toss a greatsword into the lake at the end of Merickel’s ceremony in order to receive this totem, causing the weapon to become lost in its depths forever.

Ceremony: After completing Merickel’s seal, you stand in the center and stand quietly and contemplate your existence. When you have finished, you plunge a greatsword into the center of Merickel’s seal.

Manifestation: Merickel’s seal glows with azure light as dozens of fairy-like entities burst out from the seal’s edges, chiming softly. You can hear Merickel’s voice amidst this sound.


Major Granted Abilities

  • Steal Destiny: You snatch a creature’s fate from it as an immediate action, forcing one target within 30 feet to reroll a d20 after the result is revealed and use the new result. A successful Will save negates this effect. If your target fails its Will save, you may store the d20’s original result as a destiny mote. When you are required to roll a d20, you may expend your destiny mote to use the destiny mote’s result instead of rolling your own. After using this ability, it becomes expended while you possess a destiny mote and for 5 rounds afterwards.
  • Capstone Empowerment: Using steal destiny is a free action.

Minor Granted Abilities

  • Banishment: You expel one extraplanar target within 30 feet from the Material Plane as a standard action, functioning as banishment. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Freedom of Movement: While you are bound to Merickel, you can cast freedom of movement as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Hero’s Tools: While you are bound to Merickel, you gain proficiency with the shortbow, longbow, and greatsword. In addition, you gain a +1 insight bonus on attack rolls and damage rolls with shortbows, longbows, and greatswords per 4 levels you possess.
  • Merickel’s Greatsword: You can summon the memory of Merickel’s blade as a full-round action, functioning as an evil outsider bane greatsword with a +1 enhancement bonus per 4 levels you possess (maximum +5). The greatsword ceases to exist if it leaves your hand or if you summon a new one.

Signs and Influence

Merickel affects you in the following ways.

  • Physical Sign: You gain ruddy, fey-like features such as large eyes and a sharp face. When you activate one of Merickel’s granted abilities, your skin turns red and your body heats with rage, forcing you to snort hot air out through your nose.
  • Personality Influence: You strive to retrieve any possessions that you have lost. You must seek to actively disprove any prophecies that are presented to you.
  • Favored Ally: Fey (any), Humanoid (elves except drow)
  • Favored Enemy: Any (paladins), Humanoid (drow), Outsider (any with the evil subtype)

Vestigial Bond (Boon)

While you are bound to Merickel, you can animate a greatsword as a full-round action once per day, functioning as animate objects. This effect lasts 1 day and the greatsword is considered a Small construct. Dispel magic sand antimagic field can suppress this ability for 1d4 rounds, but do not dispel it. This granted ability replaces summon greatsword.



Minezon: The Untouchable

The story of Minezon tells the tale of a denizen of two opposing heritages. The story is a cautionary tale against those who allow blood to define them.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Evil (CE)

Constellation: Mage

Binding DC: 25

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

  • You puree a scroll of a 6th level spell or higher during Minezon’s ceremony and drink it.
  • You possess a bloodline power from either the Abyssal bloodline or the Fey bloodline or use demonic or fey blood fresh from a living creature in Minezon’s ceremony.
  • You are female or use a cold iron chalice in Minezon’s ritual worth at least 2,500 gp.

Ceremony: You attack yourself with a dagger for lethal damage and drain the blood into a chalice. After your wound starts to close, you drink your blood from the chalice.

Manifestation: Minezon’s physical sign painfully manifests onto you, causing you to shake uncontrollably as Minezon’s buzzing echoes around you impatiently.


Major Granted Abilities

  • Untouchable Tenacity: You invoke Minezon’s resolve as an immediate action, reducing all damage dealt to you during the turn by half. This reduction is applied after damage reduction, energy resistance, and similar effects. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can spend up to 4 blood points when you activate untouchable tenacity to reduce the number of rounds that untouchable tenacity becomes expended for after it is used by 1 round per point spent.

Minor Granted Abilities

  • Blood Pool: You gain a blood pool with a number of points equal to your Constitution modifier (minimum 1). You can spend one point from your blood pool as a swift action in order to gain a +4 alchemical bonus to your Strength and Dexterity for 1 minute or a +1 bonus to the saving throw DC of all supernatural abilities that you posses for 1 round. At 15th level, the alchemical bonus to Strength and Dexterity increases to +6 and the save DC bonus increases to +2. At 19th level, the alchemical bonus to Strength and Dexterity increases to +8 and the save DC bonus increases to +3.
  • Consume Blood: You can spend 1 point from your blood pool as a standard action to heal a number of hit points of damage equal to 4d8 + your binder level.
  • Detect Vitality: You gain the ability to cast detect pact spirits† and status as a spell-like ability at will.
  • Stirge’s Sting: While you are bound to Minezon, you don’t provoke attacks of opportunity when performing a grapple combat maneuver. In addition, when you inflict unarmed damage to an opponent that you are grappling after maintaining the grapple, you regain 1 blood point. You must show Minezon’s sign in order to receive this benefit.

Signs and Influence

Minezon affects you in the following ways.

  • Physical Sign: Your mouth and nose transform into a stirge’s proboscis. When you activate one of Minezon’s granted abilities, mosquitoes burst out from all of your body’s orifices.
  • Personality Influence: You are addicted to the taste of blood. You must lap up any split blood that you encounter.
  • Favored Ally: Animal (mosquitoes), Magical Beast (stirges), Undead (vampires)
  • Favored Enemy: Fey (any), Outsider (devils)

Vestigial Bond (Companion)

You gain a stirgeB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your stirge’s abilities. When your stirge deals damage with its blood drain ability, you regain 1 blood point. This granted ability replaces stirge’s sting.



Primordial Titans: Martyrs of the Betrayed

Eons ago, the gods fought against their creations in a war known as the Titanomachy. The war was so gruesome that the titans that perished coalesced into a conglomerate spirit.

Summoning Rules

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

Spirit Level: 6th

Alignment: Chaotic Good (CG)

Constellation: Noble

Binding DC: 27

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

  • You sing hymns in Celestial and Giant during the Primordial Titans’ ceremony, requiring 12 ranks in Knowledge (religion) and the ability to write in Celestial and Giant.
  • You sully the likeness of Rajah Amajaloma’s seal during the Primordial Titans’ ceremony. If you accept this totem, you cannot seal a pact Rajah Amajaloma for 1 day or until the Primordial Titans leave your soul.
  • You bring a magical weapon with a +3 enhancement bonus or better whose intended wielder is at least one size category larger than you into the Primordial Titans’ seal and use it to bleed yourself during the Primordial Titans’ ceremony.

Ceremony: You mix together crushed pomegranate and the petals of a tulip together with your own blood, then use the mixture to trace the veins on your arms, legs, torso, and neck.

Manifestation: The mixture turns pure white as seven vaguely humanoid figures appear around the outskirts of the seal, singing gaily. Suddenly the seven figures die as gushing blood from a wound in their hearts turns the seal crimson.


Major Granted Abilities

  • Primordial Shout: You bellow with supernatural strength as a standard action, causing all targets in a 40-foot cone to become confused for 4 rounds. A successful Will save negates this condition. This ability is a sonic-based attack that requires a verbal component (a shout) but is not language-dependent. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use primordial shout to target a 60-foot line or a 20-foot radius burst centered on you instead of a 40-foot cone.

Minor Granted Abilities

  • Armor Proficiency: While you are bound to the Primordial Titans, you are proficient with all types of armor and you reduce the armor check penalty of all armor that you wield by –1 per 4 levels you possess.
  • Blade Barrier: While you are bound to the Primordial Titans, you can cast blade barrier as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Titan Lore: While you are bound to the Primordial Titans, you gain an insight bonus on Knowledge (history), Knowledge (planes), and Knowledge (religion) checks equal to half your binder level. In addition, you can make these skill checks untrained.
  • Titan’s Grasp: While you are bound to the Primordial Titans, you are proficient with the greatsword and the greataxe. In addition, all two-handed weapons that you wield deal damage as though they were one size category larger, functioning as a constant lead bladesapg effect.

Signs and Influence

The Primordial Titans affect you in the following ways.

  • Physical Sign: Your body’s coloration becomes fair and your hair naturally grows into braids. When you activate one of the Primordial Titans’ granted abilities, the sound of clashing blades rings around you.
  • Personality Influence: You are always compassionate. You must remind others that you are above the petty woes of mortals and refuse to aid any who suffer from mortal matters.
  • Favored Ally: Humanoid (any Good), Outsider (any Good)
  • Favored Enemy: Humanoid (any Evil), Outsider (any Evil)

Vestigial Bond (Boon)

You radiate an aura of godslaying out 30 feet until the start of your next turn as a standard action, causing all attacks made with melee weapons by allies within this aura to disrupt divine spellcasting. When an ally damages a creature capable of casting divine spells, it becomes shaken and unable to cast any divine spells for 1d4 rounds. A successful Will save causes the creature to merely become shaken for 1 round. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces blade barrier.



Rasputin: The Bleeding Ringmaster

Rasputin is a vengeful spirit that constantly seeks revenge upon his rival, Demos Kalagos, by outdoing him in every possible regards.

Summoning Rules

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

Spirit Level: 6th

Alignment: Neutral Evil (NE)

Constellation: Seer

Binding DC: 26

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

  • You sully the likeness of Demos Kalagos’s seal during Rasputin’s ceremony. If you accept this totem, you cannot seal a pact with Demos Kalagos for 1 day or until Rasputin leaves your soul.
  • You pitch a fabulous tent over Rasputin’s seal. The tent must be worth no less than 5,000 gp.
  • You draw Rasputin’s seal in alchemical fire, requiring no less than 5 doses and a successful Reflex save (DC 26) to avoid catching on fire while creating the seal.

Ceremony: You perform the bleeding man trick, during which you stick nine iron nails into your body without drawing blood; three into your hands, three into the soles of your feet, and three around your heart.

Manifestation: Despite performing the trick correctly, blood oozes from around the nails as you are wracked with otherworldly pain. Rasputin appears by your side, an otherworldly ringmaster, who demands your cooperation as a spotlight focuses upon you.


Major Granted Abilities

  • Freakish Touch: You transmogrify one target into a freakish abomination with a touch. If you hit the target with a melee touch attack, its body becomes permanently warped and mutated, suffering one of the deformities listed in the Freakish Touch Deformities section (below). A successful Fortitude save negates this deformity. Deformities inflicted by freakish touch can only be removed with miracle or wish. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A target that succeeds on its Fortitude save against freakish touch is afflicted with a deformity of your choice for 1 round per binder level you possess.

Minor Granted Abilities

  • Bilocation: You disappear and leave an illusory replica of your place as a standard action. This illusion functions as a major image and includes visual, audible, tactile, and olfactory elements. You, meanwhile, teleport up to 30 feet and become invisible, functioning as dimension door and invisibility. Your illusory image has an AC of 10 and no saving throw bonuses. When dealt any amount of hp damage or when your invisibility ends, the illusion is destroyed. Both your illusion and your invisibility have a duration of 1 round per binder level you possess. You can use this ability a number of times per day equal to 3 + your Charisma bonus.
  • Cloak Trick: You foil enemy attacks with a flick of your wrist. When you are targeted by a melee or ranged attack, you may make a Sleight of Hand check as an immediate action and use the result as your AC until the end of the turn. In addition, you may immediately teleport into a space adjacent to your attacker if your Sleight of Hand check exceeds your target’s attack roll by 10 or more. This movement does not provoke attacks of opportunity and your target is flat-footed against your next attack made against it, as if you had successfully feinted it. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Master of the Ring: While you are bound to Rasputin, you gain an insight bonus on Acrobatics, Escape Artist, and Sleight of Hand checks equal to half your binder level. If you possess at least one rank in any of these skills, you may take 10 on that skill at all times, even while rushed or distracted.
  • Whip Mastery: While you are bound to Rasputin, you are proficient with the whip and gain the benefits of Whip Masteryuc and Improved Whip MasteryUC.

Signs and Influence

Rasputin affects you in the following ways.

  • Physical Sign: You grow a long, bushy beard. When you activate one of Rasputin’s granted abilities, your palms, the soles of your feet, and your sides begin to bleed.
  • Personality Influence: You are lustful for power, fame, love, and glory. You must never turn away a chance to progress towards your goals, no matter the cost.
  • Favored Ally: Monstrous Humanoid (any)
  • Favored Enemy: Humanoid (gnomes)

Vestigial Bond (Companion)

You gain a carnival animal as a companion, functioning as an animal companion with the carnival animal template†. You may select from any of the following animals as your companion: bear, cat (any), bird (any), dog, elephantB1, horse, or pony. You possess a druid level equal to your binder level when determining your carnival animal’s abilities. This granted ability replaces bilocation.


Freakish Touch Deformities

You can inflict the following deformities onto your targets using freakish touch. A target afflicted with any of the following deformities suffers a –4 penalty on all Charisma-based checks with creatures of its type. This penalty stacks with other penalties on Charisma-based checks granted by each specific deformity.

  • Dogfaced: The target grows hair uncontrollably either across its body or at a specific region, causing its skin to become itchy and hypersensitive. The target takes a –4 penalty on all ability checks, attack rolls, saving throws, and skill checks.
  • Horrific Centaur: You transform the target’s lower body into a larger version of its actual body from the neck down; effectively, the creature regains its head, arms, and torso but its lower body changes to resemble its arms, body, and legs in a crouched, crawling position. All of the target’s speeds are reduced by half and it takes a –4 penalty on all Strength-, and Dexterity-based skill checks. In addition, the target’s size increases by one category, but it wields weapons as through it were its original size, and it receives half the usual armor bonus from any armor it wears before calculating the armor’s enhancement bonus, if any.
  • Face Wipe: You make the target’s face disappear. The target becomes permanently blinded and deafened and loses any of the following abilities that it has: blindsense, blindsight, keen scent, or scent.
  • Fuse Legs: You warp the target’s legs together into a hideous tail. This freakish deformity functions as merfolk transformation†, except it doesn’t grant the target the aquatic template or remove its ability to breathe air.
  • Inverse Limbs: You switch the target’s feet with its hands and vice versa. The target’s movement speed is reduced to 5 feet for all types of movement and it cannot hold or activate objects that require hands to trigger. In addition, the target takes a –4 penalty on all Strength- and Dexterity-based checks.
  • Malleable Body: The target’s body becomes soft and malleable. The target takes a –4 penalty on all Strength- and Dexterity- based checks, its movement speed is reduced to 5 feet, and it cannot take 5-foot steps. Alternatively, you can permanently shape a willing or helpless target into a creature or an object with a Craft DC of 10 or less. To shape the target into a creature, you must have a number of ranks in Craft (sculpting) equal to 10 + the creature’s CR. Although the creature’s body changes shape to resemble its new form (the degree of which is up to you), it gains none of its new form’s abilities and its Strength, Dexterity, and Constitution are reduced by –4.
  • Second Head: The target’s head shrinks to one-half its size and shifts over as a second head sprouts in its place. Both heads have identical thoughts and attempt to control the target’s body at the same time, leaving it disoriented. The target takes a –4 penalty on all Intelligence-, Wisdom-, and Charisma-based checks and it becomes permanently staggered.


Serapith: The Scouring Light

Serapith was an angel whose soul was forever scarred when he read from the pages of the Book of the Damned.

Summoning Rules

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

Spirit Level: 6th

Alignment: Neutral (N)

Constellation: Angel

Binding DC: 25

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

  • You are an aasimar or you are learned in the lore of the celestial realms, requiring 12 ranks in Knowledge (planes).
  • You create an exceptionally pious atmosphere for Serapith’s ceremony, requiring 12 ranks in Knowledge (religion).
  • You draw Serapith’s seal in fiendish blood.

Ceremony: You line the edge of Serapith’s seal with candles until the entire seal is illuminated with specks of yellow light.

Manifestation: The candles’ flames grow brighter and hotter until the heat within the seal is unbearable and the seal shines with the light of the sun. Just as you are about to pass out from the intense heat, Serapith’s shadow descends upon you, protecting you from the scouring light.


Major Granted Abilities

  • Scouring Light: You summon a ray of pure light as a standard action, targeting a creature within 60 feet. This ray deals 2d6 points of untyped damage per binder level you possess on a successful ranged touch attack. A Fortitude save reduces this damage to 5d6. A creature reduced to 0 hit points by this damage crumbles into fine ash. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: A target that qualifies as one of Serapith’s favored enemies suffers a –2 penalty on its Fortitude save against scouring light.

Minor Granted Abilities

  • Angel’s Wings: You grow a pair of angel wings as a standard action, granting you a 60-foot fly speed (perfect). This ability is a polymorph effect. You can use this ability for a number of hours per day equal to your binder level. These hours do not need to be consecutive, but they must be spent in 1-hour increments. You must show Serapith’s sign in order to receive this benefit.
  • Serapith’s Protection: While you are bound to Serapith, you gain a +1 deflection bonus to your AC and a +2 resistance bonus on saving throws for every 4 binder levels you possess, to a maximum bonus of +5.
  • Smite Enemy: You smite a target that qualifies as Serapith’s favored enemy as a swift action. Add your Charisma bonus (if any) on attack rolls against the target of your smite and half your binder level on damage rolls made with weapons and supernatural abilities. You may only have one target smited at a time and this bonus does not stack with other challenge or smite abilities. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Wrath of Daylight: You cloak yourself in blinding light as a standard action, causing all targets within 30 feet to become permanently blinded unless they succeed on a Fortitude save. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. In addition, wrath of daylight affects creatures with vulnerabilities to light as daylight and dispels all magical darkness effects with a level equal to or less than your maximum spirit level.

Signs and Influence

Serapith affects you in the following ways.

  • Physical Sign: You grow a pair of white-feathered angel wings. When you activate one of Serapith’s granted abilities, these wings ooze blood.
  • Personality Influence: You become arrogant towards mortals. You must cull any wicked mortals that you encounter.
  • Favored Ally: Outsider (creatures with the good subtype)
  • Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

You gain a cassisian angelB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your cassisian’s abilities. This granted ability replaces angel’s wings.

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