8th Level Spirits
Table of Contents

Ahnel Soltanis: The Astral Seeker

Elves remember Ahnel Soltanis, the Astral Seeker, as a wicked, self-serving soul whose ignorance was great enough that the gods could not shatter it.

Summoning Rules

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

Spirit Level: 8th

Alignment: Neutral (N)

Constellation: Seer

Binding DC: 29

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

  • You are a master of planar lore, requiring 16 ranks in Knowledge (planes).
  • Your combined Intelligence, Wisdom, and Charisma score modifiers equal 20 or better.
  • You draw Ahnel Soltanis’s seal on the Astral Plane.

Ceremony: You tell an anecdote about an experience you had upon another plane of existence. The story must involve you, a paradoxical situation, and a tragic ending.

Manifestation: At the conclusion of your tale, scenes from your story manifest before you as spectral images. An elven man in tattered clothes acts as you throughout the tale.


Major Granted Abilities

  • Astral Backlash: When you are struck by a melee weapon, you unleash a burst of astral energy as an immediate action. All creatures that are adjacent to you suffer 1d8 points of force damage + your binder level and the target that stuck you becomes dazed for 1d4 rounds. A successful Fortitude save reduces the damage by half and prevents the dazed condition. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When using astral backlash, the creature that struck you becomes stunned on a failed Fortitude save instead of dazed.

Minor Granted Abilities

  • Ahnel’s Opening: While you are bound to Ahnel Soltanis, you can cast either dispel magic or knock as a spell-like ability a number of times per day equal to 3 + your Charisma modifier level. You may choose which spell to use each time you cast this spell-like ability.
  • Astral Voyage: While you are bound to Ahnel Soltanis, you can cast lesser astral projectionum as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Keeper of Portals: You detect the presence or absence of teleportation portals and effects (such as gate) within 1 mile as a full-round action. If you concentrate for two full rounds, you also discern to which plane the portal leads. If you concentrate for three full rounds, you learn the precise location to which the portal leads.
  • Planar Expert: While you are bound to Ahnel Soltanis, you gain an insight bonus on Knowledge (planes) checks, Survival checks, and Diplomacy checks made with Outsiders (except native outsiders) equal to half your binder level. In addition, you receive a bonus on Wisdom checks made to set a direction of gravity on planes with subjective directional gravity equal to half your binder level.

Signs and Influence

Ahnel Soltanis affects you in the following ways.

  • Physical Sign: Although you do not change physically, all creatures that are romantically compatible with you find your appearance to be sexually appealing. When you activate one of Ahnel Soltanis’s granted abilities, a spectral silver cord floats outward from your chest.
  • Personality Influence: You seek to be artistic and masterful in all of your endeavors. You must immediately attempt to resolve any interpersonal drama that occurs between your friends.
  • Favored Ally: None
  • Favored Enemy: None

Vestigial Bond (Companion)

You gain a nosoi psychopompB4 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your nosoi’s abilities. This granted ability replaces astral voyage.



Doomed Salu’im: Army at Time’s Horizon

The Salu’im are an accursed army of half-construct monsters that patiently awaits the end of time.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with Doomed Salu’im.

Spirit Level: 8th

Alignment: Neutral Evil (NE)

Constellation: Noble

Binding DC: 29

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

  • You are an ergon or possess the 1st-level bloodline power of the ergon bloodline.
  • You draw Doomed Salu’im’s seal in the presence of an ergon.
  • You draw Doomed Salu’im’s seal with sand from the nigh unreachable Plane of Time.

Ceremony: You cut eight circles of flesh out of your body and eat the pieces that you removed.

Manifestation: Doomed Salu’im’s seal manifests within all eight of the rings that you have carved into your body as eyes fly out from within them, observing you during your pact.


Major Granted Abilities

  • Temporal Banishment: You temporarily erase one target within 30 feet from reality as a standard action, causing it to vanish for 5 rounds. While erased from time, the creature is under the effects of temporal stasis, though it is aware of the time it spends outside of reality. A successful Will save negates this effect, and each round during its turn the creature can attempt a new Will save as a full-round action to return to reality. If the square that the creature occupied is dangerous terrain or occupied, it returns in the nearest, safest spot possible. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Any creature that fails its initial Will save against temporal banishment is permanently erased from time if it fails all five of its Will saves to return to reality. Such a creature can only be recovered through divine intervention.

Minor Granted Abilities

  • Body of Eyes: While you are bound to Doomed Salu’im, you gain all-around vision. You must show Doomed Salu’im’s sign in order to receive this benefit.
  • Orb of the End-Times: While you are bound to Doomed Salu’im, you can cast orb of the voidum as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. If an undead creature collides with your orb of the end-times, it is affected as though you had cast undeath to death upon it instead of granting it temporary hit points.
  • Poetic Justice: You recite a poem requiring ten consecutive full-round actions in order to place a mark of justice upon one target within 30 feet. Unlike mark of justice, this ability is a language-dependent sonic effect. Instead of inflicting a curse upon the target with bestow curse, your mark of justice inflicts a pact malady upon the target as bestow pact malady† should it trigger the mark of justice. You may mark one creature per day with this ability and your mark of justice persists after your pact with Doomed Salu’im ends.
  • Time Vision: While you are bound to Doomed Salu’im, you gain the ability to cast temporal vision† as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. At 17th level, this spell-like ability improves to greater temporal vision†.

Signs and Influence

Doomed Salu’im affects you in the following ways.

  • Physical Sign: The holes that you cut into your body during Doomed Salu’im’s ceremony grow small, vestigial eyes. When you activate one of Doomed Salu’im’s granted abilities, these eyes detach from your body and orbit your head nine times like ioun stones before returning to their sockets.
  • Personality Influence:** You are paranoid of capture and believe every stranger is pursuing you. You must carry all corpses that you encounter along with you.
  • Favored Ally: Any (half-constructs)
  • Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain an autrok ergon† as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your autrok’s abilities. This granted ability replaces orb of the end-times.



Essek Avix: The Twins Rejoined

Essek and Avix were half-dragon, half-elven twins who slew each other when one betrayed the other, uniting their souls into a single, tortured spirit.

Summoning Rules

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

Spirit Level: 8th

Alignment: Neutral (N)

Constellation: Dragon

Binding DC: 29

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

  • A sibling of the same sex as you witnesses Essex Avix’s manifestation. This sibling must be a blood relative to qualify.
  • The candles used during Essek Avix’s ceremony are crafted from elven incense worth 50 gp per candle. The candles are completely destroyed after Essek Avix’s manifestation.
  • You are an elf, possess either the half-dragon template or the 1st level bloodline power of the bloodrager or sorcerer draconic bloodline, or can recite an ancient elven lullaby, requiring 14 ranks in Knowledge (history).

Ceremony: You light two candles until they soften and meld them together.

Manifestation: The candle wax molds and shifts into two draconic faces who immediately begin bickering.


Major Granted Abilities

  • Split the Twins: You create a double of yourself as a swift action, granting yourself a second turn. After activating split the twins, you take a second turn during the round on your initiative count –20 as a spectral duplicate of you appears in your space. In addition, you take x2 damage from all sources for 1 round after using this ability. This damage multiplier stacks with all others. While using this ability, any effects that active on you only count your first turn each round when determining their duration, expenditure, or when their effects trigger (such as with poison or making a new saving throw). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The extra turn granted by split the twins occurs on your initiative count –10 instead of –20.

Minor Granted Abilities

  • Ferocious Display: While you are bound to Essek Avix, you gain the benefits of Dazzling Display. You can use Dazzling Display as a standard action instead of a full-round action. Intimidating: While you are bound to Essek Avix, you gain a bonus on Intimidate checks equal to half your binder level.
  • Titanic Growth: You grow in size by one size category as a standard action, functioning as enlarge person. 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.
  • Unwilling Shield: While you are bound to Essek Avix, you can force one target to split all damage you take with you, functioning as unwilling shieldAPG. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You cannot have more than one unwilling shield activate in this way at a time. If this ability is used again, any existing unwilling shield effect immediately ends.

Signs and Influence

Essek Avix affects you in the following ways.

  • Physical Sign: Half your face takes on a draconic appearance with scales colored by your morality. When you activate one of Essek Avix’s granted abilities, this sign switches which side of your face it manifests upon.
  • Personality Influence: You become indecisive in the face of choices and options. You must never directly tell anyone any information about yourself.
  • Favored Ally: Dragon (any), Humanoid (any)
  • Favored Enemy: Outsider (any)

Vestigial Bond (Companion)

You gain a pseudodragonB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your pseudodragon’s abilities. This granted ability replaces titanic growth.



Evening Star: Bloody Mist of the Hills

Halflings across the world favor a horror story about a being from beyond the stars that infests mortals, transforming them into monsters.

Summoning Rules

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

Spirit Level: 8th

Alignment: Chaotic Evil (CE)

Constellation: Dark Beyond

Binding DC: 29

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

  • You sacrifice something you truly love to Evening Star. If the sacrifice is an object, its value must be irreplaceable.
  • The mixture you create during Evening Star’s ceremony is designed to nourish an otherworldly being, requiring 16 ranks in Craft (alchemy).
  • You place a fist-sized chunk of star rock or star metal in the center of Evening Star’s seal.

Ceremony: You mix drops of your blood with dung and earth and throw it into a pot of burning embers.

Manifestation: The mixture swells in size and volume, transforming into a horrible aberration. When it fills the entire seal, it invites you to play with it in a child’s sing-song voice.


Major Granted Abilities

  • Wilting Mist: You release red mist from your body as a standard action, causing all targets within 20 feet of you to take 1d6 points of damage per binder level you possess and become sickened for 1 minute. A successful Fortitude save halves the damage and negates the sickened condition. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Wilting mist causes targets to become nauseated for 1d4 rounds and sickened for 1 minute afterwards on a failed Fortitude save.

Minor Granted Abilities

  • Mist Body: You can transform into gaseous, red mist as a standard action, functioning as gaseous form. 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.
  • Horror from Beyond: While you are bound to Evening Star, you can frighten animals with supernatural power, functioning as Turn Undead, and can channel energy to use this ability as a cleric of your binder level a number of times per day equal to 3 + your Charisma modifier.
  • Troll Shape: You transform into a gray, colorless troll as a standard action, functioning as giant form II. You can transform into any troll allowed by this spell. 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.
  • Ventriloquism: While you are bound to Evening Star, you can project your voice great distances as a standard action, functioning as ventriloquism.

Signs and Influence

Evening Star affects you in the following ways.

  • Physical Sign: Small amounts of blood stream from your mouth, eyes, and other orifices at all times. When you activate one of Evening Star’s granted abilities, small snake-like rivulets squirm beneath your skin.
  • Personality Influence: You show no love or empathy towards others. You must “play” with all other creatures you encounter and are dismayed when your playmates stop “playing.”
  • Favored Ally: Aberration (any), Ooze (any)
  • Favored Enemy: Animal (any), Humanoid (any)

Vestigial Bond (Boon)

Once per day, you can transform a humanoid corpse into a gray, parasite-ridden husk, functioning as simulacrum except this effect has a casting time of 1 hour, a duration of 1 hour per binder level you possess, and requires the target corpse rather than an ice sculpture of the target. Any corpse used by this ability is destroyed in the process of creating a simulacrum and such simulacrums gain a +10 racial bonus on Disguise checks to appear as that specific creature. You can spend 12 hours and 500 gp per Hit Die of the original creature when creating a simulacrum with this ability to change its duration to instantaneous. This granted ability replaces troll shape.



Goliath: The Infernal Forge

Goliath, the Infernal Forge, became the first kyton demagogue by mutilating its own soul in pursuit of self-perfection.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Evil (LE)

Constellation: Beast

Binding DC: 29

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

  • You perform Goliath’s ceremony twice; once in Infernal and once in Giant. You must be able to speak these languages in order to satisfy this requirement.
  • During Goliath’s ceremony, you brand an unwilling prisoner who is bound in chains instead of yourself.
  • You perform Goliath’s ceremony on Hell, the Plane of Shadows, or on a demiplane of either plane.

Ceremony: You brand yourself with a hot iron that bears the likeness of Goliath’s seal, dealing 1d4 points of fire damage to you as well as 2d4 points of nonlethal damage.

Manifestation: Flames erupt from the brand as an apparition of a kyton appears. He refuses to appear before you at first as he twists and writhes within your brand, causing you immense pain and pleasure simultaneously.


Major Granted Abilities

  • Chains of Hell: You call forth chains of hellfire and brimstone as a standard action, functioning as chain of perdition. These chains use your Charisma to determine their CMB. In addition to its standard effects, chains of hell can make grapple attempts and can deal 1d8 points of damage + your Charisma modifier as unarmed strike damage to grappled opponents. This effect has a duration of 4 rounds. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The duration of chains of hell increases to 1 round per binder level, but after using this ability, it becomes expended for its duration and for 5 rounds afterwards.

Minor Granted Abilities

  • Excruciating Pain: While you are bound to Goliath, you can cast symbol of pain as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Instead of providing the spell’s material component, you must show Goliath’s sign in order to cast this spell-like ability.
  • Goliath’s Mettle: While you are bound to Goliath, you gain the benefits of Great Fortitude and Improved Great Fortitude. You can use Great Fortitude a number of times per day equal to 3 + your Charisma modifier instead of just once per day.
  • Kyton’s Chains: While you are bound to Goliath, you are proficient with the spiked chain and you can pick up the chain created by chains of hell and wield them as a +5 flaming vicious wounding spiked chain. While wielding the chain in this manner, you gain a +2 shield bonus to AC but the chains of hell no longer acts as chain of perdition. Dropping this weapon as a move action causes the chains to resume its usual function. This ability does not modify the duration of chains of hell. You must show Goliath’s sign in order to gain this benefit.
  • Steelskin of Goliath: While you are bound to Goliath, you can grant yourself DR 10/– until the end of the turn as an immediate action.

Signs and Influence

Goliath affects you in the following ways.

  • Physical Sign: You become wreathed in shadowy, supernatural chains. When you activate one of Goliath’s granted abilities, you briefly grow to the maximum high for your size category, your veins surging with power.
  • Personality Influence: You savor every moment that you spend killing or causing pain. You must never kill anything quickly; every wound you inflict must be slow and excruciating.
  • Favored Ally: Outsider (devils and kytons)
  • Favored Enemy: Any (mortal females)

Vestigial Bond (Companion)

You gain an augur kytonB3 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your augur’s abilities. This granted ability replaces kyton’s chains.



Hou-ou: Blessed Bird of the Sun

Hou-ou is the father of phoenixes, a sun bird whose selfless sacrifice granted his chicks the ability to rise from the ashes of death anew.

Summoning Rules

The following describes the requirements and rituals for binding Hou-ou.

Spirit Level: 8th

Alignment: Neutral Good (NG)

Constellation: Starless

Binding DC: 34

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

  • You draw Hou-ou’s seal with the ashes of one of your family members or ancestors.
  • You anoint Hou-ou’s seal with phoenix down soaked in a minimum of five doses of holy water.
  • You perform Pevwyrn Pervon’s ceremony while under the effects of a spell on the alchemist formulae list.

Ceremony: Standing in the middle of Hou-ou’s seal, you chant a prayer to the Bird of the Sun and set yourself on fire.

Manifestation: Unimaginable pain wracks you as your body burns away, leaving only a naked infant behind. The flames and ashes take the form of a human-sized anthropomorphic male phoenix who cradles you close to his breast.


Major Granted Abilities

  • Wreath of Flame: You can create an immobile, blazing curtain of shimmering violet fire as a swift action, functioning as wall of fire. After using this granted ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: You can use wreath of flame as an immediate action or a swift action.

Minor Granted Abilities

  • Flesh Kindling: As a standard action, you gain regeneration 10 (cold iron or evil) for a number of rounds per day equal to your binder level. These rounds don’t need to be consecutive.
  • Healing Embers: While you are bound to Hou-ou, you can cast mass cure serious wounds as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Lore of Ages: While you are bound to Hou-ou, you gain an insight bonus on two Intelligence-based skills of your choice equal to half your binder level.
  • Reborn from the Ashes: While you are bound to Houou, you only remain dead for 1d4 rounds unless your body is completely destroyed by an effect. Otherwise, you emerge fully healed from the remains 1d4 rounds after death, as if brought back to life via resurrection. You return to life bound to any spirits that you had sealed a pact with prior to your death. When this occurs, you gain 1 permanent negative level. Alternatively, you may choose to reduce your age category by one as an instantaneous aging effect instead of gaining a permanent negative level; creatures that do not age or that are immune to aging effects must take the negative level instead. You may only use this ability once every 24 hours, and you cannot expel Hou-ou if you use this ability. If you die within the area of an antispirit field†, you cannot use this ability until the effect ends, at which point you immediately resurrect.

Signs and Influence

Hou-ou affects you in the following ways.

  • Physical Sign: All hair, feathers, scales, and similar structures on your body takes on a glowing, fiery appearance. When you activate one of Hou-ou’s granted abilities, your body is wreathed in a spiral of flame accompanied by a phoenix’s caw.
  • Personality Influence: You are always fearful for your friends and family’s safety. Whenever such a creature takes hit point damage, you must immediately attempt to heal them.
  • Favored Ally: Magical Beast (any Good)
  • Favored Enemy: Dragon (any Evil)

Vestigial Bond (Boon)

While you are bound to Hou-ou, you can cast resurrection as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. If the target is willing, you may return it to life as a creature one age category younger than Adult (or one age category younger than its previous age, if it was already younger than Adult) instead of providing resurrection’s material component. This ability replaces healing embers.



Mana: Observer of Lost Magic

Mana was a member of a primeval race that created the foundations of magic in the universe.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Neutral (LN)

Constellation: Mage

Binding DC: 30

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

  • You sully the likeness of Cave Mother’s seal during Mana’s ceremony. If you accept this totem, you cannot seal a pact with Cave Mother for 1 day or until Mana leaves your soul.
  • You possess a true understanding of magic, requiring 16 ranks in Knowledge (arcana) or Spellcraft.
  • You squash the eyes of an aberration within Mana’s seal.

Ceremony: You study a spellbook as a wizard would.

Manifestation: A small eyestalk pops out of the ground in front of you. More eyestalks slowly emerge until they fill Mana’s seal like grass. The seal lifts up from beneath you, revealing that you are sitting upon a massive, one-eyed creature’s head.


Major Granted Abilities

  • Magic Ray: You fire a magical ray from your fingertips as a standard action. The ray requires a ranged touch attack to hit and has a range of 25 feet + 5 feet per 2 binder levels you possess. On a successful hit, the ray deals 1d6 points of damage per 2 binder levels you possess. The ray’s damage is chosen from among the following types: acid, cold, fire, force, electricity, or sonic. Damage done by magic ray is considered continuous damage for the purpose of any concentration checks the target makes prior to the beginning of your next turn. If you are showing Mana’s sign when you use this ability, you fire four rays at once instead of one. Each ray may be of a different energy type and damage done by the rays stack if all four rays target the same creature. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Your magic ray ignores all defenses that reduces energy damage taken, including resistances, immunities, incorporeal defenses, and so on.

Minor Granted Abilities

  • Aberrant Sight: While you are bound to Mana, you gain the all-around vision special qualityb1 and can view magical auras at will, functioning as a constant arcane sight and occult sight effect. You must show Mana’s sign in order to receive this benefit.
  • Antimagic Ray: You launch a cone of antimagic as a standard action, functioning as antimagic field except the effect targets a 20-foot cone-shaped emanation. Antimagic ray has a duration of concentration, up to 1 minute per binder level you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Mana’s sign in order to gain the benefits of this granted ability.
  • Break Magic: You undo magic with a touch, functioning as either break enchantment or greater dispel magic (your choice). This ability has a range of spell effect or creature touched and requires a successful melee touch attack in order to target a creature. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Stunning Gaze: You unleash Mana’s rage and confusion as a gaze attack, causing all targets within a 30-foot line to become stunned for 1 round per binder level you possess. A successful Will save negates this condition. You must show Mana’s sign in order to receive this benefit. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.

Signs and Influence

Mana affects you in the following ways.

  • Physical Sign: Four eyestalks grow from your head. When you activate one of Mana’s granted abilities, these eyes quiver and focus upon your target.
  • Personality Influence: You obsess over magic and share whatever knowledge you know or discover with overs. You must horde all magic items you discover to yourself.
  • Favored Ally: Aberration (any except for Mana’s favored enemies)
  • Favored Enemy: Aberration (creatures that prepare spells or spontaneously cast spells)

——

Vestigial Bond (Companion)

You gain a giant leech vermin companionUM. You possess a druid level equal to your binder level when determining your leech’s abilities. This granted ability replaces stunning gaze.



Mother Medusa: She of Snakes and Stone

Offender of the gods and the mother of all medusas, Mother Medusa was cursed with her powers after she offended a goddess.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Evil (LE)

Constellation: Starless

Binding DC: 37

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

  • You place a petrified living creature in the center of Mother Medusa’s seal and smash it during her manifestation.
  • You draw Mother Medusa’s seal at least 10 feet away from any reflective objects or surfaces.
  • You are female or make love to a woman with a Charisma of 20 or better during Mother Medusa’s manifestation.

Ceremony: You mix gravel, snake skin, and a bit of acid into a basin and lather the mixture onto your head.

Manifestation: Dozens of snakes burst from your scalp as they writhe about, hissing at you in a harsh but alluring voice.


Major Granted Abilities

  • Mane of Coils: Your head grows a mane of writhing snakes that lash out at nearby foes. When you make a full attack, you can activate this ability as a free action to forgo your usual attacks in order to make a single bite attack against all targets within reach instead. Your reach increases by 5 feet when attacking with mane of coils. This bite attack deals 1d6 points of damage (or 1d4 points if you are small and affects the target with the following injury poison: save Fortitude, DC as a granted ability; effect 1d4 Dex damage; frequency 1/round for 4 rounds; cure 1 save. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Living creatures with immunity to poison are not immune to mane of coils and resistance bonuses on the save against mane of coils are ignored.

Minor Granted Abilities

  • Aura of Vanity: You emit a 10-foot aura of horrific splendor as a standard action that forces all intelligent creatures within this area to gaze upon you in awe, functioning as lock gazeuc. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Gaze of Medusa: Your gaze transforms your victims into stone, functioning as flesh to stone except this ability affects all targets in a 30-foot cone. This ability is a gaze attack. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must show Mother Medusa’s sign in order to gain this benefit.
  • Horrific Form: While you are bound to Mother Medusa, you gain all-around vision and gain the frightful presence special quality. Use your binder level as your racial HD when determining the save DC of your frightful presence. You must show Mother Medusa’s sign in order to receive this benefit.
  • Shun Curses: While you are bound to Mother Medusa, you gain spell resistance 16 + your binder level against curses and an insight bonus on saving throws against curses equal to half your binder level.

Signs and Influence

Mother Medusa affects you in the following ways.

  • Physical Sign: Your hair transforms into snakes; if you are bald, you grow hair that falls out when the pact ends. When you activate one of Mother Medusa’s granted abilities, your eyes become blood-red and worthless objects within 10 feet of you briefly turn into stone.
  • Personality Influence: You loathe organized religion and praise revenge as the highest of virtues. You must deface any religious sites that you encounter and you must seek to corrupt all love between sentient creatures that you encounter.
  • Favored Ally: Any (blind creatures)
  • Favored Enemy: Humanoid (any except favored allies)

Vestigial Bond (Companion)

You gain a viper snake with the fiendish simple templateB1 as an animal companion. You possess a druid level equal to your binder level when determining your viper’s abilities. This granted ability replaces aura of vanity.



Overmind: Seneschal of Far Travels

Overmind is an omniscient presence that watches over all things that have, are, and will happen.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Neutral (LN)

Constellation: Scholar

Binding DC: 28

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

  • You possess an array of knowledge, requiring 4 ranks in four Knowledge skills of your choice.
  • You are Lawful or present Overmind with a map of the city or region that you drew his seal in during his manifestation.
  • You place a treasure worth no less than 50,000 gp in the center of Overmind’s seal for him to observe as he manifests. The treasure is not harmed or consumed.

Ceremony: You unfurl a roll of parchment and uncork a bottle of ink before chanting Overmind’s name five times.

Manifestation: The ink vanishes from its bottle and reappears upon the parchment, drawing blueprints that you have never seen before. Suddenly, the blueprints burst into flames as a single eye stares at you from within the inferno.


Major Granted Abilities

  • Temporal Leap: You vanish into the future as an immediate action, reappearing in your current position after 1 round per binder level you possess. You effectively do not exist for this ability’s duration and cannot be targeted or detected by divination spells or effects. You can take no actions until you reappear and you are not aware of the events that transpire in your absence; no time seems to have passed to you. Ongoing spells and effects active on you are suspended until you return. If your space is occupied or hazardous to you when you return, you reappear in a the closest possible empty, non-hazardous space. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: You are aware of all events that transpire within 120 feet of your space after using temporal leap and can end temporal leap early as a free action during your turn. You are not aware of events that you would not have otherwise been aware of when using temporal leap in this manner.

Minor Granted Abilities

  • All-Knowing: While you are bound to Overmind, you gain an insight bonus on Perception and Sense Motive checks equal to half your binder level as well as a +5 dodge bonus to your AC and on Reflex saves against attacks made by traps.
  • Overmind’s Eye: While you are bound to Overmind, you can cast arcane eye as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Overmind’s Foresight: While you are bound to Overmind, you gain a +4 bonus on initiative checks and you can always act during a surprise round.
  • Regulate Movement: You project a 30-foot aura that bars extradimensional movement as a standard action for a number of rounds equal to your binder level. Creatures within this aura are barred from making any type of movement that is prevented by dimensional anchor while they are within the aura and for 1 round after they leave. A creature can attempt a Will save when the aura is first activated or after entering the aura to negate its effects. If a creature leaves and then reenters this aura, it must attempt a new saving throw or succumb to it again. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Overmind affects you in the following ways.

  • Physical Sign: You cannot convey emotion with your voice. When you activate one of Overmind’s granted abilities, drawings of eyes tattoo your body.
  • Personality Influence: You are obsessed with neatness and organization. You must perfectly organize every plan that you are expected to follow down to the most minute detail.
  • Favored Ally: Any (any Lawful)
  • Favored Enemy: Outsider (creatures with the chaotic subtype)

Vestigial Bond (Companion)

You gain a resolute owlB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your owl’s abilities. This granted ability replaces Overmind’s eye.



Rajah Amajaloma: Devourer of Souls

Rajah Amajaloma was once used as a weapon of the gods, an assassin able to slaying any being by devouring its soul.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Evil (LE)

Constellation: Fiend

Binding DC: 35

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

  • You sully the likeness of the Primordial Titans’ seal during Rajah Amajaloma’s ceremony. If you accept this totem, you cannot seal a pact with the Primordial Titans for 1 day or until Rajah Amajaloma leaves your soul.
  • You place the paw of a rakshasa or the hand of a titan within Rajah Amajaloma’s seal and meditate with it before performing Rajah Amajaloma’s ceremony.
  • You sacrifice a living, intelligent creature with an Intelligence of 10 or more during Rajah Amajaloma’s ceremony.

Ceremony: You kill a small, living creature within Rajah Amajaloma’s seal with your bare hands.

Manifestation: A jellyfish-like entity floats up out of the sacrificed creature’s mouth with the creature’s likeness etched onto its back and glimpses of the creature’s memories glisten upon its membrane. Suddenly, a black shadow swallows the jellyfish whole, purring contentedly afterwards.


Major Granted Abilities

  • Annihilation Ray: You devastate one target within 60 feet with a ray of negative energy as a standard action, causing 2d6 points of negative energy damage to the target per binder level you possess. A successful Fortitude save reduces the damage to 5d6. Any living creature reduced to 0 hit points or fewer by annihilation ray is also effected by death knell. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If the damage dealt by annihilation ray is enough to slay its target, its body is transformed into a gem worth 1,000 gp x its Hit Dice and its soul is stored within it, functioning as soul bind.

Minor Granted Abilities

  • Apocalyptic Immunity: While you are bound to Rajah Amajaloma, you are immune to fire damage, electricity damage, and poison and gain resistance 20 against acid and cold damage. In addition, you gain spell resistance equal to 12 + your binder level against divine spells.
  • Aura of Blight: You emanate a 20-foot sphere of blight as a standard action, causing all nonmagical plants to wither and die. Furthermore, you can focus this blight onto a plant creature within this aura as a standard action, causing it to suffer 1d6 points of negative energy damage per binder level you possess. A successful Fortitude save reduces this damage by half. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day. You must show Rajah Amajaloma’s sign in order to receive this benefit.
  • No Escape: While you are bound to Rajah Amajaloma, you gain an insight bonus to your CMD against creatures that attempt to move through your threatened area or space and against grapple attempts equal to half your binder level. In addition, you can cast dimensional anchor as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Unseen by Gods and Men: While you are bound to Rajah Amajaloma, you gain a constant nondetection effect and you gain trackless step, as the druid class feature.

Signs and Influence

Rajah Amajaloma affects you in the following ways.

  • Physical Sign: Your body becomes inky black and veiled like the night sky. When you activate one of Rajah Amajaloma’s granted abilities, onlookers can see their deepest fears lurking within your veiled silhouette.
  • Personality Influence: You loathe the living and slay any living thing that is not directly offering you any assistance or benefit. You must never show mercy and concern yourself only with the annihilation of all life.
  • Favored Ally: Any (non-living creatures and creatures without souls)
  • Favored Enemy: Any (creatures with souls)

Vestigial Bond (Companion)

You gain an cacodaemon daemonB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your cacodaemon’s abilities. This granted ability replaces aura of blight.



Roshar: The Burning Prophet

Roshar was an infallible saint who guided the survivors of an ancient empire to safety from the wrath of the gods. His sainthood is honored by humanity’s survivors today.

Summoning Rules

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

Spirit Level: 8th

Alignment: Lawful Good (LG)

Constellation: Angel

Binding DC: 27

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

  • You draw Roshar’s seal within a patch of natural sunlight.
  • You are bound to at least one other Angel spirit (or to Swan Elashni) when you perform Roshar’s ceremony.
  • You are non-evil or have performed a truly good deed within the past 24 hours.

Ceremony: You mix several drops of your own blood with herbal incense and throw the mixture into a brazier lit at the center of Roshar’s seal.

Manifestation: The fire coughs out thick, red smoke as Roshar’s silhouette appears within the embers. He bows to you and sits down cross-legged on the opposite side of the brazier.


Major Granted Abilities

  • Aura of Immolation: You emit volatile flames from your body as a standard action, causing all creatures and objects within 20 feet to suffer 1d4 points of fire damage per binder level you possess. A successful Reflex save reduces this damage by half. In addition, for the next 1d4+1 rounds after using aura of immolation, creatures that strike you with melee weapons suffer 1d4 points of fire damage. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Half of the damage dealt by aura of immolation is untyped damage.

Minor Granted Abilities

  • Channel the Sun: While you are bound to Roshar, you emanate an aura of light out 20 feet, functioning as daylight. You can suppress or activate this aura as a standard action.
  • Mend the Broken: You are able to heal crippling damage and conditions as a standard action, functioning as either lesser restoration, restoration, or greater restoration (your choice). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Sprigs to Snakes: You transform a tree or an object made entirely of wood into a snake of equal or smaller size as a standard action, functioning as polymorph any object. In addition, you can channel energy to command reptilian animals, as Command Undead, a number of times per day equal to 3 + your Charisma modifier. The DC to save against this ability is equal to 10 + half your binder level + your Charisma modifier.
  • Pilgrim’s Skills: While you are bound to Roshar, you gain an insight bonus on Knowledge (geography), Knowledge (religion), and Survival checks equal to half your binder level. In addition, you can always discern which direction is north, even if you possess no ranks in Survival.

Signs and Influence

Roshar affects you in the following ways.

  • Physical Sign: A halo of light surrounds your brow whenever you stand in direct sunlight. When you activate one of Roshar’s granted abilities, the halo expands to shroud your entire body regardless of the current illumination level.
  • Personality Influence: You always take at least one round of watch while camping. You must refuse to take more than the bare minimum of rest required for any journey you undertake.
  • Favored Ally: Any (worshipers of Good deities)
  • Favored Enemy: Any (worshipers of Evil deities)

Vestigial Bond (Boon)

While you are bound to Roshar, you gain a constant find the path effect and you emanate a constant aura of water walk out 20 feet, allowing all allies within 20 feet of you to walk across water. This granted ability replaces channel the sun.



Ryoku Ria: Truculent Transmogrifier

Occult scholars believe that Ryoku Ria, a transmoglomaniac, transformed himself into a spirit after having a falling out with his hometown.

Summoning Rules

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

Spirit Level: 8th

Alignment: Neutral Good (NG)

Constellation: Hero

Binding DC: 26

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

  • You perform Ryoku Ria’s ceremony while under the effects of a polymorph effect.
  • You are a nashi or a master in the arts of alchemy or electrotechnology, requiring 16 ranks in either Craft (alchemy) or Craft (electrotech).
  • You draw Ryoku Ria’s seal with at least one gallon of fresh animal blood.

Ceremony: You place a wad of clay in the center of Ryoku Ria’s seal and call out for him to appear before you.

Manifestation: The clay shapes itself into your likeness, then both the clay effigy and your body mold into a hundred different animals and creatures. Finally, the clay turns into a nashi and you transform into a wad of clay. The nashi picks you up and absentmindedly kneads you throughout the pact.


Major Granted Abilities

  • Declaw: You transmogrify away the natural attacks of one target within 30 feet as a standard action. Select one type of natural weapon that the target possesses. It loses all attacks that it could normally make with the selected natural weapon for 1 minute per binder level you possess. A successful Fortitude save negates this effect. This ability is a polymorph effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Instead of removing a target’s natural attacks with declaw, you may remove any one special ability that the creature possesses that can be granted by beast shape IV.

Minor Granted Abilities

  • Aura of Aspects: While you are bound to Ryoku Ria, all allies within 30 feet of you gain the benefits of greater animal aspectum. All allies must assume the same animal aspect, which is chosen by you. You can activate this ability or suppress it as a full-round action or change which aspect you grant as a standard action.
  • Pack Shape: While you are bound to Ryoku Ria, you cast animal shapes as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Ryoku’s Revamp: While you are bound to Ryoku Ria, you can cast polymorph any object as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Ultimate Transmogrification: You take the form of any animal, dragon, humanoid, elemental, or plant creature as a full-round action, functioning as greater polymorph. 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.

Signs and Influence

Ryoku Ria affects you in the following ways.

  • Sign: One of your limbs gains a black-and-gray ring pattern like a raccoon’s. This pattern persists throughout any polymorph effects active upon you. When you activate one of Ryoku Ria’s granted abilities, this limb scintillates in random waves of color.
  • Personality Influence: You obediently follow the directions of your superiors and panic whenever no such instructions are available. You must gratefully extol your superiors at every opportunity and may never correct them or diminish their work.
  • Favored Ally: Humanoid (any)
  • Favored Enemy: Animal (any), Magical Beast (any), Monstrous Humanoid (any)

Vestigial Bond (Boon)

In addition to its usual effects, you and your allies can also assume any form allowed by alter self, elemental body II, or plant shape I using the animal shapes spell-like ability granted by your pack shape granted ability. This ability replaces ultimate transmogrification.



Septigenius Maximus: Immortal God-King

Ancient myths tell of a forgotten Pharaoh named Septigenius Maximus who was both timeless and loving.

Summoning Rules

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

Spirit Level: 8th

Alignment: Chaotic Good (CG)

Constellation: Skull

Binding DC: 27

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

  • You perform Septigenius Maximus’s ritual inside of a tomb.
  • You use bandages made from the finest cloth in Septigenius Maximus’s ceremony, worth at least 500 gp per roll of silk.
  • You wear two magic rings and a magic amulet during Septigenius Maximus’s ceremony.

Ceremony: You cut 21 silk bandages and wrap your body with them. When you have finished, you drink a vial of poison.

Manifestation: Your body numbs as the venom takes effect. A golden light envelops you and Septigenius Maximus appears, shrouded in clouds of gold.


Major Granted Abilities

  • Gaze of Transmutation: You petrify one target within 30 feet as a standard action, permanently transforming it into gold, iron, salt, or stone. This ability functions as flesh to stone, except for the material type. You must choose what to transform your target into before you use this ability and the material chosen modifies gaze of transmutation’s save DC as noted here: gold (–6), iron (–4), salt (–2), or stone (+0). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use gaze of transmutation to restore petrified creatures, functioning as stone to flesh.

Minor Granted Abilities

  • Antidote: You remove disease and poison afflicting one target with a touch, functioning as remove disease and neutralize poison. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Kingly Precautions: While you are bound to Septigenius Maximus, you are immune to poison and acid damage.
  • Mummify: You are mummified by Septigenius Maximus’s presence, granting you a +2 size bonus to Strength, a +2 natural armor bonus to AC, a slam attack that deals 1d6 points of damage (or 1d4 damage if Small), darkvision out 60 feet, immunity to other polymorph effects, and a +4 bonus on saving throws made against mind-affecting effects, diseases, and stunning effects as well as damage reduction 5/– and vulnerability to fire. In addition, divination spells discern you as an undead instead of your usual type and you gain the negative energy affinity racial traitarg. This ability is a polymorph effect and is not dispelled or suppressed by any effect, including mage’s disjunction and antimagic field. You must show Septigenius Maximus’s sign in order to receive this benefit.
  • Soothing Caress: You caress a humanoid or monstrous human with a touch as a standard action, causing the target to become stunned by ecstasy for 1d4+1 rounds if you hit it with a melee touch attack. A successful Will save negates this condition. This ability is a mind-affecting charm effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.

Signs and Influence

Septigenius Maximus affects you in the following ways.

  • Physical Sign: You become wreathed in bandages like a mummy. When you activate one of Septigenius Maximus’s granted abilities, your crown is sheathed in golden light.
  • Personality Influence: You refuse to kneel or bow to holy men. You must ignore all laws, customs, and traditions that cause harm, promote privilege, or restrict basic freedoms.
  • Favored Ally: Any (living creatures with 3 or fewer HD)
  • Favored Enemy: Any (Evil divine spellcasters)

Vestigial Bond (Boon)

While you are bound to Septigenius Maximus, you gain the service of a troupe (13) of skeletonb1 minions. These skeletons are standard 1/3 HD human skeletons except they are not mindless; they have an Intelligence of 10 and their alignment matches your own. The skeletons can transform into humans at will (as alter self) and they unquestioningly obey your commands and fight to the death to protect you. This granted ability replaces soothing caress.



Solterra: Grandmother Earth

Solterra is a folklore character who is said to have become one with the harvest itself. She appears in many stories aiding others in coming to peace with their personal quandaries.

Summoning Rules

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

Spirit Level: 8th

Alignment: Neutral Good (NG)

Constellation: Tree

Binding DC: 29

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

  • You are a half-orc, are a Youth or younger, or possess 18 ranks in Perform (sing).
  • You draw Solterra’s seal on a freshly tilled plot of farmland.
  • You sully the likeness of any Skull or Dark Beyond spirit seal during Solterra’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Solterra leaves your soul.

Ceremony: You sing a joyous ballad to the earth, then touch your brow to Solterra’s seal.

Manifestation: Life sprouts from Solterra’s seal, forming the kindly, green face of an old half-orc. She begins your pact by merrily passing gas with a hearty laugh.


Major Granted Abilities

  • Grandmother’s Banishment: You expel unnatural things from the world as a standard action, functioning as either banish pact spirits† or banishment (your choice). After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Instead of banish pact spirits† or banishment, you may resolve grandmother’s banishment as imprisonment, but only when targeting one of Solterra’s favored enemies.

Minor Granted Abilities

  • Aura of Revealing: While you are bound to Solterra, you emit a 30-foot aura that dispels any illusions or polymorph effects active on creatures or objects within its area, functioning as though you had used greater dispel magic to make an area dispel centered on you. Whether or not your caster level check is successful, a creature or object cannot be the target of this granted ability again for 1 day. You can use this ability for a number of rounds each day equal to your binder level. These rounds don’t need to be consecutive.
  • Create Life: While you are bound to Solterra, you can cast terraformma as a spell-like ability once per day. This effect has a duration of 1 minute per level unless you also provide the spell’s material component cost, in which case it uses the spell’s duration normally.
  • Grandmother’s Kiss: While you are bound to Solterra, you can reattach severed limbs from any creature as if it possessed the regeneration ability. In addition, you can cast regenerate as a spell-like ability at will. Once a creature has been healed by this spell-like ability, it cannot benefit from it again for 1 day.
  • Prune the Unnatural: You annihilate an unnatural creature as a standard action, functioning as disintegrate. You may only target the following types of creatures with this ability: aberrations, constructs, oozes, outsiders, undead, and any creature with the extraplanar subtype. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Solterra affects you in the following ways.

  • Physical Sign: You appear to be in the pinnacle of health to others. When you activate one of Solterra’s granted abilities, you literally glow with health.
  • Personality Influence: You are revolted by aberrations and undead and you are uncomfortable around outsiders, even good ones. You must always make room for guests or travelers that seek your shelter or protection.
  • Favored Ally: Any (living creatures)
  • Favored Enemy: Aberration (any), Construct (any), Ooze (any), Outsider (any), Undead (any), and Any (creatures with the extraplanar subtype).

Vestigial Bond (Boon)

While you are bound to Solterra, you can cast summon nature’s ally IX (animals, magical beasts, and plants only) as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces prune the unnatural.



Young Krios: Author of Sedition

Krios was a sorcerer who dreamed of using his innate powers to overthrow the gods-sanctioned noble courts.

Summoning Rules

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

Spirit Level: 8th

Alignment: Chaotic Good (CG)

Constellation: Thief

Binding DC: 29

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

  • You are younger than Middle Aged or have a Charisma score of 24 or better.

*When performing Young Krios’s ceremony, you use the head of a monarch, nobleman, or ruler.

  • At least seven people are present to watch Young Krios’s manifestation.

Ceremony: You kiss a shrunken head on the lips and place it into a jar of sweetened water.

Manifestation: The head’s mouth and eyes open as the head speaks naively of high-minded philosophical goals. After several moments, the head breaks down in tears and begs you for your forgiveness.


Major Granted Abilities

  • Shrink Head: You curse one target within 30 feet as a standard action, shrinking its head with a successful melee touch attack. If the attack hits, the target’s Intelligence, Wisdom, and Charisma is permanently reduced to 2d6 and its head shrinks to half its size, causing magic items worn on the head or headband slot to fall to the ground in the target’s space. A successful Will save negates this effect. Spells that heal ability damage do not remove or reduce this penalty; only miracle or wish can undo shrink head. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: On a successful save, the target of shrink head suffers 1d4 points of ability drain to its Intelligence, Wisdom, and Charisma.

Minor Granted Abilities

  • Fate’s Whisper: You send curses with a thought as a standard action, functioning as sending. In addition, you may target the recipient of fate’s whisper with one of the following: confusion, contagion, bestow curse, poison, or suggestion. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Off with Their Head: You slash off your target’s head with a touch as a standard action, allowing you to make a melee touch attack that deals 1d10 points of slashing damage + your Charisma modifier. You may attack with this ability at your full normal rate of attacks as a full-round action (much like a character with a greatsword or bow). In addition, this melee touch attack is considered a vorpal weapon.
  • Noble Tongued: While you are bound to Young Krios, you gain an insight bonus on Bluff and Knowledge (nobility) checks equal to half your binder level and you can make Knowledge (nobility) checks untrained.
  • Undetectable Presence: While you are bound to Young Krios, you gain a constant nondetection effect and you are immune to spells and spell-like abilities that attempt to read your thoughts (such as detect thoughts).

Signs and Influence

Young Krios affects you in the following ways.

  • Physical Sign: Your appearance is that of yourself as an adolescent, except your physique is altered to optimize your beauty and youthfulness. When you activate one of Young Krios’s granted abilities, your eyes twinkle wildly with starlight.
  • Personality Influence: You are helplessly idealistic. You must attempt to seize power, especially political power, whenever the opportunity arises.
  • Favored Ally: Any (creatures with commoner levels)
  • Favored Enemy: Any (creatures with aristocrat levels)

Vestigial Bond (Companion)

You gain a Youth human male cohort. This character’s level equals your binder level –2 and possesses all of its levels in the adept NPC class. This granted ability replaces off with their heads.

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