9th Level Spirits
Table of Contents

Alabaster: Timeless Tester

The immortal entity known as Alabaster only seals pacts with worthy binders to test her theories.

Summoning Rules

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

Spirit Level: 9th

Alignment: Neutral Evil (NE)

Constellation: Scholar

Binding DC: 40

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

  • You are a peerless scholar, requiring 10 ranks in every Knowledge skill.
  • You perform Alabaster’s ceremony upon a demiplane.
  • You use a scroll of time stop before performing Alabaster’s ceremony.

Ceremony: You draw Alabaster’s seal in a white medium, such as chalk or limestone. When the seal is complete, you scribe the word “lie” across the seal in varying sizes and scripts.

Manifestation: The ink congeals at the center of the seal, erasing your writing before expanding in all directions, creating a massive blueprint for creating a phylactery.


Major Granted Abilities

  • Command Time: You slow the progression of time to a halt as a standard action, functioning as time stop. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: For command time ‘s duration, you cannot be harmed by environmental effects and can walk across liquid surfaces, functioning as water walk, while time is stopped.

Minor Granted Abilities

  • Alabaster’s Brilliance: While you are bound to Alabaster, you gain a +6 enhancement bonus to your Intelligence and receive skill ranks equal to your binder level in 3 randomly determined skills that you possess no ranks in.
  • Dimensional Portals: You create a wormhole as a standard action. The wormhole has two entrances, both of which must be within 100 feet of each other. Once per round, a creature that enters a space containing one of the wormhole’s entrances can teleport into the other space as a free action so long as the other entrance is not occupied or hazardous to the teleporting creature. If a creature charges or runs into a space containing a wormhole entrance, it may continue its run or charge action with any remaining distance but it must continue to follow the usual movement restrictions associated with these actions. A wormhole does not allow a creature to declare a charge against a target that it cannot see. You may only have one wormhole active at a time; summoning a new wormhole causes the previous one to disappear, and your wormhole vanishes if you are not within 30 feet of one of its entrances. You can dismiss an active wormhole as a free action during your turn.
  • Mortality Override: While you are bound to Alabaster, you are immune to negative levels and death effects and cannot die from old age.
  • Reality Override: While you are bound to Alabaster, you can cast mirage arcana as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.

Signs and Influence

Alabaster affects you in the following ways.

  • Physical Sign: Your bones, blood, and eyes glow with an azure light that permeates through your skin, clothing, and equipment. When you activate one of Alabaster’s granted abilities, your body emits a dazzling white light.
  • Personality Influence: You experience extreme euphoria when others successfully solve problems or puzzles. You must present as many of these scenarios to others as possible.
  • Favored Ally: Construct (any), Undead (liches)
  • Favored Enemy: Any (creatures with an Intelligence score greater than 3 but less than your Intelligence)

Vestigial Bond (Boon)

While you are bound to Alabaster, when you die you return to life 1d10 days later in the last place that you slept with all of your equipment, functioning as true resurrection. In exchange for this resurrection, you are bound to Alabaster in a poor pact for 1 month. This granted ability replaces command time.



Aladdar: The Unhindered

Aladdar was a court mage and horse master of a well-loved king who loathed his dreary life, so one day he decided to leave to a place between planes, never to be seen again.

Summoning Rules

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

Spirit Level: 9th

Alignment: Chaotic Neutral (CN)

Constellation: Thief

Binding DC: 31

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

  • You are a master in the saddle, requiring 18 ranks in Ride.
  • Aladdar’s seal is drawn in a horse barn, a horse-herding field, or in a place where wild horses roam free.
  • You draw Aladdar’s seal within sight of an equine magical beast, such as a pegasus or a unicorn.

Ceremony: While within Aladdar’s seal, you beg him to help you regain your freedom from the dreadfully tedious aspects of everyday life.

Manifestation: Aladdar appears as an apparition of a short, round centaur with leathery skin, a unicorn’s head, and pegasus wings. He neighs warily at you as he settles in for a pact.


Major Granted Abilities

  • Aladdar’s Disjunction: You obliterate magical effects as a standard action, functioning as mage’s disjunction except it targets all magic effects active on a single target or one spell effect. Unlike mage’s disjunction, Aladdar’s disjunction has a range of touch, targets the touched creature or object, and requires a successful melee touch attack to deliver its effects. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Increase the chance for Aladdar’s disjunction to destroy an antimagic field by 1% per binder level you possess.

Minor Granted Abilities

  • Cageless Step: While you are bound to Aladdar, you can cast knock as a spell-like ability at will.
  • Everlasting Freedom: While you are bound to Aladdar, you cannot be targeted by imprisonment or similar effects. In addition, you can cast freedom of movement as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Hide Among the Blind: You make yourself invisible as a standard action, functioning as greater invisibility. You can use this ability 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.
  • Ready to Run: While you are bound to Aladdar, you gain an insight bonus on initiative checks equal to half your binder level. In addition, you are not flat-footed during a surprise round or before you have had a chance to act at the start of a battle.

Signs and Influence

Aladdar affects you in the following ways.

  • Physical Sign: Your body and worn equipment reek of horse stables, including horses, horse manure, hay, and sweat. When you activate one of Aladdar’s granted abilities, your body appears gaseous and translucent for a brief moment, as if your body were reduced to a foggy haze.
  • Personality Influence: You are easily agitated by your allies and constantly wish to seek solitude from their presence. You must flee whenever you are at a severe risk of being killed, captured, or both and must never take an action that will directly risk your safety, freedom, or both.
  • Favored Ally: Any (equine creatures)
  • Favored Enemy: Any (soldiers and military leaders)

Vestigial Bond (Companion)

You gain a pegasus as an animal companion, functioning as a horseb1 with a 60-foot fly speed (good). You possess a druid level equal to your binder level when determining your horse’s abilities. This granted ability replaces hide among the blind. In addition, you may also replace ready for action in order to summon Aladdar’s personal pegasus, Shadowfar, instead of a standard pegasus. Shadowfar possesses the following spell-like abilities: 2/day—greater teleport, planeshift, shadow walk.



Ashvattha: The Stem of Life

Ashvattha is believed to be the mythic progenitor of the irminsul, whose roots bind reality’s planes together.

Summoning Rules

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

Spirit Level: 9th

Alignment: Neutral Good (NG)

Constellation: Tree

Binding DC: 45

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

  • You use treant sap in Ashvattha’s ceremony.
  • You are polymorphed into a treant, as plant shape III or a similar effect, during Ashvattha’s manifestation.
  • You draw Ashvattha’s seal within sight of an irminsul.

Ceremony: You coat your body in sap and use it to adhere tree bark to your body.

Manifestation: You transform into a tree as the earth pulls your feet deep into the ground and the sky stretches your arms high above your head. Ashvattha speaks to you in the voice of nature, such as flocks of songbirds and whispers on the wind.


Major Granted Abilities

  • Baleful Teleport: You teleport a target to another place with a touch as a standard action. If you hit the target with a melee touch attack, it is teleported to a random location; which teleportation spell this ability functions as is determined by rolling 1d% and comparing the result to the effect below. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds.
d% Distance Teleported
01–60 400 ft. + 40 ft./binder level, as dimension door.
61–90 100 miles per binder level, as teleport.
91–99 Anywhere on same planet, as greater teleport.
100 Anywhere on same plane, as interplanetary teleport.
  • Capstone Empowerment: If you roll a natural 20 to hit your target with baleful teleport, it receives no Will save against the effect and you may choose which spell baleful teleport functions as instead of rolling on the table.

Minor Granted Abilities

  • Animate Trees: You animate one tree within 180 feet as a swift action, transforming it into a treantb1 except an animated tree does not possess the animate trees or rock throwing abilities and has a speed of 10 feet. After animating it, the tree takes one full-round action for an animated tree to uproot itself before it can act. This effect lasts for 1 minute per binder level you possess or until the tree moves out of range, is incapacitated, or you end the animation as a free action or by animating a new tree, after which the tree immediately takes root wherever it is and returns to its normal state.
  • Gift of Magic: While you are bound to Ashvattha, you can cast miracle as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You cannot use this spell-like ability to make requests that require an expensive material component.
  • Treespeech: While you are bound to Ashvattha, you gain a constant speak with plants effect, except normal plants always greet you with an attitude of friendly or helpful.
  • Tremorsense: While you are bound to Ashvattha, you gain tremorsense out 60 feet, allowing you to pinpoint anything that is in contact with the ground.

Signs and Influence

Ashvattha affects you in the following ways.

  • Physical Sign: Your feet transform into burrowing roots and your blood becomes sap. When you activate one of Ashvattha’s granted abilities, moss rapidly spreads across your body.
  • Personality Influence: You speak slowly and lumber when you walk. You must protect all plants from harm.
  • Favored Ally: Plant (any)
  • Favored Enemy: Any (creatures native to the Plane of Shadows)

Vestigial Bond (Companion)

You can transform a quarterstaff that you have carved Ashvattha’s seal into and polished for 28 days into a treantB1 companion once per day, functioning as changestaff except the duration lasts for 1 day. Your treant has a number of hit points equal to half your total and uses your base attack bonus and base save bonuses in place of its own. This granted ability replaces animate trees.



The Beast that Births: Matron of Monsters

The Beast of Births loves nothing more than transforming mortal binders into her hideous children.

Summoning Rules

The following describes the requirements and rituals for sealing pacts with the Beast that Births.

Spirit Level: 9th

Alignment: Neutral Evil (NE)

Constellation: Beast

Binding DC: 35

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

  • You are bound to the Worglord when you perform the Beast that Birth’s ceremony.
  • You draw the Beast that Birth’s seal in a damp cave.
  • You bring at least 3 of your children by blood to witness the Beast that Birth’s manifestation.

Ceremony: You stand alone within the Beast that Birth’s seal, waiting in silence.

Manifestation: An attractive member of your race appears within the Beast that Birth’s seal and coaxes you into stripping and making love. Between gasps, your lover transforms into a hideous beast and vanishes. You feel a faint bump in your gullet that leaves a hand-shaped imprint on your lower abdomen.


Major Granted Abilities

  • Birth Horrors: You birth a monstrous creature to fight for you as a full-round action, functioning as summon monster IX. You may only summon one creature at a time with birth horrors. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: You can summon multiple creatures using birth horrors, as described by summon monster IX. You may only have one instance of birth horrors active at a time.

Minor Granted Abilities

  • Blood Drinker: You recuperate your wounds by consuming the blood of a slain creature that has been dead for no more than 10 minutes. Doing so requires 1 minute of drinking, which provokes attacks of opportunity. For each point of Constitution that the slain creature had when it died, you heal 1d6 hit points of damage (to a maximum of 20d6). Excess hit points are converted into temporary hit points that last for 1 hour. These temporary hit points do not stack.
  • Child of the Beast: You transform into a bestial broodling as a full-round action, changing your size category to Large and gaining a +4 size bonus to Strength and Constitution, a –2 penalty to Dexterity, a natural armor bonus to AC equal to half your binder level, two claw attacks that deal 2d6 points of damage, a bite attack that deals 2d6 points of damage, a rend attack that deals 1d8 points of damage, a +10-foot bonus to your base speed, darkvision out 90 feet, scent, and DR 10/magic. When you assume this form, your equipment merges into your body. You cannot cast spells or use skills that require concentration while in this shape, as if you were under the influence of rage. 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.
  • Howl of Death: While you are bound to the Beast that Births, you can cast wail of the banshee as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Spirit Birth: While you are bound to the Beast that Births, you gain a constant spirit birth† effect.

Signs and Influence

The Beast that Births affects you in the following ways.

  • Physical Sign: Your sexual organs are drastically enhanced in length, size, and girth. When you activate one of the Beast that Birth’s granted abilities, your gullet swells and kicks as though you were pregnant.
  • Personality Influence: You are extremely protective of your children. You must create children at every opportunity.
  • Favored Ally: Any (creatures younger than Adult)
  • Favored Enemy: Humanoid (any proficient with weapons)

Vestigial Bond (Boon)

Your body heals wounds quickly, granting you regeneration 5 (magic weapons, spells). While polymorphed by child of the beast, this regeneration improves to 10. You must be bound to both the Beast that Births and the Worglord in order to select and benefit from this vestigial boon. This granted ability replaces the Worglord’s crush windpipe granted ability.



Brother Calvis: The Undying Monk

Known for his unwavering patience, Brother Calvis’s spirit wanders an extracosmic plane thought to be linked to many others.

Summoning Rules

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

Spirit Level: 9th

Alignment: Lawful Neutral (LN)

Constellation: Angel

Binding DC: 33

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

  • You are trained in the bodily arts, requiring 6 ranks in Acrobatics, Climb, and Escape Artist.
  • You are trained in the mental arts, requiring 6 ranks in Diplomacy, Knowledge (planes), and Perception.
  • You place the severed head of an pactmaking creature or a binder onto the center of Brother Calvis’s seal, which explodes during Brother Calvis’s manifestation.

Ceremony: You enhance Brother Calvis’s seal with geometric diagrams representing the body, mind, and soul.

Manifestation: As the seal is completed, a humble monk in a brown robe instantly appears at the center of Brother Calvis’s seal with a pleasant, enigmatic smile.


Major Granted Abilities

  • Negate Death: You completely nullify one harmful effect as an immediate action. This prevents all hit point damage, ability damage, ability drain, negative levels, harmful conditions, or any other harmful effect done to you. This ability can negate the harmful effects of attacks, spells, abilities, environmental hazards, and so on. This ability does not affect the source of the effect, such as a weapon, a spellcaster, or a hurricane. If the negated effect is continuous, you are immune to its harmful effects until the end of your next turn. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Activating negate death no longer requires an action.

Minor Granted Abilities

  • Erase from Reality: You temporarily remove a target from reality with a touch, causing your target to cease to exist for 1 round per binder level you possess if you succeed on a melee touch attack. During this time, no magic or divinations can detect the creature and it can take no actions. After this ability ends, the target returns unharmed in the last space that it occupied, or the nearest possible space if its original space is now hazardous or occupied. A successful Will save negates this ability. A creature that succeeds on its saving throw cannot be the target of this granted ability again for 1 day.
  • Glimpses of the Future: While you are bound to Brother Calvis, as long as you are not helpless you cannot be caught flatfooted or denied your Dexterity bonus to AC.
  • Hasted Movement: While you are bound to Brother Calvis, you can cast haste on yourself as a spell-like ability at will.
  • Veiled Mind: While you are bound to Brother Calvis, you are immune to all mind-affecting abilities.

Signs and Influence

Brother Calvis affects you in the following ways.

  • Physical Sign: Your body becomes perfectly symmetrical and loses all blemishes or natural flaws, though this does not repair damage done to your body such as broken bones or lost limbs. When you activate one of Brother Calvis’s granted abilities, you glow radiantly if you are Good or Neutral or ashen gray if you are Evil.
  • Personality Influence: You are imperturbable. You must act with a perfect balance of action and logic at all times.
  • Favored Ally: Humanoid (any except Favored Enemies)
  • Favored Enemy: Any (creatures bound to pact spirits or that possess the spirit-touched template†)

Vestigial Bond (Boon)

You become bound to your past self, granting you a +4 bonus on saving throws against death effects and abilities that bestow negative levels onto you. In addition, you gain a contingency effect that casts true resurrection upon you once per pact should you die. You do not need to provide the material component for this effect. If you die a second time during the same pact with Brother Calvis, your soul becomes lost to the Byways, preventing attempts to resurrect you unless your soul is recovered. This ability replaces veiled mind.



Daeminthos: Crystal Eye of the Mind

Daeminthos was a psychic who sought to sacrifice his apprentice in a mind-switching ritual to steal his youth.

Summoning Rules

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

Spirit Level: 9th

Alignment: Neutral Evil (NE)

Constellation: Mage

Binding DC: 30

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

  • You are able to read minds when Daeminthos manifests.
  • You impress Daeminthos with your psychic lore, requiring 18 ranks in Knowledge (arcana).
  • You draw Daeminthos’s seal with powdered diamond worth 2,000 gp.

Ceremony: You sit in the center of Daeminthos’s seal and palm a perfectly formed crystal in your hands twelve times while gazing into it deeply.

Manifestation: The shattered image of Daeminthos appears within the crystal, a bald man with fierce eyes. His image is separated by the jewel’s faces, making him look shattered.


Major Granted Abilities

  • Crystal Shard: You conjure a large crystal as a standard action and launch it at one target as a ranged touch attack. If the attack hits, the target takes 1d6 points of damage per binder level you possess. Half of this damage is piercing and the rest is slashing. Also the crystal explodes with psychic energy in the target’s square, causing 1d6 points of damage per binder level you possess to all targets within 10 feet of the target (including the target). A successful Will save negates the damage dealt by this psychic explosion. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Targets that fail crystal shard’s Will save become dazed for 1 round.

Minor Granted Abilities

  • Hold Monster: You are able to paralyze a target with a thought as a standard action, functioning as hold monster. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
  • Psychic Foresight: While you are bound to Daeminthos, you gain a pool of psychic motes equal to your Charisma modifier (minimum 1). Whenever you roll a d20, you may spend one mote from your psychic mote pool as a swift action in order to add a +10 insight bonus to the roll’s result.
  • Psychic Sense: While you are bound to Daeminthos, you gain blindsense out 60 feet.
  • Telepathy: While you are bound to Daeminthos, you can communicate with others via psychic powers, functioning as the telepathy special ability. Your telepathy has a range of 5 feet per binder level you possess.

Signs and Influence

Daeminthos affects you in the following ways.

  • Physical Sign: Your hair and any loose articles of clothing you possess float about on their own as if you were submerged in water. When you activate one of Daeminthos’s granted abilities, psychic energy bursts from your eyes.
  • Personality Influence: You plan and scheme countless plots to further your goals. You must remain cold and aloof.
  • Favored Ally: Constructs (any)
  • Favored Enemy: Humanoids (any without psychic powers)

Vestigial Bond (Companion)

You gain a paracletus aeonB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your paracletus’s abilities. This granted ability replaces psychic foresight.

Ultimate Psionics: If your campaign allows for Ultimate Psionics by Dreamscarred Press, Daeminthos’s vestigial companion grants you a psicrystal instead of a paracletus aeon, functioning as Psicrystal Affinity. You possess a manifester level equal to your binder level when determining your psicrystal’s abilities.



Dama: The Molded Man

In ancient human legends, Dama is the first human man who was abandoned by bickering gods who refused to compromise in his creation.

Summoning Rules

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

Spirit Level: 9th

Alignment: Neutral (N)

Constellation: Starless

Binding DC: 48

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

  • You mold a perfect effigy of yourself from clay, requiring 18 ranks in an appropriate Craft skill.
  • You are human or perform Dama’s ceremony while covered from head to toe in clay.
  • The effects of a 9th level divine spell are active upon you when you perform Dama’s ceremony.

Ceremony: You place a wad of clay in the center of Dama’s seal and work it between your fingers while singing an ancient titan hymn.

Manifestation: Thousands of human faces appear within all clay used in Dama’s ceremony and start to sing along with you. The faces disappear as soon as they appear, leaving only one perfect human form in the clay that stands without emotion.


Major Granted Abilities

  • Supreme Flexibility: As a free action, select 1 feat whose prerequisites you meet. You gain the benefits of the selected feat for 1 round. You cannot select a feat if it grants you an ability that is usable a limited number of times per day (such as a spell-like ability) or if you already have the selected feat. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When using supreme flexibility, you gain the selected feat for a number of rounds equal to your binder level. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.

Minor Granted Abilities

  • Clay Body: While you are bound to Dama, you gain the compression special ability. Furthermore, you gain the shapechanger subtype and the change shape ability, which allows you to transform into any specific, individual human that you have encountered, functioning as alter self. When using your change shape, you gain a +10 racial bonus on Disguise checks made to appear as a specific individual.
  • Earthen Endurance: While you are bound to Dama, you gain a +6 enhancement bonus to your Constitution score.
  • Remold: You can immediately kill one humanoid within 30 feet as a standard action and reincarnate it as a human. This ability is a death effect and the creature receives a Will save to negate its effects. 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.
  • Skilled: While you are bound to Dama, you gain a +4 insight bonus on all skill checks for skills that you are trained in.

Signs and Influence

Dama affects you in the following ways.

  • Physical Sign: Your body appears perfectly molded and chiseled like a marble statue and any clothing or equipment you wear is instantly adjusted to a perfect, skin-tight fit for your new body. When you activate one of Dama’s granted abilities, your skin takes on the ruddy texture of clay.
  • Personality Influence: You are stubborn and single minded in all pursuits and constantly extol the superiority of humanity over all other creatures. You refuse to compromise with others, even over the most arbitrary of arguments.
  • Favored Ally: Humanoid (humans)
  • Favored Enemy: Humanoid (any except humans)

Vestigial Bond (Companion)

You gain a clay companion, functioning as one animal companion of your choice from the ranger’s list of hunter’s bonds. Change the clay companion’s type to construct, grant it bonus hit points based upon its size, and grant it the augmented animal subtype. You may change your clay companion into a different animal from the list provided by hunter’s bond by spending 1 minute remolding its body and features. You possess a druid level equal to your binder level when determining your clay companion’s abilities. This granted ability replaces remold.



Eschalon: Son of the Blackened Sky

Eschalon was a powerful lich who almost destroyed his home by snuffing out the sun.

Summoning Rules

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

Spirit Level: 9th

Alignment: Chaotic Evil (CE)

Constellation: Skull

Binding DC: 35

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

  • You sully the likeness of Vaukner’s seal during Eschalon’s ceremony. If you accept this totem, you cannot seal a pact with Vaukner for 1 day or until Eschalon leaves your soul.
  • You draw Eschalon’s seal with powdered onyx worth 15,000 gp.
  • You draw Eschalon’s seal in a desecrated area where no sunlight can touch it.

Ceremony: You light a candle within Eschalon’s seal and whisper, “The end times are nigh,” before blowing it out again.

Manifestation: As the candle’s flame dies, the world around you becomes cold and dark, chilling you to the bone. As you begin to pant and shiver, Eschalon’s visage forms from your breath’s vapors, mocking you for your mortality.


Major Granted Abilities

  • Apocalypse from the Sky: You summon the end-times as a full-round action, causing all creatures within 100 feet of you to suffer 1d4 points of damage per binder level you possess. Half of this damage is fire damage and the rest is untyped damage. A successful Reflex save reduces this damage by half. In addition, creatures that fail their Reflex save become nauseated for 1d4 rounds. A successful Fortitude save negates the nauseated condition. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Creatures within 10 feet of you when you activate apocalypse from the sky do not receive a Reflex save to reduce its effects.

Minor Granted Abilities

  • Afterlife Denied: You seal away the soul of a dead creature as a standard action, functioning as soul bind except you do not need to provide a material component; instead, the target’s heart is transformed into solid onyx, which acts as the soul’s receptacle. This receptacle never shatters based upon its value. If the target lacks a heart for any reason when this ability is used, you must provide soul bind’s material component or this ability fails. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Aura of Desecration: While you are bound to Eschalon, you radiate a 20-foot aura that bolsters undead creatures, functioning as desecrate.
  • Press into Servitude: You utter a command word that slays any creature who hears it as a standard action, functioning as power word kill except it allows a Will save to negate the effect. Any creature slain by press into servitude rises from the dead 1d4 rounds later as either a skeleton or a zombie (your choice). You can command all undead that you raise with press into servitude, up to a total number of Hit Dice equal to your binder level. When your pact ends, undead raised by press into servitude are destroyed. Whether or not a creature succeeds on its saving throw, it is immune to this granted ability for 1 day.
  • Sow Misery: While you are bound to Eschalon, you can cast cursed earth as a spell-like ability once per day.

Signs and Influence

Eschalon affects you in the following ways.

  • Physical Sign: Your skin becomes gaunt and thin, as though you were only skin and bones. When you activate one of Eschalon’s granted abilities, the area around you becomes as black as a starless night.
  • Personality Influence: You revile in killing living creatures. You must destroy life at every opportunity.
  • Favored Ally: Undead (any)
  • Favored Enemy: Any (living creatures)

Vestigial Bond (Boon)

While you are bound to Eschalon, you can cast control undead as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Increase the spell’s duration to 1 hour/level. This granted ability replaces press into servitude.



Kaylos: Master of Wishes

Kaylos is a fiendish div who rules over all that is wished. He is more than willing to grant the wishes of binders who summon him… with a twist.

Summoning Rules

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

Spirit Level: 9th

Alignment: Lawful Evil (LE)

Constellation: Seer

Binding DC: 30

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

  • You sully the likeness of a Dragon constellation spirit’s seal during Kaylos’s ceremony. If you accept this totem, you cannot seal a pact with the chosen spirit for 1 day or until Kaylos leaves your soul.
  • You have killed someone, bound their soul, and traded it to a fiend for no other reason than to gain this totem.
  • You use a scroll of wish to wish for this totem, granting it to you forever more.

Ceremony: You polish a red gem within Kaylos’s seal while staring down at your reflection within it.

Manifestation: You become mesmerized by the gem as it shows you every vile, unwholesome thing that you have ever yearned for before exploding. Kaylos’s spirit arises from the debris, his gaze alone compelling you to confess your most sinful desires to him while bawling madly.


Major Granted Abilities

  • Gate of Incineration: You open a rift to the Elemental Plane of Fire in a 5-foot square within 60 feet of you, creating a 30-foot sphere-shaped burst of primordial fire. Creatures within this area suffer 1d6 points of fire damage per binder level you possess. All creatures and objects within this area immediately catch on fire. A successful Reflex save reduces this damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Any creature at the center of the burst created by gate of incineration must succeed on a Reflex save or become teleported to the Elemental Plane of Fire if it fails its initial saving throw.

Minor Granted Abilities

  • Genie Lore: While you are bound to Kaylos, you gain an insight bonus on Appraise, Bluff, Diplomacy, Knowledge (arcana), and Spellcraft checks equal to half your binder level.
  • Sinful Desire: You force one target to confess its most sinful desire to you as a standard action, causing it to begin cowering for 1 round per binder level you possess. A successful Will save reduces this condition to shaken. This ability is a fear effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Twisted Wish: While you are bound to Kaylos, you can cast wish as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. You must provide the material component for this spell unless your target is cowering as the result of Kaylos’s sinful desire granted ability, in which case you may use wish to transform its sinful desires into a twisted wish. This functions as wish, except the effect produced by wish must grant the target its sinful desires while also directly harming, hampering, or humiliating the target or directly leading to such an outcome.
  • Usher Oblivion: While you are bound to Kaylos, you can cast any spell on the Destruction 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 Destruction domain spell-like abilities each day equal to 3 + your Charisma modifier.

Signs and Influence

Kaylos affects you in the following ways.

  • Physical Sign: Your nails transform into rubies, changing back into their true form should they ever become separated from your body. When you activate one of Kaylos’s granted abilities, you gain the visage of a contract devil.
  • Personality Influence: You yearn to know the deepest desires of others. When you learn such a desire from another creature, Kaylos sends waves of ecstasy throughout your body, forcing you to twitch and groan from pleasure.
  • Favored Ally: Outsider (creatures with the devil subtype)
  • Favored Enemy: Dragon (any)

Vestigial Bond (Companion)

You gain a doru divB2 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your doru’s abilities. This granted ability replaces genie lore.



King Mutaros: Vengeance Unfulfilled

Mutaros was a mighty king of an ancient empire, last of his lineage. He was ultimately betrayed and usurped by his demon-worshiping son.

Summoning Rules

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

Spirit Level: 9th

Alignment: Lawful Neutral (LN)

Constellation: Noble

Binding DC: 32

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

  • You present King Mutaros with a gift worthy of a king, which must be worth at least 15,000 gp, which vanishes during King Mutaros’s manifestation.
  • You sully the likeness of Tyrant Cromwell’s seal or The Crow’s seal during King Mutaros’s ceremony. If you accept this totem, you cannot seal a pact with the selected spirit for 1 day or until King Mutaros leaves your soul.
  • You destroy the head of an enemy that you slew in battle within King Mutaros’s seal during his ceremony.

Ceremony: You read any one of the variants of King Mutaros’s legend aloud.

Manifestation: As you finish reading the legend, an apparition of Mutaros and his eldest son rise from the seal. You watch as Mutaros’s son betrays him while the world around the seal is reduced to rubble, which arises momentarily and reassembles itself in the appearance of King Mutaros.


Major Granted Abilities

  • Sparks of Anger: You call down bolts of lightning from the sky as a standard action that strike one target within 10 feet. The target suffers 1d6 points of damage per binder level you possess and is stunned for 1 round; half of this damage is electricity and the rest is sonic. A successful Reflex save reduces the damage by half and negates the stunned condition. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If you use sparks of anger while outside, its damage is maximized.

Minor Granted Abilities

  • Heartbreak: While you are bound to King Mutaros, you can cast earthquake as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Fumes of Fury: While you are bound to King Mutaros, you can expel a burst of poisonous gas as a standard action that causing all living creatures within 30 feet (except you and your vestigial companion, if any) to die. A successful Fortitude save negates this effect. This ability is a poison effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.
  • Roar of the King: You unleash a sonic blast as a move action that deals 1d6 points of sonic damage per 3 binder levels to one target within 30 feet. In addition, the target becomes permanently deafened. A successful Reflex save reduces the damage by half and negates the deafened condition.
  • Unstoppable Vengeance: While you are bound to King Mutaros, you gain regeneration 5. Your regeneration is overcome by piercing damage and is suppressed while you are afflicted with any amount of bleed damage.

Signs and Influence

King Mutaros affects you in the following ways.

  • Physical Sign: Ever-bleeding wounds appear on your throat and over your heart. When you activate one of King Mutaros’s granted abilities, salty tears uncontrollably stream down your face.
  • Personality Influence: You are overwhelmed with sadness at all times. You must hide your sorrows from your closest friends.
  • Favored Ally: Humanoid (any lawful)
  • Favored Enemy: Humanoid (any chaotic)

Vestigial Bond (Companion)

You gain an resolute weaselB2 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 roar of the king.



Malebolge Moors: 13 Traitors of Hell

After falling from Heaven, the Malebolge Moors became a spirit after trying to betray the Lord of Devils.

Summoning Rules

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

Spirit Level: 9th

Alignment: Lawful Evil (LE)

Constellation: Fiend

Binding DC: 33

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

  • You sold your soul (or the soul of another creature) to a contract devil prior to performing the Malebolge Moor’s ceremony or you manage to convince the Malebolge Moors that you have done so, requiring 18 ranks in Bluff.
  • You sign the contract made during the Malebolge Moor’s ceremony in Celestial or Infernal, requiring the ability to write in either language.
  • You draw the Malebolge Moors’ seal with crystallized hellfire, which costs 3,000 gp.

Ceremony: You draw and sign a contract to relinquish your soul to the Malebolge Moors while they are bound to you.

Manifestation: An apparition of one of the Malebolge Moors coalesces before you. Grinning sinisterly, it reveals your eternal punishment in Hell to you before sealing the pact.


Major Granted Abilities

  • Power Word Torment: You evoke the deepest, most sinful desires of a target within 30 feet and punish it for them as a standard action, functioning as power word stun. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Increase power word torment’s hit point totals for each break point by 10%: targets with 55 hp or less become stunned for 4d4 rounds, targets with 56 – 110 hp or less become stunned for 2d4 rounds, and targets with 111 – 165 hp become stunned for 1d4 rounds.

Minor Granted Abilities

  • Hellfire Flensing: You flay a target with hellfire as a standard action, causing 1d6 points of damage per 4 binder levels you possess to the target with a melee touch attack. Half of this damage is fire damage and the rest is untyped. In addition, the target suffers 1d6 points of Charisma damage. A successful Fortitude save reduces the ability damage by half.
  • Infernal Aspect: While you are bound to the Malebolge Moors, you gain acid resistance 20, cold resistance 20, and your weapon attacks are treated as evil-aligned for the purpose of overcoming damage reduction. You must show the Malebolge Moors’ sign in order to receive this benefit.
  • Infernal Immunity: While you are bound to the Malebolge Moors, you are immune to fire damage, poison, and pain effects. You must show the Malebolge Moors’ sign in order to receive this benefit.
  • Magical Expiration: While you are bound to the Malebolge Moors, 13 hellish eyes rotate around you. These eyes are invisible and cannot be interacted with. When a creature within 30 feet is targeted by a spell that you have successfully identified, you can expend one eye as an immediate action in order to counter the spell, functioning as greater dispel magic.

Signs and Influence

The Malebolge Moors affect you in the following ways.

  • Physical Sign: Your flesh rips, tears, and mends itself as if being chewed. When you activate one of the Malebolge Moors’ granted abilities, your head becomes wreathed in hellfire.
  • Personality Influence: You are prideful and lash out at those who insult your pride. You must insult any who are inferior to you physically, mentally, or in station.
  • Favored Ally: Humanoid (any)
  • Favored Enemy: Outsider (any evil)

Vestigial Bond (Companion)

You gain an imp devilB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your imp’s abilities. This granted ability replaces magical expiration.



Prometheus: Man’s First Flame

The dragon Prometheus was punished heavily by the gods for twice defying them by giving mortals the gift of fire.

Summoning Rules

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

Spirit Level: 9th

Alignment: Lawful Good (LG)

Constellation: Dragon

Binding DC: 37

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

  • You place a torch or brazier lit using dragon’s ember in the center of Prometheus’s seal.
  • A true dragon witnesses Prometheus’s manifestation.
  • You provide a freshly slain ox as tribute to Prometheus’s manifestation.

Ceremony: You rub the fat tissue from a bovine animal across your face, arms, and chest. When you are covered, you light yourself on fire in the center of Prometheus’s seal.

Manifestation: As the flesh and fat sizzle and pop, a massive dragon swoops down and gobbles you in a single bite. You seal your pact with Prometheus from within his gullet.


Major Granted Abilities

  • Breath of the First Flame: You unleash the First Flame in the form of a fiery breath attack as a standard action, dealing 1d6 points of fire damage per binder level you possess to all targets in a 30-foot cone. A successful Reflex save reduces the damage done by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Half of the damage dealt by breath of the first flame is untyped.

Minor Granted Abilities

  • Child of Prometheus: You transform into a red or gold dragon, functioning as form of the dragon III. 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.
  • Debt of the First Flame: You wrap yourself in the divine light of the First Flame as a standard action, functioning as both fire shield (warm shield only) and overwhelming presence for 1 round per binder level you possess. Your overwhelming presence only affects dragons, humanoids, and monstrous humanoids. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Draconic Reservoir: While you are bound to Prometheus, you gain a constant draconic reservoirAPG effect. You can only absorb fire damage with this ability, but you can absorb up to 60 points and unlike the spell, unleashing absorbed energy frees up space to absorb more energy.
  • Dragon’s Ember: While you are bound to Prometheus, you can cast produce flame as a spell-like ability a number of times per day equal to your binder level. In addition, you can expend one use of this spell-like ability as a standard action in order to heal a living creature for 1d6 points of hit point damage + your binder level with a touch.

Signs and Influence

Prometheus affects you in the following ways.

  • Physical Sign: Your body is constantly illuminated by fire, as if a great inferno stood at your back at all times. When you activate one of Prometheus’s granted abilities, harmless flames lick your body.
  • Personality Influence: You fix problems with trickery rather than strength. You must attempt to reverse or repair any acts of cruelty that you learn about.
  • Favored Ally: Dragon (any), Humanoid (any)
  • Favored Enemy: Animal (any birds of prey)

Vestigial Bond (Companion)

You gain a fire elementalB1 as a familiar, functioning as an Improved Familiar. This elemental takes the form of a dragon and possesses a 60-foot fly speed (perfect). You possess a wizard level equal to your binder level when determining your fire elemental’s abilities. This granted ability replaces child of Prometheus.



Saint Alexandra: She By Three

Alexandra was a prominent binder who devoted her life to keeping the divine and occult communities from breaking out into all-out war.

Summoning Rules

The following describes the requirements and rituals for binding Alexandra.

Spirit Level: 9th

Alignment: Lawful Good (LG)

Constellation: Starless

Binding DC: 36

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

  • You possess the Reserve Spirit feat†.
  • You are bound to at least one spirit that you made a good pact with in the last 24 hours.
  • You are bound to at least one spirit for whom you have met all of the spirit’s totem requirements when you seal your pact with Alexandra.

Ceremony: You slice your hand with a knife and press your bleeding palm into the center of Alexandra’s seal.

Manifestation: Your quickly flows out from your self-inflicted wound, perfectly tracing Alexandra’s seal. When the seal is completely traced, your blood glows with eldritch light as Alexandra’s voice hangs in the air, greeting you warmly.


Major Granted Abilities

  • Imbue with Occult Power: As a standard action, you can imbue one ally within 30 feet with one major granted ability that you possess, granting the target access to this ability and suppressing it for you for 1 minute. The target uses your binder level and your Charisma modifier to determine the major granted ability’s effects. You cannot imbue an ally with imbue with occult power or any granted ability that is expended or suppressed. After using this granted ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: The target of imbue with occult power also gains the capstone empowerment of any granted ability that you imbue it with, even if you didn’t earn that capstone empowerment yourself.

Minor Granted Abilities

  • Harmonize Spirits: While you are bound to Alexandra all bonuses granted to you by minor granted abilities stack with each other, up to a maximum bonus equal to your binder level. For instance, if you receive an insight bonus on Diplomacy checks from two different spirits, those insight bonuses stack up to a maximum insight bonus equal to your binder level.
  • Occult Blessings: While you are bound to Alexandra, you can cast any spell on the Pact Magic 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 Pact Magic domain spell-like abilities each day equal to 3 + your Charisma modifier.
  • Occult Concordance: Once per round, you can expend one major granted ability belonging to any spirit that you are currently bound to as a free action in order to reduce the number of rounds that a second, expended major granted ability is expended for by up to 5 rounds, to a minimum of 0 rounds remaining. If this ability reduces the number of rounds that a major granted ability is expended for to 0, you may use it immediately. You may use this granted ability a number of times per day equal to 3 + your Charisma modifier.
  • Reliable Pact: While you are bound to Alexandra, you may choose to gain a +10 bonus on binding checks made to seal a pact with a spirit. If you use this bonus on a binding check, you never earn the spirit’s capstone empowerment, regardless of your binding check’s result.

Signs and Influence

Alexandra affects you in the following ways.

  • Physical Sign: Alexandra’s seal appears on both your palms, etched in blood. When you activate one of Alexandra’s granted abilities, you are forced to shout your birth name as loud as possible.
  • Personality Influence: You seek to please others and go along with their suggestions unquestioningly. You must never act in a way that causes discord among others.
  • Favored Ally: Any (creatures with a binder level)
  • Favored Enemy: None

Vestigial Bond (Companion)

You gain a celestial hawkB1 as a familiar, functioning as an Improved Familiar. You possess a wizard level equal to your binder level when determining your celestial hawk’s abilities. This granted ability replaces harmonize spirits.



Tartarus: The Hungering Void

Tartarus was an Abyssal realm that was used by the celestial court as an eternal prison for wicked creatures.

Summoning Rules

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

Spirit Level: 9th

Alignment: Neutral Evil (NE)

Constellation: Dark Beyond

Binding DC: 50

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

  • You are True Neutral or you have committed a horrific crime worthy of divine attention.
  • You are able to name all 6,468 residents of Tartarus, requiring 18 ranks in Knowledge (planes).
  • You draw Tartarus’s seal within the Abyss.

Ceremony: While holding a lit black candle, you confess your sins to Tartarus.

Manifestation: The ground opens up beneath you, revealing a black pit that pulls you down. The more severe your sins, the longer you fall. When you reach the bottom, thousands of voices address you, each more malevolent than the last.


Major Granted Abilities

  • Damnation: You damn one target within 100 feet to the pits of Tartarus as a standard action, causing a black gate to open up beneath that opponent. A successful Reflex save negates this effect. If the target fails its Reflex save, shadowy tendrils lash out at the target from Tartarus and attempt to grapple the target for 1 round per binder level you possess, functioning like black tentacles. Each round that the black tentacles manage to maintain their grapple, they attempt to banish the grappled target to Tartarus instead of dealing damage, functioning as plane shift. A successful Will save negates this effect. If the target manages to free itself from the grapple and move out of the black gate’s space, the effect vanishes. After using this ability, it becomes expended for its duration and for 5 rounds afterwards.
  • Capstone Empowerment: The gate created by damnation is permanent until your target moves out of the black gate or it plane shifts your target to Tartarus.

Minor Granted Abilities

  • Hungry Pit: While you are bound to Tartarus, you can cast hungry pitAPG as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Lore of the Dead: While you are bound to Tartarus, you automatically know all of the abilities and weaknesses of any creature that you encounter as if you had succeeded on a successful Knowledge check to identify them. This ability cannot provide information or foresight that could not been gleaned from the Knowledge skill.
  • Wail of the Banshee: While you are bound to Tartarus, you can cast wail of the banshee as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
  • Wall of Suppression: You create a wall of glittering motes that suppresses any magical effect that passes through it, functioning as wall of suppressionAPG except you don’t have to provide the spell’s material component. 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

Tartarus affect you in the following ways.

  • Physical Sign: Your voice is deep and booming. When you activate one of Tartarus’s granted abilities, the earth cracks beneath you and emits shadowy illumination.
  • Personality Influence: You seek to punish others for all offenses. You must cause agony at every opportunity.
  • Favored Ally: Outsider (titans)
  • Favored Enemy: Humanoid (any), Undead (ghosts)

Vestigial Bond (Boon)

When a humanoid dies within 100 feet of you, you can raise it from the dead as a ghostB1, functioning as quickened animate dead. A ghost animated by this ability spends 1 full round manifesting, after which it follows your commands as command undead for 1 round per binder level you possess, after which the ghost is destroyed. This ghost possesses one of the special attacks listed under the ghost template of your choice. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This granted ability replaces wail of the banshee.



The Worglord: First Among Heroes

The Worglord was the subject of the known world’s first epic and the slayer of the terrifying Mother of Monsters.

Summoning Rules

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

Spirit Level: 9th

Alignment: Chaotic Good (CG)

Constellation: Hero

Binding DC: 33

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

  • You are bound to the Beast that Births when you perform the Worglord’s ceremony.
  • You bring a token given to you by another in thanks for a heroic deed into the center of the Worglord’s seal.
  • You masterfully perform the Worglord’s ancient epic, requiring 18 ranks in Perform (oratory).

Ceremony: You cut a wound on your right shoulder, your left shoulder, and above your heart without screaming or flinching; some binders accomplish this by gagging themselves.

Manifestation: Your blood attracts a pack of snarling wolves that are invisible save for their yellow eyes. Suddenly, a ghostly man wearing nothing but a wolf-skin cloak pulls himself free from the pools of blood that surround you without speaking, scaring away the ghostly eyes.


Major Granted Abilities

  • Stuff of Legends: You draw upon the powers of fate and destiny to accomplish your deeds, allowing you to take 20 on any d20 roll as a swift action. This d20 cannot be rerolled. If you take 20 on an attack roll, the attack threatens a critical hit but the number of rounds that stuff of legends is expended for is increased by 5. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: You can use stuff of legends to maximize the damage caused by one attack, spell, or ability instead of its usual benefits.

Minor Granted Abilities

  • Crush Windpipe: While you are bound to the Worglord, whenever you maintain a grapple against a target that you are pinning, you can suffocate the target instead of dealing unarmed strike damage, functioning as suffocationapg. The target suffers a –4 penalty on its Fortitude save against suffocation while grappled or pinned and automatically succeeds on its Fortitude save against suffocate if it is not grappled or pinned.
  • Defy Destiny: You gain incredible insight as an immediate action, granting you an insight bonus on the next saving throw that you make before the end of the turn equal to half your binder level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • My Will Be Done: You call upon incredible reserves of strength as a swift action, gaining an insight bonus on one Strength- or Dexterity-based check that you make before the end of the turn equal to half your binder level.
  • Sculpted Physique: While you are bound to the Worglord, you gain a +6 enhancement bonus to your Strength and Constitution. In addition, you do not provoke attacks of opportunity when making unarmed strikes or grapple combat maneuvers.

Signs and Influence

The Worglord affects you in the following ways.

  • Physical Sign: Your head changes into a wolf’s head, including a wolf-like snout and fur, but your eyes remain the same. When you activate one of the Worglord’s granted abilities, you bellow an otherworldly howl, the sound of which hangs in the air long after your cry has finished.
  • Personality Influence: You are stoic and enduring in all of your pursuits and refuse to submit to adversity. You must never back away from a challenge under any circumstances, even at the risk of your own life.
  • Favored Ally: Humanoid (any)
  • Favored Enemy: Dragon (any), Monstrous Humanoid (any)

Vestigial Bond (Boon)

You gain feral reflexes, granting you the ability to make a full attack after you charge. You must be bound to both the Beast that Births and the Worglord in order to select and benefit from this vestigial boon. This granted ability replaces the Beast that Birth’s child of the beast granted ability.

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