Pact Magic Feats
Table of Contents
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Wiki Note: The feats on this page have been sorted into categories for ease of reference - however, unless they have a listed type, they do not actually qualify as that type for any purpose (most commonly, that's being selected as a bonus feat). Some feats found here fall into multiple categories. In these cases, they are included in the category that best represents their theme.

Combat Feats

Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. Members of other classes can take combat feats provided that they meet the prerequisites.

Foe-Reaping Strike (Combat, Pact)

You are able to slay your spirit’s foes with a single strike.

Prerequisites: Furious Strike†, Life-Stealing Strike†, base attack bonus +10, bind spirit class feature.

Benefit: While you are bound to a spirit, you can make a killing blow against a creature that qualifies as that spirit’s favored enemy as a full-round action. Make a single attack at your highest attack bonus against the creature. If you hit, you deal your normal weapon damage and the creature must make a Fortitude saving throw or die (DC equals 10 + 1/2 your binder level + your Charisma modifier). Ranged attacks can only be used with this feat if the target is within 30 feet. You may attempt a foe-reaping strike once per day, plus one additional time each day when your base attack bonus reaches +4 and every 4 points thereafter.

Furious Strike (Combat, Pact)

You deal extra damage to your spirits’ favored enemies.

Prerequisite: Bind spirit class feature.

Benefit: While you are bound to a spirit, you can expend a spirit’s major granted ability as a swift action in order to cause your weapon attacks, natural attacks, and unarmed strikes to deal an additional 1d6 points of damage to creatures that qualify as the favored enemy of the spirit whose major granted ability you expended with this ability. When your binder level reaches 6th and every six levels thereafter, increase the additional damage done by this ability by 1d6 points.

You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn. This bonus damage does not apply to touch attacks or effects that do not deal hit point damage and is not multiplied on a critical hit.

Life-Stealing Strike (Combat, Pact)

You can drain away a foe’s vitality with occult power.

Prerequisites: Furious Strike†, bind spirit class feature.

Benefit: Any time that you deal damage with the additional damage granted by Furious Strike, you gain half of the additional damage dealt to your spirit’s favored enemy by this additional damage as temporary hit points for 1 hour. These temporary hit points do not stack.

Occult Fist (Combat, Pact)

The spirits boost your attacks to overcome damage reduction.

Prerequisites: Improved Unarmed Strike; Amateur Pactmaker† or bind spirit class feature.

Benefit: While bound to a spirit, your unarmed strikes are considered magic and silver weapons for the purpose of overcoming damage reduction. If you are a monk or a brawler, you are considered 4 levels higher when determining the benefits of your ki strike class feature or brawler’s strike class feature against your bound spirit’s favored enemies.

Shoot the Heel (Combat, Grit, Pact)

See the 'Grit Feats' section.

Spirit Strike (Combat, Pact)

You are able to use your occult powers with frightening speed.

Prerequisites: Cha 13; bind spirit class feature; base attack bonus +3, brawler’s strike class feature, or flurry of blows class feature.

Benefit: When you take a full attack action or use brawler’s flurry or flurry of blows, you may substitute an attack with a bound spirit’s major granted ability. This granted ability must have an activation time of 1 standard action or less. You must choose the attack with the highest base attack bonus to be substituted.

Supernatural Slayer (Combat)

You are skilled at killing supernatural entities.

Prerequisites: Combat Reflexes, Shield Against the Supernatural†.

Benefit: Creatures that use supernatural abilities while within your threatened area provoke attacks of opportunity from you. This attack does not disrupt the creature’s use of its supernatural ability unless specifically noted otherwise.

Normal: Supernatural abilities do not provoke attacks of opportunity.


Extra Feats

Extra feats are untagged, but offer additional selections for class options or additional uses of options you've already selected.

Extra Binder Secret

Through tireless search, you have uncovered a new binder secret.

Prerequisite: Binder secret class feature.

Benefit: You gain one additional binder secret. You must meet all prerequisites for this binder secret.

Special: You can gain Extra Binder Secret multiple times.

Extra Constellation Aspect

You extra knowledge of constellations translates into extra occult power.

Prerequisites: Bind spirit class feature, constellation aspects class feature.

Benefit: While you are bound to one or more spirits, with at least one good pact, you gain one additional constellation aspect. This constellation aspect must be one available to the constellation of one of your bound spirits.

Special: A pactmaker can gain Extra Constellation Aspect multiple times.

Extra Greensprout Trick

You are more resourceful than most rapscallions at using Tommy Greensprout’s gifts to your advantage.

Prerequisite: Greensprout trick class feature.

Benefit: You gain one additional greensprout trick. You must meet all prerequisites for this greensprout trick.

Special: You can gain Extra Greensprout Trick multiple times.

Extra Mask Talent

You are able to gain more supernatural benefits from your masks than most mascareri can even imagine.

Prerequisite: Mask talent class feature.

Benefit: You gain one additional mask talent. You must meet all prerequisites for this mask talent.

Special: You can gain Extra Mask Talent multiple times.

Extra Monstrous Aspect

Your body is even more susceptible to the taint of the occult than most.

Prerequisites: Bind spirit class feature, monstrous aspects class feature.

Benefit: While you are bound to one or more spirits, you gain one additional monstrous aspect. This monstrous aspect must be one available to a pactmaker of your level.

Special: A pactmaker can gain Extra Monstrous Aspect multiple times.

Extra Pact Augmentation

You have unlocked the ability to further augment your pacts.

Prerequisite: Pact augmentation class feature.

Benefit: Select one additional pact augmentation for which you qualify. While you are bound to a spirit, you also gain the benefits of this pact augmentation.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new pact augmentation.

Extra Societal Secret

You possess knowledge of your secret society’s most closely guarded secrets.

Prerequisite: Societal secret class feature.

Benefit: You gain one additional societal secret. You must meet all prerequisites for this societal secret.

Special: You can gain Extra Societal Secret multiple times.

Practiced Mask Designer

You can create corpse masks from an expanded library of creature types.

Prerequisite: Expanded mask design class feature.

Benefit: You gain one additional mask design. You must meet all prerequisites for this mask design.

Special: You can gain Practiced Mask Designer multiple times.


General Feats

General feats have no tags associated with them, and do not belong in any other category.

Demon Eye

Prenatal exposure to occult influences has warped you into a demon eye, a deformed child of the spirits.

Prerequisite: Must be taken at character level 1st.

Benefit: Select one constellation aspect, chosen from those available to a pactmaker. Once per day as a free action, you can open a third eye that protrudes from your forehead in order to gain the selected constellation aspect for up to 1 minute per character level you possess. If the constellation aspect has a daily use limitation (such as the sow destruction feint aspect), any uses of that constellation aspect while using this ability count towards that aspect’s daily limit. Your pactmaker level while using this constellation aspect is equal to your character level.

When you select this feat, you gain the occult subtype in addition to your other subtypes and you gain one of the following deformities. Once you select a deformity, you cannot change it later.

  • Cloven Hooves (Ex): Instead of feet, your legs end in a set of cracked, ugly hooves that restrict your movement. Your base speed is reduced by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet instead. Your speed is never reduced by encumbrance.
  • Misshapen Arm (Ex): One of your arms is disproportionate to the other and ends with a twisted, claw-like appendage. Select one of your hands. You are considered to be one size category smaller when wielding weapons in that hand and any shield bonus that you gain from wielding a shield in that hand is reduced by half (minimum 1). In addition, you take a –4 penalty on attack rolls made with two-handed weapons and on Disable Device and Sleight of Hand skill checks. You gain a slam attack with your chosen hand that deals 1d6 points of damage (or 1d4 if you are Small). Your slam attack can deal bludgeoning damage, slashing damage, or both.
  • Spiny Skin (Ex): You possess thick, leathery sinew that is covered in unsightly stubs. You take a –4 penalty on Diplomacy and Handle Animal checks and any animal or person’s initial attitude towards you starts one level lower than normal. You gain a +1 natural armor bonus to your Armor Class.

Demon Eye Exemplar

You turn weakness into strength, mastering your deformity for additional benefit.

Prerequisite: Demon Eye†.

Benefit: You can open your demon eye one additional time each day. Additionally, you can either gain a deformity from among those listed by the Demon Eye feat that you do not possess or you can select one of following improved deformities.

  • Cloven Hooves (Ex): Your speed is never reduced by armor or encumbrance. You must possess the cloven hooves deformity in order to select this deformity.
  • Misshapen Arm (Ex): The damage dealt by your slam attack increases to 1d8 if you are Medium or 1d6 if you are Small. You must possess the misshapen arm deformity in order to select this deformity.
  • Spiny Skin (Ex): You gain acid resistance 5, cold resistance 5, and fire resistance 5. You must possess the spiny skin deformity in order to select this deformity.

Special: You can select this feat up to five times. Each time you do, increase the number of times that you can use your demon eye by one and you select an additional deformity or improved deformity.

Exorcist’s Scrutiny

You can quickly determine if a single creature or object is occult in nature.

Prerequisites: Ability to cast detect pact spirits†, exorcist’s judgment class feature.

Benefit: As a move action, you can cast detect pact spirits† and concentrate on a single item or individual within 60 feet, determining if it is occult or bound to a spirit and learning the strength of its aura (if any) as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect pact spirits in any other object or individual in range.

Normal: Detect pact spirits† has a casting time of 1 standard action, a duration of concentration, and targets a 60-foot coneshaped emanation.

Improved Monstrous Aspect

The occult spirits mutate your body with frighteningly bestial aspects.

Prerequisite: Monstrous aspect class feature.

Benefit: When you seal a good pact with a spirit, you may roll on Table: Improved Monstrous Aspects instead of choosing your monstrous aspect from the list of abilities available to you based on your pactmaker level. If you gain multiple monstrous aspects, you may choose to select some from the standard list of monstrous aspects and roll for others on Table: Improved Monstrous Aspects. All monstrous aspects are considered minor granted abilities

Shield Against the Supernatural

You are naturally resistant to supernatural powers.

Benefit: You gain a +2 bonus on saving throws made against all types of supernatural abilities, including the granted abilities of spirits.

Societal Obedience

You belong to a secret organization that gifts you with special boons in exchange for the completion of minor tasks and offerings.

Prerequisites: 3 skill ranks in any two of the skills that members of the organization can use to make activity checks, Fame 15 with the chosen organization.

Benefit: Each organization requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the organization to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your organization upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the organization’s second boon. If you have 20 Hit Dice or more, you also gain the organization’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. Certain prestige classes gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Wiki Note: The Grimoire of Lost Souls, Pact Magic's omnibus, contains a number of organizations not available on this wiki. If you don't have access to that book - although we do encourage getting it if you want to make use of the Pact Magic rules - you should work with your GM to create an appropriate organization for your character to join.

Supernatural Consciousness

You have a sixth sense when it comes to detecting danger.

Benefit: You may use your Wisdom modifier in place of your Dexterity modifier on initiative checks.


Grit Feats

Grit feats interact with the gunslinger’s grit class ability or the grit granted by the Amateur GunslingerUC feat. Gunslingers can take grit feats as bonus feats.

Follow the Trail (Grit)

You stalk your foes with hardened determination.

Prerequisite: Amateur GunslingerUC or grit class feature.

Benefit: Survival is always a class skill for you and you gain a +4 bonus on Survival checks made to track creatures while you have at least 1 grit point. When you make an attack against a creature with concealment (but not total concealment) using the attack action, you can spend 1 grit point as part of the attack to ignore the creature’s concealment. You must be aware of the creature’s general location in order to use this feat.

Shoot the Heel (Combat, Grit, Pact)

You utilize the otherworldly power of an occult entity to target your foe’s weak points.

Prerequisites: Amateur GunslingerUC or grit class feature, bind spirit class feature.

Benefit: While you are bound to a spirit, you can spend 1 grit as a swift action in order to cause your firearm attacks made against a creature that qualifies as one of your bound spirit’s favored enemies to ignore up to 1 point of damage reduction that the creature possesses until the end of the turn.

When your binder level reaches 5th and every five levels thereafter, you ignore 1 additional point of damage reduction that the creature possesses, up to DR 5. This feat does not affect untyped damage reduction, such as DR 10/–.

Unbreakable Resolve (Grit, Pact)

Your thirst for revenge is unwavering.

Prerequisites: Amateur GunslingerUC or grit class feature, bind spirit class feature.

Benefit: While you are bound to a spirit, you can spend 1 grit as an immediate action in order to gain DR 1/– and resistance 5 against all types of energy damage against attacks made or spells cast by any creature that qualifies as your bound spirit’s favored enemy until the end of the turn.

When your binder level reaches 5th and every five levels thereafter, increase the DR that you receive from this feat by 1 and the resistance by 5, up to DR 5/– and energy resistance 20.


Item Creation Feats

Item creation feats allow characters to create new items and equipment.

Craft Crystallized Pain (Item Creation, Pact)

You perform a brutal ritual to a hapless victim that transforms their suffering into a physical, potent jewel.

Prerequisites: Bind spirit class feature, ability to bind 4th-level spirits.

Benefit: You can create a vile, occult substance called crystallized pain by brutally maiming and humiliating defenseless victims. In order to crystallize a creature’s pain, you must draw a seal using a substance called midnight ink†. This process is identical to drawing a seal to act as a spirit’s vessel (see Performing a Pact Ritual) except this seal is permanent once drawn, though it can be rendered useless by smudging, smearing, or dissolving the midnight ink. A single casting of erase will likewise destroy this seal.

Once the seal is in place, it causes the psychic agony experienced by creatures held within the seal to crystallize into crystallized pain by mixing with mineral-rich body fluids such as blood, tears, or sweat. A single seal of midnight ink can create one shard of crystallized pain each day, provided that a living, sentient creature (Int 3 or higher) is kept within it for the entire day. Additionally, the creature must be kept in a state of agony, including (but not limited to) suffering any amount of ability damage or drain, suffering any amount of hit point damage, suffering from any disease or poison, suffering from the bleed condition, and so on. At the GM’s decision, severe enough state of mental or emotional trauma (such as forcing a creature to watch its family being brutally murdered over and over again while within the seal) can be a sufficient amount of suffering to generation a shard of crystallized pain.

A single seal of midnight ink can only generate one shard of crystallized pain per day and can contain no more than one creature. The seal is unable to restrain a creature and if the creature leaves the seal of midnight ink for any reason, the seal does not generate any crystallized pain for that day. As a result, a means to secure a victim within the seal is required. A creature without Craft Crystallized Pain is unable to harvest crystallized pain from a seal of midnight ink.


Metamagic Feats

Metamagic feats allow spellcasters to modify and change their spells, granting them new powers and effects. Such spells generally take up a higher-level spell slot than the normal spell. For complete rules on how to apply metamagic feats to spells, see Chapter 5 in Pathfinder Roleplaying Game Core Rulebook.

Occult Infusion (Metamagic, Pact)

You can imbue your spellcasting with the power of the spirit world, making your magic difficult to predict.

Prerequisites: Bind spirit class feature, ability to cast 2nd-level spells.

Benefit: You infuse your spells with the touch of the occult, allowing the whisper of your bound spirits to guide you as you cast the spell. If you are bound to a spirit when you cast an occult infused spell, you automatically succeed at all concentration checks that you would make to avoid losing the spell.

Level Increase: +2 (an occult infused spell uses a spell slot two levels higher than the spell’s actual level).

Special: If you prepare spells in advance, you must be bound to a spirit in order to prepare an occult-infused spell.

Tailored Spell (Metamagic)

You precisely choose the finest details regarding your spells.

Benefit: When you cast a spell that alters the target’s size category, age category, or both, you may choose its adjusted form’s exact height, weight, and age. The chosen measurements must be appropriate for the adjusted creature’s new age category or size category. For example, when using flames of youth to transform an Adult human into a Youth, you may choose the creature’s age from between the Youth category’s minimum age (8 years for a human) and maximum age (14 years for a human). Spells that do not alter a creature’s age category or size category are not affected by this feat.

Level Increase: None (a tailored spell does not use up a higher-level spell slot than the spell’s actual level).


Pact Feats

Pact feats interact with pact magic and typically require the bind spirit class feature. They require the ability to seal pacts with spirits using the bind spirit class feature or the Amateur Pactmaker† feat.

Ability Share (Pact, Teamwork)

You and your allies bestow occult powers upon one another.

Prerequisites: Amateur Pactmaker† or bind spirit class feature; see special.

Benefit: While you are bound to a spirit, you can grant one ally with this feat a minor granted ability from your spirit for 1 minute. During this time, you lose access to the selected granted ability and your ally gains access to it, using your binder level and Charisma modifier in place of its own. If the granted ability possesses daily uses, uses it expends count against the total number of uses per day that you possess as if you had activated the minor granted ability yourself. If your pact with the spirit ends before this minute is up, your ally loses access to the shared ability. A single creature may only possess one shared granted ability at a time and you may only share one granted ability at a time. You may not share a granted ability that was shared with you from another binder via Ability Share or a similar ability.

Special: You may select this feat without meeting its prerequisites. If you do, you may receive granted abilities from your allies but cannot bestow granted abilities onto other creatures.

Amateur Pactmaker

You have learned the most basic secrets of pact magic.

Prerequisite: You have no levels in a class that has the bind spirit class feature.

Benefit: Select one constellation. You may seal pacts with otherworldly entities that are affiliated to the selected constellation known as spirits. By selecting this feat, you immediately complete all four Knowledge Tasks (ceremony, constellation, personality, and seal) for one 1st-level spirit of your choice that belongs to the selected constellation.

Each day, you may bind one spirit to your soul using pact magic; see Performing a Pact Ritual. This spirit’s level may not exceed 1st level. Your binder level is equal to half your character level. The DC to resist your spirit’s supernatural powers is equal to 10 + 1/2 your binder level + your Charisma modifier. Regardless of your binding check result, you may not gain a spirit’s capstone empowerment using this feat.

Special: If you gain levels in a class that grants the bind spirit class feature, you must immediately trade this feat for one other pact feat of your choice. You must meet this feat’s prerequisites, if any.

Capstone Binder (Pact)

You coax additional power from your spirits.

Prerequisite: Bind spirit class feature.

Benefit: Whenever you forge a good pact with a spirit, you gain its capstone empowerment ability if your binding check exceeds its binding DC by 5 or more.

Normal: Your binding check must exceed the spirit’s binding DC by 10 or more in order to gain its capstone empowerment ability.

Commanding Facade (Pact)

You bully spirits into granting you even more powerful abilities.

Prerequisite: Bind spirit class feature.

Benefit: When you seal a pact with a spirit, you can increase the spirit’s binding DC by 2. If you do so and successfully make a good pact with the spirit, you gain a +1 bonus to your binder level with the spirit’s granted abilities. When your binder level reaches 4th and every four levels thereafter, the binding DC bonus increases by 2 and the binder level bonus increases by +1. You must choose to use this feat before making the binding check and its effects last for the duration of your pact with the spirit.

Constellation Focus (Pact)

You are aligned with a constellation and its spirits.

Prerequisite: Bind spirit class feature.

Benefit: Select one constellation. You gain a +2 bonus on binding checks made to forge pacts with spirits that belong to the chosen constellation and a +1 bonus to the saving throw DCs of the granted abilities of those spirits. Alternatively, you can select starless with this feat and apply its benefits to all starless spirits instead.

Special: You can select this feat multiple times. Its effects do not stack. Instead, each time you select this feat, choose a different constellations for its benefits to apply to.

Craft Crystallized Pain (Item Creation, Pact)

See the 'Item Creation Feats' section.

Eldritch Binder

You are able to use your arcane powers to force spirits into good pacts with you.

Prerequisites: Ability to cast bind spirit†, ability to cast 4th level arcane spells.

Benefit: When casting a bind spirit† spell, you do not gain the personality influence of the chosen spirit and you can show or suppress the spirit’s physical sign at will, as if you had made a good pact with the spirit. Additionally, when you cast a bind spirit† spell, you may attempt a concentration check with a DC equal to the chosen spirit’s binder level. If you succeed, you gain the chosen spirit’s capstone empowerment for the spell’s duration in addition to its other granted abilities.

Evolve Vestigial Companion (Pact)

You are able to customize the creatures you summon with occult powers to your liking.

Prerequisite: Bind spirit class feature.

Benefit: Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Any vestigial companion you gain from a spirit has this evolution. The vestigial companion must conform to the limits of the evolution. For instance, no vestigial companions that function as a familiar can benefit from the mount evolution and only vestigial companions with wings can take the wing buffet evolution. If your vestigial companion summons multiple creatures, you must choose one to receive this evolution.

Special: You can gain this feat multiple times. Its effects stack, granting a new 1-point evolution to any vestigial companions you summon each time you gain this feat.

Expel Spirit (Pact)

You can forcefully eject a spirit from your body, ending the pact early.

Prerequisite: Bind spirit class feature.

Benefit: As a full-round action, you can attempt to end a pact before it would normally expire. In order to expel a spirit, make a binding check against the spirit’s binding DC as part of a ritual. This ritual is identical to the one used to summon the spirit, as outlined in Performing a Pact Ritual and you can rush this ritual.

If your binding check succeeds, the spirit is forced from your body, manifesting around you angrily. This causes you to lose all benefits and penalties associated with the pact. You can immediately begin a new pact with a different spirit, but you cannot seal a pact with a spirit that you have expelled using Expel Spirit for 24 hours. Additionally, you suffer a –10 penalty on all binding checks made for 24 hours. This penalty stacks.

Normal: Once you forge a pact with a spirit, the pact lasts for 24 hours.

Exploit Spirit (Pact)

You are able to abuse the spirits that you seal pacts with in exchange for additional spell magic.

Prerequisites: Bind spirit class feature, ability to prepare 2nd-level arcane spells.

Benefit: When you seal a pact with a spirit, you can voluntarily increase the spirit’s binding DC by +5 in order to forgo one of the spirit’s minor granted abilities. In exchange, you can prepare one additional arcane spell per day of the highest level that you can cast (or lower). You must decide which granted ability to give up before making the binding check. You may only forgo one granted ability at a time with this ability, even if you can seal pacts with multiple spirits.

Special: An arcanist can cast any spell she prepares with Exploit Spirit using her arcanist spell slots, but she cannot change her chosen spell for the duration of her pact, even with the quick study exploit.

Flexible Pactmaking (Pact)

You can alter the duration of your pact with a spirit.

Prerequisite: Bind spirit class feature.

Benefit: You can extend or shorten the length of any pact that you attempt to make with a spirit. During the spirit’s ceremony, select whether you wish to extend or shorten the length of the pact. You cannot expel a spirit whose pact you have altered with this feat.

  • Extend: You increase the pact’s length by 24-hour increments, to a maximum of 120 hours (5 days). For every 24 hours that you extend the spirit’s pact by, you gain a +1 bonus on your binding check to forge a good pact with the spirit (maximum +5).
  • Reduce: You can reduce the pact’s length by 4-hour increments, to a minimum of 4 hours. For every 4 hours that you reduce the spirit’s pact by, you take a –1 penalty on your binding check to forge a good pact with the spirit (maximum –5).

Normal: Once you seal a pact with a spirit, the pact lasts for 24 hours.

Foe-Reaping Strike (Combat, Pact)

See the 'Combat Feats' section.

Forfeiting Recovery (Pact)

You can sacrifice a bound spirit’s occult powers to recover uses of a class feature.

Prerequisites: Expel Spirit†, bind spirit class feature.

Benefit: As a full-round action, you can select one spirit that you are bound to and suppress all of its granted abilities, including its vestigial bond, for the duration of the pact in order to regain one use of a class feature that you possess that has a limited number of daily uses. For example, a cleric may regain one use of channel energy while a cavalier may regain one use of challenge or one use of tactician.

Special: If you possess a pool of points, such as a gunslinger’s grit or an investigator’s inspiration, you can use this ability to regain a number of points equal to your highest mental ability score (Intelligence, Wisdom, or Charisma). You must select one pool of points to receive this benefit.

Furious Strike (Combat, Pact)

See the 'Combat Feats' section.

God Binder (Pact)

By worshiping a deity who smiles upon pact magic, you receive divine power through pact magic.

Prerequisites: Amateur Pactmaker† or bind spirit class feature, Wisdom 15, worshiper of a deity.

Benefit: Select 1 cleric domain granted by the deity you worship. When you seal a pact with a spirit, you can gain the chosen domain’s 1st level granted power as a vestigial bond instead of the spirit’s normal vestigial bond, treating your binder level as your effective cleric level. You must trade the granted ability (or abilities) noted by the spirit’s vestigial bond in order to gain the domain’s granted power. For example, if you seal a pact with Aza’zati you must trade the smaller is better granted ability for the granted power of your selected domain.

Jealous Guardian (Pact)

Your occult benefactors jealously guard your soul, improving your resistance to mind-affecting abilities.

Prerequisites: Iron Will, Unyielding Personality†, bind spirit class feature.

Benefit: While you are bound to a spirit, whenever you fail a Will save against a mind-affecting effect, you may attempt a second Will save 1 round later at the same saving throw DC. You only receive this one additional chance to save against the mind-affecting effect.

Life-Stealing Strike (Combat, Pact)

See the 'Combat Feats' section.

Occult Fist (Combat, Pact)

See the 'Combat Feats' section.

Occult Infusion (Metamagic, Pact)

See the 'Metamagic Feats' section.

Occult Panache (Pact, Panache)

See the 'Panache Feats' section.

Opportune Ability (Pact)

You can call upon your spirit’s granted abilities to take advantage of lapses in your opponents’ defenses.

Prerequisites: Combat Reflexes, bind spirit class feature.

Benefit: Whenever an opponent provokes an attack of opportunity from you, you may activate a granted ability instead of making a melee attack. The granted ability must have an activation time of 1 standard action. If you use a major granted ability as part of this feat, it is expended as usual.

Performance Binder (Pact)

You can use your skillful performances to aid in your binding endeavors.

Prerequisites: Versatile performance class feature, bind spirit class feature.

Benefit: Select 1 Perform skill, such as Perform (oratory). You gain a +1 bonus on binding checks made to seal pacts with spirits plus an additional +1 bonus for every 5 ranks in the selected Perform skill that you possess, up to a maximum of a +5 bonus at 20th level.

Special: If you are a bard with the soul muse archetype, this bonus applies on binding checks that you make with a Perform skill using the soul musing class feature.

Permanent Pact (Pact)

You seal an unending pact with an occult spirit.

Prerequisites: Flexible Pactmaking†, Spirit Focus†, bind spirit class feature.

Benefit: Select 1 spirit that you have selected with Spirit Focus when you gain this feat. You enter an unending pact with the selected spirit: your pact does not end after 24 hours and you cannot willingly expel or exorcise the spirit. A permanent pact is treated as a good pact and you do not gain the capstone of a spirit that you made a permanent pact with unless it is granted to you by a spell, magic item, or this feat (see below).

Once per day, you can perform the ceremony of a spirit that you have made a permanent pact with in order to attempt to gain the spirit’s capstone empowerment. This functions as a ritual made to summon any other spirit and requires that you draw the spirit’s seal and perform its ceremony. If your binding check exceeds the spirit’s binding DC by 10 or more (or 5 or more if you have the Capstone Binder feat), you gain the spirit’s capstone empowerment for 24 hours. If you fail this binding check, your pact with the spirit becomes a poor pact and you take the associated penalties for 24 hours. Additionally, you may choose to gain the spirit’s vestigial companion at the usual cost described by that spirit during this pact; if you succeed, you gain the spirit’s vestigial companion for 24 hours, after which the companion fades and the traded granted abilities resume granting you their benefits.

Permanent pacts cannot be modified or altered by feats (other than Spirit Focus) or class features unless specifically stated otherwise; for example, you cannot use Flexible Pactmaking feat with a permanent spirit. Once you have made a permanent pact with a spirit, the pact cannot be broken or undone, and even successful attempt to exorcise the spirit merely suppress its benefits and influences for 24 hours. Not even death (and subsequent resurrection) can free one’s soul from a permanent pact.

Practiced Binder (Pact)

You are exceptionally good at pact magic, even when dabbling into other professions.

Prerequisite: Bind spirit class feature.

Benefit: Increase your binder level by 4 for the purpose of determining the effects of your granted abilities. This feat cannot cause your binder level to exceed your character level and the increase in binder level granted by this feat doesn’t increase your maximum spirit level.

Rapid Recovery (Pact)

You quickly regain access to your major granted abilities.

Prerequisite: Bind spirit class feature.

Benefit: While bound to a spirit, reduce the number of rounds that your spirit’s major granted abilities are expended for after they are used by 1 round. This feat cannot reduce the number of grounds that a granted ability is expended for if it was expended to activate another feat or class feature (such as Furious Strike†).

Normal: A spirit’s major granted ability is expended for 5 rounds after it is used.

Reserve Spirit (Pact)

You can store an additional spirit in reserve for later.

Prerequisites: Bind spirit class feature, binder level 5th.

Benefit: You can bind an additional spirit to your soul as a reserve spirit, using the normal rules for sealing a pact with a spirit (see Performing a Pact Ritual). Unlike other spirits, a reserve spirit’s granted abilities are suppressed for the pact’s duration. As a full-round action, you can unsuppress your reserve spirit by suppressing another spirit that you are bound to in its place; doing so also suppresses all active effects that depend on the suppressed spirit’s presence, such as the pactmaker’s constellation aspect class feature if the suppressed spirit is the pactmaker’s only spirit of the chosen constellation. You may use the reserve spirit’s granted abilities for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. When this duration has expired, the reserve spirit becomes suppressed and the suppressed spirit’s granted abilities become available once more, as well as any effects that depend upon that spirit.

A reserve spirit’s pact cannot be altered with feats, class features, or similar effects. A reserved spirit cannot be expelled and a reserve spirit is always considered the lowest-level spirit that you are bound to regardless of its actual level when you are targeted by dismiss pact spirits† and similar effects. If your pact with a reserve spirit is ended early by dismiss pact spirits† or a similar effect, you cannot seal a pact with a new reserve spirit for 24 hours, regardless of how much time was left in your pact with the reserve spirit.

Special: A binder with the spirit companion or summon spirit class feature who uses reserve spirit can use this ability to reserve a different vestigial companion to summon. Characters who bind spirits to animal companions, familiars, mounts, or similar creatures (such as the weird witch archetype) can use this feat to reserve an additional spirit on those creatures.

Reweave Spellcasting (Pact)

You transform prepared spells into occult powers.

Prerequisite: Bind spirit class feature, ability to prepare 3rd-level arcane spells.

Benefit: You can sacrifice a prepared spell and transform it into a granted ability using a ritual. After performing this ritual, you must expend a prepared wizard spell, making it unavailable for the rest of the day, just as if it had been cast. The spell cannot be from an opposed school of magic and it must be at least 2 levels lower than the spirit’s level. After the ritual is complete, the spell is transformed into a granted ability, replacing a granted ability of the same type that the spirit normally possesses. If the spell requires any material or focus components worth more than 1 gp, you must still provide that component in order to use the granted ability. The spell can still be countered or dispelled by other spells but is otherwise considered a supernatural ability for all purposes.

You may only reweave one granted ability per bound spirit at a time. The following rules and restrictions are placed on rewoven spells depending upon whether a spell is rewoven into a minor granted ability or a major granted ability.

  • Minor Granted Ability: You may only reweave harmless spells with a range of personal into minor granted abilities. If the spell has a range of instantaneous, you may use it a number of times per day equal to 3 + your Charisma modifier. If the spell has a duration, you may use it for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. A minor rewoven spell always replaces the same granted ability that is replaced by the spirit’s vestigial bond. If the spirit does not have a vestigial bond or it does not replace a single minor granted ability with its vestigial bond, then that spirit cannot be used in a reweave spellcasting ritual.
  • Major Granted Ability: You may rewrite any spell into a major granted ability. A spell with a duration longer than instantaneous has its duration reduced to just 4 rounds. After it is used, a major rewoven spell is expended for 5 rounds, as a major granted ability. Feats, class abilities, and similar abilities cannot reduce the number of rounds that a rewoven spell is expended.

Selective Ability (Pact)

You can exclude creatures from the effects of your occult powers.

Prerequisites: Bind spirit class feature, ability to bind 4th-level spirits.

Benefit: Whenever you activate a granted ability that affects an area, you may exclude a number of creatures from the granted ability’s effects equal to your Charisma modifier. These targets are not affected by your granted ability.

Shoot the Heel (Combat, Grit, Pact)

See the 'Grit Feats' section.

Spirit Focus (Pact)

You are skilled at sealing pacts with a specific spirit.

Prerequisite: Bind spirit class feature.

Benefit: Select one spirit whose level is equal to or less than your maximum spirit level. You must complete all four of the spirit’s Knowledge Tasks in order to select it with this feat. You gain a +2 bonus on binding checks made to forge pacts with the spirit and a +1 bonus to the saving throw DC of the spirit’s granted abilities. Every time your binder level increases, you may reassign this feat to a new spirit whose level is equal to or less than your maximum spirit level and whose Knowledge Tasks you have completed.

Special: You can select this feat multiple times. Its effects do not stack. Instead, each time you select this feat, pick a different spirit to apply its benefits to.

Spirit Strike (Combat, Pact)

See the 'Combat Feats' section.

Suppress Physical Sign (Pact)

You effortlessly show or suppress your spirit’s physical sign.

Prerequisite: Bind spirit class feature.

Benefit: You can show or suppress the physical sign of any spirit that you have forged a good pact with as a free action. You can show or suppress the physical sign of any spirit that you have forged a poor pact with as a move action.

Normal: Showing or suppressing the physical sign of a spirit that you have made a good pact with is a move action and you cannot suppress the physical sign of a spirit that you have made a poor pact with.

Unbreakable Resolve (Grit, Pact)

See the 'Grit Feats' section.

Unyielding Personality (Pact)

Your sense of self is so powerful that spirits struggle to pull you under their influence.

Prerequisite: Bind spirit class feature.

Benefit: Whenever you make a poor pact with a spirit, you do not suffer the spirit’s personality influence unless you fail your binding check by 5 or more.

Normal: When you fail a binding check, you suffer the spirit’s personality influence for the pact’s duration.

Volatile Mind (Pact)

Your bound spirit lashes out in anger against any who disturb its vessel.

Prerequisites: Iron Will, Jealous Guardian†, Unyielding Personality†.

Benefit: While you are bound to a spirit, whenever you succeed on a Will saving throw against a mind-affecting effect, you may expend a bound spirit’s major granted ability for 5 rounds as an immediate action in order to deal 1d6 points of damage per level of the spirit to the creature who targeted you with the mind-affecting effect. This damage is untyped.

Willing Mutation (Pact)

You embrace bodily deformities bestowed upon you by occult spirits, allowing some control over the transformation.

Prerequisites: Improved Monstrous Aspect†, monstrous aspect class feature.

Benefit: Whenever you roll on Table Improved Monstrous Aspects (see the 'General Feats' section) to determine your monstrous aspect, you may increase or decrease your result by an amount up to your Charisma modifier (minimum 1).

Yielding Gambit (Pact)

You cave into a spirit’s demands in exchange for power.

Prerequisites: Unyielding Personality†, bind spirit class feature.

Benefit: While bound to a spirit that you sealed a good pact with, you can refresh its major granted ability as a free action, allowing you to use it immediately. You can refresh the major granted ability if it is expended, but not if it is suppressed. In exchange, your pact with the spirit shifts, becoming a poor pact instead of a good pact. You lose the spirit’s capstone empowerment if it was earned, suffer the spirit’s personality influence, and cannot suppress the spirit’s physical sign.

Alternatively, you can use this feat to apply an alternation binder secret to the spirit’s major granted ability without increasing the number of rounds that the major granted ability is expended for instead of refreshing a major granted ability. The penalties for using this feat in such a manner do not change.


Panache Feats

Panache feats interact with the swashbuckler’s panache class ability or the panache granted by the Amateur SwashbucklerACG feat. Swashbucklers can take panache feats as bonus feats.

Occult Panache (Pact, Panache)

Your skill with occult powers fuels your flamboyant recklessness.

Prerequisites: Amateur SwashbucklerACG or panache class feature; bind spirit class feature.

Benefit: Each time you confirm a critical hit with a granted ability (or a weapon created by a granted ability) or reduce a creature to 0 or fewer hit points with a granted ability, you regain 1 panache point. You do not regain panache in this manner if you meet one of these conditions by attacking an unattended object, a helpless or unaware creature, or a creature with fewer Hit Dice than half your character level.


Teamwork Feats

Teamwork feats grant significant bonuses, but they function only under specific circumstances. In most cases, they require an ally with the same feat to have a specific position on the battlefield. Teamwork feats provide no benefits if the given conditions are not met. Allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purpose of these feats. Cavaliers, hunters, and inquisitors have special class features that allow them to use teamwork feats even if their allies don’t have those feats.

Ability Share (Pact, Teamwork)

See the 'Pact Feats' section.

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