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Spirit Binders (Tome of Magic variants) - updated TWICE 12/25
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<blockquote data-quote="Nifft" data-source="post: 2814233" data-attributes="member: 6562"><p><strong>Fey Spirits</strong></p><p></p><p><strong>Fey Spirits</strong></p><p></p><p>Many Fey spirits have rigid requirements that a prospective summoner must meet before they deign to answer a binding. All Fey spirits must be addressed in Sylvan.</p><p></p><p>Some Fey special abilities are Spell-Like rather than Supernatural. These effects can be negated by Spell Resistance, and can be dispelled. Each ability is marked with an (Sp) for spell-like or (Su) for supernatural. Where a single ability lists multiple possible effects, use of any effect counts as use of the ability.</p><p></p><p>If the skill requirement does not involve a loud, flashy skill (such as Perform), there is no need to speak the Invocation particularly loudly; thus, you can often whisper your Invocation.</p><p></p><p>Determining the nature of a particular Fey Spirit's Sign requires a Knowledge (Arcana) check with a DC 15 + minimum EBL required to bind that Spirit. You may substitute a Bardic Lore check at the same DC, or a Knowledge (Nature) chack at DC +5 above the Kn(Arcana) check.</p><p></p><p></p><p><strong>Asrai</strong>, Nocturnal Liberator [Shadow]</p><p>Requirements: EBL 1, Hide and Move Silently 4 ranks each</p><p>- (Su) You gain a +4 bonus to Hide and Move Silently checks. If your EBL is at least 8, the bonus increases to +8.</p><p>- (Sp) If your EBL is at least 13, you can shadow jump (teleport from an area of shadowy illumination to another such area) a total of 5 ft. per EBL, broken into 10-ft. increments.</p><p>- (Sp) <em>Open/close</em> and <em>mage hand</em> at will. If your EBL is at least 5, you can use <em>disguise self</em> at will. If your EBL is at least 8, you can use <em>blur</em> at will.</p><p>- (Sp) Once every 5 rounds, you can launch a sleep ray, up to Close range (25 ft. + 5 ft. / 2 EBL), which has an effect identical to the spell <em>sleep</em>, but only affects the target you hit and has no limit on HD affected.</p><p>Taboo: You cannot abide light. You are blinded for 1 minute by direct sunlight or the <em>daylight</em> spell, and you are dazzled so long as you remain within either.</p><p></p><p><strong>Naduril</strong>, Petal 1st Class [Plant, Healing, Good]</p><p>Requirements: EBL 3, Kn(Nature) 6 ranks</p><p>- (Su) Any weapon you wield gains the Merciful special ability (deals +1d6 damage, all damage is non-lethal).</p><p>- (Sp) Once per day per EBL, you can cast <em>goodberry</em> or <em>lesser restoration</em>. This daily limit does not reset if you bind Naduril more than once during a single day.</p><p>- (Sp) Once every 5 rounds, you may cast one of the following: <em>warp wood</em>, <em>entangle</em>, <em>charm animal</em> or <em>tree shape</em>.</p><p>- (Su) You heal ability damage at the rate of one point per minute, and ability drain at the rate of one point per hour.</p><p>Taboo: You may not kill any animal, fey, humanoid, or plant.</p><p></p><p><strong>Jemrastilt</strong>, Sewer Denizen [Chaos]</p><p>Requirements: EBL 3, Handle Animal 4 ranks</p><p>- Animal Companion (Ex): You gain the services of a dire rat, as though you were a Druid of your EBL. If your dire rat dies, another will appear after 1 hour.</p><p>- Whiskered Snout (Su): You grow whiskers and ratty teeth, and you gain the Scent special ability. You gain a bonus to Survival checks to track a foe by scent equal to 1/2 your EBL. If your EBL is at least 8, you gain a bite attack (1d6/1d4 for medium/small). You lose these bonuses if you do not show Jemrastilt's sign.</p><p>- Summon Rat (Sp): Once every 5 rounds, you can cast <em>summon nature's ally I</em> (but only to summon a dire rat). If your EBL is at least 5, you can instead cast <em>summon swarm</em> (but only to summon a swarm of rats).</p><p>- Rat Fang (Su): The bite attack of every rat-like creature within 30 ft. of you (including your animal companion, yourself if you have a bite attack, and any rats or rat swarms you have summoned) gains a +1 enhancement bonus per 5 EBL. If your EBL is at least 13, these bite attacks count as [Chaotic] for penetrating DR, and if your EBL is at least 16 these bite attacks gain the Anarchic special ability.</p><p>- Life in the Gutter (Su): You are immune to non-magical diseases. If your EBL is at least 8, you are immune to damage and distraction by swarms of rats. If your EBL is at least 13, you are immune to magical diseases.</p><p>Taboo: You are uncomfortable in open spaces. If you do not end your turn within 10 ft. of a wall, boulder, tree or other source of cover, you take a -2 penalty to all rolls (attack, damage, save, skill check, etc.) until you do so.</p><p></p><p><strong>Skein</strong>, Weaver of Truths [Law]</p><p>Requirements: EBL 3, Craft(weaving), Rope Use and Climb 2 ranks each</p><p>- (Sp) Once every 5 rounds, you can generate an effect identical to <em>animate rope</em>, or you can summon a swarm of spiders (as <em>summon swarm</em>, but spiders only).</p><p>- (Su) You can walk on walls and ceilings as though under the influence of the spell <em>spider climb</em>. If your EBL is at least 8, you are immune to being entangled by any sort of web (natural or magical). If your EBL is at least 16, you gain <em>freedom of movement</em>.</p><p>- (Su) Poison use: you never accidentally poison yourself when applying poison to a weapon.</p><p>- (Sp) You are the source of a <em>zone of truth</em> effect. You can suppress it as a move action, but it will reappear on your turn unless you continue to suppress it.</p><p>Taboo: You cannot lie.</p><p></p><p><strong>Feoarin</strong>, Mad Fiddler [Chaos]</p><p>Requirements: EBL 3, Perform(strings) 3 ranks</p><p>- (Su) Once per day per 3 EBL, you may Countersong, as though you were a Bard.</p><p>- (Sp) Once every 5 rounds, you can cast <em>hideous laughter</em>, except that it lasts 1d4+1 rounds. If your EBL is at least 16, you can cast <em>irresistible dance</em> instead.</p><p>- (Su) You do not need to charge in a straight line. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.</p><p>- (Su) You gain immunity to mental ability damage or drain (Int, Wis or Cha). If your EBL is at least 13, you gain immunity to any effect of the (Compulsion) sub-school.</p><p>Taboo: You cannot walk. You must dance or prance. This precludes running and imposes a -10 penalty to hide and move silently checks, but does not otherwise affect your movement rate.</p><p></p><p><strong>Fallarin</strong>, Treetop Sniper [Air]</p><p>Requirements: EBL 5, Kn(geography) 4 ranks, proficiency with any bow</p><p>- (Su) You gain a bonus to Balance, Climb and Jump checks equal to 1/2 your EBL.</p><p>- (Su) You gain a +4 bonus to your Dexterity.</p><p>- (Ex) You gain the benefit of the Shot on the Run feat (even if you are unqualified), plus one of the following Feats for which you meet the prerequisites: Point-Blank Shot, Precise Shot, Rapid Shot, Far Shot, Weapon Focus (any Bow), Improved Critical (any Bow), Improved Precise Shot.</p><p>- (Sp) Once every 5 rounds you can cast <em>true strike</em>.</p><p>Taboo: You must not be standing on the ground when you fire an arrow.</p><p></p><p><strong>Therronos</strong>, Wild Huntsman [Death]</p><p><u>Special</u>: Therronos has special affinity for Spirit Walkers, and considers them to have full Affinity regarding him -- their EBL is not half their class level when binding him, as it is for all other Fey Spirits.</p><p>Requirement: EBL 5, Survival and Ride 8 ranks each, and Mounted Combat or proficiency with all Martial weapons</p><p>- Stag Companion (Su): You gain the service of a stag which will serve you as a mount. Use the statistics of a light horse or pony (as you choose), with the benefits of a Druid's Animal Companion (Druid level = your EBL). The stag will allow no saddle, but you can ride it without penalty. If your stag companion is killed, a new one will appear one hour later.</p><p>- Natural Rider (Su): You gain a bonus to your Ride checks equal to one-half your EBL. Additionally, you gain one of the following feats for which you meet the prerequisites: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (any spear including lance), Improved Critical (any spear including lance), Far Shot, or Skill Focus (Survival, Ride, Spot, or Listen).</p><p>- Favored Enemy (Su): When you first bind yourself to Therronos, you must choose one Favored Enemy per 5 EBL. You gain the benefits of the Ranger class feature against these enemies, though your bonus is always +4.</p><p>- Smite Foe (Su): Once every 5 rounds, you may make a smite attack against one of your favored enemies with a spear (or lance). Add your Charisma bonus to your attack roll and your EBL to damage.</p><p>Taboo: You must kill at least one of your chosen Favored Enemies before dismissing this pact. (You may keep this pact for multiple days.)</p><p></p><p><strong>Blue Man of the Minch</strong>, River Woe [Water]</p><p>Requirements: EBL 7, Swim 10 ranks</p><p>- (Su) You gain a swim speed equal to your land speed, and +8 bonus on Swim checks. You may take 10 on a Swim check even if distracted or threatened.</p><p>- (Su) You and all allies within 30 ft. of you gain water breathing.</p><p>- (Sp) Once every 5 rounds, you may cast one of the following: <em>control water</em>, <em>quench</em>, or <em>sleet storm</em>.</p><p>- Animal Companion (Ex): You gain the services of a viper (small, medium, large or huge), as though you were a Druid of your EBL. If your viper dies, another will appear after 1 hour. Your viper is amphibious (can breathe both air and water).</p><p>Taboo: You may not set foot aboard a boat or ship unless you sink it within the hour.</p><p></p><p><strong>Jack Frost</strong>, Winter's Child [Cold, Light]</p><p>Requirements: EBL 7, Survival and Perform (dance) 4 ranks each</p><p>- (Su) You gain cold resistance 20. If your EBL is at least 11, you gain cold resistance 30 instead. If your EBL is at least 16, you gain cold immunity instead.</p><p>- Freezing Fog (Sp): Once every 5 rounds you can generate an effect identical to <em>fog cloud</em>, except that it deals 1d6 cold damage each round to any caught within. (This damage is subject to SR.) Your fog cloud lasts for 1 minute unless dispelled or dispersed by a strong wind. This is a Conjuration (Creation) effect. If your EBL is at least 13, your Freezing Fog emulates <em>solid fog</em> instead of <em>fog cloud</em>. If your EBL is at least 16, your Freezing Fog deals 2d6 cold damage each round. If your EBL is at least 19, your Freezing Fog deals 3d6 cold damage each round.</p><p>- Hide in Plain White (Su): You gain the <em>hide in plain sight</em> ability in any cold terrain (i.e. when you are against an icy or snowy background). You gain a bonus to your Hide checks equal to 1/2 your EBL.</p><p>- Snow Blinds (Sp): Once every 5 rounds, you can use one of the following effects: <em>erase</em>, <em>light</em> or <em>flare</em>. If your EBL is at least 11, you can also use <em>daylight</em> or <em>silent image</em>.</p><p>Taboo: You may not enter a dwelling without being explicitly invited inside by the master of the house.</p><p></p><p></p><p></p><p><strong>Dakshra Ki-Rin</strong>, Crimson Unicorn [Fire, Healing, Good]</p><p>Requirements: EBL 9, Heal 10 ranks</p><p>- (Su) You are immune to poison and disease.</p><p>- (Sp) Once per day per 3 EBL, you can cast <em>neutralize poison</em> or <em>remove disease</em>.</p><p>- (Su) A great crimson horn grows out of your forehead (primary natural, 1d10/1d8 piercing for medium/small, counts as a magic weapon for overcoming DR). It deals double damage on a charge. If your EBL is at least 13, it is also a Flaming Burst weapon. If your EBL is at least 16, it is also Holy.</p><p>- (Su) Once every 5 rounds, you can breath a 30 ft. cone of cleansing flame, which deals 1d6/EBL damage. Half of the damage is fire, half is divine.</p><p>Taboo: You may not wear footwear of any kind (boots, slippers, etc.).</p><p></p><p><strong>Thistledwm</strong>, Forest Warden [Plant]</p><p>Requirements: EBL 11, Kn(Nature) 12 ranks</p><p>- Thorn-Guards-Stem (Su): You grow tough thorns from your body. You can use them to attack as though they were armor spikes (1d6/1d4 for medium/small, and they count as magic for penetrating DR). If your EBL is at least 16, you deal 1d6 damage to any creature attacking you with a natural weapon. You do not gain either benefit if you are not showing Thistledwm's sign.</p><p>- Thorn-Turns-Leaf (Sp): Once per 5 rounds, you may use one of the following: <em>wood shape</em>, <em>tree stride</em>, <em>repel wood</em>, <em>speak with plants</em> or <em>command plants</em>.</p><p>- Thorn-Rips-Woven (Su): Once every 5 rounds you may fire a thorn from your thorny body at a foe within Medium range. If the thorn strikes, it deals 1d12 magical piercing damage to your foe, and initiates a special targeted <em>greater dispel magic</em>: for every spell or effect dispelled, the target suffers an additional +1d12 magical piercing damage. You cannot use this ability if you are not showing Thistledwm's sign.</p><p>- Thorn-Weaves-Root (Sp): 1/day per 4 EBL, you may cast one of the following: <em>commune with nature</em>, <em>plant growth</em> or <em>wall of thorns</em>.</p><p>- Thorn-Warns-Paw (Ex): No creature of the Plant or Animal type will willingly attack you.</p><p>Taboo: You cannot relax in an artificial structure of any kind (dungeon, building, ship). You cannot sleep, rest, trance or meditate, and you take a -4 penalty to any Wisdom-based skill check, while inside such a structure.</p><p></p><p><strong>Anjanas</strong>, Beast-Friend [Life]</p><p>Requirements: EBL 11, Handle Animal 10 ranks</p><p>- Beast Form (Su): If you are bound to an Animal spirit, you may transform into a creature of the same basic type, thought you are limited to the forms that a Druid of your EBL could take. For example, an 11th level Spirit Shaman who was also bound to Wolf could take the form of a medium wolf or a large dire wolf.</p><p>- Beast Tongue (Su): You can <em>speak with animals</em> at will. If you are transformed into an animal, you can still speak normally.</p><p>- Beast Magic (Sp): Once every 5 rounds, you can cast one of the following: <em>summon nature's ally V</em> (animals only), <em>calm emotions</em>, <em>animal messenger</em> or <em>greater magic fang</em>.</p><p>- Beast Sense (Su): You gain one of the following benefits: +4 Spot, +4 Listen, +4 Handle Animal or +4 Survival. You may switch which benefit you gain as a Move action.</p><p>Taboo: You may not ride an animal (or on a vehicle powered by an animal) or eat red meat.</p><p></p><p><strong>Gan Ceanach</strong>, Wayward Inspiration [Chaos]</p><p>Requirement: EBL 13, Diplomacy 12 ranks, Perform (Oratory) 4 ranks</p><p>- Inspire Courage (Su): As the Bardic music ability, you grant your allies a +2 morale bonus to attack, damage, and saving throws vs. fear and charm effects. This ability is usable once per day per three EBL. If your EBL is at least 14, the bonus granted is +3 instead. If your EBL is at least 20, the bonus is +4.</p><p>- Silver Tongue (Su): You may take 10 on Bluff and Diplomacy checks (including feints). You may make rushed Diplomacy checks without taking the normal -10 penalty.</p><p>- Golden Ear (Su): You can understand and speak all languages as though you were under the effects of the spell <em>tongues</em>.</p><p>- Play the Fools (Sp): Once every 5 rounds, you may cast one of the following: <em>confusion</em>, <em>enthrall</em>, <em>glibness</em>, or <em>suggestion</em>.</p><p>Taboo: You may not injure a member of the opposite sex (even if it's a monster). You automatically know if you are about to do this, in time to choose a different action.</p><p></p><p><strong>Clurichaun</strong>, Friendly Drunk [Darkness]</p><p>Requirement: EBL 15, Knowledge (Nobility & Royalty) 10 ranks, Diplomacy 15 ranks</p><p>- Scrambled Thoughts (Su): You are protected from divinations and enchantments as though you were under the effect of a <em>mind blank</em> spell, except anyone attempting to read your thoughts will "hear" an extremely drunk mind thinking about wine.</p><p>- Stagger and Sway (Su): You gain a +4 dodge bonus to AC.</p><p>- Drink like a Demon (Su): You are immune to the ill effects of any poison, including alcohol. But you still enjoy the benefits. (This has more interesting applications in a campaign using rules for drugs. Otherwise, assume a +2 morale bonus to attack rolls and skill checks for 30 minutes after you consume a drink, which does not stack with itself.)</p><p>- Share the Joy (Sp): Once every 5 rounds, you may cast one of the following: <em>make whole</em>, <em>remove fear</em>, <em>good hope</em>, or <em>freedom of movement</em>.</p><p>Taboo: You must drink at least one fine bottle of wine before you dismiss this pact.</p><p></p><p><strong>Dagda</strong>, The Good King [Air, Water]</p><p>Requirement: EBL 17, Profession (Cook) 5 ranks, Knowledge (Nature) 10 ranks, Perform (Strings) 20 ranks</p><p>- Everfull Cauldron (Su): 3/day you may conjure a great iron cauldron, bubbling over with stew of some sort. When you serve someone out of it, they are served exactly what they wish to eat (meat, vegetables, whatever). You may feed 3 x EBL medium creatures per use of this ability before the cauldron disappears again. A large creature counts as two medium, a huge counts as two large, and so on. Two small creatures count as one medium, and so on.</p><p>- Sing the Seasons (Su): You can cast <em>control weather</em> by making a DC 30 Perform (strings) check. This effect lasts so long as you perform and five minutes after.</p><p>- Elatha's Cudgel (Su): You can summon a greatclub, or invest your wielded blunt wooden instrument (a staff or club) with mystical power.</p><p> If you summon the greatclub, it has the following statistics: +5 ghost-touch thundering greatclub of mighty cleaving. You can wield this club one-handed despite the fact that it is a two-handed weapon (similar to the ability of a Sun Sword). This greatclub deals double damage against the undead. Dismissing the greatclub is a free action.</p><p> If you invest your weapon, it deals damage as though it were a greatclub (1d12), and gains the ghost-touch and mighty cleaving special abilities.</p><p>- King's Justice (Sp): Once every 5 rounds, you may cast one of the following: <em>atonement</em>, <em>reincarnate</em>, <em>break enchantment</em>, <em>baleful polymorph</em> or <em>awaken</em>. Unlike other spell-like abilities, you must pay any XP cost as though you were actually casting a spell.</p><p>Taboo: You may not make Diplomacy checks (but Bluff and Intimidate are fine).</p><p></p><p></p><p></p><p><strong>Fey Spirit Pact Augmentations</strong>:</p><ul> <li data-xf-list-type="ul"> Low-light vision</li> <li data-xf-list-type="ul"> DR 2/cold iron</li> <li data-xf-list-type="ul"> +1 Dodge bonus to AC</li> <li data-xf-list-type="ul"> +1 Insight bonus to all saving throws</li> <li data-xf-list-type="ul"> +2 Insight bonus to Bluff and Sense Motive checks</li> </ul></blockquote><p></p>
[QUOTE="Nifft, post: 2814233, member: 6562"] [b]Fey Spirits[/b] [b]Fey Spirits[/b] Many Fey spirits have rigid requirements that a prospective summoner must meet before they deign to answer a binding. All Fey spirits must be addressed in Sylvan. Some Fey special abilities are Spell-Like rather than Supernatural. These effects can be negated by Spell Resistance, and can be dispelled. Each ability is marked with an (Sp) for spell-like or (Su) for supernatural. Where a single ability lists multiple possible effects, use of any effect counts as use of the ability. If the skill requirement does not involve a loud, flashy skill (such as Perform), there is no need to speak the Invocation particularly loudly; thus, you can often whisper your Invocation. Determining the nature of a particular Fey Spirit's Sign requires a Knowledge (Arcana) check with a DC 15 + minimum EBL required to bind that Spirit. You may substitute a Bardic Lore check at the same DC, or a Knowledge (Nature) chack at DC +5 above the Kn(Arcana) check. [b]Asrai[/b], Nocturnal Liberator [Shadow] Requirements: EBL 1, Hide and Move Silently 4 ranks each - (Su) You gain a +4 bonus to Hide and Move Silently checks. If your EBL is at least 8, the bonus increases to +8. - (Sp) If your EBL is at least 13, you can shadow jump (teleport from an area of shadowy illumination to another such area) a total of 5 ft. per EBL, broken into 10-ft. increments. - (Sp) [i]Open/close[/i] and [i]mage hand[/i] at will. If your EBL is at least 5, you can use [i]disguise self[/i] at will. If your EBL is at least 8, you can use [i]blur[/i] at will. - (Sp) Once every 5 rounds, you can launch a sleep ray, up to Close range (25 ft. + 5 ft. / 2 EBL), which has an effect identical to the spell [i]sleep[/i], but only affects the target you hit and has no limit on HD affected. Taboo: You cannot abide light. You are blinded for 1 minute by direct sunlight or the [i]daylight[/i] spell, and you are dazzled so long as you remain within either. [b]Naduril[/b], Petal 1st Class [Plant, Healing, Good] Requirements: EBL 3, Kn(Nature) 6 ranks - (Su) Any weapon you wield gains the Merciful special ability (deals +1d6 damage, all damage is non-lethal). - (Sp) Once per day per EBL, you can cast [i]goodberry[/i] or [i]lesser restoration[/i]. This daily limit does not reset if you bind Naduril more than once during a single day. - (Sp) Once every 5 rounds, you may cast one of the following: [i]warp wood[/i], [i]entangle[/i], [i]charm animal[/i] or [i]tree shape[/i]. - (Su) You heal ability damage at the rate of one point per minute, and ability drain at the rate of one point per hour. Taboo: You may not kill any animal, fey, humanoid, or plant. [b]Jemrastilt[/b], Sewer Denizen [Chaos] Requirements: EBL 3, Handle Animal 4 ranks - Animal Companion (Ex): You gain the services of a dire rat, as though you were a Druid of your EBL. If your dire rat dies, another will appear after 1 hour. - Whiskered Snout (Su): You grow whiskers and ratty teeth, and you gain the Scent special ability. You gain a bonus to Survival checks to track a foe by scent equal to 1/2 your EBL. If your EBL is at least 8, you gain a bite attack (1d6/1d4 for medium/small). You lose these bonuses if you do not show Jemrastilt's sign. - Summon Rat (Sp): Once every 5 rounds, you can cast [i]summon nature's ally I[/i] (but only to summon a dire rat). If your EBL is at least 5, you can instead cast [i]summon swarm[/i] (but only to summon a swarm of rats). - Rat Fang (Su): The bite attack of every rat-like creature within 30 ft. of you (including your animal companion, yourself if you have a bite attack, and any rats or rat swarms you have summoned) gains a +1 enhancement bonus per 5 EBL. If your EBL is at least 13, these bite attacks count as [Chaotic] for penetrating DR, and if your EBL is at least 16 these bite attacks gain the Anarchic special ability. - Life in the Gutter (Su): You are immune to non-magical diseases. If your EBL is at least 8, you are immune to damage and distraction by swarms of rats. If your EBL is at least 13, you are immune to magical diseases. Taboo: You are uncomfortable in open spaces. If you do not end your turn within 10 ft. of a wall, boulder, tree or other source of cover, you take a -2 penalty to all rolls (attack, damage, save, skill check, etc.) until you do so. [b]Skein[/b], Weaver of Truths [Law] Requirements: EBL 3, Craft(weaving), Rope Use and Climb 2 ranks each - (Sp) Once every 5 rounds, you can generate an effect identical to [i]animate rope[/i], or you can summon a swarm of spiders (as [i]summon swarm[/i], but spiders only). - (Su) You can walk on walls and ceilings as though under the influence of the spell [i]spider climb[/i]. If your EBL is at least 8, you are immune to being entangled by any sort of web (natural or magical). If your EBL is at least 16, you gain [i]freedom of movement[/i]. - (Su) Poison use: you never accidentally poison yourself when applying poison to a weapon. - (Sp) You are the source of a [i]zone of truth[/i] effect. You can suppress it as a move action, but it will reappear on your turn unless you continue to suppress it. Taboo: You cannot lie. [b]Feoarin[/b], Mad Fiddler [Chaos] Requirements: EBL 3, Perform(strings) 3 ranks - (Su) Once per day per 3 EBL, you may Countersong, as though you were a Bard. - (Sp) Once every 5 rounds, you can cast [i]hideous laughter[/i], except that it lasts 1d4+1 rounds. If your EBL is at least 16, you can cast [i]irresistible dance[/i] instead. - (Su) You do not need to charge in a straight line. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn. - (Su) You gain immunity to mental ability damage or drain (Int, Wis or Cha). If your EBL is at least 13, you gain immunity to any effect of the (Compulsion) sub-school. Taboo: You cannot walk. You must dance or prance. This precludes running and imposes a -10 penalty to hide and move silently checks, but does not otherwise affect your movement rate. [b]Fallarin[/b], Treetop Sniper [Air] Requirements: EBL 5, Kn(geography) 4 ranks, proficiency with any bow - (Su) You gain a bonus to Balance, Climb and Jump checks equal to 1/2 your EBL. - (Su) You gain a +4 bonus to your Dexterity. - (Ex) You gain the benefit of the Shot on the Run feat (even if you are unqualified), plus one of the following Feats for which you meet the prerequisites: Point-Blank Shot, Precise Shot, Rapid Shot, Far Shot, Weapon Focus (any Bow), Improved Critical (any Bow), Improved Precise Shot. - (Sp) Once every 5 rounds you can cast [i]true strike[/i]. Taboo: You must not be standing on the ground when you fire an arrow. [b]Therronos[/b], Wild Huntsman [Death] [u]Special[/u]: Therronos has special affinity for Spirit Walkers, and considers them to have full Affinity regarding him -- their EBL is not half their class level when binding him, as it is for all other Fey Spirits. Requirement: EBL 5, Survival and Ride 8 ranks each, and Mounted Combat or proficiency with all Martial weapons - Stag Companion (Su): You gain the service of a stag which will serve you as a mount. Use the statistics of a light horse or pony (as you choose), with the benefits of a Druid's Animal Companion (Druid level = your EBL). The stag will allow no saddle, but you can ride it without penalty. If your stag companion is killed, a new one will appear one hour later. - Natural Rider (Su): You gain a bonus to your Ride checks equal to one-half your EBL. Additionally, you gain one of the following feats for which you meet the prerequisites: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (any spear including lance), Improved Critical (any spear including lance), Far Shot, or Skill Focus (Survival, Ride, Spot, or Listen). - Favored Enemy (Su): When you first bind yourself to Therronos, you must choose one Favored Enemy per 5 EBL. You gain the benefits of the Ranger class feature against these enemies, though your bonus is always +4. - Smite Foe (Su): Once every 5 rounds, you may make a smite attack against one of your favored enemies with a spear (or lance). Add your Charisma bonus to your attack roll and your EBL to damage. Taboo: You must kill at least one of your chosen Favored Enemies before dismissing this pact. (You may keep this pact for multiple days.) [b]Blue Man of the Minch[/b], River Woe [Water] Requirements: EBL 7, Swim 10 ranks - (Su) You gain a swim speed equal to your land speed, and +8 bonus on Swim checks. You may take 10 on a Swim check even if distracted or threatened. - (Su) You and all allies within 30 ft. of you gain water breathing. - (Sp) Once every 5 rounds, you may cast one of the following: [i]control water[/i], [i]quench[/i], or [i]sleet storm[/i]. - Animal Companion (Ex): You gain the services of a viper (small, medium, large or huge), as though you were a Druid of your EBL. If your viper dies, another will appear after 1 hour. Your viper is amphibious (can breathe both air and water). Taboo: You may not set foot aboard a boat or ship unless you sink it within the hour. [b]Jack Frost[/b], Winter's Child [Cold, Light] Requirements: EBL 7, Survival and Perform (dance) 4 ranks each - (Su) You gain cold resistance 20. If your EBL is at least 11, you gain cold resistance 30 instead. If your EBL is at least 16, you gain cold immunity instead. - Freezing Fog (Sp): Once every 5 rounds you can generate an effect identical to [i]fog cloud[/i], except that it deals 1d6 cold damage each round to any caught within. (This damage is subject to SR.) Your fog cloud lasts for 1 minute unless dispelled or dispersed by a strong wind. This is a Conjuration (Creation) effect. If your EBL is at least 13, your Freezing Fog emulates [i]solid fog[/i] instead of [i]fog cloud[/i]. If your EBL is at least 16, your Freezing Fog deals 2d6 cold damage each round. If your EBL is at least 19, your Freezing Fog deals 3d6 cold damage each round. - Hide in Plain White (Su): You gain the [i]hide in plain sight[/i] ability in any cold terrain (i.e. when you are against an icy or snowy background). You gain a bonus to your Hide checks equal to 1/2 your EBL. - Snow Blinds (Sp): Once every 5 rounds, you can use one of the following effects: [i]erase[/i], [i]light[/i] or [i]flare[/i]. If your EBL is at least 11, you can also use [i]daylight[/i] or [i]silent image[/i]. Taboo: You may not enter a dwelling without being explicitly invited inside by the master of the house. [b]Dakshra Ki-Rin[/b], Crimson Unicorn [Fire, Healing, Good] Requirements: EBL 9, Heal 10 ranks - (Su) You are immune to poison and disease. - (Sp) Once per day per 3 EBL, you can cast [i]neutralize poison[/i] or [i]remove disease[/i]. - (Su) A great crimson horn grows out of your forehead (primary natural, 1d10/1d8 piercing for medium/small, counts as a magic weapon for overcoming DR). It deals double damage on a charge. If your EBL is at least 13, it is also a Flaming Burst weapon. If your EBL is at least 16, it is also Holy. - (Su) Once every 5 rounds, you can breath a 30 ft. cone of cleansing flame, which deals 1d6/EBL damage. Half of the damage is fire, half is divine. Taboo: You may not wear footwear of any kind (boots, slippers, etc.). [b]Thistledwm[/b], Forest Warden [Plant] Requirements: EBL 11, Kn(Nature) 12 ranks - Thorn-Guards-Stem (Su): You grow tough thorns from your body. You can use them to attack as though they were armor spikes (1d6/1d4 for medium/small, and they count as magic for penetrating DR). If your EBL is at least 16, you deal 1d6 damage to any creature attacking you with a natural weapon. You do not gain either benefit if you are not showing Thistledwm's sign. - Thorn-Turns-Leaf (Sp): Once per 5 rounds, you may use one of the following: [i]wood shape[/i], [i]tree stride[/i], [i]repel wood[/i], [i]speak with plants[/i] or [i]command plants[/i]. - Thorn-Rips-Woven (Su): Once every 5 rounds you may fire a thorn from your thorny body at a foe within Medium range. If the thorn strikes, it deals 1d12 magical piercing damage to your foe, and initiates a special targeted [i]greater dispel magic[/i]: for every spell or effect dispelled, the target suffers an additional +1d12 magical piercing damage. You cannot use this ability if you are not showing Thistledwm's sign. - Thorn-Weaves-Root (Sp): 1/day per 4 EBL, you may cast one of the following: [i]commune with nature[/i], [i]plant growth[/i] or [i]wall of thorns[/i]. - Thorn-Warns-Paw (Ex): No creature of the Plant or Animal type will willingly attack you. Taboo: You cannot relax in an artificial structure of any kind (dungeon, building, ship). You cannot sleep, rest, trance or meditate, and you take a -4 penalty to any Wisdom-based skill check, while inside such a structure. [b]Anjanas[/b], Beast-Friend [Life] Requirements: EBL 11, Handle Animal 10 ranks - Beast Form (Su): If you are bound to an Animal spirit, you may transform into a creature of the same basic type, thought you are limited to the forms that a Druid of your EBL could take. For example, an 11th level Spirit Shaman who was also bound to Wolf could take the form of a medium wolf or a large dire wolf. - Beast Tongue (Su): You can [i]speak with animals[/i] at will. If you are transformed into an animal, you can still speak normally. - Beast Magic (Sp): Once every 5 rounds, you can cast one of the following: [i]summon nature's ally V[/i] (animals only), [i]calm emotions[/i], [i]animal messenger[/i] or [i]greater magic fang[/i]. - Beast Sense (Su): You gain one of the following benefits: +4 Spot, +4 Listen, +4 Handle Animal or +4 Survival. You may switch which benefit you gain as a Move action. Taboo: You may not ride an animal (or on a vehicle powered by an animal) or eat red meat. [b]Gan Ceanach[/b], Wayward Inspiration [Chaos] Requirement: EBL 13, Diplomacy 12 ranks, Perform (Oratory) 4 ranks - Inspire Courage (Su): As the Bardic music ability, you grant your allies a +2 morale bonus to attack, damage, and saving throws vs. fear and charm effects. This ability is usable once per day per three EBL. If your EBL is at least 14, the bonus granted is +3 instead. If your EBL is at least 20, the bonus is +4. - Silver Tongue (Su): You may take 10 on Bluff and Diplomacy checks (including feints). You may make rushed Diplomacy checks without taking the normal -10 penalty. - Golden Ear (Su): You can understand and speak all languages as though you were under the effects of the spell [i]tongues[/i]. - Play the Fools (Sp): Once every 5 rounds, you may cast one of the following: [i]confusion[/i], [i]enthrall[/i], [i]glibness[/i], or [i]suggestion[/i]. Taboo: You may not injure a member of the opposite sex (even if it's a monster). You automatically know if you are about to do this, in time to choose a different action. [b]Clurichaun[/b], Friendly Drunk [Darkness] Requirement: EBL 15, Knowledge (Nobility & Royalty) 10 ranks, Diplomacy 15 ranks - Scrambled Thoughts (Su): You are protected from divinations and enchantments as though you were under the effect of a [i]mind blank[/i] spell, except anyone attempting to read your thoughts will "hear" an extremely drunk mind thinking about wine. - Stagger and Sway (Su): You gain a +4 dodge bonus to AC. - Drink like a Demon (Su): You are immune to the ill effects of any poison, including alcohol. But you still enjoy the benefits. (This has more interesting applications in a campaign using rules for drugs. Otherwise, assume a +2 morale bonus to attack rolls and skill checks for 30 minutes after you consume a drink, which does not stack with itself.) - Share the Joy (Sp): Once every 5 rounds, you may cast one of the following: [i]make whole[/i], [i]remove fear[/i], [i]good hope[/i], or [i]freedom of movement[/i]. Taboo: You must drink at least one fine bottle of wine before you dismiss this pact. [b]Dagda[/b], The Good King [Air, Water] Requirement: EBL 17, Profession (Cook) 5 ranks, Knowledge (Nature) 10 ranks, Perform (Strings) 20 ranks - Everfull Cauldron (Su): 3/day you may conjure a great iron cauldron, bubbling over with stew of some sort. When you serve someone out of it, they are served exactly what they wish to eat (meat, vegetables, whatever). You may feed 3 x EBL medium creatures per use of this ability before the cauldron disappears again. A large creature counts as two medium, a huge counts as two large, and so on. Two small creatures count as one medium, and so on. - Sing the Seasons (Su): You can cast [i]control weather[/i] by making a DC 30 Perform (strings) check. This effect lasts so long as you perform and five minutes after. - Elatha's Cudgel (Su): You can summon a greatclub, or invest your wielded blunt wooden instrument (a staff or club) with mystical power. If you summon the greatclub, it has the following statistics: +5 ghost-touch thundering greatclub of mighty cleaving. You can wield this club one-handed despite the fact that it is a two-handed weapon (similar to the ability of a Sun Sword). This greatclub deals double damage against the undead. Dismissing the greatclub is a free action. If you invest your weapon, it deals damage as though it were a greatclub (1d12), and gains the ghost-touch and mighty cleaving special abilities. - King's Justice (Sp): Once every 5 rounds, you may cast one of the following: [i]atonement[/i], [i]reincarnate[/i], [i]break enchantment[/i], [i]baleful polymorph[/i] or [i]awaken[/i]. Unlike other spell-like abilities, you must pay any XP cost as though you were actually casting a spell. Taboo: You may not make Diplomacy checks (but Bluff and Intimidate are fine). [b]Fey Spirit Pact Augmentations[/b]: [list] [*] Low-light vision [*] DR 2/cold iron [*] +1 Dodge bonus to AC [*] +1 Insight bonus to all saving throws [*] +2 Insight bonus to Bluff and Sense Motive checks [/list] [/QUOTE]
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Spirit Binders (Tome of Magic variants) - updated TWICE 12/25
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