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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: 2814239" data-attributes="member: 6562"><p><strong>Spirit-Bound Classes</strong></p><p></p><p><strong>Vodun Berserker</strong> (variant Barbarian) aka "God-Ridden"</p><p>Hit Dice: d12</p><p>BAB: Full</p><p>Saves: Good Fort, bad Reflex & Will</p><p>Proficiency: Vodun Berserkers are proficient with simple and martial weapons, light and medium armor, and shields (but not tower shields).</p><p></p><p><strong>Class Skills (4 + Int bonus, x4 at 1st level)</strong>: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography, nature) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).</p><p></p><p>1: Animal Spirit Affinity, Spirit Binding 1/day, Illiteracy</p><p>2: Primal Fury 1/day</p><p>3: Pact Augmentation 1</p><p>4: Suppress Sign</p><p>5: Spirit Totem</p><p>6: Primal Fury 2/day</p><p>7: Pact Augmentation 2</p><p>8: </p><p>9: </p><p>10: Spirit Binding 2/day</p><p>11: Pact Augmentation 3</p><p>12: Primal Fury 3/day</p><p>13: </p><p>14: </p><p>15: Pact Augmentation 4</p><p>16: </p><p>17: </p><p>18: Primal Fury 4/day</p><p>19: Pact Augmentation 5</p><p>20: Spirit Binding 3/day</p><p></p><p><strong>Illiteracy</strong>: You're still a barbarian. Ha ha ha!</p><p></p><p><strong>Animal Spirit Affinity</strong>: You may make pacts with spirits from the Animal Spirits list.</p><p></p><p><strong>Spirit Binding</strong> (Su): As a full-round action, you may bind a single spirit to yourself. At higher levels you may switch the spirit to which you are bound (dismiss is also a full-round action), but you may never be bound to more than one spirit at a time. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits).</p><p></p><p><strong>Primal Fury</strong> (Ex): With a blood-curdling cry, you channel primal animal rage from the spirit you've bound yourself to. Your bound spirit manifests itself as a great ghostly animal shape which mirrors your actions.</p><p></p><p>For a number of rounds equal to 3 + your Con modifier, you gain the following benefits in addition to your normal Spirit Pact benefits (your Pact Augmentations remain, as does your Taboo):</p><ul> <li data-xf-list-type="ul"> DR 1/magic for every 2 Vodun Berserker levels (VBLs)</li> <li data-xf-list-type="ul"> Strength bonus:<br /> - Bear: +4 + 1/2 your VBL<br /> - Ape, Boar, Jaguar, Wolf: +2 + 1/3 your VBL<br /> - Eagle, Fox: +1 + 1/4 your VBL</li> <li data-xf-list-type="ul"> You may gain additional benefits:<br /> - Ape: +4 bonus to Grapple checks, and if you have claws you can Rend.<br /> - Boar: You deal double damage on a charge.<br /> - Eagle: You can fly (maneuverability good) and you gain the Pounce special ability. Your fly speed is your land speed plus 10 ft. per 2 VBLs.<br /> - Fox: Your melee or natural weapon(s) gain an enhancement bonus equal to 1 + 1/4 your VBL. You gain a dodge bonus to AC equal to 1/2 your VBL. You gain a bonus to Escape Artist checks equal to your VBL.<br /> - Jaguar: You gain the Pounce special ability.</li> </ul><p></p><p>When your Primal Fury ends, you are Fatigued for 1 minute, and so is your bound spirit -- you lose access to your normal Spirit Pact benefits for 1 minute, including any Pact Augmentations that derive from this Pact.</p><p></p><p>Note that this ability, and thus any benefit that it provides, is (Ex) instead of (Su). For the duration of your Primal Fury, your Spirit Binding benefits are also (Ex). Your Pact Augmentations remain (Su).</p><p></p><p><strong>Pact Augmentation</strong> (Su): Choose from the Animal Spirit Pact Augmentations list. These stack with themselves where that would make sense.</p><p></p><p><strong>Suppress Sign</strong> (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability.</p><p></p><p><strong>Spirit Totem</strong> (Su): You feel a particular affinity for one animal spirit, which becomes your Spirit Totem. If you are bound to this particular animal spirit, you gain a +2 Luck bonus to Initiative, Spot, and Listen checks, and you may re-roll a failed save 1/day. (The 1/day limit remains even if you bind to your Totem Spirit more than once in a day.)</p><p></p><p></p><p></p><p><strong>Spiritwalker</strong> (variant Ranger)</p><p>Hit Dice: d8</p><p>BAB: Full</p><p>Saves: Good Reflex & Fortitude, bad Will</p><p>Proficiency: Spiritwalkers are proficient with simple weapons, and any four martial weapons of their choosing. Spiritwalkers are proficient with light armor, but not with shields.</p><p></p><p><strong>Class Skills (6 + Int bonus, x4 at 1st level)</strong>: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering, geography, history, nature, the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Speak Language (none), Survival (Wis), Swim (Str), and Use Rope (Dex).</p><p></p><p>1: Animal Spirit Affinity, Spirit Binding 1/day (1 spirit), Track</p><p>2: Pact Augmentation 1, Suppress Sign</p><p>3: Binding 2/day</p><p>4: Spirit Guide</p><p>5: Binding 3/day, Lesser Affinity (Fey Spirit)</p><p>6: Pact Augmentation 2</p><p>7: Spirit Binding (2 spirits)</p><p>8: </p><p>9: Binding 4/day</p><p>10: Lesser Affinity (Elemental Spirit)</p><p>11: Pact Augmentation 3</p><p>12: Binding 5/day</p><p>13: </p><p>14: </p><p>15: Pact Augmentation 4</p><p>16: Binding 6/day</p><p>17: </p><p>18: </p><p>19: Pact Augmentation 5</p><p>20: Spirit Binding 7/day (3 spirits)</p><p></p><p><strong>Spirit Affinity</strong>: You may make pacts with spirits from the Animal Spirits list.</p><p></p><p>At 5th level you may bind Fey Spirits, and at 10th level you may bind Elemental Spirits, but your EBL for Fey and Elemental spirits is treated as one-half your normal EBL.</p><p></p><p><strong>Spirit Binding</strong> (Su): As a full-round action, you may bind a single spirit to yourself. At higher levels you may switch the spirit to which you are bound (dismiss is also a full-round action). Starting at 7th level you may bind yourself to two spirits at the same time, and three at 20th level. You must abide by all currently bound spirit's taboos. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits).</p><p></p><p><strong>Track</strong>: You gain this as a bonus Feat.</p><p></p><p><strong>Suppress Sign</strong> (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability.</p><p></p><p><strong>Pact Augmentation</strong> (Su): When you bind with a spirit, you may augment your pact with one or more Pact Augmentations from the appropriate list, up to the limit imposed by your class level. These stack with themselves where that would make sense.</p><p></p><p><strong>Spirit Guide</strong> (Su): You can summon the avatar of a spirit to which you are bound as a full-round action, and you can dismiss the avatar as a free action. The avatar manifests as a tiny ghostly image which only you can see and hear. By conversing with a Spirit Guide, you gain the benefits of a Druid's nature sense class ability.</p><p></p><p>You may gain other information as well, particularly if you have done a favor for the spirit recently. (For example, slaying a troll who had been attacking a local pack of wolves would win you favor with a wolf spirit.) Some spirits are chatty, others are taciturn.</p><p></p><p></p><p><strong>Spirit Shaman</strong> (variant Druid)</p><p>Hit Die: d8</p><p>BAB: 3/4</p><p>Saves: Good Fort & Will, bad Reflex</p><p>Proficiency: Spirit Shaman are proficient with clubs, daggers, darts, quarterstaves, scimitars, sickles, shortspears, slings, and spears. Shaman are proficient with light armor, but not with shields.</p><p></p><p><strong>Class Skills (4 + Int bonus, x4 at 1st level)</strong>: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, history, nature, religion, the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak Language, Spot (Wis), Survival (Wis), and Swim (Str).</p><p></p><p>1: Spirit Affinity (Animal, Fey, Elemental), Spirit Binding 1/day (1 spirit)</p><p>2: Suppress Sign, Spirit Guide</p><p>3: Binding 2/day, Pact Augmentation 1</p><p>4: Spirit Empathy</p><p>5: Binding 3/day (2 spirits)</p><p>6: Pact Augmentation 2</p><p>7: Spirit Sight</p><p>8: Binding 4/day</p><p>9: Pact Augmentation 3</p><p>10: Spirit Binding (3 spirits)</p><p>11: </p><p>12: Spirit Binding 5/day</p><p>13:</p><p>14: Pact Augmentation 4</p><p>15: Spirit Binding 6/day (4 spirits)</p><p>16:</p><p>17: Binding 7/day</p><p>18: </p><p>19: Pact Augmentation 5</p><p>20: Spirit Binding 8/day (5 spirits)</p><p></p><p><strong>Spirit Affinity</strong>: You may make pacts with spirits from the Animal, Fey and Elemental Spirit lists.</p><p></p><p><strong>Spirit Binding</strong> (Su): As a full-round action, you may bind a single spirit to yourself. You may switch the spirit to which you are bound (dismiss is also a full-round action). Starting at 5th level you may bind yourself to two spirits at the same time, three at 10th level, four at 15th level, and five at 20th level. You must abide by all currently bound spirit's taboos. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits).</p><p></p><p><strong>Suppress Sign</strong> (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability.</p><p></p><p><strong>Spirit Guide</strong> (Su): You can summon the avatar of a spirit to which you are bound as a full-round action, and you can dismiss the avatar as a free action. The avatar manifests as a tiny ghostly image which only you can see and hear. By conversing with a Spirit Guide, you gain the benefits of a Druid's nature sense class ability.</p><p></p><p>You may gain other information as well, particularly if you have done a favor for the spirit recently. (For example, slaying a troll who had been attacking a local pack of wolves would win you favor with a wolf spirit.) Some spirits are chatty, others are taciturn.</p><p></p><p><strong>Pact Augmentation</strong> (Su): When you bind with a spirit, you may augment your pact with one or more Pact Augmentations from the appropriate list, up to the limit imposed by your class level. These stack with themselves where that would make sense.</p><p></p><p><strong>Spirit Empathy</strong> (Su): When you bind with an Animal spirit, you gain Animal Empathy (as a Druid of your EBL) towards animals of its type.</p><p></p><p>When you are bound to a Fey spirit, you gain a +4 bonus to Will saves vs. Fey (as a Druid's Resist Nature's Lure class feature).</p><p></p><p>When you are bound to an Elemental spirit, you gain a +2 bonus to Diplomacy checks made against Elementals with the same subtype.</p><p></p><p><strong>Spirit Sight</strong> (Sp): You can cast any of the following at will: <strong>detect animals or plants</strong>, <strong>detect magic</strong>, <strong>detect undead</strong>, <strong>detect chaos/evil/good/law</strong>. Note that you can only use one of them at a time.</p></blockquote><p></p>
[QUOTE="Nifft, post: 2814239, member: 6562"] [b]Spirit-Bound Classes[/b] [b]Vodun Berserker[/b] (variant Barbarian) aka "God-Ridden" Hit Dice: d12 BAB: Full Saves: Good Fort, bad Reflex & Will Proficiency: Vodun Berserkers are proficient with simple and martial weapons, light and medium armor, and shields (but not tower shields). [b]Class Skills (4 + Int bonus, x4 at 1st level)[/b]: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography, nature) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). 1: Animal Spirit Affinity, Spirit Binding 1/day, Illiteracy 2: Primal Fury 1/day 3: Pact Augmentation 1 4: Suppress Sign 5: Spirit Totem 6: Primal Fury 2/day 7: Pact Augmentation 2 8: 9: 10: Spirit Binding 2/day 11: Pact Augmentation 3 12: Primal Fury 3/day 13: 14: 15: Pact Augmentation 4 16: 17: 18: Primal Fury 4/day 19: Pact Augmentation 5 20: Spirit Binding 3/day [b]Illiteracy[/b]: You're still a barbarian. Ha ha ha! [b]Animal Spirit Affinity[/b]: You may make pacts with spirits from the Animal Spirits list. [b]Spirit Binding[/b] (Su): As a full-round action, you may bind a single spirit to yourself. At higher levels you may switch the spirit to which you are bound (dismiss is also a full-round action), but you may never be bound to more than one spirit at a time. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits). [b]Primal Fury[/b] (Ex): With a blood-curdling cry, you channel primal animal rage from the spirit you've bound yourself to. Your bound spirit manifests itself as a great ghostly animal shape which mirrors your actions. For a number of rounds equal to 3 + your Con modifier, you gain the following benefits in addition to your normal Spirit Pact benefits (your Pact Augmentations remain, as does your Taboo): [list] [*] DR 1/magic for every 2 Vodun Berserker levels (VBLs) [*] Strength bonus: - Bear: +4 + 1/2 your VBL - Ape, Boar, Jaguar, Wolf: +2 + 1/3 your VBL - Eagle, Fox: +1 + 1/4 your VBL [*] You may gain additional benefits: - Ape: +4 bonus to Grapple checks, and if you have claws you can Rend. - Boar: You deal double damage on a charge. - Eagle: You can fly (maneuverability good) and you gain the Pounce special ability. Your fly speed is your land speed plus 10 ft. per 2 VBLs. - Fox: Your melee or natural weapon(s) gain an enhancement bonus equal to 1 + 1/4 your VBL. You gain a dodge bonus to AC equal to 1/2 your VBL. You gain a bonus to Escape Artist checks equal to your VBL. - Jaguar: You gain the Pounce special ability. [/list] When your Primal Fury ends, you are Fatigued for 1 minute, and so is your bound spirit -- you lose access to your normal Spirit Pact benefits for 1 minute, including any Pact Augmentations that derive from this Pact. Note that this ability, and thus any benefit that it provides, is (Ex) instead of (Su). For the duration of your Primal Fury, your Spirit Binding benefits are also (Ex). Your Pact Augmentations remain (Su). [b]Pact Augmentation[/b] (Su): Choose from the Animal Spirit Pact Augmentations list. These stack with themselves where that would make sense. [b]Suppress Sign[/b] (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability. [b]Spirit Totem[/b] (Su): You feel a particular affinity for one animal spirit, which becomes your Spirit Totem. If you are bound to this particular animal spirit, you gain a +2 Luck bonus to Initiative, Spot, and Listen checks, and you may re-roll a failed save 1/day. (The 1/day limit remains even if you bind to your Totem Spirit more than once in a day.) [b]Spiritwalker[/b] (variant Ranger) Hit Dice: d8 BAB: Full Saves: Good Reflex & Fortitude, bad Will Proficiency: Spiritwalkers are proficient with simple weapons, and any four martial weapons of their choosing. Spiritwalkers are proficient with light armor, but not with shields. [b]Class Skills (6 + Int bonus, x4 at 1st level)[/b]: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering, geography, history, nature, the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Speak Language (none), Survival (Wis), Swim (Str), and Use Rope (Dex). 1: Animal Spirit Affinity, Spirit Binding 1/day (1 spirit), Track 2: Pact Augmentation 1, Suppress Sign 3: Binding 2/day 4: Spirit Guide 5: Binding 3/day, Lesser Affinity (Fey Spirit) 6: Pact Augmentation 2 7: Spirit Binding (2 spirits) 8: 9: Binding 4/day 10: Lesser Affinity (Elemental Spirit) 11: Pact Augmentation 3 12: Binding 5/day 13: 14: 15: Pact Augmentation 4 16: Binding 6/day 17: 18: 19: Pact Augmentation 5 20: Spirit Binding 7/day (3 spirits) [b]Spirit Affinity[/b]: You may make pacts with spirits from the Animal Spirits list. At 5th level you may bind Fey Spirits, and at 10th level you may bind Elemental Spirits, but your EBL for Fey and Elemental spirits is treated as one-half your normal EBL. [b]Spirit Binding[/b] (Su): As a full-round action, you may bind a single spirit to yourself. At higher levels you may switch the spirit to which you are bound (dismiss is also a full-round action). Starting at 7th level you may bind yourself to two spirits at the same time, and three at 20th level. You must abide by all currently bound spirit's taboos. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits). [b]Track[/b]: You gain this as a bonus Feat. [b]Suppress Sign[/b] (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability. [b]Pact Augmentation[/b] (Su): When you bind with a spirit, you may augment your pact with one or more Pact Augmentations from the appropriate list, up to the limit imposed by your class level. These stack with themselves where that would make sense. [b]Spirit Guide[/b] (Su): You can summon the avatar of a spirit to which you are bound as a full-round action, and you can dismiss the avatar as a free action. The avatar manifests as a tiny ghostly image which only you can see and hear. By conversing with a Spirit Guide, you gain the benefits of a Druid's nature sense class ability. You may gain other information as well, particularly if you have done a favor for the spirit recently. (For example, slaying a troll who had been attacking a local pack of wolves would win you favor with a wolf spirit.) Some spirits are chatty, others are taciturn. [b]Spirit Shaman[/b] (variant Druid) Hit Die: d8 BAB: 3/4 Saves: Good Fort & Will, bad Reflex Proficiency: Spirit Shaman are proficient with clubs, daggers, darts, quarterstaves, scimitars, sickles, shortspears, slings, and spears. Shaman are proficient with light armor, but not with shields. [b]Class Skills (4 + Int bonus, x4 at 1st level)[/b]: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, history, nature, religion, the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak Language, Spot (Wis), Survival (Wis), and Swim (Str). 1: Spirit Affinity (Animal, Fey, Elemental), Spirit Binding 1/day (1 spirit) 2: Suppress Sign, Spirit Guide 3: Binding 2/day, Pact Augmentation 1 4: Spirit Empathy 5: Binding 3/day (2 spirits) 6: Pact Augmentation 2 7: Spirit Sight 8: Binding 4/day 9: Pact Augmentation 3 10: Spirit Binding (3 spirits) 11: 12: Spirit Binding 5/day 13: 14: Pact Augmentation 4 15: Spirit Binding 6/day (4 spirits) 16: 17: Binding 7/day 18: 19: Pact Augmentation 5 20: Spirit Binding 8/day (5 spirits) [b]Spirit Affinity[/b]: You may make pacts with spirits from the Animal, Fey and Elemental Spirit lists. [b]Spirit Binding[/b] (Su): As a full-round action, you may bind a single spirit to yourself. You may switch the spirit to which you are bound (dismiss is also a full-round action). Starting at 5th level you may bind yourself to two spirits at the same time, three at 10th level, four at 15th level, and five at 20th level. You must abide by all currently bound spirit's taboos. You may bind the same spirit twice in a row (for example, if you wish to re-negotiate pact augmentation benefits). [b]Suppress Sign[/b] (Ex): This also suppresses visible Pact benefits (like claws). Unlike a Binder, you require a move action to suppress or reveal using this ability. [b]Spirit Guide[/b] (Su): You can summon the avatar of a spirit to which you are bound as a full-round action, and you can dismiss the avatar as a free action. The avatar manifests as a tiny ghostly image which only you can see and hear. By conversing with a Spirit Guide, you gain the benefits of a Druid's nature sense class ability. You may gain other information as well, particularly if you have done a favor for the spirit recently. (For example, slaying a troll who had been attacking a local pack of wolves would win you favor with a wolf spirit.) Some spirits are chatty, others are taciturn. [b]Pact Augmentation[/b] (Su): When you bind with a spirit, you may augment your pact with one or more Pact Augmentations from the appropriate list, up to the limit imposed by your class level. These stack with themselves where that would make sense. [b]Spirit Empathy[/b] (Su): When you bind with an Animal spirit, you gain Animal Empathy (as a Druid of your EBL) towards animals of its type. When you are bound to a Fey spirit, you gain a +4 bonus to Will saves vs. Fey (as a Druid's Resist Nature's Lure class feature). When you are bound to an Elemental spirit, you gain a +2 bonus to Diplomacy checks made against Elementals with the same subtype. [b]Spirit Sight[/b] (Sp): You can cast any of the following at will: [b]detect animals or plants[/b], [b]detect magic[/b], [b]detect undead[/b], [b]detect chaos/evil/good/law[/b]. Note that you can only use one of them at a time. [/QUOTE]
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