Sign: You grow a ram’s curling horns.
Influence: Amon’s influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun, and law, he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such a spell if one is allowed; failure allows you to gain benefit.
Special Requirement: Amon particularly despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you have hosted one of these spirits within the last 24 hours, Amon refuses to answer your call. Similarly, these spirits will not answer your call if you are already bound by Amon. The reason for Amon’s displeasure with these vestiges is unclear, but the enmity is as old as anyone can remember. Binder scholars theorize that it might stem from the time when Amon was a god and the other four were normal mortal or immortal beings.
Granted Abilities:
You gain darkvision out to 60 feet.
You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binding level (maximum 50 feet) and deals 1d6 points of fire damage per binding level to every creature in its area. A successful Reflex save halves the damage. Once you have used this ability, you cannot do so again for 5 rounds.
You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage plus 1½ times your Strength bonus. When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign.
Sign: While you host Aym, you bear a star-shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact.
Influence: Under Aym’s influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold, or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name.
Granted Abilities:
You can move at normal speed (without the usual reduction) while wearing heavy or medium armor.
At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.
You gain the benefit of the Improved Sunder feat.
You are proficient with medium armor.
You have resistance to fire 10.
Your melee attacks deal double damage to objects. If your effective binding level is at least 10th, your melee attacks are treated as adamantine for the purposes of overcoming damage reduction.
Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.
Influence: While influenced by Leraje, you become quiet and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including half-elves and members of various elf subraces, such as drow.
Special Requirement: To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje’s name and title. In addition, Leraje hates Amon for some reason and will not answer your call if you are already bound to him.
Granted Abilities:
You gain +4 competence bonus on Hide checks.
You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.
You gain the benefit of the Precise Shot feat.
As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply the results to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate before making the attack roll.
While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient in any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.
Sign: Your voice deepens and acquires a gravelly, growling tone.
Influence: While you are influenced by Naberius, you love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binding level to satisfy Naberius.
Special Requirement: Naberius values knowledge, industry, and the willingness to deceive. He manifests only for a summoner with at least 4 ranks in Bluff or in any Knowledge or Profession skill.
Granted Abilities:
You can alter the appearance of your form as a standard action. This effect works like the disguise self spell.
You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores ever hour.
At the time you make your pact, you can choose a number of skills equal to your Constitution bonus (if any). Your choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. If your Constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of untrained skills. Lost skills are chosen randomly, and they remain inaccessible to you until you make another pact with Naberius.
You direct a verbal command at a single living target within 30 feet as if using the command spell. A successful Will save negates the effect. When your effective binding level reaches 14th, your words become even more persuasive and this ability functions like a suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds.
You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a −10 penalty on the check.)
Sign: The flesh of your face settles into a frown or smile (a frown if you succeeded on your binding check, or a smile if you did not) and retains that general expression regardless of your actual feelings. This alteration does not affect your Charisma, Charisma-based checks, or others’ ability to make Sense Motive checks against you.
Influence: Ronove’s influence makes you think that others doubt your abilities and competence. Despite what anyone says, you feel the constant need to prove your worth. In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her.
Special Requirement: Ronove’s seal must be drawn on soil under the sky.
Granted Abilities:
Your melee attacks count as magic for the purpose of overcoming Damage Reduction. When you attain an effective binding level of 7th, your melee attacks also count as cold iron for the purpose of overcoming Damage Reduction.
As a swift action, you can lift and move an unattended object to which you have line of effect, as long as it is within 10 feet per effective binding level of your position. The force manipulating the object is considered Medium in size, and it has a Strength score equal to your effective binding level. During this swift action, you can move the object up to 5 feet per effective binding level. If the object weighs enough to constitute a medium or heavy load for an individual of the force’s Strength, you can move it only half the normal distance. If the object to be moved would constitute a medium or heavy load for you, activating this ability is a move action. If the item could only be pushed or dragged by such a person (that is, it weighs up to five times the maximum load), you can move it just 5 feet per move action. The force cannot lift the object more than 5 feet off the ground.
In any round during which you do not use a swift action to manipulate the object, you lose control of it. You can never move an object outside the range of the ability, and you lose control of the object if you move too far away from it or if a creature touches it. You can only move one object at a time in this fashion.
Alternatively, you can use the telekinetic force to push a creature as a standard action. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force’s Strength modifier and adding a +2 bonus. If the bull rush is successful, the target moves in the direction you indicate. Once you have used your Far Hand in this way, it dissipates, and you cannot use it again for 5 rounds.
You automatically fall as if though under the influence of a feather fall spell. You can suppress or activate this ability as a standard action.
You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as a monk of a level equal to your effective binding level. This ability does not grant any other abilities of a monk, such as Flurry of Blows.
You gain a +10-foot enhancement bonus to your base land speed.
Sign: Several teeth grow from your scalp. Though they are small enough to be hidden by a quantity of hair or a hat, a touch reveals them immediately.
Influence: You shift quickly from distraction to extreme focus and back again. Sometimes you stare blankly off into space, and at other times you gaze intently at the person or task at hand. Since Dahlver-Nar dislikes any task that requires more than 1 round of concentration (such as some spellcasting, concentration on an effect, or any action that requires a Concentration check), he requires that you undertake no such activities while under his influence.
Granted Abilities:
Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion effects.
You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. Once you have used this ability, you cannot do so for 5 rounds. Maddening Moan is a mind-affecting sonic ability.
You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any).
At will as a standard action, you can designate one creature within 10 feet per effective binding level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save to negate this effect.
Sign: You possess the same features as you always did, but they somehow make you more ugly than before. Others easily recognize you, but small differences make you less appealing to look upon. In addition, your bulk expands until you weigh half again as much as you did before.
Influence: You feel ashamed and bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference may take the form of a bow, a salute, opening the door for the creature in question, not speaking until spoken to, or any other gestures that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect or suffer the penalty for defying Haagenti’s influence.
Special Requirement: To summon Haagenti, you must be either Large or speak Giant.
Granted Abilities:
You can confuse by touch. The target of your touch attack must succeed on a Will save or become confused for 1 round per three effective binding levels you possess. When you attain an effective binding level of 19th, the ability functions as the maze spell. Once you have used this ability, you cannot do so again for 5 rounds.
No mortal magic can permanently affect your form while you are bound to Haagenti. Effects such as polymorph or petrification might force you into a new shape, but at the start of your next turn, you can immediately resume your normal form as a free action. You remain affected by such effects only when you choose to do so.
You are proficient with shields, including tower shields.
You are proficient with the battleaxe, greataxe, handaxe, and throwing axe.
Sign: Your teeth and tongue turn black.
Influence: While influenced by Malphas, you fall in love too easily. A kind word or friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against foes at every opportunity.
Granted Abilities:
At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird’s skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use your skills to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If you have the trapfinding ability, you can use the bird to find traps so long as doing so doesn’t require it to manipulate an object. The bird cannot talk. You can only have one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action), or stop binding Malphas.
As a full-round action, you can make yourself invisible (as the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binding level. You can invoke this ability as a standard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds.
You are not at risk of poisoning yourself when handling poison or applying it to a weapon.
With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four effective binding levels any time your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from Sudden Strike stacks with that from Sneak Attack whenever both would apply to the same target.
Sign: A piece of arrow appears under your skin somewhere on your body. It looks as though your skin has healed over a broken-off arrow that had previously wounded you. The arrow deals no damage, but at times is causes you some discomfort. If removed, it disintegrates immediately, and another appears somewhere else on your body.
Influence: Savnok’s influence makes you headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear another item that improves your AC, Savnok requires that you not remove that protection for any reason.
Special Requirement: To summon Savnok you must have stolen something and neither made reparations nor apology for that act.
Granted Abilities:
At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binding levels, the armor’s quality improves, as given on the following table.
Effective Binding Level | Armor Summoned |
---|---|
2nd–4th | Masterwork Full Plate |
5th–8th | +1 Full Plate |
9th–12th | +2 Light Fortification Full Plate |
13th–16th | +2 Moderate Fortification Full Plate |
17th–19th | +4 Moderate Fortification Full Plate |
20th | +4 Heavy Fortification Full Plate |
You can dismiss the armor with another full-round action.
You are proficient with heavy armor.
You can instantly swap positions with any visible willing ally within 5 feet per two binding levels of your position. Objects carried by you or your ally (up to the maximum load for each) go along, but creatures do not. The movement is instaneous and does not provoke attacks of opportunity. Using this ability is a standard action at first, though at 7th level you can use it as a move action, and at 13th you can use it as a swift action. Once you have used this ability, you cannot do so again for 5 rounds.
While wearing your Called Armor, you can ignore some of the damage from attacks by nonpiercing weapons. When you first gain the ability to summon Savnok, this ability gives you Damage Reduction 1/Piercing, and the value improves by +1 for every four effective binding levels you possess. Thus, you have DR 4/Piercing as a 4th-level binder, DR 3/Piercing as a 8th level binder, and so forth. When your effective binding level reaches 13th, your Damage Reduction can be overcome only by attacks that are both magic and piercing.
Sign: Your skin becomes cold to the touch and the inside of your mouth is cloaked in absolute darkness and periodically expels clouds of black smoke.
Influence: Ahazu’s avarice infects you, causing you to steal small, precious objects whenever the opportunity presents itself, if you feel you can do so without getting caught. The covetousness extends to the lives of your enemies as well. If possible, you must try to imprison your enemies alive in a dark hellhole, rather than kill them or let them escape. If you allow an enemy to escape, you become wracked with anger and suffer a −4 penalty to all Charisma-based checks as long as you remain under Ahazu’s influence.
Special Requirement: You must draw Ahazu’s seal on the surface of one of the Pools of Darkness, found at the bottom of the Well of Darkness on the seventy-third layer of the Abyss.
Granted Abilities:
You can speak Ahazu’s name to shunt a creature within 30 feet of you into the void between the planes. The target creature may resist the abduction by making a Will save (DC 10 + ½ your effective binding level + your Charisma modifier). If the creature resists this abduction, you may not target him again with this ability for 24 hours. Once a creature is abducted, it remains trapped in the void for 1 round, effectively losing its action on that round of combat. You can use this ability at will.
You can produce an effect identical to unholy blight (caster level equals your effective binding level) on a creature you touch. The target is cloaked in a cold, cloying miasma of greasy darkness and takes damage as appropriate for his alignment. Once you have used this ability, you cannot do so again for 5 rounds.
You have the blindsight extraordinary ability to a range equal to 5 feet per effective binding level (maximum 100 feet).
As a standard action, you can withdraw your mind and soul into the void beyond the boundaries of the planes, rendering you immune to spells, spell-like effects, and supernatural effects with the mind-affecting descriptor or that affects souls (such as magic jar, soul bind, or trap the soul) as long as the vestige remains bound to you. If you die while employing this granted power, you cannot be brought back to life with a raise dead or resurrection spells.
Sign: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you.
Influence: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities – especially misunderstandings between friends and incidents of mistaken identity. However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else’s possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object you know to be stolen.
Special Requirement: You must obtain two nonmagical items similar to those in this list, which Andromalius holds in his hands during his manifestation: a belt purse, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lockpicks, and a mouse. You must place these two items within Andromalius’s seal when you summon him. These items vanish as soon as Andromalius appears.
Granted Abilities:
As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha’s hideous laughter spell (caster level equals your effective binding level), except that an affected creature can make an additional saving throw at the end of each of its turns to end the effect. Once you have used this ability, you cannot do so again for 5 rounds.
At will, you can sense the direction of any well-known or clearly visualized object that lies within 100 feet per effective binding level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object.
At will, you can use see invisibility as the spell (caster level equals your effective binding level).
You gain a +4 bonus to Sense Motive checks, on Appraise checks, and on Spot checks made to oppose Disguise checks. In addition, you automatically notice when a creature uses Sleight of Hand to take something from you. This ability is always active while you are bound to Andromalius.
You deal an extra 2d6 damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the opponent is within 30 feet. For every five binding levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points. For example, a 15th-level binder deals an extra 4d6 points of damage with his sneak attack. See the rogue class feature. If you get a sneak attack bonus from another source, the bonuses to damage stack.
Sign: While you serve as host to Focalor, your eyes constantly weep, regardless of mood or thoughts.
Influence: While influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions.
Special Requirement: Focalor’s seal must be drawn with a liquid medium.
Granted Abilities:
You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a −2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of Sadness is a mind-affecting ability.
As a standard action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds.
Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binding level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three effective binding levels you possess above 5th. A successful Reflex save halves this damage. This ability functions outdoors, indoors, and even underwater.
You can breathe both air and water easily.
Sign: You bleed more than normal from wounds. Even a small scratch releases sanguine fluid. This effect does not deal extra damage.
Influence: You take on some of the arrogance for which Karsus was famous in his mortal life. He requires that you make Bluff or Intimidate checks rather than Diplomacy checks to influence others.
Special Requirement: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a summoner who has at least 5 ranks in either Knowledge (arcana) or Spellcraft. He also hates Amon for some unknown reason, and will not answer your call if you are already bound to that vestige.
Granted Abilities:
The save DC for each effect of every magic item you use increases by 2.
You can sense magic auras as easily as others can detect odors, and concentrating on them reveals them to your sight. When you concentrate (a standard action), you automatically detect the number of different magical auras within 30 feet, and the power of the most potent aura within 30 feet, as though you had cast detect magic on the area and concentrated for 2 rounds. You do not need to concentrate to maintain this effect, but concentrating for 1 additional round reveals the location and strength of the auras in the area. A third round of concentration allows you to determine the school of a particular aura automatically. Additional rounds of concentration reveal the schools of other auras.
You cannot use this ability if you are blinded, but otherwise it functions as detect magic for the purposes of concealment and materials pierced. If you encounter an aura of overwhelming strength, however, you are dazzled so long as it remains within range of Karsus’s senses.
You can produce a dispel magic with a touch. To do so, you must make a successful melee touch attack against a creature or object that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binding level, maximum +20) against each ongoing spell currently in effect on the object or creature. The DC for this check is 11 + the spell’s caster level. If you succeed on a particular check, the spell is dispelled; if you fail, it remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a summoned monster or conjured object), you must touch the taget and make a dispel check to end the spell that brought it into being. Targetting a spell effect that is not an object or creature (such as the flames of a wall of fire) has no effect.
If the touched target is a magic item, you must make a dispel check (the DC is the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. An interdimensional interface (such as a bag of holding) is temporarily closed by this effect. A suppressed magical item becomes nonmagical for the duration, but its physical properties are unchanged, so a suppressed magic sword is still a masterwork item.
You can use spell trigger items, such as wands and staves, as if you were a wizard of your effective binding level.
Sign: One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendency to remain slightly open, causing you to drool.
Influence: Paimon’s influence makes you lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music.
Granted Abilities:
When you use this ability, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. When you use your dance of death, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), and you cannot attack a single creature more than once. Once you have used this ability, you cannot do so again for 5 rounds.
You gain proficiency with the rapier and short sword, and the benefit of the Weapon Finesse feat when you wield such weapons.
You gain a +4 bonus to Dexterity.
You can use the Tumble skill untrained. You gain a +4 bonus to Tumble checks and Perform (dance) checks.
You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. If you have Uncanny Dodge from another source, you gain Improved Uncanny Dodge instead. See the rogue class features.
You gain the benefit of the Whirlwind Attack feat.
Sign: Dozens of patches of skin on your legs and arms become gold, silver, and bronze. These randomly placed metal plates take the shape of well-formed squares, equilateral triangles, hexagons, and other geometric shapes. These pieces of metal do not offer any bonus or inhibit the character in any way. If removed, they revert to bloody flaps of flesh.
Influence: Primus shows its influence by making you ruthlessly practical. You evaluate all activities with an eye towards your ultimate goals, brooking no frivolty or distraction. Every action becomes a calculated move. In addition, Primus requires that you not knowingly break any law or disobey the direct order of any lawful authority.
Special Requirement: Primus refuses to appear before a binder already bound to Tenebrous. If you have bound Tenebrous at any point in the past, Primus knows and requires that its seal be drawn in conditions of bright light.
Granted Abilities:
If you perform the same actions on consecutive rounds in the same order, you gain a +1 Competence bonus on all attack rolls, saves, and skill checks that round. For example if you move and make a standard attack, and then in the following round move and make a standard attack, you would gain the bonus. If you move and make a standard attack, and then in the next round make a 5-foot step and make a full attack, you would not get the bonus.
Your melee and ranged attacks are considered lawful for the purposes of overcoming Damage Reduction, and you deal +1d6 points of damage to any creature of chaotic alignment that you hit with a melee or ranged attack (including touch attacks but not ranged touch attacks).
You can order a creature within 100 feet to perform a specific action. The creature must be able to hear you, but it need not understand your language. Pick a command listed under the command spell when you use this ability. If the target fails a Will save, it performs the action. In addition, targets that fail their Will save cannot hear or see you for 1d4 rounds or until you attack it, treating you as though you are under the effects of the invisibility and silence spells. Other creatures can perceive you normally. This ability is not language-based and can affect creatures even if they are immune to mind-affecting effects. Once you have used this ability, you cannot do so again for 5 rounds.
Sign: You gain a wracking cough that spews dust and small stones from your mouth. This coughing prevents from casting any spells that have verbal components. While bound to Agares, you can resist the urge to cough for a number of rounds equal to your Constitution score. Thereafter, you cough for a round and then can try to resist thereafter.
Influence: Agare’s loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced by Agares, you speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly.
Special Requirement: You must draw Agare’s seal upon either the earth or an expanse of unworked stone.
Granted Abilities:
You gain a +1 bonus on attack rolls and weapon damage rolls if both you and your foe are touching the ground. Any airborne foe takes a −1 penalty on attack rolls and weapon damage rolls against you.
As a standard action, you can stomp on the ground, causing every creature within 10 feet of you that is either standing on the ground or climbing on a surface connected with the ground to make a Reflex save or fall prone. Once you have used this ability, you cannot do so again for 5 rounds. You and your summoned earth elemental (see below) are never knocked prone by the use of this ability.
You can summon an earth elemental to accompany you and fight for you. This creature obeys your commands to the best of its ability. If the elemental is more than 30 ft. away from you at the end of your turn, it dissolves. If you lose your elemental to dissolution or destruction, you cannot summon it again for 1 hour.
The size of the earth elemental you can summon depends on your effective binding level, as given on the following table.
Effective Binding Level | Elemental Size |
---|---|
1st–10th | Small |
11th–14th | Medium |
15th–18th | Large |
19th or higher | Huge |
You gain immunity to fear from both magical and mundane sources.
You can speak, understand, read, and write all languages spoken by creatures within 30 ft. of you. To use an unfamiliar language, you must hear it spoken and see the speaker. Once you have used it, you can continue to do so as long as your pact with Agares lasts. When speaking or writing in a language with which you are not familiar, you cannot lie.
Sign: You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunch-backed.
Influence: Andras’s influence causes you to become listless and emotionally remote. Because Andras wearies of combat quickly, you must drop any items in hand and withdraw from melee after only 10 rounds of battle. You may not take any offensive action for 1d4 rounds thereafter.
Granted Abilities:
You gain proficiency with the greatsword, lance, longsword, and rapier.
As a full-round action, you can summon a heavy warhorse, complete with saddle and heavy lance. This creature serves you as a trained mount for up to 1 hour per effective binding level, or until it is killed, you dismiss it, or your pact with Andras ends. You can use this ability once per day.
You gain a +8 bonus to Ride checks.
You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binding level. If you accidentally smite a creature that is neither good nor evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil and smite good attempts per day obtained from multiple sources stack.
Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy to attack a randomly determined ally within reach as his next action, and he must do so as his first attack. The target must be within 5 feet per two binding levels you possess, and a successful Will save negates the effect. The affected foe must strike for lethal damage with a primary attack and use whatever melee weapon is in hand (or an unarmed strike or natural attack if no weapon is at the ready). If no ally is within the foe’s reach, this ability has no effect. Once you have used this ability, you cannot do so again for 5 rounds.
You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with a weapon, you gain a +4 bonus on the roll to confirm a threat made with that weapon. This bonus stacks with that provided by the Power Critical feat.
Sign: Your body’s colors alter to become slightly off. Blonde hair becomes too golden, green eyes become too emerald green, and your skin becomes faultless and has no pores.
Influence: You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information (DM’s discretion; finding out where local rowdies ran off to after a tavern fight might not give Arete grounds to research into his own past, for example).
Special Requirement: Arete does not like to be reminded that elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome.
Granted Abilities:
You gain 13 Power Points when you bind to Arete. These are added to your pool of Power Points if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of his binding.
You gain a +4 Resistance bonus on a saving throw of your choice. You may change this to another saving throw as a move action.
Your body becomes unnaturally tough as you gain Damage Reduction 5/–.
You gain access to the psionic powers body adjustment, body purification, and sustenance for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binding level in place of manifester level.
Sign: You acquire the stench of brimstone and a cloudy film over your eyes.
Influence: Astaroth’s influence gives you a vague but continuous sense of impending doom that makes you morose and fatalistic. Because Astaroth desires revenge on the devils who brought him low, he requires that you attack a devil in preference to all others whenever you are in combat and that you initiate combat with any devil you meet.
Special Requirement: Astaroth requires that his seal be drawn on an area of stone that has been recently burned and doused with water.
Granted Abilities:
Your spells, spell-like abilities, and magic-item abilities with the fire descriptor deal half-fire, half-vile damage. You can cast fireball, as the spell, three times per day (caster level equals your effective binding level).
You can perform a divination, as per the spell (caster level equals your effective binding level).
You gain a bonus on Bluff and Disguise checks equal to your effective binding level. You gain an additional +4 bonus on Bluff and Disguise checks when dealing with evil outsiders.
Any natural attack or attack with a metal weapon you make is treated as if it were a silver weapon. These attacks do not apply a −1 penalty on damage rolls.
Sign: Your skin yellows, and you emit a foul, unwashed odor. While this odor is not strong enough to impede or distract an opponent, it does attract attention.
Influence: Astaroth’s influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you.
Granted Abilities:
Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his nigh-infinite knowledge. This functions as the Bardic Knowledge ability, based on your effective binding level.
Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make Fortitude saves or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.
You gain a +4 Competence bonus on Bluff, Diplomacy, and Intimidate checks.
While bound to Astaroth, you gain a +4 Competence bonus on all Craft checks. In addition, each time you bind Astaroth, you may select one Item Creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP costs for any item you create, and you must still provide the necessary spells for a given item.
If your effective binding level is not at least as high as the necessary caster level to take a specific Item Creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any Item Creation feat with a prerequisite of caster level 5th or higher.
You make a suggestion, as the spell, with a caster level equal to your effective binding level. You must wait 5 rounds before attempting another suggestion, and at any given time, you may only have a total number of people under the effects of this ability equal to your Charisma bonus.
Sign: Your feet turn into satyr’s hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you.
Influence: Under Buer’s influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make coup de grace attacks.
Special Requirement: Buer requires that her seal be drawn outdoors.
Granted Abilities:
You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill.
You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you.
Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they remain within 30 feet of you. An ally who leaves the area immediately suffers all of the effects for any missed saves.
You gain Fast Healing 1, and the rate of healing increases with your effective binding level. You gain Fast Healing 2 at 10th level, Fast Healing 3 at 13th level, Fast Healing 4 at 16th level, and Fast Healing 5 at 19th level.
As a standard action, you can cure 1 point of damage to yourself or another creature. As a full-round action, you can cure 1d8 points of damage +1 point per effective binding level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full-round cure ability, you cannot use your healing gift for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to the undead.
You can track foes as though you possessed the Track feat.
Sign: An additional eye appears on your forehead, equidistant from your other eyes.
Influence: Cabiri hungers to see everything, no matter how horrifying or entrancing. You receive a +4 Insight bonus on Will saves versus figments but suffer a −4 penalty on Will saves versus patterns. You are not able to close or avert your eyes when confronted by a creature with a gaze attack.
Special Requirement: Cabiri requires that his seal be drawn in blood, outside at night or during a solar eclipse.
Granted Abilities:
You can create an invisible magical sensor at will as though you had cast arcane eye (caster level equals your effective binding level). You can never create more than one arcane eye at a time, and you can dismiss or renew the effect as a standard action. Once you have used this ability, you cannot use it again for 5 rounds.
Your spells and spell-like abilities of the Scrying subschool gain a +10 bonus to their save DCs.
You gain Darkvision to 60 feet and Low-light Vision. If you already have Darkvision, add 60 feet to the range.
You can share your terrible knowledge of existence with others. You can cast phantasmal killer, as per the spell, three times per day (caster level equals your effective binding level).
Sign: Your skin becomes clammy, and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after 1 minute.
Influence: Eurynome’s influence makes you paranoid and ungrateful; you see secret motives and possible betrayals behind every action. Eurynome requires that you not attack a foe unless an ally has already done so. If no allies are present, she makes no such requirement.
Special Requirement: Eurynome hates Amon for some reason and will not answer your call if you are already bound to him.
Granted Abilities:
All animals automatically have an initial attitude of friendly toward you.
You gain Damage Reduction 2/Lawful.
As a swift action, you can summon a Large magic warhammer (2d6 damage, ×3 crit). You are proficient with this weapon and can wield it in one hand without penalty. Your warhammer’s exact bonus and abilities depend on your effective binding level, according to the following table.
Effective Binding Level | Warhammer Summoned |
---|---|
10th or lower | |
11th–14th | +1 Anarchic Warhammer |
15th–18th | +1 Anarchic Adamantine Warhammer |
19th or higher | +3 Anarchic Adamantine Warhammer |
The warhammer disappears (until you summon it again) if it leaves your grasp for more than 1 round.
While you are bound to Eurynome, your blood becomes poisonous. Any creature that ingests it (by either making a bite attack against you or swallowing you whole) must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binding levels you possess (maximum 5d6). Each bite attack (or each round that you remain in the creature’s gullet) poisons the creature anew, forcing a new round of saving throws. Your poison blood becomes inert 1 minute after leaving your body.
At will, you can move on liquid as if it were firm ground. This ability functions like the water walk spell, except that it affects only you.
Sign: When a binder makes a pact with Kas, an angry catlike eye opens in the palm of each of his hands. These eyes don’t provide the binder with any extraordinary sight, nor do they inhibit the use of of the binder’s hands. When the binder uses any power granted by Kas, the eyes weep small amounts of blood for 10 rounds.
Influence: Kas’s influence makes a binder warm and affectionate towards those with whom she speaks. Kas further requires his host to kill any follower of Vecna or undead creature encountered. In addition, Kas requires that the binder betray some friend or ally in some manner during the first hour after being summoned and bound. This betrayal may be as small as breaking a promise to meet at a specific time or as great as murder, but it must be unexpected, and the ally or friend must realize that a deliberate betrayal occurred.
Granted Abilities:
When you score a critical hit, the creature must make a Will save (DC 10 + half your effective binding level + your Charisma bonus) or be permanently blinded. In addition, when you attack undead creatures, you can affect them with critical hits and the blinding effect of this ability.
You gain a +4 Competence bonus to Bluff checks.
While bound to Kas, there is a 25% chance that any critical hit or Sneak Attack scored against you is negated and rolled normally. Sneak Attacks and critical hits scored on you by undead are always negated.
When you hit an undead creature with a melee or ranged attack, you ignore any Damage Reduction it may have.
You are proficient with the bastard sword, longsword, and short sword.
Sign: You seem to be standing in shadow even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient light suggests that it should be much longer. This effect does not grant you concealment.
Influence: While influenced by Tenebrous, you are filled with a sense of detachment and an aching feeling of loss and abandonment. Tenebrous requires that you never be the first to act in combat. If your initiative check is highest, you must delay until someone else takes a turn.
Special Requirement: You must draw Tenebrous’s seal at night or in an area of deep shadow with little daylight exposure.
Granted Abilities:
You can cloak an area in shadows as though using the deeper darkness spell (caster level equals your effective binding level), with the following exceptions. The effect is always centered on you, it has an unlimited duration, and you can shift the range of the emanation (within the normal range) up or down 10 feet as a move action. You can suppress or activate this ability as a standard action.
You can see perfectly through darkness of any kind, even that created by a deeper darkness spell (or your Deeper Darkness ability).
As a swift action, you can charge a melee attack or melee touch attack with cold energy. Your next melee attack deals an extra 1d8 points of cold damage, plus 1d8 points of cold damage for every four effective binding levels beyond 7th you possess. When you attain an effective binding level of 11th, you can charge your weapon for an entire round. Once you have used this ability, you cannot use it again for 5 rounds.
You can turn or rebuke undead as a cleric of your effective binding level. As with a cleric, you turn if you are good and rebuke if you are evil. If you are neutral, you choose whether to turn or rebuke upon binding with Tenebrous and cannot later change your mind. If you have the ability to turn or rebuke undead from other classes, your levels in those classes stack with your effective binding level for the purpose of determining your turning ability. Once you have used this ability, you cannot do so again for 5 rounds.
You can use the flicker shadow magic mystery (see Tome of Magic page 146) as a supernatural ability once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day.
Sign: A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth, and a new gem appears in its place.
Influence: As a vestige, Acererak possesses the immortality he desired but none of the power that should accompany it. If you fall under his influence, you evince a strong hunger for influence and primacy. If you are presented with an opportunity to fill a void in power over a group of creatures, Acererak requires that you attempt to seize that power. You might impersonate a missing city official, take command of a leaderless unit of soldiers, or even grab the reins of a runaway horse to establish your supremacy.
Special Requirement: You must place a gem about the size of a human tooth or eye in the center of Acererak’s seal. The gem is not used up in the summoning process, nor does it move from where you placed it, despite the manner in which Acererak manifests.
Granted Abilities:
You can use detect undead as the spell at will (caster level equals your effective binder level).
At will as a standard action, you can become undetectable to undead. This ability functions like the hide from undead spell, except that the DC for intelligent undead to ignore the effect and notice you is 10 + ½ your effective binder level + your Charisma modifier.
You gain immunity to cold and electricity damage.
As a standard action, you can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save or be paralyzed for a number of rounds equal to one-half your effective binder level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success ending the effect immediately. Once you have used this ability, you may not do so again for 5 rounds.
You can question the dead at will as though using the speak with the dead spell (caster level equals your effective binder level; save DC 10 + ½ your effective binder level + your Charisma modifier).
Sign: Your voice gains a peculiar quality, becoming both hollow and guttural.
Influence: Balam’s influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that you spit on the floor and utter an invective about the place.
Special Requirement: Balam requires a sacrifice of her summoner. In the process of calling her, you must deal 1 point of slashing damage to yourself or another sentient creature (one with Int 3 or higher) and place a drop of blood within Balam’s completed seal.
Granted Abilities:
You can reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original. Once you have used this ability, you cannot do so again for 5 rounds.
You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.
You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binding levels on initiative checks, Reflex saves, and AC.
You gain the benefit of the Weapon Finesse feat.
Sign: One of Dantalion’s faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate an ability granted by Dantalion, it opens its eyes and mouth, revealing a starry void within.
Influence: Dantalion’s influence causes you to be aloof and use stately gestures. Dantalion can’t help but be curious about the leaders of the day, so anytime you are within 100 feet of someone who clearly is (or professes to be) a leader of others, Dantalion requires that you try to read that person’s thoughts. Once you have made the attempt, regardless of success or failure, you need not try to read that person’s thoughts again.
Granted Abilities:
When you invoke this ability (a move action), any creature that sees you is unable to attack you or target you with a hostile spell for 1 round. If you attempt any hostile action, such as making an attack roll or casting an offensive spell against the affected creature or its allies, this effect ends. Once you have used this ability, you cannot do so again for 5 rounds.
While bound to Dantalion, you have a +8 bonus on Knowledge checks. This ability does not allow you to make Knowledge checks untrained.
At will as a full-round action, you can attempt to read the surface thoughts of any creature you can see, as long as it is within 5 feet per effective binding level you possess. If the target makes a successful Will save, you cannot read its thoughts for 1 minute.
Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts you can pick up. If you attempt to read the thoughts of a creature with an Intelligence score 10 points higher than your own, you automatically fail and are stunned for 1 round. You can read a creature’s thoughts for as long as you concentrate.
As a standard action, you can instantly transport yourself and and objects you carry (up to a heavy load) to any location you can see that is within 5 feet per effective binding level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you wish to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and you are stunned for 1 round. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Thought Travel is a teleportation effect and is usable a number of times per day equal to your effective binding level. Once you have used this ability, you cannot do so again for 5 rounds.
Sign: Two extra pairs of devilish eyes with green lids and yellow, catlike irises open on your head. Located at the level of your own eyes and equidistant from them, these bloodshot orbs grant you the ability to see all around yourself. Your own eyes take on the same appearance as the new ones.
Influence: While influenced by Geryon, you become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. Because he values trust, if you make a Sense Motive check or use any ability to read thoughts or detect lies, you rebel against Geryon’s influence and incur the normal penalties.
Special Requirement: Geryon answers the calls of only those summoners who show an understanding of the relationships between souls and the planes. Thus you must have at least 5 ranks in either Knowledge (religion) or Knowledge (the planes) to summon him.
Granted Abilities:
The gaze of your devilish eyes can cause foes to erupt with acid. When you use this ability, each opponent within 30 feet of you must succeed on a Will save or take 2d6 points of acid damage. Opponents can avert or close their eyes to protect themselves, as normal for a gaze attack. You can still take a standard action to focus your gaze on a target creature, as normal for a gaze attack. You can choose not to affect specific creatures within range of the gaze attack, such as allies, if desired. You cannot use this ability if you do not show Geryon’s sign.
Your extra eyes allow you to look in any direction, granting you a +4 bonus on Spot and Search checks. Opponents gain no benefits when flanking you. When confronted by a creature with a gaze attack, however, you cannot avert your eyes, though you can still close them. You cannot use this ability if you do not show Geryon’s sign.
You can see perfectly in darkness of any kind, even that created by a deeper darkness spell. You cannot use this ability if you do not show Geryon’s sign.
You can fly for 1 round at a speed of 60 feet with perfect maneuverability. Activating this ability is a swift action. Once you have used Swift Flight, you cannot do so again for 5 rounds.
Sign: While bound to Otiax, you are surrounded by thin whisps of blue fog even in the strongest wind.
Influence: Otiax’s motives remain a mystery, but its influence is clear. When confronted with unopened doors or gates, you become agitated and nervous. This emotional state lasts until the door or gate is opened, or until you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured. Thus, whenever you see a key, Otiax requires that you use it to open the corresponding lock.
Granted Abilities:
You can focus the air around you into a concentrated blast that batters opponents. You can use your air blast as a melee touch attack against an adjacent opponent or one that is up to 10 feet away (as though you were using a reach weapon). This attack deals 2d6 points of bludgeoning damage, but you do not add your Strength bonus to the damage roll. If your base attack bonus is high enough, you might be entitled to additional air blast attacks each round when you make a full attack. You can also make attacks of opportunity with your air blast. You cannot use this ability if you do not show Otiax’s sign.
You gain the benefit of the Combat Reflexes feat. You cannot use this ability if you do not show Otiax’s sign.
You can whip the mist that constantly surrounds you into a concealing screen that grants you concealment (foes’ melee and ranged attacks have a 20% miss chance). You cannot use this concealment to hide. You can suppress or activate this ability as a full-round action. A severe wind (either natural or magical, such as a gust of wind spell) suppresses your Concealing Mist. You cannot use this ability if you do not show Otiax’s sign.
At will as a swift action, you can open (but not close) a door, chest, box, window, bag, pouch, bottle, barrel, or other container as though using the open/close spell. This ability has a range of 10 feet per effective binding level you possess.
As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binding level. For example, a 10th-level binder can use this ability to open any lock with a DC of 20 or lower, and a 15th-level binder could open a lock with a DC of 30 or lower. This ability grants you no protection from any traps that might be associated with the lock. Once you have used this ability, you cannot do so again for 5 rounds.
Sign: Your lower jaw increases in size, and two long, sharply-pointed tusks grow upward from it.
Influence: While under the influence of Chupoclops, you can’t help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. In addition, Chupoclops requires that you voluntarily fail all saving throws against fear effects or any effect that imposes a morale penalty.
Special Requirement: You must draw Chupoclops’s seal with a handful of soil from a grave or tomb. Alternatively, you can place the dead body of a sentient creature (one with Int 3 or higher) over its seal before the summoning begins. In addition, Chupoclops hates Amon for some reason, and will not answer your call if you are already bound to him.
Granted Abilities:
Every creature within 10 feet of you takes a −2 penalty on attack rolls, checks, saves, and weapon damage rolls. You can suppress or activate this ability as a standard action. Aura of Despair is a mind-affecting fear ability.
At will as a move action, you can become ethereal (as if using the ethereal jaunt spell; caster level equals your effective binding level). You can remain on the Ethereal Plane indefinitely if you take no actions, but you return to the Material Plane immediately after taking a move action, a standard action, or a full-round action. Once you have returned to the Material Plane, you cannot use this ability for 5 rounds.
Your melee attacks can strike incorporeal creatures, and their normal 50% chance to avoid damage does not apply to your melee attacks.
You gain a natural bite attack that deals damage according to your size, as given on the table below.
Size | Bite Damage |
---|---|
Diminutive or Fine | 1 |
Tiny | 1d2 |
Small | 1d3 |
Medium | 1d4 |
Large | 1d6 |
Huge | 1d8 |
Gargantuan | 2d6 |
Colossal | 2d8 |
You add your Strength modifier to your damage roll. You cannot use this ability if you do not show Chupoclops’s sign.
If you charge a foe, you can make a full attack, including a bite attack, at the end of the charge.
You notice and locate living creatures within 10 feet as if you possessed the blindsense ability. You also sense the strength and type of their life forces automatically, as if you had cast deathwatch. This ability is continuously active while you are bound to Chupoclops.
Sign: While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street.
Influence: Under Desharis’s influence, you cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you.
Special Requirement: If you have gone more than a day without binding Desharis, you may only draw his seal in a village or larger city. Attempts to do so elsewhere fail outright. You can, however, “carry” Desharis into the wild; this is why you may continue to summon him, even outside an urban environment, if you have not allowed more than a day to lapse since you last did.
Granted Abilities:
While hosting Desharis, you move at your normal rate when moving through a crowd, rather than requiring two squares of movement for every square, as is normal. In addition, you gain a +6 Competence bonus on Gather Information and Knowledge (local) checks (and may use the latter even if you are untrained in it).
Once per day, you can pass through an exterior doorway (one that leads from inside a building to outside), and appear through another exterior doorway within 9,000 feet. The two doors must both be set in buildings made of similar materials; for instance, you could pass from a wooden building to another wooden building, or a stone building to another stone building. You can either select a specific door with which you are familiar as the destination, or simply declare that you are appearing through the nearest appropriate door to a given distance (if no appropirate portal exists within range or in the direction you wish to travel, the effect does not function). This is a teleportation effect.
You may speak with any Humanoid, as per the tongues spell.
You may attempt to smite an Animal, Elemental, Fey, or Plant with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binding level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.
Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong side of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.
Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.
Granted Abilities:
You are protected from any effort to detect, influence, or read your emotions or thoughts, and you have immunity to any mind-affecting spells and abilities, as if you were protected by a mind blank spell. You can suppress or activate this ability as a standard action.
When moving, you become nearly incorporeal and can ignore the effects of difficult terrain. You can even move through an enemy’s space, but not through walls or other solid barriers. Furthermore, any attacks of opportunity directed at you while you move have a 50% miss chance. You can suppress this ability as a standard action.
You can create an illusion at will, as though you had cast major image (caster level equals your effective binding level). A creature can attempt a Will save to realize the illusion is false. You can never create more than one major image at a time, and you can dismiss or renew the effect as a standard action. Once you have used this ability, you cannot do so again for 5 rounds.
This ability functions like the phantasmal killer spell except for the range and save DCs (the ability still requires a Will save, and possibly a Fortitude save to resist). You can target any single creature within 10 feet per binding level you possess. Once you have used this ability, you cannot do so again for 5 rounds.
Sign: You grow long, black, clawlike nails.
Influence: You think highly of your intellect and show contempt towards those who question your assumptions or conclusions. If you encounter a creature that shows interest in a topic about which you have knowledge, Ipos requires that you truthfully edify that individual.
Special Requirement: Ipos refuses to answer the call of any summoner who, in his opinion, has not taken a serious enough interest in occult studies. Anyone wishing to bind Ipos must have at least 5 ranks in Knowledge (arcana) and 5 ranks in either Knowledge (religion) or Knowledge (the planes).
Granted Abilities:
Your fingernails harden into cold iron, granting you one claw attack per hand. You can strike with each hand at your full attack bonus and add your full Strength bonus to the damage you deal. The base damage for each claw attack is as given on the following table.
Diminutive | 1 |
Fine | 1d2 |
Tiny | 1d3 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 2d6 |
Gargantuan | 2d8 |
Colossal | 4d6 |
If you already had claw attacks with your hands, use the claw damage on the table only if it’s better than your normal base damage. Your claw attacks are considered cold iron weapons for the purposes of overcoming Damage Reduction. You cannot use this ability if you do not show Ipos’s sign.
As a swift action, you gain a true seeing effect (as the spell) for a duration of 1 round. Once you have used this ability, you cannot do so again for 5 rounds.
Your affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binding level as one higher than normal for the purposes of determining the effects of vestiges special abilities.
You gain protection from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. You can change the plane to which you are attuned as a standard action.
When you hit one foe with all your claw attacks, you automatically deal double the damage of a normal claw attack (including your Strenght modifier) in addition to your normal damage.
Sign: A scar appears around the circumference of your neck, as though your head had been lopped off and then returned to your body to heal.
Influence: While under Shax’s influence, you become possessive and stingy, particularly about territory — be it actual land or a room at an inn. In addition, her influences requires you to demand compensation for any service rendered and to tax any use of your territory. However, you can accept nearly any item of value — be it material goods or a service — as payment.
Special Requirement: You must draw Shax’s seal within sight of a pond, stream, or larger body of water.
Granted Abilities:
As a swift action, you can give yourself the ability to ignore restraints. This effect functions like the freedom of movement spell, except that it lasts only 1 round. Once you have used this ability, you cannot do so again for 5 rounds.
You gain immunity to electricity damage.
As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage. If the attack misses, that use of Storm Strike is wasted.
You gain a swim speed equal to your land speed. You can move through water at your swim speed without making Swim checks, and you gain a +8 Racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line.
Sign: Your facial features alter slightly each hour you are bound to the Triad; they shift from a young man’s inquisitive face to a woman’s concerned features to a bearded masculine face and back again.
Influence: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words — some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance that being may wish to provide) outside of combat.
Special Requirement: The Triad will not bind with someone with any connection to the Plane of Shadow, whether that’s by feat, class abilities, or any other association.
Granted Abilities:
You gain 15 Power Points when you bind to the Triad. These are added to your pool of Power Points if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of his binding.
You gain access to the psionic power call to mind for the duration of the binding. You may manifest the power as a psion would and as if it is a power known by you. You may augment it as a psion normally could, substituting your effective binding level in place of manifester level.
You gain a +5 bonus on Psicraft checks, and you can make Psicraft checks as if you were trained, even if you have no ranks in the skill.
You can use Bardic Knowledge as if you were a bard, but to determine your bonus, use your effective binding level instead of your bard level. Any level-based bonuses for Bardic Knowledge that are from other sources stack with the bonus gained from effective binding level.
You gain access to the the psionic power empathy for the duration of the binding. You may manifest the power as a psion would and as if it is a power known by you. You may augment it as a psion normally could, substituting your effective binding level in place of manifester level.
You gain a +5 bonus on Diplomacy checks.
Three times per day, you can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binding level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.
You gain access to the the psionic power detect hostile intent for the duration of the binding. You may manifest the power as a psion would and as if it is a power known by you. You may augment it as a psion normally could, substituting your effective binding level in place of manifester level.
You gain a +5 bonus on Sense Motive checks.
You gain proficiency with all simple, martial, and exotic weapons.
Sign: When you make a pact with the Reviled One, a boil appears on your body. Within the ruddy fluid in this boil swims a maggot. Should the boil be broken, the maggot slides swiftly across your body, eluding any attempt to catch it, and digs in again beneath the skin. Before the original boil can scab over, another grows and the maggot appears within. Only by ending the pact with Vanus can you be rid of the foul insect and the disgusting homes it makes for itself.
Influence: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you’re happy, you want everyone around you to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph.
Special Requirement: Vanus will not appear before a binder if his seal is drawn within sight of a doorway or window of any kind. If such apertures can be hidden from view, Vanus submits to being summoned, but the moment Vanus sees a door or window, he shrieks and vanishes in a gout of blue flame. Should the binding be aborted in this manner, Vanus will not appear before you for three days.
Granted Abilities:
Enemies that you are aware of who come within 10 feet must succeed on a Will save (DC 10 + ½ your effective binding level + your Charisma modifier). Those who fail are either shaken or frightened; you decide which for each. Foes remain shaken or frightened for a number of rounds equal to half your effective binding level. Creatures that fail the save must roll again if they again come within 10 feet after the duration expires, but not before. A creature that makes its save against this ability need not make another save for 24 hours. This is a mind-affecting fear effect.
You may designate any ally within 5 feet per effective binding level to gain the benefits of the freedom of movement spell or the gaseous form spell. The ally may also take an immediate move action that it can only use to move (and not to draw a weapon, etc.). The benefits the ally gains apply only during your turn. Thus, at the end of your turn, the ally reverts to its natural form.
You can instead use this ability to free a creature from an imprisonment spell or Halphax’s Imprison ability if you witnessed its imprisonment.
You cannot use this ability on yourself. Once you have used this ability, you cannot do so again for 5 rounds.
When attacking a foe of fewer Hit Dice than yourself with a melee or ranged weapon, you deal +1d6 points of damage.
Being bound to Vanus grants you a +5 bonus on Listen checks. This bonus increases to +10 if the creature making the noise is evil.
Sign: You gain a lisp and can’t help but speak in a sibilant manner.
Influence: While influenced by Zagan, you become domineering and aggressive. Zagan requires that you slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find.
Special Requirement: You must kowtow before Zagan’s seal, prostrating yourself and addressing him as a deity.
Granted Abilities:
As a standard action, you can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save or gain an aversion to you, snakes, and yuan-ti for 5 rounds. An affected creature must stay at least 20 feet away from you or any snake or yuan-ti, dead or alive; if already within 20 feet, the target moves away. Any subject unable to move away or attacked by you, a snake, or a yuan-ti is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of you. This ability is otherwise similar to the antipathy spell, with a caster level equal to your effective binding level. Aversion is a mind-affecting compulsion ability. When you use this power, a ghostly image of Zagan manifests around your body and speaks your command with you before vanishing. After using this ability, you must wait 5 rounds before using it again.
You gain the benefit of the Improved Grapple feat. In addition, you are considered to be of Large size for the purpose of making grapple checks, and damage you deal with a successful grapple check to a grappled foe is lethal damage.
You gain the scent special quality.
You gain a giant constrictor’s ability to crush the life from its prey. You deal damage equal to 1d8 + 1½× your Strength modifier with a successful grapple check, in addition to your normal unarmed damage (typically 1d3 + Strength modifier for a Medium humanoid and 1d2 + Strength modifier for a Small humanoid).
Zagan’s hatred of snakes, yuan-ti, and all snakelike creatures gives you improved combat prowess against their kind. You gain a +2 bonus on melee attacks against snakes, snakelike creatures (such as nagas or yuan-ti), or creatures with a natural poison attack, and you deal 2d6 points of extra damage against such foes when making melee attacks. This damage also applies when you make a grapple check to deal damage against a snake or snakelike enemy, in addition to your normal unarmed damage and your constrict damage.
Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.
Influence: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters.
Granted Abilities:
While bound to Zceryll, you can the pseudonatural template (page 161 of Complete Arcane). See below for reference:
Can be applied to any corporeal creature.
Hit Dice | Resistance | Damage Reduction |
---|---|---|
1–3 | 5 | – |
4–7 | 5 | 5/magic |
8–11 | 10 | 5/magic |
12 or higher | 15 | 10/magic |
Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four effective binding levels on saving throws against mind-affecting effects.
You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 feet + 10 feet per effective binding level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.
You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I, summon monster II, summon monster III, summon monster IV, or summon monster V list. When you reach 14th level, the creatures on the summon monster VI and summon monster VII lists are also available. You can only summon creatures that can be affected by the pseudonatural template (i.e. corporeal creatures). Once you have used this ability, you cannot do so again for 5 rounds.
You gain the telepathy ability with a range of 100 feet, and the Mindsight feat (page 126 of Lords of Madness). See below for reference.
Mindsight
A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within the range of its telepathy. This works much like blindsense — the creature knows the square each thinking being is in, but it does not see the being and the being still has total concealment unless the bearer of this feat can see it by other means.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.
Sign: Your hair becomes blackened and scorched, as if briefly touched by fire.
Influence: Under Ansitif’s influence, you become enraged by the presence of relics dedicated to true gods. The Befouler requires that you attempt to destroy or steal any relic dedicated to a true god that you discover.
Special Requirement: Ansitif requires that his seal be drawn using the broken remains of a true deity’s holy symbol.
Granted Abilities:
You can utter a blasphemy, as per the spell, three times per day (caster level equals your effective binding level).
You gain SR 12 + your effective binding level versus divine spells and spell-like abilities.
You gain immunity to fire damage.
You gain the benefit of the Thrall to Demon feat: once per day, while performing an evil act, you may call upon your temporary demonic patron to add a +1 Luck bonus on any one roll. If you are a cleric, you must replace your Domains with Domains granted by the demon lord to which you pledge (see Fiendish Codex I page 88), for as long as the pact is forged. You must pick the demon lord to which you temporarily pledge when you make the pact and cannot pick a different demon lord to venerate until you make a new pact with Ansitif. Note that most good- or lawful-aligned deities would require a worshipper to undergo atonement for daring to bind this vestige.
Sign: One of your hands becomes thickly scaled. The color of the scales matches the color of Eligor’s mount at the time of his summoning.
Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires you attack a human, elf, or dragon foe in preference to all others whenever you enter combat.
Granted Abilities:
As a free action, you can charge a melee attack (or melee touch attack) with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of damage of the chosen energy type. You can charge a single melee attack only once.
You gain the benefits of the Ride-By Attack and Spirited Charge feats.
You gain a +4 bonus to Strength
You gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and +5 at 20th level.
You are proficient with heavy armor.
Sign: While you are bound to Marchosias, the pupils of your eyes glow with red-orange light. Anyone looking at your face can make a DC 12 Spot check to notice this effect. This light is not strong enough to illuminate the area, and it does not make it any easier to see in the dark, but it can be disturbing to look upon.
Influence: Marchosias’s influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. In addition, Marchosias requires that use the Death Attack he grants you against any foe you catch unawares.
Special Requirement: To summon Marchosias, you must at some point in your life have committed an evil act for which you have not apologized, atoned, or made reparations. Lying or breaking confidence doesn’t count, but other small acts of evil — such as theft, infidelity, or vandalism — do fulfill the requirement.
Granted Abilities:
If you study a target for 3 rounds and then make a Sneak Attack with a melee weapon that successfully deals damage, the attack either paralyzes or kills the target (your choice) in addition to dealing normal Sneak Attack damage. While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target neither detects you nor recognizes you as an enemy.
If the victim of such an attack fails a Fortitude save against the kill effect, she dies. If she fails against the paralysis effect, she is rendered helpless and unable to act for 1d6 rounds + 1 round per effective binding level. If the victim’s saving throw succeeds, the attack is just a normal Sneak Attack. Once you have completed the 3 rounds of study, you must make the Death Attack within 3 rounds.
If you attempt a Death Attack and fail (the victim makes her save), or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another Death Attack.
You deal an extra 3d6 points of fire damage when you strike an opponent who can deal extra damage through a Sneak Attack, Sudden Strike, or Skirmish attack. This extra damage applies only if the opponent is within 30 feet.
You can assume the form of a smoke cloud at will. This ability functions like the gaseous form spell, except that you can remain gaseous for as long as you wish. Although you lose your supernatural abilities while gaseous, you do not lose the ability to remain in gaseous form. Since you lose your supernatural Death Attack ability, however, you cannot study an opponent for the purpose of making your death attack while in smoke form. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds.
You gain a +16 bonus on Hide and Move Silently checks.
Sign: Your fingernails and toenails become crystal, and you “sweat” gem dust like a maenad does.
Influence: Your speech patterns become disconnected, as if many voices are trying to speak through you. Your mannerisms also change from moment to moment: masculine to feminine, regal to shy, and confident to passive. Abysm requires that the binder not use a psicrystal for the duration of the binding.
Granted Abilities:
You gain 21 Power Points when you bind to Abysm. These are added to your pool of Power Points if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of his binding.
You gain access to the psionic powers read thoughts, animal affinity, energy missile, psionic levitate, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion would and as if it is a power known to you. You may augment each as a psion normally could, substituting your effective binding level in place of manifester level.
Sign: A patch of skin over your heart is marked by a deep-hued crimson sigil of a curled red dragon.
Influence: You greatly hunger for vengeance against those who harm or slight you. Ashardalon requires you to accept any opportunity to strike a foe who damages or insults you in preference over any other target.
Granted Abilities:
You gain a bonus on Appraise checks and Search checks equal to your effective binding level. You can also locate objects near you, as the spell locate object.
You can strike fear into the hearts of your foes. This acts as the fear spell, except creatures immune to a dragon’s Fearful Presence are immune to this effect as well. Once you have used this ability, the aspect’s sign shows through any armor or clothing you wear for 1 round, burning like a fiery brand (though it doesn’t actually deal damage or start a fire).
Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige, you gain temporary hit points equal to twice your effective binding level. These temporary hit points last for up to 24 hours.
You share some of the defensive benefits of the Balor once bound to Ashardalon’s body. This effect grants you Damage Reduction 10/Cold Iron and resistance to fire 30.
Sign: Your body takes on the appearance of cracked stone.
Influence: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any guilt or shame for his actions. Thus, when you are under his influence, you lose normal sense of shame or embarrassment. However, if someone threatens a hostage you care about — be it a creature or an item — Halphax requires that you accede to the hostage taker’s demands.
Special Requirement: Halphax’s seal must be drawn inside a building, in the corner of the structure.
Granted Abilities:
You gain Damage Reduction 10/Adamantine. You cannot use this ability if you do not show Halphax’s sign.
You can use the Profession (siege engineer) and Knowledge (architecture and engineering) skills untrained. In addition, you gain a +16 competence bonus on Profession (siege engineer) and Knowledge (architecture and engineering) checks.
You can imprison a foe deep in the earth with a touch. As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw or be imprisoned. This ability functions like the imprisonment spell, except that the imprisonment lasts a number of rounds equal to your effective binding level. If you miss with the touch attack, you can use this ability in the following round, but if a target makes its save, you must wait 1d4 rounds before using it again. You cannot imprison a creature while you already have another imprisoned from the use of this ability.
As a standard action, you can cause a flat, vertical iron wall to spring into being. It functions as a wall of iron spell, except that it disappears after 1 minute. Once you have used this ability, you cannot do so again for 5 rounds.
At will as a standard action, you can bring a sturdy stone building into being at any point on the ground within 60 feet of you, as long as the space can accomodate its dimensions. This ability summons a tower like that produced by the Leomund’s secure shelter spell. You cannot summon this tower if you already have one standing. You can dismiss the structure as a standard action, but you cannot summon it again for 5 rounds after dismissing it.
Sign: You always seem to be buffeted by a breeze that no one else can feel, even when you’re indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing directions.
Influence: While influenced by Orthos, you are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. Orthos requires that you always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than one round. Additionally, Orthos requires that you speak only in a whisper.
Special Requirement: You must summon Orthos within an area of bright illumination.
Granted Abilities:
You gain blindsight out to 30 feet.
At will, you can surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance unless the attacker can locate you by some means other than sight. A true seeing effect allows the user to determine your position, but see invisibility has no effect. You can suppress or activate this ability as a standard action.
As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per effective binding level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4×10 feet away from you (or just outside the cone, whichever is a shorter distance). Once you have used this ability, you cannot do so again for 5 rounds.
At will as a standard action, you can send a message on the wind as though using the whispering wind spell (caster level equals your effective binding level).