Angel Spirits
Brother Calvis, The Undying Monk
With unwavering spiritual patience, Brother Calvis grants those who bind him protective powers if their need is great enough.Summoning Rules
The following describes the requirements and rituals for binding Brother Calvis. Spirit Level: 9th Constellation: Angel Binding DC: 33 Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:- You are well-trained in the arts of the body, requiring 6 ranks in Acrobatics, Climb, and Escape Artist.
- You are well-trained in the arts of the mind, requiring 6 ranks in Diplomacy, Knowledge (planes), and Perception.
- You place the severed head of an occult creature or a creature that had been bound to a spirit no less than 24 hours ago in the center of the seal. The creature must possess a number of Hit Dice equal to or greater than your own and the trophy is consumed in the ceremony.
Granted Abilities
Brother Calvis grants the following abilities: Major Granted Abilities Negate Death: As an immediate action, you can completely nullify any hostile 1 action taken upon you during the turn this ability is activated on. This includes damage (including hit point and ability damage), negative levels, conditions, and similar effects. This ability only nullifies effects as they pertain to you. Other creatures are affected normally as are any objects around you or the terrain itself. After using this ability, it is expended for 5 rounds. Capstone Empowerment: Activating negate death no longer requires an action. Minor Granted Abilities Erase from Reality: You can temporarily remove a creature from reality with a melee touch attack. If your touch attack hits, the target must make a Fortitude save or vanish for a number of rounds equal to ½ your binder level. No magic or divinations can detect the creature during this time, as it exists outside of time and space — in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). A creature that succeeds on its saving throw is immune to this ability for 24 hours. Glimpses of the Future: You can never be caught flat-footed or denied your Dexterity bonus to AC while you are bound to Brother Calvis. Hasted Movement: You gain the benefits of haste for the duration of your pact with Brother Calvis. Veiled Mind: You are immune to all mind-affecting abilities while you are bound to Brother Calvis.Signs and Influence
The spirit affects you in the following ways: Physical Sign: Your body becomes perfectly symmetrical and without any blemishes or natural flaws. This does not repair damage to your body, such as missing limbs. Whenever you activate one of Brother Calvis’s granted abilities, you glow radiantly if you are Good or Neutral or ashen gray if you are Evil. Personality: You are imperturbable and act solely upon a pure harmony of action and logic. Favored Ally: Humanoid (human) Favored Enemy: Any (occult creature or spiritbound creatures)Vestigial Companion
Your past self becomes your vestigial companion, inchoate rather than physically present, granting you a +4 bonus on saving throws against death effects and abilities that bestow negative levels onto you for the pact’s duration. Once per pact, this ability also allows you to immediately resurrect yourself as true resurrection if you die. If you die a second time after using this ability, your soul becomes trapped in the Byways, preventing you from being resurrected unless your soul is recovered. This ability replaces veiled mind.The Elysium Choir, Innocence Slain
The spirit of innocence taken from the high heavens by death, the Elysium Choir grants the power of righteous melody to the binders who sing alongside it.Summoning Rules
The following describes the requirements and rituals for binding the Elysium Choir. Spirit Level: 7th Constellation: Angel Binding DC: 27 Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:- You are not bound to the Malebolge Moors. If you accept this totem, you cannot bind that spirit until the Elysium Choir departs.
- You are able to sing a celestial hymn perfectly, requiring 14 ranks in Perform (sing) and the ability to speak Celestial.
- You anoint yourself and the seal with holy water that you personally crafted, requiring at least six doses.
Granted Abilities
The Elysium Choir grants binders the following abilities: Major Granted Abilities Tranquil Peace of Elysium: As a standard action, you unleash a rhapsody of song and praise. This granted ability functions as holy word, except that good creatures in the holy word’s area are affected as breath of life. A creature can only receive the benefits of breath of life via this ability once every 24 hours. This ability is a sonic effect that is not language dependent. After using this granted ability, it is expended for 5 rounds. Capstone Empowerment: You can choose to resolve tranquil peace of Elysium as raise dead instead of breath of life. You do not need to provide material components for this ability. Minor Granted Abilities Celestial Performer: You gain an insight bonus on Perform (sing) and Sense Motive checks equal to 1/2 your binder level. In addition, you earn twice as much money with Perform skill checks when performing in Good-aligned settlements. Life’s Grace: You sing a melody of life and happiness, granting allies within 30 feet of you the benefits of deathward, spell resistance 12 + your binder level against spells with the evil descriptor, and a +3 sacred bonus on attack rolls, ability checks, skill checks, and saving throws. This sacred bonus increases by +1 at 16th level and at 19th level. This ability functions as a bardic performance using Perform (sing you possess a number of rounds of performance equal to your binder level + your Charisma bonus. Pursuit of Peace: You sing a song of peace granting allies within 20 feet of you the benefits of sanctuary. Each round you continue the effect, you must roll a Perform (sing) check; your result is the Will save DC to overcome sanctuary. If the effect ends for one ally, it ends for all of them. This ability is a sonic effect that is not language-dependent. A creature that succeeds on its saving throw is not affected by this ability for 24 hours. Shattering Chorus: As a swift action, select 1 creature or object within 30 feet of you. On a failed Reflex save, the target suffers 2d6 points of sonic damage. Objects suffer double damage from this ability. This ability is a sonic effect.Signs and Influence
The spirit affects you in the following ways: Physical Sign: Your voice rings like an angel’s. Whenever you activate one of the Elysium Choir’s granted abilities, small cherub-like shapes dart around you. Personality: You are filled with joy and never initiate aggression unless your life or the lives of your loved ones are in peril. Favored Ally: Outsider (those with Good subtype) Favored Enemy: Outsider (those with Evil subtype)Vestigial Companion
You gain half a dozen song birds as animal companions. This ability functions as a packlord druid’s pack bond class feature; see Chapter 1 in Pathfinder roleplaying game Ultimate Magic. A songbird uses the statistics for a bird such as a hawk or owl. Treat your binder level as your druid level to determine your companions’ abilities. This granted ability replaces life’s grace.Jehotek, The Throne of Heaven
The god who fell, Jehotek grants those who give him the worship he deserves command over the might of heaven.Summoning Rules
The following describes the requirements and rituals for binding Jehotek. Spirit Level: 4th Constellation: Angel Binding DC: 21 Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:- The holy water that you drink as part of the ceremony was created by one of Jehotek’s granted abilities.
- You are able to fully recite one of Jehotek’s ancient prayers, requires 8 ranks in Knowledge (religion).
- You are Lawful Good or have been blessed by a Lawful Good priest within the last 24 hours.
Granted Abilities
Jehotek grants the following abilities: Major Granted Abilities Fire from the Heavens: As a standard action, you unleash a 20 foot cylinder of holy fire that deals 2d6 points of damage to creatures within the area; half of this damage is fire damage but the rest results from divine power and is not subjected to being reduced by fire-based attacks. A successful Reflex save reduces this damage by half. At 9th level and every 2 binder levels thereafter, increase this damage by 1d6. You can summon the cylinder anywhere within 50 feet of you. After using this ability, it is expended for 5 rounds. Capstone Empowerment: Your allies are immune to damage caused by fire from the heavens. Once per pact, you can spend a swift action to have fire from the heavens heal any allies within its area for a number of hit points equal to your binder level. Minor Granted Abilities Blessings of Jehotek: Your touch cleanses foodstuff, allowing you to use purify food and water at will. In addition, you can create a number of blessed foodstuffs or doses of holy water each day equal to your binder level. A creature that consumes blessed foodstuff gains the benefits of bless for 1 minute or 24 hours if the creature is bound to Jehotek or agrees to suffer Jehotek’s influence for 24 hours. Food and water remains purified after the pact ends but blessed foodstuff and holy water created this way loses these properties when your pact with Jehotek ends. Flock of Jehotek: The DC of all granted abilities you possess (including ones not granted by Jehotek) increases by +2 for evil creatures and decreases by –2 for good creatures. Prayer to Jehotek: As a standard action you can recite a prayer to Jehotek, granting you and all allies within 40 feet of you a +1 bonus on attack rolls, damage rolls, saving throws, and skill checks. In addition, enemies within this area suffer a –1 penalty on these checks (no save allowed). These bonuses and penalties last for 1 round per binder level you possess. You can use this ability a number of times per day equal to 3 + your Charisma bonus. Rebuke Heresy: As a standard action, one creature within 20 feet of you must succeed on a Will save or become frightened for 1 round per binder level you possess. Each round, a frightened creature can attempt a new saving throw to lessen the condition to shaken for the remainder of its duration. This ability is a fear effect and functions as Turn Undead against undead creatures. A creature that succeeds on its saving throw becomes immune to this ability for 24 hours.Signs and Influence
The spirit affects you in the following ways: Physical Sign: A dark, circular mark made of ash and salt appears on your brow that cannot be smudged or washed off. Whenever you activate one of Jehotek’s granted abilities, this symbol shines with a radiant light. Personality: You evangelize Jehotek above all deities, upholding his dogma of love, compassion, and freedom. Favored Ally: Any (creatures with an aura of good; as the cleric class feature) and Outsider (any Lawful Good). Favored Enemy: Any (creatures with an aura of evil; as the cleric class feature) and Outsider (any Chaotic Evil).Vestigial Companion
You gain the service of a harbinger archon familiar for the duration of the pact. See the monster’s entry in Pathfinder roleplaying game bestiary 3. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as lawful good for the purpose of adjudicating the familiar. This granted ability replaces prayer to Jehotek.Serapith, the Scouring Light
The angel who sought to end mortal life, Serapith grants those who prove that they understand the necessity of his work the power to scour life from the world around them.Summoning Rules
The following describes the requirements and rituals for binding Serapith. Spirit Level: 6th Constellation: Angel Binding DC: 25 Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.- You are an aasimar or you possess great lore on the good planes, which requires 12 ranks in Knowledge (planes).
- You imitate a religious atmosphere during Serapith’s ceremony, which requires 12 ranks in Knowledge (religion).
- You draw Serapith’s seal in the blood of fiends.
Granted Abilities
Serapith grants the following abilities. Major Granted Abilities Scouring Light: As a standard action, you unleash a ray of light against a creature within 60 feet. A creature struck by this ranged touch attack must succeed on a Fortitude save or suffer 1d6 points of damage per binder level you possess. A successful save reduces this to 5d6 damage. A creature reduced to 0 hit points by this damage crumbles away to fine ash. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your scouring light does 2d6 points of damage per binder level you possess against a creature that qualifies as Serapith’s favored enemy. Minor Granted Abilities Angel’s Wings: You gain a fly speed equal to your base speed. You can fly for a number of minutes each day equal to your Charisma bonus + your binder level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. You must show Serapith’s sign in order to gain this benefit. Serapith’s Protection: You gain a +2 deflection bonus to your AC and a +2 resistance bonus on all saving throws. At 15th level and every 4 binder levels thereafter, these bonuses increase by +1. Smite Enemy: As a swift action, target 1 creature that qualifies as Serapith’s favored enemy. Add your Charisma bonus (if any) on attack rolls against the target of your smite and ½ your binder level on damage rolls made with weapons and supernatural abilities. You may only have one creature targeted by smite enemy at a time and you cannot declare a new target until your previous enemy dies or the pact ends. Wrath of Daylight: As a standard action, you cloak yourself in light. This functions as daylight except it is little more than a flash, its duration becoming instantaneous. In addition, creatures in the area must succeed on a Fortitude save or become permanently blinded. A creature that succeeds on its Fortitude save is immune to this ability for 24 hours.Signs and Influence
The spirit affects you in the following ways: Physical Sign: You grow a pair of white-feathered angel’s wings. Whenever you activate one of Serapith’s granted abilities, the wing’s feathers pulse red with blood. Personality: You become very arrogant and attempt to cull the wicked wherever you meet them. Favored Ally: Outsider (creatures with the good subtype) Favored Enemy: Humanoid (any)Vestigial Companion
You gain the service of a cassisian familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as neutral good for the purpose of adjudicating the familiar. This ability replaces angel’s wings.Ubro, the Blind Hospitaler
Ubro the Blind bore a demon’s curse as he crossed the lands offering healing. To those whom he deems worthy, Ubro bestows the very boons his demon gifted upon him.Summoning Rules
The following describes the requirements and rituals for binding Ubro. Spirit Level: 2nd Constellation: Angel Binding DC: 17 Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.- You are of good alignment or possess some medical knowledge, which requires 4 ranks in Heal.
- You are a halfling or the eldest of your siblings, which also requires at least one younger sibling.
- You recite the healer’s oath as part of Ubro’s ceremony, which requires 2 ranks in Profession (healer) or 1 level of cleric.
Granted Abilities
Ubro grants the following abilities. Major Granted Abilities Healing Surge: As a standard action, you unleash a burst of healing energy that functions as a cleric’s channel energy. Healing surge allows you to channel positive energy and it can only be used to heal. Treat your binder level as your cleric level for this ability. A creature can only benefit from this healing a number of times each day equal to 3 + your Charisma modifier (minimum 1). After using this ability, it is expended for 5 rounds. Capstone Empowerment: You can use your healing surge as a move action instead of a standard action by reducing the damage healed by half. Minor Granted Abilities Heal Aches: As a move action, you can remove the blinded or deafened condition from a creature. This granted ability can only be used on a given creature once every 24 hours. Healer’s Hands: You gain a bonus on Heal checks equal to 1/2 your binder level. In addition, the time it takes you to treat disease, poison, and all types of wounds with the Heal skill is reduced by half. Sand Skin: You gain damage reduction 2/piercing. At 6th level and every 3 binder levels thereafter, this DR increases by 1. At 10th level this protection improves to DR/magic and piercing. At 15th level this protection improves to DR/evil and piercing. You must show Ubro’s sign in order to gain this benefit. Status: As a full-round action, you can attempt a Heal check on a creature. The DC equals 10 + 1/2 its Hit Dice + its Con modifier. If you succeed, you know the creature’s exact condition as if you had cast status on it. Unlike the spell, this effect is instantaneous and if you fail your Heal check you are unable to determine the creature’s status for 24 hours.Signs and Influence
The spirit affects you in the following ways: Physical Sign: Your eyes turn opaque, as if you were blind. Whenever you activate one of Ubro’s granted abilities, a mark of healing appears across your chest. Personality: You become overly doting and empathic, attending to other’s feelings and needs before your own. Favored Ally: Animal (any) and Any (any Lawful Good) Favored Enemy: Any (any Evil)Vestigial Companion
You gain the ability to bond with a number of allies equal to your Charisma bonus (minimum 1). When you use healing surge, you can forgo any number of d6s in order to heal 1d6 points of ability damage for each d6 that you forfeit. Each d6 of healing of ability damage can be applied to different ability scores. A creature can have ability points healed each day equal to your binder level. Additional healing is wasted. This granted ability replaces sand skin.Section 15: Copyright Notice
Pact Magic Unbound Vol. 2. Copyright 2012, Radiance House. Authors: Alexander Augunas and Dario Nardi.Remove these ads. Join the Worldbuilders Guild

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