TEXT: 1
  Ultimate
  Covenant Magic
  Julian Neale, David N. Ross
  
  2
  Credits
  Authors
  Julian Neale, 
  David N. Ross
  Additional 
  Writing
  Mike Myler
  Editing 
  Perry Fehr, Mark Gedak, 
  Julian Neale, 
  David N. Ross
  Cover Design
  Mark Gedak
  Cover Art
  Tamas Baranya
  Porphyra 
  Logo
  Rick Hershey
  Interior Art
  Kristen M. Collins, 
  Gary Dupuis, 
  Danny Hibbert, 
  Matt Morrow, 
  Brett Neufeld
  Layout
  Mark Gedak
  Publisher 
  Purple Duck Games
  Playtesters
  Christopher Brinedstine, 
  Timothy Lane
  Table of Contents
  Introduction
  3
  Chapter 1: Classes
  4
  Chapter 2: Archetypes
  61
  Chapter 3: Covenants
  79
  Chapter 4: Character Options
  117
  Chapter 5: Campaigns and 
  Characters
  129
  Chapter 6: Monsters and 
  NPCs
  141
  Open Game License
  158
   
  Ultimate Covenant Magic is compatible with the 
  Lands of Porphyra Campaign Setting and with the Porphyra Wiki. 
  It is built using open game content from the Pathfinder Reference Document. 
  Ultimate Covenant Magic is copyright 2018, Purple Duck Games
  
  3
  Ultimate 
  Covenant Magic
  “We are wolves of the guard, soldiers of the light. 
  Hunted and haunted, by the beasts of night. 
  Friend to all and foe to none, Love and loyalty bind us as 
  one. 
  Time and tide shall heal all wounds 
  Memories and madness shall not consume. 
  To death and despair we shall never surrender, 
  The pact never to be forsaken, or torn asunder.”  
   
  - Melissa de la Cruz, Wolf Pact
  Mortals perform covenant magic to borrow the power 
  of spirits, creating possibilities that would otherwise be 
  difficult or impossible by mortal means. This practice 
  takes many forms, but all hinge on covenants, supernat-
  ural bargains that grant benefits linked to spirits like fey, 
  outsiders, and undead. Easily the most influential and 
  famous users of covenant magic are rare mystics who 
  derive a vast array of powers from strange spirits using 
  the base classes described in Chapter 1 of this book: 
  the covenant mage and the dervish. Covenant mages 
  manifest the broadest array of spiritual magic, although 
  their magic is rawer that that used by true spellcasters. 
  Their rarer but no less dedicated peers, the dervishes, 
  are warriors who train their bodies to move with fluid 
  grace even as they meditate to draw upon the essence of 
  powerful spirits. Chapter 2 describes class options for 
  covenant mages and dervishes as well as numerous other 
  classes. Chapter 3 describes the covenant magic and 
  specific covenants used throughout the rest of the book 
  and available to any character who takes the proper feat. 
  Chapter 4 first describes the feats used by the most 
  numerous of all practitioners: those dabblers who enter 
  into a single covenant with a spirit patron willing to 
  help them accomplish something important that seems 
  impossible by mortal means. The rest of Chapter 4 
  includes other character options such as spells for inter-
  acting with and calling many sorts of spirits, traits and 
  drawbacks for those whose lives are shaped by spirits or 
  covenant magic, other feats for those who use covenant 
  magic, and rules for mythic users of covenant magic. 
  Advice on how to create backgrounds and campaigns 
  for users of covenant magic, ways to find covenant 
  patrons, as well as variant rules for covenants paid for 
  in service or other non-wealth offerings are found in 
  Chapter 5. Chapter 6 ends the book with simple tem-
  plates to add covenant classes to monsters, example stat 
  blocks for NPCs who might aid or oppose characters, 
  and one example PC of the covenant mage and dervish 
  classes at 1st and 7th level.
  A Note on Names: The first covenant magic class 
  introduced with the covenant magic system in 2013 
  was published under the name “medium” but for ease 
  of play in light of other uses of the term, it is updated 
  under the name “covenant mage” here.
  
  4
  Chapter 1: Classes
  
  5
  Covenant Mage
  A covenant mage glimpses beyond the physical world 
  into the realm of spirits, seeing the world as spirits do. 
  Sometimes called mediums, covenant mages are natural 
  emissaries for beings from beyond the veil. A covenant 
  mage is marked from a young age by her proficiency at 
  seeing and communicating with spirits of one or more 
  varieties. Thanks to this talent, she attracts a spirit guide 
  to help her mediate between her fellow mortals and crea-
  tures beyond their ken. A covenant mage’s abilities often 
  manifest only after a harrowing or life-changing experi-
  ence that pushes her mind or body to its breaking point.
     A covenant mage generally provokes a strong reaction 
  from others—she is either revered for seeing beyond the 
  boundaries of common mortals or feared for her associa-
  tion with dangerous otherworldly beings. Spirits, for this 
  purpose, generally include fey, outsiders, and undead. In 
  combat, a covenant mage often relies upon her trance to 
  keep her alive, her covenants and spirit boons to attack, 
  and spell-like abilities to empower her allies or hamper 
  her foes.
  Alignment: Covenant mages are more often than not 
  similar in alignment to the spirits they most often deal 
  with, but may be of any alignment.
  Starting Wealth: 2d6 x 10 gp (70 gp average) 
  Hit Die: d8.
  Class Skills
  The covenant mage’s class skills are Craft (Int), Diplo-
  macy (Cha), Fly (Dex), Intimidate (Cha), Knowledge 
  (history) (Int), Knowledge (nature) (Int), Knowledge 
  (planes) (Int), Knowledge (religion) (Int), Linguistics 
  (Int), Perception (Wis), Profession (Wis), Sense Motive 
  (Wis), Spellcraft (Int), Use Magic Device (Cha)
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  The following are class features of the covenant mage.
  Weapon and Armor Proficiencies: The covenant mage 
  is proficient with simple weapons and light armor, but 
  not with shields.
  Influence (Su): As soon as the covenant mage begins to 
  explore her powers, she draws the attention of distant 
  spirits who see her destiny entwined with theirs, are in-
  trigued by her talents, or find her otherwise interesting. 
  They mark her with their power, whether she wishes it or 
  not. Each influence is associated with a particular sort of 
  extreme event, and though not all covenant mages with 
  the same influence realize their powers in the same way, 
  many share a common link to the same sort of event.  
  As she grows in power, this relationship often changes 
  to her exerting her own influence to impress, coerce, 
  or charm spirits into granting her greater amounts of 
  power.  The influence imparts the covenant mage with 
  automatic knowledge of a single language used by associ-
  ated spirits. In addition, during her trance, she can also 
  borrow the power of such spirits in the form of bonus 
  spell-like abilities and covenants that she need not pay 
  for nor make any formal agreement to gain. If a cov-
  enant gained this way calls for choices to be made when 
  the covenant is formed, the covenant mage makes the 
  choice when she reaches the level that first grants it, and 
  may change her choice any time she gains a covenant 
  mage level. The bonus language, covenants, and spell-
  like abilities are determined by the influence chosen. 
  Once a covenant mage’s choice of influence has been 
  made, it cannot be changed.
     At 20th level, a covenant mage’s influence becomes 
  fundamental, allowing her to become a permanent part 
  of the spirit world. The effect of her fundamental influ-
  ence depends on her influence.
  Spell-Like Abilities: A covenant mage’s spirit guide 
  imparts the secrets of a number of spell-like abilities 
  which the covenant mage chooses from the covenant 
  mage spell list, as indicated on the class table. Since 
  spell-like abilities lack components, they can be activated 
  with only a thought from the covanent mage and are not 
  subject to spell failure from armor or deafness, though 
  they still require attention and can be disrupted by at-
  tacks or distractions. Spell-like abilities are not spells, so 
  they cannot be countered and cannot be used to coun-
  ter spells. They can be dispelled normally. A covanent 
  mage’s spell-like abilities are cast as a standard action that 
  provokes attacks of opportunity unless the spell’s casting 
  time is normally shorter. All a covenant mage’s spell-like 
  abilities count as psychic, rather than arcane or divine. 
  This permits them to use occult skill unlocks for skills in 
  which they are trained.
     Since these spell-like abilities require a certain measure 
  of attention from the covenant mage’s spirit guide to 
  maintain, she can have no more than one instance of any 
  
  6
  Table: Covanent Mage
  Lvl
  Base 
  Attack 
  Bonus
  Base 
  Fort 
  Save
  Base 
  Ref 
  Save
  Base 
  Will 
  Save
  Special
  Spell-like Abilities Known
  0
  1st 2nd 3rd 4th
  5th 6th
  1st
  +0
  +0
  +0
  +2
  Influence, spirit boon, spirit 
  guide, trance, trance covenant 
  (least), trance spell-like ability (0)
  4
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Detect spirits, item activation, 
  trance spell-like ability (1st)
  5
  1
  —
  —
  —
  —
  —
  3rd
  +2
  +1
  +1
  +3
  Séance, spirit boon
  5
  2
  —
  —
  —
  —
  —
  4th
  +3
  +1
  +1
  +4
  Magic circle against spirits, trance 
  spell-like ability (2nd)
  6
  3
  —
  —
  —
  —
  —
  5th
  +3
  +1
  +1
  +4
  Trance covenant (lesser)
  6
  3
  1
  —
  —
  —
  —
  6th
  +4
  +2
  +2
  +5
  Quell spirits, trance spell-like abil-
  ity (3rd)
  6
  3
  2
  —
  —
  —
  —
  7th
  +5
  +2
  +2
  +5
  Spirit boon
  6
  3
  3
  —
  —
  —
  —
  8th
  +6/+1
  +2
  +2
  +6
  Expel spirits, spirit binding, trance 
  spell-like ability (4th)
  6
  3
  3
  1
  —
  —
  —
  9th
  +6/+1
  +3
  +3
  +6
  Trance covenant (major)
  6
  3
  3
  2
  —
  —
  —
  10th
  +7/+2
  +3
  +3
  +7
  Greater trance, trance spell-like 
  ability (5th)
  6
  3
  3
  3
  —
  —
  —
  11th
  +8/+3
  +3
  +3
  +7
  Spirit boon
  6
  3
  3
  3
  1
  —
  —
  12th
  +9/+4
  +4
  +4
  +8
  Trance spell-like ability (6th)
  6
  3
  3
  3
  2
  —
  —
  13th
  +9/+4
  +4
  +4
  +8
  Trance covenant (greater)
  6
  3
  3
  3
  3
  —
  —
  14th
  +10/+5
  +4
  +4
  +9
  Trance spell-like ability (7th)
  6
  3
  3
  3
  3
  1
  —
  15th
  +11/+6/+1
  +5
  +5
  +9
  Spirit boon
  6
  3
  3
  3
  3
  2
  —
  16th
  +12/+7/+2
  +5
  +5
  +10
  Trance spell-like ability (8th)
  6
  3
  3
  3
  3
  3
  —
  17th
  +12/+7/+2
  +5
  +5
  +10
  Trance covenant (superior)
  6
  3
  3
  3
  3
  3
  1
  18th
  +13/+8/+3
  +6
  +6
  +11
  Trance spell-like ability (9th)
  6
  3
  3
  3
  3
  3
  2
  19th
  +14/+9/+4
  +6
  +6
  +11
  Spirit boon
  6
  3
  3
  3
  3
  3
  3
  20th
  +15/+10/+5 +6
  +6
  +12
  Fundamental influence, supernal 
  trance
  6
  3
  3
  3
  3
  3
  3
  particular spell-like ability active at a time; casting that 
  spell-like ability again ends the duration of any ongoing 
  copy of that spell-like ability. The nonmagical effects of 
  the spell-like abilities are not necessarily undone, and 
  instantaneous and permanent spell-like abilities are not 
  subject to this limitation. A duration of permanent until 
  triggered does not count as permanent and ends without 
  triggering if that ability is activated again. A spell that 
  heals hit points or removes conditions can successfully 
  affect a target no more than once per day.
     Each spell-like ability of the highest level that the cov-
  enant mage can cast is available 3 times per day; spell-
  like abilities of lower levels are available at will. The save 
  DC for a spell-like ability is equal to 10 + spell level + 
  the covenant mage’s Charisma modifier. In order to use a 
  spell-like ability, the covenant mage must have a Cha-
  risma score of at least 10 + spell level.
     A few covenant mage spell-like abilities can be under-
  cast, as noted in the spell description. For a covenant 
  mage, this means that she can cast the spell at the level 
  she knows, or at any lower level. If she casts it at a level 
  lower than her highest level of spell-like abilities known, 
  it does not count against the number of times per day 
  that spell-like ability can be used. Whenever a covenant 
  mage adds a spell to her list of spell-like abilities known 
  that can be undercast, she can immediately learn a spell 
  in place of each lower-level version of that spell-like abil-
  ity she knows. In essence, she loses each earlier version 
  
  7
  and can replace it with another spell of the same level 
  that is on her spell list.
     Upon reaching 4th level, and at every even-numbered 
  covenant mage level after that (6th, 8th, and so on), a 
  covenant mage can choose to learn a new spell in place 
  of one she already knows. In effect, the covenant mage 
  loses the old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged. A covenant mage may swap only a single 
  spell at any given level, and must choose whether or not 
  to swap the spell at the same time that she gains new 
  spells known for the level. This is in addition to any re-
  placement allowed due to learning a higher-level version 
  of a spell that can be undercast.
  Aligned Spell-like Abilities: A covenant mage cannot 
  choose to learn a spell with an alignment descriptor un-
  less she has a matching alignment or has a covenant with 
  a creature with a matching alignment.
  Spirit Boons: At certain times, a covenant mage’s spirit 
  guide can learn to impart a new boon upon its mistress. 
  A covenant mage gains one spirit boon at 1st, 3rd, 7th, 
  11th, 15th, and 19th levels, each chosen from among 
  the list below. 
     Consult the Fallen (Su): You can speak with the dead, as 
  the spell, for a number of rounds per day equal to your 
  covenant mage level. These rounds do not need to be 
  consecutive. At 11th level, you can ask a single question 
  to your spirit guide and send it to get a one-to-three 
  word answer from any dead creature you can name or 
  unambiguously identify (such as with exact time and 
  place of birth or death), even if not enough of its body 
  remains for it to answer, provided you send your spirit 
  guide from within 30 feet of the location where the 
  named creature died. Using this spirit boon in this way 
  costs 10 rounds of duration and your guide is absent 
  until it returns with the answer after that time.
     Psychic Assault (Su): You can send your spirit guide to 
  assault the mind of a foe within 100 feet. The victim’s 
  mind reels and its body spasms, dealing 1d8 damage. 
  The victim is allowed a Will save for half damage. This 
  is a mind-affecting compulsion effect and is only effec-
  tive against living creatures. This ability can be used a 
  number of times per day equal to your Charisma bonus 
  (minimum 1). The damage increases by 1d8 at 3rd level 
  and every odd level thereafter. Starting at 3rd level, the 
  victim becomes fatigued if it fails its Will save. At 7th 
  level, it becomes fatigued whether or not the save suc-
  ceeds. At 11th level, it becomes exhausted if it fails its 
  save and fatigued if he succeeds.
     Sap Speed (Su): With a melee touch attack, you can 
  drain a living or undead creature’s mental energy, pre-
  venting it from taking as many actions and allowing 
  yourself to take more. The creature is staggered for 1 
  round and you gain an extra move action to use during 
  your current turn. If you have not yet used your regular 
  move action for this turn, you can spend both move ac-
  tions to take a single withdraw action. At 11th covenant 
  mage level, the target must also succeed on a Will saving 
  throw or suffer the effects of slow for 1 round and grant 
  you the benefits of haste for 1 round.
     Spirit Interference (Su): As a standard action, you call 
  upon your spirit guide to cloud the mind of a living 
  or undead foe within 30 feet, similar to a minor form 
  of possession. Protection from good and any other effect 
  that prevents or ends possession can prevent or end this 
  power as if you were attempting to possess the target. 
  The target can resist with a successful Will saving throw 
  against DC 10 + 1/2 your covenant mage level + your 
  Charisma modifier. If it fails, it is nauseated for 1 round 
  as the spirit guide prevents it from properly controlling 
  its body. If it succeeds, it is instead sickened for 1 round.
     Spirit Ward (Su): You can call upon the spirits to form 
  a shield around you that blocks incoming attacks and 
  grants you a +4 armor bonus. At 7th level, and every 
  four levels thereafter, this bonus increases by +2. At 13th 
  level, this shield causes arrows, rays, and other ranged 
  attacks requiring an attack roll that miss you to have a 
  50% chance of being reflected back at the creature that 
  fired them. You can use this shield for 1 hour per day per 
  covenant mage level. This duration does not need to be 
  consecutive, but it must be spent in 1-hour increments.
     Staggering Invocation (Su): As a standard action, you 
  can speak a word of power to cause a creature within 
  30 feet to become staggered for 1 round with no sav-
  ing throw. If the target has no more Hit Dice than you, 
  it must succeed on a Will save or be dazed for 1 round 
  instead of staggered. The save DC is 10 + 1/2 your 
  covenant mage level + your Charisma modifier. This is 
  a mind-affecting sonic effect that does not require your 
  spirit guide’s presence.
     Stigmata (Su): As a standard action, you can touch a 
  creature and accept a part of its wounds onto yourself. 
  You suffer an amount of damage equal to your covenant 
  mage level and the creature you touched is healed of 
  twice that many points of damage. This ability can be 
  used once per day even if your spirit guide is absent, plus 
  one additional time per day at 3rd level and every four 
  levels thereafter.
  
  8
     Two Minds (Su): Your spirit guide adds its willpower 
  to your own. You gain a +2 bonus on Will saves against 
  enchantment spells or effects as long as your spirit guide 
  is present. At 7th level, you may reroll a failed Will save 
  once per day as an immediate action while your spirit 
  guide is present. You must take the second result, even if 
  it is worse.
     Undead Repulsion (Su): You gain Turn Undead as a 
  bonus feat. You can channel positive energy a number of 
  times per day equal to 3 + your Charisma modifier, but 
  only to use Turn Undead. You can take other feats to add 
  to this ability, such as Improved Channeling, but not 
  feats that alter this ability, such as Alignment Channel. 
  Your spirit guide need not be present to use this ability.
     Undead Servitude (Su): You gain Command Undead as 
  a bonus feat. You can channel negative energy a number 
  of times per day equal to 3 + your Charisma modifier, 
  but only to use Command Undead. You can take other 
  feats to add to this ability, such as Improved Channeling, 
  but not feats that alter this ability, such as Alignment 
  Channel. Your spirit guide need not be present to use 
  this ability.
  Spirit Guide (Sp): Every covenant mage possesses a 
  spirit guide, an insubstantial phantom that speaks to her 
  mind, watches over her, lends her its strength and wis-
  dom, and offers her its services in contacting spirits and 
  using spell-like abilities. The guide automatically grants 
  her a single guidance spell effect whenever she enters a 
  trance (as described below); the bonus can be used at 
  any time during the trance. At 4th level and every three 
  levels thereafter, the competence bonus granted by the 
  spirit’s guidance increases by 1 when applied to any at-
  tack roll, saving throw, or skill check against one or more 
  fey, outsiders, or undead, to a maximum of a +7 total 
  bonus at 19th level. If the covenant mage has a spirit 
  guide from another class (such as rage prophet or der-
  vish), add those levels together to determine her effective 
  covenant mage level for this purpose.
     Some spirit boons require a covenant mage to send her 
  spirit guide away for a time. If the covenant mage enters 
  a trance while her spirit guide is absent, it does not grant 
  her its guidance until it returns, at which time it grants 
  her its guidance immediately if she is still in a trance.
  Trance (Su): As a move action, a covenant mage can 
  enter a trance to align herself with the powers of the 
  spirit world. A covenant mage can maintain her trance 
  for a number of rounds per day equal to 4 + her Cha-
  risma modifier. Temporary increases to Charisma, such 
  as those gained from the trance and spells like eagle’s 
  splendor, do not increase the total number of rounds that 
  the covenant mage can maintain a trance per day. She 
  gains an additional 2 rounds of trance per level she gains 
  after 1st. 
     While in a trance, the covenant mage gains guidance 
  as described in her spirit guide ability and taps into the 
  power of her spirit influence. The covenant mage gains 
  a +4 insight bonus to her Constitution and Charisma 
  scores. In addition, she gains temporary access to one or 
  more covenants and spell-like abilities determined by her 
  influence.
     A covenant mage in trance can vocalize or speak on 
  behalf of the spirit patrons whose power she is currently 
  channeling, but cannot control her voice, and thus can-
  not use spell trigger or command word items, nor can 
  she cast spells with verbal components or language-de-
  pendent spell-like abilities aside from those derived from 
  her influence (though she can still use other spell-like 
  abilities), nor can she use skills or performance abilities 
  that require her voice. A covenant mage cannot enter a 
  rage during a trance and cannot enter a trance during a 
  rage; she is immune to rage effects as long as the trance 
  lasts.
     A covenant mage can end her trance as a free ac-
  tion, but only if her trance has lasted at least a number 
  of rounds equal to or greater than half her class level. 
  Thereafter, she is fatigued for 2 rounds for every round 
  she spent in her trance. She cannot enter a new trance 
  while fatigued or exhausted, but can otherwise enter a 
  trance multiple times during the same encounter. If a 
  covenant mage falls unconscious during a trance, the 
  trance persists for 1 round (provided she is not out of 
  rounds of trance), ending 1 round after she fell uncon-
  scious. This extra round counts against her number of 
  remaining rounds of trance.
  Trance Covenant (Su): A covenant mage gains access 
  to a least covenant determined by her influence while 
  in her trance. Each of these abilities can be used once 
  per trance unless the ability can normally be used more 
  often. If a covenant gained this way calls for choices to 
  be made when the covenant is formed (such as choosing 
  which ability score gift of glory I applies to), the cov-
  enant mage makes the choice when she reaches the level 
  that first grants it, and may change her choice about the 
  covenant’s effect any time she gains a covenant mage 
  level. At 5th level, she also gains a minor covenant.  At 
  9th level, she also gains a major covenant. At 13th level, 
  she also gains a greater covenant. At 17th level, she also 
  
  9
  gains a superior covenant. All covenants gained are de-
  termined by her influence.
     Unlike most covenants, trance covenants do not have 
  a patron; the covenant mage uses her own statistics to 
  determine their effects. A covenant mage can gain con-
  tinuous access to the covenant by making an appropriate 
  offering to a patron who could grant the covenant (al-
  though she remains limited by any limitations described 
  in the covenant). This does not require paying for a 
  purification ritual and does not require a feat. Thereafter, 
  the covenant mage uses the patron’s statistics or her own 
  to determine the covenant’s effects, whichever is better.
  Trance Spell-Like Abilities (Sp): While in a trance, the 
  covenant mage gains access to additional spell-like abili-
  ties determined by her influence. She can use each spell-
  like ability once per trance. Like other covenant mage 
  spell-like abilities, the covenant mage can have only one 
  of each spell active at any given time. At 1st level, she 
  gains access to a 0-level spell-like ability. At every even 
  level, she gains access to another spell-like ability of the 
  next higher spell level (spell level 1st at covenant mage 
  level 2nd, spell level 2nd at covenant mage level 4th, and 
  so on).
  Detect Spirits (Sp): At 2nd level, the covenant mage can 
  detect the presence of fey, undead, and outsiders (even 
  ethereal, incorporeal, and invisible creatures of those 
  types) at will. This ability functions like detect undead, 
  except that she detects all of these creature types and the 
  covenant mage only risks being stunned by spirits of an 
  alignment opposite her own in at least one respect (law 
  is opposite chaos, good is opposite evil, and nothing is 
  opposite a neutral component).
     If the covenant mage studies a haunt with this abil-
  ity long enough to learn the strength and location of its 
  aura, a successful Knowledge (religion) check (DC 10 
  + haunt’s CR) reveals the haunt’s effect. If she exceeds 
  the DC of the check by 5 or more, she learns a cryptic 
  clue about the haunt’s origin, generally in the form of a 
  powerful emotion linked to a physical feature of the area 
  or a fleeting glimpse of the past. If she exceeds the DC of 
  the check by 10 or more, she also learns its destruction 
  condition.
     Starting at 7th level, the covenant mage’s spirit guide 
  alerts her to the presence of spirits that could be detected 
  by this ability within 60 feet in any direction. She must 
  activate this ability and concentrate to learn more, but 
  learns the number of auras in the area and the strength 
  of the strongest aura on the first round, and the strength 
  and location of the auras on the second round. These 
  advanced abilities function only while the spirit guide is 
  present.
  Item Activation: Although a covenant mage cannot cast 
  spells, at 2nd level, she can activate spell trigger items as 
  if her spell-like abilities were spells.
     At 14th level, a covenant mage can spend a use of one 
  of her highest-level spell-like abilities to charge a staff 
  if any of her covenant mage spell-like abilities known 
  are among the spells in the staff and her highest-level 
  spell-like ability known is at least as high a level as the 
  highest-level spell in the staff. The spell-like ability must 
  have a daily limit. The covenant mage must concentrate 
  for 10 minutes to charge a staff and cannot do so while 
  in a trance.
  Adept Spirit Boons: At 3rd level, a covenant mage can 
  choose from the following spirit boons in addition to 
  those available at 1st level.
     Alien Contact (Sp): Your spirit guide can contact alien 
  beings once per day. This ability functions similarly to 
  contact entity I at your caster level and requires verbal 
  and material components. You can also call such enti-
  ties to possess you with your séance ability, although 
  you cannot call them bodily. This spirit boon functions 
  as contact entity II at 7th level, contact entity III or lesser 
  alien offering (see page 125) at 11th level, contact entity 
  IV or alien offering (see page 125) at 15th level, and 
  greater alien offering (see page 125) at 19th level.
     Forewarned (Su): Your spirit guide helps alert you to 
  unknown danger. You gain trap sense as a rogue of your 
  covenant mage level. At 7th level, you gain uncanny 
  dodge as a rogue. At 15th level, you gain improved 
  uncanny dodge as a rogue. You lose these abilities if your 
  spirit guide is absent.
     Heighten Spell-Like Ability (Ex): Up to three times per 
  day, when you cast a 0-level spell-like ability, you can 
  treat the spell for all purposes (including the calculation 
  of save DC and concentration check DC) as if it were a 
  1st-level spell-like ability. Using a spell-like ability this 
  way does not prevent you from continuing to use the 
  normal version of the spell at will. At 7th covenant mage 
  level and every three levels thereafter, you may instead 
  raise the spell levels of any of your lower-level spell-like 
  abilities to the next highest spell level. (For example, at 
  7th level, you may convert 0- or 1st-level spell-like abili-
  ties into 2nd-level spell-like abilities; at 10th level, you 
  may convert 0-, 1st-, or 2nd-level spell-like abilities into 
  3rd-level spell-like abilities; and so on.)
  
  10
     Malicious Limb (Su): As a standard action, you can 
  send your spirit guide away to wrest control of an op-
  ponent’s limb for 1 round. If the target uses the limb 
  for locomotion, the limb jerks, kicks, and gives out at 
  inopportune moments; treat the target as entangled. If 
  the target can use the limb to attack, the limb attacks 
  him once for normal damage on his turn as a free action, 
  hitting automatically. In either case, he is also shaken 
  for that 1 round. He cannot control the limb while it is 
  possessed, but can otherwise act normally. The target can 
  resist this control with a successful Will save, in which 
  case he is merely shaken. This power has a range of 100 
  feet. Only the shaken condition is a fear effect, and it 
  is not cumulative with any others. Protection from good 
  and any other effect that prevents or ends possession can 
  prevent or end this power as if you were attempting to 
  possess the target. Only living and undead foes can be 
  affected by this ability; constructs are immune.
     Open Mind (Su): You can send away your spirit guide 
  to open up the mind of a target creature with an Intel-
  ligence score within 60 feet. It suffers a –1 penalty on 
  saving throws against mind-affecting effects unless it is 
  immune to mind-affecting effects, in which case it loses 
  that immunity but gains a +4 bonus on saving throws 
  against such effects. This effect lasts until you call your 
  spirit guide back as a swift action.
     Soul Poppet (Su): You carry a small clay doll which al-
  lows you to touch the souls of other creatures remotely. 
  As a full-round action that provokes attacks of opportu-
  nity, you can mold the poppet to crudely resemble any 
  creature you can clearly see from within 30 feet. For the 
  next minute, or until you change the poppet’s appear-
  ance, you can affect the target at a range of up to 30 feet 
  with touch spells by touching the poppet, but you must 
  still make a ranged touch attack against the victim. Your 
  spirit guide must be present to forge the connection. If 
  you lose the poppet, you can replace it with a handful of 
  clay and an hour-long ritual. At 7th level, you can also 
  affect the target with a targeted spell even if you do not 
  have line of sight or line of effect to it by touching the 
  poppet while casting a such a spell from within 30 feet. 
  At 11th level, you can incorporate a piece of the target’s 
  body (including hair, a bit of nail, or the like) while you 
  mold the poppet. If you do, the poppet remains attuned 
  to the target indefinitely (or until you attune it to a 
  different target) and makes spells cast through it more 
  effective. The target suffers a -2 penalty on saving throws 
  and Armor Class against spells cast through a poppet 
  incorporating part of its body. At 15th level, if the pop-
  pet is attuned indefinitely to a target, you can perform 
  an hour-long ritual once per day to affect the target with 
  a spell at any range so long as you are both on the same 
  plane of existence and the spell’s normal range is touch 
  or greater.
     Spectral Figment (Su): With 1 round of concentration, 
  you can send your spirit guide to manifest a figment 
  similar to a silent image spell. The figment manifests 
  at the start of your next turn. It can change to react to 
  events observable to a magic mouth spell, but you can-
  not alter its programming except by concentrating as a 
  standard action while you have line of effect to it. The 
  figment is not an illusion, but an incorporeal manifesta-
  tion. It can interact with incorporeal creatures or objects 
  with the ghost touch property in a manner similar to 
  the spell unseen servant within the figment’s area. It can 
  attempt to manipulate other magic items or creatures 
  wearing magic clothing, but has a 50% chance of failure 
  each time. The figment is destroyed when struck by any 
  attack with a spell, magic weapon, or incorporeal source 
  and has an AC of 10 + your covenant mage level. An 
  attack from a corporeal source has only a 50% chance 
  of destroying the figment (except for weapons with the 
  ghost touch property). Your spirit guide is absent until 
  you end the figment by calling it back as a standard ac-
  tion. At 7th level, the figment resembles major image and 
  its effective Strength score is equal to your caster level. 
  At 11th level, it resembles persistent image. At 15th level, 
  its manipulation functions as telekinesis with the same 
  difficulty affecting corporeal targets.
     Steal Thought (Su): As a standard action, you can send 
  your spirit guide to extract a single fact or moment of 
  memory from a target within 60 feet. The target receives 
  a Will save to negate the effect; if it succeeds, it immedi-
  ately knows the source of this mental prying. Those who 
  fail this save are unaware of the intrusion and relinquish 
  the information unconsciously. The information can take 
  the form of a train of thought no longer than 25 words 
  or a glimpse of memory as experienced by the target 
  lasting no longer than 1 round. If you target a creature a 
  second time within 24 hours, it automatically succeeds 
  on its saving throw. This is a mind-affecting effect.
     Totem Secret (Su): You gain a totem secret as a nature 
  shaman. Add your covenant mage level to your shaman 
  level for the purpose of this totem secret.
     Wisdom of the Spirits (Su): Once per day, you can com-
  mune with the spirits with a ritual chant which lasts for 
  1 minute, during which you can take no other actions. 
  When you complete the chant, you have gained mysti-
  cal insight into the future. At 3rd level, this insight acts 
  as an augury spell with 80% effectiveness. At 6th level, it 
  
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  can take the form of a divination with 90% effectiveness. 
  At 9th level, it can take the form of a contact other plane 
  spell. None of these spell effects require components.
  Séance (Sp): At 3rd level, a covenant mage learns to call 
  and bind spirits of many types. Although she does not 
  have to make deals with specific spirits to gain her class 
  features, she can augment her abilities further by using 
  this ability and making an offering of wealth to gain cov-
  enants (see Chapter 3 for rules on gaining covenants).  
  Once per day, the covenant mage can allow herself to 
  be possessed by a spirit after a 10-minute ritual. During 
  the ritual, her spirit guide departs and is absent while 
  it seeks a creature that matches a description given by 
  the covenant mage at the start of the ritual. This ability 
  can retrieve the soul of a fey, outsider, or undead with a 
  number of Hit Dice less than or equal to the maximum 
  given on the table below and the spirit possesses the 
  covenant mage as greater possession. Specific creatures can 
  be called by giving their proper names, and a true name 
  can make it easier to trap many outsiders and fey. A pos-
  sessing spirit that matches the covenant mage’s influence 
  is willing to bargain with her, much like creatures called 
  with lesser planar ally, but determine the payment re-
  quired based on the spirit’s Challenge Rating rather than 
  its Hit Dice. Other possessing spirits are seized in a man-
  ner similar to lesser planar binding (save DC 10 + 1/2 
  covenant mage level + Charisma modifier) and bargained 
  with as described in that spell.
     Each round that the covenant mage is possessed by an 
  uncooperative spirit, she must succeed on a Will save 
  against DC 20 + 1/2 spirit’s CR to take any action other 
  than mentally communicating with the spirit. If she suc-
  ceeds, she can act normally for 1 round or concentrate 
  on containing the spirit as a standard action to gain a +4 
  bonus on her next saving throw to maintain control of 
  her body. A possessing spirit can end the calling any time 
  after the covenant mage fails three of these saving throws 
  in a row. Likewise, a covenant mage can eject a possess-
  ing spirit as a full-round action after succeeding on three 
  saving throws in a row.
     When the spirit leaves or the séance ends, the spirit 
  returns to where it originated. Since the covenant mage 
  invited the spirit into her body, protection from evil and 
  related effects do not prevent the spirit from possessing 
  her, but they can give her a reprieve from its control for 
  as long as the protection lasts if she succeeds on a new 
  saving throw. The possession ends after 1 minute per 
  covenant mage level in any event. A possessing spirit can 
  be prevented from running off with her body by sub-
  jecting her body to the same methods used to restrain a 
  creature called with a normal lesser planar binding spell, 
  but neither a magic circle nor a dimensional anchor (nor 
  similar effects) can keep the visiting soul from departing 
  when the séance ends.
  Magic Circle Against Spirits (Sp): At 4th level, the cov-
  enant mage can cast a spell similar to magic circle against 
  evil once per day. Unlike for most spell-like abilities, 
  she must provide the verbal and material components 
  for the spell, and so cannot cast it during a trance. This 
  magic circle functions against outsiders, undead, and fey 
  instead of against evil creatures. At 8th level, this ability’s 
  duration improves to 1 hour per covenant mage level. At 
  12th level, it lasts 1 day per covenant mage level. If the 
  covenant mage creates a new magic circle against spirits 
  while another of hers persists, the old one ends.
  Quell Spirits (Su): At 6th level, the covenant mage can 
  attempt to calm nearby spirits as a standard action. All 
  fey, outsiders, and undead within a 30-foot burst from 
  the covenant mage must succeed at a Will save or be 
  calmed for 1 round per covenant mage level. The save 
  DC is 10 + 1/2 covenant mage level + Charisma modifi-
  er. All active haunts (including those that have been trig-
  gered but have not yet acted) in the area with caster level 
  less than or equal to the covenant mage’s level return to a 
  dormant state. Affected haunts cannot be triggered again 
  while the quelling lasts. This ability does not grant the 
  covenant mage control over affected spirits, but does pre-
  vent agitated spirits from raging and joyous spirits from 
  reveling. Affected spirits cannot attack except to defend 
  themselves, and any aggressive action or damage dealt to 
  them breaks the effect for all affected spirits and haunts. 
  Quelling spirits requires speaking calmly and clearly, and 
  thus it cannot be done during a trance. This ability can 
  be used a number of times per day equal to 3 + the cov-
  enant mage’s Charisma bonus (do not include temporary 
  increases, such as that from the covenant mage’s trance, 
  when calculating this number). 
  Intermediate Spirit Boon: At 7th level, a covenant 
  mage can choose from the following boons in addition 
  to those available at lower levels.
     Bouncing Spell-Like Ability (Ex): Your spirit guide 
  learns to redirect failed spells. Up to 3 times per day, 
  when you use a spell-like ability on a single target and it 
  has no effect, you may, as a swift action, redirect it to a 
  new target as the Bouncing Spell feat. You must choose 
  to use this ability before casting the spell. Your spirit 
  
  12
  guide must be present.
     Danger Sense (Su): Your spirit guide provides you with 
  a sense for spies and ambushes. You gain a competence 
  bonus on Perception, Sense Motive, and initiative checks 
  equal to one-quarter your covenant mage level, to a 
  maximum of +5 at 20th level, as long as your spirit guide 
  is present.
     Eerie Spell-Like Ability (Ex): Your spirit guide teaches 
  you to terrorize the victims of your spell-like abilities 
  even without its help. Up to three times per day, when 
  you cast a spell-like ability, you can make an Intimidate 
  check as a swift action to demoralize any opponents that 
  can see both you and an effect of the spell from within 
  30 feet or that are targets of the spell. Roll a single 
  Intimidate check, and apply it to the DC for each foe 
  separately.
     Embrace the Soul (Su): You can touch the soul of 
  another or focus on your own soul, allowing your spirit 
  guide to work on healing its scars. As a full-round action 
  once per day, you can touch a creature (or yourself) to 
  affect it with this ability. A touched creature heals 1d4 
  ability damage from all mental ability scores and is freed 
  from magical ability score penalties (to all ability scores) 
  and temporary negative levels. It also gets a new saving 
  throw against one emotion effect it is currently suffer-
  ing from to negate the effect completely; the choice as to 
  which effect to resist comes from the target’s innermost 
  soul, and cannot be swayed by mind-affecting magic. If 
  the original emotion effect did not allow a save, use the 
  save DC it would have had if it did allow one. If the vic-
  tim fails the new save, you may remove the effect anyway 
  by accepting it yourself. If you do, treat yourself as if you 
  were the original target of the spell and suffer the full 
  effect accordingly.
     At 11th covenant mage level, this ability automatically 
  relieves all ability damage from all mental ability scores, 
  1d4 ability damage from each physical ability score, and 
  1d4 ability drain from each mental ability score. In ad-
  dition, it allows the victim to make a new saving throw 
  to remove one of the following instead of an emotion ef-
  fect: one permanent negative level, possession (such as a 
  ghost’s malevolence or a magic jar spell), or any enchant-
  ment effect. If a possessing creature is removed from the 
  victim this way, it is dazed for 1d4 rounds and cannot 
  possess the victim again for 24 hours.
     At 15th covenant mage level, this ability relieves all 
  ability drain from mental ability scores and 1d4 ability 
  drain from each physical ability score and the new saving 
  throw may instead be made against a curse or insan-
  ity. Also at 15th level, if a permanent negative level is 
  removed with a successful save, the victim can attempt 
  another saving throw to remove another permanent neg-
  ative level (this can be done repeatedly, until the victim 
  fails a save or has no more permanent negative levels).
     Far-Reaching Spell-Like Ability (Ex): Your spirit guide 
  learns to extend the reach of your spells. Up to 3 times 
  per day, as a part of casting a spell-like ability with a 
  range of touch, close, or medium, you can increase the 
  spell up to the next step in this list: touch, close, medi-
  um, long. Alternatively, when you cast a spell with some 
  other range, you can double that range with a use of this 
  ability. This ability has no effect on spells with a range of 
  personal or 0 feet and requires your spirit guide’s pres-
  ence.
     Hand of the Spirit Guide (Su): As a standard action, 
  you can project your spirit guide into an inanimate 
  object so that it can aid you physically as an animated 
  object. The object must be within 100 feet plus 10 
  feet per covenant mage level and must be Medium or 
  smaller. At 9th level and every two covenant mage levels 
  thereafter, the maximum size of object you can animate 
  increases by one size category (to a maximum of Colos-
  sal at 15th level). If you use it on a weapon, the weapon 
  instead gains the dancing weapon property for 4 rounds 
  and immediately begins dancing. You can use this ability 
  once per day at 7th level, and one additional time per 
  day for every four levels beyond 7th.
     Prolonged Spell-Like Ability (Ex): Your spirit guide 
  learns to extend the duration of your spells. Up to 3 
  times per day, when you cast a spell-like ability with a 
  duration other than instantaneous or permanent, you 
  can double the duration, as if modifying the spell with 
  the Extend Spell feat.
     Starting at 11th level, you can spend one use of this 
  boon to extend a spell with a duration of concentration; 
  in this case, you concentrate as normal, then the spirit 
  guide continues to maintain the spell as if you were con-
  centrating on it for one additional round per round you 
  concentrated. The spirit guide’s concentration cannot be 
  disrupted. The guide can concentrate on only one spell 
  at a time; if you cease concentration on a second spell 
  modified with this boon while the guide is still concen-
  trating on an earlier spell, you choose which spell the 
  guide maintains and which it relinquishes.
     Starting at 15th level, your guide can maintain even 
  certain instantaneous spells for a single round. If an 
  instantaneous spell affects an area, you can spend a use 
  of this ability to have the spirit guide maintain it for 1 
  round as if with the Lingering Spell feat. The guide can-
  not maintain a lingering spell and a concentration spell 
  
  13
  at the same time.
     Read Minds (Su): You can broaden your mental spec-
  trum to encompass those around you. Doing so allows 
  you to read the mind of every creature within 30 feet as 
  if you had cast detect thoughts. This ability allows you to 
  read the surface thoughts of any creature that you are 
  aware of after only 1 round of concentration. Creatures 
  in this area are allowed a Will save to negate the effect. 
  The DC of this Will save is 10 + 1/2 covenant mage level 
  + Charisma modifier. You can use this ability for a num-
  ber of rounds per day equal to your covenant mage level. 
  These rounds do not need to be consecutive. You do not 
  need your spirit guide to use this ability.
     Second Sight (Ex): While your spirit guide is present, 
  you can pinpoint creatures you cannot see within 15 
  feet, though they still have total concealment against 
  you. Visibility still affects your movement and you are 
  still denied your Dexterity bonus to Armor Class against 
  attackers you cannot see. At 11th level, the range in-
  creases to 30 feet. At 15th level, you also gain blindsight 
  to a range of 15 feet.
     Soul-Touching Spell-Like Ability (Ex): Your spirit guide 
  learns to augment your spell-like abilities to more reli-
  ably affect spirits. Up to 3 times per day, you can affect a 
  spell-like ability with this spirit boon to cause it to affect 
  incorporeal creatures normally, with no reduction in ef-
  fectiveness despite their lack of physical form (as Ecto-
  plasmic Spell). In addition, you gain a +5 bonus on your 
  caster level checks to overcome the spell resistance of 
  non-incorporeal undead, fey, and outsiders you attempt 
  to affect with the spell.
     Spirit Spies (Su): Once per day, you can commune with 
  the spirits using a ritual chant that lasts for 1 minute, 
  during which you can take no other actions. When you 
  complete the chant, your spirit guide provides you with 
  one or more spiritual spies to report visions of the area 
  to you. At 7th level, this ability functions as an arcane 
  eye spell. At 10th level, it can instead act as a prying eyes 
  spell. At 13th level, it can instead act as a greater prying 
  eyes spell. None of these spell effects require components.
     Transcendent Voice (Su): Once per day, you can invite 
  your spirit guide to interpret dialogue for you, allow-
  ing you to speak with any creature with a language as if 
  under the effects of tongues for 1 minute per covenant 
  mage level. At 11th level, you can also simultaneously 
  speak with animals and speak with plants. At 15th level, 
  you can gain the ability to communicate with stones as if 
  with stone tell during the same period. At 19th level, you 
  can constantly communicate as if under the effects of 
  tongues so long as your spirit guide is present.
  Expel Spirits (Sp): At 8th level, the covenant mage can 
  use expel spirits (see page 127) once per day. Unlike most 
  spell-like abilities, this one requires all the components 
  of the spell, and cannot be performed during a trance. 
  This ability can be used one additional time per day at 
  12th level and every fourth level thereafter.
  Spirit Binding (Sp): At 8th level, a covenant mage can 
  spend her daily use of séance and send away her spirit 
  guide to call a spirit physically as the spell lesser planar 
  binding using the creature type and HD limitations 
  for séance. This functions as lesser planar ally instead if 
  calling a spirit from the covenant mage’s influence. As a 
  true calling effect, this ability cannot affect spirits cur-
  rently located on the same plane as the covenant mage. 
  (Extraplanar outsiders, ghosts, nightshades, shadows, 
  and lurkers in light are almost always located on planes 
  other than the Material Plane, and other types of spirits 
  are found on other planes often enough for a general 
  call for a kind of spirit such as couatl, lich, or rusalka to 
  successfully reach at least one off-plane example of that 
  creature.)
  Greater Trance: At 10th, the covenant mage’s ability 
  score bonuses from her trance increase to +6 each. As 
  long as she maintains a trance, she gains fast healing 1.
  Advanced Spirit Boon: At 11th level, a covenant mage 
  can choose from the following spirit boons in addition 
  to those available at lower levels.
     Death-Slaying Spell-Like Ability (Ex): Your spirit guide 
  learns to attune your spells such that they pierce the im-
  munities of the restless dead. Up to 3 times per day, you 
  can cast a spell-like ability as if modified by a metamagic 
  feat. At 11th level, choose either Thanatopic Spell or 
  Threnodic Spell. You can augment your spells with the 
  chosen feat (if applicable). At 15th level, you have the 
  option to make use of the other feat instead, but any 
  spell can only be modified by one of the two.
     Dreamspinner (Sp): Your spirit guide is touched with 
  the magic of the land of dreams. Once per day, you 
  can ask the guide to pull your soul partially free from 
  your body to produce the effects of one of the follow-
  ing spells: dream, lesser astral projection, or nightmare. At 
  15th level and every four levels thereafter, you can use 
  this ability one additional time per day. You need not 
  provide components for these spells.
     Empower Spell-Like Ability (Ex): Your spirit guide 
  learns to put more power into your variable spells. Up 
  to 3 times per day, when you cast a spell-like ability that 
  
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  has a variable, numeric effect determined by rolling dice 
  (such as damage dealt or hit point healed), you can in-
  crease the result by 50%, as if the spell was modified by 
  the Empower Spell feat.
     Frightful Presence (Ex): You become preternaturally 
  frightening, gaining the frightful presence ability while 
  your spirit guide is present. You can activate the ability as 
  part of an offensive action, such as attacking with a spell-
  like ability. Opponents within 30 ft. of you must make a 
  Will save or become shaken for 3d6 rounds. If the victim 
  has 4 or fewer HD, it becomes panicked instead. Foes 
  with more HD than you are immune to this ability.
     Incorporeal Form (Sp): Once per day, your spirit guide 
  can pull you out of the physical world, rendering you 
  incorporeal for 1 round per covenant mage level. While 
  in this form, you gain the incorporeal subtype and 
  incorporeal quality, as defined in the Universal Monster 
  Rules. You take only half damage from corporeal sources 
  as long as they are magic (you take no damage from 
  nonmagical weapons and objects). Likewise, your spells 
  or spell-like abilities deal only half damage to corporeal 
  creatures. Spells and other effects that do not deal dam-
  age function normally.
     At 15th level and every four levels thereafter, you can 
  use this ability one additional time per day.
     Persistent Spell-Like Ability (Ex): Your spirit guide 
  learns to render your spells more difficult to evade. Up 
  to 3 times per day, when you cast a spell-like ability that 
  allows a saving throw to avoid some or all of its effects, 
  creatures must save twice to avoid being fully affected by 
  the spell, as if modified by the Persistent Spell feat.
     Possess Creature (Su): While in a trance, you can at-
  tempt to project your soul into the body of another 
  creature within 10 feet per covenant mage level as a full-
  round action, as possession. The potential host can resist 
  with a Will save (DC 10 + 1/2 covenant mage level + 
  Charisma modifier). If it fails, you take control and your 
  trance ends immediately, causing you and your host to 
  become fatigued as normal. You cannot use your cove-
  nant mage’s trance for as long as you possess the creature. 
  You may use this ability once per day at 11th level, and 
  one additional time per day for every four levels gained 
  thereafter. You can use this ability even if your spirit 
  guide is absent.
     Psychic Shackles (Su): Add +4 to the save DC of your 
  séance. This bonus does not stack with any other bonus. 
  Your spirit guide can create a prison of thoughts to hold 
  a spirit called with your séance ability or spirit binding 
  ability. Constructing the prison requires a special ritual 
  that demands costly reagents and tonics costing 1,000 
  gp per Hit Die of the creature to be trapped. Afterward, 
  if the spirit fails to resist your séance, it is trapped until 
  you choose to release it. You must release the currently 
  trapped spirit if you wish to trap another spirit. You 
  can trap a spirit with no more Hit Dice than half your 
  covenant mage level. While a spirit is trapped in your 
  thoughts, you can communicate with it telepathically, 
  but can prevent it from distracting you. This ability oth-
  erwise functions as trap the soul. Typical favors exacted 
  from freed spirits include forming a covenant or grade 
  greater or lower with no cost, doing a non-life-threaten-
  ing task for up to 1 day per covenant mage level, or aid-
  ing the covenant mage in combat or another dangerous 
  situation for up to 1 round per covenant mage level. The 
  creature is freed if you are killed, targeted by freedom, or 
  caused to forget the thought trap with modify memory.
     Retrieve the Wayward Soul (Su): Once per day, you can 
  touch a dead creature’s body and send your spirit guide 
  to retrieve its soul, provided that it died no more than 1 
  round per level ago. The spirit guide requires as long to 
  retrieve the soul as the creature had been dead when you 
  used this ability, after which it returns and the creature is 
  restored to life as if by raise dead. At 15th level, you can 
  affect even a creature slain by a death effect or that has 
  been turned into an undead creature and then destroyed. 
  At 19th level, you can cause your spirit guide to seal the 
  retrieved soul in a gem instead, as soul bind, but you 
  must provide the focus for the spell.
     Spiritual Revelation (Su): Once per day, you can com-
  mune with the spirits using a ritual chant that lasts for 
  1 minute, during which you can take no other actions. 
  When you complete the chant, the spirits reveal the 
  truth to you. At 11th level, this spirit boon acts as a find 
  the path spell. At 13th level, it can instead act as a vision 
  spell. At 16th level, it can instead act as a discern location 
  spell. None of these spell effects require material compo-
  nents.
     Sublime Imposition (Su): Once per day, you can de-
  mand that a creature who can hear and understand 
  you either undertake a specific action or refrain from a 
  specific action. If you demand an action, this ability acts 
  as lesser geas; if you make a prohibition, it acts as mark 
  of justice. At 15th level, you can duplicate the effects of 
  geas/quest rather than lesser geas. At 19th level, you can 
  instead choose to declare a site repulsive or attractive, as 
  per either antipathy or sympathy, respectively. Your spirit 
  guide need not be present to activate this ability.
     Swift Meditation (Ex): As long as your spirit guide is 
  present, its aid allows you to begin your trance as a swift 
  action rather than a move action.
  
  15
     Telepathy (Su): You gain telepathy, allowing you to 
  communicate wordlessly with any creature within 100 
  feet that has a language so long as your spirit guide is 
  present.
  Transcendental Spirit Boons: At 15th level, a covenant 
  mage can choose from the following spirit boons in ad-
  dition to those available at lower levels.
     Contingent Spell-like Ability (Su): Your spirit guide can 
  cast one of your spell-like abilities without any action 
  from you under a circumstance you define. To grant the 
  spirit guide this power, you must perform a 1-hour ritual 
  and choose a spell-like ability with a casting time of 1 
  standard action or less that you can use at will. You also 
  define a circumstance; when you observe that circum-
  stance, the spirit guide casts the spell without any action 
  from you, even if it isn’t your turn. The spirit guide uses 
  your own senses and thoughts to determine when the 
  circumstance is met, but might misinterpret ambiguous 
  conditions. If the circumstance arises while your spirit 
  guide is absent or you are unconscious, the spell is not 
  cast. A condition that causes you to become unconscious 
  can trigger the spell, however. If the circumstance still 
  applies when the spirit guide returns or you regain con-
  sciousness, it casts the spell-like ability then. Your spirit 
  guide can have only one contingent spell-like ability at a 
  time. A contingent spell-like ability doesn’t count against 
  your limit on spell-like abilities active until it is cast. Per-
  forming the ritual again allows you to change the spell 
  and its conditions. You can perform the ritual no more 
  than three times per day. This counts as a contingency for 
  the limit on the number of contingencies you can have 
  active.
     Expansive Spell-Like Ability (Ex): Your spirit guide 
  learns to broaden your spells’ effective areas. Up to 3 
  times per day, when you cast a spell-like ability shaped 
  as a burst, emanation, or spread, increase all numerical 
  dimensions of the spell by 100%, as if modified by the 
  Widen Spell feat. At 19th level, when you cast a spell-
  like ability shaped as one or more cubes, you can spend a 
  use of this ability to get twice as many cubes.
     Resurrect the Fallen (Su): You can send your spirit guide 
  away to retrieve the soul of a creature you name and 
  restore it to life as if with resurrection. Your spirit guide 
  is absent for as long as the creature had been dead when 
  you activated this boon before finally returning with the 
  desired soul. You can use this ability once per week.
     Spell Resistance (Ex): You gain spell resistance 11 + 
  covenant mage level. You can suppress or resume your 
  spell resistance as a free action, even when it’s not your 
  turn. This ability functions even when your spirit guide 
  is absent.
     Terrifying Gaze (Su): Creatures within 30 feet of you 
  that meet your gaze must succeed at a Will saving throw 
  (DC 10 + 1/2 your covenant mage level + your Cha-
  risma modifier) or stand paralyzed in fear for 1 round. A 
  target cannot be affected by your terrifying gaze again for 
  24 hours, whether it succeeds or fails its saving throw. 
  This is a mind-affecting fear effect that functions only 
  while your spirit guide is present.
  Supernal Trance: At 20th level, the covenant mage 
  can tap into the cosmic ideal behind the patrons of her 
  powers, allowing her to gain even more insight from 
  her trances. The ability score bonuses from her trance 
  increase to +8 each. Her fast healing in a trance increases 
  to 3.
  
  16
  Iconic Covenant Mage
  
  17
  Covenant Mage 
  Influences
  A covenant mage’s influence represents a faction, cat-
  egory, or group of spirits that at first influences and is 
  later influenced by the covenant mage. Each influence 
  imparts a covenant mage with the knowledge of a certain 
  language, listed in the entry for that covenant. In addi-
  tion, an influence grants the covenant mage access to one 
  or more covenants while in a trance: a least covenant at 
  1st level, a minor covenant at 5th level, a major covenant 
  at 9th level, a greater covenant at 13th level, and a supe-
  rior covenant at 17th level. In addition to the covenants 
  she gains during a trance, the covenant mage gains a 
  spell-like ability of spell level 0 at 1st class level usable 
  only during a trance, and another spell-like ability at 
  every even class level thereafter, each of the next higher 
  spell level (1st spell level at 2nd class level, 2nd spell level 
  at 4th class level, and so on). Finally, at 20th class level, 
  the covenant mage gains a fundamental influence, which 
  is a powerful class ability representing the full realization 
  of her power as a covenant mage.
  Abyssal Hordes Influence
  Demons are quick to act on any opportunity to grasp 
  more power, and covenant mages are often a means 
  for them to do so. Individuals that desperately cling to 
  life and have the potential to act as a conduit are often 
  approached by demons, offered both another chance at 
  life and a boon of power to go with it. Whereas their 
  benevolent counterparts hear the enchanting melodies of 
  the blessed, these covenant mages often hear the keening 
  shrieks of tormented souls, driving them to fight their 
  conflicts with fervent zeal. These covenant mages most 
  frequently associate with demons, which include the 
  babau, balor, coloxus, dretch, glabrezu, hezrou, incubus, 
  kalavakus, marilith, nabasu, nalfeshnee, omox, quasit, 
  schir, shadow demon, shemhazian, succubus, vrock, and 
  vrolikai. 
  Associated Spirits: A covenant mage with the abyssal 
  hordes influence can call a chaotic evil outsider whose 
  Challenge Rating is less than or equal to his level with 
  his séance ability even if the creature exceeds his Hit 
  Dice limit.
  Bonus Language: Abyssal.
  Trance Covenants: abyssal blade (1st), fiendish sight 
  (5th), armed with cruelty (9th), imbued armor IV (13th), 
  possessed weapon III (17th).
  Trance Spell-like Abilities: bleed (1st), entropic shield 
  (2nd), darkness (4th), stinking cloud (6th), divine power 
  (8th), teleport (self plus 50 lb. only) (10th), harm (12th), 
  blasphemy (14th), prediction of failure (16th), symbol of 
  insanity (ends any ongoing instance when used) (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. He 
  achieves his destructive apotheosis and gains the benefit 
  of a constant divine power effect. While in a trance, he 
  gains the chaotic and evil subtypes and any attack he 
  makes counts as chaotic- and evil-aligned for the pur-
  pose of overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the abyssal hordes influence: danger 
  sense, persistent spell-like ability, possess creature, sap 
  speed, soul poppet, spell resistance, spirit ward, telepa-
  thy, and terrifying gaze.
  Covenant Magic in Your Game
  Whether to spice up an adventure, series of 
  adventures, campaign, or game world, covenant 
  mages, dervishes and members of classes with 
  the new archetypes presented herein should be 
  as common or rare as the GM wishes. GMs can 
  also decide the relative frequency of the influ-
  ences. Although the trigger events that create a 
  covenant mage or dervish might imply rarity, this 
  does not have to be the case. Covenant mages 
  can be members of families, cults, tribes, towns, 
  organizations, regions or other societies separate 
  from the focus of the campaign setting or quietly 
  spread throughout. It is easy to imagine an evil 
  cult of covenant mages kidnapping and forcing 
  trigger events to recruit new members, and just 
  as easy to imagine that good outsiders or fey 
  would engineer trigger events as well. Further-
  more, even after a trigger event has happened, 
  a covenant mage or dervish needs training to 
  develop his or her abilities. Full training or vision 
  quests might also involve trigger events, and this 
  would allow the creation of new covenant mages 
  or dervishes.
  
  18
  Angelic Choirs Influence
  Some covenant mages develop a connection beyond 
  the material world after a near-death experience gives 
  them a momentary glimpse of the glory of a good deity 
  and their angelic servants. The voices of angels linger in 
  the mind of such covenant mages, who forever after are 
  linked to the celestial realms. Covenant mages influenced 
  by angelic choirs associate with angels, including the 
  astral deva, balisse, cassisian, choral, empyrean, monadic 
  deva, movanic deva, planetar, and solar. They also deal 
  with other outsiders, such as agathions and moon dogs.
  Associated Spirits: A covenant mage with angelic choirs 
  influence can call a good outsider whose Challenge Rat-
  ing is less than or equal to her covenant mage level with 
  her séance ability even if the creature exceeds her Hit 
  Dice limit.
  Bonus Language: Celestial.
  Trance Covenants: heavenly blade (1st), imbued armor II 
  (5th), stunning voice (9th), protective aura (13th), demi-
  urge (17th).
  Trance Spell-like Abilities: guidance (1st), command 
  (2nd), castigate (4th), fly (6th), holy whisper (8th), greater 
  command (10th), brilliant inspiration (12th), power word 
  blind (14th), power word stun (16th), power word kill 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  grows feathery wings and gains a fly speed of 60 feet 
  with good maneuverability. She is constantly protected 
  by a magic circle against evil spell-like ability. While in 
  a trance, she gains the good subtype and any attack she 
  makes counts as good-aligned for the purpose of over-
  coming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the angelic choirs influence: embrace 
  the soul, retrieve the wayward soul, staggering invoca-
  tion, stigmata, sublime imposition, transcendent voice, 
  wisdom of the spirits.
  Ancestors Influence
  Covenant mages that maintain traditions of deep famil-
  ial respect and devotion often develop a connection with 
  the spirits of their ancestors. It’s also said that in some 
  rare instances orphans destined for greatness can call 
  forth the spirits of the venerated heroes of their commu-
  nity. Either way, when they come of age these covenant 
  mages first make contact with ancestor spirits. Ancestor 
  spirits include outsiders that are related to the covenant 
  mage’s family, such as a petitioner of a deceased ancestor 
  or one who was raised to the status of planetar for her 
  awesome deeds in service of a good deity; the GM and 
  player should devise an appropriate list. The list should 
  include proxies that might be sent by a powerful outsider 
  but not outsiders unrelated to mortal souls (no daemons 
  or qlippoths, for example). 
  Associated Spirits: A covenant mage with the ancestors 
  influence can call an ancestor spirit whose Challenge 
  Rating is less than or equal to her covenant mage level 
  with her séance ability even if the creature exceeds her 
  Hit Dice limit.
  Bonus Language: Any one language (other than a secret 
  language) that relates to the ancestors in question, or the 
  afterlife they have gone to.
  Trance Covenants: gift of glory I (Str, Dex or Con) (1st), 
  inviolable volition (5th), superior mind I (9th), imbued 
  armor IV (13th), possessed weapon III (17th).
  Trance Spell-like Abilities: guidance (1st), unseen 
  servant (2nd), spiritual weapon (4th), heroism (6th), 
  spiritual ally (8th), dream (10th), greater heroism (12th), 
  ethereal jaunt (14th), divine vessel (16th), heroic invoca-
  tion (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  is protected by a constant death ward spell-like ability. In 
  addition, she can specify one location that is protected 
  by a forbiddance effect, at no gp cost. The save DCs are 
  calculated as though the forbiddance effect is a 9th-level 
  spell. If she specifies a new location, the old effect ends. 
  She cannot specify a new location more than once per 
  year.
  Recommended Spirit Boons: The following spirit 
  boons complement the ancestors influence: consult the 
  fallen, contingent spell-like ability, danger sense, em-
  brace the soul, forewarned, prolonged spell-like ability, 
  spectral figment, spirit interference, spirit ward, undead 
  repulsion, wisdom of the spirits.
  
  19
  Daemonic Oblivion Influence
  Witnessing the unveiling of fiendish powers can change 
  those who look upon them, and covenant mages of this 
  influence are forever marked by them—some carry the 
  scent of brimstone, or a vast scar that mars their features 
  under moonlight. These covenant mages are both cursed 
  and blessed by a daemonic influence, one of countless 
  pawns in these entities’ deadly games of power. Only 
  the most calculating, cunning, and ruthless of suppli-
  cants successfully balance the boons and banes of this 
  treacherous path. These covenant mages most frequently 
  associate with daemons, although some also are familiar 
  with other evil outsiders or undead creatures. Daemons 
  include the astradaemon, cacodaemon, ceustodaemon, 
  crucidaemon, derghodaemon, hydrodaemon, leukodae-
  mon, meladaemon, olethrodaemon, piscodaemon, pur-
  rodaemon, thanadaemon, and vulnudaemon. 
  Associated Spirits: A covenant mage with the daemonic 
  oblivion influence can call an evil outsider whose Chal-
  lenge Rating is less than or equal to his covenant mage 
  level with his séance ability even if the creature exceeds 
  his Hit Dice limit.
  Bonus Language: Choose one of Abyssal or Infernal.
  Trance Covenants: dark arcana I (cause fear) (1st), fiend-
  ish sight (5th), dimensional stride (9th), consumptive aura 
  (13th), devastating curse (17th).
  Trance Spell-like Abilities: putrefy food and drink (1st), 
  deathwatch (2nd), invisibility (self only) (4th), contagion 
  (6th), enervation (8th), insect plague (10th), greater death 
  knell aura (12th), creeping doom (14th), waves of exhaus-
  tion (16th), scourge of the Horsemen (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. He is 
  protected by a constant magic circle against good spell-like 
  ability and gains immunity to disease and death effects. 
  While in a trance, he gains the evil subtype and any at-
  tack he makes counts as evil-aligned for the purpose of 
  overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the daemonic oblivion influence: 
  danger sense, dreamspinner, empower spell-like ability, 
  expansive spell-like ability, far-reaching spell-like abil-
  ity, forewarned, spell resistance, staggering invocation, 
  telepathy.
  Dark Hedonism Influence
  Hedonists believe that pleasure is the only worthy 
  pursuit. Dark hedonists follow that belief to a sinister 
  extreme. They are utterly selfish and think nothing of 
  inflicting harm upon others or excessive indulgence in 
  pursuit of pleasure or entertainment. These covenant 
  mages are marked by dark hedonism spirits, often in 
  foully indulgent initiation rituals. Dark hedonism spirits 
  are evil fey or outsiders which gain pleasure from ex-
  cessive indulgence or deliberately spreading harm and 
  misery; they include demons (incubus and succubus va-
  rieties), oni (atamahuta, earth yai, fire yai, ice yai, ja noi, 
  kuwa, nogitsune, ogre mage, spirit oni, void yai, water 
  yai, wind oni, and yamabushi tengu varieties), rakshasas 
  (dandasuka, maharaja, marai, raktavarna, tataka, and 
  standard rakshasa varieties), rusalkas, evil satyrs, and yak-
  shas (yakkha, dvarapala, yakshini and kubera varieties*). 
  Associated Spirits: A covenant mage with the dark he-
  donism influence can call a dark hedonism spirit whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature 
  exceeds her Hit Dice limit.
  Bonus Language: Select one of Aklo, Giant, or Infernal.
  Trance Covenants: dark hedonist’s servant (1st), gift 
  of skill II (Bluff, Disguise, Sense Motive) (5th), mind-
  snaring gaze (9th), power of the possessor (13th), demiurge 
  (17th).
  Trance Spell-like Abilities: daze (1st), charm person 
  (2nd), hideous laughter (4th), suggestion (6th), charm 
  monster (8th), dominate person (10th), mass suggestion 
  (12th), waves of ecstasy (14th), mass charm person (16th), 
  overwhelming presence (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. If 
  he has the spell resistance boon, the SR is improved to 
  equal CR +15. In addition, he gains the ability to, three 
  times per day, cast any of his spell-like abilities of 5th 
  level or lower as a swift action (as Quicken Spell), pro-
  vided they are of the enchantment or illusion schools. If 
  the covenant mage has the prolonged spell-like ability or 
  soultouching spell-like ability boons, they have no limit 
  to the number of times per day they can be used with his 
  influence spell-like abilities.
  
  20
  Recommended Spirit Boons: The following spirit 
  boons complement the dark hedonism influence: pro-
  longed spell-like ability, read minds, soul-touching 
  spell-like ability, spectral figment, spell resistance, steal 
  thought.
  Purple Duck Note: Yakshas are part of the Monsters of 
  Porphyra II.
  Dark Tapestry Influence
  The minds of covenant mages that have delved too far 
  into accursed volumes of lore and pierced the veil of 
  reality are often caught in the weave of the great Dark 
  Tapestry, forever steeping them in paranoia and mad-
  ness. Those who accept the aid of these perilous patrons 
  are dangerous in their pursuit of forbidden knowledge—
  both to themselves, their allies, and without doubt to 
  their enemies. These covenant mages associate with 
  aberrant extraplanar creatures, although some are also 
  familiar with daemons. Dark Tapestry creatures are those 
  creatures that abide in other dimensions or are part of 
  cults that worship creatures of the Dark Tapestry, and in-
  clude the aboleth, dark young, denizen of Leng, dimen-
  sional shambler, gnophkeh, Leng spider, lich, mothman, 
  neh-thalggu, neothelid, qlippoth (all varieties except 
  augnagar), serpentfolk (except degenerate serpentfolk), 
  seugathi, shantak, shining child, star-spawn of Cthulhu, 
  wendigo, and worm that walks. 
  Associated Spirits: A covenant mage with the Dark Tap-
  estry influence can call a Dark Tapestry creature whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature ex-
  ceeds her Hit Dice limit. Unlike other covenant mages, 
  a Dark Tapestry-influence covenant mage can bind the 
  above creatures (that are not already outsiders or un-
  dead) as though they were fey for purposes of making 
  permanent covenants. Such covenant mages, however, 
  cannot bind actual fey. GMs can expand the list of Dark 
  Tapestry creatures if they wish, but such creatures must 
  have at least Int 6 or higher and have some spell-like or 
  supernatural abilities.
  Bonus Language: Aklo.
  Trance Covenants: frightful violence (1st), quell aberra-
  tions (5th), aura of madness (9th), innocuous demeanor 
  (13th), far traveling (17th).
  Trance Spell-like Abilities: touch of fatigue (1st), en-
  tropic shield (2nd), hideous laughter (4th), displacement 
  (6th), black tentacles (8th), feeblemind (10th), mislead 
  (12th), disintegrate (14th), orb of the void (16th), symbol 
  of insanity (ends any ongoing instance when used; 18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  gains the no breath universal monster ability, immunity 
  to cold, immunity to confusion and insanity effects, and 
  can survive in the void of outer space.
  Recommended Spirit Boons: The following spirit 
  boons complement the Dark Tapestry influence: danger 
  sense, dreamspinner, heighten spell-like ability, psy-
  chic assault, spell resistance, spiritual revelation, steal 
  thought, telepathy, terrifying gaze, two minds.
  Deathly Fear
  Covenant mages are a strange sort, but all bear one 
  overwhelming trait—they are a breed apart. Some come 
  to learn of their abilities by training, some by inheriting 
  them, but those influenced by deathly fear have experi-
  enced the cold breath of nonexistence, and remain for-
  ever changed. These feared individuals utilize the dread 
  inspired by their connection to the unknown to terrify 
  their foes and bolster their own considerable talents. Fear 
  spirits are creatures with some ability to cause fear and at 
  least Int 6. Fear spirits include the agathion (avoral and 
  reptial varieties), animate dream, azata (ghaele variety), 
  banshee, baykok, bogeyman, crypt thing, daemon (as-
  tradaemon, crucidaemon, derghodaemon, meladaemon, 
  purrodaemon, and thanadaemon varieties), demodand 
  (shaggy and slimy varieties), demons (dretch, quasit 
  and shadow demon varieties), devil (barbed devil, bone 
  devil, erinyes, horned devil, ice devil, and pit fiend 
  varieties), ghost (with frightful moan ability), inevitable 
  (all varieties), shinigami (kami), kyton (eremite and 
  standard evangelist varieties), lich, manananggal, moth-
  man, mummy, nephilim, nightwalker nightshade, pale 
  stranger, qlippoth (nyogoth), ravener, revenant, sahkil 
  (all varieties), satyr, sea bonze, vilderavn, wendigo, and 
  yeth hound. 
  Associated Spirits: A covenant mage with the deathly 
  fear influence can call a fear spirit whose Challenge Rat-
  ing is less than or equal to his covenant mage level with 
  his séance ability even if the creature exceeds his Hit 
  Dice limit.
  
  21
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: frightful violence (1st), gift of skill II 
  (Intimidate, Sense Motive, Stealth) (5th), unnerving aura 
  (9th), phantasmal hunt (13th), lord of fear (17th).
  Trance Spell-like Abilities: ghost sound (1st), cause fear 
  (2nd), darkness (4th), bestow curse (6th), phantasmal kill-
  er (8th), nightmare (10th), eyebite (12th), symbol of fear 
  (ends any ongoing instance when used; 14th), prediction 
  of failure (16th), weird (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a fey or outsider (native) depending on 
  which type of creature she has interacted with the most 
  in their career. If the covenant mage mostly interacted 
  with undead, she must choose one of the two types 
  above. She gains immunity to fear effects. When making 
  an Intimate skill check, she is automatically considered 
  to roll a 20. While an enemy within 30 feet of her is suf-
  fering from a fear effect she gains fast healing 5; this fast 
  healing does not stack with other sources of fast healing, 
  and only applies when she is in a trance. If the covenant 
  mage has the eerie spell-like ability or far-reaching spell 
  like ability boons, they have no limit to the number of 
  times per day they can be used with her influence spell-
  like abilities.
  Recommended Spirit Boons: The following spirit 
  boons complement the deathly fear influence: eerie spell-
  like ability, frightful presence, heighten spell-like ability, 
  persistent spell-like ability, sap speed, soul poppet, soul-
  touching spell-like ability, spectral figment, staggering 
  invocation, telepathy, and terrifying gaze.
  Diabolical Influence
  A diabolical influence most commonly manifests to a 
  youth so obsessed with some project or scheme that she 
  cannot spare time even to sleep for nights on end. If she 
  is destined to be a covenant mage with diabolical influ-
  ence, she finds phantasms of horrible yet alluring fiends 
  dancing across her vision, tempting her to set aside any 
  morality that may be holding back her progress. These 
  covenant mages often develop a rapport with the natives 
  of Hell, whose numbers include devils (accuser devils, 
  barbed devils, bearded devils, belier devils, bone dev-
  ils, contract devils, erinyes, handmaiden devils, horned 
  devils, ice devils, immolation devils, imps, pit fiends), 
  hellcats, and sometimes asuras and kytons. 
  Associated Spirits: A covenant mage with diabolical 
  influence can call a creature with both the evil and law-
  ful subtypes whose Challenge Rating is less than or equal 
  to her covenant mage level with her séance ability even if 
  the creature exceeds her Hit Dice limit.
  Bonus Language: Infernal.
  Trance Covenants: diabolical assistant (1st), immortal 
  resilience (silver) (5th), mind-snaring gaze (9th), phantas-
  mal hunt (13th), plunge into the pit (17th).
  Trance Spell-like Abilities: read magic (1st), vanish 
  (2nd), burning gaze (4th), vision of hell (6th), eyes of 
  the void (8th), persistent image (10th), contagious flame 
  (12th), greater teleport (14th), power word stun (16th), 
  meteor swarm (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a devil herself. She becomes an outsider 
  with the native subtype, and is no longer affected by 
  spells and abilities that specifically target humanoids. In 
  addition, she gains the ability to, three times per day, 
  cast any of her spell-like abilities of 5th level or lower 
  as a swift action (as Quicken Spell). While in a trance, 
  she gains the evil and lawful subtypes, any attacks she 
  makes count as evil- and lawful-aligned for the purpose 
  of overcoming damage reduction, and her fast healing is 
  replaced by regeneration overcome by good-aligned and 
  silver attacks.
  Recommended Spirit Boons: The following spirit 
  boons complement the diabolical influence: frightful 
  presence, spell resistance, spirit spies, sublime imposi-
  tion, telepathy, two minds, wisdom of the spirits.
  Draconic Influence
  The spirit of a dragon is a truly powerful entity in its 
  own right, and any covenant mage that develops such 
  a connection is a force to be reckoned with. Scholars 
  of power often approach dragons, seeking the potent 
  abilities that come with such an alliance. Some dragons 
  interfere in the lives of future covenant mages when they 
  are infants, using them as pawns in centuries-long games 
  of domination. They are demanding allies who inspire 
  a lust for greatness in those they empower. A draconic 
  influence covenant mage must choose one particular 
  
  22
  type of true dragon (chromatic or metallic only); that 
  becomes their “chosen dragon type”. Their chosen type 
  dictates what kind of element they must use for purposes 
  of the elemental trance covenants. 
  Associated Spirits: A covenant mage with the draconic 
  influence can call one of their chosen dragon type whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature ex-
  ceeds her Hit Dice limit. Unlike other covenant mages, 
  a draconic-influence covenant mage can bind dragons as 
  though they were fey for the purposes of making perma-
  nent covenants; they can also bind undead true dragons 
  such as ghosts and raveners. Such covenant mages can-
  not bind undead (except for undead true dragons), fey, 
  or outsiders.
  Bonus Language: Draconic.
  Trance Covenants: nature’s weapons (1st), elemental bless-
  ing (5th), superior mind I (9th), superhuman perfection II 
  (13th), elemental dominion (17th).
  Trance Spell-like Abilities: detect magic (1st), mage 
  armor (2nd), resist energy (4th), fly (6th), divine power 
  (8th), spell resistance (10th), form of the dragon I (12th), 
  form of the dragon II (14th), form of the dragon III (16th), 
  overwhelming presence (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a dragon. While using a form of the 
  dragon trance spell-like ability, her breath weapon deals 
  20d8 damage. She also gains the special racial abili-
  ties gained by wyrmling and very young dragons of her 
  chosen dragon type; where abilities rely on the dragon’s 
  age category, she is treated as ancient (category 10). For 
  example, if she chose white dragons she gains icewalking, 
  cold subtype, and snow vision. A metallic chosen dragon 
  type does not grant the alternative breath weapon.
  Recommended Spirit Boons: The following spirit 
  boons complement the draconic influence: danger sense, 
  far reaching spell-like ability, frightful presence, heighten 
  spell-like ability, prolonged spell-like ability, spell resis-
  tance, spirit ward, two minds.
  Elysian Blessings Influence
  When a sensitive creature first hears the righteous and 
  sublime beauty of a good outsider’s music, they experi-
  ence a spiritual awakening that establishes their place 
  in the world as a covenant mage. While many covenant 
  mages are influenced by the benign divine, those most 
  predicated to whimsy find a resonance with azatas (al-
  though some also are familiar with agathions, angels, and 
  proteans as well). Their minds are filled with righteous 
  music that matches their moods, often leading them to 
  live their lives with an optimistic bent. Azatas include 
  the bralani, brijidine, ghaele, lillend, and lyrakien. 
  Associated Spirits: A covenant mage with the elysian 
  blessings influence can call a chaotic good outsider 
  whose Challenge Rating is less than or equal to his 
  covenant mage level with his séance ability even if the 
  creature exceeds his Hit Dice limit.
  Bonus Language: Celestial.
  Trance Covenants: elysian blade (as heavenly blade, but 
  bane can affect lawful outsiders but not chaotic ones) 
  (1st), immortal resilience (cold iron) (5th), gift of glory III 
  (Wisdom and Charisma) (9th), azata’s gaze (13th), pos-
  sessed weapon III (17th).
  Trance Spell-like Abilities: stabilize (1st), expeditious 
  retreat (2nd), see invisibility (4th), tongues (6th), freedom 
  of movement (self only) (8th), break enchantment (10th), 
  chain lightning (12th), greater teleport (self plus 50 lb. 
  only) (14th), stormbolts (16th), heroic invocation (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. 
  He is constantly protected by a magic circle against evil 
  spell-like ability and benefits from a constant freedom of 
  movement effect. While in a trance, he gains the chaotic 
  and good subtypes and any attack he makes counts as 
  good- and chaotic-aligned for the purpose of overcoming 
  damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the elysian blessings influence: 
  danger sense, death-slaying spell-like ability, embrace 
  the soul, forewarned, prolonged spell-like ability, resur-
  rect the fallen, retrieve the wayward soul, spell resistance, 
  stigmata, transcendant voice, two minds, undead repul-
  sion.
  
  23
  
  24
  Enlightened Warrior Influence
  The influence of ageless enlightened warriors often mani-
  fests to warriors who trained relentlessly, far beyond their 
  bodies’ limits. They are left in a fugue state near death 
  by their exertion, but when the lucky ones recover they 
  recall visitations by enlightened masters of the past whis-
  pering guidance. These covenant mages often develop 
  a rapport with kami, house spirits, manasaputras, and 
  spirits of the virtuous dead or immortal masters, such as 
  certain ghosts, and even 20th-level monks. 
  Associated Spirits: A covenant mage with the enlight-
  ened warrior influence can call a nonevil formerly mortal 
  creature, house spirit, kami, manasaputras, or spirit with 
  a ki pool whose Challenge Rating is less than or equal to 
  her covenant mage level with her séance ability even if 
  the creature exceeds her Hit Dice limit.
  Bonus Language: Celestial.
  Trance Covenants: perfect strikes I (1st; becomes gift of 
  skill I [Str- or Dex-based skills] at 9th), pact of protection 
  II (5th), perfect strikes III (9th; becomes unnatural tal-
  ent [Str- or Dex-based skills] at 13th), perfect strikes IV 
  (13th), vast potential III (17th).
  Trance Spell-like Abilities: guidance (1st), jump (2nd), 
  extreme flexibility (4th), heroism (6th), freedom of move-
  ment (8th), commune (10th), mass bull’s strength (12th), 
  greater heroism (14th), vision (16th), time stop (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an enlightened master herself. She be-
  comes an outsider with the native subtype, and is no 
  longer affected by spells and abilities that specifically 
  target humanoids. She ceases to age (gaining bonuses 
  but ignoring all penalties) and is immune to aging effects 
  and the confused, exhausted, fatigued, nauseated, and 
  sickened conditions. She can use astral projection once 
  per day as a spell-like ability.
  Recommended Spirit Boons: The following spirit 
  boons complement the enlightened warrior influence: 
  danger sense, forewarned, incorporeal form, sap speed, 
  second sight, wisdom of the spirits.
  Eternal Order Influence
  The tragic and unforgiving nature of life often leaves 
  those with desperate circumstances, from the mistreated 
  squire to the wounded veteran, to seek justice and equal-
  ity in all things. They are wont to become covenant 
  mages that aspire to order above all else, finding spiritual 
  allegiances with inevitables come easily (although it’s not 
  unheard of for them to ally with archons, devils, raksha-
  sas and other lawful outsiders). They use their abilities to 
  enforce law, build communities and destroy chaos wher-
  ever they travel, developing stern attitudes towards life 
  that reflect their core beliefs. They associate with lawful 
  outsiders, including apkallus, axiomites, danava titans, 
  and inevitables (including arbiters, kolyarut, lhaksharut, 
  maruts, and zelekhuts). 
  Associated Spirits: A covenant mage with the eternal 
  order influence can call a lawful outsider whose Chal-
  lenge Rating is less than or equal to her covenant mage 
  level with her séance ability even if the creature exceeds 
  her Hit Dice limit.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: gift of skill I (Knowledge [planes], 
  Perception, Sense Motive) (1st), gift of hardiness (mind-
  affecting effects) (5th), superhuman perfection I (9th), 
  inevitable recovery (13th), demiurge (17th).
  Trance Spell-like Abilities: resistance (1st), detect chaos 
  (2nd), see invisibility (4th), suggestion (6th), dimensional 
  anchor (8th), greater forbid action (10th), disintegrate 
  (12th), plane shift (14th), shield of law (16th), mass hold 
  monster (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  is protected by a constant magic circle against chaos spell-
  like ability and gains truespeech (see the universal mon-
  ster ability). While in a trance, she gains the lawful sub-
  type and any attack she makes counts as lawful-aligned 
  for the purpose of overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the eternal order influence: danger 
  sense, empower spell-like ability, psychic shackles, spell 
  resistance, steal thoughts, transcendent voice, and two 
  minds.
  
  25
  Faith Slayer Influence
  Spirits of the faith slayer influence most often mark 
  future covenant mages when they are (justly or un-
  justly) persecuted near to death, perhaps unsuccessfully 
  hanged or burned at the stake, by forces of a powerful 
  religion. Others are seduced for their magical potential 
  by cunning faith slayer spirits like asuras. Whatever their 
  origin, the faith slayer influence empowers these cov-
  enant mages to fight and destroy religions. Most of these 
  covenant mages embrace the destruction of all religions 
  and the downfall of all the powerful but ultimately petty 
  gods the religious worship. Some faith slayers are subtle 
  and seek their goals through creating apathy amongst 
  peoples about religion. Others seek to use education or 
  propaganda to discredit or corrupt religious organiza-
  tions. The most notorious use methods of bloodshed 
  and fire, either engaging in outright warfare, or against 
  carefully selected targets, then going into hiding until 
  they hit other targets. These covenant mages are influ-
  enced by faith slayer spirits. Faith slayer spirits are those 
  creatures which seek to destroy all religions, as described 
  above, or who have abilities that are especially harmful to 
  all divine spellcasters; they include asuras, demodands, 
  devils (apostate and heresy variety), fomorians (titans), 
  monaciello gremlins, and thanatotic titans. 
  Associated Spirits: A covenant mage with the faith 
  slayer influence can call a faith slayer spirit whose Chal-
  lenge Rating is less than or equal to her covenant mage 
  level with her séance ability even if the creature exceeds 
  her Hit Dice limit.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: faith-stealing strike I (1st; becomes 
  elemental weapon [acid] at 13th), heretical soul (5th), su-
  perhuman perfection I (9th), faith-stealing strike II (13th), 
  possessed weapon III (17th).
  Trance Spell-like Abilities: acid splash (1st), forbid ac-
  tion (2nd), silence (4th), haste (6th), spell immunity (8th), 
  spell resistance (10th), greater forbid action (12th), banish-
  ment (14th), greater spell immunity (16th), mage’s disjunc-
  tion (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. If 
  she has the spell resistance boon, the SR is improved to 
  covenant mage level + 15 against divine spells and spells 
  cast by servants of deities. She gains immunity to acid, 
  curses, disease, and poison.
  Recommended Spirit Boons: The following spirit 
  boons complement the faith slayer influence: danger 
  sense, spell resistance, telepathy, two minds.
  Fathomless Influence
  A dive into the salty embrace of the dark ocean depths 
  sometimes threatens to crush the mind and soul just 
  as readily as it threatens to force the air from a youth’s 
  lungs. Some covenant mages survive a harrowing dive 
  (be it from a sinking ship or for reckless sport) to find 
  visions swimming in their minds. These covenant mages 
  often develop a rapport with aquatic and water spirits, 
  whose numbers include the apkallu, bone ship, cetaceal 
  agathion, daemon (hydrodaemon and piscodaemon va-
  rieties), demon (hezrou and omox varieties), div (ghaw-
  was), elemental (ice, mud, and water varieties), kelpie, 
  marid (genie), mephit (ice, ooze, and water varieties), 
  nereid, nuckelavee, sea bonze, water yai (oni), rusalka, 
  veela (water), wakandagi, and wysp (water). 
  Associated Spirits: A covenant mage with fathomless 
  influence can call a creature with the aquatic or water 
  subtype whose Challenge Rating is less than or equal to 
  her covenant mage level with her séance ability even if 
  the creature exceeds her Hit Dice limit.
  Bonus Language: Aquan.
  Trance Covenants: elemental weapon (acid or cold) (1st), 
  elemental blessing (acid or cold) (5th), elemental agility 
  (water) (9th), element incarnate (13th; water), elemental 
  dominion (aquatic or water, and acid or cold) (17th).
  Trance Spell-like Abilities: create water (1st), obscuring 
  mist (2nd), slipstream (4th), aqueous orb (6th), control 
  water (8th), cloudkill (10th), freezing sphere (12th), vortex 
  (14th), seamantle (16th), tsunami (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a water spirit. She gains the water sub-
  type, the ability to breathe water if she did not already 
  possess it, and a swim speed of 60 feet. In addition, she 
  gains a +1 bonus on attack and damage rolls if both she 
  and her foe are at least half-submerged in water. When 
  in a trance, she acts as if under a constant fluid form 
  spell effect.
  
  26
  Recommended Spirit Boons: The following spirit 
  boons complement the fathomless influence: embrace 
  the soul, read minds.
  Heavenly Hosts Influence
  Individuals that spend long hours in patient meditation 
  occasionally experience a sudden awakening to the wider 
  cosmos in a way that loosens the bonds of mortal per-
  ception, allowing them to see as spirits do. The natives of 
  Heaven, primarily the archons, are spirits that embody 
  universal ideals of law, good, truth, and justice. This 
  influence includes all archons and angels. 
  Associated Spirits: A covenant mage with heavenly 
  hosts influence can call a lawful good outsider whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature 
  exceeds her Hit Dice limit.
  Bonus Language: Celestial.
  Trance Covenants: heavenly blade (1st), archon’s ward I 
  (5th), armed with justice (9th), imbue armor IV (13th), 
  possessed weapon III (17th).
  Trance Spell-like Abilities: message (1st), challenge evil 
  (2nd), aid (4th), archon’s aura (6th), divine power (8th), 
  greater teleport (self plus 50 lb. only) (10th), cleanse (can 
  affect yourself no more than once per day) (12th), holy 
  word (14th), holy aura (16th), mass heal (can affect any 
  one target no more than once per day) (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes blessed of the archons. She gains the 
  outsider type and the native subtype. She also gains an 
  aura of menace as an archon. While in a trance, she gains 
  the good and lawful subtypes and any attack she makes 
  counts as good-aligned and lawful-aligned for the pur-
  pose of overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the heavenly hosts influence: em-
  brace the soul, resurrect the fallen, stigmata, transcen-
  dent voice, two minds.
  Kyton Enlightenment Influence
  Some poor individuals with this influence are chosen by 
  kytons for cruel experimentation. Such covenant mages 
  often seek to exorcise their influence and often live tragic 
  lives. The majority of these covenant mages are sadists 
  and masochists, those people that like to inflict pain on 
  others, or themselves, respectively. Such people draw 
  kyton attention like moths to a flame. Kytons attempt to 
  use covenant mages of this influence to act as their mor-
  tal agents in the Material Plane. These covenant mages 
  most frequently associate with kytons (augur, eremite, 
  interlocutor, ostiarus, sacristan, termagant, and standard 
  kyton varieties), although some also are familiar with 
  other spirits who enjoy inflicting or receiving pain or in-
  dulging in shadow magic, such as ankous and svartalfar. 
  Associated Spirits: A covenant mage with the kyton 
  enlightenment influence can call a kyton whose Chal-
  lenge Rating is less than or equal to his covenant mage 
  level with his séance ability even if the creature exceeds 
  his Hit Dice limit.
  Bonus Language: Infernal.
  Trance Covenants: frightful violence (1st), immortal re-
  silience (silver) (5th), unnerving gaze (9th), kyton recovery 
  (13th), lord of pain (17th).
  Trance Spell-like Abilities: bleed (1st), hold person 
  (2nd), piercing shriek (4th), pain strike (6th), hold monster 
  (8th), mass pain strike (10th), symbol of pain (12th), shad-
  ow walk (14th), eyebite (16th), mass suffocation (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. He 
  gains immunity to cold, fear effects, nonlethal damage, 
  and pain effects. The covenant mage is greatly respected 
  by all varieties of kyton, and gains a +5 bonus on all 
  Charisma-related skill checks when interacting with such 
  creatures. As long as a creature is staggered by the lord 
  of pain effect, it suffers a –4 penalty on all saving throws 
  made to resist the covenant mage’s trance spell-like abili-
  ties.
  Recommended Spirit Boons: The following spirit 
  boons complement the kyton enlightenment influence: 
  eerie spell-like ability, heighten spell-like ability, psychic 
  assault, spell resistance, soul poppet.
  Legends Influence
  Covenant mages often awaken to the legends influence 
  when they push themselves beyond their limits in emula-
  tion of a legendary hero or villain. They first glimpse the 
  
  27
  spirit world in the form of the legendary spirit of that 
  hero or villain. 
  Associated Spirits: Instead of a typical covenant mage 
  séance gained at 3rd level, a covenant mage with the 
  legends influence can use the spirit class ability of the 
  medium occult class as if she were a medium of her 
  covenant mage level – 2. While channeling a legendary 
  spirit, she cannot call upon her spirit guide or activate 
  spirit boons, but gains the appropriate spirit bonus, 
  the appropriate influence penalty when the spirit gains 
  enough influence, and any spirit powers she is effectively 
  a high enough level for. (She gains no seance boon, spirit 
  surge, or taboos.) Gaining those benefits costs an offer-
  ing worth 250 gp per effective medium level.
  Bonus Language: Any one language (other than a secret 
  language) that relates to the legends in question.
  Trance Covenants: gift of glory I (1st; becomes frightful 
  violence at 13th), immortal resilience (cold iron) (5th), gift 
  of glory III (9th; becomes unstoppable at 17th), superhu-
  man perfection II or superior mind II (13th; becomes 
  imbued armor IV at 17th), vast potential III (17th).
  Trance Spell-like Abilities: guidance (1st), divine favor 
  (2nd), enthrall (4th), heroism (6th), good hope (8th), 
  righteous might (10th), greater heroism (12th), veil (14th), 
  frightful aspect (16th), heroic invocation (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  is protected by a constant freedom of movement spell-
  like ability. When she enters a trance, she can channel a 
  legendary spirit as a swift action.
  Recommended Spirit Boons: The following spirit 
  boons complement the legends influence: bouncing 
  spell-like ability, consult the fallen, danger sense, eerie 
  spell-like ability, empower spell-like ability, forewarned, 
  hand of the spirit guide, heighten spell-like ability, two 
  minds, wisdom of the ancients.
  Lifegiver Influence
  For every covenant mage that aspires to evil or selfish 
  acts, there is another that devotes their lives to bettering 
  the conditions of everyone around them. Nobles in lands 
  of vast disparity that battle poverty, the children of war 
  that survive one conflict too many, and natural healers 
  touched by miraculous power in times of dire need, find 
  the path of the lifegiver influence with ease. Such indi-
  viduals attract the interest of kindly spirits, who encour-
  age the future covenant mage on the path of the lifegiver. 
  Associated Spirits: This influence includes “life spirits”, 
  which are any fey or outsiders that have the ability to 
  cast spells or spell-like abilities from the healing sub-
  school. A covenant mage with the lifegiver influence can 
  call a life spirit whose Challenge Rating is less than or 
  equal to his covenant mage level with her séance ability 
  even if the creature exceeds her Hit Dice limit.
  Bonus Language: Celestial or Sylvan.
  Trance Covenants: timely invigoration (1st), healing 
  spirit I (becomes archon’s ward I at 9th level) (5th), 
  healing spirit II (becomes deathbane at 17th level) (9th), 
  protective aura (13th), healing spirit IV (17th).
  Trance Spell-like Abilities: stabilize (1st), remove fear 
  (2nd), lesser restoration* (4th), remove disease* (6th), neu-
  tralize poison* (8th), breath of life* (10th), heal* (12th), 
  regenerate* (14th), sunburst (16th), mass heal* (18th).
  * Can affect any one target no more than once per day 
  for each spell-like ability.
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype or a 
  fey, depending upon which type of creature the covenant 
  mage has had most contact with throughout his career. 
  He can exist comfortably on the Positive Energy Plane, 
  and does not benefit (or suffer) from that plane’s over-
  whelming life energies. While in a trance, he gains an 
  aura of positive energy that imparts fast healing 5 on all 
  allies within 20 feet (including herself) which does not 
  stack with other sources of fast healing, and the effects of 
  any channeled positive energy within that aura heal +1 
  per die rolled, but only when used to heal.
  Recommended Spirit Boons: The following spirit 
  boons complement the lifegiver influence: embrace the 
  soul, far reaching spell-like ability, forewarned, retrieve 
  the wayward soul, spirit ward, stigmata, sublime impo-
  sition, resurrect the fallen, transcendent voice, undead 
  repulsion.
  
  28
  Lore Influence
  The storytellers and chief counselors of many societies 
  rely on covenant mages to keep their history, venerating 
  those with the lore influence. Covenant mages obsessed 
  with understanding the nature of society and culture 
  can be counted among them, as well as historians and 
  scholars with a penchant for research. Those who at-
  tempt to magically divine the mysteries of life are often 
  approached by spirits willing to impart their knowledge 
  after a suitable show of persistent devotion to the task. 
  For the most part, they value knowledge for its own 
  sake, but those of a particular focus might seek only to 
  marshal the power of information to their cause. 
  Associated Spirits: These covenant mages most fre-
  quently associate with knowledge spirits, who are those 
  fey, outsider or undead creatures with at least 2 ranks in 
  each of at least two Knowledge skills. A covenant mage 
  with the lore influence can call a knowledge spirit whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature 
  exceeds her Hit Dice limit.
  Bonus Language: Any one language (other than a secret 
  language).
  Trance Covenants: gift of skill I (3 Knowledge skills) 
  (1st), gift of skill II (3 Knowledge skills) (5th), gift of glory 
  III (Intelligence and Charisma) (9th), innocuous demean-
  or (13th), strands of fate (17th).
  Trance Spell-like Abilities: sift (1st), comprehend lan-
  guages (2nd), locate object (4th), tongues (6th), locate 
  creature (8th), telepathic bond (10th), analyze dweomer 
  (12th), power word stun (14th), discern location (16th), 
  power word kill (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. 
  When making a Knowledge skill check, she is automati-
  cally considered to roll a 20. When using spells of the 
  divination school, she never achieves a bad result, such as 
  falsehoods or insanity, when such results are a possibility; 
  however, “don’t know” is still a valid result. She can use 
  comprehend languages at will, and the following spells at 
  will, but no more than one per round: litany of defense, 
  litany of escape (self only) or litany of sight.
  Recommended Spirit Boons: The following spirit 
  boons complement the lore influence: contingent spell-
  like ability, consult the fallen, read minds, spiritual 
  revelation, steal thoughts, two minds, and wisdom of the 
  spirits.
  Natural Influence
  Covenant mages that have survived in the wilderness at 
  the hands of savage natural forces hear the primal heart-
  beat of life, creating spiritual bonds that will serve them 
  a lifetime. Forever linked to the realms of fey or kami, 
  they are permanently changed for the better, certain 
  that the afterlife in their future is a pleasant one; at least, 
  that is the case for most covenant mages who follow this 
  path. These covenant mages are guardians of nature, 
  whether for weal or woe. Some natural influence cov-
  enant mages are vengeance itself, cruel and uncaring, but 
  still guardians of nature. These covenant mages are not 
  so much concerned with the Seelie and Unseelie courts 
  of the fey, as with nature itself. 
  Associated Spirits: Nature spirits include all animal 
  lords, elohim, fey, kami, and manitous. A covenant mage 
  with the natural influence can call a nature spirit whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature 
  exceeds her Hit Dice limit.
  Bonus Language: Sylvan.
  Trance Covenants: nature’s weapons (1st), natural com-
  munication (5th), armed with nature (9th), superhuman 
  perfection II (13th), stormcaller (17th).
  Trance Spell-like Abilities: create water (1st), entangle 
  (2nd), barkskin (4th), neutralize poison (6th), spike stones 
  (8th), wall of thorns (10th), antilife shell (12th), creep-
  ing doom (14th), stormbolts (16th), winds of vengeance 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a fey creature. She gains a +4 natural ar-
  mor bonus and tremorsense 30 feet. She gains immunity 
  to paralysis, poison, polymorph, sleep, and stunning.
  Recommended Spirit Boons: The following spirit 
  boons complement the natural influence: danger sense, 
  death-slaying spell-like ability, embrace the soul, expan-
  sive spell-like ability, forewarned, stigmata, and transcen-
  dent voice.
  
  29
  Nirvana Influence
  A moment of exceptional true peace, such as a first 
  glimpse of vast natural beauty by a freed slave unfamil-
  iar with wilderness, a moment of tremendous sacrifice 
  in pursuit of redemption by a reformed villain, or relief 
  after finding loved ones unharmed after a massive catas-
  trophe, clarifies the senses of some potential covenant 
  mages. Such a transcendental spiritual experience draws 
  the attention of agathions and angels native to the neu-
  tral good realm of Nirvana. 
  Associated Spirits: A covenant mage with the Nirvana 
  influence can call a neutral good outsider whose Chal-
  lenge Rating is less than or equal to her covenant mage 
  level with her séance ability even if the creature exceeds 
  her Hit Dice limit.
  Bonus Language: Celestial.
  Trance Covenants: perfect strikes I (1st), merciful touch 
  (5th), animalistic fleetness (9th), protective aura (13th), 
  spirit’s might (17th).
  Trance Spell-like Abilities: light (1st), speak with 
  animals (2nd), detect thoughts (4th), lightning bolt (6th), 
  dimension door (8th), hold monster (10th), heal (affects 
  each target only once per day) (12th), plane shift (14th; 
  self only), discern location (16th), gate (can call only neu-
  tral good outsiders, which require a 10,000 gp offering) 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  develops animalistic features and gains either one ani-
  mal’s natural weapon (adjusted to match her size catego-
  ry) or one ability from the list for beast shape II. She is 
  constantly protected by a magic circle against evil spell-
  like ability. While in a trance, she gains the good subtype 
  and any attack she makes counts as good-aligned for the 
  purpose of overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the Nirvana influence: embrace the 
  soul, retrieve the wayward soul, staggering invocation, 
  spirit ward, stigmata, sublime imposition, transcendent 
  voice, wisdom of the spirits.
  Occult Influence
  Study of the arcane or divine, a covenant mage of the 
  occult influence would argue, is exactly the same because 
  both seek to master and understand the same fundamen-
  tal power: magic. These covenant mages seek nothing 
  more than to gain more control over their mystical abili-
  ties. Many follow forbidden paths of magic after suffer-
  ing from the near-fatal feedback of a calamitous ritual or 
  dangerous new spell, and several have been said to have 
  fallen upon cursed items that quickly led them to this 
  path. 
  Associated Spirits: These covenant mages associate with 
  spirits (of the fey, outsider, or undead types) of Int 6 
  or higher and with the ability to use the spells listed as 
  occult trance spell-like abilities (or their greater versions, 
  such as greater dispel magic), as a spell-like ability or 
  spell. Occult spirits include aeon (pleroma, theletos), 
  agathion (avoral, draconal), angel (astral deva, mo-
  nadic deva, movanic deva, planetar, solar), archon (star, 
  trumpet), asura (asurenda, tripurasura), azata (ghaele, 
  lillend, lyrakien, raelis), baregara, caulborn, daemon 
  (cacodaemon, ceustodaemon, derghodaemon, hydro-
  daemon, leukodaemon, meladaemon, piscodaemon, 
  vulnadaemon), demodand (all varieties), demon (babau, 
  balor, glabrezu, marilith, nalfeshnee, quasit, and seraptis 
  varieties), devil (belier, contract, heresy, imp, pit fiend), 
  devourer, div (aghash, akvan, doru, ghawwas, pairaka), 
  garuda, genie (marid), hound of Tindalos, inevitable 
  (lhaksharut, marut, zelekhut), kami (zuishin), lich, some 
  manananggals, night hag, nightshades, norn, nymph, 
  oni (spirit, void yai), pixie, protean (imentesh, keketar), 
  qlippoth (chernobue, cythnigot, iathovos, thulgant), 
  rakshasa (dandasuka, maharaja, marai, standard, tataka), 
  sceaduinar, shinigami, shining child, titan (elysian, 
  hekatonkheires, thanatotic), tzitzimitl, some vampires, 
  veelas, winterwight, xacarba, yakshas (dvarapala, kubera, 
  yakkha, yakshini). A covenant mage with the occult 
  influence can call such a spirit whose Challenge Rating 
  is less than or equal to her covenant mage level with her 
  séance ability even if the creature exceeds her Hit Dice 
  limit.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: gift of skill I (Knowledge [arcana, 
  planes, religion], Perception, Sense Motive, Spellcraft, 
  Survival, Use Magic Device) (1st), gift of skill II (Knowl-
  edge [arcana, planes, religion], Perception, Sense Motive, 
  
  30
  Spellcraft, Survival, Use Magic Device) (5th), mind-snar-
  ing gaze (9th), boundless steps (13th), demiurge (17th).
  Trance Spell-like Abilities: detect magic (1st), identify 
  (2nd), spectral hand (4th), dispel magic (6th), scrying 
  (8th), spell resistance (self only) (10th), globe of invulner-
  ability (12th), project image (14th), mind blank (16th), 
  mage’s disjunction (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  can use greater arcane sight at will. She can use any spirit 
  boons that affect spell-like abilities two extra times per 
  day (5/day total).
  Recommended Spirit Boons: The following spirit 
  boons complement the occult influence: contingent 
  spell-like ability, dreamspinner, hand of the spirit guide, 
  incorporeal form, persistent spell-like ability, psychic 
  assault, read minds, spell resistance, spirit spies, spirit 
  ward, spiritual revelation, steal thoughts, telepathy, and 
  wisdom of the spirits.
  Primal Chaos Influence
  The fire of chaos is in the blood of a covenant mage with 
  the primal chaos influence; they are entropy personified, 
  using their abilities to increase freedoms and chaos, and 
  challenging and destroying law wherever they travel. 
  Most develop mercurial attitudes towards life. Some are 
  irrevocably insane, by nature or nurture, and still oth-
  ers simply operate in a capacity that utterly baffles those 
  around them—when their wild behavior finally comes 
  to a head, the true reason for their chaotic ways comes 
  to light. These covenant mages most frequently associate 
  with proteans (all varieties), although some also are fa-
  miliar with azatas, demons, and other chaotic outsiders. 
  Associated Spirits: A covenant mage with the primal 
  chaos influence can call an outsider with the chaotic 
  subtype whose Challenge Rating is less than or equal to 
  her covenant mage level with her séance ability even if 
  the creature exceeds her Hit Dice limit.
  Bonus Language: Protean.
  Trance Covenants: frightful violence (1st), naunet strike 
  (5th), dimensional stride (9th), protean grace (13th), false 
  friend (17th).
  Trance Spell-like Abilities: detect magic (1st), detect 
  law (2nd), mirror image (4th), displacement (6th), confu-
  sion (8th), baleful polymorph (10th), greater dispel magic 
  (12th), prismatic spray (14th), cloak of chaos (16th), 
  shades (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  gains a fly speed of 40 feet with perfect maneuverability. 
  She is protected by a constant magic circle against law 
  spell-like ability. While in a trance, she gains the chaotic 
  subtype and can roll twice and take the result of her 
  choice when using confusion, prismatic spray, and other 
  of her abilities with results determined by rolling on a 
  table.
  Recommended Spirit Boons: The following spirit 
  boons complement the primal chaos influence: second 
  sight, spectral figment, spell resistance, telepathy.
  Qlippothic Redeemer Influence
  Most qlippoths seek the destruction of all mortal life, 
  thinking that by doing so the creation of new demons 
  would be stopped as new souls would cease traveling to 
  the Abyss. Some cleverer qlippoths think this approach 
  is short-sighted and doesn’t work, as it hurries the flow 
  of souls of chaotic evil mortals to the Abyss. Therefore, 
  those qlippoths seek mortal allies to convert chaotic 
  evil and neutral evil mortals to other alignments and 
  faiths; doing so results in fewer of those souls heading 
  to the Abyss and to Abaddon, the plane of their hated 
  enemies the daemons. These erudite qlippoths don’t care 
  to which planes those mortal souls eventually go to as 
  long as it is not the two previously mentioned. They ap-
  proach promising mortals and subject them to horrific, 
  nightmarish visions of the spirit realms to awaken within 
  them the power of the covenant mage and then demand 
  the new covenant mage seek to convert chaotic evil and 
  neutral evil mortals away from their existing alignments 
  and faiths, and if this is not possible then at higher levels 
  simply turn such individuals to stone or worse. These 
  covenant mages associate with qlippoths (chernobue, 
  cythnigot, gongorinan, iathavos, nyogoth, shoggti, and 
  thulgant varieties). 
  Associated Spirits: A covenant mage with the qlippothic 
  redeemer influence can call a qlippoth whose Challenge 
  Rating is less than or equal to his covenant mage level 
  with his séance ability even if the creature exceeds his 
  
  31
  Hit Dice limit. He cannot conjure other spirits. Covenant mages of this influence call only erudite qlip-
  poths when they perform a séance, not those which hold the traditional views towards mortals.
  Alignment: Only neutral or chaotic neutral covenant mages can gain the qlippoth 
  redeemer influence; if a covenant mages changes to another alignment, the qlip-
  poth abandon her and she loses her trance covenants, trance spell-like abilities, and 
  fundamental influence until she again becomes an acceptable alignment or she at-
  tracts the influence of other spirits (gaining the other influence’s benefits instead).
  Bonus Language: Abyssal.
  Trance Covenants: timely invigoration (1st), fiendish sight (5th), dimensional 
  stride (9th), superhuman perfection II (13th), qlippoth blessings (17th).
  Trance Spell-like Abilities: detect magic (1st), sanctuary 
  (2nd), lesser restoration (4th), fly (6th), freedom of move-
  ment (8th), calm emotions (10th), stone to flesh (12th), 
  antilife shell (14th), mass charm monster (16th), im-
  prisonment (18th).
  Fundamental Influence: At 
  20th level, the covenant mage 
  becomes an outsider with 
  the native subtype. He is 
  protected by a constant 
  magic circle against law 
  spell-like ability and gains 
  immunity to cold, poison, 
  and unwanted mind-
  affecting effects. When any 
  neutral evil or chaotic evil 
  mortal dies within 100 feet 
  of the covenant mage, that soul 
  is treated as a true neutral 
  atheist for purposes of 
  receiving divine judg-
  ment; such souls never 
  become daemons or 
  demons, and do not go 
  to neutral evil or chaotic 
  evil planes. The dying 
  creature can negate 
  this effect with 
  a successful 
  Will save 
  against DC 
  10 + 1/2 cov-
  enant mage level + covenant 
  mage’s Charisma modifier.
  
  32
  Recommended Spirit Boons: The following spirit 
  boons complement the qlippothic redeemer influence: 
  dreamspinner, bouncing spell-like ability, persistent 
  spell-like ability, telepathy, two minds.
  Restless Souls Influence
  When the death of a very close friend or other loved one 
  threatens to overwhelm a young covenant mage’s mind 
  with bereavement, he may find he attracts the interest 
  of many different restless souls who feel a connection to 
  his sorrow, even long after he has come to terms with his 
  loss. Restless souls are incorporeal undead and outsiders 
  that share a jealous affinity for entering the flesh of the 
  living. Their numbers include the allip, aoandan, bhuta, 
  banshee, caller in darkness, duppy, dybbuk, shadow 
  demon, ghost, nemhain, unfettered phantom, pharaonic 
  guardian, polong, psychemental, shadow, and wraith. 
  Associated Spirits: A covenant mage with restless souls 
  influence can call an incorporeal creature whose Chal-
  lenge Rating is less than or equal to her covenant mage 
  level with her séance ability even if the creature exceeds 
  her Hit Dice limit.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: frightful violence (1st), death’s caress 
  (5th), unnerving aura (9th), power of the possessor (13th), 
  telekinetic might (17th).
  Trance Spell-like Abilities: touch of fatigue (1st), chill 
  touch (2nd), silence (4th), vampiric touch (6th), enerva-
  tion (8th), telekinesis (10th), veil (12th), ethereal jaunt 
  (14th), dominate monster (16th), wail of the banshee 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage gains a permanent touch of incorporeality. She 
  gains a deflection bonus to Armor Class equal to one-
  quarter her Charisma modifier. She is constantly protect-
  ed as if by feather fall. She gains a +4 competence bonus 
  on Stealth checks and is not automatically detected by 
  nonvisual senses such as blindsense and tremorsense; 
  creatures with those senses must succeed on a Percep-
  tion check to notice her. Reduce all damage dealt to the 
  covenant mage by non-incorporeal sources by 1, except 
  for force effects, ghost touch weapons, and other effects 
  that are more effective than normal against incorporeal 
  foes. Once per day, she can make an attack as if it were a 
  touch attack.
  Recommended Spirit Boons: The following spirit 
  boons complement the restless souls influence: consult 
  the fallen, death-slaying spell-like ability, eerie spell-like 
  ability, incorporeal form, malicious limb, possess crea-
  ture, soul-touching spell-like ability, spirit interference, 
  terrifying gaze, two minds.
  Sacred Duty Influence
  People who greatly respect the dead or who survive a 
  brush with maddening grief sometimes attract the at-
  tention of psychopomps. They could include soldiers, 
  undertakers, lay priests, even people who have lovingly 
  buried family members or pets. These covenant mages 
  are more prominent in cultures that have very strong 
  traditions of protecting and preserving the dead, or of 
  fighting hordes of undead creatures. These covenant 
  mages associate with psychopomps (catrina, esobok, 
  kere, memitim, morrigna, nosoi, shoki, vanth, yamaraj 
  and viduus varieties), although some also are familiar 
  with other outsiders whom respect the dead and battle 
  the undead, such as marut inevitables. 
  Associated Spirits: A covenant mage with the sacred 
  duty influence can call a psychopomp whose Challenge 
  Rating is less than or equal to his covenant mage level 
  with his séance ability even if the creature exceeds his 
  Hit Dice limit.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: deathly blade (1st), sacred protection 
  (5th), deathbane (9th), imbue armor IV (13th), possessed 
  weapon III (17th).
  Trance Spell-like Abilities: disrupt undead (1st), sanctify 
  corpse (2nd), gentle repose (4th), searing light (6th), death 
  ward (8th), dispel evil (10th), heal (can only be used to 
  harm undead, no more than once per day per undead 
  creature) (12th), sunbeam (14th), sunburst (16th), maxi-
  mized disintegrate (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. He 
  gains immunity to death effects, disease, and poison. The 
  covenant mage’s natural weapons, as well as any weapon 
  he wields, are treated as though they had the ghost touch 
  
  33
  weapon special quality. He notices, locates, and can 
  distinguish between living and undead creatures within 
  60 feet, as if he had the blindsight ability. This sense does 
  not allow it to detect objects, but it does allow it to no-
  tice living things that are not creatures (such as normal 
  trees).
  Recommended Spirit Boons: The following spirit 
  boons complement the sacred duty influence: consult 
  the fallen, danger sense, death-slaying spell-like ability, 
  expansive spell-like ability, forewarned, second sight, 
  spectral figment, spiritual revelation, undead repulsion.
  Seelie Court Influence
  Those that dally with fey or other magical beings often 
  find themselves the unwitting subjects of hypnotism 
  (magical or mundane). For most, this hypnotic state 
  passes without a trace as soon after the being departs, 
  but for a few, it serves as an awakening into a higher 
  plane of existence, a glimpse of the spirit realms. The 
  Seelie Court, sometimes known as the Summer Court, 
  is a group of fey associated with abundance, vitality, and 
  positive aspects of nature. Their numbers include the 
  atomie, bagiennik, brownie, dryad, encantado, fastachee, 
  fey creature, gathlain, glaistig, grig, hamadryad, house 
  spirits, korred, lampad, larabay, leprechaun, liminal 
  sprite, muse, nereid, nixie, norn, nymph, pech, pixie, 
  pooka, satyr, seilenos, sprite, tunche, twigjack, and other 
  creative fey. 
  Associated Spirits: A covenant mage with Seelie Court 
  influence can call a fey whose Challenge Rating is less 
  than or equal to her covenant mage level with her séance 
  ability even if the fey exceeds her Hit Dice limit.
  Bonus Language: Sylvan.
  Trance Covenants: seelie friendship (1st), immortal 
  resilience (cold iron) (5th), stunning voice (9th), mantle of 
  light (13th), strands of fortune (17th).
  Trance Spell-like Abilities: virtue (1st), goodberry (2nd), 
  heroism (4th), greater magic fang (6th), cape of wasps 
  (8th), baleful polymorph (10th), greater heroism (12th), 
  animate plants (14th), regenerate (can affect any one tar-
  get no more than once per day) (16th), heroic invocation 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a fey creature. She is no longer affected by 
  spells and effects that specifically work on humanoids. 
  She gains damage reduction 5/cold iron which stacks 
  with any other damage reduction penetrated by cold 
  iron. While in a trance, she emanates an aura of vitality 
  that imparts fast healing 5 on all allies within 20 feet (in-
  cluding herself) which does not stack with other sources 
  of fast healing.
  Recommended Spirit Boons: The following spirit 
  boons complement the Seelie Court influence: embrace 
  the soul, hand of the spirit guide, spell resistance, tran-
  scendent voice.
  Smokeborn Influence
  Some covenant mages first glimpse the spirit world 
  through the haze of noxious smoke, poison, or drugs 
  that burn intensely in their minds. These covenant 
  mages often develop a rapport with fire spirits, whose 
  numbers include the brigidine (azata), azer, elemental (of 
  the fire and magma varieties), efreeti (genie), magmin, 
  mephit (of the fire, magma, and steam varieties), fire yai 
  (oni), thoqqua, veela (fire), and wysp (fire). 
  Associated Spirits: A covenant mage with smokeborn 
  influence can call a creature with the fire subtype whose 
  Challenge Rating is less than or equal to her covenant 
  mage level with her séance ability even if the creature 
  exceeds her Hit Dice limit.
  Bonus Language: Ignan.
  Trance Covenants: elemental weapon (fire) (1st), el-
  emental blessing (fire) (5th), cloak of smoke (9th), element 
  incarnate (fire) (13th), elemental dominion (fire) (17th).
  Trance Spell-like Abilities: spark (1st), burning hands 
  (2nd), pyrotechnics (4th), fireball (6th), wall of fire (8th), 
  geyser (10th), contagious flame (12th), firebrand (14th), 
  incendiary cloud (16th), wall of lava (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a fire spirit. She gains the fire subtype, 
  becomes immune to fire, and gains vulnerability to cold. 
  She can see through smoke without impairment. In 
  addition, she ignores the negative effects of poisons and 
  drugs.
  Recommended Spirit Boons: The following spirit 
  
  34
  boons complement the smokeborn influence: empower 
  spell-like ability, expansive spell-like ability, prolonged 
  spell-like ability, second sight.
  Stony Silence Influence
  Some covenant mages first become attuned to hearing 
  and seeing things beyond the material world when their 
  senses are deprived of material sights and sounds for a 
  long period of time, such as in the darkness of a cavein 
  or in a collapse after an earthquake. These covenant 
  mages usually develop a rapport with earth spirits, whose 
  numbers include the ahkhat, brijidine (azata), crysmal, 
  elemental (of the earth, magma, and mud varieties), 
  glaistig, gravebound, guecubu, mephit (of the earth, 
  magma, ooze, and salt varieties), pech, sandman, shaitan 
  (genie), thoqqua, veela (earth), wysp (earth), and xorn. 
  Associated Spirits: A covenant mage with stony silence 
  influence can call a creature with the earth subtype 
  whose Challenge Rating is less than or equal to her 
  covenant mage level with her séance ability even if the 
  creature exceeds her Hit Dice limit.
  Bonus Language: Terran.
  Trance Covenants: stone fist (1st), immortal resilience 
  (cold iron) (5th), elemental agility (earth) (9th), element 
  incarnate (earth) (13th), elemental dominion (earth and 
  acid) (17th).
  Trance Spell-like Abilities: resistance (1st), expeditious 
  excavation (2nd), stone call (4th), stone shape (6th), cal-
  cific touch (8th), hungry pit (10th), flesh to stone (12th), 
  rampart (14th), earthquake (16th), clashing rocks (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an earth spirit. She gains the earth sub-
  type and a burrow speed of 30 feet. She can burrow 
  through earth, stone, metal, and crystal without impedi-
  ment and without leaving any sign of her passing. She 
  no longer needs to breathe.
  Recommended Spirit Boons: The following spirit 
  boons complement the stony silence influence: expansive 
  spell-like ability, transcendent voice.
  Stormbound Influence
  Some covenant mages awaken into their powers after a 
  desperate winter left them starved and delirious enough 
  for their perceptions to mingle the material world with 
  the reality of cold and aerial spirits. The stormbound 
  influence connects these covenant mages to spirits that 
  represent stark suffering and curious restlessness. These 
  spirits include the anemos, belker, bisha ga tsuku, cold 
  rider, crone queen, elemental (of the air, ice, and light-
  ning varieties), djinni (genie), invisible stalker, mephit 
  (of the cold, dust, and ice varieties), mihstu, ice yai (oni), 
  saxra, veela (air), wendigo, winterwight, wysp (air), and 
  yuki-onna. 
  Associated Spirits: A covenant mage with stormbound 
  influence can call a creature with the air or cold sub-
  type whose Challenge Rating is less than or equal to her 
  covenant mage level with her séance ability even if the 
  creature exceeds her Hit Dice limit.
  Bonus Language: Auran.
  Trance Covenants: elemental weapon (cold) (1st), el-
  emental blessing (cold or electricity) (5th), elemental agil-
  ity (air) (9th), element incarnate (air) (13th), stormcaller 
  (17th).
  Trance Spell-like Abilities: ray of frost (1st), obscur-
  ing mist (2nd), gust of wind (4th), gaseous form (6th), 
  ice storm (8th), control winds (10th), sirocco (deals cold 
  damage instead of fire damage and has cold descriptor 
  instead of fire descriptor) (12th), scouring winds (14th), 
  whirlwind (16th), winds of vengeance (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a storm spirit. She gains the air subtype 
  and a fly speed of 60 feet with perfect maneuverability. 
  She no longer needs to eat and is immune to the effects 
  of cold and wind.
  Recommended Spirit Boons: The following spirit 
  boons complement the stormborn influence: empower 
  spell-like ability, expansive spell-like ability, far-reaching 
  spell-like ability, second sight, spirit spies.
  Time Influence
  Some individuals face their mortality with a scrutiniz-
  ing wit or complete unwillingness to submit. It is when 
  they are tried by the enemy of time—decay, be it from 
  disease, famine or dehydration—that their spiritual ties 
  to the fourth dimension become clear. Egotistical mages, 
  devout clergymen and conceited monarchs obsessed with 
  
  35
  making their rule endure are often the most keen to defy 
  death, yet Time Itself often laughs at the petty concerns 
  of such individuals. Those covenant mages with a desire 
  for immortality develop a connection that grants them 
  the time influence. These practitioners seek to master 
  time, knowing that to control the moment is to express 
  the ultimate signature of power. Time spirits include 
  the bythos aeons, ghosts, hounds of tindalos, maharishi 
  manu manasaputras, time elementals (all varieties), time 
  dragons, time flayers, and other spirits with the time 
  subtype or capable of traveling through time or making 
  time pass faster or slower. 
  Associated Spirits: A covenant mage with the time 
  influence can call time spirit whose Challenge Rating is 
  less than or equal to her covenant mage level with her 
  séance ability even if the creature exceeds her Hit Dice 
  limit.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: timely invigoration (1st), feel young 
  (5th), dimensional stride (9th), consumptive aura (13th), 
  restore youth (17th).
  Trance Spell-like Abilities: guidance (1st), memory lapse 
  (2nd), gentle repose (4th), haste (6th), slow (8th), symbol 
  of slowing (ends any ongoing instance when used) (10th), 
  disintegrate (12th), greater teleport (self plus 50 lbs. only) 
  (14th), temporal stasis (ends any ongoing instance when 
  used) (16th), time stop (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  becomes immune to unwanted time effects (such as 
  slow or temporal stasis), and no longer ages physically. 
  She continues to gain bonuses from aging, and gains a 
  constant haste effect.
  Recommended Spirit Boons: The following spirit 
  boons complement the time influence: bouncing spell-
  like ability, danger sense, forewarned, persistent spell-like 
  ability, sap speed.
  Transformative Influence
  Some covenant mages awaken into their powers after a 
  delirious fever dream or perception-shattering hallucina-
  tion revealed to them how fragile and changeable physi-
  cal shapes can be. The transformative influence connects 
  these covenant mage to spirits that represent creative 
  reinterpretations of reality and freedom from conven-
  tional limitations. These spirits include the animal lords, 
  azata (bralani and ghaele varieties), barghest, div (paira-
  ka), ghul, kelpie, oni (all varieties), protean (all varieties), 
  rakshasa (all varieties), totenmaske, and vilderavn. 
  Associated Spirits: A covenant mage with transforma-
  tive influence can call a creature with the shapechanger 
  subtype whose Challenge Rating is less than or equal to 
  her covenant mage level with her séance ability even if 
  the creature exceeds her Hit Dice limit.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: gift of glory I (Strength, Dexterity, or 
  Constitution) (1st; becomes another face at 9th), inviola-
  ble volition (5th), superhuman perfection I (9th; becomes 
  superior mind I at 13th), superhuman perfection II (13th), 
  false friend (17th).
  Trance Spell-like Abilities: ghost sound (1st), disguise self 
  (2nd), alter self (4th), jester’s jaunt (6th), confusion (8th), 
  polymorph (10th), disintegrate (12th), greater polymorph 
  (14th), polymorph any object (16th), shapechange (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a spirit of transformation. She gains the 
  shapechanger subtype and can change shape as if with 
  greater polymorph at will as a supernatural ability.
  Recommended Spirit Boons: The following spirit 
  boons complement the transformative influence: dream-
  spinner, persistent spell-like ability, prolonged spell-like 
  ability, spell resistance, two minds.
  Trickery Influence
  Covenant mages with the trickery influence are naturally 
  cunning and deceptive practitioners of the arts, allied 
  from birth or circumstance with spirits that would nor-
  mally be disposed to fool them. By colluding with these 
  mischievous entities, however, the covenant mages of 
  this path take their deviousness to previously unimagi-
  nable complexities. Their spiritual awakening sometimes 
  involves a dire escape or grand hoax that brings the spirit 
  to their notice, although the mischievous entity often 
  has an entertaining period of introducing itself to its 
  
  36
  new ally. These covenant mages associate with “trickery 
  spirits” which are fey or outsiders with at least Int 6 or 
  higher and some spell-like or supernatural abilities which 
  relate to illusions. 
  Associated Spirits: A covenant mage with the trickery 
  influence can call a trickery spirit whose Challenge Rat-
  ing is less than or equal to her covenant mage level with 
  her séance ability even if the creature exceeds her Hit 
  Dice limit.
  Bonus Language: Sylvan.
  Trance Covenants: gift of skill I (Appraise, Bluff, Craft 
  [traps], Disable Device, Disguise, Stealth) (1st), gift of 
  skill II (Appraise, Bluff, Craft [traps], Disable Device, 
  Disguise, Stealth) (5th), dimensional stride (9th), mantle 
  of light (13th), false friend (17th).
  Trance Spell-like Abilities: prestidigitation (1st), disguise 
  self (2nd), find traps (4th), nondetection (6th), greater 
  invisibility (8th), mirage arcana (10th), mislead (12th), 
  project image (14th), greater shadow evocation (16th), 
  shades (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype or 
  fey, depending upon which type of creature the covenant 
  mage has had most contact with throughout her career. 
  She gains immunity to unwanted mind-affecting effects. 
  When making a skill check with Appraise, Bluff, Craft 
  (trapmaking), Disable Device, Disguise, or Stealth, she is 
  considered to have rolled a 20.
  Recommended Spirit Boons: The following spirit 
  boons complement the trickery influence: danger sense, 
  dreamspinner, forewarned, incorporeal form, spectral fig-
  ment, spirit spies, staggering invocation, steal thoughts, 
  two minds, wisdom of the spirits.
  Unity Influence
  Those who meditate for days or weeks without distrac-
  tion or sustenance sometimes find themselves beset by 
  visions of spirits embodying the oneness of the mul-
  tiverse and the interconnectedness of all things. These 
  covenant mages associate with aeons (akhana, bythos, 
  lipika, othaos, paracletus, pleroma, theletos varieties) and 
  manasaputras (manu, maharishi manu, rishi manu, solar 
  pitri, and twilight pitri varieties). 
  Associated Spirits: A covenant mage with the unity 
  influence can call an aeon or manasaputra whose Chal-
  lenge Rating is less than or equal to his covenant mage 
  level with his séance ability even if the creature exceeds 
  his Hit Dice limit. Although manasaputras can always 
  simply ignore calling effects, they often take interest in 
  the callings of unity influence covenant mages.
  Bonus Language: Any one language (other than a secret 
  language).
  Trance Covenants: perfect strikes I (1st; becomes gift of 
  glory I at 13th), pact of protection II (5th; becomes reac-
  tive resistance at 9th), pact of protection III (9th), perfect 
  strikes IV (13th), strands of fortune (17th).
  Trance Spell-like Abilities: dancing lights (1st), sanctu-
  ary (2nd), aversion (4th), analyze aura (6th), mind thrust 
  IV (8th), synapse overload (10th), mind thrust VI (12th), 
  plane shift (self only) (14th), moment of prescience (16th), 
  divide mind (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes an outsider with the native subtype. She 
  gains immunity to poison. She gains a deflection bo-
  nus to Armor Class equal to one-quarter her Charisma 
  modifier. Once per day, she can make an attack as if it 
  were a touch attack.
  Recommended Spirit Boons: The following spirit 
  boons complement the unity influence: bouncing spell-
  like ability, embrace the soul, far-reaching spell-like abil-
  ity, forewarned, incorporeal form, sap speed, soul pop-
  pet, spell resistance, steal thought, stigmata, two minds, 
  wisdom of the spirits.
  Unseelie Court Influence
  Those that stumble upon areas protected by spiteful fey 
  often suffer from seizures or strokes brought on by foul 
  otherworldly curses. Sometimes, a trespasser finds that 
  while her body and mind are wracked, her perceptions 
  expand painfully, allowing her to see her tormentors and 
  their fellows as she otherwise never could. The Unseelie 
  Court, sometimes known as the Winter Court, is a 
  group of fey associated with decadence, corruption, and 
  negative aspects of nature. Their numbers include the 
  ankou, bogeyman, bog nixie, chaneque, erlking, fey crea-
  ture, forlarren, fossegrim, gremlin, grimstalker, huldra, 
  kelpie, kikimora, larabay, leanan sidhe, lurker in light, 
  
  37
  that path offers. These covenant mages associate with 
  corporeal undead such as crone queens, death coaches, 
  devourers, fexts, ghouls (particularly Leng ghouls), grim 
  reapers, kurobozus, liches, mummy lords, nightshades, 
  saxras, and vampires. 
  Associated Spirits: A covenant mage with the walking 
  dead influence can call a corporeal undead whose Chal-
  lenge Rating is less than or equal to her covenant mage 
  level with her séance ability even if the creature exceeds 
  her Hit Dice limit.
  Bonus Language: Any one of Abyssal, Common, or 
  Infernal.
  Trance Covenants: gift of glory I (Strength or Consti-
  tution) (1st), death’s caress (5th), diseased strike (9th), 
  darksense (13th), negative energy nexus (17th).
  Trance Spell-like Abilities: ray of frost (1st), cause fear 
  (2nd), false life (4th), speak with dead (6th), fear (8th), 
  waves of fatigue (10th), circle of death (12th), finger of 
  death (14th), undead anatomy IV (16th), energy drain 
  (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes almost an undead creature. Her form be-
  gins to rot (the appearance of this decay varies) and un-
  dead see her as one of them. She gains immunity to cold, 
  nonlethal damage, ability drain, bleed, death effects, 
  disease, fatigue and exhaustion, mind-affecting effects, 
  paralysis, sleep, stunning. She gains DR 5/–. Unintelli-
  gent undead do not notice her unless she attacks them.
  Recommended Spirit Boons: The following spirit 
  boons complement the walking dead influence: eerie 
  spell-like ability, frightful presence, malicious limb, pos-
  sess creature, psychic assault, spell resistance, telepathy, 
  terrifying gaze, undead servitude.
  mite, nereid, norn, nuckelavee, pech, quickling, redcap, 
  rusalka, sangoi, shadow collector, spring-heeled jack, 
  sprite, twigjack, vilderavn, and other destructive fey. 
  Associated Spirits: A covenant mage with Unseelie 
  Court influence can call a fey whose Challenge Rating 
  is less than or equal to her covenant mage level with her 
  séance ability even if the fey exceeds her Hit Dice limit.
  Bonus Language: Aklo or Sylvan.
  Trance Covenants: frightful violence (1st), immortal 
  resilience (cold iron) (5th), gift of glory III (Dexterity and 
  Charisma) (9th), phantasmal hunt (13th), stormcaller 
  (17th).
  Trance Spell-like Abilities: haunted fey aspect (1st), 
  memory lapse (2nd), disfiguring touch (4th), nixie’s lure 
  (6th), hallucinatory terrain (8th), shadow evocation 
  (10th), antilife shell (12th), waves of exhaustion (14th), 
  whirlwind (16th), wail of the banshee (18th).
  Fundamental Influence: At 20th level, the covenant 
  mage becomes a fey creature. She is no longer affected 
  by spells and effects that specifically work on human-
  oids. She gains damage reduction 5/cold iron which 
  stacks with any other damage reduction penetrated by 
  cold iron. While in a trance, she emanates an aura of 
  decay that causes any other creature that suffers hit point 
  damage within 20 feet to additionally suffer 5 points of 
  bleed.
  Recommended Spirit Boons: The following spirit 
  boons complement the Unseelie Court influence: eerie 
  spell-like ability, frightful presence, hand of the spirit 
  guide, psychic assault, soul-touching spell-like ability, 
  spell resistance, steal thought, terrifying gaze, transcen-
  dent voice.
  Walking Dead Influence
  Undeath is a strange state of being, but a powerful and 
  compelling one. Some covenant mages ultimately find 
  these enduring creatures to be exceptional patrons, 
  despite their habit of choosing those they aid. Those that 
  have survived the cold touch of death at the hands of 
  the unliving may be found by these spiritual allies and 
  blessed by them, whether they would choose it or not. 
  They develop connections that aid them in prying into 
  the very secrets of mortality, and all the necrotic power 
  
  38
  Spell List
  Covenant mages have access to the following spells, 
  which are gained as spell-like abilities. Spells marked 
  with an asterisk (*) are found in this book.
  0th-Level Covenant Mage Spells—bleed, dancing lights, 
  daze, detect magic, detect poison, detect psychic significance, 
  disrupt undead, ghost sound, grave words, guidance, haunt-
  ed fey aspect, know direction, light, mage hand, mending, 
  message, open/close, prestidigitation, read magic, resistance, 
  sift, stabilize, telekinetic projectile, touch of fatigue, unwit-
  ting ally, virtue.
  1st-Level Covenant Mage Spells—adjuring step, alarm, 
  animate rope, anticipate peril, auditory hallucination, 
  bane, barbed chain, bloodbath, borrow skill, break, bungle, 
  calm animals, cause fear, charge object, charm person, chill 
  touch, command, compel hostility, comprehend languages, 
  conditional favor, confusion (lesser), cultural adapta-
  tion, dancing lantern, daze monster, deathwatch, decrepit 
  disguise, delusional pride, demand offering, detect chaos/
  good/evil/law, detect secret doors, detect snares and pits, 
  diagnose disease, discern next of kin, disguise self, disguise 
  weapon, doom, endure elements, fabricate disguise, faerie 
  fire, feather fall, floating disk, forbid action, fumbletongue, 
  grasping corpse, grease, hedging weapons, heightened aware-
  ness, hide from undead, hold portal, hypnotism, identify, ill 
  omen, interrogation, invisibility alarm, jitterbugs, jump, 
  karmic blessing, liberating command, linebreaker, line in 
  the sand, lock gaze, mage armor, magic mouth, magic stone, 
  magic weapon, memorize page, memory lapse, mindlink, 
  mind thrust I, murderous command, negative reaction, 
  obscure object, paranoia, persuasive goad, protection from 
  chaos/evil/good/law, psychic reading, quintessence, remove 
  fear, restful sleep, returning weapon, sanctify corpse, see 
  alignment, silent image, sow thought, sundering shards, 
  telempathic projection, theft ward, thunderstomp, touch of 
  combustion, undetectable alignment, unprepared combat-
  ant, unseen servant, ventriloquism, wrath.
  2nd-Level Covenant Mage Spells—absurdity, adora-
  tion, air step, amplify stench, ancestral regression, animal 
  purpose training, animal trance, anonymous interaction, 
  anticipate thoughts, apport object, arcane lock, aversion, 
  babble, bless, blessing of luck and resolve, blindness/deaf-
  ness, blistering invective, boneshaker, buoyancy, burning 
  gaze, calm emotions, calm spirit, catatonia, chill metal, 
  codespeak, command undead, commune with birds, com-
  passionate ally, consecrate, control vermin, darkness, death 
  candle, death knell, desecrate, detect anxieties, detect desires, 
  detect magic (greater), detect mindscape, detect thoughts, 
  disguise other, divine favor, dress corpse, endure elements 
  (communal), enemy’s heart, enshroud thoughts, enthrall, 
  expeditious retreat, false belief, find traps, flickering lights, 
  focused scrutiny, ghostbane dirge, ghostly disguise, ghost 
  whip, ghost wolf, glide, guiding star, haunting mists, heat 
  metal, hideous laughter, hidden presence, hold animal, 
  hold person, honeyed tongue, howling agony, id insinua-
  tion I, imbue with elemental might, inflict pain, instigate 
  psychic duel, investigative mind, invisibility, knock, levitate, 
  life pact, locate object, mad hallucination, magic boulder, 
  mental block, mind thrust II, minor dream, mirror hide-
  away, misdirection, object reading, object possession (lesser), 
  oneiric horror, open book, oppressive boredom, perceive cues, 
  phantom driver, phantom steed, pilfering hand, protection 
  from chaos/evil/good/law (communal), purge spirit, qualm, 
  reckless infatuation, returning weapon (mass), rope trick, 
  sacred space, scare, see invisibility, sense fear, sense madness, 
  sentry skull, shadow anchor, share memory, shatter, shield of 
  faith, shield other, speak with animals, spectral hand, spider 
  climb, spiritual weapon, status, steal breath, steal voice, 
  stunning barrier, suggestion, tongues, touch of idiocy, true 
  strike, unadulterated loathing, unnatural lust, unshakable 
  chill, voluminous vocabulary, vomit swarm, water walk, 
  whispering lore, whispering wind, wind wall, zone of truth.
  3rd-Level Covenant Mage Spells—ablative barrier, 
  adjustable disguise, agonize, agonizing rebuke, air walk, 
  analyze aura, animate dead, appearance of life, apport ani-
  mal, arcane sight, audiovisual hallucination, aura of can-
  nibalism, aura of doom, aura sight, banish seeming, battle 
  trance, bear’s endurance, bestow curse, borrow corruption, 
  bull’s strength, cackling skull, cast out, cat’s grace, chain 
  of perdition, charm monster, condensed ether, confusion, 
  contingent action, control summoned creature, crushing 
  despair, damnation, daylight, deeper darkness, demanding 
  message, dimensional anchor, disable construct, dispel mag-
  ic, eagle’s splendor, ectoplasmic snare, ego whip I, enchant-
  ment foil, ethereal fists, extreme flexibility, false future, fear, 
  fester, flesh puppet, fox’s cunning, fly, geas (lesser), ghostbane 
  dirge (mass), halt undead, haunting choir, healing thief, 
  helping hand, heroism, hostile levitation, id insinuation II, 
  invisibility purge, invisibility sphere, isolate, locate weak-
  ness, magic circle against chaos/evil/good/law, magic weapon 
  (greater), malicious spite, marionette possession, match-
  maker, mental barrier I, meticulous match, mindlocked 
  messenger, mindscape door, miserable pity, nereid’s grace, 
  oneiric horror (greater), overwhelming grief, owl’s wisdom, 
  
  39
  pack empathy, phantasmal affliction, phantom chariot, 
  phantom steed (communal), pierce disguise, placebo effect, 
  prayer, rage, raging rubble, ray of exhaustion, rest eternal, 
  riding possession, screaming flames, screech, sealed life, seek 
  thoughts, selective alarm, sessile spirit, sleepwalking sugges-
  tion, speak with dead, speak with haunt, spellcrash (lesser), 
  spider climb (communal), spiritual ally, synaptic pulse, 
  synaptic scramble, telekinetic charge, telekinetic maneuver, 
  terrible remorse, thaumaturgic circle, they know, thought 
  shield I, thunderstomp (greater), tongues (communal), trade 
  items, transfer regeneration, triggered suggestion, twilight 
  knife, unliving rage, urban step, vision of hell, wandering 
  star motes, water walk (communal), witness.
  4th-Level Covenant Mage Spells—Air walk (commu-
  nal), animate objects, anti-incorporeal shell, aura altera-
  tion, ban corruption, battlemind link, blink, chaos ham-
  mer, charm person (mass), command plants, compelling 
  rant, conditional curse, conjuration foil, contagious zeal, 
  coward’s lament, curse of disgust, curse of the outcast, daze 
  (mass), death ward, debilitating portent, detect scrying, di-
  mension door, discern lies, dismissal, dispel chaos/evil/good/
  law, dominate person, dreadscape, earth glide, ego whip II, 
  enemy hammer, entrap spirit, envious urge, erase impres-
  sions, ethereal envelope, etheric shards, expel spirits*, feast 
  on fear, flesh puppet horde, flesh wall, freedom of move-
  ment, ghost brand, glimpse of truth, globe of invulnerability 
  (lesser), good hope, hallucinatory terrain, hold monster, 
  hollow heroism, holy smite, hunger for flesh, hypercognition, 
  id insinuation III, impossible angles, interrogation (great-
  er), locate creature, mage’s faithful hound, mad sultan’s 
  melody, magic jar, mantle of calm, mental barrier II, mind 
  probe, mind swap, mind thrust III, mindwipe, mirror 
  transport, modify memory, nondetection, object possession, 
  order’s wrath, overland flight, paragon surge, phantasmal 
  asphyxiation, phantasmal killer, pessimism, possess object, 
  possession, primal scream, remove curse, repel vermin, resist 
  energy, sending, shadow step, shared wrath, sleepwalk, smug 
  narcissism, spellsteal, stunning barrier (greater), summoner 
  conduit, telekinesis, telepathic bond, telepathy, thoughtsense, 
  thought shield II, threefold aspect, trace teleport, truespeak, 
  unholy blight, vile dog transformation, wall of blindness/
  deafness.
  5th-Level Covenant Mage Spells—Analyze dweomer, 
  banishment, blessing of fervor, blood ties, break enchant-
  ment, charnel house, circle of death, command (greater), 
  control plants, control undead, create mindscape, crime 
  wave, curse (major), damnation stride, decapitate, dispel 
  magic (greater), disrupting weapon, divine power, dream, 
  ego whip III, ethereal envelopment, ethereal jaunt, feeble-
  mind, false vision, forbid action (greater), foster hatred, 
  hellmouth lash, id insinuation IV, incorporeal chains, inflict 
  pain (mass), intellect fortress I, invisibility (greater), joyful 
  rapture, locate gate, mage’s decree, mental barrier III, mind 
  fog, mind thrust IV, mirage arcana, nightmare, object pos-
  session (greater), old salt’s curse, phantasmal web, phantas-
  mal putrefaction, phobia, planar adaptation, plane shift, 
  planeslayer’s call, power word blind, pox of rumors, primal 
  regression, protection from energy, psychic crush I, remote 
  viewing, repress memory, repulsion, resilient reservoir, resist 
  energy (communal), seeming, sequester, serenity, shadow 
  walk, song of discord, spawn ward, spellcrash, spirit-bound 
  blade, synaptic pulse (greater), suggestion (mass), thought 
  shield III, true seeing, undeath to death, unwilling shield, 
  utter contempt, vengeful outrage, wall of ectoplasm, waves 
  of fatigue, wind blades, wither limb.
  6th-Level Covenant Mage Spells—alleviate corruption, 
  antimagic field, arcane sight (greater), blessing of luck and 
  resolve (mass), bow spirit, charm monster (mass), circle of 
  clarity, cloak of dreams, confine spirits*, create undead, 
  cruel jaunt, demand, demanding message (mass), dimen-
  sional lock, dominate monster, dream council, dream scan, 
  dust ward, ectoplasmic eruption, ego whip IV, etherealness, 
  eyebite, false vision (greater), fester (mass), fly (mass), fool’s 
  forbiddance, globe of invulnerability, heroism (greater), 
  hold person (mass), insanity, intellect fortress II, mage’s 
  sword, maze, mental barrier IV, mind blank, mind thrust 
  V, night terrors, nine lives, overwhelming presence, path of 
  the winds, phantasmal revenge, planar adaptation (mass), 
  possession (greater), power word stun, project image, pro-
  tection from energy (communal), psychic crush II, reverse 
  gravity, scrying (greater), sealed life (greater), spell turning, 
  telekinetic storm, temporary resurrection, thought shield IV, 
  tower of iron will I, triggered hallucination, unshakable 
  zeal, veil, waves of ecstasy, withdraw affliction.
  
  40
  Favored Class 
  Options
  The following options are available all characters who 
  have the covenant mage as their favored class, and unless 
  otherwise stated, the bonus applies each time you select 
  the listed favored class reward. 
     Aasimar: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Anumus: Add a +1/2 bonus on Knowledge (nature) 
  and Knowledge (planes) to identify the strengths and 
  weaknesses of fey and outsiders.
     Avoodim: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Blue: Add +1 to the covenant mage’s total number of 
  trance rounds per day.
     Boggard: Add +1/2 to the covenant mage’s spell or 
  covenant damage while in a trance.
     Boggle: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Catfolk: Add a +1/2 bonus on Knowledge (nature) 
  and Knowledge (planes) to identify the strengths and 
  weaknesses of fey and outsiders.
     Changeling: Add +1 to the covenant mage’s total 
  number of trance rounds per day.
     Dark Folk: Add 1/6 of a spirit boon.
     Dhampir: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Dhosari: Add a +1/2 bonus on Spellcraft checks to 
  identify the properties of magic items and on Use Magic 
  Device to use scrolls or wands.
     Dragonblood: Add +1/4 deflection bonus to the cov-
  enant mage’s AC during a trance.
     Dromite: Add a +1/2 points of one energy type dam-
  age (selected when this bonus is first taken) to spell-like 
  abilities or covenants that deal that type of damage.
     Drow: Add 1/2 a spell-like ability from the covenant 
  mage’s spell list. The spell-like ability must be at least one 
  level lower than her highest level spell-like ability.
     Duergar: Add +1/2 to the covenant mage’s spell or 
  covenant damage while in a trance.
     Dwarf: Add a +1 bonus on concentration checks when 
  using spell-like abilities.
     Elan: Add a +1/2 bonus on Spellcraft checks to iden-
  tify the properties of magic items and on Use Magic 
  Device to use scrolls or wands.
     Elf: Add 1/2 a spell-like ability from the covenant 
  mage’s spell list. The spell-like ability must be at least one 
  level lower than their highest level spell-like ability.
     Entobian: Add +1 to the covenant mage’s total num-
  ber of trance rounds per day.
     Erkunae: Add 1/2 a spell-like ability from the cov-
  enant mage’s spell list. The spell-like ability must be 
  at least one level lower than her highest level spell-like 
  ability.
     Eventual: Add +1 to the covenant mage’s total number 
  of trance rounds per day.
     Fetchling: Add 1/6 of a spirit boon.
     Feykissed: Add a +1/2 bonus on Knowledge (nature) 
  and Knowledge (planes) to identify the strengths and 
  weaknesses of fey and outsiders.
     Forlarren: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Gillmen: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Goblin: Add a +1/2 points of fire damage to spell-like 
  abilities or covenants that deal fire damage.
     Gnome: Add 1/2 a spell-like ability from the covenant 
  mage’s spell list. The spell-like ability must be at least one 
  level lower than their highest level spell-like ability.
     Grindylow: Add a +1/2 bonus on Diplomacy and In-
  timidate checks when interacting with outsiders and fey.
     Grippli: Add a +1/2 bonus on Knowledge (nature) 
  and Knowledge (planes) to identify the strengths and 
  weaknesses of fey and outsiders.
     Half-Cyclops: Add +1/2 to the covenant mage’s or 
  covenant damage while in a trance.
     Half-Elves: Learn two additional languages.
     Half-Giant: Add +1/2 to the covenant mage’s spell or 
  covenant damage while in a trance.
     Half-Harpy: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Half-Human: Add +1/4 deflection bonus to the cov-
  enant mage’s AC during a trance.
     Half-Medusa: Add +1 to the covenant mage’s total 
  number of trance rounds per day.
     Half-Orc: Add 1/6 of a spirit boon.
     Half-Ogre: Add a +1 bonus on rolls to stabilize when 
  dying.
     Half-Rakshasa: Add +1/4 deflection bonus to the 
  covenant mage’s AC during a trance.
     Halfling: Learn two additional languages.
     Hobgoblin: Add +1/2 to the covenant mage’s spell or 
  covenant damage while in a trance.
     Human: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Ifrit: Add a +1/2 points of fire damage to spell-like 
  abilities or covenants that deal fire damage.
  
  41
     Ith’n Ya’roo: Add a +1/2 points of cold damage to 
  spell-like abilities or covenants that deal cold damage.
     Kitsune: Add +1 to the covenant mage’s total number 
  of trance rounds per day.
     Kripar: Add a +1/2 bonus on Diplomacy and Intimi-
  date checks when interacting with outsiders and undead.
     Kval: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Kobold: Add 1/2 a spell-like ability from the covenant 
  mage’s spell list. The spell-like ability must be at least one 
  level lower than her highest level spell-like ability.
     Living Ghoul: Add 1/6 of a spirit boon.
     Lizardfolk: Add a +1 bonus on rolls to stabilize when 
  dying.
     Maenad: Learn two additional languages.
     Mahrog: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Merfolk: Add a +1/2 bonus on Knowledge (nature) 
  and Knowledge (planes) to identify the strengths and 
  weaknesses of fey and outsiders.
     Mogogol: Add a +1/2 bonus on Diplomacy and In-
  timidate checks when interacting with outsiders and fey.
     Muse: Add +1 to the covenant mage’s total number of 
  trance rounds per day.
     Nagaji: Add a +1/2 bonus on Spellcraft checks to 
  identify the properties of magic items and on Use Magic 
  Device to use scrolls or wands.
     Numistian: Add +1/4 deflection bonus to the cov-
  enant mage’s AC during a trance.
     Oakling: Add a +1/2 bonus on Diplomacy and In-
  timidate checks when interacting with outsiders and fey.
     Obitu: Add 1/6 of a spirit boon.
     Ogrillon: Add +1/2 to the covenant mage’s spell dam-
  age or covenant damage while in a trance.
     Ophiduan: Add 1/2 a spell-like ability from the 
  covenant mage’s spell list. The spell-like ability must be 
  at least one level lower than her highest level spell-like 
  ability.
     Orc: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks when interacting with outsiders and undead.
     Oread: Add a +1/2 points of acid damage to spell-like 
  abilities or covenants that deal acid damage.
     Qi’tar: Add +1 to the covenant mage’s total number of 
  trance rounds per day.
     Polkan: Add a +1/2 bonus on Diplomacy and Intimi-
  date checks when interacting with outsiders and undead.
     Ratfolk: Add 1/6 of a spirit boon.
     Relluk: Add a +1 bonus on rolls to stabilize when dy-
  ing.
     Samsaran: Add a +1/2 bonus on Spellcraft checks to 
  identify the properties of magic items and on Use Magic 
  Device to use scrolls or wands.
     Sahuagin: Add +1/2 to the covenant mage’s spell or 
  covenant damage while in a trance.
     Saurian: Add a +1 bonus on rolls to stabilize when 
  dying.
     Skinwalker: Add 1/3 a spell-like ability of any level 
  she can cast from the covenant mage’s spell list. The 
  spell-like ability must be a transmutation or have the 
  curse descriptor.
     Skulk: Add +1 to the covenant mage’s total number of 
  trance rounds per day.
     Squole: Add a +1/2 points of one energy type dam-
  age (selected when this bonus is first taken) to spell-like 
  abilities or covenants that deal that type of damage.
     Strix: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks when interacting with outsiders and undead.
     Svirfneblin: Add a +1 bonus on concentration checks 
  when using spell-like abilities.
     Sylph: Add a +1/2 points of electricity damage to 
  spell-like abilities or covenants that deal that electricity 
  damage.
     Taddol: Add 1/6 of a spirit boon.
     Tengu: Learn two additional languages.
     Tiefling: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Undine: Add a +1/2 points of cold to spell-like abili-
  ties or covenants that deal cold damage.
     Urisk: Add a +1/2 points of fire to spell-like abilities 
  or covenants that deal fire damage.
     Vanara: Add 1/2 a spell-like ability from the covenant 
  mage’s spell list. The spell-like ability must be at least one 
  level lower than her highest level spell-like ability.
     Vishkanya: Add +1 to the covenant mage’s total num-
  ber of trance rounds per day.
     Wayang: Learn an additional language.
     Xax: Add a +1/2 bonus on Spellcraft checks to identify 
  the properties of magic items and on Use Magic Device 
  to use scrolls or wands.
     Xeph: Add +1/2 to the covenant mage’s spell or cov-
  enant damage while in a trance.
     Xesa: Add +1/4 deflection bonus to the covenant 
  mage’s AC during a trance.
     Zendiqi: Add +1 to the covenant mage’s total number 
  of trance rounds per day.
     Zif: Add 1/6 of a spirit boon.
  
  42
  Iconic Dervish
  
  43
  Dervish
  Dervishes enter meditative trances in the heat of battle, 
  whirling with ecstatic grace to focus their minds and 
  heighten their agility. A dervish’s trance allows her to 
  touch the supernatural world beyond her own; some 
  dervishes believe it lets them glimpse the face of the 
  divine. Many nascent dervishes demonstrate a natural 
  instinct for seeing the magical in the world around them 
  and are inducted into monastic orders to focus this tal-
  ent. Others discover the means to unlock their power 
  through their own trial and the whispers of guiding 
  spirits. All dervishes are helped in their meditations by 
  spirit guides, but different dervishes view their guides 
  very differently. Some consider their spirit guides to be 
  aspects of their own souls. Others see them as manifesta-
  tions of the supernal reality beyond the physical. Still 
  others believe their spirit guides to be aspects of their 
  deities or divine servants.
  Alignment: Dervishes are more often than not similar in 
  alignment to the spirits they most frequently deal with, 
  but may be of any alignment.
  Starting Wealth: 3d6 x 10 gp (105 gp average)
  Hit Die: d10.
  Parent Classes: Barbarian and covenant mage.
  Class Skills
  The dervish’s class skills are Acrobatics (Dex), Craft (Int), 
  Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowl-
  edge (history) (Int), Knowledge (nature) (Int), Knowl-
  edge (planes) (Int), Knowledge (religion) (Int), Linguis-
  tics (Int), Perception (Wis), Perform (Cha), Ride (Dex), 
  Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  The following are class features of the dervish.
  Weapon and Armor Proficiencies: The dervish is profi-
  cient with all simple and martial weapons and with light 
  armor and light shields (but not tower shields).
  Fast Movement (Ex): The dervish’s base land speed in-
  creases by 10 feet as long as she wears light or no armor 
  and carries no more than a light load.
  Path (Su): The dervish must choose a path, which 
  represents the spiritual forces she draws upon during 
  her whirling trance. Each path emulates the powers and 
  spiritual significance of certain sorts of spirits (generally 
  fey, outsiders, or undead).
     The path imparts the dervish with automatic knowl-
  edge of a single language used by associated spirits. In 
  addition, during her trance, she can also borrow the 
  power of such spirits in the form of covenants that she 
  need not pay for nor make any formal agreement to 
  gain. The bonus language and covenants are determined 
  by the path chosen. Once a dervish’s choice of path has 
  been made, it can’t be changed.
     If the dervish takes levels in another class that grants 
  a path or influence, they must be the same type, even 
  if that means that the path or influence of one of the 
  classes must change. Subject to GM discretion, the der-
  vish can change her previous path or influence to make 
  them conform.
  Spirit Guide (Sp): Every dervish possesses a spirit guide, 
  an insubstantial phantom that speaks to her mind, 
  watches over her, lends her its strength and wisdom, 
  and offers her its help in contacting spirits and using 
  spell-like abilities. The guide automatically grants her a 
  single guidance spell effect whenever she enters a whirl-
  ing trance (as described below); the bonus can be used at 
  any time during the trance. At 4th level and every three 
  levels thereafter, the competence bonus granted by the 
  spirit’s guidance increases by 1 when applied to an attack 
  roll, saving throw, or skill check to against one or more 
  fey, outsiders, or undead, to a maximum of a +7 total 
  bonus at 19th level.
  Trance Covenant (Su): A dervish gains access to a least 
  covenant determined by her path while in her whirling 
  trance. If a covenant gained this way calls for choices to 
  be made when the covenant is formed (such as choosing 
  which ability score gift of glory I applies to), the dervish 
  makes the choice when she reaches the level that first 
  grants it, and may change her choice about the cov-
  enant’s effect any time she gains a dervish level. At 6th 
  level, she also gains a minor covenant. At 11th level, she 
  also gains a major covenant. At 16th level, she also gains 
  a greater covenant. At 20th level, she also gains a supe-
  rior covenant. All covenants gained are determined by 
  her path.
  
  44
  Table: Dervish
  Lvl
  Base Attack 
  Bonus
  Base 
  Fort 
  Save
  Base 
  Ref 
  Save
  Base 
  Will 
  Save
  Special
  Spell-like Abilities 
  Known
  1st
  2nd
  3rd 4th
  1st
  +1
  +0
  +2
  +0
  Fast movement, path, spirit guide, 
  trance covenant (least), whirling 
  finesse, whirling trance
  —
  —
  —
  —
  2nd
  +2
  +0
  +3
  +0
  Detect spirits, uncanny dodge
  —
  —
  —
  —
  3rd
  +3
  +1
  +3
  +1
  Flashing weapons
  —
  —
  —
  —
  4th
  +4
  +1
  +4
  +1
  Spiritual supplication, trance power
  1
  —
  —
  —
  5th
  +5
  +1
  +4
  +1
  Alacrity, whirling finesse +1
  1
  —
  —
  —
  6th
  +6/+1
  +2
  +5
  +2
  Trance covenant (minor)
  1
  —
  —
  —
  7th
  +7/+2
  +2
  +5
  +2
  Trance power
  1
  1
  —
  —
  8th
  +8/+3
  +2
  +6
  +2
  Dance of battle
  1
  1
  —
  —
  9th
  +9/+4
  +3
  +6
  +3
  Glimpse infinity (spell-like ability)
  2
  1
  —
  —
  10th
  +10/+5
  +3
  +7
  +3
  Greater trance power, trance power, 
  whirling finesse +2
  2
  1
  1
  —
  11th
  +11/+6/+1
  +3
  +7
  +3
  Greater whirling trance, trance cov-
  enant (major)
  2
  1
  1
  —
  12th
  +12/+7/+2
  +4
  +8
  +4
  Elusive
  2
  2
  1
  —
  13th
  +13/+8/+3
  +4
  +8
  +4
  Trance power
  3
  2
  1
  1
  14th
  +14/+9/+4
  +4
  +9
  +4
  Swift whirling trance
  3
  2
  1
  1
  15th
  +15/+10/+5
  +5
  +9
  +5
  Glimpse infinity (least or minor 
  covenant), whirling finesse +3
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +5
  +10
  +5
  Trance covenant (greater), trance 
  power
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +5
  +10
  +5
  Glimpse infinity (major covenant)
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +6
  +11
  +6
  Transcendence
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +6
  +11
  +6
  Trance power
  4
  3
  3
  2
  20th
  +20/+15/+10/+5 +6
  +12
  +6
  Supernal whirling trance, trance 
  covenant (superior), whirling finesse 
  +4
  4
  4
  3
  2
     Unlike most covenants, trance covenants do not have 
  a patron; the dervish uses her own statistics to determine 
  its effects. A dervish can gain continuous access to the 
  covenant by making an appropriate offering to a patron 
  who could grant the covenant (although she remains 
  limited by any limitations described in the covenant). 
  This does not require paying for a purification ritual and 
  does not require a feat. Thereafter, the dervish uses the 
  patron’s statistics or her own to determine the covenant’s 
  effects, whichever is better.
  Whirling Finesse (Ex): A dervish gains Weapon Finesse 
  as a bonus feat. Its benefit applies to scimitars and fal-
  chions in addition to the weapons it describes.
     At 5th level, the dervish gains a +1 bonus on damage 
  rolls with melee and thrown weapons when she applies 
  her Dexterity modifier on the attack roll and applies 
  her Strength modifier on the damage roll. If she attacks 
  with off-hand weapon, the bonus applies only to attacks 
  with the first weapon she attacks with each round. The 
  ends of a double weapon count as separate weapons for 
  this purpose. The bonus increases by 1 at 10th level and 
  every five levels thereafter (+2 at 10th, +3 at 15th, and so 
  on).
  Whirling Trance (Su): As a move action, a dervish can 
  
  45
  enter a whirling trance to align herself with the powers 
  of the spirit world. A dervish can maintain her trance for 
  a number of rounds per day equal to 4 + her Constitu-
  tion modifier. Temporary increases to Constitution, such 
  as those gained from the whirling trance and spells like 
  bear’s endurance, do not increase the total number of 
  rounds that the dervish can maintain a whirling trance 
  per day. She gains an additional 2 rounds of whirling 
  trance per level she gains after 1st.
     While in a trance, the dervish gains guidance as de-
  scribed in the spirit guide ability and taps into the power 
  of her spirit influence. The dervish gains a +2 insight 
  bonus on Perception checks and to Dexterity, Consti-
  tution, and Charisma. She can also locate living and 
  undead creatures adjacent to her (even if they are incor-
  poreal, although they might still have concealment or 
  total concealment). However, she suffers a –2 penalty to 
  attack rolls. In addition, she gains temporary access to 
  one or more covenants determined by her path. These 
  covenants come from no patron in particular, instead 
  representing the collective recognition of many spirits. 
  The covenants use the dervish’s statistics in place of a 
  patron’s.
     A dervish must spin or dodge and weave as a free ac-
  tion to maintain the whirling trance each round; if she 
  ends her turn without spending the required free action 
  (perhaps due to the dazed, paralyzed, or stunned condi-
  tions) or if she suffers any condition that would prevent 
  her from moving as a move action (such as failed save 
  against a tanglefoot bag or falling prone), her trance ends 
  immediately. If a whirling dervish falls unconscious, 
  her trance persists for 1 round before ending. This extra 
  round counts against her number of remaining rounds 
  of trance. The whirling does not interfere with normal 
  movement, but actions that require moving in a straight 
  line (such as running and charging) or stillness (such 
  as some Stealth checks) are impossible. Skill checks to 
  affect anything not moving with her suffer at least a –5 
  penalty if they are not impossible. A mounted dervish 
  must guide her mount into whirling with her, which in-
  creases the DC of all Ride checks by 5 unless the mount 
  is trained to do so (which counts as a DC 15 Handle 
  Animal trick) and always penalizes the mount’s attacks.
  With regards to compatibility with multi-classing, a der-
  vish cannot enter a barbarian’s rage (or be affected by the 
  rage spell ot its equivalent) during a trance and cannot 
  enter a whirling trance during a rage; she is immune to 
  rage effects as long as the whirling trance lasts. A der-
  vish cannot enter a trance while under the effects of an 
  alchemical mutagen; imbibing a mutagen immediately 
  ends her trance.
     A dervish can end her whirling trance as a free action. 
  When she does so, she is fatigued for 2 rounds for every 
  round she spent in her trance. She cannot enter a new 
  whirling trance while fatigued or exhausted, but can 
  otherwise enter a whirling trance multiple times during 
  the same encounter.
     A whirling trance counts as a trance (as the covenant 
  mage ability) and is subject to abilities that add to trance 
  (such as the Extra Trance feat on page 120), but not 
  abilities that alter trance. Unlike a covenant mage, a der-
  vish gains no spell-like abilities from her trance.
  Detect Spirits (Sp): At 2nd level, the dervish can detect 
  the presence of fey, undead, and outsiders (even ethe-
  real, incorporeal, and invisible creatures of those types) 
  at will. This ability functions like detect undead, except 
  that she detects all of these creature types and the der-
  vish only risks being stunned by spirits of an alignment 
  opposite her own in at least one respect (law is opposite 
  chaos, good is opposite evil, and nothing is opposite a 
  neutral component).
     If the dervish studies a haunt with this ability long 
  enough to learn the strength and location of its aura, 
  she can make a Knowledge (religion) check (DC 10 
  + haunt’s CR) to learn the haunt’s effect. If she beats 
  the DC of the check by 5 or more, she learns a cryptic 
  clue about the haunt’s origin, generally in the form of a 
  powerful emotion linked to a physical feature of the area 
  or a fleeting glimpse of the past. If she beats the DC of 
  the check by 10 or more, she also learns its destruction 
  condition.
     Starting at 7th level, the dervish’s spirit guide alerts 
  her to the presence of spirits that could be detected by 
  this ability within 60 feet in any direction. She must 
  activate this ability and concentrate to learn more, but 
  learns the number of auras in the area and the strength 
  of the strongest aura on the first round, and the strength 
  and location of the auras on the second round. These 
  advanced abilities function only while the spirit guide is 
  present.
  Uncanny Dodge (Ex): At 2nd level, the dervish cannot 
  be caught flat-footed and does not lose her Dexterity 
  bonus to AC against foes she cannot see. She still loses 
  her Dexterity bonus to AC if she is immobilized as well 
  as if an opponent successfully feints against her.
  Flashing Weapons (Ex): At 3rd level, a dervish gains 
  her choice of Cleave, Quick Draw, or Rapid Shot as a 
  
  46
  bonus feat even if she does not meet the prerequisites. If 
  she chooses Cleave and already had it, she instead gains 
  Great Cleave. This ability counts as Intelligence 13 and 
  Combat Expertise for the purpose of meeting prerequi-
  sites.
  Alacrity (Ex): At 4th level, a dervish can take her stan-
  dard action at any point in her movement during a move 
  action. If that action is an attack against a creature, she 
  does not provoke an attack of opportunity for moving 
  out of that creature’s threatened area. A dervish cannot 
  take a second move or standard action in a round in 
  which she uses alacrity. This ability counts as the Spring 
  Attack feat for the purpose of meeting prerequisites; if 
  she already has that feat, she can replace it with another 
  feat for which she meets the prerequisites.
  Spell-Like Abilities: Starting at 4th level, a dervish’s 
  spirit guide imparts the secrets of a limited number of 
  spell-like abilities, which the dervish chooses from the 
  dervish spell list, as indicated on the class table. Since 
  spell-like abilities lack components, they can be activated 
  with only a thought from the dervish and are not subject 
  to spell failure from armor or deafness, though they still 
  require attention and can be disrupted by attacks or dis-
  tractions. Spell-like abilities are not spells, so they cannot 
  be countered and cannot be used to counter spells. They 
  can be dispelled normally. A dervish’s spell-like abili-
  ties are cast as a standard action that provokes attacks of 
  opportunity unless the spell’s casting time is normally 
  shorter.
     Since these spell-like abilities require a certain measure 
  of attention from the dervish’s spirit guide to maintain, 
  she can have no more than one instance of any particular 
  spell-like ability active at a time; casting that spell-like 
  ability again ends the duration of any ongoing copy 
  of that spell-like ability. The nonmagical effects of the 
  spell-like abilities are not necessarily undone, and instan-
  taneous and permanent spell-like abilities are not subject 
  to this limitation.
     Each spell-like ability of the highest level that the 
  dervish can cast is available 3 times per day; spell-like 
  abilities of lower levels are available at will. The save DC 
  for a spell-like ability is equal to 10 + spell level + the 
  dervish’s Charisma modifier. In order to use a spell-like 
  ability, the dervish must have a Charisma score of at least 
  10 + spell level.
     Upon reaching 8th level, and at every three dervish 
  levels after that (11th, 14th, and so on), a dervish can 
  choose to learn a new spell in place of one she already 
  knows. In effect, the dervish loses the old spell in ex-
  change for the new one. The new spell’s level must be 
  the same as that of the spell being exchanged. A dervish 
  may swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same time 
  that she gains new spells known for the level.
     Through 3rd level, a dervish has no caster level. At 4th 
  level and higher, her caster level is equal to her dervish 
  level – 3.
  Aligned Spell-like Abilities: A dervish cannot choose to 
  learn a spell-like ability with an alignment descriptor un-
  less she has a matching alignment or has a covenant with 
  a creature with a matching alignment.
  Spiritual Supplication (Su): At 4th level, the dervish 
  can meditate in communion with her spirit guide for 1 
  hour to contact a distant but sympathetic patron spirit 
  appropriate to the dervish’s path specifically for the 
  purpose of forming a covenant. An offering is required as 
  normal, and a Covenant Supplicant feat is also required 
  unless this is a trance covenant for the dervish. The of-
  fering is delivered by the spirit guide during the medita-
  tion. This covenant uses the ephemeral patronage rules, 
  but the dervish may substitute her own statistics for her 
  patron’s, whichever is better in each case.
  Trance Power: At 4th level and every three level thereaf-
  ter (7th, 10th, and so on), the dervish gains one trance 
  power from the following list. Unless noted otherwise, a 
  trance power functions only during a whirling trance.
     Aligned Strikes (Su): Your attacks overcome damage 
  reduction as if they matched your alignment. You must 
  be at least 7th level to select this trance power.
     Blinding Speed (Ex): When applying your Dexterity 
  modifier on attack rolls with a weapon, you can make 
  an extra attack at your highest base attack bonus during 
  a full attack action. This extra attack does not stack with 
  haste, weapons of speed, or similar benefits. You must be 
  at least 7th level to select this trance power.
     Evasion (Ex): You gain evasion as the ranger ability 
  during a whirling trance.
     Expanded Detection (Su): Your detect spirits spell-like 
  ability also applies to aberrations, dragons, and magical 
  beasts. You can distinguish the creature type of all auras 
  you detect. At 13th level, it applies to all creatures.
     Feat of Agility (Ex): You gain a feat of your choice from 
  the following list when you enter a whirling trance: 
  Acrobatic, Acrobatic Spellcaster, Acrobatic Steps, 
  
  47
  Agile Maneuvers, Canny Tumble, Careful Flyer, 
  Cat’s Fall, City Sprinter, Combat Expertise, 
  Combat Patrol, Disorienting Maneuver, Dodge, 
  Fencing Grace, Fleet, Following Step, Improved 
  Lightning Reflexes, Improved Sidestep, Improved 
  Unarmed Strike, Lightning Reflexes, Lunge, Mo-
  bility, Nimble Moves, Shot on the Run, Sidestep, 
  Skill Focus (Acrobatics), Sliding Dash, Spring 
  Attack, Stalwart, Starry Grace, Step Up, Step Up 
  and StrikeAPG, Whirlwind Attack, Wind Stance, 
  Wingover.
  At the GM’s discretion, feats from other sources that aid 
  in movement, Acrobatics checks, Reflex saving throws, 
  dodging attacks, or making Dexterity-based attacks 
  might also be available. You must meet the prerequisites.  
  You can choose a different feat each time you begin a 
  trance. If a chosen feat can be used only a limited num-
  ber of times per day, uses count against the limit of all 
  such feats you select with this trance power in the same 
  day.
     Keen Detection (Su): Your detect spirits spell-like abil-
  ity becomes constant and omnidirectional while you are 
  in a whirling trance. You constantly know the number 
  of spirit auras it could detect within 60 feet and the 
  strength of the strongest aura. Concentrating as a stan-
  dard action immediately reveals the strength and loca-
  tion of all auras within 60 feet. After you concentrate, 
  you gain the benefits of the Blind-Fight feat against 
  the creatures it locates until they are at least 60 feet 
  away from you. At 13th level, you constantly know the 
  strength and location of all auras within 60 feet without 
  using an action and always gain the benefits of Blind-
  Fight against those creatures within that range. You must 
  be at least 7th level to select this trance power.
     Maneuver Maelstrom (Ex): You don’t provoke attacks of 
  opportunity from attempting combat maneuvers. If you 
  have the “Improved” feat tied to a maneuver, you gain 
  a +2 bonus to your CMD against that maneuver. You 
  must be at least 7th level to select this trance power.
     Meditative Focus (Ex): You gain a +2 bonus to your 
  caster level for spells (and spell-like abilities).
     Nimble Charge (Ex): You can charge or run while in a 
  whirling trance. You can charge or run through difficult 
  terrain while in a whirling trance, although it slows your 
  movement as normal.
     Rage Power: You can channel a righteous fury during 
  your whirling trance. You choose a barbarian rage power 
  when you gain this trance power; you can use that rage 
  power during a whirling trance or during a rage. You 
  must meet the prerequisites. You add your dervish level 
  to your barbarian level for the purposes of the chosen 
  rage power.
     Sacred Circumambulation (Sp): You can make your 
  trance a ritual dance marking a sacred space. Once per 
  trance, you can cast path of glory as a spell-like ability 
  with a duration of concentration; you expand the area as 
  part of the standard action to concentrate rather than as 
  a swift action. The amount healed by this path of glory 
  is increased by 1 per three dervish levels you possess (to a 
  maximum of 7 at 20th level).
     See the Unseen (Su): Invisibility does not prevent you 
  from locating creatures within 60 feet and they have 
  only concealment (rather than total concealment) 
  against you; the Stealth bonus from invisibility does not 
  apply against you. At 7th level, you can see invisible 
  creatures normally.
     Spiraling Serenity (Ex): You gain a +2 bonus on Will 
  saving throws while in a trance.
     Spirit Boon: Choose a covenant mage spirit boon (see 
  page 7) when you gain this trance power. You can use it, 
  but only during a whirling trance. You add your dervish 
  level – 3 to your covenant mage level to determine the 
  effectiveness of all spirit boons during your whirling 
  trance and to determine which spirit boons you qualify 
  for (including gaining adept, intermediate, advanced, 
  and transcendental spirit boons). You can gain this 
  trance power multiple times, choosing a different spirit 
  boon each time.
     Spirit-Ridden (Sp): You can call a spirit to inhabit your 
  body once per whirling trance with 1 round of whirling 
  per spirit Hit Dice, spending a standard action to con-
  centrate on the calling each round. This ability functions 
  as the séance ability of the covenant mage (see page 11). 
  You add your dervish level to your covenant mage level 
  for this purpose while in a whirling trance.
  Dance of Battle (Ex): At 8th level, enemies threatened 
  by the dervish provoke attacks of opportunity from 
  the dervish for taking 5-foot steps. As part of taking an 
  attack of opportunity against any foe for moving, the 
  dervish can move up to 5 feet in pursuit of that foe. 
  This ability counts as the Step Up feat for the purpose 
  of meeting prerequisites; if she already has that feat, she 
  can replace it with another feat for which she meets the 
  prerequisites.
  Glimpse Infinity (Su): At 9th level, the dervish can 
  briefly glimpse the infinite facets of the spiritual planes 
  after meditating for 10 minutes. During that time, she 
  
  48
  sends her spirit guide to draw power from other planes 
  of existence. When it returns at the end of that time, the 
  dervish can choose a spell-like ability from the dervish 
  spell list of a level she can cast. She adds it to her list 
  of spell-like abilities known until the end of the day in 
  place of another spell-like ability she knows.
     At 15th level, the dervish can also replace one of her 
  trance covenants when she glimpses infinity. When she 
  does so, she chooses a least or minor covenant from 
  another path and gains its benefits as if it were a trance 
  covenant from her path in place of the path’s covenant of 
  the same grade any time she uses her whirling trance that 
  day. Alternatively, she can instead temporarily change 
  any choices made regarding one of her trance covenants 
  for the rest of the day. At 17th level, she can replace a 
  major covenant instead.
  Greater Trance Power: Starting at 10th level, when the 
  dervish gains a trance power, she can choose from the 
  following list instead of from the list of normal trance 
  powers. Unless noted otherwise, a trance power func-
  tions only during a whirling trance.
     Circling Strikes (Ex): You can move up to your speed 
  during a full-attack action, taking the attacks at any 
  point during the move provided you move at least 5 feet 
  between each attack. This movement provokes attacks of 
  opportunity as normal.
     Circling Whirlwind (Ex): As a full-round action, you 
  can move up to your speed and make a single attack at 
  each target that is within your reach (if using a melee 
  weapon) or within your first range increment (if using 
  a ranged weapon) at any point during the movement. 
  Each attack is made at your full base attack bonus. You 
  can make no more attacks this way than your dervish 
  level in a round. This movement provokes attacks of op-
  portunity as normal. You must have the circling strikes 
  trance power and be at least 19th level to select this 
  trance power.
     Effortless Grace (Ex): Choose three Dexterity- or 
  Charisma-based skills. You can take 10 on checks with 
  those skills even when you are distracted or in combat. 
  You can choose this trance power multiple times, choos-
  ing different skills each time.
     Greater Feat of Agility (Ex): You gain another feat of 
  your choice from the list for feat of agility when you 
  begin a whirling trance. You also add Dimensional Agil-
  ity, Dimensional Assault, Dimensional Dervish, Dimen-
  sional Maneuvers, Dimensional Savant, and Lightning 
  Stance to the list. You can use the first feat you choose to 
  meet prerequisites for the second feat. You must have the 
  feat of agility trance power to select this trance power.
     Greater Meditative Focus (Su): Your bonus from medi-
  tative focus improves to +4. You must have the medita-
  tive focus trance power to select this trance power.
     Ghost Strikes (Su): Your weapon attacks affect incorpo-
  real creatures as if they were not incorporeal. Your armor 
  gains the ghost touch property as long as you wear it.
     Improved Evasion (Ex): You gain improved evasion as 
  the ranger ability during a whirling trance. You must 
  have evasion from a trance power or other means to 
  select this trance power.
     Mystic Interconnectedness (Su): You can sense how 
  all things are connected by divine providence and use 
  that connectedness to channel magic. Once per trance, 
  you can choose a spell or covenant that targets you and 
  change the target to another creature with a touch. To 
  affect the target you must succeed at a caster level check 
  against DC 8 + spell’s caster level or 8 + covenant’s 
  patron Hit Dice. Alternatively, you can touch a creature 
  and move a spell or covenant that targets it to instead 
  target you. (You must succeed on a caster level check in 
  that case as well.) It continues to affect the new target for 
  whatever duration remained when it was transferred or 
  until the trance ends. If the trance ends before the spell 
  or covenant effect, the transfer is undone and it returns 
  to the original target.
     Precise Detection (Su): You gain the benefits of Im-
  proved Blind-Fight against creatures revealed by your 
  detect spirits spell-like ability. At 16th level, you gain 
  blindsight that applies only to creatures revealed by your 
  detect spirits spell-like ability. You must have the keen 
  detection trance power to select this trance power.
     Tornado Charge (Ex): You can make a full attack at the 
  end of a charge. You must have the nimble charge trance 
  power to select this trance power.
     Touch the Infinite (Su): You verge on oneness with 
  something infinitely greater than yourself during your 
  trance. You roll twice and takes the higher result on sav-
  ing throws against individually targeted spells and abili-
  ties. You must be at least 16th level to select this trance 
  power.
     Vast Detection (Su): Your detect spirits spell-like ability 
  extends to a 120-foot radius. You must be at least 13th 
  level to choose this spirit boon.
     Whirling Awareness (Ex): You can perceive in all direc-
  tions equally well and cannot be flanked.
  Greater Whirling Trance (Su): At 11th level, the der-
  vish’s bonuses from her trance increase to +4 each.
  
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  Elusive (Ex): At 12th level, the dervish can move unim-
  peded through other creatures’ spaces and difficult ter-
  rain but must still end her movement in a legal square. 
  Her movement still provokes attacks of opportunity. 
  This ability counts as the Acrobatic Steps and Nimble 
  Moves feats for the purpose of meeting prerequisites; if 
  she already has those feats, she can replace them with 
  other feats for which she meets the prerequisites.
  Swift Whirling Trance (Ex): At 14th level, the dervish 
  can begin a whirling trance as a swift action rather than a 
  move action.
  Transcendence (Ex): At 18th level, the dervish tran-
  scends her mortal form. She is thereafter an outsider 
  with the native subtype or fey, whichever is more appro-
  priate for her path. She gains damage reduction chosen 
  from the following list, whichever is most appropriate 
  for her path: 10/adamantine (for psychopomp paths), 
  10/chaotic (for lawful paths), 10/cold iron (for fey 
  paths), 10/evil (for good paths), 10/good (for evil paths), 
  10/lawful (for chaotic paths), 10/silver (for undead 
  paths), or 5/– (for elemental or other paths).
  Supernal Whirling Trance (Su): At 20th level, the der-
  vish can tap into the cosmic ideal behind the patrons of 
  her powers, allowing her to gain even more insight from 
  her trances. The bonuses from her trance increase to +6 
  each. She can enter a trance as a free action.
  Dervish Paths
  Each dervish walks one of many paths. They are guided 
  down their paths by spirits. Many dervishes see these 
  spirits as heralds or agents of their patron deities. Other 
  dervishes work with these spirits as philosophical or mar-
  tial mentors. Each path teaches the dervish a language 
  related to these spirits. Each path also grants the dervish 
  certain covenants while in a whirling trance: a least cov-
  enant at 1st level, a minor covenant at 6th level, a major 
  covenant at 11th level, a greater covenant at 16th level, 
  and a superior covenant at 20th level.
  Abyssal Hordes Path
  Dervishes follow the abyssal hordes path because they 
  desire power to indulge their urges without limitation. 
  These dervishes most frequently associate with demons 
  and demodands.
  Bonus Language: Abyssal.
  Trance Covenants: abyssal blade (1st), fiendish sight 
  (6th), armed with cruelty (11th), imbued armor IV 
  (16th), spirit’s might (chaotic or evil) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the abyssal hordes path: aligned 
  strikes, rage power (animal fury, intimidating glare, pow-
  erful blow, terrifying howl), spirit boon (danger sense, 
  possess creature, sap speed, soul poppet, spell resistance, 
  spirit ward, telepathy, and terrifying gaze).
  Angelic Choirs Path
  Dervishes following the angelic choirs path work to 
  emulate angels in their moral and martial grace, defying 
  evil in all things, and supporting beauty.
  Bonus Language: Celestial.
  Trance Covenants: heavenly blade (1st), imbued armor II 
  (6th), stunning voice (11th), protective aura (16th), spirit’s 
  might (good) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the angelic choirs path: aligned 
  strikes, rage power (low-light vision, night vision, swift 
  foot), spirit boon (embrace the soul, retrieve the way-
  ward soul, staggering invocation, stigmata, sublime 
  imposition, transcendent voice, wisdom of the spirits).
  
  50
  Ancestors Path
  Dervishes follow the ancestors path to realize the full 
  potential inspired by the great works of those who came 
  before them, within their family, nation, or race.
  Bonus Language: Any one language (other than a secret 
  language) that relates to the ancestors in question, or the 
  afterlife they have gone to.
  Trance Covenants: gift of glory I (Str, Dex, or Con) 
  (1st), inviolable volition (6th), superior mind I (11th), 
  imbued armor IV (16th), possessed weapon III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the ancestors path: ghost strikes, 
  rage power (clear mind, fearless rage, guarded stance, re-
  newed vigor, surprise accuracy), spirit boon (consult the 
  fallen, danger sense, embrace the soul, forewarned, spirit 
  interference, spirit ward, undead repulsion).
  Daemonic Oblivion Path
  The path of daemonic oblivion offers power at the cost 
  of sacrificing vitality, morality, and eventually one’s soul. 
  Only the most calculating, cunning and ruthless of sup-
  plicants successfully balance the boons and banes of this 
  treacherous path. These dervishes most frequently associ-
  ate with daemons, although some also are familiar with 
  other evil outsiders or undead creatures.
  Bonus Language: Choose one of Abyssal, Draconic, or 
  Infernal.
  Trance Covenants: frightful violence (1st), fiendish sight 
  (6th), soul stealer (11th), consumptive aura (16th), spirit’s 
  might (evil) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the daemonic oblivion path: aligned 
  strikes, rage power (internal fortitude), spirit boon (dan-
  ger sense, far-reaching spell-like ability, forewarned, spell 
  resistance, staggering invocation, telepathy).
  Dark Hedonism Path
  Hedonists believe that pleasure is the only worthy 
  pursuit. Dervishes of the dark hedonist path follow that 
  belief to a sinister extreme. They are utterly selfish and 
  think nothing of inflicting harm upon others or excessive 
  indulgence in pursuit of pleasure or entertainment. They 
  associate with evil fey or outsiders which gain pleasure 
  from excessive indulgence or deliberately spreading harm 
  and misery; these include demons, oni, rakshasas, and 
  yakshas.
  Bonus Language: Select one of Giant, Infernal, or Un-
  dercommon.
  Trance Covenants: another face (1st), gift of skill II 
  (Bluff, Disguise, Sense Motive) (6th), mind-snaring gaze 
  (11th), superhuman perfection II (16th), spirit’s might 
  (evil) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the dark hedonism path: rage power 
  (animal fury, increased damage reduction, low-light 
  vision, night vision, renewed vigor, superstition), spirit 
  boon (prolonged spell-like ability, read minds, spell resis-
  tance, steal thought).
  Dark Tapestry Path
  The minds of those that have delved too far into ac-
  cursed volumes of lore and pierced the veil of reality 
  are often caught in the weave of the great Dark Tap-
  estry, forever steeping them in paranoia and madness. 
  These dervishes emulate aberrant extraplanar creatures, 
  although some are also familiar with daemons. Dark 
  Tapestry creatures are those creatures that abide in other 
  dimensions or are part of cults that worship creatures of 
  the Dark Tapestry, and include the dark young, denizen 
  of Leng, dimensional shambler, gnophkeh, Leng spi-
  der, lich, neh-thalggu, neothelid, qlippoth, serpentfolk, 
  seugathi, shantak, shining child, star-spawn of Cthulhu, 
  wendigo, and worm that walks. Dervishes of this path 
  can make covenants with these creatures as if they were 
  outsiders but cannot make covenants with fey.
  Bonus Language: Aklo.
  Trance Covenants: frightful violence (1st), immortal 
  resilience (6th), aura of madness (11th), vast potential II 
  (16th), far traveling (20th).
  Recommended Trance Powers: The following trance 
  powers complement the dark tapestry path: expanded 
  detection, rage power (fearless rage, internal fortitude, 
  intimidating glare, roused anger, superstition, terrifying 
  howl), spirit boon (danger sense, heighten spell-like abil-
  ity, psychic assault, spell resistance, spiritual revelation, 
  steal thoughts, telepathy, terrifying gaze, two minds), 
  
  51
  whirling awareness.
  Deathly Fear Path
  Dervishes of the deathly fear path emulate spirits with 
  some ability to cause fear, believing that fear puts them 
  in touch with their most primal selves.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: frightful violence (1st), gift of skill II 
  (Intimidate, Sense Motive, Stealth) (6th), unnerving aura 
  (11th), boundless step (16th), lord of fear (20th).
  Recommended Trance Powers: The following trance 
  powers complement the deathly fear path: rage power 
  (fearless rage, intimidating glare, swift foot, terrifying 
  howl), spirit boon (eerie spell-like ability, frightful pres-
  ence, heighten spell-like ability, persistent spell-like abil-
  ity, sap speed, soul-touching spell-like ability, staggering 
  invocation, telepathy, and terrifying gaze).
  Diabolical Path
  The diabolical path teaches dervishes to emulate the 
  might and ruthlessness of Hellish spirits like devils, hell-
  cats, and sometimes asuras and kytons.
  Bonus Language: Infernal.
  Trance Covenants: diabolical assistant (1st), immortal 
  resilience (silver) (6th), mind-snaring gaze (11th), possessed 
  weapon II (16th), spirit’s might (evil or lawful) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the diabolical path: aligned strikes, 
  rage power (increased damage reduction, intimidat-
  ing glare, low-light vision, night vision, superstition, 
  terrifying howl), spirit boon (frightful presence, spell 
  resistance, sublime imposition, telepathy, two minds, 
  wisdom of the spirits).
  Draconic Path
  The draconic path teaches dervishes to emulate the 
  ambition, overwhelming strength, and incredible speed 
  of the dragon. A draconic path dervish must choose one 
  particular type of true dragon (chromatic or metallic 
  only); that becomes their “chosen dragon type”. Their 
  chosen type dictates what kind of element they must use 
  for purposes of the elemental trance covenants. Un-
  like other dervishes, a draconic path dervish can form 
  covenants with dragons as though they were fey. These 
  dervishes cannot form covenants with undead except 
  those that were formerly dragons.
  Bonus Language: Draconic.
  Trance Covenants: nature’s weapons (1st), elemental bless-
  ing (6th), superior mind I (11th), superhuman perfection 
  II (16th), elemental dominion (20th).
  Recommended Trance Powers: The following trance 
  powers complement the draconic path: expanded detec-
  tion, rage power (animal fury, fearless rage, intimidating 
  glare, low-light vision, night vision, superstition, terrify-
  ing howl), spirit boon (danger sense, far-reaching spell-
  like ability, frightful presence, heighten spell-like ability, 
  prolonged spell-like ability, second sight, spell resistance, 
  spirit ward, two minds).
  Elysian Blessings Path
  Dervishes who walk the elysian blessings path work with 
  and emulate azatas and other chaotic good outsiders, set-
  ting the accomplishment of good deeds above all.
  Bonus Language: Celestial.
  Trance Covenants: elysian blade (as heavenly blade, 
  except bane can affect lawful outsiders but not chaotic 
  ones) (1st), immortal resilience (cold iron) (6th), gift of 
  glory III (Constitution and Charisma) (11th), azata’s gaze 
  (16th), spirit’s might (chaotic or good) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the elysian blessings path: aligned 
  strikes, rage power (clear mind, night vision, quick re-
  flexes), spirit boon (danger sense, embrace the soul, fore-
  warned, prolonged spell-like ability, resurrect the fallen, 
  retrieve the wayward soul, spell resistance, stigmata, tran-
  scendant voice, two minds, undead repulsion).
  Enlightened Warrior Path
  The enlightened warrior path teaches dervishes to know 
  themselves completely, body, mind, and soul. These 
  dervishes often develop a rapport with kami, manasapu-
  tras, and spirits of the virtuous dead or immortal mas-
  ters, such as certain ghosts and even 20th-level covenant 
  mages, dervishes, or monks.
  
  52
  Bonus Language: Celestial.
  Trance Covenants: perfect strikes I (1st; becomes gift of 
  skill I [Str- or Dex-based] at 11th level), pact of protec-
  tion II (6th), perfect strikes III (11th; becomes unnatural 
  talent [Str- or Dex-based] at 16th level), perfect strikes IV 
  (16th), vast potential III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the enlightened warrior path: effort-
  less grace, evasion, feat of agility, greater feat of agility, 
  improved evasion, rage power (clear mind, moment of 
  clarity, swift foot), spiraling serenity, spirit boon (danger 
  sense, forewarned, incorporeal form, sap speed, second 
  sight, two minds, wisdom of the spirits), touch the infi-
  nite, whirling awareness.
  Eternal Order Path
  Dervishes who walk the eternal order path emulate the 
  machine-like precision and unswerving honor of inevi-
  tables, and are uniformly lawful.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: gift of skill I (Knowledge [planes], 
  Perception, Sense Motive) (1st), gift of hardiness (mind-
  affecting effects) (6th), superhuman perfection I (11th), 
  inevitable recovery (16th), spirit’s might (lawful) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the eternal order path: aligned 
  strikes, rage power (fearless rage, increased damage re-
  duction, internal fortitude, low-light vision, night vision, 
  renewed vigor), spiraling serenity, spirit boon (danger 
  sense, empower spell-like ability, spell resistance, steal 
  thoughts, transcendent voice, and two minds).
  Faith Slayer Path
  Dervishes of the faith slayer path fight and destroy reli-
  gions. Most of these dervishes embrace the destruction 
  of all religions and the downfall of all the powerful but 
  ultimately petty gods the religious worship. Some faith 
  slayers are subtle and seek their goals through creating 
  apathy amongst peoples about religion. Others seek to 
  use education or propaganda to discredit or corrupt reli-
  gious organizations. The most notorious use methods of 
  bloodshed and fire, either engaging in outright warfare, 
  or against carefully selected targets, then going into hid-
  ing until they hit other targets. These dervishes are men-
  tored by faith slayer spirits. Faith slayer spirits are those 
  creatures which seek to destroy all religions, as described 
  above, or who have abilities that are especially harmful to 
  all divine spellcasters; they include asuras, demodands, 
  devils (apostate and heresy variety), fomorians (titans), 
  monaciello gremlins, and thanatotic titans.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: faith-stealing strike I (1st; becomes 
  elemental weapon [acid] at 16th level), heretical soul (6th), 
  superhuman perfection I (11th), faith-stealing strike II 
  (16th), possessed weapon III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the faith slayer path: aligned strikes, 
  rage power (no escape, superstition), spirit boon (danger 
  sense, spell resistance, telepathy, two minds).
  Fathomless Path
  Fathomless path dervishes contemplate and train amidst 
  the mysterious depths of the sea. They learn from spirits 
  with the aquatic and water subtypes.
  Bonus Language: Aquan.
  Trance Covenants: elemental weapon (acid or cold) (1st), 
  elemental blessing (acid or cold) (6th), elemental agility 
  (water) (11th), element incarnate (water) (16th), elemen-
  tal dominion (aquatic or water, and acid or cold) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the fathomless path: rage power 
  (increased damage reduction, low-light vision, raging 
  swimmer), spirit boon (embrace the soul, read minds), 
  whirling awareness.
  Heavenly Hosts Path
  Lawful good spirits such as archons, manasaputras, and 
  some angels teach heavenly host path dervishes to bal-
  ance mercy and unyielding opposition to evil.
  Bonus Language: Celestial.
  Trance Covenants: heavenly blade (1st), archon’s ward I 
  (6th), armed with justice (11th), imbue armor IV (16th), 
  spirit’s might (good or lawful) (20th).
  
  53
  Recommended Trance Powers: The following trance 
  powers complement the heavenly hosts path: aligned 
  strikes, rage power (low-light vision, moment of clarity, 
  night vision, roused anger, swift foot), spirit boon (em-
  brace the soul, resurrect the fallen, stigmata, transcen-
  dent voice, two minds).
  Kyton Enlightenment Path
  Dervishes who study the sadomadochistic insights of 
  kytons learn to gain strength and resilience by giving and 
  receiving pain.
  Bonus Language: Infernal.
  Trance Covenants: frightful violence (1st), immortal resil-
  ience (silver) (6th), unnerving gaze (11th), kyton recovery 
  (16th), lord of pain (20th).
  Recommended Trance Powers: The following trance 
  powers complement the kyton enlightenment path: 
  aligned strikes, rage power (fearless rage, internal forti-
  tude, low-light vision, night vision, renewed vigor), spirit 
  boon (eerie spell-like ability, frightful presence, heighten 
  spell-like ability, psychic assault, spell resistance, soul 
  poppet).
  Lifegiver Path
  Dervishes of the lifegiver path seek to emulate fey or 
  outsiders that have the ability to cast spells or spell-like 
  abilities from the healing subschool.  Lifegivers are heal-
  ers as much as death-dealers, giving succor in the heat of 
  battle.
  Bonus Language: Celestial or Sylvan.
  Trance Covenants: timely invigoration (1st), archon’s 
  ward I (6th), deathbane (11th), protective aura (16th), 
  healing spirit IV (no more than once per trance and no 
  more than thrice per day) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the lifegiver path: rage power (inter-
  nal fortitude, renewed vigor), spirit boon (embrace the 
  soul, far reaching spell-like ability, forewarned, retrieve 
  the wayward soul, spirit ward, stigmata, sublime impo-
  sition, resurrect the fallen, transcendent voice, undead 
  repulsion).
  Lore Path
  Dervishes of the lore path learn to make the most of 
  their martial skill with extensive study under the guid-
  ance of knowledge spirits. These dervishes most fre-
  quently associate with fey, outsider or undead creatures 
  with at least 2 ranks in each of at least two Knowledge 
  skills.
  Bonus Language: Any one language (other than a secret 
  language).
  Trance Covenants: gift of skill I (3 Knowledge skills) 
  (1st), gift of skill II (3 Knowledge skills) (6th), gift of glory 
  III (Intelligence and Charisma) (11th; becomes pos-
  sessed weapon I at 16th level), vast potential II (16th), 
  strands of fate (20th).
  Recommended Trance Powers: The following trance 
  powers complement the lore path: effortless grace, rage 
  power (clear mind, moment of clarity), spiraling seren-
  ity, spirit boon (consult the fallen, read minds, spiritual 
  revelation, steal thoughts, two minds, and wisdom of the 
  spirits).
  Natural Path
  Dervishes who follow the natural path draw strength 
  from the natural magic of animal lords, fey, kami, and 
  other spirits of nature.  They spend as much time as pos-
  sible in the purity of the natural world.
  Bonus Language: Sylvan.
  Trance Covenants: nature’s weapons (1st), natural com-
  munication (6th), armed with nature (11th), superhuman 
  perfection II (16th; becomes perfect strikes IV at 20th 
  level), vast potential III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the natural path: effortless grace, 
  feat of agility, greater feat of agility, rage power (animal 
  fury, guarded stance, intimidating glare, raging climber, 
  raging leaper, raging swimmer, scent, swift foot, terrify-
  ing howl), spirit boon (danger sense, embrace the soul, 
  forewarned, stigmata, and transcendent voice).
  Nirvana Path
  Dervishes of the Nirvana path seek to emulate neutral 
  good outsiders and mirror the purely animalistic quali-
  ties of non-judgemental goodness.
  
  54
  Bonus Language: Celestial.
  Trance Covenants: perfect strikes I (1st), merciful touch 
  (6th), animalistic fleetness (11th), protective aura (16th), 
  spirit’s might (good) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the Nirvana path: aligned strikes, 
  rage power (animal fury, clear mind, increased damage 
  reduction, low-light vision, moment of clarity, night 
  vision, renewed vigor, scent, swift foot), nimble charge, 
  spiraling serenity, spirit boon (embrace the soul, retrieve 
  the wayward soul, staggering invocation, spirit ward, 
  stigmata, sublime imposition, transcendent voice, wis-
  dom of the spirits), tornado charge.
  Occult Path
  A dervish of the occult path studies the magic of spirits 
  more closely than other dervishes. They look to spirits 
  that favor powerful and versatile magic and in turn learn 
  to make the most of their own spell-like abilities.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: gift of skill I (Knowledge [arcana, 
  planes, religion], Perception, Sense Motive, Spellcraft, 
  Survival, Use Magic Device) (1st), gift of skill II (Knowl-
  edge [arcana, planes, religion], Perception, Sense Mo-
  tive, Spellcraft, Survival, Use Magic Device) (6th), dark 
  arcana III (dispel magic) (11th), mantle of light (16th), 
  possessed weapon III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the occult path: meditative focus, 
  rage power (clear mind, moment of clarity), spirit boon 
  (hand of the spirit guide, incorporeal form, psychic as-
  sault, read minds, spell resistance, spirit ward, spiritual 
  revelation, steal thoughts, telepathy, and wisdom of the 
  spirits), spirit-ridden.
  Primal Chaos Path
  Dervishes of the primal chaos path pursue a glimpse of 
  the primal fire burning at the center of Creation. In imi-
  tation and study of proteans, many are driven to insan-
  ity and many more pursue varied and eclectic goals that 
  change on a whim.
  Bonus Language: Protean.
  Trance Covenants: another face (1st), naunet strike (6th), 
  dimensional stride (11th), protean grace (16th), spirit’s 
  might (chaotic) (20th).
  Recommended Trance Powers: The following trance 
  powers complement the primal chaos path: aligned 
  strikes, greater feat of agility (Dimensional Agility, Di-
  mensional Assault, Dimensional Dervish, Dimensional 
  Maneuver, Dimensional Savant), rage power (animal 
  fury, low-light vision, mighty swing, night vision, unex-
  pected strike), spirit boon (second sight, spell resistance, 
  telepathy).
  Restless Souls Path
  Dervishes who study the path of restless souls seek to 
  free their own souls from the limits of their bodies.  
  Theirs are the ways of the penitents of the various align-
  ments and religions, and they seek to understand the 
  habits and appearance of those beings.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: frightful violence (1st), death’s ca-
  ress (6th), unnerving aura (11th), power of the possessor 
  (16th), possessed weapon III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the restless souls path: ghost strikes, 
  rage power (guarded stance, internal fortitude, intimi-
  dating glare, low-light vision, night vision, roused anger, 
  surprise accuracy, terrifying howl), spirit boon (consult 
  the fallen, death-slaying spell-like ability, eerie spell-like 
  ability, incorporeal form, malicious limb, possess crea-
  ture, soul-touching spell-like ability, spirit interference, 
  terrifying gaze, two minds).
  Sacred Duty Path
  Dervishes who walk the sacred duty path train to pro-
  tect the dead from all who might assail their souls or 
  steal their bodies. These dervishes associate with psy-
  chopomps, although some also are familiar with other 
  outsiders whom respect the dead and battle the undead, 
  such as marut inevitables.
  Bonus Language: Any one of Abyssal, Celestial, or 
  Infernal.
  
  55
  Trance Covenants: deathly blade (1st), sacred protection (6th), psychopomp sense (11th), healing spirit III (no more 
  than once per trance and no more than thrice per day) (16th), possessed weapon III (20th).
  Recommended Trance Powers: The following trance powers complement the sacred duty path: ghost strikes, rage 
  power (clear mind, increased damage reduction, internal fortitude, low-light vision, night vision), spirit boon (con-
  sult the fallen, danger sense, death-slaying spell-like ability, forewarned, second sight, spiritual revelation, undead 
  repulsion).
  Seelie Court Path
  Dervishes who emulate Seelie Court fey strive to live life to its fullest. These dervishes revel in every positive emo-
  tion and seek many sorts of beauty and amusement. Most sculpt their bodies into whatever shape they believe most 
  comely and then seek partners for tests of agility and sensual acts that stir their very souls. Many der-
  vishes start 
  down this path after a glimpse of the unparalleled grace of Seelie Court fey, who 
  might act as noble patrons, quest-givers, or trainers to those dervishes 
  who please them. The Seelie Court, sometimes known as the Sum-
  mer Court, is a group of fey associated with abundance, vitality, 
  and positive aspects of nature.
  Bonus Language: Sylvan.
  Trance Covenants: seelie friendship (1st), immortal resil-
  ience (cold iron) (6th), healing spirit II (no more than 
  once per trance and no more than thrice per day) (11th), 
  mantle of light (16th), strands of fortune (20th).
  Recommended Trance Powers: The following trance 
  powers complement the Seelie Court path: effortless 
  grace, evasion, feat of agility, greater feat of agility, medita-
  tive focus, rage power (guarded stance, increased damage 
  reduction, low-light vision, quick reflexes, renewed 
  vigor, rolling dodge, superstition, surprise accuracy, 
  swift foot), spiraling serenity, spirit boon (embrace 
  the soul, hand of the spirit guide, spell resistance, 
  transcendent voice).
  Smokeborn Path
  Dervishes of the smokeborn path train with the 
  aid of aromatic herbs. They learn from fire spir-
  its and smoke elementals to fight effectively 
  despite heat, smoke, and other distractions.
  Bonus Language: Ignan.
  Trance Covenants: elemental weapon (1st; 
  fire), elemental blessing (6th; fire), cloak of 
  smoke (13th), element incarnate (16th; 
  fire), elemental dominion (20th; fire).
  Recommended Trance Powers: The 
  following trance powers complement 
  
  56
  the smokeborn path: effortless grace, rage power (guard-
  ed stance, increased damage reduction, low-light vision, 
  night vision, no escape, raging climber, rolling dodge, 
  roused anger, swift foot), spirit boon (second sight, pro-
  longed spell-like ability), whirling awareness.
  Stony Silence Path
  Dervishes walk the stony silence path to learn the powers 
  of spirits with the earth subtype. They train in absolute 
  silence or with their ears blocked in order to focus on 
  the sensations of their body and the movements of their 
  opponents.
  Bonus Language: Terran.
  Trance Covenants: stone fist (1st), immortal resilience 
  (6th; cold iron), elemental agility (11th; earth), element 
  incarnate (16th; earth), elemental dominion (20th; earth).
  Recommended Trance Powers: The following trance 
  powers complement the stony silence path: rage power 
  (increased damage reduction, knockback, low-light vi-
  sion, night vision, raging climber), spirit boon (transcen-
  dent voice), whirling awareness.
  Stormbound Path
  Dervishes of the stormbound path seek tutelage from 
  spirits of the cold and air. They train in howling winds 
  and meditate in terrible storms, enabling them to ignore 
  any distraction.
  Bonus Language: Auran.
  Trance Covenants: elemental weapon (1st; cold or 
  electricity), elemental blessing (6th; cold or electricity), 
  elemental agility (11th; air), element incarnate (16th; air), 
  elemental dominion (20th; air).
  Recommended Trance Powers: The following trance 
  powers complement the stormborn path: effortless grace, 
  rage power (guarded stance, increased damage reduction, 
  knockback, low-light vision, night vision, no escape, 
  quick reflexes, raging leaper, rolling dodge), spirit boon 
  (far-reaching spell-like ability, second sight), whirling 
  awareness.
  Time Path
  Dervishes know from their ecstatic trances that time is 
  an illusion whose passage can be circumvented. Those 
  that seek to exploit this insight seek out time spirits 
  to learn more. Time spirits include the bythos aeons, 
  ghosts, hounds of tindalos, maharishi manu manasapu-
  tras, time elementals (all varieties), time dragons, time 
  flayers, and other spirits with the time subtype or capa-
  ble of traveling through time or making time pass faster 
  or slower.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: timely invigoration (1st), immortal 
  resilience (6th), dimensional stride (11th), consumptive 
  aura (16th), far traveling (20th).
  Recommended Trance Powers: The following trance 
  powers complement the time path: effortless grace, 
  greater feat of agility (Dimensional Agility, Dimensional 
  Assault, Dimensional Dervish, Dimensional Maneuver, 
  Dimensional Savant), rage power (clear mind, mo-
  ment of clarity, quick reflexes, roused anger, unexpected 
  strike), spirit boon (bouncing spell-like ability, danger 
  sense, forewarned, persistent spell-like ability, sap speed).
  Transformative Path
  Dervishes who seek to emulate shapechanger spirits fol-
  low the transformative path. They use spiritual insights 
  to turn their bodies into whatever weapon the situation 
  calls for.
  Bonus Language: Any one language (other than secret 
  languages).
  Trance Covenants: another face (1st; becomes gift of skill 
  I [Acrobatics, Climb, Escape Artist, Fly, Swim] at 16th 
  level), inviolable volition (6th), superhuman perfection I 
  (13th; becomes unstoppable at 20th level), flowing form 
  (16th), vast potential III (20th).
  Recommended Trance Powers: The following trance 
  powers complement the transformative path: effortless 
  grace, rage power (animal fury, internal fortitude, rag-
  ing climber, raging leaper, raging swimmer, scent, swift 
  foot), spirit boon (persistent spell-like ability, prolonged 
  spell-like ability, spell resistance, two minds).
  
  57
  Trickery Path
  Dervishes of the trickery path follow fey or outsiders 
  with at least Int 6 or higher and some spell-like or su-
  pernatural abilities which relate to illusions. From them 
  they learn the finer points of tactics and strategy involv-
  ing controlling information and hiding their actions 
  from enemies.
  Bonus Language: Sylvan.
  Trance Covenants: another face (1st), dark arcana II 
  (6th; glitterdust, invisibility, or minor image), dimensional 
  stride (11th), mantle of light (16th), false friend (20th).
  Recommended Trance Powers: The following trance 
  powers complement the trickery path: effortless grace, 
  feat of agility, evasion, meditative focus, rage power 
  (moment of clarity, no escape, quick reflexes, unexpected 
  strike), spirit boon (danger sense, forewarned, incorpore-
  al form, open mind, spectral figment, staggering invoca-
  tion, steal thoughts, two minds, wisdom of the spirits).
  Unity Influence
  Many dervishes seek to more fully understand how all 
  the multiverse is connected by following the unity path. 
  These dervishes associate with aeons (akhana, bythos, 
  paracletus, pleroma, theletos) and manasaputras (manu, 
  maharishi manu, rishi manu, solar pitri, twilight pitri).
  Bonus Language: Any one language (other than a secret 
  language).
  Trance Covenants: perfect strikes I (1st; becomes gift of 
  glory I at 16th level), pact of protection II (6th; becomes 
  reactive resistance at 11th), pact of protection III (11th), 
  perfect strikes IV (16th), strands of fortune (20th).
  Recommended Trance Powers: The following trance 
  powers complement the unity path: ghost strikes, rage 
  power (clear mind, low-light vision, moment of clarity, 
  night vision), spiraling serenity, spirit boon (embrace 
  the soul, far-reaching spell-like ability, incorporeal form, 
  sap speed, spell resistance, steal thought, stigmata, two 
  minds), touch the infinite.
  Unseelie Court Path
  The Unseelie Court, sometimes known as the Winter 
  Court, is a group of fey associated with decadence, cor-
  ruption, and negative aspects of nature. Most dervishes 
  who choose to follow the Unseelie Court path emulate 
  these fey because they were kidnapped and forced to 
  live among or serve the fey. Fey magic slowly transforms 
  these warriors into twisted fey creatures of great beauty 
  or ugliness even as it gives them power.
  Bonus Language: Aklo or Sylvan.
  Trance Covenants: frightful violence (1st), immortal 
  resilience (6th; cold iron), gift of glory III (11th; Dexterity 
  and Charisma), faith-stealing strike II (16th), lord of pain 
  (20th).
  Recommended Trance Powers: The following trance 
  powers complement the Unseelie Court path: effortless 
  grace, evasion, greater meditative focus, meditative focus, 
  rage power (increased damage reduction, intimidating 
  glare, low-light vision, no escape, roused anger, supersti-
  tion, swift foot, terrifying howl, unexpected strike), spirit 
  boon (eerie spell-like ability, frightful presence, hand of 
  the spirit guide, psychic assault, soul-touching spell-like 
  ability, spell resistance, steal thought, terrifying gaze, 
  transcendent voice).
  Walking Dead Path
  Dervishes of the walking death path emulate the incred-
  ible resilience and tenacity of corporeal undead. Under 
  the guidance of corporeal undead, these dervishes learn 
  to augment their own physical prowess at the expense of 
  their living foes.
  Bonus Language: Any one of Abyssal, Common, or 
  Infernal.
  Trance Covenants: gift of glory I (1st; Strength or Con-
  stitution), death’s caress (6th), soul stealer (11th), darksense 
  (16th), lord of fear (20th).
  Recommended Trance Powers: The following trance 
  powers complement the walking dead path: rage power 
  (animal fury, clear mind, fearless rage, increased dam-
  age reduction, internal fortitude, intimidating glare, 
  low-light vision, night vision, roused anger, supersti-
  tion, terrifying howl), spirit boon (eerie spell-like ability, 
  frightful presence, malicious limb, psychic assault, spell 
  resistance, telepathy, terrifying gaze, undead servitude).
  
  58
  Dervish Spell List
  Dervishes have access to the following spells, which are 
  gained as spell-like abilities. Spells marked with an aster-
  isk (*) are found in this book.
  1st-Level Dervish Spells—adjuring step, animate rope, 
  anticipate peril, auditory hallucination, bane, bleed, bless, 
  borrow skill, break, bungle, calm animals, cause fear, chill 
  touch, command, compel hostility, comprehend languages, 
  conditional favor, cultural adaptation, dancing lantern, 
  daze monster, deathwatch, demand offering, detect chaos/
  good/evil/law, detect magic, detect poison, detect psychic 
  significance, detect secret doors, detect snares and pits, 
  diagnose disease, discern next of kin, disrupt undead, doom, 
  endure elements, fabricate disguise, faerie fire, feather fall, 
  forbid action, fumbletongue, ghost sound, grasping corpse, 
  grave words, guidance, heightened awareness, hold portal, 
  identify, ill omen, jitterbugs, jump, karmic blessing, know 
  direction, liberating command, light, linebreaker, line in 
  the sand, lock gaze, longstrider, mage armor, mage hand, 
  magic boulder, magic stone, magic weapon, memorize page, 
  memory lapse, mending, message, mindlink, open/close, 
  protection from chaos/evil/good/law, psychic reading, read 
  magic, remove fear, resistance, restful sleep, returning weap-
  on, sanctify corpse, see alignment, sift, stabilize, telekinetic 
  projectile, telempathic projection, thunderstomp, touch of 
  fatigue, unprepared combatant, unseen servant, unwitting 
  ally, ventriloquism, virtue, warding weapon, wrath.
  2nd-Level Dervish Spells—absurdity, adoration, air 
  step, amplify stench, animal trance, anticipate thoughts, 
  arcane lock, aversion, babble, bestow weapon proficiency, 
  blessing of luck and resolve, buoyancy, calm spirit, certain 
  grip, chill metal, command undead, commune with birds, 
  compassionate ally, consecrate, control vermin, darkness, 
  death candle, death knell, desecrate, detect anxieties, detect 
  desires, detect magic (greater), detect mindscape, endure 
  elements (communal), enemy’s heart, enshroud thoughts, 
  enthrall, find traps, flickering lights, focused scrutiny, ghost-
  bane dirge, ghost whip, ghost wolf, glide, guiding star, heat 
  metal, honeyed tongue, instant armor, instigate psychic duel, 
  knock, levitate, locate object, magic siege engine, minor 
  dream, misdirection, miserable pity, object reading, oppres-
  sive boredom, perceive cues, phantom driver, phantom steed, 
  pilfering hand, protection from chaos/evil/good/law (com-
  munal), purge spirit, reckless infatuation, returning weapon 
  (mass), sacred space, scare, see invisibility, sense fear, sense 
  madness, sentry skull, shield of faith, shield other, speak 
  with animals, spectral hand, spider climb, status, telekinetic 
  assembly, tongues, touch of idiocy, true strike, undetectable 
  alignment, unnatural lust, unshakable chill, voluminous 
  vocabulary, whispering loreARG, whispering wind, zone of 
  truth.
  3rd-Level Dervish Spells—ablative barrier, align 
  weapon, analyze aura, arcane sight, audiovisual hallucina-
  tion, aura of cannibalism, aura sight, battle trance, bear’s 
  endurance, blood blaze, borrow corruption, bull’s strength, 
  cackling skull, calm emotions, cast out, cat’s grace, chain of 
  perdition, damnation, daylight, deeper darkness, dimen-
  sional anchor, dispel magic, divine favor, eagle’s splendor, 
  enchantment foil, ethereal fists, fester, fox’s cunning, fly, geas 
  (lesser), ghostbane dirge (mass), healing thief, helping hand, 
  heroism, hostile levitation, locate weakness, magic circle 
  against chaos/evil/good/law, magic weapon (greater), mantle 
  of calm, mental barrier I, meticulous match, mindscape 
  door, nereid’s grace, owl’s wisdom, pack empathy, phantas-
  mal affliction, phantom chariot, phantom steed (commu-
  nal), pierce disguise, placebo effect, raging rubble, resist en-
  ergy, rest eternal, screaming flames, sealed life, seek thoughts, 
  sessile spirit, speak with dead, speak with haunt, spider 
  climb (communal), spiritual weapon, suggestion, tactical 
  acumen, telekinetic charge, telekinetic maneuver, terrible re-
  morse, thaumaturgic circle, thought shield I, thunderstomp 
  (greater), tongues (communal), transfer regeneration, vision 
  of hell, water walk, witness.
  4th-Level Dervish Spells—air walk, anti-incorporeal 
  shell, aura alteration, aura of doom, ban corruption, banish 
  seeming, battlemind link, bestow curse, blink, chaos ham-
  mer, compelling rant, conditional curse, contagious zeal, 
  contingent action, crushing despair, dance of a hundred 
  cuts, daze (mass), death ward, debilitating portent, de-
  manding message, detect scrying, dimension door, discern 
  lies, dismissal, dispel chaos/evil/good/law, earth glide, enemy 
  hammer, entrap spirit, expel spirits*, fear, freedom of move-
  ment, glimpse of truth, ghost brand, good hope, hollow hero-
  ism, holy smite, holy sword, hypercognition, locate creature, 
  mage’s faithful hound, mad sultan’s melody, magic siege 
  engine (greater), mental barrier II, nondetection, order’s 
  wrath, overland flight, pessimism, prayer, remove curse, re-
  sist energy (communal), shadow step, shared wrath, spiritu-
  al ally, telekinesis, telepathic bond, telepathy, thoughtsense, 
  thought shield II, trace teleport, truespeak, unholy blight, 
  water walk (communal).
  
  59
  Favored Class 
  Options
  The following options are available all characters who 
  have the dervish as their favored class, and unless other-
  wise stated, the bonus applies each time you select the 
  listed favored class reward. 
     Aasimar: Add +1 to Acrobatics checks to avoid attacks 
  of opportunity, and to Perform (oratory).
     Anpur: Gain 1/6 of a trance power.
     Anumus: Gain +1 to Diplomacy and Intimidate vs. 
  fey, outsiders and undead.
     Atheling: Increase the dervish’s total number of rounds 
  of whirling trance by 1.
     Avoodim: Gain +1 to Diplomacy and Intimidate vs. 
  fey, outsiders and undead.
     Blue: Gain 1/4 of a 1st-level spell-like ability; upon 
  taking this bonus four times, the spell-like ability can 
  be cast once per day.  Accumulations of four iterations 
  of this bonus can be used for another 1st-level spell-like 
  ability, or to increase the number of times of use per day 
  of the previously chosen spell-like ability.
     Boggard: Gain 1/6 of a trance power.
     Boggle: Add +1 to the DC of Intimidate attempts 
  against you.
     Catfolk: Add 1 foot to the dervish’s base speed. In 
  combat, this only has an effect for every five increases 
  in base speed. This bonus stacks with the dervish’s fast 
  movement class feature, and applies under the same 
  conditions as that feature.
     Deigen: Add +1 to the dervish’s Knowledge (planes) 
  and Knowledge (religion)
     Dhosari: Add +1 to Acrobatics checks to avoid attacks 
  of opportunity, and to Perform (dance) checks.
     Dragonblood: Gain 1/6 of a trance power.
     Dromite: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Duergar: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Dwarf: Increase the dervish’s total number of rounds 
  of whirling trance by 1.
     Elan: Gain +1 to Diplomacy and Intimidate vs. fey, 
  outsiders and undead.
     Elf: Add 1 foot to the dervish’s base speed. In combat, 
  this only has an effect for every five increases in base 
  speed. This bonus stacks with the dervish’s fast move-
  ment class feature, and applies under the same condi-
  tions as that feature.
     Enigmon: Add +1 to the dervish’s Knowledge (planes) 
  and Knowledge (religion)
     Eventual: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Femanx: Gain 1/4 of a 1st-level spell-like ability; upon 
  taking this bonus four times, the spell-like ability can 
  be cast once per day.  Accumulations of four iterations 
  of this bonus can be used for another 1st-level spell-like 
  ability, or to increase the number of times of use per day 
  of the previously chosen spell-like ability.
     Fetchling:  Gain +1 to Diplomacy and Intimidate vs. 
  fey, outsiders and undead.
     Feykissed: Add +1 to Acrobatics checks to avoid at-
  tacks of opportunity, and to Perform (acting) checks.
     Forlarren: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Furnace Elf: Gain 1/4 of a 1st-level spell-like ability; 
  upon taking this bonus four times, the spell-like ability 
  can be cast once per day.  Accumulations of four itera-
  tions of this bonus can be used for another 1st-level 
  spell-like ability, or to increase the number of times of 
  use per day of the previously chosen spell-like ability.
     Gathlain: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Gnoll: Add +1 to the dervish’s CMD vs. grapple.
     Gnome: Add 1/6 to the dervish’s level for the purposes 
  of determining covenant benefits.
     Goblin: Add 1/4 to the dervish’s effective level to de-
  termine the benefits of whirling finesse.
     Grippli: Add 1 foot to the dervish’s base speed. In 
  combat, this only has an effect for every five increases 
  in base speed. This bonus stacks with the dervish’s fast 
  movement class feature, and applies under the same 
  conditions as that feature.
     Half-cyclops: Add +1 to the dervish’s CMB when 
  performing bull rush or reposition.
     Half-elf: The dervish gains two additional languages 
  known.
     Half-giant: Add +1 to the dervish’s CMB when per-
  forming bull rush or reposition.
     Half-harpy: Add 1/4 to the dervish’s effective level to 
  determine the benefits of whirling finesse.
     Half-human: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Half-ogre: Add +1 to the dervish’s CMB when per-
  forming bull rush or reposition.
     Half-orc: Add 1/4 to the dervish’s effective level to 
  determine the benefits of whirling finesse.
     Half-rakshasa: Gain +1 to Intimidate and Sense Mo-
  tive vs. fey, outsiders and undead.
  
  60
     Halfling: Add +1/4 dodge bonus to the dervish’s AC 
  against larger attackers during a whirling trance.
     Human: Increase the dervish’s total number of rounds 
  of whirling trance by 1.
     Ifrit: Gain 1/6 of a trance power.
     Ith’n ya’roo: Add +1 to the DC of Intimidate attempts 
  against you.
     Kitsune: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Kobold: Add +1 to the DC of Intimidate attempts 
  against you.
     Kripar: Add +1/4 dodge bonus to the dervish’s AC 
  against larger attackers during a whirling trance.
     Kval: Add +1 to the dervish’s Knowledge (planes) and 
  Knowledge (religion)
     Living Ghoul: Add +1 to the dervish’s Knowledge 
  (planes) and Knowledge (religion)
     Lizardfolk: Add +1 to the DC of Intimidate attempts 
  against you.
     Maenad: Add +1 to the dervish’s CMD vs. trip.
     Mahrog: Add 1/4 to the dervish’s effective level to 
  determine the benefits of whirling finesse.
     Muse: Gain +1 to Diplomacy and Intimidate vs. fey, 
  outsiders and undead.
     Nagaji: Add +1 to the DC of Intimidate attempts 
  against you.
     Numistian: The dervish gains two additional languag-
  es known.
     Oakling: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Obitu: Add +1 to the dervish’s Knowledge (planes) 
  and Knowledge (religion)
     Ogrillon: Add +1 to the dervish’s CMB when per-
  forming bull rush or reposition.
     Ophiduan: Add +1 to the dervish’s Knowledge 
  (planes) and Knowledge (religion)
     Oread: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Qi’tar: Gain 1/6 of a trance power.
     Polkan: Add 1 foot to the dervish’s base speed. In 
  combat, this only has an effect for every five increases 
  in base speed. This bonus stacks with the dervish’s fast 
  movement class feature, and applies under the same 
  conditions as that feature.
     Ratfolk: Add 1/4 to the dervish’s effective level to 
  determine the benefits of whirling finesse.
     Sahuagin: Add +1 to the DC of Intimidate attempts 
  against you.
     Samsaran: Gain 1/4 of a 1st-level spell-like ability; 
  upon taking this bonus four times, the spell-like ability 
  can be cast once per day.  Accumulations of four itera-
  tions of this bonus can be used for another 1st-level 
  spell-like ability, or to increase the number of times of 
  use per day of the previously chosen spell-like ability.
     Saurian: Gain 1/6 of a trance power.
     Skinwalker: Add +1 to the DC of Intimidate attempts 
  against you.
     Skulk: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Squole: Add +1 to the DC of Intimidate attempts 
  against you.
     Strix: Add 1/4 to the dervish’s effective level to deter-
  mine the benefits of whirling finesse.
     Strivog (drow): Add 1/6 to the dervish’s level for the 
  purposes of determining covenant benefits.
     Svirneblin: Add 1/6 to the dervish’s level for the pur-
  poses of determining covenant benefits.
     Sylph: Gain 1/6 of a trance power.
     Taddol: Add +1 to the dervish’s CMD vs. trip or 
  grapple.
     Tengu: The dervish gains two additional languages 
  known.
     Tiefling: Gain +1 to Diplomacy and Intimidate vs. fey, 
  outsiders and undead.
     Undine: Gain 1/6 of a trance power.
     Urisk: Add 1 foot to the dervish’s base speed. In com-
  bat, this only has an effect for every five increases in base 
  speed. This bonus stacks with the dervish’s fast move-
  ment class feature, and applies under the same condi-
  tions as that feature.
      Xax: Add 1/4 to the dervish’s effective level to deter-
  mine the benefits of whirling finesse.
     Xeph: Add 1 foot to the dervish’s base speed. In com-
  bat, this only has an effect for every five increases in base 
  speed. This bonus stacks with the dervish’s fast move-
  ment class feature, and applies under the same condi-
  tions as that feature.
     Xelusine (drow): Add +1 to the dervish’s Knowledge 
  (planes) and Knowledge (religion)
     Xesa: Add 1/6 to the dervish’s level for the purposes of 
  determining covenant benefits.
     Zendiqi: Increase the dervish’s total number of rounds 
  of whirling trance by 1.
     Zif: Gain 1/4 of a 1st-level spell-like ability; upon 
  taking this bonus four times, the spell-like ability can 
  be cast once per day.  Accumulations of seven iterations 
  of this bonus can be used for another 1st-level spell-like 
  ability, or to increase the number of times of use per day 
  of the previously chosen spell-like ability.
  
  61
  Chapter 2: Archetypes
  
  62
  The following archetypes augment other classes with 
  covenant magic or alter the class features of classes intro-
  duced in this book.
  Metaphysical Alchemist 
  (Alchemist)
  Metaphysical alchemists use insights gleaned from spirits 
  to advance toward enlightenment or augment themselves 
  spiritually.  Their alchemical products help them biologi-
  cally unlock the forgotten doorways in the mind that 
  once could engage in congress with things beyond the 
  mortal senses.
  Skills: At 1st level, a metaphysical alchemist adds 
  Knowledge (religion, planes) to his list of class skills and 
  removes Disable Device and Sleight of Hand from his 
  list of class skills. 
  Spirit Boons: At 1st level, a metaphysical alchemist 
  gains a spirit boon as the covenant mage class feature 
  (page 7). He gains another at 3rd, 7th, 11th, 15th, and 
  19th level. Treat his metaphysical alchemist level as his 
  covenant mage level (including to determine whether he 
  qualifies for adept, intermediate, advanced, and tran-
  scendental boons), and use his Intelligence modifier to 
  calculate any save DCs (instead of Charisma). He must 
  meet the prerequisites to gain a spirit boon. A meta-
  physical alchemist cannot gain spirit boons that affect 
  spell-like abilities, Psychic Shackles, or Soul Poppet. This 
  ability replaces the bomb class feature.
  Spirit Guide (Sp): At 1st level, a metaphysical alche-
  mist gains a spirit guide (see page 7). However, the spirit 
  guide does not grant the guidance spell effect.
  Detect Spirits (Sp): At 2nd level, a metaphysical alche-
  mist gains the detect spirits class feature of the covenant 
  mage (page 9). Treat his metaphysical alchemist level as 
  his covenant mage level. This ability replaces poison re-
  sistance +2 and the competence bonus to create alchemi-
  cal items using Craft (alchemy).
  Magic Circle against Spirits (Sp): At 4th level, a meta-
  physical alchemist gains the magic circle against spirits 
  class feature of the covenant mage (page 11). Treat his 
  metaphysical alchemist level as his covenant mage level. 
  This ability replaces poison resistance +4 and +6.
  Quell Spirits (Sp): At 6th level, a metaphysical alche-
  mist gains the quell spirits class feature of the covenant 
  mage (page 11). Treat his metaphysical alchemist level 
  as his covenant mage level. However, a metaphysical 
  alchemist uses her Intelligence modifier to calculate the 
  Will save DC (instead of Charisma). This ability replaces 
  swift poisoning and poison immunity.
  Abyssal Annihilator 
  (Antipaladin)
  Abyssal annihilators become living demons after closely 
  consorting with demonic entities. They are more con-
  cerned with accessing powerful magic to slay the weak 
  followers of good than using brute force, though not 
  hesistant to use naked steel to achieve his goals.
  Languages: An abyssal annihilator learns Abyssal auto-
  matically.
  Abyssal Covenants: An abyssal annihilator can form 
  the covenants of the abyssal hordes dervish path without 
  taking a Covenant Supplicant feat or purification ritual; 
  he needs only provide the proper offering to a willing 
  patron that meets the requirements.
  Abyssal Smite: At 1st level, an abyssal annihilator can 
  call upon the powers of chaos and evil to perform an 
  abyssal smite. As a swift action, the abyssal annihilator 
  designates a target in line of sight. If the target is good 
  or lawful, the abyssal annihilator gains the abyssal blade 
  covenant; it functions only against the target. Attacks 
  with the weapon ignore the target’s damage reduction 
  and any critical hit is automatically confirmed.
     The abyssal smite remains in effect until the target of 
  the smite is dead or the abyssal annihilator rests and re-
  gains his uses of this ability. Any abyssal smite covenant’s 
  benefits are determined using the abyssal annihilator’s 
  Hit Dice in place of a patron’s. At 6th level, 11th level, 
  16th, and 20th level, it gains the appropriate trance 
  covenant from the abyssal hordes dervish path (page 49) 
  when using abyssal smite; their benefits to attacks and 
  defense apply only against the targeted creature.
  Abyssal Hordes Spell-Like Abilities: At 5th level, an 
  abyssal annihilator can cast the spell-like abilities from 
  the abyssal hordes covenant mage influence once per 
  day each, but only during the round he activates an 
  abyssal smite. He can cast only those spells he is a high 
  enough level to cast, treating his covenant mage level as 
  his antipaladin level – 3. He determines his caster level 
  
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  for these abilities in the same fashion. The save DCs are 
  Charisma-based. This class feature replaces divine bond.
  Trance Warrior (Barbarian)
  Barbarians with a mystical conviction often find the path 
  of the trance warrior to best suit their understanding of 
  the world. These warriors eschew the more violent ten-
  dencies of their kin, instead entering periods of combat 
  meditation empowered by the spirits they venerate. Note 
  that trance warriors are rarely found in isolation; they 
  come from societies with classes that have archetypes 
  from this book.
  Skills: At 1st level, a trance warrior adds Knowledge 
  (planes or religion) skill to her list of class skills, if the 
  chosen influence relates to outsiders (planes) or undead 
  (religion).
  Battle Trance (Su): Rather than succumbing to the 
  inherent rage that normally enhances barbarians, trance 
  warriors tap into a deep, communal and primal force 
  that provides them with mystical combat prowess. At 1st 
  level, a trance warrior gains the ability to enter a battle 
  trance. This includes the ability to use trance spell-like 
  abilities once per trance. Treat her trance warrior level 
  as her covenant mage level. Unlike trance, battle trance 
  gives a +2 insight bonus to Strength and Charisma, and 
  +4 insight bonus to Constitution instead of the usual 
  bonuses. However, she does not gain trance covenants 
  while in a trance. While a trance warrior does not gain 
  any trance covenants while in battle trance, she may 
  make permanent covenants for those from her influ-
  ence as though she were a covenant mage (that is, she 
  does not need to gain Covenant Supplicant feats to gain 
  them, but must still pay for offerings); add her trance 
  warrior levels to her covenant mage level, if any, to 
  determine her covenant mage level for access to these 
  covenants. This ability replaces damage reduction, rage, 
  indomitable will, tireless rage, and the rage powers 
  gained at 4th, 10th, and 16th levels. 
  Influence (Su): At 1st level, the trance warrior gains a 
  covenant mage influence. Treat her trance warrior level 
  as her covenant mage level. She gains a bonus language, 
  and at 20th level gains that influence’s fundamental 
  influence ability. If a trance warrior has levels in another 
  class that also has the influence or path ability, the influ-
  ence must be the same for all such classes.
  Spirit Guide (Sp): At 1st level, a trance warrior gains 
  a spirit guide as a covenant mage of her trance warrior 
  level. She can use the guidance spell-like ability—with 
  improved effectiveness against spirits—every time she 
  enters a battle trance.
  Rage Powers (Ex): Trance warriors can use rage powers 
  while in battle trance, as though raging. At 2nd level, she 
  must choose one of the totem rage power chains, such as 
  beast totem or chaos totem. She must complete that rage 
  power chain at the earliest opportunity. A trance warrior 
  cannot gain the Improved Damage Reduction or Super-
  stition rage powers.
  Greater Battle Trance (Su): At 11th level, the trance 
  warrior’s ability score bonuses from her battle trance in-
  crease to +4 for both Strength and Charisma, and +6 to 
  Constitution. As long as she maintains battle trance, she 
  gains fast healing 1. This ability replaces greater rage.
  Supernal Battle Trance (Su): At 20th level, the trance 
  warrior can tap into the cosmic ideal behind the patrons 
  of her powers, allowing her to gain even more insight 
  from her battle trances. The ability score bonuses from 
  her battle trance increase to +6 for both Strength and 
  Charisma, and +8 to Constitution. Her fast healing in 
  battle trance increases to 3. This ability replaces mighty 
  rage. 
  Spirit Sage (Bard)
  Bards that embody the true life of their lands sometimes 
  choose not to focus on glorifying the many deeds of its 
  current inhabitants, instead learning the attributes of 
  their lands by venerating its former inhabitants instead. 
  These spirits show their gratitude by empowering their 
  charges, although this gift comes at the cost of the bard’s 
  bardic performance abilities.
  Influence (Su): At 1st level, the spirit sage gains a 
  covenant mage influence. Treat his spirit sage level as his 
  covenant mage level. He gains a bonus language, and at 
  20th level gains that influence’s fundamental influence 
  ability. If a spirit sage has levels in another class that also 
  has the influence ability, the influence must be the same 
  for all such classes. While a spirit sage does not gain any 
  trance covenants while in a trance, he may make perma-
  nent covenants for those from his influence as though he 
  were a covenant mage (that is, he does not need to gain 
  Covenant Supplicant feats to gain them, but must still 
  
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  pay the offering); add his spirit sage levels to his cov-
  enant mage level, if any, to determine his covenant mage 
  level for access to these covenants.
  Spell List: At 1st level, in addition to the spells gained 
  by bards as they gain levels, a spirit sage adds the follow-
  ing spells to his spell list: detect chaos/evil/good/law, pro-
  tection from chaos/evil/good/law (1st), magic circle against 
  chaos/evil/good/law, thaumaturgic circle (3rd), dismissal, 
  dispel chaos/evil/good/law (4th), banishment (6th). These 
  spells are added as soon as he is capable of casting them.
  Trance (Su): While a spirit sage may not be able to aid 
  his allies with song or epic poetry, their spiritual allies 
  more than make up for it by aiding the spirit sage in 
  combat, enabling them to enter a heightened state of 
  awareness and prowess. At 1st level, a spirit sage gains 
  the ability to enter a trance as a covenant mage (see page 
  8). Treat his spirit sage levels as covenant mage levels for 
  this purpose. However, he does not gain trance cov-
  enants or trance spell-like abilities while in a trance. Un-
  like a covenant mage, a spirit sage can control his voice 
  and can cast spells with verbal spell components while in 
  a trance. This ability replaces bardic performance.
  Spirit Guide (Sp): At 3rd level, a spirit sage gains a spirit 
  guide as a covenant mage. Treat his spirit sage levels as 
  his covenant mage levels for this purpose.
  Séance: At 4th level, a spirit sage gains the ability to 
  perform a séance as the covenant mage class feature (see 
  page 11). Treat his spirit sage levels as covenant mage 
  levels for this purpose.
  Spirit Binding: At 8th level, a spirit sage can bind spirits 
  as the covenant mage class feature. Treat his spirit sage 
  levels as covenant mage levels to determine its effects.
  Spirit Boon: At 8th level and again at 18th level, the 
  spirit sage gains a spirit boon as a covenant mage of his 
  spirit sage level. If the spirit sage also has levels in anoth-
  er class that grants spirit boons, add together the levels in 
  those classes for the purposes of spirit boons.
  Greater Trance (Su): At 10th level, the spirit sage’s abil-
  ity score bonuses from his trance increase to +6 each. As 
  long as he maintains a trance, he gains fast healing 1.
  Supernal Trance (Su): At 20th level, the spirit sage 
  can tap into the cosmic ideal behind the patrons of his 
  powers, allowing him to gain even more insight from 
  his trances. The ability score bonuses from his trance 
  increase to +8 each. His fast healing in a trance increases 
  to 3.
  Divine Emissary (Cleric)
  Divine emissaries are rare clerics blessed with a connec-
  tion to her god’s divine servants (angels, demons, devas, 
  devils, and the like) allowing her to manifest their pow-
  ers through her own mortal frame.
  Channel the Divine: At 1st level, a divine emissary can 
  channel the power of her deity’s servants. She expends 
  one use of channel energy to gain a trance covenant as 
  a covenant mage matching one of her deity’s domains 
  from the following list. She gains the covenant’s benefit 
  for a number of rounds equal to her Charisma bonus 
  (minimum 1 round). She can choose any trance cove-
  nant for which she has a high enough level, but only one 
  at a time. She treats her cleric levels as covenant mage 
  levels for the purpose of these trance covenants.
     If the divine emissary has levels in covenant mage, add 
  her levels in both classes together to determine the effects 
  of her covenants and to determine which covenant she 
  can gain with this ability, but not to determine which 
  covenants she gains from her trance covenant mage abil-
  ity.
  Air: Stormbound.
  Animal: Natural.
  Artifice: Ancestors.
  Chaos: Primal chaos.
  Charm: Dark hedonism, seelie court.
  Community: Ancestors, seelie court.
  Darkness: Kyton enlightenment.
  Death: Restless souls, walking dead.
  Destruction: Abyssal hordes, primal chaos.
  Earth: Stony silence.
  Evil: Abyssal hordes, daemonic oblivion, dark 
  hedonism, diabolical, walking dead.
  Fire: Smokeborn.
  Glory: Angelic choirs, Elysian blessings, heav-
  enly hosts, legends.
  Good: Angelic choirs, Elysian blessings, heavenly 
  hosts, nirvana.
  Healing: Lifegiver.
  Knowledge: Legends, lore.
  Law: Eternal order.
  Liberation: Occult, transformative.
  
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  Luck: Ancestors, seelie court, unity.
  Madness: Abyssal hordes, dark tapestry, transfor-
  mative.
  Magic: Occult.
  Nobility: Ancestors.
  Plant: Natural.
  Protection: Angelic choirs, enlightened warrior.
  Repose: Sacred duty.
  Rune: Occult.
  Scalykind: Draconic.
  Strength: Enlightened warrior.
  Sun: Angelic choirs, smokeborn.
  Travel: Time.
  Trickery: Trickery.
  Void: Dark tapestry.
  War: Abyssal hordes, enlightened warrior, heav-
  enly hosts, primal chaos.
  Water: Fathomless.
  Weather: Stormbound.
  This ability replaces the channel energy dice gained at 
  1st, 5th, 9th, 13th, and 17th levels. At 1st level, she can 
  use channel energy only for this purpose; she gains the 
  ability to channel positive or negative energy at 3rd level 
  (1d6 at 3rd level, 2d6 at 7th, 3d6 at 11th, 4d6 at 15th, 
  and 5d6 at 19th).
  Blood Shaman 
  (Covenant Mage)
  Blood shamans are covenant mages who gain their power 
  from the blood in their veins. These individuals are often 
  filled with pride from their ancestral lineage or a burning 
  desire to prove themselves of worth to their kin.
  Bloodline: A blood shaman gains a sorcerer bloodline. 
  He must choose a bloodline that matches his influence. 
  He gains the bloodline powers at 1st, 3rd, 9th, and 15th 
  level, but not any other aspects of the bloodline, and 
  does not cast spells as a sorcerer, except as noted. He 
  does not gain the bloodline arcana, bonus feats, and so 
  on. Treat his blood shaman level as his sorcerer level. The 
  bloodline powers are useable whether he is in a trance 
  or not. If the blood shaman has levels of sorcerer, the 
  bloodline must match, which might require changing 
  that for one class or the other. Add the levels of covenant 
  mage and sorcerer together to determine when the blood 
  shaman gains the indicated bloodline powers and their 
  effects, but not any other aspect of the bloodline. The 
  bloodline must suit the influence, as indicated below, or 
  be the arcane bloodline (which suits all influences).
  Abyssal Hordes: Abyssal.
  Ancestors: Imperious (human only), kobold 
  (kobold only).
  Angelic Choirs: Celestial.
  Dark Hedonism: Maestro, rakshasa.
  Dark Tapestry: Aberrant, serpentine, starsoul.
  Deathly Fear: Shadow, undead.
  Diabolical: Infernal.
  Draconic: Draconic.
  Elysian Blessings: Celestial.
  Enlightened Warrior: Destined.
  Faith Slayer: Rakshasa.
  Fathomless: Aquatic, marid, elemental (water).
  Heavenly Hosts: Celestial.
  Kyton Enlightenment: Shadow.
  Legends: Destined, dreamspun.
  Lore: Destined.
  Natural: Fey, verdant.
  Nirvana: Celestial.
  Occult: Accursed, destined, ectoplasm, psychic, 
  rakshasa, serpentine.
  Primal Chaos: Protean.
  Qlippothic Redeemer: Abyssal.
  Restless Souls: Ectoplasm, undead.
  Sacred Duty: Destined, impossible.
  Seelie Court: Fey, verdant.
  Smokeborn: Efreeti, elemental (fire).
  Stony Silence: Deep earth, elemental (earth), 
  shaitan.
  Stormbound: Boreal, djinni, elemental (air), 
  stormborn.
  Time: Destined.
  Trickery: Dreamspun, fey, shadow.
  Unity: Destined, ectoplasm, impossible.
  Unseelie Court: Fey, verdant.
  Walking Dead: Ghoul, undead.
  Trance: A blood shaman does not gain the benefits of 
  trance covenants during a trance, although he retains 
  the ability to enter into such covenants without taking a 
  feat.
  Expanded Spell List: A blood shaman adds bloodline 
  spells to the covenant mage spell list, as follows. 1st-, 
  2nd- and 3rd-level bloodline spells become covenant 
  mage spells of those levels, 4th- and 5th-level bloodline 
  spells become 4th-level covenant mage spells, 6th- and 
  
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  7th- level bloodline spells become 5th-level covenant 
  mage spells, and 8th-and 9th-level bloodline spells be-
  come 6th-level covenant mage spells. If a bloodline spell 
  is already on the covenant mage spell list, the covenant 
  mage spell list takes precedence for that particular spell. 
  If a spell has expensive material components, he must 
  provide them when using the spell as a spell-like ability. 
  If an added spell is used as a spell-like ability known, he 
  cannot use it more than 3 times per day, even if he could 
  otherwise use it an unlimited number of times.
     For example, the celestial bloodline has bless, resist 
  energy, magic circle against evil, remove curse, flame strike, 
  greater dispel magic, banishment, sunburst, and gate as 
  bloodline spells. Bless, resist energy, magic circle against 
  evil, remove curse, greater dispel magic, and banishment 
  are already on the covenant mage spell list and so are not 
  added. Flame strike is added as a 4th level covenant mage 
  spell (because it is a 5th level bloodline spell). Sunburst 
  and gate are added as 6th level covenant mage spells 
  (because they are 8th and 9th level bloodline spells). If a 
  blood shaman with the celestial bloodline is 14th level or 
  higher, he could use flame strike only 3/day if it is a spell-
  like ability known, although other 4th level spell-like 
  abilities known would not be so restricted.
  Hex Medium (Covenant Mage)
  Hex mediums bargain with spirits, arguably servants or 
  emissaries of their patrons, who grant them secrets of 
  witchcraft in lieu of typical spirit boons.
  Hexes: At 1st level, a hex medium gains a witch hex. She 
  gains another at every even level thereafter (2nd, 4th, 
  6th, and so on), except at level 20. Treat her covenant 
  mage level as her witch level. She uses her Charisma 
  modifier to calculate any save DCs instead of Intel-
  ligence. She must meet the prerequisites to gain a hex, 
  major hex or grand hex. A hex medium cannot activate 
  any hex while in a trance, however. This ability replaces 
  the spirit boon class feature.
  Master of the Occult 
  (Covenant Mage)
  Not every covenant mage manifests their abilities as a 
  simple conduit; several learn ritualistic patterns that 
  enable them to bind pact spirits—as described in Pact 
  Magic Unbound, Volume 1—granting them powerful 
  abilities determined by their strange otherworldly al-
  lies in addition to the covenants known to all covenant 
  mages.
  Bind Spirit: A master of the occult can seal pacts with 
  pact spirits. His binder level equals his master of the 
  occult level, and he binds pact spirits as a pact magic oc-
  cultist (Pact Magic Unbound, Volume 1) of the same level, 
  but can only bind one such spirit at a time. This ability 
  replaces the spirit boon class feature.
  Constellation Alignment: At 1st level, a master of the 
  occult aligns with two constellations. He cannot seal 
  pacts with any spirit whose constellation opposes other 
  aligned constellations. (Exception: Masters of the oc-
  cult with the Dark Tapestry influence do not count the 
  Dark Beyond constellation as opposed to their other 
  constellation.) Also, he is treated as a binder of 1/2 his 
  level when making binding checks with, and using the 
  granted abilities of, unaligned spirits. He must choose a 
  constellation that matches his influence. The following 
  list recommends constellations for particular influences. 
  Abyssal Hordes: Fiend, Thief.
  Ancestors: Hero, Noble, Thief.
  Angelic Choirs: Angel, Tree.
  Daemonic Oblivion: Fiend, Skull.
  Dark Hedonism: Beast, Fiend.
  Dark Tapestry: Dark Beyond, Mage, Scholar, 
  Seer.
  Deathly Fear: Dragon, Fiend, Mage, Skull.
  Diabolical: Fiend, Noble.
  Draconic: Dragon, plus any other.
  Elysian Blessings: Angel, Thief.
  Enlightened Warrior: Hero, Seer.
  Eternal Order: Hero, Noble.
  Faith Slayer: Dragon, Mage.
  Fathomless: Dragon, Mage.
  Heavenly Hosts: Angel, Noble.
  Kyton Enlightenment: Fiend, Noble.
  Legends: Hero, Mage, Scholar, Seer.
  Lifegiver: Angel, Tree.
  Lore: Scholar, Seer.
  Natural: Beast, Tree.
  Nirvana: Angel, Hero, Tree.
  Occult: Mage, Seer.
  Primal Chaos: Beast, Thief.
  Qlippothic Redeemer: Scholar, Thief.
  Restless Souls: Mage, Skull.
  Sacred Duty: Hero, Seer, Tree.
  Seelie Court: Mage, Thief, Tree.
  
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  Smokeborn: Dragon, Mage.
  Stony Silence: Dragon, Mage.
  Stormbound: Dragon, Mage.
  Time: Mage, Seer.
  Transformative: Hero, Mage, Tree.
  Trickery: Mage, Thief.
  Unity: Scholar, Seer.
  Unseelie Court: Beast, Mage, Thief.
  Walking Dead: Skull, Thief.
  Revelation Medium 
  (Covenant Mage)
  Revelation mediums are gifted oracular revelations of di-
  vine power instead of the spirit influences most covenant 
  mages gain.
  Revelations: At 1st level, a revelation medium gains an 
  oracle revelation. She gains another at 3rd, 7th, 11th, 
  15th, and 19th level. Treat her covenant mage level as 
  her oracle level. She must meet the prerequisites to gain 
  the revelation. This class feature replaces all spirit boons.
  A revelation medium is restricted as to which revela-
  tions she may choose; she must choose revelations from 
  a mystery that matches her influence. The following 
  list includes which mysteries are available for particular 
  influences. Alternatively, any revelation medium can 
  choose to instead select all her revelations from the lore 
  mystery. If an influence lists multiple mysteries, all the 
  revelation medium’s revelations must come from the 
  same mystery.
  Abyssal Hordes: Apocalypse (fire giant), battle, 
  bones.
  Ancestors: Ancestor.
  Angelic Choirs: Battle, heavens, life.
  Daemonic Oblivion: Apocalypse (fire giant), 
  battle, bones.
  Dark Hedonism: Intrigue, life.
  Dark Tapestry: Apocalypse (fire giant), dark 
  tapestry, heavens.
  Deathly Fear: Bones, dark tapestry.
  Diabolical: Battle, bones.
  Draconic: Lore, nature.
  Elysian Blessing: Heavens, life.
  Enlightened Warrior: Ancestor, battle.
  Eternal Order: Battle, metal.
  Faith Slayer: Battle, bones.
  Fathomless: Waves.
  Heavenly Hosts: Battle, heavens, life.
  Kyton Enlightenment: Bones, life.
  Legends: Ancestor.
  Lifegiver: Life.
  Lore: Must choose lore.
  Natural: Nature, wood.
  Nirvana: Nature, life.
  Occult: Occult.
  Primal Chaos: Apocalypse (fire giant), battle.
  Qlippothic Redeemer: Heavens.
  Restless Souls: Ancestor, bones.
  Sacred Duty: Ancestor, life, occult.
  Seelie Court: Life, nature, wood.
  Smokeborn: Flame.
  Stony Silence: Metal, stone.
  Stormbound: Wind.
  Time: Time.
  Transformative: Nature.
  Trickery: Heavens, intrigue.
  Unity: Ancestor, occult, outer rifts.
  Unseelie Court: Apocalypse (fire giant), heavens, 
  nature, wood.
  Walking Dead: Bones.
  Technophobe (Covenant Mage)
  Mediums with this archetype are opposed to advanced 
  technology, such as lasers and robots, and the deadly 
  effects of radiation. They were either technophobic to 
  begin with, or become so after they became a medium. 
  They use their abilities of whatever influence they have 
  alongside technophobe abilities to fight the pernicious 
  effects of advanced technology. These mediums associate 
  with “technophobe spirits” (refer to sidebar).
  Influence: A technophobe must have one of the follow-
  ing influences: fathomless, natural, restless souls, seelie 
  court, smokeborn, stony silence, stormbound, unseelie 
  court, or walking dead.
  Spell List: In addition to the spells gained by mediums 
  as they gain levels, a technophobe medium adds the fol-
  lowing spells to his spell list: detect radiation (1st), protec-
  tion from technology (2nd), discharge (3rd), magic circle 
  against technology, rebuke technology, remove radioactivity 
  (4th), destroy robot (5th), antitech field, greater discharge, 
  greater remove radioactivity (6th). These spells are added 
  as soon as he is capable of choosing spell-like abilities of 
  that level. The technophobe must still choose them as 
  spell-like abilities known in order to cast them.
  
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  Trance Covenants: At 1st level, a technophobe can 
  choose to gain robot killer as a trance covenant instead 
  of the trance covenant they would usually gain when 
  entering a trance. The choice cannot be changed once 
  made, and the trance covenant that the medium loses 
  access to requires the Least Covenant Supplicant feat to 
  gain permanently.
  Trance Spell-like Abilities: Whenever a technophobe 
  medium gains access to a trance spell-like ability, he may 
  opt to gain the one listed here for that level in place of 
  that granted by his influence. Once made, this choice 
  cannot be changed. He may replace up to six spell-like 
  abilities this way. He must replace at least three spell-
  like abilities this way by the time he reaches 18th level. 
  The list is as follows: detect radiation (2nd), protection 
  from technology (4th), discharge (6th), magic circle against 
  technology (8th), rebuke technology (10th), destroy robot 
  (12th), antitech field (14th), greater discharge (16th), 
  infuse robot (18th).
  Seance: A technophobe medium can call a technophobe 
  spirit whose Challenge Rating is less than or equal to his 
  medium level with his séance ability even if the creature 
  exceeds his Hit Dice limit. The ability to call techno-
  phobe spirits replaces whatever spirit type the medium 
  could otherwise call more easily. This ability alters sé-
  ance.
  Technophobe Spirits
  Sometimes, fey creatures live near areas of 
  advanced technology and develop different 
  abilities to deal with the threat. Sometimes 
  people killed by technology return as venge-
  ful anti-technology undead. In some campaign 
  settings, advanced technology might result in 
  physical damage to the natural world, or to the 
  spirit world that mirrors it. This might lead to 
  the corruption of animals and/or fey in those 
  areas, and fey that develop abilities to counter 
  advanced technology. In any case, some techno-
  phobe spirits recruit mortal allies to help them 
  combat the threat of advanced technology.
  Technophobe spirits are fey or undead with 
  Int 6 or higher and some spells, spell-like or 
  supernatural abilities which relate to protect-
  ing themselves against or harming advanced 
  technology such as robots, lasers, and radioac-
  tivity. GMs should feel free to swap an existing 
  creature’s spells or spell-like abilities for techno-
  phobe spells to create a technophobe spirit; any 
  exchanges should be for equivalent spell levels. 
  For example, a nymph’s summon nature’s ally IV 
  spell might be replaced by rebuke technology, a 
  pixie’s detect chaos and detect thoughts spell-like 
  abilities could become detect radiation and pro-
  tection from technology, and a ghost spellcaster 
  might have any number of technophobe spells.
  Masked Covenanter 
  (Covenant Mage or Dervish)
  Masked covenanters wear masks representing the spirits 
  they have bound into their service, enabling them to 
  switch between different spirit influences with time.
  Covenant Mask: At 1st level, a masked covenanter gains 
  a mask representing her influence or path. She must don 
  the mask as part of the action to enter a trance.
     At 3rd level, the masked covenanter chooses another 
  influence or path and creates (or is gifted) a matching 
  covenant mask. A masked covenanter can don either 
  covenant mask as part of the action to enter a trance.   
  Her trance grants her the trance covenants of the match-
  ing influence or path. If she is a covenant mage, she also 
  gains the matching influence’s spell-like abilities. At 7th 
  level and every four levels thereafter, the masked cov-
  enanter can choose an additional influence or path and 
  acquire a matching mask. If a mask is lost or destroyed, 
  the masked covenanter can acquire a new one with either 
  three days of work or three days of bargaining through 
  her spirit guide. This ability alters trance or whirling 
  trance and influence or path. For a covenant mage, it 
  also replaces the spirit boons gained at 3rd level and 
  11th level. For a dervish, it also replaces the trance pow-
  ers gained at 4th level and 10th level.
  Blood Visionary (Dervish)
  Blood visionary are dervishes who awaken their spiritual 
  senses because of the blood in their veins. These indi-
  viduals are often filled with pride from their lineage or a 
  burning desire to prove themselves of worth to their kin.
  Bloodline: A blood visionary gains a bloodrager blood-
  line. The bloodline must suit the path, as indicated 
  below, or be the arcane bloodline (which suits all paths). 
  
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  He does not gain the bloodline spells or bonus feats.
  Abyssal Hordes: Abyssal.
  Ancestors: Arcane.
  Angelic Choirs: Celestial.
  Dark Hedonism: Arcane.
  Dark Tapestry: Aberrant.
  Deathly Fear: Undead.
  Diabolical: Infernal.
  Draconic: Draconic.
  Elysian Blessings: Celestial.
  Enlightened Warrior: Destined.
  Faith Slayer: Arcane.
  Fathomless: Elemental (water).
  Heavenly Hosts: Celestial.
  Kyton Enlightenment: Kyton.
  Lore: Arcane, Destined.
  Natural: Fey.
  Nirvana: Celestial.
  Occult: Destined.
  Primal Chaos: Arcane.
  Qlippothic Redeemer: Abyssal.
  Restless Souls: Undead.
  Sacred Duty: Destined.
  Seelie Court: Fey.
  Smokeborn: Elemental (fire).
  Stony Silence: Elemental (earth).
  Stormbound: Elemental (air).
  Time: Destined.
  Trickery: Arcane, Fey.
  Unity: Destined.
  Unseelie Court: Fey.
  Walking Dead: Undead.
  Bloodline Powers: A blood visionary gains the blood-
  line powers for his bloodline at 1st, 4th, 8th, 12th, 16th, 
  and 20th level, but not any other aspects of the blood-
  line. Treat his dervish level as his bloodrager level. The 
  bloodline powers that would normally function only in 
  a bloodrage instead function in his whirling trance. This 
  replaces trance covenants and the trance power gained at 
  4th level.
  Path Covenants: A blood visionary does not gain the 
  benefits of trance covenants during a whirling trance, al-
  though he retains the ability to enter into such covenants 
  without taking a feat.
  Expanded Spell List: A blood visionary adds the match-
  ing bloodline spells to the dervish spell list. If a bloodline 
  spell is already on the dervish spell list, the dervish spell 
  list takes precedence for that particular spell. If a spell 
  has expensive material components, he must provide 
  them when using the spell as a spell-like ability. If an 
  added spell is used as a spell-like ability known, he can-
  not use it more than 3 times per day, even if he could 
  otherwise use it an unlimited number of times.
  Divine Dancer (Dervish)
  Divine dancers refine their whirling trance into an act of 
  ecstatic dance honoring their patron deity. 
  Whirling Dance (Ex): A divine dancer’s whirling trance 
  has the effects of one of the following bardic perfor-
  mances of her choice instead of granting her covenants 
  when she begins the trance, as if she were a bard of her 
  dervish level at the indicated dervish level: distraction 
  (1st), fascinate (1st), inspire courage (1st), inspire com-
  petence (6th), inspire greatness (11th), soothing perfor-
  mance (16th), inspire heroics (20th). This ability alters 
  whirling trance and replaces path and trance covenants.
  Invoking Dance (Su): At 5th level, a divine dancer can 
  use her whirling dance to cast divine spells on behalf of 
  her deity. She chooses one of her deity’s domains when 
  she gains this ability. Once per trance, she can cast a 
  domain spell as a spell-like ability of a spell level she can 
  cast.
     At 15th level, a divine dancer can cast the 5th-level 
  domain spell this way by tripling the casting time (mini-
  mum 3 rounds).
  Trance Powers: The following trance powers comple-
  ment the divine dancer archetype: effortless grace, 
  greater meditative focus, meditative focus, sacred cir-
  cumambulation, whirling awareness.
  Mendicant (Dervish)
  Mendicants are dervishes whose dedication to the denial 
  of the flesh and concentration on the higher world allow 
  them to contact divine servants or their deity directly 
  with their whirling trances.
  Reflective Trance (Su): A mendicant’s whirling trance 
  does not provide a bonus to Constitution or on Per-
  ception checks. Instead, his whirling trance provides a 
  bonus to Wisdom and on Fortitude saving throws. This 
  alters whirling trance.
  
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  Unarmed Combatant (Ex): A mendicant can make 
  unarmed strikes as the unchained monk ability.
  Vow of Poverty (Ex): A mendicant swears a vow of 
  poverty. He can own at most two sets of clothing, one 
  weapon for self-defense, a holy symbol, one book or 
  other text, simple eating utensils, simple food and drink, 
  any components necessary for spellcasting, and one 
  other item of sentimental value. When adventuring, he 
  collects his share of treasure normally, but donates it all 
  to temples or divine servants without using it. He gains 
  the benefits of the immaterial enhancement covenant ac-
  cording to his level regardless of the exact amount he has 
  thus far donated. He can apply the weapon attunement 
  bonus to his unarmed strikes. If he violates any of these 
  taboos, he loses all supernatural and spell-like dervish 
  abilities until he receives atonement.
  Trance Powers: The following trance powers comple-
  ment the mendicant archetype: feat of agility, meditative 
  focus, mystic interconnectedness, sacred circumambula-
  tion, spiraling serenity, spirit boon, spirit-ridden.
  Whirling Dragoon (Dervish)
  Whirling dragoons serve as elite, fleet cavalry, guiding 
  their fellow soldiers with speedy horseback scouting as 
  well as ecstatic visions.
  Skills: A whirling dragoon gains Handle Animal (Cha) 
  as a class skill but does not gain Diplomacy, Linguistics, 
  or Sense Motive as class skills.
  Fast Rider (Ex): A whirling dragoon increases the speed 
  of any mount she rides by 10 feet. This ability replaces 
  fast movement.
  Guiding Mount (Ex): A whirling dragoon’s spirit guide 
  takes the form of an unusually intelligent pony or light 
  horse with Intelligence of at least 6. She can benefit from 
  its guidance only while riding it or adjacent to it. It oth-
  erwise functions as a typical combat trained mount of 
  its type and can easily whirl with the dragoon during a 
  whirling trance. If she uses a spirit boon or trance power 
  that requires the absence of her spirit guide, her mount 
  must instead concentrate as a standard action reach 
  round to maintain the effect. The whirling dragoon can 
  move no more than her guiding mount’s speed while 
  mounted on the guiding mount when it is concentrating 
  in this way. If the guiding mount dies, it can form a new 
  body after 1 week.
     At 2nd level, the guiding mount gains the abilities of 
  a druid’s animal companion as if the whirling dragoon 
  were a druid of half her dervish level. It can become a 
  camel, horse, ostrich, pony, or wolf, provided she can 
  ride it. This choice can be changed once per week. At 
  7th level, the whirling dragoon’s effective druid level for 
  this purpose is equal to her dervish level. This ability 
  alters spirit guide and replaces uncanny dodge and the 
  trance power gained at 7th level.
  Otherworldly Guide (Ex): At 4th level, the whirling 
  dragoon’s guiding mount is treated as a magical beast for 
  the purpose of what spells and abilities can affect it. She 
  can apply one of the following simple templates to it, 
  which must be in keeping with her path: aerial creature 
  (stormbound), aqueous creature (fathomless), celestial 
  creature (good paths), chthonic creature (stony silence), 
  dark creature (shadow and undead paths), entropic crea-
  ture (chaotic paths), fiendish creature (evil paths), fiery 
  creature (smokeborn), primordial creature (neutral and 
  fey paths), or resolute creature (lawful paths). This ability 
  replaces alacrity.
  Elusive Mount (Ex): The whirling dragoon’s elusive abil-
  ity functions only while she is mounted but their ben-
  efits also apply to its mount. This alters elusive.
  Trance Powers: The following trance powers comple-
  ment the whirling dragoon archetype: circling strikes, 
  circling whirlwind, effortless grace, evasion, spirit boon, 
  improved evasion, tornado strikes, whirling awareness.
  Animist Druid (Druid)
  Animist druids mediate between the spirits of nature as 
  much as they work with its physical components. Some 
  druids respect nature in an even more primal fashion 
  than what’s presented before them. These intrepid and 
  devout wardens delve into the immaterial ether to 
  understand the forces behind the world, allowing them 
  to show their piety for the natural order of the world. 
  Animist druids and animist rangers will be from the 
  same culture, and are usually allies (unless alignments 
  differ too greatly).
  Influence: As a standard action, an animist druid can 
  gain trance covenants as if she were a covenant mage in 
  a trance. She gains no ability bonus or other benefit of 
  trance. She can dismiss these trance covenants as a free 
  
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  action.”She gains a bonus language, and at 20th level 
  gains that influence’s fundamental ability. If an animist 
  druid has levels in another class that also has the influ-
  ence ability, the influence must be the same for all such 
  classes (although it need not be the Natural influence).
  Influence Covenants: For a limited time per day, ani-
  mist druids can use influence covenants as though in a 
  trance. She can use these covenants for 4 + her Charisma 
  modifier rounds per day at 1st-level, plus an additional 2 
  rounds per level she gains after 1st. This ability replaces 
  nature sense.
  Animist Druid Spellcasting: Animist druids lose the 
  ability to spontaneously cast spells and also lose one spell 
  per day of each spell level. If this would leave 0 spells per 
  day at a particular spell level, she may still be able to cast 
  a spell of that level if her Wisdom score is high enough 
  to grant bonus spells. However, she gains one use per day 
  of her influence spell-like abilities; this is in addition to 
  any spells she may cast. The influence spell-like abilities 
  use her Wisdom modifier to set any save DCs of these 
  spell-like abilities, instead of Charisma. 
     In addition to the spells gained by druids as they gain 
  levels, an animist druid adds the following spells to her 
  spell list: detect chaos/evil/good/law, protection from chaos/
  evil/good/law (1st), magic circle against chaos/evil/good/
  law (3rd), dismissal (4th), dispel chaos/evil/good/law (5th), 
  and banishment (6th). These spells are added as soon as 
  she is capable of casting them. 
  Spirit Guide (Sp): At 1st level, an animist druid gains 
  a spirit guide as a covenant mage. Treat her animist 
  druid level as her covenant mage level. She can use the 
  guidance spell-like ability—with improved effectiveness 
  against spirits—thrice per day as a swift action. This abil-
  ity replaces nature bond.
  Detect Spirits (Sp): At 2nd level, an animist druid gains 
  the detect spirits ability as a covenant mage of her ani-
  mist druid level. This ability replaces wild empathy.
  Seance: At 3rd level, an animist druid gains the abil-
  ity to perform a séance (see page 11). Treat her animist 
  druid level as her covenant mage level. However, she 
  uses her Wisdom modifier to calculate the Will save DC 
  (instead of Charisma). A spirit that does not depart on 
  good terms with her inflicts Wisdom damage equal to 
  1d4 + the spirit’s Wisdom modifier. If the animist druid 
  also has levels of covenant mage, add her animist druid 
  levels – 2 to her covenant mage levels to determine the 
  effectiveness of her séance ability. This ability replaces 
  trackless step. 
  Magic Circle Against Spirits (Sp): At 4th level, an ani-
  mist druid gains the magic circle against spirits ability as 
  a covenant mage of her druid level. This ability replaces 
  wild shape.
  Quell Spirits (Sp): At 6th level, an animist druid gains 
  the quell spirits ability of a covenant mage of her druid 
  level. She uses her Wisdom modifier to calculate the 
  Will save DC (instead of Charisma). This ability replaces 
  spontaneous spellcasting.
  Expel Spirits (Sp): At 9th level, an animist druid gains 
  the expel spirits class feature of a covenant mage of her 
  druid level. She uses her Wisdom modifier to calculate 
  the Will save DC (instead of Charisma). This ability 
  replaces venom immunity.
  Inner Eye Fighter (Fighter)
  Inner eye fighters augment their fighting techniques with 
  supernatural insights learned from spirits.  They may 
  learn their techniques from certain monks (such as the 
  moksha aspirant, below), or martially-minded covenant 
  mages.
  Bonus Feats: When an inner eye fighter gains bonus 
  combat feats, he may also choose to gain the Shield 
  against the Supernatural or Supernatural Slayer feats 
  (see page 122) instead. From 2nd level onward, he may 
  choose to gain Covenant Supplicant feats (Least, Minor 
  or Major only; see page 119). 
  Spirit Guide (Sp): At 2nd level, an inner eye fighter 
  gains gains the spirit guide class feature as a covenant 
  mage of his fighter level (see page 8). He can use the 
  guidance spell-like ability- with improved effectiveness 
  against spirits—as a move action thrice per day. This 
  ability replaces bravery.
  Detect Spirits (Sp): At 3rd level, an inner eye fighter 
  gains the detect spirits class feature (page 9) as a cove-
  nant mage of his fighter level. This ability replaces armor 
  training 1. 
  Spirit Boons: At 4th level, an inner eye fighter gains 
  a spirit boon (page 7). He adds his fighter level to the 
  
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  levels of any other classes that grant spirit boons in 
  order to determine his effective covenant mage level. He 
  must meet any prerequisites (although his fighter level 
  can eventually qualify him to gain adept, intermediate, 
  advanced, and transcendental spirit boons). An inner 
  eye fighter cannot gain spirit boons that affect spell-like 
  abilities, Psychic Shackles, or Soul Poppet. This ability 
  replaces the bonus combat feat gained at 4th level and 
  weapon training 1.
     More abilities can be replaced if the inner eye fighter 
  chooses to gain more spirit boons (see below). An inner 
  eye fighter may choose to gain up to three additional 
  spirit boons, but does so at great cost.
     At 7th level, the inner eye fighter may choose to gain 
  neither armor training 2 nor his next fighter bonus feat 
  or to gain neither his next fighter bonus feat nor weapon 
  training 2. If he does, he gains a spirit boon at the level 
  he would have otherwise gained the latter of the two 
  class features he forgoes.
     At 11th level, the inner eye fighter may choose to gain 
  neither armor training 3 nor his next fighter bonus feat 
  or to gain neither his next fighter bonus feat nor weapon 
  training 3. If he does, he gains a spirit boon at the level 
  he would have otherwise gained the latter of the two 
  class features he forgoes.
     At 15th level, the inner eye fighter may choose to gain 
  neither armor training 4 nor his next fighter bonus feat 
  or to gain neither his next fighter bonus feat nor weapon 
  training 4. If he does, he gains a spirit boon at the level 
  he would have otherwise gained the latter of the two 
  class features he forgoes.
     Inner eye fighters are not required to gain spirit boons 
  in addition to the one acquired at 4th level, but once 
  the choice is made it cannot be changed. When an inner 
  eye fighter swaps armor training or weapon training for 
  a spirit boon, any sacrificed cumulative class abilities 
  gained at higher levels are reduced commensurately. For 
  example, if an inner eye fighter swaps armor training 1 
  and 3 and weapon training 1, 2, and 3, he then gains 
  armor training 1 when he would gain armor training 2 
  (fighter level 7th), armor training 2 when he would gain 
  armor training 4 (fighter level 15th), and weapon train-
  ing 1 when he would normally gain weapon training 4 
  (fighter level 17th). 
  Moksha Aspirant (Monk)
  Moksha aspirants seek to perfect their bodies and souls 
  in order to attain a purely spiritual form. These abilities 
  are available to unchained monks as ki powers and to 
  core monks as an archetype.
  Least Path of the Spirit: A moksha aspirant chooses a 
  dervish path aligned with lawful spirits, such as diabolic, 
  enlightened warrior, eternal order, heavenly hosts, kyton 
  enlightenment, or unity. The moksha aspirant can gain 
  the benefit of one of that path’s covenants as a swift ac-
  tion by spending 2 points from her ki pool. For these 
  covenants, he uses his moksha aspirant level in place of 
  patron Hit Dice and caster level and uses his Wisdom 
  modifier in place of patron’s Charisma modifier. Each 
  covenant’s benefits last for 1 minute. The moksha aspi-
  rant can access only the path’s least covenant with this 
  ability. He can permanently gain this covenant as well as 
  any future covenants he accesses in this fashion simply 
  by paying an offering sufficient for the covenant to an 
  appropriate patron; he needs no covenant supplicant feat 
  or purification ritual.
     An unchained monk can gain this ability as a ki power. 
  A core monk gains this ability at 3rd level; it replaces the 
  fast movement increase gained at 3rd level.
  Minor Path of the Spirit: The moksha aspirant can use 
  least path of the spirit to access his path’s minor cov-
  enant. An unchained monk can gain this ability as a ki 
  power if he has the least path of the spirit ki power and 
  is at least 6th level. A core monk gains this ability at 6th 
  level; it replaces the fast movement increase at 6th.
  Major Path of the Spirit: The moksha aspirant can use 
  least path of the spirit to access his path’s major cov-
  enant. An unchained monk can gain this ability as a ki 
  power if he has the least path of the spirit ki power and 
  is at least 10th level. A core monk gains this ability at 
  11th level; it replaces diamond.
  Greater Path of the Spirit: The moksha aspirant can use 
  least path of the spirit to access his path’s greater cov-
  enant. An unchained monk can gain this ability as a ki 
  power if he has the least path of the spirit ki power and 
  is at least 16th level. A core monk gains this ability at 
  15th level; it replaces quivering palm.
  Superior Path of the Spirit: The moksha aspirant can 
  use least path of the spirit to access his path’s superior 
  covenant. An unchained monk can gain this ability as 
  a ki power if he has the least path of the spirit ki power 
  and is at least 20th level. A core monk gains this ability 
  at 19th level; it replaces empty body.
  
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  Haunted Medium (Medium)
  Haunted mediums commit to channeling one spirit at a 
  time, empowering that spirit to interact with the medi-
  um and the world around more fully but sacrificing the 
  opportunity to share its power with allies or to call upon 
  multiple spirits at once.
  Spirit Boons: At 2nd level, 8th level, 14th level, and 
  20th level, a haunted medium gains a covenant mage 
  spirit boon (see page 7). She gains the benefit only while 
  she is channeling a legendary spirit. If the boon requires 
  sending her spirit guide away, she loses the benefits of 
  her channeled legendary spirit for same duration the 
  spirit guide would be sent away. She adds her haunted 
  medium level to her covenant mage level to determine 
  which boons she qualifies for and to determine each 
  boon’s benefits. This class feature replaces shared seance, 
  location channel, connection channel, ask the spirits, 
  astral journey, trance of three, and astral beacon.
  Heavenly Herald (Paladin)
  Heavenly heralds are paladins who channel the power of 
  their deity’s divine servants.
  Language: A heavenly herald learns Celestial automati-
  cally.
  Heavenly Covenants: A heavenly herald can form the 
  covenants of the heavenly hosts dervish path without 
  taking a Covenant Supplicant feat or purification ritual; 
  she needs only provide the proper offering to a willing 
  patron that meets the requirements.
  Heavenly Smite: At 1st level, a heavenly herald can call 
  upon the powers of good and law to perform a heavenly 
  smite. As a swift action, the heavenly herald designates 
  a target in line of sight. If the target is chaotic or evil, 
  the heavenly herald gains the heavenly blade covenant; 
  it functions only against the target. Attacks with the 
  weapon ignore the target’s damage reduction and any 
  critical hit is automatically confirmed.
     The heavenly smite remains in effect until the target of 
  the smite is dead or the heavenly herald rests and regains 
  his uses of this ability. Any heavenly smite covenant’s 
  benefits are determined using the heavenly herald’s Hit 
  Dice in place of a patron’s. At 6th level, 11th level, 16th, 
  and 20th level, the heavenly herald also gains the appro-
  priate trance covenant from the heavenly hosts dervish 
  path (page 52) when using heavenly smite; their benefits 
  to attacks and defense apply only against the targeted 
  creature.
  Heavenly Hosts Spell-Like Abilities: A heavenly herald 
  can cast the spell-like abilities from the heavenly hosts 
  covenant mage influence once per day each, but only 
  during the round she activates a heavenly smite. She can 
  cast only those spells she is a high enough level to cast, 
  treating her covenant mage level as her paladin level – 3. 
  She determines his caster level for these abilities in the 
  same fashion. The save DCs are Charisma-based. This 
  class feature replaces divine bond.
  Animist Ranger (Ranger)
  Animist rangers strike deals with spirits to protect 
  themselves and those they watch after. Animist rangers 
  and animist druids typically originate be from the same 
  culture. Such rangers do not train in the use of armor 
  and weapons as much as other warriors, but instead gain 
  power from the spirits they venerate. 
  Influence (Su): At 1st level, the animist ranger gains 
  a covenant mage influence (page 5). Treat his animist 
  ranger level as his covenant mage level. He gains a bonus 
  language, and at 20th level gains that influence’s fun-
  damental ability, but not trance spell-like abilities. If an 
  animist ranger has levels in another class that also has the 
  influence ability, the influence must be the same for all 
  such classes (although it need not be the Natural influ-
  ence).
  Influence Covenants: For a limited time per day, ani-
  mist rangers can use influence covenants as though in a 
  trance. He can use these covenants for 4 + his Charisma 
  modifier rounds per day at 1st level, plus an additional 
  2 rounds per level he gains after 1st. This ability replaces 
  combat style feats, hunter’s bond, improved quarry, mas-
  ter hunter, quarry, track, and wild empathy. 
  Spirit Guide (Sp): At 1st level, an animist ranger gains a 
  spirit guide as the covenant mage class feature (page 8). 
  However, the spirit guide does not grant the guidance 
  spell effect.
  Spell List: In addition to the spells gained by rangers 
  as they gain levels, an animist ranger adds the following 
  spells to his spell list: detect chaos/evil/good/law, protection 
  from chaos/evil/good/law (1st), magic circle against chaos/
  
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  evil/good/law, thaumaturgic circle (3rd), dispel chaos/evil/
  good/law (4th). These spells are added as soon as he is 
  capable of casting them.
  Spirit Bargainer (Shaman)
  These shamans are touched by interested spirits much 
  like covenant mages, and can bring themselves even 
  closer to the spirit world than most shamans.
  Spirit Influence (Su): The shaman’s spirit is linked to 
  a covenant mage influence (see page 5) that suits her 
  chosen spirit, as indicated on the following list. The 
  shaman’s spirit animal permanently gains the least and 
  minor covenants for that influence instead of her spirit’s 
  usual spirit animal benefit. At 12th level, the spirit ani-
  mal gains the major covenant for that influence. At 18th 
  level, the spirit animal gains the greater covenant for that 
  influence. This ability alters spirit animal and replaces 
  the hexes gained at 12th and 18th levels.
  Ancestors: Ancestors, enlightened warrior, rest-
  less souls, unity.
  Battle: Abyssal hordes, angelic choirs, daemonic 
  oblivion, diabolical, enlightened warrior, eternal 
  order, faith slayer, heavenly hosts, primal chaos.
  Bones: Abyssal hordes, daemonic oblivion, 
  deathly fear, diabolical, faith slayer, kyton en-
  lightenment, restless souls, walking dead.
  Dark Tapestry: Dark tapestry, deathly fear.
  Flame: Smokeborn.
  Heavens: Angelic choirs, Elysian blessings, heav-
  enly hosts, qlippothic redeemer, trickery, unseelie 
  court.
  Life: Angelic choirs, dark hedonism, Elysian 
  blessings, heavenly hosts, kyton enlightenment, 
  lifegiver, nirvana, sacred duty, seelie court.
  Lore: Dark hedonism, diabolical, draconic, en-
  lightened warrior, lore, occult, trickery, unity.
  Mammoth: Natural.
  Nature: Draconic, natural, nirvana, seelie court, 
  transformative, unseelie court.
  Slums: Trickery.
  Stone: Stony silence.
  Waves: Fathomless.
  Wind: Stormbound.
  Wood: Natural, seelie court, unseelie court.
  Spirit Influence Covenants (Su): At 8th level, the spirit 
  animal can concentrate as a standard action to transfer 
  any number of its covenants to the shaman for as long as 
  it concentrates and remains within 30 feet of the sha-
  man. This ability replaces the hex gained at 8th level.
  Shaman Hexes
  The following hexes can be chosen by any shaman who 
  meets the prerequisites.
  Spirit Animal Boon (Su/Sp): The shaman can gain a 
  covenant mage spirit boon from her spirit animal. She 
  gains the benefits of that spirit boon as if she were a cov-
  enant mage of half her shaman level; this does not allow 
  her to select adept, intermediate, advanced, or transcen-
  dental spirit boons. If the boon would cause her spirit 
  guide to be unavailable, instead her spirit animal must 
  concentrate for the duration while remaining within 30 
  feet of the shaman.
  Spirit Covenant (Su): The shaman gains a least or 
  minor covenant appropriate to her spirit (generally using 
  the ephemeral patronage rules) as if she had either Least 
  Covenant Supplicant or Minor Covenant Supplicant. 
  She must meet the prerequisites for the chosen feat (in-
  cluding paying for the purification ritual). The shaman 
  must have a spirit to choose this hex.
  Praticos (Sorcerer)
  A praticos experiences the influence of spirits related to 
  her ancestry instead of the usual sorcerer bloodline.
  Influence: At 1st level, the praticos gains a covenant 
  mage influence (page 5); the influence must match the 
  bloodline. Treat her praticos level as her covenant mage 
  level. She gains a bonus language. She does not gain 
  trance covenants because she cannot enter a trance. If a 
  praticos has levels in another class that also has the influ-
  ence ability, the influence must be the same for all such 
  classes.  The following lists which influences are available 
  for particular bloodlines.
  Aberrant: Dark tapestry.
  Abyssal: Abyssal hordes, qlippothic redeemer.
  Accursed: Occult.
  Aquatic: Fathomless.
  Arcane: Lore.
  Boreal: Stormbound.
  Celestial: Angelic choirs, elysian blessings, heav-
  enly host, nirvana.
  Deep Earth: Stony silence.
  
  76
  Destined: Enlightened warrior, legends, time, 
  unity.
  Djinni: Stormbound.
  Draconic: Draconic.
  Dreamspun: Legends, trickery.
  Ectoplasm: Occult, Restless Souls.
  Efreeti: Smokeborn.
  Elemental (Air): Stormbound.
  Elemental (Earth): Stony silence.
  Elemental (Fire): Smokeborn.
  Elemental (Water): Fathomless.
  Fey: Natural, seelie court, trickery, unseelie 
  court.
  Ghoul: Walking dead.
  Imperious: Ancestors, legends.
  Infernal: Diabolical.
  Kobold: Ancestors, draconic.
  Maestro: Dark hedonism.
  Marid: Fathomless.
  Protean: Primal chaos.
  Psychic: Occult.
  Rakshasa: Dark hedonism.
  Serpentine: Dark tapestry, occult.
  Shadow: Deathly fear, kyton enlightenment, 
  trickery.
  Shaitan: Stony silence.
  Starsoul: Dark tapestry.
  Stormborn: Stormbound.
  Undead: Deathly fear, restless souls, walking 
  dead.
  Verdant: Natural, seelie court, unseelie court.
  Sorcerer Spells Known: Praticos lose one spell known 
  per spell level, but adds the influence spell-like abilities 
  to her spells known as bonus spells at the caster level 
  they would be gained as covenant mage spell-like abili-
  ties. If an influence spell-like ability is the same as a 
  bloodline bonus spell for a particular spell level, then she 
  chooses any spell from the sorcerer spell list as a bonus 
  spell known when the bloodline spell would be gained.
  Skills: At 1st level, a praticos adds one type of Knowl-
  edge skill to her list of class skills, as long as it is Knowl-
  edge (nature, planes or religion). The type of knowledge 
  gained should relate to her influence.
  Bonus Feats: When a praticos gains bonus bloodline 
  feats (at 7th, 13th, and 19th level), she may instead 
  choose to gain the Covenant Supplicant feats (Least, 
  Minor or Major only; see page 119).
  Death Negotiator 
  (Spiritualist)
  When spiritualists bond with phantoms that have spent 
  a long time apart from the afterlife, sometimes the phan-
  toms carry potent and strange death-tinged energies that 
  they can trade to the spiritualist in exchange for a closer 
  link to the mortal world. These spiritualists can form 
  long-lasting magical covenants with their phantoms.
  Covenant Bonded Manifestation (Su): At 3rd level, 
  the death negotiator gains a least covenant with her 
  phantom as her patron spirit without taking a feat or 
  performing a purification ritual. The phantom can grant 
  covenants as if it were an undead creature as well its 
  actual type. The death negotiator gains the benefit of 
  the covenant only while using the ectoplasmic bonded 
  manifestation ability, instead of the usual benefits for ec-
  toplasmic bonded manifestation. At any time, the death 
  negotiator can sacrifice 10 hit points from her maximum 
  in a 1-hour ritual to make the covenant permanent; if 
  she does so, the phantom’s maximum hit points increase 
  by 5.
     At 8th level, the death negotiator gains another least or 
  minor covenant in this way; making it permanent costs 
  20 hit points and increases the phantom’s maximum hit 
  points by 10. Sacrifices for multiple permanent cov-
  enants stack.
     At 13th level, the death negotiator gains another least, 
  minor, or major covenant in this way; making it per-
  manent costs 40 hit points and increases the phantom’s 
  maximum hit points by 20.
     At 18th level, the death negotiator gains another least, 
  minor, major, or greater covenant in this way; making a 
  greater covenant permanent this way costs 60 hit points 
  and increases the phantom’s maximum hit points by 30.
     At 20th level, the death negotiator gains another least, 
  minor, major, greater, or superior covenant in this way 
  and the phantom’s Hit Dice are treated as 2 higher for 
  the purpose of covenant patronage; making a superior 
  covenant permanent this way costs 80 hit points and 
  increases the phantom’s maximum hit points by 40.
  This alters ectoplasmic bonded manifestation and re-
  places empowered consciousness.
  Phantom Boon (Su/Sp): At 4th level, the death negotia-
  tor’s phantom gains a spirit boon as if it were a covenant 
  mage of a level equal to its Hit Dice. Use its statistics, 
  not the death negotiators, to determine the effects of the 
  boon. If the phantom is confined to the death negotia-
  
  77
  tor’s consciousness, the death negotiator can activate the 
  spirit boon. Any spirit boon that would occupy a spirit 
  guide instead makes the phantom’s benefits unavailable 
  to the death negotiator for the same duration. If the 
  phantom is manifested, it can activate the spirit boon 
  itself but the death negotiator cannot. If the boon would 
  occupy a spirit guide, instead the manifested phantom 
  must spend a standard action concentrating to maintain 
  the effect each round for the same duration. This replac-
  es bonded senses and spiritual interference.
  Deal with Death (Su): At 12th level, the death negotia-
  tor can bargain with death itself. When the death nego-
  tiator would die for any reason, the death negotiator can 
  trade a bit of life-force in exchange for time to grow her 
  soul even stronger, and thus a more tantalizing prize for 
  death. The death negotiator suffers a permanent negative 
  level and returns to a number of hit points equal to her 
  character level. She can negotiate to make the negative 
  level temporary (Fortitude save DC 10 + death negotia-
  tor level) with a successful Bluff or Diplomacy check 
  against DC 15 + death negotiator’s character level. This 
  negotiation does not require an action or the ability to 
  speak—her immortal soul makes her case directly and 
  instantaneously. If raise dead would not be sufficient to 
  revive the death negotiator from this death, she suffers 
  a –4 penalty on this skill check. Once a death negotia-
  tor avoids death this way, she cannot do so again until 
  she gains a character level. This ability replaces greater 
  spiritual interference. The death negotiator can gamble 
  with death to negate the negative level with a successful 
  Profession (gambler) check against the same DC; if the 
  check fails, the death negotiator instead gains an addi-
  tional negative levels.
  Contracted Summoner 
  (Summoner)
  Some summoners obtain their eidolons as servants in 
  grand bargains that include unlocking the power of cov-
  enants for the summoner.
  Eidolon Covenants: At 2nd level, the contracted sum-
  moner gains a least covenant with her eidolon as her 
  patron spirit without taking a feat or performing a 
  purification ritual. Instead of paying an offering, she 
  permanently loses one 1st-level summoner spell known 
  of her choice. She loses a 2nd-level summoner spell slot 
  at 4th level. Her eidolon can cast the sacrificed spell 
  known once per week using its Hit Dice as its caster level 
  but must provide any components. The contracted sum-
  moner can change the covenant chosen whenever she 
  gains a level.
     At 6th level, the contracted summoner gains another 
  covenant of up to minor grade in this way. As payment, 
  she loses a 2nd-level summoner spell slot and a 2nd-level 
  summoner spell known (which the eidolon can then cast 
  once weekly). She loses another 2nd-level spell slot at 
  15th level.
     At 12th level, the contracted summoner gains another 
  covenant of up to major grade in this way. As payment, 
  she loses a 3rd-level summoner spell known (which the 
  eidolon can then cast once weekly) and a 4th-level sum-
  moner spell slot.
     At 18th level, the contracted summoner gains another 
  covenant of up to greater grade in this way. As payment, 
  she loses a 5th-level summoner spell known (which the 
  eidolon can then cast once weekly) and a 6th-level sum-
  moner spell slot.
     At 20th level, the contracted summoner’s eidolon 
  counts as having 2 additional Hit Dice for the purpose 
  of covenant patronage. In addition, the contracted sum-
  moner gains another covenant of up to superior grade in 
  this way. The contracted summoner loses two 6th-level 
  summoner spells known (which the eidolon can then 
  cast once weekly) and two 6th-level summoner spell slots 
  as payment.
     This replaces bond senses, maker’s call, greater shield 
  ally, merge forms, and twin eidolon.
  Spirit-Chosen (Vigilante)
  Spirit-chosen vigilantes take on otherworldly personas 
  augmented by a powerful spirit that shares their body or 
  has marked their souls with a fragment of its own great 
  power.
  Influence (Su): At 1st level, the spirit-chosen vigilante 
  gains a covenant mage influence or dervish path appro-
  priate to the spirit that has chosen him. This class feature 
  replaces vigilante specialization.
  Influence Covenants: A spirit-chosen vigilante can gain 
  a permanent version of his influence’s trance covenants 
  without a Covenant Supplicant feat or purification 
  ritual. He must simply make an appropriate offering to 
  his spirit and meet the prerequisites.
  Dual Identity: A spirit-chosen vigilante’s vigilante 
  identity alignment must be no more steps away from his 
  
  78
  spirit’s alignment than his social identity alignment is. 
  This alters dual identity.
  Vigilante Covenants (Su): At 1st level, 6th level, 10th 
  level, 14th level, and 18th level, the spirit-chosen vigilan-
  te gains the benefits of the trance covenants appropriate 
  for his influence as long as he is in his vigilante identity. 
  He uses his statistics in place of the patron’s. This class 
  feature replaces the vigilante talents gained at 6th, 10th, 
  14th, and 18th levels.
  Vigilante Talents: A spirit-chosen vigilante can choose 
  the following vigilante talents.
  Spirit Boon (Su/Sp): The vigilante gains a spirit guide 
  as the covenant mage class feature if he does not already 
  have one. The spirit guide cannot use guidance but can 
  be used to activate spirit boons. The vigilante gains one 
  spirit boon he qualifies for, adding his vigilante level to 
  his covenant mage level for the purpose of spirit boons. 
  The spirit-chosen vigilante can gain this talent more than 
  once.
  Spirit Spell-like Abilities (Sp): The vigilante chooses 
  two of his influence’s trance spell-like abilities. He must 
  be the minimum level required for each spell-like ability, 
  using the sum of his covenant mage level and his vigi-
  lante level. He can cast each spell-like ability once per 
  day as a standard action (unless the spell’s usual casting 
  time is shorter), but only while in his vigilante identity. 
  The save DC is 10 + spell level (1/2 minimum covenant 
  mage level) + vigilante’s Charisma modifier. The spirit-
  chosen vigilante can choose this talent more than once, 
  but must choose different spell-like abilities each time.
  Covenant-Related Witch 
  Hexes
  The following hexes can be chosen by any witch who 
  meets the prerequisites.
  Patron Covenant (Hex; Su): The witch gains a least or 
  minor covenant appropriate to her witch patron (gener-
  ally using the ephemeral patronage rules) as if she had 
  either Least Covenant Supplicant or Minor Covenant 
  Supplicant. She must meet the prerequisites for the 
  chosen feat (including paying for the purification ritual). 
  The witch must have a witch patron to choose this hex.
  Spirit Guide Familiar (Hex; Su): The witch’s familiar 
  gains the ability to cast guidance at will, but only to tar-
  get the witch. The witch must have a familiar to choose 
  this hex.
  Advanced Patron Covenant (Major Hex; Su): The 
  witch gains a major or greater covenant appropriate to 
  her witch patron (generally using the ephemeral patron-
  age rules) as if she had either Major Covenant Suppli-
  cant or Greater Covenant Supplicant. She must meet the 
  prerequisites for the chosen feat (including paying for 
  the purification ritual). The witch must have the patron 
  covenant hex and a witch patron to choose this hex.
  Spirit Guide Boon (Major Hex; Su/Sp): The witch 
  gains a covenant mage spirit boon (see page 7) as if she 
  were a covenant mage of her witch level – 3. She uses her 
  Intelligence modifier in place of her Charisma modi-
  fier for the purposes of this spirit boon. The spirit boon 
  functions only so long as her familiar is within 30 feet. 
  If the boon would require her spirit guide to be ab-
  sent, instead her familiar must concentrate to maintain 
  the effect reach round as a standard action. The witch 
  must have a familiar and the spirit guide familiar hex to 
  choose this hex.
  Grand Patron Covenant (Grand Hex; Su): The witch 
  gains a superior covenant appropriate to her witch pa-
  tron (generally using the ephemeral patronage rules) as 
  if she had Superior Covenant Supplicant. She must meet 
  the prerequisites for this feat (including paying for the 
  purification ritual). The witch must have the advanced 
  patron covenant major hex, the patron covenant hex, 
  and a witch patron to choose this hex.
  
  79
  Chapter 3: Covenants
  
  80
  Chapter 3: 
  Covenants
  Nearly all cultures tell of mortals who make costly 
  bargains to obtain the aid of otherworldly spirits, learn-
  ing the secrets of their power and partaking of their very 
  essence. These rituals, usually performed in secret, were 
  rarely recorded until now. Detailed examples and advice 
  on incorporating covenants and the spirits who offer 
  them into a campaign are found in chapter 5.
  Covenants
  Covenants are bargains struck between mortals and spir-
  its, allowing the mortal to gain some aspect of the spirit’s 
  power in exchange for something that the spirit desires. 
  Each covenant grants a supernatural ability unless noted 
  otherwise. Also unless noted otherwise, the save DC 
  of each ability is equal to 10 + 1/2 patron’s Hit Dice + 
  patron’s Charisma modifier. The caster level of covenant 
  abilities that emulate spells is equal to the patron’s caster 
  level for spell-like abilities (or its Hit Dice, if it has no 
  spell-like abilities). However, because a covenant relies 
  on a distant spirit’s power to maintain, the mortal can 
  have only one instance of any noninstantaneous, non-
  permanent ability active at one time. A new use of the 
  ability ends any previous ability he has active. Abilities 
  that are permanent until triggered as limited in this fash-
  ion: one ability at a time, even if it has not yet triggered.
  Covenant Mages and Dervishes: Covenant mages, 
  dervishes, and characters using some of the archetypes in 
  this book gain covenants temporarily, without contacting 
  a patron. A covenant mage’s trance and a dervish’s whirl-
  ing trance each allows a character to use her statistics in 
  place of the patron’s, if they are higher. They need not 
  use the rest of the rules described here unless they wish 
  to gain those covenants permanently or using a patron’s 
  statistics and can simply use the covenants as described 
  on the list of covenants starting on page 83.
  Cost: Entering into a covenant is a two-step process. 
  Any mortal (referred to as “the supplicant” below) can 
  enter into a covenant if he can take the appropriate feat 
  and provide the required components. No spellcast-
  ing ability is required. First, the supplicant must purify 
  himself in a special ceremony and take the appropriate 
  Covenant Supplicant feat (described page 119). Alter-
  natively, a covenant mage or dervish can also enter into 
  a covenant without taking a feat, but can only select a 
  trance covenant without a feat and purification ritual.
  Second, whether or not the supplicant is using a feat, the 
  supplicant must make a ritual offering (most commonly 
  of wealth) to the patron of the covenant The offering 
  normally takes the form of gold and treasure of a useful 
  or symbolic sort with a minimum total market price.  
  The offering ritual takes 1 hour to perform. The offer-
  ing required is based upon the grade of the covenant, as 
  indicated below. If the patron is offering the covenant 
  as part of a spell or bargain with a gp cost, such as lesser 
  planar ally, subtract the cost of the spell or bargain from 
  the offering required by the covenant (but not from the 
  cost of the purification ceremony required to take the 
  feat).
  • 
  Least: 250 gp per Hit Die of the patron (ex: art, 
  coins, rare spices, potions, minor scrolls).
  • 
  Minor: 500 gp per patron HD (ex: art, uncommon 
  jewels, minor wands, major scrolls).
  • 
  Major: 1,000 gp per patron HD (ex: rare jewels, 
  minor permanent magic items).
  • 
  Greater: 2,000 gp per patron HD (ex: exquisite non-
  magical treasures, medium magic items).
  • 
  Superior: 4,000 gp per patron HD (ex: major magic 
  items).
  Note that negotiating a covenant can happen long before 
  the costs are paid, even if the supplicant doesn’t yet 
  have a Covenant Supplicant feat. The supplicant gains 
  the benefits as soon as the costs are paid, even if that is 
  significantly after the spirit has departed. The magic of 
  the offering ritual transports any payment to the patron 
  spirit.
     Below is a table adding up the total expenditure a 
  character must make to perform a purification ritual (as 
  noted in the individual Covenant Supplicant feats) and 
  make an offering to a patron of the listed Hit Dice (as 
  noted above). Covenant mages and dervishes need not 
  perform a purification ritual or offering to access their 
  trance covenants during a trance, and need pay only 
  the offering to a patron spirit (and not the purification 
  ritual) to get the full version of a trance covenant.
  
  81
  Table: Total Covenant Costs
  Patron 
  HD
  Covenant Grade
  Least
  (gp)
  Minor
  (gp)
  Major
  (gp)
  Greater
  (gp)
  Superior
  (gp)
  1
  550 
  —
  —
  —
  —
  2
  800
  —
  —
  —
  —
  3
  1,050
  —
  —
  —
  —
  4
  1,300
  4,000
  —
  —
  —
  5
  1,550 4,500
  —
  —
  —
  6
  1,800 5,000 
  —
  —
  —
  7
  2,050 5,500 
  —
  —
  —
  8
  2,300
  6,000 
  17,000
  —
  —
  9
  2,550
  6,500 
  18,000
  —
  —
  10
  2,800
  7,000 
  19,000
  —
  —
  11
  3,050
  7,500 
  20,000
  —
  —
  12
  3,300
  8,000 
  21,000
  54,000 
  —
  13
  3,550
  8,500 
  22,000
  56,000
  —
  14
  3,800
  9,000 
  23,000
  58,000
  —
  15
  4,050
  9,500 
  24,000
  60,000
  —
  16
  4,300
  10,000 25,000
  62,000
  154,000
  17
  4,550
  10,500 26,000
  64,000
  158,000
  18
  4,800
  11,000 27,000
  66,000
  162,000
  19
  5,050
  11,500 28,000
  68,000
  166,000
  20
  5,300
  12,000
  29,000
  70,000
  170,000
  21
  5,550
  12,500 30,000
  72,000
  174,000
  22
  5,800
  13,000 31,000
  74,000
  178,000
  23
  6,050
  13,500 32,000
  76,000
  182,000
  24
  6,300
  14,000 33,000
  78,000
  186,000
  25
  6,550
  14,500 34,000
  80,000
  190,000
  26
  6,800
  15,000 35,000
  82,000
  194,000
  27
  7,050
  15,500
  36,000
  84,000
  198,000
  Transferred Covenants: When a supplicant wants to 
  increase the power of a covenant, he can transfer the cov-
  enant to another, more powerful, spirit who is also able 
  to offer the same covenant. An offering must be made to 
  the new patron as usual, but subtract the cost of the old 
  offering from the cost of the new offering. The cove-
  nant’s effects are then recalculated using the new patron’s 
  statistics, and any choices made during the forming of 
  the covenant can be changed.
     Whichever form the transfer takes, the original pa-
  tron must agree to it. This is often easy to arrange if the 
  old and new patron exist in the same hierarchy, such as 
  within the court of the same devil prince or within the 
  grand celestial army of the same star archon. Many other 
  patrons agree to this arrangement when the new patron 
  buys out the debt in the form of whatever serves as cur-
  rency among that type of spirit (such as souls, favors, 
  magical secrets, or shards of raw elemental essence). Al-
  ternatively, many patrons can be bullied into agreeing if 
  the supplicant or the new patron is intimidating enough 
  or has effective leverage over them. To avert the latter 
  possibility, many more canny patrons include a clause 
  mutually forbidding violence or the threat thereof in the 
  terms of any covenants they form.
  Broken Covenants: When a covenant is broken, the 
  supplicant loses any benefits remaining from the cove-
  nant. If he did not willingly break the covenant, his soul 
  remains in good condition to enter a new covenant; he 
  can reduce the cost of the offering to enter a new cov-
  enant (or re-enter the old covenant) by half the offering 
  of the broken one. If he did break the covenant willingly, 
  he loses the benefit of the Covenant Supplicant feat until 
  he atones (see the atonement spell) and cannot take a 
  new one in its place.
  Variant—Featless Covenants: Under this vari-
  ant, a supplicant can gain a covenant without 
  a feat by paying four times the usual offering 
  and purification ritual cost. Even if covenants 
  normally require feats, the GM might also al-
  low a supplicant to pay a smaller extra amount 
  or a non-wealth offering in order to gain the 
  covenant’s benefit temporarily until he gains 
  the appropriate Covenant Supplicant feat.
  Covenant Contracts
  A covenant contract includes the details about how a 
  covenant functions, what it costs, and what can end it.
  Form: Different spirits prefer different forms for their 
  covenant contracts. Devils are famous for their labyrin-
  thine paper contracts of countless pages, but other lawful 
  spirits such as rakshasas, asuras, kytons, inevitables, 
  axiomites, and even archons favor similar methods. Fey 
  tend to use verbal contracts that use elaborate rhyme, 
  meter, and accompanying music to consistently record 
  exact wording. Undead and spirits with the chaotic sub-
  type like demons, azatas, demodands, and proteans tend 
  to favor simple verbal contracts.
     Some spirits, most often fey, choose to imbue the 
  
  82
  magic of the covenant into an item called a covenant 
  favor. This item can be anything the spirit touches while 
  forming the covenant save for an artifact. The covenant 
  favor carries the magic of the covenant, and the benefits 
  and drawbacks of the covenant can be transferred along 
  with ownership of the favor. A creature loses the benefits 
  and drawbacks of her covenant immediately upon losing 
  the favor, but the recipient (or thief) of the covenant 
  favor does not gain the benefits or drawbacks until he 
  has possessed it for one day. The supplicant need not 
  carry the favor to maintain the benefits of the covenant 
  as long as it remains on the same plane of existence, but 
  loses possession of it as soon as another creature claims 
  it. If the covenant was paid for by a sacrifice of her own 
  attributes lasting the duration of the covenant (a number 
  of examples are listed in the variant offerings section in 
  Chapter 5), the sacrifice is reversed along with the lost 
  benefits but applied to the new owner as soon as the 
  benefits apply to him. If the covenant favor is destroyed, 
  the covenant is broken.
  Offering: A covenant contract always stipulates what 
  offering is required. It might indicate a means to undo 
  the covenant and refund the cost, but this is usually a 
  difficult or unlikely circumstance (such as if the covenant 
  does not do what the patron claims, if the patron is 
  destroyed as the result of events unrelated to the suppli-
  cant, or if the patron reneges on the covenant).
  Duration: Most covenants last for a finite term. For 
  example, it is popular for fey contracts to last for a year 
  and a day, or until the next year in which the same moon 
  is in the same phase on the anniversary of the signing 
  (generally about 33 years). Devils often term their con-
  tracts for nine months or nine years. Duration does not 
  normally affect the cost of a covenant, but if the dura-
  tion is exceptionally short (generally, a month or less), 
  the spirit might accept a smaller offering.
  Exceptions: Some covenants include exceptions: con-
  ditions under which the spirit need not provide the 
  covenant’s benefit. Often these are for the protection of 
  the patron spirit, such as stipulating that the covenant 
  benefit cannot be used to harm the patron or to directly 
  contravene its interests. Spirits with alignment subtypes 
  often include exceptions that suspend the covenant 
  indefinitely upon the performance of a major act oppos-
  ing their alignments; if this happens, the covenant can 
  be resumed with an appropriate absolution or atonement 
  spell.
  Penalties: Some covenants provide for situations in 
  which one party will owe the other a penalty, such as a 
  magic item of the wronged party’s choice from among 
  the transgressor’s property or a payment of energy (paid 
  in the form of one or more permanent negative levels). 
  A payment of vitality grants the wronged party 5 tem-
  porary hit points per negative level inflicted that last 
  until the negative levels are removed. Usually, 1 negative 
  level is inflicted per 5 Hit Dice of the patron. Often, a 
  termination clause (see below) includes such a penalty, 
  meant to disincentive either party willingly breaking the 
  covenant.
  Termination: All but the most powerful and self-assured 
  spirits insist upon one or more termination clauses for 
  their covenants. If the supplicant pays by means other 
  than an offering of wealth or insists upon steep penalties 
  for the spirit, the spirit may ask for the ability to rescind 
  the covenant. Rescinding the covenant is a standard 
  action that requires line of sight; rescinding it ends the 
  covenant’s benefits but also refunds the offering. A cove-
  nant ends immediately if the patron dies or is destroyed.
  The Patron’s Link
  Forming a covenant costs a small amount of magical 
  energy for most patrons and creates a small liability. 
  This is one reason some patrons are hesitant to form 
  covenants with just anyone. Anyone who has a covenant 
  with a patron functions as if one step more familiar with 
  the patron (and vice versa) for purposes of scrying and 
  teleportation effects. The supplicant’s mere presence also 
  grants a +1 bonus to the caster level of any abjuration or 
  calling spell targeting the patron. The patron gains a +1 
  bonus on attack rolls, caster level, and save DCs to affect 
  the supplicant with spells and attacks.
     Most patrons can form at most one covenant of the 
  patron’s maximum grade per Hit Die without depleting 
  their magical power in the form of a temporary negative 
  level that lasts until the number of covenants goes below 
  that limit. Lower-grade covenants are less taxing. Patrons 
  of 21 or more Hit Dice rarely feel such restrictions at all.
  Ephemeral Patronage: Patrons without well-defined 
  stats, ephemeral spirits incapable of affecting the physical 
  world directly (such as legendary spirits and many ances-
  tor spirits), small place-gods, or some nature spirits re-
  vered by shamans provide covenants of minimal potency. 
  These covenants are nonetheless popular because they are 
  generally simpler and safer to arrange than bargains with 
  
  83
  more tangible spirits.
     An ephemeral patron’s effective HD can be any per-
  mitted amount chosen by the supplicant and agreed to 
  by the spirit. The patron’s effective caster level is equal 
  to this HD. The patron’s effective ability scores are each 
  equal to 10 + 1/2 HD (yielding an ability bonus of 1/4 
  HD). The ephemeral patron has no other abilities or 
  spells except as noted for the patron. For example, a 
  witch’s mysterious patron has access to the witch spell list 
  and knows a list of specific spells. A shaman’s spirit has 
  access to the shaman spell list as well as its spirit magic 
  spells.
     Most patrons simply use their own statistics when 
  forming covenants, but this is not always the case. A 
  patron can choose to offer ephemeral patronage when 
  forming a covenant to make the covenant less taxing for 
  itself or to reduce the cost for a sympathetic supplicant. 
  A patron cannot increase its effective caster level, HD, or 
  abilities by opting for ephemeral patronage. A covenant 
  granted with ephemeral patronage counts as only half a 
  covenant toward the patron spirit’s limitations (if any).
  List of Covenants
  Below are listed all covenants in this book. The list is 
  sorted by the grade of covenant (least, minor, major, 
  greater, superior).
  Least Covenants
  • 
  Abyssal Blade: Create a magic scimitar of abyssal 
  energy.
  • 
  Another Face: Transform into a humanoid.
  • 
  Celestial Alliance: Gain a celestial or similar servant 
  from the summon monster list that you can  
  summon 1/hour.
  • 
  Dark Arcana I: You can use a 1st-level arcane spell 
  as a spell-like ability 3/day.
  • 
  Dark Hedonist’s Servant: Gain a fiendish or similar 
  servant from the summon monster list that  you can 
  summon 1/hour.
  • 
  Deathly Blade: Create a magic khopesh of sacred 
  energy.
  • 
  Demonic Servant: Gain an entropic, fiendish, or 
  similar servant from the summon monster list  
  that you can summon 1/hour.
  • 
  Diabolic Assistant: Gain a fiendish, resolute, or 
  similar servant from the summon monster list  
  that you can summon 1/hour.
  • 
  Elemental Servant: Summon a creature from the 
  elemental planes 1/hour.
  • 
  Elemental Weapon: Your melee and ranged weapon 
  attacks deal energy damage.
  • 
  Faith-Stealing Strike I: You can possibly prevent 
  divine spellcasters from casting for 1 round.
  • 
  Frightful Violence: Cause enemies caught unpre-
  pared by your attacks to become shaken.
  • 
  Gift of Glory I: Gain a +2 enhancement bonus to 
  an ability score or two.
  • 
  Gift of Skill I: Gain a moderate competence bonus 
  on three skills.
  • 
  Gift of Treasure, Lesser: Gain 1,500 gp or more and 
  a +1 luck bonus on skill checks to make money.
  • 
  Heavenly Blade: Create a magic sword of pure 
  justice.
  • 
  Imbued Armor I: Add lesser magical enhancements 
  to a suit of armor you own.
  • 
  Immaterial Enhancement: Sacrifice most wealth to 
  gain supernatural power that replaces many  
  magic items.
  • 
  Inevitable Enforcer: Gain a resolute or similar ser-
  vant from the summon monster list that you  
  can summon 1/hour.
  • 
  Nature’s Weapons: Create a pair of claws to fight the 
  enemies of nature.
  • 
  Pact of Protection I: Gain a minor resistance bonus 
  on saving throws and deflection bonus to  AC.
  • 
  Perfect Strikes I: Gain an enhancement bonus to 
  your natural weapon attacks.
  • 
  Proof against Blades I: Gain a minor deflection 
  bonus to AC and possibly enhancement bonus to  
  natural armor.
  • 
  Robot Killer: You are can detect robots and easily 
  overcome their defenses.
  • 
  Seelie Friendship: Gain an ally from the summon 
  nature’s ally list that you can summon 1/hour.
  • 
  Spell Secrets I: Gain a bonus 1st-level spell known 
  and spell slot; at 13 patron HD, gain another  
  of 
  2nd level.
  • 
  Stolen Heart: Charm person 3/day, permanently if 
  the target has fewer than half patron’s HD.
  • 
  Stone Fist: Your fists become living stone.
  • 
  Timely Invigoration: You can heal wounds with a 
  touch.
  Minor Covenants
  • 
  Alter Reality: Gain a single limited wish, wish, or 
  miracle.
  • 
  Archon’s Ward I: Gain constant protection from evil 
  plus DR 2/evil or DR 3/evil.
  
  84
  • 
  Dark Arcana II: You can use a 2nd-level arcane spell 
  as a spell-like ability 3/day.
  • 
  Death’s Caress: Gain resistance to many things 
  which undead are immune to.
  • 
  Elemental Blessing: Gain DR 1/—, +2 on skill 
  checks against elementals, and protect yourself  
  and your allies from energy damage.
  • 
  Feel Young: You can make people feel younger, and 
  ignore aging penalties for a day.
  • 
  Fiendish Sight: Gain darkvision 60 ft., and see 
  invisibility at higher patron HD.
  • 
  Gift of Glory II: Gain an enhancement bonus on 
  one or two ability scores.
  • 
  Gift of Hardiness: Gain a bonus on saving throws 
  against an effect your patron is resistant to.
  • 
  Gift of Skill II: Gain a large competence bonus on 
  three skills.
  • 
  Gift of Treasure: Gain 10,000 gp or more and a +2 
  luck bonus on skill checks to make money.
  • 
  Healing Spirit I: Intangible spirit automatically 
  heals 1 hit point/patron HD 3/day.
  • 
  Heretical Soul: Gain resistance to divine spells and 
  spell-like abilities.
  • 
  Imbued Armor II: Add more magical enhancements 
  to a suit of armor you own.
  • 
  Immortal Resilience: Gain DR and protection from 
  magical aging.
  • 
  Impossible Feat: Gain a feat, ignoring one prerequi-
  site.
  • 
  Inviolable Volition: Resist effects that would pre-
  vent you from choosing your actions normally.
  • 
  Merciful Touch: Heal 1d6 hit points/3 patron HD 
  with a touch.
  • 
  Natural Communication: You can communicate 
  with animals and plants.
  • 
  Naunet Strike: Your natural weapons more easily 
  overcome damage resistance.
  • 
  Pact of Protection II: Gain a moderate resistance 
  bonus on saving throws and deflection bonus to  
  AC.
  • 
  Perfect Strikes II: Gain an enhancement bonus to 
  your natural weapon attacks.
  • 
  Proof against Blades II: Gain a moderate deflection 
  bonus to AC and enhancement bonus to  natural 
  armor.
  • 
  Quell Aberrations: You can calm nearby aberra-
  tions.
  • 
  Reactive Resistance: Gain resistance 5 or higher to 
  whatever energy most recently damaged you.
  • 
  Sacred Protection: Gain resistance to the special at-
  tacks of undead creatures.
  • 
  Spell Secrets II: Gain a bonus 2nd-level spell known 
  and spell slot; at 13 patron HD, gain another of 3rd 
  level.
  • 
  Summon from the Darkness: Summon an undead 
  servant 1/hour.
  • 
  Truespeech I: Speak in tongues for 10 minutes per 
  patron HD each day.
  Major Covenants
  • 
  Animalistic Fleetness: Increase movement by 10 
  feet and full attack when you charge.
  • 
  Archon’s Ward II: Gain constant magic circle against 
  evil plus DR /evil.
  • 
  Armed with Cruelty: Grant magic enhancements to 
  1 weapon/4 patron HD.
  • 
  Armed with Justice: Grant magic enhancements to 
  1 weapon/4 patron HD.
  • 
  Armed with Nature: Grant magic enhancements to 
  1 weapon/4 patron HD.
  • 
  Aura of Madness: You radiate an aura that can con-
  fuse your opponents. 
  • 
  Cloak of Smoke: Veil yourself in smoke that pro-
  vides concealment; expand the smoke for 10 min-
  utes/day to choke nearby foes.
  • 
  Curative Witchcraft: Gain healing spell-like abili-
  ties.
  • 
  Dark Arcana III: You can use a 4th- or possibly 5th-
  level arcane spell as a spell-like ability 3/day.
  • 
  Deathbane: You can use ghostbane dirge and disrupt-
  ing weapon 2/day.
  • 
  Death Undone: Avoid aging for a time and escape 
  death once.
  • 
  Dimensional Stride: Use dimension door as a spell-
  like ability 3/day or at will.
  • 
  Diseased Strike: Your melee strikes can inflict a ter-
  rible disease on your foes.
  • 
  Elemental Agility: Move freely through a physical 
  obstacle according to your patron’s type.
  • 
  Gift of Glory III: Gain an enhancement bonus on 
  two ability scores.
  • 
  Healing Spirit II: Intangible spirit automatically 
  heals 3 hit points/patron HD 3/day.
  • 
  Imbued Armor III: Add major magical enhance-
  ments to a suit of armor you own.
  • 
  Mind-Snaring Gaze: Stun and read the thoughts of 
  those who meet your gaze, and dominate person 1/
  day.
  • 
  Pact of Protection III: Gain a formidable resistance 
  
  85
  bonus on saving throws and deflection bonus to AC.
  • 
  Perfect Strikes III: Gain an enhancement bonus to 
  your natural weapon attacks.
  • 
  Possessed Weapon I: Gain a minor intelligent 
  weapon.
  • 
  Proof against Blades III: Gain a significant deflec-
  tion bonus to AC and enhancement bonus to natural 
  armor.
  • 
  Psychopomp Sense: Sense living and undead things 
  within 30 feet.
  • 
  Resist Magic, Lesser: Gain SR 16 + 1/3 patron HD.
  • 
  Soul Stealer: Inflict a negative level and gain 5 tem-
  porary hit points each round you hit in melee.
  • 
  Spell Secrets III: Gain a bonus 4th-level spell 
  known and spell slot; at 17 patron HD, gain another 
  of 5th level.
  • 
  Stunning Voice: Stun nearby creatures as a swift ac-
  tion with the sound of your voice.
  • 
  Superhuman Perfection I: Gain a +4 enhancement 
  bonus to all physical ability scores.
  • 
  Superior Mind I: Gain a +4 enhancement bonus to 
  all mental ability scores.
  • 
  Truespeech II: Gain the benefits of tongues and 
  speak with animals constantly.
  • 
  Unnatural Talent: Take 10 on three skills even when 
  distracted and gain a bonus on checks with  
  those skills.
  • 
  Unnerving Aura: Cause creatures that approach to 
  become shaken and possibly repel animals,  
  plants, and fey.
  • 
  Unnerving Gaze: Causes creatures that meet your 
  gaze to possibly become shaken.
  • 
  Unstoppable: Resist physical conditions that would 
  prevent or impair your bodily movements.
  • 
  Vast Potential I: Gain a +2 enhancement bonus to 
  all abilities, improving one bonus to +4 per 4  
  patron HD.
  Greater Covenants
  • 
  Astral Secrets: Use astral projection as the spell 1/day.
  • 
  Azata’s Gaze: Your gaze can kill weak evil creatures 
  and cause others to become shaken.
  • 
  Boundless Step: You can teleport or travel the 
  planes as a move action.
  • 
  Consumptive Aura: You radiate an aura that causes 
  starvation in those nearby.
  • 
  Countless Wishes: You are granted a limited wish 
  once per day.
  • 
  Darksense: You gain true seeing in dim light or dark-
  ness, and can sense the living.
  • 
  Desecrating Aura: You radiate a strong aura of 
  desecration.
  • 
  Element Incarnate: Become an elemental creature.
  • 
  Faith-Stealing Strike II: Cause divine spellcasters to 
  become shaken and possibly unable to cast spells.
  • 
  Flowing Form: You can change into a wide variety 
  of shapes or exactly resemble one specific individual.
  • 
  Healing Spirit III: Intangible spirit automatically 
  heals 5 hit points/patron HD 3/day, can reverse  
  death.
  • 
  Imbued Armor IV: Add greater magical enhance-
  ments to a suit of armor you own.
  • 
  Inevitable Recovery: You gain some regeneration 
  (overcome by chaotic attacks), like an inevitable.
  • 
  Innocuous Demeanor: Creatures find it hard to 
  attack you.
  • 
  Kyton Recovery: You gain some regeneration (over-
  come by good weapons, good spells, silver  weapons), 
  like a kyton.
  • 
  Mantle of Light: Become invisible or visible at will.
  • 
  Phantasmal Hunt: Mob of illusory allies emanates 
  fear, nauseates and damages foes who fail to  
  disbelieve.
  • 
  Perfect Strikes IV: Gain an enhancement bonus to 
  your natural weapon attacks.
  • 
  Possessed Weapon II: Gain an intermediate intel-
  ligent weapon.
  • 
  Power of the Possessor: Possess the bodies of other 
  creatures like a ghost.
  • 
  Protean Grace: Gain constant tongues and freedom of 
  movement; use chaos hammer 2/day.
  • 
  Protective Aura: Gain double-strength magic circle 
  against evil and globe of invulnerability.
  • 
  Resist Magic, Greater: Gain SR 20 + 1/2 patron 
  HD. Suppress it as a free action.
  • 
  Spell Secrets IV: Gain bonus 4th-level and 6th-level 
  spells known and spell slots; at 17 patron HD, gain 
  another of 7th level.
  • 
  Superhuman Perfection II: Gain a +6 enhancement 
  bonus to all physical ability scores.
  • 
  Superior Mind II: Gain a +6 enhancement bonus to 
  all mental ability scores.
  • 
  Vast Potential II: Gain a +4 enhancement bonus to 
  all abilities, improving one bonus to +6 per 4  
  patron HD.
  • 
  Wishes Granted: Your patron grants you three 
  wishes.
  
  86
  Superior Covenants
  • 
  Demiurge: Create a permanent demiplane that is 
  able to whisk away target friends or foes.
  • 
  Devastating Curse: You can create a cursed earth ef-
  fect 1/day and use major curse at will.
  • 
  Elemental Dominion: Control a single element in a 
  variety of ways.
  • 
  False Friend: Gain an intelligent illusion ally that 
  can create more illusions.
  • 
  Far Traveling: You can travel to other planets 2/day, 
  and greater teleport at will in a trance.
  • 
  Healing Spirit IV: Intangible spirit automatically 
  uses heal 4/day, can reverse death.
  • 
  Lord of Fear: You radiate a strong aura of fear.
  • 
  Lord of Pain: Gain immunity to pain, a nausea-
  causing gaze, and the ability to stagger those you  
  strike.
  • 
  Negative Energy Nexus: You radiate a strong aura 
  of desecration and deal damage to living creatures 
  within your aura. 
  • 
  Plunge into the Pit: Produce an earthquake that 
  opens a rift into Hell, allowing damned souls to  
  grapple victims and pull them in.
  • 
  Possessed Weapon III: Gain a powerful intelligent 
  weapon.
  • 
  Qlippoth Blessings: Gain DR 10/law, a mind-rend-
  ing gaze, and abilities to more easily overcome  
  demons.
  • 
  Restore Youth: You can revert someone to their 
  previous age category.
  • 
  Spell Secrets V: Gain one bonus 8th-level and two 
  bonus 9th-level spells known and spell slots.
  • 
  Spirit’s Might: You become a larger spiritual warrior 
  appropriate to your patron’s alignment.
  • 
  Strands of Fortune: Reroll the saving throws of al-
  lies nearby.
  • 
  Stormcaller: Call a storm with devastating thunder-
  bolts.
  • 
  Telekinetic Might: Reverse gravity, fly, and use teleki-
  nesis as a swift action.
  • 
  Vast Potential III: Gain a +6 enhancement bonus 
  and at least a +1 inherent bonus to all abilities.
  Variant—Upgraded Covenants: At the 
  GM’s discretion, a supplicant that is taking 
  a new Covenant Supplicant feat can use it to 
  form a new covenant from the same series of 
  covenants as a covenant he already has. This 
  process is largely identical to transferring a 
  covenant, but when the supplicant is taking his 
  new Covenant Supplicant feat, he can offer up 
  his old Covenant Supplicant feat as part of the 
  purification ritual to take the feat. If he does, 
  he subtracts the cost of the old feat’s purifica-
  tion ritual from the cost of the new feat’s ritual 
  the same way as he subtracts the cost of the old 
  covenant’s offering from the new covenant’s 
  offering. When the supplicant makes the up-
  graded covenant with his upgraded Covenant 
  Supplicant feat, the old covenant is gone and 
  he can then replace the old Covenant Sup-
  plicant feat with any other feat he could have 
  qualified for at the level he originally took it.
  Covenants
  Covenants are listed in alphabetical order.
  The following format is used for all covenants.
  Covenant Name: The covenant’s name also includes its 
  grade as well as a description of what the covenant does.
  Benefit: What the covenant enables the character (“you” 
  in the covenant description) to do.
  Patron Requirements: The requirements a patron must 
  meet to offer the covenant. Sometimes lists examples.
  Abyssal Blade [Least]
  Your abyssal patron teaches you the secrets of creating a 
  weapon out of a bit of your soul.
  Benefit: As a free action once per day, you can manifest 
  a blade of Abyssal steel. Treat it as a +1 scimitar. You are 
  proficient in its use. If the blade is not in your hand at 
  the start of your turn, you can cause it to appear in your 
  hand as a swift action so long as you and it are on the 
  same plane of existence. The blade vanishes at the next 
  nightfall. If your patron has at least 5 Hit Dice, treat 
  the blade as a +1 bane scimitar; you choose when you 
  create the blade whether the bane affects good outsiders, 
  lawful outsiders, undead, or fey. At 9 patron HD, the 
  enhancement bonus improves to +2. At 13 patron HD, 
  it improves to +3. At 19 patron HD, it improves to +4.
  Patron Requirements: Demon or qlippoth, 2 HD, Int 
  6.
  Alter Reality [Minor]
  Your patron alters reality according to your request.
  Benefit: When you form this covenant, you make one 
  request. Your patron then uses its power to make your 
  
  87
  request a reality, although not necessarily as you imagine 
  it. This is similar to limited wish, except that the reality 
  alteration can emulate any 7th-level or lower spell of any 
  class or school of magic or similarly powerful effect. If 
  your patron has at least 10 HD, this is similar to miracle 
  or wish, as appropriate to the patron, except that the 
  reality alteration can emulate any 9th-level or lower spell 
  of any class or school of magic or any similarly powerful 
  effect. In no case can the wish emulate a spell requir-
  ing a material or focus component more expensive than 
  quadruple your offering. Unlike other covenants, if this 
  covenant is broken, even instantaneous or permanent 
  effects risk coming undone. For example, a wished-for 
  item or creature might be stolen or lost.
  Patron Requirements: Ability to cast limited wish, 
  miracle, or wish as a spell or spell-like ability; or fey or 
  evil outsider, 5 HD, Int 6, caster level 8th.
  Animalistic Fleetness [Major]
  Your patron teaches you to move and strike with the speed 
  and confidence of a proud animal.
  Benefit: All your movement speeds except for flight 
  without wings increase by 10 feet. This is an enhance-
  ment bonus. You can make a full attack at the end of a 
  charge.
  Patron Requirements: Fey or outsider, 8 HD, Int 6, 
  pounce ability or the ability to cast haste.
  Another Face [Least]
  Your patron teaches you to contort your form into that of 
  another humanoid.
  Benefit: You can assume the form of any Small or Me-
  dium humanoid indefinitely once per day or return to 
  your natural form. Activating or dismissing this covenant 
  is a standard action. This functions as the spell alter self 
  except that you do not modify your ability scores. Al-
  though you cannot normally control your exact appear-
  ance, you can choose a single individual when you form 
  this covenant and can resemble that individual closely 
  (which grants a +10 circumstance bonus on Disguise 
  checks to impersonate that individual with another face).
  Patron Requirements: Fey or outsider, 2 HD, Int 6, 
  either the change shape ability or another spell or ability 
  of the polymorph subschool.
  Archon’s Ward I [Minor]
  Your patron shares with you a minor aspect of its innate 
  resistance to evil.
  Benefit: You are constantly protected as if by protection 
  from evil and gain DR 2/evil. If your patron has 13 or 
  more Hit Dice, the DR improves to 3/evil.
  Patron Requirements: Angel or archon, at least 5 HD. 
  For example, astral deva angel (15 HD, CR 14), mo-
  nadic deva angel (14 HD, CR 12), movanic deva angel 
  (12 HD, CR 10), planetar angel (17 HD, CR 16), solar 
  angel (22 HD, CR 23), hound archon (6 HD, CR 4), 
  legion archon (8 HD, CR 7), shield archon (9 HD, CR 
  10), star archon (19 HD, CR 19), trumpet archon (14 
  HD, CR 14).
  Archon’s Ward II [Major]
  Your patron shares with you a major aspect of its innate 
  resistance to evil.
  Benefit: You are constantly protected as if by magic circle 
  against evil and gain DR 2/evil. If your patron has 13 to 
  16 Hit Dice, the DR improves to 3/evil. At 17 patron 
  HD, the DR improves to 4/evil.
  Patron Requirements: Angel or archon, 9 HD. For ex-
  ample, astral deva angel (15 HD, CR 14), monadic deva 
  angel (14 HD, CR 12), movanic deva angel (12 HD, 
  CR 10), planetar angel (17 HD, CR 16), solar angel (22 
  HD, CR 23), shield archon (9 HD, CR 10), star archon 
  (19 HD, CR 19), trumpet archon (14 HD, CR 14).
  Armed with Cruelty [Major]
  Your demonic patron grants you the service of minor demon 
  spirits to empower your weapons and those of your allies.
  Benefit: This covenant acts exactly like the armed with 
  justice covenant (see below), except that demon spirits 
  inhabit the weapons, which shed unholy light like a 
  torch. The following weapon properties are available 
  instead: anarchic, conductive, cunning, dancing, distance, 
  flaming, flaming burst, ghost touch, keen, mighty cleaving, 
  menacing, returning, seeking, speed, throwing, unholy, vi-
  cious, wounding.
  Patron Requirements: Demon, 9 HD, Int 6.
  Armed with Justice [Major]
  Your heavenly patron grants you the service of minor archon 
  spirits to empower your weapons and those of your allies.
  Benefit: Once per day as a free action, you can invite an 
  archon spirit to inhabit up to one weapon wielded by 
  an ally within 30 feet (you count as your own ally) per 4 
  Hit Dice your patron has for 1 hour per patron Hit Die. 
  The spirits cause each weapon to glow with holy light 
  as bright as a torch. If your patron has 12 or fewer Hit 
  
  88
  Dice, the weapons each gain a +2 enhancement bonus. 
  This bonus increases to +3 if your patron has at least 13 
  HD, or +4 if it has at least 17 HD. These bonuses can 
  be added to the weapon, stacking with existing weapon 
  bonuses to a maximum of +5, or they can be used to add 
  any of the following weapon properties: allying, axiomat-
  ic, brilliant energy, conductive, dancing, defending, disrup-
  tion, distance, flaming, flaming burst, ghost touch, holy, 
  keen, mighty cleaving, menacing, merciful, returning, seek-
  ing, speed, throwing. Adding these properties consumes 
  an amount of bonus equal to the property’s cost (see 
  Table: Melee Weapon Special Abilities and Table: Ranged 
  Weapon Special Abilities in the core rulebook). These 
  bonuses are added to any properties the weapon already 
  has, but duplicate abilities do not stack. If you choose an 
  ability that only some weapons can use, that ability has 
  no effect when added to the wrong type of weapon. If a 
  chosen weapon is not magical, at least a +1 enhancement 
  bonus must be added or the spirit grants no benefit to 
  that weapon. The bonus and properties granted by the 
  spirits are determined when you make the covenant and 
  can be changed once per day as a full-round action. An 
  archon spirit departs prematurely, ending the effect for 
  that weapon, if the wielder begins his turn more than 30 
  feet away from you or if the weapon is not in his hand 
  at the beginning of his turn (a weapon with the return-
  ing property returns in time to continue the effects of 
  this covenant). Each end of a double weapon counts as 
  a separate weapon for the purposes of this ability. If a 
  weapon is destroyed while possessed by an archon spirit, 
  reduce the number of archon spirits you can call with 
  this ability until the next sunrise.
  Patron Requirements: Angel or archon, 9 HD. For ex-
  ample, astral deva angel (15 HD, CR 14), monadic deva 
  angel (14 HD, CR 12), movanic deva angel (12 HD, 
  CR 10), planetar angel (17 HD, CR 16), solar angel (22 
  HD, CR 23), shield archon (9 HD, CR 10), star archon 
  (19 HD, CR 19), trumpet archon (14 HD, CR 14).
  Armed with Nature [Major]
  Your fey patron grants you the service of minor fey spirits to 
  empower your weapons and those of your allies.
  Benefit: This covenant acts exactly like the armed with 
  justice covenant (see above), except that fey spirits in-
  habit the weapons, which shed eerie light like a torch. 
  The following weapon properties are available instead: 
  bane (aberrations, one alignment-based outsider type or 
  undead creatures only), corrosive, corrosive burst, cunning, 
  flame, flaming burst, frost, furious, ghost touch, huntsman, 
  icy burst, keen, menacing, merciful, shock, shocking burst, 
  speed, thundering, wounding. You may choose to affect 
  manufactured weapons and natural attacks. If you have 
  the nature’s weapons covenant, the two claws count as 
  one weapon for purposes of this covenant.
  Patron Requirements: Fey, 9 HD, Int 6.
  Astral Secrets [Greater]
  Your patron instructs you in the secrets of separating your 
  soul from your body.
  Benefit: You can use astral projection as the spell once per 
  day as a spell-like ability.
  Patron Requirements: Outsider without native subtype, 
  13 HD, Int 6.
  Aura of Madness [Major]
  Your patron grants you the power to confuse your foes.
  Benefit: Any sane being within 5 feet of you must make 
  a Will saving throw (DC 10 + 1/2 patron’s HD + pa-
  tron’s Charisma modifier) each round or become con-
  fused for 1 round. A creature that fails 5 saves in a row 
  becomes permanently insane, as per the insanity spell. 
  A creature that succeeds on its save becomes immune 
  to this effect for 1 day. You can suppress or activate this 
  aura as a free action. This is a mind-affecting effect.
  Patron Requirements: Chaotic evil, outsider or fey, 9 
  HD.
  Azata’s Gaze [Greater]
  Your patron gazes into your soul, instilling you with the 
  power to slay evil foes.
  Benefit: Evil creatures of 5 HD or fewer within 30 feet 
  of you that meet your gaze must succeed at a Will saving 
  throw (DC 10 + 1/2 patron’s HD + patron’s Charisma 
  modifier) or die; a target that successfully saves is in-
  stead shaken for 2d10 rounds. Nonevil creatures, and 
  evil creatures with more than 5 HD, must succeed on a 
  Will save or be shaken for 2d10 rounds; a successful save 
  negates. If your patron has at least 17 Hit Dice, range in-
  creases to 60 feet. Multiple failed saving throws prolongs 
  the duration but does not worsen the fear condition.
  Patron Requirements: Azata, 13 HD.
  Boundless Step [Greater]
  Your patron teaches you to step through the veil between the 
  worlds of the spirits and that of mortals.
  Benefit: You can step between worlds as a move ac-
  tion. This functions as either dimension door or ethereal 
  
  89
  jaunt, depending on whether your patron can teleport or 
  become ethereal (your choice, if it can do both). If you 
  change planes with this covenant, you can shift back as 
  a move action. If your patron can travel to the Shadow 
  Plane and has at least 20 Hit Dice, you can choose 
  shadow walk instead.
  Patron Requirements: Fey or outsider, 13 HD, Int 6, 
  either a teleportation ability or the ability to travel to 
  the Ethereal Plane or Shadow Plane. For example, some 
  kytons and sahkils.
  Celestial Alliance [Least]
  Your patron promises to send a celestial being to help you in 
  good deeds.
  Benefit: When you take this covenant, choose a celestial 
  animal from the summon monster I list. As a swift action 
  once per hour, you can summon this monster as if with 
  the spell. Unlike with typical summoning effects, this 
  effect calls a specific individual.  Although the original 
  is not permanently harmed (as normal for summon-
  ing effects), if the monster is summoned again before 
  the next sunrise, the summoned version of the monster 
  has all the same spells and abilities expended and dam-
  age, condition, and effects suffered as it had when the 
  summoning effect last ended. If the summoning ended 
  because the monster was banished or killed, this cov-
  enant cannot be used again for 24 hours. Every sunrise, 
  the monster is refreshed and is good as new (although it 
  may be unable to be summoned immediately if it died or 
  was banished and 24 hours has not yet elapsed). When 
  summoned, the monster must appear adjacent to you 
  and is staggered until the start of your next turn. If both 
  you and your patron have 4 or more Hit Dice, you can 
  also choose from the summon monster II list. For every 
  3 Hit Dice both you and your patron have above 4, you 
  can choose from the next highest spell level (summon 
  monster III if both you and your patron have 7 HD, 
  summon monster IV if both you and your patron have 
  10 HD, and so on). When you choose a monster of a 
  level one level lower than your maximum, you get two 
  of that monster; when you choose a monster of a level 
  two or more levels lower than your maximum, you get 
  four of that monster. When choosing a monster from 
  a higher-level list, you may also choose a good-aligned 
  outsider instead of a celestial animal. Add the follow-
  ing creatures to the lists of what can be summoned with 
  summon monster for the purposes of this covenant: 3rd 
  level—cassisian (angel); 4th level—reptial (agathion); 
  5th level—choral (angel); 6th level—balisse (angel); 7th 
  level—movanic deva (angel).
  Patron Requirements: Angel, 2 HD, Int 6.
  Adaptation: By adjusting the array of monsters that can 
  be chosen and the patrons allowed, it is easy to create a 
  covenant for gaining assistance from any plane of exis-
  tence or outsider group.
  Cloak of Smoke [Major]
  Your patron grants you a cloak of hot, billowing smoke you 
  can expand to choke your foes.
  Benefit: You are shrouded by smoke that grants you con-
  cealment against attacks. As a swift action, you can cause 
  the smoke to expand to a radius of 20 feet. If you do, it 
  provides concealment to all within (similar to the spell 
  obscuring mist), except that you can see through it nor-
  mally. The smoke moves with you and does not linger 
  after you leave. If it is dispersed by wind, it resumes ema-
  nating from you as soon as you are no longer exposed to 
  the wind, although time when the wind keeps it dis-
  persed still counts against its duration. Living creatures 
  that breathe the smoke must succeed on a Fortitude 
  save or become sickened and nauseated for 1 round as 
  they hack and cough with terrible intensity. Those that 
  succeed nonetheless find their vision swimming and are 
  sickened for 1 round. Victims become immune to the 
  aura for 24 hours. The cloak can be expanded for up to 
  10 minutes per day. The time need not be used at once, 
  but must be used in 1-minute increments.
  Patron Requirements: Outsider, fire subtype or smoke 
  special ability, 9 HD, Int 6.
  Consumptive Aura [Greater]
  Your patron grants you the power of causing hunger.
  Benefit: You radiate an aura of hunger to a radius of 
  20 feet. Every round a creature begins its turn within 
  this aura, it must succeed on a Fortitude saving throw 
  (DC 10 + 1/2 patron HD + patron Charisma modifier) 
  or take 1d6 points of nonlethal damage and become 
  fatigued from extreme hunger. If your patron has at least 
  17 Hit Dice, your melee weapon attacks deal an addi-
  tional 1d6 points of nonlethal damage as you cause sud-
  den pangs of horrific hunger to your foes. Creatures that 
  do not need to eat are immune to both these effects. The 
  effects of multiple consumptive auras do not stack; only 
  the aura with the highest DC has any effect.
  Patron Requirements: 13 HD and one of the following: 
  daemon serving the Horseman of Famine, evil fey, or 
  outsider with the time subtype.
  
  90
  
  91
  Countless Wishes [Greater]
  Your patron grants you wishes without number, but with 
  restrictions.
  Benefit: You can use limited wish once per day as a spell-
  like ability. However, you cannot replicate any spell with 
  a material component costing more than 1 gp unless you 
  provide that component.
  Patron Requirements: Ability to cast limited wish or 
  wish as a spell or spell-like ability; or 13 HD, fey or evil 
  outsider, Int 6.
  Curative Witchcraft [Major]
  Your patron grants you the power to emulate healing spells.
  Benefit: You can touch a creature to remove an affliction 
  or injury from it as a spell-like ability. This functions as 
  cure serious wounds, neutralize poison, or remove disease 
  (your choice). You can use this ability at will but cannot 
  target the same creature again in the same day with your 
  healing touch. At 13 patron Hit Dice, your touch can 
  function as cure critical wounds. At 21 patron Hit Dice, 
  your touch can function as breath of life.
  Patron Requirements: Fey or outsider, 9 HD, Int 6, 
  spell or ability of the healing subschool.
  Dark Arcana I [Least]
  Your patron tempts you with the power to use a basic arcane 
  spell-like ability.
  Benefit: From among the wizard spell list, any arcane 
  spell list your patron uses, and your patron’s spell-like 
  abilities, choose a 1st-level spell. At a standard action 
  three times per day, you can use the chosen spell as a 
  spell-like ability. If the spell has a costly material compo-
  nent, you must provide that component each time you 
  use this ability. The save DC is 11 + patron’s Charisma 
  modifier.
  Patron Requirements: Evil outsider, 2 HD, Int 6, abil-
  ity to cast a spell or spell-like ability of at least 1st level.
  Dark Arcana II [Minor]
  Your patron tempts you with the power to use a minor 
  arcane spell-like ability.
  Benefit: From among the wizard spell list, any arcane 
  spell list your patron uses, and your patron’s spell-like 
  abilities, choose a 2nd-level spell. At a standard action 
  three times per day, you can use the chosen spell as a 
  spell-like ability. If the spell has a costly material compo-
  nent, you must provide that component each time you 
  use this ability. The save DC is 12 + patron’s Charisma 
  modifier.
  Patron Requirements: Evil outsider, 5 HD, Int 6, abil-
  ity to cast a spell or spell-like ability of at least 2nd level.
  Dark Arcana III [Major]
  Your patron tempts you with the power to use a middling 
  arcane spell-like ability.
  Benefit: From among the wizard spell list, any arcane 
  spell list your patron uses, and your patron’s spell-like 
  abilities, choose a 3rd- or 4th-level spell. At a standard 
  action three times per day, you can use the chosen spell 
  as a spell-like ability. If the spell has a costly material 
  component, you must provide that component each 
  time you use this ability. The save DC is 10 + spell level 
  + patron’s Charisma modifier. If your patron has at least 
  13 Hit Dice, you may instead choose a 5th-level spell.
  Patron Requirements: Evil outsider, 9 HD, Int 6, abil-
  ity to cast a spell or spell-like ability of at least 4th level.
  Dark Hedonist’s Servant [Least]
  Your patron grants you command over a dark hedonism 
  spirit.
  Benefit: This covenant acts as celestial alliance, except 
  that you can choose a fiendish animal. When choosing 
  a monster from a higher-level list, you may also choose 
  an oni, rakshasa or yaksha instead of a fiendish animal. 
  Add the following creatures to the lists of what can be 
  summoned for the purposes of this covenant: 3rd—rak-
  tavarna (rakshasa), spirit oni, yakkha; 4th—kuwa (oni); 
  5th—dandasuka (rakshasa), ja noi (oni), yamabushi 
  tengu (oni); 6th—marai (rakshasa), nogitsune (oni), ogre 
  mage (oni); 7th—dvarapala yaksha, rakshasa.
  Patron Requirements: Oni, rakshasa, or yaksha; 2 HD; 
  Int 6.
  Darksense [Greater]
  Your patron shares with you the power to see reality as it 
  truly is.
  Benefit: You gain true seeing in dim light and darkness. 
  Regardless of light conditions, you can detect living crea-
  tures and their health within 60 feet, as blindsense with 
  deathwatch continuously active. Mind blank and nonde-
  tection prevent the latter effect but not your true seeing.
  Patron Requirements: Corporeal undead, 13 HD, abil-
  ity to use true seeing. 
  
  92
  Deathbane [Major]
  Your patron grants you with the ability to more easily strike 
  down the undead.
  Benefit: You can use ghostbane dirge at will, and disrupt-
  ing weapon 2/day.
  Patron Requirements: Good outsider, 9 HD.
  Deathly Blade [Least]
  Your psychopomp patron teaches you the secrets of creating a 
  weapon out of a bit of your own soul.
  Benefit: As a free action once per day, you can manifest 
  a blade of deathly steel. Treat it as a +1 khopesh. You are 
  proficient in its use. If the blade is not in your hand at 
  the start of your turn, you can cause it to appear in your 
  hand as a swift action so long as you and it are on the 
  same plane of existence. The blade vanishes at the next 
  nightfall. If your patron has at least 5 Hit Dice, treat the 
  blade as a +1 undead bane khopesh. At 9 patron HD, the 
  enhancement bonus improves to +2. At 13 patron HD, 
  it improves to +3. At 19 patron HD, it improves to +4.
  Patron Requirements: Psychopomp, 2 HD, Int 6. For 
  example, catrina (6 HD, CR 5), esobok (4 HD, CR 3), 
  kere (12 HD, CR 10), memitim (16 HD, CR 15), mor-
  rigna (18 HD, CR 13), nosoi (3 HD, CR 2), shoki (10 
  HD, CR 9), vanth (9 HD, CR 7), viduus (5 HD, CR 
  4), or yamaraj (25 HD, CR 20).
  Death’s Caress [Minor]
  Your undead patron exposes you to dark energies that give 
  you a bit of the resilience of an undead creature.
  Benefit: You gain a +3 insight bonus on saving throws 
  against death effects, diseases, mind-affecting effects, 
  negative energy effects, poisons, and stunning. If your 
  patron has at least 9 Hit Dice, the bonus increases to +4. 
  At 13 patron HD, it increases to +5.
  Patron Requirements: Undead, 5 HD, Int 6.
  Death Undone [Major]
  Your patron removes a living soul from death’s reach for a 
  time.
  Benefit: You must unambiguously identify any creature 
  to benefit from this bargain. If the creature is dead, your 
  patron returns it to life, as the spell true resurrection. If 
  a wish would be required to retrieve the soul first, that 
  requirement is bypassed by this covenant. If the creature 
  is not dead when the pact is formed, she is resurrected 
  in the described manner 10 minutes after she next dies. 
  The chosen creature does not age and cannot die from 
  old age for a length of time equal to her race’s age of 
  maturity (15 years for humans). The covenant is broken 
  when the resurrection occurs, allowing you to form a new 
  covenant with the same or another patron.
  Patron Requirements: Outsider or undead, 9 HD, Int 
  6.
  Demiurge [Superior]
  Your patron whispers a few of the words spoken to create the 
  mortal world, forging a minor world for you.
  Benefit: When you form this covenant, your patron 
  creates for you a permanent demiplane with up to five 
  features, as the spell create greater demiplane. The demi-
  plane’s volume may be up to twenty 20-foot cubes per 
  Hit Die of your patron. Since this is a supernatural 
  ability, it cannot be dispelled, but a wish or miracle can 
  unravel the demiplane if you fail a Will save against the 
  spell. If the demiplane is unraveled, your patron can cre-
  ate a new one if you spend an hour in communion with 
  it the following day and make a new offering equal to 
  half the cost of this covenant. The demiplane must have 
  a portal to a location on the ethereal plane, astral plane, 
  or material plane that you have visited before as one of 
  its features. When you use the demiplane’s ability to 
  eject creatures of your choice, you can choose up to eight 
  creatures at once instead of the usual limit of one at a 
  time. As a standard action up to three times per day, you 
  can cause your demiplane to swallow up eight or fewer 
  targets within 90 feet of you. Each target is deposited 
  into a random place in the demiplane that will not dam-
  age it. If no such place exists in the demiplane is sent to 
  the least dangerous place. A Will save negates the effect. 
  A victim that will be sent to a dangerous place because 
  there is no safe place gets a +4 bonus on its saving throw.
  Patron Requirements: Angel, titan, or ability to create a 
  demiplane; 17 HD; Int 6.
  Demonic Servant [Least]
  Your patron grants you command over a demonic spirit.
  Benefit: This covenant acts as celestial alliance, except 
  that you can choose an entropic or fiendish animal. 
  When choosing a monster from a higher-level list, you 
  may also choose a chaotic evil outsider instead of an 
  entropic or fiendish animal. Add the following creatures 
  to the lists of what can be summoned for the purposes 
  of this covenant: 4th—schir (demon). 5th—incubus 
  (demon).
  Patron Requirements: Demon, 2 HD, Int 6.
  
  93
  Desecrating Aura [Greater]
  Your patron grants you the power to bolster undead crea-
  tures.
  Benefit: You have a 30-foot radius emanation equivalent 
  to a desecrate spell centered on a shrine of evil power. 
  Undead within this radius (including you, if you are 
  undead) gain a +2 profane bonus on attack and damage 
  rolls and saving throws, as well as +2 hit points per die, 
  and the save DC of channeled negative energy is in-
  creased by +6. This aura is negated by dispel evil, but you 
  can reactivate it on your turn as a free action. A desecrat-
  ing aura suppresses and is suppressed by consecrate or hal-
  low; both effects are negated within any overlapping area 
  of effect. You cannot suppress it.
  Patron Requirements: Nightshade, 13 HD. 
  Devastating Curse [Superior]
  Your patron instructs you in the secret of devastating curses.
  Benefit: You can use major curse as a spell-like ability at 
  will. You can also use cursed earth as the spell once per 
  day as a spell-like ability, as a standard action. You can 
  keep one instance of cursed earth active without need-
  ing to provide material components, and can dismiss 
  that instance at any time. For any additional uses, you 
  must provide the material components. For example, 
  you might establish the plague effect in one location. 
  The next day, you might create the living death aspect of 
  the curse in the same location; this costs 10,000 gp or 
  the previous effect ends immediately. Some months later, 
  you might wish to use the curse elsewhere, and cancel 
  the plague effect to use cursed earth elsewhere at no cost.
  Patron Requirements: Daemon or div, 17 HD, Int 6.
  Diabolic Assistant [Least]
  Your patron grants you command over a hellish creature.
  Benefit: This covenant functions like celestial alliance 
  except you choose a fiendish animal or resolute animal. 
  When choosing a monster from a higher-level list, rather 
  than a good-aligned outsider, you may also choose hell 
  hound or a devil instead of a fiendish or resolute animal, 
  if either are options at that higher level. Add the fol-
  lowing creatures to the lists of what can be summoned 
  with summon monster for the purposes of this covenant: 
  3rd—imp (devil). 4th—accuser devil.
  Patron Requirements: Devil, 2 HD, Int 6. For example, 
  accuser devil (4 HD, CR 3), barbed devil (12 HD, CR 
  11), bearded devil (6 HD, CR 5), belier devil (17 HD, 
  CR 16), bone devil (10 HD, CR 9), contract devil (13 
  HD, CR 10), erinyes (9 HD, CR 9), handmaiden devil 
  (15 HD, CR 14), horned devil (15 HD, CR 16), ice 
  devil (14 HD, CR 13), immolation devil (18 HD, CR 
  19), imp (3 HD, CR 2), pit fiend (20 HD, CR 20).
  Dimensional Stride [Major]
  Your patron teaches you to slip through the folds of space.
  Benefit: Three times per day, you can use dimension door 
  as a spell-like ability. If your patron has at least 13 Hit 
  Dice, you can use this ability at will.
  Patron Requirements: Fey or outsider, 8 HD, Int 6, 
  ability to use a teleportation spell or spell-like ability.
  Diseased Strike [Major]
  Your patron shares with you the power to cause deadly dis-
  ease with your strikes.
  Benefit: When you successfully hit an opponent with a 
  melee attack, in addition to the normal effects, it must 
  succeed on a Fortitude saving throw (DC 10 + 1/2 
  patron HD + patron Charisma modifier) or succumb to 
  mummy rot, as the affliction (see core rulebook). A foe 
  only needs to make one saving throw per round against 
  contracting the disease if you successfully hit the same 
  opponent more than once in a round.
  Patron Requirements: Evil outsider with the ability to 
  cause disease and 9 HD; or corporeal undead with 8 
  HD. 
  Element Incarnate [Greater]
  Your patron infuses your body with its elemental essence.
  Benefit: Your take on aspects of the element matching 
  your patron’s subtype, with effects similar to the spell 
  elemental body II, except that you retain the same ap-
  proximate body shape. As a result, your gear does not 
  meld into your body, your size does not change, and 
  you can cast spells normally. Despite the subtlety of the 
  change, you still gain the full ability score and natural 
  armor modifiers for the effect. Since this is a polymorph 
  effect, its effects are lost for as long as you are under the 
  effects of another polymorph effect. You can resume 
  your original body shape or return to elemental form as 
  a swift action. If your patron has at least 17 HD, you are 
  immune to bleed damage, critical hits, and sneak attacks 
  while in elemental form.
  Patron Requirements: Outsider with the aquatic (treat 
  as water for this purpose), air, cold (treat as air for this 
  purpose), earth, fire, or water subtypes; 12 HD; Int 6 
  For example, cetaceal agathion (17 HD, CR 15; water), 
  brijidine azata (19 HD, CR 17; earth or fire), cold rider 
  
  94
  (13 HD, CR 8; air), omox demon (13 HD, CR 12; wa-
  ter), ghawwas div (14 HD, CR 10; water), elder elemen-
  tal (any type; 13 HD, CR 9), marid genie (12 HD, CR 
  10; water), jinushigami kami (24 HD, CR 20; earth), 
  nereid (12 HD, CR 10; water), fire yai oni (17 HD, 
  CR 15; fire), ice yai oni (16 HD, CR 14; air), water yai 
  oni (22 HD, CR 18; water), rusalka (20 HD, CR 12; 
  water), wendigo (18 HD, CR 17; air), winterwight (20 
  HD, CR 17; air).
  Elemental Agility [Major]
  Your patron teaches you secrets about moving like an el-
  emental spirit.
  Benefit: You gain a movement bonus and special ability 
  according to the elemental affinity of your patron.
  Element
  Movement
  Special
  Air
  Fly 60 feet (av-
  erage maneuver-
  ability)
  You are treated as two size categories 
  larger when determining how wind 
  affects you.
  Earth
  Burrow 30 feet
  Once per round as a free action, you 
  may pick a square of difficult terrain 
  and treat it as normal ground for 
  your movement until the start of 
  your next turn.
  Fire
  +30 feet base 
  speed
  Smoke and mist that normally grant 
  total concealment only provide 
  concealment against your attacks; 
  you can ignore normal concealment 
  from smoke and mist.
  Water
  Swim 60 feet
  You can ignore the impediments of 
  water (and only water) as if protect-
  ed by freedom of movement.
  Patron Requirements: Outsider with the elemental 
  subtype, 9 HD, Int 6.
  Elemental Blessing [Minor]
  Your patron leaves a mark of blessing upon you that imparts 
  a bit of the toughness of an elemental creature and grants 
  you an edge in dealing with elemental forces.
  Benefit: When you make this covenant, choose one of 
  your patron’s subtypes from among those listed below 
  and choose one energy type from among those associated 
  with that subtype on the list below.
  • 
  Air subtype: cold or electricity.
  • 
  Aquatic subtype: acid or cold.
  • 
  Cold subtype: cold.
  • 
  Earth subtype: acid.
  • 
  Fire subtype: fire.
  • 
  Water subtype: acid or cold.
  You and all allies within 30 feet gain resist 10 against the 
  chosen energy. In addition, you gain a +2 insight bonus 
  on skill checks against creatures with the chosen subtype 
  and DR 1/—. If your patron has at least 9 Hit Dice, the 
  resistance improves to 15. At 13 patron HD, the resis-
  tance improves to 20. At 17 patron HD, the resistance 
  improves to 30.
  Patron Requirements: Air, aquatic, cold, earth, fire, 
  and/or water subtype; 5 HD; Int 6.
  Elemental Dominion [Superior]
  A greater elemental spirit recognizes your worthiness to con-
  trol its element, allowing you to shape it to your will.
  Benefit: When you gain this covenant, choose a subtype 
  of your patron from the following list and choose an 
  energy type from among energy types associated with 
  that subtype below.
  • 
  Air subtype: cold or electricity.
  • 
  Aquatic subtype: acid or cold.
  • 
  Cold subtype: cold.
  • 
  Earth subtype: acid.
  • 
  Fire subtype: fire.
  • 
  Water subtype: acid or cold.
  As an immediate action, you can do one of the follow-
  ing.
  • 
  Change the target or area of a spell, spell-like ability, 
  or supernatural attack using a chosen energy type 
  or element. Treat it as if it were just created or used 
  there, but without extending the duration. You gain 
  no other control over the effect. The controller of the 
  effect (if any) can resist with a Will save if within the 
  effect’s range. The target or area reverts after 1 round 
  unless you continue using an immediate action each 
  round to prolong the change.
  • 
  Choose the next action of a creature with the chosen 
  subtype from among the choices available for the 
  spell command. The creature can resist with a Will 
  save. This is a mind-affecting compulsion effect.
  • 
  Gain the effects of freedom of movement for the 
  purpose of interacting with examples of the chosen 
  energy and chosen element and creatures with the 
  chosen subtype for 1 round (you can continue the 
  duration by continuing to use immediate actions this 
  
  95
  way).
  • 
  Move an object made of or infused with a chosen 
  element or energy as if with the spell telekinesis for 1 
  round (you can continue the duration by continuing 
  to use immediate actions this way).
  Patron Requirements: Air, aquatic, cold, earth, fire, or 
  water subtype; 17 HD; Int 6.
  Elemental Servant [Least]
  Your patron grants you command over an elemental spirit.
  Benefit: This covenant acts as celestial alliance, except 
  that you can choose an animal with the aerial creature 
  simple template, aqueous creature simple template, ch-
  thonic creature simple template, or fiery creature simple 
  template instead of a celestial animal. When choosing 
  a monster from a higher-level list, you may also choose 
  a genie or any other outsider with the aether, air, earth, 
  elemental, fire, or water subtypes. Add the following 
  creatures to the lists of what can be summoned for the 
  purposes of this covenant: 3rd—wysp; 4th—janni (ge-
  nie); 5th—djinni (genie; can’t cast wind walk or major 
  creation); 6th—efreeti (genie), shaitan (genie; can’t cast 
  wall of stone or stone tell); 7th—marid (genie).
  Patron Requirements: Aether, air, earth, fire, or water 
  subtype or ability to summon an elemental creature; 2 
  HD; Int 6.
  Elemental Weapon [Least]
  Your patron teaches you to attack with its element.
  Benefit: Choose an energy type from the list below for a 
  subtype of your patron.
  • 
  Air subtype: cold or electricity.
  • 
  Aquatic subtype: acid or cold.
  • 
  Cold subtype: cold.
  • 
  Earth subtype: acid.
  • 
  Fire subtype: fire.
  • 
  Water subtype: acid or cold.
  Your melee and ranged weapon attacks deal 1d4 points 
  of damage of that energy type. At 5 patron HD, the 
  damage increases to 1d6. At 9 patron HD, the damage 
  increases to 1d8. This damage does not stack with that 
  dealt by the flaming, frost, shocking, or similar weapon 
  abilities.
  Patron Requirements: Air, aquatic, cold, earth, fire, or 
  water subtype; 2 HD; Int 6.
  Faith-Stealing Strike I [Least]
  Your fiendish patron teaches you the secrets of preventing 
  divine spellcasters from casting.
  Benefit: When you damage a creature capable of cast-
  ing divine spells with a natural attack or melee weapon, 
  that creature must succeed at a Will saving throw or 
  be unable to cast any divine spells for 1 round. Once a 
  creature makes this save, it is immune to further faith-
  stealing strikes from you for 24 hours. At 9 patron HD, 
  a creature must succeed twice against faith-stealing 
  strikes from you to be immune to this ability from you 
  for 24 hours.
  Patron Requirements: Asura or demodand, 2 HD, Int 
  6; or thanatotic titan (23 HD, CR 22).
  Faith-Stealing Strike II [Greater]
  Your fiendish patron teaches you greater secrets of preventing 
  divine spellcasters from casting.
  Benefit: When you damage a creature capable of cast-
  ing divine spells with a natural attack or melee weapon, 
  that creature must succeed at a Will saving throw or 
  be shaken and unable to cast any divine spells for 1d4 
  rounds. If the save is successful, the creature struck is 
  merely shaken for 1 round. At 17 patron HD, your at-
  tacks ignore the damage reduction of divine spellcasters 
  and other servants of deities.
  Patron Requirements: Asura or demodand, 13 HD, Int 
  6; or thanatotic titan (23 HD, CR 22).
  False Friend [Superior]
  Your patron carves off a fragment of your soul to create a 
  living illusion to aid you.
  Benefit: You gain a living illusion as a companion. The 
  illusion can take the form of any spirit that shares a type 
  (and subtype, if outsider) with your patron as well as any 
  humanoid and can change forms as a standard action. 
  This illusion acts as a spell of a level equal to half your 
  patron’s Hit Dice as if your patron were the caster, but 
  when it is dispelled, it reappears adjacent to you after 
  1d4 rounds. Although the false friend can be perceived 
  with all senses, it allows a Will save to be disbelieved 
  when creatures interact with it (DC = 10 + 1/2 patron’s 
  HD + patron’s Charisma modifier). Only your death 
  can permanently destroy the false friend. The false friend 
  uses your modifiers on all rolls and checks and acts on 
  your turn. As a standard action, it can produce hal-
  lucinatory terrain, major image, shadow conjuration, or 
  shadow evocation as 4th-level spell-like abilities (DC 14 
  + patron’s Charisma modifier). If the patron has 20 or 
  
  96
  more Hit Dice, the false friend can also produce mi-
  rage arcana or seeming and treats its abilities as 5th-level 
  spell-like abilities (DC 15 + patron’s Charisma modi-
  fier). It threatens creatures in adjacent spaces that have 
  not disbelieved it and can thus grant a flanking bonus. It 
  cannot otherwise affect creatures or objects. Whenever 
  the false friend creates an illusion, any other illusions it 
  had created vanish. Creatures that have disbelieved the 
  false friend gain a +4 bonus on Will saves to disbelieve 
  the illusions it creates.
  Patron Requirements: 17 HD, Int 6, ability to create an 
  illusion or mind-affecting effect.
  Far Traveling [Superior]
  Your patron instructs you in the secret of traveling vast 
  distances.
  Benefit: You can use interplanetary teleport as the spell 
  twice per day as a spell-like ability. While in a trance, 
  you can use greater teleport at will.
  Patron Requirements: Outsider native to the Dark 
  Tapestry, 17 HD, Int 6.
  Feel Young [Minor]
  Your patron grants you the ability to make people feel 
  younger.
  Benefit: With a touch, you can grant the benefit of 
  either lesser restoration or lesser age resistance. This ability 
  can be used three times per day. If your patron has 9 HD 
  and the time subtype (or if you are a 9th-level covenant 
  mage with the time influence), the covenant instead acts 
  as age resistance. If your patron has 13 HD and the time 
  subtype (or if you are a 13th-level covenant mage with 
  the time influence), the covenant instead acts as greater 
  age resistance.
  Patron Requirements: Non-evil outsider or outsider 
  with the time subtype, 5 HD.
  Fiendish Sight [Minor]
  Your patron grants you a portion of its senses.
  Benefit: You gain darkvision 60 ft. If you already have 
  darkvision, increase the range by 30 ft. If your patron 
  has at least 9 Hit Dice, you gain see invisibility as a con-
  stant spell-like ability.
  Patron Requirements: Evil outsider, 5 HD, Int 6.
  Flowing Form [Greater]
  Your patron teaches you to contort your form into many 
  shapes.
  Benefit: You can assume many other forms indefinitely 
  at will. This functions as the spell polymorph. Although 
  you cannot normally control your exact appearance, 
  you can choose a single individual when you form this 
  covenant and can resemble that individual closely (which 
  grants a +10 circumstance bonus on Disguise checks to 
  impersonate that individual with flowing form).
  Patron Requirements: Fey or outsider, 12 HD, Int 6, 
  either the change shape ability or another spell or ability 
  of the polymorph subschool.
  Frightful Violence [Least]
  Your patron imbues your attacks with the ability to cut 
  through a foe’s composure.
  Benefit: Whenever you strike a foe with an attack and 
  your victim is suffering from a fear effect, flanked, or 
  denied his Dexterity bonus to Armor Class against your 
  attack (whether he has a Dexterity bonus or not), he 
  suffers a -1 penalty on attack rolls against you and saving 
  throws against your abilities. This penalty is a mind-
  affecting fear effect that lasts for 1 hour or until he next 
  deals damage to you. If the victim has fewer Hit Dice 
  than your patron, he must also succeed at a Will save or 
  become shaken.
  Patron Requirements: Fey or undead, sneak attack 
  ability. For example, bogeyman (17 HD, CR 10), fuath 
  gremlin (1 HD, CR 1), jinkin gremlin (1 HD, CR 1), 
  nuglub gremlin (3 HD, CR 2), pugwampi gremlin (1 
  HD, CR 1/2), vexgit gremlin (1 HD, CR 1), mite (1 
  HD, CR 1/4), or bog nixie (2 HD, CR 3).
  Gift of Glory I [Least]
  Your patron adds a bit of its own ability to yours.
  Benefit: Choose an ability in which your patron has a 
  score of at least 13. You gain a +2 enhancement bonus 
  on that ability score. At 7 patron HD, you gain a +2 
  enhancement bonus on a second ability in which your 
  patron has a score of at least 13. If you gain a bonus to 
  Intelligence with this covenant, choose a skill in which 
  your patron has at least 1 rank. You always have ranks 
  in that skill equal to your patron’s Hit Dice or your Hit 
  Dice, whichever is higher.
  Patron Requirements: Fey or outsider, 2 HD, Int 6, 
  chosen ability score 13.
  
  97
  Gift of Glory II [Minor]
  Your patron adds some of its own ability to yours.
  Benefit: Choose an ability in which your patron has a 
  score of at least 13. You gain a +4 enhancement bonus 
  on that ability score. If your patron has at least 7 Hit 
  Dice, you gain a +2 enhancement bonus on a second 
  ability in which your patron has a score of at least 13. At 
  17 patron HD, you gain a +4 enhancement bonus on 
  both abilities. If you gain a bonus to Intelligence with 
  this covenant, choose a number of skills in which your 
  patron has at least 1 rank equal to half that bonus. You 
  always have ranks in each of those skills equal to your 
  patron’s Hit Dice or your Hit Dice, whichever is higher.
  Patron Requirements: Fey or outsider, 5 HD, Int 6, 
  chosen ability score 13.
  Gift of Glory III [Major]
  Your patron adds a great deal of its own ability to yours.
  Benefit: Choose two abilities in which your patron has a 
  score of at least 13. If your patron has 12 or fewer HD, 
  you gain a +6 enhancement bonus on one ability and 
  a +4 enhancement bonus on the other. If your patron 
  has 13 or more HD, you gain a +6 enhancement bonus 
  on both scores. If you gain a bonus to Intelligence with 
  this covenant, choose a number of skills equal to half 
  that bonus in which your patron has at least 1 rank. You 
  always have ranks in each of those skills equal to your 
  patron’s Hit Dice or your Hit Dice, whichever is higher.
  Patron Requirements: Fey or outsider, 9 HD, Int 6, 
  chosen ability score 13.
  Gift of Hardiness [Minor]
  Your patron infuses you with a bit of its natural resistances.
  Benefit: Choose one condition from among the follow-
  ing that your patron is immune to or has a racial bonus 
  on saving throws against: blindness, charm, curses, death 
  effects, disease, enchantment, exhaustion and fatigue, en-
  ergy drain, mind-affecting effects, paralysis, petrification, 
  poison, polymorph effects, sleep, stunning. You gain a 
  +4 insight bonus on saving throws against the chosen 
  condition or conditions. If your patron has at least 9 Hit 
  Dice, the bonus improves to +8.
  Patron Requirements: 5 HD, Int 6, immunity or racial 
  saving throw bonus against chosen condition.
  Gift of Skill I [Least]
  Your patron imparts some of its knowledge and otherworldly 
  experiences to improve your skill.
  Benefit: Choose three skills in which your patron has 
  1 or more ranks. You gain a +2 competence bonus on 
  checks with those skills. If your patron has 5 or more 
  Hit Dice, it grants you a +4 bonus instead. At 13 patron 
  HD, it grants a +6 bonus.
  Patron Requirements: Fey or outsider, 2 HD, Int 6, 
  chosen skill 1 rank.
  Gift of Skill II [Minor]
  Your patron imparts a great deal of its knowledge and oth-
  erworldly experiences to improve your skill.
  Benefit: Choose three skills in which your patron has 
  5 or more ranks. You gain a +6 competence bonus on 
  checks with that skill. If your patron has 9 or more Hit 
  Dice, it grants you a +8 bonus instead.
  Patron Requirements: Fey or outsider, 5 HD, Int 6, 
  chosen skill 5 ranks.
  Gift of Treasure [Minor]
  Your patron instills you with a talent for making money 
  and provides a rich gift.
  Benefit: You gain a +2 luck bonus on Appraise checks, 
  Craft checks, and skill checks made to directly and 
  immediately acquire wealth. For example, this bonus ap-
  plies to Perform and Profession checks to make money, 
  Diplomacy checks to perform any business transaction 
  in which you receive money, and Sleight of Hand checks 
  made to steal money or valuables.
     In addition, you gain a pot of 10,000 gp in gems and 
  coins. For every Hit Die your patron has beyond 5, 
  the pot contains an additional 1,000 gp. Although the 
  wealth itself is not magical, an equal (or greater) value 
  of your assets (usually assets purchased with the wealth) 
  vanish or are otherwise lost when the covenant is broken.
  Patron Requirements: 5 HD, Int 6.
  Gift of Treasure, Lesser [Least]
  Your patron instills you with a talent for making money 
  and provides a rich gift.
  Benefit: This covenant is similar to gift of treasure, but 
  you gain a +1 luck bonus on the listed skill checks and 
  the treasure is worth only 1,000 gp plus 500 gp per 
  patron Hit Die.
  Patron Requirements: Int 6.
  
  98
  Healing Spirit I [Minor]
  Your patron sends a minor watchful spirit to save you and 
  your allies from death.
  Benefit: An intangible spirit watches over your appar-
  ent allies within 40 feet (including you). It uses the same 
  sensory limitations as magic mouth. As an immediate, 
  move, or standard action, you can mentally command 
  it to heal up to three specific creatures you pinpoint, 
  to heal up to three creatures meeting conditions you 
  describe, or to disregard a previous command. If fewer 
  than the chosen number of creatures meet the condi-
  tion within 40 feet, the spirit waits to heal any creatures 
  that next meet that condition at the start of your turn 
  each round. The spirit heals each target by a number 
  of hit points equal to the patron’s Hit Dice. Acceptable 
  conditions include being weak (at 3 or fewer hit points), 
  disabled (at 0 hit points), and dying (being at negative 
  hit points). The spirit automatically targets you first if 
  you are at negative hit points. The spirit’s healing can be 
  used three times per day total; if it would target more 
  creatures than its maximum at once, it prioritizes the one 
  with the fewest total hit points and the closest among 
  those with equal hit points. If this is a trance covenant, 
  it can heal each target only once per day, even across 
  multiple trances.
  Patron Requirements: Fey or outsider, 5 HD, Int 6, 
  ability to lay on hands or cast a healing spell or spell-like 
  ability.
  Healing Spirit II [Major]
  Your patron sends a major watchful spirit to save you and 
  your allies from death.
  Benefit: This covenant functions as healing spirit I except 
  it restores 3 hit points per patron HD.
  Patron Requirements: Fey or outsider, 9 HD, Int 6, 
  ability to lay on hands or cast a healing spell or spell-like 
  ability.
  Healing Spirit III [Greater]
  Your patron sends a major watchful spirit to save you and 
  your allies from death.
  Benefit: This covenant functions as healing spirit I except 
  it restores 5 hit points per patron HD. This healing 
  functions even for allies that died within the previous 
  round, as per breath of life.
  Patron Requirements: Fey or outsider, 13 HD, Int 6, 
  ability to lay on hands or cast a healing spell or spell-like 
  ability.
  
  99
  Healing Spirit IV [Superior]
  Your patron sends a major watchful spirit to save you and 
  your allies from death.
  Benefit: This covenant functions as healing spirit I except 
  it restores 10 hit points per patron HD and provides all 
  the benefits of heal other than healing hit point dam-
  age. The spirit’s healing can be used four times per day. 
  This healing functions even for allies that died within the 
  previous round, as per breath of life.
  Patron Requirements: Fey or outsider, 16 HD, Int 6, 
  ability to lay on hands or cast a healing spell or spell-like 
  ability.
  Heavenly Blade [Least]
  Your heavenly patron teaches you the secrets of creating a 
  weapon out of a bit of your own soul.
  Benefit: As a free action once per day, you can manifest 
  a blade of heavenly steel. Treat it as a +1 longsword. You 
  are proficient in its use. If the blade is not in your hand 
  at the start of your turn, you can cause it to appear in 
  your hand as a swift action so long as you and it are on 
  the same plane of existence. The blade vanishes at the 
  next nightfall. If your patron has at least 5 Hit Dice, 
  treat the blade as a +1 bane longsword; you choose when 
  you create the blade whether the bane affects evil outsid-
  ers, chaotic outsiders, undead, or fey. At 9 patron HD, 
  the enhancement bonus improves to +2. At 13 patron 
  HD, it improves to +3. At 19 patron HD, it improves to 
  +4.
  Patron Requirements: Angel or archon, 2 HD. For ex-
  ample, astral deva angel (15 HD, CR 14), cassisian angel 
  (2 HD, CR 2), monadic deva angel (14 HD, CR 12), 
  movanic deva angel (12 HD, CR 10), planetar angel (17 
  HD, CR 16), solar angel (22 HD, CR 23), harbinger 
  archon (3 HD, CR 2), hound archon (6 HD, CR 4), 
  lantern archon (2 HD, CR 2), legion archon (8 HD, CR 
  7), shield archon (9 HD, CR 10), star archon (19 HD, 
  CR 19), or trumpet archon (14 HD, CR 14).
  Heretical Soul [Minor]
  Your patron exposes you to dark energies that give you a bit 
  of the resilience of a faith slaying creature.
  Benefit: You gain a +3 bonus on saving throws against 
  divine spells or spell-like abilities cast by servants of a 
  deity. If your patron has at least 9 Hit Dice, the bonus 
  increases to +4. At 13 patron HD, it increases to +5. In 
  addition, at 13 patron HD, any attempts to scry on you 
  using divine magic automatically fail; the caster can see 
  the scryed area normally, but you simply do not appear.
  Patron Requirements: Asura or demodand, 5 HD, Int 
  6.
  Imbued Armor I [Least]
  Your patron imbues your armor with a bit of its own es-
  sence, making it more effective.
  Benefit: When you gain this covenant, choose a suit 
  of armor you own. You may also choose a set of cloth-
  ing, treating it as armor with no armor bonus, armor 
  check penalty, or arcane spell failure. If your patron has 
  4 or fewer Hit Dice, the armor gains a +1 enhancement 
  bonus. At 5 to 8 patron HD, the patron instead grants 
  the armor a +1 enhancement bonus and causes it to 
  grant you a +1 resistance bonus on saving throws as long 
  as you wear it. At 9 to 12 patron HD, the patron grants 
  the armor a +2 enhancement bonus and a +1 resistance 
  bonus. At 13 or more HD, the patron grants the armor a 
  +2 enhancement bonus and a +2 resistance bonus. These 
  enhancement bonuses can be added to the armor, stack-
  ing with existing armor bonuses if this is a trance cov-
  enant for you (to a maximum of +5), or they can be used 
  to add any of the following armor properties: fortifica-
  tion, ghost touch, invulnerability, spell resistance. Adding 
  these properties consumes an amount of bonus equal to 
  the property’s cost (see Table: Armor Special Abilities). 
  These properties and enhancement bonus are added 
  to any properties the armor already has, but duplicate 
  abilities do not stack. If the armor is not magical, at 
  least a +1 enhancement bonus must be added before any 
  other properties can be added. The bonus and properties 
  granted by the spirit are determined when the covenant 
  is made and cannot be changed unless a new covenant 
  is formed. As normal, you cannot cause the armor to 
  have an enhancement bonus higher than +5; any bonus 
  beyond that must be converted into special properties.
  Patron Requirements: Outsider, 2 HD, Int 6.
  Imbued Armor II [Minor]
  Your patron imbues your armor with some of its own es-
  sence, making it more effective.
  Benefit: As imbued armor I, except as noted here. If your 
  patron has 6 or fewer HD, the armor gains a +2 en-
  hancement bonus and a +2 resistance bonus. At 9 patron 
  HD, it grants a +3 enhancement bonus and a +2 resis-
  tance bonus. At 13 patron HD, it grants a +3 enhance-
  ment bonus and a +3 resistance bonus.
  Patron Requirements: Outsider, 5 HD, Int 6.
  
  100
  Imbued Armor III [Major]
  Your patron imbues your armor with much of its own es-
  sence, making it more effective.
  Benefit: As imbued armor I, except as noted here. If 
  your patron has 10 or fewer HD, the armor gains a +5 
  enhancement bonus and a +3 resistance bonus. At 11 
  patron HD, it grants a +5 enhancement bonus and a 
  +4 resistance bonus. At 15 patron HD, it grants a +5 
  enhancement bonus and a +5 resistance bonus.
  Patron Requirements: Outsider, 9 HD, Int 6.
  Imbued Armor IV [Greater]
  Your patron imbues your armor with a great deal of its own 
  essence, making it far more effective.
  Benefit: As imbued armor I, except as noted here. If 
  your patron has 16 or fewer HD, the armor gains a +9 
  enhancement bonus and a +5 resistance bonus. At 17 
  patron HD, it grants a +10 enhancement bonus and a 
  +5 resistance bonus.
  Patron Requirements: Outsider, 13 HD, Int 6.
  Immaterial Enhancement [Least]
  Your patron unlocks the potential for supernatural power 
  within you as long as you abstain from most worldly wealth.
  Benefit: You gain magical benefits as indicated by your 
  level and the total amount of offering you have given 
  your patron. You must have met both requirements 
  before gaining a benefit.
  Supplicant 
  Level
  Offering 
  Required 
  (Total)
  Benefit
  1st
  200 gp
  Guidance at will (self only)
  2nd
  450 gp 
  (650 gp)
  Resistance +1
  3rd
  1,350 gp 
  (2,000 gp)
  Armor attunement +1, weapon 
  attunement +1
  4th
  3,500 gp 
  (4,500 gp)
  Deflection +1
  5th
  3,750 gp 
  (8,250 gp)
  Mental prowess +2
  6th
  5,000 gp 
  (13,250 gp)
  Physical prowess +2
  7th
  6,000 gp 
  (19,250 gp)
  Armor attunement +1/+1, 
  resistance +2, toughening +1, 
  weapon attunement +1/+1
  8th
  9,000 gp 
  (28,250 gp)
  Armor attunement +2, weapon 
  attunement +2
  9th
  11,250 gp 
  (39,500 gp)
  Deflection +2, resistance +3
  10th
  14,500 gp 
  (54,000 gp)
  Mental prowess +4
  11th
  18,000 gp 
  (72,000 gp)
  Physical prowess +4
  12th
  23,000 gp 
  (95,000 gp)
  Mental prowess +4/+2, physical 
  prowess +4/+2, resistance +4, 
  toughening +2
  13th
  29,000 gp 
  (124,000 gp)
  Armor attunement +2/+2 or 
  +3, resistance +5, weapon at-
  tunement +2/+2 or +3
  14th
  48,500 gp 
  (162,500 gp)
  Armor attunement +3/+3 or 
  +4, mental prowess +6/+2 or 
  +4/+4, weapon attunement 
  +3/+3 or +4
  15th
  50,000 gp 
  (212,500 gp)
  Deflection +3, physical prowess 
  +6/+2 or +4/+4, toughening +3
  16th
  65,000 gp 
  (277,500 gp)
  Armor attunement +4/+3 
  or +5, deflection +4, mental 
  prowess +6/+2/+2 or +4/+4/+2, 
  physical prowess +6/+2/+2 
  or +4/+4/+2, toughening +4, 
  weapon attunement +4/+3 or 
  +5
  17th
  85,000 gp 
  (362,500 gp)
  Deflection +5, mental prowess 
  +6/+4/+2 or +4/+4/+4, physical 
  prowess +6/+4/+2 or +4/+4/+4, 
  toughening +5
  18th
  107,500 gp 
  (470,000 gp)
  3 legendary gifts
  19th
  137,500 gp 
  (607,500 gp)
  5 legendary gifts (8 total)
  20th
  175,000 gp 
  (782,500 gp)
  7 legendary gifts (15 total)
  Resistance: At 2nd level, the character gains a +1 resis-
  tance bonus on all saving throws. This bonus increases to 
  +2 at 7th level, to +3 at 9th level, to +4 at 12th level, and 
  to +5 at 13th level.
  Armor Attunement: The character can attune herself 
  to one suit of armor or one shield in her possession; she 
  can change that attunement once per day. If she selects a 
  normal set of clothing as her armor, it counts as having 
  a starting enhancement bonus of +0. The attuned suit 
  of armor gains a +1 enhancement bonus at 3rd level. At 
  7th level, she can split her attunement between a suit 
  of armor and a shield, granting each a +1 enhancement 
  bonus. At 8th level, she can grant a suit of armor or a 
  shield a +2 enhancement bonus (instead of granting 
  each a +1 enhancement bonus). At 13th level, she can 
  either grant a suit of armor or a shield a +3 enhancement 
  bonus or grant each a +2 enhancement bonus. At 14th 
  
  101
  level, she can either grant a suit of armor or a shield a +4 
  enhancement bonus or grant both a +3 enhancement 
  bonus. At 16th level, she can either grant a suit of armor 
  or a shield a +5 enhancement bonus or grant one a +4 
  enhancement bonus and the other a +3 enhancement 
  bonus.
  Weapon Attunement: The character can attune herself 
  to any one weapon in her possession, and can change 
  that attunement once per day. The attuned weapon gains 
  a +1 enhancement bonus at 3rd level. At 7th level, the 
  character can split her attunement between two weap-
  ons, granting each a +1 enhancement bonus. At 8th 
  level, she can grant a single weapon a +2 enhancement 
  bonus instead of granting two weapons a +1 enhance-
  ment bonus each. At 13th level, she can either grant a 
  single weapon a +3 enhancement bonus or grant two 
  weapons a +2 enhancement bonus each. At 14th level, 
  she can either grant a single weapon a +4 enhancement 
  bonus or grant two weapons a +3 enhancement bonus 
  each. At 16th level, she can either grant a single weapon 
  a +5 enhancement bonus or grant one weapon a +4 
  enhancement bonus and another weapon a +3 enhance-
  ment bonus.
  Deflection: The character gains a +1 deflection bonus to 
  AC at 4th level; this bonus increases to +2 at 9th level, 
  to +3 at 15th level, to +4 at 16th level, and to +5 at 17th 
  level.
  Mental Prowess: At 5th level, the character chooses one 
  mental ability score (Intelligence, Wisdom, or Cha-
  risma) to gain a permanent +2 enhancement bonus. At 
  10th level, this bonus increases to +4. At 12th level, the 
  character chooses a second mental ability score to gain 
  a permanent +2 enhancement bonus. At 14th level, the 
  character increases one of these enhancement bonuses by 
  2. At 16th level, she chooses a third mental ability score 
  to gain a permanent +2 enhancement bonus.
  Physical Prowess: At 6th level, the character chooses 
  one physical ability score (Strength, Dexterity, or Consti-
  tution) to gain a permanent +2 enhancement bonus. At 
  11th level, this bonus increases to +4. At 12th level, the 
  character chooses a second physical ability score to gain 
  a permanent +2 enhancement bonus. At 15th level, the 
  character increases one of these enhancement bonuses by 
  2. At 16th level, she chooses a third physical ability score 
  to gain a permanent +2 enhancement bonus.
  Toughening: At 7th level, the character gains a +1 en-
  hancement bonus to natural armor. This bonus increases 
  to +2 at 12th level, to +3 at 15th level, to +4 at 16th 
  level, and to +5 at 17th level.
  Legendary Gifts: The character gains three legendary 
  gifts at 18th level, five more at 19th level, and seven 
  more at 21st level. Select these legendary gifts from the 
  following list.
     Legendary Ability: Gain a +1 inherent bonus to any 
  ability score. You can select this legendary gift multiple 
  times, and it stacks up to +5 in any one ability score.
     Legendary Armor: Your enhancement bonus from 
  armor attunement increases by 2. If you are attuned to a 
  suit of armor and a shield, you can either increase both 
  bonuses by 1 or increase one bonus by 2. The enhance-
  ment bonus on a single attuned item can’t exceed +5, 
  but you can use the excess to add special abilities to the 
  armor or shield (see Magic Weapons and Armor). You can 
  select this legendary gift multiple times; it stacks up to 
  +10 on any one suit of armor or shield.
     Legendary Body: Increase your bonuses from physical 
  prowess to +6/+6/+4. This counts as two legendary gifts.
     Legendary Body 2: Increase your bonuses from physical 
  prowess to +6/+6/+6. You must already have legendary 
  body to select this legendary gift.
     Legendary Mind: Increase your bonuses from mental 
  prowess to +6/+6/+4. This counts as two legendary gifts.
     Legendary Mind 2: Increase your bonuses from mental 
  prowess to +6/+6/+6. You must already have legendary 
  mind to select this legendary gift.
     Legendary Shieldmaster: Gain a +5 enhancement bonus 
  from armor attunement for both your armor and your 
  shield. You can select this legendary gift multiple times, 
  choosing a different attuned suit of armor or shield each 
  time.
     Legendary Twin Weapons: Gain a +5 enhancement 
  bonus from weapon attunement for two weapons at the 
  same time. This counts as two legendary gifts. You can 
  select this legendary gift multiple times, adding an ad-
  ditional attuned weapon with a +5 enhancement bonus 
  each time.
     Legendary Weapon: Your enhancement bonus from 
  weapon attunement increases by 1. If you are attuned 
  to more than one weapon, you can increase only one 
  weapon’s enhancement bonus in this way. The enhance-
  ment bonus on a single weapon can’t exceed +5, but 
  you can use the excess to add magic abilities of an equal 
  bonus (such as flaming) to weapons. You can select this 
  legendary gift multiple times, and it stacks up to +10 for 
  any one weapon.
  Patron Requirements: Fey or outsider, 2 HD, Int 6.
  Special: To take this covenant, you must donate most 
  of your wealth to your patron or a cause the patron 
  stipulates (sometimes an allied church or cult). You must 
  continue to collect wealth normally, and may not pass 
  
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  on your share of earned wealth to anyone other than the 
  cause indicated in your covenant.
  Adaptation: This covenant is not appropriate for cam-
  paigns that use the automatic bonus progression variant 
  from alternate rulebook, as the benefits are redundant.
  Immortal Resilience [Minor]
  Your patron charges your body with the substance of spiri-
  tual realms, making it more resilient in the face of physical 
  injury and accelerated aging.
  Benefit: You become immune to magical aging effects 
  (though you are still affected by normal aging) and gain 
  DR 2/cold iron if your patron has 8 or fewer Hit Dice. 
  If your patron has 9 to 12 HD, instead you gain DR 3/
  cold iron. At 13 patron HD, instead you gain DR 4/cold 
  iron.
     If your patron has damage reduction penetrated by 
  silver, your damage reduction is penetrated by that mate-
  rial instead of cold iron. Certain other creatures closely 
  associated with creatures harmed by silver, such as devils, 
  also grant damage reduction penetrated by silver rather 
  than cold iron.
  Patron Requirements: Fey or outsider, 5 HD, Int 6.
  Impossible Feat [Minor]
  Your patron helps you master a feat you are not ready for.
  Benefit: You gain any one feat as a bonus feat, ignoring 
  one prerequisite, provided your patron meets that pre-
  requisite and you have at least as many Hit Dice as your 
  patron. This might result in you gaining a feat you can-
  not use, if that prerequisite is needed for the feat’s benefit 
  to function. For example, if you bypassed the prereq-
  uisite of Extra Channeling but did not have a channel 
  energy ability to gain extra uses of, the feat would give 
  you no benefit.
  Patron Requirements: 5 HD, Int 6, must meet the 
  missing feat prerequisite.
  Inevitable Enforcer [Least]
  Your patron grants you command over a lawful spirit.
  Benefit: This covenant acts as celestial alliance, except 
  that you can choose a resolute animal. When choosing 
  a monster from a higher-level list, you may also choose 
  a lawful outsider instead of a resolute animal. Add the 
  following creatures to the lists of what can be summoned 
  for the purposes of this covenant: 3rd—arbiter (inevi-
  table); 5th—hound archon with the advanced simple 
  template; 6th—axiomite; 7th—zelekhut (inevitable).
  Patron Requirements: Lawful neutral outsider, 2 HD, 
  Int 6.
  Inevitable Recovery [Greater]
  Your patron shares with you a major aspect of its power to 
  recover from wounds.
  Benefit: You gain regeneration 3 (chaotic). This does not 
  stack with any fast healing you may have. At 17 patron 
  HD, the regeneration improves to 5 (chaotic).
  Patron Requirements: Inevitable, 13 HD, Int 6.
  Innocuous Demeanor [Greater]
  Your patron invests you with the secret of being ignored by 
  powerful monsters.
  Benefit: You seem to be so harmless and innocuous that 
  creatures cannot directly attack you, even with a harmful 
  targeted spell or supernatural ability, unless they suc-
  ceed on a Will save (DC 10 + 1/2 patron’s HD + patron 
  Charisma modifier). This ability operates much like a 
  sanctuary effect except that when you break it by attack-
  ing, only creatures who perceived the attack become able 
  to attack you without a saving throw. Mindless creatures 
  are immune to this affect.
  Patron Requirements: Fey or outsider, 13 HD, Int 6. 
  Inviolable Volition [Minor]
  Your patron invests a portion of its power into protecting 
  your free will and ability to act even in dire circumstances.
  Benefit: If you would be dazed or stunned, the effect is 
  mitigated. You are instead staggered for the same dura-
  tion, or until you receive whatever remedy would nor-
  mally undo the effect that was mitigated. If your patron 
  has at least 9 Hit Dice, the covenant also mitigates 
  charm and domination effects.
  Patron Requirements: Non-lawful outsider, 5 HD, Int 
  6.
  Kyton Recovery [Greater]
  Your patron shares with you a major aspect of its power to 
  recover from wounds.
  Benefit: You gain regeneration 3 (good weapons, good 
  spells, and silver weapons). This does not stack with any 
  fast healing you may have. At 17 patron HD, the regen-
  eration improves to 5 (good weapons, good spells, and 
  silver weapons).
  Patron Requirements: Kyton, 13 HD.
  
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  Lord of Fear [Superior]
  Your patron invests you with a superior version of its baleful 
  presence, warding off living creatures.
  Benefit: As unnerving aura, except as noted here. Your 
  aura has a radius of 30 feet. Those that successfully save 
  against the aura in one particular instance are not im-
  mune to the ability for 24 hours, and must potentially 
  save against the effect later on.  If you confirm a critical 
  hit or a sneak attack with a melee weapon on a target 
  currently suffering a fear effect, that effect becomes one 
  step more severe (shaken creatures become frightened, 
  frightened creatures become panicked, and panicked 
  creatures cower in fear). A successful Will save (DC 10 
  + 1/2 patron’s HD + patron Charisma modifier) negates 
  this increase.  If you have unnerving aura, it is subsumed 
  into this ability but the aura has a radius of 40 feet.
  Patron Requirements: 17 HD, ability to create a fear 
  effect.
  Lord of Pain [Superior]
  Your patron invests you with a superior version of its abili-
  ties to inflict pain.
  Benefit: As a free action once per round, you can mo-
  mentarily transform yourself into a termagant kyton of 
  your size. All creatures who can see you from within 30 
  feet are exposed to your gaze attack and must succeed 
  at a Will saving throw to negate its effects. A creature 
  that succumbs to your gaze while you are transformed 
  becomes nauseated for 1d4 rounds as its mind attempts 
  to comprehend the horrors it has witnessed. If you have 
  this ability and unnerving gaze, the latter is subsumed 
  into this ability (that is, the creature does not become 
  shaken as well) but the gaze has a radius of 40 feet. You 
  are immune to nonlethal damage and pain effects. While 
  in a trance, any creature struck by your melee attacks 
  (whether natural or manufactured) must make a Forti-
  tude save (DC 10 + 1/2 patron’s HD + patron Constitu-
  tion modifier) or become staggered until the end of your 
  next turn; the duration does not stack.
  Patron Requirements: Kyton, 17 HD.
  Mantle of Light [Greater]
  Your patron teaches you magical secrets to bend light around 
  yourself.
  Benefit: You are permanently invisible, as greater in-
  visibility. As a swift action, you can become visible or 
  resume invisibility.
  Patron Requirements: Nereid (12 HD, CR 10); or fey 
  or outsider, 13 HD, Int 6, ability to become invisible.
  Merciful Touch [Minor]
  Your patron channels divine mercy to let you heal others 
  with a touch.
  Benefit: You can touch a creature to heal it. Your touch 
  restores 1d6 hit points per three patron Hit Dice. Target-
  ing another creature is a standard action, but targeting 
  yourself is a swift action. You can use this ability at will 
  but cannot target the same creature again in the same 
  day with your merciful touch. At 9 patron Hit Dice, 
  your touch also removes either the fatigued condition or 
  the sickened condition. At 13 patron Hit Dice, you can 
  opt to choose from the following list: dazed, diseased (as 
  remove disease). At 17 patron Hit Dice, you can opt to 
  choose from the following list: cursed (as remove curse), 
  exhausted, nauseated, poisoned (as neutralize poison).
  Patron Requirements: Fey or outsider, 5 Hit Dice, Int 
  6, ability to lay on hands or cast a healing spell or spell-
  like ability.
  Mind-Snaring Gaze [Major]
  Your patron gazes into your mind, instilling you with the 
  power to see into the minds of others.
  Benefit: You gain a gaze attack. Whenever a creature 
  within 30 feet meets your gaze, you automatically detect 
  the presence or absence of thoughts, as if with the spell 
  detect thoughts. When you do so, you can concentrate as 
  an immediate action. If you do, you learn its Intelligence 
  score. If that score is 26 or higher and at least 10 points 
  higher than your own, you are stunned for 1 round and 
  the effect ends. Otherwise, the victim must succeed on a 
  Will save (DC 10 + 1/2 patron HD + patron Charisma 
  modifier) or be stunned for 1 round, during which it 
  maintains eye contact with you. You cannot target the 
  same creature again for 24 hours. If you maintain eye 
  contact with the target until your turn, you can con-
  tinue the stunning and read the target’s surface thoughts 
  (which have not changed since you activated this ability) 
  by concentrating as a standard action. The foe can end 
  the stunned condition and prevent having its mind read 
  by succeeding on a new Will save. You cannot continue 
  concentrating for longer than 1 round. You can also 
  communicate telepathically with the creature that has 
  most recently failed a Will save against this gaze within 
  the past day as long as you are both on the same plane 
  of existence. As a standard action once per day, you can 
  attempt to dominate a person with whom you have this 
  telepathic connection, as dominate person. This is a spell-
  like ability with spell level equal to half your patron’s 
  HD. The save DC is 10 + 1/2 patron’s HD + patron’s 
  
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  Charisma modifier.
  Patron Requirements: 9 HD, Int 6, telepathy or domi-
  nate person or dominate monster as a supernatural or 
  spell-like ability.
  Natural Communication [Minor]
  Your patron grants you the power to talk to animals and 
  plants.
  Benefit: Three times per day, you can speak with animals. 
  At 9 patron HD, you can speak with plants 1/day. At 13 
  patron HD, you can speak with animals constantly.
  Patron Requirements: Fey, 5 HD, Int 6.
  Nature’s Weapons [Least]
  Your patron grants you the ability to grow claws from a bit 
  of your own soul.
  Benefit: As a free action once per day, your hands turn 
  into +1 claws, that deal 1d4+1 points of damage if you 
  are Medium (1d3+1 if you are Small). You are proficient 
  in their use. The claws vanish at the next nightfall. If 
  your patron has at least 5 Hit Dice, treat the claws as 
  +1 bane claws; you choose when you activate this ability 
  whether the bane affects aberrations, evil outsiders, fey, 
  or undead. At 9 patron HD, the enhancement bonus 
  improves to +2. At 13 patron HD, it improves to +3. 
  At 19 patron HD, it improves to +4. If you already have 
  claws, then you gain Improved Natural Attack (claws), 
  plus the enhancements, when you activate this ability. If 
  you have more than two arms, this covenant only affects 
  two of them.
  Patron Requirements: Fey, 2 HD, Int 6.
  Naunet Strike [Minor]
  Your patron shares with you a minor aspect of its innate 
  resistance to order.
  Benefit: Your natural weapons and any weapons you 
  wield count as magical and chaotic for the purposes of 
  overcoming damage reduction. If your patron has at 
  least 9 Hit Dice, then as a free action once per round, 
  you may infuse all your natural attacks and weapons 
  you wield with adamantine, silver, or cold iron, thereby 
  allowing you to overcome damage reduction of those 
  types as well. You cannot gain this covenant if you are of 
  lawful alignment.
  Patron Requirements: Protean, 5 HD.
  Negative Energy Nexus [Superior]
  Your patron makes you a nexus of negative energy.
  Benefit: As desecrating aura, except as noted here. Your 
  aura becomes a small nexus of negative energy, as if it 
  is a small negative-dominant plane. Your aura is not 
  suppressed by consecrate, although it suppresses conse-
  crate. Within the aura, living creatures take 1d6 points 
  of negative energy damage each round. At 0 hit points 
  or lower, they crumble into ash. This energy does not 
  heal or harm undead creatures. If you also have the 
  desecrating aura covenant, you lose its normal benefit but 
  instead increase the radius of your negative energy nexus 
  by 10 feet.
  Patron Requirements: Nightshade, 17 HD. 
  Pact of Protection I [Least]
  Your patron offers you minor protection from all harm.
  Benefit: You gain a +1 deflection bonus to your AC and 
  a +1 resistance bonus on all saving throws. At 6 patron 
  Hit Dice, your resistance bonus on saving throws im-
  proves to +2. At 13 patron Hit Dice, your deflection 
  bonus to AC improves to +2. At 20 patron Hit Dice, 
  your resistance bonus on saving throws improves to +3.
  Patron Requirements: Fey or undead, 2 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  an abjuration spell-like ability.
  Pact of Protection II [Minor]
  Your patron offers you moderate protection from all harm.
  Benefit: You gain a +2 deflection bonus to your AC and 
  a +2 resistance bonus on all saving throws. At 7 patron 
  Hit Dice, your resistance bonus on saving throws im-
  proves to +3. At 12 patron Hit Dice, your deflection 
  bonus to AC improves to +3. At 17 patron Hit Dice, 
  your resistance bonus on saving throws improves to +4. 
  At 24 patron Hit Dice, your deflection bonus to AC 
  improves to +4.
  Patron Requirements: Fey or undead, 4 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  an abjuration spell-like ability.
  Pact of Protection III [Major]
  Your patron offers you great protection from all harm.
  Benefit: You gain a +4 deflection bonus to your AC and 
  a +5 resistance bonus on all saving throws. At 13 patron 
  Hit Dice, your deflection bonus to AC improves to +5.
  Patron Requirements: Fey or undead, 8 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  
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  an abjuration spell-like ability.
  Perfect Strikes I [Least]
  Your patron teaches you to harden your body to deliver 
  deadly unarmed strikes and natural attacks.
  Benefit: Your first natural weapon attack each round 
  (including unarmed strikes) gains a +1 enhancement 
  bonus. Instead of applying an enhancement bonus, you 
  can apply an appropriate weapon special ability of the 
  same value. With more patron Hit Dice, you can re-
  place divide points between enhancement bonus and/
  or one or more abilities provided the total effective value 
  is the same. You need not apply a +1 enhancement 
  bonus before applying weapon special abilities to your 
  natural weapons in this manner. At 3 patron Hit Dice, 
  this bonus applies to all your natural weapon attacks. At 
  7 patron Hit Dice, the bonus increases to +2 for your 
  first natural weapon attack each round. At 15 patron 
  Hit Dice, the bonus increases to +2 for all your natural 
  weapon attacks.
  Patron Requirements: Fey or outsider, natural weapon, 
  1 HD, Int 6.
  Perfect Strikes II [Minor]
  Your patron teaches you to more fully harden your body to 
  deliver deadly unarmed strikes and natural attacks.
  Benefit: All your natural weapons (including unarmed 
  strikes) gain a +2 enhancement bonus. Instead of apply-
  ing part or all of the enhancement bonus, you can apply 
  one or more appropriate weapon special abilities of the 
  same total value. You need not apply a +1 enhancement 
  bonus before applying weapon special abilities to your 
  natural weapons in this manner. At 11 patron HD, the 
  bonus increases to +3 for your first natural weapon at-
  tack each round. At 14 patron HD, the bonus increases 
  to +3 for all your natural weapon attacks. At 20 patron 
  HD, the bonus increases to +4 for your first natural 
  weapon attack each round.
  Patron Requirements: Fey or outsider, natural weapon, 
  5 HD, Int 6.
  Perfect Strikes III [Major]
  Your patron teaches you to more fully harden your body to 
  deliver deadly unarmed strikes and natural attacks.
  Benefit: All your natural weapons (including unarmed 
  strikes) gain a +4 enhancement bonus. Instead of apply-
  ing part or all of the enhancement bonus, you can apply 
  one or more appropriate weapon special abilities of the 
  same total value. You need not apply a +1 enhancement 
  bonus before applying weapon special abilities to your 
  natural weapons in this manner. Choose any such substi-
  tution when you gain this covenant (or if you gain it as 
  a trance covenant, when you gain a level). At 12 patron 
  HD, your enhancement bonus for your first unarmed 
  strike attack of each round is increased to +5. At 16 
  patron HD, all your natural weapon attacks instead gain 
  a +5 enhancement bonus.
  Patron Requirements: Fey or outsider, natural weapon, 
  9 HD, Int 6.
  Perfect Strikes IV [Greater]
  Your patron teaches you to more fully harden your body to 
  deliver deadly unarmed strikes and natural attacks.
  Benefit: All your natural weapons (including unarmed 
  strikes) gain a +7 enhancement bonus. Your first natural 
  weapon attack’s enhancement bonus is increased to +8. 
  Instead of applying part or all of the enhancement bo-
  nus, you can apply one or more appropriate weapon spe-
  cial abilities of the same total value. You need not apply 
  a +1 enhancement bonus before applying weapon special 
  abilities to your natural weapons in this manner. Choose 
  any such substitution when you gain this covenant (or if 
  you gain it as a trance covenant, when you gain a level). 
  At 17 patron HD, your enhancement bonus for all your 
  natural weapon attacks is increased to +8. At 21 patron 
  HD, your enhancement bonus for your first natural 
  weapon attack each round is increased to +9.
  Patron Requirements: Fey or outsider, natural weapon, 
  13 HD, Int 6.
  Phantasmal Hunt [Greater]
  Your patron teaches you to call on illusions that terrorize 
  your foes.
  Benefit: Once per day as a swift action, you can create 
  an illusory procession of hunters that may appear as lost 
  spirits, unearthly hounds, bloodthirsty fey riders, undead 
  pirates sailing spectral vessels, or other unsettling shapes. 
  It fills one 20-foot cube per three patron Hit Dice, 
  which must be contiguous. Each enemy with fewer Hit 
  Dice than your patron that can see or hear the phantas-
  mal hunt from within 60 feet must succeed on a Will 
  save or be shaken for 5d6 rounds. Foes with 4 or fewer 
  Hit Dice are panicked instead of shaken.
     As a standard action, you can cause the phantasmal 
  hunt to move up to 60 feet. A foe that begins its turn 
  within the area occupied by the hunt must succeed on a 
  Will save to disbelieve it. If it disbelieves the illusion, it 
  
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  is immune to the effects of the hunt for 1 day (if it was 
  suffering from its fear effect, the effect ends for it). If 
  the foe does not disbelieve, the hunters make an attack 
  that resembles the victim’s deepest fears and the victim 
  cannot make another Will save to disbelieve it on sub-
  sequent rounds until it has new evidence that the illu-
  sion is not real. It automatically suffers 6d6 damage that 
  counts as bludgeoning, piercing, and slashing and must 
  succeed on a Fortitude save or be nauseated for 1 round. 
  The phantasmal hunt is an illusion (phantasm) [fear, 
  mind-affecting] effect.
  Patron Requirements: 13 HD, Int 6, ability to create an 
  illusion or fear effect.
  Plunge into the Pit [Superior]
  Your patron promises to heed your call to open the Pit of 
  Hell to consume your enemies.
  Benefit: Once per day, as a standard action, you can 
  utter a foul syllable that causes an infernal earthquake to 
  rip through the area. This ability is similar to the spell 
  earthquake. Fissures open adjacent to all creatures that 
  are not directly over fissures and remain open for 1 min-
  ute. Each fissure is as large as the space of the adjacent 
  creature. The rifts that open this way contain portals that 
  send anyone who falls in directly to the city of Dis on 
  the plane of Hell (they suffer a fall of 40 feet first as nor-
  mal, and suffer appropriate damage when they land in 
  Hell). A mass of countless damned souls reaches up out 
  of the rifts, attempting to grapple and pull in all enemies 
  within 80 feet of the surface affected by the earthquake. 
  The mass grapples as a Colossal individual creature with 
  the grab special ability whose space and reach fill the area 
  within 80 feet of the surface, save that it cannot gain the 
  grappled condition and suffers no penalty for grappling 
  multiple foes at once. Its CMB and CMD for grapple 
  checks use your patron’s Hit Dice in place of its base at-
  tack bonus, with a +12 bonus for its Strength score (35) 
  and a +8 bonus for being Colossal (its Dexterity is 10, 
  granting no bonus to the CMD). Each round, a creature 
  that begins its turn grappled by the souls suffers 4d6 
  points of force damage and is pulled 40 feet closer to the 
  nearest fissure. The mass of souls cannot be damaged or 
  affected by most attacks, although it can be banished by 
  spells and effects such as dispel evil or banishment as if it 
  were a lawful evil creature with Hit Dice equal to your 
  patron’s, AC 2 + patron’s Charisma bonus (minimum 
  +1), and a Will save bonus equal to your patron’s base 
  Will save bonus, and a Wisdom bonus of +0 (its Wis-
  dom score is 10).
  Patron Requirements: Devil, 17 HD, Int 6.
  Possessed Weapon I [Major]
  Your patron inhabits a weapon, granting it intelligence and 
  new powers.
  Benefit: When you gain this covenant, choose a non-
  magical weapon you own. Your patron possesses the 
  weapon, causing it to act much like an intelligent item. 
  While possessed, the weapon gains a +1 enhancement 
  bonus. While possessing the item, your patron retains 
  its mental ability scores (to a maximum of 20 each), 
  alignment, languages, and Intelligence-, Wisdom-, and 
  Charisma-based skills. If your patron has 13 to 16 Hit 
  Dice, the weapon gains a +2 enhancement bonus in-
  stead. At 17 HD, the patron grants the weapon a +3 
  enhancement bonus. These enhancement bonuses can 
  be added to the weapon, to a maximum of +5, or they 
  can be used to add any of the following weapon proper-
  ties: allying, brilliant energy, conductive, dancing, defend-
  ing, disruption, distance, flaming, flaming burst, ghost 
  touch, keen, mighty cleaving, menacing, returning, seeking, 
  speed, throwing. Adding these properties consumes an 
  amount of bonus equal to the property’s cost (see Table: 
  Weapon Special Abilities in the core rulebook). At least a 
  +1 enhancement bonus must be added before any other 
  properties can be added. The weapon also gains up to 
  10,000 gp worth of improved senses, intelligent item 
  powers, and/or special purpose items dedicated powers, 
  plus 2,000 gp for every Hit Die above 9. The item’s Ego 
  is equal to Intelligence modifier + Wisdom modifier + 
  Charisma modifier + 1/3 Hit Dice + any modifiers from 
  added intelligent item powers. The bonus and properties 
  granted by the spirit is determined when the covenant 
  is made and cannot be changed unless a new covenant 
  is formed. Because the patron cannot continue its other 
  plans for as long as it is bound in the weapon, these 
  covenants always have a short term and must have a 
  special purpose as defined in the intelligent magic item 
  rules—although immortal spirits may define “short” 
  more generously than short-lived mortals, and may 
  make covenants contingent on the special purpose being 
  fulfilled in some important way. When the covenant 
  ends, the possessed weapon is left with the same weapon 
  properties the spirit granted it, but it is no longer intel-
  ligent and loses all intelligent item powers.
     You may choose a nonmagical amulet instead of a 
  weapon, in which case the amulet becomes an amulet 
  of mighty fists and the enhancement bonus and melee 
  weapon properties apply to the wearer’s natural weapons. 
  
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  An enhancement bonus need not be added before melee 
  weapon properties are added if the covenant is linked 
  to an amulet. When applied to an amulet this way, the 
  enhancement bonus is reduced by 1, to a minimum of 
  +0 (such an amulet has only intelligent item powers).
     Patron Requirements: Outsider or incorporeal un-
  dead, 9 HD, Int 6.
  Possessed Weapon II [Greater]
  Your patron possesses a weapon and grants it greater powers.
  Benefit: This covenant acts as possessed weapon I, except 
  as follows. The weapon gains up to 80,000 gp worth of 
  improved senses, intelligent items powers, and/or special 
  purpose item dedicated powers plus 3,000 gp for every 
  Hit Die your patron possesses above 13. At 16 or fewer 
  patron HD, the weapon gains a +5 enhancement bonus. 
  At 17 or more patron HD, it gains a +6 enhancement 
  bonus.
     If you bind this covenant to a nonmagical amulet, 
  it functions as an amulet of mighty fists +4 (potentially 
  substituting the enhancement bonus for melee weapon 
  properties) with the same amount of improved senses, 
  intelligent item powers, and/or special purpose item 
  dedicated powers indicated above. At 17 or more patron 
  HD, it instead functions as an amulet of mighty fists +5.
  Patron Requirements: Outsider or incorporeal undead, 
  13 HD, Int 6.
  Creating Your Own Covenants
  When developing your own covenant, the total 
  gp cost of the covenant formed with minimum 
  patron HD plus the gp cost of the appropriate 
  Covenant Supplicant feat should generally be 
  about one-quarter what the covenant’s market 
  price would be if it were a slotted magic item.
  Possessed Weapon III [Superior]
  Your patron possesses a weapon and grants it superior pow-
  ers.
  Benefit: This covenant acts as possessed weapon I, except 
  as follows. The weapon gains up to 200,000 gp worth of 
  improved senses, intelligent items powers, and/or special 
  purpose item dedicated powers plus 10,000 gp for every 
  Hit Die your patron possesses above 17. At 19 or fewer 
  patron HD, the weapon gains a +7 enhancement bonus. 
  At 20 patron HD, it gains a +8 enhancement bonus.
  If you bind this covenant to a nonmagical amulet, it 
  functions as an amulet of mighty fists +6 (despite the item 
  usually being limited to +5, and potentially substituting 
  enhancement bonus for melee weapon special proper-
  ties) with the same amount of improved senses, intelli-
  gent item powers, and/or special purpose item dedicated 
  powers indicated above.
  Patron Requirements: Outsider or incorporeal undead, 
  17 HD, Int 6.
  Power of the Possessor [Greater]
  Your patron teaches you the magical secrets to possessing 
  other creatures bodily.
  Benefit: Twice per day, you can merge yourself with an 
  adjacent creature on the same plane or a coexistant plane 
  (the Ethereal and Shadow Planes are coexistant with the 
  Material Plane). This ability is similar to the spell greater 
  possession. The target can resist this ability with a success-
  ful Will save. A creature that successfully saves is im-
  mune for 24 hours.
  Patron Requirements: Undead, 13 HD, Int 6, ability 
  to possess another creature without leaving its own body 
  behind. For example, bhuta (14 HD, CR 11), dybbuk 
  (18 HD, CR 15), or ghost of at least 13 HD.
  Proof Against Blades I [Least]
  Your patron promises not to let you shed blood, hardening 
  your skin and turning away attacks.
  Benefit: You gain a +1 deflection bonus to your AC. At 
  4 patron Hit Dice, you also gain a +1 enhancement bo-
  nus to your natural armor. At 12 patron Hit Dice, your 
  deflection bonus to AC improves to +2. At 19 patron 
  Hit Dice, your enhancement bonus to natural armor 
  also improves to +2.
  Patron Requirements: Fey or undead, 2 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  an abjuration spell-like ability.
  Proof Against Blades II [Minor]
  Your patron promises not to let you shed blood, hardening 
  your skin and turning away attacks.
  Benefit: You gain a +2 enhancement bonus to natural 
  armor and a +2 deflection bonus to AC. At 11 patron 
  Hit Dice, your deflection bonus to AC improves to +3. 
  At 19 patron Hit Dice, your enhancement bonus to 
  natural armor also improves to +3. At 26 patron Hit 
  Dice, your deflection bonus to AC improves to +4.
  Patron Requirements: Fey or undead, 4 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  an abjuration spell-like ability.
  
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  Proof Against Blades III [Major]
  Your patron promises not to let you shed blood, hardening 
  your skin and turning away attacks.
  Benefit: You gain a +3 enhancement bonus to natural 
  armor and a +4 deflection bonus to AC. At 11 patron 
  Hit Dice, your enhancement bonus to AC improves to 
  +4. At 16 patron Hit Dice, your deflection bonus to AC 
  improves to +5. At 23 patron Hit Dice, your enhance-
  ment bonus to natural armor improves to +5.
  Patron Requirements: Fey or undead, 8 HD, Int 6, 
  must have a deflection bonus to AC or the ability to cast 
  an abjuration spell-like ability.
  Protean Grace [Greater]
  Your patron shares with you the secrets of its race.
  Benefit: You gain freedom of movement and tongues as 
  constant abilities. You can use chaos hammer as a spell-
  like ability 2/day. If your patron has at least 17 Hit Dice, 
  you can use chaos hammer at will.
  Patron Requirements: Protean, 13 HD. 
  Psychopomp Sense [Major]
  Your patron teaches you to expand your senses like a psycho-
  pomp.
  Benefit: You can sense everything living and undead 
  within 30 feet as if with blindsense and estimate their 
  health as if with deathwatch. You cannot sense nonliving 
  things such as constructs or most objects, but you can 
  sense living things that are not creatures, such as most 
  plants. If your patron has at least 13 Hit Dice, you can 
  perceive everything living and undead within 15 feet as 
  if with blindsight.
  Patron Requirements: Psychopomp, 8 HD.
  Protective Aura [Greater]
  Your celestial patron shares its protective aura with you.
  Benefit: Against attacks made or effects created by evil 
  creatures, this ability provides a +4 deflection bonus 
  to AC and a +4 resistance bonus on saving throws to 
  anyone within 10 feet of you. Otherwise, it functions as 
  a magic circle against evil and a lesser globe of invulnerabil-
  ity, both with a radius of 10 feet. If your patron has 17 
  or more Hit Dice, the radius increases to 20 feet.
  Patron Requirements: Outsider, 12 HD, protective 
  aura special ability. For example, cetaceal agathion (17 
  HD, CR 15), draconal agathion (24 HD, CR 20), leonal 
  agathion (14 HD, CR 12), astral deva angel (15 HD, 
  CR 14), monadic deva angel (14 HD, CR 12), planetar 
  angel (17 HD, CR 16), or solar angel (22 HD, CR 23).
  Qlippoth Blessings [Superior]
  Your patron invests you with superior defense and abilities 
  to hamper enemies.
  Benefit: As a standard action you can assault the senses 
  of all living creatures within 30 feet with visions of a 
  horrific and mind-rending shape. Creatures that suc-
  cumb are stunned for 1d4 rounds (Will negates). This 
  ability is a mind-affecting gaze attack.
     Additionally, you gain DR 10/law, and a +10 racial bo-
  nus on caster level checks to penetrate the spell resistance 
  of any demon. Your attacks ignore the damage reduction 
  of demons.
  Patron Requirements: Qlippoth, 17 HD.
  Quell Aberrations [Minor]
  Your patron grants you the power to calm aberrations.
  Benefit: You can attempt to calm nearby aberrations 
  as a standard action. This covenant acts exactly like the 
  quell spirits class ability of the covenant mage (page 
  11), except that it only affects aberrations. Unlike quell 
  spirits, it does not require speaking calmly and clearly, 
  and therefore can be used in a trance (as well as outside 
  of a trance).
  Patron Requirements: Fey or outsider, 5 HD, Int 6. 
  Reactive Resistance [Minor]
  Your patron shares a bit of its own protective magic with 
  you, promising you will never be burned the same way 
  twice.
  Benefit: Whenever you are dealt damage by acid, cold, 
  electricity, fire, or sonic energy, you gain resistance to 
  that energy. The resistance begins at the end of the turn 
  on which you were damaged and lasts for a number of 
  rounds equal to your patron’s Charisma modifier (mini-
  mum 1 round). The resistance is equal to the lower of 
  your patron’s Hit Dice and your Hit Dice rounded down 
  to the nearest 5.
  Patron Requirements: Outsider, 5 HD, Int 6, and 
  either adaptive resistance or resistance or immunity to at 
  least four energy types.
  Resist Magic, Lesser [Major]
  Your patron shares with you its spell resistance.
  Benefit: You gain spell resistance equal to 16 + 1/3 
  patron’s Hit Dice. It interferes even with spells your allies 
  cast on you (although not your own spells), but you can 
  
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  suppress it until the start of your next turn as a standard 
  action.
  Patron Requirements: Fey or outsider, 9 HD, Int 6, 
  spell resistance 20.
  Resist Magic, Greater [Greater]
  Your patron shares potent spell resistance with you.
  Benefit: You gain spell resistance equal to 20 + 1/2 
  patron’s Hit Dice. It interferes even with spells your allies 
  cast on you (although not your own spells), but you can 
  suppress it until the start of your next turn as a free ac-
  tion even if it’s not your turn.
  Patron Requirements: Fey or outsider, 13 HD, Int 6, 
  spell resistance 29.
  Restore Youth [Superior]
  Your patron grants you the ability to make people younger.
  Benefit: With a touch, you can make a living target 
  younger (including yourself). The target is reduced to 
  the midpoint of the previous age category; for example, a 
  middle-aged human would become 25. Any age-related 
  penalties or bonuses to ability scores are reversed. You 
  cannot use this covenant on a creature who is an adult 
  or younger, or a true dragon. This covenant can only be 
  used on willing targets. This ability can be used once per 
  week. Wise supplicants with this covenant, and those 
  who benefit from it, do not advertise that they have it, as 
  it could cause disruption to the region they live in!
  In addition, you can avert future suffering, as the spell 
  akashic form, once per day as a spell-like ability.
  Patron Requirements: Outsider with the time subtype, 
  17 HD, Int 6.
  Robot Killer [Least]
  Your technophobe patron teaches you the secrets of detecting 
  robots and easily overcoming their defenses.
  Benefit: You may detect any robot within 60 feet by 
  concentrating as a standard action. This works like detect 
  undead, except that it detects robots instead of undead 
  creatures. You fight robots with weapons, unarmed at-
  tacks or natural weapons as if those robots had no hard-
  ness.
  Patron Requirements: Technophobe spirit (see techno-
  phobe covenant mage archetype), 2 HD, Int 6.
  Sacred Protection [Minor]
  Your psychopomp patron shares a bit of itself to protect you 
  against undead creatures.
  Benefit: You gain a +3 insight bonus on saving throws 
  against the special attacks of undead creatures; this bo-
  nus does not extend to any abilities they gain from class 
  levels, however. If your patron has at least 9 Hit Dice, 
  the bonus increases to +4. At 13 patron HD, it increases 
  to +5.
  Patron Requirements: Psychopomp, 5 HD, Int 6.
  Seelie Friendship [Least]
  Your patron grants you the friendship of the Seelie Court 
  and limited assistance from among their number.
  Benefit: When you take this covenant, choose an ally 
  from the summon nature’s ally I list. As a swift action 
  once per hour, you can summon this ally as if with the 
  spell. Unlike with typical summoning effects, this effect 
  calls a specific individual. Although the original is not 
  permanently harmed (as normal for summoning effects), 
  if the ally is summoned again before the next sunrise, the 
  summoned version of the ally has all the same spells and 
  abilities expended and damage, condition, and effects 
  suffered as it had when the summoning effect last ended. 
  If the summoning ended because the ally was banished 
  or killed, this covenant cannot be used again for 24 
  hours. Every sunrise, the ally is refreshed and is good as 
  new (although it may be unable to be summoned im-
  mediately if it died or was banished and 24 hours has 
  not yet elapsed). When summoned, the ally must appear 
  in the nearest open space to you and is staggered until 
  the start of your next turn. If both you and your patron 
  have 4 or more Hit Dice, you can also choose from the 
  2nd-level list. For every 3 Hit Dice both you and your 
  patron have above 4, you can choose from the next high-
  est spell level (3rd-level if both you and your patron have 
  7 HD, 4th-level if both you and your patron have 10 
  HD, and so on). When you choose an ally of a level one 
  level lower than your maximum, you get two of that ally; 
  when you choose an ally of a level two or more levels 
  lower than your maximum, you get four of that ally. Add 
  the following creatures to the lists of what can be sum-
  moned with summon nature’s ally for the purposes of 
  this covenant: Summon nature’s ally I: sprite. 2nd-level: 
  atomie, faun, nixie. 4th-level: unicorn. 5th-level: pixie 
  (can use magic arrows only 1/day). 7th-level: nymph. 
  Any ally you summon with this covenant has the bless-
  ing of the Seelie Court, granting it a permanent +4 
  enhancement bonus to Strength and Constitution.
  Patron Requirements: Fey associated with the Seelie 
  court, 1 HD, Int 6.
  
  112
  Soul Stealer [Major]
  Your patron teaches you to steal bits of your enemies’ souls.
  Benefit: The first time each round that you hit with a 
  natural or manufactured melee weapon, you can inflict 
  a temporary negative level on your target. If the attack 
  was a critical hit, you instead bestow two negative levels. 
  When you inflict a negative level this way, you gain 5 
  temporary hit points that last for 1 hour (or 10, if you 
  inflicted two with a critical hit). Every 24 hours thereaf-
  ter, the victim can attempt a Fortitude saving throw (DC 
  10 + 1/2 patron HD + patron’s Charisma modifier). Suc-
  cess on this saving throw removes the negative level.
  Patron Requirements: Undead or outsider, 8 HD, Int 
  6, energy drain ability.
  Spell Secrets I [Least]
  Your patron shares with you the secrets of basic magic.
  Benefit: This covenant only benefits supplicants who can 
  cast spells. From among the witch spell list, any spell list 
  your patron uses, and your patron’s spell-like abilities, 
  choose a 1st-level spell that appears on your class spell 
  list or any 0-level spell. Treat the chosen spell as if it were 
  on your class spell list and among your spells known as 
  a 1st-level spell and gain a bonus 1st-level spell slot that 
  can only be used to cast the chosen spell. If your patron 
  has at least 5 Hit Dice, you gain another 1st-level spell 
  known and bonus spell slot in the same manner. At 13 
  patron HD, you gain a 2nd-level spell known and bonus 
  spell slot in this fashion; the spell may be up to 2nd level 
  if it already appears on your class spell list, or up to 1st 
  level otherwise.
     You can cast spells gained through this covenant even 
  if they are of spell levels you do not normally have access 
  to, but only if you have a high enough ability score (as 
  determined by your spellcasting class). However, if you 
  attempt to use this covenant to cast a spell of a level you 
  could not otherwise cast, you must make a caster level 
  check (DC 1 + patron’s HD) to succeed. If you fail, the 
  spell slot is expended without its normal effect and you 
  must make a DC 5 Wisdom check to avoid a mishap as 
  if you were activating a scroll (see Scroll Mishaps in the 
  core rulebook). A natural 1 on this Wisdom check is 
  always a failure, regardless of modifiers.
  Patron Requirements: 2 HD, Int 6, ability to cast a 
  spell or spell-like ability of at least 1st level.
  Spell Secrets II [Minor]
  Your patron shares with you the secrets of middling magic.
  Benefit: This covenant only benefits supplicants who 
  can cast spells. From among the witch spell list, any spell 
  list your patron uses, and your patron’s spell-like abili-
  ties, choose a 2nd-level spell that appears on your class 
  spell list or any 1st-level spell. Treat the chosen spell as 
  if it were on your class spell list and among your spells 
  known as a 2nd-level spell and gain a bonus 2nd-level 
  spell slot that can only be used to cast the chosen spell. If 
  your patron has at least 13 Hit Dice, you gain a 3rd-level 
  spell known and bonus spell slot in this fashion; the spell 
  may be up to 3rd level if it already appears on your class 
  spell list, or up to 2nd level otherwise.
     You can cast spells gained through this covenant even 
  if they are of spell levels you do not normally have access 
  to, but only if you have a high enough ability score (as 
  determined by your spellcasting class), and if you do, 
  you risk failure as described in spell secrets I.
  Patron Requirements: 5 HD, Int 6, ability to cast a 
  spell or spell-like ability of at least 2nd level.
   
  Spell Secrets III [Major]
  Your patron shares with you the secrets of advanced magic.
  Benefit: This covenant only benefits supplicants who 
  can cast spells. From among the witch spell list, any spell 
  list your patron uses, and your patron’s spell-like abili-
  ties, choose a 4th-level spell that appears on your class 
  spell list or any 3rd-level spell. Treat the chosen spell as 
  if it were on your class spell list and among your spells 
  known as a 4th-level spell and gain a bonus 4th-level 
  spell slot that can only be used to cast the chosen spell. If 
  your patron has at least 17 Hit Dice, you gain a 5th-level 
  spell known and bonus spell slot in this fashion; the spell 
  may be up to 5th level if it already appears on your class 
  spell list, or up to 4th level otherwise.
     You can cast spells gained through this covenant even 
  if they are of spell levels you do not normally have access 
  to, but only if you have a high enough ability score (as 
  determined by your spellcasting class), and if you do, 
  you risk failure as described in spell secrets I.
  Patron Requirements: 9 HD, Int 6, ability to cast a 
  spell or spell-like ability of at least 4th level.
  Spell Secrets IV [Greater]
  Your patron shares with you the secrets of superior magic.
  Benefit: This covenant only benefits supplicants who can 
  cast spells. From among the witch spell list, any spell list 
  your patron uses, and your patron’s spell-like abilities, 
  
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  choose a 4th-level spell that appears on your class spell 
  list or any 3rd-level spell. Then, choose a 6th-level spell 
  that appears on your class spell list or any 5th-level spell. 
  Treat the chosen spells as if they were on your class spell 
  list and among your spells known as a 4th-level spell and 
  a 6th-level spell, respectively. You also gain a bonus 4th-
  level spell slot and 6th-level spell slot that can only be 
  used to cast the chosen spell. If your patron has at least 
  17 Hit Dice, you gain a 7th-level spell known and bonus 
  spell slot in this fashion; the spell may be up to 7th level 
  if it already appears on your class spell list, or up to 6th 
  level otherwise.
     You can cast spells gained through this covenant even 
  if they are of spell levels you do not normally have access 
  to, but only if you have a high enough ability score (as 
  determined by your spellcasting class), and if you do, 
  you risk failure as described in spell secrets I.
  Patron Requirements: 13 HD, Int 6, ability to cast a 
  spell or spell-like ability of at least 6th level.
  Spell Secrets V [Superior]
  Your patron shares with you the secrets of extraordinary 
  magic.
  Benefit: This covenant only benefits supplicants who 
  can cast spells. From among the witch spell list, any spell 
  list your patron uses, and your patron’s spell-like abili-
  ties, choose an 8th-level spell that appears on your class 
  spell list or any 7th-level spell. Then, choose two more 
  spells; each may be up to 9th level if it appears on your 
  spell list, or up to 8th level otherwise. Treat the chosen 
  spells as if they were on your class spell list and among 
  your spells known as an 8th-level spell and two 9th-level 
  spells, respectively. You also gain a bonus 8th-level spell 
  slot and two bonus 9th-level spell slots that can only be 
  used to cast the appropriate chosen spell.
     You can cast spells gained through this covenant even 
  if they are of spell levels you do not normally have access 
  to, but only if you have a high enough ability score (as 
  determined by your spellcasting class), and if you do, 
  you risk failure as described in spell secrets I.
  Patron Requirements: 17 HD, Int 6, ability to cast a 
  spell or spell-like ability of at least 9th level.
  Spirit’s Might [Superior]
  Your patron infuses you with the cosmic essence of its align-
  ment, making you larger, stronger, and more intimidating.
  Benefit: You permanently gain the benefits of divine 
  vessel according to your patron’s alignment except that 
  your spell resistance is only equal to 6 + patron’s Hit 
  Dice. You can return to your mortal form or resume the 
  transformation as a standard action.
  Patron Requirements: Outsider with the chaos, evil, 
  good, or lawful subtype, 17 HD, Int 6.
  Stolen Heart [Least]
  Your patron gives you the power to steal the heart of an-
  other.
  Benefit: At a standard action three times per day, you 
  can inspire a humanoid with feelings of trust for you. 
  The target is affected as if by charm person. If the target 
  has half as many Hit Dice as your patron or fewer, the 
  charm lasts until you target a new creature with this abil-
  ity. This is a spell-like ability with spell level equal to half 
  your patron’s HD.
  Patron Requirements: Chaotic fey or outsider, 2 HD, 
  Int 6, mind-affecting ability.
  Stone Fist [Least]
  Your patron infuses your hands with the essence of stone.
  Benefit: Similar to the spell stone fist, this covenant 
  transforms your hands into living stone. Your unarmed 
  strikes do not provoke attacks of opportunity and deal 
  1d6 points of lethal bludgeoning damage (1d4 if you 
  are Small). In addition, your unarmed strikes ignore the 
  hardness of any object with a hardness less than 8. This 
  covenant also grants you a +2 bonus on combat maneu-
  ver checks to bull rush or trip with your unarmed strikes. 
  If your natural weapons normally deal more damage, 
  this covenant instead grants a +2 enhancement bonus 
  to weapon damage with your natural weapons. You can 
  end or resume this effect as a standard action. Stone to 
  flesh deactivates this covenant. Should you be the target 
  of transmute rock to mud, the covenant is immediately 
  deactivated and you take 4d6 points of damage.
  Patron Requirements: Earth subtype, 2 HD, Int 6.
  Stormcaller [Superior]
  Your patron promises to work in concert with you to bring 
  down thunderous wrath with the right signal.
  Benefit: As a swift action once per day, you can unleash 
  an inhuman shout to conjure a storm as control weather, 
  but it manifests in 1d4 rounds. Starting on the round 
  the storm manifests, and as long as you remain under 
  the open sky in the area of the storm, you can unleash 
  another shout as a swift action to call a thunderbolt to 
  strike a spot you have line of sight to within 1,000 feet. 
  The bolt fills a 5-foot-radius cylinder from the sky to the 
  
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  ground and deals 1d10 electricity damage per 2 pa-
  tron Hit Dice to all creatures and unattended objects it 
  strikes. Creatures in the cylinder can make a Reflex save 
  for half damage. Creatures wearing metal armor suffer a 
  -4 penalty on this saving throw. All creatures within 60 
  feet of the center of the bolt must make a Fortitude save 
  to avoid being deafened for 1 minute by the accompany-
  ing thunder. If the bolt destroys a barrier, it continues 
  past the barrier. The bolt only strikes a creature sheltered 
  from the storm if it first destroys every obstacle blocking 
  line of effect between the creature and the sky. Whether 
  or not you are beneath the magical storm, as a swift ac-
  tion, you can fill a 10-foot cube adjacent to your space 
  with crackling lightning that deals 1d6 electricity dam-
  age per 2 patron Hit Dice and does not cause deafness 
  (Reflex save for half damage similar to the thunderbolt). 
  You can call electricity with this covenant (in any form) 
  only once every 1d4 rounds.
  Patron Requirements: Outsider with the air subtype or 
  fey, 17 HD, Int 6.
  Strands of Fortune [Superior]
  You learn to bend the destinies of those close to you.
  Benefit: Whenever an ally within 60 feet rolls a saving 
  throw, you can cause him to reroll it as an immediate 
  action. This action must be used before the results of the 
  roll are declared, and he must abide by the new roll, even 
  if it is worse.
  Patron Requirements: Norn (20 HD, CR 18) or Int 6, 
  17 HD, and either mythic power or hero points.
  Stunning Voice [Major]
  Your patron imparts magical secrets to grant you a voice like 
  musical thunder.
  Benefit: At will as a standard action, you can begin to 
  sing an unearthly melody, which is so haunting and 
  beautiful that it stuns all who hear it from within 10 feet 
  for 1 round unless they succeed on a Will save. Main-
  taining the song on subsequent rounds is a free action. 
  Any creature that rolls the saving throw, whether suc-
  cessful or not, is immune to this effect for one day. You 
  cannot use this covenant ability at the same time as you 
  maintain a bardic performance with a vocal element or 
  cast a spell with verbal components. If your patron has 
  17 or more Hit Dice, the range of this ability increases 
  to 20 feet.
  Patron Requirements: Nymph (8 HD, CR 7), satyr (8 
  HD, CR 4), or angel with at least 9 HD.
  Summon from the Darkness 
  [Minor]
  Your patron teaches you to command the restless spirits of 
  the dead.
  Benefit: This covenant functions as celestial alliance 
  except that you can summon undead instead of mon-
  sters from the summon monster list. Choose the undead 
  from the following list: 1st—beheaded, human skeleton; 
  2nd—crawling hand, ectoplasmic human, festrog; 3rd—
  draugr, guardian phantom armor; 4th—attic whisperer, 
  giant phantom armor, shadow; 5th—ghul, mummy, 
  wraith; 6th—bodak, duppy, greater shadow; 7th—Leng 
  ghoul, witchfire.
  Patron Requirements: Extraplanar undead, 4 HD, Int 
  6.
  Superhuman Perfection I [Major]
  Your patron uses its supernatural power to augment your 
  physical attributes.
  Benefit: You gain a +4 enhancement bonus to Strength, 
  Dexterity, and Constitution.
  Patron Requirements: Fey or outsider, 9 HD, Int 6.
  Superhuman Perfection II [Greater]
  Your patron uses its supernatural power to perfect your 
  physical attributes.
  Benefit: You gain a +6 enhancement bonus to Strength, 
  Dexterity, and Constitution.
  Patron Requirements: Fey or outsider, 13 HD, Int 6.
  Superior Mind I [Major]
  Your patron uses its supernatural power to augment your 
  mental attributes.
  Benefit: You gain a +4 enhancement bonus to Intelli-
  gence, Wisdom, and Charisma. If this covenant is made 
  permanent, choose two skills in which your patron has 
  at least 1 rank. You always have ranks in each of those 
  skills equal to your patron’s Hit Dice or your Hit Dice, 
  whichever is higher.
  Patron Requirements: Fey or outsider, 9 HD, Int 6. 
  Superior Mind II [Greater]
  Your patron uses its supernatural power to perfect your 
  mental attributes.
  Benefit: You gain a +6 enhancement bonus to Intelli-
  gence, Wisdom, and Charisma. If this covenant is made 
  permanent, choose three skills in which your patron has 
  
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  at least 1 rank. You always have ranks in each of those 
  skills equal to your patron’s Hit Dice or your Hit Dice, 
  whichever is higher.
  Patron Requirements: Fey or outsider, 13 HD, Int 6.
  Telekinetic Might [Superior]
  Your patron teaches you to unlock heretofore unseen psychic 
  power over your environment.
  Benefit: At will, you can begin or end a reverse gravity 
  effect in a 30-foot radius cylinder 30 feet high centered 
  on you as a standard action. The effect moves with you 
  and allows you to fly at a speed of 20 feet with perfect 
  maneuverability. Additionally, while the effect lasts, you 
  can use telekinesis as the spell once per round as a swift 
  action, except the save DC is 10 + 1/2 patron’s HD + 
  patron’s Charisma modifier and the range is 30 feet. You 
  can concentrate on this telekinesis effect as a swift action 
  each turn, but you can maintain only one such effect at 
  a time.
  Patron Requirements: 17 HD, Int 6, ability to use tele-
  kinesis or a similar ability.
  Timely Invigoration [Least]
  Your patron teaches you the secret of healing by accelerating 
  the body’s ability to heal.
  Benefit: You can heal any living creature you touch 
  (including yourself) by accelerating their body’s heal-
  ing process. This acts like a cure light wounds spell. This 
  healing is demanding, and a creature healed with it is 
  fatigued. It the creature was already fatigued, it becomes 
  exhausted instead. Only willing creatures can be healed 
  with this ability. Once a creature has benefited from this 
  covenant, it cannot benefit from it again for 24 hours. 
  At 5 patron HD, the covenant heals as cure moderate 
  wounds. At 11 patron HD, the covenant heals as cure 
  serious wounds. At 19 patron HD, the covenant heals as 
  cure critical wounds.
  Patron Requirements: Outsider, 2 HD, and either the 
  time subtype or the ability to cast a cure spell.
  Truespeech I [Major]
  Your patron teaches you to speak with all speaking creatures.
  Benefit: You speak in tongues as the spell for 10 minutes 
  per patron HD each day. These minutes need not be 
  used consecutively, but must be used in 10-minute incre-
  ments.
  Patron Requirements: Outsider, 5 HD, truespeech abil-
  ity. 
  Truespeech II [Major]
  Your patron teaches you to speak with all creatures.
  Benefit: You gain speak with animals and tongues as con-
  stant abilities.
  Patron Requirements: Outsider, 9 HD, truespeech abil-
  ity. 
  Unnatural Talent [Major]
  Your patron watches over you, clearing your mind any time 
  distractions threaten your focus on certain skilled tasks.
  Benefit: Choose three skills your patron has 9 or more 
  ranks in. You can take 10 on those skill checks even 
  when you are distracted. At 9 patron HD, you gain a 
  +4 competence bonus on checks with those skills. At 13 
  patron HD, you gain a +6 bonus instead. At 17 patron 
  HD, you gain a +8 bonus instead.
  Patron Requirements: Fey or outsider, 9 HD, Int 6, 
  three skills 9 ranks.
  Unnerving Aura [Major]
  Your patron invests you with a potent version of its baleful 
  presence, warding off living creatures.
  Benefit: Living creatures that approach within 10 feet 
  of your space must succeed on a Will save or become 
  shaken for as long as they remain in the area. Those that 
  succeed on this saving throw are immune to the aura’s 
  effects for 24 hours. Those that fail, leave the area, and 
  then return must attempt a new saving throw. If your 
  patron has at least 13 Hit Dice, animals, fey, and plants 
  must instead succeed on a Will save to enter this aura. 
  Those that succeed are immune to the aura for 1 day; 
  those that fail end their movement adjacent to the aura 
  and can try again to enter the area once each round. At 
  17 patron HD, the range of the aura increases to 20 feet. 
  You can suppress this aura for 1 round as a swift action.
  Patron Requirements: Undead, 9 HD, Int 6.
  Unnerving Gaze [Major]
  Your patron grants you a gaze attack that unnerves others.
  Benefit: You have a gaze attack that manipulates the 
  perceptions of those who look upon you. An unnerv-
  ing gaze has a range of 30 feet, and can be negated by a 
  Will save. Those who fail their saves become shaken for 
  1d3 rounds. Additional failed saves add to the duration 
  rather than making the fear effect more severe. You are 
  immune to the unnerving gazes of kytons (of any type). 
  This is a mind-affecting fear effect.
  Patron Requirements: Kyton, 8 HD, Int 6.
  
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  Unstoppable [Major]
  Your patron teaches you to charge right through barriers 
  and magic.
  Benefit: You gain a dodge bonus to combat maneuver 
  defense against grapple, trip, and Stand Still combat ma-
  neuvers equal to half your patron’s Hit Dice. While you 
  are nauseated or paralyzed, you can act as if you were 
  staggered. The duration is unchanged and only remedies 
  for the true original condition are effective. You can run 
  and charge through difficult terrain, although it still 
  slows you. If a physical barrier would block your move-
  ment or attacks, you can attempt one Strength check to 
  destroy the barrier without using an action. You gain a 
  bonus on this Strength check equal to your patron’s Hit 
  Dice. If a magical effect would block your movement or 
  attacks, you can make one attempt against each to dispel 
  it, as dispel magic, without using an action. You can only 
  attempt to dispel each effect once with this covenant.
  Patron Requirements: Incorporeal or Huge or larger fey 
  or undead, 9 HD, Int 6.
  Vast Potential I [Major]
  Your patron uses its supernatural power to perfect your every 
  attribute.
  Benefit: You gain at least a +2 enhancement bonus to all 
  ability scores. For every 4 Hit Dice your patron has, one 
  ability score’s enhancement bonus improves to +4. If this 
  covenant is made permanent, choose one skill in which 
  your patron has at least 1 rank (or two, if Intelligence 
  gains a +4 bonus). You always have ranks in that skill 
  equal to your patron’s Hit Dice or your Hit Dice, which-
  ever is higher.
  Patron Requirements: Fey or outsider, 8 HD, at least 
  13 in all ability scores.
  Vast Potential II [Greater]
  Your patron uses its supernatural power to perfect your every 
  attribute.
  Benefit: You gain at least a +4 enhancement bonus to all 
  ability scores. For every 4 Hit Dice your patrons has, one 
  ability score’s enhancement bonus improves to +6. If this 
  covenant is made permanent, choose two skills in which 
  your patron has at least 1 rank (or three, if Intelligence 
  gains a +6 bonus). You always have ranks in that skill 
  equal to your patron’s Hit Dice or your Hit Dice, which-
  ever is higher.
  Patron Requirements: Fey or outsider, 12 HD, at least 
  15 in all ability scores.
  Vast Potential III [Superior]
  Your patron uses its supernatural power to perfect your every 
  attribute.
  Benefit: You gain a +6 enhancement bonus and a +1 
  inherent bonus to all ability scores. For every three 
  patron Hit Dice above 16, one inherent bonus increases 
  to +2 (choose a different one each time at 19 HD, 22 
  HD, and so on). If you gain vast potential III as a trance 
  covenant, the inherent bonuses remain even when you 
  are not in a trance. If this covenant is made permanent, 
  choose three skills in which your patron has at least 1 
  rank. You always have ranks in that skill equal to your 
  patron’s Hit Dice or your Hit Dice, whichever is higher.
  Patron Requirements: Fey or outsider, 16 HD, at least 
  19 in all ability scores. For example, asurendra (asura, 
  HD 22, CR 20), balor (demon, HD 20, CR 20), belier 
  devil (HD 17, CR 16), bythos (aeon, HD 18, CR 16), 
  danava (titan, HD 26, CR 24), demon lords, elohim 
  (HD 22, CR 23), empyreal lords, empyrean (angel, HD 
  25, CR 20), eremite (kyton, HD 20, CR 20), glaistig 
  (HD 25, CR 21), immolation devil (HD 18, CR 19), 
  jinushigami (kami, HD 24, CR 20), keketar (protean, 
  HD 23, CR 17), kimenhul (sankil, HD 25, CR 20), 
  lipika (aeon, HD 24, CR 18), maharaja (rakshasa, HD 
  20, CR 20), nemesis devil (HD 18, CR 18), pit fiend 
  (devil, HD 20, CR 20), planetar (angel, HD 17, CR 
  16), pleroma (aeon, HD 24, CR 20), seilenos (HD 23, 
  CR 19), solar (angel, HD 22, CR 23), solar pitri (ma-
  nasaputra, HD 24, CR 22), thulgant (qlippoth, HD 
  20, CR 18), vrolikai (demon, HD 19, CR 19), wendigo 
  (HD 18, CR 17), yamaraj (psychopomp, HD 25, CR 
  20).
  Wishes Granted [Greater]
  Your patron uses your wishes as a template to reshape reality.
  Benefit: When this covenant is formed, you gain three 
  wishes. You can use a wish as a spell-like ability as a stan-
  dard action. However, if you make a wish that is suscep-
  tible to being perverted, your patron has influence over 
  how the wish is interpreted, and is liable to twist it to its 
  own ends. When the wishes are used up, you can make 
  no more. Unlike for most covenants, the temporary 
  effects of one wish do not end when you make another 
  wish. However, the effects of all wishes are undone if the 
  covenant is broken.
  Patron Requirements: Ability to cast wish as a spell or 
  spell-like ability; or fey or evil outsider, 13 HD, Int 16.
  
  117
  Chapter 4: Chapter Options
  
  118
  Feats
  The following feats complement the covenant mage 
  class, the dervish class, or the covenant magic rules avail-
  able to all characters. Some of these feats are story feats 
  and some are mythic feats.
  Mythic Feats
  Only characters with mythic tiers or creatures with 
  mythic ranks can take these feats. If a creature becomes 
  non-mythic, it no longer gains the benefit of these feats, 
  but it doesn’t lose them permanently. If the creature be-
  comes mythic again, it regains the use of all the mythic 
  feats it once had.
     Many mythic feats enhance non-mythic feats with the 
  same name. When a creature has a mythic version of a 
  feat, that feat is denoted with a superscript “M” in the 
  feat line of its stat block.
  Story Feats
  A story feat reflects a goal—often an all-consuming 
  one—that shapes your life. Each story feat incorporates 
  a trigger event (which comes from either a campaign 
  occurrence or your background), an immediate benefit, a 
  goal, and a further benefit for achieving that goal.
     Story feats are marked with the story keyword. Each 
  feat has at least two possible prerequisites, representing 
  conditions most likely met during play or a background 
  that fits the feat. You need to meet only one of these pre-
  requisites. Anytime you gain a new feat, you may take a 
  story feat, but you can have only one uncompleted story 
  feat at a time. Story feats are designed for PCs, but can 
  be taken by NPCs and monsters as well.
     Unlike typical feats, story feats have nebulous pre-
  requisites, and you should chose one only after talking 
  with the GM. The GM should weave a story feat into 
  the greater story of the campaign and even adjust it as 
  needed to fit the campaign’s long-term goals and the 
  specifics of your background. Story feats should work 
  organically within the story of the campaign, rather than 
  be chosen purely for their mechanical benefits.
     Like the prerequisites, the completion conditions for a 
  story feat might require GM adjudication. If the events 
  of the campaign are not likely to resolve the story im-
  plied by the story feat, the GM should consider shifting 
  the goal to something you can achieve. Establishing a 
  meaningful story arc is more important than adhering to 
  the letter of the feat.
     Because a story feat represents both your motivation 
  and character development, the GM should make an 
  effort to incorporate elements related to the feat into the 
  ongoing campaign. These can be direct elements, like 
  the appearance of a villain or hated creature, or indirect 
  elements, such as rumors of the fate of a lost relative or 
  NPCs who are impressed by a PC’s artistic endeavors. A 
  good rule of thumb is to work in a reference to each PC’s 
  story feat once every three to five sessions.
     In most cases, allies can assist in completing a story 
  feat. At the GM’s discretion, if you do not take a leader-
  ship role in tasks or conflicts related to your own story 
  feat, you might need to complete additional goals to 
  resolve the story feat, or might even be denied comple-
  tion altogether.
  Covenant Supplicant Feats
  The five Covenant Supplicant feats listed below can be 
  selected by any character or creature willing to make the 
  additional sacrifices (monetary, personal, or otherwise) 
  necessary to make a covenant with an otherworldly 
  source. Characters with the covenant mage class or 
  dervish class do not need feats to gain their trance cov-
  enants; they automatically gain these covenants during 
  their trances. In addition, covenant mages and dervishes 
  can make full versions of their trance covenants without 
  feats or purification rituals; an offering to a patron is 
  enough.
  Covenant Supplicant, Least
  Through rigorous occult study, spiritual devotion, or sheer 
  desperation, you have readied your soul to enter into a cov-
  enant with a spirit by paying the appropriate cost.
  Prerequisites: Must perform a purification ritual taking 
  8 uninterrupted hours and requiring rare incense, oils, 
  herbs, and other costly components worth 300 gp.
  Benefit: You can form one least covenant with a spirit. 
  If you are a covenant mage, you may form covenants 
  outside your influence. You must still pay the cost of the 
  covenant. In addition, as long as you do not have a cov-
  enant associated with this feat, fey, outsiders and undead 
  with an Intelligence of 6 or higher have their starting 
  attitudes toward you improved by one step.
  Special: You can gain this feat more than once. Its effects 
  do not stack. Each time, you may make an additional 
  covenant. You cannot gain the same covenant more than 
  once, although you may form multiple covenants with 
  the same patron.
  Normal: You cannot form covenants unless you are a 
  
  119
  covenant mage or dervish. A covenant mage or dervish 
  can only form covenants that he can simulate with his 
  trance or whirling trance.
  Covenant Supplicant, Minor
  You can make bargains with minor spirits.
  Prerequisites: Character level 5th, must perform a 
  purification ritual taking 8 uninterrupted hours and re-
  quiring rare incense, oils, herbs, and other costly compo-
  nents worth 2,000 gp.
  Benefit: This feat is similar to Least Covenant Suppli-
  cant, except as noted here. Instead of a least covenant, 
  you may form a minor covenant. You gain a +1 bonus 
  on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks when interacting with fey, outsiders, and undead.   
  This bonus also applies on any skill checks made to 
  research a covenant contract, infernal contract, or similar 
  bargain. This bonus does not stack with that provided by 
  any other Covenant Supplicant feats.
  Covenant Supplicant, Major
  You can make bargains with major spirits.
  Prerequisites: Character level 9th, must perform a 
  purification ritual taking 8 uninterrupted hours and re-
  quiring rare incense, oils, herbs, and other costly compo-
  nents worth 9,000 gp.
  Benefit: This feat is similar to Least Covenant Suppli-
  cant, except as noted here. Instead of a least covenant, 
  you may form a minor or major covenant. You gain a +2 
  bonus on Bluff, Diplomacy, Intimidate, and Sense Mo-
  tive checks when interacting with fey, outsiders, and un-
  dead. This bonus also applies on any skill checks made to 
  research a covenant contract, infernal contract, or similar 
  bargain. This bonus does not stack with that provided by 
  any other Covenant Supplicant feats.
  Covenant Supplicant, Greater
  You can make bargains with greater spirits.
  Prerequisites: Character level 13th, must perform a 
  purification ritual taking 8 uninterrupted hours and re-
  quiring rare incense, oils, herbs, and other costly compo-
  nents worth 30,000 gp.
  Benefit: This feat is similar to Least Covenant Suppli-
  cant, except as noted here. Instead of a least covenant, 
  you may form a minor, major, or greater covenant. You 
  gain a +3 bonus on Bluff, Diplomacy, Intimidate, and 
  Sense Motive checks when interacting with fey, outsid-
  ers, and undead. This bonus also applies on any skill 
  checks made to research a covenant contract, infernal 
  contract, or similar bargain. This bonus does not stack 
  with that provided by any other Covenant Supplicant 
  feats.
  Covenant Supplicant, Superior
  You can make bargains with spirit lords.
  Prerequisites: Character level 17th, must perform a 
  purification ritual taking 8 uninterrupted hours and re-
  quiring rare incense, oils, herbs, and other costly compo-
  nents worth 90,000 gp.
  Benefit: This feat is similar to Least Covenant Suppli-
  cant, except as noted here. Instead of a least covenant, 
  you may form a minor, major, greater, or superior 
  covenant. You gain a +4 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive checks when interacting 
  with fey, outsiders, and undead. This bonus also applies 
  on any skill checks made to research a covenant contract, 
  infernal contract, or similar bargain. This bonus does not 
  stack with that provided by any other Covenant Suppli-
  cant feats.
  Variant—Upgraded Covenants: Under this 
  variant, a supplicant that is taking a new Cov-
  enant Supplicant feat can use it to form a new 
  covenant from the same series of covenants as a 
  covenant he already has. This process is largely 
  identical to transferring a covenant, but when 
  the supplicant is taking his new Covenant Sup-
  plicant feat, he can offer up his old Covenant 
  Supplicant feat as part of the purification ritual 
  to take the feat. If he does, he subtracts the 
  cost of the old feat’s purification ritual from 
  the cost of the new feat’s ritual the same way 
  as he subtracts the cost of the old covenant’s 
  offering from the new covenant’s offering. 
  When the supplicant makes the upgraded cov-
  enant with his upgraded Covenant Supplicant 
  feat, the old covenant is gone and he can then 
  replace the old Covenant Supplicant feat with 
  any other feat he could have qualified for at the 
  level he originally took it. 
  Eldritch Querant (Story)
  You seek a truth or magical gift only a spirit can bestow.
  Prerequisites: Knowledge (nature, planes, or religion) 
  1 rank, and either the Desperate Wish background or 
  must have failed to gain something important to you 
  
  120
  despite assistance from mortals of at least 10th level.
  Benefit: You gain a +2 bonus on Knowledge (nature, 
  planes, or religion) checks to identify fey, outsiders, and 
  undead. If you have at least 10 ranks in any of those 
  skills, your bonus with that skill increases to +4.
  Goal: Make a major, greater, or superior covenant that 
  helps you accomplish your goal.
  Completion Benefit: Once per day, you can gain an 
  answer to one question if with the spell commune as a 
  full-round action; if you do not have a patron deity, the 
  question is answered by the spirit patron of your cov-
  enant, which might have more limited knowledge or 
  reason to mislead you.
  Extra Trance
  You can use your trance ability more than normal.
  Prerequisites: Battle trance, trance, or whirling trance 
  class feature.
  Benefit: You can use battle trance, trance, or whirling 
  trance (choose one, if you have multiple abilities) for 6 
  additional rounds per day.
  Special: You can gain Extra Trance multiple times. Its 
  benefits stack.
  Extra Spirit Boon
  You have learned the secrets of a new spirit boon.
  Prerequisites: Spirit boon class feature.
  Benefit: You gain one additional spirit boon. You must 
  meet all the prerequisites for this spirit boon; however, 
  you are treated as being 4 levels lower than your actual 
  level for purposes of selecting this spirit boon and for 
  determining its benefits. For example, a 7th-level cov-
  enant mage can gain a spirit boon with a minimum level 
  of 1st or 3rd, but not one with a minimum level of 7th 
  or higher.
  Special: You can gain Extra Spirit Boon multiple times.
  Extra Trance Power
  You have glimpsed a new way to use your whirling trance.
  Prerequisites: Trance power class feature.
  Benefit: You gain one additional trance power. You must 
  meet all the prerequisites to select it.
  Special: You can gain Extra Trance Power multiple 
  times.
  Flexible Spell-Like Ability
  You gained some flexibility in your spell-like abilities.
  Prerequisites: Ability to cast spell-like abilities chosen 
  from a class spell list (such as a covenant mage or der-
  vish).
  Benefit: Pick one spell level that you can cast spell-
  like abilities from. Once made, the choice cannot be 
  changed. Once per day after resting, you can change 
  one spell-like ability known for another spell-like abil-
  ity known, chosen from that class spell list for that spell 
  level.
  Normal: A covenant mage or dervish cannot change her 
  spell-like abilities known.
  Special: You can gain Flexible Spell-Like Ability multi-
  ple times, choosing the same or different spell level each 
  time.
  Metamagic Spell-Like Ability
  You can use metamagic to alter your spell-like abilities.
  Prerequisites: Ability to cast spell-like abilities with 
  caster level 4th.
  Benefit: Choose a metamagic feat you meet the prereq-
  uisites for and choose a spell-like ability. You need not 
  possess that feat. You can’t choose a spell-like ability if 
  the sum of its spell level and the metamagic feat’s spell 
  level increase is greater than half your caster level. Three 
  times per day, you can cast the chosen spell-like ability 
  as if modified by the chosen metamagic feat. This doesn’t 
  allow you to cast the spell-like ability more times per day 
  than normal.
  Normal: Spell-like abilities can’t be modified by meta-
  magic feats.
  Special: You can gain Metamagic Spell-Like Ability 
  multiple times, choosing the same or different spell-like 
  ability and metamagic feat each time.
  Moment of Self-Possession
  You can pull yourself back to the physical world briefly dur-
  ing a trance without ending it.
  Prerequisites: Wis 13 and battle trance, trance, or whirl-
  ing trance class feature.
  Benefit: You can briefly pause your battle trance, trance, 
  or whirling trance (choose one, if you have multiple abil-
  ities) for 1 round as a free action once per trance. While 
  your trance is paused, you gain none of the benefits and 
  suffer none of the drawbacks, but the round still counts 
  against your limited number of rounds for the day.
  Selective Covenant
  You can exclude creatures from your powers.
  Prerequisites: One or more covenants, Cha 13.
  
  121
  
  122
  Benefit: Whenever you activate a covenant or spell-like 
  ability that targets an area of effect, you may exclude a 
  number of creatures from the covenant’s or spell-like 
  ability’s effects equal to your Charisma bonus. Those 
  targets are not affected by your granted ability.
  Special: This feat functions like the Selective Channeling 
  feat if the covenant or spell-like ability functions as the 
  channel energy class feature. This feat functions as Selec-
  tive Spell if the covenant or spell-like ability functions 
  as a spell. You must possess 10 ranks in Spellcraft to use 
  this feat as Selective Spell.
  Selective Covenant (Mythic)
  When you exclude creatures from your magic, it becomes 
  more potent against other targets.
  Prerequisites: Selective Covenant, one or more cov-
  enants, Cha 13.
  Benefit: Whenever you use Selective Covenant to ex-
  clude creatures from your spell-like ability or covenant, 
  each other non-mythic creature in the area suffers a –1 
  penalty on its next saving throw against that spell-like 
  ability or covenant for each creature excluded. You can 
  expend one use of mythic power to exclude a number of 
  additional creatures equal to half your mythic tier.
  Shield against the Supernatural
  You are naturally good at resisting supernatural powers.
  Benefit: You gain a +2 bonus on saving throws made 
  against supernatural abilities.
  Spell-Like Staff Aptitude
  You are adept at using staves despite your unfamiliarity 
  with spells.
  Prerequisites: Covenant mage spell-like abilities, item 
  activation class feature.
  Benefit: You can expend two daily uses of one of your 
  highest-level spell-like abilities to charge a staff if you 
  can emulate any spells in the staff as spell-like abilities or 
  covenant mage class features. Your spell-like ability caster 
  level must be equal to or greater than twice the spell level 
  of the highest-level spell in the staff. You cannot expend 
  uses of spell-like abilities without daily limits (such as 
  trance spell-like abilities) this way.
  Normal: A covenant mage of 14th level or higher can 
  expend one daily use of one of her highest-level spell-like 
  abilities to charge a staff if that spell-like ability is at least 
  as high a spell level as the highest-level spell in the staff 
  and she can emulate one of the spells in the staff.
  Spiritual Defiance (Story)
  You resent the spirits who influence you and seek to break 
  their hold.
  Prerequisites: Influence ability, trance ability, and either 
  the Unwilling Awakening background or must have been 
  influenced by a spirit whose interests oppose your own.
  Benefit: Once per day, you can choose not to gain your 
  trance covenants and trance spell-like abilities when you 
  enter a trance. If you do, your bonuses from your trance 
  increase by 2 for the duration of that trance.
  Goal: Decisively defeat an appropriate number of spirits 
  of your influence who have opposed or attempted to 
  influence you, at least one of which must be a challeng-
  ing foe.
  Completion Benefit: When you make friendly contact 
  with a spirit associated with any influence who would 
  be a challenging foe, you can perform a day-long ritual 
  with that spirit’s willing assistance to change your trance 
  covenants and trance spell-like abilities to match that in-
  fluence. The change lasts until you perform a new ritual.
  Supernatural Slayer
  You possess great skill in killing supernatural entities.
  Prerequisites: Combat Reflexes, Shield Against the 
  Supernatural.
  Benefit: Creatures that use supernatural abilities (other 
  than those activated as swift, immediate, or free actions) 
  while in your threatened area provoke attacks of oppor-
  tunity from you.
  Supernatural Slayer (Mythic)
  You instinctively attack magical foes even at a distance.
  Prerequisites: Combat Reflexes, Shield Against the Su-
  pernatural, Supernatural Slayer.
  Benefit: Non-mythic creatures that use supernatural 
  abilities (other than those activated as swift, immediate, 
  or free actions) within 30 feet of you provoke attacks 
  of opportunity from you, even if they are outside your 
  threatened area. You can move up to your speed toward 
  that creature as an immediate action before making this 
  attack of opportunity. You can also make this attack of 
  opportunity with a ranged weapon you have in hand (or 
  a ranged weapon you can retrieve with a free hand and 
  mythic Quick Draw).
     You can make this attack of opportunity against a 
  mythic creature, but only by spending two uses of 
  mythic power.
  
  123
  Transcendence Seeker (Story)
  You aspire to transcend your mortal limits and become one 
  of the spirits.
  Prerequisites: One or more covenants (including trance 
  covenants) and either the Witness to Transfiguration 
  background or must have had friendly contact with a fey, 
  outsider, or undead that was once mortal.
  Benefit: Choose either a covenant mage influence or a 
  dervish path that includes a covenant you have. You can 
  gain another covenant from that influence or path from 
  an ephemeral patron, provided your character level is at 
  least the level indicated for that covenant. You must pay 
  the usual offering (but not the purification ritual) unless 
  you are already a covenant mage of that influence or 
  dervish of that path.
  Goal: While you are on another plane of existence tied 
  to a spirit of the chosen influence or path that would be 
  a challenging foe, make friendly contact with that spirit. 
  During that time, succeed on three consecutive Knowl-
  edge (nature, religion, or planes) checks as appropriate 
  for that spirit against DC 30.
  Completion Benefit: You gain another covenant you 
  qualify for from the chosen influence or path. You must 
  pay the usual offering (but not the purification ritual) 
  unless you are already a covenant mage of that influence 
  or dervish of that path.
  Purple Duck Note: Three feats (Selective Covenant, Shield 
  Against the Supernatural, and Supernatural Slayer) first 
  appeared in Pact Magic Unbound, Volume 1, but Selective 
  Covenant has been rephrased to affect covenants and spell-
  like abilities
  Traits
  The following traits reflect a background spent in contact 
  with spirits such as fey, outsiders, and undead. They are 
  appropriate for anyone who dabbles in covenant magic, 
  but especially for covenant mages and dervishes.
  Covenant Knack (Magic): A covenant or other spirit 
  magic transformed your life at a critical age. Perhaps fey 
  appeared at your naming to bestow a gift, or an azata 
  whispered comforting words while hiding you from a 
  hungry monster as a child. Choose fey, undead, or one 
  outsider subtype. At any time, you can make one least 
  covenant with a spirit of that type or subtype. You must 
  pay twice the usual offering for that covenant.
  Divinely Warned (Faith): You met your spirit guide 
  when it brought a cryptic warning from your deity 
  against a terrible mistake, and you have learned to listen 
  closely to it. Once per day, you can meditate on one 
  question about the future with your spirit guide to learn 
  an answer from your deity or its agent as if with the spell 
  divination. Your chance of a meaningful answer is 30% 
  + 3% per character level. You must have a spirit guide to 
  gain this trait.
  Fey Scion (Magic): Long habitation in fey realms or 
  a fey ancestor has marked you with fey magic, making 
  you slightly more than mortal. You gain a +1 trait bonus 
  on saving throws against spells and abilities that would 
  not affect you if your type was fey (such as daze or hold 
  person). The first time each day that you begin your turn 
  with 0 or fewer hit points, you heal 1 hit point (this 
  stabilizes you).
  Guided by Discipline (Combat): You have been urged 
  down the path of self-negation and mysticism by the 
  voices of guiding spirits since you were very young. 
  Once per day, you can take 10 on a Dexterity-based skill 
  check, even if you are distracted or in combat.
  Mystic Speech (Social): You have been conversing with 
  spirits since you were a small child, perhaps with the 
  assistance of a spirit guide. You gain two of the following 
  as automatic languages: Abyssal, Aklo, Aquan, Auran, 
  Celestial, Ignan, Infernal, Protean, Terran, Sylvan.
  Near-Death Experience (Faith): You nearly died and 
  gained insight from an unexpected spiritual experience. 
  Ever since, you have not been afraid of death. You gain a 
  +2 trait bonus on saving throws against death effects and 
  fear effects.
  Out-of-Body Experience (Magic): During your first 
  brush with the spirit world, your body died or nearly 
  died but was revived. Ever since, your soul has not been 
  entirely connected with your body. Once per day, as long 
  as you are at 0 or fewer hit points, you can cast clairau-
  dience/clairvoyance with a range of 10 feet per character 
  level as an immediate action. The duration is concentra-
  tion, up to 1 minute per character level. You can activate 
  this trait even if you are unconscious or dead. You can 
  use a standard action to concentrate on it without losing 
  hit points, even if you are unconscious or dead. The ef-
  fect ends at most 1 round after you are brought above 0 
  hit points or after you die.
  
  124
  Spirit Aspirant (Faith): Spirits you admired in your 
  youth flouted or ignored the teachings of mortal faiths, 
  leading you to question those faiths and learn about the 
  cosmic ideals that guide the spirits. Your own philosophy 
  now lies beyond petty mortal religions. Treat your level 
  as 2 levels higher for the purpose of determining the 
  benefits of covenants, to a maximum of your Hit Dice.
  Spiritual Mediator (Social): Your proudest moment 
  in your youth was when you identified and resolved a 
  haunting or other conflict between an offended spirit 
  and clueless mortal. Fey, outsiders, and undead with 
  an Intelligence score of 6 or greater do not attack you 
  without at least 1 round of parley unless you attack or 
  take other aggressive action such as casting protective 
  or enhancement spells or seeking advantageous footing 
  (although they might attack your allies). You gain a +3 
  trait bonus on Diplomacy checks made to call for parley 
  during combat.
  Spirit Urging (Combat): After a close encounter with a 
  person or event of momentous importance to the course 
  of history, spirits have taken an interest in your future. 
  The spirits’ urging alerts you to danger, although they 
  sometimes encourage you to do things you don’t agree 
  with. Once per day, you can enter a trance or whirl-
  ing trance as part of rolling initiative (which applies its 
  benefit, if any, to your initiative check) even if you are 
  surprised. If you don’t enter whirling trance, you instead 
  get a +1 trait bonus on your initiative check.
  Survivor of the Undead (Magic): You narrowly survived 
  being fed on by a vampire, ghoul, or other undead crea-
  ture, and the experience changed you. You gain a +1 trait 
  bonus on saving throws against mind-affecting effects 
  and effects that allow Fortitude saving throws unless they 
  also affect objects or undead creatures.
  Tenacious Contemplative (Magic): You initially 
  pushed yourself harder than was safe in your efforts to 
  see beyond the material plane, but gained endurance 
  in the process. Increase the number of rounds of trance 
  (including battle trance and whirling trance) you can use 
  each day by 3.
  Touched by the Eternal (Magic): You were blessed or 
  cursed by the hand of an outsider. You gain a +1 trait bo-
  nus on saving throws against effects that would not affect 
  you if your type was outsider (such as daze or charm per-
  son). You need to eat, drink, and sleep only half as much 
  as other creatures of your race. This does not reduce the 
  amount of time you must rest before regaining arcane 
  spell slots.
  Unsettling Childhood (Magic): You dealt with ee-
  rie spiritual phenomena when you were too young to 
  know how strange it was, and strange things still do not 
  unsettle you. You gain a +3 trait bonus on saving throws 
  against fear effects created by fey, outsiders, and undead.
  Drawbacks
  The following drawbacks reflect a background spent in 
  contact with spirits such as fey, outsiders, and undead. If 
  your campaign allows drawbacks, selecting a drawback 
  enables you to select an additional trait.
  Alien Sensibilities: You are more accustomed to deal-
  ing with immortal spirits than with mortals, whom you 
  have never understood very well. You suffer a –2 penalty 
  on Wisdom- and Charisma-based skill checks made to 
  interact with living creatures other than fey and outsiders 
  (including Perception checks to recognize disguised mor-
  tals or notice hiding mortals). If you fail a Perception or 
  Sense Motive check to catch a mortal pretending to be a 
  fey, outsider, or undead by 2 or less, you nonetheless get 
  a hunch that there is something odd about the supposed 
  spirit.
  Borrowed Time: You should have died long ago, but a 
  blessing from a curious or manipulative spirit keeps your 
  soul tethered to your body. Due to the supernatural way 
  you survived, you are never far from death’s door. When-
  ever you are dealt damage, you lose 1 additional hit 
  point at the start of your next turn. This is not a bleed 
  effect and does not occur when you lose hit points from 
  bleed effects or from the dying condition.
  Harrowed Soul: You suffered a harrowing ordeal that 
  left you sensitive to circumstances that remind you of it. 
  The GM chooses enclosed spaces, open air, darkness, fey, 
  outsiders, undead, smoke, water, or heights, as appro-
  priate for your past. Whenever you are exposed to the 
  chosen circumstance or stimulus, you become shaken for 
  as long as you are exposed and for 1 hour afterward. A 
  successful Will save against DC 20 negates the condition 
  for that exposure.
  
  125
  Spells
  The following spells are associated with interacting with 
  covenant-related spirits, and can be helpful in establish-
  ing covenants or controlling those beings involved with 
  the process.
  Alien Offering
  School conjuration (calling) [chaotic]
  Level bard 6, witch 7, wizard 7
  Components V, S, M (offerings worth 1,250 gp plus 
  payment)
  Target one or two called aberrations, totaling no more 
  than 12 Hit Dice, which can’t appear more than 30 ft. 
  apart
  This spell functions like lesser alien offering except you 
  call up to two aberrations of 12 or fewer total HD.
  Alien Offering, Lesser
  School conjuration (calling) [chaotic]
  Level bard 4, medium 3, witch 5, wizard 5
  Casting Time 10 minutes
  Components V, S, M (offerings worth 500 gp plus pay-
  ment)
  Range close (25 ft. + 5 ft./2 levels)
  Target one called aberration with 6 Hit Dice or fewer
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell functions like lesser planar ally except you en-
  tice an aberration of 6 or fewer HD with strange and un-
  settling offerings. Like lesser planar ally, this spell is un-
  predictable. It is up to the alien forces beyond the stars 
  and nearby aberrations to determine what aberration 
  answers your call. You must succeed on a Knowledge 
  (dungeoneering) check against DC 20 + target’s HD to 
  entice the aberration into appearing, after which you can 
  make your offering and negotiate payment and service to 
  be rendered. The maximum HD of aberration you can 
  call with this spell is equal to your skill check result – 20. 
  This cannot allow you to exceed the spell’s maximum; a 
  result of 20 or less means you can’t call any aberration at 
  all. The aberration can simply refuse to serve if it does 
  not like your offer, in which case neither the offering nor 
  the payment are expended but the aberration creature 
  might attack you if it is offended or hungry enough.
  Each time you cast this spell, there is a 60% chance that 
  an unwanted and hostile aberration with CR equal to 
  your character level appears (whether or not you success-
  fully called an aberration and made a bargain) within the 
  next 24 hours and attacks you. This chance is reduced by 
  3% per caster level.
  Alien Offering, Greater
  School conjuration (calling) [chaotic]
  Level witch 9, wizard 9
  Components V, S, M (offerings worth 2,500 gp plus 
  payment)
  Target one, two, or three called aberrations, totaling no 
  more than 18 Hit Dice, which can’t appear more than 
  30 ft. apart
  This spell functions like lesser alien offering except you 
  call up to three aberrations of 18 or fewer total HD.
  Confine Spirits
  School abjuration
  Level covenant mage 6, hedge witch 7, medium 4, sha-
  man 7, witch 7
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target a point in space and up to one spirit (fey, out-
  sider, or undead)/3 caster levels, no two of which is more 
  than 30 feet apart
  Duration 1 day/level
  Saving Throw Will negates or none; see text; Spell Re-
  sistance yes
  You hedge one or more spirits into a single location 
  around the target point in space with a radius of 30 feet. 
  Each target spirit can avoid being bound with a success-
  ful Will save. The affected spirits cannot leave by any 
  means, willingly or not; even teleportation effects and 
  planar travel simply fail to transport them. No creature 
  or force can pass the perimeter while carrying them and 
  automatically drop any bound spirit unless the creature 
  consciously chooses to be stopped altogether by the 
  ward. Bound spirits can still attack through the ward, 
  even with melee attacks, so long as the attack does not 
  depend upon them leaving the area. The binding blocks 
  planar travel except that of summoned creatures return-
  ing from where they came. You can target creatures on 
  the Ethereal Plane, provided you can see them or the 
  spell is cast as a trap (see below).
     This spell can be cast as a magical trap. If the spell is 
  cast without any spirit targets, the next spirit or spirits 
  to come within 30 feet of the targeted point in space 
  must succeed at a Will saving throw or be confined. As 
  
  126
  a magic trap, the passive confine spirits can be noticed 
  with a successful Perception check against DC 25 + spell 
  level and a rogue or other character with trapfinding can 
  disarm it with a successful Disable Device check against 
  the same DC. If you have lived in the location where the 
  spell is cast for at least 1 month and the spirit enters will-
  ingly, it receives no saving throw to avoid being bound 
  (although it can still benefit from spell resistance).
     This spell can be made permanent with permanency 
  by cast a caster of at least 15th level with diamond dust 
  worth 17,500 gp.
  Mythic: If you expend one use of mythic power when 
  you cast this spell, the creature targets can be any dis-
  tance apart as long as each is within 30 feet of the chosen 
  point in space. Add half your tier to the save DC against 
  non-mythic targets and to the skill check DCs to notice 
  and disarm the magical trap version.
  Draconic Bargain
  School conjuration (calling)
  Level bard 5, wizard (sorcerer only) 6
  Casting Time 10 minutes
  Components V, S, M (offerings worth 2,000 gp plus 
  payment)
  Range close (25 ft. + 5 ft./2 levels)
  Target one called dragon with 12 Hit Dice or fewer
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell functions like lesser planar ally except you 
  entice a dragon of 12 or fewer HD and of sympathetic 
  alignment to assist you with delicious offerings and pay-
  ments of treasure. Unless you succeed at a Knowledge 
  (arcana) check to appeal to another sort of dragon, you 
  can only attempt to call dragons of an alignment within 
  one step of yours with this spell. The DC of this Knowl-
  edge check is 20 + dragon’s HD. Even if you succeed, 
  the dragon that appears is determined by which dragons 
  sense your calling and are intrigued by your offerings or 
  stated goals; you cannot control what dragon appears. 
  The dragon can simply refuse to help if it does not like 
  your offer, in which case neither the offering nor the 
  payment are expended but the dragon might attack you 
  if it is offended or opposed enough to your goals.
     Each time you cast this spell, there is a 60% chance 
  that you draw the attention of a dragon opposed to 
  the one you called and of a similar or higher CR, who 
  might oppose you in any number of ways. This chance is 
  reduced by 3% per caster level.
  Draconic Bargain, Greater
  School conjuration (calling)
  Level wizard (sorcerer only)  9
  Components V, S, M (offerings worth 4,000 gp plus 
  payment)
  Target one called dragon with 18 Hit Dice or fewer
  This spell functions like draconic bargain except you call 
  a dragon of 18 or fewer HD. A dragon of 13 or more 
  HD expects to be paid twice per Hit Die as much as a 
  dragon of fewer HD.
  
  127
  Entice Undead
  School conjuration (calling)
  Level cleric, medium 4, shaman 7, wizard 7
  Components V, S, M (offerings worth 1,250 gp plus 
  payment)
  Targets one or two called undead, totaling no more than 
  12 Hit Dice, which can’t appear more than 30 ft. apart.
  This spell functions similarly to lesser entice undead, 
  except that you entice an undead creature of 12 HD or 
  fewer from the darkness or two undead totaling no more 
  than 12 Hit Dice.
  Entice Undead, Greater
  School conjuration (calling)
  Level cleric 9, shaman 9, wizard 9
  Components V, S, M (offerings worth 2,500 gp plus 
  payment)
  Targets one, two, or three called undead, totaling no 
  more than 18 Hit Dice, which can’t appear more than 
  30 ft. apart
  This spell functions similarly to lesser entice undead, 
  except that you entice an undead creature of 18 HD or 
  fewer from the darkness or up to three undead totaling 
  no more than 18 Hit Dice.
  Entice Undead, Lesser
  School conjuration (calling)
  Level cleric 5, medium 3, shaman 5, spiritualist 5, wiz-
  ard 5
  Casting Time 10 minutes
  Components V, S, M (offerings worth 500 gp plus pay-
  ment)
  Range close (25 ft. + 5 ft./2 levels)
  Target one called undead with 6 Hit Dice or fewer
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell functions similarly to lesser planar ally, except 
  that you entice an undead creature of 6 HD or fewer 
  from the Shadow Plane to assist you with an offering 
  of blood or something else it finds appealing. Like lesser 
  planar ally, this spell is unpredictable. It is up to the dark 
  forces of the night and nearby undead to determine what 
  undead answers your call. You must succeed on a Knowl-
  edge (religion) check against DC 20 + target’s HD to 
  entice the undead into manifesting, after which you can 
  make your offering and negotiate payment and service 
  to be rendered. The maximum HD of undead you can 
  call with this spell is equal to your skill check result – 20. 
  This cannot allow you to exceed the spell’s maximum; 
  a result of 20 or less means you can’t call any undead at 
  all. The undead can simply refuse to serve if it does not 
  like your offer, in which case neither the offering nor the 
  payment are expended but the undead creature might 
  attack you if it is offended or hungry enough.
  Expel Spirits
  School abjuration
  Level covenant mage 4, dervish 4, hedge witch 5, 
  inquisitor 5, medium 3, shaman 5, spiritualist 6, sum-
  moner 6, witch 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target you and a touched spirit from another plane, or 
  you and an enchantment spell on a touched creature or 
  object
  Duration 1 round/level or until discharged
  Saving Throw see text; Spell Resistance see text
  Pale silver light surrounds you. This energy has three 
  effects.
  • 
  First, you gain a +4 deflection bonus to AC against 
  attacks by fey, outsiders, and undead.
  • 
  Second, on making a successful melee touch attack 
  against an extraplanar fey, outsider, or undead, you 
  can choose to drive that creature back to its home 
  plane. The creature can negate the  effects with a 
  successful Will save (spell resistance applies). This use 
  discharges and ends the spell.
  • 
  Third, with a touch you can automatically dispel 
  any one enchantment spell cast by a fey, outsider, or 
  undead. Spells that can’t be dispelled by dispel magic 
  also can’t be dispelled by expel spirits. Saving throws 
  and spell resistance do not apply to this effect. This 
  use discharges and ends the spell. 
  Mythic: If you expend one use of mythic power when 
  you cast this spell, the deflection bonus to AC against 
  spirits (fey, outsiders, and undead) is increased to +6. In 
  addition, if using this spell to drive an extraplanar spirit 
  back to its home plane, you gain a bonus equal to half 
  your mythic tier to your melee touch attack and to your 
  caster level check to overcome the creature’s spell resis-
  tance (if any). If the target is a non-mythic extraplanar 
  spirit, it does not receive a saving throw against the spell. 
  If you use this spell to dispel a spirit’s spell, it can dispel 
  any one spell cast by a fey, outsider, or undead of any 
  school of magic or dispel up to two such enchantments.
  
  128
  Mythic Covenants
  Even relatively small covenants have a tendency to 
  become the stuff of legend. The following rules are 
  useful for those who use the rules from a mythic rule-
  book. Many mythic covenant mages and a few mythic 
  dervishes take the archmage or hierophant paths, since 
  they can use path abilities that apply to spells (other than 
  those that add, cost, or modify spell slots) to empower 
  their spell-like abilities. Mythic covenant mages com-
  monly take the mythic spellcasting universal path ability 
  to strengthen their favorite spell-like abilities.
  1st-tier Universal Abilities
  Any mythic character can select these path abilities.
  Endless Covenant (Su): Choose a covenant you possess, 
  including a trance covenant. You internalize its power, 
  no longer depending on an external patron. You use 
  your own statistics in place of the patron’s in any ways 
  that yours are better. The covenant becomes permanent 
  and cannot be ended even by the death of the patron, 
  although then you only use your statistics rather than 
  the patron’s. You can select this ability multiple times; 
  choose a different covenant each time.
  Mythic Spirit Boon (Su): When determining the effects 
  of your spirit boon class feature, treat your covenant 
  mage level as 4 higher than it actually is. This does not 
  grant you access to additional spirit boons. If a spirit 
  boon can be used only a limited number of times per 
  day, you can expend two uses of mythic power in place 
  of a daily use of that spirit boon.
  Mythic Spirit Guide (Sp): When your spirit guide 
  would grant you guidance, you can opt to instead gain 
  a use of mythic power that lasts until your trance ends. 
  You must have a spirit guide to select this ability.
  Mythic Trance (Su): As a free action, you can expend 
  one use of mythic power to regain 1/4 your maximum 
  number of rounds of trance (minimum 4 rounds). The 
  next spell-like ability you cast before the start of your 
  next turn ignores the spell resistance of non-mythic 
  creatures. Non-mythic enemies are denied their Dexter-
  ity bonus to their AC against the next attack you make 
  before the start of your next turn. You must have the 
  trance ability to select this ability.
  Mythic Trance Covenants (Su): When determining 
  the benefits of your trance covenants (whether from a 
  covenant mage influence or a dervish path), treat your 
  class level as 4 higher. This does not grant you access 
  to higher-grade covenants. If you have that covenant 
  permanently, this increase applies only while you are in a 
  trance.
  3rd-tier Universal Abilities
  You must be at least 3rd tier to select these path abilities.
  Influence Immunity (Su): Your tight connection to 
  your influence protects you from its effects. You are 
  immune to damage and all harmful effects from spells 
  on your influence spell list, even ones you aren’t high 
  enough level to cast and even when you are not in a 
  trance. If you’re targeted by any of these spells, you can 
  expend one use of mythic power as an immediate action 
  to turn the spell back on its caster as if by spell turning. 
  You must have the influence class feature to select this 
  ability.
  Spiritual Potency (Su): Choose a class that grants you 
  one or more 1st-level spell-like abilities chosen from a 
  list. You gain an additional 1st-level spell-like ability 
  from that list usable the same number of times per day 
  as any other 1st-level spell-like ability granted by that 
  class. You can choose this ability multiple times. If you 
  choose the same class a second time, you gain a 2nd-level 
  spell-like ability from that class’s list; if you choose the 
  same class a third time, you gain a 3rd-level spell-like 
  ability; and so on. This ability can’t grant you spell-like 
  abilities of a spell level you can’t already cast.
  6th-tier Universal Abilities
  You must be at least 6th tier to select these path abilities.
  Esoteric Spell-like Abilities (Ex): You can learn a 1st-
  level spell from another class’s spell list as a covenant 
  mage or dervish spell-like ability. The spell must not 
  have a material component costing more than 1 gp or 
  have a casting time longer than 1 standard action. If it 
  restores hit points or removes conditions, it cannot affect 
  the same target again for 24 hours. You can select this 
  power up to three times; each time after the first, you 
  can select a spell of the next higher spell level. You must 
  be able to cast covenant mage or dervish spell-like abili-
  ties of the appropriate spell level to select this ability.
  
  129
  Chapter 5: Campaigns 
  and Characters
  
  130
  Covenant Mage 
  Backgrounds
  The following background generator can be used with 
  the background generator from another campaign guide 
  or by itself to randomly choose how you became a cov-
  enant mage.
  d%
  Result
  01–10
  Trained Spirit-Talker: You were trained from 
  your youth in a formal setting to unlock and 
  master your spirit senses so that they would 
  not control you. Your training provided dis-
  cipline and encouraged restraint in all things, 
  both spiritual and mundane. Now, you are 
  now ready to test those limits. You gain access 
  to the Guided by Discipline trait (page 123).
  11–20
  Spooky Pariah: Your glimpses of the spirit 
  world seemed like madness or depravity to 
  those around you, and they ostracized you for 
  it. You have nearly forgotten what it is like to 
  interact normally with another mortal. You 
  gain access to the Alien Sensibilities drawback 
  (page 124).
  21–30
  Unwilling Awakening: You were forcibly 
  subjected to a life-threatening experience in 
  order to awaken your spiritual senses, perhaps 
  by an extreme cult or a callous spirit. Other 
  potential covenant mages might not have 
  survived, which you might blame yourself for. 
  You gain access to the Spiritual Defiance story 
  feat (page 122).
  31–40
  Called by the Spirits: You have heard the 
  voices of spirits for as long as you can remem-
  ber, pushing you toward dangerous circum-
  stances where you might accomplish acts 
  of great virtue or depravity, even if you are 
  reluctant about shouldering such a burden or 
  wary of their unclear goals. You gain access to 
  the Harrowed Soul drawback (page 124).
  41–50
  Spirit-Raised: Either dangerous spirits or your 
  own nascent powers isolated you from your 
  family, leaving you in the care of spirits that 
  did not always understand your mortal limits. 
  You gain access to either the Fey Scion trait or 
  the Touched by the Eternal trait (page 124).
  51–60
  Advocate to the Spirits: You first learned to 
  talk to the spirits as you discovered and inves-
  tigated a haunting or other conflict between 
  spirit and mortal. Whether you successfully 
  mediated the conflict or failed to prevent a 
  terrible turn, you learned a great deal about 
  calming and negotiating with both immortal 
  spirits and mortal beings like yourself. You 
  gain access to the Spiritual Mediator trait 
  (page 124).
  61–70
  Haunted Survivor: A terrible calamity or 
  battle left you nearly dead and your soul left 
  your body briefly. When you awoke, you re-
  tained a sense of the world beyond the physi-
  cal and were plagued by sorrow for so much 
  loss which you struggle to move past. You gain 
  access to the Out-of-Body Experience trait 
  (page 123).
  71–80
  Guided by Tradition: You were taught to 
  interact with spirits by a parent or other men-
  tor, so that you could someday succeed them 
  in an appointed role helping the dead find 
  their peace, currying the blessings of divine 
  servants, or pacifying dangerous nature spirits. 
  You gain access to the Unsettling Childhood 
  trait (page 124).
  81–90
  Desperate Wish: You have been vexed your 
  whole life by a desperate desire that seems 
  beyond the capabilities of any mortal to fulfill. 
  Perhaps you wish to bring back from the dead 
  someone no priest has been able to revive, or 
  you wish to understand a timeless truth no 
  sage or researcher can unravel. You gain access 
  to the Eldritch Querant story feat (page 119).
  91–100 Beyond the Mortal Coil: You stumbled into 
  otherworldly intrigue at a young age, perhaps 
  accidentally wandering into the court of a 
  minor fey princeling or a contentious meeting 
  point in the realm of Dream, during which 
  you quickly picked up the language of the 
  spirits. You gain access to the Mystic Speech 
  trait (page 123).
  
  131
  Dervish 
  Backgrounds
  The following background generator can be used with 
  the background generator from another campaign guide 
  or by itself to randomly choose how you became a der-
  vish.
  d%
  Result
  01–10
  Trained Spirit-Warrior: You were trained 
  from your youth in a formal setting to un-
  lock and master your spirit senses as well as 
  your physical movements so that you would 
  never be confined by them. You were taught 
  extreme restraint in all things and are ready 
  to test your limits. You gain access to the 
  Guided by Discipline trait (page 123).
  11–20
  Dangerous Loner: You battle dangerous 
  spirits often, perhaps as a calling or simply 
  because it is the life that was thrust upon 
  you by circumstance. Although some might 
  recognize the valuable service you provide 
  wherever you find yourself, few manage to 
  get close to you, and fewer survive remaining 
  close for long. You gain access to the Survi-
  vor of the Undead trait (page 124).
  21–30
  Trained by the Spirits: You have long heard 
  the voices of spirits interested in your desti-
  ny, and they helped you to master your body 
  as well as your spiritual senses on your own 
  terms. Now they urge you to further their 
  agendas, but you choose whether and how 
  to follow their advice. You gain access to the 
  Spirit Urging trait (page 124).
  31–40
  Guardian Angel: You were abandoned or 
  orphaned and guided through your isolation 
  by spirits like angels or agathions who looked 
  after you or at least prodded you into saving 
  yourself. Depending on your age, you might 
  think of these voices as more influential 
  upon you than your own parents or native 
  culture. You gain access to the Touched by 
  the Eternal trait (page 124).
  41–50
  Scarred by Savagery: You were called upon 
  to help defend travelers or a settlement 
  against attack by a band of raiders when you 
  were barely old enough to wield a weapon. 
  Unexpected help from spirits helped you 
  succeed with poise and grace despite seri-
  ous injuries, and you have since dedicated 
  yourself to stopping future attacks, either by 
  discipline or conquest. You gain access to the 
  Borrowed Time drawback (page 124).
  51–60
  Mystical Journey: You stumbled into an 
  otherworldly conflict at a young age, perhaps 
  accidentally wandering into the primal world 
  of the fey during a savage hunt or falling 
  through a rift into a dangerous part of the 
  Shadow Plane. There, you had to learn the 
  rules of the spirits quickly in order to sur-
  vive. You gain access to the Unsettling Child-
  hood trait (page 124).
  61–70
  Entrusted to Spirits: Your parents gave you 
  over to a dervish order or an honored spirit 
  as an offering. You were raised thereafter 
  to be a guard, messenger, or servant of the 
  honored spirits, who blessed you in return. 
  You gain access to the Covenant Knack trait 
  (page 123).
  71–80
  Witness to Transfiguration: A close friend 
  or loved one died and returned as an outsider 
  to watch over you or was otherwise trans-
  figured into a spiritual form. You are awed 
  by the mortal spirit’s ability to transcend its 
  apparent limits and meditate on your own 
  personal growth. You gain access to the Tran-
  scendence Seeker story feat (page 123).
  81–90
  Faerie Knight: Fey kept you in their other-
  world for much of your youth, either to use 
  you as a servant in payment for a bargain 
  or because you beguiled one of them into a 
  strange friendship. You gain access to the Fey 
  Scion trait (page 123).
  91–100 Champion of the Divine Path: Whispers 
  from your deity saved you from grave error, 
  and you dedicated yourself to understand-
  ing your deity’s will and enacting it by word 
  or by blade. You gain access to the Divinely 
  Warned trait (page 123).
  
  132
  Campaigns
  Described here are several ways covenants can be used in 
  campaigns.
  Covenant Economy: In this campaign, covenants are 
  relatively common and easy to come by, at least for 
  adventuring heroes. Anyone who has friendly contact 
  with a spirit is liable to make a covenant, and those with 
  wealth and power can easily track down more mercenary 
  spirits happy to trade their services for offerings of use-
  ful, rare, or significant magic items (if not more obscure 
  offerings).
  Rare Items: Covenant magic can make an effective sub-
  stitute for magic items. In a rare items campaign, wealth 
  and magic items are drastically rarer. In their place, 
  player characters gain covenants that augment their 
  capabilities. These covenants might be granted by spirits 
  who recognize their potential for heroism, in which case 
  the spirit might act as a patron and quest-giver, or might 
  be gained by the touch of an artifact or slain foe of great 
  magical power. By default, each character gains the im-
  material enhancement covenant at 1st level and need not 
  provide any offerings for it, needing only to meet the 
  level requirements to gain benefits.
     Alternatively, the GM might allow players to choose 
  covenants at regular intervals. In this case, the character 
  gains a lesser covenant at 1st level without requiring a 
  feat or covenant. The character uses her own HD and 
  abilities in place of the patron’s. The character gains an-
  other covenant at 5th, 9th, 13th, and 17th levels.
  In a rare items campaign, rewards for each level and 
  magic items are reduced to one-quarter or even less. 
  The GM can accomplish this either by having most 
  encounters yield little to no treasure or by making each 
  treasure horde, using treasure tables and wealth by level 
  guidelines for characters of three less than the party’s true 
  average level.
  Spirit Mentors: A simple way to provide ready access to 
  new covenant patrons is for the party to adventure under 
  the guidance or direction of one or more spirit mentors. 
  Potential mentors include benevolent ghosts, angels, pa-
  tient inevitables, tempting devils, satyrs, seilenoi, dryads, 
  hamadryads, various fey courtiers, and countless other 
  spirits. These spirits might help the party learn about 
  problems worth solving, find opportunities, discover 
  enemies, and offer advice. In game terms, they can also 
  act as covenant patrons for any character who takes any 
  Covenant Supplicant feats as well as providing context 
  for a covenant mage or dervish to interact with the spirit 
  world.
  Finding Covenant Patrons
  A mortal can acquire covenants in a variety of ways, 
  according to how the player, GM, and group want their 
  campaign to be affected (or not affected) by them. The 
  most common method is by using calling spells and 
  effects, such as planar ally, planar binding, entice fey, 
  entice undead (see page 127), the covenant mage’s sé-
  ance ability, or the dervish’s spiritual supplication ability. 
  Characters in regular contact with the spirit world can 
  typically find patrons for common covenants relatively 
  simply, by gathering information among local spirits 
  to find the more mercenary among them. This requires 
  merely a successful Diplomacy check to gather informa-
  tion against DC 10 + patron’s CR to find the spirit. The 
  DC increases by 5 or 10 for rare or powerful patrons. 
  Such characters include most covenant mages, dervishes, 
  mediums, shamans, spiritualists, and summoners, but 
  potentially anyone in settings where spirits are readily 
  approachable such as planar trade hubs (for example, the 
  Plane of Fire’s City of Brass or Hell’s Dis) or demiplanes 
  connected to spirit realms. Further checks might be 
  required to secure the patron’s service once the patron is 
  located.
     If the group is interested in questing after interest-
  ing potential patrons to coax into service, the GM can 
  allow a character to research clues to such targets every 
  so often (perhaps every one to four levels), including 
  enough information to begin a whole adventure devoted 
  to finding and dealing with this being.
     Other groups may prefer not to let one character 
  decide the direction of the game for as long as an entire 
  adventure, either because they want to progress their 
  own stories or because they do not like the structure of 
  such an adventure. In these cases, the GM has the option 
  to either move some of the action outside the main game 
  session (such as allowing the character’s player to assume 
  his character has been doing research during down time 
  which allows her to conjure and form a covenant with 
  an appropriate creature when she takes the Covenants 
  Supplicant feat) or to get a wish list from the character’s 
  player for desired creatures so that he can insert one or 
  more of those creatures into the party’s adventures as if 
  by coincidence.
     Below are some examples of ways by which a suppli-
  cant might go about securing a patron for a covenant.
  
  133
  • 
  Example 1: A bard whose brilliant performances at-
  tracted unexpected attention from a nereid who is a 
  minor member of the Seelie Court might be inter-
  ested in capitalizing on the connection by finding 
  Seelie fey with which to form covenants. He finds 
  a book in an arcane library about how to purify his 
  soul and form a covenant, which he uses to perform 
  the purification ritual to take the Minor Covenant 
  Supplicant feat. Then, he uses the skill bonus 
  granted by the feat as he consults this nereid and her 
  companions with Diplomacy to gather information 
  about fey willing to form covenants, especially the 
  gift of glory II covenant. Eventually, his investigation 
  leads him on an adventure through a small patch 
  of the fey world to track down a nymph courtier 
  interested in raising her prestige by way of famous 
  mortals who are associated with her, and she agrees 
  to form a covenant lasting for 24 years in exchange 
  for an offering of 3,500 gp worth of beautiful gems 
  or magic items and promises that the hero will pub-
  licly dedicate at least one successful adventure to her 
  per year and will not violate a taboo of the nymph’s 
  choosing during that time (common taboos include 
  violating something the patron cherishes, such as a 
  nymph’s love of nature and beauty, or having an op-
  posed alignment).
  • 
  Example 2: A player wishes to form a covenant but 
  does not want to distract from the group’s intense 
  ongoing plotline that takes up most of every game 
  session. So, he arranges with the GM for his charac-
  ter, a barbarian interested in learning how to call a 
  phantasmal hunt as backup when he cannot engage 
  his foes easily in melee, to contact priests of his 
  religion to help him find a patron. The priests think 
  that the barbarian, as a successful champion of the 
  religion’s ideals of strength and freedom, deserves 
  their divine aid. They offer to cast greater planar ally 
  on his behalf (for the normal spellcasting price of 
  caster level x spell level x 10 gp) to secure a protean 
  patron for him. He then negotiates with the protean, 
  who offers him the covenant he seeks indefinitely in 
  exchange for an offering of 26,000 gp in destroyed 
  lawful-aligned magic items and an agreement to 
  perform a minor favor for the protean in the future 
  which the protean knows will be hardly an inconve-
  nience at all—simply destroy the next purple magic 
  item that the barbarian finds accidentally (which the 
  protean secretly knows might have been instrumen-
  tal in stopping a protean incursion in the distant 
  future).
  Coaxing Patrons
  Because a covenant can be a complex and lasting rela-
  tionship, many spirits must be won over before they are 
  willing to invest in a potential supplicant. Depending 
  on how wary the spirit is, this might be accomplished 
  with a simple Diplomacy check to improve the spirit’s 
  attitude, gaining enough trust with a spirit contact using 
  the contact campaign system, arguing against its misgiv-
  ings in a verbal duel, or achieving enough sway with the 
  individual influence system.
     Spirits who make many covenants as a matter of 
  course, such as contract devils or leprechauns, need only 
  be indifferent toward the supplicant provided that the 
  covenant is simple and the offering comes in the form 
  of interesting wealth, although they might demand to 
  use the ephemeral patronage rules (see page 82) unless 
  they are at least friendly. Other spirits who are not picky 
  about whom they grant covenants generally sell a simple 
  covenant if they are at least friendly toward the suppli-
  cant; spirits who are warier must generally be made help-
  ful first. If the supplicant has not yet met an appropriate 
  spirit but has contact with related spirits, she might 
  build her reputation with their organization of spirits 
  (such as an infernal court of devils, a loose coterie of fey, 
  or a cult of liches and their undead lackeys) to be placed 
  in contact with an appropriate spirit using the organiza-
  tion influence system. Below are guidelines for using 
  these different means of coaxing patrons into service.
  Contacts: Spirit contacts consider forming covenants 
  under the ephemeral patronage rules with simple offer-
  ings of interesting wealth to have a Risk score of at least 
  2. Forming covenants under standard patronage rules 
  has a Risk score of at least 3. Accepting unusual offerings 
  has a Risk score of at least 4, if the spirit will even con-
  sider it. For the purpose of negotiation checks, patroning 
  a covenant has a CR equal to the spirit’s CR.
  Individual Influence: Using individual influence, a sup-
  plicant needs at least minor sway with a spirit to negoti-
  ate a straightforward covenant for a standard offering of 
  wealth the spirit finds appealing (such as items that par-
  ticularly suit its methods or interests, or items that pose 
  a particular threat to her kept from her enemies, perhaps 
  for her to re-purpose or destroy). A supplicant usually 
  needs at least moderate sway to negotiate a complex 
  covenant, a covenant that poses any risk to the spirit, or 
  a covenant purchased for an offering other than wealth.
  
  134
  Organizational Influence: Using organizational influ-
  ence, a supplicant generally needs to achieve member-
  ship rank 3 in an appropriate organization of moder-
  ate or strong prominence, or rank 2 in an appropriate 
  organization of preeminent prominence, to secure a 
  patron for the specific appropriate covenant she wants 
  in exchange for an offering of wealth. The next rank 
  higher is generally required in order to secure a covenant 
  with complex terms, serious risks, or in exchange for an 
  unusual offering. An appropriate organization might be 
  a church that keeps in touch with their deity’s divine ser-
  vants, a druid circle with close ties to the fey, an esoteric 
  order of occultists who deal with undead lords of the 
  Shadow Plane, or an organization composed of spirits. 
  Spirit organizations range from heavenly choirs of celes-
  tials (which might be contacted on a good-aligned plane 
  or by assisting their members in conflicts elsewhere), to 
  secretive fey courts (which might be found in a remote 
  wilderness or in the primal otherworld of the fey), to 
  vampire cabals (which might be discovered in the vast 
  catacombs of a metropolis they manipulate from behind 
  the scenes), to countless other groups.
  Sealing the Deal: 
  Negotiating Covenants
  Only some spirits feel the need for a personal relation-
  ship with a mortal before they trade power to that 
  mortal through a covenant. Other, more businesslike 
  spirits such as devils simply care about setting advanta-
  geous terms to such arrangements. The player and GM 
  might not want to simply roleplay this exchange for a 
  number of reasons. In all likelihood, one or both are not 
  as eloquent or sharp as the characters they are portray-
  ing. Negotiating a simple arrangement with a spirit who 
  trusts the PC or who sees the covenant as a casual busi-
  ness relationship can be accomplished as a Diplomacy 
  check to request a favor; the more favorable the terms for 
  the PC, the more difficult the check. If the spirit does 
  not trust the PC enough at first or if the terms are com-
  plex, a verbal duel (described in the intrigue rules) might 
  be more appropriate.
     Once the terms are set, the ritual to create the cov-
  enant is usually quick and flashy.
  Mercenary Spirits
  Some spirits are only too happy to help supplicants make 
  covenants. These spirits thrive on covenant negotiations 
  and derive much of their power, prestige, or sustenance 
  from such bargains. Without more complex negotiations 
  noted elsewhere, they generally offer fairly fixed terms 
  for only a few particularly popular covenants, and they 
  tend to grant covenants using the ephemeral patron-
  age rules (see page 82). Below are two examples of such 
  mercenary spirits and all the covenants such each might 
  offer, listed by grade. A few offer covenants in exchange 
  for variant offerings, described below.
  Devil, Contract (Phistophilus) 
  (LE outsider [devil, extraplanar, evil, lawful], 13 HD, 
  CR 10, Cha 22)
  Phistophiluses sometimes accept offerings of power-
  ful good magic items for them to corrupt or destroy. A 
  phistophilus can grant the covenants listed here instead 
  of the usual benefits when it uses its infernal contract 
  ability.
     Least (3,250 gp offering or soul)—dark arcana I 
  (1st-level sorcerer/wizard spell or produce flame; DC 
  17), diabolic assistant (up to summon monster V), gift of 
  glory I (+2 any two), gift of skill I (+6 on three of Bluff, 
  Diplomacy, Disguise, Intimidate, Knowledge [arcana, 
  nobility, planes, religion], Linguistics, Perception, Profes-
  sion [scribe], Sense Motive, Sleight of Hand, Spellcraft), 
  imbued armor I (+2 enhancement, +2 resistance), lesser 
  gift of treasure (7,500 gp), spell secrets I (two 1st-level slots 
  and one 2nd-level slot: detect thoughts, erase, identify, 
  produce flame, scorching ray).
     Minor (6,500 gp offering or soul)—dark arcana II 
  (2nd-level sorcerer/wizard spell or silence; DC 18), 
  fiendish sight, gift of glory II (+4 one, +2 another), gift of 
  hardiness (+8 vs. mind-affecting effects or poison), gift of 
  skill II (+8 on same skills as gift of skill I), gift of treasure 
  (18,000 gp), imbued armor II (+3 enhancement, +3 re-
  sistance), immortal resilience (DR 4/silver), spell secrets II 
  (one 2nd-level slot and one 3rd-level slot: detect thoughts, 
  hold person, produce flame, scorching ray, silence).
     Major (13,000 gp offering or soul)—dark arcana III 
  (3rd-level sorcerer/wizard spell; DC 19), death undone, 
  dimensional stride, gift of glory III (+6 any two), imbued 
  armor III (+5 enhancement, +4 resistance), lesser resist 
  magic (SR 20), mind-snaring gaze (DC 22), possessed 
  weapon I (LE, +1 flaming, Int 20, Wis 20, Cha 20, Ego 
  22, speech, telepathy, 120 ft. senses with darkvision, 
  teleport self 1/day), spell secrets III (one 4th-level spell slot: 
  arcane eye, bestow curse, dimension door, locate creature, 
  major image, tongues), superhuman perfection I, superior 
  mind I, unnatural talent (+6 on same skills as gift of skill 
  
  135
  I), vast potential I.
     Greater (26,000 gp offering or soul)—astral secrets, 
  boundless step (dimension door), countless wishes (DC 23), 
  imbued armor IV (+9 enhancement, +5 resistance), in-
  nocuous demeanor (DC 22), phantasmal hunt (DC 22), 
  possessed weapon I (LE, +1 brilliant energy, Int 20, Wis 
  20, Cha 20, Ego 30, speech, telepathy, 120 ft. senses 
  with darkvision, fly 60 ft., dimension door 3/day, ma-
  jor image 3/day, teleport self 1/day), spell secrets IV (one 
  4th-level spell slot and one 6th-level spell slot: arcane 
  eye, bestow curse, break enchantment, contact other plane, 
  dimension door, dismissal, locate creature, mage’s private 
  sanctum, major image, plane shift, sending, symbol of pain, 
  tongues), superhuman perfection II, superior mind II, vast 
  potential II, wishes granted.
  Shadow Collector
  (CN fey, 12 HD, CR 8, Cha 18)
  Shadow collectors accept offerings of magic clothing, 
  but often offer covenants in trade for shadows that they 
  harvest with their steal shadow ability.
     Least (3,000 gp offering or shadow)—frightful violence 
  (12 HD or fewer, DC 20), gift of glory I (+2 any two), 
  gift of skill I (+4 on three of Bluff, Climb, Diplomacy, 
  Escape Artist, Knowledge [arcana, planes], Perception, 
  Sense Motive, Sleight of Hand, Stealth), lesser gift of 
  treasure (7,000 gp).
     Minor (6,000 gp offering or shadow)—gift of glory II 
  (+4 one, +2 another), gift of skill II (+8 on same skills 
  as gift of skill I), gift of treasure (22,000 gp), immortal 
  resilience (DR 3/cold iron).
     Major (12,000 gp offering or shadow)—gift of glory III 
  (+6 one, +4 another), spell secrets III (one 4th-level spell 
  slot: major image, shadow conjuration, shadow step), un-
  natural talent (+4 on same skills as gift of skill I).
  Below are other spirits that are relatively easy to entice 
  into covenants, either ephemeral or traditional.
  Demon, Glabrezu 
  (CE outsider [chaotic, demon, extraplanar, evil], 12 HD, 
  CR 13, Cha 20)
  Glabrezus sometimes accept variant offerings of soul.
  Demon, Succubus 
  (CE outsider [chaotic, demon, evil, extraplanar], 8 HD, 
  CR 7, Cha 27)
  Succubi favor offerings such as clothing, jewelry, and 
  illusion-based items that assist in seduction. They some-
  times accept the energy drain or soul variant offerings. 
  Their covenants grant them the same influence over sup-
  plicants as their profane gift ability.
  Div, Doru
  (NE outsider [div, evil, extraplanar], 3 HD, CR 2, Cha 
  14)
  Obsessed with secrets and bargains, dorus often accept 
  variant offerings of memory.
  Genie, Djinni 
  (CG outsider [air, extraplanar], 7 HD, CR 5, Cha 15)
  Djinn favor offerings of unusual wondrous items.
  Genie, Efreeti 
  (LE outsider [extraplanar, fire], 10 HD, CR 8, Cha 15)
  Efreet favor offerings of magic weapons.
  Genie, Marid 
  (CN outsider [extraplanar, water], 12 HD, CR 9, Cha 
  16)
  Marids favor musical or artistic offerings.
  Ghost 
  (N undead [augmented humanoid, human], 7 HD, CR 
  7, Cha 20)
  Ghosts favor offerings that remind it of things it cher-
  ished in life as well as those that will help it find rest.  
  Ghosts sometimes accept the possession or corruption 
  (possession) variant offerings.
  Leanan Sidhe
  (CN fey, 11 HD, CR 9, Cha 21)
  Leanan sidhe can use their life drain ability on any sup-
  plicant of their covenants. They sometimes accept vari-
  ant offerings of ability, vitality, or years.
  Lich 
  (NE undead [augmented humanoid, human], 11 HD, 
  CR 12, Cha 16)
  Liches favor any arrangement that gives them more 
  power or eliminate threats, but particularly favor the 
  destruction of powerful undead-destroying items and 
  variant offerings of vitality.
  
  136
  Lich, Mythic
  (LE undead [augmented humanoid, human, mythic], 13 
  HD, CR 17, Cha 20)
  Mythic liches favor offerings of legendary spellcasting 
  items.
  Mercane
  (N outsider [extraplanar], 6 HD, CR 5, Cha 15)
  Mercanes favor offerings of magic items that are unusual 
  and exotic.
  Muse
  (CG fey, 17 HD, CR 16, Cha 29)
  Muses favor offerings of musical instruments.
  Nymph 
  (CG fey, 8 HD, CR 7, Cha 25)
  Nymphs favor offerings of items useful to druids.
  Shae
  (N outsider [extraplanar], 4 HD, CR 4, Cha 17)
  Shae favor offerings of illusion-based magic items. A 
  shae can grant their lesser shadow evocation spell with spell 
  secrets II as if it had 5 HD for an offering of 2,500 gp. 
  Treat lesser shadow evocation as on the same spell lists as 
  shadow evocation.
  Shaitan 
  (LN outsider [earth, extraplanar], 9 HD, CR 7, Cha 15)
  Shaitans favor offerings of magic items that provide 
  them an edge in duels of magic or might.
  Vampire 
  (CE undead [augmented humanoid, human], 8 HD, 
  CR 9, Cha 26)
  Vampires sometimes accept the corruption (vampirism) 
  variant offering. Vampires that fancy themselves refined 
  are known to accept the years variant offering, which 
  suppresses their bloodthirst for a time.
  Vampire, Mythic
  (NE undead [augmented humanoid, human, mythic], 7 
  HD, CR 10, Cha 19)
  Mythic vampires favor offerings of legendary weapons 
  and armor.
  Vilderavn
  (NE fey, 22 HD, CR 16, Cha 23)
  Vilderavns favor offerings of relics from ruined noble 
  families as well as rare magic weapons.
  Variant Offerings
  Although magic items or other appropriate treasure 
  are the most common form of offering, occasionally a 
  patron is more interested in something else. Below are 
  some common sorts of prices exacted by various spirits 
  in exchange for the ability to draw on their essence in 
  the form of a covenant. An alternate price removes the 
  need to make an offering of treasure, but does not re-
  move the requirement of performing a purification ritual 
  to take the Covenant Supplicant feat in the first place. 
  The GM is encouraged to think carefully before allow-
  ing a PC to gain a covenant without paying in wealth, 
  and to make the offering one that contributes to the 
  campaign’s story or presents the appropriate amount of 
  hardship for the character.
  Ability: Patrons such as greedy fey and neutral outsid-
  ers might be willing to take a supplicant’s abilities as 
  payment for a covenant. This inflicts a penalty on the 
  supplicant for the covenant’s duration. The patron si-
  multaneously gains an inherent bonus half as large to the 
  same ability score. As long as the penalty is suppressed 
  or the penalized ability score’s modifier is below +0, the 
  covenant’s benefit is likewise suppressed. If the penalty is 
  undone the covenant is broken.
  Least: –2 penalty.
  Minor: –4 penalty.
  Major: –6 penalty.
  Greater: –8 penalty.
  Superior: –12 penalty.
  Challenge: Defeat a foe, set back a rival, rescue an 
  ally, or retrieve an important item for the patron, turn-
  ing over to the patron the supplicant’s fair share of any 
  treasure found or earned. The target is generally one that 
  requires at least a few days’ adventuring to reach for the 
  party, overcoming at least three encounters with an aver-
  age CR at or above the average party level or the patron’s 
  CR, whichever is higher.
  Corruption: Some patrons have a vested interest in 
  spreading corruption (see the horror rules) to mortals. 
  
  137
  They might allow a supplicant to suffer a corruption 
  rather than pay a traditional offering for a covenant. 
  Devils spread hellbound corruption, fey spread the 
  accursed corruption, ghouls spread ghoul corruption, 
  kytons spread shadowbound corruption, incorporeal 
  undead and outsiders with the ability to possess mortals 
  spread possessed corruption, and vampires spread vam-
  pirism. The corruption immediately inflicts a number of 
  manifestation levels according to the grade of the cov-
  enant, but the supplicant must use the vile corruptions 
  variant and must forgo all the gifts (except gifts that 
  specify they cannot be forgone as part of a vile corrup-
  tion) while gaining all the stains. The supplicant cannot 
  form a covenant that would require her to accept more 
  manifestation levels in this fashion (including any gained 
  from previous covenants or from traditional corruption) 
  than 1 + half her character level or 9, whichever is lower. 
  Once the supplicant is corrupted, she can gain manifes-
  tation levels normally and the corruption can progress. 
  Removing the corruption or any of the stains breaks the 
  covenant.
  Least: 1 manifestation level.
  Minor: 3 manifestation levels.
  Major: 5 manifestation levels.
  Greater: 7 manifestation levels.
  Superior: 9 manifestation levels.
  Energy Drain: Evil and undead patrons often demand 
  a portion of raw soulstuff at regular intervals. This takes 
  the form of one or more permanent negative levels. The 
  negative levels may be inflicted on the mortal’s soul, 
  or the mortal may offer a helpless living creature with 
  at least as many Hit Dice as negative levels required. 
  (Inflicting these negative levels on a helpless creature 
  is an evil act.) Fortunately, these negative levels can be 
  restored by the usual means without violating the cov-
  enant. Unfortunately, any creature that dies while suffer-
  ing from these levels has its soul confined to the domain 
  of the spirit patron, who may do with the soul as it 
  wishes. In addition, anyone who suffers these negative 
  levels slowly acquires a twisted and wasted cast to her ap-
  pearance, hinting at the dark dealings she has taken part 
  in. Common rates are indicated below for each level of 
  covenant. This variant offering is not recommended for 
  player characters.
        Least: 1 negative level every three months.
  Minor: 2 negative levels every two months.
  Major: 3 negative levels every new moon.
  Greater: 5 negative levels every fortnight on the 
  half-moon.
  Superior: 7 negative levels every week.
  Memory: Fey are famous for trading in dreams and 
  memories, although ghosts, night hags, and some other 
  outsiders can also trade in these esoteric goods. The 
  supplicant forgets a sold memory. Although frivolous 
  fey will sometimes make exceptions for those who please 
  them, most patrons demand a collection of choice mem-
  ories substantial enough to include a significant fraction 
  of the supplicant’s identity. This afflicts the supplicant as 
  mindwipe except that the negative levels are permanent. 
  Such memories are appropriate to pay for a least, minor, 
  or major covenant; if the supplicant is a spellcaster, it 
  pays for a greater covenant if the lost spell slots are at 
  least 4th level or a superior covenant if they are at least 
  6th level. A supplicant who has led an interesting life can 
  generally pay for any grade of covenant by selling all his 
  memories (as the amnesia, greater madness). Otherwise, 
  memories paid must usually be rare and valuable in some 
  manner, such as containing secrets that would be worth 
  a comparable amount on the black market—in that case, 
  the memories substitute for an equivalent wealth offer-
  ing. Sold memories can be restored by a successful break 
  enchantment against DC 15 + patron’s HD, but doing 
  so breaks the covenant.
  Possession: In exchange for the covenant, an undead or 
  outsider patron often demands the ability to possess the 
  mortal’s body for certain, usually short, periods of time 
  so that they may interact with the world in a living body 
  or further their schemes unsuspected.
  Sense: Some fey, morally neutral outsiders, and undead 
  patrons can take a mortal’s sense and store it in a bottle, 
  gem, or other item. Anyone holding the item and willing 
  to do so can use that sense with the supplicant’s appli-
  cable class features, racial abilities, ability score, and skill 
  ranks or its own, whichever is better. This renders the 
  target unable to use that sense. Hearing (accepting the 
  deafened condition) can only pay for a least covenant. 
  Vision (accepting the blinded condition) can pay for a 
  least, minor, or major covenant. Other senses are gener-
  ally only accepted if they are extraordinary, such as the 
  scent ability (worth a least or minor covenant) or tre-
  morsense (worth a least covenant up to range 20 feet, a 
  minor covenant up to range 40 feet, or major at greater 
  range). The sense can be reclaimed before the covenant’s 
  termination by destroying the container or by any magic 
  
  138
  that can restore the lost sense; doing so breaks the cov-
  enant.
  Shadow: Generally accepted only by outsiders or fey 
  that dwell on the Shadow Plane and vampires, this 
  variant cost is similar to the sense payment except the 
  supplicant offers up his shadow, as the steal shadow abil-
  ity of the shadow collector. A shadow pays for a least, 
  minor, or major covenant.
  Soul: Fiend patrons are notorious for offering a covenant 
  in exchange for the mortal’s soul upon death. Occa-
  sionally, the soul of a sacrifice offered at the time the 
  covenant is delivered is also accepted. A creature whose 
  soul has been sold is marked forever after (unless the 
  covenant is somehow broken), causing the mortal to suf-
  fer a -4 luck penalty on Diplomacy checks against good 
  creatures and causing all good creatures to have a starting 
  attitude toward the mortal worsened by one step. Even 
  if the mortal finds a way to hold multiple covenants at 
  once, he cannot promise his soul to multiple fiends. The 
  minimum HD of the mortal soul offered depends on the 
  grade of covenant, as noted below. This variant offering 
  is not recommended for player characters.
  Least: 3 HD.
  Minor: 7 HD.
  Major: 11 HD.
  Greater: 15 HD.
  Superior: 19 HD.
  Spell Power: Fey and outsiders sometimes accept pay-
  ment in the form of spell slots, which the supplicant 
  must sacrifice for the duration of the covenant. If the 
  caster casts spells spontaneously, he must also sacrifice 
  one spell known of the highest level slot sacrificed. The 
  patron gains those spell slots either added to its spellcast-
  ing at that spell level or added to the daily use limits on 
  its spell-like abilities of equal or lower spell level. The 
  patron also gains the ability to spend a gained spell slot 
  or spell-like ability daily use to cast a spell the supplicant 
  knew at the time the covenant was made. Items such 
  as pearls of power can return the spell slots before the 
  covenant ends if the supplicant chooses the specific spell 
  slots paid, but doing so breaks the covenant.
     The spell slots required depend upon the grade of 
  covenant. A supplicant can sacrifice one spell slot two 
  levels higher than required in place of two spell slots of 
  the lower level (such as a 3rd-level slot in place of two 
  1st-level slots). The reverse is not true—the supplicant 
  cannot sacrifice more lower-level spell slots in place of 
  higher-level slots.
  Least: One 1st-level spell slot plus another per 3 
  patron HD.
  Minor: One 2nd-level spell slot plus another per 
  6 patron HD.
  Major: One 3rd-level spell slot plus another per 
  6 patron HD.
  Greater: One 5th-level spell slot plus another per 
  9 patron HD.
  Superior: One 7th-level spell slot plus another 
  per 9 patron HD.
  Summoned Service: Outsiders of all sorts might de-
  mand the ability to summon the supplicant as a servant 
  every so often. The timing is of the patron’s choosing, 
  through the use of a summon spell-like ability usable 
  once per day. To accept this variant offering, the patron 
  must have more Hit Dice and a higher Challenge Rating 
  than the supplicant; the supplicant can thus permanently 
  break the covenant by gaining levels. A supplicant can 
  offer her summoned service to only one patron at a time. 
  Dimensional anchor, dimensional lock, and similar effects 
  can prevent the summons but simultaneously suppress 
  the covenant’s benefits.
     The supplicant is conjured by an effect similar to sum-
  mon monster I. The summoned supplicant cannot use or 
  share any limited-use item. Any effect other than damage 
  or healing applied to or created by the summoned sup-
  plicant end with the summoning. If the summoned sup-
  plicant is banished or the summons ends due to her dy-
  ing, she is not really dead, but vanishes for 24 hours. The 
  terms of the covenant determine whether she remembers 
  anything of the summons. The summons might return 
  her to where she came from, to a nearby safe location, 
  or to the vicinity of trusted allies, as defined when the 
  covenant is formed.
     The GM may find it appropriate and expedient to con-
  trol the PC during summoning, which can be a handy 
  explanation for why a player character disappears sud-
  denly when their player is unavailable to play in a game 
  session. The risks of the covenant can be determined 
  randomly or roleplayed by the GM, who is encouraged 
  to keep them roughly within the indicated range. Each 
  day, there is a 25% chance the patron activates the sum-
  mons, which can be at any time but due to the conflu-
  ences of fate binding patron and supplicant usually 
  happens when the supplicant is attending to something 
  or in combat. The supplicant returns after 1d8 rounds 
  
  139
  (to a maximum of patron’s HD) with 1d12 points of 
  damage per grade of the covenant per 5 patron Hit Dice 
  and having depleted 1d4 of his most useful abilities 
  limited in their daily uses (such as high-level spell slots 
  or ki powers). If this damage exceeds the supplicant’s hit 
  points or if a duration of 6 or more rounds is rolled, the 
  supplicant was banished or killed and returns only after 
  24 hours with half the hit points he had remaining when 
  summoned.
  Vitality: Undead patrons can take the health and vital 
  energy from a supplicant to fuel their own unnatural ex-
  istence. This reduces the supplicant’s hit point maximum 
  and adds half that amount to the patron’s maximum. 
  The amount required is equal to 1 per grade per patron 
  HD. For example, a major covenant from a patron with 
  10 HD would reduce the supplicant’s hp by 30 and give 
  the patron 15 hp. The hit points can be regained only by 
  greater restoration, miracle, or wish. If the hit points are 
  restored, the patron loses the hit points and the covenant 
  is broken.
  Voice: Generally accepted only by fey and night hags, 
  this variant cost is similar to the sense payment except 
  the supplicant offers up his voice, muting him. A voice 
  pays for only a least covenant unless the voice is refined 
  by years of use (proven by the ability to use bardic per-
  formance verbally at effective bard level 5th or the ability 
  to cast spells with verbal components of at least 3rd spell 
  level), in which case it is enough for a minor covenant 
  from a patron with fewer Hit Dice than his caster level.
  Years: Fey and undead patrons, especially those capable 
  of dying of old age or that require feeding on the living, 
  sometimes demand a one-time offering of a portion of 
  the supplicant’s years of life, which is then added to the 
  patron’s remaining years of life or offsets the patron’s 
  need to feed for a time. Only creatures that can age 
  normally can pay years of their life; immortality, the 
  timeless body ability and the like preclude the offering of 
  years. For a least, minor, or major covenant, the suppli-
  cant ages until she reaches her next age category, and she 
  suffers the appropriate penalties but not the benefits. For 
  a greater covenant with a patron of no more than 20 Hit 
  Dice, the supplicant ages until her age category instead 
  increases by two steps. For a greater covenant with a pa-
  tron of at least 21 Hit Dice, the supplicant ages until her 
  age category instead increases by three steps. If this aging 
  would cause her to exceed the venerable age category, 
  she immediately dies of old age. The supplicant cannot 
  pay more age categories than the minimum to kill her. 
  The offering of years cannot pay for a superior covenant, 
  although paying three age categories can sometimes yield 
  up to a 50% discount on an offering of wealth for such a 
  covenant.
     The aging can be undone with a limited wish, miracle, 
  or wish, but doing so breaks the covenant. A costly mir-
  acle can undo the aging without breaking the covenant 
  if it is of least, minor, or major grade. If the covenant is 
  of greater grade, the aging can only be undone without 
  breaking the covenant with two or three costly miracles 
  cast one right after the other (equal to the number of age 
  categories to be removed).
  Spirit 
  Organizations
  The following organization stat blocks describe spirit 
  organizations that can help provide covenant patrons, in 
  addition to other benefits. These organization stat blocks 
  follow the standard rules for organizational influence. 
  Each stat block’s influence benefits include access to cov-
  enant patrons within the indicated limits for those who 
  have secured influence with that organization.
  The Ostornov Family
  CE strong organization
  Size 45 members
  Key members
  Matriarch Aneliv Ostornova (CE female dwarf vam-
  pire rogue 9)
  Mikhael Ostornov (NE male dwarf vampire occultist 
  7)
  Isolte Anwen (CE female elf vampire ranger 6)
  Ethos
  Values The Ostornovs exist to give matriarch Aneliv the 
  attention and power she has always craved.
  Public Goals The Ostornovs pretend to be an eccentric 
  wealthy landowning family in a remote dwarven hold-
  ing content to simply collect hefty fees and rents from 
  anyone interested in the rare and strange minerals on 
  their property.
  Private Goals Aneliv became a vampire as a curse from 
  the gods when she died in the act of betraying her family 
  simply because it seemed more profitable and they never 
  gave her the attention she felt she deserved. She now 
  seeks only to grow her perverse mockery of a family by 
  turning anyone who looks too closely into her affairs. 
  
  140
  These new vampires are then sent to add to the family 
  business and recruit interesting new potential vampires, 
  especially non-dwarves.
  Allies The Ostornovs are allied with corrupt dwarven 
  traders, the Malnovich Company, who appreciate know-
  ing that if they send troublemakers to the Ostornov 
  estate, they tend to disappear.
  Enemies The Ostornovs are under suspicion by Isolte 
  Anwen’s surviving brother Anatar, who doesn’t believe 
  his sister’s insistence that she has happily found new em-
  ployment as a guard and guide for the Ostornovs after 
  she initially visited them looking to find a mineral for 
  healing salves to sell back in their elven homeland.
  Membership Requirements The Ostornovs only offer 
  alliance to anyone who proves their considerable discre-
  tion and ruthlessness.
  Influence Limitations PCs must sign a magical contract 
  of confidentiality (as mark of justice preventing discuss-
  ing the Ostornov’s private affairs) to reach rank 1, and 
  they are given the vampirism corruption (see the horror 
  rules) when they seek to reach rank 2.
  Benefits 
  The Ostornovs offer subtle power to members.
  Rank 1: borrow resources (100 gp), case (+12), lookout 
  (3 ways, +12).
  Rank 2: borrow resources (750 gp), diversion (+12), 
  gather information, put in a good word.
  Rank 3: borrow resources (1,500 gp), reciprocal ben-
  efits, remove evidence, search black market, secure  
  covenant patron (vampire of up to major grade with 
  simple terms).
  Rank 4: borrow resources (4,000 gp), command team 
  (1d4 dwarf vampire rogue 5 or 3d4 dwarf vampire 
  spawn), secure covenant patron (vampire of up to major 
  grade with complex terms).
  The Vernal Court
  NG preeminent organization
  Size 50,000 members
  Key Members
  Queen Ainu (NG female glaistig)
  King Brom (N male seilenos)
  Duchess Gwynthelle (CN female nymph druid 10)
  Jester Jack-in-the-Green (CG male satyr bard 13)
  Ethos
  Values The court values joy, pleasure, beauty, and natural 
  bounty without the hindrance of ugly and lifeless mortal 
  crafts
  Public Goals The court openly seeks to collect the most 
  wondrously beautiful and skillful people and things and 
  gain the fealty of lesser nature spirits. They wish to lift 
  the curse on a once-beautiful barony blighted since the 
  reigning baroness became a lich and banish the evil cult 
  the lich-baroness leads.
  Private Goals King Brom has fallen in love with the 
  enemy King Uthrein’s lover Hyacinth and seeks double 
  agents, preferably mortals of convincingly shaky reputa-
  tion, to help Hyacinth leave his position in Uthrein’s 
  court permanently for the Vernal Court. The agents 
  must get close enough to Uthrein to get him to consume 
  a mythic potion that will lull Uthrein to sleep for a year 
  and a day and thereby liberate Hyacinth.
  Allies The court is allied with the churches of several 
  nature deities.
  Enemies The court’s primary enemy is King Uthrein’s 
  Autumn Court, which has opposing values and tries to 
  kill their members and steal their magic. Although the 
  fey courtiers simply reincarnate when killed, this can be 
  a severe inconvenience and strategic liability.
  Membership Requirements Complete a quest for a 
  courtier without revealing the courtier’s goal or identity, 
  usually requiring investigation, bribery, or theft.
  Influence Limitations PCs must swear fealty to reach 
  rank 1, and they must survive a fey masquerade among 
  the elites without offending anyone or falling for an em-
  barrassing illusion or enchantment to reach rank 2.
  Benefits 
  The court offers magical boons to all members.
  Rank 1: borrow resources (150 gp), diversion (+15), 
  gather information, spellcasting (1st-level spells).
  Rank 2: borrow resources (1,500 gp), put in a good 
  word, secure covenant patron (non-evil fey of up to 
  greater grade with simple terms), spellcasting (2nd- or 
  3rd-level spells).
  Rank 3: borrow resources (7,500 gp), reciprocal ben-
  efits, secure covenant patron (non-evil fey of any grade 
  even with complex terms), spellcasting (4th- or 5th-level 
  spells).
  Rank 4: borrow resources (25,000 gp), command team 
  (1d6 nymphs or 5d4 satyrs), spellcasting (6th- or 7th-
  level spells).
  
  141
  Chapter 6: Monsters and NPCs
  
  142
  Covenant Class 
  Simple Templates
  To simplify the process of adding the covenant mage or 
  dervish classes to monsters, the following templates add 
  the key abilities of these classes without radically altering 
  the monsters’ statistics.
  Covenant Mage Creature (CR +1 or +2)
  A covenant mage creature can enter a trance to make 
  it tougher and more powerful. It also gains access to 
  some spell-like abilities. A covenant mage creature’s CR 
  increases by 2 if the creature has 10 or more HD.
     Quick Rules: +2 on all rolls based on Cha; can use 
  trance for a number of rounds per day equal to 4 + 
  its HD + its Con modifier (this functions as greater 
  trance if the creature has 10 or more HD); can cast a 
  small number of covenant mage spell-like abilities (see 
  the Covenant Mage Spells Known table, below) using 
  its HD as its CL and each usable 3/day ”; gains trance 
  covenants for one influence using HD as covenant mage 
  level.
     Rebuild Rules: Special Attacks influence (treat HD 
  as covenant mage level), trance (can be used a number of 
  rounds per day equal to 4 + its HD + its Con modifier, 
  functions as the greater trance class feature if the creature 
  has 10 or more HD); Covenant Mage Spell-like Abili-
  ties can cast a small number of covenant mage spell-like 
  abilities (see the Covenant Mage Spells Known table, 
  below) using its HD as its CL and each usable 3/day; 
  Ability Scores +4 Charisma.
  Covenant Mage Spell-Like Abilities
  HD
  0th
  1st
  2nd 3rd
  4th 5th 6th
  1–4
  2
  1
  —
  —
  —
  —
  —
  5–8
  2
  1
  1
  —
  —
  —
  —
  9–12
  2
  2
  1
  1
  —
  —
  —
  13–16
  2
  2
  2
  1
  1
  —
  —
  17–20
  2
  2
  2
  2
  1
  1
  —
  21+
  2
  2
  2
  2
  2
  1
  1
  Dervish Creature (CR +2 or +3)
  A dervish creature can enter a whirling trance, granting 
  it numerous bonuses in combat. It also gains additional 
  hit points and a few valuable defensive abilities. A der-
  vish creature’s CR increases by 3 if the creature has 10 or 
  more HD.
     Quick Rules: +2 on all rolls based on Dex; +2 AC; can 
  whirling trance for a number of rounds per day equal to 
  4 + its HD + its Con modifier (this functions as greater 
  whirling trance if the creature has 10 or more HD); 
  gains whirling finesse and uncanny dodge (and blinding 
  speed if the creature has 10 or more HD) ; gains trance 
  covenants for one path, using HD as dervish level.
     Rebuild Rules: Defensive Abilities uncanny dodge; 
  Special Attacks whirling trance (can be used a number 
  of rounds per day equal to 4 + its HD + its Con modifi-
  er, functions as the greater whirling trance class feature if 
  the creature has 10 or more HD) and if the creature has 
  10 or more HD, elusive; Ability Scores +4 Dexterity.
  Non-Player 
  Characters
  The following NPCs are useful for challenging or dealing 
  with player characters.
     Each stat block is presented with the NPC in a trance, 
  if the NPC can use trance. Notes indicate what changes 
  are made if they are not in a trance. Please note that 
  not all class features, skills, spells, or spell-like abilities 
  are usable in a trance; features that are not available are 
  included below with a “*” after their name. Such abili-
  ties give save DCs that do not include a trance bonus (if 
  one exists). If an NPC has made a permanent covenant, 
  the covenant is listed as follows: covenant name (x HD), 
  where x is the HD of the spirit used to make the cov-
  enant. These permanent covenants use the ephemeral 
  patronage rules.
  Goblin Covenant Mage (CR 2; XP 600)
  Goblin covenant mage 3
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 16, touch 14, flat-footed 13
  (+2 armor, +3 Dex, +1 size)
  hp 23 (3d8+6)
  Fort +3, Ref +4, Will +5 (+7 vs. enchantment)
  Defensive Abilities two minds
  Offense
  Speed 30 ft.
  Melee mwk longspear +6 (1d6+1 plus 1d4+1 fire) or 
  light mace +5 (1d4+1+1 plus 1d4 fire)
  Ranged mwk light crossbow +6 (1d6/19-20 plus 1d4+1 
  fire)
  
  143
  Space 5 ft.; Reach 5 ft. (10 ft. with mwk longspear)
  Special Attacks +1 fire damage with spells and cov-
  enants, item activation*, séance*, staggering invocation, 
  trance (9 rounds/day; guidance)
  Spell-Like Abilities (CL 3rd; concentration +5)
     1/trance–burning hands (W-DC 14), spark (F-DC 13)
     3/day—cause fear (W-DC 14), grease (R-DC 14), 
  longstrider
     At will—bleed (W-DC 13), detect poison, ghost sound 
  (Wd-DC 13), haunted fey aspect, spark (F-DC 13), touch 
  of fatigue (F-DC 13)
  Covenants elemental weapon (fire) (1 HD)
  Influence smokeborn
  Base Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 17; Fort +1; no trance covenants or trance SLAs, 
  favored class damage bonus doesn’t apply, SLA save DCs 
  and concentration drop by 2; Con 10, Cha 13.
  Statistics
  Str 12, Dex 17, Con 14, Int 8, Wis 12, Cha 17
  Base Atk +2; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Knowledge (planes) +5, Perception +7, Ride +7, 
  Stealth +17; Racial Modifiers +4 Ride, +4 Stealth
  Language Goblin
  SQ spirit boons (staggering invocation, two minds), 
  spirit guide
  Combat Gear 20 bolts, oil of darkness, potions of cure 
  moderate wounds, mage armor (2), and protection from 
  good; Gear leather armor, mwk longspear, light mace, 
  mwk light crossbow, pouch with 128 gp worth of mixed 
  coins
  Dwarf Covenant Mage (CR 3; XP 800)
  Dwarf covenant mage 4
  N Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +7 (+9 
  unusual stonework)
  Defense
  AC 16, touch 11, flat-footed 15; +1 vs. traps 
  (+5 armor, +1 Dex)
  hp 33 (4d8+12)
  Fort +4, Ref +2 (+3 vs. traps), Will +4; +2 vs. poison, 
  spells, spell-like abilities
  Defensive Abilities +4 dodge bonus to AC vs. giants, 
  trap sense +1
  Offense
  Speed 20 ft.
  Melee mwk battleaxe +7 (1d8+3/x3)
  Ranged light crossbow +5 (1d8/19-20)
  Special Attacks +1 attack vs. goblinoids and orcs, item 
  activation*, magic circle against spirits*, séance*, stagger-
  ing invocation, trance (18 rounds/day; guidance +2 vs. 
  spirits)
  Spell-Like Abilities (CL 4th; concentration +8)
     1/trance—barkskin, create water, entangle (R-DC 16)
     3/day—faerie fire, magic weapon, wrath
     At will—detect magic, disrupt undead, light, mage hand, 
  message, stabilize
  Covenants natural communication (speak with animals 3/
  day), nature’s weapons
  Influence natural
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 25; Fort +2; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 2; Con 12, 
  Cha 14.
  Statistics
  Str 14, Dex 13, Con 16, Int 12, Wis 10, Cha 18
  Base Atk +3; CMB +6; CMD 17 (21 vs. bull rush, trip)
  Feats Extra Trance, Nimble Moves
  Skills Handle Animal +8, Knowledge (geography) +5, 
  Knowledge (nature) +8, Perception +7 (+9 to notice 
  unusual stonework), Survival +4
  Language Common, Dwarven, Sylvan
  SQ spirit boons (staggering invocation, stigmata), spirit 
  guide, weapon familiarity
  Combat Gear 20 crossbow bolts, potions of cure moderate 
  wounds (2); Gear mwk cold iron battleaxe, mwk light 
  crossbow, +1 chain shirt, cloak of resistance +1, pouch 
  with 177 gp worth of mixed coins
  Blood Shaman (CR 4; XP 1,200)
  Half-elf covenant mage (blood shaman) 5
  N Medium humanoid (human, elf)
  Init +5; Senses low-light vision; Perception +12
  Defense
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 41 (5d8+15)
  Fort +5, Ref +3, Will +4 (+6 vs. enchantment)
  Defensive Abilities two minds, treat wind effects as 
  being one step less severe; Immune magic sleep; Resist 
  electricity 5, sonic 5
  Offense
  Speed 30 ft.
  Melee mwk quarterstaff +9 (1d6+4 plus 1d4 cold)
  Special Attacks item activation*, magic circle against 
  spirits*, séance*, staggering invocation, thunderstaff 
  (standard; add shock property for 2 rounds, 6/day), 
  trance (15 rounds/day; guidance +2 vs. spirits)
  
  144
  Spell-Like Abilities (CL 5th; concentration +10)
     1/trance—gust of wind (F-DC 18), obscuring mist, ray 
  of frost
     3/day—blindness/deafness (F-DC 17), shocking grasp
     At will—detect magic, disrupt undead, endure elements, 
  feather fall, mage hand, message, prestidigitation, read 
  magic
  Covenants elemental weapon (cold) (2 HD)
  Influence stormbound
  Bloodline stormborn
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 31; Fort +3; no trance SLAs, SLA save DCs and 
  concentration drop by 2; Con 13, Cha 16.
  Statistics
  Str 16, Dex 12, Con 17, Int 10, Wis 8, Cha 20
  Base Atk +3; CMB +6; CMD 17
  Feats Improved Initiative, Least Covenant Supplicant, 
  Skill Focus (Perception), Weapon Focus (quarterstaff)
  Skills Knowledge (nature, planes) +8, Perception +12, 
  Spellcraft +8; Racial Modifiers +2 Perception
  Language Common, Elven
  SQ bloodline powers (stormchild, thunderstaff), ex-
  panded spell list, spirit boons (staggering invocation, two 
  minds), spirit guide
  Gear mwk quarterstaff, +1 chain shirt, cloak of resistance 
  +1, pouch with 99 gp worth of mixed coins
  Human Covenant Mage (CR 4; XP 1,200)
  Human covenant mage 4/ranger 1
  NE Medium humanoid (human)
  Init +6; Senses Perception +9
  Defense
  AC 17, touch 12, flat-footed 15 
  (+5 armor, +2 Dex)
  hp 38 (5 HD; 4d8+1d10+10)
  Fort +6, Ref +6, Will +6 (+8 vs. enchantment); +2 bo-
  nus vs. supernatural abilities
  Defensive Abilities two minds
  Offense
  Speed 30 ft.
  Melee 2 +1 claws +9 (1d4+4 plus 1d4 cold), or mwk 
  longspear +8 (1d8+4/x3 plus 1d4 cold)
  Special Attacks favored enemy (magical beast +2), 
  item activation*, magic circle against spirits* (1/day, 40 
  minutes), séance*, trance (11 rounds/day; guidance +2 
  vs. spirits)
  Covenant Mage Spell-Like Abilities (CL 4th; concen-
  tration +7)
     1/trance–detect magic, mage armor, resist energy
     3/day—daze monster (W-DC 14), endure elements, 
  longstrider 
     At will—bleed (W-DC 13), ghost sound (W-DC 13), 
  know direction, message, mage hand, stabilize
  Covenants nature’s weapons, elemental weapon (cold; 2 
  HD)
  Influence draconic (white)
  Base Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 28; Fort +3; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 2; Con 10, 
  Cha 13.
  Statistics
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 17
  Base Atk +4; CMB +7; CMD 18
  Feats Improved Initiative, Least Covenant Supplicant, 
  Shield against the Supernatural, Weapon Focus (claws)
  Skills Climb +7, Knowledge (geography, nature, planes) 
  +8, Perception +9, Survival +9 (+10 to follow tracks)
  Languages Common, Draconic
  SQ spirit boons (wisdom of the spirits, two minds), 
  spirit guide, track +1, wild empathy +4
  Gear mwk longspear, +1 chain shirt, cloak of resistance 
  +1, pouch with 94 gp worth of mixed coins and gems
  Master of the Occult (CR 5; XP 1,600)
  Human covenant mage (master of the occult) 6
  NE Medium humanoid (human)
  Init +5; Senses Perception +3
  Defense
  AC 16, touch 11, flat-footed 15 
  (+5 armor, +1 Dex)
  hp 48 (6d8+18)
  Fort +6, Ref +4, Will +6; +3 vs. death effects, disease, 
  mind-affecting effects, negative energy effects, poison 
  and stunning
  Offense
  Speed 30 ft.
  Melee quarterstaff +10 (1d6+7), shadow bite +9 (1d4+2 
  plus 1d4 Con damage [F-DC 18 negates])
  Special Attacks item activation*, magic circle against 
  spirits*, quell spirits* (W-DC 15, 5/day), séance*, trance 
  (16 rounds/day; guidance +2 vs. spirits)
  Spell-Like Abilities (CL 6th; concentration +10)
     1/trance—cause fear (W-DC 15), false life, ray of frost, 
  speak with dead
     3/day—divine favor, shield of faith
     At will—alarm, bleed (W-DC 14), disrupt undead, 
  ghost sound (Wd-DC 14), haunted fey aspect, ill omen, 
  mage hand, magic weapon, touch of fatigue (F-DC 14)
  
  145
  
  146
  Covenants death’s caress, gift of glory I (Strength +2)
  Influence walking dead
  Pact Spirit Granted Abilities** (CL 6; pact with 
  N’alyia)
     Major (1/5 rounds)—vampiric jaunt
     Minor—enthrall (W-DC 16), monstrous bat form (6 
  minutes/day), one with the night, shadow bite
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 36; Fort +4; no trance covenants or trance SLAs, 
  concentration drops by 2; Str 18, Con 13, Cha 14.
  Statistics
  Str 20, Dex 12, Con 17, Int 8, Wis 10, Cha 18
  Base Atk +4; CMB +9; CMD 20
  Feats Capstone Binder**, Combat Casting, Constella-
  tion Focus** (skull), Improved Initiative
  Skills Fly +6 (+9 while N’alyia is bound), Knowledge 
  (arcana) +5, Knowledge (religion) +8, Perception +3, 
  Stealth +3 (+6 while N’alyia is bound)
  Language Abyssal, Common
  SQ bind spirit +8 [+10 skull constellation], constella-
  tions (skull, thief), spirit guide
  Combat Gear potions of cure moderate wounds (3); Gear 
  mwk quarterstaff, +1 chain shirt, cloak of protection +1, 
  elixir of hiding (2), elixir of vision (2), pouch with 199 gp 
  worth of mixed coins and gems
  ** See Pact Magic Unbound, Volume 1 for more details on 
  these feats and granted abilities.
  Centaur Druid (CR 6; XP 2,400)
  Centaur druid (animist druid) 5
  N Large monstrous humanoid
  Init +8; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 18, touch 13, flat-footed 14 
  (+4 armor, +4 Dex, +1 natural, -1 size)
  hp 66 (9 HD; 5d8+4d10+18)
  Fort +8, Ref +10, Will +12
  Defensive Abilities resist nature’s lure
  Offense
  Speed 50 ft.
  Melee +1 longsword +13 (1d8+8/19-20) and 2 hooves +6 
  (1d6+2)
  Ranged spear +10 (1d8+5/x3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks magic circle against spirits (1/day, 50 
  minutes), séance, trance covenants (12 rounds/day)
  Druid Spells (CL 5th; concentration +8; no spontane-
  ous casting)
     3rd—mad monkeys
     2nd—barkskin, bull’s strength
     1st—entangle (R-DC 14), feather step, obscuring mist
     0th—create water, flare (F-DC 13), stabilize
  Influence Spell-Like Abilities (CL 5th; concentration 
  +8)
     3/day—guidance (+2 vs. spirits; swift action)
     1/day—gentle repose, guidance, memory lapse (W-DC 
  14)
  Covenants feel young, timely invigoration (2d8+5), im-
  bued armor I (9 HD; +2/+1)
  Influence time
  Statistics
  Str 20, Dex 18, Con 15, Int 13, Wis 16, Cha 10
  Base Atk +7; CMB +13; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Least Covenant Supplicant, 
  Power Attack, Run, Weapon Focus (longsword)
  Skills Diplomacy +9, Intimidate +5, Knowledge (na-
  ture) +13, Knowledge (planes) +10, Perception +13, 
  Survival +15
  Languages Common, Druidic, Elven, Gnome, Sylvan, 
  Terran
  SQ spirit guide, undersized weapons, woodland stride
  Combat Gear wands of cure light wounds (20 charges), 
  goodberry (35 charges), and obscuring mist (10 charges); 
  Gear +1 longsword, spear, leather armor (+2 with im-
  bued armor), pouch with 107 gp worth of mixed coins 
  and gems
  Tiefling Covenant Mage (CR 6; XP 2,400)
  Tiefling covenant mage 7
  CN Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +10
  Defense
  AC 19, touch 13, flat-footed 16 
  (+6 armor, +3 Dex)
  hp 61 (7d8+28)
  Fort +7, Ref +6, Will +6
  Resist cold 5, electricity 5, fire 5
  Offense
  Speed 30 ft.
  Melee 2 claws +9 (1d4+3/x3 plus 1d6 electricity)
  Special Attacks item activation*, magic circle against 
  spirits* (1/day, 70 minutes), quell spirits* (W-DC 14, 
  4/day), séance*, trance (17 rounds/day; guidance +3 vs. 
  spirits)
  Covenant Mage Spell-Like Abilities (CL 7th; concen-
  tration +10)
     1/trance—detect law, detect magic, displacement, mirror 
  image
     3/day—divine favor, scare (W-DC 15), shield of faith
  
  147
     At will—daze (W-DC 13), detect poison, faerie fire, 
  hypnotism (W-DC 14), longstrider, mending, read magic, 
  sift, stabilize
  Covenants frightful violence, naunet strike, elemental 
  weapon (electricity; 5 HD), gift of glory I (7 HD; +2 Str, 
  +2 Con)
  Influence primal chaos
  Base Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 47; Fort +5; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 2; Con 14, 
  Cha 13; Bluff +10.
  Statistics
  Str 16, Dex 16, Con 18, Int 10, Wis 10, Cha 17
  Base Atk +5; CMB +8; CMD 21
  Feats Combat Reflexes, Least Covenant Supplicant (2), 
  Weapon Focus (claws)
  Skills Bluff +12, Knowledge (local) +7, Knowledge 
  (planes) +10, Perception +10, Stealth +5
  Language Abyssal, Common, Protean
  SQ maw or claw, spirit boons (second sight, spirit ward, 
  wisdom of the spirits), spirit guide
  Combat Gear potions of cure light wounds (5); Gear cloak 
  of resistance +1, elixirs of hiding (2), elixirs of vision (2), 
  pouch with 149 gp worth of mixed coins and gems
  Sea Hag Covenant Mage (CR 7; XP 3,200)
  Sea hag covenant mage 5
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft., Perception +19
  Aura horrific appearance (60 ft., W-DC 16)
  Defense
  AC 20, touch 16, flat-footed 14 
  (+1 deflection, +5 Dex, +4 natural)
  hp 93 (9HD; 4d10+5d8+45)
  Fort +12, Ref +12, Will +11
  DR 1/—; Resist cold 10; SR 15
  Offense
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +13 (1d6+5 plus 1d6 cold)
  Special Attacks evil eye (W-DC 16), item activation*, 
  magic circle against spirits*, séance*, trance (20 rounds/
  day; guidance +2 vs. spirits)
  Spell-Like Abilities (CL 5th; concentration +9)
     1/trance—aqueous orb (R-DC 17), create water, obscur-
  ing mist, slipstream
     3/day—suggestion (W-DC 14)
     At will—bleed (W-DC 14), chill touch (F-DC 15),   
  dancing lights, detect magic, disguise self, disrupt undead, 
  mage hand, message, undetectable alignment
  Covenants elemental blessing (cold), elemental weapon 
  (cold)
  Influence fathomless
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 75; Fort +10; no DR; no trance covenants or trance 
  SLAs, SLA, evil eye and horrific appearance save DCs 
  and concentration drop by 2; Con 16, Cha 15.
  Statistics
  Str 21, Dex 20, Con 20, Int 14, Wis 18, Cha 19
  Base Atk +7; CMB +12; CMD 27
  Feats Extra Spirit Boon, Extra Trance, Skill Focus (Bluff, 
  Perception), Weapon Focus (claws)
  Skills Bluff +9, Intimidate +16, Knowledge (nature, 
  planes) +11, Knowledge (local) +10, Perception +19, 
  Stealth +12, Survival +11, Swim +19
  Language Aquan, Common, Giant
  SQ amphibious, spirit boons (consult the fallen, soul 
  poppet), spirit guide
  Combat Gear potions of cure moderate wounds (2), cure 
  serious wounds; Gear amulet of natural armor +1, cloak 
  of resistance +1, elixir of vision (2), ring of protection +1, 
  pouch with 149 gp worth of mixed coins and gems, 
  jewelery worth 800 gp
  Unicorn Hex Medium (CR 8; XP 4,800)
  Unicorn covenant mage (hex medium) 7
  CG Large magical beast
  Init +10; Senses darkvision 60 ft., detect spirits, low-light 
  vision, scent; Perception +17
  Aura magic circle against evil (10 ft.)
  Defense
  AC 24, touch 21, flat-footed 18; +2 deflection vs. evil 
  (+6 armor, +6 Dex, +3 natural, –1 size)
  hp 101 (11 HD; 4d10+7d8+44)
  Fort +10, Ref +12, Will +12; +2 vs. evil
  DR 2/evil; Immune charm, compulsion, poison
  Offense
  Speed 90 ft.
  Melee gore +15 (1d8+6 plus 1d6 acid), 2 hooves +12 
  (1d3+3 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks item activation*, magic circle against 
  spirits*, quell spirits* (W-DC 20, 10/day), séance*, pow-
  erful charge (gore, 2d8+12 plus 1d6 acid), trance (23 
  rounds/day; guidance +3 vs. spirits)
  Racial Spell-Like Abilities (CL 9th; concentration +18)
     At will—detect evil (as free action), light
     3/day—cure light wounds
     1/day—cure moderate wounds, greater teleport (within 
  
  148
  its forest territory), neutralize poison
  Covenant Mage Spell-Like Abilities (CL 7th; concen-
  tration +16)
     1/trance—lesser restoration, remove disease, remove fear, 
  stabilize
     3/day—invisibility, shield other, tongues
     At will—adjuring step, alarm, calm animals (W-DC 
  20), detect magic, detect poison, disrupt undead, mage 
  hand, message, stabilize
  Covenants archon’s ward I, gift of skill I (Heal, Linguis-
  tics, Survival); elemental weapon (earth) (5 HD)
  Influence lifegiver
  Hexes feral speech, healing (2d8+7), ward
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 79; Fort +8; no DR; no trance covenants or trance 
  SLAs, SLA save DCs and concentration drop by 2; Con 
  14, Cha 24.
  Statistics
  Str 22, Dex 22, Con 18, Int 13, Wis 23, Cha 28
  Base Atk +9; CMB +16; CMD 32 (36 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Least Cov-
  enant Supplicant, Multiattack, Power Attack, Weapon 
  Focus (horn)
  Skills Acrobatics +13 (+37 jump), Heal +10, Knowledge 
  (nature, planes) +12, Linguistics +8, Perception +17, 
  Stealth +10, Survival +13 (+16 in forests)
  Language Celestial, Common, Sylvan
  SQ magical strike, spirit guide, wild empathy +19
  Gear aegis of recovery, handy saddlebag (as handy haver-
  sack), horseshoes of speed, pouch with 999 gp worth of 
  mixed coins and gems
  Hobgoblin Covenant Mage (CR 9; XP 6,400)
  Hobgoblin covenant mage 10
  LE Medium humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft., detect spirits; Percep-
  tion +17
  Defense
  AC 20, touch 14, flat-footed 17 
  (+6 armor, +1 deflection, +3 Dex)
  hp 98 (10d8+50); fast healing 1
  Fort +9, Ref +8, Will +10 (+12 vs. enchantment)
  DR 1/—; Defensive Abilities two minds; Resist fire 15
  Offense
  Speed 30 ft.
  Melee mwk longsword +10/+5 (1d8+2/19-20 plus 
  1d8+5 fire)
  Ranged mwk light crossbow +11/+6 (1d8/19-20 plus 
  1d8+5 fire)
  Special Attacks +5 damage with spells and covenants, 
  expel spirits* (W-DC 17, 1/day), greater trance (25 
  rounds/day; guidance +4 vs. spirits), item activation*, 
  magic circle against spirits*, quell spirits* (W-DC 18, 5/
  day), séance*
  Spell-Like Abilities (CL 10th; concentration +16)
     1/trance—burning hands (R-DC 19), geyser (R-DC 
  21), fireball (R-DC 21), pyrotechnics (W/F-DC 18), 
  spark, wall of fire
     3/day—bull’s strength, greater magic weapon, heroism
     At will—bleed (W-DC 16), detect poison, divine favor, 
  grease (R-DC 17), invisibility, know direction, longstrider, 
  shield of faith, spark, stabilize, touch of fatigue (DC 16), 
  unseen servant
  Covenants cloak of smoke (F-DC 21), elemental blessing 
  (fire), elemental weapon (fire), imbued armor I (13 HD; 
  +2/+2)
  Influence smokeborn
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 68; Fort +7; no DR; no trance covenants or trance 
  SLAs, favored class damage bonus doesn’t apply, SLA 
  save DCs and concentration drop by 3; Con 12, Cha 16
  Statistics
  Str 14, Dex 16, Con 18, Int 8, Wis 12, Cha 22
  Base Atk +7; CMB +9; CMD 23
  Feats Greater Spell Focus (evocation), Least Covenant 
  Supplicant, Improved Initiative, Spell Focus (evocation), 
  Toughness
  Skills Diplomacy +14, Knowledge (planes) +12, Percep-
  tion +17, Sense Motive +4, Stealth +14
  Language Common, Goblin, Ignan
  SQ spirit boons (prolonged spell-like ability, two minds, 
  wisdom of the spirits), spirit guide
  Combat Gear 20 bolts, potions of bear’s endurance, eagle’s 
  splendor, and haste; Gear mwk longsword, mwk light 
  crossbow, mithril shirt (+2 with imbued armor), eyes of 
  the eagle, ring of protection +1, gold torc (worth 1,000 
  gp), pouch with 333 gp worth of mixed coins and gems
  Dwarf Technophobe (CR 9; XP 6,400)
  Dwarf covenant mage (technophobe) 10
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft., detect spirits; Percep-
  tion +15 (+17 to notice unusual stonework)
  Defense
  AC 18, touch 13, flat-footed 15 
  (+5 armor, +3 Dex)
  hp 108 (10d8+60); fast healing 1
  Fort +10, Ref +7, Will +10; +2 vs. poison, spells, spell-
  
  149
  like abilities
  Defensive Abilities +4 dodge bonus to AC vs. giants, 
  plus in trance: DR 3/cold iron, Immune magical aging 
  effects
  Offense
  Speed 20 ft., plus in trance: burrow 30 ft., once per 
  round as a free action he may pick a square of difficult 
  terrain and treat it as normal ground for his movement 
  until the start of his next turn.
  Melee battleaxe +7/+2 (1d8/x3 plus 1d4 acid)
  Ranged mwk light crossbow (range 80 ft.) +12/+7 
  (1d8/19-20 plus 1d4 acid)
  Special Attacks +1 attack vs. goblinoids and orcs, expel 
  spirits* (W-DC 16, 1/day), item activation*, greater 
  trance (24 rounds/day; guidance +4 vs. spirits), magic 
  circle against spirits* (1/day, 10 hours), psychic assault 
  (3/day, 5d8 and fatigue, W-DC 20 half), quell spirits* 
  (W-DC 17, 5/day), séance*
  Covenant Mage Spell-Like Abilities (CL 10th; concen-
  tration +15)
     1/trance—calcific touch (F-DC 19), detect radiation, 
  rebuke technology (F-DC 20), resistance, stone call, stone 
  shape
     3/day—confusion (W-DC 18), eagle’s splendor, heroism
     At will—alarm, detect magic, disrupt undead, dancing 
  lights, divine favor, hideous laughter (W-DC 17), mage 
  hand, magic weapon, message, shield of faith, sift, silent 
  image (W-DC 16)
  Covenants elemental agility (earth), immortal resilience 
  (cold iron), robot killer, elemental weapon (acid; 2 HD), 
  gift of glory I (7 HD; +2 Str, +2 Dex)
  Influence stony silence
  Basic Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 78; Fort +7; no trance covenants or trance SLAs, 
  SLA and psychic assault save DCs and concentration 
  drop by 3; Con 16, Cha 14; Diplomacy +12.
  Statistics
  Str 10, Dex 16, Con 22, Int 10, Wis 14, Cha 20
  Base Atk +7; CMB +7; CMD 20 (24 vs. bull rush and 
  trip)
  Feats Deadly Aim, Least Covenant Supplicant (2), 
  Rapid Reload (light crossbow), Weapon Focus (light 
  crossbow)
  Skills Diplomacy +15, Knowledge (dungeoneering, na-
  ture, planes) +9, Perception +15 (+17 to notice unusual 
  stonework), Survival +8
  Language Common, Dwarven, Terran
  SQ spirit boons (heighten spell-like ability, psychic as-
  sault, transcendent voice), spirit guide, weapon familiar-
  ity
  Combat Gear 20 crossbow bolts, potions of barkskin +3 
  (3) and cure light wounds (7), wand of remove radioactiv-
  ity (10 charges); Gear battleaxe, mwk light crossbow, 
  +1 mithril shirt, cloak of resistance +1, pouch with 77 gp 
  worth of mixed coins
  Trance Warrior (CR 9; XP 6,400)
  Human barbarian (trance warrior) 10
  CN Medium humanoid (human)
  Init +0; Senses Perception +15
  Defense
  AC 17, touch 10, flat-footed 17; +3 vs. traps 
  (+7 armor)
  hp 110 (10d12+40); fast healing 1
  Fort +13, Ref +5 (+8 vs. traps), Will +9
  Defensive Abilities improved uncanny dodge, trap sense 
  +3
  Offense
  Speed 30 ft. (base speed 40 ft.)
  Melee +1 greatsword +18/+13 (2d6+10/19-20)
  Special Attacks battle trance (24 rounds/day; guidance 
  +4 vs. spirits), rage powers (intimidating glare, lesser 
  spirit totem, spirit totem)
  Spell-Like Abilities (CL 10th; concentration +13)
     1/trance—baleful polymorph (F-DC 18), confusion (W-
  DC 17), detect law, detect magic, displacement, guidance 
  (+4 vs. spirits), mirror image
  Covenants frightful violence (4 HD), gift of glory I (7 
  HD; +2 Str, +2 Cha)
  Influence primal chaos
  Basic Statistics
  When not in a trance, the Trance Warrior’s statistics are: 
  hp 80; Fort +11; no rage powers or spell-like abilities; 
  Str 20, Con 14, Cha 14; Skills Intimidate +20
  Statistics
  Str 22, Dex 10, Con 18, Int 8, Wis 14, Cha 16
  Base Atk +10; CMB +16; CMD 26
  Feats Intimidating Prowess, Iron Will, Least Covenant 
  Supplicant (2), Power Attack, Weapon Focus (great-
  sword)
  Skills Acrobatics +5, Intimidate +22, Perception +15, 
  Stealth +10, Survival +10
  Language Common, Protean
  SQ fast movement, spirit guide
  Gear +1 greatsword, +1 breastplate, brooch of shielding, 
  cloak of resistance +2, pouch with 199 gp worth of mixed 
  coins and gems
  
  150
  Green Hag Covenant Mage (CR 10; XP 9,600)
  Green hag covenant mage 9
  CE Medium monstrous humanoid
  Init +10; Senses darkvision 60 ft., detect spirits; Percep-
  tion +21
  Defense
  AC 24, touch 16, flat-footed 18 
  (+6 Dex, +8 natural)
  hp 129 (10 HD; 9d8+9d10+36)
  Fort +10, Ref +15, Will +15
  DR 3/cold iron; Immune magical aging effects; SR 16
  Offense
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +22 (1d4+7 plus weakness (F-DC 20) 
  and 1d8 fire)
  Special Attacks expel spirits* (W-DC 16, 1/day), item 
  activation*, magic circle against spirits* (1/day, 9 hours), 
  quell spirits* (W-DC 16, 5/day), séance*, trance (22 
  rounds/day, guidance +3 vs. spirits)
  Green Hag Spell-Like Abilities (CL 9th; concentration 
  +15)
     Constant—pass without trace, tongues, water breathing
     At will—alter self, dancing lights, ghost sound (W-DC 
  16), invisibility, pyrotechnics (F or W-DC 18), tree shape, 
  whispering wind
  Covenant Mage Spell-Like Abilities (CL 9th; concen-
  tration +15)
     At will (1/trance)—disfiguring touch (W-DC 18), hal-
  lucinatory terrain (W-DC 20), haunted fey aspect, memory 
  lapse (W-DC 17), nixie’s lure (W-DC 19)
     3/day—bestow curse (W-DC 19), fly
     At will—darkness, detect poison, disrupt undead, ghost 
  sound (W-DC 16), grease (R-DC 17), hold animal (W-
  DC 18), mage hand, protection from good, read magic, 
  stabilize, suggestion (W-DC 18), undetectable alignment
  Covenants frightful violence, immortal resilience (cold 
  iron), gift of glory III (+6 Dex, +4 Cha), elemental weapon 
  (9 HD; fire), naunet strike (9 HD)
  Influence unseelie court
  Basic Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  Init +3; AC 21, touch 13; hp 93; Fort +8, Ref +12; no 
  DR or immunities; no trance covenants or trance SLAs, 
  SLA and weakness save DCs and concentration drop by 
  4; Dex 16, Con 10, Cha 14
  Statistics
  Str 24, Dex 22, Con 14, Int 17, Wis 16, Cha 22
  Base Atk +15; CMB +22; CMD 38
  Feats Blind-Fight, Combat Casting, Combat Reflexes, 
  Deceitful, Great Fortitude, Improved Initiative, Least 
  Covenant Supplicant, Minor Covenant Supplicant, 
  Power Attack
  Skills Bluff +20, Disguise +20, Fly +19 (+27 with fly 
  cast), Intimidate +18, Knowledge (arcana) +12, Knowl-
  edge (history, planes, religion) +13, Knowledge (nature) 
  +16, Perception +21, Sense Motive +13, Spellcraft +24, 
  Stealth +18, Swim +21
  Language Aklo, Common, Giant, Sylvan
  SQ mimicry, spirit boons (consult the fallen, far-reach-
  ing spell-like ability, wisdom of the spirits), spirit guide
  Combat Gear potions of cure moderate wounds (3), wand 
  of darkness (20 charges); Gear eyes of the eagle, ring of 
  feather falling, pouch with 99 gp worth of mixed coins 
  and gems
  Elf Covenant Mage (CR 12; XP 19,200)
  Elf covenant mage 13
  NG Medium humanoid (elf)
  Init +10; Senses detect spirits, low-light vision; Percep-
  tion +17
  Aura protective aura (10 ft.)
  Defense
  AC 23, touch 13, flat-footed 20 
  (+6 armor, +3 Dex, +4 shield)
  hp 153 (13d8+91); fast healing 1
  Fort +13, Ref +10, Will +11; +2 vs. enchantment, +1 vs. 
  evil
  Defensive Abilities protective aura; Immune magical 
  sleep, 50% chance to ignore sneak attack and critical hit 
  damage
  Offense
  Speed 30 ft.
  Melee +3 bane longsword +15/+10 (1d8+5/19-20), or
  dagger +12/+7 (1d4+2/19-20)
  Ranged mwk composite longbow +12/+7 (1d8+2/x3)
  Special Attacks expel spirits* (W-DC 19, 2/day), greater 
  trance (33 rounds/day, guidance +5 vs. spirits), item ac-
  tivation*, magic circle against spirits*, quell spirits* (W-
  DC 21, 8/day), séance*, stunning voice (swift; W-DC 
  24)
  Spell-Like Abilities (CL 13th; concentration +21)
     1/trance—brilliant inspiration, castigate (W-DC 20), 
  command (W-DC 19), fly, greater command (W-DC 23), 
  guidance, holy whisper (F-DC 21)
     3/day—battlemind link, dominate person (W-DC 22), 
  holy smite (W-DC 22)
     At will—ablative barrier, bull’s strength, dancing lights, 
  detect magic, disguise self, disrupt undead, divine favor, 
  enthrall (W-DC 20), heroism, longstrider, mage hand, 
  message, phantom steed, read magic, remove fear
  
  151
  Covenants heavenly blade, imbued armor II (moderate 
  fortification/+3), protective aura, stunning voice; gift of 
  glory II (13 HD; +4 Con, +4 Cha)
  Influence angelic choir
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 114; Fort +10; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 3; Con 16, 
  Cha 21.
  Statistics
  Str 12, Dex 16, Con 22, Int 10, Wis 10, Cha 27
  Base Atk +9; CMB +11; CMD 23
  Feats Combat Reflexes, Improved Initiative, Minor Cov-
  enant Supplicant, Selective Covenant, Shield Proficiency, 
  Toughness, Weapon Focus (longsword)
  Skills Fly +15 (+25 if using fly), Knowledge (planes) 
  +12, Knowledge (nature, religion) +8, Perception +17, 
  Sense Motive +11, Ride +8, Spellcraft +8; Racial Modi-
  fiers +2 Perception
  Language Celestial, Common, Elven
  SQ elven magic, spirit boons (danger sense, embrace 
  the soul, staggering invocation, stigmata), spirit guide, 
  weapon familiarity
  Combat Gear 20 arrows, potions of cure moderate wounds 
  (3); Gear +2 mithril shirt (+2 moderate fortification with 
  imbued armor), +2 mithril shield, longsword, dagger, 
  mwk composite longbow, belt of giant strength +2, handy 
  haversack, silversheen (2), pouch with 61 gp worth of 
  mixed coins and gems
  Inner Eye Fighter (CR 12; XP 19,200)
  Human fighter (inner eye fighter) 13
  N Medium humanoid (human)
  Init +5; Senses detect spirits; Perception +14
  Defense
  AC 25, touch 13, flat-footed 24; +4 vs. traps 
  (+11 armor, +2 deflection, +1 Dex, +1 natural)
  hp 141 (13d10+65)
  Fort +16, Ref +7, Will +9 (+11 vs. enchantment, reroll 
  1/day); +2 vs. supernatural abilities
  Defensive Abilities trap sense +4, uncanny dodge
  Offense
  Speed 30 ft.
  Melee +1 greatsword +25/+20/+15 (2d6+15/17-20)
  Special Attacks weapon training (heavy blades +2, light 
  blades +1)
  Spell-Like Abilities (CL 13th; concentration +12)
     3/day—guidance (+5 vs. spirits; move action)
  Covenants gift of glory II (13 HD; +4 Str, +4 Con), pact 
  of protection I (13 HD; +2/+2)
  Statistics
  Str 24, Dex 12, Con 18, Int 12, Wis 13, Cha 8
  Base Atk +13; CMB +20; CMD 31
  Feats Improved Critical (greatsword), Improved Initia-
  tive, Improved Weapon Focus (greatsword), Iron Will, 
  Least Covenant Supplicant, Minor Covenant Supplicant, 
  Penetrating Strike, Power Attack, Shield Against the 
  Supernatural, Toughness, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword)
  Skills Knowledge (arcana) +14, Knowledge (planes) +14, 
  Perception +14, Sense Motive +11, Survival +10
  Language Common; telepathy 100 ft.
  SQ armor training 2, spirit boons (forewarned, telepa-
  thy, two minds), spirit guide
  Gear +1 greatsword, +2 full plate, amulet of natural armor 
  +1, headband of vast intelligence +2 [Knowledge (ar-
  cana)], silversheen, pouch with 249 gp worth of mixed 
  coins and gems
  Tengu Covenant Mage (CR 13; XP 25,600)
  Tengu covenant mage 14
  NE Medium humanoid (tengu)
  Init +11; Senses low-light vision, detect spirits; Percep-
  tion +22
  Aura frightful presence (W-DC 25)
  Defense
  AC 26, touch 14, flat-footed 22; +4 AC vs. traps 
  (+10 armor, +4 Dex, +2 natural)
  hp 150 (14d8+84); fast healing 1
  Fort +13, Ref +11 (+15 vs. traps), Will +14; +5 bonus 
  on saving throws against divine spells or spell-like abili-
  ties cast by servants of a deity
  Defensive Abilities improved uncanny dodge
  Offense
  Speed 30 ft.
  Melee greatsword +15/+10 (2d6+6/17-20 plus 1d8 acid) 
  and bite +9 (1d3+2 plus 1d8 acid)
  Special Attacks expel spirits* (W-DC 19, 2/day), faith-
  stealing strike II (W-DC 25), frightful presence (W-DC 
  25), greater trance (35 rounds/day, guidance +5 vs. spir-
  its), item activation*, magic circle against spirits* (1/day, 
  14 days), quell spirits* (W-DC 25, 8/day), séance*
  Spell-Like Abilities (CL 14th; concentration +22)
     1/trance—acid splash, banishment (W-DC 25), forbid 
  action (W-DC 19), greater forbid action (W-DC 24), 
  haste, silence (W DC 20), spell immunity, spell resistance
     3/day—divine power
     At will—alarm, charm person* (W-DC 19), confusion 
  (W-DC 21), dancing lights, detect magic, dimension door, 
  disguise self, freedom of movement, greater magic weapon, 
  
  152
  heroism, invisibility, know direction, message, phantasmal 
  killer (F, W DC 22), prestidigitation, read magic, shield of 
  faith, wind wall
  Covenants elemental weapon (acid), faith-stealing strike 
  II, heretical soul, superhuman perfection I, imbued armor 
  II (13 HD; +3/+3), gift of glory II (17 HD; +4 Wis, +4 
  Cha)
  Influence faith slayer
  Base Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 108; Fort +10; no trance covenants or trance SLAs, 
  SLA and frightful presence save DCs and concentration 
  drop by 3; Con 16, Cha 20.
  Statistics
  Str 19, Dex 18, Con 22, Int 10, Wis 14, Cha 26
  Base Atk +10; CMB +14; CMD 28
  Feats Improved Critical (greatsword), Improved Initia-
  tive, Medium Armor Proficiency, Minor Covenant Sup-
  plicant (2), Power Attack, Weapon Focus (greatsword)
  Skills Knowledge (planes, religion) +10, Linguistics +9, 
  Perception +22, Sense Motive +18, Stealth +19
  Languages Abyssal, Aklo, Auran, Celestial, Common, 
  Infernal, Tengu
  SQ gifted linguist, spirit boons (consult the fallen, dan-
  ger sense, forewarned, frightful presence), spirit guide, 
  swordtrained
  Combat Gear potions of cure moderate wounds (5); Gear 
  greatsword, +1 mithril breastplate (+4 with imbued 
  armor), amulet of natural armor +2, pouch with 49 gp 
  worth of mixed coins
  Half-Orc Covenant Mage (CR 15; XP 51,200)
  Half-orc antipaladin 3/covenant mage 13
  CE Medium humanoid (human, orc)
  Init +8; Senses darkvision 90 ft., detect spirits, see invis-
  ibility; Perception +22
  Aura cowardice (10 ft.)
  Defense
  AC 27, touch 11, flat-footed 26 
  (+14 armor, +1 Dex, +2 natural)
  hp 207 (16 HD; 13d8+3d10+128); fast healing 1
  Fort +28, Ref +19, Will +25
  Defensive Abilities orc ferocity, plague bringer; Im-
  mune disease, 75% chance to ignore sneak attack and 
  critical damage; Resist fire 10
  Offense
  Speed 20 ft. (base 30 ft.)
  Melee +5 adamantine falchion +22/+17/+12 
  (2d4+11/15-20)
  Special Attacks expel spirits* (W-DC 19, 2/day), greater 
  trance (33 rounds/day, guidance +5 vs. spirits), item 
  activation*, magic circle against spirits*, quell spirits* 
  (W-DC 21, 8/day), séance*, smite good (1/day, +8 at-
  tacks/AC, +3 damage), touch of corruption (6/day, 2d6 
  plus sickened (F-DC 19))
  Spell-Like Abilities (CL 13th; concentration +21)
     1/trance—bleed (W-DC 18), darkness, divine power, 
  entropic shield, harm (W-DC 24), stinking cloud (F-DC 
  21), teleport (self plus 50 lb. only)
     3/day—freedom of movement, nondetection, resist energy
     At will—bleed (W-DC 18), cat’s grace, daze (W-DC 
  18), detect good (CL 3), detect magic, dimensional anchor, 
  endure elements, ghost sound (W-DC 18), heroism, long-
  strider, misdirection, protection from good, resistance, shield 
  of faith, touch of idiocy, touch of fatigue (F-DC 18)
  Covenants abyssal blade, armed with cruelty, fiendish 
  sight, imbued armor IV, gift of glory II (13 HD; +4 Str, +4 
  Con), gift of glory II (13 HD; +4 Wis, +4 Cha)
  Influence abyssal hordes
  Basic Statistics
  When not in a trance, the covenant mage’s statistics 
  are: hp 159; Fort +17, Ref +11, Will +17; no trance 
  covenants or trance SLAs, SLA and touch of corruption 
  save DCs, frequency of touch of corruption uses per day, 
  smite good attack and AC bonus, unholy resilience, and 
  concentration drop by 3; Con 20, Cha 21.
  Statistics
  Str 18, Dex 12, Con 26, Int 10, Wis 12, Cha 27
  Base Atk +12; CMB +16; CMD 27
  Feats Bleeding Critical, Critical Focus, Improved Criti-
  cal (falchion), Improved Initiative, Minor Covenant 
  Supplicant (2), Power Attack, Weapon Focus (falchion)
  Skills Knowledge (planes, religion) +13, Perception +22, 
  Ride+2, Sense Motive +17, Spellcraft +14
  Language Abyssal, Common, Orc
  SQ aura of evil (3rd), spirit boons (danger sense, persis-
  tent spell-like ability, sap speed (W-DC 23), soul pop-
  pet), spirit guide, unholy resilience
  Combat Gear potions of cure moderate wounds (5); Gear 
  +2 adamantine falchion (+5 with armed with cruelty), 
  +1 full plate (+5 heavy fortification with imbued armor), 
  amulet of natural armor +2, hat of disguise, ioun stone 
  (clear spindle), minor ring of fire resistance, pouch with 
  174 gp worth of mixed coins and gems
  Kyton Aspirant (CR 17; XP 102,400)
  Human covenant mage 18
  LE Medium humanoid (human)
  Init +11; Senses detect spirits; Perception +25
  Defense
  
  153
  AC 27, touch 13, flat-footed 24
  (+11 armor, +3 Dex, +3 natural)
  hp 228 (18d8+144); fast healing 1, regeneration 5 
  (good weapons, good spells, and silver weapons)
  Fort +18, Ref +14, Will +16
  DR 4/silver; Immune magical aging effects, nonlethal 
  damage, pain; SR 29
  Offense
  Speed 30 ft.
  Melee 2 +3 daggers +20/+15 (1d4+9/19-20)
  Special Attacks expel spirits* (W-DC 19, 3/day), greater 
  trance (43 rounds/day, guidance +6 vs. spirits), item 
  activation*, lord of pain (gaze, 40 ft., W-DC 27; stagger, 
  F-DC 27), magic circle against spirits* (1/day, 18 days), 
  psychic assault (5/day, 9d8 and exhaustion, W-DC 27 
  half and fatigue), quell spirits* (W-DC 24, 8/day), sé-
  ance*
  Spell-Like Abilities (CL 18th; concentration +26)
     1/trance—bleed (W-DC 18), eyebite (F-DC 26), hold 
  monster (W-DC 22), hold person (W-DC 19), mass pain 
  strike (F-DC 23), mass suffocation (F-DC 27), pain strike 
  (F-DC 21), piercing shriek (F-DC 20), symbol of pain (F-
  DC 24), shadow walk
     3/day—greater heroism, mind blank
     At will—alarm, arcane sight, confusion (W-DC 21), 
  dancing lights, detect poison, dimension door, disguise self, 
  divine power, endure elements, freedom of movement, ghost 
  sound (W-DC 18), heroism, invisibility, major curse (W-
  DC 23), power word blind, read magic, resistance, rope 
  trick, sending, shield of faith, sift
  Covenants frightful violence, immortal resilience (silver), 
  kyton recovery, lord of pain, unnerving gaze, armed with 
  cruelty (13 HD; +3), imbued armor III (15 HD; +5/+5), 
  gift of glory II (7 HD; +2 Wis, +4 Cha), superhuman 
  perfection I (9 HD)
  Influence kyton enlightenment
  Basic Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 174; Fort +15; no trance covenants or trance SLAs, 
  SLA and psychic assault save DCs and concentration 
  drop by 3; Con 18, Cha 20; Use Magic Device +26.
  Statistics
  Str 22, Dex 17, Con 24, Int 10, Wis 10, Cha 26
  Base Atk +13; CMB +19; CMD 32
  Feats Double Slice, Major Covenant Supplicant (3), Me-
  dium Armor Proficiency, Minor Covenant Supplicant, 
  Improved Initiative, Improved Two-Weapon Fighting, 
  Toughness, Two-Weapon Fighting
  Skills Knowledge (planes, religion) +21, Perception +25, 
  Stealth +20, Use Magic Device +29
  Languages Common, Infernal; telepathy 100 ft.
  SQ spirit boons (danger sense, heighten spell-like ability, 
  psychic assault, spell resistance, telepathy), spirit guide
  Combat Gear potions of displacement (2), wand of cure 
  light wounds (50 charges); Gear daggers (4; +3 with 
  armed with cruelty), mithril breastplate (+5 with imbued 
  armor), amulet of natural armor +3, jewelery (worth 
  1,800 gp), pouch with 241 gp worth of mixed coins and 
  gems
  Legendary Elf Covenant Mage (CR 19; XP 204,800)
  Elf covenant mage (revelation medium) 20
  NE Medium outsider (native)
  Init +14; Senses darkvision 60 ft., detect spirits, low-light
  vision, see in darkness; Perception +29
  Defense
  AC 35, touch 35, flat-footed 22; 50% chance to reflect 
  missed ranged attacks 
  (+12 armor, +12 Cha, +1 dodge)
  hp 273 (20d8+180); fast healing 3
  Fort +19, Ref +23, Will +20
  Defensive Abilities no breath, survive in outer space; 
  Immune cold, confusion and insanity effects; SR 30
  Offense
  Speed 30 ft.
  Melee +1 adamantine dagger +16/+11/+6 (1d4+1/19-20)
  Special Attacks expel spirits* (W-DC 22, 4/day), item 
  activation*, magic circle against spirits*, quell spir-
  its* (W-DC 28, 11/day), séance*, supernal trance (50 
  rounds/day; guidance +7 vs. spirits)
  Spell-Like Abilities (CL 20th; concentration +32)
     1/trance—black tentacles, displacement, entropic shield, 
  disintegrate (F-DC 28), feeblemind (W-DC 27), hideous 
  laughter (W-DC 24), mislead, polar midnight (F-DC 31), 
  symbol of insanity (W-DC 30), touch of fatigue (F-DC 
  22)
     3/day—maze, overwhelming presence (W-DC 28), proj-
  ect image (Wd-DC 28)
     At will—adjuring step, detect magic, detect secret doors, 
  dimensional anchor, dispel good, find traps, fly, freedom of 
  movement, greater dispel magic, know direction, identify, 
  message, planar adaptation, plane shift, prestidigitation, 
  read magic, see invisibility, shield of faith, speak with dead, 
  touch of fatigue (F-DC 22), unholy blight (W-DC 26)
  Covenants aura of madness (W-DC 34), far traveling, 
  frightful violence, innocuous demeanor (W-DC 34), quell 
  aberrations (W-DC 32), dimensional stride (13 HD), gift 
  of glory III (13 HD; +6 Con, +6 Cha)
  Influence dark tapestry
  Basic Statistics
  
  154
  When not in a trance, the covenant mage’s statistics are: 
  hp 193; Fort +15; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 4; Con 18, 
  Cha 26.
  Statistics
  Str 10, Dex 21, Con 26, Int 15, Wis 12, Cha 34
  Base Atk +15; CMB +15; CMD 27
  Feats Ability Focus (2; aura of madness, innocuous de-
  meanor), Dodge, Flexible Spell-like Ability (2; 5th level 
  and 6th level), Improved Initiative, Iron Will, Major 
  Covenant Supplicant (2), Toughness
  Skills Diplomacy +25, Fly +18 (+32 if using fly), 
  Knowledge (history, nature, planes, religion) +25, 
  Knowledge (other) +13, Perception +29, Sense Motive 
  +19, Spellcraft +15, Use Magic Device +25
  Language Common, Aklo; telepathy 100 ft.
  SQ elven magic, revelations (cloak of darkness, lore 
  keeper, many forms, mental acuity, pierce the veil, side-
  step secret), spirit guide
  Combat Gear wands of cure moderate wounds (33 charg-
  es), deeper darkness (40 charges) and sending (40 charges); 
  Gear +1 adamantine dagger, bag of holding (type III), belt 
  of incredible dexterity +6, cap of the free thinker, cloak of 
  resistance +5, pouch with 497 gp worth of mixed coins 
  and gem
  Player 
  Characters
  The following characters are suitable for use as PCs or 
  as exceptionally potent antagonists. These characters are 
  not in a trance.  Abilities marked with a * are found in 
  the relevant section of this  document. 
   
  Madame Forganza, 
  Covenant Mage
  Madame Forganza hails from a long line of covenant 
  mages, mediums, and spiritualists. Her spirit guide is her 
  beloved grandmother, who helps her to calm and put to 
  rest incorporeal undead and haunts.
  Madame Forganza (CR 1; 400 XP)
  LN Female human covenant mage 1
  Init +1; Senses Perception +4
  Defense
  AC 13, touch 11, flat-footed 12 
  (+1 armor, +1 Dex, +1 shield)
  hp 13 (1d8+5)
  Fort +4, Ref +1, Will +2; +1 vs. emotion descriptor
  Offense
  Speed 30 ft.
  Melee spear –1 (1d8-1/x3)
  Ranged spear +1 (1d8-1/x3)
  Special Attacks trance (7 rounds/day, guidance)
  Spell-Like Abilities (CL 1st; concentration +4)
     1/trance—guidance
     3/day—detect magic, disrupt undead, stabilize, touch of 
  fatigue (F-DC 13)
  Covenants frightful violence (1 HD; W-DC 15)
  Influence restless souls
  Basic Statistics
  When not in a trance, the covenant mage’s statistics are: 
  hp 11; Fort +2; no trance covenants or trance SLAs, 
  SLA save DCs and concentration drop by 2; Con 14, 
  Cha 17; Skills Diplomacy +7 (+10 to parley in combat), 
  Intimidate +7.
  Statistics
  Str 8, Dex 13, Con 18, Int 12, Wis 10, Cha 21
  Base Atk +0; CMB –1, CMD 10
  Feats Fearless Curiosity, Shield Proficiency
  Skills Intimidate +9, Knowledge (religion) +5, Percep-
  tion +4, Profession (fortune teller) +4, Spellcraft +5; 
  ACP –1
  SQ spirit boon (consult the fallen)
  Traits Covenant Knack* (undead), Spiritual Mediator*
  Languages Common, Celestial, Elven
  Gear 2 spears, light steel shield, quality fortune teller’s 
  deck, oracle’s kit, padded armor, skunk (pet, Little 
  Stinker), 10 gp
  Madame Forganza (CR 7; 3,200 XP)
  LN Female human covenant mage 7
  Init +1; Senses detect spirits, identify; Perception +10
  Defense
  AC 21, touch 12, flat-footed 20 
  (+6 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
  hp 70 (7d8+35)
  Fort +6, Ref +3, Will +5; +1 vs. emotion descriptor; +3 
  vs. death effects, diseases, mind-affecting effects, negative 
  energy effects, poisons, and stunning
  Offense
  Speed 30 ft.
  Melee +1 spear +7 (1d8/x3)
  Ranged mwk spear +7 (1d8-1/x3)
  Special Attacks quell spirits (DC 18), trance (19 
  rounds/day, guidance +2 vs. spirits)
  
  155
  
  156
  Spell-Like Abilities (CL 7th; concentration +14)
     3/day—command undead (W-DC 19), detect thoughts 
  (W-DC 19), empowered mind thrust I (W-DC 18), mind 
  thrust II (W-DC 19)
     1/trance—chill touch (F-DC 18), silence (W-DC 19), 
  touch of fatigue (F-DC 17), vampiric touch
     At will—detect psychic significance, detect spirits, disrupt 
  undead, guidance, identify, ill omen, mind thrust I (W-
  DC 18), psychic reading, prestidigitation, stabilize, virtue
  Covenants death’s caress (5 HD), frightful violence (W-
  DC 20), healing spirit I (5 HD), proof against blades I (4 
  HD)
  Influence restless souls
  Basic Statistics 
  When not in a trance, the covenant mage’s statistics are: 
  hp 56; Fort +4; no frightful violence or trance SLAs, 
  SLA save DCs and concentration drop by 2; Con 14, 
  Cha 20; Skills Diplomacy +15 (+18 to parley in com-
  bat), Intimidate +15.
  Statistics
  Str 8, Dex 13, Con 18, Int 12, Wis 10, Cha 24
  Base Atk +5; CMB +4, CMD 15
  Feats Fearless Curiosity, Metamagic Spell-like Ability 
  (Empower Spell, mind thrust I), Minor Covenant Sup-
  plicant, Shield Proficiency, Weapon Finesse
  Traits Covenant Knack* (undead), Spiritual Mediator*
  Skills Intimidate +17, Knowledge (religion) +11, Per-
  ception +10, Profession (fortune teller) +4, Sense Motive 
  +9, Spellcraft +11; ACP –3
  SQ item activation, magic circle against spirits, séance, 
  spirit boon (consult the fallen, spectral figment, wisdom 
  of the spirits)
  Languages Common, Celestial, Elven
  Combat Gear potion of cure moderate wounds, potions of 
  lesser restoration (2); Other Gear +1 spear, mwk spear, 
  +1 buckler, elven chain, headband of alluring charisma 
  +2, quality fortune teller’s deck, oracle’s kit, skunk (pet, 
  Little Stinker), 195 gp
  Aliagira, Dervish
  Aliagira is guided by a spirit she calls Sirocco, whom she 
  believes is an agent of her goddess, Ul’Ul the Dancer. 
  At Sirocco’s urging, she wanders in search of imprisoned 
  beings to free. Along the way, she trains in a form of 
  whirling dance that brings her closer to her deity.
  Alliagira (CR 1; 400 XP)
  CN Female human dervish 1
  Init +3; Senses whirling trance; Perception +6
  Defense
  AC 16, touch 14, flat-footed 12 
  (+2 armor, +4 Dex)
  hp 13 (1d10+3)
  Fort +3, Ref +6, Will +0
  Offense
  Speed 40 ft.
  Melee scimitar +4 (1d6+1/18–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks whirling trance (7 rounds/day)
  Covenants another face
  Path trickery
  Basic Statistics
  When not in a trance, the dervish’s statistics are: hp 12; 
  Fort +2; Ref +5 Melee scimitar +5, Ranged shortbow 
  +4,; no trance covenants; Dex 17, Con 14, Cha 12; 
  CMB +2; CMD 15; Skills Acrobatics +8, Perception +4, 
  Perform (dance) +6
  Statistics
  Str 13, Dex 19, Con 16, Int 8, Wis 10, Cha 14
  Base Atk +1; CMB +0, CMD 14
  Feats Supernatural Slayer*, Weapon Focus (scimitar)
  Skills Acrobatics +9, Knowledge (religion) +3, Percep-
  tion +6, Perform (dance) +7
  SQ spirit guide
  Traits Divinely Warned*, Frenzied Follower (+1 trait 
  bonus to Acrobatics and Perform [dance])
  Languages Common, Sylvan
  Gear scimitar, shortbow with 20 arrows, leather armor, 
  paladin’s kit, 28 gp
  Alliagira (CR 7; 3,200 XP)
  CN female human dervish 7
  Init +7; Senses detect spirits, whirling trance; Perception 
  +13
  Defense
  AC 22, touch 17, flat-footed 15 
  (+5 armor, +7 Dex)
  hp 77 (7d10+35)
  Fort +8, Ref +14, Will +5
  Defensive Abilities uncanny dodge
  Offense
  Speed 40 ft.
  Melee +1 falchion +15/+10 (2d4+3/18-20 plus 1d8 
  electricity)
  Ranged mwk composite longbow +14/+9 (1d8+2/x3 
  plus 1d8 electricity)
  Special Attacks alacrity, dance of battle, trance powers 
  (feat of agility, rage power [surprise accuracy +2]), whirl-
  ing finesse +1, whirling trance (18 rounds/day)
  
  157
  Spell-Like Abilities (CL 4th; concentration +6)
     3/day—see invisibility
     At will—detect spirits, liberating command
  Covenants another face, dark arcana II (invisibility; DC 
  14), elemental weapons (9 HD; 1d8 electricity), gift of 
  glory II (7 HD; Dex +4, Wis +2)
  Path trickery
  Basic Statistics 
  When not in a trance, the dervish’s statistics are: AC 22, 
  touch 17; hp 71; Fort +7; Ref +13; no another face or 
  dark arcana II, SLA concentration drops by 1; Dex 22, 
  Con 16, Cha 12; Skills Acrobatics +15, Perception +11, 
  Perform (dance) +12.
  Statistics
  Str 13, Dex 24, Con 18, Int 8, Wis 12, Cha 14
  Base Atk +7; CMB +8, CMD 14
  Feats Cleave, Least Covenant Supplicant, Minor Cov-
  enant Supplicant, Power Attack (-2/+6), Supernatural 
  Slayer*, Weapon Focus (falchion)
  Skills Acrobatics +16, Knowledge (religion) +9, Percep-
  tion +13, Perform (dance) +13
  SQ flashing weapons, spirit guide (+3 vs. fey, outsiders, 
  undead), spiritual supplication
  Traits Divinely Warned*, Frenzied Follower (+1 trait 
  bonus to Acrobatics and Perform [dance])
  Languages Common, Sylvan
  Combat Gear potions of cure serious wounds (2), potions 
  of lesser restoration (2); Gear +1 falchion, mwk composite 
  longbow with 20 arrows, +1 mithral chain shirt, belt of 
  mighty constitution +2, cloak of resistance +2, paladin’s kit, 
  353 gp
  
  158
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  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Guy Shearer.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
  Aerial Servant from the Tome of Horrors Complete ©  2011, Necromancer Games, Inc.; Published and distrib-
  uted by Frog God Games; Authors: Clark Greene and Clark Peterson, based on original material by Gary Gygax.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Peterson and 
  Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based 
  on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Covenant Magic: Further Covenants. Copyright 2015, Purple Duck Games; Author: Julian Neale.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Oinodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Brian Jaeger and Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Elemental, Time from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax
  Fehr’s Ethnology: Complete © 2013, Purple Duck Games; Author: Perry Fehr.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Golem, Furnace from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene.
  Golem, Ice from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger.
  Grimstalker from Tome of Horrors II, Copyright 2004, Necromancer Games, Inc.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  
  159
  based on original material by Gary Gygax.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh McCrowell.
  Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Underworld Oracle.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Jade Dragons and Hungry Ghosts © 2001, Green Ronin Publishing; Authors: Wolf¬gang Baur, David “Zeb” 
  Cook, Erik Mona, Leon Phillips, Chris Pramas, and Steven E. Schend.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, 
  Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, 
  Richard Pett, and Stan!
  Kobold Quarterly Issue 11, © 2009, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly Issue 20, © 2012, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly issue 21, © 2012, Open Design LLC., www.koboldpress.com.
  Kobold Quarterly Issue 22, © 2012, Open Design LLC, www.koboldpress.com.
  Kobold Quarterly issue 23. © 2012, Open Design, LLC; www.koboldpress.com.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Legendary IV: Legendary Shields © 2011, Purple Duck Games; Author: Marc Radle.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicholas Ross.
  Legendary Classes: More Covenant Magic, © 2014, Purple Duck Games; Author: Julian Neale.
  Legendary Races: Cyclops, © 2010, Published by Purple Duck Games; Author: Stefen Styrsky.
  Legendary Races: Harpy © 2012, Purple Duck Games; Authors: Josh McCrowell. Additional Writing: Perry Fehr, 
  Sam Hing.
  Legendary Races: Medusa. © 2011, Published by Purple Duck Games; Author: Stefen Styrsky
  Legendary Races: Rakshasa © 2011, Published by Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Midgard Bestiary for Pathfinder RPG, © 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, 
  Michael Kortes, James Mackenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, 
  Christina Stiles, James Thomas, and Mike Welham.
  Midgard Campaign Setting, © 2012, Open Design, LLC; Authors: Wolfgang Baur, Jeff Grubb, Brandon Hodge, 
  Christina Stiles, and Dan Voyce.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: Thomas Baumbach.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  New Paths Compendium. © 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and 
  Jerall Toi.
  New Paths: The Expanded Battle Scion © 2013, Kobold Press; Author: Radle.
  New Paths: The Expanded Gunslinger © 2013, Kobold Press; Author: Crystal Frasier.
  New Paths: the Expanded Monk and Ninja, © 2013, Open Design, LLC; Author: Jerall Toi.
  New Paths: The Expanded Shaman Copyright 2012, Open Design LLC.; Author: Marc Radle.
  New Paths: The Expanded Spell-less Ranger, © 2013, Open Design LLC; Author: Marc Radle.
  New Paths: The Expanded White Necromancer Copyright 2013, Open Design LLC.; Author: Marc Radle.
  New Paths 2: The Expanded Shaman or New Paths Compendium by Kobold Press/Open Design
  Pact Magic Unbound, Vol. 1. © 2012 Radiance House; Authors: Alexander Augunas and Dario Nardi.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, 
  and Sean K Reynolds.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, 
  with Connie J. Thomson and Robert W. Thomson.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing LLC. Author: Rob McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #43: Haunting of Harrowstone. Copyright 2011, Paizo Publishing, LLC, Author: 
  Michael Kortes
  Pathfinder Adventure Path #44: Trail of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett
  Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.
  Pathfinder Adventure Path #50: Night of Frozen Shadows. © 2011, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #51: The Hungry Storm © 2011, Paizo Publishing, LLC; Author: Jason Nelson.
  Pathfinder Adventure Path #52: Forest of Spirits © 2011, Paizo Publishing, LLC; Author: Richard Pett.
  Pathfinder Adventure Path #53: Tide of Honor © 2011, Paizo Publishing, LLC; Author: Tito Leati.
  Pathfinder Adventure Path #54: The Empty Throne © 2012, Paizo Publishing, LLC; Author: Neil Spicer.
  Pathfinder Adventure Path #64: Beyond the Doomsday Door © 2012, Paizo Publish¬ing, LLC; Author: Tito 
  Leati.
  Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth © 2013, Paizo Pub¬lishing, LLC; Author: 
  Wolfgang Baur.
  Pathfinder Adventure Path #80: Empty Graves © 2014, Paizo Publishing, LLC; Authors: Crystal Frasier, with 
  Thurston Hillman, Will McCardell, Rob McCreary, and Amber E. Scott.Pathfinder Advanced Player’s Guide. 
  Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3. © 2011, Paizo Publish-
  ing, LLC; Author: Todd Stewart.
  Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; Author: Mike Shel.
  Pathfinder Campaign Setting: Inner Sea Bestiary. © 2012, Paizo Publishing, LLC; Author: Jim Groves, James 
  Jacobs, Rob McCreary, Erik Mona, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan.
  Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew 
  Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, Jim 
  Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Publishing, LLC; Author: James Jacobs and Russ 
  Taylor.
  Pathfinder Player Companion: Blood of the Moon © 2013, Paizo Publishing, LLC; Authors: Tim Akers, Neal
  Litherland, David N. Ross, and Tork Shaw.
  Pathfinder Player Companion: Faiths of Purity. © 2011, Paizo Publishing, LLC; Author: Colin McComb.
  Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho,
  Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.
  Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, 
  Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.
  Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander
  Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate-
  rial by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner,
  John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn,
  Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben
  McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N.
  Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Book of the Damned © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, 
  Amanda Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley Schneider, Todd Stewart, and Josh Vogt.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Ste-
  phen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner,
  Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman,
  Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-Mac-
  Farland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; Authors: Jesse Benner,
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs,
  Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie,
  Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, 
  Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen 
  KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer.
  Pathfinder Ultimate Magic Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Player’s Guide to the Crossroads, © 2012, Open Design, LLC; www.koboldpress.com.
  Player’s Guide to the Dragon Empire, © 2012, Open Design, LLC; Author: Adam Roy.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Roger Musson.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  
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  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica 
  Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Mike Roberts.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert 
  W. Thomson
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert 
  W. Thomson, with Katheryn Bauer and Sean O’Connor.
  The Book of Drakes, © 2011 Open Design LLC. Authors Adam Daigle and Mike Welham.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan Scott
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and
  Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  The Expanded Elven Archer, © 2012, Open Design LLC; Authors: Charles Lee Carrier, John Ling, Jr., and 
  Nicholas Milasich.
  The Genius Guide To Feats of Battle, © 2010, Super Genius Games. Author: Owen K.C. Stephens
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Tome of Horrors II © Necromancer Games, Inc.; Author: Scott Greene; Additional Authors: Erica Balsley, Kevin 
  Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, 
  Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica 
  Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, 
  Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Time Flayer from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Wayfinder #3 © 2010, Paizo Fans United; Magic of the Inner Sea: Arcanamirium Bond Masters, author Marc 
  Radle
  Wayfinder #5 © 2011, Paizo Fans United; Of Steel and Spell: The Battle Scion, author Marc Radle
  White Pudding from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Zobeck Gazatteer, © 2012, Open Design LLC; Authors: Wolfgang Baur & Christina Stiles.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Open Game Content: All Text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Ultimate Covenant Magic.pdf