Knowledge of the Ancients
Prerequisites: Sage of Earth, Knowledge (Nature) 9 ranks
Benefits: You may sacrifice a prepared spell as a standard action. You animal companion, as long as they are within 30 feet of you, gain the ability to cast that spell, as a spell like ability, using your caster level and ability score modifiers. They may use the spell like ability once before it fades away and cannot be cast again. If they do not use it before the encounter ends, the spell fades, and the spell is wasted, unused. The animal need not complete any verbal or somatic components of the spell, but if the spell has a material component, experience cost, or focus, you must provide those. The animal need not touch or interact with said material components in order to cast the spell.

Spirit Warder
Prerequisites: Spirit Binder, Knowledge (Nature) 9 ranks
Benefits: You gain access to the Winter, Summer, Spring, Autumn, Beast, Fae, and Nature vestiges. You must still have access to the Vestige level that corresponds with the Vestige that you want to bind in order to bind it.
Spoiler
Show
Winter
Spoiler
Show
Winter
Vestige Level: 3rd
Binding DC: 20
Special Requirement: No

Manifestation: A great icicle rises up from the rune, and the air grows furiously cold.

Sign: Your skin grows deathly cold, and your hair grows icicles and droplets of frost.

Influence: Whenever you see a single, living plant that is not greater than one foot in height, you must kill it. The exception to this is if you are within a forest, but you take a -2 penalty to all d20 rolls while within the confines of a forest. Your personality becomes commanding, chilly and distant.

Granted Abilities:
Frost Form (Su): You gain Damage Reduction 3/Bludgeoning, and any natural or touch attack that successfully hits you causes the attacker to take 2 Cold damage.

Chilly Breath (Su): As a standard action, you may breathe a blast of frost, that hits all creatures in a 30 foot cone. All creatures in the effect must make a Reflex save (DC 10 + 1/2 EBL + Constitution) or take 1d4 Cold damage per two Effective Binder Levels you possess. Creatures who take damage from this effect also have their movement speeds reduced by 5 feet for 3 round. After using this ability, you must wait 1d4+1 rounds before using it again. This ability counts as a breath weapon for the effects feats and abilities.

Ice Queen’s Gaze (Ex): You gain a +3 Competency bonus to Intimidate, Spot, Search, and Sense Motive checks.

Aura of Freezing Cold (Su): You reduce the temperature around you (within 5 feet of you) by 30 degrees, and the temperature within 30 feet of you by 15 degrees. All opponents within 20 feet of you take a -2 penalty to all attack and damage rolls, as well as a -1 penalty to all Strength and Dexterity based skill checks, as the air around them freezes. You may turn off this aura as a swift action, or turn it back on again as a swift action.


Summer
Spoiler
Show
Summer
Vestige Level: 3rd
Binding DC: 20
Special Requirement: No

Manifestation: A great ray of sunlight shines upon the rune, the air growing much warmer than normal, and small shoots and plants grow out of the ground around the rune.

Sign: Your skin becomes fever-hot to the touch, although it doesn’t actually affect your health. Vines and roots curl and intertwine into your hair.

Influence: You must protect any plants or animals you see being harmed, as long as doing so is within your ability. You become outgoing, energetic, and warm in your demeanor, and shun cold and chill.

Granted Abilities:
Heat of Life (Su): As a swift action, you may surround yourself with shimmering heat. All creatures that enter within 5 feet of you take 1 Fire damage, and an additional 1 Fire damage every round that they remain within 5 feet of you. This effect lasts for 2 rounds. After the effect fades, you must wait 3 rounds before using it again.

Anger of the Summer Sun (Ex): You gain a +2 Competency bonus to Attack and Damage rolls.

Silver Tongue (Ex): You gain a +3 Competency bonus to all Bluff, and Disguise checks, and may speak up to four extra languages that you do not speak. You must decide those languages upon binding Summer.

Beam of Light (Su): As a standard action, you may shoot a beam of light at an opponent within 20 feet. This is a range touch attack. If it hits, that target takes 6d6 Fire damage, and must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or become Blinded, as the condition, for one round. After using this ability, you must wait 5 rounds before using it again.


Spring
Spoiler
Show
Spring
Vestige Level: 3rd
Binding DC: 20
Special Requirement: No

Manifestation: A small shower falls only on the rune, and the air around the rune becomes damp. A single flower grows out of the center of the rune.

Sign: Your skin is incredibly damp to the touch. Small plants spring up where you step.

Influence: You must provide water to any plants that you can see, as long as it is within your ability. Your personality becomes young, joyous, and effervescent.

Granted Abilities:
April Showers (Su): As a move action, you may summon 3 gallons of water. It appears within 5 feet of you. You may hold it, as a swift action each round, and it remains as a one foot diameter sphere of water, floating about shoulder level above the ground, until you decide to release it. You may release it as a free action.

New Life (Su): You gain Fast Healing 6.

Empathy (Ex): You gain a +3 Insight bonus to Diplomacy, Sense motive, and Handle Animal checks.

Renewal: As a standard action, you may grant one ally within 30 feet of yourself an extra Saving throw of their choice to remove a condition that is currently affecting them. The DC for this effect is (10 + 1/2 HD of the Creature that Forced the Condition + That Creature’s Charisma modifier). If no creature directly forced the condition upon the ally, the DC is 25. This ability may not be used to remove the Dead, Ability Damaged, Ability Drained, Energy Drained, or Grappling conditions. After using this ability, you must wait 5 rounds before using it again.


Autumn
Spoiler
Show
Autumn
Vestige Level: 3rd
Binding DC: 20
Special Requirement: No

Manifestation: A strong breeze flows around the rune, creating a small funnel cloud.

Sign: You constantly have breezes and winds flowing around you, even in the tightest of spaces, or at unnatural times.

Influence: You may not assist any creature that is dying or close to dying in order to bring them back to life. You may allow others to, but cannot yourself.

Granted Abilities:
Shocking Blast (Su): As a standard action, you may create a blast of electricity damage centered on a single point within 30 feet of yourself. The blast deals 4d6 Electricity damage to all creatures within 10 feet of that point. Those creature must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or be dazed for 1 round. After using this ability, you must wait 5 rounds before using it again.

Shifting Leaves (Ex): You gain a 10% miss chance against all melee and ranged attacks, as leaves swirl and shift around you.

Harvest (Ex): You deal an extra +3d6 damage against creatures who have less than half of their Hit Points remaining.

Child of the Red Orchard (Ex): You gain a +3 Competency bonus to all Hide, Move silently, Escape Artist and Tumble checks.


Beast
Spoiler
Show
Beast
Vestige Level: 5th
Binding DC: 25
Special Requirement: Yes

Special Requirements: You must place a small flank of meat upon the rune, so as to draw out the beast.

Manifestation: Invisible jaws devour the meat, and a grinning, fanged, gaping muzzle appears, as if sliding out from behind invisible curtains. You catch a glimpse of yellow eyes before the beast disappears. A single paw print remains on the rune.

Sign: Your ears grow pointed, your eyes shift together, your teeth grow sharp, and your eyes become yellow. Your fingernails grow pointed and sharp, like claws.

Influence: You must mark any territory you feel you have “acquired” from an owner-- by putting your musk on it, or by somehow defecating upon it.

Granted Abilities:
Tear and Rend (Ex): You gain 2 claws that deal 1d6 damage each. As a standard action, you may make a melee attack with both claws against one opponent. If they both hit, the opponent begins bleeding. They take an additional amount of damage each round equal to 1d6 plus your Strength modifier, for 3 rounds. After using this ability, you must wait 5 rounds before using it again.

Eyes of the Beast (Ex): You gain a +3 Competency bonus to all Spot, and Listen checks. You gain Darkvision out to 30 feet.

Feral Strength (Ex): You gain a +6 bonus to your Strength and Constitution score.

Seek (Ex): You gain the Scent ability, and you gain a +2 Competency bonus to Survival checks made to track a creature. This bonus increases to +4 if the creature has less than their full Hit Points.

Child of Night (Su): As a move action, you may gain the effects of the Invisibility spell for 3 rounds. After the effect fades, you must wait 3 rounds before using this ability again.


Fae
Spoiler
Show
Fae
Vestige Level: 7th
Binding DC: 30
Special Requirement: Yes

Special Requirements: You must have come into peaceful contact with a creature of the Fey type before. You must place a single strand of bluebell flowers upon the rune.

Manifestation: Small glittering lights shimmer and flutter around the flower. Little, exquisite voices whisper indecipherable words, and the bluebells grow roots into the rune. A hand appears, a blue as if formed of sky, and caresses the flower, before disappearing.

Sign: Your eyes turn a deep, deep blue. Bluebell flowers grow into your hair, and you grow graceful and beautiful if you had once been not so.

Influence: If you are aware of a law that governs a community or town, you must follow that law to the letter. You may not enter a residential home without permission of those who reside within. You may not willingly touch iron or steel.

Granted Abilities:
Patron of the Court (Ex): You gain a +4 Competency bonus to all Charisma related skills.

Grace of the Eladrin (Ex): You gain a +8 bonus to your Dexterity and Intelligence scores.

Silent as Moonlight (Su): As a standard action, you may create an area of Silence, as the Silence spell, for 3 rounds. After the effect fades, you must wait 3 rounds before using it again.

Fae Step (Su): As a move action, you may teleport to any location within 30 feet of yourself. All creatures within 10 feet of the location where you materialize become Dazzled, as the condition, until the end of the encounter. You do not provoke attacks of opportunity for movement 1 round after teleporting in this way. After using this ability, you must wait 5 rounds before using it again.

Star Strike (Su): As a standard action, you may make a single melee attack. If you hit, the attack deals normal damage, and the target of the attack must make a Will save (DC 10 + 1/2 EBL + Charisma modifier) or become Confused, as the condition, for 3 rounds. After using this ability, you must wait 5 rounds before using it again.


Nature
Spoiler
Show
Nature
Vestige Level: 8th
Binding DC: 36
Special Requirement: Yes

Special Requirements: Must have made peaceful contact with an Elemental of each kind of element. You must place some small portion of fire, water, air, and earth on the rune, or some representation thereof (E.G. coal, a sponge, quartz, and a sprinkle of dirt could replace fire, water, air, and earth respectively).

Manifestation: All of the elements mix together and form a vortex of matter that rises to form a great tree. The tree is constantly shifting, constantly churning and forcing its way back in on itself. The leaves are tiny flames, globes of water, whirling balls of air, and round stones that hang lightly from the elemental branches. Your gaze cannot seem to fall upon the tree directly, its majesty just too much for your eyes. You blink, as the tree grows bright, and when you look back, it is gone. Left in its stead is a tiny black ball, almost as round as your fist. As you lean down to touch it, it fades away, but leaves a tiny mark on your forearm, like a leaf (the marks are permanent, and cannot be removed by any means. If a Druid were to try to remove its skin and flesh to remove the mark, they would find it imprinted into the bone). If you do not have a forearm to imprint, it instead marks your face.

Sign: Your eyes glow in a pattern of colors, shifting from red to blue to yellow to green every few seconds.

Influence: You may not willingly kill a creature of the Elemental, Beast, or Fey type.

Granted Abilities:
Lady of Storms (Su): As a full round action, you may summon a great storm. The storm lasts for 3 rounds. It takes up an area of 30 feet by 30 feet, and 20 feet high. Any creature who flies in the storm must immediately drop to the ground or take 4d6 Bludgeoning damage per turn. All other creatures take 2d6 Bludgeoning damage per turn. Once per round, you may direct a bolt of lightning to strike an opponent. Doing so is a move action. That opponent must make a Reflex save (DC 10 + 1/2 EBL + Charisma modifier) or take 7d6 Electricity damage. If they make the save, they take half damage. The bolt also deals 3d6 Electricity damage to all creatures within 10 feet of the creature the bolt was directed at. After the storm fades, you must wait 5 rounds before using this ability again.

Endless Bounty (Su): As a move action, you may fill your ally’s bellies with delicious food and drink, boosting their spirits. All allies within 20 feet of you gain a +4 bonus to an ability score of their choice, and Fast Healing 10 for 3 rounds. After the effect has faded, you must wait 3 rounds before using this ability again.

Pure Creation (Su): As a standard action, you may fire off a bolt of pure energy at an opponent within 30 feet, as a ranged touch attack. It deals 10d6 damage, which is divided evenly into Acid, Cold, Electricity, Fire, and Sonic damage. The creature must make a Fortitude save (DC 10 + 1/2 EBL + Charisma modifier) or become dazed for 1 round. After using this ability, you must wait 5 rounds before using it again.

Mother’s Kindness (Ex): You gain a +4 Competency bonus to Diplomacy, Heal, Listen, Spot, Sense Motive, and Handle Animal. You gain Telepathy out to 20 feet.

Solidarity of Earth (Ex): You gain a +4 bonus to resist Grapple, Trip, Disarm, Bull Rush, Feint, and Overrun attempts, as long as you are standing upon solid ground.


Mystic Style
Prerequisites: Arcane Fist, Spellcraft 11 ranks
Benefits: You may cast a spell that you have available to you through the Arcane Fist class feature as a swift action after making a full attack. In addition, you gain a bonus to attack and damage rolls after casting a spell that you gained from the Arcane Fist class feature equal to the level of the spell, for up to two rounds after casting the spell. Finally, you gain spell resistance equal to your ECL +13.

Companionship
Prerequisites: Animal Companion, Bardic Music, Perform 9 ranks, Handle Animal 9 ranks
Benefits: You may choose one song you can perform through the bardic music. You animal companion automatically gains the benefits of that song, permanently affecting them, as if you were constantly playing it but only they could hear. You may change which songs the animal companion benefits from as a ten minute ritual, that involves petting, stroking, whispering to, or otherwise interacting with the animal companion. If you have more than one animal companion, you must choose a different song for each animal companion. The benefits of one song do not stack with each other, for this purposes of this feat.

Invisible Stalker
Prerequisites: Ethereal Hunstman, Hide 12 ranks
Benefits: You may become invisible outside of combat at will, but it becomes normal invisibility outside of combat. In addition, you are affected by a silence effect, which affects your square, and up to three squares adjacent to your own square. These effects are purely extraordinary stealth, and are not affected by Dispel Magic or Anti-magic Field. You may turn off the silence effect or change the squares that are affected as a swift action.

True Death
Prerequisites: Truebane Pursuant, Base Attack Bonus +12, Favored Enemy
Benefits: By spending two uses of the Truebane Smite, you may make a melee attack against an opponent, as a full round action. A regular opponent takes double damage from the smite. A favored enemy must make a Fortitude save (DC 10 + 1/2 ECL + Wisdom modifier) or die. If they make the save, they take the normal damage of the smite. If they are immune to Death Effects or Fortitude saves, they must make a Reflex save or be destroyed. If they make the save, they take the normal smite damage.