TEXT: 1
  Covenant Magic:
  Further Covenants
  
  2
  Covenant Magic:
  Further Covenants
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publish-
  ing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Covenant Magic: Further Covenants is copyright 2014; Purple Duck Games.
  Credits
  Author: Julian Neale
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Art: Publisher’s Choice Quality 
  Stock Art (c) Rick hershey / fat goblin 
  Games
  Interior Art: Gary Dupuis
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  
  3
  Introduction
  This project began after a request by fans for particular 
  new content to expand on the material presented in 
  Legendary Classes: Covenant Magic and Legendary Classes: 
  More Covenant Magic. This book includes 6 new in-
  fluences (dark hedonism, elysian blessings, faith slayer, 
  kyton enlightenment, qlippothic redeemer, and sacred 
  duty), an archetype for mediums (technophobe medi-
  um), and several new covenants, as well as NPCs to use 
  against or alongside PCs.
  Here are some more questions and answers to help users 
  of the covenant magic material.
  Q: Regarding the lifegiver and new sacred duty influenc-
  es, both are effective against undead foes (and the latter 
  also against living opponents), so what’s the difference?
  A: Simple. Lifegiver influence mediums are healers who 
  protect the living while sacred duty influence mediums 
  protect the dead and the places of the dead. Sacred duty 
  influence mediums will also track down creatures that 
  desecrate and/or loot from tombs, necropolises, and the 
  like, and may even seek to bring down organisations 
  of tomb robbers. In an Ancient Egyptian type setting, 
  lifegiver mediums would follow Isis and/or Osiris, while 
  sacred duty mediums would follow Anubis and/or 
  Nepthys.
  Q: In Legendary Classes: More Covenant Magic, you said 
  that a character can’t use the possessed weapon covenants 
  with natural weapons. Can you use those covenants with 
  an amulet of mighty fists?
  A: Yes, but given the increased cost of amulets of mighty 
  fists because they benefit all of a character’s natural 
  weapons, there needs to be a balance. Treat the effective 
  enhancement boost provided by a possessed weapon 
  covenant as being three lower that that provided by the 
  covenant. For example, possessed weapon I provides no 
  benefit other than the intelligent item aspects; possessed 
  weapon II provides a +2 enhancement bonus (or +3 for 
  17 or more patron HD); while possessed weapon III 
  provides a +4 enhancement bonus (or +5 for 20 or more 
  patron HD). The intelligence item aspects are unaffect-
  ed, and possessed by the amulet. 
  Q: How do the new influences relate to certain arche-
  types from Legendary Classes: More Covenant Magic, like 
  the blood shaman, master of the occult, praticos, or 
  revelation medium?
  A: For the most part, it’s common sense. Compare how 
  similar themes, for example chaotic good outsiders or 
  neutral evil outsiders were handled previously. In the 
  case of the master of the occult archetype, recommended 
  constellations for the sacred duty influence are: hero, 
  seer, and tree. For the qlippothic redeemer, any constel-
  lations are fine, except for evil constellations. 
  Q: What is the definition of an occult spirit (per the oc-
  cult influence)? Please include some examples of occult 
  spirits.
  A: An occult spirit is any creature (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 an 
  innate spell-like ability or spell. Example occult spirits 
  include: 
  FEY: norn, nymph, pixie
  OUTSIDER: aeon (pleroma, theletos), agathion (avoral, 
  draconal), angel (astral deva, monadic deva, movan-
  ic deva, planetar, solar), archon (star, trumpet), asura 
  (asurenda, tripurasura), azata (ghaele, lillend, lyrakien), 
  baregara, caulborn, daemon (cacodaemon, ceustodae-
  mon, derghodaemon, hydrodaemon, leukodaemon, me-
  ladaemon, piscodaemon, vulnadaemon), demodand (all 
  varieties), demon (babau, balor, glabrezu, marilith, nal-
  feshnee, quasit), devil (belier, contract, imp, pit fiend), 
  div (aghash, akvan, doru, ghawwas, pairaka), garuda, 
  genie (marid), hound of Tindalos, inevitable (lhaksharut, 
  marut, zelekhut), kami (zuishin), night hag, oni (spirit, 
  void yai), protean (imentesh, keketar), qlippoth (cher-
  nobue, cythnigot, iathovos, thulgant), rakshasa (dan-
  dasuka, maharaja, marai, standard, tataka), sceaduinar, 
  shinigami, shining child, titan (elysian, hekatonkheires, 
  thanatotic), xacarba, yakshas (dvarapala, kubera, yakkha, 
  yakshini)
  UNDEAD: devourer, lich, nightshade (all varieties), 
  some manananggal, tzitzimitl, some vampires, winter-
  wight.
  
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  Dark Hedonism Influence
  Hedonists are people whom believe that pleasure is the 
  only worthy pursuit. Dark hedonists follow that belief 
  too, but take a much more sinister turn. They are utterly 
  selfish and think nothing of inflicting harm upon others 
  or excessive indulgence in pursuit of “pleasure”. More 
  intellectual dark hedonists engage in “games” aimed at 
  causing destruction and misery amongst individuals, 
  groups, organisations, or cultures. These mediums most 
  frequently associate with dark hedonism spirits. Dark 
  hedonism spirits are those creatures which gain pleasure 
  from excessive indulgence or deliberately spreading harm 
  and misery; they include 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, rakta-
  varna, tataka, and standard rakshasa varieties) and yak-
  shas (yakkha, dvarapala, yakshini and kubera varieties*). 
  A medium with the dark hedonism influence can call a 
  dark hedonism 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. At the GM’s 
  discretion, other creatures may qualify as dark hedonism 
  spirits, such as incubi and succubi.
  Bonus Language: Select one of Giant, Infernal or 
  Undercommon.
  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 medium 
  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), provided 
  they are of the enchantment or illusion schools. If the 
  medium has the prolonged spell-like ability or soul-
  touching 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. 
  Recommended Spirit Boons: The following spirit 
  boons complement the dark hedonism influence: 
  prolonged spell-like ability, read minds, soul-touching 
  spell-like ability, spell resistance, steal thought.
  Purple Duck Note: Yakshas are part of the Monsters of 
  Porphyra II patreon project.
  Hedonism
  As noted in the dark hedonism influence description, 
  hedonists are people whom believe that pleasure is the 
  only worthy pursuit. For those who want “normal” 
  hedonism, that can just be regarded as a personality 
  trait. Other influences, such as the seelie or trickery 
  influences are natural candidates for such personality 
  traits. It could be a roleplaying challenge to have a 
  hedonist character for some of the other influences, 
  such as a stony silence influence medium.
  Elysian Blessings Influence
  When a sensitive creature first hears the righteous and 
  sublime beauty of a greater outsider’s music, they expe-
  rience a spiritual awakening that establishes their place 
  in the world as a medium. While many mediums are in-
  fluenced by the benign divine, those most predicated to 
  whimsy find a resonance with azatas (although 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 azata, 
  brijidine azata, ghaele azata, lillend azata, and lyrakien 
  azata. A medium with the elysian blessings influence can 
  call a chaotic good outsider 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.
  Bonus Language: Celestial.
  Trance Covenants: heavenly blade (1st; bane can affect 
  lawful outsiders but not chaotic ones), immortal resilience 
  (5th; cold iron), gift of glory III (Wisdom and Charisma) 
  (9th), azata’s gaze (13th), possessed weapon III (17th).
  Trance Spell-like Abilities: stabilize (1st), expeditious 
  retreat (2nd), see invisibility (4th), tongues (6th), freedom 
  of movement (8th; self only), break enchantment (10th), 
  chain lightning (12th), greater teleport (self plus 50 lb. 
  only) (14th), stormbolts (16th), heroic invocation (18th).
  
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  Fundamental Influence: At 20th level, the medium 
  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: dan-
  ger sense, death-slaying spell-like ability, embrace the soul, 
  forewarned, prolonged spell-like ability, resurrect the fallen, 
  retrieve the wayward soul, spell resistance, stigmata, tran-
  scendant voice, two minds, undead repulsion.
  Faith Slayer Influence
  Mediums of this influence are not merely atheists; they 
  seek to destroy religion. Faith in the gods, temples, 
  divine spellcasters and other servants of the gods are 
  valid targets for those who pursue this influence. Some 
  mediums are subtle and seek their goals through creat-
  ing apathy amongst peoples about religion. Others seek 
  to subvert and corrupt religious organisations, causing 
  discredit and anger. The majority use mostly meth-
  ods of bloodshed and fire, either engaging in outright 
  warfare, or against carefully selected targets, then going 
  into hiding until they hit other targets. These mediums 
  most frequently associate with faith slayer spirits. Faith 
  slayer spirits are those creatures which seek to destroy all 
  religions, as described above; they include asuras (ad-
  hukait, aghasura, asurendra, tripurasura, and upasunda 
  varieties), demodands (shaggy, slimy, stringy, and tarry 
  varieties), and thanatotic titans. A medium with the faith 
  slayer influence can call a faith slayer spirit whose Chal-
  lenge Rating is less than or equal to his medium level 
  with his séance ability even if the creature exceeds his 
  Hit Dice limit. At the GM’s discretion, other creatures 
  may qualify as faith slayer spirits.
  Bonus Language: Select one of Abyssal, Celestial, or 
  Infernal.
  Trance Covenants: faith-stealing strike I (1st), heretical 
  soul (5th), superhuman perfection I (9th), faith-stealing 
  strike II (13th), possessed weapon III (17th). Once the me-
  dium reaches 13th level, faith-stealing strike I is replaced 
  by elemental weapon (acid) as a trance covenant.
  Trance Spell-like Abilities: acid splash (1st), forbid 
  action (2nd), silence (4th), haste (6th), spell immunity 
  (8th), spell resistance (10th), greater forbid action (12th), 
  banishment (14th), greater spell immunity (16th), mage’s 
  disjunction (18th).
  Fundamental Influence: At 20th level, the medium 
  becomes an outsider with the native subtype. If he has 
  the spell resistance boon, the SR is improved to equal 
  CR +15 against divine spellcasters and other servants of 
  deities. He gains immunity to acid, curses, disease, and 
  poison. While in a trance, he gains the evil subtype and 
  any attack he makes counts as evil-aligned for purposes 
  of overcoming damage reduction.
  Recommended Spirit Boons: The following spirit 
  boons complement the faith slayer influence: danger 
  sense, spell resistance, telepathy, two minds.
  Kyton Enlightenment Influence
  Some poor individuals with this influence are chosen by 
  kytons for cruel reasons, being normal people, or even 
  worse, caregivers, targeted as a victim of “experimenta-
  tion” by the kytons. Such mediums often seek to exorcise 
  their influence and often live tragic lives. The majority of 
  these mediums are sadists and masochists, those people 
  that like to inflict pain on others, or themselves, respec-
  tively. Such people draw kyton attention like moths 
  to a flame. Kytons use mediums of this influence to 
  act as their mortal agents in the Material Plane. These 
  mediums most frequently associate with kytons (augur, 
  eremite, interlocutor, ostiarus, sacristan, termagant, and 
  standard kyton varieties), although some also are familiar 
  with other outsiders whom enjoy inflicting, and some-
  times receiving, pain. A medium with the kyton en-
  lightenment influence can call a kyton 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.
  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-
  
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  ow walk (14th), eyebite (16th), mass suffocation (18th).
  Fundamental Influence: At 20th level, the medium be-
  comes an outsider with the native subtype. He gains im-
  munity to cold, fear effects, nonlethal damage, and pain 
  (as described by the lord of pain covenant). The medium 
  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 takes a -4 penalty 
  on all saving throws made to resist the medium’s trance 
  spell-like abilities.
  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. 
  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 enlightened qlippoths think this ap-
  proach 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; such a process results in fewer of those souls 
  heading to the Abyss and to Abaddon, the plane of 
  their hated enemies, the daemons. These enlightened 
  qlippoths don’t care to which planes those mortal souls 
  eventually go to as long as it is not the two previously 
  mentioned. Mediums of this influence seek to convert 
  chaotic evil and neutral evil mortals away from their 
  existing alignments and faiths, and if this is not possi-
  ble then at higher levels simply turn such individuals to 
  stone or worse. These mediums associate with qlippoths 
  (chernobue, cythnigot, gongorinan, iathavos, nyogoth, 
  shoggti, and thulgant varieties), and no other spirits. A 
  medium with the qlippothic redeemer influence can call 
  a qlippoth 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. Mediums of this in-
  fluence summon only enlightened qlippoths when they 
  perform a séance, not those which hold the traditional 
  views towards mortals. Mediums of this influence should 
  be either neutral or chaotic neutral alignments; other 
  alignments are inappropriate for these mediums.
  Bonus Language: Abyssal
  Trance Covenants: timely invigoration (1st), fiendish 
  sight (5th), dimensional stride (9th), superhuman perfec-
  tion 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), imprison-
  ment (18th).
  Fundamental Influence: At 20th level, the medium 
  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 un-
  wanted mind-affecting effects. When any neutral evil or 
  chaotic evil mortal dies within 100 feet of the medium, 
  that soul is treated as a true neutral atheist for purposes 
  of receiving divine judgement; ie. such souls never be-
  come daemons or demons, and do not do to neutral evil 
  or chaotic evil planes.
  Recommended Spirit Boons: The following spirit 
  boons complement the qlippothic redeemer influence: 
  dreamspinner, bouncing spell-like ability, persistent spell-
  like ability, telepathy, two minds.
  Qlippothic Redeemer
  The intent behind this influence is to try something 
  very different for an influence related to an evil out-
  sider race. It fits with their goals- in that successful 
  mediums would reduce the number of potential dae-
  mons and demons created- and without it the influ-
  ence would represent just another evil medium type.  
  Sacred Duty Influence
  People who greatly respect the dead sometimes attract 
  the attention of psychopomps. They could include 
  soldiers, undertakers, lay priests, even people who have 
  lovingly buried family members or pets. These mediums 
  are more prominent in cultures that have very strong 
  traditions of protecting and preserving the dead, and/
  or of fighting hordes of undead creatures. These medi-
  ums 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. A medium with the sacred duty influence can 
  
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  Medium with a 
  Qlippothic Redeemer Influence
  
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  call a psychopomp 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.
  Bonus Language: Select 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 medium 
  becomes an outsider with the native subtype. He gains 
  immunity to death effects, disease, and poison. The me-
  dium’s natural weapons, as well as any weapon he wields, 
  are treated as though they had the ghost touch 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 notice 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, expan-
  sive spell-like ability, forewarned, second sight, spiritual 
  revelation, undead repulsion. 
  Technophobe 
  (Medium Archetype)
  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 
  following spells to his spell list: detect radiation (1st), pro-
  tection 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. 
  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 enter-
  ing a trance. The choice cannot be changed once made, 
  and the trance covenant that the medium loses access to 
  requires a Least Covenant Supplicant feat to gain perma-
  nently.
  Trance Spell-like Abilities: 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). 
     Upon creation, a technophobe medium chooses 3-6* 
  of the above trance spell-like abilities to replace their 
  influence trance spell-like abilities.
     * Player’s choice as to the number of these.
  Seance: A medium with the technophobe influence 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 technophobe spirits replaces whatever spirit 
  type the medium could otherwise call more easily.
  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 vengeful 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 cor-
  ruption of animals and/or fey in those areas, and fey 
  that develop abilities to counter advanced technology. 
  In any case, some technophobe spirits recruit mortal 
  
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  allies to help them combat the threat of advanced 
  technology.
  Technophobe spirits are fey or undead with at least 
  Int 6 or higher and some spells, spell-like or super-
  natural abilities which relate to protecting themselves 
  against or harming advanced technology such as ro-
  bots, lasers and radioactivity. GMs should feel free to 
  swap an existing creature’s spells or spell-like abilities 
  for technophobe spells to create a technophobe spirit; 
  any exchanges should be for equivalent spell levels. 
  For example, there is nothing wrong with replacing 
  a nymph’s summon nature’s ally IV spell with rebuke 
  technology, a pixie’s detect chaos and detect thoughts 
  spell-like abilities with detect radiation and protection 
  from technology, while a ghost spellcaster might have 
  any number of technophobe spells.
  List of New Covenants
  Presented below are 11 new covenants. The list is sorted 
  by the grade of covenant (least, minor, major, greater, 
  superior). Note that for any covenant with an aura or 
  gaze effect, unless otherwise stated that effect aura can be 
  activated or deactivated as a free action.
  Least Covenants
  • 
  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.
  • 
  Faith-Stealing Strike I: You can possibly prevent 
  divine spellcasters from casting for 1 round. 
  • 
  Robot Killer: You are can detect robots and easily 
  overcome their defenses.
  Minor Covenants
  • 
  Heretical Soul: Gain resistance to divine spells and 
  spell-like abilities.
  • 
  Sacred Protection: Gain resistance to the special 
  attacks of undead creatures. 
  Major Covenants
  • 
  Unnerving Gaze: Causes creatures that meet your 
  gaze to possibly become shaken.
  Greater Covenants
  • 
  Faith-Stealing Strike II: Cause divine spellcasters to 
  become shaken and possibly unable to cast spells. 
  • 
  Kyton Recovery: You gain some regeneration (over-
  come by good weapons, good spells, silver weapons), 
  like a kyton. 
  Superior Covenants
  • 
  Lord of Pain: Gain immunity to pain, a nau-
  sea-causing gaze, and the ability to stagger those you 
  strike.
  • 
  Qlippoth Blessings: Gain DR 10/law, a mind-rend-
  ing gaze, and abilities to more easily overcome 
  demons.
  Covenant Descriptions
  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. 
     Patrons: A list of the possible creatures that can form 
  this sort of covenant with your character.
  Dark Hedonist’s Servant [Least]
  Your patron grants you command over a dark hedonism 
  spirit.
  Benefit: This covenant acts as diabolic assistant, except 
  that you can choose a fiendish animal only (not reso-
  lute). When choosing a monster from a higher-level list, 
  you may also choose an oni, rakshasa or yaksha instead 
  of a fiendish animal, if either are options at that higher 
  level. Add the following creatures to the lists of what can 
  be summoned for the purposes of this covenant: Sum-
  mon monster III: raktavarna, spirit oni, yakkha. Summon 
  monster IV: kuwa. Summon monster V: dandasuka, ja noi, 
  yamabushi tengu. Summon monster VI: marai, nogit-
  sune, ogre mage. Summon monster VII: dvarapala yaksha, 
  rakshasa.
  Patrons: Any dark hedonism spirit with at least 2 HD 
  and Int 6 or greater.
  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 
  
  10
  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. 
  Patrons: Any psychopomp with at least 2 HD and Int 6 
  or higher; for example, catrina (6 HD, CR 5), esobok (4 
  HD, CR 3), kere (12 HD, CR 10), memitim (16 HD, 
  CR 15), morrigna (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). 
  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 casting 
  divine spells with your natural attacks or melee weap-
  on(s), that creature must make 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.
  Patrons: Any asura or demodand with at least 2 HD, 
  and Int 6 or higher. 
  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 casting 
  divine spells with your natural attacks or melee weap-
  on(s), that creature must make a Will saving throw or 
  be unable to cast any divine spells for 1d4 rounds and 
  be shaken. If the save is successful, the creature struck 
  is merely shaken for 1 round. At 17 patron HD, your 
  attacks are treated as epic and evil for the purposes of 
  overcoming damage reduction of divine spellcasters and 
  other servants of deities.
  Patrons: Any demodand with at least 13 HD or a than-
  atotic titan. 
  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.
  Patrons: Any asura or demodand with at least 5 HD, 
  and Int 6 or higher.
  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 works in addition to any 
  fast healing you may have. At 17 patron HD, the regen-
  eration improves to 5 (good weapons, good spells, and 
  silver weapons).
  Patrons: Any kyton with at least 13 HD. 
  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. 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 crea-
  ture does not become shaken as well) but the aura has a 
  radius of 40 feet. You are immune to nonlethal damage, 
  as well as to magical effects associated with extreme pain, 
  such as a symbol of pain, an eremite kyton’s pain attack, 
  and similar effects at the GM’s discretion. While in a 
  trance, any creature struck by your melee attacks (wheth-
  er natural or manufactured) must make a Fortitude 
  save (DC 10 + 1/2 patron’s HD + patron Constitution 
  modifier) or become staggered until the end of your next 
  turn; the duration does not stack.
  Patrons: Any kyton with at least 17 HD. 
  Qlippoth Blessings [Superior]
  Your patron invests you with superior defense and abilities 
  to hamper enemies.
  Benefit: As a standard action you can “present your-
  self”; this assaults the senses of all living creatures within 
  30 feet as they believe that you are “really” a horrific 
  and mind-rending shape. Creatures that succumb 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 bonus on caster level checks to 
  
  11
  penetrate the spell resistance of any demon. Your attacks 
  are treated as cold iron and good against demons.
  Patrons: Any qlippoth with at least 17 HD. 
  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, 
  although you must concentrate (a standard action) in 
  order for the detection to take place. This works like 
  detect undead, except that it detects robots instead of 
  undead creatures. You fight robots with weapons, un-
  armed attacks or natural weapons as if those robots had 
  no hardness.
  Patrons: Any technophobe spirit with at least 2 HD, 
  and Int 6 or higher.
  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.
  Patrons: Any psychopomp with at least 5 HD and Int 6 
  or greater. 
  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 unnerving 
  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. You are immune to the unnerving gazes of other 
  kytons (of any type). This is a mind-affecting fear effect.
  Patrons: Any kyton with at least 9 HD and Int 6 or 
  higher, or a standard kyton (HD 8, CR 6).
  Stat Blocks
  Presented are seven stat blocks that illustrate how the 
  covenant magic rules can be used. The stat blocks pres-
  ent various enemies, allies and others who could be rivals 
  or friends to a group of player characters.
     Each stat block is presented with the NPC in a 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; such 
  features are included below with a “*” after their name. 
  Such abilities 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 covenant. Note that the CR calculation as-
  sumes that the various “buff” effects are running, such as 
  divine power, shield of faith and good hope, and the use of 
  Power Attack (where present); the effects of these buffs 
  are not included in the stat block however. Note also 
  that favored class bonuses are not included.
  Human Medium (CR 4; XP 1,200)
  Human medium 4/ranger 1
  NE Medium humanoid (human)
  Init +6; Senses detect spirits; Perception +9
  Defense
  AC 17, touch 12, flat-footed 15 
  (+5 armor, +2 Dex)
  hp 38 (4d8+1d10+10)
  Fort +6, Ref +6, Will +6 (+8 vs enchantment, reroll 1/
  day); +2 bonus vs supernatural abilities
  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)
  Medium Spell-Like Abilities (CL 4th; concentration 
  +7)
    At will (1/trance)–detect magic, mage armor, resist energy
    At-will—bleed (W-DC 13), daze monster (W-DC 14), 
  endurance, expeditious retreat, ghost sound (W-DC 13), 
  know direction, message, mage hand, stabilize
  Covenants nature’s weapons, elemental weapon (cold; 2 
  HD)
  Influence draconic (white)
  Basic Statistics When not in a trance, the medium’s sta-
  tistics are: hp 28; Fort +2; 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)
  
  12
  Languages Common, Draconic
  SQ spirit boons (heighten spell-like ability, 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 
  Centaur Druid (CR 6; XP 2,400)
  Centaur druid (animist druid) 5
  N Large monstrous humanoid
  Init +8; Senses darkvision 60 ft., detect spirits; Percep-
  tion +13
  Defense
  AC 18, touch 13, flat-footed 14 
  (+4 armor, +4 Dex, +1 natural, -1 size)
  hp 66 (5d8+4d10+18)
  Fort +8, Ref +10, Will +12; +4 vs fey magic
  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 sponta-
  neous 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 Medium (CR 6; XP 2,400)
  Tiefling medium 7
  CN Medium outsider (native)
  Init +3; Senses darkvision 60 ft., detect spirits; Percep-
  tion +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)
  Medium Spell-Like Abilities (CL 7th; concentration 
  +10)
     At will (1/trance)–detect law, detect magic, displace-
  ment, mirror image
     3/day—divine favor, scare (W-DC 15), shield of faith
     At-will—daze (W-DC 13), detect poison, expeditious 
  retreat, faerie fire, hypnotism (W-DC 14), 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
  Basic Statistics When not in a trance, the medium’s sta-
  tistics 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
  
  13
  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
  Dwarf Medium (CR 9; XP 6,400)
  Dwarf medium (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-
  like abilities
  Defensive Abilities +4 dodge bonus to AC vs giants, 
  plus in trance: DR 3/cold iron, Immunity 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*
  Medium Spell-Like Abilities (CL 10th; concentration 
  +15)
     At will (1/trance)–calcific touch (F-DC 19), detect radi-
  ation, rebuke technology (F-DC 20), resistance, stone call, 
  stone shape
     3/day—confusion (W-DC 18), eagle’s splendor, good 
  hope
     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 medium’s sta-
  tistics are: hp 78; Fort +7; no trance covenants or trance 
  SLAs, SLA and psychic assault save DCs and concentra-
  tion 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 
  assault, transcendent voice), spirit guide, weapon famil-
  iarity
  Combat Gear 20 crossbow bolts, potions of barkskin +3 
  (3) and cure light wounds (7), wand of remove radioac-
  tivity (10 charges); Gear battleaxe, mwk light crossbow, 
  +1 mithril shirt, cloak of resistance +1, pouch with 77 gp 
  worth of mixed coins
  Green Hag Medium (CR 10; XP 9,600)
  Green hag medium 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 (9d8+9d10+36)
  Fort +10, Ref +15, Will +15
  SR 16, plus in trance: DR 3/cold iron, Immunity magi-
  cal aging effects
  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
  Medium Spell-Like Abilities (CL 9th; concentration 
  +15)
     At-will (1/trance)—disfiguring touch (W-DC 18), hal-
  
  14
  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 medium’s 
  statistics are: Init +3; AC 21, touch 13; hp 93; Fort +8, 
  Ref +12; 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
  Tengu Medium (CR 13; XP 25,600)
  Tengu medium 14
  NE Medium humanoid (tengu)
  Init +11; Senses low-light vision, detect spirits; Percep-
  tion +22
  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, plus in 
  trance: +5 bonus on saving throws against divine spells 
  or spell-like abilities cast by servants of a deity
  Defensive Abilities improved uncanny dodge, 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. spirits), item activation*, magic circle against spir-
  its* (1/day, 14 days), quell spirits* (W-DC 25, 8/day), 
  séance*
  Spell-Like Abilities (CL 14th; concentration +22)
     At-will (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, good hope, greater magic 
  weapon, 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 armour 
  II (13 HD; +3/+3), gift of glory II (17 HD; +4 Wis, +4 
  Cha)
  Influence faith slayer
  Basic Statistics When not in a trance, the medium’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 20, 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
  Language 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
  
  15
  Human Medium (CR 17; XP 102,400)
  Human medium 18
  LE Medium humanoid (human)
  Init +11; Senses detect spirits; Perception +25
  Defense
  AC 27, touch 13, flat-footed 24 
  (+11 armor, +3 Dex, +3 natural)
  hp 228 (18d8+144); fast healing 1, plus in trance: 
  regeneration 5 (good weapons, good spells, and silver 
  weapons)
  Fort +18, Ref +14, Will +16
  SR 29; plus in trance: DR 4/silver, Immunity magical 
  aging effects, nonlethal damage, pain
  Offense
  Speed 30 ft.
  Melee +3 dagger +20/+15 (1d4+9/19-20) and +3 dagger 
  +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 26), 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), 
  séance*
  Spell-Like Abilities (CL 18th; concentration +26)
     At-will (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), good hope, invisibility, major curse 
  (W-DC 23), power word blind, read magic, resistance, 
  rope trick, sending, shield of faith, sift
  Covenants frightful violence, immortal resilience (sil-
  ver), kyton recovery, lord of pain, unnerving gaze, armed 
  with cruelty (13 HD; +3), imbued armour III (15 HD; 
  +5/+5), gift of glory II (7 HD; +2 Wis, +4 Cha), superhu-
  man perfection I (9 HD)
  Influence kyton enlightenment
  Basic Statistics When not in a trance, the medium’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
  Language 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, jewellery (worth 
  1,800 gp), pouch with 241 gp worth of mixed coins and 
  gems
  Errata for 
  Legendary Classes: 
  More Covenant Magic
  • 
  Spirit Boon Table, page 10. Undead Repulsion 
  grants Turn Undead as a bonus feat, Undead Servi-
  tude grants Command Undead.
  • 
  Dwarf Medium, page 26. Should have Sylvan as an 
  extra language.
  • 
  Legendary Elf Medium, page 31-32. Replace the 
  danger sense, spell resistance, spirit ward and telepa-
  thy spirit boons with the cloak of darkness and many 
  forms revelations. Replace the Extra Spirit Boons 
  feats with Flexible Spell-Like Ability (2; level 5 and 
  6). Replace the owl’s wisdom and restful sleep spell-
  like abilities with find traps and freedom of movement.
  
  16
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  “Wizards”). All Rights Reserved.
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  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
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  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. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  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 Thur-
  ston Hillman, Will McCardell, Rob McCreary, and Amber E. Scott. 
  Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3. © 2011, Paizo Publishing, 
  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 Good-
  all, Jonathan Keith, Colin McComb, and Rob McCreary. 
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Publishing, LLC; Author: James Jacobs and Russ 
  Taylor.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material 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, Sa-
  vannah 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 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 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 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 Magic. © 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.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Guy Shearer. 
  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, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  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.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax. 
  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.
  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.
  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, Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; 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, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Rik Shepard. 
  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, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Simon Muth. 
  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, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  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, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by 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 distributed 
  
  17
  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
  Golem, Furnace from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene.
  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, Revised, © 2002, Necromancer Games, Inc.; 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 Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; 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. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  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. 
  Grippli 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.
  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, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author 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.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra 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 Philip Masters.
  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. 
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax. 
  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.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  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. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  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. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 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 Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  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.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  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. 
  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. 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Neville White.
  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.
  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.
  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. 
  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.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors
  Scott Greene and Patrick Lawinger.
  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 Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
  based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax. 
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
  Anger of Angels. © 2003, Sean K Reynolds.
  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.
  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!
  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.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  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.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  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 Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook..
  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, Robert J. 
  Schwalb. 
  Tome of Horrors. Copyright 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.
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Fehr’s Ethnology: Complete © 2013, Purple Duck Games; Author: Perry Fehr.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh McCrowell.
  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
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: Thomas Baumbach.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicholas Ross.
  Legendary Classes: More Covenant Magic, © 2014, Purple Duck Games; Author: Julian Neale.
  Covenant Magic: Further Covenants. Copyright 2015, Purple Duck Games; Author: Julian Neale.
  Pathfinder is a registered trademark of Paizo Publish-
  ing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compati-
  bility for more information on the compatibility license.
  Open Game Content: All text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Covenant Magic - Further Covenants.pdf