Arturius

The Sleeping King

This legendary king was dethroned by a usurper, his bastard son. Arturius grants his fabled skill at arms to those whom he deems worthy of his inheritance

Summoning Rules

Spirit Level: 5th
Constellation: Hero
Binding DC: 23
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You possess a masterwork longsword, which you stab into the ground during Arturius’s ceremony.
  • You curse the lineage of Arturius’s usurper as part of the ceremony, which requires 10 ranks in Knowledge (nobility).
  • Arturius’s seal is drawn within 10 feet of a natural barrow.

Ceremony: You rub a muddy mixture of kingly oil and clods of dirt over your arms, legs, and face.
Manifestation: When your limbs and face are covered in mud, the muck is pulled from your body, forming the likeness of a crowned knight in rusty armor and tattered clothing, eager to bind to your soul.

Legend

Legends speak of a mythological king known as Arturius who was given the divine right to rule as a child. Born the youngest son to a petty noble, Arturius claimed his destiny when he drew a mythological blade from where it was stuck in a formation of rock. Though his rule was kind and just at first, the gods grew angry with Arturius as he grew fat from debauchery until finally he sired an illegitimate son. Though Arturius ordered all babes of that year drowned, the son survived and grew to slay his father and end his reign. Arturius no longer enjoyed the blessing of the gods. Arturius was buried within a barrow hidden from time, the legend a testament to the corruptibility of men.

Granted Abilities

Major Granted Abilities

  • Skill at Arms: As a swift action, you increase the damage done by your weapon and supernatural attacks by 3d6+3 until the end of the turn. At 13th level, the bonus damage increases to 4d6+4, and at 17th level the bonus damage increases to 5d6+5. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: While you benefit from skill at arms, creatures struck by your weapon and supernatural attacks must make a Fortitude save or fall prone. A creature need only make this save once per round when you attack it in this manner.

Minor Granted Abilities

  • Inspire Courage: You gain the ability to inspire courage in your allies as if you were a bard of ½ your binder level. This benefit stacks with any bard levels you possess, up to your character level. You have a number of daily rounds of inspire courage equal to your Charisma bonus + ½ your binder (minimum 1).
  • King’s Dancing Blade: You gain the ability to summon or dismiss a dancing sword as a move action. This weapon is a +1 dancing longsword. At 9th level and every 2 binder levels thereafter, the blade’s enhancement bonus increases by +1 (maximum +5). After the weapon’s 4 rounds have ended, it disappears. You may only have 1 dancing blade active at a time.
  • Royal Pleasantries: You gain an insight bonus on Diplomacy and Knowledge (nobility) checks equal to ½ your binder level.
  • Corpsewhisper: If you speak a creature’s full name as a full-round action you can send it a message that is no more than 25 words long. The creature you message must be within 5 miles of you per binder level you possess and you can only use this ability once every hour.

Signs and Influence

Physical Sign: Your equipment appears rusted and smudged with grime no matter how much you attempt to clean it. Whenever you activate one of Arturius’s granted abilities, your muscles surge with strength.
Personality: You are suspicious and jealous of everyone around you, though you act courteous and chivalrously, even to those below your station.
Favored Ally: Fey (any)
Favored Enemy: Humanoid (humans)

Vestigial Companion

You gain the service of a faerie dragon familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as chaotic good for the purpose of adjudicating the familiar. This ability replaces king’s dancing blade.

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