Constellation Aspects

Below is the list of constellation aspects available to occultists. An occultist cannot possess aspects from opposing constellations. For example, although an occultist may bind to a dragon spirit and a hero spirit at once, he or she cannot have both a dragon aspect and a hero aspect at the same time.

Constellation aspects act like spirits in all regards. Treat the aspects as granted abilities for all purposes. All abilities granted through constellation aspects are supernatural abilities, even if they act like spells, spell-like abilities, or extraordinary abilities. A constellation aspect that acts like a spell uses the occultist’s binder level as the caster level for the effect. A constellation aspect ends when the pact that allowed the binder to call upon it ends (such as when a binder uses the Expel Spirit feat). A character cannot select the same constellation aspect more than once, even if the aspect might apply to a different skill, statistic or so forth.

++Angel Aspects

Select from among the following options.

  • You gain DR 1/evil as an immediate action. This DR lasts for 1 round or until you take damage.
  • You shed light as a torch as a standard action for 1 minute per binder level you possess.
  • You shed tears on an adjacent dying creature as a standard action, immediately stabilizing it.
  • You anoint 1 weapon or 1 round of ammunition that you touch with blood as a move action, causing the item to be treated as a good-aligned weapon for the purpose of overcoming damage reduction until the end of your next turn or until you make an attack.

Beast Aspects

Select from among the following options.

  • Select 1 specific type of animal (a lion, tiger, bear, or such). You can speak with animals of that type.
  • You gain low-light vision. If you already have lowlight vision, the range of your low-light vision is doubled, allowing you to see four times as far in dim or shadowy conditions.
  • Your Constitution score is treated as being 4 points higher for the purpose of determining how long you can hold your breath.
  • You gain a +3 insight bonus on Stealth checks.

Dark Beyond Aspects

Select from among the following options.

  • As an immediate action, you cause the next attack or spell made against you during the turn is activated to have a 10% chance to be negated.
  • You can use dancing lights at will.
  • You gain a +2 insight bonus on Will saves against mind-affecting abilities.
  • You can use touch of fatigue at will.

Dragon Aspects

Select from among the following options.

  • You gain a +3 insight bonus on Intimidate checks.
  • You grow supernatural scales as an immediate action. The scales grant a +1 natural armor bonus to AC for the duration of the pact. This bonus applies on touch attacks and while flat-footed.
  • Select acid, cold, electricity, or fire. As an immediate action, you gain energy resistance 5 against the selected energy. This resistance lasts for 1 round or until you are attacked.
  • Select acid, cold, electricity, or fire. Your weapon attacks and supernatural abilities deal 1 additional point of damage of the chosen energy type.

Fiend Aspects

Select from among the following options.

  • You gain DR 1/good as an immediate action. This DR lasts for 1 round or until you take damage.
  • You channel malicious intent as a standard action, causing an adjacent stabilized creature with 0 or fewer hit points to resume dying.
  • You cause a Fine sized object within 30 feet to catch ablaze as a standard action.
  • You burn an enemy with a ray of fire; dealing 1d3 points of fire damage on a range touch attack and 1 point of splash damage to all creatures adjacent to the target on a successful hit. This ability has a range of 30 feet.

Hero Aspects

Select from among the following options.

  • As a standard action, grant 1 ally within 30 feet a +1 insight bonus on its next attack roll, skill check, or saving throw. You cannot select yourself.
  • At the start of your turn, if you have no temporary hit points you gain 1 temporary hit point.
  • You gain +3 hit points for the duration of the pact.
  • Your Constitution score is treated as being 4 points higher for the purpose of how many negative hit points you may accrue before dying.

Mage Aspects

Select from among the following options.

  • Select acid, cold, electricity, or fire. You can make a ranged touch attack as a standard action that deals 1d3 points of damage of the chosen energy type. This ability has a range of 30 feet.
  • You use read magic at will.
  • You write with a touch. This functions as an arcane mark, except you can write entire words and sentences solely by touch. You can write as many words as you could send via a message spell as a standard action.
  • The presence of a spirit distorts reality around you. This anomaly grants you a +2 insight bonus on saving throws against spells and spell-like abilities.

Noble Aspects

Select from among the following options.

  • You gain DR 1/chaos as an immediate action. This DR lasts for 1 round or until you take damage.
  • Select 1 creature within 30 feet. As a standard action, your splendor causes the target to take a -1 penalty on attack rolls, skill checks, or saving throws for 1 round (your choice) unless it succeeds on a Will save.
  • Select 1 creature within 30 feet. As a standard action, you imbue the target with gracelessness, causing it to become entangled for 1 round unless it succeeds on a Reflex save.
  • You gain a +3 insight bonus on Diplomacy checks or Intimidate checks (your choice).

Seer Aspects

Select from among the following options.

  • As an immediate action, you gain a +1 insight bonus to AC. This bonus lasts for 1 round or until you are attacked.
  • You always know which direction is north. You act as if you were under the effects of know direction.
  • Whenever you make an initiative check, you may reroll your result once but with a -2 penalty. Use the new result even if it is worse than the original.
  • When making initiative checks, you can choose to substitute the result of your d20 roll with a result of 10. If you do so, do not add your Dexterity bonus to determine your initiative (but apply other bonuses as usual).

Scholar Aspects

Select from among the following options.

  • Select 1 skill. The whispering of spirits allows you to use that skill untrained for the duration of the pact.
  • Select 1 skill. The insight of spirits allows you to add the skill to your list of class skills for the duration of the pact.
  • Select one language. The tongues of spirits grant you the ability to read, write, and understand that language for the duration of the pact.
  • You can retrieve non-magical books, scrolls, and other writings as a move action instead of a full-round action.

Skull Aspects

Select from among the following options.

  • Your touch causes fresh foods and clean water to immediately spoil, allowing you to putrefy 1 cubic pound of food or water per binder level you possess as a standard action.
  • You can disrupt undead, as the spell, at will.
  • Your hands become frigid with the chill of death, allowing you to deal 1d3 points of cold damage as a standard action and place a -2 penalty to Strength on the touched creature for 1 round. This penalty does not stack.
  • You can evoke ghastly noise as if using ghost sound.

Thief Aspects

Select from among the following options.

  • You gain DR 1/law as an immediate action. This DR lasts for 1 round or until you take damage.
  • Once per turn as a swift action you can force 1 creature to make a Will save. On a failed save, that creature is treated as your ally and not your enemy’s ally when determining flanking for 1 round.
  • You deal 1 extra point of damage when attacking a flat-footed foe or a foe that you flank.
  • You gain a +4 insight bonus on Bluff checks.

Tree Aspects

Select from among the following options.

  • As an immediate action, you gain DR 1/cold iron. This DR lasts for 1 round or until you take damage.
  • As a standard action, you create a single goodberry to grow from nothing in your hand.
  • As an immediate action you gain a +2 insight bonus to your CMD against trip and bull rush combat maneuvers. This lasts until the effect is ended with a move action, but while you gain this benefit your speed is reduced by half.
  • Your touch causes rotted flesh and plants to return to purity, allowing you to refresh 1 cubic pound of food or water per binder level you possess as a standard action.
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