Mute Sylvus

Sole Survivor

Mute Sylvus speaks to no one, but those who manage to call forth this troubled survivor are gifted with his hunting prowess.

Summoning Rules

Spirit Level: 2nd
Constellation: Tree
Binding DC: 17
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • Sylvus’s seal is drawn in the heart of a deep wood.
  • You are an elf or half-elf, or you make hunting calls during manifestation, which requires 2 ranks in Profession (hunter).
  • You place the beak of a monstrous bird in the center of the seal. The beak is consumed during manifestation.

Ceremony: You call Sylvus’s name which echoes several times before fading away to the manifestation.
Manifestation: You feel a cold gaze upon you before suddenly experiencing flashes of the terror and panic that Sylvus and his sons felt before returning to realty. Then Sylvus appears and stands diligently before you.


Would-be elven rangers are told the story of the infamous ranger Sylvus as a warning to the perils of their profession. Sylvus, according to the tale, was an elven ranger who hunted game for his village. Although Sylvus knew crossing the river east of his home was dangerous, he wished to show his skills off to his sons and convinced the hunters to find game beyond the river. On the first night’s camp, the hunters were besieged by large, feathered monsters and many of their kin were dragged off into the night, never to be seen again. By the second night, only Sylvus and his sons remained, huddled in their tent. They tried to flee at first light, but the hideous bird-demons returned, snatching away Sylvus’s oldest sons and leaving the youngest and his father to recount the tale. Sylvus was eternally haunted by what he saw and never spoke another word again, his soul too traumatized by loss.

Granted Abilities

Major Granted Abilities

  • Strike True: As a swift action, you gain a +10 bonus on the next attack roll you make during the round you activate this ability. This bonus increases to +20 if you are attacking with a longbow, a shortbow, or a composite bow of either type. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: When you use your strike true granted ability, you can reduce the attack roll bonus by half in order to apply it to a number of attacks made during that turn equal to your Charisma bonus (maximum 5).

Minor Granted Abilities

  • Fast Movement: You gain a +10 foot enhancement bonus to your movement speed. This bonus increases by 10 feet for every 6 binder levels beyond 3rd that you possess, to a maximum of +30 feet.
  • Improvise Weapons: You take no penalty on attack rolls when using improvised or broken weapons.
  • Master Hunter: You gain an insight bonus on Survival checks equal to ½ your binder level. In addition, you gain low-light vision. If you already possess lowlight vision, increase the distance you can see in lowlight conditions by x1 (x1 to x2, x2 to x3, or so forth).
  • Peerless Archer: You gain proficiency with longbows and shortbows if you do not possess it already and you gain Precise Shot as a bonus feat, even if you do not meet the feat’s prerequisites.

Signs and Influence

Physical Sign: Scratches of branches and welts from insects cover your body while bird feathers suffuse your hair. Attempts at removing the sign cause the scratches and welts to spread and the feathers to become greater in number.
Personality: You speak tersely, if at all.
Favored Ally: Humanoid (any with ranks in Survival)
Favored Enemy: Magical Beast (any)

Vestigial Companion

You gain the ability to bond to a single friendly creature. This bond is broken if you and the bonded creature are more than 1 mile apart. The bonded creature gains the benefits of Mute Sylvus’s minor granted abilities and you can target foes with strike true as if the bonded creature possessed share granted abilities. This granted ability replaces peerless archer.

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