The Bleeding Ringmaster

A vengeful spirit filled with bitter blood, Rasputin grants power and wealth to those who will continue to place his talents in the spotlight.

Summoning Rules

Spirit Level: 6th
Constellation: Seer
Binding DC: 26
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You are not bound to Demos Kalagos. If you accept this totem, you cannot bind that spirit until Rasputin departs.
  • You pitch a fabulous tent over your seal, worth no less than 5,000 gp.
  • You draw the outer edges of Rasputin’s seal with alchemical fire that you personally crafted yourself; this task requires no fewer than 5 doses of alchemical fire.

Ceremony: You perform the bleeding man magic trick, during which you stick nine nails into your body; three in the soles of your feet, three in your hands, and three around your heart.
Manifestation: Although you performed the trick correctly, blood begins oozing from your side as you are wrecked with an otherworldly pain. Rasputin’s image appears in the reflection of your blood pool, demanding your attention to begin making the pact.


Gypsies and circus folk often swap exaggerated stories about the legendary ringmaster, Rasputin. According to the tales, Rasputin was a mighty magician born into a family of healers and scholars. As a youth, he made the decision to run away from this life and took to life under the big tent, astounding and terrifying others with his magical gifts. In time, Rasputin attracted and created acts of his own until his carnival became the stuff of legends. One such act belongs to a beautiful fire-breather, and Rasputin became smitten with the woman. On the day that he was to propose to her, a trickster magician accidentally killed the young woman with an act gone awry. Rasputin never forgave the magician and named him his arch rival, growing wealthy, powerful, and bitter. In time, he forgot the name of his love and devoted his life to revenge on the magician who wronged him, only to have his foe slip through his fingers laughing. As the wise know, rage causes error and while designing a time-banishing trick to use on his hated foe Rasputin caused his own soul to vanish.

Granted Abilities

Major Granted Abilities

  • Freakish Touch: As a standard action, you transmogrify a target into a freakish abomination with a touch attack. If the touched creature fails a Fortitude save, its body becomes mutated and freakish. You must select which mutation to inflict upon the target before making this touch attack, see the Freakish Mutations section (below) for a list of mutations you can inflict upon your foes. These mutations last for 4 rounds. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: A creature that fails its saving throw against freakish touch must make a second Fortitude save on its next turn. On a failed save, the mutation becomes permanent and can only be healed by limited wish or similarly powerful magic.

Freakish Mutations

  • Face Wipe: The target’s facial features slough away, leaving a blank canvas except for two slits to breathe. The target becomes blind and deaf and cannot speak or smell. The target cannot use spells or abilities that require verbal components or line of sight and it suffers an 85% spell failure chance with all other spells.
  • Inverse Limbs: The target’s feet transform into hands and its hands transform into feet. The target cannot hold objects, has its movement speed reduced to 5 feet, cannot take 5-foot steps, and suffers a -4 penalty on all Strength- and Dexterity-based skill checks.
  • Merfolk Deformity: The target’s legs warp together into a hideous, fleshy merfolk- like tail. The target’s movement speed is reduced to 5 feet and suffers 1 point of Constitution damage each minute that it is not submerged up to its waist in water. This Constitution damage can only be healed by submerging the target in water, healing at a rate of 1 point per minute.
  • Second Head: The target’s head shrinks to one-half its normal size as a second head springs into existence from its shoulder. The two heads speak as one and have the same thoughts, but its presence is mentally and physically disorienting, causing the creature to suffer a –4 penalty on all ability and skill checks based on Intelligence, Wisdom, or Charisma. In addition, the creature is limited to a single move action or standard action each round.
  • Wax Body: The target’s body becomes malleable to the touch, allowing you to reshape the target as you see fit. By making a successful melee touch attack, you redesign the target’s wax-like body as a standard action. The target can be forced into any form allowed by any spell from the polymorph subschool of 6th level or lower except baleful polymorph. The creature gains none of the benefits or special abilities of this polymorph effect; only the penalties. Furthermore, the transformation reduces the creature’s speed by half, reduces its Charisma by 6, and reduces either its Strength, Dexterity, or Constitution by 2 (select any two of these ability scores to penalize).

Minor Granted Abilities

  • Bilocation: As a standard action you disappear and leave behind an illusory double in your place. This ability functions as dimension door, vanish, and major image, teleporting you up to 20 feet and making you invisible for 1 round per binder level you possess while leaving behind an illusion resembling you in the space from where you teleported. The illusion immediately ends when you become visible and you may only possess a single illusionary double of yourself at once. You can use this ability a number of times per day equal to your Charisma bonus.
  • Cloak Trick: As an immediate action, you may attempt a Sleight of Hand check opposed by the attack roll of a creature that has attempted to attack you with a melee weapon, an unarmed strike, or a natural attack. If your check succeeds, the attack fails and you may immediately teleport into any space that the attacker threatens. The attacker must be within 30 feet of you in order to use this ability and your teleportation does not provoke attacks of opportunity. You must be wearing a cloak, a mantle, or a similar article of clothing in order to use this ability.
  • Master of the Ring: You gain an insight bonus on Acrobatics, Escape Artist, and Sleight of Hand checks equal to ½ your binder level. If you possess at least one skill rank in any of these skills, you may also take 10 on these checks at all times; even while rushed or distracted.
  • Whip Mastery: While you are bound to Rasputin, you gain Whip Mastery and Improved Whip Mastery as bonus feats, even if you do not meet their prerequisites. At 15th level, you also gain Greater Whip Mastery as a bonus feat.

Signs and Influence

Physical Sign: You grow a long, bushy beard the same color as your hair. Whenever you activate one of Rasputin’s granted abilities, your palms, the soles of your feet, and your sides begin to bleed.
Personality: You become lustful and crave the attention of others. In addition, you never turn away a chance at accomplishing your goals, even at personal risk.
Favored Ally: Monstrous Humanoid (any)
Favored Enemy: Humanoid (gnomes)

Vestigial Companion

Rasputin refuses to grant a vestigial companion, not because he is unable to, but because his rival also does not.

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