Spirit Level: 4th
Binding DC: 23
Special Requirement: Yes
Favored Ally: Fey (any)
Favored Enemy: Outsider (any with lawful subtype)
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.
- You perform excellently during Baraddu’s ceremony, which requires 8 ranks in Perform (dancing).
- You find and place a bit of a nest where a live animal was born into the seal, which requires 8 ranks in Survival.
- You draw Baraddu’s seal while wearing a mantle of animal furs.
The gods reduced this beloved fey to a savage beast. Baraddu grants those who wish to become one with the natural world the ability to take on the aspects of the wild.
Legend: One of the best strategies to stall a fey creature is to ask it of the satyr called Baraddu, for all but the wickedest souls oblige. Though long forgotten by mortal men, Baraddu was all but a living god to the fey. He was as charming as a summer evening, as gleeful as a blooming sunflower, and as social as a singing sparrow. As Baraddu’s fame grew over his countless years, many gods grew jealous of the satyr and when his soul stood awaiting its final judgment those gods ripped Baraddu from his peaceful afterlife and warped him into a hideous beast, setting him loose to wander the forests of the outer planes forever. Some occult scholars believe this slight is why many fey choose not to worship the gods.
Special Requirements: You mix a bit of animal blood into a chalice of alcohol, drinking the contents before stripping your clothing off and dancing wildly in the seal.
Manifestation: The beating heart of a massive beast echoes through your ears as you dance, Baraddu’s voice whispering to the beat of the drum. You cannot stop dancing until after negotiations with Baraddu are made.
Sign: You acquire a woodsy musk and onlookers note that you gain a lean, feral look. Whenever you activate one of Baraddu’s granted abilities, you take on a fey appearance: light glows brighter and colors are more vivid.
Influence: Your sexual urges are intensified, causing you to seek intimate relations with anyone that you would normally find attractive.
Major Granted Abilities;
Beast Shape: As a standard action, you can call upon Fey Baraddu’s power to morph your body into that of an animal. This ability functions as beast shape II except it has no duration. You retain the granted abilities of all spirits you are bound to while you are shape-shifted and returning to your true form requires another use of this ability. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment: You may assume an animal’s form as a move action and you can also assume the form of a vermin, as if using vermin shape II. If you have a binder level of 9 or higher you can assume the form of an animal or magical beast as if using beast shape III. At 11th level this improves to beast shape IV. See Chapter 5 in Pathfinder Roleplaying Game Ultimate Magic for vermin shape II.
Minor Granted Abilities
Awesome Blow: You gain Awesome Blow as a bonus feat even if you don’t meet its prerequisites. See the feats section in Pathfinder Roleplaying Game Bestiary.
Baraddu’s Fangs: Your natural attacks while in beast shape are treated as cold iron weapons for the purpose of overcoming damage reduction. In addition, these attacks gain a +1 enhancement bonus. At 7th level and every 3 binder levels thereafter, this bonus increases by +1 (maximum +5).
Wild Empathy: You gain the wild empathy class feature. Use your binder level as your druid level for the purpose of this ability.
Woodland Stride: You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Magically manipulated areas still affect you.
Vestigial Companion You gain the service of a brownie familiar for the duration of the pact. See the monster’s entry in Pathfinder Roleplaying Game Bestiary 2. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as neutral for the purpose of adjudicating the familiar. This ability replaces Baraddu’s fangs.