Milo of Clyde
Spirit Level: 1st
Binding DC: 14
Favored Ally: Any (good or neutral creatures that have been a victim of crime within 72 hours of your pact)
Favored Enemy: Any (evil or neutral creatures that committed a serious crime within 72 hours of your pact)
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.
- You sully the likeness of the seal of Obba, Ella, Atasha. If you accept this totem, you cannot bind with this spirit until Milo of Clyde departs from your soul.
- You have not committed a serious violation of law within the last 24 hours. Typical crimes include battery,
- You possess advanced knowledge of local laws and customs, requiring 2 ranks in Knowledge (local).
A cynical detective, Milo of Clyde grants his power to those who would continue his mortal life’s work.
Legend: As far as spirits go, Milo is unique because he is both able to recall most of his mortal life and is willing to share it with occult scholars who earn his trust and favor. The once-dwarf herald from a city called Clyde, occult scholars having stylized the spirit after this city as a result of this revelation. Milo was an investigator in the Gray City, enforcing the law with a vigilante’s sense of justice. Milo loathed those who would take advantage of the innocent, believing such people were corrupt by nature and were irredeemably scarred. Milo spent most of his career hunting down such individuals and punishing them by the full extent of the law. Tragically, Milo developed a cynical view of mortal life because of his line of work and chose to live alone, save for his pet ferret. Even a man as hardened as Milo has certain needs, however, and Milo warmed up to a beautiful woman who came to him hoping he could help her claim her family’s wealth. Little did he know that this woman was exactly the sort of person that Milo wished thrown behind bars, and her inevitable betrayal cost the detective his life and sealed his fate as a spirit.
Special Requirements/Ceremony: You swear an oath to uphold both the letter and spirit of the laws of any lands you visit.
Manifestation: A white ferret scampers into the seal, climbing up onto your shoulder. It speaks with a husky dwarf’s voice, telling you to pull the lead out and begin.
Sign: You grow a ragged beard if you are male or a thin line of fuzz across your upper lip if you are female. Whenever you activate one of Milo of Clyde’s granted abilities, worry lines sprawl across your brow.
Influence: You strive to uphold the law at all times, both by letter and in spirit.
Major Granted Abilities;
Milo’s Lucky Break: As an immediate action, you can convert any lethal damage that you would suffer during the turn this ability is used into nonlethal damage. If you are immune to nonlethal damage, this ability does not benefit you. After using this ability, it is expended for 5 rounds.
Capstone Empowerment: Milo’s lucky break can target one ally within 30 feet of you, allowing you to convert any lethal damage the target would suffer into nonlethal damage during the turn this ability is used.
Minor Granted Abilities
Amazing Reload: While bound to Milo of Clyde, you can load any crossbow, firearm, or sling as a swift action. At 12th level, you no longer need to spend an action to reload these weapons.
Deft Fingers: You gain an insight bonus on Disable Device and Sleight of Hand checks equal to ½ your binder level. In addition, you can disarm magical traps as a rogue.
Lead Slinger: While you are bound to Milo of Clyde, you gain proficiency with all crossbows and one-handed early firearms. See Chapter 1 of Pathfinder roleplaying game Ultimate equipment. If firearms are unavailable, you gain proficiency with all crossbows instead.
Street Savvy: You gain an insight bonus on Perception checks and Survival checks made to follow tracks equal to ½ your binder level.
You gain the service of an albino ferret familiar for the duration of the pact; use the statistics for a weasel except it can speak Dwarven. Treat your binder level as your wizard level to determine your familiar’s abilities. This granted ability replaces lead slinger.