Spirit Level: 2nd
Binding DC: 17
Favored Ally: Humanoid (any with ranks in Survival)
Favored Enemy: Magical Beast (any)
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 call 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.
Mute Sylvus speaks to no one,
but those who manage to call
forth this troubled survivor are
gifted with his hunting prowess.
Legend: Ancient legends tell of a wondrous island that floats on a
sea of dreams. According to the accounts of sailors who
have shipwrecked on the island, a fantastic device dwells
within its lush fauna; a machine that weaves dreams
into reality. Although the island’s existence was never
proven, some whisper that the sailors of the infamous
Brimbsbi family are able to freely traverse whatever
dangerous waters protect the island from all other travelers.
Such individuals claim that the Brimbsbi family
strands enemies of the family on this place, never to be
seen again. Long is the list of Brimbsbi foes who have
disappeared without a trace. Chief among them is the
Button family including elderly Cornelius and his wife,
Special Requirements/Ceremony: You mash a living insect into a bowl of
fresh greens and eat it slowly, the manifestation beginning
when all of the greens have been consumed.
Manifestation: You feel as though your body is
molded and twisted into the form of an anthropomorphic
insect that best suits your personality or emotional
state at the time. Barely seven inches tall now, Cornelius
appears before you and asks for you to begin.
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
Influence: You speak tersely, if at all.
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.
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.
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.