Prerequisites:
Benefit:
Normal:
Special:

Extra Pact [General]
You gain additional daily uses of your spirit pact.
Prerequisites: Ability to form a spirit pact.
Benefit: Each time you take this feat, you can use your ability to form a spirit pact four more times per day.
Normal: Without this feat, a character can typically form a spirit pact a number of times per day equal to 3 + his Charisma modifier.
Special: You can gain Extra Pact multiple times. Its effects stack. Each time you take the feat, you can use your spirit pact ability four additional times per day.

*****

Spirit Tamer [General, Pact]
You have an unusually strong affinity for animal and vermin spirits. You can call more powerful spirits than most, and they answer you more reliably than other spirits.
Prerequisites: Ability to form a spirit pact, Knowledge (nature) 4 ranks, Knowledge (the planes) 4 ranks.
Benefit: Treat your effective shaman level as if it were 2 levels higher when invoking pacts with animals or vermin that have the celestial or fiendish templates.
Additionally, you may take 10 on checks to call animal and vermin spirits.

Spirits of the Land [General, Pact]
Your bond with spirit animals deepens to include the land they inhabit.
Prerequisites: Spirit Tamer, Knowledge (nature) 7 ranks.
Benefit: When you form a spirit pact with an animal or vermin spirit, while you are located in its natural habitat you gain an insight bonus to Hide, Listen, Move Silently, Spot, and Survival checks. You also gain the same bonus on Knowledge (nature) checks made in association with that environment. Your insight bonus is equal to +2, plus 2 points for every 5 Hit Dice of the animals or vermin spirits pacted with you.
Example: If you form a pact with a 2-HD wolf spirit, you gain a +2 insight bonus to Hide, Listen, Move Silently, Spot, and Survival checks while you are in temperate forests, as well as to Knowledge (nature) checks pertaining to the flora, fauna, and natural hazards of temperate forests. If you instead enter a pact with an advanced wolf (6 HD), the bonus increases to +4.

Spirit Totem [General, Pact]
You gain physical prowess through your communion with spirit animals.
Prerequisites: Spirits of the Land, Knowledge (nature) 12 ranks.
Benefit: When you form a spirit pact with an animal or vermin spirit, you gain an insight bonus to your physical ability score matching the animal or vermin's strongest physical ability. For example, a pact with a celestial porpoise, which has Strength 11, Dexterity 17, and Constitution 13, grants a Dexterity bonus; a pact with a fiendish wolverine (Strength 14, Dexterity 15, Constitution 19) instead grants a bonus to your Constitution. The insight bonus conferred by this feat is equal to 2 points or ½ the spirit's Hit Dice (rounded down), whichever is greater. If you start a spirit pact with more than one creature, you choose which one provides a bonus at the beginning of the pact. If a creature has two physical ability scores in a tie for highest, you may choose which score grants your bonus. You must cancel your existing spirit pact in order to change bonuses thereafter.

*****

Ghostly Resolve [General, Pact]
You gain a measure of guidance and protection from your spirit pacts with incorporeal undead creatures.
Prerequisites: Ability to form a spirit pact, Knowledge (religion) 6 ranks
Benefit: When you form a spirit pact with one or more incorporeal undead creatures, you gain a +1 insight bonus to your Armor Class, attack rolls, and saving throws. For each 5 Hit Dice of incorporeal undead pacted with you, the insight bonus increases by +1.
Additionally, you are immune to fear.

Spiritual Vitality [General, Pact]
Your ability to draw strength from spirit pacts with incorporeal undead creatures strengthens, protecting your lifeforce.
Prerequisites: Ghostly Resolve, Knowledge (religion) 9 ranks
Benefit: When you form a spirit pact with one or more incorporeal undead creatures, you become immune to ability drain and level drain for the duration of the pact.

Spectral Body [General, Pact]
Your spirit pact with incorporeal undead lets you straddle the line between life and death.
Prerequisites: Ghostly Resolve, Spiritual Vitality, Knowledge (religion) 14 ranks
Benefit: When you form a spirit pact with one or more incorporeal undead creatures, you have a 50% chance to ignore critical hits, the extra damage from sneak attacks, and similar effects. Your weapons and spells strike incorporeal and ethereal targets as easily as those on the Material Plane. These effects last for the duration of your pact.

*****

Faerie Skin [General, Pact]
You draw additional power from your spirit pacts with fey creatures, toughening you against weapons.
Prerequisites: Ability to form a spirit pact, Knowledge (nature) 8 ranks
Benefit: When you form a spirit pact with one or more fey, you gain DR 2/cold iron for the duration of the pact. This benefit increases by 2 points for each 5 Hit Dice of fey in a pact with you.

Fey Spell Resistance [General, Pact]
The bonds of your pacts with fey creatures strengthen you against magic.
Prerequisites: Faerie Skin, Knowledge (nature) 11 ranks
Benefit: For the duration of your spirit pact with one or more fey, you gain spell resistance. The strength of your spell resistance is equal to 15 + 1/2 your shaman level + 1 per 5 Hit Dice of fey in a pact with you.

Avatar of Trickery [General, Pact]
Your spiritual link with fey creatures expands the selection of spells available to you.
Prerequisites: Faerie Skin, Fey Spell Resistance, Knowledge (nature) 16 ranks
Benefit: For the duration of your spirit pact with one or more fey, you gain the ability to spontaneously cast the following spells from prepared shaman spells of the same level, duplicating the effects of the bard spells of the same name: 0th - lullaby, 1st - silent image, 2nd - invisibility, 3rd - displacement, 4th - hallucinatory terrain, 5th - seeming, 6th - project image.

*****

Elemental Potentate [General, Pact]
Your mere presence demands respect from creatures with an elemental essence, improving your ability to form pacts with them.
Prerequisites: Ability to form a spirit pact, Knowledge (the planes) 6 ranks
Benefit: Treat your effective shaman level as if it were 2 levels higher when invoking pacts with spirits with the Air, Earth, Fire, and Water subtypes.
Additionally, you can take 10 on pact checks to call elementals (but not other types of spirit).

Elemental Aura [General, Pact]
Your spirit pacts flare around you with elemental auras, damaging your enemies or healing your allies.
Prerequisites: Elemental Potentate, Knowledge (the planes) 9 ranks
Benefit: When you create a pact with a spirit with the Air, Fire, or Water subtype, you gain an aura that deals cold, fire or electrical damage, respectively, to all enemies within a 30 ft. radius.
If you create a pact with a spirit with the Earth subtype, your aura instead grants fast healing to all allies within the same area.
The damage dealt or fast healing bestowed is equal to 1 point per round, plus 1 point per 5 Hit Dice of spirits in pacts with you that match the subtype chosen. Only one subtype can be active at a time, and it is selected at the beginning of the pact.

Elemental Nexus [General, Pact]
Your elemental aura gains intensity and complexity as you learn to balance multiple sources of power.
Prerequisites: Elemental Aura, Elemental Potentate, Knowledge (the planes) 14 ranks
Benefit: Your elemental aura expands to cover a 60 ft. radius. You can channel two different elemental subtypes at a time, chosen at the beginning of the pact (for example, you can create pacts with fire and earth elementals simultaneously, dealing fire damage to your enemies while granting fast healing to your allies).

Elemental Overlord [General, Pact]
Your force of personality allows you to exert control over even more powerful elemental spirits.
Prerequisites: Elemental Potentate, Knowledge (the planes) 19 ranks
Benefit: Treat your effective shaman level as if it were 2 levels higher when invoking pacts with spirits with the Air, Earth, Fire, and Water subtypes.
The effects of this feat stack with the benefits of the Elemental Potentate feat.

*****

Aligned Pact [General, Pact]
You have established a talent for summoning angels, devils, and stranger things. Your spirit allies help your weapons strike true against some foes.
Prerequisite: Ability to form a spirit pact, Knowledge (the planes) 4 ranks, chaotic, evil, good, or lawful alignment
Benefit: Choose an alignment subtype appropriate for your own alignment (Chaotic, Evil, Good or Lawful). When you have an active spirit pact with an outsider bearing that subtype, your weapons bypass damage reduction of that type (e. g. an outsider with the Good subtype allows your weapons to bypass damage reduction 5/good).
If your spirit pact includes at least 5 Hit Dice of spirits with your chosen subtype, your weapons' critical hits are automatically confirmed against creatures with the opposing alignment, regardless of type or subtype (for example, if your pact is with an evil creature or creatures with 6 HD, your weapons automatically confirm critical hits against all good opponents).
If your spirit pact includes at least 10 Hit Dice of spirits with your chosen subtype, your weapon deals an extra 2d6 points of damage against outsiders with the opposing subtype (so a pact with a formiam myrmarch with 12 HD would cause your weapons to deal an extra 2d6 damage against a chaos beast).
If your spirit pact includes at least 15 Hit Dice of spirits with your chosen subtype, a critical hit from your weapon forces spirits with the opposing subtype to succeed at a Will save or be banished from the Material Plane. The Difficulty Class of the saving throw is equal to 10 + 1/2 your shaman level + your Charisma modifier.
Special: If your alignment changes so that it no longer matches the alignment chosen for this feat, you lose the feat's benefit. An atonement spell allows you to return to your previous alignment, thereby regaining the use of this feat.

Spirit Judge [General, Pact]
Your lawful spirit allies compel truthfulness from all in your presence.
Prerequisites: Aligned Pact (Lawful), Knowledge (the planes) 7 ranks
Benefit: When you have an active spirit pact including spirits with the Lawful subtype, you exude an aura of law in a 30 ft. radius, compelling creatures in your presence to speak the truth. Creatures within your aura must succeed on a Will save to utter a falsehood. The Difficulty Class of the saving throw is equal to 10 + 1/2 your shaman level + 1 per 5 Hit Dice of spirits with the Lawful subtype in a pact with you.

Bastion of Order [General, Pact]
You channel the power of your spirit allies to ward off chaotic magic.
Prerequisites: Aligned Pact (Lawful), Spirit Judge, Knowledge (the planes) 12 ranks
Benefit: While you have an active spirit pact including spirits with the Lawful subtype, your aura of law confers Spell Resistance against chaotic spells and spells cast by chaotic creatures to all allies within its boundaries. The strength of the Spell Resistance is equal to 10 + 1/2 your shaman level + 1 per 5 Hit Dice of spirits with the Lawful subtype in a pact with you.
Additionally, your aura blocks possession and mental influence, just as the protection from chaos spell does.

Compass of Madness [General, Pact]
Your chaotic spirit allies sow confusion and discord in your wake.
Prerequisites: Aligned Pact (Chaotic), Knowledge (the planes) 7 ranks
Benefit: When you have an active spirit pact including spirits with the Chaotic subtype, you give off an aura of madness and disorder in a 15 ft. radius. Lawful and neutral creatures within the aura, including your allies, must succeed on a Will save or be confused for 1d3 rounds. Chaotic creatures are unaffected. This is a mind-affecting effect.
A confused creature who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
The Difficulty Class of the saving throw to resist the confusion effect is equal to 10 + 1/2 your shaman level + 1 per 5 Hit Dice of spirits with the Chaotic subtype currently in a pact with you.
You can suppress or exert this effect at will as a move action.

Confusion Results, Compass of Madness
d%Behavior
01-10Attack you with melee or ranged weapons (or close with you if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee from you at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

Anarchic Animator [General, Pact]
Your connection with chaotic spirits allows you to subvert reality. Inanimate objects briefly take on life in your presence.
Prerequisites: Aligned Pact (Chaotic), Compass of Madness, Knowledge (planes) 12 ranks.
Benefit: When you have an active spirit pact that includes spirits with the Chaotic subtype, you gain the ability to imbue inanimate objects with mobility and a semblance of life. Each animated object so created attacks whomever or whatever you initially designate.
An animated object can be composed of any nonmagical material, and must be unattended. You may animate one Small or smaller object or an equivalent number of larger objects per 2 Hit Dice of spirits with the Chaotic subtype in a pact with you.
A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target of the animated objects as a move action, as if directing an active spell.
An object remains animate for 1d4 rounds, after which it returns to its natural, inanimate state.
The range of this ability is limited to 5 feet per Hit Die of spirits with the Chaotic subtype currently in a spirit pact with you.

Righteous Aura [General, Pact]
Your relationship with benevolent spirits cloaks you in an aura that demoralizes your foes.
Prerequisites: Aligned Pact (Good), Knowledge (the planes) 7 ranks
Benefits: When you have an active spirit pact including spirits with the Good subtype, you radiate a sense of menace that cows the unrighteous. Any non-good creature within a 20 ft. radius of you must succeed on a Will save or suffer a -1 penalty to attacks, AC, and saves for as long as they remain within your aura. The penalty increases by an additional -1 increment for every 5 Hit Dice of spirits with the Good subtype that are currently in a spirit pact with you.
The Difficulty Class of the Will saving throw to resist your aura is equal to 10 + 1/2 your shaman level + 1 per 5 Hit Dice of spirits with the Good subtype that are currently in a spirit pact with you.

Spiritual Armory [General, Pact]
Your long involvement with the forces of good makes you a beacon of righteousness. Those who fight alongside you strike true against evil creatures and spirits.
Prerequisites: Aligned Pact (Good), Righteous Aura, Knowledge (the planes) 12 ranks
Benefits: The benefits of your Aligned Pact feat apply to creatures near you. For every 5 Hit Dice of spirits with the Good subtype that are currently in an active spirit pact with you, one non-evil creature within 20 feet of you may share the benefits of your Aligned Pact feat.

Pall of Wickedness [General, Pact]
Your friendly dealings with evil spirits bear fruit in a miasma of unnatural energy.
Prerequisites: Aligned Pact (Evil), Knowledge (the planes) 7 ranks
Benefits: Your active spirit pacts with spirits that possess the Evil subtype causes you to radiate an aura of negative energy that strengthens undead within 20 feet of you. Charisma checks made to turn undead suffer a -1 penalty within the area, and undead creatures within the area gain a +1 profane bonus to attack rolls, damage rolls, and saving throws. These penalties and bonuses increase by an increment of +/- 1 point per 5 Hit Dice of spirits with the Evil subtype that are currently in a spirit pact with you.
If your active spirit pacts include at least 10 Hit Dice of spirits with the Evil subtype, the profane bonuses also apply to spirits with the Evil subtype.
If your active spirit pacts include at least 20 Hit Dice of spirits with the Evil subtype, the profane bonuses apply to any evil creature within the area of effect.

Heartripper [General, Pact]
With the help of your allied evil spirits, you draw on your victims' deaths to fuel your own magic.
Prerequisites: Aligned Pact (Evil), Pall of Wickedness, Knowledge (the planes) 12 ranks
Benefits: While you are in an active spirit pact with at least one spirit bearing the Evil subtype, any creature with at least Intelligence 3 that has -1 or fewer hit points when it comes within the radius of your Pall of Wickedness ability must succeed on a Will save or die, granting you a +2 bonus to Strength and +1 bonus to your effective shaman level and effective caster level, improving spells and effects related to shaman or caster level (this bonus does not grant access to additional spells or abilities).
These abilities last for 1 minute per Hit Die of the deceased victim(s). At no time may you obtain simultaneous bonuses from a number of victims greater than ½ your character level (round down)
The saving throw's Difficulty class is equal to 10 + ½ your shaman level + 1 per 5 Hit Dice of spirits bearing the Evil subtype that are currently in an active spirit pact with you.

*****

Trapping Ward [General]
You have learned how to use your spirit ward ability to keep spirits in, rather than to hedge them out.
Prerequisites: Spirit ward ability, Spell Focus (Abjuration)
Benefit: You can create a spirit ward that serves to confine a spirit rather than exclude it from the affected area by focusing the ward inward instead of outward. You must overcome a spirit's spell resistance (if any) in order to keep it confined. Your trapping ward prevents escape via mundane and planar travel, but the spirit's ranged attacks (ranged weapons, spells, magical abilities, etc.) can cross the boundaries of your ward. The duration of your trapping ward is equal to 1 day per 2 shaman levels.
Once per day, a trapped spirit can attempt to break free of your ward. You must overcome its spell resistance to prevent the spirit from escaping; if you fail the ward is destroyed and the spirit can act freely.
Special: You can improve the effectiveness of your spirit trap by adding a special diagram (a two-dimensional bounded figure with no gaps in its circumference, augmented with a variety of magical sigils) to make it more secure. Drawing the diagram by hand requires a successful DC 20 Spellcraft check. The DM makes this check secretly; if it fails, the diagram is ineffective. You can take 10 to complete the task if you are under no particular time pressure. If time is no factor at all, you can take 20 by devoting 3 hours and 20 minutes to the task.
A successful diagram prevents a trapped spirit from using its spell resistance against your trapping ward, and none of its abilities can extend past the edge of the diagram. The creature is immediately released if anything disturbs the diagram, but the creature itself cannot do so, either directly or indirectly.

Grand Ward [General]
You can expand the area covered by your spirit ward by expending extra energy when you create it.
Prerequisites: Ability to create a spirit ward, shaman level 12th, Spell Focus (Abjuration)
Benefit: By expending an additional daily use of your spirit ward ability when you are creating your ward, you can expand its radius of effect by 10 ft. Additional 10 ft. increments can be added by sacrificing additional daily uses of your spirit ward ability.