rydi123 |
Merry Christmas...
Let me know how this looks, and any mods you might make to it. Only "new" thing added really are the Binder's Nature abilities (poor name, but couldn't think of a better one), and a bunch more Augmentation levels (more on par with number of mercies/rage abilities).
I am not sure if this is under or overpowered, as I'm not completely familiar with all the potential Vestige combo cheese available, but I think that the additional augments are appropriate, thematically (you have an alien/god/spirit thingy inside you, it should do something extreme) and mechanically (the numbers are exceptional, but only in a single category, or they provide a nice medium bonus to several things).
Enjoy.
Vestige Binder
HP: D8
Saves: Good Fortitude and Will, bad Reflex
BAB: Medium
Class Skills: (2+Int) Bluff, Diplomacy, Linguistics, Intimidate, Knowledge-Arcana, Knowledge-History, Knowledge-Religion, Knowledge-the Planes, Profession, Sense motive
Level / Ability Chart
1} Soul Binding (1 Vestige), Pact Augmentation (1 Ability)
2} Bonus Feat, Suppress Sign
3} Pact Augmentation (2 Abilities)
4} Binder’s Nature (Rank 1)
5} Pact Augmentation (3 Abilities), Soul Guardian (Immune to Fear)
6} Soul Binding (2 Vestiges)
7} Pact Augmentation (4 Abilities)
8} Binder’s Nature (Rank 2)
9} Pact Augmentation (5 Abilities)
10} Soul Guardian (Slippery Mind)
11} Pact Augmentation (6 Abilities), Soul Soul Binding (3 Vestiges)
12} Binder’s Nature (Rank 3)
13} Pact Augmentation (7 Abilities)
14}
15} Pact Augmentation (8 Abilities), Soul Guardian (Immunity to Energy Drain and Negative Levels)
16} Binder’s Nature(Rank 4), Soul Binding (4 Vestiges)
17} Pact Augmentation (9 Abilities)
18} Bonus Feat
19} Pact Augmentation (10 Abilities)
20} Binder’s Nature (Transcendent), Soul Guardian (Mind Blank)
Binder’s Nature
The spirit of a binder is unique in its ability to touch the Void Beyond and serve as a conduit to the Vestiges that reside there. As Binders practice their art, the unique trait that allows them to connect with Vestiges grows in power, granting them unique abilities. At 4th level, players must choose a Nature from those listed below; they gain the Rank 1 ability for that nature. At levels 8, 12, 16, and 20, characters gain the next highest ability for their chosen Nature.
Beacon of Will
Some Binders have no natural connection to the void, but through study and iron determination are able to pierce the void and touch the beings that dwell there. Perhaps such binders possess latent psionic potential, or perhaps their determination has given them unique abilities, but either way, the Beacon of Will mental abilities are fearsome to behold. When this Nature is chosen,
Rank 1 (Scholarship [of Dantalion]): ToM 59 (replace “Scion of Dantalion” level with “Binder” level)
The immense research combined with the ability of the Beacon of Will to probe the vast memory stores of their bound Vestiges results in flashes of deep insight.
Rank 2 (Read Thoughts): ToM 29
The same ability that allows the Beacon of Will to touch the essence of a Vestige allows them to read touch the souls of those around them.
Rank 3 (Overwhelming Thoughts): ToM 59
The Beacon of Will may batter the minds and souls of others in the same manner that they dominate the vestiges they bind.
Rank 4 ([Dantalion’s] Glare): ToM 59 (must show the sign of a bound vestige, which is then intensified)
The Beacon of Will assaults the minds and souls of those nearby with the raw power of the alien vestiges within them.
Transcendent (Improved Read Thoughts & Read Multiple Thoughts): ToM 59-60
The Beacon of Will is able to connect with and sift through the souls of others instinctively and effortlessly.
Chosen Avatar
The character’s soul called out to a particular Vestige, creating a seamless bond between the Binder and Vestige. As the Binder progresses in power, the chosen Vestige invests more of its power into the character, and manifests more fully in the world. When a character chooses this Nature, they must choose a level 1 Vestige as their Patron; from that point on, the character is always considered bound to the chosen Vestige (it cannot be expelled, and takes up a Soul Binding slot), as though a Good Pact had been made.
Rank 1 (Aligned Strike): ToM 55
The merging of Vestige and Binder empowers the soul of the Binder, making their nature manifest in their blows.
Rank 2 (Vestige’s Protection): ToM 55
The Patron Vestige protects their Chosen Avatar from harm.
Rank 3 (Vestige’s Protection Aura): ToM 55
The Chosen Avatar may coax their Patron to protect allies as well as themselves.
Rank 4 (Vestige’s Power): ToM 55
The Chosen Avatar may increase their physical prowess by calling on the aid of their Patron.
Transcendent (Apotheosis & Vestige’s Surge): ToM 55 (replace “once per day” with “a number of times per day equal to Cha modifier”)
The Chosen Avatar merges with their Patron, gaining supernatural resilience and a nearly limitless font of power.
Cursed Conduit
Some binders are not connected to the souls of others, but are a conduit to the void itself. These unfortunate souls are an open channel to the Void Beyond. Some revel in their connection, others lament their cursed fate, but all eventually are warped by the touch of the void.
Rank 1 (Turn/Rebuke Undead & Tenebrous’ Rebuke): ToM 48 & ToM 64 (Change Tenebrous’ Rebuke to function as the “Channel Negative Energy” ability of clerics, while Turn/Rebuke Undead functions as the feat)
The Cursed Conduit may manipulate the energy, siphoning it into or out of the void to empower or destroy undead; this manipulation may even be subtle enough to influence the Negative Energy laced minds of the Undead.
Rank 2 (Visage of the Dead): ToM 64
The connection to the Void forever alters the Cursed Conduit, draining them of vitality but empowering them with unnatural speed and grace.
Rank 3 (Destroy/Empower Undead): ToM 64
The Cursed Conduit’s connection to the Void increases, allowing more energy to be siphoned from those without the will to resist.
Rank 4 (Umbral Body): ToM 64 (replace “Twice Tenebrous Apostate” level with “Binder” level)
The Cursed Conduit may infuse herself with the Void, becoming merely a shadow upon reality for a short time.
Transcendent (Blast of the Void): ToM 64 (replace “once per day” with “a number of times equal to the Cursed Conduit’s Cha or Con modifier, whichever is lower”)
The transcendent Cursed Conduit may throw open the gates of their own soul and allow the raw void into the world, where it destroys all living things.
ElderNightmare |
Maybe you can look for Dario Nardi Pact Magic (radiance house publishing if i remember correctly) ? There is some interesting material inside, and mix a bit with vanilla binder.
In my humble opinion, the binder is a fun and well balanced class, wich could be played with PFRPG core classes with no shame.
rydi123 |
Merry Christmas...
Let me know how this looks, and any mods you might make to it. Only "new" thing added really are the Binder's Nature abilities (poor name, but couldn't think of a better one), and a bunch more Augmentation levels (more on par with number of mercies/rage abilities).
Also, forgive the typos and occasional grammar mishaps. Fatigue was setting in about halfway through.
DitheringFool |
Get the Pact Magic books from Dario Nardi. Two volumes of Binder goodness, including alternate classes, feats, items and more vestiges than you can fit in a purple worm's belly.
And Dario has already done the conversion work for you HERE
Curious? There is a tone of FREE stuff HERE including a huge players guide (HERE) that should give you more than enough to get started.
Dario Nardi |
Yes, there is lots of Pact Magic out there along with a 2-page conversion guide to Pathfinder RPG.
Want to know more?
Hear the podcast!
http://atomicarray.com/pact-magic-aa035
Watch the video!
http://www.pactmagic.com
Read reviews!
http://www.pactmagic.com/testimonials.htm
Download free goodies!
http://www.pactmagic.com/download.htm
See the books!
http://www.pactmagic.com/order.htm
Right here in the PAIZO Store...
http://paizo.com/store/downloads/radianceHouse
At PaizoCon I and II I had the pleasure of running a game; PaizoCon III will be a great opportunity to page through hard copies in person.
And to answer a question above, pact magic as presented in Tome of Magic was adapted largely from real world stuff presented at sites like http://www.deliriumsrealm.com/delirium/demon_goetia.asp.
Al Rigg |
Yes, there is lots of Pact Magic out there along with a 2-page conversion guide to Pathfinder RPG.
Want to know more?
Hear the podcast!
http://atomicarray.com/pact-magic-aa035Watch the video!
http://www.pactmagic.comRead reviews!
http://www.pactmagic.com/testimonials.htmDownload free goodies!
http://www.pactmagic.com/download.htmSee the books!
http://www.pactmagic.com/order.htmRight here in the PAIZO Store...
http://paizo.com/store/downloads/radianceHouseAt PaizoCon I and II I had the pleasure of running a game; PaizoCon III will be a great opportunity to page through hard copies in person.
And to answer a question above, pact magic as presented in Tome of Magic was adapted largely from real world stuff presented at sites like http://www.deliriumsrealm.com/delirium/demon_goetia.asp.
Thanks everyone. Am looking through the stuff slowly. Dario, from an initial impression though, it looks as though your material is a (large) extension to what was presented in Tome of Magic. Is that correct or are there compatibility issues that I'll need to be aware of when using your material in combination with, say, a Binder?
amethal |
How do they have binder books? I didn't think it was open game content...
The WotC binder isn't.
However, it turns out that WotC lifted most of the ideas from "historical" sources that purport to teach you how to bind spirits. I think it is called the Key of Solomon or something similar.
Thus anyone who wants to can use the same sources as inspiration to develop their own binder-type class. Dario Nardi did, and a fine job he did of it too.
EDIT - and to reply to Al Rigg, the mechanics are slightly different. Binding checks use Con instead of Cha (although save DCs are still Cha based, I think) and the spirits (WotC can possibly claim the term "vestiges" as product identity)have far more binding requirements. However, it is a less "all or nothing" approach - you can still bind spirits even if you are missing some or all requirements.
There is also a capstone ability for each spirit, which you get if you make the binding DC by a mile - so even if you can't fail the binding check, you still roll to see if you get the capstone.
Personally, I think the two systems are different enough that I'd want my character to use one or the other, rather than mixing elements of both.
However, even if you ignore the classes and the spirits, there's a wealth of other stuff in the book - new organisations, demiplanes, races, history etc. etc.
Dario Nardi |
Amethal pretty much posted what I would have.
I'd add that Tome of Magic presents 8 levels of vestiges (spirits) over 20 class levels, while Secrets of Pact Magic presents 9 levels of spirits over 20 levels. So technically, there is a slight power differential that makes the two books incompatible. Personally, I think it's minor and OK because some folks have complained that the higher level vestiges in ToM are surprisingly weak.
In Secrets of Pact Magic (and the later Villains book), each spirit has a constellation, favored allies and enemies, tactical bonuses, etc. Features of some of the classes like Pact Warrior and Foe Hunter rely on these characteristics. A GM would need to improvise when using the Tome of Magic vestiges. Oh, the constellations are fantasy not real-world.
SoPM also presents anima spirits, which differ from both vestiges and the constellation-based spirits. So there is room in a campaign settling for multiple approaches to binding.
I could not include anything in the original book about compatibility with Tome of Magic because that would violate "d20 System" rules. Oh, how quaint that sounds now. But the free FAQ on the website's download page covers the topic.
Sharoth |
Yes, there is lots of Pact Magic out there along with a 2-page conversion guide to Pathfinder RPG.
Want to know more?
Hear the podcast!
http://atomicarray.com/pact-magic-aa035Watch the video!
http://www.pactmagic.comRead reviews!
http://www.pactmagic.com/testimonials.htmDownload free goodies!
http://www.pactmagic.com/download.htmSee the books!
http://www.pactmagic.com/order.htmRight here in the PAIZO Store...
http://paizo.com/store/downloads/radianceHouseAt PaizoCon I and II I had the pleasure of running a game; PaizoCon III will be a great opportunity to page through hard copies in person.
And to answer a question above, pact magic as presented in Tome of Magic was adapted largely from real world stuff presented at sites like http://www.deliriumsrealm.com/delirium/demon_goetia.asp.
Thanks!
SmiloDan RPG Superstar 2012 Top 32 |
2 people marked this as a favorite. |
Binder
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.
Skill Ranks per Level: 4 + Int modifier
Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.
LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations
Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Int bonus (minimum 1), you can bind a vestige as a full round
action.
At 17th level, a number of times per day equal to your Int
bonus (minimum 1), you can bind a vestige as a swift action.
This ability does not allow you to bind more than your normal number of vestiges.
Improved Pact Augmentations (Su). At 11th level, your Pact Augmentation options to choose from increase to include the following:
Fast Healing 1 per plus allocated (upto 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Manuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
Greater Pact Augmentations (Su). At 20th level, your Pact Augmentation options to choose from increase to include the following:
+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
+1 damage per die of damage for supernatural effects.
amethal |
Amethal pretty much posted what I would have.
Phew, glad to hear it. I'm sure we'd all much rather get the lowdown from you than me, if you are available to post.
Some folks have complained that the higher level vestiges in ToM are surprisingly weak.
I played a ToM binder from 1st level to 20th, and I agree with that. The way some lower level vestiges scale with level actually makes them more powerful than the higher ones.
There was also a trend, I thought, for later published vestiges (they published some on their website, and there were a few in Dragon magazine and one in Dragon Magic, and apparently some in Fiendish Codex I, which I don't own) to be more powerful than equivalent level ones in ToM.
The Epic level vestiges they published on their website were pretty darn powerful, but the requirements were a bit unfortunate. When the epic vestiges came out they needed things like 21 ranks in Knowledge (History). Funnily enough my character hadn't maxed out that particular skill.
Al Rigg |
1 person marked this as a favorite. |
Dario: good work on SoPM. After an initial scan through of your free downloads, I've bought the pdf through Paizo and look forward to my Binder discovering all the new spirits. I'd recommend anyone else who likes the binder class to do so as well! Far too much material included for the price! ;-)
At this stage, as I'm already running a new Binder, I'm less interested in the new classes it presents but I'm sure I'll be moving on to those in good time.
Smilodan and Rydi23: thanks for posting your conversions, both of which are great options.
However, I had some ideas that I wanted to try so I've gone ahead with a Binder conversion. In short, I've updated the class skill list to be compatible with Pathfinder skills, made irregular class feature progressions regular, added a new class feature (Tefillin binding) to fill the resulting gaps, and added a capstone. I've also included an option for compatibility with SoPM.
Anyway, here it is. I'm not entirely happy with the capstone yet but I'm struggling a bit to come up with anything else. It should be along the lines of soul guardian, IMHO. Be interested in everyone's thoughts.
Binder
This updated class for the Pathfinder RPG incorporates class features of the existing binder class in Tome of Magic. Unless otherwise stated below, this class uses the rules as per the existing binder class.
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis).
Lvl Special
1 Soul binding (1 vestige)
2 Pact augmentation (1 ability), suppress sign
3 Tefillin binding (1 ability)
4 Bonus feat
5 Soul guardian (immune to fear)
6 Pact augmentation (2 abilities)
7 Soul binding (2 vestiges), tefillin binding (2 abilities)
8 Bonus feat
9 Soul guardian (slippery mind)
10 Pact augmentation (3 abilities)
11 Tefillin binding (3 abilities)
12 Bonus feat
13 Soul binding (3 vestiges), soul guardian (immune to energy drain and negative levels)
14 Pact augmentation (4 abilities)
15 Tefillin binding (4 abilities)
16 Bonus feat
17 Soul guardian (mind blank)
18 Pact augmentation (5 abilities)
19 Soul binding (4 vestiges), tefillin binding (5 abilities)
20 Shielded soul, bonus feat
Class Features
Tefillin Binding (Su): Beginning at 3rd level, once per day, you can bind a summoned vestige to an item, rather than to your soul. To successfully bind a vestige, an item must be worth at least 100 gp per vestige level. You must complete the summoning and binding process as normal but no binding check is required: it is impossible to make a good pact with a vestige that you intend to bind to an item but a vestige bound to an item cannot exert its sign or influence through it. The vestige remains bound for 10 minutes per binder level. You take a -10 penalty on your binding check the next time you summon a vestige you bound to an item.
Whilst a vestige is bound by it, the item is known as a tefillin. At 3rd level, you can choose one ability of the bound vestige that will be granted to the character who carries or wears the tefillin. As you attain higher levels, you can choose additional abilities of the vestige to be granted through the tefillin: two at 7th, three at 11th, four at 15th, and five at 19th level. An ability that requires the sign of the vestige cannot be granted through a tefillin.
Provided that at least one ability of the bound vestige is granted through the tefillin, you can choose a pact augmentation ability in place of a vestige ability. You can choose a single pact augmentation ability multiple times, and their effects stack.
Bonus Feats: At 4th level, and again at 8th, 12th, 16th, and 20th level, you gain a bonus feat of your choice from the following list: Armor Proficiency, Medium; Armor Proficiency, Heavy; Martial Weapon Proficiency; Persuasive; Shield Proficiency; and the feats presented on pages 72-75 of Tome of Magic. These feats are in addition to those normally gained for attaining higher levels but you must still meet any prerequisites for the bonus feats you choose.
Shielded Soul (Su): Whenever you are bound to a vestige, you gain the following abilities. You are immune to effects that directly trap, destroy, or harm your soul (such as trap the soul and The Void card from a Deck of Many Things). You are immune to effects that damage or drain Int, Wis, and Cha. Once per day, you can ignore an attack that would otherwise have killed you or knocked you unconscious.
Secrets of Pact Magic Augmentation
If you intend to use Secrets of Pact Magic, incorporate the following changes.
Bonus Feats: Bonus feats can also be chosen from Pathfinder compatible feats presented in Secrets of Pact Magic but not where they simply replicate feats from Tome of Magic.
Maximum Vestige Level: Adopt the Spirit Binder progression.
Al Rigg |
2 people marked this as a favorite. |
And a conversion for the vestiges in ToM. All comments welcomed.
Vestiges
Unless otherwise stated below, vestige rules are as per Tome of Magic.
Agares, Truth Betrayed
Earth and Air Mastery: You gain a +1 bonus on attack rolls, weapon damage rolls, and combat maneuver checks if both you and your foe are touching the ground. Any airborne foe take a -1 penalty on attack rolls, weapon damage rolls and combat maneuver checks against you.
Andras, the Gray Knight
Weapon Proficiency: You are proficient with the greatsword, lance, longsword, and rapier. If you were already proficient with the weapon, you instead gain a +1 competence bonus on attack rolls with it.
Smite Good or Evil: As a swift action, you can choose one target within sight to smite. If this target is good or evil, you add your Charisma bonus (if any) to your attack rolls and add your effective binder level to all damage rolls made against the target that round. If the target is an outsider with the evil or good subtype, an evil- or good-aligned dragon, or an undead creature, the bonus to damage increases to 2 points per effective binder level. Regardless of the target, your smite attacks automatically bypass any DR the creature might possess.
In addition, while smite good or evil is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of the smite.
If you target a creature that is neither good nor evil, the smite is wasted with no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil and smite good attempts per day obtained from multiple sources stack.
Andromalius, the Repentant Rogue
Jester's Mirth: (Use the ability as described on ToM 24, but substitute hideous laughter for Tasha's hideous laughter.)
Sense Trickery: (Use the ability as described on ToM 24, but substitute Perception for Spot.)
Buer, Grandmother Huntress
Track: You add half your effective binder level to Survival skill checks made to follow or identify tracks.
Chupoclops, Harbinger of Forever
Aura of Despair: Every creature within 10 feet of you takes a -2 penalty on attack rolls, weapon damage rolls, combat maneuver checks, ability checks, skill checks, and saving throws. You can suppress or activate this ability as a standard action. Aura of despair is a mind-affecting fear ability.
Eligor, Dragon's Slayer
Heavy Armour Proficiency: You are proficient with heavy armour. If you were already proficient with heavy armour, you receive the benefits of armour training as though you were a fighter of a level equal to your effective binder level.
Focalor, Prince of Tears
Aura of Sadness: You emit an aura of depression and anguish that affects even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a -2 penalty to attack rolls, combat maneuver checks, skill checks, and saving throws for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability.
Geryon, the Deposed Lord
Special Requirement: Geryon answers the calls of only those binders who show an understanding of the relationship between souls and the planes. Thus, you must have at least 2 ranks in either Knowledge (religion) or Knowledge (planes) to summon him.
Granted Abilities:
All-Around Vision: (Use the ability as described on ToM 32, but substitute sight-based Perception checks for Spot and Search checks.)
Halphax, the Angel in the Angle
Halphax's Knowledge: (Use the ability as described on ToM 35, but substitute Profession (engineer) for Profession (siege engineer) and Knowledge (engineering) for Knowledge (architecture and engineering).)
Haures, the Dreaming Duke
Inaccessible Mind: You are protected from any effort to detect, influence, or read your emotions or thoughts, and you are protected as if you were under the effects of by a mind blank spell. You can suppress or activate this ability as a standard action.
Ipos, Prince of Fools
Special Requirement: Ipos refuses the answer the call of any binder who, in his judgment, has not taken a serious enough interest in occult studies. Anyone wishing to bind Ipos must have at least 2 ranks in Knowledge (arcana) and 2 ranks in either Knowledge (religion) or Knowledge (planes).
Karsus, Hubris in the Blood
Special Requirement: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a binder who has at least 2 ranks in either Knowledge (arcana) or Spellcraft. He also hates Amon for some unknown reason and will not answer your call if you are already bound to that vestige.
Leraje, the Green Herald
Hide Bonus: You gain a +4 competence bonus on Stealth checks made to hide.
Marchosias, King of Killers
Death Attack: (Substitute the text for the assassin's death attack class feature on PFCRB 378-9, replacing binder for assassin, and effective binder level for assassin's class level.)
Silent and Sure: (Use the ability as described on ToM 41, but substitute Stealth for Hide and Move Silently.)
Naberius, the Grinning Hound
Special Requirement: Naberius values knowledge, industry, and the willingness to deceive. He manifests only for a binder with at least 1 rank in Bluff or in any Knowledge or Profession skill.
Otiax, the Key to the Gate
Unlock: (Use the ability as described on ToM 43, but substitute Disable Device for Open Lock.)
Paimon, the Dancer
Paimon's Skills: You gain a +4 bonus on Acrobatics checks and Perform (dance) checks.
Shax, Sea Sister
Swim Speed: (Add the following text at the end) This ability also confers the ability to breathe water.
Tenebrous, the Shadow that Was
Turn/Command Undead: You can channel energy to turn or command undead as though you were a cleric of your effective binder level with the appropriate feat. If you have the ability to channel energy from other classes, then the type of energy channeled with this ability stays the same and your levels in those classes stack with your effective binder level for the purpose of determining your turning ability. If you do not have the ability to channel energy from other classes, then, as with a cleric, you turn if you are good and command if you are evil. If you are neutral, you choose whether to turn or command upon binding Tenebrous and cannot later change your mind.
Once you have used this ability, you cannot do so again for 5 rounds.
Zagan, Duke of Disappointment
Improved Grapple: You gain the benefit of the Improved Grapple feat. In addition, you are considered to be of Large size for the purpose of making combat maneuver checks to grapple. If you choose to damage your opponent with an unarmed strike following a successful check, you can choose to deal lethal or nonlethal damage.
Al Rigg |
And a conversion of the vestiges found in the various other 3.5 sources. Unless otherwise stated below, the vestiges use the rules as stated in the relevant source.
Abysm, the Schismed
No change.
Ahazu, the Seizer
No change.
Ansitif, the Befouler
No change.
Arete, the First Elan
No change.
Ashardalon, Pyre of the Unborn
Ashardalon's Greed: You gain a bonus on Appraise checks and on Perception checks made to locate treasure. You can also locate objects near you, as the spell locate object.
Astaroth, Diabolus
No change.
Astaroth, Unjustly Fallen
Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. You add half your effective binder level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cabiri, the Watching Master
No change.
Desharis, the Sprawling Soul
City-Dweller: While hosting Desharis, you move at your normal rate when moving through a crowd, rather than requiring two squares of movement for every square as is normal. In addition, you gain a +6 competence bonus on Diplomacy checks to gather information, on Knowledge (local) checks, and can use Knowledge (local) untrained.
Smite Natural Soul: As a swift action, you can choose one target within sight to smite. If this target is an animal, elemental, fey, or plant, you add your Charisma bonus (if any) to your attack rolls and add your effective binder level to all damage rolls made against the target that round. If the target is a druid, the bonus to damage increases to 2 points per effective binder level. Regardless of the target, your smite attacks automatically bypass any DR the creature might possess.
In addition, while smite natural soul is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of the smite.
If you target a creature that is not a druid, animal, elemental, fey, or plant, the smite is wasted with no effect. Once you have used this ability, you cannot do so again for 5 rounds.
Kas, the Bloody-Handed
Blinding Strike: You gain the benefit of the Blinding Critial feat.
Weapon Proficiency: You are proficient with the bastard sword, longsword, and short sword. If you were already proficient with the weapon, you instead gain a +1 competence bonus on attack rolls with it.
Primus, the One and the Prime
Divine Structure: If you perform the same actions on consecutive rounds in the same order, you gain a +1 competence bons on all attacks, combat maneuver checks, skill checks, and saving throws that round.
The Triad
Gorn's Knowledge: Bardic Knowledge: You add half your effective binder level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Rujsha's Justice: Smite Evil: As a swift action, you can choose one target within sight to smite. If this target is evil, you add your Charisma bonus (if any) to your attack rolls and add your effective binder level to all damage rolls made against the target that round. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points per effective binder level. Regardless of the target, your smite attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of the smite.
If you target a creature that is not evil, the smite is wasted with no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil attempts per day obtained from multiple sources stack.
Vanus, the Reviled One
Vanus’s Ears: Being bound to Vanus grants you a +5 bonus on hearing-based Perception checks. This bonus increases to +10 if the noise is being made by an evil creature.
Zceryll, the Star Spawn
No change.
SmiloDan RPG Superstar 2012 Top 32 |
Loztastic |
Fischkopp wrote:I like Tefillin Binding. A lot. If I ever come around to use binders in my pathfinder campaign...Where does the word Tefillin come from? It reminds me of Teflon and The-Fill-In or Teh-Fill-In. It's a neat concept, but the name seems kind of random or punny to me.
it's a Jewish prayer-box thats worn on the forehead
http://www.hasofer.com/page.pl?p=tefillinposition
SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Fischkopp wrote:I like Tefillin Binding. A lot. If I ever come around to use binders in my pathfinder campaign...Where does the word Tefillin come from? It reminds me of Teflon and The-Fill-In or Teh-Fill-In. It's a neat concept, but the name seems kind of random or punny to me.it's a Jewish prayer-box thats worn on the forehead
http://www.hasofer.com/page.pl?p=tefillinposition
Oh, neat! That's super cool!
Al Rigg |
Yeah, I just wanted a similar term for "phylactery" to continue the theme of souls bound in/to objects. As Loztastic says, they're Jewish prayer-boxes, one of which you wear on your upper arm, and one on the forehead. This is where I discovered the word: http://en.wikipedia.org/wiki/Tefillin. But, just like phylactery, it's not intended in its literal sense. The word is to be used for any item that houses the vestige, just like how we use "phylactery" in the game. Thus, you can bind the vestige to any item that is valuable enough, such as a magical sword, gemstone, etc.
And yeah, I though the word might come across as a bit random but, then again, so did a lot of words when we all first started playing D&D. I mean, not the word phylactery, though. I mean that's just so everyday. ;-)
Glad you like the feature, Fischkopp. I just thought it would be cool for the Binder to be able to allow someone else in the party to directly benefit from a bound spirit. The item can be passed to other party members who will benefit from it whilst it is worn or held. Or, of course, the binder can just benefit from it himself.
InfernosReaper |
Hmmm... The "tefillin" ability is interesting.
Some of the vestige updates you came up with are somewhat unnecessary, but work alright. The cap ability is a bit odd. Perhaps something a little more streamlined.
Personally, I'd just change some of the ones that have limited daily use abilities, like Astaroth(Diabolus), to instead run off the conventional 5 round cool down, update the bardic knowledge abilities, and adjust the skill bonuses names.
Also, I would include the option for Binders to be able to utilize pact augmentations from Secrets of Pact Magic, as well the 'spirits' in addition to normal vestiges(allowing the Binder to use their normal rules for binding, including not than having to do the ceremony stuff).
So, essentially, very little difference between how we'd each do it. Minus the part where I remove the "immune to fear" ability from that one vestige & replace it with something that isn't already covered by a class ability, such as immunity to compulsions(seriously, why the frick does it give an ability already covered by the class itself?!).