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Antonok
2010-12-14, 11:08 PM
The Demon Binder
Demons of the Hells, heed my call. I will you into this world through this, my empty vessel. Come; let us together show this mortal plane the power they truly fear.
~Jesquin Half-Breath, Demon Binder.

A Demon Binder uses unnatural power and forbidden rituals to bind the essence of a demon into his body to augment his own powers. These acts are looked down upon on by general society, but those seeking this power rarely care what others think.

Becoming a Demon Binder:

Warlocks are the most likely to take the path into this class. Most Demon Binders are not straight invokers though; some dabble in other classes to further enhance their combat power with the demons. Commonly seen class dips are Barbarian, Ranger, and even a few Wizards.

Entry Requirements:
Alignment: Any Chaotic or Evil
Skills: Knowledge (Arcana) 8 Ranks, Knowledge (The Planes) 8 Ranks, Spellcraft 8 Ranks
Languages: Abyssal
Invocations: Must be able to cast Baleful Utterance or Otherworldly Whispers. Eldritch Blast +2d6


The Demon Binder ~ Hit Die: D6

Class Skills (3+ Int Mod per level): Bluff, Concentration, Disguise, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Sense Motive, Spellcraft, Use Magic Device.

{table="head"]Level|BAB|Fort|Ref|Will|Special |Invocations Known
1st|+0|+0|+0|+2|Demonic Binding|—|

2nd|+1|+0|+0|+3|Demonic Corruption (Minor), Aura of Evil|+1 of existing class|

]3rd|+2|+1|+1|+3|Demonic Essence|+1 level of existing class|

4th|+3|+1|+1|+4|Demonic Corruption (Minor)|+1 level of existing class|

5th|+3|+1|+1|+4|Quick Binding 1/day|—|

6th|+4|+2|+2|+5|Greater Demonic Essence, Demonic Corruption (Moderate)|+1 of existing class|

7th|+5|+2|+2|+5|Summon Fiend|+1 level of existing class|

8th|+6/+1|+2|+2|+6|Demonic Corruption (Moderate)|+1 level of existing class|

9th|+6/+1|+3|+3|+6|Demonic Essence Perfection|—|

10th|+7/+2|+3|+3|+7|Fiendish Avatar, Quick Binding 2/day, Demonic Corruption (Major)|+1 level of existing class|[/table]

Class Features:
The Demon Binder prestige class increases the amount of invocations at your disposal while also giving you some of the supernatural powers of the demons you regularly bind. From the start, you get the ability to bind a demons essence into your body and gain some of its power. As you progress through the class, you permanently gain some of the abilities of the demons you regularly bind to your body.

Invocations Known: At every level other than 1st and 10th, you gain new invocations as if you had advanced a level in the invocation using class you previously have levels in. These levels also stack to determine the damage of your Eldritch Blast ability if applicable. You do not gain any other benefits of the invoker class other then what is noted above.

Demonic Binding (Sp): At first level, you gain the ability to summon and bind a demons essence into your body. This process takes 10 minutes and requires a special Spellcraft check (described in the demon binding entry below). Upon a successful check, you gain the augments in the demons description and take on a ghostly visage of the demon bound. For example, Jesquin decides she wants to attempt to bind a Succubus’s essence. She makes a Spellcraft check versus a DC of 17. If she succeeds, she gains the benefits of binding the succubus, and gains faint ghost-like succubus wings and tail. As a move action, the binder may suppress this visage at will, or can invoke it to become more prominent giving them a +2 to Intimitade checks. This otherwise has no effect on gameplay.
If a Demon Binder fails the Spellcraft check, the demon resists the binding and any further attempts to bind that demon type automatically fail. In addition, the Demon Binder is fatigued for 1 hour due to the strain on her body. This does not prevent an attempt to bind another demon type, however, a second failed save exhausts the Demon Binder instead of fatigues and any fails after the second increase the duration by 1 additional hour.
You if bind another demon while one is still bound, the first one is replaced by the new one. You lose all benefits of the first one, but gain the benefits of the second one.
Demonic Binds are suppressed in the effect of Consecrate, Hallow, Anti-Magic fields, or Magic Circle against Evil spells, but return when you leave the area of the spell. This abilities effect can also be suppressed with a targeted Dispel Magic and use the same rules as if it were a magic item. A Dispel Evil or Banishment spell can instantly end a currently active bind. Normal spell rules apply in all cases.
While under the effects of a demonic bind, the Demon Binder can hear the whispers of the bound demon urging them to commit evil acts or do specific actions. (This bears no real effect on gameplay, unless you and your DM decide it does) Most who do not know how the demonic bindings works think the Demon Binder is often schizophrenic and crazy.

Demonic Essence (Ex): The demonic essence you regularly bind begins to corrupt you body and soul slowly morphing you into a semblence of what you bind. There are 3 stages of change, Minor, Moderate, and Major. At 2nd level, and every even numbered class level thereafter, you must choose a change listed below. These changes are permanent, and not even a Wish or Miracle spell can revert the binder back to normal.
At 2nd and 4th levels, you must choose a minor change.
At 6th and 8th level, you must choose a moderate change.
At 10th you must choose a major change.

Minor Changes:

Your skin color deepens to purplish color.
Your eye color changes to a deep red,
Short, thick hair grows over your arms, legs, and body.
You grow either a Succubus or Nalfeshnee tail. (players choice)
You become as nimble as a Quasit flying through the air, granting a +2 bonus on Balance and Tumble checks.
You become as charming and decietful as a Succubus..You gain a +2 bonus on all Bluff, Diplomacy, Gather Information, and Intimidate checks.


Moderate Changes:

Your hands grow larger and resemble a Dretchs in nature. You gain claws that deal 1d8 damage. (1d6 for small creatures)
Your nose becomes as powerful as a Bebiliths. You gain the Scent ability.
Your mind becomes a little more demon like. You gain Telepathy out to 60ft.
Your skin becomes thicker, and harder to damage. You gain +2 to your Natural Armor.
Your teeth become longer and pointed. You gain a bite attack that deals 1d6 damage.

Major Changes:

Your grow a set of demonic, bat like wings. You gain a 40ft fly speed with average manueverability.
You become able to resist magic like a demon. You gain Spell Resistance= 10+ 1/2 HD+ Cha Mod.
You become able to heal unnaturally quickly. You gain Fast Healing 5.


Aura of Evil (Ex): At 2nd level a Demon Binder gains a strong aura of evil due to prolonged exposer to demons. From now on she automatically detects as Chaotic Evil if exposed to any effect that determines alignment, magical or otherwise.

Demonic Essence (Su): Due to prolonged and frequent exposer to the pure essence of demons, your body and soul starts to change to match it. At 3rd level, you gain resistance to Acid and Cold 5, and +4 saves against all poisons.
At 6th level, you take on even more demonic essence. You gain resistance to Electricity and Fire 5, and you become immune to all non magical poisons, but retain the +4 to saves against magical poisons.
At 9th level, you absorb enough of a demonic essence to be a near perfect demon. Your resistance to Acid, Cold, Electricity, and Fire increase to 10, and you become immune to all poisons.
Damage Reduction (Su): Beginning at 4th level, you become even more of a demon. You gain damage reduction 1/Good. This increases to 2/Good at 7th level, and again at 10th level to 3/Good.

Quick Binding (Sp): Beginning at 5th level you begin to understand what makes demons different from each other. Once per day, you can attempt to bind a different demon by switching just the essential ‘makings’ of the demon. This requires a full-round action, and is very straining on the Demon Binder. The Spellcraft DC to bind a demon with this ability increases by 5. You can use this ability an additional time per day at 10th level.

Summon Fiend (Sp): Due to her prolonged exposer to the essence of demons, a Demon Binder learns how to summon a Babau to aid her once per day. The summoned creature does the Demon Binders bidding to the best of its ability, but returns from whence it came after 1 hour. The summoned creature cannot use its innate summoning abilities it might have. The caster level for this ability is equal to the Demon Binders caster level.

Fiendish Avatar (Ex): At 10th level, the line seperating mortal and demon have become so blurred its impossable to tell tell which the binder is. Her type changes to Outsider and she gains Damage Reduction 10/Good. Unlike other outsiders however, a Demon Binder may still be raised or ressurected as normal.

The Demons
Babau:
Minimum Class Level: 3
Spellcraft DC to Bind: 17
Augments: +2 Constitution, +1 Natural Armor.
Special: Once every 1d4 rounds, you may augment your Eldritch Blast to inflict half the original damage as acid damage on your next turn. This reduces the damage done by your Eldritch Blast by 1d6.

Balor:
Minimum Class Level: 10
Spellcraft DC to Bind: 30
Augments: +4 Strength, +2 Natural Armor.
Special: As a Full-round action, you may make a special attack emulating the effects of a Balor’s Death Throes centered on the Demon Binder. Anyone within a 20ft radius must make a Reflex save (DC= 10+ class level + Con modifier) or take 100 points of damage. A successful save reduces the damage by half. Note: Using this ability is highly straining to both the Binder and the demon, automatically ending the binding and fatigues the Binder for the rest of the current combat. It also prevents the Demon Binder from being able to bind another Balor for the rest of the day.

Bebilith:
Minimum Class Level: 9
Spellcraft DC to Bind: 24
Augments: +4 Natural Armor
Special: Every 1d6 rounds, you may augment your Eldritch Blast with the ability to inflict Con damage. If you successfully hit with your Eldritch Blast, the target must make a Fortitude save (DC= 10+ Class level + Con Modifier) or take 1d6 Con damage. Using this ability reduces the damage done by your Eldritch Blast by 3d6.

Dretch:
Minimum Class Level: 1
Spellcraft DC to Bind: 15
Augments: +1 Natural Armor
Special: When you bind this demon, you gain 2 Claw attacks. These claws deal 1d6 damage for Small characters, and 1d8 damage for Medium characters.

Glabrezu:
Minimum Class Level: 9
Spellcraft DC to Bind: 22
Augments: +2 Str, Con, and Natural Armor.
Special: While this demon is bound, you gain the ability to see things a little more clearly. You gain use True Seeing like the spell for up to 1 minute per class level. This may be broken up into several uses throughout the day.

Hezrou:
Minimum Class Level: 4
Spellcraft DC to Bind: 20
Augments: +2 Dex, +2 Natural Armor.
Special: As a move action, you may exude a Hezrou like stench that nauseates anyone near you. Anyone within 10ft of you must make a Fortitude save (DC= 10+ Class level + Con modifier) or be nauseated for 1d4 rounds. Any creature that makes a successful save is immune to this ability for 24 hours.

Marilith:
Minimum Class Level: 5
Spellcraft DC to Bind: 24
Augments: +2 Str, Two Weapon Fighting
Special: When this demon is bound, you gain the benefit of the Two Weapon Fighting feat. Also, you may channel your Eldritch Blast into 2 weapons as if using the Hideous Blow invocation. However, you may not augment your Eldritch Blast with any invocations. Using this ability reduces the damage done by your Eldritch Blast by 2d6.

Nalfeshnee:
Minimum Class Level: 8
Spellcraft DC to Bind: 24
Augments: +2 Int, +2 Cha.
Special: You gain a version of the Nalfeshnees Smite ability. Once per encounter, as a standard action, you can make a 30ft radius burst of rainbow colored light. Anyone caught in the burst must make a Will save (DC= 10+ class level + Cha modifier) or be stunned for 1d10 rounds. A creature stunned by this ability still receives its full Dex and Shield bonus (if any) to AC, but can take no actions.

Quasit:
Minimum Class Level: 2
Spellcraft DC to Bind: 16
Augments: +2 Dex, +1 Natural Armor
Special: As a standard action, you can take on the form of another creature. This is like the polymorph spell, but with a few exceptions. You do not regain hit points for changing form, and you may only change into another Humanoid creature.

Retriever:
Minimum Class Level: 6
Spellcraft DC to bind: 24
Augments: +2 Dex, +2 Natural Armor.
Special: As a move action, you may augment your Eldritch Blast to Deal either Cold, Electricity, or Fire damage.

Succubus:
Minimum Class Level: 7
Spellcraft DC to Bind: 22
Augments: +2 Cha, +2 Natural Armor.
Special: You may augment your Eldritch Blast to deal energy drain instead of damage. When you choose to use this ability, you make a normal attack roll with your Eldritch Blast. If you hit, the target must make a Fortitude save (DC= 10+ Class level+ Cha modifier) or gain one negative level.

Vrock:
Minimum Class Level: 4
Spellcraft DC to Bind: 20
Augments: +2 Str, +2 Natural Armor.
Special: Once per hour, as a standard action, you may unleash a Vrock-like screech. Anyone within a 30ft cone must make a Fortitude save (DC= 10+Class level+ Con modifier) or be stunned for 1d3 rounds.

*Note* Minimum Class Level indicates min level needed in the Demon Binder class needed.


Side note: This is a revamp of the Demonbinder PrC in Drow of the Underdark. I love the concept behind that class but didn't like how they did the bindings. So hopefully this made it more generalized and a bit more useful. So, I bid you good day and hope you like it enough to help straighten it out power and mechanics wise. Thank you.

Jarrick
2010-12-15, 10:39 PM
I like what you've dont with these. It's like pactbinder light. I think you could get away with a little more than what the abilities grant though. The Balor especially just doesnt seem to capture the flavor, since you picked one of their less... colorful abilities to represent it. Where are the flaming sword and whip? And the fireballs? And Babau could do its acid damage all the time and without the reduction in the eldrich blast's power, since you're losing invoking levels to get this minor increase. I could be wrong though, PrCs arent really my specialty. :smalltongue: Anyone else have anything more enlightening to say? Am I the only one who thinks this needs more Oomph?

centuriancode
2010-12-16, 12:56 AM
I agree with Jarrick. There's not much that is especially wrong with it, and the ideas are good, but it needs to be able to pack a bit more punch.

A few specifics:

Fiendish Avatar - The Demon Binder becomes an outsider (except can still be rez'd), and while that has some bonuses, it doesn't seem like much for an end of class capstone. Someone who makes it to ten levels of Demon Binder is minimum Level 15, and might even be Level 20. The gods of most myths are puny and weak in comparison to Level 15s, and 20s are so powerful it's absurd. The final ability of the class really should reflect that. Given what you said in the fluff about Demon Binders taking on some of the attributes of the demons they most commonly summon, you could work in an ability tree, starting at, say, second level, that gradually gives them demonic attributes. Initially they could be quite pointless (upgrade the ghostly demonic visage to a physical, but cosmetic, difference), but they would get more powerful at higher levels and eventually become quite a powerful series of abilities, topping out at Level 10 when their physical bodies have changed to the point that they can only be classed as Outsiders. If you want a reference for how you could draw up these sort of changes, look at the Geomancer from Complete Divine.
You've sort of done something like this with the demonic essence, but this would give the class a bit more flavour, which some of the straight combat bonuses (like resistance) lack. Also, if, for example, one of the demonic mutations gave the Demon Binder wings, then that would actually be quite a powerful advantage. Something like that would justify the class as a potent close combat force.

Ghostly Visage (from Demon Binding) - I like that this is purely cosmetic, as is the insane nattering and tempting of the demonic voice. That said, purely cosmetic things have a tendency to be used in game in unexpected, and surprisingly effective ways, so the rules for this need to be very clear. Does the Demon Binder have a way to hide the ghostly visage of their demon? For example, could a spell like Disguise Self (if they had access to it) be used to vanish it? Also, if the Binder binds a Quasit and gains the shape shifting ability, does the ghostly visage persist? Shape changing is potentially exceptionally useful, but that changes a great deal if some ghostly demon is always standing behind you.

Skill Points - Though it's not necessary, you might want to think about increasing the skill points to 3 or 4 + Intelligence Modifier per level. A Demon Binder potentially could need a lot of skills (many DMs would demand Knowledge (Arcane and The Planes) checks to go with the demons, also Spellcraft is absolutely essential, it's generally a very good idea to have a decent Sense Motive when dealing with demons, the justifications go on). Even though they are likely to have a decent Intelligence modifier, it could be a good idea to increase the number of skill points they have.

BAB - Finally, many of the abilities of the demons the Binder can use are based around mêlée. Half HD for BAB could therefore be problematic because it leaves them quite vulnerable to mêlée specialists. Remember, +4 Strength is only +2 to attack and damage. Again, this isn't essential. Your call.

Most of these are just little quibbles - I quite like the class as a whole. The only big thing is that it really does seem to lack oomph, and something to make it really worthwhile as a prestige class.

Antonok
2010-12-16, 02:07 AM
Fiendish Avatar - The Demon Binder becomes an outsider (except can still be rez'd), and while that has some bonuses, it doesn't seem like much for an end of class capstone. Someone who makes it to ten levels of Demon Binder is minimum Level 15, and might even be Level 20. The gods of most myths are puny and weak in comparison to Level 15s, and 20s are so powerful it's absurd. The final ability of the class really should reflect that. Given what you said in the fluff about Demon Binders taking on some of the attributes of the demons they most commonly summon, you could work in an ability tree, starting at, say, second level, that gradually gives them demonic attributes. Initially they could be quite pointless (upgrade the ghostly demonic visage to a physical, but cosmetic, difference), but they would get more powerful at higher levels and eventually become quite a powerful series of abilities, topping out at Level 10 when their physical bodies have changed to the point that they can only be classed as Outsiders. If you want a reference for how you could draw up these sort of changes, look at the Geomancer from Complete Divine.
You've sort of done something like this with the demonic essence, but this would give the class a bit more flavour, which some of the straight combat bonuses (like resistance) lack. Also, if, for example, one of the demonic mutations gave the Demon Binder wings, then that would actually be quite a powerful advantage. Something like that would justify the class as a potent close combat force.


I like the idea of the demons essence making physical changes. And getting the power of the class right was my biggest concern. I was afraid I was making it too weak, but at the same time not making it OMFGITZCOMINGATME! powerful. I'll get to work on something along this line.


Ghostly Visage (from Demon Binding) - I like that this is purely cosmetic, as is the insane nattering and tempting of the demonic voice. That said, purely cosmetic things have a tendency to be used in game in unexpected, and surprisingly effective ways, so the rules for this need to be very clear. Does the Demon Binder have a way to hide the ghostly visage of their demon? For example, could a spell like Disguise Self (if they had access to it) be used to vanish it? Also, if the Binder binds a Quasit and gains the shape shifting ability, does the ghostly visage persist? Shape changing is potentially exceptionally useful, but that changes a great deal if some ghostly demon is always standing behind you.

I added in to where the binder can suppress it at will so that should hopefully take care of any unexpected uses. I was also throwing around the idea of the binder being able to make the visage more prominent granting a bonus to intimidate checks when I was creating it, so I added that in too. It was never meant to be really useful, just a fun little add on.


Skill Points - Though it's not necessary, you might want to think about increasing the skill points to 3 or 4 + Intelligence Modifier per level. A Demon Binder potentially could need a lot of skills (many DMs would demand Knowledge (Arcane and The Planes) checks to go with the demons, also Spellcraft is absolutely essential, it's generally a very good idea to have a decent Sense Motive when dealing with demons, the justifications go on). Even though they are likely to have a decent Intelligence modifier, it could be a good idea to increase the number of skill points they have.


Went ahead and increased the skill points per level to 3+ Int mod. You have a point on them requiring a few different skills, but I can't really bring myself to give them much more then that. Also noticed I failed to add Intimidate to thier skill list which I meant for them to get so I added that in.


BAB - Finally, many of the abilities of the demons the Binder can use are based around mêlée. Half HD for BAB could therefore be problematic because it leaves them quite vulnerable to mêlée specialists. Remember, +4 Strength is only +2 to attack and damage. Again, this isn't essential. Your call.

What I did was just copied the original Demonbinder's BaB and didn't give it much thought. On a second look, that was actually a bad idea. I increased it to a rogues BaB progression since I do want them to have to rely a little on thier Eldritch Blast augments they can get.

I thank you for your input. I've been wanting a class like this for a long time, and the Pact Binder wasn't what I wanted, and I greatly appreciate any input/ideas I can get to improve this and make it a decent PrC.

Antonok
2010-12-16, 02:27 AM
I like what you've dont with these. It's like pactbinder light. I think you could get away with a little more than what the abilities grant though. The Balor especially just doesnt seem to capture the flavor, since you picked one of their less... colorful abilities to represent it. Where are the flaming sword and whip? And the fireballs? And Babau could do its acid damage all the time and without the reduction in the eldrich blast's power, since you're losing invoking levels to get this minor increase. I could be wrong though, PrCs arent really my specialty. :smalltongue: Anyone else have anything more enlightening to say? Am I the only one who thinks this needs more Oomph?

Thank you.

On the Balor:

I did originally had it to where you could emulate its Flaming Body, but it just didn't seem to fit, and with invocations, anything to do with its flaming whip or sword would be kinda moot. I wanted to capture some type of special ability the demon possesed while avoiding thier SLAs. On that note, the Flaming sword and whip are actual weapons. :smalltongue: I did increase the damage done by the special attack to a Balors full death throes though, since it just seemed weak at level 15 how I had it.

On the Babau:

You have a point. The ability is now more useful and if I'm not mistaken, has a decent power to level scaling effect too.

Jarrick
2010-12-16, 06:59 AM
Balor Nimbus is a second level spell (Spell compendium). Also how about something along the lines of: "Flaming Whip: As a move action, you can manifest a whip made of pure flame. This weapon functions as a whip, except that attacks made with it deal fire damage equal to the binder's eldrich blast damage."
Kind of a balor-flavored eldrich glaive.

Eldan
2010-12-16, 07:49 AM
Or it's a whip of fire (1d6 fire damage, 15ft. reach) that channels your normal eldritch blast.

Antonok
2010-12-16, 08:33 AM
Balor Nimbus is a second level spell (Spell compendium). Also how about something along the lines of: "Flaming Whip: As a move action, you can manifest a whip made of pure flame. This weapon functions as a whip, except that attacks made with it deal fire damage equal to the binder's eldrich blast damage."
Kind of a balor-flavored eldrich glaive.


Or it's a whip of fire (1d6 fire damage, 15ft. reach) that channels your normal eldritch blast.


If I'm going for a whip type effect, I want to incorperate its flaming body ability in with it somehow since thats one of the balors most effective melee tactics. So how does something like this sound:

The Demon Binder may conjure a whip of fire to attack or entangle a foe. This whip acts like a normal whip that deals 1d6 damage. This damage can be augmented by the Hidious Blow invocation. Or, as a standard action, the binder may make a special attack to attempt to entangle a foe. To use this attack, the binder must succeed on a normal ranged touch attack. If successful, the binder and her target make opposed grapple checks(normal bonuses and penelties apply to this attack). If the binder wins, she entangles her foe dealing normal whip damage. While entangled, the target retains its normal AC but cannot take any actions, and is considered grappled for 1 round. On the start of the binders next turn, the flames surrounding the target burst in a fiery explosion dealing 6d6 damage (no save) to the target. Any resistance a target may have to fire applies to damage done by this ability.

Antonok
2010-12-16, 11:14 AM
I apologize for the double post(s), but I wanted to list the major changes I made.

Took out the damage reduction progression and incorporated it into the Fiendish Avatar ability.

Knocked Summon Fiend down from 8th level to 7th.

Added in the Demonic Corruption ability which functions like the Geomancers Drifts, but demon in nature.

Hopefully this will add the oomph that it was lacking but not overpowering the class. And I couldn't think of a whole lot of changes for the demonic corruption ability so suggestions are more then welcome and appreciated, along with anymore thoughts ideas that would improve/balance the class as a whole. :smallsmile: