Arundel
2011-06-26, 02:06 PM
So I am playing a Binder in an upcoming game and I am really excited about it. I had never played one before and had familiarity with it only in terms of builds made on this board. I read the Tome of Magic and loved the flavor and fluff of the binder. But now I'm trying to make it.
I don't even know where to start with it, I am overwhelmed by the options offered. I am also notoriously bad at spotting traps in builds/feats (my first characters were monk, paladin, and blaster sorc). So I'm really just looking for help with direction and a bit of mechanics/vestige suggestions.
My character vision is mage/diplomacy focused. Bonuses for healing abilities.
My big questions in addition to build helps.
Why are bloodlines so good?
Why is KotSS so good?
What vestiges should I be frequenting?
The Scale of Optimization
Truenamer<Optimized<Power Gaming<Munchkin<Pun Pun
***************↑
**********You are Here
Character Background
Background: Ceolwulf was born in the Black Forest area of present-day Germany in the late 1320s in a small village deep in the woods. His father was the local healer/wise man for the village and his mother assisted. His birth had been a particularly hard one, and he was an only child as a result. His childhood was happy, but eventful and he soon grew to be a young man. As was the custom in those days, he learned his parents trade with the intention of taking it over when he was of age. In time, he did just that and in the process found a beautiful villager to take as a wife. He was even eventually graced with a child, a boy in 1339. It was a gloriously happy time, the best of his life. All good things must come to an end however.
In 1341 the plague torn through his village and through his life. The majority of his village died, his friends. He and his wife did the best they could, but nothing they did could spare these people the horror, the pain. Nothing could save his heart when his wife fell ill, then subsequently his child. Try as he might, they both succumbed to the horror of pestilent death, leaving him nearly alone with the corpses of the village.
In a word, he went mad. He spent days out side his home, yelling at the sky, cursing the gods. Why? Why had they taken so much from him? Al he had ever wanted to do was to help his friends and family. They had taken his devotion, his love, and spat it back into his face, laughing as he wept for his loss.
The word mad doesn't quite do it justice though, he was driven to return what he had lost. He knew it was wrong, but the only way he could even have a hope was to seek out the practitioners of the dark magics, to sell his soul.
He learned of the arts from the whispers of the healers from other villages, whispers of the witches and warlock in the dark beyond the boundaries of villages. He heard the priests lecture on the evils of such creatures and how they would pay for their powers in the worlds beyond. He made it his goal to find these creatures, and make them grant him the power to reverse the horrors fate had played upon him. If only he had given himself the power to note the ever passing years. Before he knew it, he was old.
But find the powers he eventually did, learning the knowledge from a dying old man far far in the woods. Ceolwulf returned to civilization and began practicing his mastery over these forces, learning how to use them to heal wounds that his more traditional skill could not. The townspeople grew frightened of him however, and ran him and his infernal magics out of town, forcing him to find another town to settle and practice. Again and again the cycle repeated, a new home only to be driven out by his new family. While none would say his powers weren't useful, it was certain these were not the powers of God.
One day in his 70th spring he was running for a particularly viscous mob of villagers when he tripped. As he fell, he imagined that this would finally be the end to him. If he was lucky at least he would finally see his wife and child again. A funny thing happened when he landed though. You see, he landed on a branch. In a tree. 10 meters off the ground. In what had once been Central Park. He had quite literally stumbled into the new world.
It was a world ripe with mystery, with wonder, with forgotten knowledge. It was a second chance.
Personality: Ceolwulf is himself a divided fellow. At his best times (and least senile), the kind old healer comes back to him, and he is genuinely concerned with needs and ills of those around him. He can help, aid and comfort these peoples as only a wise elder can, providing insight and advice. When he is like this, he is frequently seen as both trustworthy and harmless.
Not all days are good though. Frequently, he is reminded of his ever advancing age and the foe he strives every day to elude, death. When mortality is on his mind, he becomes much colder, distant and even aloof. His mind becomes focused on his vestiges and he shifts from a friendly old man to person who really defies an accurate alignment. Grouchy at best, wrathful at worst, this is his default state while wandering and adventuring. He is extremely distrustful when he is in one of these moods. He remembers all the times that he was driven from a village by foolish residents who were to stupid to comprehend the majesty of his powers.
Appearance: Ceolwulf is old. Not in the way a 60 year old is old, but in the "oh dear god, how are they still alive?" old. He doesn't spend too much time on his appearance under most circumstances, and it shows. His hair and beard, both grey (though from fading or dirt it is hard to say) flow wildly, busting out from below the hood of his cloak. He wears a faded green cloak over his garments. These garments can be called robes, but at this point rags may be more appropriate. He typically has a walking stick and a large worn and beaten leather backpack containing everything he owns.
Nuts and Bolts
Age: 72
Gender: Male
Race: Human
Class: Binder6
30 point Buy
Most Books allowed
I would venture to guess that being firmly in the venerable age category makes the front line bindering out of the question.
Class adjustment:
Bloodlines will be limited to 1.5 your HD. Example: Level 10 Binders can only have an EBL of max 15. Level 15 Binders can have max of 20, 5 can have max of 10, ect
Item Crafting with Astaroth will be nerfed, you cannot create every single magic item in the game
Zycerell Summon Alien's abilities will still be a standard action, only 1 creature/4 EBL is the limit and they last for minutes = Binder Level. At EBL 10 they become Hours/Level
Dipping is discouraged heavily. I get two extra free feats at game start.
Additionally, I receive the following setting bonuses.
Being a part of this House grants an extraordinarily ability functionally identical to (and stacking with) bardic lore type abilities. Caster is considered a level 1 bard for purposes of the check. Members also gain +2 to all knowledge (local, politics, region), gather information, and diplomacy. Additionally, members of this house use mind effecting abilities and spells as if they were a caster of one level higher than their current level.
+5 untyped bonus to craft
My work in progress:
{TABLE]Level|Class|HP|Fort|Ref|Will|Class Features|Feats|Skills|Notes
1|Binder|8|2|0|2|Soul Binding|Works in progress|Works in progress|+5 to Craft Alchemy
2|Binder|d8|3|0|3|Pact Augmentation (1 Ability), Supress Sign||TBA|
3|Binder|d8|3|1|3|-||TBA
4|Binder|d8|4|1|4|Bonus Feat|Improved Binding|TBA
5|Binder|d8|4|1|4|Pact Augmentation (2 Abilities)||TBA
6|Binder|d8|5|2|5|Soul Guardian (Immune to Fear)||TBA
[/TABLE]
Thanks in advance!
Inb4 TOB
I don't even know where to start with it, I am overwhelmed by the options offered. I am also notoriously bad at spotting traps in builds/feats (my first characters were monk, paladin, and blaster sorc). So I'm really just looking for help with direction and a bit of mechanics/vestige suggestions.
My character vision is mage/diplomacy focused. Bonuses for healing abilities.
My big questions in addition to build helps.
Why are bloodlines so good?
Why is KotSS so good?
What vestiges should I be frequenting?
The Scale of Optimization
Truenamer<Optimized<Power Gaming<Munchkin<Pun Pun
***************↑
**********You are Here
Character Background
Background: Ceolwulf was born in the Black Forest area of present-day Germany in the late 1320s in a small village deep in the woods. His father was the local healer/wise man for the village and his mother assisted. His birth had been a particularly hard one, and he was an only child as a result. His childhood was happy, but eventful and he soon grew to be a young man. As was the custom in those days, he learned his parents trade with the intention of taking it over when he was of age. In time, he did just that and in the process found a beautiful villager to take as a wife. He was even eventually graced with a child, a boy in 1339. It was a gloriously happy time, the best of his life. All good things must come to an end however.
In 1341 the plague torn through his village and through his life. The majority of his village died, his friends. He and his wife did the best they could, but nothing they did could spare these people the horror, the pain. Nothing could save his heart when his wife fell ill, then subsequently his child. Try as he might, they both succumbed to the horror of pestilent death, leaving him nearly alone with the corpses of the village.
In a word, he went mad. He spent days out side his home, yelling at the sky, cursing the gods. Why? Why had they taken so much from him? Al he had ever wanted to do was to help his friends and family. They had taken his devotion, his love, and spat it back into his face, laughing as he wept for his loss.
The word mad doesn't quite do it justice though, he was driven to return what he had lost. He knew it was wrong, but the only way he could even have a hope was to seek out the practitioners of the dark magics, to sell his soul.
He learned of the arts from the whispers of the healers from other villages, whispers of the witches and warlock in the dark beyond the boundaries of villages. He heard the priests lecture on the evils of such creatures and how they would pay for their powers in the worlds beyond. He made it his goal to find these creatures, and make them grant him the power to reverse the horrors fate had played upon him. If only he had given himself the power to note the ever passing years. Before he knew it, he was old.
But find the powers he eventually did, learning the knowledge from a dying old man far far in the woods. Ceolwulf returned to civilization and began practicing his mastery over these forces, learning how to use them to heal wounds that his more traditional skill could not. The townspeople grew frightened of him however, and ran him and his infernal magics out of town, forcing him to find another town to settle and practice. Again and again the cycle repeated, a new home only to be driven out by his new family. While none would say his powers weren't useful, it was certain these were not the powers of God.
One day in his 70th spring he was running for a particularly viscous mob of villagers when he tripped. As he fell, he imagined that this would finally be the end to him. If he was lucky at least he would finally see his wife and child again. A funny thing happened when he landed though. You see, he landed on a branch. In a tree. 10 meters off the ground. In what had once been Central Park. He had quite literally stumbled into the new world.
It was a world ripe with mystery, with wonder, with forgotten knowledge. It was a second chance.
Personality: Ceolwulf is himself a divided fellow. At his best times (and least senile), the kind old healer comes back to him, and he is genuinely concerned with needs and ills of those around him. He can help, aid and comfort these peoples as only a wise elder can, providing insight and advice. When he is like this, he is frequently seen as both trustworthy and harmless.
Not all days are good though. Frequently, he is reminded of his ever advancing age and the foe he strives every day to elude, death. When mortality is on his mind, he becomes much colder, distant and even aloof. His mind becomes focused on his vestiges and he shifts from a friendly old man to person who really defies an accurate alignment. Grouchy at best, wrathful at worst, this is his default state while wandering and adventuring. He is extremely distrustful when he is in one of these moods. He remembers all the times that he was driven from a village by foolish residents who were to stupid to comprehend the majesty of his powers.
Appearance: Ceolwulf is old. Not in the way a 60 year old is old, but in the "oh dear god, how are they still alive?" old. He doesn't spend too much time on his appearance under most circumstances, and it shows. His hair and beard, both grey (though from fading or dirt it is hard to say) flow wildly, busting out from below the hood of his cloak. He wears a faded green cloak over his garments. These garments can be called robes, but at this point rags may be more appropriate. He typically has a walking stick and a large worn and beaten leather backpack containing everything he owns.
Nuts and Bolts
Age: 72
Gender: Male
Race: Human
Class: Binder6
30 point Buy
Most Books allowed
I would venture to guess that being firmly in the venerable age category makes the front line bindering out of the question.
Class adjustment:
Bloodlines will be limited to 1.5 your HD. Example: Level 10 Binders can only have an EBL of max 15. Level 15 Binders can have max of 20, 5 can have max of 10, ect
Item Crafting with Astaroth will be nerfed, you cannot create every single magic item in the game
Zycerell Summon Alien's abilities will still be a standard action, only 1 creature/4 EBL is the limit and they last for minutes = Binder Level. At EBL 10 they become Hours/Level
Dipping is discouraged heavily. I get two extra free feats at game start.
Additionally, I receive the following setting bonuses.
Being a part of this House grants an extraordinarily ability functionally identical to (and stacking with) bardic lore type abilities. Caster is considered a level 1 bard for purposes of the check. Members also gain +2 to all knowledge (local, politics, region), gather information, and diplomacy. Additionally, members of this house use mind effecting abilities and spells as if they were a caster of one level higher than their current level.
+5 untyped bonus to craft
My work in progress:
{TABLE]Level|Class|HP|Fort|Ref|Will|Class Features|Feats|Skills|Notes
1|Binder|8|2|0|2|Soul Binding|Works in progress|Works in progress|+5 to Craft Alchemy
2|Binder|d8|3|0|3|Pact Augmentation (1 Ability), Supress Sign||TBA|
3|Binder|d8|3|1|3|-||TBA
4|Binder|d8|4|1|4|Bonus Feat|Improved Binding|TBA
5|Binder|d8|4|1|4|Pact Augmentation (2 Abilities)||TBA
6|Binder|d8|5|2|5|Soul Guardian (Immune to Fear)||TBA
[/TABLE]
Thanks in advance!
Inb4 TOB