Wyntonian
2011-12-17, 12:29 PM
So, I love binders. Binders use vestiges. I've got vestiges. Peach them, please.
These almost exclusively come from this page on the WoTC forum (http://community.wizards.com/go/thread/view/75882/19539322/lets_make_some_new_vestiges&post_num=451), where people have complied a metric crapton of vestiges, and some of them are even kinda good. However, a lot of them have some pretty bitchin' flavor issues, like being taken directly from movies and video games. Now, that means that they do have some sweet abilities, but it also means that I need to re-skin Optimus Prime into a gnome in a magic suit of armor. (No, I didn't actually do that, it's an example.)
For those of you who just read past that and didn't jump to the good parts, please be aware that I like the fluff, even if you don't get it, because it works in the homebrewed setting I'm doing these for. Please focus on the actual abilities.
Now, here we go.
Level 1
Athelas, Prince of Hope
Level: 1
Binding DC: 15
Special Requirement: None
Sign: A signet ring appears on your right hand, but the seal on it is blank.
Legend: Athelas was the third son of a minor noble house. While his elder brothers diligently studied the arts of statesmanship and war, he preferred to move among the people and help them to the best of his ability. Well liked by all who knew him, Athelas was a friend to everyone he met. However, the true nature of a man is judged in times of hardship. War came to his country, and one by one the noble houses led their troops into battle. As the youngest member of his house, Athelas was forced to stay behind. By his very youth and hope for the future, Athelas inspired the people to in his city to believe in themselves and in the victory to come. As the war dragged on, Athelas labored tirelessly to coordinate relief efforts and spent his reserves, both financial and personal, to their limit to help those who suffered. When the war at last ended, and his brothers returned, Athelas left to extend his help and hope to those who had been the enemy. Scholars lose track of him beyond that, but a man matching his description has been noted in the aftermath of every major conflict in the following century. Always, he is seen healing the wounded, helping the homeless, and encouraging all who will listen to come together and work toward a brighter future.
Manifestation: The happy murmur of contented people fills the air around the seal as if a crowd of common folk stood there speaking. Their images are faint and indistinct as more enter the seal and others leave. Only a young man in fine white clothes remains constant. Soon, the sounds of battle can be heard as if from a great distance, and one by one the voices and grow silent and the images fall and fade away. Throughout this time, the man in white holds each who fall and seems to be speaking words of comfort. Eventually, all but the man are gone. His clothes are tattered, his pants dirtied from kneeling on the ground, and blood coats his sleeves from those he tried to save. Despite his appearance, Athelas carries himself with dignity and a quite satisfaction. His task done, he turns to the binder and offers his assistance.
Influence: You are eternally optimistic and feel compelled to help the less fortunate. You must volunteer at least an hour of your time to charity in each town you visit.
Granted Abilities:
Third Son of a Noble House: You gain proficiency with a single martial weapon of your choice. You also gain a +4 bonus to any single skill and are considered trained in that skill.
Friend to All: You gain a +2 morale bonus on diplomacy, gather information, knowledge (local) and knowledge (nobility and royalty) checks and make these checks as if trained.
Voice of Hope: As a full-round action, you can use oratory to inspire confidence in your allies. An ally must listen and see you for the full round for the inspiration to take hold. Inspired allies gain a +2 morale bonus on saving throws and a +1 morale bonus on attack and damage rolls. The effects last for five rounds. The binder may inspire a number of allies equal to half his binder level per use (round up). This ability may only be used once every five rounds. The binder cannot inspire confidence in himself, only his allies.
Helping Hand: When the binder makes an aid another check, he increases the bonus granted by +1 (for a total of +3). This bonus increases by an additional +1 for every for four levels of binder.
The Power of One: As a full-round action, you can use oratory to inspire greatness in an ally. An ally inspired with greatness gains temporary hit points equal to d4 times your binder level, a +2 competence bonus on attack rolls and saving throws, and a +4 morale bonus on saves against fear. This effect lasts five rounds. The binder cannot inspire greatness in himself, only in an ally. You may use this ability on a particular ally only once per day.
Alryn, the Red Smith
Level: 1
Binding DC: 15
Legend: Alryn was once a man who held two jobs: He was both a Red Mage and a great armorsmith, who forged the suit of plate that the king of Soleh wears into battle even now. Late in his years, when he could no longer raise a heavy hammer, his kindled a great blaze in his forge and crawled inside, letting the fire he had controlled for so many years control him as it carried him into the next life.
Granted Abilities: Alryn grants his binders the ability to ignore the heat of the forge, to move regardless of their armor and to understand the work of the smith.
Armored Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.
Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.
Improved Sunder: You gain the benefit of the Improved Sunder feat.
Medium Armor Proficiency: You are proficient with medium armor.
Resistance to Fire: You have resistance to fire 10.
Smith's Experience: You gain a +4 bonus to all Craft (armor and weapons) checks, as well as all Appraise checks involving metal-based items.
Lared, The Humbled Hunter
Level: 1
Binding DC: 15
Special Requirement: Yes
Sign: Your eyes turn a vibrant green, with a faint oak-leaf pattern around the iris.
Legend: Lared was once a great hunter and archer of the Lightwood Rangers, and was quickly rising through the ranks. After leading a war party that defended a small settlement from a combined assault of three Urgal tribes, Lared thought himself more apt to lead the Rangers than any member of the Council, and challenged the Elder of the council to a duel of arrows for the right to lead the Council. To his surprise, his challenge was accepted, and the two combatants met in a field the next day. When the horn blew to signal the beginning of the duel, Lared was the first to fire. And the second. And the third. It was only when he had emptied his quiver with a sleet of edged steel that he realized that not a single one of his arrows had landed. Rather, the unarmed old man at whom he had been firing had caught each one. At that point Lared laid down his bow and surrendered, and asked to leave the Lightwood Rangers in shame. Rather than release him from his service, his superiors decided to allow him to continue to serve the Rangers, satisfied that he had learned his place. Many years later, Lared was indeed found worthy to join the council, an appointment which he accepted with honor and excelled at until his death.
Manifestation: Lared steps from within the circle as if he had always been there, and was only now breaking cover. He wears a beautifully crafted suit of leather armor, and carries a longbow.
Special Requirement: Lared required that his seal by drawn outdoors, or with the point of an arrow.
Influence: Lared causes the binder to be aware of their station, and to not challenge those more powerful and adept than they.
Granted Powers: Lared helps those in need with the art of the hunt and with his chosen weapon, the bow.
Hide Bonus: You gain a competence bonus on Hide checks, equal to 2+your EBL.
Low-Light Vision: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.
Precise Shot: You gain the benefit of the Precise Shot feat.
Ricochet: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strikeapply to only one target, which you must designate prior to making the attack roll.
Weapon Proficiency: While bound to Lared, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.
Charn, the Hare
Vestige Level: 1
Binding DC: 15
Legend: The first prey animal to be made when the sky and sea came apart, the Hare was hunted by Chinua, the first wolf. In that earliest of days, death was not final, and after being caught, Charn would return to be hunted again. When the early days ended with the birth of the first human, Charn left the mortal world to his children and left the world, only returning when called by binders.
Special Requirement: A binder may not bind Charn while Chinua is bound to them.
Manifestation:
Charn appears as a hare, which seemingly ignores the binder until their pact is confirmed.
Influence:
The binder becomes as careful as the prey animals, and when confronted with sudden surprises is often stunned by fear.
Granted Abilities: The Hare grants powers related to speed and escape.
Fleet of Foot: While bound to Charn, the binder's speed increases by 10 feet. At eighth level this bonus increases to 20 feet, and at fourteenth level it increases to a 30 foot bonus.
Prey's Senses: While not able to track like a predator, Charn offers a binder the keen senses of the hunted. The binder gains a +2 bonus to Listen and Spot checks. At eighth level, the bonus becomes +4, and at fourteenth level it becomes +6.
Masking the Trail: The binder may use Pass without Trace on themselves only at will. When the duration ends, the binder must wait at least an hour to use the ability again.
Legs of the Hare: The binder gains a +10 bonus to Jump checks, and may make unarmed kick attacks which deal 1d6 damage and the binder is treated as having Improved Unarmed Strike when making kick attacks only.
Chinua, The Wolf
Level: 1
Binding DC: 15
Legend: Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, until the age of myth ended. Now she exists only when called for, and brings the understanding of an age before man to her summoner.
Special Requirement: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua.
Manifestation: A wolf with yellow eyes the size of a small pony.
Sign: The binder's eyes turn a shade of yellow like that of some wolves.
Influence: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them.
Granted Abilities: The Wolf grants her binders the pack mentality of the wolf, and the prowess of a huntress.
Pack Tactics: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus.
Hamstring: The binder gains the benefits of Improved Trip, even if they do not meet the requirements.
Hunter in the Night: The binder gains the benefit of the Track feat, and a competence bonus to survival checks equal to the binder's EBL when trying to track a target.
Mother's Voice: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds.
Beast Voice: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals.
Hanasa, Butterfly in the Willows
Level: 1
Binding DC: 15
Sign: Your skin turns powder white.
Legend: Hanasa was said to be the most beautiful girl of her generation. Charming and graceful, she was courted by nearly every man who met her. Elusive as a butterfly, she teased and entertained without committing herself. She was loved and admired by many, but there are always those who see beauty and feel the need to possess it. She discouraged them gently, or not so gently as necessary, but grew more and more frustrated with all the people who wanted to possess her without actually understanding her. Tragically, her charms eventually drove a mystic of great power to more extreme means of making her his own. She escaped his Domination once, but knew he would succeed again all too soon. To escape him and all those like him forever she killed herself. The spirits honored her final protest by removing her from the reach of all those who might hold her against her will.
Special Requirements: Hanasa has no interest in the uncultured. You must have at least 4 ranks in diplomacy or knowledge (nobility and royalty) to bind her.
Manifestation: A tree rises up from the seal and flowers in seconds. A cloud of falling cherry blossoms obscure your view. A woman of surpassing beauty stands before you in a crimson kimono with a pink butterfly pattern. Her face is a bloodless white and her hair done up with decorative pins. She opens her mouth to speak, but makes no sound.
Influence: Hanasa will not brave capture or manipulation again. If you fail a save against a compulsion or are grappled by an enemy successfully you must take the first opportunity to flee or hide from that enemy for at least 5 rounds.
Granted Abilities: Hasana grants her binders the skill to evade pursuit and defend themselves from those of questionable intentions.
Breath of the Wind, Dance of the Waves: You gain a +4 competence bonus on Perform checks, Sleight of Hand, and Escape Artist. You are considered trained when using these skills.
The Willow World: Once every 5 rounds, you may roll twice on a will save or any skill check based on wisdom or charisma. You must declare your use of this ability before the die has been rolled.
Courtesan’s Touch: You may use Calm Emotions as per the spell, except that it is range touch (affecting only that target) and the duration is 1 round + concentration.
Flowing Sleeves, Hidden Knife: Your deceptively graceful movement lulls your foe into misjudging the speed and position of your attack. You gain the benefit of Improved Feint, but may only use it in conjunction with a light, finesse weapon. You may use a perform (dance) check in place of a bluff check for this ability.
Junlee, the Champion
Level:1
Binding DC:15
Legend: Junlee was a champion of unarmed combat who traveled the world facing anyone who challenged him. He was said to have mastered every form of hand-to-hand fighting a man could learn.
There is much dispute about how Junlee became a vestige. Some say he was poisoned by a rival. Others say he died in a riot that erupted after he defeated the champion of a large city. A few hold that he was murdered through sorcery. The vestige has never confirmed any of these accounts. It speaks only of its triumphs.
Special requirements: Junlee will only appear to a binder who has either Improved Unarmed Strike or Improved Grapple. These can be normal feats or gained through other vestiges.
Manifestation: Junlee appears as a young man wearing shorts. His hands are wrapped from knuckles to wrists with bloody cloth.
Sign: The binder's nose appears crooked, he has cauliflower ears and his knuckles are flat.
Influence: Junlee makes the binder disdain armor and weapons. This only applies when facing humanoid opponents. Junlee has no objection to weapons against other foes. The binder will try to resolve any disagreement with fisticuffs.
Granted Abilities: Junlee gives binders the ability to excel at unarmed fighting.
No Need for Weapons: The binder gains the Stunning Fist feat, if he had Improved Unarmed Strike, or Improved Grab, if he had Improved Grapple. The binder can gain both feats if he had both prerequisites.
The binder can use Stunning Fist Feat once for every effective binder level.
Fast Hands and Feet: The binder gains the Improved Initiative feat.
Iron Chin: The binder gains Damage Reduction 2. This improves to DR3 at 7th level, DR 4 at 11th level and DR 5 at 15th level.
Champion's Heart: The binder gains the Diehard feat. The binder cannot be demoralized by the Intimidate skill.
Nemu, The Charcoal Feather
Level: 1
Binding DC: 15
Legend: Nemu was a librarian in a legendary library of the Original Empire a thousand years ago. She was obsessed with researching an ancient book about the creation of the world. One evening she fell asleep in the middle of her research, and her unattended oil lamp sparked a fire that burned down the library. Some say she perished in her sleep. Others say that she spent her last few moments of life desperately trying to save the ancient book. Yet others say that in her final moment she discovered some ancient secret in the book, a deep and ancient secret which obliterated her soul.
Special requirement: You must place a dried nut, still in its shell, in the center of Nemu's seal. Nemu will not answer your call if you are illiterate.
Manifestation: The sound of small bells jingling signals Nemu's arrival. A roaring fire ignites in the center of the seal. Within the fire is a great and ancient tome, completely untouched by the flames. It's title changes for every binder who attempts to read it. Some scholars claim that the title is a fragment of text the book of The Beginning Of The World. The book opens to the middle. Each page is an ash-grey feathery wing. In the binding of the book is the face of a beautiful human woman. Her eyes are closed as if in sleep. If the binder makes a good pact, the face is disturbed as if tormented by nightmares. If the binder makes a poor pact, the face has a slight smile of a peaceful dreamer. Nemu does not speak. She responds to the binder by flapping her many pages of wings. Each time she does, new text appears on them, always in a language the binder can read.
Sign: A faintly glowing halo hovers an inch above your head. It does not prevent you from wearing headgear. The halo sheds light as a candle, but can be covered.
Influence: You feel sleepy at all times, even after a full night's rest, although you are not fatigued. If there is a comfortable place to sit or lay down, and no pressing matters at hand, Nemu requires you to take the opportunity to nap.
Granted Powers: Nemu lends you the ability to lull others to sleep, access to a portion of her knowledge, and the ability to illuminate your world.
Nap: As a standard action you can attempt to put 4 HD of creatures to sleep for one minute per effective binder level, as per the sleep spell. All affected creatures must be within 5 feet per effective binder level of you. Slapping or wounding awakens an affected creature, but normal noise does not. A Will saving throw negates this effect. At each effective binder level beyond 1st, you can affect an additional hit die of creatures. After using this ability, you cannot use it again for five rounds.
Research: You gain a +2 bonus to Gather Information checks.
Nemu's Knowledge: You can use any Knowledge skill untrained. In addition, you can retry a Knowledge skill you failed after spending 1d4 hours by researching the topic in a library or succeeding on a DC 20 Gather Information check.
Wakeful: You become immune to magical or supernatural sleep.
Halo: You can cause your halo to shed light as a torch. Activating or deactivating this ability is a standard action. You must show Nemu's sign in order to use this ability.
Ranga, The Flower of Peace
Level: 1
Bind DC: 14
Legend: Born one hundred years ago, Ragna was born into the middle of the Vallheim Civil War. He entered the military at a young age, and is said to have spent four years as a soldier in one of the many armies at that time, as history and the lies of lords have obscured the truth. After seeing the bloodshed and the futility of the wars, Ranga threw down his sword and began to speak against war and killing in any form. He quickly gained a small but devoted following of those left with nothing due to the war, and began to train them how to defend themselves without killing. Unfortunately for Ragna, one of the most powerful warlords at that time saw him as a rising threat to their power, and he sent a assassin to kill him. When the killer found him, was able to stab Ragna without his resisting, although the assassin later decided to repent his ways and never killed another man.
Special Requirement: The binder may not have killed any creature by their own hand within the last 12 hours.
Manifestation: Ragna appears as a man clothed at first in the blood of others, which slowly slides off, revealing a glowing white humanoid body. When it speaks, the sounds of war can be heard echoing in the distance.
Sign: Binders under the influence of Ragna move with a careful grace, and their voice becomes softer making them unable to shout.
Influence: Those under the influence of Ragna cannot kill a sentient target unless it has already deliberately killed someone else.
Granted Abilities:
Improved Disarm: The binder gains the Improved Disarm feat while bound to Ragna.
Aura of Peace: The binder may cast Sanctuary with a caster level equal to her binder level. Once used, this ability may not be used for another five rounds. Ragna's sign must be shown while this power is in use.
Merciful Blow: A binder may add their charisma bonus+1 (minimum of 1) to the damage of any attacks they make, but the attack is nonlethal damage.
Harmony in Battle: The binder gains the Combat Expertise feat while bound to Ragna.
Level 2
Amidamaru, The Bloody Blade
Level: 2
Binding DC: 20
Legend: Amidamaru was a powerful Sunshani warrior, centuries ago. Slain attempting to protect a childhood friend, his powerful spirit refused to find rest in the afterlife. As a vestige, he gives great warrior powers to those who bind him.
Manifestation: The air grows cold around the summoner, something which only he can feel. Visible winds then gather in the center of his seal, which then become slashed, as though with an invisible sword, revealing Amidamaru in the center. Amidamaru appears as a Sunshani warrior, his armor covered in blood, with one sword drawn. Which sword he has drawn varies from summoner to summoner, but the blade always appears made of blood.
Special Requirement: Amidamaru was a powerful warrior in life, and he refuses to appear to those who are not capable of holding their own in battle. As such, he only appears to those who possess either the Weapon Focus feat, applying to any martial or exotic weapon, the Power Attack feat, or the Cleave feat.
Sign: Your hands gain a thick callous around the webbing from thumb to forefinger, indicative of extensive practice with a blade.
Influence: Amidamaru, ever trusting of others, requires that you not make use of the Bluff skill, and that you only make Sense Motive checks against those who you already know to be untrustworthy.
Granted Powers: Amidamaru grants his binders great skill with the weapons he used in life, both together and singly.
Weapon Proficiency (Ex): You gain Exotic Weapon Proficiency with the bastard sword and Martial Weapon Proficiency with the short sword, if you do not already have them. In addition, whenever you wield a bastard sword in one hand, and a short sword in the other, you are treated as having the Two-Weapon Fighting feat. This is improved to Improved Two-Weapon Fighting at fifth level.
Daisho Mastery (Ex): Whenever you wield a bastard sword or a short sword, you gain a +2 bonus on attack rolls, and a +4 bonus on damage rolls with these weapons, as if you had Weapon Focus, Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization for these weapons. If you already have any of these feats, the bonuses stack.
Amidamaru's Might (Ex): Whenever you successfully attack a creature while using the Power Attack feat, you deal damage equal to double the penalty you took on your attack roll, as if you were using a two-handed weapon. If you are using a two-handed weapon, you gain no benefit.
Unstoppable Cleave (Ex): Whenever you successfully drop a foe and make a Cleave attack, you may make one additional attack after you Cleave, at the same Base Attack Bonus as your Cleave attack was. When using this ability in conjunction with the Great Cleave feat, you can only use this after failing to drop a foe with an attack, and you cannot Cleave off of a foe you drop with the attack given by Unstoppable Cleave. Once you have used this ability, you cannot do so again for 5 rounds.
Amidamaru's Guard (Ex): Amidamaru naturally enhances the power of any armor that you wear, allowing it to better protect you. You add 1/2 your EBL (rounded up) to the Armor bonus of any armor that you wear. This bonus does not stack with enhancement bonuses from armor.
Dorun, The Mountain
Level:2
Binding DC: 17
Legend: The Mountain rests at the center of all things, the basis on which the world was built. When the world was built, the bones of Mountain were taken to form the mountains that the races see these days. With his body spread among the world, the spirit of Mountain was spread into the world to be summoned by binders.
Manifestation: The mountain appears as a mountain which reaches up into the sky, speaking with a voice that shakes the ground and bones of a summoner.
Special Requirements: The Mountain can only be summoned by a binder when the circle is drawn on rock.
Sign: The mountain makes the binder's skin seem rough and grey, which makes it mistakable for stone.
Influence: Those under the influence of the mountain partake of its stability. They may not take a move action in place of a standard action.
Granted Abilities: Dorun grants his binders the ability to move with the power of the mountain, as well as manipulate stone.
Stance of the Mountain: The binder becomes exceptionally stable, gaining a +4 bonus to resist trip attempts and bull rushes due to their exceptional stability. This bonus is applied in any situation that the benefit of stability would apply.
Mastery of the Bones: The binder gains a climb speed equal to 1/2 of their normal movement rate.
Force of Stone: You gain the feat Improved Bull Rush, even if you do not meet the normal requirements for the feat.
Harden the Bones: You may use the spell Transmute Mud to Rock, except that the range is Close. Once used, this ability may not be used for another five rounds.
Furtur, The Thunder and the Storm
Level: 2
Binding DC: 18
Legend: Furtur was once a mighty Blue Mage, who attempted to use his command of the weather to bring down a city full of noncombatants after his army defeated theirs in the field. His lighting struck, but not at the walls. Rather, he was consumed entirely by the blast, so nothing remained, not even his robes.
Manifestation: Furtur's appearance is like a great bird of prey. Or is it a shattered tree? Or a young man in blue?
Sign: While bound to Furtur, your body is charged with static electricity. Your hair stands on end, and sparks fly to anything you touch. These sparks are not powerful enough to cause damage or ignite anything, but they are strong enough to be felt, and make an unprepared creature jump in surprise.
Influence: Furtur's influence gives you an innate distrust of authority. You suspect ulterior motives in even the most benevolent authority figure, and must make a Sense Motive check whenever the opportunity presents itself.
Granted Abilities: Furtur allows his binders some control over the fury of the storm.
One with the Winds: While bound to Furtur, you are treated as being one size larger for determining the effects that high winds have on you (DMG pg. 94). You are also treated as being one additional size category larger for every two binder levels beyond 3rd you possess, up to a maximum of 5 size categories at 11th level. If this would increase your size beyond Colossal, you are considered immune to the effects of nonmagical wind. At 13th level, you may make ranged attacks in any wind condition without penalty. This ability is continually active while you are bound to Furtur.
Lightning Touch: While bound to Furtur, you may discharge the static electricity you are charged with against an adjacent enemy. This requires a Melee touch attack and deals 1d6 points of electricity damage per 2 Binder levels. At 10th-level you may use this ability on any creature within 30 feet, requiring a Ranged touch attack. At 15th-level, this ability may function like the Chain Lightning spell, except the distance between the caster and original target cannot be more than 30 feet. Once you have used this ability, you may not use it again for 5 rounds, nor may you use this ability if you do not show Furtur's sign.
Spawn Storm: While bound to Furtur, you may generate a small, localized rainstorm as a Standard Action. The storm has a diameter of 20 feet and can be generated anywhere within 100 feet of the binder. Once generated, the storm remains for a number of rounds equal to 1/2 your EBL, rounded down. The rain automatically extinguishes any nonmagical, unprotected flame, and anyone within the storm takes a -4 penalty to Search and Spot checks, as well as a -2 penalty to Listen checks. Ranged attacks into or out of the storm are made at a -2 penalty. You may use this ability once per day for every 3 binder levels you possess. At 10th level, you may use this ability to create a Sleet Storm effect instead of a regular rainstorm, however the effect must still be generated within 100 feet of the binder. At 17th level, you may also use Control Weather once per day, but only for the purpose of creating some form of precipitation.
Guison, the Man Who Knew
Level: 2
Binding DC: 18
Legend: Guison was an investigator in the service of the Dotze Affariata. He initially served as an academic adviser but was frequently drawn into the investigations of various court scandals. Guison demonstrated extraordinary powers of observation and deduction in his work. Many powerful men solicited his services and his renown spread over several borders. He was most famous for exposing agents of the Grey Palm who had infiltrated the Watch in Marreis.
Guison made several enemies in his lifetime and survived numerous plots against his life, but not all of them. He disappeared from his home after 25 years of service. No trace of him was found and no one boasted of having captured or killed him. Rumors about him circulated for years but he was never seen alive again.
Manifestation: Guison appears as a richly clad old man who is always examining something small in his gloved hand. He turns to face the binder and relates the binder’s recent actions. He explains that various signs on and around the binder clearly indicate what the binder and any of his companions have been up to.
Sign: The binder perpetually squints and the skin of his face is extremely wrinkled.
Influence: The binder becomes obsessed with minutiae and lectures anyone in earshot about anything that seems interesting to him at the time. He also doubts the honesty of everyone around him and subtly interrogates anyone he talks to.
Granted Abilities: Guison gives binders the abilities to investigate events and determine how they happened and who was involved.
Attention to Detail: The binder gains a +4 bonus to Decipher Script, Listen, Search and Spot checks. This bonus increases by one for every three levels after fifth. The binder is entitled to a Spot check whenever he passes within five feet of a clue, even if he is not actively looking for one.
Great Perception: The binder gains a +4 bonus to Bluff, Diplomacy, Gather Information and Sense Motive checks. This bonus increases by one for every three levels after fifth.
Unswayable: The binder gains the Slippery Mind class feature.
Uncanny Knowledge: The binder can use Bardic Lore as a bard of the same level. Once per day the binder can make a hunch based on what he has observed. The binder makes a second Lore check. If it succeeds the DM informs the player of the connection between a clue and the event that is it linked to.
Hale, Master Healer
Level: 2
Binding DC: 15
Sign: The backs of your hands become covered with wolf fur.
Legend: Hale was a young orphan taken in by the church of Soleh at an early age. He soon became a master healer, despite a complete lack of magical training. He was later bitten by a werewolf and contracted lycanthropy. Despite his efforts to hide his condition, he was eventually discovered and chased out of Soleh, until he found refuge in Vallheim, and was able to continue healing those in need.
Manifestation: A skeletal hand punches upward through the ground and a skeleton pulls itself free from the earth. It stands and faces the binder as muscles begin to grow and organs form from nothing. Veins fill with blood as the heart begins to pump. Skin covers him and he stretches as if waking up after a long sleep. A wound appears on right hand as if he has been bitten by a canine. Grey fur begins to spread from the bitten hand as the man grimaces in pain. He quickly wraps the arm in bandages and turns to the binder. “I suffer for others. Will you suffer with me?”
Influence: You hold no fear or distaste for the sick or the dying. You do not avoid contact with such people.
Granted Abilities: Hale grants his binders the healing skills he possessed in life.
Master Healer: You gain a bonus on heal checks equal to your EBL and may always take 10. Additionally, you can eventually make heal checks faster than normal. At level 5 you may make heal checks as a move action, at level 10 you may make them as a swift action, and at level 15 you are so sure in your skill that you may make heal checks as an immediate action.
Healer’s Lore: You constantly gain the benefits of the spell Healing Lorecall except that you use your bonus on heal checks as your number of ranks and you may use a heal check in place of a conjuration [healing] spell.
Slam Death’s Door: Whenever you stabilize a dying target they also gain a number of hit points equal to your EBL.
Resilient Body: You take reduced damage from poison, disease, and bleeding. Subtract your Con bonus (min 1) from all damage (ability or hit points) you would take from those sources. This effectively auto-stabilizes you if you fall below 0 hp.
Rapid Recovery: You and all creatures you tend with the heal skill regain hp, ability damage, and ability drain at an accelerated rate. Treat each hour of rest as a full 8 hours for the purpose of natural healing. (This has no effect on the amount of rest required for spell preparation or power point recovery.)
Only a Flesh Wound: Once every 5 rounds you can convert a single source of damage (such as a single spell or weapon blow) to yourself or another adjacent creature into non-lethal damage as a free action.
Memory of the Goddess: You may activate magic items that store spells with the [healing] descriptor as if you had them as spells known and a caster level equal to your EBL.
Body Control: You gain a +4 bonus on Control Shape and Autohypnosis checks.
Fellowship of the Physicians: You gain a +2 to your binder level for both Hale and Buer (ToM) while you are bound to both.
Orion, The Hero of Soleh
Level: 2
Binding DC: 18
Legend: Orion was once a great knight of Soleh, who fought bravely against his corrupt lord, and eventually killed him in a spectacular duel. He and the duke's daughter had long been in love, and they later married, and their love continued even beyond their deaths.
Special Requirements : Orion will not answer to an evil binder or a binder who have hosted Lorken in the last 24 hours.
Manifestation: A bright light shines, visible only to the binder. The light then fades away and a slender man stands in the middle of the seal. He wears a green tunic over a chain shirt, a green kilt, dark leather boots, sturdy gauntlets and a light helmet. He draws his sword and shield and silently bows to the binder, but never speaks a word during the pact.
Sign: While bound to Orion, you have what appears to be half of a symbol on the back of your left hand, a seemingly random assortment of lines. While you are bound to both Arynn and Orion, however, the lines match up, forming a pattern of interlocking concentric circles.
Influence: Orion is a figure of courage and hope. You do not show fear or despair and you never seem to give up even in the most desperate situations.
Granted Powers: Orion is a master swordsman, horseman and archer, and the essence of the Hero of Soleh grants these abilities to the binder.
Deathless Love: Orion and Arynn can be bound simultaneously, but they still count as two vestiges. Their DC is 24, and while both vestiges are bound, your effective binder level is increased by one for the purposes of determining the effects of spell-like abilities.
Righteous Weapons: Any melee weapons you wield is treated as good-aligned for the purpose of bypassing damage reduction. Furthermore, upon successfully hitting an evil creature, the weapon deals an additional 2d6 points of holy damage.
Arrows of Legend: Any ranged projectile weapons used by the binder, such as bows and crossbows, possesses the distance enhancement.
Swordsmanship: You gain proficiency with all simple, martial and exotic sword-like weapons and you gain a +1 bonus to attack and damage rolls for every 5 effective binder levels you possess.
Adventuring Knacks: You gain a bonus to Handle Animal, Ride and Survival checks equal to your binder level.
Lokesh, the Blind Seer
Level: 2
Binding DC: 21
Sign: A tattoo of a third eye appears on the binder’s forehead in black ink.
Legend: Lokesh is something of a mystery. He was certainly native to the material realm, yet there are no indications that he ever existed upon this world. The third eye is claimed to be a birthright of his people, the Kuresh. He tells of a world much like our own fallen into darkness so deep and pervading that even now it fills his sight. Some scholars wonder if his world might somehow have come directly into conjunction with the spirit realm, but if so, the rest of his race seems to have escaped his fate. A few researchers believe he is from a time far removed from the current frame, perhaps even so far into the past that his former world is what we now know as the spirit realm.
Special Requirements: Lokesh will not answer the call of a binder bound to Tenebrous or anyone otherwise associated with the plane of shadow. (This includes anyone capable of using mysteries, shadow hand maneuvers, or [shadow] spells.)
Manifestation: The seal slowly turns to clear crystal. Light seems to come from every direction, refracting off the seal. Within the light above the seal, the image of a world can be seen. A nearly physical darkness creeps over the seal, cutting off the light. A tall figure emerges from behind the seal with silver light shining from his three eyes that seems to hold the darkness back for a moment. His lanky frame trembles with effort and his white hair is quickly soaked with sweat. As the darkness pushes back, the world within the seal shrinks and retreats along the silver light until it can only be seen within his eyes. His eyes close and all is soon pitch black within the seal. The man in the darkness asks in a soft, inquisitive tone, “Whose voice calls me forth?”
Influence: You mistrust your eyes and will not rely on information that cannot be confirmed by other senses. Thus, you may not use any item that must be read or otherwise looked at to be used (This includes scrolls and normal spellbooks). Also, you may not make active spot checks. (You may still make spot checks when the DM requires one).
Granted Abilities: Lokesh grants his binders comfort in darkness, and a shadow over the eyes of those who would seek them.
Wisdom in Darkness: You gain the Scent and Blindfight feats. Additionally, you gain a competence bonus on listen and sense motive checks equal to your EBL.
Touchsense: You gain Blindsight out to 5ft. This increases to 10ft at level 13.
Hear the Unseen: As a swift action, you can grant yourself blindsense out to 10ft per EBL for 1 round. This does not extend into areas of magical silence. This ability is useable once every five rounds.
Share my Vision: You may use Blindness as per the spell. You must wait five rounds before using it again. At level 13, you may use Blindness every round and Power Word: Blind once every five rounds.
Blinded Seer: You gain spell resistance equal to 15+ your EBL against spells and effects from the divination school. Any creature that attempts to use such an effect against you and fails to overcome your resistance must make a will save or be blinded for the duration their effect would have had (min 1 round).
Remarro, the Candid Canvas
Level: 2
Binding DC: 20
Legend: Remarro was a troubled youth and as he looked around at the world the gods created with so much hate and suffering he began to hate the world back. In his frustrations the way he found to express himself was through art. He became a true renaissance man mastering many different forms and styles as he grew older, but the thing he became most famous for were his incredibly realistic paintings. People swore that they weren’t looking at images at all, but people and things trapped behind a window into another world. As Remarro began to draw more and more attention to himself he withdrew further and further from society. It was too late however, he had become so beloved for his art that the people would never let him be. He devised a plan. He told the people to come to his mansion and wait for him in the courtyard at midday. He came forth as promised with his painting gear and a framed canvas. He addressed the mass saying that he would create his greatest masterpiece before their very eyes. Merchants set up shops and tents and the people had a festival there awaiting his next great work of art. Hours went by and at dusk Remarro boomed over the crowd, “It is done!” However there was no great showing. The people grew puzzled and someone drew closer. The person noticed that Remarro was nowhere to be found, and so went to see what the painting was. It was the most realistic portrait the person had ever seen – and it was of Remarro. The people below could have sworn Remarro winked at him from inside the frame.
Manifestation: An ornately framed canvas appears hovering above the seal about two feet across and three feet high. The canvas is entirely blank. Suddenly paints of all colors pour out from under the top of the frame over the canvas like a rainbow waterfall. A face appears in the paint, or rather the paint forms the shape of a face, two sunken pits for eyes and a maw of darkness for a mouth. Out of the frame and through the falling paint a handsome dark-haired man in fine clothing steps onto the seal. Fine as they are his clothes are besmirched with paint stains here and there. He flattens the wrinkles out of his attire and then speaks to the binder although he rarely looks at the binder. He seems preoccupied with something or else he simply dislikes the company for his voice is full of disdain.
Sign: Binding to Remarro causes you to appear as though you are wearing heavy makeup, with darkened eyelids, reddened lips and elongated lashes.
Influence: You become withdrawn and suspicious of others. Evil acts cause you to become increasingly negative. Additionally you are uncomfortable in open areas especially around many people.
Special Requirement: Yes. Remarro requires the binder to spend at least 1 gp on paints with which to paint his seal.
Granted Abilities: Remarro grants binders his brilliant skill with a paint brush, powers of illusion, and the ability to blast enemies with color.
Paint Spray: Issuing forth your hand, you send a spray of multicolored paints at an enemy duplicating the effect of a color spray spell. Once you have used this ability you cannot use it for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Chiaroscuro: By using an artist’s mastery of light and shadow you bend light in such a way as to create Minor Images of yourself as the spell once every five rounds.
Mirror Image. You may cast Mirror Image as the spell, with a caster level equal to you binder level. After the duration of the effect you cannot use this ability again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Blasting Stroke: Issuing forth your hand in a similar manner as your paint spray you can generate a forceful blast of energy rather than paint, but in the same multicolored pattern. This ability duplicates the Rainbow Blast (Spell Compendium). Once you have used this ability you cannot use it again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Remarro’s Brush: You gain a +4 insight bonus to all profession (painter) checks and can create works of art in half the time that is normally required. The insight bonus increases to +8 at 10th level, +14 and 15th, and +20 at 20th levels respectively.
These almost exclusively come from this page on the WoTC forum (http://community.wizards.com/go/thread/view/75882/19539322/lets_make_some_new_vestiges&post_num=451), where people have complied a metric crapton of vestiges, and some of them are even kinda good. However, a lot of them have some pretty bitchin' flavor issues, like being taken directly from movies and video games. Now, that means that they do have some sweet abilities, but it also means that I need to re-skin Optimus Prime into a gnome in a magic suit of armor. (No, I didn't actually do that, it's an example.)
For those of you who just read past that and didn't jump to the good parts, please be aware that I like the fluff, even if you don't get it, because it works in the homebrewed setting I'm doing these for. Please focus on the actual abilities.
Now, here we go.
Level 1
Athelas, Prince of Hope
Level: 1
Binding DC: 15
Special Requirement: None
Sign: A signet ring appears on your right hand, but the seal on it is blank.
Legend: Athelas was the third son of a minor noble house. While his elder brothers diligently studied the arts of statesmanship and war, he preferred to move among the people and help them to the best of his ability. Well liked by all who knew him, Athelas was a friend to everyone he met. However, the true nature of a man is judged in times of hardship. War came to his country, and one by one the noble houses led their troops into battle. As the youngest member of his house, Athelas was forced to stay behind. By his very youth and hope for the future, Athelas inspired the people to in his city to believe in themselves and in the victory to come. As the war dragged on, Athelas labored tirelessly to coordinate relief efforts and spent his reserves, both financial and personal, to their limit to help those who suffered. When the war at last ended, and his brothers returned, Athelas left to extend his help and hope to those who had been the enemy. Scholars lose track of him beyond that, but a man matching his description has been noted in the aftermath of every major conflict in the following century. Always, he is seen healing the wounded, helping the homeless, and encouraging all who will listen to come together and work toward a brighter future.
Manifestation: The happy murmur of contented people fills the air around the seal as if a crowd of common folk stood there speaking. Their images are faint and indistinct as more enter the seal and others leave. Only a young man in fine white clothes remains constant. Soon, the sounds of battle can be heard as if from a great distance, and one by one the voices and grow silent and the images fall and fade away. Throughout this time, the man in white holds each who fall and seems to be speaking words of comfort. Eventually, all but the man are gone. His clothes are tattered, his pants dirtied from kneeling on the ground, and blood coats his sleeves from those he tried to save. Despite his appearance, Athelas carries himself with dignity and a quite satisfaction. His task done, he turns to the binder and offers his assistance.
Influence: You are eternally optimistic and feel compelled to help the less fortunate. You must volunteer at least an hour of your time to charity in each town you visit.
Granted Abilities:
Third Son of a Noble House: You gain proficiency with a single martial weapon of your choice. You also gain a +4 bonus to any single skill and are considered trained in that skill.
Friend to All: You gain a +2 morale bonus on diplomacy, gather information, knowledge (local) and knowledge (nobility and royalty) checks and make these checks as if trained.
Voice of Hope: As a full-round action, you can use oratory to inspire confidence in your allies. An ally must listen and see you for the full round for the inspiration to take hold. Inspired allies gain a +2 morale bonus on saving throws and a +1 morale bonus on attack and damage rolls. The effects last for five rounds. The binder may inspire a number of allies equal to half his binder level per use (round up). This ability may only be used once every five rounds. The binder cannot inspire confidence in himself, only his allies.
Helping Hand: When the binder makes an aid another check, he increases the bonus granted by +1 (for a total of +3). This bonus increases by an additional +1 for every for four levels of binder.
The Power of One: As a full-round action, you can use oratory to inspire greatness in an ally. An ally inspired with greatness gains temporary hit points equal to d4 times your binder level, a +2 competence bonus on attack rolls and saving throws, and a +4 morale bonus on saves against fear. This effect lasts five rounds. The binder cannot inspire greatness in himself, only in an ally. You may use this ability on a particular ally only once per day.
Alryn, the Red Smith
Level: 1
Binding DC: 15
Legend: Alryn was once a man who held two jobs: He was both a Red Mage and a great armorsmith, who forged the suit of plate that the king of Soleh wears into battle even now. Late in his years, when he could no longer raise a heavy hammer, his kindled a great blaze in his forge and crawled inside, letting the fire he had controlled for so many years control him as it carried him into the next life.
Granted Abilities: Alryn grants his binders the ability to ignore the heat of the forge, to move regardless of their armor and to understand the work of the smith.
Armored Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.
Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.
Improved Sunder: You gain the benefit of the Improved Sunder feat.
Medium Armor Proficiency: You are proficient with medium armor.
Resistance to Fire: You have resistance to fire 10.
Smith's Experience: You gain a +4 bonus to all Craft (armor and weapons) checks, as well as all Appraise checks involving metal-based items.
Lared, The Humbled Hunter
Level: 1
Binding DC: 15
Special Requirement: Yes
Sign: Your eyes turn a vibrant green, with a faint oak-leaf pattern around the iris.
Legend: Lared was once a great hunter and archer of the Lightwood Rangers, and was quickly rising through the ranks. After leading a war party that defended a small settlement from a combined assault of three Urgal tribes, Lared thought himself more apt to lead the Rangers than any member of the Council, and challenged the Elder of the council to a duel of arrows for the right to lead the Council. To his surprise, his challenge was accepted, and the two combatants met in a field the next day. When the horn blew to signal the beginning of the duel, Lared was the first to fire. And the second. And the third. It was only when he had emptied his quiver with a sleet of edged steel that he realized that not a single one of his arrows had landed. Rather, the unarmed old man at whom he had been firing had caught each one. At that point Lared laid down his bow and surrendered, and asked to leave the Lightwood Rangers in shame. Rather than release him from his service, his superiors decided to allow him to continue to serve the Rangers, satisfied that he had learned his place. Many years later, Lared was indeed found worthy to join the council, an appointment which he accepted with honor and excelled at until his death.
Manifestation: Lared steps from within the circle as if he had always been there, and was only now breaking cover. He wears a beautifully crafted suit of leather armor, and carries a longbow.
Special Requirement: Lared required that his seal by drawn outdoors, or with the point of an arrow.
Influence: Lared causes the binder to be aware of their station, and to not challenge those more powerful and adept than they.
Granted Powers: Lared helps those in need with the art of the hunt and with his chosen weapon, the bow.
Hide Bonus: You gain a competence bonus on Hide checks, equal to 2+your EBL.
Low-Light Vision: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.
Precise Shot: You gain the benefit of the Precise Shot feat.
Ricochet: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strikeapply to only one target, which you must designate prior to making the attack roll.
Weapon Proficiency: While bound to Lared, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.
Charn, the Hare
Vestige Level: 1
Binding DC: 15
Legend: The first prey animal to be made when the sky and sea came apart, the Hare was hunted by Chinua, the first wolf. In that earliest of days, death was not final, and after being caught, Charn would return to be hunted again. When the early days ended with the birth of the first human, Charn left the mortal world to his children and left the world, only returning when called by binders.
Special Requirement: A binder may not bind Charn while Chinua is bound to them.
Manifestation:
Charn appears as a hare, which seemingly ignores the binder until their pact is confirmed.
Influence:
The binder becomes as careful as the prey animals, and when confronted with sudden surprises is often stunned by fear.
Granted Abilities: The Hare grants powers related to speed and escape.
Fleet of Foot: While bound to Charn, the binder's speed increases by 10 feet. At eighth level this bonus increases to 20 feet, and at fourteenth level it increases to a 30 foot bonus.
Prey's Senses: While not able to track like a predator, Charn offers a binder the keen senses of the hunted. The binder gains a +2 bonus to Listen and Spot checks. At eighth level, the bonus becomes +4, and at fourteenth level it becomes +6.
Masking the Trail: The binder may use Pass without Trace on themselves only at will. When the duration ends, the binder must wait at least an hour to use the ability again.
Legs of the Hare: The binder gains a +10 bonus to Jump checks, and may make unarmed kick attacks which deal 1d6 damage and the binder is treated as having Improved Unarmed Strike when making kick attacks only.
Chinua, The Wolf
Level: 1
Binding DC: 15
Legend: Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, until the age of myth ended. Now she exists only when called for, and brings the understanding of an age before man to her summoner.
Special Requirement: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua.
Manifestation: A wolf with yellow eyes the size of a small pony.
Sign: The binder's eyes turn a shade of yellow like that of some wolves.
Influence: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them.
Granted Abilities: The Wolf grants her binders the pack mentality of the wolf, and the prowess of a huntress.
Pack Tactics: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus.
Hamstring: The binder gains the benefits of Improved Trip, even if they do not meet the requirements.
Hunter in the Night: The binder gains the benefit of the Track feat, and a competence bonus to survival checks equal to the binder's EBL when trying to track a target.
Mother's Voice: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds.
Beast Voice: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals.
Hanasa, Butterfly in the Willows
Level: 1
Binding DC: 15
Sign: Your skin turns powder white.
Legend: Hanasa was said to be the most beautiful girl of her generation. Charming and graceful, she was courted by nearly every man who met her. Elusive as a butterfly, she teased and entertained without committing herself. She was loved and admired by many, but there are always those who see beauty and feel the need to possess it. She discouraged them gently, or not so gently as necessary, but grew more and more frustrated with all the people who wanted to possess her without actually understanding her. Tragically, her charms eventually drove a mystic of great power to more extreme means of making her his own. She escaped his Domination once, but knew he would succeed again all too soon. To escape him and all those like him forever she killed herself. The spirits honored her final protest by removing her from the reach of all those who might hold her against her will.
Special Requirements: Hanasa has no interest in the uncultured. You must have at least 4 ranks in diplomacy or knowledge (nobility and royalty) to bind her.
Manifestation: A tree rises up from the seal and flowers in seconds. A cloud of falling cherry blossoms obscure your view. A woman of surpassing beauty stands before you in a crimson kimono with a pink butterfly pattern. Her face is a bloodless white and her hair done up with decorative pins. She opens her mouth to speak, but makes no sound.
Influence: Hanasa will not brave capture or manipulation again. If you fail a save against a compulsion or are grappled by an enemy successfully you must take the first opportunity to flee or hide from that enemy for at least 5 rounds.
Granted Abilities: Hasana grants her binders the skill to evade pursuit and defend themselves from those of questionable intentions.
Breath of the Wind, Dance of the Waves: You gain a +4 competence bonus on Perform checks, Sleight of Hand, and Escape Artist. You are considered trained when using these skills.
The Willow World: Once every 5 rounds, you may roll twice on a will save or any skill check based on wisdom or charisma. You must declare your use of this ability before the die has been rolled.
Courtesan’s Touch: You may use Calm Emotions as per the spell, except that it is range touch (affecting only that target) and the duration is 1 round + concentration.
Flowing Sleeves, Hidden Knife: Your deceptively graceful movement lulls your foe into misjudging the speed and position of your attack. You gain the benefit of Improved Feint, but may only use it in conjunction with a light, finesse weapon. You may use a perform (dance) check in place of a bluff check for this ability.
Junlee, the Champion
Level:1
Binding DC:15
Legend: Junlee was a champion of unarmed combat who traveled the world facing anyone who challenged him. He was said to have mastered every form of hand-to-hand fighting a man could learn.
There is much dispute about how Junlee became a vestige. Some say he was poisoned by a rival. Others say he died in a riot that erupted after he defeated the champion of a large city. A few hold that he was murdered through sorcery. The vestige has never confirmed any of these accounts. It speaks only of its triumphs.
Special requirements: Junlee will only appear to a binder who has either Improved Unarmed Strike or Improved Grapple. These can be normal feats or gained through other vestiges.
Manifestation: Junlee appears as a young man wearing shorts. His hands are wrapped from knuckles to wrists with bloody cloth.
Sign: The binder's nose appears crooked, he has cauliflower ears and his knuckles are flat.
Influence: Junlee makes the binder disdain armor and weapons. This only applies when facing humanoid opponents. Junlee has no objection to weapons against other foes. The binder will try to resolve any disagreement with fisticuffs.
Granted Abilities: Junlee gives binders the ability to excel at unarmed fighting.
No Need for Weapons: The binder gains the Stunning Fist feat, if he had Improved Unarmed Strike, or Improved Grab, if he had Improved Grapple. The binder can gain both feats if he had both prerequisites.
The binder can use Stunning Fist Feat once for every effective binder level.
Fast Hands and Feet: The binder gains the Improved Initiative feat.
Iron Chin: The binder gains Damage Reduction 2. This improves to DR3 at 7th level, DR 4 at 11th level and DR 5 at 15th level.
Champion's Heart: The binder gains the Diehard feat. The binder cannot be demoralized by the Intimidate skill.
Nemu, The Charcoal Feather
Level: 1
Binding DC: 15
Legend: Nemu was a librarian in a legendary library of the Original Empire a thousand years ago. She was obsessed with researching an ancient book about the creation of the world. One evening she fell asleep in the middle of her research, and her unattended oil lamp sparked a fire that burned down the library. Some say she perished in her sleep. Others say that she spent her last few moments of life desperately trying to save the ancient book. Yet others say that in her final moment she discovered some ancient secret in the book, a deep and ancient secret which obliterated her soul.
Special requirement: You must place a dried nut, still in its shell, in the center of Nemu's seal. Nemu will not answer your call if you are illiterate.
Manifestation: The sound of small bells jingling signals Nemu's arrival. A roaring fire ignites in the center of the seal. Within the fire is a great and ancient tome, completely untouched by the flames. It's title changes for every binder who attempts to read it. Some scholars claim that the title is a fragment of text the book of The Beginning Of The World. The book opens to the middle. Each page is an ash-grey feathery wing. In the binding of the book is the face of a beautiful human woman. Her eyes are closed as if in sleep. If the binder makes a good pact, the face is disturbed as if tormented by nightmares. If the binder makes a poor pact, the face has a slight smile of a peaceful dreamer. Nemu does not speak. She responds to the binder by flapping her many pages of wings. Each time she does, new text appears on them, always in a language the binder can read.
Sign: A faintly glowing halo hovers an inch above your head. It does not prevent you from wearing headgear. The halo sheds light as a candle, but can be covered.
Influence: You feel sleepy at all times, even after a full night's rest, although you are not fatigued. If there is a comfortable place to sit or lay down, and no pressing matters at hand, Nemu requires you to take the opportunity to nap.
Granted Powers: Nemu lends you the ability to lull others to sleep, access to a portion of her knowledge, and the ability to illuminate your world.
Nap: As a standard action you can attempt to put 4 HD of creatures to sleep for one minute per effective binder level, as per the sleep spell. All affected creatures must be within 5 feet per effective binder level of you. Slapping or wounding awakens an affected creature, but normal noise does not. A Will saving throw negates this effect. At each effective binder level beyond 1st, you can affect an additional hit die of creatures. After using this ability, you cannot use it again for five rounds.
Research: You gain a +2 bonus to Gather Information checks.
Nemu's Knowledge: You can use any Knowledge skill untrained. In addition, you can retry a Knowledge skill you failed after spending 1d4 hours by researching the topic in a library or succeeding on a DC 20 Gather Information check.
Wakeful: You become immune to magical or supernatural sleep.
Halo: You can cause your halo to shed light as a torch. Activating or deactivating this ability is a standard action. You must show Nemu's sign in order to use this ability.
Ranga, The Flower of Peace
Level: 1
Bind DC: 14
Legend: Born one hundred years ago, Ragna was born into the middle of the Vallheim Civil War. He entered the military at a young age, and is said to have spent four years as a soldier in one of the many armies at that time, as history and the lies of lords have obscured the truth. After seeing the bloodshed and the futility of the wars, Ranga threw down his sword and began to speak against war and killing in any form. He quickly gained a small but devoted following of those left with nothing due to the war, and began to train them how to defend themselves without killing. Unfortunately for Ragna, one of the most powerful warlords at that time saw him as a rising threat to their power, and he sent a assassin to kill him. When the killer found him, was able to stab Ragna without his resisting, although the assassin later decided to repent his ways and never killed another man.
Special Requirement: The binder may not have killed any creature by their own hand within the last 12 hours.
Manifestation: Ragna appears as a man clothed at first in the blood of others, which slowly slides off, revealing a glowing white humanoid body. When it speaks, the sounds of war can be heard echoing in the distance.
Sign: Binders under the influence of Ragna move with a careful grace, and their voice becomes softer making them unable to shout.
Influence: Those under the influence of Ragna cannot kill a sentient target unless it has already deliberately killed someone else.
Granted Abilities:
Improved Disarm: The binder gains the Improved Disarm feat while bound to Ragna.
Aura of Peace: The binder may cast Sanctuary with a caster level equal to her binder level. Once used, this ability may not be used for another five rounds. Ragna's sign must be shown while this power is in use.
Merciful Blow: A binder may add their charisma bonus+1 (minimum of 1) to the damage of any attacks they make, but the attack is nonlethal damage.
Harmony in Battle: The binder gains the Combat Expertise feat while bound to Ragna.
Level 2
Amidamaru, The Bloody Blade
Level: 2
Binding DC: 20
Legend: Amidamaru was a powerful Sunshani warrior, centuries ago. Slain attempting to protect a childhood friend, his powerful spirit refused to find rest in the afterlife. As a vestige, he gives great warrior powers to those who bind him.
Manifestation: The air grows cold around the summoner, something which only he can feel. Visible winds then gather in the center of his seal, which then become slashed, as though with an invisible sword, revealing Amidamaru in the center. Amidamaru appears as a Sunshani warrior, his armor covered in blood, with one sword drawn. Which sword he has drawn varies from summoner to summoner, but the blade always appears made of blood.
Special Requirement: Amidamaru was a powerful warrior in life, and he refuses to appear to those who are not capable of holding their own in battle. As such, he only appears to those who possess either the Weapon Focus feat, applying to any martial or exotic weapon, the Power Attack feat, or the Cleave feat.
Sign: Your hands gain a thick callous around the webbing from thumb to forefinger, indicative of extensive practice with a blade.
Influence: Amidamaru, ever trusting of others, requires that you not make use of the Bluff skill, and that you only make Sense Motive checks against those who you already know to be untrustworthy.
Granted Powers: Amidamaru grants his binders great skill with the weapons he used in life, both together and singly.
Weapon Proficiency (Ex): You gain Exotic Weapon Proficiency with the bastard sword and Martial Weapon Proficiency with the short sword, if you do not already have them. In addition, whenever you wield a bastard sword in one hand, and a short sword in the other, you are treated as having the Two-Weapon Fighting feat. This is improved to Improved Two-Weapon Fighting at fifth level.
Daisho Mastery (Ex): Whenever you wield a bastard sword or a short sword, you gain a +2 bonus on attack rolls, and a +4 bonus on damage rolls with these weapons, as if you had Weapon Focus, Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization for these weapons. If you already have any of these feats, the bonuses stack.
Amidamaru's Might (Ex): Whenever you successfully attack a creature while using the Power Attack feat, you deal damage equal to double the penalty you took on your attack roll, as if you were using a two-handed weapon. If you are using a two-handed weapon, you gain no benefit.
Unstoppable Cleave (Ex): Whenever you successfully drop a foe and make a Cleave attack, you may make one additional attack after you Cleave, at the same Base Attack Bonus as your Cleave attack was. When using this ability in conjunction with the Great Cleave feat, you can only use this after failing to drop a foe with an attack, and you cannot Cleave off of a foe you drop with the attack given by Unstoppable Cleave. Once you have used this ability, you cannot do so again for 5 rounds.
Amidamaru's Guard (Ex): Amidamaru naturally enhances the power of any armor that you wear, allowing it to better protect you. You add 1/2 your EBL (rounded up) to the Armor bonus of any armor that you wear. This bonus does not stack with enhancement bonuses from armor.
Dorun, The Mountain
Level:2
Binding DC: 17
Legend: The Mountain rests at the center of all things, the basis on which the world was built. When the world was built, the bones of Mountain were taken to form the mountains that the races see these days. With his body spread among the world, the spirit of Mountain was spread into the world to be summoned by binders.
Manifestation: The mountain appears as a mountain which reaches up into the sky, speaking with a voice that shakes the ground and bones of a summoner.
Special Requirements: The Mountain can only be summoned by a binder when the circle is drawn on rock.
Sign: The mountain makes the binder's skin seem rough and grey, which makes it mistakable for stone.
Influence: Those under the influence of the mountain partake of its stability. They may not take a move action in place of a standard action.
Granted Abilities: Dorun grants his binders the ability to move with the power of the mountain, as well as manipulate stone.
Stance of the Mountain: The binder becomes exceptionally stable, gaining a +4 bonus to resist trip attempts and bull rushes due to their exceptional stability. This bonus is applied in any situation that the benefit of stability would apply.
Mastery of the Bones: The binder gains a climb speed equal to 1/2 of their normal movement rate.
Force of Stone: You gain the feat Improved Bull Rush, even if you do not meet the normal requirements for the feat.
Harden the Bones: You may use the spell Transmute Mud to Rock, except that the range is Close. Once used, this ability may not be used for another five rounds.
Furtur, The Thunder and the Storm
Level: 2
Binding DC: 18
Legend: Furtur was once a mighty Blue Mage, who attempted to use his command of the weather to bring down a city full of noncombatants after his army defeated theirs in the field. His lighting struck, but not at the walls. Rather, he was consumed entirely by the blast, so nothing remained, not even his robes.
Manifestation: Furtur's appearance is like a great bird of prey. Or is it a shattered tree? Or a young man in blue?
Sign: While bound to Furtur, your body is charged with static electricity. Your hair stands on end, and sparks fly to anything you touch. These sparks are not powerful enough to cause damage or ignite anything, but they are strong enough to be felt, and make an unprepared creature jump in surprise.
Influence: Furtur's influence gives you an innate distrust of authority. You suspect ulterior motives in even the most benevolent authority figure, and must make a Sense Motive check whenever the opportunity presents itself.
Granted Abilities: Furtur allows his binders some control over the fury of the storm.
One with the Winds: While bound to Furtur, you are treated as being one size larger for determining the effects that high winds have on you (DMG pg. 94). You are also treated as being one additional size category larger for every two binder levels beyond 3rd you possess, up to a maximum of 5 size categories at 11th level. If this would increase your size beyond Colossal, you are considered immune to the effects of nonmagical wind. At 13th level, you may make ranged attacks in any wind condition without penalty. This ability is continually active while you are bound to Furtur.
Lightning Touch: While bound to Furtur, you may discharge the static electricity you are charged with against an adjacent enemy. This requires a Melee touch attack and deals 1d6 points of electricity damage per 2 Binder levels. At 10th-level you may use this ability on any creature within 30 feet, requiring a Ranged touch attack. At 15th-level, this ability may function like the Chain Lightning spell, except the distance between the caster and original target cannot be more than 30 feet. Once you have used this ability, you may not use it again for 5 rounds, nor may you use this ability if you do not show Furtur's sign.
Spawn Storm: While bound to Furtur, you may generate a small, localized rainstorm as a Standard Action. The storm has a diameter of 20 feet and can be generated anywhere within 100 feet of the binder. Once generated, the storm remains for a number of rounds equal to 1/2 your EBL, rounded down. The rain automatically extinguishes any nonmagical, unprotected flame, and anyone within the storm takes a -4 penalty to Search and Spot checks, as well as a -2 penalty to Listen checks. Ranged attacks into or out of the storm are made at a -2 penalty. You may use this ability once per day for every 3 binder levels you possess. At 10th level, you may use this ability to create a Sleet Storm effect instead of a regular rainstorm, however the effect must still be generated within 100 feet of the binder. At 17th level, you may also use Control Weather once per day, but only for the purpose of creating some form of precipitation.
Guison, the Man Who Knew
Level: 2
Binding DC: 18
Legend: Guison was an investigator in the service of the Dotze Affariata. He initially served as an academic adviser but was frequently drawn into the investigations of various court scandals. Guison demonstrated extraordinary powers of observation and deduction in his work. Many powerful men solicited his services and his renown spread over several borders. He was most famous for exposing agents of the Grey Palm who had infiltrated the Watch in Marreis.
Guison made several enemies in his lifetime and survived numerous plots against his life, but not all of them. He disappeared from his home after 25 years of service. No trace of him was found and no one boasted of having captured or killed him. Rumors about him circulated for years but he was never seen alive again.
Manifestation: Guison appears as a richly clad old man who is always examining something small in his gloved hand. He turns to face the binder and relates the binder’s recent actions. He explains that various signs on and around the binder clearly indicate what the binder and any of his companions have been up to.
Sign: The binder perpetually squints and the skin of his face is extremely wrinkled.
Influence: The binder becomes obsessed with minutiae and lectures anyone in earshot about anything that seems interesting to him at the time. He also doubts the honesty of everyone around him and subtly interrogates anyone he talks to.
Granted Abilities: Guison gives binders the abilities to investigate events and determine how they happened and who was involved.
Attention to Detail: The binder gains a +4 bonus to Decipher Script, Listen, Search and Spot checks. This bonus increases by one for every three levels after fifth. The binder is entitled to a Spot check whenever he passes within five feet of a clue, even if he is not actively looking for one.
Great Perception: The binder gains a +4 bonus to Bluff, Diplomacy, Gather Information and Sense Motive checks. This bonus increases by one for every three levels after fifth.
Unswayable: The binder gains the Slippery Mind class feature.
Uncanny Knowledge: The binder can use Bardic Lore as a bard of the same level. Once per day the binder can make a hunch based on what he has observed. The binder makes a second Lore check. If it succeeds the DM informs the player of the connection between a clue and the event that is it linked to.
Hale, Master Healer
Level: 2
Binding DC: 15
Sign: The backs of your hands become covered with wolf fur.
Legend: Hale was a young orphan taken in by the church of Soleh at an early age. He soon became a master healer, despite a complete lack of magical training. He was later bitten by a werewolf and contracted lycanthropy. Despite his efforts to hide his condition, he was eventually discovered and chased out of Soleh, until he found refuge in Vallheim, and was able to continue healing those in need.
Manifestation: A skeletal hand punches upward through the ground and a skeleton pulls itself free from the earth. It stands and faces the binder as muscles begin to grow and organs form from nothing. Veins fill with blood as the heart begins to pump. Skin covers him and he stretches as if waking up after a long sleep. A wound appears on right hand as if he has been bitten by a canine. Grey fur begins to spread from the bitten hand as the man grimaces in pain. He quickly wraps the arm in bandages and turns to the binder. “I suffer for others. Will you suffer with me?”
Influence: You hold no fear or distaste for the sick or the dying. You do not avoid contact with such people.
Granted Abilities: Hale grants his binders the healing skills he possessed in life.
Master Healer: You gain a bonus on heal checks equal to your EBL and may always take 10. Additionally, you can eventually make heal checks faster than normal. At level 5 you may make heal checks as a move action, at level 10 you may make them as a swift action, and at level 15 you are so sure in your skill that you may make heal checks as an immediate action.
Healer’s Lore: You constantly gain the benefits of the spell Healing Lorecall except that you use your bonus on heal checks as your number of ranks and you may use a heal check in place of a conjuration [healing] spell.
Slam Death’s Door: Whenever you stabilize a dying target they also gain a number of hit points equal to your EBL.
Resilient Body: You take reduced damage from poison, disease, and bleeding. Subtract your Con bonus (min 1) from all damage (ability or hit points) you would take from those sources. This effectively auto-stabilizes you if you fall below 0 hp.
Rapid Recovery: You and all creatures you tend with the heal skill regain hp, ability damage, and ability drain at an accelerated rate. Treat each hour of rest as a full 8 hours for the purpose of natural healing. (This has no effect on the amount of rest required for spell preparation or power point recovery.)
Only a Flesh Wound: Once every 5 rounds you can convert a single source of damage (such as a single spell or weapon blow) to yourself or another adjacent creature into non-lethal damage as a free action.
Memory of the Goddess: You may activate magic items that store spells with the [healing] descriptor as if you had them as spells known and a caster level equal to your EBL.
Body Control: You gain a +4 bonus on Control Shape and Autohypnosis checks.
Fellowship of the Physicians: You gain a +2 to your binder level for both Hale and Buer (ToM) while you are bound to both.
Orion, The Hero of Soleh
Level: 2
Binding DC: 18
Legend: Orion was once a great knight of Soleh, who fought bravely against his corrupt lord, and eventually killed him in a spectacular duel. He and the duke's daughter had long been in love, and they later married, and their love continued even beyond their deaths.
Special Requirements : Orion will not answer to an evil binder or a binder who have hosted Lorken in the last 24 hours.
Manifestation: A bright light shines, visible only to the binder. The light then fades away and a slender man stands in the middle of the seal. He wears a green tunic over a chain shirt, a green kilt, dark leather boots, sturdy gauntlets and a light helmet. He draws his sword and shield and silently bows to the binder, but never speaks a word during the pact.
Sign: While bound to Orion, you have what appears to be half of a symbol on the back of your left hand, a seemingly random assortment of lines. While you are bound to both Arynn and Orion, however, the lines match up, forming a pattern of interlocking concentric circles.
Influence: Orion is a figure of courage and hope. You do not show fear or despair and you never seem to give up even in the most desperate situations.
Granted Powers: Orion is a master swordsman, horseman and archer, and the essence of the Hero of Soleh grants these abilities to the binder.
Deathless Love: Orion and Arynn can be bound simultaneously, but they still count as two vestiges. Their DC is 24, and while both vestiges are bound, your effective binder level is increased by one for the purposes of determining the effects of spell-like abilities.
Righteous Weapons: Any melee weapons you wield is treated as good-aligned for the purpose of bypassing damage reduction. Furthermore, upon successfully hitting an evil creature, the weapon deals an additional 2d6 points of holy damage.
Arrows of Legend: Any ranged projectile weapons used by the binder, such as bows and crossbows, possesses the distance enhancement.
Swordsmanship: You gain proficiency with all simple, martial and exotic sword-like weapons and you gain a +1 bonus to attack and damage rolls for every 5 effective binder levels you possess.
Adventuring Knacks: You gain a bonus to Handle Animal, Ride and Survival checks equal to your binder level.
Lokesh, the Blind Seer
Level: 2
Binding DC: 21
Sign: A tattoo of a third eye appears on the binder’s forehead in black ink.
Legend: Lokesh is something of a mystery. He was certainly native to the material realm, yet there are no indications that he ever existed upon this world. The third eye is claimed to be a birthright of his people, the Kuresh. He tells of a world much like our own fallen into darkness so deep and pervading that even now it fills his sight. Some scholars wonder if his world might somehow have come directly into conjunction with the spirit realm, but if so, the rest of his race seems to have escaped his fate. A few researchers believe he is from a time far removed from the current frame, perhaps even so far into the past that his former world is what we now know as the spirit realm.
Special Requirements: Lokesh will not answer the call of a binder bound to Tenebrous or anyone otherwise associated with the plane of shadow. (This includes anyone capable of using mysteries, shadow hand maneuvers, or [shadow] spells.)
Manifestation: The seal slowly turns to clear crystal. Light seems to come from every direction, refracting off the seal. Within the light above the seal, the image of a world can be seen. A nearly physical darkness creeps over the seal, cutting off the light. A tall figure emerges from behind the seal with silver light shining from his three eyes that seems to hold the darkness back for a moment. His lanky frame trembles with effort and his white hair is quickly soaked with sweat. As the darkness pushes back, the world within the seal shrinks and retreats along the silver light until it can only be seen within his eyes. His eyes close and all is soon pitch black within the seal. The man in the darkness asks in a soft, inquisitive tone, “Whose voice calls me forth?”
Influence: You mistrust your eyes and will not rely on information that cannot be confirmed by other senses. Thus, you may not use any item that must be read or otherwise looked at to be used (This includes scrolls and normal spellbooks). Also, you may not make active spot checks. (You may still make spot checks when the DM requires one).
Granted Abilities: Lokesh grants his binders comfort in darkness, and a shadow over the eyes of those who would seek them.
Wisdom in Darkness: You gain the Scent and Blindfight feats. Additionally, you gain a competence bonus on listen and sense motive checks equal to your EBL.
Touchsense: You gain Blindsight out to 5ft. This increases to 10ft at level 13.
Hear the Unseen: As a swift action, you can grant yourself blindsense out to 10ft per EBL for 1 round. This does not extend into areas of magical silence. This ability is useable once every five rounds.
Share my Vision: You may use Blindness as per the spell. You must wait five rounds before using it again. At level 13, you may use Blindness every round and Power Word: Blind once every five rounds.
Blinded Seer: You gain spell resistance equal to 15+ your EBL against spells and effects from the divination school. Any creature that attempts to use such an effect against you and fails to overcome your resistance must make a will save or be blinded for the duration their effect would have had (min 1 round).
Remarro, the Candid Canvas
Level: 2
Binding DC: 20
Legend: Remarro was a troubled youth and as he looked around at the world the gods created with so much hate and suffering he began to hate the world back. In his frustrations the way he found to express himself was through art. He became a true renaissance man mastering many different forms and styles as he grew older, but the thing he became most famous for were his incredibly realistic paintings. People swore that they weren’t looking at images at all, but people and things trapped behind a window into another world. As Remarro began to draw more and more attention to himself he withdrew further and further from society. It was too late however, he had become so beloved for his art that the people would never let him be. He devised a plan. He told the people to come to his mansion and wait for him in the courtyard at midday. He came forth as promised with his painting gear and a framed canvas. He addressed the mass saying that he would create his greatest masterpiece before their very eyes. Merchants set up shops and tents and the people had a festival there awaiting his next great work of art. Hours went by and at dusk Remarro boomed over the crowd, “It is done!” However there was no great showing. The people grew puzzled and someone drew closer. The person noticed that Remarro was nowhere to be found, and so went to see what the painting was. It was the most realistic portrait the person had ever seen – and it was of Remarro. The people below could have sworn Remarro winked at him from inside the frame.
Manifestation: An ornately framed canvas appears hovering above the seal about two feet across and three feet high. The canvas is entirely blank. Suddenly paints of all colors pour out from under the top of the frame over the canvas like a rainbow waterfall. A face appears in the paint, or rather the paint forms the shape of a face, two sunken pits for eyes and a maw of darkness for a mouth. Out of the frame and through the falling paint a handsome dark-haired man in fine clothing steps onto the seal. Fine as they are his clothes are besmirched with paint stains here and there. He flattens the wrinkles out of his attire and then speaks to the binder although he rarely looks at the binder. He seems preoccupied with something or else he simply dislikes the company for his voice is full of disdain.
Sign: Binding to Remarro causes you to appear as though you are wearing heavy makeup, with darkened eyelids, reddened lips and elongated lashes.
Influence: You become withdrawn and suspicious of others. Evil acts cause you to become increasingly negative. Additionally you are uncomfortable in open areas especially around many people.
Special Requirement: Yes. Remarro requires the binder to spend at least 1 gp on paints with which to paint his seal.
Granted Abilities: Remarro grants binders his brilliant skill with a paint brush, powers of illusion, and the ability to blast enemies with color.
Paint Spray: Issuing forth your hand, you send a spray of multicolored paints at an enemy duplicating the effect of a color spray spell. Once you have used this ability you cannot use it for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Chiaroscuro: By using an artist’s mastery of light and shadow you bend light in such a way as to create Minor Images of yourself as the spell once every five rounds.
Mirror Image. You may cast Mirror Image as the spell, with a caster level equal to you binder level. After the duration of the effect you cannot use this ability again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Blasting Stroke: Issuing forth your hand in a similar manner as your paint spray you can generate a forceful blast of energy rather than paint, but in the same multicolored pattern. This ability duplicates the Rainbow Blast (Spell Compendium). Once you have used this ability you cannot use it again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.
Remarro’s Brush: You gain a +4 insight bonus to all profession (painter) checks and can create works of art in half the time that is normally required. The insight bonus increases to +8 at 10th level, +14 and 15th, and +20 at 20th levels respectively.