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Milo v3
2012-02-25, 02:05 AM
Introduction
This project is going to be big. Very big. I always enjoyed reading about how in ancient myths wizards bound demons and angels to their will and manipulated souls into doing their bidding. The closest D&D has is Charm Monster and spells like Gate and Planar Ally.

For me these aren't the way to fufill these myths. So I created a class called the Binder (which isn't related to the Tome Of Magic Binder). But after starting the class it had a few problems.

Firstly it was very complicated compared to the rest of 3.5.
Secondly it relied on my making a lot of very very very large tables.

Now I have realised (with help from this forum) this "class" isn't just a class. It is a whole new system, with completely different mechanics for enchanting items, creating golems, empowering characters, controlling minions, making permanent spells, and new feats.

So I've turned this class into a Project, which I'll slowly complete over time over the course of several threads. In this thread shall be the Binder Class, and its spell list.

As they are the glue which holds it all together and from which everything comes and returns to.

I hope for help from the forums in helping making this system balanced and complete. And thank you for all the help I've had so far.

Contents

Chapter One: Binder Class (http://www.giantitp.com/forums/showthread.php?p=12786849#post12786850)
Chapter Two: Binder's Spell List (http://www.giantitp.com/forums/showthread.php?p=12786868#post12786868)
Chapter Three: Binder Specific Feats (http://www.giantitp.com/forums/showthread.php?p=12787314#post12787314)
Chapter Four: Deeds (http://www.giantitp.com/forums/showthread.php?p=12787651#post12787651)
Chapter Five: Apparatus Binding (http://www.giantitp.com/forums/showthread.php?p=12789537#post12789537)
Chapter Six: Soul Merging (http://www.giantitp.com/forums/showthread.php?p=12844538#post12844538)
Chapter Seven: Constructive Binding (http://www.giantitp.com/forums/showthread.php?p=12835069#post12835069)
Chapter Eight: Aura Binding (http://www.giantitp.com/forums/showthread.php?t=235249)
Chapter Nine: New Spells (http://www.giantitp.com/forums/showthread.php?p=12893962#post12893962)
Chapter Ten: Race's of the Soul (http://www.giantitp.com/forums/showthread.php?t=237208)
Chapter Eleven: Prestige Class (http://www.giantitp.com/forums/showthread.php?t=236766)
Chapter Twelve: Creatures of Binding (To be made)
Chapter Thirteen: Binders in Keran (To be made)

Milo v3
2012-02-25, 02:06 AM
Chapter One: Binder
http://www.dandwiki.com/w/images/6/66/Blood_Edge.png
The Binder Rune

A Binder is a type of mage which uses magic to bind the soul (or essence) of a creature (Normally a Elemental or Outsider) to a receptacle. This receptacle could be a inanimate construct, a weapon or armor, a creature, or even a place. These binding's cause anomalies to effect the receptacle.

Making a Binder
A Binder is normally a controller, in the back commanding his summoned and bound creatures. But when it comes to close quarters they can normally use a weapon with a creatures bound to it. At higher levels they can actually create their own guards in the form of Golems.

Abilities: Their major abilities are all mental. Their Intelligence determines the highest spells they can cast. Charisma allows them to convince beings to do service at lower costs. Wisdom decides your will power, and a high will save allows the binder to control bound creatures better.

Races: Durzites are the most famous Binders, they are well-known for their golems and their cities which "somehow" seem full of magical energy.

Alignment: Any, but it's hard to not be of evil alignment when your class abilities are focused on forcing creatures into servitude.

Starting Gold:3d4 ×10 gp.

Starting Age: Complex.

Hit Die: d4

The Binder Table
Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Familiar, Gate of Souls|3|1|-|-|-|-|-|-|-|-
2nd|+1|+0|+0|+3|Binding Circle, Binder's Pact, Elemental Binding, Monster Binding|4|2|-|-|-|-|-|-|-|-
3rd|+1|+1|+1|+3|Outsider Binding|4|2|1|-|-|-|-|-|-|-
4th|+2|+1|+1|+4|Bonus Feat|4|3|2|-|-|-|-|-|-|-
5th|+2|+1|+1|+4|Aparatus Binding |4|3|2|1|-|-|-|-|-|-
6th|+3|+2|+2|+5|Sensitive Sight|4|3|3|2|-|-|-|-|-|-
7th|+3|+2|+2|+5|Sunder Apparatus|4|4|3|2|1|-|-|-|-|-
8th|+4|+2|+2|+6|Improved Familar |4|4|3|3|2|-|-|-|-|-
9th|+4|+3|+3|+6|Bonus Feat |4|4|4|3|2|1|-|—|-|-
10th|+5|+3|+3|+7|Soul Merge|4|4|4|3|3|2|-|—|—|—
11th|+5|+3|+3|+7| |4|4|4|4|3|2|1|—|—|—
12th|+6/+1|+4|+4|+8| |4|4|4|4|3|3|2|—|—|—
13th|+6/+1|+4|+4|+8| |4|4|4|4|4|3|2|1|—|—
14th|+7/+2|+4|+4|+9|Bonus Feat |4|4|4|4|4|3|3|2|—|—
15th|+7/+2|+5|+5|+9|Constructive Binding|4|4|4|4|4|4|3|2|1|—
16th|+8/+3|+5|+5|+10| |4|4|4|4|4|4|3|3|2|—
17th|+8/+3|+5|+5|+10| |4|4|4|4|4|4|4|3|2|1
18th|+9/+4|+6|+6|+11|Anima Portal|4|4|4|4|4|4|4|3|3|2
19th|+9/+4|+6|+6|+11|Bonus Feat|4||4|4|4|4|4|4|4|3|3
20th|+10/+5|+6|+6|+12|Aura Binding|4|4|4|4|4|4|4|4|4|4


Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (All, Taken Seperately), Spellcraft (Int).

Class Features

All of the following are class features of the Binder.

Weapon and Armor Proficiency: Binders are proficient with all simple weapon, but not any type of armor or shield. Armour of any kind interferes with a Binders movements, which can cause spells with somatic components to fail.

Spells: A Binder casts Geotia spells which are drawn from the Binder Spell list. A Binder must choose and prepare her spells ahead of time (See next post).

To learn, prepare, or cast a spell, the Binder must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Binders spell is 10 + the spell level + the Binders Intelligence modifier.

Like other spellcasters, a Binder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Binder. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Binder may know any number of spells. He must choose and prepare his spells ahead of time by getting a good nights sleep and spending 1 hour studying his spellbook. While studying, the Binder decides which spells to prepare.

Familiar: A Binder can obtain a familiar as a Wizard.

A character with more than one class that grants a familiar may have only one familiar at a time, but the classes stack for the purposes of determining the power of the Familiar.

Spellbooks: A Binder must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Binder can prepare from memory.

A Binder begins play with a spellbook containing all 0-level Binder spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Binder has, the spellbook holds one additional 1st-level spell of your choice. At each new Binder level, he gains two new spells of any spell level or levels that he can cast (based on his new Binder level) for his spellbook. At any time, a Binder can also add spells found in other Binder's spellbooks to her own.

Gate Of Souls: A Binder can create a portal within creatures under his command and teleport them to a extraplanar dimension in the astral space between the Binder's body and their soul. A Binder can as a full round action teleport three bound creatures or his familiar to the Gate of Souls. Or a Binder can as a full round action teleport two bound creatures or his familiar anywhere within 20ft of the Binder from the Gate of Souls. The Gate of Souls is infinite in size and has the timeless trait.

Binding Circle: A Binder of 2nd level or above can create a binding circle. This is an non-mobile ring which a Binder can create as a full-round action. A binder can only create one Binding Circle per day. A Binding Circle is invisible to all except for the Binder who created it, until activated. If a creature that the Binder can enter a pact with enters a Binding Circle it activates. Once activated the creature can't exit the circle by normal means. A Binding Circle can be dispelled at anytime be the Binder that created it, or by a third party casting Dispel Magic or similar spells. A Binder can only have a number of binding circles equal to his Binder level in existence at one time. A creature can try and escape the circle once every hour. To escape it must succeed on a Will Save (DC=10 + Effective Binder Level + Wisdom Modifier). If it succeeds on the escape it returns to its home plane of existance.

You can trap summoned creatures in the Binding Circle but they only remain inside the circle one day or the spells duration (Whichever is longer), if a Binder hasn't successful made a Binder's Pact with the summoned creature within the allotted escape time, it immediately escapes (No save required). If the Binder succeeds on a Binder's Pact within the duration, the summoned creature must remain until the Pact has ended.

Once a creature is bound or escapes then the circle disappears. If not dismissed or used (by successfully binding a creature or the creature escaping) the circle will last indefinitely.

Binder's Pact: A Binder of 2nd level of above can enter a Pact with creatures trapped inside a Binding Circle. The Binder can only make a pact with creature he can bind. A Binder can only Bind up to his Binder Level + his Will Save in Hit Dice at at time.

The Binder is then free to talk with the trapped creature. He can then try to convince a trapped creature to do the Binding willingly. This generally results in a bargin between the creature and the binder. The cost can be gold, souls, a deed in return, experience and more. The exact details depend on the trapped creature and the pact so the specifics are determined by the DM.

To make a Binder's Pact with a trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

What soul's a Binder can manipulate do depends of the Binder's level. At 1st level, a Binder can only bind a soul to a deed (See Chapter Four).

Once bound to an act the creature then must then do the deed. Once the deed is complete the soul is free.

To determine how powerful you can make the effects your binding is dependent on your EBL (Effective Binder Level), your Effective Binder Level is equal to your Binder Level plus any additional modifiers.

Elemental Binding: A Binder of 2nd level or above can make a pact with an Elemental with HD up to your Binder Level.

If an Elemental is used in Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding, then the physical form of the elemental disappears.

Monster Binding: A Binder of 2nd level or above can make a pact with a Magical Beast summoned by a Summon Monster spell. A magical beast summoned in this way can be bound regardless of its HD, the HD of the magical beasts still count towards the HD limit of how many creatures can be bound.

A Magical Beast gains the Sunken Soul Template if they are the target of one of the following class features: Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding.

Outsider Binding: A Binder of 3rd level or above can make a pact with an Outsider with HD up to your Binder Level -2.

If an Outsider is used in Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding, then the physical form of the Outsider disappears.

Bonus Feat: At level four and every five levels afterward (level 9, 14, and 19) you get a free feat with the Binding descriptor. A list of the feats with the Binding Descriptor can be found here.

Apparatus Binding: A Binder of 5th level or above can bind a creature to an item, instead of a deed. This item gains traits (See Chapter Five) depending on the bound creature.

To make a appartaus pact with a trapped creature a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

Once a creature is bound into an object and the object becomes, it remains in that object for as long as the deal lasts, or for the duration of the Binders "current" life + one year per binder level (Whichever comes first). The HD of any creature bound to a item in this way is halved for the purposes of determining how many bound creatures can control.

Senstive Sight (Su): At 6th level a binder can view the souls of those around him. By expending a standard action, he instantly knows whether each creature within his sight is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

This ability sees through any spell or ability that allows creatures to feign death. This ability can be used a number of times per day equal to his intelligence modifier.

Sunder Apparatus (Su): A Binder of 7th level or above can undo the binding of a creature's soul and an object. To do this the Binder adds his Will modifier and half his Binder level and makes a check (DC is orginal binders EBL + the Will Save of the magical item).

The soul can then be placed in either an aviliable body of the same species within 50ft that has the Sunken Soul Template (if not an Elemental or Outsider), but if they are an elemental or outsider then they appear within 50ft at full health.

Improved Familiar: At 8th level a Binder gains the Improved Familiar Feat.

Soul Merge: A Binder of 10th level or above can bind a creature to another creature, instead of a deed. This item gains traits (See Chapter Seven) depending on the bound soul. You can't bind a soul to the body of a creature of the same species, unless you have the Legion of Souls Feat (See Chapter 3).

To make a Soul Merge with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

If this succeeds then a secondary target within 10ft of the Bound Creature must be choosen (This secondary target can be the Binder). If this target isn't willing then they must make a will save (DC 10 + Effective Binder Level + Charisma)

Constructive Binding: A Binder of 15th level or above can bind a creature to an inanimate Golem or inanimate Construct, instead of a deed. This construct gains traits (See chapter Six) depending on the bound soul. The golem will become animate as soon as the soul enters the golem. This is only the way to animate a golem, and some other constructs require specific souls.

To make a Constructive Pact with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then try and do either a Diplomacy or Intimidate check, the Binder then adds his Will modifier and half his Binder level to the check (DC is Base DC + 1/2 Spell Resistance + Will Save).

If willing then no check is necessary.

Anima Portal (Sp): A Binder of 18th level or above can planeshift (as the spell) to the Binders Gate of Souls at will. The caster level of this ability is equal to your binder level. This can only be used to enter the Binders Gate of Souls, and not any others.

Aura Binding: A Binder of 20th level or above can bind a creature to entire area, instead of a deed. This area gains traits (See Chapter Eight) depending on the bound soul. The size of the area you can effect is dependent on your EBL.

To make a Aura Pact with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

Milo v3
2012-02-25, 02:11 AM
Chapter Two: Binder Spell List
Level Zero: Arcane Mark, Daze, Detect Magic, Disrupt Undead.

Level One: Animate Fire, Animate Water, Charm Person, Command, Comprehend Languages, Hold Portal, Magic Aura, Mount, Portal Beacon, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Resist Planar Alignment, Summon Eldritch Abomination I, Summon Monster I, Summon Natures Ally I, Summon Noble Blood I, Summon Planar Agent I, Summon Primal Being I, Summon Undying Servant I.

Level Two: Align Weapon, Avoid Planar Effects, Cloak Pool, Command Undead, Daze Monster, Death Knell, Discolour Pool, Hypnotic Pattern, Locate Object, Protection from Positive Energy, Protection from Negative Energy, Resist Energy, Sonic Weapon, Spawn Screen, Summon Eldritch Abomination II, Summon Elysian Thrush, Summon Monster II, Summon Natures Ally IJ, Summon Noble Blood II, Summon Planar Agent II, Summon Primal Being II, Summon Undying Servant II, Summon Swarm, Whispering Wind.

Level Three: Analyze Portal, Attune Form, Chain of Eyes, Clairaudience/Clairvoyance, Enhance Familiar, Fortify Familiar, Gentle Repose, Ghost Touch Weapon, Halt Undead, Interplanar Message, Lesser Telepathic Bond, Mass Align Weapon, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Mass Resist Energy, Phantom Steed, Protection From Energy, Regal Procession, Servant Horde, Shadow Cache, Suggestion, Summon Eldritch Abomination III, Summon Monster III, Summon Natures Ally III, Summon Noble Blood III, Summon Planar Agent III, Summon Primal Being III, Summon Undying Servant III, Tiny Hut, Tongues, Weapon of Energy, Weapon of Impact.

Level Four: Animate Dead, Charm Monster, Dimensional Anchor, Dismissal, Lesser Geas, Lesser Planar Ally, Lesser Planar Exchange, Mass Resist Energy, Make Manifest, Perinarch, Planar Tolerance, Scramble Portal, Scrying, Secure Shelter, Summon Eldritch Abomination IV, Summon Hound Archon, Summon Monster IV, Summon Natures Ally IV, Summon Noble Blood IV, Summon Planar Agent IV, Summon Primal Being IV, Summon Undying Servant IV, Undead Bane Weapon.

Level Five: Call Zelekhut, Contact Other Plane, Dominate Person, Greater Command, Hidden Lodge, Hold Monster, Lesser Dragon Ally, Mages Faithful Hound, Magic Jar, Sending, Shadow Fade, Slay Living, Spiritwall, Subvert Planar Essence, Summon Bearded Devil, Summon Bralani Eladrin, Summon Eldritch Abomination V, Summon Monster V, Summon Natures Ally V, Summon Noble Blood V, Summon Planar Agent V, Summon Primal Being V, Summon Undying Servant V, Teleport.

Level Six: Create Undead, Energy Immunity, Geas/Quest, Imbue Familiar with Spell Ability, Mass Make Manifest, Mass Suggestion, Planar Binding, Planar Exchange, Repulsion, Seal Portal, Spider Plague, Summon Babau Demon, Summon Eldritch Abomination VI, Summon Monster VI, Summon Natures Ally IV, Summon Noble Blood VI, Summon Planar Agent VI, Summon Primal Being VI, Summon Undying Servant VI.

Level Seven: Awaken Undead, Barghest Feast, Brilliant Blade, Call Kolyarut, Control Undead, Dragon Ally, Ethereal Jaunt, Greater Scrying, Greater Teleport, Mages Magnificent Mansion, Mass Hold Person, Planar Bubble, Plane Shift, Summon Eldritch Abomination VII, Summon Monster VII, Summon Natures Ally VII, Summon Noble Blood VII, Summon Planar Agent VII, Summon Primal Being VII, Summon Undying Servant VII, Teleport Object.

Level Eight: Binding, Brilliant Aura, Clone, Create Greater Undead, Demand, Dimensional Lock, Fierce Pride of the Beastlands, General of Undeath, Greater Planar Binding, Greater Planar Exchange, Greater Plane Shift, Summon Eldritch Abomination VIII, Summon Monster VIII, Summon Natures Ally VIII, Summon Noble Blood VIII, Summon Planar Agent VIII, Summon Primal Being VIII, Summon Undying Servant VIII, Trap the Soul.

Level Nine: Abyssal Army, Astral Projection, Awaken Construct, Call Marut, Dominate Monster, Freedom, Gate, Greater Dragon Ally, Heavenly Host, Hellish Horde, Hunter of Hades, Imprisonment, Mass Hold Monster, Plague of Undead, Planar Peinarch, Soul Bind, Summon Elemental Monolith, Summon Eldritch Abomination IX, Summon Monster IX, Summon Natures Ally IX, Summon Noble Blood IX, Summon Planar Agent IX, Summon Primal Being IX, Summon Undying Servant IX, Teleportation Circle.

Milo v3
2012-03-03, 07:59 PM
Okay I'm planning on rewriting this class severely so I'll place the rewrite here until I've decided its done.

Chapter One: Binder
http://www.dandwiki.com/w/images/6/66/Blood_Edge.png
The Binder Rune

A Binder is a type of mage which uses magic to bind the soul (or essence) of a creature (Normally a Elemental or Outsider) to a receptacle. This receptacle could be a inanimate construct, a weapon or armor, a creature, or even a place. These binding's cause anomalies to effect the receptacle.

Making a Binder
A Binder is normally a controller, in the back commanding his summoned and bound creatures. But when it comes to close quarters they can normally use a weapon with a creatures bound to it. At higher levels they can actually create their own guards in the form of Golems.

Abilities: Their major abilities are all mental. Their Intelligence determines the highest spells they can cast, and how they understand souls. A wise binder has more control over the souls of others, being able to override their willpower with his own. Charisma allows them to convince beings to do service at lower costs.

Races: Durzites are the most famous Binders, they are well-known for their golems and their cities which "somehow" seem full of magical energy.

Alignment: Any, but it's hard to not be of evil alignment when your class abilities are focused on forcing creatures souls into servitude.

Starting Gold:3d4 ×10 gp.

Starting Age: Complex.

Hit Die: d4

The Binder Table
Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th |Pacts
1st|+0|+0|+0|+2|Familiar, Gate of Souls|3|1|—|—|—|—|—|—|—|—|0
2nd|+1|+0|+0|+3|Binder's Pact, Obedience Sigil, Soul Master|4|2|—|—|—|—|—|—|—|—|3
3rd|+1|+1|+1|+3|Twin Soul|4|2|1|—|—|—|—|—|—|—|5
4th|+2|+1|+1|+4|Bonus Feat|4|3|2|—|—|—|—|—|—|—|6
5th|+2|+1|+1|+4|Binding Receptacle|4|3|2|1|—|—|—|—|—|—|7
6th|+3|+2|+2|+5|Perfect Understanding|4|3|3|2|—|—|—|—|—|—|8
7th|+3|+2|+2|+5|Sunder Binding|4|4|3|2|1|—|—|—|—|—|9
8th|+4|+2|+2|+6|Shifting Familar|4|4|3|3|2|—|—|—|—|—|10
9th|+4|+3|+3|+6|Bonus Feat|4|4|4|3|2|1|—|—|—|—|12
10th|+5|+3|+3|+7|Binding Receptacle|4|4|4|3|3|2|—|—|—|—|13
11th|+5|+3|+3|+7|Powerful Familiar|4|4|4|4|3|2|1|—|—|—|14
12th|+6/+1|+4|+4|+8|Soul Perception|4|4|4|4|3|3|2|—|—|—|15
13th|+6/+1|+4|+4|+8|Supress Taint|4|4|4|4|4|3|2|1|—|—|18
14th|+7/+2|+4|+4|+9|Bonus Feat|4|4|4|4|4|3|3|2|—|—|19
15th|+7/+2|+5|+5|+9|Binding Receptacle|4|4|4|4|4|4|3|2|1|—|20
16th|+8/+3|+5|+5|+10|Telepathy|4|4|4|4|4|4|3|3|2|—|21
17th|+8/+3|+5|+5|+10|Soul Merchant|4|4|4|4|4|4|4|3|2|1|22
18th|+9/+4|+6|+6|+11|Anima Portal|4|4|4|4|4|4|4|3|3|2|23
19th|+9/+4|+6|+6|+11|Bonus Feat|4|4|4|4|4|4|4|4|3|3|24
20th|+10/+5|+6|+6|+12|Binding Receptacle, Anima Sovereign|4|4|4|4|4|4|4|4|4|4|25


Class Skills (2 + Int modifier per level, ×4 at 1st level)

Class Features

All of the following are class features of the Binder.

Weapon and Armor Proficiency: Binders are proficient with all simple weapons, but not any type of armor or shield. Armour of any kind interferes with a Binders movements, which can cause spells with somatic components to fail.

Spells: A Binder casts Geotia spells which are drawn from the Binder Spell list. A Binder must choose and prepare her spells ahead of time (See next post).

To learn, prepare, or cast a spell, the Binder must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Binders spell is 10 + the spell level + the Binders Intelligence modifier.

Like other spellcasters, a Binder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Binder. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Binder may know any number of spells. He must choose and prepare his spells ahead of time by getting a good nights sleep and spending 1 hour studying his spellbook. While studying, the Binder decides which spells to prepare.

Spellbooks: A Binder must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Binder can prepare from memory.

A Binder begins play with a spellbook containing all 0-level Binder spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Binder has, the spellbook holds one additional 1st-level spell of your choice. At each new Binder level, he gains two new spells of any spell level or levels that he can cast (based on his new Binder level) for his spellbook. At any time, a Binder can also add spells found in other Binder's spellbooks to her own.

Familiar: A Binder can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a Fey that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Binder chooses the kind of familiar he gets. As the Binder advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the Binder, the Binder must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Binder level; success reduces the loss to one-half that amount. However, a Binder’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Gate of Souls (Su): As a Full-Round action a Binder can create a geotia sigil in the air or on a surface within 5 feet, as long as he is within 30 feet of the Gate of Souls he can expend a swift action to attempt to call his familiar, a creature he has currently bound to a deed, a piece of equipment or object he has a creature bound into, a Golem he has created, or a creature he has bonded his soul to.

This creature immediately hears the Binders call is given the option of ignoring the call or answering it. If they choose to answer it, they teleport a square adjacent to the Gate of Souls. Objects must answer the call and always appear at the Gate of Souls.

A Gate of Souls can be dismissed as a free action, and a Binder can only have one at a single time.

Binder's Pact (Su): A Binder of 2nd level of above can enter a Pact with creatures trapped inside a Binding Circle. The Binder can only make a pact with creature he can bind.

The Binder is free to talk with the trapped creature. He can then try to convince a trapped creature to do the Binding willingly. This generally results in a bargin between the creature and the binder. The cost can be gold, souls, a deed in return, experience and more. The exact details depend on the trapped creature and the pact so the specifics are determined by the DM and player.

To make a Binder's Pact with a trapped creature; a Binder can either force the creature into submission or try and persuade it. Either way Binder must then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

What soul's a Binder can manipulate do depends of the Binder's level. At 1st level, a Binder can only bind a soul to a deed (See Chapter Four).

Once bound to an act the creature then must then do the deed. Once the deed is complete the soul is free.

To determine how powerful you can make the effects your binding is dependent on your EBL (Effective Binder Level), your Effective Binder Level is equal to your Binder Level plus any additional modifiers.

A Binder can have a number of pacts determined by level plus half your intelligence modifier (Rounded Down).

Obedience Sigil: A Binder of 2nd level or above can create an Obedience Sigil as a full-round action. This appears as a non-mobile ring which has a rune in the center. A Obedience Sigil is invisible except for the Binder who created it, but if activated it loses this trait and becomes visable.
The size of a Obedience Sigil is determined by a Binder's Effective Binding Level. The table below notes the maximum size the can be created, but a Binder can choose to create smaller Obedience Sigil's.
EBL|Size
1-4|5 ft. by 5 ft.
5-8|10 ft. by 10 ft.
9-12|20 ft. by 20 ft.
13-16|40 ft. by 40 ft.
17-20|80 ft. by 80 ft.

If a creature, that the Binder can enter a pact with, enters a Obedience Sigil the Binder immediate becomes aware of this and can spend an immediate action to activate the Obedience Sigil.

Once activated the creature can't exit the circle by physical or magical means. An Obedience Sigil can be dispelled as a free action by the Binder that created it, or by a third party casting Dispel Magic or similar spells (In which case its caster level is equal to the binder's class level)

A Binder can only have a number of Obedience Sigils equal to his Binder level in existence at one time. A creature can try and escape the Sigil once every day as a full-round action. To escape it must succeed on a Will Save (DC=10 + Effective Binder Level + Wisdom Modifier). If it succeeds on the escape it is no longer bound by the Sigil.

You can trap summoned creatures in the Obedience Sigil but they only remain inside the binding one week or the spells duration (Whichever is longer), if a Binder hasn't successful made a Binder's Pact with the summoned creature within the allotted escape time, it immediately escapes (No save required). If the Binder succeeds on a Binder's Pact within the duration, the summoned creature must remain until the Pact has ended.

Once a creature is bound or escapes then the Sigil disappears. If not dismissed or used (by successfully binding a creature or the creature escaping) the Sigil will last indefinitely.

Soul Master: At Second Level, a Binder can only create pacts with creatures with the Elemental, or Outsider Type, that have a CR equal to or below his Binder Level -2.

In addition to the above, Binders can also make pacts with summoned magical beasts, with a CR equal to or below his Binder Level -4 (Minimum 1/4).

Twin Soul (Su): Upon reaching third level, a Binder may enact a ritual to form an effigy of a soul within himself. This ritual costs 100 gp worth of materials, and takes 3 hours to perform. This fake soul remains within Binder until expended, upon which time it is destroyed.

This soul can be expended in the following ways:

When an Obedience Sigil would trap him, he could expend the soul in order to be free of the effect.
When someone attempts to bind him against his will, he may expend the soul to make the effect negated.
When someone tries to Soul Trap or otherwise move his soul, he may expend the soul to negate the effect.


Bonus Feat: At level four and every five levels thereafter (level 9, 14, and 19) you gain a bonus feat. This bonus feat must have the Binder descriptor.

Binding Receptacle: At 5th level, and every five levels thereafter (level 10, 15, and 20), the Binder learns a new form of binding. He may choose from the following forms of Binding:
Animation, Aura, Bonding, Enchanting, Innvocation, and Phylactery.
Rules for these types of binding can be found in their respective chapters.

In addition to the above, when Binding Receptacle is gained again; your Effective Binder Level for previously selected Receptacles increases by one.

Perfect Understanding (Su): Upon reaching 6th level, a Binder gains great understanding in the workings of others souls. By expending a standard action, he can instantly tell the Type of the touched creature.

Sunder Binding (Su): At 7th level, a Binder can remove the pacts of other Binders. To do this he must complete an hour long ritual which costs 100 gp, at the end of which the binder must make a will check (DC 20 + 10 if target is unwilling). If this check fails the hour and gold pieces are wasted.

To complete this ritual you fufill a requirement based upon what type of binding you are attempting to remove:
Type of Binding|Requirement
Deed|Must be adjacent to bound creature
Animation|Must be adjacent to bound Construct and a suitable vessel must be within 30 feet.
Aura|Must be within the area of the Aura and a suitable vessel must be within 30 feet.
Bonding|Must be adjacent to bonded subject
Enchanting|Must be in physical contact with enchanted item and a suitable vessel must be within 30 feet.
Innvocation|Must be adjacent to a creature imbued by Innvocation and a suitable vessel must be within 30 feet.
Phylactery|Must be in physical contact with phylactery and a suitable vessel must be within 30 feet.
A "Suitable Vessel" is a creature of the same species that is mindless or a Phylactery of that creature type.
This causes the binding to be removed. Also if a Suitable Vessel is a requirement, then the soul enters the Vessel, unless the target creature is an elemental or outsider in which case he can physically create a new body within 30 feet.

Shifting Familar (Su): A Binder of 7th level or above can change the form of his familiar as a full-round action. This doesn't grant him any new forms of familiars.

Powerful Familiar: Upon reaching 11th level, a Binder gains Improved Familiar as a Bonus Feat.

Soul Perception (Sp): At 12th level and above, a Binder can expend a standard action to view souls. This functions as the Deathwatch spell. This ability has a caster level of 12 and can be dismissed as a free action.

Supress Taint (Su): At 13th level, a binder has learnt how to supress a souls taint upon a target. As a Swift action he can supress any taint upon himself or any objects within his possession. As a Move-Action he can supress the taint of an adjacent willing creature or object that creatures possession. As a Full-Round action he can supress the taint of an aura he is in.

Any taint supressed by this ability is supressed for 1 day per Effective Binder Level.

Telepathy (Su): Upon attaining 16th level, the Binder gains Telepathy with a range of 60 feet.

Soul Merchant (Su): A Binder of 17th level, can make Faustian bargains similarly to Devils, granting a creature with a soul a service in exchange for its soul, though none of these services can be used to harm or kill the Binder directly. The Binder decides how these services are commited. This form of agreement can’t be formed under magical compulsion or threat of death, though other forms of duress (such as threatening to kill others) are acceptable.

Upon completion of the services, the Binder gains ownership of the creatures soul. If the creature ever dies, the soul immediately is sent to the Binder's body. In this state it is inert until places into a Receptacle.

Anima Portal (Sp): At 18th level, a Binder can create a portal to the plane known as the Anima. This functions as the Gate Spell, except it can only be used for Planar Travel and only to travel to the Anima.

This ability can be used three times per day.

Anima Sovereign (Su): Upon reaching 20th level, a Binder learns to manipulate his own soul. The Binder can enact a twenty hour long ritual which costs 100 gold per HD of the Binder.

After this ritual the binder ceases to age, and may select any type. For the effects and abilities regarding type, he is counted as the type he selected. This ritual can be repeated multiple times, each time changing his type.

In addition to the above the amount of pacts he has increases to the amount indicated by level, plus your intelligence modifier.

Familiar
A familiar is a manifestation of a mages soul, which takes the form of a mundane creature. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal creature it appears to be, but it is treated as a Fey for the purpose of any effect that depends on its type. A familiar also grants a +3 bonus to one skill choosen upon gaining a familiar.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

List of available Familiars

Bat
Dog
Draketooth
Cat
Centipede1
Giant Fire Beetle
Hawk
Lizard
Monkey
Octopus
Owl
Rat
Raven2
Sanguine Venom
Scorpion3
Shell4
Skeleton5
Snake6
Spider7
Termite8
Toad
Vulture
Weasel

1.Tiny Monstrous Centipede.
2.A raven familiar can speak one language of its master's choice as a supernatural ability.
3.Tiny Monstrous Scorpion.
4.Human Warrior Shell.
5.Human Warrior Skeleton.
6.Tiny viper.
7.Tiny Monstrous Spider.
8.Giant Worker Termite.


Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +0, Reflex +2, Will +2) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a Fey of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master Class Level|Natural Armor Adj.|Int|Special
1st-2nd|+1|6|Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th|+2|7|Deliver Touch Spells
5th-6th|+3|8|Speak with Master
7th-8th|+4|9|Speak with Animals of Its Kind
9th-10th|+5|10|Incorporeal
11th-12th|+6|11|Spell Resistance
13th-14th|+7|12|Scry on Familiar
15th-16th|+8|13|Distant Connection
17th-18th|+9|14|
19th-20th|+10|15|Merge with Master

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited natur e of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Incorporeal (Su): If the master is 9th level or higher, a familiar can expend an immediate action to become incorporeal, and return to normal as a free action. The Familiar may remain incorporeal for a number of rounds per day equal to 3 times the masters level.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Merge with Master (Sp): If the master is 19th level or higher and his familiar is adjacent, he may expend a full-round action, and can merge forms with his familiar. This transformation includes all of the master's gear. While merged in this way, the master is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the master are suspended until the master emerges from the familiar (although durations continue to expire).

The master can cast spells while inside the familiar by taking control of the familiar for the duration of the casting. Any material components used for these spells are taken from the master's gear, even though they are otherwise inaccessible. The master can direct all of the familiar's actions while merged, can perceive through its senses, and can speak through its voice.

The master can use this ability for a number of rounds per day equal to his level. He can end this effect at any time as a swift action. The master emerges in a square adjacent to the familiar if able. If the familiar is killed or dismissed while the master is merged with it, the master is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Madara
2012-03-04, 08:40 AM
Before I give any feedback, I'd like to know what role in the party this would play. Also, do you want to put summon nature's ally in the mix? If you're doing a summoner type, it'd be good to add it to the spells, and things you can make a pact with.

Milo v3
2012-03-04, 03:50 PM
Before I give any feedback, I'd like to know what role in the party this would play. Also, do you want to put summon nature's ally in the mix? If you're doing a summoner type, it'd be good to add it to the spells, and things you can make a pact with.

It is meant to be support, either in outworldly allies, magic equipment, golems, or enchantments on people.

And I wanted this to be a more souls binder so I didn't look at the druid list and forgot to add Natures Ally to the list.

Also you can make a pact with animals but you need a feat from chapter three.

The Mentalist
2012-03-05, 05:38 PM
HOLY BINDING BATMAN!

Okay, I am calm again...

I LOVE this so far. Definitely inspiring ideas of mine. (if you need someone to bounce ideas for individual binds bounce me a PM, if you work solo that's fine too.)

Seriously, this is one of the biggest (crunch-based) homebrew projects I've ever seen here (excepting VUACS) I am highly impressed and I will be staying tuned.

Milo v3
2012-03-05, 05:43 PM
HOLY BINDING BATMAN!

Okay, I am calm again...

I LOVE this so far. Definitely inspiring ideas of mine. (if you need someone to bounce ideas for individual binds bounce me a PM, if you work solo that's fine too.)

Seriously, this is one of the biggest (crunch-based) homebrew projects I've ever seen here (excepting VUACS) I am highly impressed and I will be staying tuned.

Thanks and I'll take any help I can get as this is going to take forever and a year to get through.

Milo v3
2012-04-09, 02:59 AM
I've been slowly adding more to the binding traits.

Also I've added a race called the Durzite, spells for Summoning all kinds of creatures, and a prestige class called Nomadic Soul.

Are there any suggestions, critques, or questions for the system or any of its material?