Madara
2012-07-22, 06:50 PM
Forward:
There are a few things that caused me to start this little project. One of which is the new e6 game I'm starting for my players, and the other is the lack of homebrew vestiges around here. So if you're looking at this, consider me the person urging you to get crackin'. Vestiges are a lot more work to make than spells, but I would say they're even more fun.
Hathor, the Commoner
Hathor
Image:
http://i1261.photobucket.com/albums/ii583/Brian_Merchant/Vestigedesign1-small.jpg?t=1343000724
Vestige Level: 1st
Binding DC: 13
Special Requirement: No
Legend: While most vestiges are of great power and legend, Hathor remains the exception to this rule. While Binders find him to be fair in dealings, he is also considered odd because of his passive attitude. They say it started with the misuse of power. Hathor was originally a common person who made baskets. Content with his position in life, he made a fair living off his profession and lived in a relatively safe town. However, the village became desperate when an angry Druid started an attack on nature's behalf. Being poor farm folk, they were unable to fight off the wild bears and most of them died. The village sent a plea for adventurers and none came to their aid. Hathor was frustrated because of his inability to help his neighbors. It was during the third attack that he awoke his Eldritch powers and chased off the bears. Still unable to defeat the druid, he attempted to gather more adventurers.
It was because of this goal that Hathor established the first adventuring guild hall. This was not for a single adventuring party, but rather for many. It was a place for adventurers to meet, along with being a place for the desperate to post their pleas for help. But these adventurers would lounge around, spending their money and drinking all day. His guilds were only a partial success. Many adventuring parties continued to take advantage of the desperate, and Hathor was filled with rage. He vowed that he would journey until he surpassed them all and then make them feel as helpless as commoners.
Manifestation: Hathor always walks in from the distance, with walking stick in hand and a bag slung over his shoulder. Occasionally he has livestock walking with him or the appearance of a burning building in the background. He lacks any form of aggression or assertiveness and takes a very passive manner when he is summoned but does expect to be told why the binder wishes to use him that day.
Sign: When a binder makes a pact with Hathor, they take on the sign of his worries and cares. The binder, if male, grows a ghostly poorly-groomed beard. The Binder's clothes appear more worn and ragged than usual. The cloth also takes the appearance of being poorly stitched as if made by a common person out of the simplest of fabrics.
Influence: Under the influence of Hathor, you feel two conflicting needs. The first urge is to help the weakest of people, often commonfolk. You have to make sure to ask every common person you talk if they're in any danger from wild animals or such. The second urge is when you see someone abusing their position of power, you make them suffer in some manner.
Granted Abilities: Hathor grants you basic survival skills, the ability to endure extra danger, along with the power to belittle foes stronger or equal in power to you.
Crippling Radiance: Enemies that come within 30ft. must make a will save(DC= 10+1/2 your effective binder level+ Cha).If they fail, they take a -2 penalty to attacks and to AC for Cha rounds(min 1). This ability can only affect foes with equal or greater Hit Dice than yourself.
Basic Survival: You gain a +5 bonus to survival checks. In addition, pick one crafting skill you have ranks in and choose another Craft(X) skill. As long as Hathor is bound, you may treat the new skill as the one having ranks instead of the old one. In addition, if you take Craft(Basketweaving), you gain a +2 bonus to that skill.
Flee From Danger!: If you reach less than 1/2 your hit points, your base movement increases by 10ft. If you are healed above 1/2 your hit points, the effect ends. In addition, you aren't subject to attacks of opportunity from leaving a threatened square.
Eldritch Fire: As an standard action, you can make a ranged touch attack against one foe within 60ft. If you succeed, that foe takes 1d6+ Cha damage and must make a reflex save(DC= 10+1/2 your effective binder level+ Cha) or be caught on fire. Once you use this ability, you cannot do so again for 5 rounds.
There are a few things that caused me to start this little project. One of which is the new e6 game I'm starting for my players, and the other is the lack of homebrew vestiges around here. So if you're looking at this, consider me the person urging you to get crackin'. Vestiges are a lot more work to make than spells, but I would say they're even more fun.
Hathor, the Commoner
Hathor
Image:
http://i1261.photobucket.com/albums/ii583/Brian_Merchant/Vestigedesign1-small.jpg?t=1343000724
Vestige Level: 1st
Binding DC: 13
Special Requirement: No
Legend: While most vestiges are of great power and legend, Hathor remains the exception to this rule. While Binders find him to be fair in dealings, he is also considered odd because of his passive attitude. They say it started with the misuse of power. Hathor was originally a common person who made baskets. Content with his position in life, he made a fair living off his profession and lived in a relatively safe town. However, the village became desperate when an angry Druid started an attack on nature's behalf. Being poor farm folk, they were unable to fight off the wild bears and most of them died. The village sent a plea for adventurers and none came to their aid. Hathor was frustrated because of his inability to help his neighbors. It was during the third attack that he awoke his Eldritch powers and chased off the bears. Still unable to defeat the druid, he attempted to gather more adventurers.
It was because of this goal that Hathor established the first adventuring guild hall. This was not for a single adventuring party, but rather for many. It was a place for adventurers to meet, along with being a place for the desperate to post their pleas for help. But these adventurers would lounge around, spending their money and drinking all day. His guilds were only a partial success. Many adventuring parties continued to take advantage of the desperate, and Hathor was filled with rage. He vowed that he would journey until he surpassed them all and then make them feel as helpless as commoners.
Manifestation: Hathor always walks in from the distance, with walking stick in hand and a bag slung over his shoulder. Occasionally he has livestock walking with him or the appearance of a burning building in the background. He lacks any form of aggression or assertiveness and takes a very passive manner when he is summoned but does expect to be told why the binder wishes to use him that day.
Sign: When a binder makes a pact with Hathor, they take on the sign of his worries and cares. The binder, if male, grows a ghostly poorly-groomed beard. The Binder's clothes appear more worn and ragged than usual. The cloth also takes the appearance of being poorly stitched as if made by a common person out of the simplest of fabrics.
Influence: Under the influence of Hathor, you feel two conflicting needs. The first urge is to help the weakest of people, often commonfolk. You have to make sure to ask every common person you talk if they're in any danger from wild animals or such. The second urge is when you see someone abusing their position of power, you make them suffer in some manner.
Granted Abilities: Hathor grants you basic survival skills, the ability to endure extra danger, along with the power to belittle foes stronger or equal in power to you.
Crippling Radiance: Enemies that come within 30ft. must make a will save(DC= 10+1/2 your effective binder level+ Cha).If they fail, they take a -2 penalty to attacks and to AC for Cha rounds(min 1). This ability can only affect foes with equal or greater Hit Dice than yourself.
Basic Survival: You gain a +5 bonus to survival checks. In addition, pick one crafting skill you have ranks in and choose another Craft(X) skill. As long as Hathor is bound, you may treat the new skill as the one having ranks instead of the old one. In addition, if you take Craft(Basketweaving), you gain a +2 bonus to that skill.
Flee From Danger!: If you reach less than 1/2 your hit points, your base movement increases by 10ft. If you are healed above 1/2 your hit points, the effect ends. In addition, you aren't subject to attacks of opportunity from leaving a threatened square.
Eldritch Fire: As an standard action, you can make a ranged touch attack against one foe within 60ft. If you succeed, that foe takes 1d6+ Cha damage and must make a reflex save(DC= 10+1/2 your effective binder level+ Cha) or be caught on fire. Once you use this ability, you cannot do so again for 5 rounds.