Kazyan
2013-08-24, 02:09 PM
The following feats contain epic vestiges for the Binder class (Tome of Magic). They follow the epic vestige rules, recovered here (http://www.giantitp.com/forums/showpost.php?p=9589080&postcount=6). These feats allow the binder to contact entities of incredible power--a paragon of heresy, the first imaginary friend, the deceased spirit of the bonds connecting the elemental planes, and the only "perfect" person.
Before I introduce my terrible homebrew, let me briefly discuss two points:
Epic Vestiges and Opportunity Cost
Every time a homebrewer creates a spell, and that spell is approved for a game, the power level of any class that can cast the spell increases ever so slightly. It goes back to why Wizards are so overpowering: in D&D 3.5, moar options iz moar better.
Homebrew epic vestiges have a higher opportunity cost, however, in that a Binder needs to spend a feat in order to gain access--and if they want more than one epic vestige at a time, they have to spend two per vestige. Those feats could be going to other valuable abilities. Offering more options for a Binder still slightly increases their power level, but the effect should be almost negligible because of the investment required to get a specific epic vestige.
Why is this mostly defensive stuff?
Because none of the designers have any idea how epic damage is supposed to scale. When you get to higher epic levels, a scaling source of damage is either going to be laugh-worthy or 1-shot everything, depending on which source of damage the DM is calibrating his monster HP around. So I didn't make any sources of conventional damage, and instead made stuff that should be useful at all levels. In many cases, adding a constant number to something will become irrelevant at high epic levels.
Epic Vestige
Special Requirement
Minimum Level
Binding DC
Yekumnaulh
Yes
22
42
Hakh
No
23
45
Sollobrex
Yes
25
44
Teyadetra
Yes
30
50
Bind Yekumnaulh, The Avatar of the Matrices
http://i188.photobucket.com/albums/z228/Hauntinomin/Yekumnaulh_zpsdd341fa2.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (arcana) or Knowledge (the planes) 25 ranks
Benefit: You can bind Yekumnaulh.
Legend: The arrangement of the inner planes is not by chance. They fit together well, but they had to have been held in place at some point to fit as they do. Yekumnaulh was not the force that did so, but its avatar. Planar bonds connected fire, earth, water and air, surging with such power that they required an outlet. Yekumnaulh, a humanoid projection of the flowing energies, operated much like a deity in its own respect. It used the elemental planes as its godly realm, living a quiet and unremarked upon life of seclusion. Though it had a few worshippers, it largely kept to itself.
Once the bonds between the planes began to stabilize and the connective energies were no longer needed—though this took aeons—Yekumnaulh began to fade away as the energy no longer sustained its projection. Yekumnaul took its impeding death with grace, but not without trying to hold on to reality. Its deific power allowed it to avoid a true and final death, instead falling out into the void, where it could remain “living”, in the same way that Ashardalon would later become a vestige.
Special Requirement: You must spill a few drops of water onto the seal or touch a source of fire to it before speaking Yekumnaulh’s name and title.
Manifestation: A metal ring hovers above the seal, as wide as the outer circle. Four points of light—white, blue, green and red—are arranged in a square at the edges. The ring beigns to spin, faster and faster and making a loud whistling noise, until the lights all blur together. A grid of light, with similar colors to the lights, appear within the rotating ring, which tilts to face the binder. The grid beeps out tones that emulate a distorted voice, as pulses of light race across it.
Sign: A faint red sigil appears on the back of your left hand, and a white one appears on your right. A green sigil takes place on the top of your right foot, and a blue one on your left.
Influence: You do not instinctively feel fire or large bodies of water to be dangerous, though you are still intellectually aware of that fact. Yekumnaulh also require you be no further than 50 feet from the earth at all times, unless you are on a plane besides the Material Plane.
Granted Abilities:
Point Elementals: As a free action, you can summon a small earth elemental, small air elemental, small fire elemental, and a small water elemental. You can only have one kind of each elemental at once, and if any of them are destroyed, you can summon them again as a free action. The elementals use half of your total HP, your saving throw modifiers, skill ranks, and Base Attack Bonus in place of their own. The elementals are under your absolute command. If any of the elementals go further than 100 feet from you, they disappear.
Energy Wind: You can create a gust of energy-charged wind. Treat this like the boreal wind spell, except that it does no damage. Instead, creatures within take 50% more energy damage from all sources, as if they had vunerability to all forms of energy. There is no save against the vulnerability effect, but a Fortitude save is allowed against being blown away. You can have only one instance of Energy Wind active at one time.
Slip Grid: As a swift action, you can target any ally within 10 feet per effective binder level to allow that ally to teleport a distance up to their speed.
Element Matrix: You gain the Earth Glide ability, except that you can also glide through water and ice, and you glide at your land speed.
Unlink Pact: As an immediate action, you can weaken the bonds of your pacts to convert that energy into a panic button. By sacrificing one pact augmentation (or ending the pact of one faint vestige (http://www.giantitp.com/forums/showthread.php?t=296063)), you can teleport a distance up to your land speed times your effective binder level, or negate one effect affecting you, as if you had initiated the iron heart surge maneuver (Tome of Battle). This assumes a sane interpretation of iron heart surge. A sacrificed pact augmentation is not restored for 24 hours, and if you end a faint vestige's pact, you lose that faint vestige slot for 24 hours. That is, if you could bind 7 faint vestiges and end one of their pacts, you can only have up to 6 faint vestiges bound for 24 hours after using this ability. Once you have used this ability, you may not do so again for 5 rounds.
Bind Hakh, He Who Is Struck By All Gods
http://i188.photobucket.com/albums/z228/Hauntinomin/Hakh_zps6fa13183.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (religion) or Knowledge (history) 26 ranks
Benefit: You can bind Hakh.
Legend: Hakh was a pious adventurer extraordinaire, whose exploits included many campaigns against undead adversaries. Armed with his faith, he could turn and destroy even the most powerful of the living dead. But all good things come to an end. One day, Hakh delved into the lair of a demilich, and the battle claimed his life. Out of distaste, the demilich raised Hakh as a mummy, and sent him off into the world to spread the glory of undeath.
In his dead state, Hakh lost all reverence he had for his god, seeing his condition as a curse. Instead, Hakh spread heresies and blasphemies throughout any cities and settlements he could find, alternately weakening faiths and being violently driven away. Though many tried to destroy him, Hakh retained his great power from before mummification, and few could ever hope to hurt him as he deflected blows effortlessly.
All bad things come to an end, too. Hakh’s defiance of every god—even the evil ones—caused their collective displeasure with him. They sensed that, if left unchecked, Hakh’s power could allow him to weaken the faiths of peoples for millennia. To hold on to their deific statuses, the gods collectively smote Hakh. Instead of dying once again, Hakh cursed the gods one last time as he vanished from the world. Centuries later, a binder discovered Hakh again—this time, as a vestige.
Manifestation: A sandstone sarcophagus lands in the center of the seal with a thunderous slam. Myriad whispers speak disconcerting words and revelation about reality, coming from the face of the sandy tomb. Gains of sand shift from the edges of the sarcophagus lid, and the words grow louder, now reciting abject falsehoods about faith and the gods. Finally, the lid slides two feet downwards into the earth, revealing blackness within, like a gate to the void. A mummified head bows from the blackness, ancient bandages fluttering in a sandy wind that flows over the seal. Its mouth pulls into a grimace. One hand reaches out from the blackness, holding a disfigured holy symbol as if it were a lantern.
Sign: Your breath smells like embalming fluid.
Influence: You refuse to worship any deities.
Granted Abilities:
Embalm: You can embalm yourself. When you embalm yourself, you create a duplicate of yourself, though without your equipment. Your embalmed body is helpless and can take no actions, but is safe, and you inhabit the unembalmed duplicate. If your duplicate dies, you wake up in your original body, and the embalming disappears. If your original body dies, so does the duplicate.
Speak Heresy: You can speak words of blasphemy against magic, arcane and divine alike. All creatures and objects within 10' per binder level, except for yourself and your equipment, become subject to a targeted greater dispel magic effect. Your dispel check bonus is equal to your effective binder level and is not limited to +20. Once you have used this ability, you may not do so again for 5 rounds. You can exclude creatures and objects from this effect, but only if you have designated them beforehand as a full-round action per item or creature. Doing this decreases your dispel check bonus by 1 per five designations. You can revert a designation as a free action.
Heretic's Greed: As a free action, you can steal the actions of an ally within 10 feet per effective binder level. The ally must have an effective character level within 3 levels of your own, and must have not used at least one action last turn. The ally gets a Will save to negate this effect if they are unwilling. If the save fails, or they are willing, you can take those actions that they did not use, during this turn. For example, a Wizard ally of a binder bound to Hakh does not use their move action. On the binder's immediate next turn, they can use Heretic's Greed on that Wizard to gain an additional move action. Individual actions "stolen" by Heretic's Greed cannot be stolen a second time. Once you have used this ability, you cannot do so again for 5 rounds.
Sandstone Sigils: You can use quickened wall of stone, with a caster level equal to your binder level. The stone is sandstone and carved with a variety of hieroglyphics, which spell out colorful blasphemies if deciphered.
Entombed Body: Your damage reduction doubles and increases by 5, no matter the source. If you have no damage reduction, you instead gain DR 5/magic.
Bind Sollobrex, The One In Place of Personhood
http://i188.photobucket.com/albums/z228/Hauntinomin/Sollobrex_zpsb32559bd.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (local) or Bluff 28 ranks
Benefit: You can bind Sollobrex.
Legend: Everyone, on some level, knows who Sollobrex is, because everyone has had an imaginary friend. Sollobrex inhabits the psychic root of all imaginary peoples, including imagined fictional characters, but most prefers to express himself through imaginary friends. When imaginary friends act of their own accord, it is Sollobrex influencing a person's mind from outside reality, laughing to himself. How this vestige came to be so entangled with facribated peoples is unknown, but he seems to be familiar with all of them. Every imaginary friend, across all planes, is part of his perception and part of his puppetry. Perhaps Sollobrex was the original "imaginary friend", the first to exist, and when forgotten, faded into the void as he left his creator's mind. When presented with this theory, Sollobrex simply smiles and tells the questioning binder not to let the same thing happen to his own imaginary friends.
Special Requirement: The binder must imagine one of their imaginary friends from childhood (or later) to be in the center of Sollobrex's seal while they speak his name and title. If they did not have any imaginary friends, or cannot remember any of theirs, they must invent a new imaginary friend to do this.
Manifestation: Sollobrex appears as an outlined, invisible, anthropomorphic tiger, laughing and pointing. He is invisible and inaudible to all except you. He winks at you and begins to pace around the seal, gesturing with one hand as he walks and talks.
Sign: Springs attached to colorful rubber balls appear on your scalp, which sway and jingle whenever you move.
Influence: Sollobrex makes you attached to particular people--if you are in a group, you must do your best to ignore everyone except for the first person you decide to respond to. If you react to anyone besides your designated "friend", you violate Sollobrex's influence, unless you are reacting to an attack.
Granted Abilities:
Imagination: You are constantly surround by 100 unseen servants, at a caster level equal to your binder level. No more than one Unseen Servant can Aid Another any check at a time.
Discern Figments: You automatically succeed on your saving throws against illusions and any effect that requires a Will save to disbelieve.
Imaginary Items: When you bind Sollobrex, all of your magic items become "imaginary". They exist almost entirely in your mind so long as the pact continues. You can interact with them as normal, but they are undetectable to the outside world, even under true seeing or arcane sight effects. You can use them as you otherwise would--an imaginary sword can still do damage, an imaginary shield still deflects blows, you can cast a spell out of an imaginary scroll, etc.. However, imaginary items are not vulnerable to sundering, any form of dispel effect, or disjunction. An imaginary weapon has a +2 bonus to attack rolls, because an enemy cannot tell where the weapon is. This bonus does not apply against opponents with Uncanny Dodge. Except for the functions of their intended purposes, imaginary items do not interact with the outside world in any way. For example, you can drink from an imaginary waterskin, becuase that is the purpose of a waterskin, but you cannot do anything else with it.
Happy Place: At will, you and any creatures you join hands with may enter a pocket paradise shaped by your imagination, similar to a pleasant dreamscape. Treat this effect as similar to that of a rod of security, except that while you exist in the pocket paradise, you effectively have Divine Rank 1 with no salient divine abilities or domains, and the pocket paradise functions as your godly realm.
Steal Imagination: You can borrow a creature's imagination to supplement your own. Select one creature within 100 feet. If that creature has a higher Charisma score than your own, you temporarily inflict a number of points of Charisma damage sufficient to lower their Charisma score to your own. Then, your Charisma score increases by the amount of damage you inflicted. Both changes in Charisma persist until the end of the pact with Sollobrex. An unwilling target is allowed a Will save to negate this effect. If the target creature is immune to Charisma damage, this ability has no effect. This ability is mind-affecting. Once you have used this ability, you may not do so again for 5 rounds.
Bind Teyadetra, Perfect No More
http://i188.photobucket.com/albums/z228/Hauntinomin/Teyadetra_zps74f2943f.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (the planes) and Concentration 33 ranks; ability to bind two epic vestiges simultaneously (see the Bind Additional Epic Vestige feat)
Benefit: You can bind Teyadetra.
Legend: As the saying goes, no one is perfect, save maybe the gods. The reason for this is that, supposedly, perfection had already been achieved--and deemed too dangerous. Teyadetra was a human woman from long ago, who exemplified all possible non-contradictory virtues at once. Her physical endurance, mental and physical energies, and willpower had no apparent limit that anyone could observe. She took care of every neglected recommendation in life, had flawless skin, could meditate for double-digit hours, and her list of accomplishments went on almost endlessly.
The effect on those around her was terrible. Comparing oneself to Teyadetra could bring a person to deep despair, and hateful envy suffused those that didn't admire her (and some that did). She became the focal point of her community, with shady individuals looking for any flaw of hers, but they could find nothing satisfactory.
Eventually, tensions came to a boiling point, and the leader of an angry mob stormed to her and simply asked if Teyadetra could stop making everyone else look bad. She responded with an offer to help fix the asker's flaws. This caused the mob to riot, and an uproarious battle ensued in which Teyadetra flawlessly defended herself for hours against hundreds of opponents.
A variety of good-aligned gods, at that point, collectively decided that the possibility of perfection was too much of a burden for the civilized races to bear. One act of divine intervention later, Teyadetra and all of her influences on the world were scoured from reality, save for the few traces that have allowed binders to piece together her story. The gods decided that she was too perfect to destroy entirely, and after discussing with Teyadetra what to do, they placed her outside of existence for safekeeping. Teyadetra waits in the void, and the gods do not worry about not being able to bring her back, as they suppose that she could simply force her way back into reality through infinite force of will. But she has not done so. She still agrees that her perfection is a danger to the civilized races...or perhaps she has gained her first and only flaw.
Special Requirement: Teyadetra's seal must be drawn using a flawed gemstone, and you must make a minor mistake when drawing the seal. Note that the upper left gemstone depicted by the seal has imperfect symmetry.
Manifestation: A woman of trans-seraphic beauty sits in the center of the seal, legs crossed in a lotus position and hands clasped, as she meditates with impossible concentration. When the binder speaks, she opens one eye and smiles, not saying a word, but listening intently. Her body language is warm and inviting even as she does not answer any questions or respond to the terms of the pact. At the end of the pact, Teyadetra says in a perfectly clear and melodic voice that she accepts the binder just the way they are, because no one else is perfect.
Sign: Your skin loses any blemishes you may have, and any scars become glamorous instead of disfiguring.
Influence: Teyadetra requires that, when you fail at a task, you admit your flaws that led to the failure. Teyadetra aids you in mentally accepting your imperfections, so this act does not bruise your ego.
Granted Abilities:
Vestige Perfection: You do not suffer from the influences of any nonepic vestiges. You can choose to act as if under an influence anyway, which provides you a +1 bonus to your effective binder level per vestige, so long as you are doing so. This bonus only applies to vestiges whose influences you exhibit in this way. You must exhibit the influence for at least 1 hour before you gain the bonus, and the bonus goes away when you stop obeying the influence. As a balancing factor, this ability should be roleplayed--the DM should smite the player if they use this as an excuse to get +nonepic vestige count to their EBL without roleplaying anything.
Suppress Flaws: You lose any Flaws (Unearthed Arcana) that you have for the duration of the pact, though you keep the bonus feats form them. If you have no flaws, you instead gain a bonus feat at the time of making the pact, but this feat cannot be chosen from the Epic Binder bonus feat list. You must meet all prerequisites.
Perfect Discipline: You are not limited to 8 hours of crafting per day when crafting items, or any other kind of work that limits you to 8 hours of work per day. Though you may still need to sleep, you feel no mental or physical exhaustion from what could otherwise be working yourself to death and beyond. In addition, you can make Autohypnosis checks untrained, and when making a Concentration or Autohypnosis check, you gain a +30 competence bonus to the check and are treated as having rolled a natural 20. Finally, you build your willpower to superhuman levels, but your mind cannot only contain one 'charge' of such mental strength without self-destruction. At any one time before the pact with Teyadetra expires, before attempting a Will save, you can declare that you succeed automatically without rolling.
No Mistakes: When you roll a natural 1, you can instead treat the roll as a natural 20, which requires no action. Once you have used this ability, you may not do so again for 5 rounds.
Perfect Beauty: You gain the Unearthly Grace special quality: you add your Charisma modifier as a bonus to all your saving throws, and as a deflection bonus to your Armor Class. You must show Teyadetra's sign to use this ability.
Epic Teeth of Dahlver-Nahr
Epic Teeth of Dahlver-Nahr follow all the rules for ordinary Teeth of Dahlver-Nahr, except that they are also epic magic items and refer to epic vestiges.
Yekumnaulh: This magic item functions as a necklace of adaptation. In addtion, you take half damage from all forms of energy. Overwhelming Abjuration, CL 22nd; Price 400,000 gp.
Hakh: You gain Spell Resistance equal to your level + 8. Overwhelming Abjuration, CL 23rd, Price 400,000 gp.
Sollobrex: You can activate a shadow conjuration effect at will. Overwhelming Illusion, CL 25th, Price 500,000 gp.
Teyadetra: Your second-highest base ability score becomes your base ability score for all lower scores. Treat these increases as competence bonuses. Your base ability score is what your ability score would be when unaffected by any form of magic or magic item, excepting inherent bonuses. For example, if your ability scores are 18, 15, 12, 10, 8, 6 in a dead magic zone, they become 18, 15, 15, 15, 15, 15 while you are using the tooth of Teyadetra outside of it, before applying the effect of ability score increasing magic items. Overwhelming Transmutation, CL 30th, Price 1,200,000 gp.
Before I introduce my terrible homebrew, let me briefly discuss two points:
Epic Vestiges and Opportunity Cost
Every time a homebrewer creates a spell, and that spell is approved for a game, the power level of any class that can cast the spell increases ever so slightly. It goes back to why Wizards are so overpowering: in D&D 3.5, moar options iz moar better.
Homebrew epic vestiges have a higher opportunity cost, however, in that a Binder needs to spend a feat in order to gain access--and if they want more than one epic vestige at a time, they have to spend two per vestige. Those feats could be going to other valuable abilities. Offering more options for a Binder still slightly increases their power level, but the effect should be almost negligible because of the investment required to get a specific epic vestige.
Why is this mostly defensive stuff?
Because none of the designers have any idea how epic damage is supposed to scale. When you get to higher epic levels, a scaling source of damage is either going to be laugh-worthy or 1-shot everything, depending on which source of damage the DM is calibrating his monster HP around. So I didn't make any sources of conventional damage, and instead made stuff that should be useful at all levels. In many cases, adding a constant number to something will become irrelevant at high epic levels.
Epic Vestige
Special Requirement
Minimum Level
Binding DC
Yekumnaulh
Yes
22
42
Hakh
No
23
45
Sollobrex
Yes
25
44
Teyadetra
Yes
30
50
Bind Yekumnaulh, The Avatar of the Matrices
http://i188.photobucket.com/albums/z228/Hauntinomin/Yekumnaulh_zpsdd341fa2.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (arcana) or Knowledge (the planes) 25 ranks
Benefit: You can bind Yekumnaulh.
Legend: The arrangement of the inner planes is not by chance. They fit together well, but they had to have been held in place at some point to fit as they do. Yekumnaulh was not the force that did so, but its avatar. Planar bonds connected fire, earth, water and air, surging with such power that they required an outlet. Yekumnaulh, a humanoid projection of the flowing energies, operated much like a deity in its own respect. It used the elemental planes as its godly realm, living a quiet and unremarked upon life of seclusion. Though it had a few worshippers, it largely kept to itself.
Once the bonds between the planes began to stabilize and the connective energies were no longer needed—though this took aeons—Yekumnaulh began to fade away as the energy no longer sustained its projection. Yekumnaul took its impeding death with grace, but not without trying to hold on to reality. Its deific power allowed it to avoid a true and final death, instead falling out into the void, where it could remain “living”, in the same way that Ashardalon would later become a vestige.
Special Requirement: You must spill a few drops of water onto the seal or touch a source of fire to it before speaking Yekumnaulh’s name and title.
Manifestation: A metal ring hovers above the seal, as wide as the outer circle. Four points of light—white, blue, green and red—are arranged in a square at the edges. The ring beigns to spin, faster and faster and making a loud whistling noise, until the lights all blur together. A grid of light, with similar colors to the lights, appear within the rotating ring, which tilts to face the binder. The grid beeps out tones that emulate a distorted voice, as pulses of light race across it.
Sign: A faint red sigil appears on the back of your left hand, and a white one appears on your right. A green sigil takes place on the top of your right foot, and a blue one on your left.
Influence: You do not instinctively feel fire or large bodies of water to be dangerous, though you are still intellectually aware of that fact. Yekumnaulh also require you be no further than 50 feet from the earth at all times, unless you are on a plane besides the Material Plane.
Granted Abilities:
Point Elementals: As a free action, you can summon a small earth elemental, small air elemental, small fire elemental, and a small water elemental. You can only have one kind of each elemental at once, and if any of them are destroyed, you can summon them again as a free action. The elementals use half of your total HP, your saving throw modifiers, skill ranks, and Base Attack Bonus in place of their own. The elementals are under your absolute command. If any of the elementals go further than 100 feet from you, they disappear.
Energy Wind: You can create a gust of energy-charged wind. Treat this like the boreal wind spell, except that it does no damage. Instead, creatures within take 50% more energy damage from all sources, as if they had vunerability to all forms of energy. There is no save against the vulnerability effect, but a Fortitude save is allowed against being blown away. You can have only one instance of Energy Wind active at one time.
Slip Grid: As a swift action, you can target any ally within 10 feet per effective binder level to allow that ally to teleport a distance up to their speed.
Element Matrix: You gain the Earth Glide ability, except that you can also glide through water and ice, and you glide at your land speed.
Unlink Pact: As an immediate action, you can weaken the bonds of your pacts to convert that energy into a panic button. By sacrificing one pact augmentation (or ending the pact of one faint vestige (http://www.giantitp.com/forums/showthread.php?t=296063)), you can teleport a distance up to your land speed times your effective binder level, or negate one effect affecting you, as if you had initiated the iron heart surge maneuver (Tome of Battle). This assumes a sane interpretation of iron heart surge. A sacrificed pact augmentation is not restored for 24 hours, and if you end a faint vestige's pact, you lose that faint vestige slot for 24 hours. That is, if you could bind 7 faint vestiges and end one of their pacts, you can only have up to 6 faint vestiges bound for 24 hours after using this ability. Once you have used this ability, you may not do so again for 5 rounds.
Bind Hakh, He Who Is Struck By All Gods
http://i188.photobucket.com/albums/z228/Hauntinomin/Hakh_zps6fa13183.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (religion) or Knowledge (history) 26 ranks
Benefit: You can bind Hakh.
Legend: Hakh was a pious adventurer extraordinaire, whose exploits included many campaigns against undead adversaries. Armed with his faith, he could turn and destroy even the most powerful of the living dead. But all good things come to an end. One day, Hakh delved into the lair of a demilich, and the battle claimed his life. Out of distaste, the demilich raised Hakh as a mummy, and sent him off into the world to spread the glory of undeath.
In his dead state, Hakh lost all reverence he had for his god, seeing his condition as a curse. Instead, Hakh spread heresies and blasphemies throughout any cities and settlements he could find, alternately weakening faiths and being violently driven away. Though many tried to destroy him, Hakh retained his great power from before mummification, and few could ever hope to hurt him as he deflected blows effortlessly.
All bad things come to an end, too. Hakh’s defiance of every god—even the evil ones—caused their collective displeasure with him. They sensed that, if left unchecked, Hakh’s power could allow him to weaken the faiths of peoples for millennia. To hold on to their deific statuses, the gods collectively smote Hakh. Instead of dying once again, Hakh cursed the gods one last time as he vanished from the world. Centuries later, a binder discovered Hakh again—this time, as a vestige.
Manifestation: A sandstone sarcophagus lands in the center of the seal with a thunderous slam. Myriad whispers speak disconcerting words and revelation about reality, coming from the face of the sandy tomb. Gains of sand shift from the edges of the sarcophagus lid, and the words grow louder, now reciting abject falsehoods about faith and the gods. Finally, the lid slides two feet downwards into the earth, revealing blackness within, like a gate to the void. A mummified head bows from the blackness, ancient bandages fluttering in a sandy wind that flows over the seal. Its mouth pulls into a grimace. One hand reaches out from the blackness, holding a disfigured holy symbol as if it were a lantern.
Sign: Your breath smells like embalming fluid.
Influence: You refuse to worship any deities.
Granted Abilities:
Embalm: You can embalm yourself. When you embalm yourself, you create a duplicate of yourself, though without your equipment. Your embalmed body is helpless and can take no actions, but is safe, and you inhabit the unembalmed duplicate. If your duplicate dies, you wake up in your original body, and the embalming disappears. If your original body dies, so does the duplicate.
Speak Heresy: You can speak words of blasphemy against magic, arcane and divine alike. All creatures and objects within 10' per binder level, except for yourself and your equipment, become subject to a targeted greater dispel magic effect. Your dispel check bonus is equal to your effective binder level and is not limited to +20. Once you have used this ability, you may not do so again for 5 rounds. You can exclude creatures and objects from this effect, but only if you have designated them beforehand as a full-round action per item or creature. Doing this decreases your dispel check bonus by 1 per five designations. You can revert a designation as a free action.
Heretic's Greed: As a free action, you can steal the actions of an ally within 10 feet per effective binder level. The ally must have an effective character level within 3 levels of your own, and must have not used at least one action last turn. The ally gets a Will save to negate this effect if they are unwilling. If the save fails, or they are willing, you can take those actions that they did not use, during this turn. For example, a Wizard ally of a binder bound to Hakh does not use their move action. On the binder's immediate next turn, they can use Heretic's Greed on that Wizard to gain an additional move action. Individual actions "stolen" by Heretic's Greed cannot be stolen a second time. Once you have used this ability, you cannot do so again for 5 rounds.
Sandstone Sigils: You can use quickened wall of stone, with a caster level equal to your binder level. The stone is sandstone and carved with a variety of hieroglyphics, which spell out colorful blasphemies if deciphered.
Entombed Body: Your damage reduction doubles and increases by 5, no matter the source. If you have no damage reduction, you instead gain DR 5/magic.
Bind Sollobrex, The One In Place of Personhood
http://i188.photobucket.com/albums/z228/Hauntinomin/Sollobrex_zpsb32559bd.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (local) or Bluff 28 ranks
Benefit: You can bind Sollobrex.
Legend: Everyone, on some level, knows who Sollobrex is, because everyone has had an imaginary friend. Sollobrex inhabits the psychic root of all imaginary peoples, including imagined fictional characters, but most prefers to express himself through imaginary friends. When imaginary friends act of their own accord, it is Sollobrex influencing a person's mind from outside reality, laughing to himself. How this vestige came to be so entangled with facribated peoples is unknown, but he seems to be familiar with all of them. Every imaginary friend, across all planes, is part of his perception and part of his puppetry. Perhaps Sollobrex was the original "imaginary friend", the first to exist, and when forgotten, faded into the void as he left his creator's mind. When presented with this theory, Sollobrex simply smiles and tells the questioning binder not to let the same thing happen to his own imaginary friends.
Special Requirement: The binder must imagine one of their imaginary friends from childhood (or later) to be in the center of Sollobrex's seal while they speak his name and title. If they did not have any imaginary friends, or cannot remember any of theirs, they must invent a new imaginary friend to do this.
Manifestation: Sollobrex appears as an outlined, invisible, anthropomorphic tiger, laughing and pointing. He is invisible and inaudible to all except you. He winks at you and begins to pace around the seal, gesturing with one hand as he walks and talks.
Sign: Springs attached to colorful rubber balls appear on your scalp, which sway and jingle whenever you move.
Influence: Sollobrex makes you attached to particular people--if you are in a group, you must do your best to ignore everyone except for the first person you decide to respond to. If you react to anyone besides your designated "friend", you violate Sollobrex's influence, unless you are reacting to an attack.
Granted Abilities:
Imagination: You are constantly surround by 100 unseen servants, at a caster level equal to your binder level. No more than one Unseen Servant can Aid Another any check at a time.
Discern Figments: You automatically succeed on your saving throws against illusions and any effect that requires a Will save to disbelieve.
Imaginary Items: When you bind Sollobrex, all of your magic items become "imaginary". They exist almost entirely in your mind so long as the pact continues. You can interact with them as normal, but they are undetectable to the outside world, even under true seeing or arcane sight effects. You can use them as you otherwise would--an imaginary sword can still do damage, an imaginary shield still deflects blows, you can cast a spell out of an imaginary scroll, etc.. However, imaginary items are not vulnerable to sundering, any form of dispel effect, or disjunction. An imaginary weapon has a +2 bonus to attack rolls, because an enemy cannot tell where the weapon is. This bonus does not apply against opponents with Uncanny Dodge. Except for the functions of their intended purposes, imaginary items do not interact with the outside world in any way. For example, you can drink from an imaginary waterskin, becuase that is the purpose of a waterskin, but you cannot do anything else with it.
Happy Place: At will, you and any creatures you join hands with may enter a pocket paradise shaped by your imagination, similar to a pleasant dreamscape. Treat this effect as similar to that of a rod of security, except that while you exist in the pocket paradise, you effectively have Divine Rank 1 with no salient divine abilities or domains, and the pocket paradise functions as your godly realm.
Steal Imagination: You can borrow a creature's imagination to supplement your own. Select one creature within 100 feet. If that creature has a higher Charisma score than your own, you temporarily inflict a number of points of Charisma damage sufficient to lower their Charisma score to your own. Then, your Charisma score increases by the amount of damage you inflicted. Both changes in Charisma persist until the end of the pact with Sollobrex. An unwilling target is allowed a Will save to negate this effect. If the target creature is immune to Charisma damage, this ability has no effect. This ability is mind-affecting. Once you have used this ability, you may not do so again for 5 rounds.
Bind Teyadetra, Perfect No More
http://i188.photobucket.com/albums/z228/Hauntinomin/Teyadetra_zps74f2943f.png
Prerequisites: Ability to bind 8th-level vestiges; Knowledge (the planes) and Concentration 33 ranks; ability to bind two epic vestiges simultaneously (see the Bind Additional Epic Vestige feat)
Benefit: You can bind Teyadetra.
Legend: As the saying goes, no one is perfect, save maybe the gods. The reason for this is that, supposedly, perfection had already been achieved--and deemed too dangerous. Teyadetra was a human woman from long ago, who exemplified all possible non-contradictory virtues at once. Her physical endurance, mental and physical energies, and willpower had no apparent limit that anyone could observe. She took care of every neglected recommendation in life, had flawless skin, could meditate for double-digit hours, and her list of accomplishments went on almost endlessly.
The effect on those around her was terrible. Comparing oneself to Teyadetra could bring a person to deep despair, and hateful envy suffused those that didn't admire her (and some that did). She became the focal point of her community, with shady individuals looking for any flaw of hers, but they could find nothing satisfactory.
Eventually, tensions came to a boiling point, and the leader of an angry mob stormed to her and simply asked if Teyadetra could stop making everyone else look bad. She responded with an offer to help fix the asker's flaws. This caused the mob to riot, and an uproarious battle ensued in which Teyadetra flawlessly defended herself for hours against hundreds of opponents.
A variety of good-aligned gods, at that point, collectively decided that the possibility of perfection was too much of a burden for the civilized races to bear. One act of divine intervention later, Teyadetra and all of her influences on the world were scoured from reality, save for the few traces that have allowed binders to piece together her story. The gods decided that she was too perfect to destroy entirely, and after discussing with Teyadetra what to do, they placed her outside of existence for safekeeping. Teyadetra waits in the void, and the gods do not worry about not being able to bring her back, as they suppose that she could simply force her way back into reality through infinite force of will. But she has not done so. She still agrees that her perfection is a danger to the civilized races...or perhaps she has gained her first and only flaw.
Special Requirement: Teyadetra's seal must be drawn using a flawed gemstone, and you must make a minor mistake when drawing the seal. Note that the upper left gemstone depicted by the seal has imperfect symmetry.
Manifestation: A woman of trans-seraphic beauty sits in the center of the seal, legs crossed in a lotus position and hands clasped, as she meditates with impossible concentration. When the binder speaks, she opens one eye and smiles, not saying a word, but listening intently. Her body language is warm and inviting even as she does not answer any questions or respond to the terms of the pact. At the end of the pact, Teyadetra says in a perfectly clear and melodic voice that she accepts the binder just the way they are, because no one else is perfect.
Sign: Your skin loses any blemishes you may have, and any scars become glamorous instead of disfiguring.
Influence: Teyadetra requires that, when you fail at a task, you admit your flaws that led to the failure. Teyadetra aids you in mentally accepting your imperfections, so this act does not bruise your ego.
Granted Abilities:
Vestige Perfection: You do not suffer from the influences of any nonepic vestiges. You can choose to act as if under an influence anyway, which provides you a +1 bonus to your effective binder level per vestige, so long as you are doing so. This bonus only applies to vestiges whose influences you exhibit in this way. You must exhibit the influence for at least 1 hour before you gain the bonus, and the bonus goes away when you stop obeying the influence. As a balancing factor, this ability should be roleplayed--the DM should smite the player if they use this as an excuse to get +nonepic vestige count to their EBL without roleplaying anything.
Suppress Flaws: You lose any Flaws (Unearthed Arcana) that you have for the duration of the pact, though you keep the bonus feats form them. If you have no flaws, you instead gain a bonus feat at the time of making the pact, but this feat cannot be chosen from the Epic Binder bonus feat list. You must meet all prerequisites.
Perfect Discipline: You are not limited to 8 hours of crafting per day when crafting items, or any other kind of work that limits you to 8 hours of work per day. Though you may still need to sleep, you feel no mental or physical exhaustion from what could otherwise be working yourself to death and beyond. In addition, you can make Autohypnosis checks untrained, and when making a Concentration or Autohypnosis check, you gain a +30 competence bonus to the check and are treated as having rolled a natural 20. Finally, you build your willpower to superhuman levels, but your mind cannot only contain one 'charge' of such mental strength without self-destruction. At any one time before the pact with Teyadetra expires, before attempting a Will save, you can declare that you succeed automatically without rolling.
No Mistakes: When you roll a natural 1, you can instead treat the roll as a natural 20, which requires no action. Once you have used this ability, you may not do so again for 5 rounds.
Perfect Beauty: You gain the Unearthly Grace special quality: you add your Charisma modifier as a bonus to all your saving throws, and as a deflection bonus to your Armor Class. You must show Teyadetra's sign to use this ability.
Epic Teeth of Dahlver-Nahr
Epic Teeth of Dahlver-Nahr follow all the rules for ordinary Teeth of Dahlver-Nahr, except that they are also epic magic items and refer to epic vestiges.
Yekumnaulh: This magic item functions as a necklace of adaptation. In addtion, you take half damage from all forms of energy. Overwhelming Abjuration, CL 22nd; Price 400,000 gp.
Hakh: You gain Spell Resistance equal to your level + 8. Overwhelming Abjuration, CL 23rd, Price 400,000 gp.
Sollobrex: You can activate a shadow conjuration effect at will. Overwhelming Illusion, CL 25th, Price 500,000 gp.
Teyadetra: Your second-highest base ability score becomes your base ability score for all lower scores. Treat these increases as competence bonuses. Your base ability score is what your ability score would be when unaffected by any form of magic or magic item, excepting inherent bonuses. For example, if your ability scores are 18, 15, 12, 10, 8, 6 in a dead magic zone, they become 18, 15, 15, 15, 15, 15 while you are using the tooth of Teyadetra outside of it, before applying the effect of ability score increasing magic items. Overwhelming Transmutation, CL 30th, Price 1,200,000 gp.