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Realms of Chaos
2014-02-18, 11:02 AM
The Voidbound

“A pact holds power. A promise holds possibility.” This is the mantra so many binders hold dear, claiming power not through any special devotion or study but through the simple knowledge of what otherworldly entities to supplicate. Trading access to the material world in exchange for all manner of powers, few could readily imagine an easier form of magic. A rare few, however, have just such a thing forced upon them.

Whether through auspicious birth, magical experimentation, or simply long family histories spent binding, a few rare beings are born with their soul exposed to the space beyond spaces where vestiges reside. Needing no pact and fearing no consequences, any vestige who can imbeds themselves into the soul of this aberrant being, never needing to release their grasp. While this method grants a measure of power at all times, many born into this life are marked as demons or pariahs for the signs their vestiges leave and either go mad or grow up without knowing their true selves, forever at the mercy of otherworldly influences they don’t know how to control.

A few of this breed, however, can reclaim control over their fate. Exerting their will over this internal bond, one can suppress the influences of the vestiges endlessly swarming around them. Complimenting their natural gifts with enhanced spiritual sensitivity and the loose trappings of “proper” binding, these individuals can gain arrays of abilities that dwarf what normal binders could accomplish, gaining the best elements of each vestige clinging to their soul.

These rare beings, whether cursed or blessed, are commonly referred to in scholarly works as the voidbound.

Alignment: Any
Hit Die: d6

Class Skills:
Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knwoeldge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier


The Voidbound
{table=head]Level|BAB|Fort|Ref|Will|Special |
Maximum Vestige Level

1st|+0|+2|+2|+2|Fettered Soul|
1st

2nd|+1|+3|+3|+3|Echoes of the Void (1 Echo)|
1st

3rd|+2|+3|+3|+3|Fettered Soul|
2nd

4th|+3|+4|+4|+4|Void Pact 1/day|
2nd

5th|+3|+4|+4|+4|Fettered Soul|
3rd

6th|+4|+5|+5|+5|Echoes of the Void (2 Echoes)|
3rd

7th|+5|+5|+5|+5|Fettered Soul|
4th

8th|+6/+1|+6|+6|+6|Void Pact 2/day|
4th

9th|+6/+1|+6|+6|+6|Fettered Soul|
4th

10th|+7/+2|+7|+7|+7|Echoes of the Void (3 Echoes)|
5th

11th|+8/+3|+7|+7|+7|Fettered Soul|
5th

12th|+9/+4|+8|+8|+8|Void Pact 3/day|
6th

13th|+9/+4|+8|+8|+8|Fettered Soul|
6th

14th|+10/+5|+9|+9|+9|Echoes of the Void (4 Echoes)|
6th

15th|+11/+6/+1|+9|+9|+9|Fettered Soul|
7th

16th|+12/+7/+2|+10|+10|+10|Void Pact 4/day|
7th

17th|+12/+7/+2|+10|+10|+10|Fettered Soul|
8th

18th|+13/+8/+3|+11|+11|+11|Echoes of the Void (5 Echoes)|
8th

19th|+14/+9/+4|+11|+11|+11|Fettered Soul|
8th

20th|+15/+10/+5|+12|+12|+12|Soul Mastery|
8th

[/table]

Class Features:

Weapon and Armor Proficiencies: A binder gains proficiency with all simple weapons and with light armor, but not with shields.

Fettered Soul: Unlike a binder, the voidbound need not actively call forth vestiges to form pacts with them. Rather, their souls are always left exposed to that elusive space beyond spaces they occupy and vestiges freely dig into their souls, never releasing the voidbound from their grasp. Compared with an average pact, these connections grant a fraction of the power. Even so, large numbers of vestiges seem to swarm around each voidbound and rituals exist to grant them some manner of control over their own condition.

At 1st level and each subsequent odd level, the player of a voidbound may select a single vestige of any level they can bind (as indicated on the table above). The voidbound is effectively bound to that vestige at all times with an effective binder level equal to his or her class level. The voidbound ignores the summoning requirement of the vestiges (if any), suffers the physical sign and influence of these vestiges, and gains one granted power from each of his or her choice. Any penalties from influence are removed with 8 hours of rest.

Once selected, this vestige may not be removed by any means (though their effects are still suppressed in an antimagic field), including the expel vestige feat. Any effect that would purge a vestige from the body of a voidbound suppresses it for 1d4 rounds. At 10th level and every even level afterwards, however, one vestige bound in this way can be replaced with another of an equal or lower level.

While a voidbound gains power from his or her vestiges without even cursory effort, a voidbound may attempt a ritual to gain a limited amount of control over the bond. With 10 minutes of reflection and meditation, a voidbound may make a special binding check (1d20 + Effective Binder Level + Cha mod) against the binding DC of a single vestige they are bound to (this ritual may be performed in one minute by taking a-10 penalty to this check). If successful, the voidbound may immediately switch which power he or she receives from that vestige and ignores the influence of that vestige for 24 hours (previous penalties vanish). This is not considered a “good pact” for the purpose of abilities and class features and may only be attempted once per day per vestige.

Echoes of the Void: Starting at 2nd level, a voidbound gains a greater spiritual awareness of the world around them, seeing even the slightest signs of the supernatural and intuiting patterns from deep within the void. First, the voidbound may use detect vestige at will as a supernatural ability as if at a caster level equal to his or her class level.

Secondly, the voidbound can sense rough patterns and trends even among the ineffable vestiges, dividing them into rough groups known as echoes. While the meaning of these groups is hotly debated by scholars, any voidbound who is bound or fettered to enough vestiges within a single echo is granted additional strength through their mystic resonation.

With ten minutes of contemplation and meditation, the voidbound may select a single echo he or she has at least two bound and/or fettered vestiges from, plus one additional such echo for every 4 class levels above 2nd (to a maximum of 5 at 18th level). Each chosen echo grants the voidbound a supernatural ability for 24 hours (or until a pact with at least one vestige in the echo ends, whichever comes first) that functions as a granted ability using the effective binder level of the voidbound.

If bound or fettered to at least two vestiges from a single echo, the ability granted can be used once per day. If bound to at least three vestiges from a single echo, the voidbound need only wait for 5 rounds after using the ability before using it again. If bound to all four vestiges from the same echo, the voidbound may use the granted ability at will.


Void Pact: Starting at 4th level, a voidbound can lend greater access to the material world to vestiges in exchange for a bit more power. This ability may be used once per day at 4th level and one additional time per day for every 4 additional class levels (to a maximum of 4/day at 16th level). This ability can function in one of two ways, both of which require a ceremony identical to the one a binder uses to form pacts with vestiges.

First a voidbound may use one or more uses of this power to make a traditional pact with a vestige they are fettered to in place of the normal meditation, gaining an additional granted ability for each use spent for 24 hours afterwards (in addition to the benefits of a mediational ritual with that vestige if the binding check succeeds). If the ritual is interrupted, the daily uses are spent.

Alternately, a voidbound may spend two daily uses of this power to make a traditional pact with a vestige they aren’t fettered to for 24 hours, functioning in every way as a normal pact except that they are only granted one power of their choice from the bound vestige. If the ritual is interrupted, the daily uses are spent. A single vestige may not be bound more than once per day in this way and the two functions of this class feature may not be combined. This class feature is treated as soul binding for the purpose of meeting prerequisites.

Soul Mastery: Starting at 20th level, a voidbound can finally control the fate of his or her own soul to a greater or lesser degree. With a special ritual requiring 24 hours of meditation, a voidbound may replace one fettered vestige with another of the same level.







Echoes:
Echo of Ascended Minds:
Those beings that had perfected their minds and bodies in their material existence seem inexorably drawn towards each other in their existence as mere vestiges, complimenting their extensive mental abilities as they wander through the unknowable.
Vestiges: Ronove (1), Arete (4), The Triad (6), Abysm (8)
Echo Benefit: Mental Link: When you activate this ability, you may establish a telepathic link with a creature within 100 feet (Will save negates) that extends any distance across the same plane. This link lasts for 1 hour or until you end it as a move action, stunning the target for 1 round (Fort save negates).

Echo of Divinity’s Shadow:
Formed of those who stood at the precipice of divinity before being denied, sages belief that these vestiges congregate in some vain effort to rekindle some remnant of their divine power. While there is no evidence that these beings even like one another, they lend a baleful curse to those who bind them.
Vestiges: Amon (1), Tenebrous (4), Acererak (5), Zagan (6)
Echo Benefit: Excommunication: Activating this ability, a target that fails its will save halves the effects of magical healing upon it (whether from positive or negative energy) and has a 50% chance of miscasting any divine spell. These effects can be removed with a Remove Curse effect or more powerful magic, requiring a DC 20 Caster Level check.

Echo of the Fallen Champion:
At least one echo with the unreachable space of the vestiges, filled with those who had served or confronted deities in life, suggest that an echo can coalesce in part based on the circumstances under which one first became a vestige. Calling upon their power, a bit of divine might can be mustered.
Vestiges: Leraje (1), Savnok (2), Karsus (3), Eligor (7)
Echo Benefit: Forsaken Devotion: Select one deity each time you gain this ability. Whenever you activate this ability, you gain the granted power of a single domain of your choice from the chosen deity as if with a cleric level equal to your effective binder level for one hour or until this ability is used again.

Echo of Forsaken Savagery:
This unique echo features beings who were monstrous in form (whether good or bad) in their lifetime, thought to congregate not out of any true kinship for one another but out of how reviled they are by most other vestiges (or perhaps by those still alive), lending a bit of fury to the those who bind them.
Vestiges: Haaganti (2), Eurynome (4), Shax (6), Arshadalon (8)
Echo Benefit: Monstrous Fury: Upon using this ability, you gain a +4 bonus to Constitution, increase your Base Attack Bonus to equal your effective binder level (if otherwise lower), and take a -2 pnealty to AC for 1 round/binder level. During this time, your actions are restricted much as if you were in a barbarian’s rage, though you may freely use granted powers.

Echo of the Hidden Rogue:
Thought to gather out of some vague form of camaraderie (or perhaps out of some primal affinity), these vestiges all represented roguish ideals of some form or another within their material existences. Bound in tandem, they grant the power to remove and transport items secretly.
Vestiges: Malphas (2), Andromalius (3), Paimon (3), Marchosias (7)
Echo Benefit: Subtle Transport: Upon activating this ability, a touched unattended object of mediums size or smaller vanishes, reappearing in the hand used to touch it (or on the ground if that hand is full) after 1 minute/effective binder level or when you call it as a standard action (whichever comes first). While gone, an item cannot be located or detected through any manner of divination.

Echo of the Outer Spheres:
Said to linger on the border of their own nonexistence and the madness of the far realms, Vestiges within this echo all seem alien or mad to varying degrees, allowing those who harness this echo to control the very nature of madness itself.
Vestiges: Dahlver-Nar (2), Otiax (5), Zceryll (6), Orthos (8)
Echo Benefit: Guide Madness: Upon activating this ability, you may subject a single creature within 30 feet to an effect imitating a Lesser Confusion effect. Further, you control the effects that confusion and similar abilities have upon creatures within 30 feet for 1 round, controlling the result of the d% roll for each such creature (no save).

Echo of the Pit:
While not formed of the most wicked vestiges, a good deal of darker vestiges reside within a single echo. Some sages theorize that the dreaded harbinger chupoclops rests at the “center” of this echo, drawing in dark and bitter vestiges without the will to fight back. Such notions are typically rejected, at least in part because of what they may suggest. Even so, this echo does seem to grant dark powers.
Vestiges: Andras (4), Balam (5), Geryon (5), Chupoclops (6)
Echo Benefit: Dark Consumption: Activating this ability, a touched living creature takes 1d10 points of damage, +1d10 damage for every 4 binder levels you possess. You gain an equal amount of temporary hit points that last for up to 10 minutes. If this ability slays a creature, you gain a +2 enhancement bonus to your effective binder level for 10 minutes and that creature can only be revived by resurrection or more powerful magical effects.

Echo of the Severed Lineage:
Formed of those who have viewed themselves as royalty in life (whether or not the title was deserved), careful questioning of the vestiges in this echo reveals that they are all quite aware of each other and seem to be on positive terms. Bound together, these vestiges can lend a bit of their nobility.
Vestiges: Aym (1), Dantalion (5), Haures (6), Vanus (6)
Echo Benefit: Visage of Nobility: Using this ability, you can make a target that fails a Will save view you as a member of rightful nobility, regardless of the local political structure. This ability functions much as charm person with a caster level equal to your effective binder level, except that it convinces targets that you are a member of royalty instead of a personal friend. Creatures that cannot see you are immune to this ability.

Echo of the Unseen Thread:
Perhaps the least understood of all echoes, half of the vestiges within are unable to share about their pasts and the remaining two seem to share few similarities. Further compounding the matter, historical records seem to indicate that Ipos has shifted from echo to echo over history, making his position within this one questionable at best. Bound in tandem, they can rend and roil the forms of unnatural creatues.
Vestiges: Focalor (3), Agares (4), Buer (4), Ipos (6)
Echo Effect: Rend Anomolies: You can cause the forms of aberrations, constructs, and undead to roil and unmake themselves. Activating this ability, all such creatures within a 30 foot radius of yourself take 1d4 damage/binder level (Will save for half).

Echo of the Winding Lane:
Formed of vestiges with pasts and powers linked to life within civilizations, the vestiges within will occasionally mention great and abandoned non-euclidian cities sprawling through empty space. Binding multiple of these vestiges together, small sites from these cities can be recreated in the material world.
Vestiges: Naberius (1), Astaroth (4), Desharis (6), Halphax (8)
Echo Benefit: Phantom Vista: Activating this ability, you can create an effect similar to a Mirage Arcana spell with a caster level equal to your effective binder level and a duration of 1 minute/level. At least one structure must be created with each use of this ability and a DC 20 Wisdom check made while looking at the scene reveals something very odd about it, granting a +4 bonus on Will saves made to disbelieve. No more phantom vistas may be active at a single time than your effective binder level, no matter how many vestiges in the echo you have bound and/or fettered.

Note 1: Yes, there is a reason why this thing has all good saves. Much as the favored soul has all good saves to signal protection from the gods (or so I've always interpretted), this thing has all good saves in the absence of something like soul guardian to represent the limited protective powers of the vestiges.

Note 2: so you won't be in the dark, the four fiendish magazine vestiges (the three from dragon magazine and one from dungeon) would probably be in an echo together but I don't really know where Kas and Primus would fit into things. Also, epic vestiges don't fit into echoes.

Links:

Abysm, The Triad, and Arete (https://www.wizards.com/default.asp?x=dnd/psm/20070119a)
Zceryll (http://www.wizards.com/default.asp?x=dnd/frcc/20070718)
Astaroth and Desharis (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
Vanus (http://www.wizards.com/default.asp?x=dnd/dd/20060407a)
Arshadalon is in Dragon Magic (no link but letting you know)

Xuldarinar
2014-02-20, 04:30 AM
Im going to start off by saying, I love a number of the home-brews you've done so far and this is no exception. The format isn't one I favor but I'm not here to go over that. Anyways, my honest evaluation at 4 in the morning because I cannot fall asleep




Alignment: Any
Hit Die: d6


Reasonable. I want to say the hit die is a little on the low side, but I don't think I can truly justify it. Now, Clerics and Favored Souls hold similar hit die, and we can easily compare the Binder and this Class as vestige equivalents, but we don't need to go off of precedents. Im just going to say I don't think it would hurt to bring that up one size, but it isn't necessary.



Class Skills:
Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knwoeldge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier



These skills certainly make sense for the class at hand. Though, you might want to correct one thing, and that would be 'Knwoeldge' (arcana). Minor typo, easily forgiven.



Weapon and Armor Proficiencies: A binder gains proficiency with all simple weapons and with light armor, but not with shields.

No arguments here. Clean, simple, to the point.





Fettered Soul: Unlike a binder, the voidbound need not actively call forth vestiges to form pacts with them. Rather, their souls are always left exposed to that elusive space beyond spaces they occupy and vestiges freely dig into their souls, never releasing the voidbound from their grasp. Compared with an average pact, these connections grant a fraction of the power. Even so, large numbers of vestiges seem to swarm around each voidbound and rituals exist to grant them some manner of control over their own condition.

At 1st level and each subsequent odd level, the player of a voidbound may select a single vestige of any level they can bind (as indicated on the table above). The voidbound is effectively bound to that vestige at all times with an effective binder level equal to his or her class level. The voidbound ignores the summoning requirement of the vestiges (if any), suffers the physical sign and influence of these vestiges, and gains one granted power from each of his or her choice. Any penalties from influence are removed with 8 hours of rest.

Once selected, this vestige may not be removed by any means (though their effects are still suppressed in an antimagic field), including the expel vestige feat. Any effect that would purge a vestige from the body of a voidbound suppresses it for 1d4 rounds. At 10th level and every even level afterwards, however, one vestige bound in this way can be replaced with another of an equal or lower level.

While a voidbound gains power from his or her vestiges without even cursory effort, a voidbound may attempt a ritual to gain a limited amount of control over the bond. With 10 minutes of reflection and meditation, a voidbound may make a special binding check (1d20 + Effective Binder Level + Cha mod) against the binding DC of a single vestige they are bound to (this ritual may be performed in one minute by taking a-10 penalty to this check). If successful, the voidbound may immediately switch which power he or she receives from that vestige and ignores the influence of that vestige for 24 hours (previous penalties vanish). This is not considered a “good pact” for the purpose of abilities and class features and may only be attempted once per day per vestige.


I think this handles the nature of the theme really well. They don't get as much out of each individual vestige, vestiges come to them instead of the other way around, and such there are consequences with roughly equal benefit. Im inclined to say this should be labeled as a Supernatural ability, as is the nature of vestiges, but its not necessary. Personally I'd tack it on but it doesn't need it. Now, I think bringing this to the table would be the best measure of how well it works, but thats true of most things. Just looking at it, right now I think it is good.



Echoes of the Void: Starting at 2nd level, a voidbound gains a greater spiritual awareness of the world around them, seeing even the slightest signs of the supernatural and intuiting patterns from deep within the void. First, the voidbound may use detect vestige at will as a supernatural ability as if at a caster level equal to his or her class level.

Secondly, the voidbound can sense rough patterns and trends even among the ineffable vestiges, dividing them into rough groups known as echoes. While the meaning of these groups is hotly debated by scholars, any voidbound who is bound or fettered to enough vestiges within a single echo is granted additional strength through their mystic resonation.

With ten minutes of contemplation and meditation, the voidbound may select a single echo he or she has at least two bound and/or fettered vestiges from, plus one additional such echo for every 4 class levels above 2nd (to a maximum of 5 at 18th level). Each chosen echo grants the voidbound a supernatural ability for 24 hours (or until a pact with at least one vestige in the echo ends, whichever comes first) that functions as a granted ability using the effective binder level of the voidbound.

If bound or fettered to at least two vestiges from a single echo, the ability granted can be used once per day. If bound to at least three vestiges from a single echo, the voidbound need only wait for 5 rounds after using the ability before using it again. If bound to all four vestiges from the same echo, the voidbound may use the granted ability at will.


Some interesting and some unique mechanics here. Thematically, I love it. Mechanically, I'm admittedly a little apprehensive, but that isn't necessarily a bad thing though.



Void Pact: Starting at 4th level, a voidbound can lend greater access to the material world to vestiges in exchange for a bit more power. This ability may be used once per day at 4th level and one additional time per day for every 4 additional class levels (to a maximum of 4/day at 16th level). This ability can function in one of two ways, both of which require a ceremony identical to the one a binder uses to form pacts with vestiges.

First a voidbound may use one or more uses of this power to make a traditional pact with a vestige they are fettered to in place of the normal meditation, gaining an additional granted ability for each use spent for 24 hours afterwards (in addition to the benefits of a mediational ritual with that vestige if the binding check succeeds). If the ritual is interrupted, the daily uses are spent.

Alternately, a voidbound may spend two daily uses of this power to make a traditional pact with a vestige they aren’t fettered to for 24 hours, functioning in every way as a normal pact except that they are only granted one power of their choice from the bound vestige. If the ritual is interrupted, the daily uses are spent. A single vestige may not be bound more than once per day in this way and the two functions of this class feature may not be combined. This class feature is treated as soul binding for the purpose of meeting prerequisites.


Im just going to assume meditation refers back to echoes of the void. All in all, this looks like a very good ability to have in here. They don't augment their pacts in the same way a binder does, but they can alter the connections they have none the less. I think it looks good.



Soul Mastery: Starting at 20th level, a voidbound can finally control the fate of his or her own soul to a greater or lesser degree. With a special ritual requiring 24 hours of meditation, a voidbound may replace one fettered vestige with another of the same level.


All I can say is, given the flavor of the class, this ability is right where it belongs.




Echoes:


The echoes are interesting by their very nature. The new mechanic here. I honestly agree with the sets you set here and the abilities each suit them. I will not go into detail on the individual echoes because to judge them fairly you must also judge the vestiges and the synergies between them (the vestiges) and their echo.




Note 1: Yes, there is a reason why this thing has all good saves. Much as the favored soul has all good saves to signal protection from the gods (or so I've always interpretted), this thing has all good saves in the absence of something like soul guardian to represent the limited protective powers of the vestiges.

Not at all an issue here. It works well. Not the approach I would have used necessarily, but if we are comparing this to the favored soul, and the binder to the cleric, it works. It is what it needs to be



Note 2: so you won't be in the dark, the four fiendish magazine vestiges (the three from dragon magazine and one from dungeon) would probably be in an echo together but I don't really know where Kas and Primus would fit into things. Also, epic vestiges don't fit into echoes.


Those are reasonable ones to toss together. Lets explore those, and others unnamed.


Ahazu (Dungeon 148), Ansitif, Astaroth [Diabolus], and Cabiri (Dragon 357)
Thematically, we can say that these four belong together. What ability befits them, really that isn't my place to say. I do advise since there are two different Astaroths, that the difference be noted, unless you prefer they be interchangeable.

Ashardolon (Dragon Magic), poor vestige. If there were more vestiges out there, maybe there would be room. Actually if there were one more, and for all I know there is another official one floating around, maybe one could rope together Ashardolon, Kas and Primus.

Now, I understand not having one for the epic vestiges. It would be a bit much in terms of sorting out the epic level details for this class, gather the information on the official epic vestiges, not to mention come up with an appropriate ability for an epic echo for Zuriel, Tkhaluuljin, Gaia, and Amun-her Khepeshef de von Ausfern- schplenden- schlitter- crasscrenbon- fried- digger- dingle- dangle- dongle- dungle- burstein- von- knacker- thrasher- apple- banger- horowitz- ticolensic- grander- knotty- spelltinkle- grandlich- grumblemeyer- spelterwasser- kurstlich- himbleeisen- bahnwagen- gutenabend- bitte- ein- nürnburger- bratwustle- gerspurten- mitz- weimache- luber- hundsfut- gumberaber- shönedanker- kalbsfleisch- mittler- aucher von Hautkopft of Ulm

The Tygre
2014-02-21, 02:09 AM
Realms, you've done it again. This is fantastic work! I love how you've categorized the vestiges by archetype, and you know I'm always up for more vestige-based superpowers.