Crake
2014-06-23, 08:16 PM
http://www.vahistorymuseum.org/images/old_books.png
"Why is this such a pain to find and look at!"
So I wanted to make a binder recently, and when I went to find a consolidated list of vestiges and their abilities, all I could find was this (http://www.giantitp.com/forums/showthread.php?204941-Tome-of-Magic-Vestige-quick-list), which has broken tables. So using this (http://www.giantitp.com/forums/showthread.php?338573-New-tables-converter), I went and fixed up a new set of tables for everyone to use. Credit goes to Pechvarry for making the initial table and The-Mage-King for his table code converter.
I've gone through and added more detailed descriptions of the abilities each vestige gives you, since the original one wasn't up to par with my standards, and as per Aegis013's request (and because it's a great idea) I've also gone through and added the binding DC, signs, influences, and their special requirements.
As far as I am aware, this list contains all the vestiges from WotC published material (but not dungeon/dragon magazine), and their online web-enhancements (veistges from web enhancements have a link to their respective articles).
Abilities like this can be used with the bind vestige feat.
Abilities like this can be used with the practised binder feat.
So without further adieu:
Level 1
Available at binder level 1
Amon (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Darkvision
You gain darkvision out to 60ft.
Fire breath
1d6/level fire damage in a line 10ft/level (max 50ft). 5 round cooldown.
Ram attack
Gain horn attack dealing 1d6+1.5x Str, +1d8 if charging. Must be showing sign to use.
You grow the horns of a ram.
You become surly and irritable. You also must refuse spells cast by fire, sun, or law devoted spellcasters (make a saving throw, failure results in the spell's benefit at no penalty)
Cannot have bound: Chupoclops, Eurynome, Karsus, or Leraje within the last 24 hours.
Aym (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Dwarven Step
No speed reduction for wearing medium or heavy armor.
Halo of Fire
Shroud yourself in flames at will. 1d6 fire damage to melee attackers except those with exceptional reach. Can also deal 1d6 fire damage with a touch.
Improved Sunder
Gain the Improved Sunder feat.
Medium Armor Proficiency
Gain proficiency with medium armor.
Resistance to fire
Gain fire resistance 10.
Ruinous Attacks
Melee attacks deal double damage to objects. At binder level 10 your melee attacks are treated as adamantine for overcoming DR.
A star-shaped brand on either the palm of your left hand, or your forehead (binder's choice).
You become incredibly stingy, begruding every coin or item of value that you or your group must give to another. Also need ti give a coin (of any value) to every dwarf you meet within 10 rounds of learning their name.
None.
Leraje (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Hide Bonus
Gain +4 competence bonus on Hide checks.
Low-Light Vision
You gain low-light vision. If you already have low-light vision, you instead get superior low-light vision, enabling you to see out to three times the distance.
Precise Shot
Gain the precise shot feat.
Ricochet
Make a single ranged attack against two adjacent allies. Precision damage is only applied to a single target, which must be designated before the attack roll.
Weapon Proficiency
You become proficient with the Longbow and Shortbow and their composite varieties. If you are already proficient, then you instead gain a +1 competence bonus on attack rolls with them.
You look sickly and diseased, and your skin becomes sallow and pockmarked.
You become quiet and unassuming. In addition, you cannot attack any creature of elven blood (including half elves and drow).
Must break an arrow crafted by an elf, cannot be currently bound to Amon.
Naberius (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Disguise Self
Disguise self as the spell.
Faster Ability Healing
Heal 1 point from each ability score every round. Recover 1 point of ability drain from each ability every hour.
Naberius's Skills
Pick a number of skills equal to your Constitution bonus (if any). Choices must be skills that cannot be used untrained in which you have no ranks. You can use these skills untrained.
Persuasive Words
Give verbal command as the spell, will negates. At binder level 14, can function as a suggestion. 5 round cooldown.
Silver Tongue
Can take 10 on Bluff and Diplomacy checks even when distracted or threatened. Rushed Diplomacy has no penalty and only takes a standard action.
Your voice deepens and acquires a gravelly, growling tone.
You love the sound of your own voice and are always pleased by your own cleverness. You always take the chance to speak when you can, and your speech must last your binder level in rounds. If others try to take control of the conversation, you must shout them down or mock them.
4 ranks in Bluff, a Knowledge skill, or a Profession skill.
Ronove (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Cold Iron and Magic Attacks
Melee attacks are considered magical for overcoming damage reduction. At binder level 7 they are also treated as cold iron.
Far Hand
Telekinesis that uses your binder level as a strength score. Range 10ft per binder level, can move objects up to 5ft per binder level as a swift action, or half for medium or heavy load as a move action. If it is push/draggable, can instead move it 5ft as a move action. Cannot lift more than 5ft off the ground.
Can also be used to deal 1d6 force damage and bullrush using it's strength score with a +2 bonus on the bullrush check. Target moves in whatever direction you wish. Latter use has a 5 round cooldown.
Feather Fall
You always fall as if affected by feather fall. Can be supressed or resumed as a standard action.
Ronove's Fists
Gain the unarmed strike of a monk of your binder level.
Sprint
Gain +10ft enhancement bonus to movement speed.
Your face settles into either a frown (if you make a good pact) or a smile (if you make a bad pact), regardless of your actual feelings. Does not affect Charisma, Charisma-based skill checks or the ability for others to make Sense Motive checks against you.
You think everyone doubts your competence making you always try to prove your worth. Also cannot eat or drink (including potions) while bound to her.
Seal must be drawn in the soil under the sky.
Level 2
Available at binder level 3
Dahlver-Nar (Binding DC17)
Abilities
Description
Sign
Influence
Spec. Req.
Mad Soul
You gain immunity to wisdom damage and drain.
Maddening Moan
Everyone within 30ft makes a will save or be dazed for 1 round. Everyone. 5 round cooldown. Mind-Affecting, Sonic.
Natural Armor
Gain half your constitutuion modifier as a bonus to natural armor.
Shield Self
Target creature takes half of your damage, for you. Can be forced onto an unwilling creature with a will save, range 10ft per binder level.
Several teeth grow from your scalp. Though they are small enough to be hidden by a large enough quantity of hair, or a hat, a touch reveals them immediately.
You swap from being really distractable to being incredibly focused. Cannot take actions that require more than 1 round of concentration.
None.
Haagenti (Binding DC17)
Abilities
Description
Sign
Influence
Spec. Req.
Confusing Touch
Target of your touch attack becomes confused for 1 round/3 binder levels, Will negates. At binder level 19 this instead functions as the Maze spell. 5 round cooldown.
Immunity to Transformation
If you are ever affected by magic that changes your form, even instantaneous effects such as petrification, you can revert the change at the start of your next turn.
Shield Proficiency
You gain proficiency with all shields, including tower shields.
Weapon Proficiency
You gain proficiency with the battleaxe, greataxe, handaxe, and throwing axe.
You become ugilier, and weigh an additional half of your weight.
You feel ashamed and occaasionally bashful in the presence of beautiful creatures. You must give deference to any creature you percieve as more beautiful than yourself or take the penalty for ignoring your vestige's influence.
Must either be Large or speak Giant.
Malphas (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Bird's Eye Viewing
You can summon a dove or raven and see through it's eyes. You have complete control over it and use the bird's skills to determine the result of its actions, but your own skills to determine how you percieve and derive information from its observations. Can find traps as long as it requires no physical manipulation. Max 1 at a time, remains until killed, mentally dismissed, or you stop binding Malphas.
Invisibility
As a full-round action you can go invisible for 1 round/binder level. At 5th level this becomes a standard action, at 10th a move action and at 15th a swift action. 5 round cooldown after the invisibility ends.
Poison Use
You do not risk poisoning yourself when handling poisoned weapons.
Sudden Strike
You gain +1d6 sudden strike, plus an additional +1d6/4 binder levels.
Your teeth and tongue turn black.
While influenced by Malphas you fall in love too easily. A kind word or friendly gesture can cause your to devote yourself entirely to another person. Should you be rejected, your broken heart mends as soon as another attractive person shows you some kindness. You must also always use poison if you have access to it.
None.
Savnok (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Call Armor
Summon a suit of full plate onto your body as a full round action. At 2nd level it becomes masterwork, at 5th +1, at 9th +2 light fortification, at 13th +2 moderate fortification, at 17th +4 moderate fortification and at 20th +4 heavy fortification. You can dismiss the armor as a full round action.
Heavy Armor Proficiency
You gain proficiency with heavy armor.
Move ally
As a standard action you can instantly swap positions with an ally within 5ft/2 binder levels. Becomes a move action at 7th and a swift action at 13th. 5 round cooldown.
Savnok's Armor
You gain DR/Piercing equal to 1+1/4 your binder level. At 13th level it becomes DR/Magic and Piercing.
A piece of arrow appears under your skin somewhere on your body. It looks as though the skin healed over a broken-off arrow that had previously wounded you. It deals no damage, but at times can cause discomfort. If removed, it disintegrates immediately and another appears elsewhere.
You become heastrong and recalcitrant, making it hard for others to change your mind once you settle on a course of action. In addition, once you don armor or equip a shield, or wear any item that improves your AC, you cannot remove it for any reason.
Must have stolen something and made neither reparations nor apology for that act.
Level 3
Available at binder level 5
Andromalius (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Jester's Mirth
As a standard action you can cause a creature to break out into laughter, as Tasha's hideous laughter, except the creature can make an additional saving throw at the end of each of it's turns. 5 round cooldown.
Locate Item
You can sense the direction of a clearly visualised object within 100ft per binder level. For a specific object, you need to have seen it firsthand and be able to clearly visualise its peculiarities, otherwise you get the direction of the nearest object of it's type. Does not direct you to disguised objects, unless you visualise their disguised form. Does not tell you distance, just direction.
See the Unseen
You can use see invisibility as the spell at will.
Sense Trickery
You gain +4 Sense Motive, Appraise and Spot checks made to oppose Disguise checks. In addition you automatically notice if someone uses Sleight of Hand to take something from you.
Sneak Attack
You gain +2d6 sneak attack. Increases by +1d6 for every 5 binder levels beyond 5th.
You gain an extra digit on each limb. These appendages prevent you from wearing normal gloves or gauntlets, but magical ones reshape to fit you.
You become a mischief maker, delighting in small calamities, especially misunderstandings between friends and incidents of mistaken identity. You cannot steal from a creature, take an item from a dead body or remove someone else's possession from a location without permission so long as you are under the jurisdiction of an authority whos laws expressly forbid such actions. You also cannot take possession of any object you know to be stolen by someone else.
You must obtain two different nonmagical items that Andromalius holds and place them within the confines of the seal when you summon him. These items vanish when Andromalius appears.
Focalor (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Aura of Sadness
Adjacent creatures are overcome with sadness, taking a -2 penalty to attack rolls, saving throws and skill checks as long as they remain adjacent to you. Can supress or activate as a standard action. Mind-Affecting.
Focalor's Breath
Exhale at a living creature within 30ft. Target is blinded for 1 round, fortitude negates. 5 round cooldown.
Lightning Strike
Can call down a bolt of lightning down onto a creature dealing 3d6 damage, plus an additional 1d6 per 3 binder levels after 5th (4d6 at 8th, 5d6 at 11th and so on). Reflex half. Functions outdoors, indoors, underground and even underwater. Range of 10ft per binder level
Water Breathing
You can breathe both water and air easily.
Your eyes constantly weep, regardless of your mood or thoughts.
You feel grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, you must say a few words of sorrow and regret for the creature as soon as you have a peaceful moment.
Seal must be drawn with a liquid medium.
Karsus (Binding DC25)
Abilities
Description
Sign
Influence
Spec. Req.
Heavy Magic
The DC for any magic item you use increases by 2.
Karsus's Senses
You can sense magical auras as easily as others detect odors. Concentrating (as a standard action) on the auras reveals information as if you had concentrated for 2 rounds on detect magic. An additional round reveals the location and strength of the auras, and each subsequent round you can automatically determine the school of a particular aura. Cannot be used while blinded, but otherwise functions as detect magic for concealment and materials pierced. If you encounter an overwhelming aura you are dazzled as long as you remain in range of Karsus's Senses.
Karsus's Touch
Targetted Dispel Magic as a touch attack, maximum +20 on the check (CL equal to your binder level). Useable a number of times per day equal to your binder level, 5 round cooldown.
Karsus's Will
You can activate and use spell trigger items (such as wands and staves) as a wizard of your binder level.
You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. Does not affect damage.
You become arrogant and must make Bluff or Intimidate checks in place of Diplomacy to influence others.
Cannot be summoned within the area of an active spell. Requires at least 5 ranks in knowledge arcana or spellcraft. Must not be bound to Amon.
Paimon (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Dance of Death
You can move up to your speed and attack any creature you move past. Movement provokes as normal, and you cannot gain extra attacks while using this ability (such as from haste or cleave) and cannot attack any single creature more than once. 5 round cooldown.
Paimon's Blades
You gain proficiency with the rapier and shortsword, and the benefit of the weapon finesse feat while wielding such weapons.
Paimon's Dexterity
You gain +4 Dex.
Paimon's Skills
You can use tumble untrained and gain a +4 bonus on tumble and Perform (dance) checks.
Uncanny Dodge
You gain the Uncanny Dodge class feature.
Whirlwind Attack
You gain the benefit of the Whirlwind Attack feat.
One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendancy to remain slightly open, causing you to drool.
You become lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music.
None.
Level 4
Available at binder level 7
Agares (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Earth and Air Mastery
You gain +1 to attack and weapon damage rolls if both you and your target are touching the ground. Any airborne foe takes -1 on attack and weapon damage rolls against you.
Earthshaking Step
Can stop the ground, forcing all standing or climbing creatures within 10ft to make a reflex save or fall prone. You and your elemental are not affected. 5 round cooldown.
Elemental Companion
You can summon an earth elemental. It obeys your commands to the best of it's ability. If, at the end of your turn, the elemental is more than 30ft away from you, it dissolves. In this case, or if it is destroyed, you cannot summon another for 1 hour. Starts of small, becomes medium at 11, large at 15th and huge at 19th.
Fear Immunity
You have immunity to both magical and mundane fear effects.
True Speech
You can speak, understand, read, and write all languages spoken by creatures within 30ft of you. To use it, you must have heard it spoken while able to see the speaker. Once you have used the language, you can continue to do so while your pact with Agares lasts, but when using a language you are not normally able to speak, you cannot lie.
You gain a cough that spews dust and small stones from your mouth, preventing you from casting spells with verbal components. You can resist the cough for a number of rounds equal to your constitution score, after which you cough for a round, and can then resist the cough once more.
You must speak forthrightly and with confidence. You cannot use Bluff, and when asked a question, must answer truthfully and directly.
Must draw his seal either upon either the earth or an expanse of unworked stone.
Andras (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Weapon Proficiency
You are proficient with the greatsword, lance, longsword and rapier.
Mount
You can summon a heavy warhorse, complete with a saddle and heavy lance as a full round action. It serves as a trained mount for 1 hour per binder level, or until killed, dismissed, or your act with Andras ends.
Saddle Sure
You gain a +8 bonus on ride checks.
Smite Good or Evil
You can smite a good or evil creature, getting your charisma bonus on the attack roll and your binder level to the damage roll. Wasted if you hit a creature neither good nor evil. 5 round cooldown.
Sow Discord
You can force a creature to attack a random ally within reach on his next action (will negates). Target must use his primary attack, and use lethal damage. If no ally is within reach, the effect is wasted. This is a mind-affecting compulsion ability. 5 round cooldown.
Sure Blows
You gain the benefit of the Improved Critical feat for any weapon you wield. If you already have Improved Critical, you instead gain a +4 bonus on the confirming attack roll (stacks with Power Critical).
You grow two useless grey-feathered wings from your back. They are small enough to be hidden under a shirt or cloak, but doing so makes you appear hunch-backed.
You become listless and emotionally remote. You must drop any items in hand and withdraw from combat after 10 rounds of battle, and cannot take any offensive action for 1d4 rounds thereafter.
None.
Arete (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a) (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Psionic Boon
You gain 13 power points when you bind to Arete. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding.
Resistance
Your gain a +4 resistance bonus on a saving throw of your choice. You may change this to another saving throw as a move action.
Damage Reduction
Your body becomes unnaturally tough as you gain damage reduction 5/-.
Repletion
You gain access to the psionic powers body adjustment , body purification, and sustenance for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.
Your body's colors alter to become slightly off. Blonde hair becomes too golden, green eyes become too emerald green, and your skin becomes faultless and has no pores.
You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information (DM's discretion; finding out where the local rowdies ran off to after a tavern fight might not give Arete grounds to require research into his own past, for example).
Arete does not like to be reminded that the elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome.
Astaroth (http://archive.wizards.com/default.asp?x=dnd/we/20070307a) (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Angelic Lore
You gain bardic knowledge based on your binder level.
Astaroth's Breath
Exhale a 60ft cone of foul-smelling gas causing creatures to be nauseated for 1 round and sickened for an additional 1d4 rounds, or sickened for 1 round if they pass a fortitude save. Creatures immune to poison or disease are unaffected. 5 round cooldown.
Honeyed Tongue
You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Master Craftsman
You gain a +4 competence bonus on Craft checks. You also gain the benefit of a single Item Creation feat of your choice. You must still supply necessary spells and your binder level must be at least as high as the caster level requirement for the feat you choose (for example, you must have a binder level of 12 to select craft ring).
Word of Astaroth
You can use suggestion as the spell. 5 round cooldown and a maximum of your charisma modifier of suggestions can be active at one time.
Your skin yellows, and you emit a foul, unwashed odor. While this odor is not strong enough to impede or distract an opponent, it does attract attention.
Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you.
None.
Buer (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Buer's Knowledge
You gain +4 to Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks untrained.
Buer's Purity
You gain immunity to disease and poison, and making a pact with Buer cleanses you of any existing disease or poison.
Delay Diseases and Poisons
Any ally within 30ft of you gains temporary immunity to any poisons and diseases. They must still make saves, and suffer the effects of any failed saves when they leave the area.
Fast Healing
You gain fast healing 1. This increases to fast healing 2 at level 10, fast healing 3 at level 13, fast healing 4 at level 16 and fast healing 5 at level 19.
Healing Gift
You can heal 1 point of damage to a creature as a standard action, no cooldown. As a full round action, you can heal 1d8 points of damage +1 per binder level (max +10). Either way, you must touch the creature. The full round action has a 5 round cooldown. Uses positive energy, thus deals damage to undead.
Track
You gain the benefit of the Track feat.
Your feet turn into satyr hooves, giving you the look of tip-toeing everywhere. These hooves prevent you from wearing normal boots, but magical ones re-shape to fit you.
You have momentary lapses of memory loss, forgetting things as familiar as names of friends or family members. In addition, your first attack in combat must be nonlethal against living creatures (except animals and vermin), and you cannot coup de grace.
Seal must be drawn outdoors.
Eurynome (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Animal Friend
All animals have an initial attitude of friendly toward you.
Damage Reduction
You gain Damage Reduction 2/lawful
Eurynome's Maul
As a swift action you can summon a large magical warhammer (2d6 weapon damage, x3 crit). You are proficient with the weapon and can wield it in one hand with no penalty. It starts off as a +1 weapon, becoming +1 anarchic at level 11, +1 anarchic and adamantine at level 15 and +3 anarchic and adamantine at level 19. If it leaves your grasp for more than 1 round, it disappears until you summon it again.
Poison Blood
Your blood is poisonous, dealing 1d6 initial damage and 1d6/3 binder levels (Max 5d6) secondary damage to any creature that hits you with a bite, or that swallows you whole. Each bite attack, or each round you are in a creature's gullet, poisons the creature anew, requiring another round of fortitude saves. Your poison blood becomes inert after 1 minute once it leaves your body.
Water Dancing
You can move on liquid as if it were firm ground, as the water walk spell.
Your skin becomes clammy and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after about 1 minute.
You become paranoid and ungrateful, seeing secret motives and possible betrayals behind every action. You cannot attack a foe unless an ally has already done so, does not apply if you have no allies present.
Cannot be bound to Amon.
Tenebrous (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Deeper Darkness
You can emnate a deeper darkness effect, with unlimited duration. As a move action, you can reduce or increase the emnation by 10 feet (out to a maxium of it's normal range of 60ft) and as a standard action you can supress or resume it.
See in Darkness
You can see with perfect clarity through any kind of darkness, including magical darkness.
Touch of the Void
As a swift action you can charge your next melee attack or melee touch attack with cold energy, dealing 1d8 +1d8/4 binder levels beyond 7th extra cold damage. At 11th level, the charge remains for an entire round. 5 round cooldown.
Turn/Rebuke Undead
You can turn/rebuke undead as a cleric of your binder level (stacking with any other levels of turn/rebuke). 5 round cooldown.
Vessel of Emptiness
You can use the flicker shadow magic mystery as a supernatural ability 1/day. At 13th level you can use it twice, and at 19th level you can use it three times. Flicker: For 1 round/level, you can teleport yourself as an immediate action up to 5ft/2 levels, arriving exactly where desired, as dimension door. You can use this in response to an attack, giving yourself a 50% chance to avoid it.
You seem to be standing in shadow, even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient lighting suggests that it should be much longer. This effect does not grant you concealment.
You become detatched and are filled with a sense of aching loss and abandonment. In addition, you cannot be the first to act in combat. If you score the highest initiative, you must delay until someone else acts.
You must draw his seal either at night, or in an area of deep shadow with little to no daylight exposure.
"Why is this such a pain to find and look at!"
So I wanted to make a binder recently, and when I went to find a consolidated list of vestiges and their abilities, all I could find was this (http://www.giantitp.com/forums/showthread.php?204941-Tome-of-Magic-Vestige-quick-list), which has broken tables. So using this (http://www.giantitp.com/forums/showthread.php?338573-New-tables-converter), I went and fixed up a new set of tables for everyone to use. Credit goes to Pechvarry for making the initial table and The-Mage-King for his table code converter.
I've gone through and added more detailed descriptions of the abilities each vestige gives you, since the original one wasn't up to par with my standards, and as per Aegis013's request (and because it's a great idea) I've also gone through and added the binding DC, signs, influences, and their special requirements.
As far as I am aware, this list contains all the vestiges from WotC published material (but not dungeon/dragon magazine), and their online web-enhancements (veistges from web enhancements have a link to their respective articles).
Abilities like this can be used with the bind vestige feat.
Abilities like this can be used with the practised binder feat.
So without further adieu:
Level 1
Available at binder level 1
Amon (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Darkvision
You gain darkvision out to 60ft.
Fire breath
1d6/level fire damage in a line 10ft/level (max 50ft). 5 round cooldown.
Ram attack
Gain horn attack dealing 1d6+1.5x Str, +1d8 if charging. Must be showing sign to use.
You grow the horns of a ram.
You become surly and irritable. You also must refuse spells cast by fire, sun, or law devoted spellcasters (make a saving throw, failure results in the spell's benefit at no penalty)
Cannot have bound: Chupoclops, Eurynome, Karsus, or Leraje within the last 24 hours.
Aym (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Dwarven Step
No speed reduction for wearing medium or heavy armor.
Halo of Fire
Shroud yourself in flames at will. 1d6 fire damage to melee attackers except those with exceptional reach. Can also deal 1d6 fire damage with a touch.
Improved Sunder
Gain the Improved Sunder feat.
Medium Armor Proficiency
Gain proficiency with medium armor.
Resistance to fire
Gain fire resistance 10.
Ruinous Attacks
Melee attacks deal double damage to objects. At binder level 10 your melee attacks are treated as adamantine for overcoming DR.
A star-shaped brand on either the palm of your left hand, or your forehead (binder's choice).
You become incredibly stingy, begruding every coin or item of value that you or your group must give to another. Also need ti give a coin (of any value) to every dwarf you meet within 10 rounds of learning their name.
None.
Leraje (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Hide Bonus
Gain +4 competence bonus on Hide checks.
Low-Light Vision
You gain low-light vision. If you already have low-light vision, you instead get superior low-light vision, enabling you to see out to three times the distance.
Precise Shot
Gain the precise shot feat.
Ricochet
Make a single ranged attack against two adjacent allies. Precision damage is only applied to a single target, which must be designated before the attack roll.
Weapon Proficiency
You become proficient with the Longbow and Shortbow and their composite varieties. If you are already proficient, then you instead gain a +1 competence bonus on attack rolls with them.
You look sickly and diseased, and your skin becomes sallow and pockmarked.
You become quiet and unassuming. In addition, you cannot attack any creature of elven blood (including half elves and drow).
Must break an arrow crafted by an elf, cannot be currently bound to Amon.
Naberius (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Disguise Self
Disguise self as the spell.
Faster Ability Healing
Heal 1 point from each ability score every round. Recover 1 point of ability drain from each ability every hour.
Naberius's Skills
Pick a number of skills equal to your Constitution bonus (if any). Choices must be skills that cannot be used untrained in which you have no ranks. You can use these skills untrained.
Persuasive Words
Give verbal command as the spell, will negates. At binder level 14, can function as a suggestion. 5 round cooldown.
Silver Tongue
Can take 10 on Bluff and Diplomacy checks even when distracted or threatened. Rushed Diplomacy has no penalty and only takes a standard action.
Your voice deepens and acquires a gravelly, growling tone.
You love the sound of your own voice and are always pleased by your own cleverness. You always take the chance to speak when you can, and your speech must last your binder level in rounds. If others try to take control of the conversation, you must shout them down or mock them.
4 ranks in Bluff, a Knowledge skill, or a Profession skill.
Ronove (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Cold Iron and Magic Attacks
Melee attacks are considered magical for overcoming damage reduction. At binder level 7 they are also treated as cold iron.
Far Hand
Telekinesis that uses your binder level as a strength score. Range 10ft per binder level, can move objects up to 5ft per binder level as a swift action, or half for medium or heavy load as a move action. If it is push/draggable, can instead move it 5ft as a move action. Cannot lift more than 5ft off the ground.
Can also be used to deal 1d6 force damage and bullrush using it's strength score with a +2 bonus on the bullrush check. Target moves in whatever direction you wish. Latter use has a 5 round cooldown.
Feather Fall
You always fall as if affected by feather fall. Can be supressed or resumed as a standard action.
Ronove's Fists
Gain the unarmed strike of a monk of your binder level.
Sprint
Gain +10ft enhancement bonus to movement speed.
Your face settles into either a frown (if you make a good pact) or a smile (if you make a bad pact), regardless of your actual feelings. Does not affect Charisma, Charisma-based skill checks or the ability for others to make Sense Motive checks against you.
You think everyone doubts your competence making you always try to prove your worth. Also cannot eat or drink (including potions) while bound to her.
Seal must be drawn in the soil under the sky.
Level 2
Available at binder level 3
Dahlver-Nar (Binding DC17)
Abilities
Description
Sign
Influence
Spec. Req.
Mad Soul
You gain immunity to wisdom damage and drain.
Maddening Moan
Everyone within 30ft makes a will save or be dazed for 1 round. Everyone. 5 round cooldown. Mind-Affecting, Sonic.
Natural Armor
Gain half your constitutuion modifier as a bonus to natural armor.
Shield Self
Target creature takes half of your damage, for you. Can be forced onto an unwilling creature with a will save, range 10ft per binder level.
Several teeth grow from your scalp. Though they are small enough to be hidden by a large enough quantity of hair, or a hat, a touch reveals them immediately.
You swap from being really distractable to being incredibly focused. Cannot take actions that require more than 1 round of concentration.
None.
Haagenti (Binding DC17)
Abilities
Description
Sign
Influence
Spec. Req.
Confusing Touch
Target of your touch attack becomes confused for 1 round/3 binder levels, Will negates. At binder level 19 this instead functions as the Maze spell. 5 round cooldown.
Immunity to Transformation
If you are ever affected by magic that changes your form, even instantaneous effects such as petrification, you can revert the change at the start of your next turn.
Shield Proficiency
You gain proficiency with all shields, including tower shields.
Weapon Proficiency
You gain proficiency with the battleaxe, greataxe, handaxe, and throwing axe.
You become ugilier, and weigh an additional half of your weight.
You feel ashamed and occaasionally bashful in the presence of beautiful creatures. You must give deference to any creature you percieve as more beautiful than yourself or take the penalty for ignoring your vestige's influence.
Must either be Large or speak Giant.
Malphas (Binding DC15)
Abilities
Description
Sign
Influence
Spec. Req.
Bird's Eye Viewing
You can summon a dove or raven and see through it's eyes. You have complete control over it and use the bird's skills to determine the result of its actions, but your own skills to determine how you percieve and derive information from its observations. Can find traps as long as it requires no physical manipulation. Max 1 at a time, remains until killed, mentally dismissed, or you stop binding Malphas.
Invisibility
As a full-round action you can go invisible for 1 round/binder level. At 5th level this becomes a standard action, at 10th a move action and at 15th a swift action. 5 round cooldown after the invisibility ends.
Poison Use
You do not risk poisoning yourself when handling poisoned weapons.
Sudden Strike
You gain +1d6 sudden strike, plus an additional +1d6/4 binder levels.
Your teeth and tongue turn black.
While influenced by Malphas you fall in love too easily. A kind word or friendly gesture can cause your to devote yourself entirely to another person. Should you be rejected, your broken heart mends as soon as another attractive person shows you some kindness. You must also always use poison if you have access to it.
None.
Savnok (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Call Armor
Summon a suit of full plate onto your body as a full round action. At 2nd level it becomes masterwork, at 5th +1, at 9th +2 light fortification, at 13th +2 moderate fortification, at 17th +4 moderate fortification and at 20th +4 heavy fortification. You can dismiss the armor as a full round action.
Heavy Armor Proficiency
You gain proficiency with heavy armor.
Move ally
As a standard action you can instantly swap positions with an ally within 5ft/2 binder levels. Becomes a move action at 7th and a swift action at 13th. 5 round cooldown.
Savnok's Armor
You gain DR/Piercing equal to 1+1/4 your binder level. At 13th level it becomes DR/Magic and Piercing.
A piece of arrow appears under your skin somewhere on your body. It looks as though the skin healed over a broken-off arrow that had previously wounded you. It deals no damage, but at times can cause discomfort. If removed, it disintegrates immediately and another appears elsewhere.
You become heastrong and recalcitrant, making it hard for others to change your mind once you settle on a course of action. In addition, once you don armor or equip a shield, or wear any item that improves your AC, you cannot remove it for any reason.
Must have stolen something and made neither reparations nor apology for that act.
Level 3
Available at binder level 5
Andromalius (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Jester's Mirth
As a standard action you can cause a creature to break out into laughter, as Tasha's hideous laughter, except the creature can make an additional saving throw at the end of each of it's turns. 5 round cooldown.
Locate Item
You can sense the direction of a clearly visualised object within 100ft per binder level. For a specific object, you need to have seen it firsthand and be able to clearly visualise its peculiarities, otherwise you get the direction of the nearest object of it's type. Does not direct you to disguised objects, unless you visualise their disguised form. Does not tell you distance, just direction.
See the Unseen
You can use see invisibility as the spell at will.
Sense Trickery
You gain +4 Sense Motive, Appraise and Spot checks made to oppose Disguise checks. In addition you automatically notice if someone uses Sleight of Hand to take something from you.
Sneak Attack
You gain +2d6 sneak attack. Increases by +1d6 for every 5 binder levels beyond 5th.
You gain an extra digit on each limb. These appendages prevent you from wearing normal gloves or gauntlets, but magical ones reshape to fit you.
You become a mischief maker, delighting in small calamities, especially misunderstandings between friends and incidents of mistaken identity. You cannot steal from a creature, take an item from a dead body or remove someone else's possession from a location without permission so long as you are under the jurisdiction of an authority whos laws expressly forbid such actions. You also cannot take possession of any object you know to be stolen by someone else.
You must obtain two different nonmagical items that Andromalius holds and place them within the confines of the seal when you summon him. These items vanish when Andromalius appears.
Focalor (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Aura of Sadness
Adjacent creatures are overcome with sadness, taking a -2 penalty to attack rolls, saving throws and skill checks as long as they remain adjacent to you. Can supress or activate as a standard action. Mind-Affecting.
Focalor's Breath
Exhale at a living creature within 30ft. Target is blinded for 1 round, fortitude negates. 5 round cooldown.
Lightning Strike
Can call down a bolt of lightning down onto a creature dealing 3d6 damage, plus an additional 1d6 per 3 binder levels after 5th (4d6 at 8th, 5d6 at 11th and so on). Reflex half. Functions outdoors, indoors, underground and even underwater. Range of 10ft per binder level
Water Breathing
You can breathe both water and air easily.
Your eyes constantly weep, regardless of your mood or thoughts.
You feel grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, you must say a few words of sorrow and regret for the creature as soon as you have a peaceful moment.
Seal must be drawn with a liquid medium.
Karsus (Binding DC25)
Abilities
Description
Sign
Influence
Spec. Req.
Heavy Magic
The DC for any magic item you use increases by 2.
Karsus's Senses
You can sense magical auras as easily as others detect odors. Concentrating (as a standard action) on the auras reveals information as if you had concentrated for 2 rounds on detect magic. An additional round reveals the location and strength of the auras, and each subsequent round you can automatically determine the school of a particular aura. Cannot be used while blinded, but otherwise functions as detect magic for concealment and materials pierced. If you encounter an overwhelming aura you are dazzled as long as you remain in range of Karsus's Senses.
Karsus's Touch
Targetted Dispel Magic as a touch attack, maximum +20 on the check (CL equal to your binder level). Useable a number of times per day equal to your binder level, 5 round cooldown.
Karsus's Will
You can activate and use spell trigger items (such as wands and staves) as a wizard of your binder level.
You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. Does not affect damage.
You become arrogant and must make Bluff or Intimidate checks in place of Diplomacy to influence others.
Cannot be summoned within the area of an active spell. Requires at least 5 ranks in knowledge arcana or spellcraft. Must not be bound to Amon.
Paimon (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Dance of Death
You can move up to your speed and attack any creature you move past. Movement provokes as normal, and you cannot gain extra attacks while using this ability (such as from haste or cleave) and cannot attack any single creature more than once. 5 round cooldown.
Paimon's Blades
You gain proficiency with the rapier and shortsword, and the benefit of the weapon finesse feat while wielding such weapons.
Paimon's Dexterity
You gain +4 Dex.
Paimon's Skills
You can use tumble untrained and gain a +4 bonus on tumble and Perform (dance) checks.
Uncanny Dodge
You gain the Uncanny Dodge class feature.
Whirlwind Attack
You gain the benefit of the Whirlwind Attack feat.
One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendancy to remain slightly open, causing you to drool.
You become lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music.
None.
Level 4
Available at binder level 7
Agares (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Earth and Air Mastery
You gain +1 to attack and weapon damage rolls if both you and your target are touching the ground. Any airborne foe takes -1 on attack and weapon damage rolls against you.
Earthshaking Step
Can stop the ground, forcing all standing or climbing creatures within 10ft to make a reflex save or fall prone. You and your elemental are not affected. 5 round cooldown.
Elemental Companion
You can summon an earth elemental. It obeys your commands to the best of it's ability. If, at the end of your turn, the elemental is more than 30ft away from you, it dissolves. In this case, or if it is destroyed, you cannot summon another for 1 hour. Starts of small, becomes medium at 11, large at 15th and huge at 19th.
Fear Immunity
You have immunity to both magical and mundane fear effects.
True Speech
You can speak, understand, read, and write all languages spoken by creatures within 30ft of you. To use it, you must have heard it spoken while able to see the speaker. Once you have used the language, you can continue to do so while your pact with Agares lasts, but when using a language you are not normally able to speak, you cannot lie.
You gain a cough that spews dust and small stones from your mouth, preventing you from casting spells with verbal components. You can resist the cough for a number of rounds equal to your constitution score, after which you cough for a round, and can then resist the cough once more.
You must speak forthrightly and with confidence. You cannot use Bluff, and when asked a question, must answer truthfully and directly.
Must draw his seal either upon either the earth or an expanse of unworked stone.
Andras (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Weapon Proficiency
You are proficient with the greatsword, lance, longsword and rapier.
Mount
You can summon a heavy warhorse, complete with a saddle and heavy lance as a full round action. It serves as a trained mount for 1 hour per binder level, or until killed, dismissed, or your act with Andras ends.
Saddle Sure
You gain a +8 bonus on ride checks.
Smite Good or Evil
You can smite a good or evil creature, getting your charisma bonus on the attack roll and your binder level to the damage roll. Wasted if you hit a creature neither good nor evil. 5 round cooldown.
Sow Discord
You can force a creature to attack a random ally within reach on his next action (will negates). Target must use his primary attack, and use lethal damage. If no ally is within reach, the effect is wasted. This is a mind-affecting compulsion ability. 5 round cooldown.
Sure Blows
You gain the benefit of the Improved Critical feat for any weapon you wield. If you already have Improved Critical, you instead gain a +4 bonus on the confirming attack roll (stacks with Power Critical).
You grow two useless grey-feathered wings from your back. They are small enough to be hidden under a shirt or cloak, but doing so makes you appear hunch-backed.
You become listless and emotionally remote. You must drop any items in hand and withdraw from combat after 10 rounds of battle, and cannot take any offensive action for 1d4 rounds thereafter.
None.
Arete (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a) (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Psionic Boon
You gain 13 power points when you bind to Arete. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding.
Resistance
Your gain a +4 resistance bonus on a saving throw of your choice. You may change this to another saving throw as a move action.
Damage Reduction
Your body becomes unnaturally tough as you gain damage reduction 5/-.
Repletion
You gain access to the psionic powers body adjustment , body purification, and sustenance for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.
Your body's colors alter to become slightly off. Blonde hair becomes too golden, green eyes become too emerald green, and your skin becomes faultless and has no pores.
You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information (DM's discretion; finding out where the local rowdies ran off to after a tavern fight might not give Arete grounds to require research into his own past, for example).
Arete does not like to be reminded that the elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome.
Astaroth (http://archive.wizards.com/default.asp?x=dnd/we/20070307a) (Binding DC22)
Abilities
Description
Sign
Influence
Spec. Req.
Angelic Lore
You gain bardic knowledge based on your binder level.
Astaroth's Breath
Exhale a 60ft cone of foul-smelling gas causing creatures to be nauseated for 1 round and sickened for an additional 1d4 rounds, or sickened for 1 round if they pass a fortitude save. Creatures immune to poison or disease are unaffected. 5 round cooldown.
Honeyed Tongue
You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Master Craftsman
You gain a +4 competence bonus on Craft checks. You also gain the benefit of a single Item Creation feat of your choice. You must still supply necessary spells and your binder level must be at least as high as the caster level requirement for the feat you choose (for example, you must have a binder level of 12 to select craft ring).
Word of Astaroth
You can use suggestion as the spell. 5 round cooldown and a maximum of your charisma modifier of suggestions can be active at one time.
Your skin yellows, and you emit a foul, unwashed odor. While this odor is not strong enough to impede or distract an opponent, it does attract attention.
Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you.
None.
Buer (Binding DC20)
Abilities
Description
Sign
Influence
Spec. Req.
Buer's Knowledge
You gain +4 to Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks untrained.
Buer's Purity
You gain immunity to disease and poison, and making a pact with Buer cleanses you of any existing disease or poison.
Delay Diseases and Poisons
Any ally within 30ft of you gains temporary immunity to any poisons and diseases. They must still make saves, and suffer the effects of any failed saves when they leave the area.
Fast Healing
You gain fast healing 1. This increases to fast healing 2 at level 10, fast healing 3 at level 13, fast healing 4 at level 16 and fast healing 5 at level 19.
Healing Gift
You can heal 1 point of damage to a creature as a standard action, no cooldown. As a full round action, you can heal 1d8 points of damage +1 per binder level (max +10). Either way, you must touch the creature. The full round action has a 5 round cooldown. Uses positive energy, thus deals damage to undead.
Track
You gain the benefit of the Track feat.
Your feet turn into satyr hooves, giving you the look of tip-toeing everywhere. These hooves prevent you from wearing normal boots, but magical ones re-shape to fit you.
You have momentary lapses of memory loss, forgetting things as familiar as names of friends or family members. In addition, your first attack in combat must be nonlethal against living creatures (except animals and vermin), and you cannot coup de grace.
Seal must be drawn outdoors.
Eurynome (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Animal Friend
All animals have an initial attitude of friendly toward you.
Damage Reduction
You gain Damage Reduction 2/lawful
Eurynome's Maul
As a swift action you can summon a large magical warhammer (2d6 weapon damage, x3 crit). You are proficient with the weapon and can wield it in one hand with no penalty. It starts off as a +1 weapon, becoming +1 anarchic at level 11, +1 anarchic and adamantine at level 15 and +3 anarchic and adamantine at level 19. If it leaves your grasp for more than 1 round, it disappears until you summon it again.
Poison Blood
Your blood is poisonous, dealing 1d6 initial damage and 1d6/3 binder levels (Max 5d6) secondary damage to any creature that hits you with a bite, or that swallows you whole. Each bite attack, or each round you are in a creature's gullet, poisons the creature anew, requiring another round of fortitude saves. Your poison blood becomes inert after 1 minute once it leaves your body.
Water Dancing
You can move on liquid as if it were firm ground, as the water walk spell.
Your skin becomes clammy and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after about 1 minute.
You become paranoid and ungrateful, seeing secret motives and possible betrayals behind every action. You cannot attack a foe unless an ally has already done so, does not apply if you have no allies present.
Cannot be bound to Amon.
Tenebrous (Binding DC21)
Abilities
Description
Sign
Influence
Spec. Req.
Deeper Darkness
You can emnate a deeper darkness effect, with unlimited duration. As a move action, you can reduce or increase the emnation by 10 feet (out to a maxium of it's normal range of 60ft) and as a standard action you can supress or resume it.
See in Darkness
You can see with perfect clarity through any kind of darkness, including magical darkness.
Touch of the Void
As a swift action you can charge your next melee attack or melee touch attack with cold energy, dealing 1d8 +1d8/4 binder levels beyond 7th extra cold damage. At 11th level, the charge remains for an entire round. 5 round cooldown.
Turn/Rebuke Undead
You can turn/rebuke undead as a cleric of your binder level (stacking with any other levels of turn/rebuke). 5 round cooldown.
Vessel of Emptiness
You can use the flicker shadow magic mystery as a supernatural ability 1/day. At 13th level you can use it twice, and at 19th level you can use it three times. Flicker: For 1 round/level, you can teleport yourself as an immediate action up to 5ft/2 levels, arriving exactly where desired, as dimension door. You can use this in response to an attack, giving yourself a 50% chance to avoid it.
You seem to be standing in shadow, even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient lighting suggests that it should be much longer. This effect does not grant you concealment.
You become detatched and are filled with a sense of aching loss and abandonment. In addition, you cannot be the first to act in combat. If you score the highest initiative, you must delay until someone else acts.
You must draw his seal either at night, or in an area of deep shadow with little to no daylight exposure.