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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.

Crake
2014-06-23, 08:20 PM
Level 5
Available at binder level 10



Acererak (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Detect Undead
You can use detect undead as the spell at will.


Hide from Undead
At will as a standard action you can become undetectable from undead as hide from undead, except DC is equal to your binder ability DC.


Lich's Energy Immunities
You gain immunity to cold and electricity damage.


Paralyzing Touch
As a standard action you can paralyze a foe with a touch. Fort negates, duration is half your binder level. Each round on it's turn the subject can attempt another fortitude save a full round action to end the effect. 5 round cooldown.


Speak with Dead
You can question the dead at will as though using speak with dead.


Undead Healing
Negative energy heals you rather than damages you. If you are a living creature, positive energy still heals


A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth and a new gem appears in it's place.
You evince a strong hunger for influence and primacy. If you are presented with an opportunity to fill a void in power over a group of creatures, Acererak requires that you attempt to seize that power.
You must place a gem about the size of a human tooth or eye in the seal. The gem is not used up in the summoning process, nor does it move from where you placed it, despite the manner in which Acererak manifests.





Balam (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Balam's Cunning
You can re-roll the result of one attack, saving throw or skill check you have just made. You must take the new result. 5 round cooldown.


Icy Glare
Gain a gaze attack that does 2d6 cold damage to the targe, Will negates.


Precience
You gain +1/4 binder levels to initiative, reflex saves and AC.


Weapon Finesse
You gain the benefit of the Weapon Finesse feat.


Your voice becomes hollow and guttural.
You distrust paladins, clerics and other devotees of deities. Whenever you enter a temple or some other holy or unholy site you must spit on the floor and utter an invective about the place.
You must deal 1 point of slashing damage to yourself or a sentient creature (3 int or more) and place a drop of blood from the wound within Balam's completed seal.





Dantalion (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Awe of Dantalion
As a move action you can prevent all creatures that see you from attacking you or targetting you with a hostile spell for 1 round (No save). If you attempt any hostile actions against an affected creature or its allies, the effect ends. 5 round cooldown.


Dantalion Knows
You can +8 to all Knowledge checks. Doesn't allow you to used Knowledge skills untrained.


Read Thoughts
As a full round action you can read the surface thoughts of any creature you can see, within 5 feet per binder level, Will negates. If you fail to read a creature's thoughts, you cannot attempt to do so against that creature for 1 minute. Reading a creature's thoughts that has 10 or more intelligence than you causes you to become stunned for 1 round. You can read thoughts for as long as you concentrate.


Thought Travel
As a standard action teleport anywhere you can see 5 feet per binder level. If you attempt to teleport into an occupied space, the attempt fails and you are stunned for 1 round, otherwise you always arrive exactly where desired. Cannot use while blinded. Can be used binder level times per day. 5 round cooldown.


One of Danalion's faces appears on your torso, as if it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate an ability granted by Dantalion, it opens its eyes and mouth revealing a starry void within.
You become aloof and use stately gestures. Any time you are within 100ft of someone that clearly is, or professes to be a leader of others you must try to read their thoughts. Once you have tried, whether you succeed of fail, you need not try again.
None.





Geryon (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Acidic Gaze
You gain a 30ft gaze attack that deals 2d6 acid damage, Will negates. You can choose not to affect specific targets, and you may use a standard action to focus your gaze on a target, forcing them to make a second will save, as normal for gaze attacks. You cannot use this ability if you do not show Geryon's sign.


All-Around Vision
You gain +4 to spot and search checks and cannot be flanked. You cannot avert your eyes against gaze attacks, though you can still close them all. Does not function unless you are showing Geryon's sign.


See In Darkness
You can see with perfect clarity in darkness, even magical darkness. Does not function unless you are showing Geryon's sign.


Swift Flight
As a swift action you can fly for 1 round at a speed of 60ft with perfect maneuverability. 5 round cooldown.


Two extra pairs of devilish eyes with green lids and yellow catlike irisies open on your head. Located at eye-level and equidistant from them, these bloodshot orbs grant you the ability to see all around yourself. Your own eyes take on the same appearance as the new ones.
You become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. You cannot use any ability read thoughts or detect lies, or use Sense Motive.
Must have 5 ranks in either Knowledge (religion) or Knowledge (the planes).





Otiax (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Air Blast
Gain a 10ft reach melee touch attack. Deals 2d6 bludgeoning damage, no bonus from strength. Has iterative attacks, and provokes for attacks of opportunities. Must be showing Otiax's sign to use.


Combat Reflexes
You gain the benefit of the combat reflexes feat. Must be showing Otiax's sign to gain the benefit.


Concealing Mist
As a full round action, you can create a concealing screen using Otiax's sign (which must be shown for this ability to work) granting yourself concealment. You cannot use this concealment to hide and a severe wind suppresses the concealing mist. Supressing the ability once it is active is another full round action.


Open Portal
At will as a swift action you can open (but not close) a door, chest, box, window, bag, pouch, bottle, barrel or other container as though using the open/close spell. Range of 10ft/binder level.


Unlock
As a full round action you can unlock a single lock that you touch, provided that the Open Lock DC is not higher than twice your binder level. This does not provide any protection from traps that may be associated with said lock. 5 round cooldown


You are surrounded by thin wisps of blue fog even in the strongest wind.
You become agitated and nervous at the sight of an unopened door or gate. This emotional state lasts until either the door or gate is opened, or you cannot see it anymore. Furthermore, whenever you see a key, you must use it to open the corresponding lock.
None.




Level 6
Available at binder level 12



Chupoclops (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Aura of Despair
All creatures within 10ft take -2 to attacks, checks, saves and weapon damage rolls. Can supress or activate as a standard action. Mind affecting fear ability.


Ethereal Watcher
As a move action you can become ethereal (as ethereal jaunt). You can remain there indefinitely, but the effect ends as soon as you take a move, standard or full round action. 5 round cooldown upon returning.


Ghost Touch
Your melee attacks can strike incorporeal opponents and do not suffer the normal 50% miss chance.


Poison Bite
You gain a natural bite attack that deals damage according to your size (Dimunitive/fine: 1, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 2d8). You add your strength modifier to your attack roll. Must show Chupoclops' sign to use.


Pounce
If you charge a foe, you can perform a full attack at the end of the charge.


Soulsense
You notice and locate living creatures within 10ft as if you possessed the blindsense ability. You also sense the strength and type of their life forces automatically, as if you had cast deathwatch. This ability is continuous as long as you have Chuoclops bound.


Your lower jaw increases in size and two long, sharply pointed tusks grow upward from it.
You become pessimistic. You must voluntarily fail saves against fear effects or any effect that imposes a morale penalty.
Must draw his seal using a handful of soil from a grave or tomb, or place the dead body of a sentient creature (int 3+) over his seal before summoning. Cannot be bound to Amon.





Desharis (http://archive.wizards.com/default.asp?x=dnd/we/20070307a) (Binding DC27)


Abilities
Description
Sign
Influence
Spec. Req.




City-Dweller
No movement penalty for moving through crowds, and you gain +6 to Gather Information and Knowledge (local) checks, and may use Knowledge (local) untrained.


Infinite Doors
1/day you can entier an exterior doorway and exit from another within 3000ft. The doors must enter buildings of similar type (wooden, stone, etc). Can specify a specific door, or a direction and distance, the latter case will result in you exiting the nearest door.


Language of the City
You can speak with any humanoid, as per the tongues spell.


Smite Natural Soul
Add charisma to attack and binder level to damage vs Animal, elemental, fey or plant for a single melee attack. If target is not one of those types, extra damage is wasted. 5 round cooldown.


Spirits of the City
You can animate objects as the spell. 5 round cooldown after the effect has expired or all the objects have been destroyed.


While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street.
Under Desharis's influence, you cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you.
If you have gone more than a day without binding Desharis, you may only draw his seal in a village or larger city. Attempts to do so elsewhere fail outright. You can, however, "carry" Desharis into the wild; this is why you may continue to summon him, even outside the urban environment, if you have not allowed more than a day to lapse since you last did so.





Haures (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Inaccessible Mind
You are protected from any effort to detect, influence or read your emotions or thoughts, and are immune to Mind-Affecting spells and abilities as if you were protected by a mind blank spell. You can supress or activate this ability as a standard action.


Incorporeal Movement
When moving, you gain the benefit of incorporeality, ignoring difficult terrain and moving through enemy spaces (though not through walls or other solid barriers). Any attacks directed at you while moving are subject to the 50% miss chance for attacking an incorporeal foe. You can supress or activate this ability as a standard action.


Major Image
You can create an illusion as the major image spell at will. You cannot have more than 1 illusion active at a time, and can dismiss or renew an illusion as a standard action. 5 round cooldown.


Phantasmal Killer
You can create an effect as phantasmal killer, range 10ft per binder level. 5 round cooldown


Your palms change to the back of your hand, much like a rakshasa. This has no effect on your dexterity, spellcasting, ability to wield objects or use of skills.
You become eccentric, often speaking to yourself or imaginary friends. If you encounter and disbelieve an illusion that you did not create, you cannot voluntarily enter it's area.
None.





Ipos (Binding DC26)


Abilities
Description
Sign
Influence
Spec. Req.




Cold Iron Claws
You gain 2 claw attacks that are treated as cold iron weapons. They deal damage based on your size (Dimunitive: 1, Fine: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 2d8, Colossal: 4d6). If you already have claws, use either your normal damage or the damage listed, whichever is better.


Flash of Insight
As a swift action you can gain the benefit of true seeing for 1 round. 5 round cooldown.


Ipos's Influence
Increase the DC for your vestige granted abilities by 1, and binder level by 1 for determining the effect of vestige granted abilities.


Planar Attenuation
You gain protection from the natural effects of a specific plane. These include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. You can change which plane you are attuned to as a standard action.


Rend
When you hit one foe with both of your claw attacks you automatically deal double claw damage (including your strength modifier) in addition to your normal damage.


You long, black, clawlike nails.
You think highly of your intellect and show contept toward those who question your assumptions or conclusions. If a creature shows interest in a topic about which you have knowledge, you must truthfuly edify that individual.
Must have 5 ranks in Knowledge (arcana) and 5 ranks in either Knowledge (religion) or Knowledge (the planes).





Shax (Binding DC26)


Abilities
Description
Sign
Influence
Spec. Req.




Freedom of Movement
As a swift action you can act as if under a freedom of movement spell for 1 round. 5 round cooldown.


Immunity to Electricity
You gain immunity to electricity.


Storm Strike
As a swift action you can charge your next melee attack to deal an extra 1d6 electricity and 1d6 sonic damage. If the attack misses, the ability is wasted.


Swim Speed
You gain a swim speed equal to your land speed. This also grants you a +8 racial bonus on swim checks made to perform some special action or avoid a hazard and the ability to take 10 on swim checks even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line.


A scar appears around the circumference of your neck, as if your head had been lopped off and then returned to your body to heal.
You become possessive and stingy, particularly about territory, be it actual land, or simply a room at an inn. You are required to demand compensation for any service rendered, and to tax any use of your territory, though you can accept any item or service of value as payment.
You must draw the seal within sight of a pond, stream or larger body of water.





The Triad (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a) (Binding DC26)


Abilities
Description
Sign
Influence
Spec. Req.




Psionic Boon
You gain 15 power points, or your existing power pool increases by 15 points. While bound to the Triad, you are a psionic creature.


Gorn's Knowledge


Call to Mind
You gain access to the call to mind power for the duration of the binding. You can manifest it as a psion would and may augment it as normal, using your binder level in place of a manifester level.


Psicraft Bonus
You gain +5 to Psicraft checks, and you can use it untrained.


Bardic Knowledge
You gain the bardic knowledge class feature, using your binder level in place of bard level. Stacks with other sources of bardic knowledge.


Rujsha's Justice


Empathy
You gain access to the empathy power for the duration of the binding. You can manifest it as a psion would and may augment it as normal, using your binder level in place of a manifester level.


Diplomacy Bonus
You gain +5 to Diplomacy checks.


Smite Evil
You can smite evil 3/day, adding your Charisma bonus to your attack roll and dealing 1 extra damage per binder level. If you smite a creature that is not evil, the ability is wasted. 5 round cooldown between uses.


Mintar's Honor


Detect Hostile Intent
You gain access to the detect hostile intent power for the duration of the binding. You can manifest it as a psion would and may augment it as normal, using your binder level in place of a manifester level.


Sense Motive Bonus
You gain +5 to Sense Motive checks.


Weapon Proficiency
You gain proficiency with all simple, martial and exotic weapons.


Your facial features alter slightly each hour you are bound to the Triad; they shift from a young man's inquisitive face to a woman's concerned features to a bearded masculine face and back again.
Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words -- some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat.
The Triad will not bind with someone with any connection to the Plane of Shadow, whether that's by feat, class abilities, or any other association.





Vanus (Binding DC29)


Abilities
Description
Sign
Influence
Spec. Req.




Fear Aura
Enemies you are aware of that come within 10ft of you must make a will save or be shaken or frightened (your choice). Affected foes remain shaken or frightened for a number of rounds equal to half your binder level. Creatures that fail their saves must roll again if they come within 10 feet after the duration expires, but not before. Those that successfully save cannot be affected again for 24 hours. This is a mind affecting fear effect.


Free Ally
You may grant an ally within 5ft per binder level to be affected by freedom of movement or gaseous form until the end of your turn. The ally may make an immediate move action upon being affected. You may also free a creature affected by an imprisonment spell, or Halphax's imprison ability if you witnessed the imprisonment. Cannot use on yourself, 5 round cooldown.


Noble Disdain
You deal +1d6 damage when attacking a foe with less HD than yourself with a ranged or melee weapon.


Vanus's Ears
You gain +5 to listen checks, or +10 vs evil creatures.


When a binder makes a pact with the Reviled One, a boil appears on his body. Within the ruddy fluid in this boil swims a maggot. Should the boil be broken, the maggot slides swiftly across the binder’s body, eluding any attempt to catch it, and digs again beneath the skin. Before the original boil can scab over, another grows and the maggot appears within. Only by ending the pact with Vanus can the binder be rid of the foul insect and the disgusting homes it makes for itself.
Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you’re happy, you want everyone around to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph.
Vanus will not appear before a binder if his seal is drawn within sight of a doorway or window of any kind. If such apertures can be hidden from view, Vanus submits to being summoned, but the moment Vanus sees a door or window, he shrieks and vanishes in a gout of blue flame. Should the binding attempt be aborted in this manner, Vanus will not appear before the binder for three days.





Zagan (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Aversion
As a standard action you can instill a creature with aversion to yourself, snakes and snake-like creatures for 5 rounds, Will negates. Affected targets must stay 20ft away from such creatures, alive or dead, and if already within 20ft, must immediately move away. If unable to move away, or if the creature is attacked by such a creature, they are overcome with revulsion, gaining a -4 penalty to dexterity until they move away to 20ft, or the effect ends. This otherwise functions as the antipathy spell and is a mind affecting compulsion abilitiy. When you use this, a ghostly image of Zagan manifests around your body and speaks your command with you before vanishing. 5 round cooldown.


Improved Grapple
You gain the benefit of the Improved Grapple feat and are considered Large size for the purpose of making grapple checks and the damage you deal with a successful grapple check to a foe. The unarmed damage you deal with a successful grapple check is also lethal.


Constrict
In addition to dealing normal unarmed damage you deal from a successful grapple check, you also deal an additional 1d8+1.5x your str modifier.


Snake Bane
You gain +2 on melee attack roles against snakes, snakelike creatures, or creatures with a natural poison attack, and you deal +2d6 damage against such foes with your melee attacks, including when making grapple checks to deal unarmed damage.


You gain a lisp and can't help but speak in a sibilant manner.
You become domineering and agressive. You must slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find.
You must kowtow before Zagan's seal, prostrating yourself and addressing him as a deity.





Zceryll (http://archive.wizards.com/default.asp?x=dnd/frcc/20070718) (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Alien Form
You gain the pseudonatural template while bound to Zceryll.


Alien Mind
You gain immunity to the confusion, insanity and weird spells, and gain +1/4 binder levels on saves against mind affecting effects.


Bolts of Madness
You can fire a ray that dazes opponents for 1d3 rounds, Will negates, range 100+10ft/binder level. 5 round cooldown.


Summon Alien
You can use summon monster at will, up to the level that a sorcerer of your binder level would be able to use (half binder level, minimum 1, maximum 9). Any creature you summon must be able to be affected by the pseudonatural template, and has the template when summoned. 5 round cooldown.


Telepathy
You gain telepathy out to 100ft and gain the benefit of the Mindsight feat (p126 of Lords of Madness).


Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.
Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters.
None.




Level 7
Available at binder level 15



Eligor (Binding DC30)


Abilities
Description
Sign
Influence
Spec. Req.




Chromatic Strike
As a free action you can charge a melee attack, or melee touch attack, with acid, cold, electricity or fire, dealing an extra 1d6 points of damage. Each melee attack can only be charged once.


Eligor's Skill in the Saddle
You gain the benefit of the Ride-By Attack and Spirited Charge feats.


Eligor's Strength
You gain a +4 bonus to Strength.


Eligor's Resilience
You gain a +3 enhancement bonus to your natural armor, improving to +4 at binder level 16 and +5 at binder level 20.


Heavy Armor Proficiency
You are proficient with heavy armor.


One of your hands becomes thickly scaled. The color is one of the five chromatic dragon colors (the same color as Eligor's mount when he was summoned).
You feel pity for outcasts, particularly half elves and half orcs and must make every effort to befriend such beings when you meet them. You must attack humans, elven and dragon foes in preference over others.
None.





Marchosias (Binding DC30)


Abilities
Description
Sign
Influence
Spec. Req.




Death Attack
You gain a death attack. Must study a target for 3 rounds while it is unaware of your presence, or that you are a foe, and must make the attack within 3 rounds after. Fortitude negates. Can instead choose to paralyze your target for 1d6 plus 1/binder level.


Fiery Retribution
If you strike a foe with the sneak attack, sudden strike, or skirmish ability you deal an additional 3d6 fire damage. This extra damage only applies to ranged attacks if you are within 30ft of the target.


Smoke Form
You can use gaseous form at will, indefinite duration. You turn into smoke instead of gas, and retain this ability while in smoke form. Because you lose the death attack ability, you cannot spend 3 rounds observing a foe while in smoke form. Standard action to supress or resume. 5 round cooldown once the effect ends.


Silent and Sure
You gain a +16 competence bonus on Hide and Move Silently checks.


Your pupils glow with a red-orange light. Anyone looking at your face can make a DC12 Spot check to notice this effect. The light does not illuminate an area and does not hinder your ability to hide in the dark, but can be disturbing to look upon.
You become debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. You must always use your death attack against any foe you catch unawares.
You must have committed some act of evil for which you have not apologized, atoned or made reparations. Lying or breaking a confidence does not count, but other small acts of evil, such as theft, infidelity or vandalism fulfill this requirement.




Level 8
Available at binder level 17



Abysm (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a) (Binding DC34)


Abilities
Description
Sign
Influence
Spec. Req.




Psionic Boon
You gain 21 power points when you bind to Abysm. 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.


Overpower
You gain access to the psionic powers read thoughts, animal affinity, energy missile, psionic levitate, clairvoyant sense, and astral construct 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 as a psion normally could, substituting your effective binder level in place of manifester level.


Your fingernails and toenails become crystal, and you "sweat" gem dust like a maenad does.
Your speech pattern becomes disconnected, as if many voices are trying to speak through you. Your mannerisms also change from moment to moment: masculine to feminine, regal to shy, and confident to passive. Abysm requires that the binder not use a psicrystal for the duration of the binding.
None.





Ashardalon (Binding DC35) (Dragon Magic, p85)


Abilities
Description
Sign
Influence
Spec. Req.




Ashardalon's Greed
You gain a bonus to Appraise and Search checks equal to your binder level, and can locate objects near you as the spell locate object.


Ashardalon's Presence
You can use an effect similar to that of the fear spell, except creatures immune to a dragon's fearful presence are also immune to this ability. When you use this ability, the sign shows through any clothing or armor you wear for 1 round, burning like a fiery brand (but not dealing any damage or capable of setting anything on fire). 5 round cooldown.


Ashardalon's Vigor
You gain temporary hit points equal to twice your binder level, lasting up to 24 hours.


Fiend's Heart
You gain DR10/Cold Iron and fire resistance 30.


A patch of skin over your heart is marked by a deep-hued crimson sigil of a curled red dragon.
You greatly hunger for vengeance against those who harm or slight you. You must strike any foe who damages you or insults you in preference over others.
None.





Halphax (Binding DC32)


Abilities
Description
Sign
Influence
Spec. Req.




Damage Reduction
You gain DR10/adamantine. Must be showing Halphax's sign to use.


Halphax's Knowledge
You can use the Profession (siege engineer) and Knowledge (architecture and engineering) skills untrained and gain a +16 competence bonus to those skills.


Imprison
As a standard action you can imprison a foe as the imprisonment spell, except that the effect lasts for a number of rounds equal to your binder level, Fortitude negates. If you miss with the attack, you can use it again in the following round, but if a creature makes it's save, you cannot use it again for 1d4 rounds. You cannot imprison a second creature while one is already imprisoned.


Iron Wall
As a standard action you can create a wall of iron, as the spell, except that it lasts for 1 minute. 5 round cooldown.


Secure Shelter
As a standard action you can create a tower within 60ft of you, as long as the area can accomodate it's dimensions. This ability summons a tower like that produced by a Leomund's secure shelter spell. You cannot summon a tower if you already have one standing. You can dismiss the tower as a standard action, but cannot summon another for 5 rounds.


Your body takes on the appearance of cracked stone.
You lose all sense of shame and embarrassment. If someone threatens a hostage you care about, be it a creature or item, you must accede to the hostage taker's demands.
Seal must be drawn inside a building, in a corner of the structure.





Orthos (Binding DC35)


Abilities
Description
Sign
Influence
Spec. Req.




Blindsight
You gain blindsight out to 30ft.


Displacement
You can surround yourself with a light bending glamer that grants you a 50% miss chance when targetted by a melee or ranged attack, unless the target can locate you by means other than sight. True seeing allows the user to properly determine your position, though see invisibility has no effect. Can be supressed or resumed as a standard action.


Whirlwind Breath
As a standard action you can exhale a 60ft cone of of scouring wind, blasting the are with 1d6 damage/binder level. Creatures can make a Reflex save to halve the damage, and must make a Fortitude save or be knocked prone and moved 1d4x10ft away from you (or just outside the cone, whichever distance is shorter). 5 round cooldown.


Whispering Wind
At will as a standard action you can send a message on the wind as though using the whispering wind spell.


You always seem to be buffeted by a breeze that no one else can feel, even when indoors. The eerie wind makes no noise, but tousles your hair and belongings, frequently changing direction.
You become averse to dark areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. You must always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, Orthos requres that you speak only in a whisper.
You must summon Orthos within an area of bright illumination.

Val666
2014-06-23, 08:28 PM
Nice :O thanks for this! bookmarked e.e

Aegis013
2014-06-24, 02:09 AM
Well done. I don't suppose Signs, Influences, Binding DCs, and Special Requirements could be added in post 2?

Vortenger
2014-06-25, 01:00 AM
Thank you for this.

Crake
2014-06-28, 11:27 AM
Ok, so I've gone and made the whole thing a bit nicer, including adding the binding DC, special requirements, signs and influences as Aegis013 suggested. If I missed any vestiges, can people let me know? I'm thinking about also expanding to include dragon/dungeon magazine vestiges, so I'll be looking into that as well.

Renen
2014-06-28, 11:34 AM
Me liky! Very nice and clear. May I suggest also putting in the lvl at which the vestiges come online? Probably in brackets, 1st number being normal level, second being if you have the feat that boosts you by 2 levels (cant remember name).

Juntao112
2014-06-28, 11:56 AM
Improved Binding?

Renen
2014-06-28, 11:57 AM
Thats the one

Irk
2014-06-28, 12:16 PM
This is wonderful. Bookmarked.

Gildedragon
2014-06-28, 03:00 PM
Question:
Any chance the green lady vestige would be added?

Crake
2014-06-28, 11:24 PM
Question:
Any chance the green lady vestige would be added?

Where abouts can this vestige be found?


Me liky! Very nice and clear. May I suggest also putting in the lvl at which the vestiges come online? Probably in brackets, 1st number being normal level, second being if you have the feat that boosts you by 2 levels (cant remember name).

I just put in the normal binder level availability, I'm sure people are capable of taking 2 from the number if they have improved binding.

Kennisiou
2014-06-29, 12:18 AM
I like this a lot as well. Any chance you could label which vestige powers are the ones available to non-binders using the bind vestige and improved bind vestige feats?

Doc_Maynot
2014-06-29, 12:31 AM
Where abouts can this vestige be found?

Here, it was by James Jacobs, a Paizo Creative Director. (http://paizo.com/threads/rzs2h3qh?The-Green-Lady)

Graypairofsocks
2014-06-29, 08:59 AM
Do you plan on adding the Epic Vestiges to this list?

Crake
2014-06-29, 11:54 AM
Do you plan on adding the Epic Vestiges to this list?

Hmm, I'll have to get back to you on that, I might do later down the track, since there arent that many of them, although I have to make sure I dont hit the character limits, I'm getting pretty close right now

Piggy Knowles
2014-06-29, 12:31 PM
Fantastic resource; much better than flipping through ToM. Thanks for this.

Troacctid
2016-06-29, 04:59 PM
Two non-epic vestiges are missing that I know of: Kas and Primus, both from Dragon #341.

Edit: There's also Ansitif, Cabiri, and Diabolus from Dragon #357.

The entry on Vanus is missing the link (http://archive.wizards.com/default.asp?x=dnd/dd/20060407a).

There are four epic vestiges:

Amun-her Khepeshef "Desecrated Scion"
Gaia, "Soul of the Land"
Tkhaluuljin "the Cephalopocalypse"
Zuriel "the Bronze God"

Each requires its own epic feat in order to bind it. They can be found online here (https://web.archive.org/web/20090619191821/http://www.wizards.com/default.asp?x=dnd/drfe/20080407a).

Edit again: Also Ahazu from the Savage Tide adventure path, Dungeon #148.

3rd level:


Ahazu (Binding DC20)


Abilities
Description
Sign
Influence
Spec. Req.




Ahazu's Abduction
You can speak Ahazu's name to shunt a creature within 30 feet of you into the void between the planes. A Will save negates the effect and renders the creature immune to it for 24 hours. Once the creature is abducted, it remains trapped int he void for 1 round, effectively losing its action on that round of combat. You can use this ability at will.


Ahazu's Touch
You can produce an effect identical to unholy blight on a creature you touch. 5 round cooldown.


Blindsight
You gain blindsight out to a range of 5 feet per effective binder level (max 100 feet).


Void Mind
As a standard action, you can become immune to spells, spell-like effects, and supernatural effects with the mind-affecting descriptor or that affect souls (such as magic jar, soul bind, and trap the soul) as long as the vestige remains bound to you. However, if you die while under the effects of this power, you cannot be brought back to life with a raise dead or resurrection spell.


Weapon Proficiency
You are proficient with the bastard sword, longsword, and shortsword.


Your skin becomes cold to the touch and the inside of your mouth is cloaked in absolute darkness and periodically expels clouds of black smoke.
Ahazu's avarice infects you, causing you to steal small, precious objects whenever the opportunity presents itself, if you feel you can do so without getting caught. This covetousness extends toward the lives of your enemies as well. If possible, you must try to imprison your enemies alive in a dark hellhole, rather than kill them or let them escape. If you allow an enemy to escape you become wracked with anger and suffer a -4 penalty to Charisma-based checks as long as you are under Ahazu's influence.
Seal must be drawn on the surface of one of the Pools of Darkness, found at the bottom of the Wells of Darkness on the seventy-third layer of the Abyss.





Primus (Binding DC24)


Abilities
Description
Sign
Influence
Spec. Req.




Divine Structure
If you perform the same actions on consecutive rounds in the same order, you gain a +1 competence bonus on all attacks, saves, and skill checks that round.For example, if you move and make a standard attack, and then in the following round move and make a standard attack, you would gain the bonus. If you move and make a standard attack and then in the next round 5-foot adjust and make a full attack, you would not get the bonus.


Lawful Attacks
Your melee and ranged attacks are considered Lawful for the purpose of overcoming damage reduction.


Primus's Order
You can order a creature within 100 feet to perform one of the actions listed in the command spell, provided it can hear you (though it need not understand you). In addition, if the target fails its Will save, it cannot see or hear you for 1d4 rounds. This ability is not language-based or mind-affecting. 5 round cooldown.


Dozens of small patches of skin on your arms and legs become gold, silver, and bronze. These randomly placed metals take the shape of well-formed squares, equilateral triangles, hexagons, and other geometric shapes. These pieces of metal do not help or hinder you in any way, and revert to bloody flaps of flesh if removed.
You become ruthlessly practical. You evaluate all activities with an eye towards your ultimate goals, brooking no frivolity or distraction. Every action becomes a calculated move. In addition, Primus requires that the binder not knowingly break the law or disobey the direct order of any lawful authority.
Primus refuses to appear before a binder already bound to Tenebrous. If the binder has bound to Tenebrous at any point in the past, Primus knows and requires that its sign be drawn in bright light.



4th level:


Cabiri (Binding DC18)


Abilities
Description
Sign
Influence
Spec. Req.




Arcane Eye
You can create an invisible magical sensor at will, as arcane eye. You can create only one such eye at a time, and you can dismiss or renew it as a standard action. 5 round cooldown.


Far-seeing
Your spells and spell-like abilities of the scrying subschool gain a +10 bonus to their save DCs.


Seer in Darkness
You gain darkvision to 60 feet and low-light vision. If you already have darkvision, its range increases by 60 feet.


Visions of Terror
You can cast phantasmal killer three times per day.


An additional eye appears on your forehead, equidistant from your other eyes.
Cabiri hungers to see everything, no matter how horrifying or entrancing. You receive a +4 insight bonus on Will saves versus figments and a -4 penalty on Will saves against patterns. You may not avert or close your eyes when confronted by a creature with a gaze attack.
Seal must be drawn in blood, outside at night or during a solar eclipse.





Diabolus (Binding DC20)


Abilities
Description
Sign
Influence
Spec. Req.




Blackflame
Your spells, spell-like abilities, and magic item abilities with the fire descriptor deal half fire damage and half vile damage. You can cast fireball, as the spell, three times per day.


Divination
You can perform a divination, as the spell.


Serpentine Tongue
You gain a bonus on Bluff and Disguise checks equal to your Binder level. This bonus increases by 4 when dealing with evil outsiders.


Silvered Touch
Any natural attack or attack with a metal weapon you make is treated as if it were a silver weapon, but without the -1 penalty to damage rolls.


You acquire the stench of brimstone and a cloudy film covers your eyes.
You have a vague but continuous sense of impending doom that makes you morose and fatalistic. You must attack a devil in preference to all others whenever you are in combat, and you must initiate combat with any devil you meet.
Seal must be drawn on an area of stone that has recently been burned and then doused with cold water.





Kas (Binding DC25)


Abilities
Description
Sign
Influence
Spec. Req.




Blinding Strike
When you score a critical hit, the creature must make a Will save or be permanently blinded. In addition, when you attack undead, you can affect them with critical hits and the blinding effect of this ability.


Bluff Bonus
You gain a +4 competence bonus on Bluff checks.


Kas's Protection
25% chance to negate extra damage from a sneak attack or critical hit against you. 100% chance if the attacker is undead.


Undead Reaper
When you hit an undead creature with a melee or ranged attack, you automatically bypass any damage reduction it might have.


Weapon Proficiency
You are proficient with the bastard sword, longsword, and shortsword.


An angry catlike eye appears in the palm of each of your hands. These eyes don't provide you with any extraordinary sight, nor do they inhibit the use of your hands. When you use any power granted by Kas, the eyes weep small amounts of blood for 10 rounds.
You act warm and affectionate toward those with whom you speak. You must kill any undead or follower of Vecna that you encounter. In addition, you must betray some friend or ally within the first hour after summoning and binding Kas. This betrayal might be as small as breaking a promise to meet at a specific time or as great as a murder, but it must be unexpected, and the ally or friend must realize that a deliberate betrayal occurred.
None.



7th level:


Ansitif (Binding DC30)


Abilities
Description
Sign
Influence
Spec. Req.




Blasphemy
You can utter a blasphemy, as the spell, three times per day. Caster level is equal to your effective binder level.


Divine Resistance
You gain spell resistance 12 + your effective binder level against spell-like abilities and divine spells.


Fire Immunity
You gain immunity to fire.


Thrall to Demon
You gain the benefit of the Thrall to Demon feat: once per day, while performing an evil act, you may gain a +1 luck bonus on any one roll. Additionally, if you are a cleric, you must replace your domains with domains granted by the demon lord to which you pledge (see Fiendish Codex I, 88), for as long as the pact is forged. You must pick the demon lord to which you temporarily pledge when you make the pact and cannot pick a different demon lord to venerate until you make a new pact with Ansitif. Note that most good- or lawful-aligned deities would require an atonement for this.


Your hair and skin become blackened and scorched, as if briefly touched by fire.
You are enraged by the presence of relics dedicated to true gods. Ansitif requires that you attempt to destroy or steal any relic you discover that is dedicated to a true god.
The seal must be drawn using remnants of a true god's broken holy symbol.

Thurbane
2016-06-29, 10:59 PM
I'm currently running a (Hellbred) Binder for the first time, this is very useful - thanks!