Xeran
2007-03-29, 08:14 PM
EPIC BINDER
The Binder is such an interesting and fun class to play I wanted a way to keep that edge of power in Epic levels without having to resort to a PrC.
First , your EBL (Effective Binder Level) would continue to increase as normal, as would your Binder Check Modifier.
After that, things could go as follows.
Lvl
21: Prime Vestige
22: Greater Pact Augmentation
23: Bonus Feat
24:
25: Bonus Feat, Greater Pact Augmentation
26: Bonus Feat
27:
28: Greater Pact Augmentation
29: Bonus Feat
30:
The Prime Vestige is effectively a Vestige with a Maximum Vestige Level of 9, and only one of these powerful Vestiges can be hosted at a time. Making a Pact with such a powerful entity is an hour long ceremony of binding, and the pact lasts for one week. Prime Vestiges cannot be expelled. A few Prime Vestiges will be explained later.
Greater Pact Augmentation is like the normal ability excepot it has better abilities applicable and it's effects do not stack. One ability would be Spell Resistance, perhaps 10+level. Another might be Fast Healing. Perhaps others including alternate forms like the ability to become incorporeal etc.
Bonus feats are fairly standard in Epic classes. They are on a tree level progression save for the one at level 25, which is a continuation of the established pattern set by the base class, and so takes precedent. I have yet to think of applicable Bonus Feats for the Binder Epic Feat list.
Well, that is about it. Now on to Prime Vestiges.
Arioch, Lord of the Seven Darks [DC=45]
(Yes, this is from the Elric Books)
Arioch, the manifestation of Chaos, is a being of seven forms, seven powers, seven signs. Seven is his number and to be influenced by him is to be turned into an agent for chaos.
Legend: Arioch is one of the most primal entities in the multiverse. He exists beyond reality, and no mortal convention can truely capture what he is. However, many scholars rely on the description of famed Binder Syfal. He said he was the physical representation of Chaos, one of four such creatures. He represents chaos even as Gods represent the faith of their worshipers. Though he seems to be an intelligent, free willed creature, he instead functions only to serve chaos, and all of his actions are the result of such.
Special Requirement: Arioch must be summoned forth in an area of magical or supernatural darkness.
Manifestation: Arioch always appear as one of seven forms. To begin with, your shadow, usually invisible in magical darkness, becomes visible to you. It is then ripped away and drawn into Arioch's seal, where it slowly forms his present manifestation. His forms are as follows: A young boy with wise eyes and a crown of fire, a Pit Fiend composed of shadows, a Balur composed of shadows, an immense fly, A noble blackguard bearing a black sword, a robed and cowled figure bathed in shadow, and an exact representation of you formed of your own shadow. Some have theorized that how he appears before you relates to your standing with him.
Sign: Seven are the signs of Arioch. First, seven umbral gems appear to be floating about your head like Ioun Stones. Next, your skin is black as night. Third, your eyes are black pupil-less pits. Fourth, your voice is sweet sounding, like birdsong. Next, You tend to whisper with gravelly tones. Sixth, all shadows seem darker and larger around you. And finally, you have no personal shadow.
Influence: What happens to those who fall under Arioch's influence is simple. For the duration of your pact with him, your are Chaotic. No magic can disguise that fact and you are zealous in all things chaotic. Openly law-oreinted things that cross your path you have hostile reaction to, if not battle with. Your alignment reverts to normal at the end of your pact.
Granted Abilities: Arioch gives you seven abilities, mostly doing with darkness and chaos.
The First Dark: You gain Blindsight out to 120 feet.
The Second Dark: All weapons and unarmed attacks have the Anarchic quality.
The Third Dark: At will as a standard action you can summon a steed to ferry you about made of shadow vapors. It behaves like a horse save that upon it your are treated as having the ride skill as trained and having +20 insight to ride. The Steed is incorporeal, bearing your weight through some unknonw power. It can only transport you. It flys at a speed of 150 feet with perfect manueverability.
The Fourth Dark: All spells with the light descriptor are automatically succesfully dispelled when their source coems within ten feet of you. Magic Items are merely supressed.
The Fifth Dark: At will as a Standard action the Binder can project an aura about him that works like the Cloak of Chaos spell, granting it's abilities to him and to all allies within 10 feet. This lasts for one minute and after it is used one must wait five rounds to use it again.
The Sixth Dark: As a melee touch attack or a Ranged touch attack with a range of 30 feet (weilders choice), the weilder can offer forth a blast of pure chaos that scrambles the target, breaking apart it's very atoms. The victim must suceed at a Fortitude save or be blown apart, dying instantly. A succesful save means the target merely takes 20d6 damage.
The Final Dark: By spending a full round action you can render a fallen opponents soul nearly impossible to ressurect. Shadows coem forth, chain the soul, and consume the body. Thereafter one must spend a wish each to both reform the body and release the soul before any ressurection magic will work.
Well, that is it for now, though I am going to work on more Prime Vestiges, I am thinking of doing one with Syfal that powers up other Vestiges.
The Binder is such an interesting and fun class to play I wanted a way to keep that edge of power in Epic levels without having to resort to a PrC.
First , your EBL (Effective Binder Level) would continue to increase as normal, as would your Binder Check Modifier.
After that, things could go as follows.
Lvl
21: Prime Vestige
22: Greater Pact Augmentation
23: Bonus Feat
24:
25: Bonus Feat, Greater Pact Augmentation
26: Bonus Feat
27:
28: Greater Pact Augmentation
29: Bonus Feat
30:
The Prime Vestige is effectively a Vestige with a Maximum Vestige Level of 9, and only one of these powerful Vestiges can be hosted at a time. Making a Pact with such a powerful entity is an hour long ceremony of binding, and the pact lasts for one week. Prime Vestiges cannot be expelled. A few Prime Vestiges will be explained later.
Greater Pact Augmentation is like the normal ability excepot it has better abilities applicable and it's effects do not stack. One ability would be Spell Resistance, perhaps 10+level. Another might be Fast Healing. Perhaps others including alternate forms like the ability to become incorporeal etc.
Bonus feats are fairly standard in Epic classes. They are on a tree level progression save for the one at level 25, which is a continuation of the established pattern set by the base class, and so takes precedent. I have yet to think of applicable Bonus Feats for the Binder Epic Feat list.
Well, that is about it. Now on to Prime Vestiges.
Arioch, Lord of the Seven Darks [DC=45]
(Yes, this is from the Elric Books)
Arioch, the manifestation of Chaos, is a being of seven forms, seven powers, seven signs. Seven is his number and to be influenced by him is to be turned into an agent for chaos.
Legend: Arioch is one of the most primal entities in the multiverse. He exists beyond reality, and no mortal convention can truely capture what he is. However, many scholars rely on the description of famed Binder Syfal. He said he was the physical representation of Chaos, one of four such creatures. He represents chaos even as Gods represent the faith of their worshipers. Though he seems to be an intelligent, free willed creature, he instead functions only to serve chaos, and all of his actions are the result of such.
Special Requirement: Arioch must be summoned forth in an area of magical or supernatural darkness.
Manifestation: Arioch always appear as one of seven forms. To begin with, your shadow, usually invisible in magical darkness, becomes visible to you. It is then ripped away and drawn into Arioch's seal, where it slowly forms his present manifestation. His forms are as follows: A young boy with wise eyes and a crown of fire, a Pit Fiend composed of shadows, a Balur composed of shadows, an immense fly, A noble blackguard bearing a black sword, a robed and cowled figure bathed in shadow, and an exact representation of you formed of your own shadow. Some have theorized that how he appears before you relates to your standing with him.
Sign: Seven are the signs of Arioch. First, seven umbral gems appear to be floating about your head like Ioun Stones. Next, your skin is black as night. Third, your eyes are black pupil-less pits. Fourth, your voice is sweet sounding, like birdsong. Next, You tend to whisper with gravelly tones. Sixth, all shadows seem darker and larger around you. And finally, you have no personal shadow.
Influence: What happens to those who fall under Arioch's influence is simple. For the duration of your pact with him, your are Chaotic. No magic can disguise that fact and you are zealous in all things chaotic. Openly law-oreinted things that cross your path you have hostile reaction to, if not battle with. Your alignment reverts to normal at the end of your pact.
Granted Abilities: Arioch gives you seven abilities, mostly doing with darkness and chaos.
The First Dark: You gain Blindsight out to 120 feet.
The Second Dark: All weapons and unarmed attacks have the Anarchic quality.
The Third Dark: At will as a standard action you can summon a steed to ferry you about made of shadow vapors. It behaves like a horse save that upon it your are treated as having the ride skill as trained and having +20 insight to ride. The Steed is incorporeal, bearing your weight through some unknonw power. It can only transport you. It flys at a speed of 150 feet with perfect manueverability.
The Fourth Dark: All spells with the light descriptor are automatically succesfully dispelled when their source coems within ten feet of you. Magic Items are merely supressed.
The Fifth Dark: At will as a Standard action the Binder can project an aura about him that works like the Cloak of Chaos spell, granting it's abilities to him and to all allies within 10 feet. This lasts for one minute and after it is used one must wait five rounds to use it again.
The Sixth Dark: As a melee touch attack or a Ranged touch attack with a range of 30 feet (weilders choice), the weilder can offer forth a blast of pure chaos that scrambles the target, breaking apart it's very atoms. The victim must suceed at a Fortitude save or be blown apart, dying instantly. A succesful save means the target merely takes 20d6 damage.
The Final Dark: By spending a full round action you can render a fallen opponents soul nearly impossible to ressurect. Shadows coem forth, chain the soul, and consume the body. Thereafter one must spend a wish each to both reform the body and release the soul before any ressurection magic will work.
Well, that is it for now, though I am going to work on more Prime Vestiges, I am thinking of doing one with Syfal that powers up other Vestiges.