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View Full Version : D&D 3.x Other Starcraft and Warcraft Hero Vestiges



Andion Isurand
2015-09-14, 02:00 AM
The following vestiges remain open to further development.

Those listed here reflect Sarah Kerrigan, Tassadar, Zeratul and Fenix from Blizzard's Starcraft franchise.


Level: 8th.
Binding Check DC: 35.
Legend: Arsha was once a human woman of exceptional physical and psionic talents. Taken as a child from parents she had nearly killed by accident using her powers, she was eventually tortured and manipulated by force to perform various acts of intrigue and assassination. Later abandoned by her superiors to cover their escape from an invasion of aberrant hivemind beings they themselves had lured from another world to visit destruction upon an enemy faction of other humans, she was captured by these creatures and subjected to a series of aberrant transformations within a large chrysalis. Somewhere along the way, her previous persona as a human was lost to all but those practiced in the art of soul binding.
Special Requirement: Arsha is already weary of her own psionic experience, and she does not answer your summons if you are already bound to another vestige that provides Psionic Boon as a granted ability, except for Kiragren.
Manifestation: Arsha appears as a shapely human female with fair skin, green eyes and rich red hair, dressed in a form fitting suit of white leather armor. Apart from the goggles about her neck, her gloved hands and her various utility belts and bandoleers, she carries a repeating great crossbow on a long shoulder strap, and a pair of hand crossbows at her hips.
Sign: ....
Influence: You are suspicious of other psionic entities, and must not bind yourself to any other vestige that provides Psionic Boon as a granted ability, except Kiragren.
Granted Abilities: While bound to Arsha, you possess some of her skills as a psionic agent and assassin.
Boltgun Grace: You gain proficiency with all types of crossbows and firearms, including exotic ones. You also gain Rapid Reload as a bonus feat for all weapons to which it can be applied. In addition, you may make Sleight of Hand and Tumble checks untrained.
Ghost Cloak: As a standard action, you may expend your psionic focus to render yourself invisible along with everything you continue to possess, for a number of rounds equal to your effective binder level. This effect is inherent and not subject to the invisibility purge spell. While this effect lasts, you also gain Darkstalker (LoM 179) as a bonus feat. This effect ends instantly should you dismiss it as a free or immediate action, should you fall asleep or should you go unconscious. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Mass Driven Shot: You may expend your psionic focus just before the attack roll of any ranged attack you make with a projectile you fire from a crossbow or firearm. If you do so, the effect is instantaneous and doubles the range increment of that one attack. For each effective binder level you possess, that one attack also deals 1d4–1 extra damage to the first target it hits. If that attack misses, you still expend your psionic focus.
Obtain Ammo: As a swift action, you may call one crossbow bolt or firearm bullet of any kind, to appear anywhere in your possession or space. Each bolt and bullet called using this ability, is a masterwork item matched to your normal size, made from your choice of adamantine, cold iron or alchemical silver. Each one instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round or should it be destroyed. Once you have used this ability, you cannot do so again for 5 rounds.
Psionic Boon: You gain 25 power points when you bind to Arsha. These are added to your pool of power points if you already possess one, or they create a pool and you become a psionic creature for the duration of this binding.
Psionic Faculties: You gain access to the psionic powers adapt body, call weaponry, clairvoyant sense, danger sense, psionic darkvision, elfsight, psionic endure elementsCP, extend rangeCP, metaphysical weapon, mindlink, perfect archeryCP, sustenance, synesthete and psionic tongues. You may manifest and augment these powers as if they are powers known by you at the lowest power level listed for each one, based on the mental ability score of your choosing and using your effective binder level as your manifester level.
Psionic Optics: As long as you have at least 1 power point, you gain Superior Low-Light Vision (MM 205) and suffer only one-tenth the normal penalty on your Spot checks because of distance (–1 per 100 feet of distance, rather than –1 per 10 feet).



Level: 8th.
Binding Check DC: 35.
Legend: Kiragren was once a human agent and assassin of exceptional physical and psionic talents. Abandoned by her superiors to cover their escape from an invasion of aberrant hivemind beings they themselves had lured from another world to visit destruction upon an enemy faction of other humans, she was captured by these creatures and subjected to a series of aberrant transformations within a large chrysalis. Although it was intended for Kiragren to serve the will of powerful psionic overlords in command of the aberrant hivemind, she nonetheless resisted until other forces rallied against those overlords and killed them. Once freed from the influence of these overlords, her powers continued to grow until she herself could reestablish control of the monstrous minions left behind. With vengeance on her mind, she led those minions in an assault upon the leadership of her former nation, despite their attempt to shield themselves with the lives of their subjects. After her victory, Kiragren led her new collective to worlds unknown, and hasn't been encountered since.
Special Requirement: Kiragren harbors many hostilities, and she does not answer your summons if you are already bound to Xartelu or Xefin.
Manifestation: Kiragren appears as a shapely humanoid figure with her head and face obscured in darkness, where only her luminous eyes can be seen flashing between orange and violet. What can be seen of her form is covered in a protective purple and green carapace of wicked symmetry featuring many plates, ridges and spines. Flexing the long clawed digits of her flightless exoskeletal wings along with her talon tipped fingers, she laughs at you dismissively before speaking in a blend of voices both smooth and severe.
Sign: Excluding your face and any palms, fingers, wings, fins or tentacles you normally possess, the rest of your body develops a thin, articulated exoskeleton of iridescent green and purple hues. Any long hair atop your head gathers into segmented stalks made to match, while any other hair, fur, scales or feathers now covered by your new exoskeleton, simply disappear.
Influence: You are drawn to vengeance and find it difficult to resist opportunities to settle scores with creatures that possess an Intelligence of 3 or more, that have willfully wronged you at any time during your current pact with Kiragren. You must work against these creatures in some manner approaching an outcome at least as severe as their transgression, by order of convenience and confidence in your own chances of success, until the scales are balanced or your pact with Kiragren ends.
Granted Abilities: While bound to Kiragren, you possess some of her various alien hybrid characteristics.
Aberrant Claws: Each arm and forelimb you possess lacking its own natural weapon other than a slam attack, gains a claw attack dealing 1d6 base damage at Medium size. The base damage of each natural weapon already associated with your arms or forelimbs (if less) improves to match. You may suppress or resume the effect of this ability during your turn as a free action.
Aberrant Form: As long as you show Kiragren's sign, you gain Damage Reduction 2/–, along with resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5. Each of these values stack with any other values of the same type you possess.
Aberrant Healing: You gain Fast Healing 1, which stacks with any other forms of Fast Healing you possess.
Clawed Wings: During your turn as a free action, you may develop one pair of flightless exoskeletal wings ending in long clawed digits. These wings replace any others you already possess, and grant you 2 wing attacks each dealing 3d6 base damage (piercing and slashing) at Medium size. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Psionic Boon: You gain 25 power points when you bind to Kiragren. These are added to your pool of power points if you already possess one, or they create a pool and you become a psionic creature for the duration of this binding.
Psionic Faculties: You gain access to the psionic powers adapt body, danger sense, psionic darkvision, elfsight, psionic endure elementsCP, mindlink, sustenance, synesthete and psionic tongues. You may manifest and augment these powers as if they are powers known by you at the lowest power level listed for each one, based on the mental ability score of your choosing and using your effective binder level as your manifester level.
Psionic Prerogative: As long as you are psionically focused, you gain a supernatural fly speed of 20 feet (good maneuverability) along with a supernatural swim speed of 20 feet, while your natural weapons and unarmed strikes gain a +1 enhancement bonus to attack and damage rolls. When moving by means of this ability alone, you gain a +10 circumstance bonus on Move Silently checks.
Psionic Storm: As a standard action, you may expend your psionic focus to generate a maelstrom of psionic energy bolts, to appear where you designate with line of effect and a range of 400 feet + 40 feet for each effective binder level you possess. This maelstrom affects a 20-ft-radius spread for 1 round, giving off light as a torch. For each effective binder level you possess, this effect deals 1d6–1 untyped energy damage to each creature (Reflex half) and nonmagical object (Reflex negates) in the area up to once each round, from the onset or upon entry. This damage results from raw psionic energy and is therefore not subject to resistance or immunity. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Reaving Strikes: Your natural weapons and unarmed strikes overcome any damage reduction based on a metallic material and also ignore half of any hardness a target may have (rounded up). During your turn as a free action, prior to using any natural weapon, you may designate any single type of natural weapon you possess as your primary natural weapon(s) until the start of your next turn.



Level: 8th.
Binding Check DC: 35.
Legend: ....
Special Requirement: Drasatas does not answer the summons of any binder with an evil alignment, or one already bound to Kiragren.
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: While bound to Drasatas, you gain some of his psionic abilities.
Archon Apotheosis: As a free or immediate action, you may surround yourself in a guttering cerulean layer of psionic energy that gives off light as a torch. This effect lasts for 3 rounds, giving you the following benefits. Temporary hit points equal to your effective binder level.
You may perform a full attack, as a standard action.
Your manufactured weapons, natural weapons and unarmed strikes gain a +1 enhancement bonus to attack and damage rolls, while also dealing an additional 1d6 untyped energy damage. The energy damage this effect provides is considered nonlethal, when added to any attack that deals nonlethal damage.
Cleave and Great Cleave as bonus feats.This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Psionic Boon: You gain 25 power points when you bind to Drasatas. These are added to your pool of power points if you already possess one, or they create a pool and you become a psionic creature for the duration of this binding.
Psionic Faculties: You gain access to the psionic powers adapt body, danger sense, psionic darkvision, elfsight, psionic endure elementsCP, mindlink, sustenance, synesthete and psionic tongues. You may manifest and augment these powers as if they are powers known by you at the lowest power level listed for each one, based on the mental ability score of your choosing and using your effective binder level as your manifester level.
Psionic Impulse: As long as you are psionically focused, you gain a supernatural fly speed of 20 feet (good maneuverability) along with a supernatural swim speed of 20 feet. When moving by means of this ability alone, you gain a +10 circumstance bonus on Move Silently checks.
Psionic Reinforcement: Each round at the start of your turn, you accumulate 1 psionic hit point, up to a maximum total equal to your effective binder level. Among abilities that provide you with psionic hit points, only the greatest rate of accumulation and the highest maximum total may apply. Once gained, your psionic hit points are considered their own supernatural effect with a permanent duration. When not suppressed, psionic hit points are always taken out first by any damage you suffer (lethal before nonlethal), ahead of any temporary hit points you might have.
Psionic Storm: As a standard action, you may expend your psionic focus to generate a maelstrom of psionic energy bolts, to appear where you designate with line of effect and a range of 400 feet + 40 feet for each effective binder level you possess. This maelstrom affects a 20-ft-radius spread for 1 round, giving off light as a torch. For each effective binder level you possess, this effect deals 1d6–1 untyped energy damage to each creature (Reflex half) and nonmagical object (Reflex negates) in the area up to once each round, from the onset or upon entry. This damage results from raw psionic energy and is therefore not subject to resistance or immunity. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Reinforce Ally: As a free or immediate action, you may target one willing creature within 100 feet + 10 feet for each effective binder level you possess, and give them a number of temporary hit points equal to twice your effective binder level. This effect lasts for 1 round. Once you have used this ability, you cannot do so again for 5 rounds.
Telepathy: You gain telepathy out to a range of 100 feet + 10 feet for each effective binder level you possess.



Level: 8th.
Binding Check DC: 35.
Legend: ....
Special Requirement: Xartelu has a long memory, and he does not answer your summons if you are already bound to Kiragren.
Manifestation: Xartelu appears as a humanoid anywhere between two to three meters tall, with two glowing green eyes that blink normally above the dark purple half-mask covering his lower face. A bony crest extends back from the crown of his head. His semi-permeable pale purple skin is covered in small scales, his hands feature four digits, his broad chest and shoulders taper down to a narrow waist and slim midsection, from where both his long digitigrade legs end with each foot bearing two toes. He wears a tattered dark purple cloak over a loose belted tunic of the same color. The lone bracer worn over his right forearm, along with his pauldrons, knee plates and footwear are all made of coppery metal, each bearing at least one prominent dark green gem.
Sign: Your pupils and irises to disappear from view, without altering your vision.
Influence: ....
Granted Abilities: While bound to Xartelu, you possess some of his psionic discipline and prowess with the void.
Dimensional Shift: As a standard action, you may expend your psionic focus to instantly teleport yourself and any objects you carry (up to a heavy load) to any location you can see that is within 100 feet + 10 feet for each effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to teleport fails. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Once you have used this ability, you cannot do so again for 5 rounds.
Psionic Ascetic: You may make Sleight of Hand and Tumble checks untrained. In addition, as long as you are psionically focused, you may also add your highest mental ability bonus (if any) as a bonus on all skill checks that are based on Strength or Dexterity.
Psionic Boon: You gain 25 power points when you bind to Xartelu. These are added to your pool of power points if you already possess one, or they create a pool and you become a psionic creature for the duration of this binding.
Psionic Faculties: You gain access to the psionic powers adapt body, danger sense, psionic darkvision, elfsight, psionic endure elementsCP, mindlink, sustenance, synesthete and psionic tongues. You may manifest and augment these powers as if they are powers known by you at the lowest power level listed for each one, based on the mental ability score of your choosing and using your effective binder level as your manifester level.
Psionic Reinforcement: Each round at the start of your turn, you accumulate 1 psionic hit point, up to a maximum total equal to your effective binder level. Among abilities that provide you with psionic hit points, only the greatest rate of accumulation and the highest maximum total may apply. Once gained, your psionic hit points are considered their own supernatural effect with a permanent duration. When not suppressed, psionic hit points are always taken out first by any damage you suffer (lethal before nonlethal), ahead of any temporary hit points you might have.
Telepathy: You gain telepathy out to a range of 100 feet + 10 feet for each effective binder level you possess.
Void Cloak: As a standard action, you may render yourself invisible along with everything you continue to possess, until you take any action that would normally end an invisiblility spell. This effect is inherent and not subject to the invisibility purge spell. While this effect lasts, you also gain Darkstalker (LoM 179) as a bonus feat. This effect ends instantly should you dismiss it as a free or immediate action, should you fall asleep or should you go unconscious. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Warp Blade: You gain access to a single, indestructible translucent green blade composed of psionic energy, with which you are always proficient. This "warp blade" bears the following traits and abilities:
As a free action, you may bring this warp blade to appear in one of your hands. When not in your grasp, it disappears to remain suppressed along with any spells and effects in place upon it, until you bring it to appear once more.
Despite lacking weight and mass, this warp blade is always considered a manufactured light melee weapon made for use in one hand and remains matched to your size at all times. Feats and abilities that normally apply to short swords may apply to this warp blade as well.
Attacks with this warp blade are melee touch attacks that deal a base amount of untyped energy damage appropriate for a greatsword of your size, to which your add your highest mental ability modifier. Strength does not apply to the damage dealt by this warp blade.
Attacks with this warp blade, ignore half of any hardness a target may have (rounded up). Any lethal damage dealt by these attacks is always considered normal damage regardless of any Regeneration ability a target may have. At your option, you may use this warp blade to deal nonlethal damage with no penalty on your attack roll.
In addition to the disarmingMiC and ghost touch special abilities, this warp blade gains an enhancement bonus on attack and damage rolls of +1 for every four effective binder levels you possess.
Once per round during your turn, you may use this warp blade as a reach weapon for a single attack.
Attacking with this warp blade does not end any form of invisibility you may possess. A given creature may only use one "warp blade" at a time, regardless of how many to which they have access.


Level: 7th.
Binding Check DC: 32.
Legend: ....
Special Requirement: Xefin does not take kindly to betrayal, and he does not answer your summons if you are already bound to Kiragren.
Manifestation: Xefin appears as a humanoid anywhere between two to three meters tall, with two glowing orange eyes that blink normally upon a long face lacking other features such as ears, a nose or a mouth. A bony crest extends back from the crown of his head, behind from which hang long tendrils. His semi-permeable pale bronze skin is covered in small scales, his hands feature four digits, his broad chest and shoulders taper down to a narrow waist and slim midsection, from where both his long digitigrade legs end with each foot bearing two toes. He wears a suit of articulated golden armor featuring small blue energy crystals.
Sign: ....
Influence: ....
Granted Abilities: ....
Dashing Step: You gain the Pounce special attack (MM 313) along with Run as a bonus feat. If you already possess the Run feat, you may move six times your speed when running (or five times your speed with heavy armor or a heavy load), while also moving up to three times your speed when making a charge attack.
Off-Hand Aptitude: For every six effective binder levels you possess upon binding Xefin, you gain Two-Weapon Fighting or any other feat listing Two-Weapon Fighting as a prerequisite, provided you meet every prerequisite as if your Dexterity score were infinite. At the start of your turn, you may revise your choice of feats to gain from this ability.
Psi-Blades: You gain access to a matched pair of indestructible translucent blue blades composed of psionic energy, with which you are always proficient. These "psi-blades" bear the following traits and abilities:
As a free action, you may bring one of these psi-blades to appear in one of your hands. When not in your grasp, it disappears to remain suppressed along with any spells and effects in place upon it, until you bring it to appear once more.
Despite lacking weight and mass, these psi-blades are always considered manufactured light melee weapons made for use in one hand and remain matched to your size at all times. Feats and abilities that normally apply to short swords may apply to each of these psi-blades as well.
Attacks with any of these psi-blades are normal melee attacks that deal a base amount of untyped energy damage appropriate for a longsword of your size, to which your Strength is applied normally. These attacks ignore half of any hardness a target may have (rounded up). At your option, you may use one of these psi-blades to deal nonlethal damage with no penalty on your attack roll.
In addition to the disarmingMiC and ghost touch special abilities, these psi-blades gain an enhancement bonus on attack and damage rolls of +1 for every four effective binder levels you possess.Psionic Boon: You gain 22 power points when you bind to Xefin. These are added to your pool of power points if you already possess one, or they create a pool and you become a psionic creature for the duration of this binding.
Psionic Faculties: You gain access to the psionic powers adapt body, danger sense, psionic darkvision, elfsight, psionic endure elementsCP, mindlink, sustenance, synesthete and psionic tongues. You may manifest and augment these powers as if they are powers known by you at the lowest power level listed for each one, based on the mental ability score of your choosing and using your effective binder level as your manifester level.
Psionic Reinforcement: Each round at the start of your turn, you accumulate 1 psionic hit point, up to a maximum total equal to your effective binder level. Among abilities that provide you with psionic hit points, only the greatest rate of accumulation and the highest maximum total may apply. Once gained, your psionic hit points are considered their own supernatural effect with a permanent duration. When not suppressed, psionic hit points are always taken out first by any damage you suffer (lethal before nonlethal), ahead of any temporary hit points you might have.
Telepathy: You gain telepathy out to a range of 100 feet + 10 feet for each effective binder level you possess.


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PSIONIC PACT MASTERY
Prerequisite: Soul Binding, Concentration 5 ranks.
Benefit: You gain Autohypnosis, Knowledge (Psionics) and Psicraft as class skills for every class that lists Concentration as a class skill. In addition, whenever you bind a vestige that includes Psionic Boon as one of its granted abilities, that ability provides additional power points equal to the level of the vestige.

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Other vestiges with the Psionic Boon ability include the following:
Three Psionic Vestiges (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a) (WotC)

Andion Isurand
2015-09-16, 09:13 PM
The following vestiges under construction, reflect Illidan, Jaina, Tyrande, Sylvanas, Thrall, Arthas, Muradin, Kael'thas and Malfurion from Blizzard's Warcraft franchise.


Level: 5th.
Binding Check DC: 27.
Legend: ....
Special Requirement: Adillin does not answer the summons of any binder with a good alignment.
Manifestation: Adillin first appears as a tall, muscular elf of gray skin and long straight black hair, blindfolded and stripped to the waist. His bared arms and torso feature a contrasting pattern of green tattoos that occasionally pulse and glow. His dark gray trousers end above the ankles and his bare feet. As time goes on, he develops a number of fiendish characteristics such as long curling horns, bat-like wings and digitigrade legs ending in cloven hooves.
Sign: Your body covers itself in a tapestry of vibrant green tribal tattoos.
Influence: ....
Granted Abilities: While bound to Adillin, you gain access to his sensory capacities, fiendish aspects and martial prowess.
Augmented Senses: You gain Darkvision 300 feet, Blindsight 120 feet, Tremorsense 120 feet and Superior Low-Light Vision (MM 205).
Dark Metamorphosis: As a free or immediate action, you may undergo a physical transformation that limns you in a pall of darkness. This effect lasts for 3 rounds, giving you the following benefits. Temporary hit points equal to your effective binder level.
A +1 bonus to your natural armor bonus. A creature without natural armor has an effective natural armor bonus of +0.
Damage Reduction 5/cold iron or silver. Your natural weapons and unarmed attacks are considered cold iron and silver for the purpose of overcoming damage reduction.
Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5. Each of these values stack with any other values of the same type you possess.
A +2 bonus on all Constitution checks and Fortitude saves.
A +4 bonus to Strength and Dexterity.
A base swim speed equal to your base land speed (minimum 20 feet).
Provided you lack wings, you gain a pair of bat-like wings that give you a base fly speed based on your size with good maneuverability: (40 feet, if Small or smaller) or (60 feet, if Medium) or (80 feet, if Large or bigger). Meanwhile, the fly speed and maneuverability of any wings you already possess (if less), improve to match.
A number of slam attacks (minimum 1) equal to the number of arms and forelimbs you possess. This number includes any slam attacks you already possess. All of your slam attacks deal 1d6 base damage at Medium size, or they deal the base damage of any slam attacks you already possess (if greater).
Your natural weapons and unarmed strikes are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets.
During your turn as a free action, prior to using any natural weapon, you may designate any single type of natural weapon you possess as your primary natural weapon(s) until the start of your next turn.This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Impart Wounds: Whenever you deal hit point damage to a creature during your turn with any kind of melee attack, you may also attempt to transfer any amount of hit point damage you currently possess (lethal or nonlethal) no greater than half your effective binder level (rounded up), from yourself to that creature (Will negates). Powers and abilities any creature may have such as damage reduction and regeneration do not lessen or change this damage. The damage transferred by this ability has no type, so even if the recipient has immunity to the type of damage you originally took, the transfer occurs normally and deals lethal hit point damage to the recipient. Once you have used this ability, you cannot do so again for 5 rounds.
Off-Hand Aptitude: For every six effective binder levels you possess upon binding Adillin, you gain Two-Weapon Fighting or any other feat listing Two-Weapon Fighting as a prerequisite, provided you meet every prerequisite as if your Dexterity score were infinite. At the start of your turn, you may revise your choice of feats to gain from this ability.


Level: 3rd.
Binding Check DC: 22.
Legend: ....
Special Requirement: ....
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: ....
Channeled Cometblast: Starting during your turn, you may channel the power of this ability continuously as if casting a spell. You may then stop doing so at any point (no action required, even when its not your turn) to let that power fade harmlessly away or use it to produce and launch an icy comet with instantaneous effect. When launched, this comet travels in a straight line to explode at any spot you select within 400 feet + 40 feet for each effective binder level you possess.
Channel TimeStrike Dmg1Blast Dmg (per EBL)2Blast Area2
1 swift action1d41d4–15-ft-radius burst
1 standard action1d61d6–110-ft-radius burst
1 round2d41d620-ft-radius burst
2+ rounds2d61d6+140-ft-radius burst
If aimed as a ranged touch attack, any target struck directly by the icy comet suffers the strike damage listed for the time you spent channeling (bludgeoning damage) and is denied its saving throw against the comet's following blast. If the comet misses hitting your intended target directly, it simply detonates at the nearest corner of that target's space.
The effect of the blast is instantaneous and depends on the time you spent channeling. For each effective binder level you possess, the blast deals the listed damage to each creature and object in its area of effect (Reflex half). Half of the blast damage is slashing and piercing damage (rounded down), while the other half is cold damage (rounded up).
The full effect of this ability is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets.
Once you have used this ability, you cannot do so again for 5 rounds.
Chilling Rime: When you finish producing a magical or psionic effect that can deal cold damage, you may alter that effect so every creature that takes cold damage from it, is also entangled instantaneously for 1 round.
Frost Ward: As a free or immediate action, you and your possessions may gain a temporary immunity to cold damage. This effect lasts until it absorbs 3 points of cold damage for each effective binder level you possess, absorbing such damage after all your other defenses apply. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Intense Cryosurge: When you finish producing a magical or psionic effect that can deal cold damage, you may freely apply the benefit normally associated with the Piercing Cold feat (Fr 49) to that effect. Once you have used this ability, you cannot do so again for 5 rounds.
Summon Icy Water Elemental: You may summon a single water elemental as if using any summon nature's ally spell that a druid of your effective binder level would normally have access to. The water elemental summoned differs from a standard specimen according to the following table.
TypeCold Resistance1Base Speeds2Cold Dmg2
Small550 ft., swim 60 ft.+1d3
Medium1050 ft., swim 60 ft.+1d4
Large1550 ft., swim 60 ft.+2d4
Huge2060 ft., swim 90 ft.+2d6
Greater2560 ft., swim 90 ft.+2d6
Elder3060 ft., swim 90 ft.+2d6
Cold Resistance (Ex): An icy water elemental gains an amount of cold resistance according to its type.
Ice Shards (Ex): Due to the various ice shards suspended in its body, an icy water elemental in its true form deals bludgeoning, piercing and slashing damage with its slam attacks, unarmed strikes and Vortex ability. Those attack forms along with any other natural weapons the elemental might gain while in true form, also deal additional cold damage according to its size. While these ice shards also provide a water elemental with the traction needed to improve its base land speed by 30 feet, they reduce its base swim speed by the same amount. This ability replaces Water Mastery.
In addition, this water elemental's natural weapons, unarmed strikes and Vortex ability are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.



Level: 5th.
Binding Check DC: 27.
Legend: ....
Special Requirement: ....
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: ....
Cloaking Mantle: As a swift action, you may render yourself invisible for 1 round along with every willing ally for which you have line of effect, within a range of 50 feet + 5 feet for each effective binder level you possess. The effect of this ability extends to everything the affected subjects possess. This effect is inherent and not subject to the invisibility purge spell. While this effect lasts, affected subjects also gain Darkstalker (LoM 179) as a bonus feat. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Exposing Mark: Once per round as a free or immediate action, you may expose a single target creature within 400 feet + 40 feet for each effective binder level you possess. That creature must succeed at a Will save or glow with the light of a candle, denying them all the benefits of concealment based on darkness, blur, displacement, invisibility or similar effects. In addition, every form of damage reduction and energy resistance that creature may possess is reduced by half and rounded down. This effect lasts for 1 round. This effect ends instantly should you dismiss it as a free or immediate action. Using this ability to successfully affect any target, ends all other instances of its effect.
Moonfeather Owl: During your turn as a free action, you may summon a single owl (MM 227) for a number of rounds equal to your effective binder level. The summoned owl is considered your familiar (in addition to any others) as if you were a 1st-level sorcerer, minus the typical ability to Share Spells. This "moonfeather owl" gains the following: Superior Low-Light Vision (MM 205).
Darkvision out to 300 feet.
Its racial bonus to Spot checks applies at all times.
Damage Reduction 5/magic.
Resistance to acid 10, cold 10 and electricity 10.
An unmodified Charisma score equal to your own (minimum 10).
A base fly speed of 120 feet (good).
Blind-Fight and Run as bonus feats.
Moonphase Flight (Su): A moonfeather owl in its true form, does not provoke attacks of opportunity when flying within or out of a threatened area or into another creature's space.
Moonphase Vision (Su): A moonfeather owl can see invisible creatures and objects as if by means of see invisibility.
Moonphase Talons (Su): Whenever a moonfeather owl in its true form, successfully attacks an opponent using its talons (regardless of dealing any damage) that opponent must make a Will save or glow with the light of a candle for 1 round. During that time, the affected opponent is denied all the benefits of concealment based on darkness, blur, displacement, invisibility or similar effects. This save DC is Charisma-based.When summoned, this creature appears where you designate within 100 feet + 10 feet for each effective binder level you possess. This creature takes action instantly, on your turn. In addition, its natural weapons and unarmed strikes are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Reign of Stars: As a standard action, you may produce a whirling vortex of starry energy motes, to appear where you designate with line of effect and a range of 400 feet + 40 feet for each effective binder level you possess. This vortex affects a 40-ft-radius cylinder 60 feet high for 1 round, giving off light as a torch. For each effective binder level you possess, this effect deals 1d3–1 untyped energy damage to each of your opponents (Reflex half) in the area up to once each round, from the onset or upon entry. This damage results from raw magical energy and is therefore not subject to resistance or immunity. Meanwhile, you and your allies remain unharmed by this effect. Each creature that takes damage from this effect, must also make a Will save or be slowed down as if affected by the slow spell until this effect ends. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Resurgent Spark: As a standard action, you may offer one target creature within 50 feet + 5 feet for each effective binder level you possess, the chance to shed one ongoing effect currently upon them as if subjected to the resurgence spell (SpC 174). Once you have used this ability, you cannot do so again for 5 rounds.
Vital Wellspring: As a standard action, you may channel positive energy with instantaneous effect, into one target creature within 50 feet + 5 feet for each effective binder level you possess. A living target heals of an amount of damage equal to 1d4 + half your effective binder level (rounded down), while an undead target suffers a corresponding amount of damage (Will negates). Once you have used this ability, you cannot do so again for 5 rounds.



Level: 6th.
Binding Check DC: 29.
Legend: ....
Special Requirement: ....
Manifestation: Nyssalva appears as a lithe, athletic female elf with dark blue skin and platinum blonde hair, dressed in form fitting armor composed of dull purple-black leather, marked by bone white accents and edges. From under her burgundy hood, her eyes glow with a blood red radiance. She also carries a composite longbow both sturdy and elegant, whilst wearing a large quiver made to match and full of various arrows.
Sign: Your form takes on a color muted and insubstantial appearance.
Influence: ....
Granted Abilities: While bound to Nyssalva, you gain some access to her means as an archer, her essence as a banshee, and the service of other banshees.
Bowflexing Archery: You gain proficiency with all types of bows, including exotic ones. Any bow you wield, is also considered magical for the purpose of overcoming damage reduction and affecting incorporeal creatures. In addition, any bow you use adapts to match your Strength. This allows you to ignore any Strength modifier normally required to use that weapon without penalty, while also applying whatever Strength modifier you do have to damage rolls when actually using it.
Entropic Arrow: As a swift action, you may prime a single arrow you touch for 1 round. If this arrow successfully hits a target or is otherwise destroyed by any means during this time, it generates an instantaneous pulse as a 10-ft-radius burst, centered on the nearest corner of its current location. Any target struck directly by the primed arrow itself is denied a saving throw against that arrow's following pulse. For each effective binder level you possess, the pulse deals 1d4–1 untyped energy damage to each creature and object in the area (Reflex half). This damage results from raw entropic energy and is therefore not subject to resistance or immunity. The primed arrow itself and the full effect of this ability are considered magical for the purpose of overcoming damage reduction and affecting incorporeal creatures. Once you have used this ability, you cannot do so again for 5 rounds.
Entropic Interference: Whenever a creature takes entropic energy damage resulting from any ability this vestige grants, it must make a successful Will save or be affected by entropic interference for 1 round. During that time, they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. Affected creatures can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.
Obtain Arrow: As a swift action, you may call one arrow of any kind, to appear anywhere in your possession or space. Each arrow called using this ability, is a masterwork item matched to your normal size, made from your choice of adamantine, cold iron or alchemical silver. Each one instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round or should it be destroyed. Once you have used this ability, you cannot do so again for 5 rounds.
Phasing Form: As long as you show Nyssalva's sign, you become partially incorporeal. This partially incorporeal state does not allow you to pass through walls or other solid objects. Nonmagical physical attacks directed against you suffer a 50% miss chance. Most magical attacks, such as supernatural and spell-like abilities, spells, and magic weapons, suffer a 20% miss chance against you. Any attack or effect that normally goes unaffected by the incorporeal state of a given target, remains unaffected by the effect of this ability.
Summon Banshees: You may summon up to two cursed spirits (MH 60) as if using a summon undead spell (SpC 215). Each cursed spirit summoned by this ability, possesses the following traits and abilities: Racial hit dice equal to your effective binder level (maximum 25).
A fly speed of 10 feet for each racial hit die (perfect maneuverability).
A bonus to Dexterity and Charisma equal to half its racial hit dice (rounded up).
An immunity to cold damage.This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.



Level: 3rd.
Binding Check DC: 22.
Legend: ....
Special Requirement: ....
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: ....
Summon Blackrock Elemental: You may summon a single earth elemental as if using any summon nature's ally spell that a druid of your effective binder level would normally have access to. The earth elemental summoned differs from a standard specimen according to the following table.
TypeHardness1Rock Dmg2Range Inc.3
Small11d6 (Diminutive)90 ft.
Medium21d8 (Tiny)90 ft.
Large33d6 (Medium)180 ft.
Huge44d6 (Large)270 ft.
Greater54d6 (Large)270 ft.
Elder64d6 (Large)270 ft.
Hardness (Ex): A blackrock elemental in its true form gains an amount of hardness according to its type.
Produce Rock (Su): Once per round as a swift action, a blackrock elemental in its true form, may conjure a dense volcanic rock of any size it can throw using its Rock Throwing ability. This rock appears in the elemental's grasp, and disappears after 1 round.
Rock Throwing (Ex): In its true form, a blackrock elemental gains Brutal Throw (MM5 134) as a racial bonus feat, and may throw rocks at least two sizes smaller than itself, with a range increment based on the elemental's own size. A blackrock elemental with at least 2 slam attacks, may use this ability to throw rocks only one size smaller than itself. Every blackrock elemental uses both arms when throwing a rock with this ability, applying 1½ times its Strength bonus (if any) to the damage roll. This ability replaces Push.
Mineral Shards (Ex): Due to the various mineral shards embedded in its body, a blackrock elemental in its true form deals bludgeoning, piercing and slashing damage with its slam attacks and unarmed strikes. This ability replaces Earth Mastery.
In addition, this earth elemental's natural weapons and unarmed strikes are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Three Link Lightning: Starting during your turn, you may channel the power of this ability continuously as if casting a spell. You may then stop doing so at any point (no action required, even when its not your turn) to let that power fade harmlessly away or use it to discharge an instantaneous bolt of electricity into any single primary target creature or object within 400 feet + 40 feet for each effective binder level you possess. From the primary target, this bolt may arc into a designated secondary target within 200 feet + 20 feet for each effective binder level you possess. From the secondary target, this bolt may arc into a designated tertiary target within 100 feet + 10 feet for each effective binder level you possess. This bolt cannot be made to target the same creature or object more than once.
Channel TimePrimary Dmg1Secondary Dmg1Tertiary Dmg1
1 swift action1d4–11d3–11d2–1
1 standard action1d6–11d4–11d3–1
1 round1d61d6–11d4–1
2+ rounds1d6+11d61d6–1
For each effective binder level you possess, the bolt deals the listed amount of electricity damage to each target (Reflex half), according to the time you spent channeling.
Once you have used this ability, you cannot do so again for 5 rounds.
Windfury Assault: As a swift action, you may enable yourself to move and fight tempestuously until the end of your current turn. During that turn, you may gain up to (and no more than) one additional move action. During that same turn, you may also make one melee or ranged attack at your highest base attack bonus as a free action. Once you have used this ability, you cannot do so again for 5 rounds.



Level: 4th.
Binding Check DC: 24.
Legend: ....
Special Requirement: Rathas does not answer the summons of any binder with a good alignment.
Manifestation: Rathas appears as a tall, broad human male with long slack white hair and sickly pale skin. He wears a dark gray suit of full plate armor, complete with a crowned barbute helm, spiked pauldrons and vambraces, skull-faced girdle and greaves, and other components bearing few distinguishing characteristics. His eyes exude a glowing wisps cerulean blue energy, similar to those that course over the partially serrated broadsword he holds. This energy also exudes from the eye sockets of the ram-like skull on both sides of his sword's crossguard, and those of his skull-faced armor components. Meanwhile, an immaterial phantom wind can be heard, howling faintly as if from a distance while rustling his hair and causing his full-length tattered dark blue cloak to sway and flutter.
Sign: ....
Influence: ....
Granted Abilities: While bound to Rathas, you gain a small portion of his unholy power and influence over undeath.
Gray Ward: As a free or immediate action, you may gain a temporary immunity to damage caused by positive and negative energy. This effect lasts until it absorbs 3 points of positive and negative energy damage for each effective binder level you possess, absorbing such damage after all your other defenses apply. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Necrofrost Affliction: As a free or immediate action, you may afflict one target creature within 400 feet + 40 feet for each effective binder level you possess. For the next 5 rounds at the start of your turn, the affected target must succeed at a Will save or suffer 1d2-1 damage for each effective binder level you possess. The type of damage dealt, varies between cold and negative energy, using the type that proves most harmful to the affected target at that time. This effect ends instantly should you dismiss it as a free or immediate action. Using this ability to successfully affect any target, ends all other instances of its effect.
Necrotic Coil: As a swift or standard action, you may channel negative energy with instantaneous effect, into one target creature within 50 feet + 5 feet for each effective binder level you possess. A target that fails its Will save, gains 1 negative level. Meanwhile, an undead target gains 5 temporary hit points for 1 hour. Negative levels inflicted by this ability are never permanent, disappearing all at once from any creature that avoids gaining additional negative levels for a number of minutes equal to your effective binder level. When this ability is used as a standard action, a target that fails its save also suffers an additional amount of negative energy damage equal to 1d4 + half your effective binder level (rounded down), while an undead target instead heals a corresponding amount of damage. Once you have used this ability, you cannot do so again for 5 rounds.
Restless Legion: You may temporarily animate the corpses of the fallen as if using the animate legion spell (HoB 124). This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again for 5 rounds.
Undead Ally: You may target and attempt to command a single undead creature as if using the command undead spell. If a target makes a successful saving throw against this ability, it becomes immune to its effect for 1 hour. An affected target gains Damage Reduction 5/magic, while the manufactured weapons, natural weapons and unarmed strikes it possesses are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect has no maximum duration, but ends instantly should you dismiss it as a free or immediate action. Using this ability to successfully affect any target, ends all other instances of its effect. Once you have used this ability, you cannot do so again for 5 rounds.



Level: 5th.
Binding Check DC: 27.
Legend: ....
Special Requirement: ....
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: ....
Hammer Hurling: You gain Brutal Throw (MM5 134) as a bonus feat, as well as proficiency with light hammers and warhammers. Any light hammer or warhammer you wield, is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. In addition, you may throw light hammers with a range increment of 40 feet, and throw warhammers with a range increment of 20 feet.
Rapid Recovery: You gain Fast Healing 1, which stacks with any other forms of Fast Healing you possess. You lose this ability for 5 rounds following any event where you take hit point damage.
Stone Form: As a free or immediate action, you may infuse yourself with elemental earth. This effect lasts for 3 rounds, giving you the following benefits. Temporary hit points equal to your effective binder level.
A +3 bonus to your natural armor bonus. A creature without natural armor has an effective natural armor bonus of +0.
Damage Reduction 8/adamantine. Your natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.
Resistance to acid 5, cold 15, electricity 10, fire 10 and sonic 5. Each of these values stack with any other values of the same type you possess.
A 75% chance to negate any critical hit or precision-based attack scored against you, and thus roll the damage normally.
A +8 bonus on all Constitution checks and Fortitude saves against all effects, forces and events that only apply to creatures.
A +4 bonus to Strength.
A number of slam attacks (minimum 1) equal to the number of arms and forelimbs you possess. This number includes any slam attacks you already possess. All of your slam attacks deal 1d6 base damage at Medium size, or they deal the base damage of any slam attacks you already possess (if greater).
Your natural weapons and unarmed strikes are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets.
During your turn as a free action, prior to using any natural weapon, you may designate any single type of natural weapon you possess as your primary natural weapon(s) until the start of your next turn.This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Thunderous Sweep: As a standard action, you may make one melee attack at your full base attack bonus against each opponent within reach, up to a maximum number of opponents equal to half your effective binder level (rounded up). Each creature you successfully hit with one of these attacks, must make a Will save or become instantaneously entangled for 1 round. Once you have used this ability, you cannot do so again for 5 rounds.



Level: 3rd.
Binding Check DC: 22.
Legend: Tsaekhal was once a powerful elven archmage held in high esteem. Like most other elves of his nation, he was transformed by the destruction of their mana well by a vast undead invasion they barely managed to survive. Desperate to save his people from being consumed by the ravages of mana withdrawal, he eventually turned to binding demons and draining them as an alternative source of magical energy. Unfortunately, in their addiction-addled madness, he and his followers were corrupted by the energies they had siphoned, but were unable to properly refine. Before they could finish calling demons beyond their capacity to control, they were discovered and defeated through the cooperation of twenty-five intrepid champions charged with protecting nearby lands.
Special Requirement: None.
Manifestation: Tsaekhal appears as a tall, limber elf of pale skin and long straight blonde hair, dressed in full-length gold-trimmed crimson robes and cloak with a high collar, woven of resilient gossamer threads. His regal garments are coupled with stiff leather pauldrons and supple boots made to match. His eyes glow with with a green nether radiance, similar to the three energy spheres that hover over his head and each shoulder.
Sign: A trio of translucent green energy spheres about the size of your head, hover about your body.
Influence: Each round at the start of your turn, there is a 1% chance that you must allow Tsaekhal's vestige to feed upon all magical energy about you and in your possession for 1 round. During this time, you and all your possessions behave as if located inside an antimagic field.
Granted Abilities: While bound to Tsaekhal, you gain some of his prowess over fire and gravity.
Aquatic Pyromancer: Creatures partially or completely submerged do not gain cover or total cover from any magical or psionic effect you produce from outside the water. The surface does not block line of effect for any effect you produce, including those with the fire descriptor. Spells and effects you produce with the fire descriptor, function normally underwater.
Cautious Pyromancer: As you wish, you may exclude any amount of natural vegetation and ground cover, along with any number of targets you can see, from suffering fire damage normally dealt by any instantaneous area effect you produce that is of a magical or psionic nature.
Channeled Pyroblast: Starting during your turn, you may channel the power of this ability continuously as if casting a spell. You may then stop doing so at any point (no action required, even when its not your turn) to let that power fade harmlessly away or use it to produce and launch an fiery orb with instantaneous effect. When launched, this orb travels in a straight line to explode at any spot you select within 400 feet + 40 feet for each effective binder level you possess.
Channel TimeStrike Dmg1Blast Dmg (per EBL)2Blast Area2
1 swift action1d41d4–15-ft-radius burst
1 standard action1d61d6–110-ft-radius burst
1 round2d41d620-ft-radius burst
2+ rounds2d61d6+140-ft-radius burst
If aimed as a ranged touch attack, any target struck directly by the fiery orb suffers the strike damage listed for the time you spent channeling (fire damage) and is denied its saving throw against the orb's following blast. If the orb misses hitting your intended target directly, it simply detonates at the nearest corner of that target's space.
The effect of the blast is instantaneous and depends on the time you spent channeling. For each effective binder level you possess, the blast deals the listed fire damage to each creature and object in its area of effect (Reflex half).
The full effect of this ability is considered magical for the purpose of affecting incorporeal targets.
Once you have used this ability, you cannot do so again for 5 rounds.
Extinguish: You may produce a fire extinguishing effect as if using the quench spell. The effect of this ability has no limit based on its effective caster level, but deals no damage.
Gravity Flux: As a standard action, you may alter the pull of gravity on one target creature within 100 feet + 10 feet for each effective binder level you possess. That creature must succeed at a Will save or have itself and its possessions affected by existing gravity as if that gravity were Heavy Gravity (DMG 147), Normal Gravity or Light Gravity (DMG 168) for a number of rounds equal to your effective binder level. This effect ends instantly should you dismiss it as a free or immediate action. Using this ability to successfully affect any target, ends all other instances of its effect.
Intense Pyrosurge: When you finish producing a magical or psionic effect that can deal fire damage, you may freely apply the benefit normally associated with the Searing Spell feat (Sa 53) to that effect. Once you have used this ability, you cannot do so again for 5 rounds.
Summon Phoenix: You may summon a single fire elemental as if using any summon nature's ally spell that a druid of your effective binder level would normally have access to. The fire elemental summoned differs from a standard specimen according to the following table.
TypeBase SpeedsFeats
Small20 ft., fly 150 ft. (perfect)Flyby Attack, Improved InitiativeB, Weapon FinesseB
Medium20 ft., fly 200 ft. (perfect)Expeditious DodgeRW, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Large20 ft., fly 250 ft. (perfect)Combat Reflexes, Expeditious DodgeRW, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Huge30 ft., fly 300 ft. (perfect)Alertness, Combat Reflexes, Expeditious DodgeRW, Flyby Attack, Improved InitiativeB, Mobility, Run, Weapon FinesseB
Greater30 ft., fly 300 ft. (perfect)Alertness, Blind-Fight, Combat Reflexes, Expeditious DodgeRW, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Run, Weapon FinesseB
Elder30 ft., fly 300 ft. (perfect)Alertness, Blind-Fight, Combat Reflexes, Expeditious DodgeRW, Flyby Attack, Great Fortitude, Improved InitiativeB, Iron Will, Mobility, Power Attack, Run, Weapon FinesseB
In addition, this fire elemental's natural weapons and unarmed strikes are considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.



Level: 4th.
Binding Check DC: 24.
Legend: ....
Special Requirement: ....
Manifestation: ....
Sign: ....
Influence: ....
Granted Abilities: ....
Emerald Fury: As a standard action, you may produce a whirling vortex of shimmering green flames, to appear where you designate with line of effect and a range of 400 feet + 40 feet for each effective binder level you possess. This vortex affects a 40-ft-radius cylinder 60 feet high for 1 round, giving off light as a torch. For each effective binder level you possess, this effect deals 1d3–1 untyped energy damage to each of your opponents (Reflex half) in the area up to once each round, from the onset or upon entry. This damage results from raw magical energy and is therefore not subject to resistance or immunity. Meanwhile, you and your allies remain unharmed by this effect. Each creature that takes damage from this effect, is also affected as if by green faerie fire until this effect ends. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.
Regrowth: As a standard action, you may sow a seed of positive energy in one target creature within 50 feet + 5 feet for each effective binder level you possess. A living target instantly heals 1d4 points of damage, later healing 1 point of damage at the start of your turn each round, for a number of rounds equal to half your effective binder level (rounded down). Meanwhile, an undead target failing its Will save from the onset, suffers a corresponding amount of damage on the same schedule. Once you have used this ability, you cannot do so again for 5 rounds.
Tanglebriars: As a standard action, you may target and attempt to ensnare one creature within 100 feet + 10 feet for each effective binder level you possess. A tangled net of magic briars appears around that creature in an attempt to close about it. That creature must succeed at a Reflex save or suffer 1d2–1 piercing damage for each effective binder level you possess. A creature that fails its Reflex save, is also entangled by the net of briars for a number of rounds equal to your effective binder level. An airborne creature relying on wings to fly, falls freely while entangled by this effect. Whenever an entangled creature touches the ground or some other solid surface, the briars wrapped around it latch onto that surface and prevent it from leaving that location. As a full-round action, an entangled creature can attempt to escape these briars with a Strength check or Escape Artist check (DC 15 + half your effective binder level + your Charisma modifier). Each time an entangled target performs any physical action or attempts to escape, it automatically takes 1d2–1 piercing damage for each effective binder level you possess. Any briars an entangled target escapes, simply disappear. The full effect of this ability is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Using this ability to successfully affect any target, ends all other instances of its effect. Once you have used this ability, you cannot do so again for 5 rounds.
Twilight Interference: As a free or immediate action, you may disrupt all opponents for which you have line of effect, within a range of 50 feet + 5 feet for each effective binder level you possess. Each opponent subjected to this effect, must make a successful Will save or be affected by twilight interference for 1 round. During that time, they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. Affected creatures can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again until 5 rounds have passed since its most recent effect came to an end.

Andion Isurand
2015-10-04, 05:24 AM
[Reserved for Projected Content]

dragonjek
2015-10-04, 12:23 PM
You have way, way too many abilities per vestige. Any given vestige should give between 3-5 abilities, depending on how powerful each is, and some of those vestiges provide really good abilities.

Andion Isurand
2015-10-04, 06:38 PM
Yeah, I will have to try and find ways of splitting them up based on facets of their personas and abilities. I just included all the stuff I came up with to get it on record.

Some things about the pisonic starcraft vestiges and the powers they include, reflect how Starcraft races and beings in the game, operate in space and can talk to one another regardless of language, etc etc.

Other abilities are somewhat minor or utilitarian... like telepathy for all the protoss vestiges... or they are used to facilitate how the heavy weight abilities operate so they behave in ways that reflect certain aspects of game they come from... such as the ability to use fire effects underwater and preventing them from burning down any luxurious gardens and accommodations for which Kaelthas once had an affinity.

---------------------------------------------

To start the process of narrowing things down, I crossed out some abilities and altered the Gravity Flux ability (Kahltaes) so that it can only affect one target at a time.

Altered the abilities based on the Piercing Cold and Searing Fire feats, so they have a 5 round cooldown.

Revised most summoning abilities so they take 1 round to use, rather than a standard action.

PrismCat21
2015-10-05, 03:59 PM
The rough draft looks good. I'll be waiting to see the finished product. :)

Andion Isurand
2015-10-10, 06:43 AM
Bolt-Lash: You gain access to a single, indestructible whip composed of scintillating white psionic energy, with which you are always proficient. This "bolt-lash" gives off light as a torch, and bears the following traits and abilities:
As a free action, you may bring this bolt-lash to appear in one of your hands. When not in your grasp, it disappears to remain suppressed along with any spells and effects in place upon it, until you bring it to appear once more.
Despite lacking weight and mass, this bolt-lash is always considered a manufactured light melee weapon made for use in one hand and remains matched to your size at all times. Feats and abilities that normally apply to whips may apply to this bolt-lash as well.
Like a whip, this bolt-lash cannot be used to threaten the area into which it can make an attack.
Unlike a whip, attacks made using this bolt-lash do not provoke attacks of opportunity.
Attacks with this bolt-lash are melee touch attacks with a reach of 20 feet at Medium size, each dealing a base amount of untyped energy damage appropriate for a short sword of your size, to which your add your highest mental ability modifier. Strength does not apply to the damage dealt by this bolt-lash.
Attacks with this bolt-lash, ignore half of any hardness a target may have (rounded up). At your option, you may use this bolt-lash to deal nonlethal damage with no penalty on your attack roll.
In addition to the disarmingMiC and ghost touch special abilities, this bolt-lash gains an enhancement bonus on attack and damage rolls of +1 for every four effective binder levels you possess.The "bolt-lash" provided by this ability expires when your pact with Drasatas does. A given creature may only use one "bolt-lash" at a time, regardless of how many to which they have access.

Impart Essence: As a free or immediate action, you may target and channel your essence into another single willing creature within 50 feet + 5 feet for each effective binder level you possess. For every point of lethal damage you willingly and actually take upon yourself when using this ability, the affected target heals 1d2 points of damage. You may not take an amount of damage greater than your effective binder level or your remaining hit points – 1. Damage healed in excess of the target's full normal hit point total, are gained as temporary hit points that last for 1 minute. Once you have used this ability, you cannot do so again for 5 rounds.

Blood Bond: Once per round as a free or immediate action, you may target and form a mystic connection with one willing creature as if using the shield other spell, with an effective caster level equal to your effective binder level. This effect has no maximum duration, but ends should you dismiss it as a free or immediate action, should you and the affected target move out of range with one another, should you affect a new target with this ability or should your pact with Uther end.

Hammer : You may call up to one mystical light hammer or warhammer, made of adamantine and matched to your normal size, to appear anywhere in your possession or space. This light hammer gains abilities based upon your EBL.
EBLAdamantine Light Hammer or Warhammer Called
9 or less+1 ghost touch, throwing, returning, sizingMiC, windcutting1
10-11+2 ghost touch, throwing, returning, sizingMiC, windcutting1
12-13+3 ghost touch, throwing, returning, sizingMiC, windcutting1
14-15+3 ghost touch, throwing, distance, returning, sizingMiC, windcutting1
16-17+4 ghost touch, throwing, distance, returning, sizingMiC, windcutting1
18-19+4 ghost touch, throwing, distance, seeking, returning, sizingMiC, windcutting1
20++5 ghost touch, throwing, distance, seeking, returning, sizingMiC, windcutting1
Windcutting: This weapon is considered a "siege weapon" whenever wind speeds or effects would negatively impact any ranged attack it is used to make.
A lesser crystal of illuminationMiC remains attached inside this weapon. This augment crystal is considered part of the weapon itself, and can never be removed or replaced by another. When your effective binder level reaches at least 12th, this augment crystal becomes a greater crystal of illuminationMiC.
An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by this weapon or its augment crystal.
This weapon and its augment crystal both have an effective caster level equal to your effective binder level.
The weapon called instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession, or should it be destroyed. You may only call one weapon at a time with this ability.

Tangleseed: As a standard action, you may produce and launch a glowing seed with instantaneous effect. When launched, this seed travels in a straight line to explode at any spot you select within 100 feet + 10 feet for each effective binder level you possess. If aimed as a ranged touch attack, any target struck by the seed directly takes 1d4 bludgeoning damage, and is denied a saving throw against that seed's following explosion. If the seed misses its intended target, it simply erupts at the nearest corner of that target's space. When the seed explodes, it expels a tangled web of magical thorny vines within an instantaneous 20-ft-radius burst. For each effective binder level you possess, the explosion deals 1d3–1 piercing damage to each creature and object in its area of effect (Reflex half). Every target that fails its save is also entangled in the thorny vines for a number of rounds equal to your effective binder level. Any airborne creatures relying on wings to fly, fall freely while entangled by this effect. Whenever an entangled target touches the ground or some other solid surface, the creeping vines wrapped around it latch onto that surface and prevent that target from leaving that location. As a full-round action, an entangled creature can attempt to escape these vines with a Strength check or Escape Artist check (DC 15 + half your effective binder level + your Charisma modifier). Each round during its turn, an entangled target that attempts to move or escape automatically takes 1d2–1 piercing damage for each effective binder level you possess. Any vines an entangled target escapes, simply disappear. The full effect of this ability is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again for 5 rounds.


Influence: Whenever you are subjected to a harmless magical or psionic effect that targets you or is capable of affecting incorporeal creatures from the material plane, there is a 10% chance that you must allow Tsaekhal's vestige to feed upon that effect, thereby preventing it from affecting you.
Flash Fire: When producing any magical or psionic effect that can deal fire damage, you may alter that effect so every creature that takes fire damage from it, is also dazzled instantaneously for a number of rounds equal to your effective binder level.

Summon Boneguard: Once per round during your turn as a free action, you may summon one human warrior skeleton (MM 226) as if using a summon undead spell (SpC 215). This effect has an effective caster level equal to your effective binder level, while the skeleton it summons comes with racial hit dice equal to your effective binder level. This skeleton appears wearing masterwork studded leather armor along with additional equipment from one of the following options. +1 steel longsword with a masterwork heavy steel shield.
+1 steel morningstar with a masterwork heavy steel shield.
+1 steel longspear.
+1 longbow with 5 steel arrows for each effective binder level you possess.Each instance of this effect ends instantly should you dismiss it as a free or immediate action, or should your pact with Rathas end. This ability can only be used to maintain a maximum of four skeletons at any one time.

Rebuke Undead: You may rebuke undead a number of times during your pact with Rathas, equal to 6 + your Charisma modifier, as if you were a cleric with an effective class level equal to your effective binder level. While this ability replaces any other ability you have to turn or rebuke undead, the effective cleric level you gain from it, stacks with all other class levels that normally advance such a class feature.

Mineral Geyser: As a standard action, you may expel an instantaneous line of corrosive steam out to a distance you designate, within a maximum range of 100 feet + 10 feet for each effective binder level you possess. You may choose how far this line ultimately extends. For each effective binder level you possess, this effect deals 1d4-1 damage to each creature and object in the area (Reflex half). Half of this damage is acid damage (rounded down), while the other half is fire damage (rounded up). The full effect of this ability is considered magical for the purpose of affecting incorporeal targets. Once you have used this ability, you cannot do so again for 5 rounds.

Mineral Vortex: As a standard action, you may produce a whirling vortex of scouring grit and corrosive salts, to appear where you designate with line of effect and a range of 400 feet + 40 feet for each effective binder level you possess. This vortex affects a 30-ft-radius cylinder 40 feet high for 1 round, obscuring all sight, including darkvision, beyond 5 feet. Through this vortex, creatures within 5 feet have concealment, while those farther away have total concealment. Unprotected, nonmagical flames in the area are automatically extinguished, with a 50% chance that protected flames will be snuffed. For each effective binder level you possess, this effect deals 1d4–1 damage to each creature and object (Reflex half) in the area up to once each round, from the onset or upon entry. Half of this damage is slashing and piercing damage (rounded down), while the other half is acid damage (rounded up). The full effect of this ability is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. Once you have used this ability, you cannot do so again for 5 rounds.