Zaydos
2015-11-14, 11:49 AM
Goetic Knight
Fluff is still WiP because this is primarily a work in progress at the moment. Conceptually a Goetic Knight is a soulbinder who instead of binding vestiges into their own soul, binds them into various tools and weapons. The current is a sort of proof of concept mock up which is theoretically playable to Lv 20, but currently only has 1 vestige of each level above 3rd. Now that's not as bad as it could be with how Intense and Deep Binds work giving you more options for lower level vestiges as you level, but the class still obviously needs work.
So the question to you, dear playgrounders and brewers is should I continue? Does this look like a good path? Or is this a flawed concept at its roots?
HD Type: d10.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex)
Skill points per Level 4 + Int modifier (x4 at 1st level)
GOETIC KNIGHT
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Highest Level Vestige
# of Active Binds
# of Passive Binds
1st
+1
+2
+0
+2
Tool Pact
1st
1
1
2nd
+2
+3
+0
+3
Passive Binds
1st
1
1
3rd
+3
+3
+1
+3
Bonus Feat
2nd
1
1
4th
+4
+4
+1
+4
Call Object
2nd
1
2
5th
+5
+4
+1
+4
-
3rd
2
1
6th
+6/+1
+5
+2
+5
-
3rd
2
2
7th
+7/+2
+5
+2
+5
Summon Object
4th
2
2
8th
+8/+3
+6
+2
+6
Intense Bind
4th
2
3
9th
+9/+4
+6
+3
+6
Bonus Feat
4th
2
3
10th
+10/+5
+7
+3
+7
-
5th
3
3
11th
+11/+6/+1
+7
+3
+7
Observe Object
5th
3
3
12th
+12/+7/+2
+8
+4
+8
-
6th
3
4
13th
+13/+8/+3
+8
+4
+8
Bonus Feat
6th
3
4
14th
+14/+9/+4
+9
+4
+9
2nd Intense Bind
6th
3
5
15th
+15/+10/+5
+9
+5
+9
Item Warp
7th
4
4
16th
+16/+11/+6/+1
+10
+5
+10
Deep Bind
7th
4
5
17th
+17/+12/+7/+2
+10
+5
+10
Summon Carrier
8th
4
5
18th
+18/+13/+8/+3
+11
+6
+11
Intense Tool Binding
8th
4
6
19th
+19/+14/+9/+4
+11
+6
+11
Bonus Feat
8th
4
6
20th
+20/+15/+10/+5
+12
+6
+12
Additional Amulet Pact
8th (9th)
5
6
Weapon and Armor Proficiencies: A goetic knight is proficient in all simple weapons, martial melee weapons, and light, medium, and heavy armor as well as shields (except tower shields).
Tool Pact (Su): A goetic knight is able to bind vestiges, much like a binder except they bind vestiges into various objects. This functions like a binder binding a vestige except as listed below.
You use your effective goetic knight level to determine the highest level vestige you can bind, as well as the number of vestiges you may bind. Unlike for a binder there are various types of pact that can be made. Each vestige has limitations as to which type of tool it can be bound to, either a weapon pact, armor pact, shield pact, cloak pact, or amulet pact. Weapon pacts are bound in weapons, some vestiges restrict which types of weapons further, and you may have any number of active weapon pacts but any effects which affect your attacks only apply to attacks made with that weapon, and any benefits only apply when wielding that weapon. Armor pacts function similarly except are in armor instead of weapons and only apply when wearing the bound armor, any benefits which apply to your armor bonus to AC or affect your armor only affect that granted by the bound armor. Shield pacts are the same but in shields, any benefits which apply to your shield bonus or affect your shield only affect that granted by the bound shield. Cloak pacts are the same but apply to items worn in the cloak magic item slot, if two cloaks are worn with pacts they both cease to grant benefits like if two magical cloaks are worn. Amulet pacts can be any of a variety of trinkets and jewelry, and you may benefit from multiple amulet pacts at once however you may only have one active amulet pact at a time unless a magic item, feat, or class feature allows an additional pact. If a goetic knight has any active pacts of a certain type and is wearing or wielding the item they gain an additional benefit unrelated to the specific vestige as listed on the table below. The benefits granted by the pact are only granted to the goetic knight which made the pact. A goetic knight must wear or hold the object which is to have the vestige bound into it during the pact making procedure.
In addition a goetic knight learns to make subdued pacts where the energy is constrained, called passive pacts. A goetic knight can maintain a certain number of active pacts and a certain number of passive pacts based upon their level. A passive pact has no effect except in conjunction with certain feats and class features. However as a full round action a goetic knight may make any number of active pacts passive and any number of passive pacts active as long as they remain within the limit of how many active and passive pacts they may maintain.
Goetic knight pacts also fall into three levels of intensity. Typically most pacts are Basic Pacts, which only manifest within the bound item. These pacts lack any influence or sign, and a goetic knight may ignore any special requirements (but not Tool Requirements) of the vestige. Goetic knights may learn to form more powerful pacts, gaining Intense Pacts as they level. Intense pacts are more powerful pacts which bleed out of the object to potentially influence the goetic knight if they formed a bad pact. You must be able to bind vestiges of at least 2 levels higher than the bound vestige to create an intense pact with it (for this purpose a goetic knight is considered to gain 9th level vestiges at 20th level and 10th level vestiges at 22nd). Intense pacts cannot be suppressed into passive pacts (unless you have the Intense Tool Binding class feature) and grant additional bonuses unrelated to the specific vestige (as shown below). Any item with an intense pact in it gains a +4 bonus to all saving throws and a +10 bonus to its hardness. A goetic knight may also eventually learn to form a Deep Pact. These pacts show signs as normal for binding a vestige (and a goetic knight cannot suppress them unless they have suppress sign from another source), and you must be able to bind vestiges at least 4 levels higher to create a Deep Pact. A goetic knight only gains the ability to form one deep pact at a time and it is considered one of their intense pacts, even with Intense Tool Binding a deep pact cannot be rendered passive. A deep pact grants all benefits of an intense pact as well as those listed for a deep pact including additional benefits based on type of tool. Any item with a deep pact in it automatically succeeds on all saving throws and adds your tool binding level to its hardness.
Tool Pact Basic Pact Intense Pact Deep Pact
Weapon Pact+1 to hit and damage, overcome DR as magicMay use when grappling (or swallowed) at no penalty if light or -4 otherwise, and cannot be disarmed.When the weapon is drawn you may make attack and full attack actions with it when dazed, stunned, or paralyzed, though you may not move (even if you can move during a full attack). You are not helpless when paralyzed although you lose your Dexterity bonus to AC and attackers gain a +2 to hit you as if you were stunned.
Armor Pact+1 to armor bonus of armor and +1 to Fort saves when wornYou gain DR 2/- and are not slowed by the armor even if it is medium or heavy.Ignore armor check penalty and max Dex to AC of the bound armor, DR increases to 5/-
Shield Pact+1 to shield bonus of shield and +1 to Reflex saves when worn (not animate).You may apply your shield bonus to AC to your touch AC and to opposed checks to resist bull rush or trip as long as shield is worn (not animate).You may apply your shield bonus to Reflex saves and if you succeed on a Reflex save for halve by 10 or more you take no effect, both advantages only apply as long as shield is worn (not animate).
Amulet Pact+1 to Will saves and +2 to Listen, Search, and Spot checks.You gain Slippery Mind as the rogue special ability while the bound item is worn (http://www.d20srd.org/srd/classes/rogue.htm).You gain immunity to compulsion and charm while the Amulet is worn.
Cloak Pact+1 to all saving throws.Acid, cold, electricity, fire, and sonic resistance 10.You may re-roll any save you make as an immediate action taking the better of two results
A Goetic Knight may form 1 active bind at 1st level + 1 per 5 levels.
Item Binds and Feats: Item binding qualifies as soul binding for the purposes of feats. Expel Vestige can be used to end a pact whether Basic, Intense, or Deep. Improved Binding applies to vestiges placed into items via item pacts the same as those bound normally, and a multiclass Binder/Goetic Knight applies it equally to vestiges bound in both fasions.
Passive Binds (Su): At 2nd level a Goetic Knight gains the ability to form passive binds. They may have a total number of active and passive binds equal to 1 + ½ their tool binding level. The table shows how many passive binds a Goetic Knight may have while maintaining their maximum number of active binds; if a Goetic Knight can form more active binds than this value (due to PrCs) then they use that number to determine their maximum total active and passive binds.
Bonus Feat: At 3rd level, 9th level, 13th level, and 19th level a Goetic Knight gains a Fighter bonus feat.
Call Object (Su): At 4th level a Goetic Knight gains the ability to call an object in which the goetic knight has placed a pact within 400 ft to the Goetic Knight’s hand as a move action. If that object is attended the attendee may make a Fort save (DC 10 + ½ Goetic Knight level + Cha modifier) to hold onto the object as it flies to Goetic Knight. The Goetic Knight must have line of effect to the object.
Summon Object (Su): At 7th level a Goetic Knight gains the ability to call an object in which the goetic knight has placed a pact as a move action. This teleports that object to the goetic knight from any distance and even across planes, and if possible onto the goetic knight’s body if a worn item or into their hand if a weapon. If the object is attended the attendee may make a Will save (DC 10 + ½ Goetic Knight level + Cha modifier) to prevent the object from teleporting.
Intense Bind: Beginning at 8th level a Goetic Knight may form an intense bind. They may only have one intense bind at a time and it may not be rendered a passive bind. At 14th level a Goetic Knight may form a second intense bind.
Observe Object (Su): At 11th level a Goetic Knight gains the ability to scry upon any object that bears one of your tool pacts as a standard action at-will. It requires a standard action each round to maintain the vision.
Item Warp (Su): At 15th level a Goetic Knight gains the ability to teleport to any object that bears one of your tool pacts as a standard action a number of times per day equal to 1 + your Charisma modifier if positive. This teleport is unerring (like Greater Teleport) and can cross planar boundaries; remember however a pact ends 24 hours after making it and the item to be bound must be in your possession while making the pact.
Deep Bind: At 16th level a Goetic Knight gains the ability to form a singular deep bind. This deep bind takes one of their intense bind slots and is also an intense bind. Even if you have Intense Tool Binding (see below) a Deep Bind cannot be made into a passive bind. A deep bind has additional effects based upon the vestige (listed under deep bind in the vestige entry), type of tool bind it is (see table above), and certain general ones (described under Tool Pact).
Summon Carrier (Su): At 17th level a Goetic Knight may choose to bring along any creature attending one of its bound tools when they use Summon Tool. If the creature is unwilling it may either attempt to stop it from being summoned or itself and the tool with the same Will save it would normally stop the tool from being summoned with. If a creature successfully saves against this effect they may not be brought along with that tool for 24 hours, however the Goetic Knight may continue to try and summon it without bringing the creature along or may attempt to summon the creature through another tool if they are carrying multiple.
Intense Tool Binding (Su): At 18th level a Goetic Knight’s mastery has progressed to the point where they are able to form any number of Intense Binds and may suppress them to passive binds as if they were Basic Binds. This has no effect on Deep Binds.
If a Goetic Knight suppresses the bind of a vestige with which they made a bad pact as part of an Intense Bind they will suffer the penalty for breaking its influence if they do so while the pact is passive but only the first time.
Additional Amulet Pact: At 20th level a Goetic Knight gains the ability to form an extra amulet pact, allowing them to form 2 unless an item or feat allows for additional ones. [color=blue]Note this isn’t really a capstone. The capstone is the 5th active vestige, and ability to Intensify 7th level pacts, 8th with Improved Pact Binding, and Deep Bind 5th/6th level vestiges. This is just an ability that would otherwise become a feat tax if you wanted to two
Fluff is still WiP because this is primarily a work in progress at the moment. Conceptually a Goetic Knight is a soulbinder who instead of binding vestiges into their own soul, binds them into various tools and weapons. The current is a sort of proof of concept mock up which is theoretically playable to Lv 20, but currently only has 1 vestige of each level above 3rd. Now that's not as bad as it could be with how Intense and Deep Binds work giving you more options for lower level vestiges as you level, but the class still obviously needs work.
So the question to you, dear playgrounders and brewers is should I continue? Does this look like a good path? Or is this a flawed concept at its roots?
HD Type: d10.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex)
Skill points per Level 4 + Int modifier (x4 at 1st level)
GOETIC KNIGHT
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Highest Level Vestige
# of Active Binds
# of Passive Binds
1st
+1
+2
+0
+2
Tool Pact
1st
1
1
2nd
+2
+3
+0
+3
Passive Binds
1st
1
1
3rd
+3
+3
+1
+3
Bonus Feat
2nd
1
1
4th
+4
+4
+1
+4
Call Object
2nd
1
2
5th
+5
+4
+1
+4
-
3rd
2
1
6th
+6/+1
+5
+2
+5
-
3rd
2
2
7th
+7/+2
+5
+2
+5
Summon Object
4th
2
2
8th
+8/+3
+6
+2
+6
Intense Bind
4th
2
3
9th
+9/+4
+6
+3
+6
Bonus Feat
4th
2
3
10th
+10/+5
+7
+3
+7
-
5th
3
3
11th
+11/+6/+1
+7
+3
+7
Observe Object
5th
3
3
12th
+12/+7/+2
+8
+4
+8
-
6th
3
4
13th
+13/+8/+3
+8
+4
+8
Bonus Feat
6th
3
4
14th
+14/+9/+4
+9
+4
+9
2nd Intense Bind
6th
3
5
15th
+15/+10/+5
+9
+5
+9
Item Warp
7th
4
4
16th
+16/+11/+6/+1
+10
+5
+10
Deep Bind
7th
4
5
17th
+17/+12/+7/+2
+10
+5
+10
Summon Carrier
8th
4
5
18th
+18/+13/+8/+3
+11
+6
+11
Intense Tool Binding
8th
4
6
19th
+19/+14/+9/+4
+11
+6
+11
Bonus Feat
8th
4
6
20th
+20/+15/+10/+5
+12
+6
+12
Additional Amulet Pact
8th (9th)
5
6
Weapon and Armor Proficiencies: A goetic knight is proficient in all simple weapons, martial melee weapons, and light, medium, and heavy armor as well as shields (except tower shields).
Tool Pact (Su): A goetic knight is able to bind vestiges, much like a binder except they bind vestiges into various objects. This functions like a binder binding a vestige except as listed below.
You use your effective goetic knight level to determine the highest level vestige you can bind, as well as the number of vestiges you may bind. Unlike for a binder there are various types of pact that can be made. Each vestige has limitations as to which type of tool it can be bound to, either a weapon pact, armor pact, shield pact, cloak pact, or amulet pact. Weapon pacts are bound in weapons, some vestiges restrict which types of weapons further, and you may have any number of active weapon pacts but any effects which affect your attacks only apply to attacks made with that weapon, and any benefits only apply when wielding that weapon. Armor pacts function similarly except are in armor instead of weapons and only apply when wearing the bound armor, any benefits which apply to your armor bonus to AC or affect your armor only affect that granted by the bound armor. Shield pacts are the same but in shields, any benefits which apply to your shield bonus or affect your shield only affect that granted by the bound shield. Cloak pacts are the same but apply to items worn in the cloak magic item slot, if two cloaks are worn with pacts they both cease to grant benefits like if two magical cloaks are worn. Amulet pacts can be any of a variety of trinkets and jewelry, and you may benefit from multiple amulet pacts at once however you may only have one active amulet pact at a time unless a magic item, feat, or class feature allows an additional pact. If a goetic knight has any active pacts of a certain type and is wearing or wielding the item they gain an additional benefit unrelated to the specific vestige as listed on the table below. The benefits granted by the pact are only granted to the goetic knight which made the pact. A goetic knight must wear or hold the object which is to have the vestige bound into it during the pact making procedure.
In addition a goetic knight learns to make subdued pacts where the energy is constrained, called passive pacts. A goetic knight can maintain a certain number of active pacts and a certain number of passive pacts based upon their level. A passive pact has no effect except in conjunction with certain feats and class features. However as a full round action a goetic knight may make any number of active pacts passive and any number of passive pacts active as long as they remain within the limit of how many active and passive pacts they may maintain.
Goetic knight pacts also fall into three levels of intensity. Typically most pacts are Basic Pacts, which only manifest within the bound item. These pacts lack any influence or sign, and a goetic knight may ignore any special requirements (but not Tool Requirements) of the vestige. Goetic knights may learn to form more powerful pacts, gaining Intense Pacts as they level. Intense pacts are more powerful pacts which bleed out of the object to potentially influence the goetic knight if they formed a bad pact. You must be able to bind vestiges of at least 2 levels higher than the bound vestige to create an intense pact with it (for this purpose a goetic knight is considered to gain 9th level vestiges at 20th level and 10th level vestiges at 22nd). Intense pacts cannot be suppressed into passive pacts (unless you have the Intense Tool Binding class feature) and grant additional bonuses unrelated to the specific vestige (as shown below). Any item with an intense pact in it gains a +4 bonus to all saving throws and a +10 bonus to its hardness. A goetic knight may also eventually learn to form a Deep Pact. These pacts show signs as normal for binding a vestige (and a goetic knight cannot suppress them unless they have suppress sign from another source), and you must be able to bind vestiges at least 4 levels higher to create a Deep Pact. A goetic knight only gains the ability to form one deep pact at a time and it is considered one of their intense pacts, even with Intense Tool Binding a deep pact cannot be rendered passive. A deep pact grants all benefits of an intense pact as well as those listed for a deep pact including additional benefits based on type of tool. Any item with a deep pact in it automatically succeeds on all saving throws and adds your tool binding level to its hardness.
Tool Pact Basic Pact Intense Pact Deep Pact
Weapon Pact+1 to hit and damage, overcome DR as magicMay use when grappling (or swallowed) at no penalty if light or -4 otherwise, and cannot be disarmed.When the weapon is drawn you may make attack and full attack actions with it when dazed, stunned, or paralyzed, though you may not move (even if you can move during a full attack). You are not helpless when paralyzed although you lose your Dexterity bonus to AC and attackers gain a +2 to hit you as if you were stunned.
Armor Pact+1 to armor bonus of armor and +1 to Fort saves when wornYou gain DR 2/- and are not slowed by the armor even if it is medium or heavy.Ignore armor check penalty and max Dex to AC of the bound armor, DR increases to 5/-
Shield Pact+1 to shield bonus of shield and +1 to Reflex saves when worn (not animate).You may apply your shield bonus to AC to your touch AC and to opposed checks to resist bull rush or trip as long as shield is worn (not animate).You may apply your shield bonus to Reflex saves and if you succeed on a Reflex save for halve by 10 or more you take no effect, both advantages only apply as long as shield is worn (not animate).
Amulet Pact+1 to Will saves and +2 to Listen, Search, and Spot checks.You gain Slippery Mind as the rogue special ability while the bound item is worn (http://www.d20srd.org/srd/classes/rogue.htm).You gain immunity to compulsion and charm while the Amulet is worn.
Cloak Pact+1 to all saving throws.Acid, cold, electricity, fire, and sonic resistance 10.You may re-roll any save you make as an immediate action taking the better of two results
A Goetic Knight may form 1 active bind at 1st level + 1 per 5 levels.
Item Binds and Feats: Item binding qualifies as soul binding for the purposes of feats. Expel Vestige can be used to end a pact whether Basic, Intense, or Deep. Improved Binding applies to vestiges placed into items via item pacts the same as those bound normally, and a multiclass Binder/Goetic Knight applies it equally to vestiges bound in both fasions.
Passive Binds (Su): At 2nd level a Goetic Knight gains the ability to form passive binds. They may have a total number of active and passive binds equal to 1 + ½ their tool binding level. The table shows how many passive binds a Goetic Knight may have while maintaining their maximum number of active binds; if a Goetic Knight can form more active binds than this value (due to PrCs) then they use that number to determine their maximum total active and passive binds.
Bonus Feat: At 3rd level, 9th level, 13th level, and 19th level a Goetic Knight gains a Fighter bonus feat.
Call Object (Su): At 4th level a Goetic Knight gains the ability to call an object in which the goetic knight has placed a pact within 400 ft to the Goetic Knight’s hand as a move action. If that object is attended the attendee may make a Fort save (DC 10 + ½ Goetic Knight level + Cha modifier) to hold onto the object as it flies to Goetic Knight. The Goetic Knight must have line of effect to the object.
Summon Object (Su): At 7th level a Goetic Knight gains the ability to call an object in which the goetic knight has placed a pact as a move action. This teleports that object to the goetic knight from any distance and even across planes, and if possible onto the goetic knight’s body if a worn item or into their hand if a weapon. If the object is attended the attendee may make a Will save (DC 10 + ½ Goetic Knight level + Cha modifier) to prevent the object from teleporting.
Intense Bind: Beginning at 8th level a Goetic Knight may form an intense bind. They may only have one intense bind at a time and it may not be rendered a passive bind. At 14th level a Goetic Knight may form a second intense bind.
Observe Object (Su): At 11th level a Goetic Knight gains the ability to scry upon any object that bears one of your tool pacts as a standard action at-will. It requires a standard action each round to maintain the vision.
Item Warp (Su): At 15th level a Goetic Knight gains the ability to teleport to any object that bears one of your tool pacts as a standard action a number of times per day equal to 1 + your Charisma modifier if positive. This teleport is unerring (like Greater Teleport) and can cross planar boundaries; remember however a pact ends 24 hours after making it and the item to be bound must be in your possession while making the pact.
Deep Bind: At 16th level a Goetic Knight gains the ability to form a singular deep bind. This deep bind takes one of their intense bind slots and is also an intense bind. Even if you have Intense Tool Binding (see below) a Deep Bind cannot be made into a passive bind. A deep bind has additional effects based upon the vestige (listed under deep bind in the vestige entry), type of tool bind it is (see table above), and certain general ones (described under Tool Pact).
Summon Carrier (Su): At 17th level a Goetic Knight may choose to bring along any creature attending one of its bound tools when they use Summon Tool. If the creature is unwilling it may either attempt to stop it from being summoned or itself and the tool with the same Will save it would normally stop the tool from being summoned with. If a creature successfully saves against this effect they may not be brought along with that tool for 24 hours, however the Goetic Knight may continue to try and summon it without bringing the creature along or may attempt to summon the creature through another tool if they are carrying multiple.
Intense Tool Binding (Su): At 18th level a Goetic Knight’s mastery has progressed to the point where they are able to form any number of Intense Binds and may suppress them to passive binds as if they were Basic Binds. This has no effect on Deep Binds.
If a Goetic Knight suppresses the bind of a vestige with which they made a bad pact as part of an Intense Bind they will suffer the penalty for breaking its influence if they do so while the pact is passive but only the first time.
Additional Amulet Pact: At 20th level a Goetic Knight gains the ability to form an extra amulet pact, allowing them to form 2 unless an item or feat allows for additional ones. [color=blue]Note this isn’t really a capstone. The capstone is the 5th active vestige, and ability to Intensify 7th level pacts, 8th with Improved Pact Binding, and Deep Bind 5th/6th level vestiges. This is just an ability that would otherwise become a feat tax if you wanted to two