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View Full Version : D&D 3.x Class Goetic Knight (WiP, Proof of Concept, New Pact Magic Base Class)



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

Zaydos
2015-11-14, 11:58 AM
Vestiges

Reading the Entries: Almost everything about vestiges from Tome of Magic carry over, same lore, same levels, same DCs, same signs (for Deep Binds), same Influences (for Intense and Deep Binds), same Special Requirements (for Intense and Deep Binds). However the granted powers differ. Each vestige will be presented in the format below

Name (Bind type*)
Tool Requirement: Only appearing if a specific quality is required in the tool beyond its general category.
Basic Bind: Ability/abilities granted by Basic Bind.
Intense Bind: Ability/abilities granted by Intense Bind
Deep Bind: Ability/abilities granted by Deep Bind (6th level and lower vestiges only)

*Type as in Amulet/Armor/Cloak/Shield/Weapon.


Tome of Magic Vestiges (alphabetically by level)

Amon (Weapon Bind)
Basic Bind: +1d6 fire damage + ½ tool binding level.
Intense Bind: You gain the ability to blind enemies with a melee attack. As a swift action you can charge your next melee attack with this ability. Lasts 1 round/4 tool binding levels, Fort negates. Once used 5 round reset.
Deep Bind: +3d6 fire damage. Ignore DR of Outsiders and +2d6 damage against outsiders.

Aym (Armor Bind)
Special Requirement: Medium or heavier armor.
Basic Bind: You radiate damaging heat. Any creature which starts or ends its turn within 5 ft of you takes 1d6 fire damage + 1 per 2 tool binding levels.
Intense Bind: Whenever a creature strikes you in melee they must make a Reflex save or their weapon shatters. Natural weapons are unaffected. Magic weapons do not shatter but have their magic properties suppressed for 1 minute and each failed save during that period inflicts damage to them equal to 1/3rd their maximum health.
Deep Bind: As a standard action you may teleport any item you can see into your hand. A Will save (on the part of the item’s carrier or itself if it is magic) negates this effect. Once you have used this ability you must wait 5 rounds before using it again.

Leraje (Weapon Bind)
Special Requirement: Ranged weapon only.
Basic Bind: You gain Precise Shot as a bonus feat. In addition you add 1d6 + ½ your tool binding level precision damage within 30 ft.
Intense Bind: You ignore all range penalties.
Deep Bind: You gain Improved Precise Shot as a bonus feat, and the bonus damage from the basic bind is no longer limited in range or considered precision damage.

Naberius (Amulet Bind)
Basic Bind: Select a number of skills equal to your Constitution modifier (minimum 1) plus 1 per tool binding level beyond 1st. You gain a +3 bonus to each of the selected skills and may make checks with them untrained.
Intense Bind: You may take 10 on the selected skills even if you are threatened or rushed (this does not allow you to take 10 with a skill that you normally could not such as Use Magic Device).
Deep Bind: You gain the Least Exaggerated Skill in each skill you selected with the Basic Bind, and the bonus from the Basic Bind increases to +6.

Ronove (Weapon Bind)
Special Requirement: Melee weapon only.
Basic Bind: By taking a -2 penalty to all attacks as part of a full attack action you may make an additional attack with the bound weapon. In addition it overcomes DR as if magic and cold iron.
Intense Bind: You are able to make attacks as part of a full attack with the bound weapon out to 5 ft beyond your reach per 3 tool binding levels. Once you use this ability you must wait 5 rounds before using it again.
Deep Bind: You suffer no penalty to attack rolls when taking advantage of the Basic Bind ability and may make a second additional attack with the bound weapon at -5 (only to that attack).

Dahvler-Nar (Shield Bind)
Basic Bind: Whenever a creature deals damage to you they receive 1 point of damage per 3 they dealt to you.
Intense Bind: You gain a +4 bonus to Wisdom. As an immediate action when you succeed at a Will save against a mind-affecting effect you may redirect it upon the original source as if you were the source (use the same DC that you saved against), the prevents you from taking any effect which would be applied upon a successful save as if you had Mettle. Once you use this ability you must wait 5 rounds before using it again.
Deep Bind: You may gain the powers and benefits of a 5th level or lower vestige as if it were bound. You may change which vestige you gain the powers of by spending 5 minutes in concentration.

Haagenti (Weapon Bind)
Special Requirement: Melee weapon only.
Basic Bind: +1d6 cold damage + ½ tool binding level, and you deal that much fire damage against creatures with the cold subtype.
Intense Bind: You may smite creatures with higher Charisma than yourself and/or giants as a paladin smites evil. You add your Constitution modifier to hit and your tool binding level to damage. Once you’ve used this ability you must wait 5 rounds before using it again.
Deep Bind: Whenever you strike a creature you deal 2 points of Charisma damage.

Malphas (Weapon Bind)
Basic Bind: You gain Sudden Strike +1d6 +1d6/3 tool binding levels (with bound weapon only).
Intense Bind: As a swift action you can create a dose of poison upon the bound blade which deals 1d6 Dex damage initial and secondary. This poison vanishes after 5 rounds and you have no chance of poisoning yourself (as if you had poison use). Once you have used this ability you cannot use it again until 5 rounds have passed.
Deep Bind: Creatures are denied their Dexterity bonus against your attacks with the bound weapon.

Savnok (Armor Bind)
Special Requirement: Heavy armor only.
Basic Bind: +3 to armor bonus of bound armor and 5% resistance to crits per tool binding level
Intense Bind: You gain the ability to teleport two creatures within 10 ft per tool binding level up to 5 ft per tool binding level each as a standard action. You must have line of effect and sight to each target and each location. Once you have used 5 round reset.
Deep Bind: You gain the ability to change the battlefield itself. As a standard action you can make a square be able to be passed through as if any creature passing through it was under the effect of a Freedom of Movement spell (they can still be grappled) or make a square cost an extra square of movement to enter and leave. With one use of this ability you may affect any number of squares within 5 ft per tool binding level, and may affect some squares in one way and others in the opposite; if two goatic knights affect the same square with opposing uses of this ability they cancel each other out (Freedom of Movement effect does not win). Once you have used 5 round reset.

Andromalius (Amulet Bind)
Basic Bind: You gain a +2 dodge bonus to AC +1 per 5 tool binding levels.
Intense Bind: You gain the ability to See Invisibility as if with the spell continuously and can find traps like a rogue. You gain a +6 bonus to Search and Spot checks.
Deep Bind: As a swift action you can gain the benefits of a True Seeing spell for 1 round. Once you have used this ability you cannot use it again for 5 rounds.

Focolar (Cloak Bind)
Basic Bind: You gain the ability to breathe water. In addition as a standard action you may release a blast of lightning within a 15 ft radius burst centered on yourself which deals 1d6 electricity damage per 2 tool binding levels you possess (Reflex halves).
Intense Bind: Any creature which fails its save against the burst of lightning suffers a -2 penalty to attack rolls, saving throws, and skill checks for 1 round (no save). Any creature adjacent to you suffers the same penalty. This is a mind-affecting effect.
Deep Bind: You gain a swim speed equal to your land speed. As a standard action you may pour sorrow into a creature. They must make a Will save or be unable to act with sadness until the end of your next turn, while unable to act in this way they lose their Dexterity bonus to AC and attacks against them gain a +2 bonus. This is a mind-affecting effect. Once you have used this ability you cannot use it again for 5 rounds.

Karsus (Shield Bind)
Basic Bind: You gain Spell Resistance 12 + your tool binding level, and may use spell completion and spell trigger items as if you were a wizard of ½ your tool binding level.
Intense Bind: You gain the ability to sense magic as if under the effects of a continuous arcane sight spell. In addition you are able to sense spells (and spell-like abilities) being cast within 60 ft and may determine what spell is being cast with a DC 15 Spellcraft check. When you sense a spell being cast this way you may, as an immediate action, attempt to counterspell it as if with Dispel Magic adding your (uncapped) tool binding level to the dispel check instead of your caster level; you may counterspell spell-like abilities this way. Once you have attempted a counterspell in this fashion you may not do so again for 5 rounds.
Deep Bind: Once per day per tool binding level you may use the bound amulet as if it were a wand containing any 2nd level or lower wizard spell. Once you have used this ability you wait 5 round before using it again. For every 3 tool binding levels beyond 15 you possess you may emulate spells of 1 level higher this way up to a maximum of 6th level spells at tool binding level 27.

Paimon (Weapon Bind)
Special Requirement: May only be bound to finessable weapons.
Basic Bind: You gain Weapon Finesse and may add your Dexterity to damage with the bound weapon. In addition whenever you down an enemy (as defined in Cleave feat) with a melee attack you gain a +2 to Dexterity for 5 rounds, this bonus stacks with itself resetting the duration each time a new bonus is applied.
Intense Bind: When you make a full attack, even if it is not part of a full attack action, you may move your speed at any point during it, dividing this movement between attacks as you see fit. You add your tool binding level as a dodge bonus to your AC against attacks of opportunity provoked by this movement. Once you have used this ability you cannot use it again for 5 rounds.
Deep Bind: Whenever you make an attack you may make a bonus attack at the same attack bonus (as if granted by the Cleave feat) against any number of other creatures within your natural melee reach.

Agares (Armor Bind)
Special Requirement: Metal armor only.
Basic Bind: You gain a +1 to hit and damage against creatures touching the ground or a wall or structure connected to it, and airborne creatures suffer a -2 penalty to hit you. When an enemy hits you with an attack roll you may, as an immediate action, force them to make a Bluff check opposing your AC, if it fails the attack misses, once you have used this ability you may not use it again for 5 rounds.
Intense Bind: You gain the ability to change your size up to one size category above or below your natural size as a swift action as if with Enlarge or Reduce Person (except it affects you regardless of type and it lasts indefinitely). Each time you use this ability you may only change your size 1 step (+1 or -1 if your normal size, or to your normal size if not) and may not use this ability again for 5 rounds.
Deep Bind: As a swift action you may cover yourself in elemental earth. You gain +6 Str, +4 natural armor, DR 5/-, tremorsense, and 3 temporary hit points per tool binding level. This ability lasts until dismissed (as a swift action) or all temporary hit points granted by it are lost. Any temporary hit points granted by this ability which are lost while it is active are not restored until 8 hours have passed without it being activated and if all such temporary hit points are lost this form cannot be activated again until 8 hours have passed.

Andras (Weapon Bind)
Special Requirement: Melee weapons only.
Basic Bind: When mounted you deal +1d6 damage per 5 tool binding levels you possess and add your Charisma modifier to attack and damage against Good and/or Evil targets.
Intense Bind: You gain Mounted Combat and a +8 bonus to Ride checks.
Deep Bind: When mounted you may make a full attack with the Andras bound weapon after your mount has moved more than 5 ft, and if your mount charges you may make a full attack at the end although only the first attack gains benefits as part of a charge.

Buer (Cloak Bind)
Basic Bind: You gain immunity to poison and disease. You gain Fast Healing ½ your tool binding level.
Intense Bind: You gain the Track feat. You gain Scent.
Deep Bind: As a standard action you may heal a creature 6d8 damage with a touch (this is a positive energy effect and deals damage to undead). You may choose to sacrifice hit points (up to your current hit points) when using this ability, if you do so the target is healed that many additional hit points. A Will save halves the amount healed (or damage taken by undead). Once you have used this ability you must wait 5 rounds before using it again.

Eurynome (weapon bind)
Basic Bind: You deal +2d6+1/2 tool binding level damage to Lawful and extraplanar creature not native to the Prime.
Intense Bind: As a standard action you can move up to 1 contiguous 5-ft cube of water per tool binding level. This water moves to spaces of your choice adjacent to the emptied squares and flows normally except that it will not re-enter the emptied space for a number of rounds equal to your Charisma modifier + ½ your tool binding level. Once you use this ability you cannot use it again for 5 rounds.
Deep Bind: Your attacks with the bound weapon deal 1 Constitution damage in addition to their normal damage.

Tenebrous (amulet bind)
Basic Bind: You are undetectable to undead as if with the Hide from Undead spell. You gain the ability to hide without cover or concealment and while observed as long as you are in shadowy or darker illumination (darkvision and low-light vision can cause an intersection where you lack concealment and are in shadowy illumination).
Intense Bind: As a standard action you may make a melee touch attack which deals 1d8 damage per 2 tool binding levels to a living target. You gain the same amount of hp as damage dealt as temporary hit points which last 10 minutes. Once you have used this ability you cannot use it again for 5 rounds.
Deep Bind: You gain the ability to see in darkness (including magical darkness) as easily as full sunlight. You are able to create a 60-ft radius of shadowy illumination centered on yourself at-will as a standard action, or dismiss it as the same, and may increase or reduce its radius by 10-ft (to a maximum of 60-ft) as a move action. Other creatures in that darkness find themselves beset by illusionary images, suffering a -4 to Spot and Search checks, and a 10% miss chance even if they can see in darkness, in addition they suffer a -2 penalty to Will saves against fear.

Geryon (Cloak Bind)
Basic Bind: You gain a fly speed equal to your land speed with good maneuverability.
Intense Bind: You gain Fire Immunity and the ability to see in darkness.
Deep Bind: All-Around Vision, plus Acidic Gaze. Standard action fully open diabolic eyes for single target gaze which deals 1d6/tool binder level (Will halves).

Chupoclops (Weapon Bind)
Basic Bind: You deal 2 Strength damage with each successful melee attack, a successful Fortitude save halves all strength damage received this way during a round (made first time in a round you strike them).
Intense Bind: Your weapon is considered to be ghost touch, in addition you may make a full attack with it at the end of a charge.
Deep Bind: As a swift action you may cause your weapon to become even more insubstantial hardening only as it sinks into foes. Until the end of turn all attacks you make with it are considered to be incorporeal touch attacks. In addition you may strike ethereal creatures while remaining on the Prime Material Plane. Once you have used this ability you must wait 5 rounds before using it again.

Eligor (Armor Bind)
Basic Bind: You gain a +4 bonus to Strength. You can increase this bonus by 1/2 tool binding level until end of turn as a swift action. Once you do so you must wait 5 rounds before doing so again.
Intense Bind: You gain immunity to Acid, Cold, Electricity, and Fire.

Orthos (Cloak Bind)
Basic Bind: You gain Blindsight 30 ft. As a standard action you may attempt to scry on any creature (as if with Greater Scrying), you may only scry on any given creature this way 1/day.
Intense Bind: As a free action you may turn incorporeal until the start of your next turn, treating any and all objects you carry as if they were ghost touch. Once you have used this ability you must wait 5 rounds before using it again.

Zaydos
2015-11-14, 12:03 PM
Reserved for non-ToM vestiges.

Zaydos
2015-11-14, 12:04 PM
Reserved for feats, items, and their ilk.

Zaydos
2015-11-14, 12:14 PM
And done reserving stuff, so feel free to comment.

VoodooPaladin
2015-11-16, 05:17 AM
I'm quite a fan of expanding upon vestiges, so I can say I that I look forward to whatever comes of this. Hot-swapping vestiges through literal items is really clever and sounds pretty simple in practice. The pact effects seem a bit poorly balanced, but this looks like a quick WIP, so whatever.

The real question I have to ask is: why vestiges? If you're going to have to give every one a second set of effects to grant, it seems unintuitive to use them at all. A generic spirit-conduit or item enchanter might do the same job better. I don't dislike the premise, it just seems poorly married to its own subsystem.

Zaydos
2015-11-16, 08:59 PM
I'm quite a fan of expanding upon vestiges, so I can say I that I look forward to whatever comes of this. Hot-swapping vestiges through literal items is really clever and sounds pretty simple in practice. The pact effects seem a bit poorly balanced, but this looks like a quick WIP, so whatever.

The real question I have to ask is: why vestiges? If you're going to have to give every one a second set of effects to grant, it seems unintuitive to use them at all. A generic spirit-conduit or item enchanter might do the same job better. I don't dislike the premise, it just seems poorly married to its own subsystem.

The main reason this class uses vestiges, or exists at all, is that it was a request for a class that binds vestiges into weapons. As it didn't make sense for some of the granted powers (my sword lets me summon a hammer) and wasn't really functionally different unless you gave them different powers or the ability to hand out their class features (making them unfun as a PC and OP as a cohort) I decided to go through and look at each vestige and figure out other abilities in its theme. It also has the advantage of giving you a way to further explore pact magic and the ways it could manifest and adding more options without further proliferation of magical power sources. Also being less work as I don't have to write as much fluff.

The Mentalist
2015-11-17, 07:34 AM
Dammit Zaydos, you just doubled my daily workload for one of my projects.

I've been going through www.godchecker.com 's god of the day and doing them each as vestiges. Now I'm doing them as Goetic Vestiges too.

This is really interesting.