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Snowbluff
2016-09-29, 10:19 AM
Gone, gone the form of 'Bluff! Rise once more, the form of Snuff...aluffagus
https://s-media-cache-ak0.pinimg.com/originals/6b/79/67/6b79675e6e05c0a84f7d0f35a986a0c9.jpg
Hahaha kneel before my 1d8 trunk attack with 10 feet of reach!

What is a vestige? A vestige is a spirit bound from the outer realms... or something similarly vague. The Binder summons them.

Vestiges are divided into 8 levels. Each one has a binding DC, and a bunch of supernatural natural abilities. These abilities include a wide variety, such as special skill bonuses, movement options, and attacks.

They also have a rich bit of lore from where they might have come from, a sign that shows on you when you bind them, and an influence that changes your behavior a little.

Don't make an entry without first having permission. As such, please make sure to leave your permission as a post in this thread, or the permapermissions (http://www.giantitp.com/forums/showthread.php?445955-3-5-PF-GitP-Regulars-as-Permapermissions) thread.

Requests

Dire_Stirge

Vestiges


Adamna, the First Homunculus (http://www.giantitp.com/forums/showsinglepost.php?p=21254493&postcount=9) (unseenmage)
Draconium, Covetous Stretched too Far (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Draconium)
Al'Pala, Spirit of Loyalty (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (LoyalPaladin)
Mahroni, the Violist (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Mahroni Violist)
Blackhawk the Slayer (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Blackhawk748)
Zaydos, the Peanut Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=21255711&postcount=25) (Zaydos)
Pyro火gnus Friend of Meepo (http://www.giantitp.com/forums/showsinglepost.php?p=21255745&postcount=26) (MeepoFire)
It that Forgot and was Forgotten (http://www.giantitp.com/forums/showsinglepost.php?p=21255910&postcount=30) (ryu)
Red Fel, the Helpful Advisor (http://www.giantitp.com/forums/showsinglepost.php?p=21255990&postcount=34) (Red Fel)
Xuldarinar, the Shadow that Warns (http://www.giantitp.com/forums/showsinglepost.php?p=21257036&postcount=48) (Xuldrinar)
Cerefel, the Song of Battle (http://www.giantitp.com/forums/showsinglepost.php?p=21257481&postcount=52) (Cerefel)
Waker of Souls (http://www.giantitp.com/forums/showsinglepost.php?p=21257566&postcount=53) (Waker)
Socratov, the First Bartender (http://www.giantitp.com/forums/showsinglepost.php?p=21258851&postcount=60) (Socratov)
NeoPhoenix, the Chaos Senshi (http://www.giantitp.com/forums/showsinglepost.php?p=21259371&postcount=64) (NeoPhoenix0)
Frostscape of Absolute Zero (http://www.giantitp.com/forums/showsinglepost.php?p=21260301&postcount=78) (Snowbluff)
Khadgar, Master of the House (http://www.giantitp.com/forums/showsinglepost.php?p=21260612&postcount=87) (khadgar567)
Bifrons, Carrier of the Gray Death (http://www.giantitp.com/forums/showsinglepost.php?p=21260699&postcount=89) (GrayDeath)

LoyalPaladin
2016-09-29, 10:22 AM
https://media.giphy.com/media/wD7BsjK5zqLew/giphy.gif

khadgar567
2016-09-29, 10:29 AM
well let the shenanigans begin

Inevitability
2016-09-29, 12:20 PM
Giving permission here. I'll probably vestigize (it's a word now, shuddup) a few people myself.

Snowbluff
2016-09-29, 12:31 PM
https://media.giphy.com/media/wD7BsjK5zqLew/giphy.gif
Indeed it does.

Giving permission here. I'll probably vestigize (it's a word now, shuddup) a few people myself.

I'll have to consider it. I do think I have an idea.

Draconium
2016-09-29, 12:49 PM
And so, the eternal cycle begins anew.

http://33.media.tumblr.com/3d0cd0681b0ff3d046c9d0c67740235e/tumblr_inline_muf8b8DXrN1roni0j.gif

5a Violista
2016-09-29, 02:14 PM
So I need to do this, since people spent so many posts in the last thread explaining to me what a vestige is and how it works. Will probably peruse the permapermissions thread to find people I know well enough for now.

Red Fel
2016-09-29, 03:07 PM
Cor, been a long time hasn't it? Last thread started end of 2014, sheesh.

Gonna take some effort to catch up the new folks, won't it? Hm.

Draconium
2016-09-29, 04:13 PM
Adamna, the First Homunculus (unseenmage)

Adamna gives his summoner powers like that of a golem's, transforming them into a terror in combat.

Vestige Level: 4th
Binding DC: 22
Special Requirement: Yes

Legend: While there are several conflicting accounts of the story of the First Homunculus, binder scholars have managed to uncover several truths behind this mysterious vestige. It is the story of one of mankind's first follies. An arrogant wizard believed himself equal to that of the gods, and to prove it, he set about creating a being, much as the gods had created man. However, the final product was now the beautiful creature he had imagines, but rather a misshapen horror of stone, iron, and flesh. This Homunculus, as it came to be known, was in truth a gentle soul, but the hatred and revilement he received at the hands of his creator and the rest of mankind drove him first to grief, then to anger, culminating in the death of the foolish, arrogant wizard at Adamna;s hands. The Homunculus then fled to the far corners of the world, never to be seen again. At some point, he passed on from the mortal plane, but he had nowhere to go - he lacked a true soul, and was spurned from the afterlife as a result, but his will was too strong to simply disappear. Instead, it would seem that he became a vestige, waiting endlessly for someone to draw upon his power.

Special Requirement: You must place a drop of your own blood upon the seal to complete Adamna's summoning. This deals 2 points of damage to you.

Manifestation: The ground beneath the seal seems to boil and writhe as the blood flows along the lines of the seal. Eventually the ground rises up before you, shaping itself into a figure that looks vaguely like a humanoid, but taller and misshapen, equal parts stone, iron, and flesh comprising his body. When Adamna speaks, his voice is incongruous with his appearance, sounding smooth and well-spoken, much like a higher-class gentleman.

Sign: Your body twists, appearing misshapen and deformed.

Influence: Despite the anger within him, Adamna is a gentle vestige, who does not wish to frighten or threaten anyone. You cannot use the Intimidate skill while influenced by Adamna.

Granted Abilities: The First Homunculus became an influence on all other constructs created after him. Adamna gives you many of the abilities that constructs possess.
Damage Reduction: You gain Damage Reduction 10/Adamantine. You cannot benefit from this unless you show Adamna's sign.
Homunculus' Fists: You gain two slam attacks, each dealing 1d10 + your Str modifier damage (assuming you are medium sized). These count as Adamantine for the purposes of overcoming Damage Reduction.
Lightning Rebirth: The Homunculus was born from lightning, and you may use it to your advantage. If you would be dealt electricity damage, you may choose to absorb the lighting and charge your body with it. Until the end of your next turn, you may act as though under the effects of the Haste spell, and your slam attacks deal an extra 1d6 points of electricity damage. Once you have absorbed the damage once, you must wait 1d4+1 rounds before you can absorb another attack.
Mind of the Construct: You gain a +4 bonus on saving throws against mind-affecting spells and effects. If your Binder level is 14 or higher, you are instead immune to Mind-Affecting.
Body of the Construct: You have a 25% chance to negate critical hits, and a +4 bonus against poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. If your Binder level is 14 or higher, you instead have a 75% chance to negate critical hits, and are immune the previous effects.

Snowbluff
2016-09-29, 04:23 PM
So I need to do this, since people spent so many posts in the last thread explaining to me what a vestige is and how it works. Will probably peruse the permapermissions thread to find people I know well enough for now.
Have you read ToM?

Cor, been a long time hasn't it? Last thread started end of 2014, sheesh.

Gonna take some effort to catch up the new folks, won't it? Hm.

Yeah, back in the day. :smalltongue:

Marlowe
2016-09-29, 09:51 PM
http://i.imgur.com/uvbn4ee.jpg
Saved as a JPEG because nostalgia. And god that sounds sad.

MeeposFire
2016-09-29, 10:10 PM
I remember creating vestiges in the home brew vestige thread back on the WotC board back in the day. Made a bunch too including Star Scream, Yorinaga Kurita, SPINAL TAP, and others (I think Spinal Tap was my best one overall though).

SO while I don't think I am well known enough here (particularly on this board) I give permission to create one of me if you desire.

ryu
2016-09-29, 10:23 PM
Permission granted.

Zaydos
2016-09-29, 10:27 PM
The thread has existed for almost 12 hours and I hadn't even realized :smallfrown:

Alright besides the fact that permission is (obviously granted), let's get this started in earnest.


Draconium, Covetous Stretched too Far

Draconium was a dragon of immense power whose greed grew too great. Betraying the All-Mother he was cursed to never rest and never more to truly exist in the world.
Vestige Level: 4th
Binding DC: 24.
Special Requirement: You must scatter gold or platinum coins worth 200 GP across Draconium’s seal. In addition Draconium refuses to be bound at the same time as Tiamat’s more famous failed suiter Ashardalon.

Legend: Draconium was a red dragon of great power, one that vied for the envied, if short lived, position of Consort to the Queen. His power was great enough to be feared across his Prime home, his wings likened unto a hurricane, his breath to the flames of Hell itself. The dwarves feared him enough to flee their kingdoms to escape his terrible wrath.

There was only one thing Draconium was better known for on his world than his power, his great and unquenchable greed. It was his greed which drove him to steal the kingdoms from the dwarves, to cease their fortress city and lair within it upon his pile of stolen wealth. It was his greed which led him to press suit with the Queen of Dragonkind.

For Draconium did not hunger for the coveted position, no he hungered for the chance to do the unspeakable, the unthinkable, the absolutely blasphemous. Draconium attempted to steal the hoard of the Queen herself. As Draconium pressed his suit he brought his kobold servants to offer tribute and gift to the Mother of All Evil Dragons, but in truth they each carried with them a bag of holding and when they delivered their tribute and Draconium distracted the Queen they set about their theft, pilling as much as they could into their bags, and escaping through the final act of mockery and blasphemy, by shattering the urns and gifts they had brought the Dragon Queen, each one a powerful planar travel item.

Tiamat was enraged when she discovered Draconium’s deception and she tore into him with fang and talon and tore the red wyrm limb from limb and piece from piece until he was nothing more than a scattered corpse. Now the tales begin to differ here.

Tiamat is the Mother of All Evil Dragons, Draconium’s soul was indisputably hers. Some say she simply tore his soul to tatters, but that the dragon’s greed was too great and that even when he should have, by rights, been utterly destroyed it lingered there, unwilling to pass into nothing until he had at least gotten to savor his stolen hoard, to feel the sweet touch of that wealth beyond legend. Too tattered and torn to become a ghost, Draconium’s greed became a vestige.

Other tales tell that Tiamat in her fury cursed the blasphemous wyrm. She sentenced him to the world of the vestiges never to be allowed to pass into non-existence until every stolen coin had found its way back to her hoard.

Manifestation: Draconium manifests as a great and powerful red dragon head rising first from the seal and his full body following utterly intangible. Slowly the great dragon dissipates, one coin-like disc floating from his body before vanishing after another. When the deal is made what remains of Draconium scatters into nothing more than these phantasmal coins.

Sign: Your flesh begins to peel, pieces of skin sloughing away from time to time, as if your body has trouble holding itself together.

Influence: While under Draconium’s influence if you have the chance to take an object of value without immediate repercussion you must. In addition you will never willingly part with wealth without something of equal or greater value in exchange. The only exception to both is when you see a shrine of Tiamat where you must place a coin in honor of, or a plead of forgiveness to, the All-Mother.

Granted Powers: Draconium grants those who bind him the power to sense wealth, and to bring it into their hand, as well draw power from their coveted wealth, to burn like the fires of the slain dragon, and to escape the eye of his kin.

Distant Theft: As a standard action you may attempt a sleight of hand check at +4 with a range of 30 ft. You may not manipulate an object weighing more than 5 lbs with this action and the object is teleported into your hand on a success. Once you have used this ability you may not use it again for 5 rounds.

Escape Detection: While Draconium is bound you are able to escape the enhanced senses of dragon kind. Creatures with darkvision are unable to see you with that ability when you are in total darkness (a devil’s see in darkness ability is unaffected). Creatures with low-light vision, or superior low-light vision, treats you as being in an area of shadowy illumination if a creature without low-light vision would and in total darkness if you would be to a creature without low-light vision. You are also undetectable to blindsense (but not blindsight, or non-blindsense abilities which act like blindsense). Finally true dragons suffer a -1 penalty to Spot and Listen checks to detect you per 10 ft instead of per 20 ft.

He was Fire: While Draconium is bound you deal additional fire damage equal to your Charisma modifier with all melee attacks. You may suppress this ability or resume it as a move action.

Miser’s Smite: You may declare a melee attack you make as a Miser’s Smite. If you do so you gain a bonus to attack rolls equal to your Charisma modifier and a bonus to damage equal to your effective binder level, however to gain either bonus you must carry 100 * bonus squared GP in wealth (objects with value simply for trade and not due to their function); if you carry insufficient wealth this bonus is reduced to match the amount of wealth you do carry. Once you have used this ability you cannot use it again until 5 rounds have passed.

Sense Wealth: You are able to sense any accumulation of wealth (i.e. within the same 5 ft square or carried by the same creature) within 60-ft. You know the presence of any accumulation of wealth worth more than 100 GP within range; objects with value due to their function (armor, weapons, magic items) outside of to trade for other objects do not count as wealth for this ability. You do not know the individual value of accumulations of wealth sensed with this ability but you do know relative value (i.e. if there’s a secret chamber of 500 GP, a kobold guard with 120 GP, and a flawless diamond worth 10,000 GP within range you know the location of each to their 5 ft square, and know the diamond is worth more than the secret chamber which is worth more than the kobold guard). A layer of lead, 1 inch of adamantine, 1 ft of other metal, or 5 ft of stone block this ability, lesser barriers do nothing.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Enthralling Voice (DrM).




Al’Pala, Spirit of Loyalty (LoyalPaladin)

Al’Pala is in truth not a vestige but a celestial spirit of loyalty and justice, however it allows itself to be bound through pacts much like a vestige.
Vestige Level: 6th.
Binding DC: 27
Special Rules: Al’Pala is not truly a vestige but a spirit of justice and loyalty. They may only be bound by Lawful Good, Lawful Neutral, and Neutral Good characters; if they are bound by a character whose alignment changes permanently from these three alignments Al’Pala is immediately unbound, if the alignment change is temporary (Morality Undone for example) they are not unbound but become suppressed for the duration.
Special Requirement: You must worship Torm (if Torm doesn’t exist replace with another LG Torm-esque god).

Legend: Legends tell of how Al’Pala became a vestige, of how the archon stood firm against Hellish armies that tried to sweep up from the Lower Planes and claim Mechanus for the Hells, dying torn apart by Baatorian legions… in a campaign and war which never happened. Others claim that Al’Pala was given contradictory orders by Torm and in attempting to obey both tore into nothing more than scattered essence.

In truth Al’Pala is merely a spirit of Loyalty. They are not a vestige in the strictest sense, but another variety of spirit altogether which allows themselves to be bound by mortal practitioners of pact magic so as to protect and preserve the world.

Manifestation: Al’Pala manifests as a two-handed sword which rises up from their seal, held in a single gauntlet-clad hand. From this sword a sense of well-being and protection seems to emanate, bringing peaceful calm to those near it. No words are spoken by the sword during the pact making process, nothing but those waves of protectiveness which seem to soothe the soul itself.

Sign: Gauntlet-like chitin seems to cover your hands, and a small pair of vestigial wings grow from your back.

Influence: While under Al’Pala’s influence you must abide by a Paladin’s Code of Conduct.

Granted Powers:

Aura of Soul’s Guardian: Allies within 20 ft of you gain a +4 bonus to saving throws against any effect which you are immune to thanks to the Soul Guardian special ability (see Binder). If you have Slippery Mind due to Soul Guardian allies other than yourself within range which fail a saving throw against an enchantment spell or effect are allowed a second saving throw 1 round later at -4.

Blade of Just Transference: As a standard action you may make a single attack. If it hits a Chaotic or Evil creature which poses a real and immediate threat to you or your allies you may heal a single ally within 20 ft 4d6 + effective binder level damage and deal an equal amount of additional damage to the target. Once you use this ability you cannot use it again for 5 rounds.

Heavenly Flirt: While Al’Pala is bound you gain a +6 sacred bonus to Diplomacy, Gather Information, and Perform checks involved in honest (on your part) flirting and courtship. These bonuses increase to +10 when dealing with barmaids, and disguised evil outsiders (if you are aware they are an evil outsider this increased bonus does not apply).

Holy Splendor: As a standard action you release a holy radiance from your entire body. When you use this ability you emit bright light out to 120 ft (shadowy illumination out to 240 ft), evil creatures within the radius of bright light must make a Will save or be blinded for 1d4 rounds. You continue to radiate bright light as a daylight spell for 1 minute after using this ability. This ability interacts with magical darkness as if it were a daylight spell. Once you have used this ability you must wait 5 rounds before using it again. Stand Against Evil: While Al’Pala is bound you gain a +3 sacred bonus to AC against attacks from Evil creature, and a +3 sacred bonus on opposed checks made to resist their actions, and spot, listen, and sense motive checks to oppose their hide, move silently, and bluff checks.

Innate Gauntlets: You are considered to have masterwork gauntlets worn. This ability is only in effect as long as

Unwavering Loyalty: While Al’Pala is bound you gain immunity to fear and a +4 bonus on all saves against mind-affecting effects.


For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Transform Magic (Complete Mage, Page 62, Enlightened Spirit ability which grants a unique 6th level Greater Invocation).



Mahroni, the Violist (MahroniViolinist)

Mahroni was a hero broken by the tragedies of life, or perhaps a creature of strife and darkness.

Vestige Level: 5th
Binding DC: 23
Special Requirement: You must have at least 1 rank in Perform (Stringed Instruments)

Legend: Legend says that Mahroni was a changeling (ECS). The daughter of a passer she was taught never to use her powers, to do whatever she could to be human for as a shapeshifter she was a being of evil, an abomination. The town’s response when a group of becomers who were passing through town slipped up and were accused of all crimes committed in the town within the last few years as they were lynched.
Mahroni learned the viola as she grew working on and perfecting her art, skillfully playing the notes with ease and grace that would have served her well in times of peace, but peace was not to be and war burnt across the land. Mahroni joined the human armies out of some sense of loyalty and rightness of her kingdom’s cause.
She rose through the ranks a respected commander. That was until one day she found her squad faced with a dilemma and captured. Mahroni could save them but to do so she would have to reveal her changeling nature. She did so in the end, but found even her men so loyal she had believed no longer wanted anything to do with her. Her commanders learning her nature had her seized as a potential spy, to be tortured and killed.
Mahroni escaped, after hours of torture, traveling under a dozen guises moving from village to village as a violist, playing for her supper. As she traveled she saw horrors, evil acts perpetuated again and again, and she tried her best to put an end to them with all the means at her disposal. Yet again and again she was not hailed as a hero, but reviled as an interloper, a jinx who was somehow blamed for bringing the trouble, or worse her nature as a changeling revealed she was hated and reviled for it.
Time and time again Mahroni encountered this until she had finally had enough. She snapped. Her deeds of heroism stopped, and instead she tried to live by one rule: look out for number one. She stole, she lied, but when she saw a child in danger she acted to save the child. It was a trap for the changeling ‘thief’, and Mahroni was captured and restrained.
The tales claim she was tortured to the very edge of death and led out to be publicly executed, and with her last dying breaths she spat what curses she still could. How this figure became a vestige is lost in legend, though some claim it was simply the feelings of injustice her soul felt, but why she’d pass beyond the gods and not merely become a ghost in that case…

Others of course claim the whole tale is a lie made by none other than Mahroni to hide its true nature, a creature of strife and terror, born in darkness to spread darkness.

Manifestation: Mahroni appears rising from her seal in a red hooded cloak. Her features continuously shift, appearing as various loved ones of the would be binder, with eyes of pure black from which blood-like tears flow freely. A pair of simple dolls sit rise beside her their eyes human eyes, but glassy and dead. Mahroni does not speak but sings with a mouth lacking teeth and tongue, even as she plays her viola.

Sign: Viscous black fluid leaks from your eyes at all time, quickly evaporating once it has run down your cheeks like tears of black blood.

Influence: If not actively engaged in combat whenever you encounter music you must stop and listen as if fascinated for 1 minute or until it stops. You may act normally during this period but only at the cost of ignoring the vestige’s influence and the penalties therein.

Granted Powers:

Born to Strife: When in a strife-filled situation, such as active combat, or an otherwise chaotic and unpredictable situation in which taking 10 is (normally) impossible you may as a free action draw upon the strife to rise to the occasion heroically. You gain one of the following: a luck bonus to attack rolls equal to +1/4 effective binder levels; a luck bonus to AC equal to +1 +1/3 effective binder levels; a luck bonus to saving throws equal to +1 +1/3 effective binder levels; a luck bonus to ability checks equal to +2 +1/3 effective binder levels; or a luck bonus to skill checks equal to +2 + ½ effective binder levels. Whichever you choose the bonus lasts merely one round. After you use this ability you cannot use it again for 5 rounds.

Chords of Terror and Splendor: As a standard action you may play a stringed instrument you hold. When you do so choose Terror or Splendor. If you choose Terror: enemies within 40 ft which can hear you play must make a Will save or be frightened as long as they can hear you play. At the end of each of their turns enemies affect by this ability may make another Will save, if they succeed they are no longer frightened and unaffected again by this use of this ability. If you choose Splendor: enemies within 40 ft which can hear you play must make a Will save or be fascinated as long as they can hear you play. The distraction of a nearby combat or other dangers prevents the ability from working. This is a mind-affecting compulsion. Regardless of which you choose to perform continuing to play is a standard action each round and you must maintain concentration (if you take damage, ride a horse, or otherwise engage in activities which would force concentration checks to maintain concentration you must make them) and once you stop you must wait 5 rounds before using this ability again.

Elude Truth: While Mahroni is bound you gain the ability to elude attempts to discover your true nature, for allowing it to be revealed proved disastrous time and time for the violist. You gain a +10 competence bonus to Bluff checks made to lie, and if a divination spell would reveal information about you, or targets you, you must make a(n effective) binder level check against DC 10 + their caster level.

Master Violist: While Mahroni is bound you gain a competence bonus to Perform checks with stringed instruments equal to 4 plus ½ your effective binder level.

Morphic Features: While Mahroni is bound you may change your appearance at will, as if using the disguise self spell, but only to appear as a different member of your race. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Humanoid Shape (DrM).


Blackhawk the Slayer (Blackhawk748)

Blackhawk was a mercenary of legendary prowess and puissance of arms, a prowess he lends those who bind him.

Vestige Level: 5th
Binding DC: 24
Special Requirement: You must have proficiency in at least one martial or exotic weapon.

Legend: Blackhawk was a mercenary of legendary skill and prowess. He led his band of Black Bear in battle after battle, war after war, caring not for the cosmic struggles, nor for greed, but simply for the love of the fight. He fought for the forces of Law and Good, for the forces of Chaos and Evil, and fought for each interchangeably.

His prowess on the battlefield was immense, his great, iron club smashing through any foe who chose to stand in the way of him and his men. Some claim he was the first to perfect the combat talents that became the foundation of the Stone Dragon, and thus the foundation of the Sublime Way in its entirety, long before Reshar’s temple. Others claim he was merely an early master of it, the one who taught Reshar its way and one who sided not with the Temple but with the masters of Shadow Hand and Tiger Claw when they betrayed it. Other stories place Blackhawk at a far later date, but most agree he was a master of the art of combat.

Blackhawk’s tendency to switch sides often enough to make a yugoloth blush caught up with him, though, and the Band of the Black Bear found themselves crushed between two armies, one of which they were currently employed by.

Blackhawk’s soul passed to Ysgard and its eternal battles and revels, but it was ill-suited for the plane. Certainly it was a soul of war and battle, but it was too ready to betray sides, lacked the moral rooting that even those who adhered to Chaos and Chaos alone must possess for the glorious battlefields, so Blackhawk found himself rejected by Ysgard and pushed into its opposite upon the wheel, the Eternal Battlefield of Acheron.

There Blackhawk’s soul fit better, but there was too much chaos in it, and his betrayals were not motivated by cowardice or greed, but simply through sheer love of the fight. He turned not to ingratiate himself with a side already winning, but to fall into the very bloodiest heart of battle. In the end there was no loyalty in his heart except to War.

Blackhawk fell on the battlefields of Acheron as he had in life, torn apart by friend and foe alike in the midst of bloody melee. They tore into him enough that even as a petitioner of a plane of War he would not reform, rending him absolutely till nothing remained except his love of War.

Manifestation: Blackhawk rises up from his seal in the form of a powerfully built male warrior drenched from head to toe in blood. As the pact is made the blood slowly drips from Blackhawk’s form, to reveal his face as the face of the first humanoid creature the binder ever killed (if they’ve never killed a humanoid creature the face is non-descript and indistinct), bloodless and dead, eyes staring and reproachful.

Sign: While showing Blackhawk’s sign you sweat, cry, and spit blood.

Influence: While under Blackhawk’s influence you are not allowed to disengage from combat, or deal with openly hostile creatures except through direct confrontation.

Granted Powers:

Bloodhawk’s Dive: While Blackhawk is bound as a standard action you may make a single melee attack. If it hits this attack deals +2d8 + 1d8 damage per 2 effective binder levels and ignores hardness and DR. Once you have used this ability you may not use it again for 5 rounds.

Combat Expertise: While Blackhawk is bound you gain the benefits of the Combat Expertise feat. If you already possess the Combat Expertise ability you apply its bonus to AC to Fort and Reflex saves as well as AC as long as you would not be denied your Dexterity bonus against the effect if it was an attack.

Giant’s Blow: While Blackhawk is bound as a standard action you may make a single melee attack. If it hits this attack deals +2d8 + 1d8 damage per 2 effective binder levels and the target must make a Reflex save or be knocked 10 ft + 5 ft per 5 effective binder levels away from you in a straight line (you may choose to knock the target less distance); a creature with four legs or stability gains a +2 bonus to their save, and a creature that is larger than you gains a +2 bonus per size category larger they are than you. However you add your Strength modifier to the save DC of this ability. Once you have used this ability you may not use it again for 5 rounds.

March to Battle: While Blackhawk is bound you may lead yourself and up to one creature per effective binder level on a march to battle. To do so you lead them cross country and decide upon a location upon the Prime Material Plane, the Abyss, Acheron, Baator, Carceri, the Gray Wastes, Gehenna, or Ysgard. After 45 minutes you enter the Astral Plane in a personal Astral Pocket (similar to the space of a Bag of Holding or other such item) after another 45 minutes in this pocket you and the led creatures arrive at the site of the nearest ongoing large scale battle upon that plane to the designated location. If there are no large scale battles happening on the plane at the moment you end up on Acheron in one of its continuous large scale battles.

Reckless Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on AC and bonus on damage apply until your next turn. You may combine this ability with Power Attack but the total penalty taken between the two abilities may not exceed your base attack bonus.

Terrible Slayer: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), enemies within 10 ft per effective binder level which can see you must make a Will save or be shaken for 1 round. The save DC against this ability is increased by 1 per 5 ranks in Intimidate you possess.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Path of the Blackened Blade (Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) invocation).

Vizzerdrix
2016-09-29, 10:45 PM
Hahaha kneel before my 1d8 trunk attack with 10 feet of reach!


Oh my! Im quite intimidated by the size of your damage dice. Should I be prone for this? Can someons cast greasefirst? Its my first time in combat so please, use touch attacks.

Ive always wondered what Id be as a vestage. I give permission. Use me as you see fit, Playground.

Snowbluff
2016-09-29, 10:49 PM
Zaydos, I am disappointed that Draconium's vestige has no breath weapon. :smallfrown:

Thurbane
2016-09-29, 11:02 PM
I haven't gotten involved in one of these for a while.

I give permission! :smallsmile:

LoyalPaladin
2016-09-29, 11:02 PM
Al’Pala, Spirit of Loyalty (LoyalPaladin)

Al’Pala is in truth not a vestige but a celestial spirit of loyalty and justice, however it allows itself to be bound through pacts much like a vestige.
Vestige Level: 6th.
Binding DC: 27
Special Rules: Al’Pala is not truly a vestige but a spirit of justice and loyalty. They may only be bound by Lawful Good, Lawful Neutral, and Neutral Good characters; if they are bound by a character whose alignment changes permanently from these three alignments Al’Pala is immediately unbound, if the alignment change is temporary (Morality Undone for example) they are not unbound but become suppressed for the duration.
Special Requirement: You must worship Torm (if Torm doesn’t exist replace with another LG Torm-esque god).

Legend: Legends tell of how Al’Pala became a vestige, of how the archon stood firm against Hellish armies that tried to sweep up from the Lower Planes and claim Mechanus for the Hells, dying torn apart by Baatorian legions… in a campaign and war which never happened. Others claim that Al’Pala was given contradictory orders by Torm and in attempting to obey both tore into nothing more than scattered essence.

In truth Al’Pala is merely a spirit of Loyalty. They are not a vestige in the strictest sense, but another variety of spirit altogether which allows themselves to be bound by mortal practitioners of pact magic so as to protect and preserve the world.

Manifestation: Al’Pala manifests as a two-handed sword which rises up from their seal, held in a single gauntlet-clad hand. From this sword a sense of well-being and protection seems to emanate, bringing peaceful calm to those near it. No words are spoken by the sword during the pact making process, nothing but those waves of protectiveness which seem to soothe the soul itself.

Sign: Gauntlet-like chitin seems to cover your hands, and a small pair of vestigial wings grow from your back.

Influence: While under Al’Pala’s influence you must abide by a Paladin’s Code of Conduct.

Granted Powers:

Aura of Soul’s Guardian: Allies within 20 ft of you gain a +4 bonus to saving throws against any effect which you are immune to thanks to the Soul Guardian special ability (see Binder). If you have Slippery Mind due to Soul Guardian allies other than yourself within range which fail a saving throw against an enchantment spell or effect are allowed a second saving throw 1 round later at -4.

Blade of Just Transference: As a standard action you may make a single attack. If it hits a Chaotic or Evil creature which poses a real and immediate threat to you or your allies you may heal a single ally within 20 ft 4d6 + effective binder level damage and deal an equal amount of additional damage to the target. Once you use this ability you cannot use it again for 5 rounds.

Heavenly Flirt: While Al’Pala is bound you gain a +6 sacred bonus to Diplomacy, Gather Information, and Perform checks involved in honest (on your part) flirting and courtship. These bonuses increase to +10 when dealing with barmaids, and disguised evil outsiders (if you are aware they are an evil outsider this increased bonus does not apply).

Holy Splendor: As a standard action you release a holy radiance from your entire body. When you use this ability you emit bright light out to 120 ft (shadowy illumination out to 240 ft), evil creatures within the radius of bright light must make a Will save or be blinded for 1d4 rounds. You continue to radiate bright light as a daylight spell for 1 minute after using this ability. This ability interacts with magical darkness as if it were a daylight spell. Once you have used this ability you must wait 5 rounds before using it again. Stand Against Evil: While Al’Pala is bound you gain a +3 sacred bonus to AC against attacks from Evil creature, and a +3 sacred bonus on opposed checks made to resist their actions, and spot, listen, and sense motive checks to oppose their hide, move silently, and bluff checks.

Innate Gauntlets: You are considered to have masterwork gauntlets worn. This ability is only in effect as long as

Unwavering Loyalty: While Al’Pala is bound you gain immunity to fear and a +4 bonus on all saves against mind-affecting effects.


For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Transform Magic (Complete Mage, Page 62, Enlightened Spirit ability which grants a unique 6th level Greater Invocation).
This is great! Now I need to go read ToM again! Haha. I love this and it actually makes me want to play a binder.

digiman619
2016-09-29, 11:05 PM
I'd love to be envestiged. if you need a prompt, I'm a sucker for soulknives (The good DSP ones, not the horrid 3.5 ones).

Snowbluff
2016-09-29, 11:10 PM
Giving permission here. I'll probably vestigize (it's a word now, shuddup) a few people myself.
Hmmm...

I'd love to be vestigized. if you need a prompt, I'm a sucker for soulknives (The good DSP ones, not the horrid 3.5 ones).

FTFY :smallsmile:

digiman619
2016-09-29, 11:19 PM
FTFY :smallsmile:

Potayto, potahto.

Blackhawk748
2016-09-29, 11:36 PM
Blackhawk the Slayer (Blackhawk748)

Vestige Level: 5th
Binding DC: 24
Special Requirement: You must have proficiency in at least one martial or exotic weapon.

Legend: Blackhawk was a mercenary of legendary skill and prowess. He led his band of Black Bear in battle after battle, war after war, caring not for the cosmic struggles, nor for greed, but simply for the love of the fight. He fought for the forces of Law and Good, for the forces of Chaos and Evil, and fought for each interchangeably.

His prowess on the battlefield was immense, his great, iron club smashing through any foe who chose to stand in the way of him and his men. Some claim he was the first to perfect the combat talents that became the foundation of the Stone Dragon, and thus the foundation of the Sublime Way in its entirety, long before Reshar’s temple. Others claim he was merely an early master of it, the one who taught Reshar its way and one who sided not with the Temple but with the masters of Shadow Hand and Tiger Claw when they betrayed it. Other stories place Blackhawk at a far later date, but most agree he was a master of the art of combat.

Blackhawk’s tendency to switch sides often enough to make a yugoloth blush caught up with him, though, and the Band of the Black Bear found themselves crushed between two armies, one of which they were currently employed by.

Blackhawk’s soul passed to Ysgard and its eternal battles and revels, but it was ill-suited for the plane. Certainly it was a soul of war and battle, but it was too ready to betray sides, lacked the moral rooting that even those who adhered to Chaos and Chaos alone must possess for the glorious battlefields, so Blackhawk found himself rejected by Ysgard and pushed into its opposite upon the wheel, the Eternal Battlefield of Acheron.

There Blackhawk’s soul fit better, but there was too much chaos in it, and his betrayals were not motivated by cowardice or greed, but simply through sheer love of the fight. He turned not to ingratiate himself with a side already winning, but to fall into the very bloodiest heart of battle. In the end there was no loyalty in his heart except to War.

Blackhawk fell on the battlefields of Acheron as he had in life, torn apart by friend and foe alike in the midst of bloody melee. They tore into him enough that even as a petitioner of a plane of War he would not reform, rending him absolutely till nothing remained except his love of War.

Manifestation: Blackhawk rises up from his seal in the form of a powerfully built male warrior drenched from head to toe in blood. As the pact is made the blood slowly drips from Blackhawk’s form, to reveal his face as the face of the first humanoid creature the binder ever killed (if they’ve never killed a humanoid creature the face is non-descript and indistinct), bloodless and dead, eyes staring and reproachful.

Sign: While showing Blackhawk’s sign you sweat, cry, and spit blood.

Influence: While under Blackhawk’s influence you are not allowed to disengage from combat, or deal with openly hostile creatures except through direct confrontation.

Granted Powers:

Bloodhawk’s Dive: While Blackhawk is bound as a standard action you may make a single melee attack. If it hits this attack deals +2d8 + 1d8 damage per 2 effective binder levels and ignores hardness and DR. Once you have used this ability you may not use it again for 5 rounds.

Combat Expertise: While Blackhawk is bound you gain the benefits of the Combat Expertise feat. If you already possess the Combat Expertise ability you apply its bonus to AC to Fort and Reflex saves as well as AC as long as you would not be denied your Dexterity bonus against the effect if it was an attack.

Giant’s Blow: While Blackhawk is bound as a standard action you may make a single melee attack. If it hits this attack deals +2d8 + 1d8 damage per 2 effective binder levels and the target must make a Reflex save or be knocked 10 ft + 5 ft per 5 effective binder levels away from you in a straight line (you may choose to knock the target less distance); a creature with four legs or stability gains a +2 bonus to their save, and a creature that is larger than you gains a +2 bonus per size category larger they are than you. However you add your Strength modifier to the save DC of this ability. Once you have used this ability you may not use it again for 5 rounds.

March to Battle: While Blackhawk is bound you may lead yourself and up to one creature per effective binder level on a march to battle. To do so you lead them cross country and decide upon a location upon the Prime Material Plane, the Abyss, Acheron, Baator, Carceri, the Gray Wastes, Gehenna, or Ysgard. After 45 minutes you enter the Astral Plane in a personal Astral Pocket (similar to the space of a Bag of Holding or other such item) after another 45 minutes in this pocket you and the led creatures arrive at the site of the nearest ongoing large scale battle upon that plane to the designated location. If there are no large scale battles happening on the plane at the moment you end up on Acheron in one of its continuous large scale battles.

Reckless Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on AC and bonus on damage apply until your next turn. You may combine this ability with Power Attack but the total penalty taken between the two abilities may not exceed your base attack bonus.

Terrible Slayer: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), enemies within 10 ft per effective binder level which can see you must make a Will save or be shaken for 1 round. The save DC against this ability is increased by 1 per 5 ranks in Intimidate you possess.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Path of the Blackened Blade (Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) invocation).

Zaydos, you did it again. That right there is a wonderful piece of slaughter.

Fizban
2016-09-29, 11:38 PM
I would be interested in seeing someone try to make a vestige of "me," since if I'm not a Servant Soul (http://www.giantitp.com/forums/showthread.php?362608) then I must be a Dimensional Conduit (http://www.giantitp.com/forums/showthread.php?255782-The-Dimensional-Conduit-3-5-Base-Class-PEACH-%93why-limit-yourself-quot). Which are both classes with a similar idea to the Binder of borrowing other people's power, except way better at it. So an individual vestige trying to ape classes bigger than the Binder, seems unfeasible.

One could instead make use of the pretentious title I've decided to give this character: based on my refusal to act in-character as "Fizban," I call this hypothetical Dimensional Conduit (Servant Soul/Legacy Gatekeeper/Base Chameleon (http://www.giantitp.com/forums/showthread.php?90955-Chameleon-as-a-Base-Class-(PEACH))/Avatar (http://www.giantitp.com/forums/showthread.php?75448-The-Avatar-Psions-of-the-Unconscious-Base-Class)/Factotum/Wilder) the Thief of Names. Although that would imply a Vestige based on Truenaming, which I don't want to be anywhere near :smalleek:

Draconium
2016-09-29, 11:40 PM
Draconium, Covetous Stretched too Far

Draconium was a dragon of immense power whose greed grew too great. Betraying the All-Mother he was cursed to never rest and never more to truly exist in the world.
Vestige Level: 4th
Binding DC: 24.
Special Requirement: You must scatter gold or platinum coins worth 200 GP across Draconium’s seal. In addition Draconium refuses to be bound at the same time as Tiamat’s more famous failed suiter Ashardalon.

Legend: Draconium was a red dragon of great power, one that vied for the envied, if short lived, position of Consort to the Queen. His power was great enough to be feared across his Prime home, his wings likened unto a hurricane, his breath to the flames of Hell itself. The dwarves feared him enough to flee their kingdoms to escape his terrible wrath.

There was only one thing Draconium was better known for on his world than his power, his great and unquenchable greed. It was his greed which drove him to steal the kingdoms from the dwarves, to cease their fortress city and lair within it upon his pile of stolen wealth. It was his greed which led him to press suit with the Queen of Dragonkind.

For Draconium did not hunger for the coveted position, no he hungered for the chance to do the unspeakable, the unthinkable, the absolutely blasphemous. Draconium attempted to steal the hoard of the Queen herself. As Draconium pressed his suit he brought his kobold servants to offer tribute and gift to the Mother of All Evil Dragons, but in truth they each carried with them a bag of holding and when they delivered their tribute and Draconium distracted the Queen they set about their theft, pilling as much as they could into their bags, and escaping through the final act of mockery and blasphemy, by shattering the urns and gifts they had brought the Dragon Queen, each one a powerful planar travel item.

Tiamat was enraged when she discovered Draconium’s deception and she tore into him with fang and talon and tore the red wyrm limb from limb and piece from piece until he was nothing more than a scattered corpse. Now the tales begin to differ here.

Tiamat is the Mother of All Evil Dragons, Draconium’s soul was indisputably hers. Some say she simply tore his soul to tatters, but that the dragon’s greed was too great and that even when he should have, by rights, been utterly destroyed it lingered there, unwilling to pass into nothing until he had at least gotten to savor his stolen hoard, to feel the sweet touch of that wealth beyond legend. Too tattered and torn to become a ghost, Draconium’s greed became a vestige.

Other tales tell that Tiamat in her fury cursed the blasphemous wyrm. She sentenced him to the world of the vestiges never to be allowed to pass into non-existence until every stolen coin had found its way back to her hoard.

Manifestation: Draconium manifests as a great and powerful red dragon head rising first from the seal and his full body following utterly intangible. Slowly the great dragon dissipates, one coin-like disc floating from his body before vanishing after another. When the deal is made what remains of Draconium scatters into nothing more than these phantasmal coins.

Sign: Your flesh begins to peel, pieces of skin sloughing away from time to time, as if your body has trouble holding itself together.

Influence: While under Draconium’s influence if you have the chance to take an object of value without immediate repercussion you must. In addition you will never willingly part with wealth without something of equal or greater value in exchange. The only exception to both is when you see a shrine of Tiamat where you must place a coin in honor of, or a plead of forgiveness to, the All-Mother.

Granted Powers: Draconium grants those who bind him the power to sense wealth, and to bring it into their hand, as well draw power from their coveted wealth, to burn like the fires of the slain dragon, and to escape the eye of his kin.

Distant Theft: As a standard action you may attempt a sleight of hand check at +4 with a range of 30 ft. You may not manipulate an object weighing more than 5 lbs with this action and the object is teleported into your hand on a success. Once you have used this ability you may not use it again for 5 rounds.

Escape Detection: While Draconium is bound you are able to escape the enhanced senses of dragon kind. Creatures with darkvision are unable to see you with that ability when you are in total darkness (a devil’s see in darkness ability is unaffected). Creatures with low-light vision, or superior low-light vision, treats you as being in an area of shadowy illumination if a creature without low-light vision would and in total darkness if you would be to a creature without low-light vision. You are also undetectable to blindsense (but not blindsight, or non-blindsense abilities which act like blindsense). Finally true dragons suffer a -1 penalty to Spot and Listen checks to detect you per 10 ft instead of per 20 ft.

He was Fire: While Draconium is bound you deal additional fire damage equal to your Charisma modifier with all melee attacks. You may suppress this ability or resume it as a move action.

Miser’s Smite: You may declare a melee attack you make as a Miser’s Smite. If you do so you gain a bonus to attack rolls equal to your Charisma modifier and a bonus to damage equal to your effective binder level, however to gain either bonus you must carry 100 * bonus squared GP in wealth (objects with value simply for trade and not due to their function); if you carry insufficient wealth this bonus is reduced to match the amount of wealth you do carry. Once you have used this ability you cannot use it again until 5 rounds have passed.

Sense Wealth: You are able to sense any accumulation of wealth (i.e. within the same 5 ft square or carried by the same creature) within 60-ft. You know the presence of any accumulation of wealth worth more than 100 GP within range; objects with value due to their function (armor, weapons, magic items) outside of to trade for other objects do not count as wealth for this ability. You do not know the individual value of accumulations of wealth sensed with this ability but you do know relative value (i.e. if there’s a secret chamber of 500 GP, a kobold guard with 120 GP, and a flawless diamond worth 10,000 GP within range you know the location of each to their 5 ft square, and know the diamond is worth more than the secret chamber which is worth more than the kobold guard). A layer of lead, 1 inch of adamantine, 1 ft of other metal, or 5 ft of stone block this ability, lesser barriers do nothing.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Enthralling Voice (DrM).

Oh, I like this. It almost makes me want to play a Binder just to use this. ... Almost. (I love the Binder's flavor, but for the life of me, I'm never able to enjoy actually playing the class.) Thank you for the wonderful present, Zaydos.

Extra Anchovies
2016-09-29, 11:49 PM
I keep trying to come up with ideas for a vestige based on Marlowe's Planetouched characters, but I can't pull anything coherent together... :smallyuk:

Regardless, I'm here.

Zaydos, the Peanut Dragon

Vestige Level: 3rd
Binding DC: 22

Legend: It's a peanut. It's a dragon. Do the math.

Manifestation: A number of small shoots and vines burst forth from the ground and twist into the shape of a small dragon. A pair of peanuts sprout from the vines in positions reminiscent of eyes, and the resulting effigy silently awaits your bargain.

Sign: Your skin is covered in rough scales, like the shell of a peanut, and the hair on top of your head turns green.

Influence: While under Zaydos's influence, you have difficulty resisting invitations to participate in creative or artistic activities. When presented with such an invitation, you must make a Will save (DC 10 + 1/2 character level + your Wisdom modifier) to turn down the invitation.

Granted Powers: Those who dare to bind Zaydos have at their disposal the massive untapped power of the peanut.

Quite a Mouthful: As a standard action, you can conjure a glob of hyper-allergenic peanuts and peanut butter and hurl it at a target within 60 feet, striking without need for an attack roll. The target is nauseated for 1d4 rounds unless they succeed on a Fortitude save, and a successful save instead renders them sickened for the same duration. Regardless of the result of the saving throw, the target also finds their mouth gummed up with peanut butter for 1d4+4 rounds, making speech very difficult. The first time each round the creature tries to speak, they must roll d%; on a result of 01-20 they are unable to speak that round, making communication difficult and verbal spell components or magical command words impossible. After using this ability you must wait 5 rounds to use it again.

Icky Sticky: You leave a trail of peanut butter wherever you walk, causing any surface you occupied or moved across to become difficult terrain for all creatures other than you. This difficult terrain persists for one minute, but dissipates if you move more than 60 feet away from it or if you take a swift, standard, or move action to dismiss the peanut butter.

Roots of the Earth: You get a +8 bonus on opposed checks to resist bull rush, overrun, and trip attempts, and a +4 bonus on saving throws against effects that would move you against your will.

Unyielding Shell: You gain a natural armor bonus equal to your Charisma bonus (minimum 1). If you have a natural armor bonus from another source, you use the higher of your Charisma bonus or your existing natural armor plus one-half your Charisma bonus. You must be showing Zaydos's sign to gain this benefit.

Photosynthesis: While exposed to direct natural sunlight, you gain fast healing 2. This improves to fast healing 3/4/5 at binder levels 9/13/17. You must be showing Zaydos's sign to gain this benefit.

Zaydos
2016-09-30, 12:04 AM
I remember creating vestiges in the home brew vestige thread back on the WotC board back in the day. Made a bunch too including Star Scream, Yorinaga Kurita, SPINAL TAP, and others (I think Spinal Tap was my best one overall though).

SO while I don't think I am well known enough here (particularly on this board) I give permission to create one of me if you desire.

I know 2 things about you. 1) You make vestiges of cartoon characters and fictional metal bands. 2) You hate alignment as mechanic. As someone who makes vestiges of comic book characters, Star Fleet personnel, and the occasional vampire wizard spy Christopher Lee I can respect the former. Add in your name for some inspiration and...


Pyro火gnus Friend of Meepo (MeeposFire)

Pyroignus was a devoted friend in life, and shares that devotion even now as a vestige.

Vestige Level: 3rd.
Binding DC: 20.

Legend: Pyrohignus was a kobold and the closest friend to his fellow kobold the tribe’s dragon keeper. Following an event in which the tribe’s wyrmling dragon was stolen by goblins, Pyrohignus’s best friend was banished and Pyrohignus followed him into exile.

When werefleshrakers attacked and infected his friend, Pyrohignus stood beside him and suffered the same affliction. The kobolds were inseparable, Pyrohignus always following behind his more charismatic friend. That was until the dragon disciple and Pyrohignus encountered a ghost dragon. The two kobolds were hopelessly outmatched, but Pyrohignus plead to save his friend’s life, offering not just his own life, but his very soul in exchange. Of course the dragon ghost was a dragon ghost not a fiend, it couldn’t directly take his soul, but it possessed his body, letting his friend go and ‘living’ through Pyrohignus, letting the kobold’s own soul wither and fade.

Thus Pyrohignus died while he yet lived, his soul losing its anchor to his body, yet he could not rest easy while his friend still lived. Too little of Pyrohignus remained to return as a ghost, but it still clawed to return, and though his friend may have passed on Pyrohignus still watches for his one true comrade.

Manifestation: Pyrohignus rises from the seal in the form of a fleshraker. Slowly he reshapes into a form halfway between kobold and fleshraker, and then takes the form of a kobold which slowly fades throughout the binding process.

Sign: While showing Pyrohignus’s sign your toes curve up into wickedly twisting claws like those of a deinonychus.

Influence: While under Pyrohignus’s influence you may not betray a friend or deceive them, nor may you knowingly encourage another creature to do so.

Granted Powers:

Distracting Flanker: While Pyrohignus is bound if you flank a creature it suffers a penalty to attack rolls made against creatures other than you equal to the bonus you gain to attack rolls for flanking it. In addition it provokes an attack of opportunity from any creature (other than you) that is flanking it with you if it moves even if it takes a 5 ft step or withdraws; a tumble check can still be made to avoid this AoO but they suffer a penalty to do so equal to ½ your binder level.

Envenom: While Pyrohignus is bound as a swift action you may charge your next melee attack with a slashing or piercing weapon with poison. This poison has an initial and secondary damage of 1d6 Dexterity. If the charged attack misses this ability is wasted. If you do not make a melee attack with a slashing or piercing weapon before the end of your turn this ability is wasted. Once you have used this ability you must wait 5 rounds before using it again.

Friendly Fire: While Pyrohignus is bound you gain a fiery breath weapon which you can use as a standard action. This breath weapon is a cone of fire out to 10 ft per 3 binder levels (maximum 50 ft) which deals 1d6 fire damage per binder level within the area (Reflex halves). Allied creatures within the area take no damage, as Pyrohignus’s flames burn not his friends. Once you have used this ability you must wait 1d4+1 rounds before using it again (minimum 1 round).

Keeper of the Fire: While Pyrohignus is bound you gain fire resistance 10 and any flaming object you carry cannot be extinguished as long as you are carrying it (lifting it off the ground).

Rake: While Pyrohignus is bound when you charge you may make 2 rake attacks in addition to your normal attack(s) at the end of a charge. These rake attacks are made as primary natural weapons (even if you make other attacks) each dealing 1d6 + Strength damage. In addition if you successfully strike a creature with both rake attacks you may make a trip attempt against that creature with a +4 bonus added to your opposed check and without provoking any attacks of opportunity for the trip attempt, without needing a touch attack, and without allowing the enemy to respond to trip you back if you fail to trip them. You must show Pyrohignus’s sign to use this ability.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): True Friend’s Shield (new invocation).

True Friend’s Shield
Least, 2nd (Abjuration)
With a touch you create a protective bond between you and another creature. As long as you are on the same plane the subject gains a deflection bonus to AC equal to your deflection bonus to AC and a resistance bonus to saves equal to your resistance bonus to saves, and takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

This invocation lasts 24 hours, though may be dismissed prematurely.

With (Improved) Bind Vestige: If you have the Improved Bind Vestige feat you gain Distracting Flanker. If you also have Practiced Binder you gain Envenom.


Zaydos, I am disappointed that Draconium's vestige has no breath weapon. :smallfrown:

But a red dragon who binds him already has fire breath, and now they get new extra abilities. More seriously Draconium is always getting given a breath weapon it feels cheep and uninspired to do it too often, got to be able to do red dragon without the crutch of 'fire breath' sometimes. There is more to a red dragon than its breath weapon. Besides there's already a vestige for breath weapon.


This is great! Now I need to go read ToM again! Haha. I love this and it actually makes me want to play a binder.

There's a little sidebar on page 18 of Tome of Magic about making vestiges different and I always loved the idea of incorporating some of the ideas suggested with regular vestiges as well. I mean if Sorcery, Wizardry, Druidism, Theurgy Clerical Magic, and Psionics can all co-exist (with Truenaming and Shadowcasting) why can't 'I make pacts with entities outside of reality' and 'I make pacts with angelic entities' and 'I make pacts with Red Fel the Prince of Imps (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142)' also coexist?


Zaydos, you did it again. That right there is a wonderful piece of slaughter.

Thank you.


Oh, I like this. It almost makes me want to play a Binder just to use this. ... Almost. (I love the Binder's flavor, but for the life of me, I'm never able to enjoy actually playing the class.) Thank you for the wonderful present, Zaydos.

I need to look into the PF version (Radiance House's Occultist). I looked at it a little before and it looked like it fixed a lot of the problems I have with how vestiges were designed (the 8 level system and Improved Binding are horrible design decisions as the first just makes them scale awkwardly, and the latter makes it so everything ultimately has to be designed as 'functions 2 levels lower at the cost of a feat' which makes them scale even more awkwardly). Add in that you don't get your second vestige till 8th level :smallsigh:


I keep trying to come up with ideas for a vestige based on Marlowe's Planetouched characters, but I can't pull anything coherent together... :smallyuk:

Regardless, I'm here.

Zaydos, the Peanut Dragon

Vestige Level: 3rd
Binding DC: 22

Legend: It's a peanut. It's a dragon. Do the math.

I'm more than a peanut and a dragon. I'm also a lich... I mean a dracolich. I am not a dragon lich. I'm a dracolich... I mean there are other peanut dragons (in theory).


Manifestation: A number of small shoots and vines burst forth from the ground and twist into the shape of a small dragon. A pair of peanuts sprout from the vines in positions reminiscent of eyes, and the resulting effigy silently awaits your bargain.

Sign: Your skin is covered in rough scales, like the shell of a peanut, and the hair on top of your head turns green.

Influence: While under Zaydos's influence, you have difficulty resisting invitations to participate in creative or artistic activities. When presented with such an invitation, you must make a Will save (DC 10 + 1/2 character level + your Wisdom modifier) to turn down the invitation.

Odd for an influence to force a save (normally it's 'do X or suffer a -1 stacking penalty on attacks, saves, and checks'). That said I like that influence, even if my artistic skills are less than 0.


Granted Powers: Those who dare to bind Zaydos have at their disposal the massive untapped power of the peanut.

-snippety for length-

Is the peanut glob supposed to be 1/5 rounds? It's odd for a vestige not to have one, and with it at-will I'd say probably should be 4th or 5th level (Focalor {3rd} gives the penalties of sickened passively to creatures adjacent to you, but this is also save or lose 1d4 rounds, the fast healing is better than Buer's {4th} but limited to daylight which more than makes up for the difference. It gives a much better AC bonus than Dahvler-Nar {2nd} in that it stacks fully with enhancement bonuses and is twice as good if you lack actual natural armor already). With it 1/5 rounds it fits in pretty well with other 3rd level vestiges with a focus on passive defense (difficult terrain, AC, hard to move, fast healing) and a ranged offense which can shut down an enemy temporarily. Apparently I can't read.

Altogether it looks fun, though. To note Icky Sticky is my favorite ability it gets. And now I almost want to play a binder.

Snowbluff
2016-09-30, 12:26 AM
But a red dragon who binds him already has fire breath, and now they get new extra abilities. More seriously Draconium is always getting given a breath weapon it feels cheep and uninspired to do it too often, got to be able to do red dragon without the crutch of 'fire breath' sometimes. There is more to a red dragon than its breath weapon. Besides there's already a vestige for breath weapon.


1) Yes, so he can have 2 fire breaths and be cycling them.
2) Most binders aren't dragons.
3) At least 3 breath weapons, actually. That means it's almost unusual to not have a breath weapon. :smalltongue:
4) Could hurt, as long as you have many other interesting abilities, like the treasure sense (which I like a whole lot). I mean you did add a straight up "x stat to y" damage ability.

Extra Anchovies
2016-09-30, 12:42 AM
I'm more than a peanut and a dragon. I'm also a lich... I mean a dracolich. I am not a dragon lich. I'm a dracolich... I mean there are other peanut dragons (in theory).

Well, those are peanut dragons, but you're the Peanut Dragon.


Odd for an influence to force a save (normally it's 'do X or suffer a -1 stacking penalty on attacks, saves, and checks'). That said I like that influence, even if my artistic skills are less than 0.

I think the stacking -1 is a poorly designed mechanic, especially with how many directly conflicting influences there are in ToM. Vestige influences should IMO have a chance to compel you into certain actions with a poor pact, or provide bonuses for willingly taking certain actions with a good pact.


Is the peanut glob supposed to be 1/5 rounds? It's odd for a vestige not to have one, and with it at-will I'd say probably should be 4th or 5th level (Focalor {3rd} gives the penalties of sickened passively to creatures adjacent to you, but this is also save or lose 1d4 rounds, the fast healing is better than Buer's {4th} but limited to daylight which more than makes up for the difference. It gives a much better AC bonus than Dahvler-Nar {2nd} in that it stacks fully with enhancement bonuses and is twice as good if you lack actual natural armor already). With it 1/5 rounds it fits in pretty well with other 3rd level vestiges with a focus on passive defense (difficult terrain, AC, hard to move, fast healing) and a ranged offense which can shut down an enemy temporarily.

Gyah! Thanks for catching that, Quite a Mouthful was indeed meant to be 1/5 rounds. Fixed.

Regarding the vestige level, I feel like it would either be a mediocre 4th or a strong 3rd. There's already ten 4th-level vestiges from WotC, so I decided to err on the side of slightly-overpowered.


Altogether it looks fun, though. To note Icky Sticky is my favorite ability it gets. And now I almost want to play a binder.

Yus! I'm glad you like it. The Binder is... odd. I find both the 3.5 ToM and the PF Radiance House versions of pact magic kinda underwhelming - ToM because of the long wait for multiple vestiges, the 8-level weirdness, and the Improved Binding weirdness, Radiance House because constellation aspects are near-worthless and a lot of the spirits have abilities that seem pretty lackluster - but it's a system with a lot of potential and nigh-limitless room for homebrew, so it has a special place in my cold, blackened heart.

Zaydos
2016-09-30, 12:58 AM
1) Yes, so he can have 2 fire breaths and be cycling them.
2) Most binders aren't dragons.
3) At least 3 breath weapons, actually. That means it's almost unusual to not have a breath weapon. :smalltongue:
4) Could hurt, as long as you have many other interesting abilities, like the treasure sense (which I like a whole lot). I mean you did add a straight up "x stat to y" damage ability.

Alright you've got me, I justed wanted to do something other than 'dragon slap breath weapon on it'.


Well, those are peanut dragons, but you're the Peanut Dragon.

I still don't quite know how that happened.


I think the stacking -1 is a poorly designed mechanic, especially with how many directly conflicting influences there are in ToM. Vestige influences should IMO have a chance to compel you into certain actions with a poor pact, or provide bonuses for willingly taking certain actions with a good pact.

Touche.


Gyah! Thanks for catching that, Quite a Mouthful was indeed meant to be 1/5 rounds. Fixed.

Ok so I can read.


Regarding the vestige level, I feel like it would either be a mediocre 4th or a strong 3rd. There's already ten 4th-level vestiges from WotC, so I decided to err on the side of slightly-overpowered.

Yeah it's definitely a strong lv 3, but it's still a debate compared to Focalor or Paimon, and like them I actually prefer it to most of the ToM 4th level vestiges (I'm not glancing through all the web enhancement vestiges making vestiges right now so I can't remember them well enough) but I don't like most of the 4th level vestiges.


Yus! I'm glad you like it. The Binder is... odd. I find both the 3.5 ToM and the PF Radiance House versions of pact magic kinda underwhelming - ToM because of the long wait for multiple vestiges, the 8-level weirdness, and the Improved Binding weirdness, Radiance House because constellation aspects are near-worthless and a lot of the spirits have abilities that seem pretty lackluster - but it's a system with a lot of potential and nigh-limitless room for homebrew, so it has a special place in my cold, blackened heart.

The Radiance House still sounds easier to fix with homebrew, though I don't remember how the constellation aspects even worked so I might be wrong. That said I'd be lying if I didn't agree that pact magic has a lot of potential and nigh-limitless room for homebrew, giving it a special place in my rather warm... I mean cold, very cold, and shriveled heart. I do not keep my heart in a volcano.

Zaydos
2016-09-30, 01:25 AM
Permission granted.


It that Forgot and was Forgotten (ryu)

The nature of It that Forgot and was Forgotten is difficult to ascertain for almost all traces of them even as a vestige are forgotten almost as soon as they pass by.

Vestige Level: 8th.
Binding DC: 35
Special: To know about It that Forgot and was Forgotten requires 18 ranks in Knowledge (the planes), Bardic Knowledge as a 15th level bard, or Lore as a 15th level cloistered cleric/loremaster/bard. This is not a requirement to bind ItFawF, but to remember it exists in the first place.

Legend: It that Forgot and was Forgotten is a being that has been all but entirely forgotten. What is known is that It forgot what it was, and whispered rumors that Vecna may have been involved.

Manifestation: It that Forgot and was Forgotten does not appear before the pact maker. There is just a mere sense of presence and then nothing as it withdraws back to observe the would be binder. If the pact is successfully made that presence returns flowing into the pact maker.

Sign: While showing It that Forgot and was Forgotten’s sign your face becomes frozen and unemotive.

Influence: While under It that Forgot and was Forgotten’s influence you may not reveal to other creatures any information about yourself. In addition ItFawF’s forgetting of themselves affects you as well, while under ItFawF’s influence you must not willingly remember your own personal information.

Granted Powers:

Constant Alertness: While ItFawF is bound you are never surprised or flat-footed as a sixth sense warns you of danger. In addition you gain a +6 insight bonus on Listen and Spot checks.

Contingent Planning: While ItFawF is bound you can spend 10 minutes to create a contingency plan. This functions as the spell Contingency but instead of placing a spell upon yourself you place a course of action which must be able to be completed by you with a single attack action, move action, or a standard action to use a vestige’s granted ability (you must have the appropriate vestige bound). This action is immediately taken when the Contingency would be triggered, and once it is triggered it is lost until you make another contingency plan. You may only have one contingency plan at once.

Emotionless Visage: While ItFawF is bound and you show its sign Sense Motive checks made against you suffer a -8 penalty due to the total inscrutability of your face. However you suffer a -4 penalty to Charisma checks, and Charisma based skill checks to interact with other creatures.

Focused Forgetfulness: While ItFawF is bound as a standard action you may make a single creature within 20 ft per binder level forget you exist. The target must make a Will save or forget all it knows about you, and become unable to perceive you for 1 round per binder level. If you attack the target or touch the target they are able to perceive you once more but they still do not remember who you are. This is a mind-affecting effect. Once you have used this ability you cannot use it again for 5 rounds.

Freed from Fate’s Weave: While ItFawF is bound to you, you gain immunity to divination spells cast against you, and divination spells not directly cast upon you do not give information about you; you still show up in Scrying spells that would show your area (though they must target someone near you and not you).

Inevitable Betrayal: While ItFawF is bound to you flat-footed creatures, creatures denied their Dexterity bonus against you due to being unable to see you, or creatures unaware of your presence suffer a -2 penalty on saving throws against your spells and abilities.

Paranoia Surge: While ItFawF is bound to you, you may take a 2nd immediate action within a round (the first one still uses your next round’s swift action, the 2nd does not). Once you do so you must wait 5 rounds before doing so again.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Pyre of Fantasy (homebrew (http://www.giantitp.com/forums/showthread.php?476269-A-Collection-of-Invocations&p=20341605#post20341605) invocation).

ryu
2016-09-30, 01:51 AM
It that Forgot and was Forgotten (ryu)

Vestige Level: 8th.
Binding DC: 35
Special: To know about It that Forgot and was Forgotten requires 18 ranks in Knowledge (the planes), Bardic Knowledge as a 15th level bard, or Lore as a 15th level cloistered cleric/loremaster/bard. This is not a requirement to bind ItFawF, but to remember it exists in the first place.

Legend: It that Forgot and was Forgotten is a being that has been all but entirely forgotten. What is known is that It forgot what it was, and whispered rumors that Vecna may have been involved.

Manifestation: It that Forgot and was Forgotten does not appear before the pact maker. There is just a mere sense of presence and then nothing as it withdraws back to observe the would be binder. If the pact is successfully made that presence returns flowing into the pact maker.

Sign: While showing It that Forgot and was Forgotten’s sign your face becomes frozen and unemotive.

Influence: While under It that Forgot and was Forgotten’s influence you may not reveal to other creatures any information about yourself. In addition ItFawF’s forgetting of themselves affects you as well, while under ItFawF’s influence you must not willingly remember your own personal information.

Granted Powers:

Constant Alertness: While ItFawF is bound you are never surprised or flat-footed as a sixth sense warns you of danger. In addition you gain a +6 insight bonus on Listen and Spot checks.

Contingent Planning: While ItFawF is bound you can spend 10 minutes to create a contingency plan. This functions as the spell Contingency but instead of placing a spell upon yourself you place a course of action which must be able to be completed by you with a single attack action, move action, or a standard action to use a vestige’s granted ability (you must have the appropriate vestige bound). This action is immediately taken when the Contingency would be triggered, and once it is triggered it is lost until you make another contingency plan. You may only have one contingency plan at once.

Emotionless Visage: While ItFawF is bound and you show its sign Sense Motive checks made against you suffer a -8 penalty due to the total inscrutability of your face. However you suffer a -4 penalty to Charisma checks, and Charisma based skill checks to interact with other creatures.

Focused Forgetfulness: While ItFawF is bound as a standard action you may make a single creature within 20 ft per binder level forget you exist. The target must make a Will save or forget all it knows about you, and become unable to perceive you for 1 round per binder level. If you attack the target or touch the target they are able to perceive you once more but they still do not remember who you are. This is a mind-affecting effect. Once you have used this ability you cannot use it again for 5 rounds.

Freed from Fate’s Weave: While ItFawF is bound to you, you gain immunity to divination spells cast against you, and divination spells not directly cast upon you do not give information about you; you still show up in Scrying spells that would show your area (though they must target someone near you and not you).

Inevitable Betrayal: While ItFawF is bound to you flat-footed creatures, creatures denied their Dexterity bonus against you due to being unable to see you, or creatures unaware of your presence suffer a -2 penalty on saving throws against your spells and abilities.

Paranoia Surge: While ItFawF is bound to you, you may take a 2nd immediate action within a round (the first one still uses your next round’s swift action, the 2nd does not). Once you do so you must wait 5 rounds before doing so again.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Pyre of Fantasy (homebrew (http://www.giantitp.com/forums/showthread.php?476269-A-Collection-of-Invocations&p=20341605#post20341605) invocation).

Exactly the kind of features I can get behind. Especially good if I'm remembering right and there was a binder/wizard theurge prestige that could be gotten into with a level in binder. At that point it's most of the big benefits of vecna blooded, plus a few neat and powerful extras, plus whatever cool things you can make from your binder progression. All in all absolutely top notch. Would definitely use.

Cerefel
2016-09-30, 01:59 AM
While I don't post super regularly as of yet, I'll still give permission. I tend to enjoy characters that are good at hitting things, and have a soft spot for gishes and bards.

ryu
2016-09-30, 02:05 AM
Actually just read further. Homebrewed a wizardy binder? sweet.

Zaydos
2016-09-30, 02:26 AM
Cor, been a long time hasn't it? Last thread started end of 2014, sheesh.

Gonna take some effort to catch up the new folks, won't it? Hm.


Red Fel, the Helpful Advisor (Red Fel)

Red Fel was the loyal advisor of a long collapsed empire, or the treacherous shadow behind the throne that led to its fall. He lends his advice to those who bind him, and allows them to speak with his silvered tongue.

Vestige Level: 3rd.
Binding DC: 20.

Legend: Red Fel was a royal advisor, whose words of wisdom were used to turn the small kingdom whose king he advised into the largest empire in the world. He was known across the world for his wisdom and intellect, his skill of wit and word, which had literally reshaped the political landscape. Yet he was blamed too. Every step the king took was assigned to his influence. Every corruption within the empire placed at his head and as coming from his tongue.

Of course actually managing a world-spanning empire is beyond a single man, it is the work of a bureaucracy, and corruption will always sink in. Not all of Fel's words were heeded either, for his tongue was not the only one which whispered into the ears of the king. Red Fel's supporters (those who bind him mostly) claim that had his advice been fully heeded what came next would never have come, his detractors claim it was those words of his that were heeded which led to the events to come. As the empire expanded the corruption worsened and it festered until it grew into tyranny and that tyranny watered the seeds of rebellion.

Across the empire rebellion burned. The castle was besieged and the rebels moved to claim Red Fel's head and claim it they did despite his protests, his pleads to let him help them make a new and better world, a new and better government. Executed, Red Fel did not stop, his disembodied head still pleading to be allowed to offer its advice. Horrified the rebels burnt it to ash, and scattered the ashes, praying over them to dissipate the spirit. Dissipate it they did, enough that it could not rest in the Outer Planes, but blew across reality as a restless and scattered spirit till it found its way piece by piece into the void of the vestiges.

Manifestation: Red Fel appears as a richly dressed humanoid courtier without his head. In his hands he holds a pile of ashes from which his voice springs, eager to have his would be binder accept his advice.

Sign: Your tongue turns silver, not merely in color but texture as well. It is up to the DM whether your tongue, if used in a natural weapon attack (because you’re a giant frog possibly) or as a monk’s unarmed strike overcomes DR as if silver.

Influence: While under Red Fel’s influence you must always offer advice if it is requested or invited, except towards creatures you are actively engaged in combat with and which are actively fighting you (if you start attacking a random beggar/merchant/goblin/king who asks advice for how to get you to stop attacking them the influence applies).

Granted Powers:

Advice Not Heeded: While Red Fel is bound as a standard action you may offer a suggestion to a creature within 60 ft. This does not function as a suggestion spell however. As with suggestion you offer a course of activity (limited to a sentence or two) and the target must make a Will saving throw. If they fail they are compelled to not perform the suggested course of activity for 1 day per 2 binder levels, unless not performing it would be obviously harmful. Once you have used this ability you cannot use it again for 5 rounds. If a creature successfully saves against this ability they are immune to your Advice Not Heeded for 24 hours.

Advisor’s Voice: While Red Fel is bound his voice whispers advice to you at all times. You gain a +2 insight bonus to Intelligence, Wisdom, and Charisma checks as well as skill checks based on those abilities.

Honest Deceptions: While Red Fel is bound you may use Diplomacy in place of Bluff to convince another of the truth of your words as long as what you say is technically true even if highly deceptive. In addition you may use Diplomacy in place of Intimidate to change a creature’s behavior if you so desire.

Non-Threatening Posture: While Red Fel is bound you can attempt to make a creature see you as a reduced threat compared to your companions. You can use this ability as an immediate action during an opponent's turn after the opponent announces its intention to attack you or target you with a spell if it could attack a different target that is its enemy or target a different enemy creature with the spell in your place. The target must make a Will save or it cannot target you with the attack or spell. It can choose a new target to attack, but it takes a -4 circumstance penalty on its attack roll due to the sudden change of intentions at the last second. Likewise, the subject of this ability can redirect a spell that had been targeted on you, but it must succeed on a Concentration check (DC 15 + the spell's level) or the spell is wasted. Once you use this ability you cannot use it again for 5 rounds. This is a mind-affecting compulsion.

Words of Advice: While Red Fel is bound you may use the Aid Another action to assist creatures up to 30 ft away, and if you use it to assist their AC or attack rolls the bonus applies to all attacks against your allies from the designated creature or by your ally against the designated creature. In addition you may increase the benefit from the Aid Another action by your Charisma modifier (up to an increase of ½ your binder level), but if you do so you cannot use this ability again for 5 rounds.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Beguiling Influence.

With (Improved) Bind Vestige Feat: If you have the Improved Bind Vestige feat you gain Words of Advice. If you have the Practiced Binder feat as well you gain Advisor's Voice.



Exactly the kind of features I can get behind. Especially good if I'm remembering right and there was a binder/wizard theurge prestige that could be gotten into with a level in binder. At that point it's most of the big benefits of vecna blooded, plus a few neat and powerful extras, plus whatever cool things you can make from your binder progression. All in all absolutely top notch. Would definitely use.

Anima Mage, it's a strong one (1 feat and 1 level of casting for 6th level vestiges and some free metamagic), unfortunately this is an 8th level vestige which puts it beyond Anima Mage's reach without jumping through hoops to advance the class's abilities further, or a DM made expansion to make Anima Mage at least 14 levels.


Actually just read further. Homebrewed a wizardy binder? sweet.

More warlocky, but yeah someone requested it in base class and PrC flavor back when I was doing random requests so I made it. Unless you're talking Vestige Priest and not Contractor in which case, I've half disowned it.

ryu
2016-09-30, 02:39 AM
You could legacy champion it fairly easily I think? Or use one of the tirckster types right?

Zaydos
2016-09-30, 02:45 AM
You could legacy champion it fairly easily I think? Or use one of the tirckster types right?

I think so, but I'm not as familiar with those to say without checking the books. It's like getting double 9s, it requires some hoops but I believe it's doable. Though I can't say I've checked.

ryu
2016-09-30, 03:03 AM
I think so, but I'm not as familiar with those to say without checking the books. It's like getting double 9s, it requires some hoops but I believe it's doable. Though I can't say I've checked.

Is eighth the highest level of vestige or is it nine like everything else? If all you need is another four levels of advancement legacy champion can do it while technically only losing one level of spellcasting by going to the fifth level of the class. I say one because if you're willing to be properly cheesy anima mage actually doesn't specifically call out an advancement of existing binder features the way most theurgy classes do. You can get the entire benefit of it entering with feats.

Zaydos
2016-09-30, 03:07 AM
Is eighth the highest level of vestige or is it nine like everything else? If all you need is another four levels of advancement legacy champion can do it while technically only losing one level of spellcasting by going to the fifth level of the class. I say one because if you're willing to be properly cheesy anima mage actually doesn't specifically call out an advancement of existing binder features the way most theurgy classes do. You can get the entire benefit of it entering with feats.

Eighth is, it's one of the weird things about Binding which make vestige progression wonky and difficult to balance. So yeah Legacy Champ ought to work*.

*I've only read like 15% of Weapons of Legacy before deciding it wasn't worth the time required to read it and thus haven't read Legacy Champ in its entirety.

khadgar567
2016-09-30, 03:07 AM
is there a way to give vestige sorcerer spell casting from let's say wizard list with out getting to powerful( ı have a vestige idea but I dont know how to give spell casting and its 1 level vestige

ryu
2016-09-30, 03:45 AM
Eighth is, it's one of the weird things about Binding which make vestige progression wonky and difficult to balance. So yeah Legacy Champ ought to work*.

*I've only read like 15% of Weapons of Legacy before deciding it wasn't worth the time required to read it and thus haven't read Legacy Champ in its entirety.

Yeah.... Still though it was a necessary sacrifice to realize a concept so completely. Only way to make this more properly insane is to utilize time travel to make the person binding the vestige a past or future version of the vestige itself. As you've probably realized by now i enjoy making peoples brains hurt.

khadgar567
2016-09-30, 04:12 AM
Yeah.... Still though it was a necessary sacrifice to realize a concept so completely. Only way to make this more properly insane is to utilize time travel to make the person binding the vestige a past or future version of the vestige itself. As you've probably realized by now i enjoy making peoples brains hurt.
chronomancy may be bit dangerous since pc can secretly binding his own soul from future were he knows exactly what happened during the adventure path and supply info to themselves by using vestige as excuse to look in to adventure path and fine tune the build

ryu
2016-09-30, 04:23 AM
chronomancy may be bit dangerous since pc can secretly binding his own soul from future were he knows exactly what happened during the adventure path and supply info to themselves by using vestige as excuse to look in to adventure path and fine tune the build

You were paying attention to the undeniable fact that It that Forgot and was Forgotten carries no memory of pre-vestige time right? It's in the name.

khadgar567
2016-09-30, 04:35 AM
You were paying attention to the undeniable fact that It that Forgot and was Forgotten carries no memory of pre-vestige time right? It's in the name.
lets forget this happened

Snowbluff
2016-09-30, 07:37 AM
Is eighth the highest level of vestige or is it nine like everything else? If all you need is another four levels of advancement legacy champion can do it while technically only losing one level of spellcasting by going to the fifth level of the class. I say one because if you're willing to be properly cheesy anima mage actually doesn't specifically call out an advancement of existing binder features the way most theurgy classes do. You can get the entire benefit of it entering with feats.
Yeah, and it's also a very good PrC in general. Even it it weren't the metamagic tricks, I'd call it very good.

khadgar567
2016-09-30, 08:14 AM
well my personal creation for myself is nearly done just needed to write her legend and its basicly post able my main problem is how to create vestige for someone like dire_stirge so.

Red Fel
2016-09-30, 08:32 AM
Red Fel, the Helpful Advisor (Red Fel)

Vestige Level: 3rd.
Binding DC: 20.

My, my. Not often I see one of these painting me in a sympathetic or tragic light. Do like it.

The Advice Not Heeded ability is a nice touch - a compulsion to not do a thing. Clever. The rest of the abilities are very smart and flavorful, and work quite well together. Do like! A thank.

khadgar567
2016-09-30, 08:56 AM
again shamelessly here is something for me from my self until regulars gets the idea and creates for me

may i represent

paimon the queen oflust (khadgar567)

Legend one the favorite concubine of forgotten king, helping him in any way she can until the world destroyed her king in desperate attempt cast their concourses to in to void where her broken soul become vestige she is to day
Sign binder bindersbody become utterly perfect for their race
Manifestation scantily clad blue skinned elven dancerappears out of smoke wearing array of jewelry instead of common clothes
Influence bindercan't wear armor as long as binds paimon
Special requirementbinder must be female
Granted abilities


Aura of lust every creature within 30 ft of you takes -4+binder level penalty on attack rolls, checks, saves, and weapon damage rolls. You can activate or suppress this ability as swift action. Aura of lust is mind effecting ability
Garments of seductress paimon teaches you to summon same garb she wears during the time you bind paimon your ac is equal to ten plus your binder level plus twice of your dexterity modifier plus your charisma modifier
Essence of paimon binder gets charisma bonus equal to his binder level for all charisma based skills
Secrets of the old world paimon shows you the secret nuances of magic you never knew while binding paimon you gain ability to cast sphere magic( spheres of power) your sphere caster level is equal to your binder level and you gain talents equal to your binder class levelsLegend one thefavorite concubine of forgotten king, helping him in any way she can until theworld destroyed her king in desperate attempt cast their concourses to in tovoid where her broken soul become vestige she is to daypaimon the queen oflust
Sign binder bindersbody become utterly perfect for their race
Manifestation scantily clad blue skinned elven dancerappears out of smoke wearing array of jewelry instead of common clothes
Influence bindercan't wear armor as long as binds paimon
Special requirementbinder must be female
Granted abilities

Aura of lust every creature within 30 ft of you takes -4+binder level penalty on attack rolls, checks, saves, and weapon damage rolls. You can activate or suppress this ability as swift action. Aura of lust is mind effecting ability
Garments of seductress paimon teaches you to summon same garb she wears during the time you bind paimon your ac is equal to ten plus your binder level plus twice of your dexterity modifier plus your charisma modifier
Essence of paimon binder gets charisma bonus equal to his binder level for all charisma based skills
Secrets of the old world paimon shows you the secret nuances of magic you never knew while binding paimon you gain ability to cast sphere magic( spheres of power) your sphere caster level is equal to your binder level and you gain talents equal to your binder class level


​I know this lady has same name with that sword armed bastard
If any one want to see her picture just search paimon magi on google and any help for better legend is appreciated


Legend one the favorite concubine of forgotten king, helping him in any way she can until the world destroyed her king in desperate attempt cast their concourses to in to void where her broken soul become vestige she is to day

Zaydos
2016-09-30, 11:58 AM
Xuldarinar, the Shadow that Warns (Xuldarinar)

Xuldarinar was a master of shadow magic who lost his very self in Shadow leading to his warnings of imminent evil falling on deaf ears. Now he grants his shifting form and his warnings of doom.

Vestige Level:5th.
Binding DC: 25.

Legend: It is said Xuldarinar was an illusionist of great power and skill, a master of shadow magic. Scorned by his lover, Xuldarinar retreated into the Plane of Shadow to study its nature.

Years later Xuldarinar emerged, his form no longer stable as it shifted with the shadows, and he warned of a great darkness growing within the Plane of Shadow, a taint within the very heart of darkness. His words fell on deaf ears however as his shifting form led him to assume monstrous form after monstrous form and those he tried to warn struck him dead, or as dead as a shadow could be.

Manifestation: Xuldarinar emerges from the seal in the form of a writhing shadow, it coalesces into a humanoid form of shadow with no features. As you speak to it the form shifts and changes moving between a myriad of creatures, but the only face that ever forms is the binder’s own, twisted into a sneer. It is this sneering reflection that Xuldarinar uses to speak to the would be binder.

Sign: Your shadow develops a life of its own moving in ways that don’t reflect your own (it stays attached, though) nor are they controlled by you.

Influence: While under Xuldarinar’s influence you become adverse to bright light and must not willingly carry a light source or remain within 10 ft of one for an extended duration (1+ minutes)

Granted Powers:

Perfect Darkvision: You may see in non-magical darkness as easily as bright light, in full color with no range limit. This does not allow you to see in magical darkness however.

Sculpt Shadows: As a standard action you may change the radius of light presented by a light source within 5 ft per 2 binder levels. You may either reduce the output to half (reducing the radius to half), or carefully sculpt areas of shadowy illumination within the bright illumination. You may create 1 5 ft square of shadows this way per 2 binder levels, but none may be within half the range of the light source. These shadows move with the light source, but are not magical darkness and if another light source would provide bright illumination in the square the shadow is dispersed.

Shadow Hop: As a standard action while in shadowy or no illumination you may teleport up to 100 ft per binder level to another square with shadowy or no illumination. While you do not have to be able to see the target square, nor do you need line of effect to it, if it has bright illumination, or is occupied this ability fails. Once you use this ability (even if it fails) you cannot use it again for 5 rounds.

Shadow Shape: As a standard action you may take the shape of another creature. This functions like the spell polymorph using your binder level as your caster level except as listed here. The new form must be within 2 size categories of your own form. You may only target yourself and you do not heal when you change form. You do not gain the ability scores of the new form with the exception of you use the new form’s Dexterity if it is worse than yours. You do not appear as a perfect replication of the creature but instead as a version of it made of living darkness and shadow, as such you cannot typically be mistaken for a normal member of the species. Finally each time you take damage you must make a Will save (DC 5 + damage received) or revert to the form from before you used this ability. This ability has a duration of until you spend a standard action to dismiss it or no longer bind Xuldarinar. Once you use this ability you cannot use it again until you dismiss it and then wait another 5 rounds. In addition you may only assume the form of 1 different creature per 3 binder levels each time you bind Xuldarinar; you may use this ability an indefinite number of times, but you can only assume so many different forms each time.

Xuldarinar’s Warnings: You gain a +2 insight bonus to AC against attacks from Evil creatures as Xuldarinar warns you of their blows. Xuldarinar is extra sensitive to the dangers of the Old Gods and their kin, you gain a +3 insight bonus to AC and a +2 insight bonus to saving throws against attacks from creatures native to the Far Realm or with the Obyrith subtype.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Hungry Shadows.


My, my. Not often I see one of these painting me in a sympathetic or tragic light. Do like it.

The Advice Not Heeded ability is a nice touch - a compulsion to not do a thing. Clever. The rest of the abilities are very smart and flavorful, and work quite well together. Do like! A thank.

Well it's kind of sad when only one aspect is ever focused upon. Yes, you're Evil, Lawful Evil even, but there's more there to work with than Evil. There's the love of giving advice for example. Sometimes it's nice not just to go for the low hanging fruit... he says while going for the one aspect of Xuldarinar that's most focused on and lowest hanging...

Combine it with Red Fel the Lord of Imps and you can now just mess with people's heads. "Do this" They find themselves doing it. "Do that" They find themselves unable to do it. "No, do that," "Now do this..."

illyahr
2016-09-30, 12:25 PM
Yaaaay new thread! I give permission and I'll get around to making a few once I have some free time.

Waker
2016-09-30, 12:36 PM
Isn't the purpose of the perma permission thread there for people to give permission for threads like these? Eh, whatever. I give my permission.

Xuldarinar
2016-09-30, 12:45 PM
Xuldarinar, the Shadow that Warns (Xuldarinar)



Wonderful to see this thread, and I love this addition. It suits me quite well.

If i ever had a chance to bring it to the table, I think I could have a great deal of fun with it.

Zaydos
2016-09-30, 02:39 PM
While I don't post super regularly as of yet, I'll still give permission. I tend to enjoy characters that are good at hitting things, and have a soft spot for gishes and bards.


Cerefel, the Song of Battle (Cerefel)

Cerefel is not a vestige at all, but the first song ever sung to inspire courage in the heart and steel a warrior for battle. She grants some of her music to those who would bind her, and aids them in defeating the same evil she was first born to fight.

Vestige Level: 3rd.
Binding DC: 20.
Special Requirements: Perform (Song) 3 ranks.

Legend: When the first bard sang upon the field of battle, a song to stir the heart and embolden their comrades in battle Cerefel was born. She was not the first bard, but the first song that stirred courage in the hearts of pre-human beings and drove them to battle more fiercely against the ancient aberrations that ruled the world of the far past.

Cerefel is the spirit of that first battle-song, never dying for it was never ‘alive’ in the traditional sense but existing across the world as a force, a spirit of a thing. A patron muse to bards and war chanters (as a quasi-divine spirit, Cerefel can grant the Song (http://www.giantitp.com/forums/showthread.php?162374-Fey-Domains-and-Spells-(PEACH)) and War domains, her favored weapon is Rapier), Cerefel was considered by many to be little more than a myth. Of late, however, binders have taken note of Cerefel and through the use of magical seals and pact binding have managed to draw in the Song of Battle and bind her much as they would a vestige.

Manifestation: Cerefel begins her manifestation as a sonorous hum that builds from just below the verge of hearing, forming into a woman’s voice before a beautiful female figure, closer to an elf than a human, but matching neither. She speaks only in song, her words snippets and verses from a thousand poems and ballads. When the pact is made she vanishes in a burst of song, as if a hundred voices were singing a hundred different songs at once.

Sign: You are unable to speak normally but must sing all things while you show Cerefel’s ‘sign’.

Influence: While Cerefel is bound she requires you not to interrupt a song, and to linger when one can be heard, taking it in in its full before moving on.

Granted Powers:

Battle Singer: While Cerefel is bound you gain a +8 competence bonus on Perform (song) checks and may make Perform (song) checks in place of Concentration checks.

Cleanse Ancient Taint: As a standard action you may make a single melee attack against an aberration, obyrith, creature with Aberrant feats, servant of any of the Great Old Ones/Elder Evils/Ancient Ones, or native of the Far Realm (at DM’s discretion other Far Realm or aberration connected creatures are affected such as members of the Alienist PrC or Brainstealer Dragons). You ignore any miss chance you might suffer against such a creature (including incorporeal miss chance), and may strike them with non-magical weapons if they’re incorporeal, as well as any DR they may possess. In addition you deal +1d6 damage per binder level to the target. If the target is not an aberration, obyrith, servant of an Ancient One, or other valid target for this ability it functions as a regular attack and this use of this ability is wasted. Once you have used this ability you must wait 5 rounds before doing so again.

Countersong: You may sing a countersong. This functions as the bardic music ability of the same name except that you may begin your countersong as an immediate action, and may use your Binder Level + Charisma modifier in place of your Perform modifier on the requisite perform check.

Dance of Battle: As long as you are under the effect of a magical song (such as a bardic music performance, war chanter music, sound based virtuoso performance, or even the songs created by a Tall Tale’s (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-(3-5-Base-Class-Contest-Winner-PEACH)) exaggerated perform, a princess’s (http://www.giantitp.com/forums/showthread.php?414734-Princess-%28Base-Class-Challenge-Winner%29) Mystical Song) created by an ally other than yourself that is still being sung or played you may add ½ your Charisma modifier to Dexterity based skill checks, Dexterity checks, Reflex saves, and to your AC. This bonus to AC is considered to be part of your Dexterity modifier and is lost if you lose your Dexterity bonus to AC and once added to your Dexterity modifier is capped by your armor’s Maximum Dexterity Bonus.

Dancer’s Finesse: You may add your Charisma modifier to hit in place of Strength with melee attacks using finessable weapons and to hit in place of Dexterity with ranged attacks. If you have the Weapon Finesse feat you gain a +1 to hit with finessable weapons (regardless of whether you use Charisma or Dexterity with them).

Song of Battle: As a full round action you may begin to sing a song of battle. Each round you must sing a different strain, changing at the very beginning of your turn, although once all strains other than the stalling strain have been sung all strains become usable once more allowing you to sing a song of battle indefinitely. In addition you may sing the stalling strain any number of times exempt from this rule. While singing the Song of Battle your voice does not grow hoarse and you may sing it indefinitely, though while singing the Song of Battle you cannot activate command word items, cast spells with verbal components, or other such sophisticated uses of your voice.

You may not sing the Song of Battle quietly, but must always do so in a clear and firm voice, if you attempt to muffle its sound the Song of Battle ends and you must take a full round action to begin it again.

Strain of Valiant Blows: While singing this strain you may add your Charisma modifier to melee attack and damage (in addition to the normal modifier) when wielding a finessable weapon; if you already add your Charisma modifier to your attack or damage you do not do so twice.
Strain of the Warrior Maiden: While singing this strain you may take a penalty to attack rolls up to your binder level and add twice your penalty to damage with finessable weapons.
Strain of the Goddess of War: While singing this strain you become supernaturally terrifying and awe-inspiring. Creatures that are adjacent to you at any point during which you sing this strain must make a Will save or be shaken for a number of rounds equal to 1 + ½ your Charisma modifier (max 5 rounds).
Strain of Inspiration: While singing this strain allies which can hear you (including yourself) gain a +1 + 1/8 binder levels morale bonus to attack rolls, weapon damage rolls, and will saves against fear and compulsion effects.
Strain of Blinding Alacrity: While singing this strain allies which can hear you may make an extra attack at their highest attack bonus as part of a full attack; this extra attack does not stack with that granted by haste, a speed weapon, or similar effects.
Stalling Strain: This strain has no effect, does not count as unsung for the purposes of refreshing your other strains, and may be sung for any number of consecutive rounds. This strain is a gamist concession so that you can start a battle with all your songs available while keeping the stealth difficulty of traveling around singing, and the narrativist/simulationist side of it being a continuing song not a brief burst of sound.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Baleful Utterance.

With (Improved) Bind Vestige Feat: If bound through the Improved Bind Vestige feat Cerefel grants you the Dance of Battle ability. If Practiced Binder is also used she also grants Dancer’s Finesse.



Isn't the purpose of the perma permission thread there for people to give permission for threads like these? Eh, whatever. I give my permission.

The perma permission is useful so that if someone misses a thread being posted you still can make them, let them know and let them join the fun. That said people posting permission in the thread can be a big help and is a big way to present something to guide people making things into making something you'll enjoy. Or just remind people to make something of you.


Wonderful to see this thread, and I love this addition. It suits me quite well.

If i ever had a chance to bring it to the table, I think I could have a great deal of fun with it.

I am a little uncertain about the mechanics for it. Shadow Shape was... well it's based on (nerfed) Polymorph and that's a whole kettle of troubles. Glad you liked it. At some point soon I have to make one of NeoPhoenix just because I know it's inevitable that I will do so. Right now, however, I must away to make Corpse Binders :xykon:

Extra Anchovies
2016-09-30, 03:07 PM
Isn't the purpose of the perma permission thread there for people to give permission for threads like these? Eh, whatever. I give my permission.

It's always nice to have a reminder - it also lets everyone know who's around for this specific thread.

Anyways, your name and homebrew have inspired me.

Waker of Souls

Vestige Level: 6th
Binding DC: 15
Special Requirement: The Waker of Souls's sign must be written in a place from which the prospective binder cannot see any structures used for the worship of one or more deities, such as churches or shrines.

Legend: In life, the Waker of Souls (whose original name is long-forgotten) was one of the greatest meldshapers ever to live, mastering the Incarnum powers of both savage instinct and unshakeable morality. In an ironic twist, their soul was of such great power that upon their death, multiple deities lay claims to the Waker (who did not follow any particular deities in life). Trapped in a state of half-existence on the Astral Plane while the gods quarreled, the Waker could not join the flow of Incarnum in which they had so deeply immersed themselves in life. This enraged the Waker, and so they lashed out at the gods with what power they still held. The Waker of Souls wanders, engulfed with anger and sorrow, somewhere between existence and oblivion. Users of pact magic can call upon the Waker of Souls as a vestige, and the Waker eagerly accepts most opportunities to feel the flow of Incarnum once more.

Manifestation: A whirling column of luminescent blue mist rises from the seal, expanding horizontally and vertically. Once it reaches a height and width of five feet, it collapses onto itself and takes a vaguely humanoid shape which lets out a scream of rage and loss. The figure then stands patiently, awaiting the binder's offer.

Sign: The whites and irises of your eyes turn blue and glow faintly as if lit from within. This light is not bright enough to provide illumination, and does not impose a penalty to Hide/Stealth checks.

Influence: When you are in a situation where a particular religious rule is observed (such as bowing your head in the presence of a holy relic), you must succeed on a Will save (DC 10+1/2 your character level+your Wisdom modifier) to follow the rule. Once per day, if you forgo the Will save and intentionally violate the rule, you gain 1 point of essentia for the remaining duration of the pact (see Essentia, below).

Granted Powers:

Essentia: When you bind the Waker of Souls, you gain an essentia pool with 1 point of essentia, plus 1 for every 3 binder levels you possess. The Waker of Souls's granted abilities can have essentia invested in them in the same manner as soulmelds or incarnum feats. Essentia from the Waker of Souls cannot be invested in receptacles other than this vestige's granted abilities, and essentia from sources other than the Waker of Souls cannot be invested in this vestige's granted abilities. You can reassign essentia from the Waker of Souls and from other sources with a single swift action.

Blade of the Meister: Manufactured weapons cannot be sundered, broken, or destroyed while you wield them. Manufactured weapons you wield also gain an enhancement bonus to attack and damage rolls equal to the amount of essentia invested in this ability.

Grace of the Exarch: You gain fast healing and a bonus to all saving throws, both equal to 1 plus the amount of essentia invested in this ability.

Form of the Aspirant: If you succeed on a saving throw against an attack which would normally have a lesser effect on a successful save (such as any spell with a save for partial), you instead completely negate the effect.

Totem of Wrath: When you hit a creature with a natural weapon or unarmed strike, you ignore any harmful effects which would otherwise be inflicted on you when striking that creature, such a Delver's Corrosive Slime. Your natural weapons and unarmed strikes gain an enhancement bonus to attack and damage rolls equal to the amount of essentia invested in this ability.

Radiance of Spite: As a standard action, you can cause the faint glow in your eyes to explode into a burst of searing blue-white energy, unleashing hatred upon your foes. This effect takes the shape of a 30-foot cone that deals 1d4 damage per binder level to all creatures in the area and blinds all affected creatures for 1d4 rounds (roll damage once, but roll the blindness duration separately for each affected creature). A successful Fortitude save halves the damage and replaces the blinded condition with the dazzled condition for the same duration. Once this ability has been used, you must wait 5 rounds to use it again. You must be showing the Waker of Souls's sign to use this ability. For every point of essentia invested in this ability, increase the size of the cone by 10 feet (maximum 60 ft total) and increase the Fortitude save DC by 1.

MeeposFire
2016-09-30, 03:29 PM
I know 2 things about you. 1) You make vestiges of cartoon characters and fictional metal bands. 2) You hate alignment as mechanic. As someone who makes vestiges of comic book characters, Star Fleet personnel, and the occasional vampire wizard spy Christopher Lee I can respect the former. Add in your name for some inspiration and...


Pyro火gnus Friend of Meepo (MeeposFire)

Vestige Level: 3rd.
Binding DC: 20.

Legend: Pyrohignus was a kobold and the closest friend to his fellow kobold the tribe’s dragon keeper. Following an event in which the tribe’s wyrmling dragon was stolen by goblins, Pyrohignus’s best friend was banished and Pyrohignus followed him into exile.

When werefleshrakers attacked and infected his friend, Pyrohignus stood beside him and suffered the same affliction. The kobolds were inseparable, Pyrohignus always following behind his more charismatic friend. That was until the dragon disciple and Pyrohignus encountered a ghost dragon. The two kobolds were hopelessly outmatched, but Pyrohignus plead to save his friend’s life, offering not just his own life, but his very soul in exchange. Of course the dragon ghost was a dragon ghost not a fiend, it couldn’t directly take his soul, but it possessed his body, letting his friend go and ‘living’ through Pyrohignus, letting the kobold’s own soul wither and fade.

Thus Pyrohignus died while he yet lived, his soul losing its anchor to his body, yet he could not rest easy while his friend still lived. Too little of Pyrohignus remained to return as a ghost, but it still clawed to return, and though his friend may have passed on Pyrohignus still watches for his one true comrade.

Manifestation: Pyrohignus rises from the seal in the form of a fleshraker. Slowly he reshapes into a form halfway between kobold and fleshraker, and then takes the form of a kobold which slowly fades throughout the binding process.

Sign: While showing Pyrohignus’s sign your toes curve up into wickedly twisting claws like those of a deinonychus.

Influence: While under Pyrohignus’s influence you may not betray a friend or deceive them, nor may you knowingly encourage another creature to do so.

Granted Powers:

Distracting Flanker: While Pyrohignus is bound if you flank a creature it suffers a penalty to attack rolls made against creatures other than you equal to the bonus you gain to attack rolls for flanking it. In addition it provokes an attack of opportunity from any creature (other than you) that is flanking it with you if it moves even if it takes a 5 ft step or withdraws; a tumble check can still be made to avoid this AoO but they suffer a penalty to do so equal to ½ your binder level.

Envenom: While Pyrohignus is bound as a swift action you may charge your next melee attack with a slashing or piercing weapon with poison. This poison has an initial and secondary damage of 1d6 Dexterity. If the charged attack misses this ability is wasted. If you do not make a melee attack with a slashing or piercing weapon before the end of your turn this ability is wasted. Once you have used this ability you must wait 5 rounds before using it again.

Friendly Fire: While Pyrohignus is bound you gain a fiery breath weapon which you can use as a standard action. This breath weapon is a cone of fire out to 10 ft per 3 binder levels (maximum 50 ft) which deals 1d6 fire damage per binder level within the area (Reflex halves). Allied creatures within the area take no damage, as Pyrohignus’s flames burn not his friends. Once you have used this ability you must wait 1d4+1 rounds before using it again (minimum 1 round).

Keeper of the Fire: While Pyrohignus is bound you gain fire resistance 10 and any flaming object you carry cannot be extinguished as long as you are carrying it (lifting it off the ground).

Rake: While Pyrohignus is bound when you charge you may make 2 rake attacks in addition to your normal attack(s) at the end of a charge. These rake attacks are made as primary natural weapons (even if you make other attacks) each dealing 1d6 + Strength damage. In addition if you successfully strike a creature with both rake attacks you may make a trip attempt against that creature with a +4 bonus added to your opposed check and without provoking any attacks of opportunity for the trip attempt, without needing a touch attack, and without allowing the enemy to respond to trip you back if you fail to trip them. You must show Pyrohignus’s sign to use this ability.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): True Friend’s Shield (new invocation).

True Friend’s Shield
Least, 2nd (Abjuration)
With a touch you create a protective bond between you and another creature. As long as you are on the same plane the subject gains a deflection bonus to AC equal to your deflection bonus to AC and a resistance bonus to saves equal to your resistance bonus to saves, and takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

This invocation lasts 24 hours, though may be dismissed prematurely.

With (Improved) Bind Vestige: If you have the Improved Bind Vestige feat you gain Distracting Flanker. If you also have Practiced Binder you gain Envenom.



But a red dragon who binds him already has fire breath, and now they get new extra abilities. More seriously Draconium is always getting given a breath weapon it feels cheep and uninspired to do it too often, got to be able to do red dragon without the crutch of 'fire breath' sometimes. There is more to a red dragon than its breath weapon. Besides there's already a vestige for breath weapon.



There's a little sidebar on page 18 of Tome of Magic about making vestiges different and I always loved the idea of incorporating some of the ideas suggested with regular vestiges as well. I mean if Sorcery, Wizardry, Druidism, Theurgy Clerical Magic, and Psionics can all co-exist (with Truenaming and Shadowcasting) why can't 'I make pacts with entities outside of reality' and 'I make pacts with angelic entities' and 'I make pacts with Red Fel the Prince of Imps (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142)' also coexist?



Thank you.



I need to look into the PF version (Radiance House's Occultist). I looked at it a little before and it looked like it fixed a lot of the problems I have with how vestiges were designed (the 8 level system and Improved Binding are horrible design decisions as the first just makes them scale awkwardly, and the latter makes it so everything ultimately has to be designed as 'functions 2 levels lower at the cost of a feat' which makes them scale even more awkwardly). Add in that you don't get your second vestige till 8th level :smallsigh:



I'm more than a peanut and a dragon. I'm also a lich... I mean a dracolich. I am not a dragon lich. I'm a dracolich... I mean there are other peanut dragons (in theory).



Odd for an influence to force a save (normally it's 'do X or suffer a -1 stacking penalty on attacks, saves, and checks'). That said I like that influence, even if my artistic skills are less than 0.



Is the peanut glob supposed to be 1/5 rounds? It's odd for a vestige not to have one, and with it at-will I'd say probably should be 4th or 5th level (Focalor {3rd} gives the penalties of sickened passively to creatures adjacent to you, but this is also save or lose 1d4 rounds, the fast healing is better than Buer's {4th} but limited to daylight which more than makes up for the difference. It gives a much better AC bonus than Dahvler-Nar {2nd} in that it stacks fully with enhancement bonuses and is twice as good if you lack actual natural armor already). With it 1/5 rounds it fits in pretty well with other 3rd level vestiges with a focus on passive defense (difficult terrain, AC, hard to move, fast healing) and a ranged offense which can shut down an enemy temporarily. Apparently I can't read.

Altogether it looks fun, though. To note Icky Sticky is my favorite ability it gets. And now I almost want to play a binder.

I really enjoy this vestige. I like the attributes of friendship and the characters devotion leading to his demise. The abilities are neat as well. The raking and flanking abilities are nice and the flanking is pretty unique. I also really like that the breath weapon does not hurt allies and the reason for it. If I get to use it the only thing I might change is make the resist go up with your EBL (I know that there are vestiges where that does not happen but I feel with a class that only gets a few vestiges at any one time then all abilities need to stay pertinent rather than going eventually out of date) probably in a similar rate as it goes up with the stance in ToB.

It is very cool and I will put it in my signature. Thanks again!

Waker
2016-09-30, 03:36 PM
It's always nice to have a reminder - it also lets everyone know who's around for this specific thread.

Anyways, your name and homebrew have inspired me.

Waker of Souls

Vestige Level: 6th
Binding DC: 15
Special Requirement: The Waker of Souls's sign must be written in a place from which the prospective binder cannot see any structures used for the worship of one or more deities, such as churches or shrines.

Legend: In life, the Waker of Souls (whose original name is long-forgotten) was one of the greatest meldshapers ever to live, mastering the Incarnum powers of both savage instinct and unshakeable morality. In an ironic twist, their soul was of such great power that upon their death, multiple deities lay claims to the Waker (who did not follow any particular deities in life). Trapped in a state of half-existence on the Astral Plane while the gods quarreled, the Waker could not join the flow of Incarnum in which they had so deeply immersed themselves in life. This enraged the Waker, and so they lashed out at the gods with what power they still held. The Waker of Souls wanders, engulfed with anger and sorrow, somewhere between existence and oblivion. Users of pact magic can call upon the Waker of Souls as a vestige, and the Waker eagerly accepts most opportunities to feel the flow of Incarnum once more.

Manifestation: A whirling column of luminescent blue mist rises from the seal, expanding horizontally and vertically. Once it reaches a height and width of five feet, it collapses onto itself and takes a vaguely humanoid shape which lets out a scream of rage and loss. The figure then stands patiently, awaiting the binder's offer.

Sign: The whites and irises of your eyes turn blue and glow faintly as if lit from within. This light is not bright enough to provide illumination, and does not impose a penalty to Hide/Stealth checks.

Influence: When you are in a situation where a particular religious rule is observed (such as bowing your head in the presence of a holy relic), you must succeed on a Will save (DC 10+1/2 your character level+your Wisdom modifier) to follow the rule. Once per day, if you forgo the Will save and intentionally violate the rule, you gain 1 point of essentia for the remaining duration of the pact (see Essentia, below).

Granted Powers:

Essentia: When you bind the Waker of Souls, you gain an essentia pool with 1 point of essentia, plus 1 for every 3 binder levels you possess. The Waker of Souls's granted abilities can have essentia invested in them in the same manner as soulmelds or incarnum feats. Essentia from the Waker of Souls cannot be invested in receptacles other than this vestige's granted abilities, and essentia from sources other than the Waker of Souls cannot be invested in this vestige's granted abilities. You can reassign essentia from the Waker of Souls and from other sources with a single swift action.

Blade of the Meister: Manufactured weapons cannot be sundered, broken, or destroyed while you wield them. Manufactured weapons you wield also gain an enhancement bonus to attack and damage rolls equal to the amount of essentia invested in this ability.

Grace of the Exarch: You gain fast healing and a bonus to all saving throws, both equal to 1 plus the amount of essentia invested in this ability.

Form of the Aspirant: If you succeed on a saving throw against an attack which would normally have a lesser effect on a successful save (such as any spell with a save for partial), you instead completely negate the effect.

Totem of Wrath: When you hit a creature with a natural weapon or unarmed strike, you ignore any harmful effects which would otherwise be inflicted on you when striking that creature, such a Delver's Corrosive Slime. Your natural weapons and unarmed strikes gain an enhancement bonus to attack and damage rolls equal to the amount of essentia invested in this ability.

Radiance of Spite: As a standard action, you can cause the faint glow in your eyes to explode into a burst of searing blue-white energy, unleashing hatred upon your foes. This effect takes the shape of a 30-foot cone that deals 1d4 damage per binder level to all creatures in the area and blinds all affected creatures for 1d4 rounds (roll damage once, but roll the blindness duration separately for each affected creature). A successful Fortitude save halves the damage and replaces the blinded condition with the dazzled condition for the same duration. Once this ability has been used, you must wait 5 rounds to use it again. You must be showing the Waker of Souls's sign to use this ability. For every point of essentia invested in this ability, increase the size of the cone by 10 feet (maximum 60 ft total) and increase the Fortitude save DC by 1.


Wow, thanks for that. I do like how your cribbed some inspiration from several of my homebrew projects, even the ones that I never finished. Grace of the Exarch and Form of the Aspirant would make a Binder very difficult to kill.

Inevitability
2016-09-30, 03:40 PM
Isn't the purpose of the perma permission thread there for people to give permission for threads like these? Eh, whatever. I give my permission.

I suppose some people may want to give permission for this specific thread, but no other.

Snowbluff
2016-09-30, 04:34 PM
I suppose some people may want to give permission for this specific thread, but no other.

Not only that, but it also might put you on the radar for people who haven't been looking at permapermissions. :smallsmile:

Not me though. I identify as a VLO jumpjet.
https://media.giphy.com/media/OED4ah9pcRmJa/giphy.gif
I must go. My planet needs me.

Cerefel
2016-09-30, 04:59 PM
Cerefel, the Song of Battle (Cerefel)

This is spectacular! From the fluff to the paimon synergy to the cool one handed finesse power attack thing, it's simply fantastic! Thank you so much! :smallbiggrin:

thethird
2016-09-30, 05:05 PM
Wow Zaydos is on fire.

I'm always a sucker for vestiges.

Zaydos
2016-09-30, 10:43 PM
permapermission granted.


Socratov, the First Bartender (Socratov)

Socratov was the original bartender, the first person to open a bar and run it. She grants those who bind her the power to intoxicate and party.

Vestige Level: 2nd.
Binding DC: 17.

Legend: Socratov's origin takes place early in the development of civilization. Beer, ale, wine, alcohol in all its forms was a newly discovered font of hedonism. Of course someone had to be the first to make a living by running an establishment which provided beer, and food, occasionally with entertainment. Socratov was that someone. She founded the very first bar, becoming the first bartender.

The story of how this led to Socratov becoming a truly ancient vestige is rather a bit more obscure. Some claim it involves the Great Old Ones and rebellion against them. Some claim Socratov was cursed by a god for spreading drunkennes, others for getting a god drunk. Others that Socratov was killed by adventurers and the world would not let them fade completely due to their contribution to its development. Whatever the truth, Socratov now exists as a vestige.

Manifestation: Socratov appears out of a port bottle which thrusts itself up through the seal. She pours forth in the form of a pink-haired woman of the binder's species flipping a golden coin. On one side of the coin is written Beer on the other Civilization.

Sign: Your hair turns pink.

Influence: While under Socratov's influence you must not deny an offer to imbibe alcohol, or to recite poetry.

Granted Powers:

Barkeep: While Socratov is bound you gain a +6 competence bonus to Profession (Bartender) checks.

Convert Poison: When you take ability damage or drain due to poison as an immediate action you can gain an alchemical bonus to that ability score equal to twice the damage received for 1 round, this bonus is applied simultaneously with the damage so that the damage never actually reduces your ability score to 0 if it would have until after the enhancement fade. The bonus is based upon the actual amount of damage taken after effects which would lower it (so if you take 0 because you're immune or it's reduced by an amount as high as the damage you gain +0). Once you have used this ability you cannot use it again for 5 rounds.

Disillusioned to Glamor: While Socratov is bound you gain a +4 bonus on Will saves to disbelieve illusions; the bartender has seen all things fabulous and they no longer bind her mind.

Host Revel: By spending an hour leading up to a number of other creatures equal to 1/3 your binder level in revelry including food, drink, and entertainment you may grant yourself and the creatures you led into revelry a +1 morale bonus to attack rolls, saving throws, skill and ability checks for 4 hours or until you use this ability again.

Intoxicating Personality: If you spend at least one minute talking to a creature you may cause it to become intoxicated (with no saving throw, although a creature immune to poison or the negative effects of alcohol is immune to this effect) as a free action. The creature remains intoxicated for 1 minute per binder level you possess.

An intoxicated character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Any saving throw bonus against poison applies to effects which intoxicate a creature, as does poison immunity, and dwarves receive an additional +2 on saves against intoxication (this stacks with their racial bonus on saves versus poison).

Nauseating Touch: As a standard action you may make a melee touch attack against a creature. If you hit it must make a Fortitude save. If it fails its Fortitude save it becomes nauseated for 1d3 rounds and then sickened for 1d4+1 rounds, if it succeeds on its save it is merely sickened for 1d3 rounds. Once you use this ability you must wait 5 rounds before using it again.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Create Feast (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-(Base-Class-Contest-XIX-winner-PEACH)) (Jinnblood, Daily Invocation).


This is spectacular! From the fluff to the paimon synergy to the cool one handed finesse power attack thing, it's simply fantastic! Thank you so much! :smallbiggrin:

Thanks. I just went on Bards + Hitting stuff.


Wow Zaydos is on fire.

I'm always a sucker for vestiges.

Wait I'm taking 1d6 fire damage a round :eek:

That'd be more worrisome if I didn't obsessively cast Energy Immunity for the... 2 energy types I'm not naturally immune to.

Snowbluff
2016-09-30, 10:49 PM
:eek:

Roll a reflex save! Peanuts are flammable.

unseenmage
2016-10-01, 12:11 AM
Ooooh! New thread!

Thanks Draconium both for the vestige and for alerting me to the new thread!

weckar
2016-10-01, 01:06 AM
Permission granted to use and abuse :smallbiggrin:

If I may make a tiny request though, I'd prefer to be a 1st level vestige. Seem to have a real shortage of those.

Zaydos
2016-10-01, 02:29 AM
Permapermission granted

Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...


NeoPhoenix, the Chaos Senshi (NeoPhoenix)

NeoPhoenix was an early champion of Chaos who rebelled against the Lords of Chaos because she found them too Lawful. She grants those who bind her the power of her fuku and anarchic magic.

Vestige Level:6th.
Binding DC: 27.
Special Requirements: Non-Chaotic binders cannot bind NeoPhoenix the Chaos Senshi (well without a feat to ignore this).

Legend: Good and Evil have their champions, blackguards and paladins, yet it is Law and Chaos which are older. It is in this conflict that NeoPhoenix served. Empowered by the forces of Chaos, she was their greatest warrior, the general of their forces, in the clash against primal Order. She wielded freedom, creativity, and spontaneity as her weapons, as sword and shield, against the forces of order.

Legends say she won battle after battle in the name of Chaos and then she stopped. She refused to obey the Lords of Chaos, but instead rebelled against them. For obeying them always and eternally was no different than following order. Chaos demanded freedom, and that meant even the Lords of Chaos must die. Of course NeoPhoenix was merely a mortal champion and rebellion against the Lords of Chaos was beyond even their greatest champion. NeoPhoenix was defeated and destroyed, but in some sort of twisted inspiration the Lords of Chaos did not let her die, instead they converted her soul into colors and banished her forever to the void.

Manifestation: A resplendent, prismatic bird of fire appears within the seal with a loud shriek. It circles around one to thirty-three times before forming into a geometrical shape which then explodes in a flash of light to reveal a human woman dressed in a sailor fuku. Her reaction following this varies.

Sign: A tattoo appears on your cheek in the form of a stylized bird which constantly shimmers and changes color.

Influence: While NeoPhoenix is bound you may not extinguish fires. In addition you must act upon your urges and natural desires, and dare to be stupid yourself.

Granted Powers:

Anarch's Fuku: As a full-round action you may call a sailor fuku which forms around your body resplendent in more colors than the mortal mind can comprehend. You can dismiss this fuku with a move action (and if you remove it it vanishes immediately). While worn this fuku counts as light armor with an armor bonus of +6, no max Dexterity bonus, no armor check penalty, no weight, and no arcane spell failure. In addition this fuku gains magical enhancements based upon your binder level as shown on the table below. If you dismiss and then resummon your Anarch's Fuku it's daily use limited abilities do not reset. If you are male you become female while wearing your Anarch's Fuku.

Effective Binder LevelEnhancements
8th or less+1 enhancement bonus
9th-12th+2 Blurring
13th-16th+2 Greater Blurring
17th-19th+4 Greater Blurring
20th+4 Greater Blurring which grants DR 5/law

Chaos Knows No Master: You gain a +2 bonus to and advantage on Will saves against compulsion effects. Whenever you make a Will save against a compulsion effect you gain a +2 bonus to that save and may roll twice taking the better result.

I Dare You, But Only if You Want To: As a standard action you can dare a creature to indulge in their deepest desires. The target must be within 30 ft of you. They must make a Will save and if they fail their alignment is changed to Chaotic Neutral if they are Good or Neutral or Chaotic Evil if they are Evil for 1 round per binder level, in addition they are compelled to act upon any repressed desires they may have for the duration of this effect. This is a mind-affecting, language dependent, compulsion. Once you have used this ability you must wait 2d4 rounds before using it again and whether a creature succeeds or fails its saving throw you cannot affect it with your I Dare You, But Only if You Want To ability for 1 hour.

In the Name of the Infinite Rainbow: As a standard action you may call out your attack and release a prismatic ray at a single target within 10 ft per binder level. This functions like the spell Prismatic Spray except it is a single target, you must hit them with a ranged touch attack, it does not automatically blind creatures with 8 or less hit dice but any target must make a Reflex save or be blinded for 1d3 rounds, and you must roll an additional 1d6 before rolling 1d8. On a 1-5 you roll 1d8 as normal. On a 6 you roll 1d8 on the table below. Once you have used this ability you must wait 2d4 rounds before using it again.

RollRay
1The 8th Ray: The target is knocked back 10 ft per binder level and falls prone unless they succeed on a Fortitude save. If they strike an object or creature the movement is halted (they still fall prone) but they both receive 1d6 damage per 10 ft of movement prevented this way.
2Octarine: The target takes 80 untyped magic damage (Reflex halves).
3Irrigo: The target forgets the last 1 minute and takes 3d6 Intelligence damage. A Will save prevents the memory loss and halves the ability damage. This is a mind-affecting effect.
4Color Out of Space: The target becomes insane as the spell insanity and takes 3d6 Wisdom damage, a Will save prevents the insanity and halves the Wisdom damage.This is a mind-affecting compulsion.
5Smaudre: The target loses the ability to cast spells, use spell-like abilities, and lose all supernatural abilities they possess for 1 minute and takes 3d6 Charisma damage. A Will save prevents the suppression of spells, spell-like abilities, and Su abilities, and halves the Charisma damage.
6Fuligin: The target dies, this is a death effect. If the target succeeds on a Fortitude save they do not die but instead merely suffer 2d4 negative levels.
7Hooloovoo: The target is dominated (as dominate monster) and under your control for 1d4+1 rounds. This is a mind-affecting compulsion, and a Will save is allowed to negate it.
8Roll again once on this table and once upon the regular table.

Phoenix's Luck: When you make a skill check you may choose to use this ability to gain a luck bonus to that skill check equal to your binder level. Once you have used this ability you cannot use it again for 2d4 rounds and you cannot use it again on the same skill for 4d12 hours.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Riftwalk (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Doomsayer Invocation).


:eek:

Roll a reflex save! Peanuts are flammable.

But I have Energy Immunity (Fire). Never forget dragons can cast spells.

khadgar567
2016-10-01, 02:53 AM
Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...


NeoPhoenix, the Chaos Senshi (NeoPhoenix)


Vestige Level:6th.
Binding DC: 27.
Special Requirements: Non-Chaotic binders cannot bind NeoPhoenix the Chaos Senshi (well without a feat to ignore this).

Legend: Good and Evil have their champions, blackguards and paladins, yet it is Law and Chaos which are older. It is in this conflict that NeoPhoenix served. Empowered by the forces of Chaos, she was their greatest warrior, the general of their forces, in the clash against primal Order. She wielded freedom, creativity, and spontaneity as her weapons, as sword and shield, against the forces of order.

Legends say she won battle after battle in the name of Chaos and then she stopped. She refused to obey the Lords of Chaos, but instead rebelled against them. For obeying them always and eternally was no different than following order. Chaos demanded freedom, and that meant even the Lords of Chaos must die. Of course NeoPhoenix was merely a mortal champion and rebellion against the Lords of Chaos was beyond even their greatest champion. NeoPhoenix was defeated and destroyed, but in some sort of twisted inspiration the Lords of Chaos did not let her die, instead they converted her soul into colors and banished her forever to the void.

Manifestation: A resplendent, prismatic bird of fire appears within the seal with a loud shriek. It circles around one to thirty-three times before forming into a geometrical shape which then explodes in a flash of light to reveal a human woman dressed in a sailor fuku. Her reaction following this varies.

Sign: A tattoo appears on your cheek in the form of a stylized bird which constantly shimmers and changes color.

Influence: While NeoPhoenix is bound you may not extinguish fires. In addition you must act upon your urges and natural desires, and dare to be stupid yourself.

Granted Powers:

Anarch's Fuku: As a full-round action you may call a sailor fuku which forms around your body resplendent in more colors than the mortal mind can comprehend. You can dismiss this fuku with a move action (and if you remove it it vanishes immediately). While worn this fuku counts as light armor with an armor bonus of +6, no max Dexterity bonus, no armor check penalty, no weight, and no arcane spell failure. In addition this fuku gains magical enhancements based upon your binder level as shown on the table below. If you dismiss and then resummon your Anarch's Fuku it's daily use limited abilities do not reset. If you are male you become female while wearing your Anarch's Fuku.



Effective Binder Level
Enhancements


8th or less
+1 enhancement bonus


9th-12th
+2 Blurring


13th-16th
+2 Greater Blurring


17th-19th
+4 Greater Blurring


20th
+4 Greater Blurring which grants DR 5/law



Chaos Knows No Master: You gain a +2 bonus to and advantage on Will saves against compulsion effects. Whenever you make a Will save against a compulsion effect you gain a +2 bonus to that save and may roll twice taking the better result.

I Dare You, But Only if You Want To: As a standard action you can dare a creature to indulge in their deepest desires. The target must be within 30 ft of you. They must make a Will save and if they fail their alignment is changed to Chaotic Neutral if they are Good or Neutral or Chaotic Evil if they are Evil for 1 round per binder level, in addition they are compelled to act upon any repressed desires they may have for the duration of this effect. This is a mind-affecting, language dependent, compulsion. Once you have used this ability you must wait 2d4 rounds before using it again and whether a creature succeeds or fails its saving throw you cannot affect it with your I Dare You, But Only if You Want To ability for 1 hour.

In the Name of the Infinite Rainbow: As a standard action you may call out your attack and release a prismatic ray at a single target within 10 ft per binder level. This functions like the spell Prismatic Spray except it is a single target, you must hit them with a ranged touch attack, it does not automatically blind creatures with 8 or less hit dice but any target must make a Reflex save or be blinded for 1d3 rounds, and you must roll an additional 1d6 before rolling 1d8. On a 1-5 you roll 1d8 as normal. On a 6 you roll 1d8 on the table below. Once you have used this ability you must wait 2d4 rounds before using it again.

RollRay
1The 8th Ray: The target is knocked back 10 ft per binder level and falls prone unless they succeed on a Fortitude save. If they strike an object or creature the movement is halted (they still fall prone) but they both receive 1d6 damage per 10 ft of movement prevented this way.
2Octarine: The target takes 80 untyped magic damage (Reflex halves).
3Irrigo: The target forgets the last 1 minute and takes 3d6 Intelligence damage. A Will save prevents the memory loss and halves the ability damage. This is a mind-affecting effect.
4Color Out of Space: The target becomes insane as the spell insanity and takes 3d6 Wisdom damage, a Will save prevents the insanity and halves the Wisdom damage.This is a mind-affecting compulsion.
5Smaudre: The target loses the ability to cast spells, use spell-like abilities, and lose all supernatural abilities they possess for 1 minute and takes 3d6 Charisma damage. A Will save prevents the suppression of spells, spell-like abilities, and Su abilities, and halves the Charisma damage.
6Fuligin: The target dies, this is a death effect. If the target succeeds on a Fortitude save they do not die but instead merely suffer 2d4 negative levels.
7Hooloovoo: The target is dominated (as dominate monster) and under your control for 1d4+1 rounds. This is a mind-affecting compulsion, and a Will save is allowed to negate it.
8Roll again once one this table and once upon the regular table.

Phoenix's Luck: When you make a skill check you may choose to use this ability to gain a luck bonus to that skill check equal to your binder level. Once you have used this ability you cannot use it again for 2d4 rounds and you cannot use it again on the same skill for 4d12 hours.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Riftwalk (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Doomsayer Invocation).



But I have Energy Immunity (Fire). Never forget dragons can cast spells.
fixed the second table just to see perfectly

Socratov
2016-10-01, 03:38 AM
Socratov, the First Bartender (Socratov)

Vestige Level: 2nd.
Binding DC: 17.

Legend: Socratov's origin takes place early in the development of civilization. Beer, ale, wine, alcohol in all its forms was a newly discovered font of hedonism. Of course someone had to be the first to make a living by running an establishment which provided beer, and food, occasionally with entertainment. Socratov was that someone. She founded the very first bar, becoming the first bartender.

The story of how this led to Socratov becoming a truly ancient vestige is rather a bit more obscure. Some claim it involves the Great Old Ones and rebellion against them. Some claim Socratov was cursed by a god for spreading drunkennes, others for getting a god drunk. Others that Socratov was killed by adventurers and the world would not let them fade completely due to their contribution to its development. Whatever the truth, Socratov now exists as a vestige.

Manifestation: Socratov appears out of a port bottle which thrusts itself up through the seal. She pours forth in the form of a pink-haired woman of the binder's species flipping a golden coin. On one side of the coin is written Beer on the other Civilization.

Sign: Your hair turns pink.

Influence: While under Socratov's influence you must not deny an offer to imbibe alcohol, or to recite poetry.

Granted Powers:

Barkeep: While Socratov is bound you gain a +6 competence bonus to Profession (Bartender) checks.

Convert Poison: When you take ability damage or drain due to poison as an immediate action you can gain an alchemical bonus to that ability score equal to twice the damage received for 1 round, this bonus is applied simultaneously with the damage so that the damage never actually reduces your ability score to 0 if it would have until after the enhancement fade. The bonus is based upon the actual amount of damage taken after effects which would lower it (so if you take 0 because you're immune or it's reduced by an amount as high as the damage you gain +0). Once you have used this ability you cannot use it again for 5 rounds.

Disillusioned to Glamor: While Socratov is bound you gain a +4 bonus on Will saves to disbelieve illusions; the bartender has seen all things fabulous and they no longer bind her mind.

Host Revel: By spending an hour leading up to a number of other creatures equal to 1/3 your binder level in revelry including food, drink, and entertainment you may grant yourself and the creatures you led into revelry a +1 morale bonus to attack rolls, saving throws, skill and ability checks for 4 hours or until you use this ability again.

Intoxicating Personality: If you spend at least one minute talking to a creature you may cause it to become intoxicated (with no saving throw, although a creature immune to poison or the negative effects of alcohol is immune to this effect) as a free action. The creature remains intoxicated for 1 minute per binder level you possess.

An intoxicated character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Any saving throw bonus against poison applies to effects which intoxicate a creature, as does poison immunity, and dwarves receive an additional +2 on saves against intoxication (this stacks with their racial bonus on saves versus poison).

Nauseating Touch: As a standard action you may make a melee touch attack against a creature. If you hit it must make a Fortitude save. If it fails its Fortitude save it becomes nauseated for 1d3 rounds and then sickened for 1d4+1 rounds, if it succeeds on its save it is merely sickened for 1d3 rounds. Once you use this ability you must wait 5 rounds before using it again.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Create Feast (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-(Base-Class-Contest-XIX-winner-PEACH)) (Jinnblood, Daily Invocation).



Thanks. I just went on Bards + Hitting stuff.



Wait I'm taking 1d6 fire damage a round :eek:

That'd be more worrisome if I didn't obsessively cast Energy Immunity for the... 2 energy types I'm not naturally immune to.

Oh myyyyyy (https://youtu.be/7WahBH9sANg?t=29s), this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).

Marlowe
2016-10-01, 04:20 AM
Yay! Socratov has sweet new avatar! Oh, and this:
http://i.imgur.com/6wUCp6O.png
http://i.imgur.com/zrAJ7WX.png
http://i.imgur.com/8Ifaazj.png
http://i.imgur.com/Z93rGFt.png
http://i.imgur.com/lsgsx5L.png
http://i.imgur.com/IOhGCZe.png
http://i.imgur.com/xzCkGTE.png
http://i.imgur.com/RzISiEY.png
http://i.imgur.com/yLwCfzP.png
http://i.imgur.com/7aZzbi1.png
http://i.imgur.com/xu30vYf.png
http://i.imgur.com/XGfAfEq.png
http://i.imgur.com/TxjJnai.png
http://i.imgur.com/jwln9NU.png
There was a time when I thought I'd have no idea what to do with these two. Silly me.

Inevitability
2016-10-01, 05:03 AM
A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness (http://www.giantitp.com/forums/showthread.php?365674-Madness-Tarrasquekiller-Slaying-the-Tarrasque-as-a-1st-level-commoner) may also be involved.

khadgar567
2016-10-01, 05:24 AM
Oh myyyyyy (https://youtu.be/7WahBH9sANg?t=29s), this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).
you know socratow I like your von carstein vampire/trunamer look more suitable your knew avatar looks like oots and marlowe's comic had child

Snowbluff
2016-10-01, 07:27 AM
A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness (http://www.giantitp.com/forums/showthread.php?365674-Madness-Tarrasquekiller-Slaying-the-Tarrasque-as-a-1st-level-commoner) may also be involved.

Hmm.... HMMM... okay, I'll see.

LordOfCain
2016-10-01, 09:17 AM
Ohh ohh. Can I be a vestige? Notes for Creators: Look at my avatar.

Socratov
2016-10-01, 09:39 AM
Yay! Socratov has sweet new avatar!


you know socratow I like your von carstein vampire/trunamer look more suitable your knew avatar looks like oots and marlowe's comic had child

Indeed, I have a new avatar, Twoflower is my latest character as a 5e halfling wild magic sorcerer and in the very same position as Rincewind, though doing a better job at it... That is, not running away but often just appying fire to the problem until said problem goes away... Funnily in terms of random effects, she has twice been frightened by huge vultures and twice gotten the benefit of being unaffected by alcohol, including all shenanigans you can do with that...

khadgar567
2016-10-01, 10:55 AM
Ohh ohh. Can I be a vestige? Notes for Creators: Look at my avatar.
any more info or may I go with comand and conquer one instead

Zaydos
2016-10-01, 11:03 AM
Oh myyyyyy (https://youtu.be/7WahBH9sANg?t=29s), this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).

A link to the Great Takei himself, impressive tribute... Now I have an itch to make more Star Trek vestiges (I thought I'd made Data but he's not there with Kirk Tiberon and Spock Harspock).


A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness (http://www.giantitp.com/forums/showthread.php?365674-Madness-Tarrasquekiller-Slaying-the-Tarrasque-as-a-1st-level-commoner) may also be involved.


http://i.imgur.com/xXGBQej.jpg

Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.

khadgar567
2016-10-01, 11:30 AM
A link to the Great Takei himself, impressive tribute... Now I have an itch to make more Star Trek vestiges (I thought I'd made Data but he's not there with Kirk Tiberon and Spock Harspock).




http://i.imgur.com/xXGBQej.jpg

Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.
relax zaydos and focus on chronicler of monsters as main aspect like gaining ability to use raw knowlege of monsters as the vestiges main power mabe studying the target for X amount of turns give aditional damage to attacks against it

Snowbluff
2016-10-01, 12:32 PM
http://i.imgur.com/xXGBQej.jpg

Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.

Hah! No way man! Lawful Neutral is the alignment of WEE JAS, AKA the BEST GODDESS EVER (aside from Luna).
http://monstromakes.com/dungeons%20and%20dragons/images/FantasyArt_New/TrapsAndItems_Small/Symbols/Weejas.gif
Magic. Death. Beauty. All of the Domains you'll ever need. What Domains you got, bitch?

Inevitability
2016-10-01, 12:33 PM
http://i.imgur.com/xXGBQej.jpg

Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.

I'm offended! Good job. :smalltongue:

I have to ask though, why do you dislike LN? The way I see it, it's the most diverse of all Lawfuls. LE will always be out for power, with their rules being just another means to this end, and LG will always be following a particular set of values: those belonging to cosmic good. LN can be anything from a dutiful guard to an obnoxious bureaucrat to a mechanical abomination.

illyahr
2016-10-01, 12:34 PM
For your viewing pleasure:


Frostscape of Absolute Zero (Snowbluff)
Vestige Level: 8
Binding DC: 30

Legend: Tales tell that Frostscape was a powerful ice mage with extremely violent tendencies. Every day was spent creating new and painful ways to inflict pain and torment upon those lesser beings, by which any creature that was not Frostscape. After a time, an idea came up that caught his attention and held it fast: What would happen if you tried to chill something beyond what was physically possible? Magic could do thing that were impossible, so why not see what happened if something had no heat left at all? Frostscape studied every cold-based creature he could find, from white dragons to yuki-on-na, and found that even these creatures could be harmed by cold if you applied enough magic. Frostscape eventually got one of his IZ test subjects to a point of absolute zero, when all molecular motion ceases, and tried to push beyond it. The resultant cold snap froze everything within a mile of his tower. By the time it had thawed enough to explore, Frostscape was no where to be found.

Manifestation: No physical sign of Frostscape shows when he is summoned. Instead, the ground inside the written sigil becomes layered with frost and the temperature drops noticeably.

Sign: When Frostscape is bound, the binder's skin and hair turn a pale white color.

Influence: While under the influence of Frostscape, the binder must take every opportunity to make the lives of those around them more difficult or painful in some way.

Granted Powers:
Aura of Ice (Su): As a standard action, the binder can release an icy aura that chills everything within 10 feet. Any creature other than the binder in this radius must make a Fortitude save (DC 10 + 1/2 the binder's effective binder level + the binder's Charisma modifier) each round it is active or take 2d6 cold damage and 1d4 Dexterity damage. The Fortitude save halves the cold damage and negates the Dex damage. This ability ignores Cold Resistance, and creatures with Cold Immunity still take half damage (and can save for 1/4 damage). The binder can turn suppress this ability with another standard action.

Chill Touch (Sp): At will, the binder can use chill touch as a spell-like ability except that the binder adds half of his effective binder level to the damage. The DC to resist is 11 + the binder's Charisma modifier.

Love of Suffering (Ex): Whenever someone binding Frostscape inflicts damage to another creature, they gain a +2 insight bonus to attack rolls, damage rolls, skill and ability checks, and saves for every 10 points of damage inflicted as you learn the weak points of your enemy. If you go more than 5 rounds without inflicting damage to another creature, the effect ends.

Come Here, My Pet (Su): A binder can attempt to lure a target closer by gazing into their eyes. The target is allowed a Will save (DC 10 + 1/2 the binder's effective binder level + binder's Charisma modifier) to resist the effect. If the target fails the save, they make every effort to move closer to the binder, up to and including attacking allies who prevent the movement. The compulsion ends the turn after the target's movement places them adjacent to the binder, so long as they are adjacent to the binder at the start of their turn. This is a mind-affecting (compulsion) effect. The binder can only use this ability once every 5 rounds.

Zaydos
2016-10-01, 12:51 PM
I'm offended! Good job. :smalltongue:

I have to ask though, why do you dislike LN? The way I see it, it's the most diverse of all Lawfuls. LE will always be out for power, with their rules being just another means to this end, and LG will always be following a particular set of values: those belonging to cosmic good. LN can be anything from a dutiful guard to an obnoxious bureaucrat to a mechanical abomination.

Because my persona is Lawful Evil :smalltongue: Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).

Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).

*I mean I've seen this with CN as well but it's less of a problem then than with CG. I just flat banned evil alignments as a kid, and since then I can't remember an issue I had with someone who actually openly was playing CE... actually no... that was NE and they merely postured about betraying the party it was the non-Evil pixie** that started the fight and the CE sorcerer who played the hero in it.

**If you're a 1 hit die pixie do not pick a fight with a shadow dragon able to automatically kill you as a standard action, it's a bad idea.


Hah! No way man! Lawful Neutral is the alignment of WEE JAS, AKA the BEST GODDESS EVER (aside from Luna).
http://monstromakes.com/dungeons%20and%20dragons/images/FantasyArt_New/TrapsAndItems_Small/Symbols/Weejas.gif
Magic. Death. Beauty. All of the Domains you'll ever need. What Domains you got, bitch?

Artifice, Community, Rune, Scalykind (Dragon), Creation apparently.

NeoPhoenix0
2016-10-01, 12:54 PM
Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...


NeoPhoenix, the Chaos Senshi (NeoPhoenix)

Let's see here, like the fluff. Wait, have I been wearing this fuku so long that it has become a part of me?


Anarch's Fuku:

Now that is some good mage armor.


I Dare You, But Only if You Want To:

I sound like a tsundere! a very influential tusundere... guess i've been hanging out with snowbluff that long.


In the Name of the Infinite Rainbow:

Ooooooo, overly-complicated random effect. Love it.

and a couple minor bonuses.... wait... I see what you did there. very clever.

Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...

Inevitability
2016-10-01, 12:56 PM
Because my persona is Lawful Evil :smalltongue: Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).

Yeah, sucky players can ruin any alignment. Whether it's backstabbing mustache-twirlers or psychotic paladins, all it does is give a bad name to the alignment as a whole.

I suppose the reasons you give are why I dislike CG too.


Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).

Mine are inevitables and formians (ain't I predictable?), though I can't help but admit modrons are awesome.

NeoPhoenix0
2016-10-01, 01:03 PM
Because my persona is Lawful Evil :smalltongue: Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).

Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).

*I mean I've seen this with CN as well but it's less of a problem then than with CG. I just flat banned evil alignments as a kid, and since then I can't remember an issue I had with someone who actually openly was playing CE... actually no... that was NE and they merely postured about betraying the party it was the non-Evil pixie** that started the fight and the CE sorcerer who played the hero in it.

**If you're a 1 hit die pixie do not pick a fight with a shadow dragon able to automatically kill you as a standard action, it's a bad idea.

How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.

Name1
2016-10-01, 01:09 PM
How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.

Yeah... Which kinda is what he portrayed to be a problem. Just depends on how your conscience works, I guess...

khadgar567
2016-10-01, 01:10 PM
How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.
aka you are more religious then your deities and angel and you can smite it here is my description to chaotic good

Zaydos
2016-10-01, 01:21 PM
Let's see here, like the fluff. Wait, have I been wearing this fuku so long that it has become a part of me?

Yes.


Now that is some good mage armor.

Worse than Greater Luminous Armor + Blur against Evil creatures until the DR comes online, but yeah it's Good Mage Armor.


I sound like a tsundere! a very influential tusundere... guess i've been hanging out with snowbluff that long.

The ability name was a direct quote.


Ooooooo, overly-complicated random effect. Love it.

I figured you would.


and a couple minor bonuses.... wait... I see what you did there. very clever.




Yeah, sucky players can ruin any alignment. Whether it's backstabbing mustache-twirlers or psychotic paladins, all it does is give a bad name to the alignment as a whole.

The Harmonium didn't help (though the other Lawful factions are among my favorites), they abused sanctify the wicked magical methods to capture creatures and force their alignment to change to Lawful Good so much it made a whole layer of a Lawful Neutral/Lawful Good plane to slide into Mechanus. Though arguably they're as likely to be Good as Neutral.


I suppose the reasons you give are why I dislike CG too.

It used to be my favorite alignment. Though whenever I'm Chaotic Good I end up robbing a burning building... in my defense only twice did I start the fire (once was because we'd just had a charmed enemy telling us that the mayor was their boss and found that the only other exit from the dungeon than the one monsters were emerging and attacking the town from went straight into the mayor's basement...)

Actually one of those times I wasn't necessarily CG we couldn't pin it down between CG, CN (because he did heroics out of belief that there'd be karmic rewards), or LN (because he believed that the universe did and should follow certain structural laws above and beyond those of physics, and that these metaphysical laws should not only be obeyed but actively encouraged). He just happened to believe his place in cosmic law was as the dashing swashbuckling bravado and lady's man (he wasn't very good at it). His sheet listed him as Chaotic Alcoholic.


Mine are inevitables and formians (ain't I predictable?), though I can't help but admit modrons are awesome.

I never really liked the inevitables or formians, but I was introduced to the latter when 3.0 came out and they replaced the modrons with them and I hated the formians for that. Then inevitables appeared in Manual of the Planes to again replace the morons :smallfurious: I was a kid, it made me angry.

Oooh we need to do GiantITP regulars as inevitables at some point.

But being 100% serious LN is not my least favorite alignment, I'm more interested in playing it than CE for example, and I've never wanted to get rid of it (I've contemplated getting rid of CG and LE before mostly because I've seen too many people play them as 'I'm usually Good but Evil when convenient'). Lawful Neutral at least I can point to the player and go 'the player would be causing this problem in a system without alignment'. It is my least favorite Lawful alignment, but that's because I prefer heroic heroes of heroism and dastardly villains of Machiavellian dastardliness.


How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.

By trying to argue that if something is Chaotic it doesn't matter if it's Evil it's still CG (no, robbing peasants is not a Good act, no actively attacking the party because they don't want you to be party leader is not a Good act*). The players would have been problems regardless of alignment. It's the same way people mess up CN.

*Actually one of them caused this problem as LG when he declared himself the mayor of a town by force**, but by the point they caused it they didn't try and justify it with their alignment and took the change to CE in stride that time.

**This led to his angry mob turning on him, his barricading himself in the mayor's office while they burnt it down, and my character robbing the burning mayor's office to give the money he could find to the peasantry.

Snowbluff
2016-10-01, 02:16 PM
For your viewing pleasure:


Frostscape of Absolute Zero (Snowbluff)
Vestige Level: 8
Binding DC: 30

Ooh nice. It's a little weak for an 8th level, but I like the flavor.

the Aura needs to be renamed, too. It doesn't function like an aura, does it? :smalltongue:



Artifice, Community, Rune, Scalykind (Dragon), Creation apparently.

Oh right. Hahaha! :smallsmile:

illyahr
2016-10-01, 02:43 PM
Khadgar, Master of the House
Vestige Level: 3rd
Binding DC: 20

Legend: Khadgar was once a powerful nobleman who liked to keep his dealings in order. He was very precise when it came to his work and expected his home to be the same, or risk his displeasure. His servants all wore uniforms that had to be pressed and neat and his home had to be kept so as well. During a daily inspection of his house, he noticed that he didn't recognize one of his servants. This was unusual by itself as his thorough nature kept him up to date on everyone who worked for him. Upon questioning, it turned out that the "new servant" was, in fact, a servant of Asmodeus, who had heard of Khadgar's precision in all things and had decided to test him to see if he would make a worthy lieutenant. To sweeten the deal, Asmodeus gave Khadgar a bit of his dark power. However, Khadgar refused, stating that he was no one's servant and that Asmodeus had interfered with the running of his house. Asmodeus, to his displeasure, discovered that the power he had given Khadgar had taken root in someone who was almost a devil himself and would not return. To prevent such a being becoming a full devil and threatening his reign, Asmodeus banished Khadgar to realms uncharted, never to threaten him.

Manifestation: Khadgar himself does not appear, as you do not have an appointment. Instead, the image of an incorporeal maid appears to relay your request to her master.

Sign: No matter what you are wearing, minor cosmetic changes appear to make it always seems to look reminiscent of either a maid or butler uniform.

Influence: You always stand straight and at attention. Every movement is measured and precise, with no wasted movements.

Special Requirements: Khadgar refuses to answer unless you make your request precisely on the hour.

Granted Abilities:
Dark Gift of Asmodeus (Su): Add half your binder to your warlock levels to determine the level of your Eldritch Blast. If you have no levels in warlock, you are treated as a warlock of half your binder level for the purpose of determining your eldritch blast power.

Quiet in the Ranks (Su): You can unleash a rebuke that stuns all opponents in a 20' burst centered on yourself. All enemies in the area must make a Will save (DC 10 + 1/2 your effective binder level + your Charisma modifier) or be stunned for 1d4 rounds. You can use this ability once every 5 rounds.

Of All He Surveys (Ex): Due to his forceful and commanding nature, Khadgar bestows a bonus on Diplomacy, Intimidate, and Sense Motive checks equal to half your effective binder level.

Dark Servant: While Khadgar is bound, you attract the service of a supernatural servant. This servant takes the appearance of a creature of your race, dressed in a maid or butler outfit. It otherwise functions as an unseen servant except that it can move up to 10 times your effective binder level in weight.

Aura of Authority (Sp): It is difficult for people to show aggression towards you. This functions as the sanctuary spell except as noted. Whenever someone tries to make a hostile action toward you (an attack, a hostile spell, etc.) they must make a Will save (DC 11 + your Charisma modifier) or fail to act. This effect is always active and does not deactivate if you attack.

Improved Bind Vestige: Anyone with the Improved Bind Vestige feat can bind Khadgar. You gain the ability Of All He Surveys while Khadgar is bound. If you have Practiced Binder, you also gain the Dark Servant ability.


Ooh nice. It's a little weak for an 8th level, but I like the flavor.

the Aura needs to be renamed, too. It doesn't function like an aura, does it? :smalltongue:

Whoops, that aura was supposed to be an "each round" kind of thing. Also, the morale bonus is based on how much damage you do, so you could theoretically keep increasing it if you keep dealing higher amounts of damage (which applies to all of your abilities, since they are damage rolls also). 'Come Here, My Pet' allows you to kite a target into your ice aura since the compulsion only ends during the turn after they are next to you. If you move before then, they have to keep moving also. Phrased the wording of each to make them clearer.

Jormengand
2016-10-01, 02:47 PM
Permission, of course.

Zaydos
2016-10-01, 03:17 PM
Hmmm, even if I am not yet big enough (^^), I am giving my permission.
After all, I am OLD enough at least. ^^


Bifrons, Carrier of the Gray Death (GrayDeath)

Bifrons was a pit fiend bard who betrayed Hell for power from an even older evil. He grants those who bind him the power of the Gray Death which wasted him away, and the music of the Eternal Song which gave him his power to challenge the Lords of the Nine themselves.

Vestige Level: 6th.
Binding DC: 25.

Legend: Bifrons was a pit fiend of great power and ambition. Determined to push himself beyond the rank of pit fiend and into the ranks of the nobility of Hell he worked to form his own little barony within Cania. Ambitious and cunning, Bifrons knew he needed power from the outside to rise, no one can truly do it on their own merits alone. He was not favored by Mephistopheles and had been assigned to that schemer, so support from above was not an option, and Mephistopheles was far more secure than Zariel so following in Bel’s footsteps of betrayal was not an option; besides Bel was assigned to the front lines of the Blood War and the Lords of the Nine only accepted him because he kept the Blood War at bay from Avernus, it was not an option on the lower layer of Cania. Instead Bifrons looked for support from outside of Baator. He sought out an ancient existence, an entity of sorts which had existed since before the Great Wheel itself and which had seen its own powers turned against it when it and its kin had tried to reclaim the Great Wheel to the Chaos which came before. Bifrons petitioned this existence, the Eternal Song, and became its devotee and carrier back into the Great Wheel.

As vessel of the Eternal Song Bifrons rose in power, known as the Singing Fiend, his song seemed to bind even the cold, steely hearts of the Baatezu, and he began to truly suspect that he might in fact be able to overthrow Mephistopheles. He was wrong. The Lord of the 8th clashed with Bifrons and the archfiend’s hellfire burned Bifrons to the ground. Mephistopheles demoted Bifrons and cast his soul stuff into the hellfire of Cania, but Bifrons crawled back forth. He was a pit fiend, he had survived the 1000 years in the fire pit before when a mere gelugon, now demoted to nupperibo he was still not to be dismayed so easily. The Eternal Song sustained him, and reinforced his sense of identity, and still singing its profane refrains Bifrons emerged from the hellfire pit as a pit fiend once more.

Asmodeus intervened now. While the civil war in Mephistopheles’s domain had been one thing, the Lord of the Nine would not allow the Eternal Song the foothold in Baator it sought, not for long. He banished Bifrons from Baator and the pit fiend found himself utterly incapable of returning there, but that was not all he did, he infected Bifrons with the Gray Death, a horrible disease made by the Oinoloth at Asmodeus’s request. This purest strain was too much for any power short of a Power to heal him of, and only the Eternal Song kept Bifrons from wasting away entirely to nothing. He wandered the planes, carrying the fiendish disease across the Great Wheel, even as his own powers waned more and more. Eventually, hope abandoned, Bifrons wandered into the wastes of Oinos, never to be seen again until he was discovered by binders as a vestige.

Sign: Your skin turns dark gray, pieces of flesh peeling away from sores as pustules form across your body.

Influence: While under Bifrons’s influence you are unable to directly act against the forces which serve the Ancient Ones/Great Old Ones, and similar primordial beings that predate the birth of the world. Bifrons also requires you to attack any victory dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9527850&postcount=392) you see on the extreme off chance you see one.

Granted Powers:

Disease Sense: You are able to sense the presence of diseases within 60 ft including what disease they are, whether they are in a creature or object, and the location of that patch of disease. This allows you to detect diseased creatures within range as if with blindsense. You may detect the Gray Death at a much further distance, up to 60 miles without needing line of effect.

Hellfire Accompaniment: As a standard action you can create a number of miniature instruments made of hellfire equal to 1 plus your Charisma modifier (minimum 1), these fiery instruments float around you and provide bright illumination out to 10 ft per instrument. These instruments play music at your direction, allowing you to use them to make Perform checks (using any instrumental perform), perform hands free bardic music (you still must take any normal actions), or accompany the playing of you or another creature offering a bonus on a Perform check equal to the number of instruments. Dismissing your hellfire accompaniment is a move action.

Songs of Hell: By playing a song of Hellish power you can grant your allies a variety of benefits. You must play this song for 1 minute and cannot play other special songs during this time; you may play this song indefinitely on the instruments granted by your Hellfire Accompaniment and it takes no action to play although you must spend a full-round action to begin. You must play the song loudly and proudly, a muted song loses its effect until played at full blast for 1 minute. Once you have played for 1 minute allies within 60 ft of you gain some benefit based upon the tune you currently play, but only if they’ve heard at least 1 minute worth of the song within the last 10 minutes (this needs not have been 1 continuous minute of song, and they need not have been within 60 ft if they could hear it). Although it takes no action to continue to play the song it takes a standard action to switch tunes and once you have switched tune you cannot do so again for 5 rounds. The tunes available to you through this ability are:

Ballad of Hellfire: (https://www.youtube.com/watch?v=KmqgRAXygDg) By playing this tune you grant allies the power to channel hellfire through their weapons. When you play this tune allies within 60 ft of you find their weapons wreathed in hellish flames. These fires do not burn them, but they add 2 + ½ your Charisma modifier hellfire damage to each weapon attack they make. This damage coming from hellfire is not reduced by DR, or energy resistance. Allies benefiting from this effect also find that their weapons provide light as torches.

Eternity’s Refrain: (https://www.youtube.com/watch?v=Bn-6dO4Bh3k) By playing this tune you grant allies a fraction of the Eternal Songs resilience and endurance. When you play this tune allies within 60 ft of you gain 2 temporary hit points at the beginning of each of their turns (these temporary hit points last indefinitely but do not stack with other temporary hit points including those granted by this ability) and the benefits of the Endurance feat.

Flight of the Erinyes: (https://www.youtube.com/watch?v=Mkp8ZdQ9SqI ) By playing this tune you grant allies a sense of fearlessness and the blessing of victory as they march forward. When you play this tune allies within 60 ft of you add your Charisma modifier as a morale bonus on saves versus fear or disease, and they gain a +2 morale bonus to AC.

Song of Lies: (https://www.youtube.com/watch?v=NlsRsRo1PI4) By playing this tune you grant allies the power to lie and deceive. When you play this tune allies within 60 ft of you may use your Charisma modifier in place of their own for Bluff and Disguise checks. In addition while you play this tune you may use Perform in place of Bluff, and may make a Perform check as a standard action to distract creatures which can hear and see you to allow your allies to hide even if observed (by these distracted creatures) for 1 round. This is an opposed Perform vs Sense Motive check.

Vampire’s Anthem (https://www.youtube.com/watch?v=GpxFUo7oxWM): By playing this tune you grant allies the power to draw life from those they kill. When you play this tune allies (including yourself) within 60 ft of you gain the following benefits: Whenever they kill a creature they heal hit points equal to twice its hit dice, and whenever they make a successful melee attack against a creature which poses a direct threat to themselves or you in an immediate way they regain 2 hp.

Wolfpack Hymn (https://www.youtube.com/watch?v=LRueTKM_EDk): By playing this tune you can grant allies improved mobility on the battlefield. When you play this tune allies within 60 ft of you find that they may move up to 10 ft (but no greater than their speed – 5ft) as a swift action.

Touch of the Gray Death: With a touch you can afflict a creature with the Gray Death. The target must make a Fortitude save or contract the baleful, supernatural disease. Immunity to disease does not prevent the Gray Death with the exception of a good aligned paladin’s Divine Health or other immunity which represents a good-aligned blessing from a higher power (not merely being an angel) and is Ex or Su, creatures without Constitution scores also remain immune; bonuses to saves versus disease also do not apply unless from one of the aforementioned sources (bonuses to saves or Fort saves in general still apply). If they fail they contract the disease with an immediate onset time and take 1d4 ability damage to each ability; this damage replaces the Gray Death’s normal damage even for subsequent days. If a creature contracts the Gray Death from one you have infected they use the Gray Death’s normal ability damage and save DC or those of your Touch of the Gray Death ability whichever are lower. If your binder level is or higher it deals 1d6 damage to each ability score instead, this increases further to 1d8 at , 1d10 at , and 2d6 at 20th. Gray Death inflicted with this ability can only be cured by a Remove Disease (or other magical healing) with a caster level at least equal to your binder level, those that contract it second hand use either this minimum caster level or 8th whichever is lower; non-Good creatures treat their CL as 2 lower for the purpose of removing this disease. Once you have used this ability you cannot use it again for 5 rounds.

The Gray Death is no natural disease. Created on Oinos specifically to infect fiends. The Gray Death causes a creatures flesh to take a strange, dark gray coloration, even as sores and pustules form across their body. A diseased creature is contagious, through contact with diseased fluids or flesh. While infected with the Gray Death the creature becomes unaffected by Conjuration (Healing) spells unless a DC 20 Caster Level check (a non-Good creature suffers a -2 penalty to this check) is made and cannot naturally heal hit point damage (including fast healing; regeneration is unaffected). The Gray Death does not heal naturally and can only be cured through the application of magical means. Even then it requires a CL of 8th or higher and a DC 20 Caster Level check; non-Good creatures treat their CL as 2 lower for the purpose of removing this disease.

The Gray Death has an onset period of 1d4 days, deals 1d6 damage to each ability score when it inflicts damage, and has a Fort save DC of 22.

Vessel of the Eternal Song (https://www.youtube.com/watch?v=9Q5Qowx99Zs): When you would take damage that would reduce you to 0 or lower hit points or fail a save against a death effect you may call upon Bifrons’s connection to the Eternal Song. Make a Perform check and reduce the damage dealt by that amount, or if you had failed a save compare the Perform result to the save DC and if the Perform result matches or exceeds the DC you are considered to have succeeded the save. Your Hellfire Accompaniment applies to this ability. Once you use this ability you must wait 5 rounds before using it again.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Plague Viper (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Doomsayer Invocation).

Blackhawk748
2016-10-01, 03:41 PM
http://randominterviews.com/wp-content/uploads/2015/10/zombies-rock-on.gif

Zaydos.... have i mentioned that i love you?

Inevitability
2016-10-01, 03:54 PM
Working on something for Heliomance right now.

NeoPhoenix0
2016-10-01, 04:00 PM
By trying to argue that if something is Chaotic it doesn't matter if it's Evil it's still CG (no, robbing peasants is not a Good act, no actively attacking the party because they don't want you to be party leader is not a Good act*). The players would have been problems regardless of alignment. It's the same way people mess up CN.

*Actually one of them caused this problem as LG when he declared himself the mayor of a town by force**, but by the point they caused it they didn't try and justify it with their alignment and took the change to CE in stride that time.

**This led to his angry mob turning on him, his barricading himself in the mayor's office while they burnt it down, and my character robbing the burning mayor's office to give the money he could find to the peasantry.

I guess I never had a problem cause i apply alignments after character creation unless the alignment is an integral part of the character.

btw, my favorite exemplars are Obyriths (CE) and Eladrin (CG). There was always something about the Slaad that i didn't like.

Zaydos
2016-10-01, 06:07 PM
http://randominterviews.com/wp-content/uploads/2015/10/zombies-rock-on.gif

Zaydos.... have i mentioned that i love you?

I think so. Also don't link gifs like that, horrible things happen. Horrible things...

The Reaper's Tune (https://www.youtube.com/watch?v=YG--MK7VD-c) [Bardic Music]
Your play the graveyard song of Death itself, causing the dead to rise and dance (or kill) along with your will.
Prerequisites: Inspire Courage ability, Perform 12 ranks.
Benefit: When you use Inspire Courage you may choose to forgo its normal effect to instead duplicate an animate dead spell upon one or more corpse within 60 ft. These corpses may only animate as skeletons, and remain animate only for the duration of the Inspire Courage effect. In addition they, and any allied undead within range, gain 1/2 the bonus that would be granted by your Inspire Courage ability as an untyped bonus and a competence bonus to Perform (Dance) checks equal to twice the bonus from your Inspire Courage (this is twice the unhalved number).

See what you have caused? Or at least wait till I finish posting the necro-binding PrC (http://www.giantitp.com/forums/showthread.php?502323-Corpse-Binder-(Binder-PrC-Halloween-Harvest-of-Horror)&p=21261054#post21261054) I've been working on since yesterday.


I guess I never had a problem cause i apply alignments after character creation unless the alignment is an integral part of the character.

btw, my favorite exemplars are Obyriths (CE) and Eladrin (CG). There was always something about the Slaad that i didn't like.

It comes more from playing as a teenager with people who didn't want to be Evil characters on paper but wanted to act in whatever way they wanted. The first 3.0 campaign I played in the paladin volunteered to be the party fence because people would trust him and his rl best friend was the (CG) party thief who had just lied to the party to get them to help rob a rich dude's house; in the paladin's defense he was generally Good aligned and could pass as Lawful... the party rogue was 'steal it if it isn't nailed down' and I think the DM might have banned CN and CE (I came in after the game started and I honestly don't remember if they included CN in their no Evil alignments rule, though I almost want to say my Fighter/Barbarian was CN but he might have been CG).

As for slaad they are the worst written planar race, save for some of the specific NPCs as written by Monte Cook which were interesting, least varied, least interesting, and all together horrible. To put it succinctly: I don't like slaad. Of the exemplar species (I wouldn't count formians as one to be honest due to their place in lore not being the same as the others, the 'leths are an odder one to place) slaad are the only ones I actually don't like.

NeoPhoenix0
2016-10-01, 08:51 PM
I realize I have failed to properly appreciate your dedication to detail. The colors on the prismatic ray are very appropriately named.

Zaydos
2016-10-01, 09:04 PM
I realize I have failed to properly appreciate your dedication to detail. The colors on the prismatic ray are very appropriately named.

The devil is in the details. And what sort of dragon lich would I be if I didn't catch him?

Thanks, though, :smallbiggrin: It's nice when things like that are noticed. Even if honestly I felt most were stretches and I don't actually know what Smaudre is having never read Vance's Lyonesse (I assume I need to because Vance was a god of words and description able to make worlds of magic and wonder that I've never seen matched but I have not done so), but I did at least try and make sure they sort of fit.

ImperatorV
2016-10-01, 09:06 PM
I grant permission. About time I stopped watching these threads and posted. I am a fan of having minions to do my dirty work, and enjoy anime and military history. If I could be anything, I might be a mildly insane wizard-king with a space battleship, an army of mini-mecha with fanatically loyal pilots, and a bunch of shanghai'd magical girls in varying degrees of doubt regarding my benign intentions for the universe but following instructions anyway.

...That actually sounds like a really cool idea for a show.

Red Fel
2016-10-01, 10:00 PM
The devil is in the details. And what sort of dragon lich would I be if I didn't catch him?

Not the first to fail at the task. Doubtful the last, either.

https://67.media.tumblr.com/9ed263da4c128766c2ad8dbb5ea3a17d/tumblr_inline_ng905kZm5a1sazdz0.gif

NeoPhoenix0
2016-10-01, 10:16 PM
Not the first to fail at the task. Doubtful the last, either.

https://67.media.tumblr.com/9ed263da4c128766c2ad8dbb5ea3a17d/tumblr_inline_ng905kZm5a1sazdz0.gif

who needs details, just make up a general plan and have it happen.

Snowbluff
2016-10-01, 10:21 PM
Dire Stirge is my next victim.


Improved Bind Vestige: Anyone with the Improved Bind Vestige feat can bind Khadgar. You gain the ability Of All He Surveys while Khadgar is bound. If you have Practiced Binder, you also gain the Dark Servant ability.
I think it's a nice touch that you're using feats. However, I think you mean Bind Vestige and Improved Bind Vestige



Whoops, that aura was supposed to be an "each round" kind of thing. Also, the morale bonus is based on how much damage you do, so you could theoretically keep increasing it if you keep dealing higher amounts of damage (which applies to all of your abilities, since they are damage rolls also). 'Come Here, My Pet' allows you to kite a target into your ice aura since the compulsion only ends during the turn after they are next to you. If you move before then, they have to keep moving also. Phrased the wording of each to make them clearer.
Oh I figured as much. :smallsmile:

You're a bard, right? Aren't all morale bonuses [Mind-Affecting]? You can't use the super sadism if you have mindblank, which is common at those levels. T.T
Maybe it should be explicitly not [Mind-Affecting].

Zaydos
2016-10-01, 10:54 PM
Not the first to fail at the task. Doubtful the last, either.

https://67.media.tumblr.com/9ed263da4c128766c2ad8dbb5ea3a17d/tumblr_inline_ng905kZm5a1sazdz0.gif

Just cause it was a bit of a stretch at places doesn't mean I didn't pay attention to things... you do get into the oddest places

https://67.media.tumblr.com/tumblr_ls3ex9z3Qf1qjvuh8.gif

Though I must note that forgoing gifs does mean letting precious details slip by now :smallfrown:


I think it's a nice touch that you're using feats. However, I think you mean Bind Vestige and Improved Bind Vestige

To bind a 2nd or 3rd level vestige through feats (without binder levels that is) you require Improved Bind Vestige, however you only gain 1 ability from it unless you also have Practiced Binder which grants you a second ability with Bind Vestige and/or Improved Bind Vestige. Now for food food!

Snowbluff
2016-10-01, 11:16 PM
To bind a 2nd or 3rd level vestige through feats (without binder levels that is) you require Improved Bind Vestige, however you only gain 1 ability from it unless you also have Practiced Binder which grants you a second ability with Bind Vestige and/or Improved Bind Vestige. Now for food food!

There we go. never check rules for subsystems without your book, guys! :smalltongue:

Zaydos
2016-10-01, 11:25 PM
There we go. never check rules for subsystems without your book, guys! :smalltongue:

Of course you technically need Bind Vestige to bind a vestige and Improved Bind Vestige just lets you bind higher level ones, so technically to get either ability you need both feats and all three for the second ability, but you'd need to do something cheesy to get a random feat as a bonus feat without meeting its prerequisites to get that situation, and if you're trying to apply legalese and weird parsing to homebrew instead of just going obvious RAI you're doing something really odd.

illyahr
2016-10-02, 12:00 AM
There we go. never check rules for subsystems without your book, guys! :smalltongue:

Its ok, we forgive you. :smallsmile:

I'm glad you like it though. I'm good with ideas, just not so much as putting them into legalese. :smallbiggrin:

And a binder high enough level to use Frostscape doesn't have ready access to Mind Blank without shenanigans. Are you a shenanigator? If you're that much of a shenanigator, you can figure something out. :smalltongue:

Zaydos
2016-10-02, 12:06 AM
Its ok, we forgive you. :smallsmile:

I'm glad you like it though. I'm good with ideas, just not so much as putting them into legalese. :smallbiggrin:

And a binder high enough level to use Frostscape doesn't have ready access to Mind Blank without shenanigans. Are you a shenanigator? If you're that much of a shenanigator, you can figure something out. :smalltongue:

Actually outside of Wizards and a few Sorcerers (it's on a domain list so Clerics can get it), Binders are one of the few classes with native access to Mind Blank or at least the relevant (mind-affecting) bit as they gain it from Soul Guardian at 19th level. Also is 'hey wizard buddy I'll give you this 64,000 GP pearl of power lv 8 if you cast Mind Blank on me every day' really shenanigans?

Edit: Also vestiges normally only grant Su abilities, even when duplicating spells they do so as Su abilities (using CL = binder level where necessary). That said there are mechanical benefits of Su over Sp so switching to Sp to avoid those makes sense, however, Ex's mechanical benefits over Su are non-existent when soul binding itself is Su.

Draconium
2016-10-02, 12:20 AM
It pleases me to see so many vestiges made already. ... Even if most of them were made by one person. :smalltongue:

Sweep #1

Adamna, the First Homunculus (http://www.giantitp.com/forums/showsinglepost.php?p=21254493&postcount=9) (unseenmage)
Draconium, Covetous Stretched too Far (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Draconium)
Al'Pala, Spirit of Loyalty (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (LoyalPaladin)
Mahroni, the Violist (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Mahroni Violist)
Blackhawk the Slayer (http://www.giantitp.com/forums/showsinglepost.php?p=21255494&postcount=14) (Blackhawk748)
Zaydos, the Peanut Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=21255711&postcount=25) (Zaydos)
Pyro火gnus Friend of Meepo (http://www.giantitp.com/forums/showsinglepost.php?p=21255745&postcount=26) (MeepoFire)
It that Forgot and was Forgotten (http://www.giantitp.com/forums/showsinglepost.php?p=21255910&postcount=30) (ryu)
Red Fel, the Helpful Advisor (http://www.giantitp.com/forums/showsinglepost.php?p=21255990&postcount=34) (Red Fel)
Xuldarinar, the Shadow that Warns (http://www.giantitp.com/forums/showsinglepost.php?p=21257036&postcount=48) (Xuldrinar)
Cerefel, the Song of Battle (http://www.giantitp.com/forums/showsinglepost.php?p=21257481&postcount=52) (Cerefel)
Waker of Souls (http://www.giantitp.com/forums/showsinglepost.php?p=21257566&postcount=53) (Waker)
Socratov, the First Bartender (http://www.giantitp.com/forums/showsinglepost.php?p=21258851&postcount=60) (Socratov)
NeoPhoenix, the Chaos Senshi (http://www.giantitp.com/forums/showsinglepost.php?p=21259371&postcount=64) (NeoPhoenix0)
Frostscape of Absolute Zero (http://www.giantitp.com/forums/showsinglepost.php?p=21260301&postcount=78) (Snowbluff)
Khadgar, Master of the House (http://www.giantitp.com/forums/showsinglepost.php?p=21260612&postcount=87) (khadgar567)
Bifrons, Carrier of the Gray Death (http://www.giantitp.com/forums/showsinglepost.php?p=21260699&postcount=89) (GrayDeath)

khadgar567
2016-10-02, 01:04 AM
Khadgar, Master of the House

thanks ilyahr and things to do
pop a harem making vestige ( prerequisite permanent binding feat)
make permanent binding feat

Zaydos
2016-10-02, 01:08 AM
Is it bad that the last four I made are secretly connected?

Whatever bard first sang Cerefel probably hung out in Socratov's inn before going to battle against the Ancient Ones. The Ancient Ones are a subset of the Lords of Chaos that NeoPhoenix served. Meanwhile the Eternal Song which granted Bifrons power is one of the Ancient Ones, who was probably fought primarily by aforementioned bard and victory dragons despite most likely being the ur-song from which all music was born. Apparently I just make the assumption in setting building that at the dawn of time there was a war which heavily involved Bards vs Lovecraftian horrors.

Xuldarinar just parasitically references my other brew for Xuldarinar (in that the evil he encountered was the Elder Evil Darinarxul). Red Fel probably came later than the newest four. I think It that Forgot and was Forgotten is from the future but I don't really know, Vecna might but we're not on talking terms after I stole his foot. Pyrohignus is not related to primordial wars. Blackhawk is again probably later than primordial days of the first songs and bars. Same with Draconium and Mahroni, and Al'Pala might have been around back then but it's not part of his story and therefore not relevant.

Inevitability
2016-10-02, 01:41 AM
Heliom, The Traveling Teacher (Heliomance)

Vestige Level: 6th
Binding DC: 26
Special Requirement: No.

Legend: The legend of Heliom is scattered and unclear, with tales about her deeds being told amongst dwarves, elves, halflings, humans and even far more exotic races such as lycanthropes or fiends.

All these stories share a similar motive: a reclusive community is threatened by some great and foreign evil, only for a strange individual to visit. This stranger is always in the possession of a set of obscure and powerful skills, which she teaches to the threatened villagers. The threat is defeated by the newly trained heroes working as one, and the stranger leaves again.

Over time, this teacher came to be called Heliom, an old-elvish shortening of the phrase 'She who comes and leaves as the sun'. Despite her skills, methods and personality being different each time, more and more started to believe that all these characters were one.

Yet during one of the Heliom's appearances, this time with the teacher possessing inhuman powers of infiltration and exploration, she was cornered by a gruesome monster. Desparate, Heliom used her most legendary trick yet: she escaped by entering a world beyond ours, where she still roams today.

Manifestation: An iron statue of a long-haired, bespectacled individual with many arms rises from the seal, tightly holding a different weapon or tool in each limb. Heliom silently hears its summoners' plea, then opens three of its hands.

Sign: A pair of iron spectacles appears on your nose or equivalent organ. They cannot be removed by any means, though suppressing the sign makes them disappear normally.

Influence: Heliom requests the ability to keep secrets. You cannot willingly reveal information entrusted to you by others, including all you learn through the Receive and Relay ability. In addition, you must not reveal Heliom's true nature, but instead pretend to be the teacher yourself.

Granted Powers: Heliom grants you the ability to silently share information between allies and take on a few of the skills this enigmatic teacher has mastered over the years.

Receive and Relay. Any ally within 60 feet of you can communicate telepathically with any other ally within 60 feet of you. However, unlike normal telepathy, this communication passes through you, and you learn all that is said. Note that you cannot send telepathic messages yourself.

Heliom's Aspects. When you bind Heliom, roll 3d20, rerolling all duplicate dice. Look the three results up on the table below, which determine what skills the vestige grants you today. Every time you make a new binding check to bind Heliom, you must reroll these dice.



Roll
Aspect Name
Granted Ability


1
Lasher's Weapon
As a standard action, you can summon a whip of your size to your hand. It has an enhancement bonus (or equivalent enhancement) equal to one-fourth your binder level. For example, a 16th-level binder could summon a +2 Keen Flaming whip. You are proficient with this weapon and it disappears (until you summon it again) if it leaves your hand for more than 1 round.

In addition, when using a whip you can deal lethal rather than nonlethal damage, and you can damage creatures with (natural) armor bonuses up to your binder level, rather than the usual values.


2
Dungeon Lord's Eyes
As a standard action, you can gain the benefits of a Clairaudience/Clairvoyance spell, except the sensor only lasts for 1 minute.


3
Witchborn's Weapon
As a standard action, you can fire a glob of dispelling energy at a target within 60 feet of you. You must succeed on a ranged touch attack to hit your target. Treat this as a targeted dispel magic with a caster level equal to your binder level, except a creature with an active spell on it dispelled by this effect also takes 1 point of damage per level of the spell effect (no save).


4
Slime Lord's Malice
As a standard action, you can make a melee touch attack against a creature within your reach. On a hit, the target must make a Fortitude saving throw or be paralyzed for 1d4+1 rounds. Once you have used this ability, you must wait 5 rounds before you can use it again.


5
Guide's Knack
You gain a bonus on bluff, diplomacy and survival checks equal to half your binder level. In addition, you learn three languages of your choice for the duration of the pact, as if you had taken the appropriate number or ranks in Speak Language.


6
Chanter's Song
As a standard action, you can begin to chant a dwarvish battle song. All allies within 60 feet of you gain a +2 morale bonus on attack rolls, damage rolls, and constitution-based checks, while all enemies within 60 feet take a -2 morale penalty on such rolls. The song lasts for a number of rounds equal to your binder level, though you may end it early.

While using this ability, you cannot speak or do anything requiring speech. If you are paralyzed, enter a Silenced area, have your vocal chords torn out or are otherwise incapable of chanting, the song immediately ends.


7
Giant-slayer's Swiftness
Your base land speed increases by 10 feet.

In addition, whenever you damage a creature larger than you in melee, it is shaken for 1 round.


8
Fang's Senses
You gain darkvision and tremorsense with a range of 60 feet. You also gain a bonus on spot and search checks equal to half your binder level.


9
Protector's Speed
As a swift action, you can gain the benefits of a Haste spell for 1 round. Once you have used this ability, you must wait for 5 rounds before using it again.


10
Initiate's Precision
Your ranged weapon attacks deal 1d8 extra points of precision damage for each four binder levels you possess.


11
Key's Preparedness
When you are submerged in water, you gain the benefit of a Water Breathing spell for 5 rounds.
When you fall more than 5 feet, you gain the benefit of a Feather Fall spell for 5 rounds.
When you are paralyzed, you gain the benefit of a Remove Paralysis spell.

When you use this ability, you must wait 5 rounds before you can use it again.


12
Channeler's Glory
As a standard action, you can fire a ray of magic-infused fire at a target within 60 feet of you. You must succeed on a ranged touch attack to hit and deal 1d6 points of fire damage + 1d6 per three binder levels. This damage ignores fire resistance and is merely halved by fire immunity.


13
Adept's Bitterness
As a standard action, you can attempt to touch a target within your reach. You must succeed on a ranged touch attack to hit and deal 1d6 points of acid damage + 1d6 per three binder levels. Against objects, you deal double this damage.


14
Marauder's Footsteps
As a swift action, you can teleport 60 feet. This movement must both begin and end in an area of shadow. Once you use this ability, you must wait 5 rounds before you can use it again.


15
Thief's Borrowing
As a standard action, you can make a single melee attack. If it hits, you gain temporary hit points equal to the HD of the creature you damaged. These temporary hit points last for 1 minute per binder level.


16
Champion's Knowledge
You gain a bonus on Knowledge (History) checks equal to your binder level. Your effective binder level is 2 higher for the purpose of determining the effect of the abilities granted by the vestiges you bind. It does not allow you to bind vestiges of a higher level than you otherwise could.


17
Skyguard's Mount
As a full-round action, you can summon a hippogriff, complete with saddle and reins. It has a bonus to intelligence and strength equal to one-fourth your binder level and can communicate with you telepathically. This creature serves you as a trained mount for up to 1 hour per binder level, or until it is killed, you dismiss it, or your pact with Heliom ends. You can use this ability once per day.



18
Martyr's Return
If you die while possessing this ability, you immediately return as if a Revenance spell has been cast on you, except the duration is one round per binder level. If you die in a way that doesn't leave a mostly intact body (such as complete disintegration) this ability has no effect.

In addition to the normal effects, you also gain a +4 bonus to charisma, a deflection bonus to AC equal to your charisma bonus, and immunity to acid, cold and electricity. You also brightly illuminate the area within 60 feet of you.

Once you have used this ability, you cannot use it a second time until you bind Heliom again.


19
Hunter's Skin
You gain damage reduction 10/silver.


20
Master's Shapeshift
As a standard action, you can gain the benefit of an Alter Self spell. This effect lasts for 1 minute per binder level. Once you use this ability, you must wait for 5 rounds before you can use it again.



Here's to 20 great Iron Chef competitions, Heliomance.



Oooh we need to do GiantITP regulars as inevitables at some point.

I second, third, and fourth this motion.

illyahr
2016-10-02, 01:52 AM
Whatever bard first sang Cerefel probably hung out in Socratov's inn before going to battle against the Ancient Ones. The Ancient Ones are a subset of the Lords of Chaos that NeoPhoenix served. Meanwhile the Eternal Song which granted Bifrons power is one of the Ancient Ones, who was probably fought primarily by aforementioned bard and victory dragons despite most likely being the ur-song from which all music was born. Apparently I just make the assumption in setting building that at the dawn of time there was a war which heavily involved Bards vs Lovecraftian horrors.

For the record, I was at a friend's realm. I wasn't even there. I was promised it would never be brought up again. :smalltongue:

Thurbane
2016-10-02, 02:10 AM
If anyone is interested in doing one for me, and needs inspiration, my namesake Thurbane was a 2E Evoker - big on direct damage effects. He was also big on esoteric knowledge, and fancied himself a bit of a melee combatanat (although truth be told wasn't very good at it). He was strongly LN, and very big on discipline and organization.

Inevitability
2016-10-02, 03:59 AM
If anyone is interested in doing one for me, and needs inspiration, my namesake Thurbane was a 2E Evoker - big on direct damage effects. He was also big on esoteric knowledge, and fancied himself a bit of a melee combatanat (although truth be told wasn't very good at it). He was strongly LN, and very big on discipline and organization.

I'm on it!

digiman619
2016-10-02, 04:11 AM
If anyone is interested in doing one for me, and needs inspiration, my namesake Thurbane was a 2E Evoker - big on direct damage effects. He was also big on esoteric knowledge, and fancied himself a bit of a melee combatanat (although truth be told wasn't very good at it). He was strongly LN, and very big on discipline and organization.

Ooh, good idea. If the "Soulknives are cool!" wasn't enough inspiration, there's the character I based my avatar after: Thrond Silvermane, a 1st level CG Mountain Dwarf Wild Magic Sorcerer (it was in a 5th Ed. game, though I generally prefer Pathfinder) who, due to an amulet the DM threw in that always made my Wild magic trigger (because he thought it was funny) and insanely good for us/bad for them rolls, managed to, with the help of the rest of the party, kill an adult blue dragon, while we were, I repeat, level 1. You can read the story here. (http://www.giantitp.com/forums/showthread.php?475777-An-awesome-story-I-had-to-share)

Marlowe
2016-10-02, 04:23 AM
Stuff.

http://i.imgur.com/OQDw0Bg.png
http://i.imgur.com/9JO9UsF.png
http://i.imgur.com/gJDtDTF.png
http://i.imgur.com/LiuHZ1n.png
http://i.imgur.com/BQRIWn6.png
http://i.imgur.com/VAtwOT5.png
http://i.imgur.com/wc7hgVI.png
http://i.imgur.com/VxcN8b8.png
http://i.imgur.com/FaLSb7D.png
http://i.imgur.com/ikYDx7w.png
http://i.imgur.com/5ojMwY3.png
http://i368.photobucket.com/albums/oo121/Joncharlesspencer/saf12.png


Ten year old girls. Ace mecha pilots. Hardened Killers. No proper upbringing or moral compass. WHAT COULD GO WRONG?

Have to get Saffron out of her streetwalker kit.

I mean, not that way.

Some weird Anglo-Indian slang creeping in lately. Haman must have left a Flashman novel lying around.

Heliomance
2016-10-02, 04:45 AM
<snip>

That's very cool, thanks ^_^

TheifofZ
2016-10-02, 05:04 AM
Oh I do wonder how many of you really remember me.
And how much of me is remembered.

That being said; Oh, hi everyone. It is I, returned once more from the dark places.
I've been bothering Thurbane a bit already, so now on to bugging Snow again. (Hi Snow. Miss me?)

Anyway; I'm in the permapermissions thread, but I'll say it here for good measure. Vestigize me (because someone made it a word.)

khadgar567
2016-10-02, 05:14 AM
Ooh, good idea. If the "Soulknives are cool!" wasn't enough inspiration, there's the character I based my avatar after: Thrond Silvermane, a 1st level CG Mountain Dwarf Wild Magic Sorcerer (it was in a 5th Ed. game, though I generally prefer Pathfinder) who, due to an amulet the DM threw in that always made my Wild magic trigger (because he thought it was funny) and insanely good for us/bad for them rolls, managed to, with the help of the rest of the party, kill an adult blue dragon, while we were, I repeat, level 1. You can read the story here. (http://www.giantitp.com/forums/showthread.php?475777-An-awesome-story-I-had-to-share)
this is more like it permission and some info about you would be nice

Inevitability
2016-10-02, 08:00 AM
Thurbane, Motion Unmoving (Thurbane)

Vestige Level: 5th
Binding DC: 22
Special Requirement: Thurbane will not respond to a chaotic creature's attempt to bind him.

Legend: A popular notion, strengthened by Limbo's entropic nature and Mechanus rigidness, is that Law is necessarily averse to change and motion. This is not true: the laws of motion and energy are laws all the same: to break them would be nothing if not Chaotic. The Quaruts, guardians of space and time, exist to prevent this.

The evoker Thurbane was simultaneously a disciplined exemplar of Law and an user of world-shattering evocations. When he died, his soul's rebirth as a Quarut was only natural. Now a true incarnation of the universal constants of energy and change, he hunted down all who would threaten the natural order with great gusto.

During his final mission, the quarut was tasked with hunting down a cabal of Acheronians that sought to petrify the entire multiverse. However, the powerful casters managed to incapacitate him. Then, with magic rare, they did what none would ever have thought possible: they petrified an inevitable, a construct.

However, the complete cessation of Thurbane's motion, the very thing it exemplified, affected the surrounding area in ways unexpected. Objects started or stopped moving without cause, or delivered disproportionately large amounts of energy when colliding. Within seconds, the area within miles of the cult's headquarters was devastated, leaving no trace of Thurbane or his opponents.

Manifestation: A featureless stone sphere appears in the seal's midst and immediately begins movement, bouncing off the seal's boundary. Every time it bounces, it changes form. The cycle of changes is always the same, starting with the sphere, then a human head, a flaming sphere, a middle-aged human's head, an orb of acid, an elderly human's head, a ball of lightning, a quarut's mechanic head and finally the featureless rock again. While appearing human or inevitable, the sphere speaks in a monotonous voice, requesting the reason for its summoning.

Sign: One of your eyes is replaced with a sphere of fire, a ball of lightning, an orb of acid or a fine icy mist, chosen when you make the pact. This does not affect your sight or damage you.

Influence: Thurbane is appalled by attempts to restrict or hinder any being's movement. He requests you do not limit a creature's (including yourself) ability to move while bound to him. This includes effects that reduce a creature's speed (such as the Iron Body and Armor Lock spells) or inflict a condition that prevents movement (such as Dazed or Stunned). Note that effects that block movement in a specific direction only, such as bodily occupying a corridor or creating a Wall of Stone, are still allowed. You can still kill or incapacitate opponents.

Granted Abilities:

Accelerated Movement: You gain a +20 enhancement bonus to your base land speed.

Kinetic Touch: As a standard action, you can make a melee touch attack. A creature hit by the attack takes 1d6 points of damage for each three binder levels you possess and must make a strength check opposed by your charisma check or be flung back 1d6x10 feet. If this movement forces the target into a solid object, it takes 1d6 points of damage. If this movement forces the target into another creature, both take 1d6 points of damage.

Energy Ball: As a standard action, you can create a sphere of pure energy and fling it at a square within 60 feet of you. All creatures in a 10 ft-radius burst from that point take 1d6 points of fire, electricity, acid or cold damage for each three binder levels you possess. The damage type is determined by the choice you made when you bound Thurbane (see the 'sign' section above). Once you have used this ability, you must wait for 5 rounds before you can use it again.

Calculate Prior State: You gain a bonus on knowledge checks equal to one-quarter your binder level.

I chose to focus on the evocations and lawfulness here. I hope it is satisfactory.

Thurbane
2016-10-02, 08:28 AM
Thurbane, Motion Unmoving (Thurbane)

Vestige Level: 5th
Binding DC: 22
Special Requirement: Thurbane will not respond to a chaotic creature's attempt to bind him.

Legend: A popular notion, strengthened by Limbo's entropic nature and Mechanus rigidness, is that Law is necessarily averse to change and motion. This is not true: the laws of motion and energy are laws all the same: to break them would be nothing if not Chaotic. The Quaruts, guardians of space and time, exist to prevent this.

The evoker Thurbane was simultaneously a disciplined exemplar of Law and an user of world-shattering evocations. When he died, his soul's rebirth as a Quarut was only natural. Now a true incarnation of the universal constants of energy and change, he hunted down all who would threaten the natural order with great gusto.

During his final mission, the quarut was tasked with hunting down a cabal of Acheronians that sought to petrify the entire multiverse. However, the powerful casters managed to incapacitate him. Then, with magic rare, they did what none would ever have thought possible: they petrified an inevitable, a construct.

However, the complete cessation of Thurbane's motion, the very thing it exemplified, affected the surrounding area in ways unexpected. Objects started or stopped moving without cause, or delivered disproportionately large amounts of energy when colliding. Within seconds, the area within miles of the cult's headquarters was devastated, leaving no trace of Thurbane or his opponents.

Manifestation: A featureless stone sphere appears in the seal's midst and immediately begins movement, bouncing off the seal's boundary. Every time it bounces, it changes form. The cycle of changes is always the same, starting with the sphere, then a human head, a flaming sphere, a middle-aged human's head, an orb of acid, an elderly human's head, a ball of lightning, a quarut's mechanic head and finally the featureless rock again. While appearing human or inevitable, the sphere speaks in a monotonous voice, requesting the reason for its summoning.

Sign: One of your eyes is replaced with a sphere of fire, a ball of lightning, an orb of acid or a fine icy mist, chosen when you make the pact. This does not affect your sight or damage you.

Influence: Thurbane is appalled by attempts to restrict or hinder any being's movement. He requests you do not limit a creature's (including yourself) ability to move while bound to him. This includes effects that reduce a creature's speed (such as the Iron Body and Armor Lock spells) or inflict a condition that prevents movement (such as Dazed or Stunned). Note that effects that block movement in a specific direction only, such as bodily occupying a corridor or creating a Wall of Stone, are still allowed. You can still kill or incapacitate opponents.

Granted Abilities:

Accelerated Movement: You gain a +20 enhancement bonus to your base land speed.

Kinetic Touch: As a standard action, you can make a melee touch attack. A creature hit by the attack takes 1d6 points of damage for each three binder levels you possess and must make a strength check opposed by your charisma check or be flung back 1d6x10 feet. If this movement forces the target into a solid object, it takes 1d6 points of damage. If this movement forces the target into another creature, both take 1d6 points of damage.

Energy Ball: As a standard action, you can create a sphere of pure energy and fling it at a square within 60 feet of you. All creatures in a 10 ft-radius burst from that point take 1d6 points of fire, electricity, acid or cold damage for each three binder levels you possess. The damage type is determined by the choice you made when you bound Thurbane (see the 'sign' section above). Once you have used this ability, you must wait for 5 rounds before you can use it again.

Calculate Prior State: You gain a bonus on knowledge checks equal to one-quarter your binder level.

I chose to focus on the evocations and lawfulness here. I hope it is satisfactory.

Excellent stuff, thank you kindly! :smallsmile:

GrayDeath
2016-10-02, 09:03 AM
Zaydos, I wholeheartedly approve.

Thank you. :)


On a Sidenote: Thies is the Theme Song for poor Old Bifrons "Fall from Hell"

https://www.youtube.com/watch?v=bYJGt67Mwmo

Snowbluff
2016-10-02, 09:09 AM
Its ok, we forgive you. :smallsmile:

I'm glad you like it though. I'm good with ideas, just not so much as putting them into legalese. :smallbiggrin:

And a binder high enough level to use Frostscape doesn't have ready access to Mind Blank without shenanigans. Are you a shenanigator? If you're that much of a shenanigator, you can figure something out. :smalltongue:


Actually outside of Wizards and a few Sorcerers (it's on a domain list so Clerics can get it), Binders are one of the few classes with native access to Mind Blank or at least the relevant (mind-affecting) bit as they gain it from Soul Guardian at 19th level. .

Haures, a 6th level vestige, grants mind blank. He also gives majors image, incorporeal movement, and phantasmal killer, so he's quite good.

illyahr
2016-10-02, 09:38 AM
Haures, a 6th level vestige, grants mind blank. He also gives majors image, incorporeal movement, and phantasmal killer, so he's quite good.

Very nice.

Hmm, so it's actually easier for a binder to get mind blank than other classes. What else would you call a bonus that derives from enjoying what you are doing?

Snowbluff
2016-10-02, 09:48 AM
Very nice.

Hmm, so it's actually easier for a binder to get mind blank than other classes. What else would you call a bonus that derives from enjoying what you are doing?

Could be null like Arcane strike. Or you can make it so it just isn't [Mind-Affecting]

Other common types that could apply would be insight (hurting people helps point out weak points) or Luck (the vestige is guiding your hand) or circumstance.

illyahr
2016-10-02, 10:05 AM
Could be null like Arcane strike. Or you can make it so it just isn't [Mind-Affecting]

Other common types that could apply would be insight (hurting people helps point out weak points) or Luck (the vestige is guiding your hand) or circumstance.

Insight sounds good. We'll call it an insight bonus.

Thurbane
2016-10-02, 05:10 PM
I'd be interested in creating one when I get enough time - aside from the perma-permissions (which I'm happy to look at as well), who has requested one that hasn't been completed yet? Is there a list somewhere?

Zaydos
2016-10-02, 05:57 PM
Exarch Anchovius, Bishop of the Dead (Extra Anchovies)

Exarch Anchovius was a cleric of a god of healing who fell to undeath and spat upon the face of the gods themselves.

Vestige Level: 5th.
Binding DC: 23.
Special Requirement: You may not bind Anchovius if you are a servant of the gods.

Servants of the Gods: This term indicates any outsider that lacks the native subtype, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-%283-5-Base-Class-PEACH%29), or any creature with divine ranks.

Legend: Exarch Anchovius was once a great bishop in the service of a god of healing (some claim Pelor, some claim an older generation of gods) back when the gods still acted upon the Prime, who worked to cleanse the world of the undead and suffering wherever he could. It was his holy task to eradicate the evil of undeath, and in a moment of hubris he even took it upon himself to put an end to the worship of the gods of undeath.

The opposition Anchovius faced was more than he could handle on his own, and when he petitioned the church for aid they claimed that their duty as healers was more important than dying a fight they couldn’t win. The exarch prayed to his god, demanding the aid of celestial forces, demanding a crusade of heaven against this dread worship, and heaven did not answer. The forces of darkness ceased Anchovius and he found himself brought before the very god whose worship he had tried to destroy.

Beaten, broken, and abandoned to his fate Anchovius was given a choice: Convert or have his soul consumed. Anchovius chose to convert, swearing allegiance to the dark god he found his flesh flayed from his bones, his life taken from him but it was not the end. Anchovius rose again, one of the very undead creatures he had sworn to eradicate. Where the god of healing had refused to support his crusade, the god of the dead aided him, giving him legions of the undead to wipe the forces he once served from the world.

He attacked at the High Summit, upon their holiest of days an army of the undead burst onto the floor. The healers were overwhelmed by the assault, the undead warded against holy power that they would have used to cleanse them, and Exarch Anchovius approached the head of the church and personally laid him low. Now the angels of heaven arrived, the slaughter well under way, and Anchovius cursed the name of the god that he once served upon the bloodstained floor of the temple. The gods of justice and war sent their aid, paladins and knights cutting swathes in the undead, and the angels seized Exarch Anchovius and he found himself transported to the very foot of the god he had betrayed.

Once again faced with an angry god Anchovius was given a choice. Repent or be obliterated. If he forswore the path of darkness he had been forced upon, if he pled for forgiveness he would be allowed to die and pass into heaven, if he did not he would be destroyed utterly.

Anchovius spat upon the face of his former god.

Manifestation: Exarch Anchovius emerges from the seal one bone at a time, reforming a complete skeleton bit by bit. Once his skull has finished reconstituting itself his clothes begin to form around him, a religious vestment of extravagant design. EXARCH ANCHOVIUS SPEAKS IN A DEEP VOICE THAT SOUNDS OF THE TOMB AND DESPAIR.

Sign: Bony growths form across your flesh almost like a second skin.

Influence: While under Anchovius’s influence you are required to forgo any religious rites or acts of subservience to the gods.

Granted Powers: Exarch Anchovius grants you his bony skin, the power to feed upon fear, to protect the undead from righteous might, and to punish the servants of the gods and those who rely upon negative and positive energy.

Feed on Fear: As a swift action you may remove the shaken, frightened, panicked, and/or cowering condition from one creature within 5 ft. If you do so you gain a +1 profane bonus to attack rolls, saving throws, skill and ability checks, and damage for 1 minute, this increases to +2 if you removed the frightened condition, and +4 if you removed the panicked or cowering condition. Once you have used this ability you cannot use it again for 5 rounds.

Nullify Turning: While Exarch Anchovius is bound you gain Turn Immunity, and cannot be Turned or Rebuked by Turn (or Rebuke) Undead or any other Turn or Rebuke ability which would affect you. Creatures within 60 ft of you gain +4 turn resistance.

Ossified Form: Bony growths cover your form protecting you from harm and granting you DR equal to one half your binder level overcome by damage that is both bludgeoning and magic (i.e. DR ½ binder level/bludgeoning and magic). You must show Exarch Anchovius’s sign to gain this benefit.

Punish the Living and the Dead: When a creature within 60 ft of you channels positive energy or negative energy you may punish them as an immediate action; turn or rebuke undead, any conjuration (healing) spell, any necromantic spell which inflicts negative levels, any necromantic death effect, any energy draining effect, any Devoted Spirit maneuver which heals, and any other effect which the DM deems to be based upon positive or negative energy is applicable. When you punish a creature they take 1d6 damage per 3 binder levels (Will halves). This is negative energy if they channeled positive energy, and positive energy if they channeled negative energy. A creature is never healed by this effect and if they would be they simply take no damage instead. Once you use this ability you cannot use it again for 5 rounds.

Smite the Faithful: When you make a melee attack you may declare it a smite upon the forces of the gods and the undead he once fought. If used against a creature which is a servant of the gods (see spoiler below for definition) or an undead you may add your Charisma modifier to hit and your binder level to damage. Once you have used this ability you cannot use it again for 5 rounds.

Servants of the Gods: This term indicates any outsider that lacks the native subtype, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-%283-5-Base-Class-PEACH%29), or any creature with divine ranks.



I'd be interested in creating one when I get enough time - aside from the perma-permissions (which I'm happy to look at as well), who has requested one that hasn't been completed yet? Is there a list somewhere?

No one has collected a list this thread. Most of 'em are technically on the permapermissions thread, but in this thread...

Dire Stirge has given permission. Marlowe has posted in the thread which is probably the same (since they're on the permapermissions thread anyway). Vizzerdrix. digiman619. Fizban. thethird. weckar (wants to be level 1). LordOfCain. Jormengand. ImperatorV. TheifofZ.

Extra Anchovies
2016-10-02, 06:38 PM
Exarch Anchovius, Bishop of the Dead (Extra Anchovies)

Exarch Anchovius was a cleric of a god of healing who fell to undeath and spat upon the face of the gods themselves.

eeeee~


Manifestation: Exarch Anchovius emerges from the seal one bone at a time, reforming a complete skeleton bit by bit. Once his skull has finished reconstituting itself his clothes begin to form around him, a religious vestment of extravagant design. EXARCH ANCHOVIUS SPEAKS IN A DEEP VOICE THAT SOUNDS OF THE TOMB AND DESPAIR.

Oh, that is too cool. The granted abilities are all pretty neat as well - I like that it provides some uses for swift and immediate actions, something the Binder doesn't have terribly many of. Bravo! I might have to request this piece of homebrew if I ever get around to playing a Binder :smallbiggrin:

Zaydos
2016-10-02, 09:36 PM
I grant permission. About time I stopped watching these threads and posted. I am a fan of having minions to do my dirty work, and enjoy anime and military history. If I could be anything, I might be a mildly insane wizard-king with a space battleship, an army of mini-mecha with fanatically loyal pilots, and a bunch of shanghai'd magical girls in varying degrees of doubt regarding my benign intentions for the universe but following instructions anyway.

...That actually sounds like a really cool idea for a show.

So a Gundam villain with a bunch of confused magical girls under their thumb... sounds like you should talk to Marlowe.

No magical girls or space battleships, but I might be able to do something with mini-mecha and minions.



The Imperator Mark V

Imperator Mark V was the greatest accomplishment of an ancient civilization before it fell to possession of the Great Old One used to power it and had to be destroyed.
Vestige Level: 5th.
Binding DC: 25.

Legend: The Imperator Mark V was the creation of an ancient kingdom, the ultimate weapon a construct of titanic proportions and near god-like power. With it they intended to bring the rest of the world to heel, and reduce their foes to their vassals.

To create the titanic construct the ancient artificers had tapped into the life essence of an Ancient One that had been sealed beneath their kingdom. While this granted the Imperator Mark V the power its previous iterations (Mark I through IV) had lacked, the power it needed to perform the task they desired of it, it was in the end a fatal design flaw. When they put the Imperator Mark V into its first true battle, it went berserk (https://youtu.be/A89blUjT7z8?t=26) tearing free of the magic spells that had proven many times over strong enough in simulated combat. It turned upon its creators destroying them and their enemies and began to stride across the continent as a force of destruction and despair.

After many hard fought battles the Imperator Mark V was brought low. Its animating essence was expelled from the construct and the gathered heroes attempted to destroy it. Still it had mingled with the essence of an Ancient One and they merely managed to banish it from reality and into the distant void. The Imperator Mark V was disassembled, the five autonomous units that made it up scattered across five continents themselves further disassembled. Some claim that the animating essence, now a vestige, still hungers for its old form subtly guiding those who bind it towards its reconstruction.

Manifestation: Five constructs emerge from the edge of the seal and transforming into a pair of legs, arms, and a head and torso, they form the Imperator Mark V. This construct towers over the would be binder, appearing roughly 8 times his height as it speaks down onto the binder until the pact is made.

Sign: The Imperator Mark V appears around you as glowing armor of force and energy. All abilities of Imperator Mark V are lost when the sign is suppressed, however you may detach individual portions of Imperator Mark V.

Influence: The Imperator Mark V was a creature of battle and war which in combat went out of control and in its berserk state destroyed its creators. While under its influence it demands you fight to the last once you have engaged in battle and that you do not flee; you may freely retreat if you are attacked as long as you have not yet counter-attacked (even self-buffing or talking does not prevent this, only actions that would break sanctuary or invisibility). If you order the pieces of the Mark V to attack it is the same as you attacking (for this influence).

Granted Powers: The Imperator Mark V grants you the five mini-mechs which formed its body in the shape of constructs to serve your bidding which may form around you in an armor of force.

Mark V – Head and Torso (https://www.youtube.com/watch?v=rdZxHfUNmvY&index=6&list=PLkcinhr9PICIHrkN2n-sB6b7Nud8yd_7p): You gain a +5 armor bonus to AC, this is a force effect and is increased by +1 for each other piece of the Mark V currently on you. In addition you may see invisible and ethereal creatures as if with See Invisibility.

Mark V – Left Arm: (https://www.youtube.com/watch?v=kihf8gIfxTY&list=PLkcinhr9PICIHrkN2n-sB6b7Nud8yd_7p&index=5) As a standard action you may make a melee touch attack which inflicts 1d3 damage per binder level with a critical hit multiplier of x4. When you use this ability your hand shines with the light equivalent to a torch. For each other piece of the Mark V currently on you this deals +1 damage/die. Once you use this ability you must wait 5 rounds before using it again.

Mark V – Right Leg: (https://www.youtube.com/watch?v=UCX299HKp_w&index=23&list=PLkcinhr9PICIHrkN2n-sB6b7Nud8yd_7p) You gain a fly speed equal to your land speed, +5 ft per additional piece of the Mark V currently on you, with poor maneuverability. If you have all pieces of the Mark V currently on you this increases to Good maneuverability.

Mark V – Right Arm: (https://www.youtube.com/watch?v=Z9UtUzjUA5Q&list=PLkcinhr9PICIHrkN2n-sB6b7Nud8yd_7p&index=10) You gain a natural slam attack which deals 1d6 damage usable as a primary or secondary natural weapon. In addition you may fire forth solid bolts of force from your hand. This functions as a ranged touch attack with a range increment of 50 ft (max range 10 range increments) which deals 2d6 force damage per hit. You may make a full attack with these force bolts as a full round action, if you do you may make an additional attack at -3 after each attack granted by your BAB (and not from other sources) or a haste spell and made with the force bolts; you may not make more bonus attacks from this ability than you have other pieces of the Mark V currently on you.

Mark V – Left Leg: (https://www.youtube.com/watch?v=s7_Od9CmTu0) You gain a +4 competence bonus to Balance checks, all rolls made to resist being tripped, overrun, or bull rushed, as well as saving throws to avoid being rendered prone or being moved. For each additional piece of the Mark V currently on you, you gain an additional +2.

Remote Combat System: (https://www.youtube.com/watch?v=8XyWN9lWa4o) As a standard action you may cause a single piece of the Mark V to leave your body (the head and torso are considered one piece for this ability) and manifest as an independent creature under your control. This functions as astral construct manifested at a manifester level 6 lower than your effective binder level and fully augmented. While the Mark V piece is off of your body you lose the associated ability (listed above). If a piece of the Mark V is destroyed while manifested in this way it reforms on your body after 10 minutes but cannot be manifested with this ability again for 1 hour. As a standard action you may return a piece of the Mark V manifested with this ability that you can touch to your body (causing the creature to vanish). A Mark V piece that is returned to your body and manifested again retains any damage or even spell effects it received although it heals 1/6th of its max hp per 10 minutes not manifested and durations are still reduced as normal (unbinding and re-binding the Mark V ends any effects on it).

The pieces of the Mark V must remain within 30 ft of you per binder level or they cease to function becoming completely inert and helpless until you return into range or 5 minutes pass at which point they self-destruct exploding in a 40 ft dealing 3d6 force damage/binder level within the area (Reflex halves) and destroying themselves. When destroyed outside of this range the Mark V piece still returns to you.

The Mark V pieces do not gain the normal astral construct options and benefits. Instead they gain certain benefits based upon what piece they are. This is sometimes identical to the benefits available to a standard astral construct.
Head & Torso: It gains a +2 increase to its natural armor and the ability to see invisibility. If your binder level is 13 or higher it gains a +4 increase to its natural armor instead of +2. If your binder level is 19 or higher it gains DR 10/- (instead of 10/magic) and can see through all illusions as per true seeing with a range of 30 ft (it can't report back on what it sees however).
Left Arm: The critical damage multiplier on its slam attack increases to x3 and whenever it hits a creature it deals +1 damage per 2 points higher than the target’s AC its attack roll was (if it gets a nat 20 and would have missed otherwise it gets +0 damage). If your binder level is 13 or higher its critical threat range with its slam attack increases to 19-20/x2 and it deals +1 damage per point higher than the target’s AC its attack roll was instead of per 2 points. If your binder level is 19 or higher if it rolls max (normally an 8) damage with its slam attack it deals an additional +1d8+Str damage.
Left Leg: It gains the Trip ability (see Astral Construct option A list). If your binder level is 13 or higher it may make a bonus attack (at its highest attack bonus) whenever it trips a creature and gains a +4 bonus on trip attempts, in addition if a creature it threatens falls prone due to a reason other than it tripping them it may make an attack of opportunity against them. If your binder level is 19 or higher it gains a +4 bonus to its Strength score.
Right Arm: It may make a ranged touch attack which deals 1d8 force damage with a range increment of 15 ft (max range 150 ft), or if it is able to make 2 slam attacks as a full attack it may make a full attack with two of these attacks. If your binder level is 13 or higher each of these attacks deals 2d6 damage instead. If your binder level is 19 or higher it may make a third attack with its force bolts when it uses a full attack.
Right Leg: It gains jets on its back and a fly speed of 40 ft (clumsy). If your binder level is 13 or higher it instead gains a fly speed of 80 ft (clumsy). If your binder level is 19 or higher its maneuverability becomes good.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Devouring Void (see Contractor, Doomsayer, or spoiler)

Devouring Void:
Effective Level: 4th
School: Abjuration/Evocation [Force].
Casting Time: Standard action.
Range: Medium
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
You invoke spiritual and physical vacuum cutting through the target and the spiritual powers which fuel them.
The target takes 1d6 force damage per 2 caster levels you possess, a successful Will save halves this damage. In addition it functions like a targeted dispel magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) on the target but has no maximum caster level bonus to its dispel checks and may only dispel divine spell effects.




eeeee~

Oh, that is too cool. The granted abilities are all pretty neat as well - I like that it provides some uses for swift and immediate actions, something the Binder doesn't have terribly many of. Bravo! I might have to request this piece of homebrew if I ever get around to playing a Binder :smallbiggrin:

What can I say I love Christopher Lee's Death of the Discworld's voice. And thanks (I am of the belief that if Swift/Immediate actions are a thing everybody ought to have the option to use them).

Snowbluff
2016-10-02, 10:12 PM
So if Marlowe is Gundam with confused magical girls, and I Kshatriya with a bunch of dark magical girls?

ImperatorV
2016-10-02, 11:25 PM
The Imperator Mark V

This is amazing. Also somehow you ended up involving an Eldritch Abomination, which is another favorite thing of mine I didn't mention.

Mechanically, it's also amazing. It gives personal power-ups that can be detached to form minions - perfect for a strong expansionist military leader that wants minions but sometimes prefers to fight himself.

Great homebrew as usual Zaydos, it fits me while being something mechanically I would use over most alternatives if given the chance.

Zaydos
2016-10-03, 12:05 AM
I would be interested in seeing someone try to make a vestige of "me," since if I'm not a Servant Soul (http://www.giantitp.com/forums/showthread.php?362608) then I must be a Dimensional Conduit (http://www.giantitp.com/forums/showthread.php?255782-The-Dimensional-Conduit-3-5-Base-Class-PEACH-%93why-limit-yourself-quot). Which are both classes with a similar idea to the Binder of borrowing other people's power, except way better at it. So an individual vestige trying to ape classes bigger than the Binder, seems unfeasible.

One could instead make use of the pretentious title I've decided to give this character: based on my refusal to act in-character as "Fizban," I call this hypothetical Dimensional Conduit (Servant Soul/Legacy Gatekeeper/Base Chameleon (http://www.giantitp.com/forums/showthread.php?90955-Chameleon-as-a-Base-Class-(PEACH))/Avatar (http://www.giantitp.com/forums/showthread.php?75448-The-Avatar-Psions-of-the-Unconscious-Base-Class)/Factotum/Wilder) the Thief of Names. Although that would imply a Vestige based on Truenaming, which I don't want to be anywhere near :smalleek:

Eh, here's something at least. Comes with a free feat thrown in.


Fizban, Who Lived Many Lives

Fizban was an eternal champion who escaped the cycle of reincarnation by plunging himself into the void of the vestiges… or perhaps that still lies in his future.
Vestige Level: 4th.
Binding DC: 21.

Legend: Legend tells that Fizban was an (the?) eternal champion, a hero respun time and time again by reality into a myriad of lives all across the multiverse and perhaps beyond into the omniverse. Fizban awoke to his status as one entity spun into a million or more lives, as a being which was woven throughout all of reality, and slowly but surely this drove him mad.

Memories flooded his mind, recollections of fighting for the Lords of Chaos, fighting against the Ancient Ones, serving in the name of the Lords of Law, and more. Serving first one cause and then its opposition, always in the name of the Greater Good of the Balance of the cosmos. Memories of wielding magic dire and swords even more fierce, memories of a thousand lives. With each life the barrier between these memories grew weaker and weaker and Fizban’s despair and exhaustion grew deeper and deeper.

At last Fizban could take no more and he sought escape by plunging himself into the void. He studied it, becoming a vestige of his own will to try and escape the call of reality, but he found that even this escape would not suffice for he found that he could still be called, and he had no choice but to heed the calls of those who would bind him.

Some versions of the tale postulate that Fizban has not yet escaped into the void, that in its timeless space he can be called from a future not yet wrought, and that he still lives and still has a myriad of lives to live. Some take this even further and claim that Fizban is the last vestige, and that every vestige was but one of his many lives. Other binders consider these crackpots total nuts.

Manifestation: Fizban appears as a twisted mirror of the one that would bind ‘him’. Fizban may dress differently, bear scars of battles they never fought, differences in grooming and style, even a different race, but Fizban is always recognizable as the one who would bind ‘him’. When making the pact, Fizban refers to ‘his’ would be binder as ‘other me’, ‘my other self’, and similar terms almost as if ‘he’ considered them just another of ‘his’ many lives. ‘His’ side of making the pact is mostly resentful resignation that ‘he’ has no choice but to bind to the would be pact maker, but ‘he’ will do ‘his’ best to do nothing even while bound.

Sign: Your features reverse as if you were your own mirror image including which hand is dominant (and the location of your heart and other asymmetrical internal organs).

Influence: While under Fizban’s influence you are grasped by a great lethargy, and general experience of being fed up with having to do great deeds and a desire to just relax into a slovenly sabbatical. You may not take any action which does not provide you with immediate rewards, although this can include such rewards as ‘not being killed’ or ‘getting the party rogue to stop poking me with a stick while demanding I go on the adventure’.

Granted Powers: Fizban grants those who bind him a shadow of the skills he held in some of his lives, and a limited ability to choose their own fate.

Moment of Divergence: When Fizban is bound you may find yourself assailed with moments of duality where you stand upon the twin paths of reality and choose one. While Fizban is bound you may call upon one of these moments as a swift action. The next skill check you make before the end of the round you may roll twice and take the better result; this has no effect on skills that require longer than 1 full round to perform. Once you have used this ability you cannot use it again for 5 rounds.

Two-Fold Aspect: When you bind Fizban choose two of the abilities below. You gain these abilities for as long as Fizban is bound.

Aspect of the Berserker: When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most binders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of this ability's second function. Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. Your delayed damage pool may hold up to 5 damage per binder level and you gain a +1 bonus to Strength per 5 points of damage in your delayed damage pool and DR equal to 1/5th the damage in the pool which is not overcome by any alignment or material (DR 1/- per 5 points in the pool); this DR remains until after the damage empties from your pool at the end of your turn and applies to damage as it empties from your pool as well as damage dealt while you have damage in the pool. If you have multiple delayed damage pools you may choose which one damage goes into, but they do not trigger due to damage in each other.

Aspect of the Blessed: You gain the ability to cast divine spells as a 1st level favored soul, plus 1 effective favored soul level per 3 binder levels (max 8th at 21st). You do not select your spells known instead you know the spells listed below by their level, you learn all listed 0 and 1st level spells, all listed 2nd level spells when your effective favored soul level reaches 4th, all listed 3rd level spells when it reaches 6th, and all listed 4th level spells when it reaches 8th. 0 level: Create Water, Cure Minor Wounds, Detect Magic, Guidance, Light, Mending, Purify Food and Drink. 1st level: Bless, Cure Light Wounds, Divine Favor, Hide from Undead, Sanctuary, Shield of Faith. 2nd level: Align Weapon, Cure Moderate Wounds, Lesser Restoration, Resist Energy, Silence, and Spiritual Weapon. 3rd level: Cure Serious Wounds, Daylight, Invisibility Purge, Remove Curse, and Speak with Dead. 4th level: Cure Critical Wounds, Death Ward, Dimensional Anchor, Restoration.

Aspect of the Champion: You gain maneuvers from the list to follow. You are considered to know the first two maneuvers, plus one per 3 binder levels you possess, you gain these maneuvers in order not picking freely from the list. You may ready 1 of those maneuvers +1 per 5 binder levels (max 5 at 20th). The maneuvers are: Leading the Attack, Steel Wind, Wall of Blades (3rd), Lion’s Roar (6th), White Raven Strike (9th), Iron Heart Focus (12th), Manticore Parry (15th), Clarion Call (18th), and Lightning Throw (21st). In addition you are considered to know the first one stance from the following list, plus the next one on it for every 6 binder levels beyond 1st. Punishing Stance, Tactics of the Wolf (7th), Dancing Blade Form (13th), Swarm Tactics (19th). Finally you gain +2 to Balance and Diplomacy checks.

Aspect of the Knight: You gain proficiency in all martial and simple melee weapons, and Power Attack as a bonus feat. If your effective binder level is at least 4th you gain Cleave. If your effective binder level is at least 8th you gain Great Cleave. If your effective binder level is at least 12th you gain +1 to hit and +2 damage with all melee weapons. If your effective binder level is at least 16th your critical threat range doubles with melee weapons (this does not stack with Improved Critical or Keen). If your effective binder level is at least 20th you gain +1 BAB (to a maximum of +20 BAB).

Aspect of the Summoner: You gain the ability to bind an additional vestige. This must be a 1st level vestige if your binder level is 8 or less, a 1st or 2nd level vestige if your binder level is at least 9 but less than 19, or a 3rd level or lower vestige if your binder level is 19 or higher.

Aspect of the Thief: You gain the Trapfinding special ability (as a rogue) and a +1 bonus on Disable Device, Search, and all Dexterity based skill checks +1 per 3 binder levels and may make such skill checks untrained. In addition you suffer no penalty to Hide or Move Silently checks at no penalty when moving at full speed (you still suffer full normal penalties for running or charging or other penalties not related to moving at full speed).

Aspect of the Witch: You gain the ability to cast arcane spells as a 1st level sorcerer, plus 1 effective sorcerer level per 3 binder levels (max 8th at 21st). You do not select your spells known instead you know the spells listed below by their level, you learn all listed 0 and 1st level spells, all listed 2nd level spells when your effective sorcerer level reaches 4th, all listed 3rd level spells when it reaches 6th, and all listed 4th level spells when it reaches 8th. 0 level: Detect Magic, Light, Mending, Prestidigitation, Ray of Frost, and Read Magic. 1st level: Detect Secret Doors, Disguise Self, Enlarge Person, Grease, Mage Armor, Magic Missile. 2nd level: Glitterdust, Invisibility, Scorching Ray, and See Invisibility. 3rd level: Fireball, Haste, and Phantom Steed. 4th level: Dimension Door, Ice Storm.


For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Path of the Blackened Blade (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Doomsayer invocation).

New Feat:

Vestige Mastery – Fizban [General]
You have a greater mastery of the many aspected vestige Fizban.
Prerequisites: Effective Binder Level 10, Favored Vestige (Fizban).
Benefit: When you bind Fizban, the Many Lived, you may reduce your effective binder level for the purposes of the abilities he grants you by 3 to replace Two-Fold Aspect with Three-Fold Aspect allowing you to select 3 of his aspects instead of 2; if your effective binder level to bind Fizban, the Many Lived, is at least 14 you may reduce it by 6 (total) to gain a 4th aspect, if it is at least 17 you may reduce it by 9 to gain a 5th aspect, if it is at least 20 you may reduce it by 12 to gain a 6th aspect.



So if Marlowe is Gundam with confused magical girls, and I Kshatriya with a bunch of dark magical girls?

No, Marlowe is a Gundam villain. Besides I thought you were more of a yandere... wait are you a yandere with yandere magical girl minions? :eek:

SPIDERS PROTECT ME!!!!!


This is amazing. Also somehow you ended up involving an Eldritch Abomination, which is another favorite thing of mine I didn't mention.

Mechanically, it's also amazing. It gives personal power-ups that can be detached to form minions - perfect for a strong expansionist military leader that wants minions but sometimes prefers to fight himself.

Great homebrew as usual Zaydos, it fits me while being something mechanically I would use over most alternatives if given the chance.

:redface:

I generally involve an Eldritch Abomination of some sort (arguably Vestiges are as a whole eldritch abominations even if they weren't in life). Though the question remains is it remotely balanced and I don't really know if it is.

Also have a feat.

Vestige Mastery – Imperator Mark V [General]
You have a greater mastery of the ancient construct turned vestige the Imperator Mark V.
Prerequisites: Favored Vestige (Imperator Mark V).
Benefit: You may treat the Mark V Torso and Mark V Head as two separate pieces. Not only does this increase the benefit of those abilities based upon the number of pieces currently worn, but you may have the Mark V Torso and Mark V Head manifest as two separate Astral Constructs. The Torso loses the ability to See Invisibility and True Seeing, and the Head loses the increased natural armor and improved DR. If you have the Head Manifested you lose the ability to See Invisibility, but retain the armor bonus to AC as long as the Torso is not manifested and if the Torso is manifested you lose the armor bonus to AC but retain the ability to See Invisibility unless the Head is also manifested.

Snowbluff
2016-10-03, 12:10 AM
No, Marlowe is a Gundam villain. Besides I thought you were more of a yandere... wait are you a yandere with yandere magical girl minions? :eek:

SPIDERS PROTECT ME!!!!!

Aw I love spiders! I could hang out with them all day!
http://38.media.tumblr.com/3e5b5d183864aeb301aafc22224129da/tumblr_mr19wokKQi1qmtkzgo1_500.gif
Spider humor. Gotta love. Can't get rid of me.

illyahr
2016-10-03, 12:29 AM
The Imperator Mark V

When I read this, I thought of Vegnagun plus Erde Kaiser Sigma.

http://vignette2.wikia.nocookie.net/finalfantasy/images/3/39/Vegnagun_Artwork_2.jpg/revision/latest?cb=20100908195119

http://vignette2.wikia.nocookie.net/xenosaga/images/7/77/Erde_Kaiser_Sigma.png/revision/latest?cb=20151031050108

Zaydos
2016-10-03, 12:36 AM
Aw I love spiders! I could hang out with them all day!
-nomnomnom-
Spider humor. Gotta love. Can't get rid of me.

OOOOH FOOD! YES, FEED ME!

WAIT... OBVIOUS YANDERE OR FOOD? PRO: FOOD IS FOOD. CON: YANDERE WITH POTENTIAL YANDERE MINIONS... DECISIONS, DECISIONS...
This is when I'd make someone into Nanisan the Eater of Gifs, also non caps so it doesn't think I don't know how caps work.

http://media.tumblr.com/tumblr_m8xrr1sEy31r231xw.gif


When I read this, I thought of Vegnagun plus Erde Kaiser Sigma.

Not familiar with either of those. My FF knowledge only extends up through 7 with some dives down side paths.

weckar
2016-10-03, 12:45 AM
Dang Zaydos! Do you SLEEP!?

khadgar567
2016-10-03, 12:54 AM
Dang Zaydos! Do you SLEEP!?
He sleeps around this time and looks cute

Marlowe
2016-10-03, 01:23 AM
I couldn't think of anything funny.
http://i.imgur.com/X3Tc6XH.png

Zaydos
2016-10-03, 02:02 AM
Vestige Mastery Feats

Vestige Mastery - Al'Pala [Exalted]
Your holy might improves when you bind the spirit of Loyalty.
Prerequisites: Lawful alignment, Favored Vestige (Al'Pala).
Benefit: While Al'Pala is bound, on your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and whenever you successfully strike in melee a creature whose alignment is not within 1 step of yours and which poses an immediate threat to you or your allies you may heal one ally (including yourself) within 30 ft 2 hit points per point of penalty you took on attack rolls. You may choose to heal ability damage at a cost of 6 hp that would be healed per point of ability damage healed, or negative levels at a cost of 20 hp that would be healed per negative level. You may not take a penalty to your attack rolls with this ability greater than your BAB.


Vestige Mastery – Bifrons [Vile]
Your connection with Bifrons the Carrier of the Gray Death deepens.
Prerequisites: Ability to speak Infernal, Favored Vestige (Bifrons), Perform 6 ranks.
Benefit: While Bifrons is bound you gain +4 to your Charisma. In addition 1/day while Bifrons is bound you may use Remove Disease as if he granted the ability to do so. If you do you may then inflict another creature with one disease removed this way with a touch with an instantaneous onset (initial DC is as an ability granted by Bifrons). If you do not do so before your bind with Bifrons ends the disease is lost.


Vestige Mastery - Blackhawk [General]
You are more adept at binding the warrior vestige Blackhawk the Slayer.
Prerequisites: Favored Vestige (Blackhawk), at least one Stone Dragon Maneuver.
Benefit: When you use Blackhawk the Slayer's Reckless Attack ability you gain an additional +1 to damage per 3 points of AC sacrificed. In addition you gain an additional granted power.

Grasp the Ground: When you would be knocked prone or forcibly moved from your square as an immediate action you may remain standing or not be moved (this ability does not prevent you from being shunted out of a physical object you teleported into, you must be wholly in the space before being moved out of it to use this ability). Once you have used this ability you must wait 5 rounds before


Vestige Mastery – Cerefel [General]
You are more closely in tune with Cerefel the Song of Battle.
Prerequisites: Charisma 15+, Favored Vestige (Cerefel), Perform 6 ranks.
Benefit: When you bind Cerefel select one of Strain of Valiant Blows, Strain of the Warrior Maiden, or Strain of Inspiration. You cannot use that strain of her Song of Battle, and do not need to sing it to reset your ability to use the other strains, however when you use Stalling Strain it applies the effects of the chosen Strain. This choice remains in place until you bind Cerefel once more.


Vestige Mastery - Draconium [General]
You extract more draconic power from the covetous vestige Draconium.
Prerequisites: Favored Vestige (Draconium).
Benefit: When you bind Draconium, Covetous Stretched too Far, he grants you the additional ability listed below. In addition your wealth is doubled for the purposes of his Miser's Smite.

His Kiss Flames: You gain a breath weapon dealing 1d6 fire damage per 2 binder levels plus fire damage equal to your charisma modifier in a 30 ft cone. A Reflex save halves this damage. Once you have used this ability you must wait 5 rounds before using it again. In addition any other breath weapon you possess deals fire damage equal to your Charisma modifier in its area in addition to its regular effect(s).

Special: Happy now, Snowbluff?


Vestige Mastery – Exarch Anchovius [General]
Your connection to Exarch Anchovius allows you to move life force from one creature to another.
Prerequisites: Effective Binder Level 13, Favored Vestige (Exarch Anchovius), Knowledge (religion) 10 ranks.
Benefit: While Exarch Anchovius is bound you may score critical hits against undead creatures. In addition if you score a critical hit upon a living or undead creature you may siphon its energy out of it inflicting 1 negative level upon them (this is a form of Energy Drain when used upon a living creature, and is positive energy based when used upon an undead creature), or 2 negative levels if your weapon has a critical damage multiplier of x3, or 3 if it has one of x4. When you do so you may channel the stolen life force into another creature within 30 ft, if you channel energy from a living creature into another living creature or from an undead creature into another undead creature they gain a +1 bonus to attack rolls, ability and skill checks, and saving throws for 1 minute and 5 temporary hit points per negative level you inflicted for 1 minute. If you channel the energy stolen from a living creature into an undead creature or an undead creature into a living creature they must make a Fortitude save or gain 1 negative level, this negative level only lasts for 5 rounds. The save DCs for this ability are as if it was granted by Exarch Anchovius.


Vestige Mastery – Fizban [General]
You have a greater mastery of the many aspected vestige Fizban.
Prerequisites: Effective Binder Level 10, Favored Vestige (Fizban).
Benefit: When you bind Fizban, the Many Lived, you may reduce your effective binder level for the purposes of the abilities he grants you by 3 to replace Two-Fold Aspect with Three-Fold Aspect allowing you to select 3 of his aspects instead of 2; if your effective binder level to bind Fizban, the Many Lived, is at least 14 you may reduce it by 6 (total) to gain a 4th aspect, if it is at least 17 you may reduce it by 9 to gain a 5th aspect, if it is at least 20 you may reduce it by 12 to gain a 6th aspect.


Vestige Mastery - Fulmen Feles [General]
Your connection to Fulmen Feles grants you the ability to open a single chakra and bind power to it.
Prerequisites: Character Level 15+, Constitution 13+, Favored Vestige (Fulmen Feles), .
Benefit: When you bind Fulmen Feles you may select one of the hands, shoulders, or feet chakras. You gain a single chakra bind which can be used to bind a soulmeld (regardless of class), item, or vestige ability to the chakra selected and that chakra is considered open allowing you to bind things to it. If your effective binder level for Fulmen Feles is 21 or higher you may select the waist chakra as well. Once you expel Fulmen Feles you lose this ability until you bind Fulmen Feles again.

In addition as long as Fulmen Feles is bound you gain 2 bonus essentia.


Vestige Mastery – Illyahr (http://www.giantitp.com/forums/showthread.php?478122-Illyahr-the-Lost-Troubadour-(Vestige-Request)) [General]
The lost troubadour offers you his collected tales more readily, even as you find it easier to escape the limelight or with song claim it.
Prerequisites: Charisma 15+, Favored Vestige (Illyahr).
Benefit: When you bind Illyahr, the Lost Troubadour, you may use your effective binder level + your Charisma modifier for Illyahr's Knowledge (instead of this value -6), gain an additional +2 bonus to all Perform checks and the bonus from Natural Performer is no longer considered a competence bonus (this +2 stacks with Natural Performer), and when you expend Stagehand or Star to become a star you regain the ability after 5 rounds instead of requiring 10 minutes of concentration.


Vestige Mastery – Imperator Mark V [General]
You have a greater mastery of the ancient construct turned vestige the Imperator Mark V.
Prerequisites: Favored Vestige (Imperator Mark V).
Benefit: You may treat the Mark V Torso and Mark V Head as two separate pieces. Not only does this increase the benefit of those abilities based upon the number of pieces currently worn, but you may have the Mark V Torso and Mark V Head manifest as two separate Astral Constructs. The Torso loses the ability to See Invisibility and True Seeing, and the Head loses the increased natural armor and improved DR. If you have the Head Manifested you lose the ability to See Invisibility, but retain the armor bonus to AC as long as the Torso is not manifested and if the Torso is manifested you lose the armor bonus to AC but retain the ability to See Invisibility unless the Head is also manifested.


Vestige Mastery – It that Forgot and was Forgotten [Epic, Vile]
Your dark vows to the god of secrets grants you access to those things forgotten by those save It that Forgot and was Forgotten.
Prerequisites: Favored Vestige (ItFawF), Knowledge (any 3) 15 ranks, Patron Deity (Vecna).
Benefit: While ItFawF is bound you gain whispers of forgotten lore from deep within the vestige granting you a +10 on Knowledge checks. You gain an additional +5 bonus for the purposes of information which has a DC higher than 30. If information has multiple knowledge DCs for different bits of knowledge the +10 only applies for the purpose of the information with a DC of higher than 30, so if you had a result of 27 without this additional +5 and there was information at DC 30 and 32 you would gain the DC 32 information but not the DC 30 information (or any DC 28, or 29 information).


Vestige Mastery - Marlowe [General]
You have a greater connection to the planes through their would be conqueror allowing you to connect to two at once.
Prerequisites: Favored Vestige (Marlowe), Knowledge (the Planes) 18 ranks.
Benefit: While you have Marlowe bound you may have two Planar Aspects granted by her at once. You may still only don one suit of armor at once, though if you summon a new one the old one is automatically dismissed. In addition when wearing a suit of armor granted by Marlowe's various Planar Aspect Power, Make Up! abilities you gain an additional armor enhancement based upon the armor worn. When wearing the Z'gok Suit it gains the Vanishing armor enhancement, when wearing the Double Zeta Suit it gains the Aporter enhancement, when wearing the Zaku Armor it gains the Fearsome enhancement, when wearing the Gundam Armor it gains the Soulfire enhancement (BoED), and when wearing the Qubeley Armor it gains the Reflecting enhancement. Note that abilities with daily uses are not recharged if you dismiss the armor and resummon it, but still expended.


Vestige Mastery – NeoPhoenix [Anarchic]
You can draw upon powers of the Chaos Senshi long thought lost.
Prerequisites: Chaotic Alignment, Effective Binder Level 13+, Favored Vestige (NeoPhoenix)
Benefit: When you bind NeoPhoenix, the Chaos Senshi, she grants you the additional ability listed below. In addition when you use In the Name of the Infinite Rainbow you roll on the alternate table if the d6 is a 5, and your choice of table if it is a 6.

Dance of the Chaos Senshi: As a free action you may teleport up to 5 ft per 3 binder levels to a square you have line of effect to. After selecting the distance you teleport roll 1d8 to determine the direction you teleport as if you had missed with a grenade-like weapon. If the square you would teleport into cannot support your weight, is occupied, or outside your line of effect you teleport to the furthest square from your position in a line to the original target square which can support your weight, isn't occupied, and is within line of effect. If there are no such squares between you and the destination this ability fails to function. You may only use this ability 1/round.


Vestige Mastery – Pyrohignus [General]
You have a deeper connection with the kobold of loyalty.
Prerequisites: Favored Vestige (Pyrohignus), Dragonblood or Reptilian subtype.
Benefit: When you use Envenom if you miss with the charged attack or the target succeeds in their initial save the ability is not considered expended and you may use it again immediately (or as soon as you have a swift action to do so). In addition you add your binder level to the fire resistance granted to you by Keeper of the Fire.


Vestige Mastery – Red Fel “The First Baatezu” [Epic, Vile]
You have made your soul home to Red Fel “The First Baatezu” and he rewards you with the power of his commands.
Prerequisites: Bind Red Fel “the First Baatezu”, Favored Vestige (Red Fel "the First Baatezu").
Benefit: While Red Fel “The First Baatezu” is bound you gain the following additional granted abilities.

Command of Hell’s Lord: As a swift action you may duplicate the effects of a quickened suggestion, lesser geas, command, or morality undone spell as a supernatural ability. Once you have used this ability (regardless of spell chosen) you cannot use it again for 5 rounds.

Sense Evil: You may sense the presence of evil creatures and objects within 120 ft as if with the blindsight ability. In addition you learn whether they are Lawful, Chaotic, or Neutral Evil, and the strength of their auras both of Evil and Law or Chaos as appropriate. You need not take an action to sense this information, it is as natural as sight.


Vestige Mastery – Red Fel (the Helpful Advisor) [General]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Diplomacy 5 ranks, Favored Vestige (Red Fel the Helpful Advisor)
Benefit: The insight bonus from Advisor's Voice is increased by +1. 3 times per day you may increase it by another +5 for 1 check.


Vestige Mastery – Red Fel (the Lord of Imps) (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142) [Vile]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Lawful alignment, Favored Vestige (Red Fel the Lord of Imps)
Benefit: When you have Red Fel, the Lord of Imps, bound the Imp's Whisper ability he grants you has a duration of 1 hour/binder level instead of 1 minute, and a successful save only grants immunity for 1 hour. In addition your Safety in Technicality ability he grants you functions as long as you have not directly attempted to harm the creature within 5 rounds instead of within 24 hours, and it grants you DR equal to the bonus it provides overcome by good or silver weapons; this DR only applies against damage dealt by creatures that the bonus from Safety in Technicality applies against.


Vestige Mastery – Socratov [General]
You can draw from the first bartender the power to party harder and resist poisons.
Prerequisites: Favored Vestige (Socratov).
Benefit: While Socratov is bound you gain immunity to intoxication, and a +4 bonus on saving throws against poison, and against disease from tainted food or drink.


Vestige Mastery - Segev [General]
Your connection to Segev grants you an increased mastery over his necromantic prowess.
Prerequisites: Favored Vestige (Segev), Knowledge (religion) 12 ranks.
Benefit: You may possess 1 soul trapped with Segev’s Cage Soul ability per 4 effective binder levels, though no more than 1 soul may be placed in the same gem (attempting to place another in the gem expels the previously trapped soul); if you would go over this limit you may choose which soul is released. You also gain a +5 bonus on Intimidate checks to interrogate captured souls. When you use Death Storm it deals 1d8 per binder level instead of 1d6 and may create an undead creature if you kill 3 or more humanoids of the requisite hit dice, and all hit dice requirements for creating more powerful undead are lowered by 2.


Vestige Mastery – Snowbluff “the Winter of Love” [Epic]
You have made your soul home to Snowbluff “the Winter of Love” and she rewards you with the power of her rage and spurned love.
Prerequisites: Bind Snowbluff “the Winter of Love”, Favored Vestige (Snowbluff “the Winter of Love”).
Benefit: While Snowbluff “the Winter of Love” is bound you gain the following additional granted abilities.
Fury of the Spurned Lover: As a swift action you may enter into the Fury of the Spurned Love. While in this fury you have the same limitations on actions as a raging barbarian, though you may use any Supernatural ability granted by a vestige you have bound, and you gain +8 Strength, +8 Charisma, and DR 8/- (this stacks with any DR you already possess) but do suffer a -2 penalty to AC. These benefits and penalties last until the start of your next turn. In addition when you use this ability you may choose to have any number of creatures within 20 ft of you forced back 10 ft further from you, although they are allowed a Fortitude save to prevent this effect. Once you have used this ability you cannot use it again for 5 rounds.

Let it Snow: As a standard action you may cause the temperature within a region of 10 miles around you to drop 100 degrees. This effect lasts for 1 week. Once you have used this ability you may not use it again for 5 rounds, and each time you bind Snowbluff “the Winter of Love”. If used twice in the same or an overlapping location its effects do not stack.


Vestige Mastery – Weckar [General]
You are able to make better use of the elven vestige Weckar.
Prerequisites: Favored Vestige (Weckar).
Benefit: When you use Crag Sniper you may apply the bonus damage to all ranged attacks against opponents within 30 ft or one range increment (whichever is greater) and not just against flat-footed opponents or those denied their Dexterity bonus to AC. If the target is within 30 ft and flat-footed or denied their Dexterity bonus to AC against you, you gain twice the normal damage bonus (this does not apply further than 30 ft even if your weapon has a greater range increment). In addition when using pushing shot you no longer have to push the target in a line directly away from you, but simply in a straight line.


Vestige Mastery – Xuldarinar [General]
You are able to more thoroughly assume the protean form of the shadowed vestige Xuldarinar.
Prerequisites: Effective binder level 12, Favored Vestige (Xuldarinar).
Benefit: When you bind Xuldarinar choose one of Str, Dex, or Con; this choice remains fixed until the next time you bind Xuldarinar. When you use Xuldarinar's Shadow Shape you gain your new form's ability score that corresponds to the choice you made if it is better than your ability score for that ability.

Vestige Mastery - Zaydos "Draconus Arcana" [Epic] (by Draconium)
you have made your soul home to Zaydos' magic, and gain greater mastery over channeling it.
Prerequisites: Bind Zaydos "Draconus Arcana", Favored Vestige (Zaydos "Draconus Arcana")
Benefit: While Zaydos "Draconus Arcana" is bound, you gain the following additional granted abilities.

Dragon's Final Command: You may use Power Word Kill, except that it can affect creatures with an amount of Hit Points equal to 10 X your effective Binder level. Once you have used this ability, you must wait 5 rounds before you can use it again.

Magi Wings: You gain a supernatural fly speed of 150 feet, with Good maneuverability.

khadgar567
2016-10-03, 02:13 AM
Vestige Mastery Feats


Vestige Mastery - Al'Pala [Exalted]
Your holy might improves when you bind the spirit of Loyalty.
Prerequisites: Lawful alignment, Favored Vestige (Al'Pala).
Benefit: While Al'Pala is bound, on your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and whenever you successfully strike in melee a creature whose alignment is not within 1 step of yours and which poses an immediate threat to you or your allies you may heal one ally (including yourself) within 30 ft 2 hit points per point of penalty you took on attack rolls. You may choose to heal ability damage at a cost of 6 hp that would be healed per point of ability damage healed, or negative levels at a cost of 20 hp that would be healed per negative level. You may not take a penalty to your attack rolls with this ability greater than your BAB.


Vestige Mastery – Bifrons [Vile]
Your connection with Bifrons the Carrier of the Gray Death deepens.
Prerequisites: Ability to speak Infernal, Favored Vestige (Bifrons), Perform 6 ranks.
Benefit: While Bifrons is bound you gain +4 to your Charisma. In addition 1/day while Bifrons is bound you may use Remove Disease as if he granted the ability to do so. If you do you may then inflict another creature with one disease removed this way with a touch with an instantaneous onset (initial DC is as an ability granted by Bifrons). If you do not do so before your bind with Bifrons ends the disease is lost.


Vestige Mastery - Blackhawk [General]
You are more adept at binding the warrior vestige Blackhawk the Slayer.
Prerequisites: Favored Vestige (Blackhawk), at least one Stone Dragon Maneuver.
Benefit: When you use Blackhawk the Slayer's Reckless Attack ability you gain an additional +1 to damage per 3 points of AC sacrificed. In addition you gain an additional granted power.

Grasp the Ground: When you would be knocked prone or forcibly moved from your square as an immediate action you may remain standing or not be moved (this ability does not prevent you from being shunted out of a physical object you teleported into, you must be wholly in the space before being moved out of it to use this ability). Once you have used this ability you must wait 5 rounds before


Vestige Mastery – Cerefel [General]
You are more closely in tune with Cerefel the Song of Battle.
Prerequisites: Charisma 15+, Favored Vestige (Cerefel), Perform 6 ranks.
Benefit: When you bind Cerefel select one of Strain of Valiant Blows, Strain of the Warrior Maiden, or Strain of Inspiration. You cannot use that strain of her Song of Battle, and do not need to sing it to reset your ability to use the other strains, however when you use Stalling Strain it applies the effects of the chosen Strain. This choice remains in place until you bind Cerefel once more.


Vestige Mastery - Draconium [General]
You extract more draconic power from the covetous vestige Draconium.
Prerequisites: Favored Vestige (Draconium).
Benefit: When you bind Draconium, Covetous Stretched too Far, he grants you the additional ability listed below. In addition your wealth is doubled for the purposes of his Miser's Smite.

His Kiss Flames: You gain a breath weapon dealing 1d6 fire damage per 2 binder levels plus fire damage equal to your charisma modifier in a 30 ft cone. A Reflex save halves this damage. Once you have used this ability you must wait 5 rounds before using it again. In addition any other breath weapon you possess deals fire damage equal to your Charisma modifier in its area in addition to its regular effect(s).

Special: Happy now, Snowbluff?


Vestige Mastery – Exarch Anchovius [General]
Your connection to Exarch Anchovius allows you to move life force from one creature to another.
Prerequisites: Effective Binder Level 13, Favored Vestige (Exarch Anchovius), Knowledge (religion) 10 ranks.
Benefit: While Exarch Anchovius is bound you may score critical hits against undead creatures. In addition if you score a critical hit upon a living or undead creature you may siphon its energy out of it inflicting 1 negative level upon them (this is a form of Energy Drain when used upon a living creature, and is positive energy based when used upon an undead creature), or 2 negative levels if your weapon has a critical damage multiplier of x3, or 3 if it has one of x4. When you do so you may channel the stolen life force into another creature within 30 ft, if you channel energy from a living creature into another living creature or from an undead creature into another undead creature they gain a +1 bonus to attack rolls, ability and skill checks, and saving throws for 1 minute and 5 temporary hit points per negative level you inflicted for 1 minute. If you channel the energy stolen from a living creature into an undead creature or an undead creature into a living creature they must make a Fortitude save or gain 1 negative level, this negative level only lasts for 5 rounds. The save DCs for this ability are as if it was granted by Exarch Anchovius.


Vestige Mastery – Fizban [General]
You have a greater mastery of the many aspected vestige Fizban.
Prerequisites: Effective Binder Level 10, Favored Vestige (Fizban).
Benefit: When you bind Fizban, the Many Lived, you may reduce your effective binder level for the purposes of the abilities he grants you by 3 to replace Two-Fold Aspect with Three-Fold Aspect allowing you to select 3 of his aspects instead of 2; if your effective binder level to bind Fizban, the Many Lived, is at least 14 you may reduce it by 6 (total) to gain a 4th aspect, if it is at least 17 you may reduce it by 9 to gain a 5th aspect, if it is at least 20 you may reduce it by 12 to gain a 6th aspect.


Vestige Mastery – Illyahr (http://www.giantitp.com/forums/showthread.php?478122-Illyahr-the-Lost-Troubadour-(Vestige-Request)) [General]
The lost troubadour offers you his collected tales more readily, even as you find it easier to escape the limelight or with song claim it.
Prerequisites: Charisma 15+, Favored Vestige (Illyahr).
Benefit: When you bind Illyahr, the Lost Troubadour, you may use your effective binder level + your Charisma modifier for Illyahr's Knowledge (instead of this value -6), gain an additional +2 bonus to all Perform checks and the bonus from Natural Performer is no longer considered a competence bonus (this +2 stacks with Natural Performer), and when you expend Stagehand or Star to become a star you regain the ability after 5 rounds instead of requiring 10 minutes of concentration.


Vestige Mastery – Imperator Mark V [General]
You have a greater mastery of the ancient construct turned vestige the Imperator Mark V.
Prerequisites: Favored Vestige (Imperator Mark V).
Benefit: You may treat the Mark V Torso and Mark V Head as two separate pieces. Not only does this increase the benefit of those abilities based upon the number of pieces currently worn, but you may have the Mark V Torso and Mark V Head manifest as two separate Astral Constructs. The Torso loses the ability to See Invisibility and True Seeing, and the Head loses the increased natural armor and improved DR. If you have the Head Manifested you lose the ability to See Invisibility, but retain the armor bonus to AC as long as the Torso is not manifested and if the Torso is manifested you lose the armor bonus to AC but retain the ability to See Invisibility unless the Head is also manifested.


Vestige Mastery – It that Forgot and was Forgotten [Vile]
Your dark vows to the god of secrets grants you access to those things forgotten by those save It that Forgot and was Forgotten.
Prerequisites: Favored Vestige (ItFawF), Knowledge (any 3) 15 ranks, Patron Deity (Vecna).
Benefit: While ItFawF is bound you gain whispers of forgotten lore from deep within the vestige granting you a +10 on Knowledge checks but only for the purposes of information which has a DC higher than 30. If information has multiple knowledge DCs for different bits of knowledge the +10 only applies for the purpose of the information with a DC of higher than 30, so if you had a result of 25 without this feat and there was information at DC 30 and 35 you would gain the DC 35 information but not the DC 30 information (or any DC 26, 27, 28, or 29 information).


Vestige Mastery – NeoPhoenix [Anarchic]
You can draw upon powers of the Chaos Senshi long thought lost.
Prerequisites: Chaotic Alignment, Effective Binder Level 13+, Favored Vestige (NeoPhoenix)
Benefit: When you bind NeoPhoenix, the Chaos Senshi, she grants you the additional ability listed below. In addition when you use In the Name of the Infinite Rainbow you roll on the alternate table if the d6 is a 5, and your choice of table if it is a 6.

Dance of the Chaos Senshi: As a free action you may teleport up to 5 ft per 3 binder levels to a square you have line of effect to. After selecting the distance you teleport roll 1d8 to determine the direction you teleport as if you had missed with a grenade-like weapon. If the square you would teleport into cannot support your weight, is occupied, or outside your line of effect you teleport to the furthest square from your position in a line to the original target square which can support your weight, isn't occupied, and is within line of effect. If there are no such squares between you and the destination this ability fails to function. You may only use this ability 1/round.


Vestige Mastery – Pyrohignus [General]
You have a deeper connection with the kobold of loyalty.
Prerequisites: Favored Vestige (Pyrohignus), Dragonblood or Reptilian subtype.
Benefit: When you use Envenom if you miss with the charged attack or the target succeeds in their initial save the ability is not considered expended and you may use it again immediately (or as soon as you have a swift action to do so). In addition you add your binder level to the fire resistance granted to you by Keeper of the Fire.


Vestige Mastery – Red Fel (the Helpful Advisor) [General]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Diplomacy 5 ranks, Favored Vestige (Red Fel the Helpful Advisor)
Benefit: The insight bonus from Advisor's Voice is increased by +1. 3 times per day you may increase it by another +5 for 1 check.


Vestige Mastery – Red Fel (the Lord of Imps) (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142) [Vile]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Lawful alignment, Favored Vestige (Red Fel the Lord of Imps)
Benefit: When you have Red Fel, the Lord of Imps, bound the Imp's Whisper ability he grants you has a duration of 1 hour/binder level instead of 1 minute, and a successful save only grants immunity for 1 hour. In addition your Safety in Technicality ability he grants you functions as long as you have not directly attempted to harm the creature within 5 rounds instead of within 24 hours, and it grants you DR equal to the bonus it provides overcome by good or silver weapons; this DR only applies against damage dealt by creatures that the bonus from Safety in Technicality applies against.


Vestige Mastery – Socratov [General]
You can draw from the first bartender the power to party harder and resist poisons.
Prerequisites: Favored Vestige (Socratov).
Benefit: While Socratov is bound you gain immunity to intoxication, and a +4 bonus on saving throws against poison, and against disease from tainted food or drink.


Vestige Mastery – Xuldarinar [General]
You are able to more thoroughly assume the protean form of the shadowed vestige Xuldarinar.
Prerequisites: Effective binder level 12, Favored Vestige (Xuldarinar).
Benefit: When you bind Xuldarinar choose one of Str, Dex, or Con; this choice remains fixed until the next time you bind Xuldarinar. When you use Xuldarinar's Shadow Shape you gain your new form's ability score that corresponds to the choice you made if it is better than your ability score for that ability.
nothing for my vestiges to dad

ryu
2016-10-03, 02:17 AM
At any rate I found them amusing. Well done.

Zaydos
2016-10-03, 02:21 AM
Dang Zaydos! Do you SLEEP!?

Only when I'm not on fire with ideas burning from within my brain... seriously sometimes I get ideas and until I put them down I can't sleep.


I couldn't think of anything funny.
-snip the funny comic-

I expected that response from Haman :smalltongue: Still Marlowe is a spider-monster who collects confused magical girls and master minds Gundam villains... And now I'm imagining Burning Gundam vs Giant Spider.


nothing for my vestiges to dad

If you look closely you might find Red Fel, he's in the details a common theme in the ones that got made vs the ones that got left out.


At any rate I found them amusing. Well done.

Funny you say that since the one for you is the one I'm thinking about re-doing. To take it pre-epic requires you to either have a wasted feat (Improved Binding) or to retrain Improved Binding. This feels dirty, but it doesn't feel up to epic feat levels so I'm contemplating slapping the Epic tag on it and then buffing it to +10 to all Knowledge checks, and an additional +5 to ones with a DC of 31 or higher. I mean it'd be flat out significantly better than Epic Skill Focus but... I don't think I should be using ANY skill focus as a balancing point.

Edit: Went ahead and made the changes mentioned in the White Text above. Also realized that I made ryu as a vestige on the same level as Thor, the Hulk, and Christopher Lee, which is nice company to be in.

khadgar567
2016-10-03, 03:02 AM
@zaydos stiil I wish there is some way to permanently bind vestige to yourself

digiman619
2016-10-03, 03:10 AM
@zaydos stiil I wish there is some way to permanently bind vestige to yourself

There is a feat for it in the Pathfinder version by Radiance House (which you can find here (http://spheresofpower.wikidot.com/pact-magic)). There's unfortunately a wee bit of a feat tax (there's two prerequisite feats, one of which is basically Favored Vestige), but with it you are permanently bound to the chosen vestige.

Thurbane
2016-10-03, 03:11 AM
Magidin: Dweomercraft Unbridled (digiman619)

Vestige Level: 3rd
Binding DC: 20

Legend: The stories speak the tale of dwarven sorcerer, his name now lost to the ages, but most now refer to as Magidin. He was wild of beard, and even wilder of magic. He was said to be blessed (and cursed) with a powerful amulet, that added strange, powerful and chaotic effects to his magic. The rumours tell of how as a mere neophyte adventurer, he and his allies bested a much feared blue dragon! He went on to bigger and greater exploits, until one day, during a fateful battle with a potent psionic being known only as The Adversary, and in a desperate attempt to turn the tide of the battle, the heroic dwarven arcanist flooded all of his magical energies into one epic surge of wild magic! No one alive can attest to exactly what happened, but amidst all the chaos and the magic, the lights, sounds, explosions and mists, both the dwarf and The Adversary (who was said to wield blades of pure mental energy) vanished from reality, never to be seen again.

Manifestation: A mystical amulet appears spinning in mid air, pulsing with eldritch light. The amulet slows it's spinning and comes to a halt, and the light around it coalesces into the form of a dwarf. The dwarf opens his mouth to speak, when out of nowhere the head of a gigantic blue dragon appears and swallows the dwarf whole. Suddenly the face of the dragon contorts in pain, as the dwarf bursts forth from it maw, now wielding a blade of pulsing energy.

Sign: Your left hand is swathed in crackling black motes of energy (if for some reason you do not have a left hand, the manifestation takes hold at some other extremity of your body). These motes are completely harmless, and do not provide any illumination.

Influence: Magidin is a being of energy and wild magic. He insists that if you have a power, spell or magic item that can be used with random variable effect, you take no effort to affect the randomness of the outcome. Additionally, he also demands that you never pass up a game of chance if you are offered the opportunity to join one.

Granted Abilities

Blade of the Mind: as a swift action, you can summon a blade made of magic force to your hand. If the blade is dropped (or disarmed) it immediately vanishes, but can be summoned again with another swift action. It functions as a short sword, and you are automatically proficient with this blade. Any feats or other abilities that would apply to a regular short sword (improved critical, weapon focus, weapon finesse etc) function with the blade. Being composed entirely of magical force, the blade is effectively weightless, and can strike incorporeal creatures with no miss chance. The blade gains a +1 enhancement bonus to hit and damage per four binder levels (minimum +1) up to +5 at 20th level.

Sorcerous Blood: you can invoke any of the following effects at will (these function as supernatural effect which mimic the cantrip in question; caster level equals binder level): Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Open/Close, Prestidigitation or Read Magic. If you invoke a new effect while a previous effect is still operating, the previous effect immediately ceases - you may only ever have one of these effects in operation at a time.

Magic Surge: you bring forth a random magical effect as if activating a Rod of Wonder (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/magicItemsPRR.html#rod-of-wonder) (the binder is considered the "rod wielder" for any applicable effects). You may produce this effect once per day, per point of Charisma bonus. Once you use this effect, you cannot use it again for 5 rounds.

Dragon's Bane: any melee or ranged attack, or other damage dealing effect, deals an additional 2d6 damage against creatures of the dragon type. This only applies to hit point damage, and never adds to ability damage or other effects not defined as hit point damage. The damage is of the same type as the primary attack that delivers it (i.e. piercing damage with a short sword, fire damage with a fireball etc.).

Resist Electricity: you gain resistance to electricity 5 whenever Magidin is bound. This increases to 10 at binder level 9, 15 at binder level 13, and 20 binder level 17 or higher.


Magidin and feats:

The Bind Vestige can grant Magadin's Sorcerous Blood ability, while Improved Bind Vestige can grant his Resist Energy ability.

I hope this vestige is OK. Not sure if it's balanced right as a 3rd level vestige? I considered making Magic Surge an "all day" ability, but that seemed like it might be a little OP.

Also hope this vestige appeals to you, digiman69. I tried to incorporate both aspects of what you asked for in a vestige into one.

Zaydos
2016-10-03, 03:12 AM
Does this looks like a Zaydos does requests thread? The Zaydos does requests thread is dead, long dead :xykon:

:smallsigh:

Locked Vestige - Binder ACF
You have made a pact with a vestige of such a nature that it has become almost a part of you remaining within you at all times.
Level: 1st, 3rd, 5th, 7th, 10th, 12th, 15th, or 17th.
Benefit: Select one vestige which you can bind without the Improved Binding feat. It becomes permanently bound to you and you gain the Favored Vestige with it as a bonus feat. It still counts against your number of bound vestiges. Every 24 hours you must make a Binding Check to determine if you are able to withstand its influence for the day.


There is a feat for it in the Pathfinder version by Radiance House (which you can find here (http://spheresofpower.wikidot.com/pact-magic)). There's unfortunately a wee bit of a feat tax (there's two prerequisite feats, one of which is basically Favored Vestige), but with it you are permanently bound to the chosen vestige.

Does it count against the number of vestiges spirits you may bind? If not it's theoretically pretty good if the vestiges aren't nerfed considerably compared to ToM's (which often gave 2 feats and other abilities).


I hope this vestige is OK. Not sure if it's balanced right as a 3rd level vestige? I considered making Magic Surge an "all day" ability, but that seemed like it might be a little OP.

Also hope this vestige appeals to you, digiman69. I tried to incorporate both aspects of what you asked for in a vestige into one.

You could probably make it all day, the biggest thing with Rod of Wonder is that it can be spammed to make gold but if you're going to do silly magical things to get money there are more effective get rich quick schemes. Other than that it has such a high chance of wasting an action in combat that it's not that great even when performing higher level effects.

digiman619
2016-10-03, 03:18 AM
Magidin: Dweomercraft Unbridled (digiman619)


Vestige Level: 3rd
Binding DC: 20

Legend: The stories speak the tale of dwarven sorcerer, his name now lost to the ages, but most now refer to as Magidin. He was wild of beard, and even wilder of magic. He was said to be blessed (and cursed) with a powerful amulet, that added strange, powerful and chaotic effects to his magic. The rumours tell of how as a mere neophyte adventurer, he and his allies bested a much feared blue dragon! He went on to bigger and greater exploits, until one day, during a fateful battle with a potent psionic being known only as The Adversary, and in a desperate attempt to turn the tide of the battle, the heroic dwarven arcanist flooded all of his magical energies into one epic surge of wild magic! No one alive can attest to exactly what happened, but amidst all the chaos and the magic, the lights, sounds, explosions and mists, both the dwarf and The Adversary (who was said to wield blades of pure mental energy) vanished from reality, never to be seen again.

Manifestation: A mystical amulet appears spinning in mid air, pulsing with eldritch light. The amulet slows it's spinning and comes to a halt, and the light around it coalesces into the form of a dwarf. The dwarf opens his mouth to speak, when out of nowhere the head of a gigantic blue dragon appears and swallows the dwarf whole. Suddenly the face of the dragon contorts in pain, as the dwarf burst forth from it maw, now wielding a blade of pulsing energy.

Sign: Your left hand is swathed in crackling black motes of energy (if for some reason you do not have a left hand, the manifestation takes hold at some other extremity of your body). These motes are completely harmless, and do not provide any illumination.

Influence: Magidin is a being of energy and wild magic. He insists that if you have a power, spell or magic item that can be used with random variable effect, you take no effort to affect the randomness of the outcome. Additionally, he also demands that you never pass up a game of chance if you are offered the opportunity to join one.

Granted Abilities

Blade of the Mind: as a swift action, you can summon a blade made of magic force to your hand. If the blade is dropped (or disarmed) it immediately vanishes, but can be summoned again with another swift action. It functions as a short sword, and you are automatically proficient with this blade. Any feats or other abilities that would apply to a regular short sword (improved critical, weapon focus, weapon finesse etc) function with the blade. Being composed entirely of magical force, the blade is effectively weightless, and can strike incorporeal creatures with no miss chance. The blade gains a +1 enhancement bonus to hit and damage per four binder levels (minimum +1) up to +5 at 20th level.

Sorcerous Blood: you can invoke any of the following effects at will (these function as supernatural effect which mimic the cantrip in question; caster level equals binder level): Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Open/Close, Prestidigitation or Read Magic. If you invoke a new effect while a previous effect is still operating, the previous effect immediately ceases - you may only ever have one of these effects in operation at a time.

Magic Surge: you bring forth a random magical effect as if activating a Rod of Wonder (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/magicItemsPRR.html#rod-of-wonder) (the binder is considered the "rod wielder" for any applicable effects). You may produce this effect once per day, per point of Charisma bonus. Once you use this effect, you cannot use it again for 5 rounds.

Dragon's Bane: any melee or ranged attack, or other damage dealing effect, deals an additional 2d6 damage against creatures of the dragon type. This only applies to hit point damage, and never adds to ability damage or other effects not defined as hit point damage. The damage is of the same type as the primary attack that delivers it (i.e. piercing damage with a short sword, fire damage with a fireball etc.).

Resist Electricity: you gain resistance to electricity 5 whenever Magidin is bound. This increases to 10 at binder level 9, 15 at binder level 13, and 20 binder level 17 or higher.


Magidin and feats:

The Bind Vestige can grant Magadin's Sorcerous Blood ability, while Improved Bind Vestige can grant his Resist Energy ability.

I hope this vestige is OK. Not sure if it's balanced right as a 3rd level vestige? I considered making Magic Surge an "all day" ability, but that seemed like it might be a little OP.

Also hope this vestige appeals to you, digiman69. I tried to incorporate both aspects of what you asked for in a vestige into one.

I love it! How do you link to a single post? I want to add this to my sig!

Zaydos
2016-10-03, 03:20 AM
I love it! How do you link to a single post? I want to add this to my sig!

Where it has the post number (top right corner of the post) you can click it to get to the single post.

ryu
2016-10-03, 03:30 AM
I mean... I liked the type of effect and by the level one could've accessed the feat knowledge checks below thirty should never be a real problem. That said I do enjoy the changes to give it a bit more oomph. I would also say that's good company yeah. The concept of what I like to do is on a similar level of power with an opposite focus to the hulk. The Hulk can put out unlimited force. Not just arbitrarily high force. Unlimited. I on the opposite side of things like to control and manipulate things to such a degree that no amount of force against me has any meaning. This can be through information, circumstance, defensive options, or escape options. If the enemy can't permanently effect you or help other enemies to do the same, they'll never truly win.

digiman619
2016-10-03, 03:31 AM
Does it count against the number of vestiges spirits you may bind? If not it's theoretically pretty good if the vestiges aren't nerfed considerably compared to ToM's (which often gave 2 feats and other abilities)

It doesn't say; here's the wording if you think you can parse it better than I:

You seal an unending pact with an occult spirit. Prerequisites: Flexible Pactmaking†, Spirit Focus†, bind spirit class feature.
Benefit: Select 1 spirit that you have selected with Spirit Focus when you gain this feat. You enter an unending pact with the selected spirit: your pact does not end after 24 hours and you cannot willingly expel or exorcise the spirit. A permanent pact is treated as a good pact and you do not gain the capstone of a spirit that you made a permanent pact with unless it is granted to you by a spell, magic item, or this feat (see below).
Once per day, you can perform the ceremony of a spirit that you have made a permanent pact with in order to attempt to gain the spirit’s capstone empowerment. This functions as a ritual made to summon any other spirit and requires that you draw the spirit’s seal and perform its ceremony. If your binding check exceeds the spirit’s binding DC by 10 or more (or 5 or more if you have the Capstone Binder feat), you gain the spirit’s capstone empowerment for 24 hours. If you fail this binding check, your pact with the spirit becomes a poor pact and you take the associated penalties for 24 hours. Additionally, you may choose to gain the spirit’s vestigial companion at the usual cost described by that spirit during this pact; if you succeed, you gain the spirit’s vestigial companion for 24 hours, after which the companion fades and the traded granted abilities resume granting you their benefits.
Permanent pacts cannot be modified or altered by feats (other than Spirit Focus) or class features unless specifically stated otherwise; for example, you cannot use Flexible Pactmaking feat with a permanent spirit. Once you have made a permanent pact with a spirit, the pact cannot be broken or undone, and even successful attempt to exorcise the spirit merely suppress its benefits and influences for 24 hours. Not even death (and subsequent resurrection) can free one’s soul from a permanent pact.

Zaydos
2016-10-03, 03:38 AM
I mean... I liked the type of effect and by the level one could've accessed the feat knowledge checks below thirty should never be a real problem. That said I do enjoy the changes to give it a bit more oomph. I would also say that's good company yeah. The concept of what I like to do is on a similar level of power with an opposite focus to the hulk. The Hulk can put out unlimited force. Not just arbitrarily high force. Unlimited. I on the opposite side of things like to control and manipulate things to such a degree that no amount of force against me has any meaning. This can be through information, circumstance, defensive options, or escape options. If the enemy can't permanently effect you or help other enemies to do the same, they'll never truly win.

They really shouldn't be (you need a minimum of +15 to take the feat and that's just from skill ranks), but I do think it fits a little better as an epic feat, and as you say has more oomph.


It doesn't say; here's the wording if you think you can parse it better than I:

You seal an unending pact with an occult spirit. Prerequisites: Flexible Pactmaking†, Spirit Focus†, bind spirit class feature.
Benefit: Select 1 spirit that you have selected with Spirit Focus when you gain this feat. You enter an unending pact with the selected spirit: your pact does not end after 24 hours and you cannot willingly expel or exorcise the spirit. A permanent pact is treated as a good pact and you do not gain the capstone of a spirit that you made a permanent pact with unless it is granted to you by a spell, magic item, or this feat (see below).
Once per day, you can perform the ceremony of a spirit that you have made a permanent pact with in order to attempt to gain the spirit’s capstone empowerment. This functions as a ritual made to summon any other spirit and requires that you draw the spirit’s seal and perform its ceremony. If your binding check exceeds the spirit’s binding DC by 10 or more (or 5 or more if you have the Capstone Binder feat), you gain the spirit’s capstone empowerment for 24 hours. If you fail this binding check, your pact with the spirit becomes a poor pact and you take the associated penalties for 24 hours. Additionally, you may choose to gain the spirit’s vestigial companion at the usual cost described by that spirit during this pact; if you succeed, you gain the spirit’s vestigial companion for 24 hours, after which the companion fades and the traded granted abilities resume granting you their benefits.
Permanent pacts cannot be modified or altered by feats (other than Spirit Focus) or class features unless specifically stated otherwise; for example, you cannot use Flexible Pactmaking feat with a permanent spirit. Once you have made a permanent pact with a spirit, the pact cannot be broken or undone, and even successful attempt to exorcise the spirit merely suppress its benefits and influences for 24 hours. Not even death (and subsequent resurrection) can free one’s soul from a permanent pact.

I'd have to read over the class again to figure out whether it gives you any benefit if it does count against your limit of spirits bound. That said I contemplated making Permanent Vestige as a feat that required Favored Vestige (vestige in question) and another feat as pure feat tax. I decided it'd be slightly too strong (I mean an epic feat is better but that's an epic feat) and to go with the ACF that is probably a downgrade (but does give you a small benny it's just the loss in versatility probably outweighs the +1 to EBL for 1 vestige unless your build just hinges on that vestige anyway) instead.

digiman619
2016-10-03, 03:53 AM
Anyone want to make/have their vestige be The Adversary? Then we could have a flavorful connection and have a restriction that the two can't be bound at the same time.

khadgar567
2016-10-03, 04:13 AM
Anyone want to make/have their vestige be The Adversary? Then we could have a flavorful connection and have a restriction that the two can't be bound at the same time.
my paimon and the duelist bastar(aka wizards original paimon)

Fizban
2016-10-03, 05:09 AM
Eh, here's something at least. Comes with a free feat thrown in.
Ah, it is time, let us see how you've met my challenge :smallbiggrin:

and slowly but surely this drove him made.
Typo.

Serving first one cause and then its opposition, always in the name of the Greater Good of the Balance of the cosmos.
The only fluff part that I particularly dislike: the "fighting for both sides to enforce Balance" concept some people apply to Neutral make me rage. Tormented by multiple realities unto exhaustion instead of heroically mastering them? Fair enough, plenty of vestiges are rooted in stories they simply aren't allowed to win, it just means you fold this one in and keep spinning lives until one finds the solution. Intentionally fighting on both sides and/or being horrified to realize it, sure, but never in the name of "balance," that's not a real reason.

Some take this even further and claim that Fizban is the last vestige, and that every vestige was but one of his many lives.
A suitably ego-stoking legend.

Influence: While under Fizban’s influence you are grasped by a great lethargy, and general experience of being fed up with having to do great deeds and a desire to just relax into a slovenly sabbatical. You may not take any action which does not provide you with immediate rewards, although this can include such rewards as ‘not being killed’ or ‘getting the party rogue to stop poking me with a stick while demanding I go on the adventure’.
Truly a manifestation from the future as one couldn't possibly be tired of the tiny amount of adventuring I've managed to do so far.

Moment of Divergence:
I generally wouldn't call re-rolling skills a manipulation of fate, but if it allowed attacks and saves it would be good enough there's be no room left for the rest.

Aspect of the Berserker. . . Most crusaders
Missed substitution.

this DR applies to damage as it empties from your pool.
Does it apply once as the whole pool empties at the end of the (next) turn (making it insignificant), or to each blow as it was originally taken before going to the pool (making it a wacky snowball effect)? The latter results in situations where you could take a flurry of light damage over two rounds and from that damage build up the DR needed to mostly negate all the light hits, which is a pretty good ability.

Aspect of the Blessed:
And that's where it takes the dive. Effectively comes down to a few non-leveled powers in Hide from Undead, Lesser Restoration, Resist Energy?, Silence, and Invisibility Purge (not really counting the 4th level tier at epic), and some tiny buffs you might use since alongside whichever one of those spells you were actually going for.

Aspect of the Champion: You gain maneuvers from the list to follow.
This one feels like it works much better, I don't much like White Raven but by focusing on the roll manipulation and team maneuvers it has more level appropriate stuff without actually having the best.

Aspect of the Knight:
Simple, effective, very much like the Binder's own Pact Augmentations. I especially like a way of getting Power Attack without wasting your own feats, one of the biggest problems with a supposedly versatile class is needing to take such a non-versatile feat just so you can participate in melee-day.

Aspect of the Summoner: You gain the ability to bind an additional vestige. This must be a 1st level vestige if your binder level is 8 or less, a 1st or 2nd level vestige if your binder level is 18 or less, or a 3rd level or lower vestige if your binder level is 19 or higher.
o.O ! Now that's an ability, turtles all the way down indeed. Theoretically helps circumvent one of the worst restrictions of the Binder, assuming there's one of the other aspects here that pairs nicely with a 1st level vestige you still want (as I again ignore anything past 18th). Basically lets you upgrade the weakest vestiges by combining them with Fizban.

Aspect of the Thief:
Simple enough.

Aspect of the Witch:
Same effect as before, I see you included Grease but not the other big 2 (Web and Stinking Cloud), probably for the best as I nerf bat those two anyway. Still higher punching than the servant soul version, but no armored casting clause is a big enough drawback I'd not expect to see it in combat.

Oddly enough, while I hate the set of SLAs used by the caster masks in Master of Masks (because it's a 10 level PrC and they're terrible) I think that method would work better here, at least for allowing more powerful spells. Of course then it wouldn't have the expected level of multiply watered down to nothingness, and guaranteed item activation is pretty useful and leans into the real use below. As is befitting any 3.5 "versatile" effect, the most powerful options are always those that simply stack bonuses onto melee, in this case Berserker+Knight, which feels like it should work a lot better than most of the base vestiges at straight brawling since they're not very good at it. It makes sense that the vestige which is trying to do everything, is in the end mostly useful for picking up the minor abilities that other vestiges can't be bothered to give you, which becomes it's real purpose.

For Contractors: Path of the Blackened Edge
I think you meant Blade, since I don't see any Edge on the lists.

Vestige Mastery – Fizban [General]
You have a greater mastery of the many aspected vestige Fizban.
Prerequisites: Effective Binder Level 10, Favored Vestige (Fizban).
Benefit: When you bind Fizban, the Many Lived, you may reduce your effective binder level for the purposes of the abilities he grants you by 3 to replace Two-Fold Aspect with Three-Fold Aspect allowing you to select 3 of his aspects instead of 2; if your effective binder level to bind Fizban, the Many Lived, is at least 14 you may reduce it by 6 (total) to gain a 4th aspect, if it is at least 17 you may reduce it by 9 to gain a 5th aspect, if it is at least 20 you may reduce it by 12 to gain a 6th aspect.
Hahaha, that is one of the best diminishing return "trap" feats I've ever seen, it's gold. Since it's still actually useful thanks to the minimum ability of each aspect, with this feat you can pick up cleric and wizard item activation, trapfinding, martial weapons and power attack, wall of blades, and another 1st level vestige, all in a single vestige slot so you can still bind other level appropriate stuff (which is all the more important if you're that high of a level). It takes the support effect of the main vestige and amplifies it in a nice backwards weaker is better sort of result, the dip-master of vestiges.

So all in all, while I wouldn't consider myself fully equipped to rate vestige balance on account of my considering the whole class underpowered and just not having all the vestiges memorized, the fact that this Many-Lived Fizban takes a new niche of filling out dip abilities that aren't served by other vestiges makes me lean towards totally acceptable. No flashy central power other than Berserker, but trying to mimic too many classes at once does result in a pretty useful benefit when grafted on to main class that still has room to use it's other powers at full strength.

Though the question remains is it [Imperator Mark V] remotely balanced and I don't really know if it is.
The Right Arm's increased iterative attacks is enough to make Warlocks sad and the Left Arm's full damage is ~6/level, both stronger than I'd expect to see on a vestige. Remote Combat System seems roughly equivalent to a maximized or empowered summon monster of three levels below max, usable 1/hour with granularity, and certainly not as bad as Zyc-whatever. The biggest problem would be detonating them for 3d6/level each, which is a ton of damage even for a non-binder, but seems to be restricted by the time limit for a 5 minute wait followed by 1 hour cooldown. Makes it one of the best ways to blast a sudden hole in something that's not Disintigrate but requires such a perfect setup that if you manage it in combat you deserved it.

weckar
2016-10-03, 05:12 AM
I think you meant to say "thank you", right? Yeah, I'm sure that was it.

Zaydos
2016-10-03, 05:54 AM
Ah, it is time, let us see how you've met my challenge :smallbiggrin:

Typo.

:smallredface:


The only fluff part that I particularly dislike: the "fighting for both sides to enforce Balance" concept some people apply to Neutral make me rage. Tormented by multiple realities unto exhaustion instead of heroically mastering them? Fair enough, plenty of vestiges are rooted in stories they simply aren't allowed to win, it just means you fold this one in and keep spinning lives until one finds the solution. Intentionally fighting on both sides and/or being horrified to realize it, sure, but never in the name of "balance," that's not a real reason.

Reference to Moorcock in this case (whole eternal champion thing). Not really a True Neutral thing, that was stupid when AD&D did it and... having read some things Gygax said about alignment he wasn't very consistent in its application. It'd be more 'greater good' than True Neutral and the greater good can range from Chaotic Good to Lawful Evil and every alignment in between.


A suitably ego-stoking legend.

Truly a manifestation from the future as one couldn't possibly be tired of the tiny amount of adventuring I've managed to do so far.

I generally wouldn't call re-rolling skills a manipulation of fate, but if it allowed attacks and saves it would be good enough there's be no room left for the rest.

Yeah, it was tacked on at the end just so that things that he had a 5 round cool down ability.


Missed substitution.

:smallredface:


Does it apply once as the whole pool empties at the end of the (next) turn (making it insignificant), or to each blow as it was originally taken before going to the pool (making it a wacky snowball effect)? The latter results in situations where you could take a flurry of light damage over two rounds and from that damage build up the DR needed to mostly negate all the light hits, which is a pretty good ability.

The DR is gained as you take damage so if you took 10 hits that dealt 8 damage each, you'd get DR 1 after 1 hit (8 damage), DR 3 after 2 (15 damage), DR 4 after 3 (20 damage), DR 5 after 5 (28 damage), DR 6 after 6 (31 damage), and DR 7 after the 8th attack (35 damage), then when the pool emptied you'd take 35 damage - 7 for DR so instead of taking 64 damage you took a grand total of 28.


And that's where it takes the dive. Effectively comes down to a few non-leveled powers in Hide from Undead, Lesser Restoration, Resist Energy?, Silence, and Invisibility Purge (not really counting the 4th level tier at epic), and some tiny buffs you might use since alongside whichever one of those spells you were actually going for.

At one point I had it at 1/2 caster level and realized that was way too much. I mean you already can get almost as much casting as a paladin (not that that is saying much) but short of Zcyrill or whatever his name is vestiges don't give you the stuff to play at the Bard/DN/Beguiler levels for the most part.


This one feels like it works much better, I don't much like White Raven but by focusing on the roll manipulation and team maneuvers it has more level appropriate stuff without actually having the best.

ToB effects are about in line with vestige ones... though this is probably strong for a vestige just for sheer number many of them are lower level effects by the time you get them.


Simple, effective, very much like the Binder's own Pact Augmentations. I especially like a way of getting Power Attack without wasting your own feats, one of the biggest problems with a supposedly versatile class is needing to take such a non-versatile feat just so you can participate in melee-day.

This does remind me of why I wanted to rant about binders and feat options earlier (PA was a notable offender).


o.O ! Now that's an ability, turtles all the way down indeed. Theoretically helps circumvent one of the worst restrictions of the Binder, assuming there's one of the other aspects here that pairs nicely with a 1st level vestige you still want (as I again ignore anything past 18th). Basically lets you upgrade the weakest vestiges by combining them with Fizban.

Yep. Though you get 2nd once your... I worded that ability funny since it goes '8 or less' and then '18 or less' which as written gives you 2nd level vestiges immediately an... I'm gonna fix that.


Simple enough.

Same effect as before, I see you included Grease but not the other big 2 (Web and Stinking Cloud), probably for the best as I nerf bat those two anyway. Still higher punching than the servant soul version, but no armored casting clause is a big enough drawback I'd not expect to see it in combat.

I usually see Glitterdust included with Grease/Web/Stinking Cloud and figured 2 of the 4 was enough, especially since I keep intending to nerf bat most of them.


Oddly enough, while I hate the set of SLAs used by the caster masks in Master of Masks (because it's a 10 level PrC and they're terrible) I think that method would work better here, at least for allowing more powerful spells. Of course then it wouldn't have the expected level of multiply watered down to nothingness, and guaranteed item activation is pretty useful and leans into the real use below. As is befitting any 3.5 "versatile" effect, the most powerful options are always those that simply stack bonuses onto melee, in this case Berserker+Knight, which feels like it should work a lot better than most of the base vestiges at straight brawling since they're not very good at it. It makes sense that the vestige which is trying to do everything, is in the end mostly useful for picking up the minor abilities that other vestiges can't be bothered to give you, which becomes it's real purpose.

I'll have to glance at Master of Masks again at some point, and yeah Berserker+Knight is probably the powerhouse combination, gives you an important feat, 2 useful feats, +2 to hit, your fourth iterative (which with Pact Augmentation can give you better to hit than a full BAB character before the +2 to hit), and then Berserker's snowball.


I think you meant Blade, since I don't see any Edge on the lists.

Probably.


Hahaha, that is one of the best diminishing return "trap" feats I've ever seen, it's gold. Since it's still actually useful thanks to the minimum ability of each aspect, with this feat you can pick up cleric and wizard item activation, trapfinding, martial weapons and power attack, wall of blades, and another 1st level vestige, all in a single vestige slot so you can still bind other level appropriate stuff (which is all the more important if you're that high of a level). It takes the support effect of the main vestige and amplifies it in a nice backwards weaker is better sort of result, the dip-master of vestiges.

Exactly.


So all in all, while I wouldn't consider myself fully equipped to rate vestige balance on account of my considering the whole class underpowered and just not having all the vestiges memorized, the fact that this Many-Lived Fizban takes a new niche of filling out dip abilities that aren't served by other vestiges makes me lean towards totally acceptable. No flashy central power other than Berserker, but trying to mimic too many classes at once does result in a pretty useful benefit when grafted on to main class that still has room to use it's other powers at full strength.

You know I don't think I've ever actually seen a binder in play for more than half an encounter except as an NPC.


The Right Arm's increased iterative attacks is enough to make Warlocks sad and the Left Arm's full damage is ~6/level, both stronger than I'd expect to see on a vestige. Remote Combat System seems roughly equivalent to a maximized or empowered summon monster of three levels below max, usable 1/hour with granularity, and certainly not as bad as Zyc-whatever. The biggest problem would be detonating them for 3d6/level each, which is a ton of damage even for a non-binder, but seems to be restricted by the time limit for a 5 minute wait followed by 1 hour cooldown. Makes it one of the best ways to blast a sudden hole in something that's not Disintigrate but requires such a perfect setup that if you manage it in combat you deserved it.

Full iterative with Right Arm is 6 attacks at 2d6 each, or 12d6 damage (if the attack at +2 + Dex hits which it is unlikely to with high level fiends), Warlock is dealing 11d6 with Chausable of Fell Power with basic blast, probably higher, 17d6 with hellfire, and 51d6 with hellfire + eldritch glaive. Also making baseline warlock EB damage sad is probably a good thing (32.5 damage/round is not very useful at 20th level). Left Arm's full damage however is about twice the norm for binder abilities, my thought process was that it was a higher level vestige, a single target (as opposed to AoE) effect, and melee as opposed to range, of course the AoEs are save halves and energy damage... I just don't know if it balances it out because... I haven't seen many binders in play (and they usually go Pounce-Chargers with melee touch attacks because their blasting abilities deal piddly damage 1/5 rounds). I am reminded that there is a melee touch attack vestige (you can, as written PA with it) which I should have looked at when making the Right Arm... it's 2d6 damage, but you can PA, but you don't get extra iteratives beyond your normal ones... 42 damage at 20th level is not a great use of a turn but is ~20% of a pit fiend's health (a little less and even with +5 from Pact Augmentation you're hitting ~50-70% of the time on the last one, so it is actually probably closer to 35 damage)... drop it to 1d8 and you're only dealing 6d8 (27 damage/round)... 1d10 (33 damage?)... I'm too asleep to think this through. If you actually managed to detonate them all on a creature which failed all 5 reflex saves it'd be enough damage to down the MM. Of course that requires them to sit there for 5 minutes without destroying the helpless constructs. That said ironically it's worse at taking out a wall than a fighter as that 300d6 Force Damage with Hardness applied 5 times will not blow up a hewn stone wall (damage is halved so it deals on average 525, 15 shy of blowing up that stone wall, and then hardness 8 is applied 5 times to reduce it to 485) a fighter with PA and an adamantine weapon deals 160 damage + base damage x 4 to the wall each round meaning they'll take it out in ~3 rounds with bad stats (20 Str, +5 weapon, greatsword, is 19 or increases damage to 236/round), remove the adamantine and it's still 204/round or 3 rounds (I have in fact seen someone who built a fighter/barbarian to charge through hewn stone walls in 1 round/standard sized wall before). If it was sonic damage and not what is technically just misc damage it'd take out the wall in one go.


I think you meant to say "thank you", right? Yeah, I'm sure that was it.

An evaluation and critique is actually a really good way of saying thank you, helps to refine and improve the material and make better stuff in the future. Though as I tried to go to bed over 2 hours ago (and should have 2 hours before that) and was awoken by animals my brain is not really functional right now to properly absorb it.

weckar
2016-10-03, 06:18 AM
My apologies, I should really refrain from defending people who can clearly and easily defend themselves. I know the feelin, though: I meant to go to bed three days ago.

Grand Arbiter
2016-10-03, 06:19 AM
I've lurked and read the GITP Regulars as (insert thing here) threads a couple times now, so...

Anyone want to make/have their vestige be The Adversary? Then we could have a flavorful connection and have a restriction that the two can't be bound at the same time.

I'll see what comes of this, but I guess I'll grant permission for use as The Adversary. Psionic blade, other abilities, the works. :smallcool:
Maybe have him known as "The Adversary" to binders of Magidin, but a different name to those who bind him. "The Adversary" could similarly have an alternate name for Magidin. Also, for the record, my name is the Italian word for book, not the astrological sign Libra with the last vowel swapped.

Fizban
2016-10-03, 06:30 AM
Reference to Moorcock in this case (whole eternal champion thing). Not really a True Neutral thing, that was stupid when AD&D did it and... having read some things Gygax said about alignment he wasn't very consistent in its application. It'd be more 'greater good' than True Neutral and the greater good can range from Chaotic Good to Lawful Evil and every alignment in between.
More of those references, I guess I should get around to reading those some day.

The DR is gained as you take damage so if you took 10 hits that dealt 8 damage each, you'd get DR 1 after 1 hit (8 damage), DR 3 after 2 (15 damage), DR 4 after 3 (20 damage), DR 5 after 5 (28 damage), DR 6 after 6 (31 damage), and DR 7 after the 8th attack (35 damage), then when the pool emptied you'd take 35 damage - 7 for DR so instead of taking 64 damage you took a grand total of 28.
Ah, so you get to double dip as the damage comes in and again when it empties, that works. I'd make a small change to clarify, "this DR also applies to damage as it empties from your pool."

At one point I had it at 1/2 caster level and realized that was way too much. I mean you already can get almost as much casting as a paladin (not that that is saying much) but short of Zcyrill or whatever his name is vestiges don't give you the stuff to play at the Bard/DN/Beguiler levels for the most part.
Yup, exactly the problem I expected, which is why it's so cool how it all works in the end.

ToB effects are about in line with vestige ones... though this is probably strong for a vestige just for sheer number many of them are lower level effects by the time you get them.
An expected power creep given how few vestiges you can normally bind, one I'd consider acceptable in vanity vestiges.

You know I don't think I've ever actually seen a binder in play for more than half an encounter except as an NPC.
Someone in my last group said he really liked it, but he didn't play one before the group dissolved. Might have been because I was swinging Servant Souls and Cyberneticists. So I haven't seen one either.

Full iterative with Right Arm is 6 attacks at 2d6 each, or 12d6 damage (if the attack at +2 + Dex hits which it is unlikely to with high level fiends), Warlock is dealing 11d6 with Chausable of Fell Power with basic blast, probably higher, 17d6 with hellfire, and 51d6 with hellfire + eldritch glaive. Also making baseline warlock EB damage sad is probably a good thing (32.5 damage/round is not very useful at 20th level).
Fair enough, I wasn't considering the chausable or anything else.

damage is halved so it deals on average. . . If it was sonic damage and not what is technically just misc damage it'd take out the wall in one go.
The untyped damage actually means it deals full, unless I've missed something. Specific energy types and ranged weapons are reduced, but otherwise you get full. The real trick is smashing through unworked stone or castle walls that are just plain thicker, you need 1,800hp of damage to do 10' of unworked stone that Disintigrate will just vanish.

An evaluation and critique is actually a really good way of saying thank you, helps to refine and improve the material and make better stuff in the future. Though as I tried to go to bed over 2 hours ago (and should have 2 hours before that) and was awoken by animals my brain is not really functional right now to properly absorb it.
I was just about to say that myself, but I can also lavish upon you the flowery words and such. Thank you, oh great master Zaydos, paragon of homebrew most exemplary and glorious in its vanity, for your unparalleled efforts in immortalizing my humble self in vestige form, that I might stand small and insignificant among the giants and bask in their radiance. Now go to bed.

So who has the next request for master Zaydos, that's what the thread's for right?

illyahr
2016-10-03, 10:27 AM
Not familiar with either of those. My FF knowledge only extends up through 7 with some dives down side paths.

Vegnagun is from FFX2, it was an ancient weapon that had a form of semi-sentience. It couldn't tell friend from foe, however, so it was deemed a failure and locked up.

Erde Kaiser is from Xenosaga. A brilliant and slightly crazy robotics professor made him out of five separate super machines (each could be used as a spell to attack your opponents). When the android super-weapon character was broken, he used the parts of the frame and energy sources from Erde Kaiser to upgrade her and built Erde Kaiser Sigma from the leftovers and the destroyed Dark Erde Kaiser.

khadgar567
2016-10-03, 10:34 AM
Vegnagun is from FFX2, it was an ancient weapon that had a form of semi-sentience. It couldn't tell friend from foe, however, so it was deemed a failure and locked up.

Erde Kaiser is from Xenosaga. A brilliant and slightly crazy robotics professor made him out of five separate super machines (each could be used as a spell to attack your opponents). When the android super-weapon character was broken, he used the parts of the frame and energy sources from Erde Kaiser to upgrade her and built Erde Kaiser Sigma from the leftovers and the destroyed Dark Erde Kaiser.
let's roll for easier knowledge check erde kaiser is basicly voltron or power rangers mega zord 5 parts for 5 pilots only thing changes is binder is the only guy control all five zords and he can call them to form voltron if he wants

Zaydos
2016-10-03, 01:04 PM
More of those references, I guess I should get around to reading those some day.

The alignment system was born of Gygax butchering Law and Chaos in Moorcock. Ultimately in Moorcock there were typically 3 forces, Law, Chaos, and the Cosmic Balance which weighed them both. Law tended to be the 'Good' Guys, but if Law or Chaos won everyone got the shaft because both were only good in proper moderation and normally Chaos was winning thus Law was the good guys (the exception is Hawkmoon where Law is the bad guy, but the protagonist's group would still fall on the Law spectrum in the Elric and Corum stories). So it's more of a 'reincarnated to keep the world from falling apart' than anything True Neutral, a bit of a keep the Blood War going so that the fiends don't attack everyone else kind of deal.


Ah, so you get to double dip as the damage comes in and again when it empties, that works. I'd make a small change to clarify, "this DR also applies to damage as it empties from your pool."

Will do.


Yup, exactly the problem I expected, which is why it's so cool how it all works in the end.

An expected power creep given how few vestiges you can normally bind, one I'd consider acceptable in vanity vestiges.

Probably.


Someone in my last group said he really liked it, but he didn't play one before the group dissolved. Might have been because I was swinging Servant Souls and Cyberneticists. So I haven't seen one either.

I am getting tempted to go... 'well I'm already running RHoD and EtCR to test homebrew classes, might as well open a recruitment thread for one of them with the insane rule that only underused (and potentially my homebrew... with specific permission because I don't trust it*) classes are allowed**'

*Homebrew is rife with power creep, mine included.

**Top of my head... Monk Lv 3+, Hexblade, Swashbuckler, ToM classes, MoI classes, Knight, Marshal, Healer, Favored Soul, Warmage, Spirit Shaman, Ninja, Spellthief, and Wild Shape Ranger (I've never actually seen one in play), Lurk, and maybe Wilder. Some classes have been excluded for being totally worthless (Dragon Totem Shaman as of Dragon Magic, Divine Mind as of Complete Psionics, Samurai without Imperious Command), and some for being I don't like them/too much just Wizard (Shugenja, Wu Jen).


Fair enough, I wasn't considering the chausable or anything else.

It still might should be tweaked, but I'd have to play it at high level to tell.


The untyped damage actually means it deals full, unless I've missed something. Specific energy types and ranged weapons are reduced, but otherwise you get full. The real trick is smashing through unworked stone or castle walls that are just plain thicker, you need 1,800hp of damage to do 10' of unworked stone that Disintigrate will just vanish.

You're correct it's just Eldritch Blast which deals half damage to objects for some reason. And fighter with an adamantine falchion. 350 damage/round to that stone wall. Warblade can alternate between 350 and 700 to clear it even faster.


I was just about to say that myself, but I can also lavish upon you the flowery words and such. Thank you, oh great master Zaydos, paragon of homebrew most exemplary and glorious in its vanity, for your unparalleled efforts in immortalizing my humble self in vestige form, that I might stand small and insignificant among the giants and bask in their radiance. Now go to bed.

So who has the next request for master Zaydos, that's what the thread's for right?

No it's not. I had a thread for that at one point.

IT HAD TO BE PUT DOWN.

In all seriousness, if people have requests for Horror Movie Vestiges or just suggestions shoot 'em at me.


Vegnagun is from FFX2, it was an ancient weapon that had a form of semi-sentience. It couldn't tell friend from foe, however, so it was deemed a failure and locked up.

I may have heard this before. Honestly I was thinking more about Eva 01 (hence the link) and Fred Saberhagen's Berserker but I think I've heard this mentioned. Sounds very much like a FF thing*.

*I like FF... except 7 too easy, and 8 the pull system makes me grind obsessively so I got stopped quick.


Erde Kaiser is from Xenosaga. A brilliant and slightly crazy robotics professor made him out of five separate super machines (each could be used as a spell to attack your opponents). When the android super-weapon character was broken, he used the parts of the frame and energy sources from Erde Kaiser to upgrade her and built Erde Kaiser Sigma from the leftovers and the destroyed Dark Erde Kaiser.

Oooh fun. Yeah it's similar. That, though, I'm fairly certain I'd never heard of. I was just pulling on Voltron (hence the link**) and Power Rangers/Sentai. That's sort of like magical girls (in that they're both henshin hero genres and sentai influence on magical girls is heavily evident in Sailor Moon from what my friends who look into this told me***).

**Gundam and Guren Lagann were linked for being iconic and a show I've actually watched respectively. G Gundam was linked for being made of awesome and my favorite mecha series ever being the obvious inspiration for the Left Arm. Patlabor was linked because I was half watching a series of Mecha openings for inspiration and I got the Right Arm from it. Big O was linked because I liked the show and the Big O was hard to move, and it has a great opening theme.

***I have never watched Sailor Moon. I've watched Madoka and 1 season of Card Captors and ... I think that's it. So not really first hand knowledge here.

khadgar567
2016-10-03, 01:20 PM
chaos chaos sweet little wine called chaos no one understands the taste non other then some one who drink it spinning the treats in its wild weave that no one understand the ever continuing masquerade dancing on its sweet primordial melodies the parade of masks continue to the eternity this is the story of life called yours the journey of a ship in eternal storm not knowing were to go sailing in the sea searching the all ready known

okay I dont know about bard business but some how like to write few inspirational garbage in this wild turkish night

TheifofZ
2016-10-03, 03:18 PM
I'll take that as 'noone remembers enough about me to do one for me.'
And that's alright by me.

Thurbane
2016-10-03, 03:59 PM
I'll take that as 'noone remembers enough about me to do one for me.'
And that's alright by me.

If no-one beats me to it, I'll have a go at doing yours in the next day or two.

Draconium
2016-10-03, 04:25 PM
Vestige Mastery Feats

Vestige Mastery - Al'Pala [Exalted]
Your holy might improves when you bind the spirit of Loyalty.
Prerequisites: Lawful alignment, Favored Vestige (Al'Pala).
Benefit: While Al'Pala is bound, on your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and whenever you successfully strike in melee a creature whose alignment is not within 1 step of yours and which poses an immediate threat to you or your allies you may heal one ally (including yourself) within 30 ft 2 hit points per point of penalty you took on attack rolls. You may choose to heal ability damage at a cost of 6 hp that would be healed per point of ability damage healed, or negative levels at a cost of 20 hp that would be healed per negative level. You may not take a penalty to your attack rolls with this ability greater than your BAB.


Vestige Mastery – Bifrons [Vile]
Your connection with Bifrons the Carrier of the Gray Death deepens.
Prerequisites: Ability to speak Infernal, Favored Vestige (Bifrons), Perform 6 ranks.
Benefit: While Bifrons is bound you gain +4 to your Charisma. In addition 1/day while Bifrons is bound you may use Remove Disease as if he granted the ability to do so. If you do you may then inflict another creature with one disease removed this way with a touch with an instantaneous onset (initial DC is as an ability granted by Bifrons). If you do not do so before your bind with Bifrons ends the disease is lost.


Vestige Mastery - Blackhawk [General]
You are more adept at binding the warrior vestige Blackhawk the Slayer.
Prerequisites: Favored Vestige (Blackhawk), at least one Stone Dragon Maneuver.
Benefit: When you use Blackhawk the Slayer's Reckless Attack ability you gain an additional +1 to damage per 3 points of AC sacrificed. In addition you gain an additional granted power.

Grasp the Ground: When you would be knocked prone or forcibly moved from your square as an immediate action you may remain standing or not be moved (this ability does not prevent you from being shunted out of a physical object you teleported into, you must be wholly in the space before being moved out of it to use this ability). Once you have used this ability you must wait 5 rounds before


Vestige Mastery – Cerefel [General]
You are more closely in tune with Cerefel the Song of Battle.
Prerequisites: Charisma 15+, Favored Vestige (Cerefel), Perform 6 ranks.
Benefit: When you bind Cerefel select one of Strain of Valiant Blows, Strain of the Warrior Maiden, or Strain of Inspiration. You cannot use that strain of her Song of Battle, and do not need to sing it to reset your ability to use the other strains, however when you use Stalling Strain it applies the effects of the chosen Strain. This choice remains in place until you bind Cerefel once more.


Vestige Mastery - Draconium [General]
You extract more draconic power from the covetous vestige Draconium.
Prerequisites: Favored Vestige (Draconium).
Benefit: When you bind Draconium, Covetous Stretched too Far, he grants you the additional ability listed below. In addition your wealth is doubled for the purposes of his Miser's Smite.

His Kiss Flames: You gain a breath weapon dealing 1d6 fire damage per 2 binder levels plus fire damage equal to your charisma modifier in a 30 ft cone. A Reflex save halves this damage. Once you have used this ability you must wait 5 rounds before using it again. In addition any other breath weapon you possess deals fire damage equal to your Charisma modifier in its area in addition to its regular effect(s).

Special: Happy now, Snowbluff?


Vestige Mastery – Exarch Anchovius [General]
Your connection to Exarch Anchovius allows you to move life force from one creature to another.
Prerequisites: Effective Binder Level 13, Favored Vestige (Exarch Anchovius), Knowledge (religion) 10 ranks.
Benefit: While Exarch Anchovius is bound you may score critical hits against undead creatures. In addition if you score a critical hit upon a living or undead creature you may siphon its energy out of it inflicting 1 negative level upon them (this is a form of Energy Drain when used upon a living creature, and is positive energy based when used upon an undead creature), or 2 negative levels if your weapon has a critical damage multiplier of x3, or 3 if it has one of x4. When you do so you may channel the stolen life force into another creature within 30 ft, if you channel energy from a living creature into another living creature or from an undead creature into another undead creature they gain a +1 bonus to attack rolls, ability and skill checks, and saving throws for 1 minute and 5 temporary hit points per negative level you inflicted for 1 minute. If you channel the energy stolen from a living creature into an undead creature or an undead creature into a living creature they must make a Fortitude save or gain 1 negative level, this negative level only lasts for 5 rounds. The save DCs for this ability are as if it was granted by Exarch Anchovius.


Vestige Mastery – Fizban [General]
You have a greater mastery of the many aspected vestige Fizban.
Prerequisites: Effective Binder Level 10, Favored Vestige (Fizban).
Benefit: When you bind Fizban, the Many Lived, you may reduce your effective binder level for the purposes of the abilities he grants you by 3 to replace Two-Fold Aspect with Three-Fold Aspect allowing you to select 3 of his aspects instead of 2; if your effective binder level to bind Fizban, the Many Lived, is at least 14 you may reduce it by 6 (total) to gain a 4th aspect, if it is at least 17 you may reduce it by 9 to gain a 5th aspect, if it is at least 20 you may reduce it by 12 to gain a 6th aspect.


Vestige Mastery – Illyahr (http://www.giantitp.com/forums/showthread.php?478122-Illyahr-the-Lost-Troubadour-(Vestige-Request)) [General]
The lost troubadour offers you his collected tales more readily, even as you find it easier to escape the limelight or with song claim it.
Prerequisites: Charisma 15+, Favored Vestige (Illyahr).
Benefit: When you bind Illyahr, the Lost Troubadour, you may use your effective binder level + your Charisma modifier for Illyahr's Knowledge (instead of this value -6), gain an additional +2 bonus to all Perform checks and the bonus from Natural Performer is no longer considered a competence bonus (this +2 stacks with Natural Performer), and when you expend Stagehand or Star to become a star you regain the ability after 5 rounds instead of requiring 10 minutes of concentration.


Vestige Mastery – Imperator Mark V [General]
You have a greater mastery of the ancient construct turned vestige the Imperator Mark V.
Prerequisites: Favored Vestige (Imperator Mark V).
Benefit: You may treat the Mark V Torso and Mark V Head as two separate pieces. Not only does this increase the benefit of those abilities based upon the number of pieces currently worn, but you may have the Mark V Torso and Mark V Head manifest as two separate Astral Constructs. The Torso loses the ability to See Invisibility and True Seeing, and the Head loses the increased natural armor and improved DR. If you have the Head Manifested you lose the ability to See Invisibility, but retain the armor bonus to AC as long as the Torso is not manifested and if the Torso is manifested you lose the armor bonus to AC but retain the ability to See Invisibility unless the Head is also manifested.


Vestige Mastery – It that Forgot and was Forgotten [Epic, Vile]
Your dark vows to the god of secrets grants you access to those things forgotten by those save It that Forgot and was Forgotten.
Prerequisites: Favored Vestige (ItFawF), Knowledge (any 3) 15 ranks, Patron Deity (Vecna).
Benefit: While ItFawF is bound you gain whispers of forgotten lore from deep within the vestige granting you a +10 on Knowledge checks. You gain an additional +5 bonus for the purposes of information which has a DC higher than 30. If information has multiple knowledge DCs for different bits of knowledge the +10 only applies for the purpose of the information with a DC of higher than 30, so if you had a result of 27 without this additional +5 and there was information at DC 30 and 32 you would gain the DC 32 information but not the DC 30 information (or any DC 28, or 29 information).


Vestige Mastery – NeoPhoenix [Anarchic]
You can draw upon powers of the Chaos Senshi long thought lost.
Prerequisites: Chaotic Alignment, Effective Binder Level 13+, Favored Vestige (NeoPhoenix)
Benefit: When you bind NeoPhoenix, the Chaos Senshi, she grants you the additional ability listed below. In addition when you use In the Name of the Infinite Rainbow you roll on the alternate table if the d6 is a 5, and your choice of table if it is a 6.

Dance of the Chaos Senshi: As a free action you may teleport up to 5 ft per 3 binder levels to a square you have line of effect to. After selecting the distance you teleport roll 1d8 to determine the direction you teleport as if you had missed with a grenade-like weapon. If the square you would teleport into cannot support your weight, is occupied, or outside your line of effect you teleport to the furthest square from your position in a line to the original target square which can support your weight, isn't occupied, and is within line of effect. If there are no such squares between you and the destination this ability fails to function. You may only use this ability 1/round.


Vestige Mastery – Pyrohignus [General]
You have a deeper connection with the kobold of loyalty.
Prerequisites: Favored Vestige (Pyrohignus), Dragonblood or Reptilian subtype.
Benefit: When you use Envenom if you miss with the charged attack or the target succeeds in their initial save the ability is not considered expended and you may use it again immediately (or as soon as you have a swift action to do so). In addition you add your binder level to the fire resistance granted to you by Keeper of the Fire.


Vestige Mastery – Red Fel (the Helpful Advisor) [General]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Diplomacy 5 ranks, Favored Vestige (Red Fel the Helpful Advisor)
Benefit: The insight bonus from Advisor's Voice is increased by +1. 3 times per day you may increase it by another +5 for 1 check.


Vestige Mastery – Red Fel (the Lord of Imps) (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142) [Vile]
You hear the whispered advice of Red Fel even more deeply.
Prerequisites: Lawful alignment, Favored Vestige (Red Fel the Lord of Imps)
Benefit: When you have Red Fel, the Lord of Imps, bound the Imp's Whisper ability he grants you has a duration of 1 hour/binder level instead of 1 minute, and a successful save only grants immunity for 1 hour. In addition your Safety in Technicality ability he grants you functions as long as you have not directly attempted to harm the creature within 5 rounds instead of within 24 hours, and it grants you DR equal to the bonus it provides overcome by good or silver weapons; this DR only applies against damage dealt by creatures that the bonus from Safety in Technicality applies against.


Vestige Mastery – Socratov [General]
You can draw from the first bartender the power to party harder and resist poisons.
Prerequisites: Favored Vestige (Socratov).
Benefit: While Socratov is bound you gain immunity to intoxication, and a +4 bonus on saving throws against poison, and against disease from tainted food or drink.


Vestige Mastery – Xuldarinar [General]
You are able to more thoroughly assume the protean form of the shadowed vestige Xuldarinar.
Prerequisites: Effective binder level 12, Favored Vestige (Xuldarinar).
Benefit: When you bind Xuldarinar choose one of Str, Dex, or Con; this choice remains fixed until the next time you bind Xuldarinar. When you use Xuldarinar's Shadow Shape you gain your new form's ability score that corresponds to the choice you made if it is better than your ability score for that ability.

Dang, Zaydos. You've been busy, huh?

Snowbluff
2016-10-03, 08:50 PM
Dang, Zaydos. You've been busy, huh?

And you got your fire breath.
http://66.media.tumblr.com/24828dd0f037e9ea7f57f2f3a6755e44/tumblr_noxiucM1GJ1rhlc4ho7_500.gif
Am I pleased.

unseenmage
2016-10-03, 10:36 PM
Feels like I havn't been properly active on the boards this summer.

I swear I've been working, sporadically, on boards-related-projects though!
They're just really big hassle filled projects.

Marlowe
2016-10-03, 11:26 PM
***I have never watched Sailor Moon. I've watched Madoka and 1 season of Card Captors and ... I think that's it. So not really first hand knowledge here.

If you want a run-through; go here. (http://www.shayguy.com/shadowjack.html)

Because the actual SHOW is long and filler-ridden.

digiman619
2016-10-04, 12:06 AM
If you want a run-through; go here. (http://www.shayguy.com/shadowjack.html)

Because the actual SHOW is long and filler-ridden.

To be fair: a) Filler is very common in anime, especially in anime of the period, and b) They actually used some of that filler for character development.

Zaydos
2016-10-04, 12:21 AM
If you want a run-through; go here. (http://www.shayguy.com/shadowjack.html)

Because the actual SHOW is long and filler-ridden.

I was thinking about seeing if I could find the dub of Sailor Moon Crystal (if I have the remake's name right) was called to watch in the background while making vestiges (not GiantITP regulars as vestiges, but horror monsters as vestiges*). But first I had to finally watch The Creature from the Black Lagoon**

*Coming soon you too can murder teenagers for their carnal deeds with the like of Vorhious, the Masked Killer, and Krueger, the Haunter of Nightmares.

**I quiet thoroughly enjoyed it.

Marlowe
2016-10-04, 04:30 AM
To be fair: a) Filler is very common in anime, especially in anime of the period, and b) They actually used some of that filler for character development.
In fact, when they did one without the filler there were complaints that the secondary characters seemed very one-dimensional because most of their development had come from anime filler rather than from the manga.

Still can be a tedious show to marathon.


http://i.imgur.com/VMth7T0.png
http://i.imgur.com/83sttVX.png
http://i.imgur.com/odDH35m.png
http://i.imgur.com/1PNeBFy.png
http://i.imgur.com/UuNr7wj.png
http://i.imgur.com/gH2Z4aI.png
http://i.imgur.com/p7SZtWm.png
http://i.imgur.com/JcSuJfa.png
http://i.imgur.com/Shz1z44.png
http://i.imgur.com/JeCNBIk.png
http://i.imgur.com/9Ysg5Xi.png
http://i.imgur.com/1YEpJzW.png

Zaydos
2016-10-04, 02:16 PM
Permission granted to use and abuse :smallbiggrin:

If I may make a tiny request though, I'd prefer to be a 1st level vestige. Seem to have a real shortage of those.

Abuse you say :belkar:


Weckar, False-Brother

Weckar was a mountain elf archer who found a home among the goliaths whose betrayal of them led to the destruction of the mountain elves.

Vestige Level: 1st
Binding DC: 14.

Legend: Weckar was a mountain elf archer who was accepted into a goliath clan as one of their own. He grew ever closer to the chieftain, and the chieftain’s mate, a close friend to them both, close and trusted. Weckar grew to love the chieftain’s mate however, to draw ever closer to them.

One day when Weckar and the chieftain were out hunting alone together only Weckar returned. For days they searched for the missing chieftain, but to no avail, and at last they left without him and Weckar consoled his widow. Weckar lived in peace moving with the tribes migrations for years, before when passing through the area once more some hunters stumbled upon a goliath corpse, an arrow in its back. When the shaman spoke with the dead and asked it who it was it revealed it was the chief, when asked how it died the answer ‘Weckar murdered me.’

Weckar fled the goliaths escaping them to return to the mountain elves and seek refuge there. The goliaths demanded that they give up the murderer but the mountain elves responded that the life of a single elf, that lived for more than half a century was worth any ten of the shorter lived race, and the two fell back to prepare for war.

The elves found themselves out matched when they arrived at battle. Not only were the goliaths skilled hunters they had giant crafted bows, and unexpected allies. The haughty mountain elves had made enemies. The orcs and goblins rose up from the valleys to attack their ancient foes as they engaged with the goliaths and then the stone giants revealed themselves casting boulders down from the mountain peaks at the elves. They attempted to retreat into the caverns, to lose their foes underground, only to have the retreat blocked by the dwarves. The elven army was crushed.

Weckar survived the battle, fleeing from it with the others who lived, only to be ceased by his own people. The high priest of the mountain elves proclaimed a curse upon him, that his soul would never rest with the elven gods, and that Weckar’s spirit would never rest until the mountain elves forgave him. Then they killed him and sent his head to the goliaths.

The goliaths were appeased, but the orcs and giants pressed on, the stone giants pushing the goliaths into war at the end of their hammers. The goliath shaman then proclaimed another curse upon Weckar, declaring him anathema to the goliaths, and pleading with the gods and spirits that Weckar’s soul never rest easy. The resulting war decimated the goliath tribes in the region, and annihilated the mountain elves entirely.

Manifestation: Weckar appears as a haughty and proud elf of unusual height, nearly seven feet tall. His features are aristocratic, with a hint of cruelty, and his skin has mottled patterns of color like those of a goliath. He demands to know why the binder seeks his aid, not that he can actually withhold it.

Sign: Your skin becomes mottled; goliaths subconsciously recognize the signs of ill-fate in the patterns and you suffer a -2 penalty to Charisma-based skill checks (and Charisma checks) dealing with goliaths who can see this sign.

Influence: While under Weckar’s influence if presented with a way to help the elven or goliath people you must do so unless it would cost you your life. This does not apply to helping an individual member of the species, but with helping large masses such as entire nations or tribes.

Granted Powers:.

Accelerated Mountaineer: While Weckar is bound you take no penalties for accelerated balance or climb checks.

Crag Sniper: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls against flat-footed opponents or opponents denied their Dexterity bonus against you. This number may not exceed your binder level. The penalty on attacks and bonus on damage apply until your next turn.

Mountain Shadow: You suffer no penalty to Hide and Move Silently checks for moving at your full speed (if you move more quickly than your full speed you suffer regular penalties).

Pushing Shot: When you make a ranged weapon attack before making the attack roll you may declare it a pushing shot. If your pushing shot hits make a Bull Rush attempt against the opponent using your Binder level + Strength or Charisma modifier (whichever is higher) in place of your Strength and Size Modifiers. You do not move (into your opponent’s space or otherwise) but you may push the target as far as the check allows, however you must push them directly away from you. If you push the target into a solid object or creature which prevents further movement both take 1d6 damage per 5 ft of movement prevented this way; if you push them into a creature the second creature is allowed a Reflex save to avoid this damage (the initial target is not). Once you have used this ability you may not use it again for 5 rounds.

Sworn Brother: While Weckar is bound you may use magic items as if you were an Elf, a Goliath, and a Giant.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Leaps and Bounds.

With Bind Vestige: If bound through Bind Vestige Weckar grants his binder Crag Sniper. If the binder also has Practiced Binder they gain Accelerated Mountaineer as well.

Vestige Mastery Feat: See master list (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137).

Zaydos
2016-10-04, 06:06 PM
Giving permission here. I'll probably vestigize (it's a word now, shuddup) a few people myself.


Dyrus, the Stirgefather (Dire Stirge)

Vestige Level: 2nd.
Binding DC: 20.

Legend: Dyrus is said to have been the first stirge by some, a sport created by the gods which managed to sire a species in the deep swamps. Yet Dyrus seems far more intelligent than its smaller progeny, and there are those who whisper more deeply, tales that Dyrus was not a creation of the gods but an elder being itself, and that like the gods it ventured into the realm of creation, creating its progeny in its own image.

Some whispered stories go further however. They state that Dyrus was an Ancient One, a being of immense power that remained from the previous cosmos when the gods created the current multiverse, a being of eternity which made its way into the current world where it did not belong. They claim that Dyrus’s touch on Arcadia gave birth to the formians, and that the early stirges did not merely swarm but built great armies, connected in mind through Dyrus. Like the other Ancient Ones Dyrus’s time came to an end, slain by the gods and the forces that would see the current universe prosper. And like the other Ancient Ones Dyrus did not die easily his essence remaining in the world.

Sign: Your face stretches forward into a proboscis like shape, pink at the tip and with rust-red fur growing lightly around the base.

Influence: While under Dyrus’s influence you are adverse to harming stirges, insects, and insectoid creatures and may not inflict lethal damage upon them or kill them (nonlethal is alright).

Granted Powers: Dyrus grants those who bind him the ability to build hive networks with their fellow binders, to drain blood, and to summon a stirge as they were when the world was young.

Blood Siphon: As a standard action you may drain the blood from a living creature within 5 ft per binder level. The target must make a Fortitude save or take 2d4 Constitution damage. You gain a bonus to your Constitution for 1 minute equal to the Con damage dealt. Elementals are immune to this effect, but it may affect living creatures which lack blood (such as plants and warforged) as long as they have other vital fluids which play a similar role (such as warforged and animate plants). If your binder level is 7 or higher a successful save does not negate the Constitution damage but merely halves it. For every 4 binder levels beyond 7 you possess the Constitution damage dealt by this ability is increased by +1d4. Once you have used this ability you cannot use it again for 5 rounds.

Dyrus’s Hive: By touching a willing creature (as a standard action) you may bring them into a mental network with yourself and other creatures you have created this network with. Any creature within the mental network may communicate telepathically with any other creature in the network. Creatures in the network are not considered flat-footed unless all of them are, and if any creature in the network can see a creature all creatures in the network are considered to be able to see them; this does not negate a creature’s concealment entirely however, if the creature would normally have total concealment against them it still maintains concealment for the purposes of miss chance, if it would normally have concealment and has none against any creature within the network it has no concealment against any creature in the network. If a creature moves more than 100 ft from you it is not considered to be part of this mental network until it is again 100 or less ft away from you. You may only have a number of creatures other than yourself and any Elder Stirge summoned through Dyrus’s abilities in this network equal to 1/3 binder levels + your Charisma modifier (minimum 1), this includes those that are outside of the 100 ft range; if you add another creature beyond this limit to the network one previously within it is removed from the network at random.

If a binder puts another creature with Dyrus bound and this ability into their mental network their mental networks merge. As long as both binders remain within range of this ability the range increases to 200 ft and creatures in one binder’s network are considered to be in the other’s as well without counting against the number of creatures in the network. Each additional binder with this ability in the network increases the range by 100 ft.

Hive Magic: By focusing power along with another two binders with Dyrus bound and this ability a binder of Dyrus can produce magical effects as spell-like abilities with a caster level equal to the binder level of the highest level binder involved by linking hands. A binder of Dyrus may also substitute willing formians for other binders with this ability in which case the formians are treated as if their binder level equaled their hit dice. As a standard action from each of the three creatures a Cure Moderate Wounds or Make Whole spell can be emulated, or if all participants have a binder level of at least 5 Cure Critical Wounds, if all participants have a binder level of at least 9 Heal, if all participants have a binder level of at least 11 Revivify, if all participants have a binder level of at least 15 Mass Heal. As an action taking 1 minute of participation (and holding hands or hand-like appendages) from each participant they can emulate Lesser Restoration, if all participants have a binder level of at least 7 they can emulate Fabricate or Restoration. By spending 1 hour in this way if all participants have a binder level of 9 and are Lawful aligned they may emulate an Atonement spell as if cast by a Lawful cleric but they must pay its XP cost divided as they see fit between them (summoned creatures cannot contribute XP for this), if all participants have a binder level of at least 11 they can emulate Raise Dead, if all participants have a binder level of at least 16 they can emulate Resurrection, if all participants have a binder level of at least 18 they can emulate Greater Restoration, if all participants have a binder level of at least 20 they can emulate True Resurrection. Touch spells emulated through this ability have a range of medium (100 ft + 10 ft/caster level). Each time a creature participates in Hive Magic their effective binder level for Hive Magic is reduced by 1 until they have 8 hours of rest, or by 3 if used to emulate a spell with an expensive material component or XP cost other than Atonement.

Summon Elder Stirge: Once per day you may summon forth Dyrus’s power in the form of an ancient stirge as they once were during his age. This Elder Stirge has hit dice equal to ½ your binder level (rounded down, minimum ½) and is small sized with stats as shown below. As your binder level improves you may summon this stirge in ever larger forms. Beginning at (binder) level 9 you may choose to have it appear at medium size, beginning at 15th you may choose to have it appear at large size, and at 21st you may choose to have it appear at huge size. In addition if your binder level is 12 or higher its fly maneuverability improves to Good. The Elder Stirge has the Dodge feat if it has 3 or more hit dice, the Mobility feat if it has 6, and the Improved Toughness feat if it has 9 or more hit dice granting it +1 hp/hit die not listed below, and it has 2 ranks in Hide and 1 rank in each of Spot and Listen and gains 1 rank in Spot per 2 hit dice and 1 rank in Listen per 2 hit dice beyond 1st. An Elder Stirge is considered a combat trained mount. This is a creation effect, if an elder stirge created this way enters an antimagic field it is treated as if it were a summoned creature that did so. The Elder Stirge serves the binder to the best of its ability and remains until the pact ends or the binder summons another Elder Stirge with this ability.

Elder Stirge, Small
Size/Type:
Small Magical Beast

Hit Dice:
Xd10+X
Initiative:
+4

Speed:
10 ft (2 squares), fly 40 ft. (average)

Armor Class:
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 13

Base Attack/Grapple:
+X/+(X-6) (+X+2 when attached)
Attack:
Proboscis Bite +(X+5) melee (1d4-2 and attach) or Touch +(X+5) melee (attach)
Full Attack:
Proboscis Bite +(X+5) melee (1d4-2 and attach) or Touch +(X+5) melee (attach)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Attach, blood drain
Special Qualities:
Darkvision 60 ft., hive-mind, low-light vision

Saves:
Fort +(1/2 X + 3), Ref +(1/2 X + 6), Will +(1/3 X + 1)

Abilities:
Str 7, Dex 19, Con 12, Int 5, Wis 12, Cha 8
Skills:
Hide +10, Listen +(1/2 X + 3.5), Spot +(+1/2 X + 4)

Feats:
Alertness, Weapon Finesse B, and see above.


Elder Stirge, Medium
Size/Type:
Medium Magical Beast

Hit Dice:
Xd10+2X
Initiative:
+4

Speed:
20 ft (4 squares), fly 50 ft. (average)

Armor Class:
18 (+4 Dex, +4 natural), touch 14, flat-footed 14

Base Attack/Grapple:
+X/+(X) (+X+8 when attached)
Attack:
Proboscis Bite +(X+4) melee (1d6 and attach) or Touch +(X+4) melee (attach)
Full Attack:
Proboscis Bite +(X+4) melee (1d6 and attach) or Touch +(X+4) melee (attach)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Attach, blood drain
Special Qualities:
Darkvision 60 ft., hive-mind, low-light vision

Saves:
Fort +(1/2 X + 4), Ref +(1/2 X + 6), Will +(1/3 X + 1)

Abilities:
Str 11, Dex 19, Con 14, Int 5, Wis 12, Cha 8
Skills:
Hide +6, Listen +(1/2 X + 3.5), Spot +(+1/2 X + 4)

Feats:
Alertness, Weapon Finesse B, and see above.


Elder Stirge, Large
Size/Type:
Large Magical Beast

Hit Dice:
Xd10+4X
Initiative:
+4

Speed:
30 ft (4 squares), fly 60 ft. (average)

Armor Class:
20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 17

Base Attack/Grapple:
+X/+(X+7) (+X+15 when attached)
Attack:
Proboscis Bite +(X+3) melee (1d8+4 and attach) or Touch +(X+3) melee (attach)
Full Attack:
Proboscis Bite +(X+3) melee (1d8+4 and attach) or Touch +(X+3) melee (attach)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Attach, blood drain
Special Qualities:
Darkvision 60 ft., hive-mind, low-light vision

Saves:
Fort +(1/2 X + 6), Ref +(1/2 X + 6), Will +(1/3 X + 1)

Abilities:
Str 17, Dex 19, Con 18, Int 5, Wis 12, Cha 8
Skills:
Hide +2, Listen +(1/2 X + 3.5), Spot +(+1/2 X + 4)

Feats:
Alertness, Weapon Finesse B, and see above.


Elder Stirge, Huge
Size/Type:
Huge Magical Beast

Hit Dice:
Xd10+6X
Initiative:
+4

Speed:
40 ft (4 squares), fly 80 ft. (average)

Armor Class:
24 (-2 size, +4 Dex, +12 natural), touch 12, flat-footed 20

Base Attack/Grapple:
+X/+(X+14) (+X+22 when attached)
Attack:
Proboscis Bite +(X+4) melee (2d6+9 and attach) or Touch +(X+4) melee (attach)
Full Attack:
Proboscis Bite +(X+4) melee (2d6+9 and attach) or Touch +(X+4) melee (attach)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Attach, blood drain
Special Qualities:
Darkvision 60 ft., hive-mind, low-light vision

Saves:
Fort +(1/2 X + 6), Ref +(1/2 X + 6), Will +(1/3 X + 1)

Abilities:
Str 23, Dex 19, Con 18, Int 5, Wis 12, Cha 8
Skills:
Hide +2, Listen +(1/2 X + 3.5), Spot +(+1/2 X + 4)

Feats:
Alertness, Weapon Finesse B, and see above.


As an elder stirge’s bite attack is simply lancing a creature with its proboscis it deals piercing damage not bludgeoning, slashing, and piercing damage.

Attach (Ex): When an elder stirge hits a creature its size or larger with its bite attack or touch attack it may choose to attach to that creature. It uses its eight pincers to latch onto the opponent’s body. An attached elder stirge is effectively grappling its prey. The elder stirge does not lose its Dexterity bonus to AC but takes a -2 penalty to its AC. Elder stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above) when using attach.
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): An elder stirge drains blood when it successfully bites a creature or begins its turn attached to a creature. A small elder stirge deals 1 point of Constitution damage when it bites a creature or 1d4 if it begins its turn attached to a creature. A medium elder stirge deals 1d3 points of Constitution damage with a bite, and 1d6 if it begins its turn attached. A large elder stirge deals 1d4 points of Constitution damage with a bite, and 1d8 if it begins its turn attached. A huge elder stirge deals 1d6 points of Constitution damage with a bite, and 1d10 if it begins its turn attached. When an elder stirge deals 3 or more Constitution damage at once it regains 1 hp per hit die it possesses per 3 points of Constitution damage it dealt this way.

Hive-Mind (Su): As long as an elder stirge is within 100 ft of the binder who summoned it they are able to communicate with the binder and share advantages with them as if they had been selected for the Dyrus’s Hive ability.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Form of the Stirge (new invocation spoilered below)
Form of the Stirge
Least, 2nd
You transform into a stirge. This functions as if using the Alternate Form ability to turn into a stirge. Your speed becomes 10 ft, with a fly speed of 40 ft (average maneuverability), your Str becomes 3, your Dex becomes 19, and your Con becomes 10. Your size becomes Tiny, you gain a Touch natural attack as a primary natural weapon allowing you to Attach. Form of the Stirge lasts for 24 hours, but can be dismissed prematurely as a standard action.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) (Dyrus)
Your connection to Dyrus the Stirge Father deepens allowing you to tap into the telepathy of others and summon more powerful stirges.
Prerequisites: Lawful Alignment, Favored Vestige (Dyrus).
Benefit: While Dyrus is bound he grants you the additional ability listed below. In addition Elder Stirges you summon gain a +4 enhancement bonus to Strength, Dexterity, and Constitution.

Active Reception: Whenever a creature within 100 ft of you communicates telepathically you may ‘hear’ it even if you are not the intended recipient, or it is a link between specific creatures, you are also able to gain any actively relayed information relayed through an empathic link within this range. If you are within the range of a creature’s Telepathy ability and it uses it to communicate with another creature you can ‘hear’ this communication as well even if both creatures are more than 100 ft from you. Finally you can detect and pinpoint beings that have Telepathy as long as you are within range of their telepathy. This works much like blindsense--you know what square each telepathic being is in, but you do not see the being, and the being still has total concealment unless you can see it by some other means. You also perceive several observable characteristics about each being detected with this ability, including the being's type and Intelligence score. You need not take any additional or special actions to gain this information; it is as obvious to active reception as the being's race and clothing would be to eyesight.

weckar
2016-10-04, 06:29 PM
Loving it Zaydos!

Heh, I know one build this would have made easier :smallbiggrin:

Thurbane
2016-10-04, 06:56 PM
I'll take that as 'noone remembers enough about me to do one for me.'
And that's alright by me.
If no-one beats me to it, I'll have a go at doing yours in the next day or two.

I'm drawing a bit of a blank - can I have a few suggestions/themes/ideas for your vestige?

Inevitability
2016-10-05, 12:42 AM
Nicely done, Zaydos! Thanks a lot!

TheifofZ
2016-10-05, 04:59 AM
I'm drawing a bit of a blank - can I have a few suggestions/themes/ideas for your vestige?
:smallbiggrin: Not surprised.
I spend most of my time lurking if I'm even around; I tend to wander away for long stretches, so I'm relatively difficult to remember.

As to suggestions: I'm a fan of strange builds, undead/necromancy and abberations, I tend to waffle between cradling the villain ball and being a bit of a know it all, and my icon is The Monster in the Darkness.
Failing that, I dunno what to tell you. Maybe in a few weeks you all will remember me a bit better.

weckar
2016-10-05, 05:08 AM
Maybe give your vestige abilities that make you difficult to remember? That could prove useful for spymaster-style characters :smallbiggrin:

Thurbane
2016-10-05, 05:29 AM
:smallbiggrin: Not surprised.
I spend most of my time lurking if I'm even around; I tend to wander away for long stretches, so I'm relatively difficult to remember.

As to suggestions: I'm a fan of strange builds, undead/necromancy and abberations, I tend to waffle between cradling the villain ball and being a bit of a know it all, and my icon is The Monster in the Darkness.
Failing that, I dunno what to tell you. Maybe in a few weeks you all will remember me a bit better.

OK, that's sparked some ideas. Life is ridiculously busy right now, so no promises, but I'll try to get somehting up in the next couple of days.

khadgar567
2016-10-05, 05:33 AM
:smallbiggrin: Not surprised.
I spend most of my time lurking if I'm even around; I tend to wander away for long stretches, so I'm relatively difficult to remember.

As to suggestions: I'm a fan of strange builds, undead/necromancy and abberations, I tend to waffle between cradling the villain ball and being a bit of a know it all, and my icon is The Monster in the Darkness.
Failing that, I dunno what to tell you. Maybe in a few weeks you all will remember me a bit better.
well the odd thing is you are literally like monster in the darkness vague enough that when we try to discern something about you it's empty we of the use theif as thief and go with it I mean there is simply nothing your vestige uses as manifestation yet you use the every thing as your manifestation( by the way I remember you mate

ryu
2016-10-05, 05:51 AM
Maybe give your vestige abilities that make you difficult to remember? That could prove useful for spymaster-style characters :smallbiggrin:

Sadly that idea was basically already used as the main theme of mine. I could see something being done with perfect darkness that inflicts enervate on those within. Oh or perhaps the capabilities of polymorph at will while in darkness with bonuses for taking weird/undead forms that mock nature? It would be like... The anti druid.

Zaydos
2016-10-05, 07:05 PM
Marlowe, Planar Conquerer

Marlowe was a would be planar conqueror who attacked the planes with an army of constructs powered by the souls of mystical maidens. They grant their binder the ability to draw upon planar energies in the form of powerful armors.
Vestige Level: 7th.
Binding DC: 30.

Legend: Marlowe was a mortal who dreamed of seizing power. With their fleet of helm equipped vessels they consolidated power in their native Crystal Sphere and enslaved its population of mystically blessed maidens, using them to power machines of war, massive constructs. With these machines Marlowe declared war upon the Planes themselves.

The invasion landed Marlowe in the middle of the Upper Planes, a fleet of Spelljamming vessels equipped with powerful constructs which seemed poise to ruin the idyllic peace of Elysium. The guardinals proved outmatched as the force looted and pillaged as it went. The archons and eladrin rushed to the aid of their celestial brethren and in the eternal battlefield of the Lower Planes the Blood War lessened as both sides took advantage of the chaos in the Upper Planes to work their own agendas in the celestial realms.

In the end however a force managed to release five of the mystical maidens from Marlowe’s control and the five battled with the would be emperor using the conqueror’s own construct juggernauts and Marlowe was forced to try and flee back to his home plane but in the midst of his retreat Marlowe’s flagship was damaged causing it to break up between planes. Only fragments of the vessel were found on the Prime or Bytopia where the final battle had taken place, and Marlowe herself was never found again.

Manifestation: Marlowe manifests as a miniature, iron spelljamming vessel which flies up out of the seal. It projects the image of the head of some spider-creature with black chitin which speaks with the binder making the pact.

Sign: Any clothes you wear become colored based upon your planar aspect. Green with Baator, Blue with Celestia, Red with Arborea, Lavender with Abyss, and White with Lagrange Point.

Influence: While under Marlowe’s influence you must take any opportunity that presents itself to safely expand your power and influence.

Granted Powers: Marlowe grants those who bind them the power to draw upon planar connections, and summon powerful suits of mystical armor connected with these forces.

Planar Aspect: While Marlowe is bound their binder may spend 1 minute to select their planar aspect. All other abilities of Marlowe are based upon their currently selected planar aspect and each planar aspect grants a suite of abilities. The aspects are Abyss, Arbora, Baator, Celestia and Lagrange Point. Once chosen you may change this choice at any time by spending 1 minute of concentration.

Abyss Planar Aspect:When you have the Abyss Planar Aspect you gain the ability to don the mobility assisting z’gok armor, strike down the righteous, and release nauseating odors.
Abyss Power, Make Up!: At will as a full-round action, you can shout out ‘Abyss Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of lavender armor with powerful claws, and black markings (http://vignette2.wikia.nocookie.net/gundam/images/9/91/MSM-07_Z%27Gok.JPG/revision/latest?cb=20120628141700). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +0 max Dexterity, ACP -10, and Arcane Spell Failure 50% but is considered weightless. You suffer a -4 penalty to attacks not made with natural weapons while wearing this armor, however you gain a pair of claw attacks which deal 2d8 + Strength damage per hit (if medium sized). In addition while the Z’Gok Suit is worn you gain a climb speed of ½ your land speed, a swim speed of ½ your land speed, and a burrow speed of 5 ft which allows you to leave tunnels and burrow through solid stone. The Z’Gok Suit’s Armor Check Penalty does not apply to Climb or Swim checks. The Z’Gok Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

You can dismiss the armor with another full-round action.

Nauseating Aroma: As a standard action you may release a nauseating stench. Living creatures within 20 ft when you use this ability must make a Fortitude save or be nauseated for 1d4 rounds. In addition for 1 round creatures which end their turn within 20 ft of you must make a Fortitude save or be sickened for 1d4 rounds. Once you use this ability you may not use it again for 5 rounds.

Smite Good: You can attempt to smite a good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not good, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Arborea Planar Aspect:

Arborea Power, Make Up! At will as a full-round action, you can shout out ‘Arborea Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full (http://vignette2.wikia.nocookie.net/gundam/images/e/e0/Msz-010.jpg/revision/latest?cb=20121123162748) suit of blue armor with white legs, upper arms, and head, and red markings[/url]. You are automatically proficient in this armor, and it grants a +11 armor bonus to AC, +0 max Dexterity, ACP -8, and Arcane Spell Failure 50% but is considered weightless. The Double Zeta Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the High Mega Cannon, and Sky Charge abilities when this armor is donned.

You can dismiss the armor with another full-round action.

High Mega Cannon: As a full-round action you may release the high mega cannon from the chest plate of the Double Zeta Armor. This takes the form of a line 20 ft long per binder level which deals 2d4 untyped magical damage per binder level to all creatures within it. A Reflex save is allowed to halve this damage. However using this ability is not without its own backlash as the binder takes 2 damage per binder level themselves. Once this ability has been used you cannot use it again for 5 rounds.

Liberty of Chaos: While the Arborea Planar Aspect is active you can act normally regardless of magical (and supernatural) effects that impede movement as if you were affected by the spell freedom of movement. This has no effect on non-magical effects that impede movement or grappling.

Sky Charge: While donning the Double Zeta Armor you may fly up to twice your land speed (perfect maneuverability) as a move action, but you must land at the end of this movement. You cannot run with this movement, or charge.

Smite Law: You can attempt to smite a lawful creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not lawful, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Baator Planar Aspect: The Baator Planar Aspect allows you to don the Zaku Suit, strike down those who hold Chaos in their heart, work better in a team, and strike fear into the heart of others.
Baator Power, Make Up! At will as a full-round action, you can shout out ‘Baator Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full (http://realotakugamer.com/wp-content/uploads/2013/06/RG_ZAKU_II-box.jpg) suit of green armor with a single eye-slit, a breath mask, and single spiked pauldron[/url]. You are automatically proficient in this armor, and it grants a +6 armor bonus to AC, +4 max Dexterity, ACP -3, and Arcane Spell Failure 20% but is considered weightless. The Zaku Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. While worn you gain the ability to See in Darkness (as the baatezu ability), immunity to inhaled poisons, nauseating scents, Stinking Clouds and similar effects, as well as the ability to breathe water as easily as air.

You can dismiss the armor with another full-round action.

Baatorian Demoralization: When you successfully demoralize a creature it suffers an additional -2 penalty to attack, damage, AC, saving throws, skill and ability checks for 1 round.

Formation Fighter: While in the Baator Aspect you gain a +1 profane bonus to AC and saves if you have a small or larger ally adjacent to you, this increases by +1 per 2 allies beyond the first adjacent to you to a maximum of +5.

Hellish Flanker: While in the Baator Aspect you and allies you flank with gain an additional +2 to hit when flanking, and deal bonus damage equal to your Charisma modifier.

Smite Chaos: You can attempt to smite a chaotic creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not chaotic, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Celestia Planar Aspect: While in the Celestia Planar Aspect you can don the Gundam Armor with its beam swords and inspiring presence, and you gain superhuman reflexes and the ability to strike down evil.

Celestia Power, Make Up! At will as a full-round action, you can shout out ‘Celestia Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of white armor with a blue breastplate (http://vignette4.wikia.nocookie.net/gundam/images/f/f5/Gundam_characteristics.jpg/revision/latest?cb=20070112063046). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +4 max Dexterity, ACP -2, and Arcane Spell Failure 10% but is considered weightless. The Gundam Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the Beam Swords ability while wearing this Gundam Armor, and do not gain the Inspiring Presence ability without wearing it either.

You can dismiss the armor with another full-round action.

Beam Swords: While donning the Gundam Suit you gain a pair of energy swords. These swords vanish if you drop them, reappearing on your person 1 round later. Each of these swords can be wielded as a manufactured weapon and deals 1d6 damage per 4 binder levels. These beam swords ignore DR overcome by materials, Good, Law, or magic.

Inspiring Presence: While donning the Gundam Suit you and allies within 30 ft of you gain a +1 morale bonus to Charisma based skill checks and saves against Fear and Compulsion effects per 4 binder levels, and ½ this bonus to attack rolls and weapon damage rolls.

Newtype Reflexes: While in the Celestia Aspect you gain Combat Reflexes as a bonus feat and the benefits of the Uncanny Dodge special ability. In addition by forgoing one of your attacks of opportunity next round you may take an immediate action when flat-footed (you still must be aware of the effect in some way).

Smite Evil: You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Lagrange Point Planar Aspect: While some argue that whatever a Lagrange Point is it is most likely not another plane of existence and therefore should not be considered a Planar Aspect, most binders are content to lump whatever it is in with the other four planar aspects for simplicity’s sake. While in the Lagrange Point Planar Aspect you gain the ability to don the telekinesis augmenting Qubeley Suit, maintain a psionic focus, communicate telepathically, and aid your allies from afar.
Lagrange Point Power, Make Up!: At will as a full-round action, you can shout out ‘Lagrange Point Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of white armor with massive pauldrons, purple on its breastplate, and pink markings (http://vignette2.wikia.nocookie.net/gundam/images/5/53/Amx-004.jpg/revision/latest?cb=20121116175653). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +2 max Dexterity, ACP -7, and Arcane Spell Failure 40% but is considered weightless. You may only use the Funnels and Funnel Barrage abilities when wearing the Qubeley Suit. The Qubeley Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

You can dismiss the armor with another full-round action.

Funnels: While wearing the Qubeley Suit you gain 1 small weapon/2 binder levels that launch from your armor. These weapons move independently of yourself flying as if animated, and are considered 2 size categories smaller than you, and you may move each of them 10 ft as a free action 1/round or 30 ft as part of a move action. You may attack or full attack with these weapons as if they were in your hands but you have additional limitations. They each may only attack creatures within a range of them based upon your unarmed reach and do not threaten squares for the purposes of attacks of opportunity (they cannot flank). You are limited to your normal attacks per round with a single weapon in total attacks with these weapons (there are ways around this, see below), although you do not need to make all attacks with a single weapon you may make attacks with multiple of these weapons. Alternatively you may use two funnels as if you were wielding two weapons, in this case you make all attacks you could while wielding two weapons (such as attacks from greater two-weapon fighting feat), but may only use the two specific funnels as the increased focus to use them simultaneously strains your mind. You may also use a single funnel when attacking with weapons you wield more traditionally, in which case you suffer the normal penalties for wielding multiple weapons but you may wield it in addition to however many weapons you may normally wield.

Regardless of whether you perform an attack, full attack, or two weapon fighting full attack with your funnels, or full attack which includes a funnel as an additional weapon you use your Charisma modifier in place of your Strength modifier for attack and damage with your funnels as you do not wield them physically but through sheer strength of resolve and spirit; they do not suffer reduced damage for being used as an off-hand weapons.

Funnels deal 1d8 piercing damage if you are medium sized (1d6 for small, 2d6 for large) with 18-20/x2 critical threat range and an enhancement bonus to attack and damage of +1/6 binder levels; funnels overcome DR as if magic. Funnels have an AC of 10 + 5 armor + 5 deflection + size + a Dex modifier equal to your Cha modifier. They may be attacked as if they were a construct creature but have hardness of 10 plus your binder level and 2 hp/binder level. If a funnel is destroyed it automatically reforms 5 rounds later. You may only control your funnels within 10 ft of you per binder level, beyond this range they blink out of existence, reforming as if destroyed.

Funnel Barrage: As a standard action you may have your funnels move in a blinding barrage. Each active funnel you possess (currently destroyed funnels do not attack) can move anywhere within their range (200 ft of you) and then make a single melee attack at your highest attack bonus before returning to your side or a square of your choice within 30 ft of you. Once you have used this ability you cannot use it again for 5 rounds.

Newtype Focus: While you have this planar aspect active you for the purposes of abilities that require you to maintain (as opposed to expend) your psionic focus you are always considered to have a psionic focus. You still must have a normal psionic focus to expend it to fuel an ability. You also gain the Psionic subtype if you did not have it already.

Thought Wave Communication: You gain telepathy with a range of 10 ft/binder level. In addition you may use the aid another action to assist creatures which you are within mental communication with through this ability as a swift action and without needing to be adjacent to them. You may only assist a creature’s AC, attack roll, or mental skill check which is deemed applicable for Aid Another.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Planar Seal (see spoiler)

Planar Seal: 6th Level
For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
You and up to ½ your Charisma bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Marlowe [General]
You have a greater connection to the planes through their would be conqueror allowing you to connect to two at once.
Prerequisites: Favored Vestige (Marlowe), Knowledge (the Planes) 18 ranks.
Benefit: While you have Marlowe bound you may have two Planar Aspects granted by her at once. You may still only don one suit of armor at once, though if you summon a new one the old one is automatically dismissed. In addition when wearing a suit of armor granted by Marlowe's various Planar Aspect Power, Make Up! abilities you gain an additional armor enhancement based upon the armor worn. When wearing the Z'gok Suit it gains the Vanishing armor enhancement, when wearing the Double Zeta Suit it gains the Aporter enhancement, when wearing the Zaku Armor it gains the Fearsome enhancement, when wearing the Gundam Armor it gains the Soulfire enhancement (BoED), and when wearing the Qubeley Armor it gains the Reflecting enhancement. Note that abilities with daily uses are not recharged if you dismiss the armor and resummon it, but still expended.

Marlowe
2016-10-06, 03:49 AM
Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!

Link to the Zaku image doesn't seem to be working.

khadgar567
2016-10-06, 04:39 AM
Marlowe, Planar Conquerer


Marlowe was a would be planar conqueror who attacked the planes with an army of constructs powered by the souls of mystical maidens. They grant their binder the ability to draw upon planar energies in the form of powerful armors.
Vestige Level: 7th.
Binding DC: 30.

Legend: Marlowe was a mortal who dreamed of seizing power. With their fleet of helm equipped vessels they consolidated power in their native Crystal Sphere and enslaved its population of mystically blessed maidens, using them to power machines of war, massive constructs. With these machines Marlowe declared war upon the Planes themselves.

The invasion landed Marlowe in the middle of the Upper Planes, a fleet of Spelljamming vessels equipped with powerful constructs which seemed poise to ruin the idyllic peace of Elysium. The guardinals proved outmatched as the force looted and pillaged as it went. The archons and eladrin rushed to the aid of their celestial brethren and in the eternal battlefield of the Lower Planes the Blood War lessened as both sides took advantage of the chaos in the Upper Planes to work their own agendas in the celestial realms.

In the end however a force managed to release five of the mystical maidens from Marlowe’s control and the five battled with the would be emperor using the conqueror’s own construct juggernauts and Marlowe was forced to try and flee back to his home plane but in the midst of his retreat Marlowe’s flagship was damaged causing it to break up between planes. Only fragments of the vessel were found on the Prime or Bytopia where the final battle had taken place, and Marlowe herself was never found again.

Manifestation: Marlowe manifests as a miniature, iron spelljamming vessel which flies up out of the seal. It projects the image of the head of some spider-creature with black chitin which speaks with the binder making the pact.

Sign: Any clothes you wear become colored based upon your planar aspect. Green with Baator, Blue with Celestia, Red with Arborea, Lavender with Abyss, and White with Lagrange Point.

Influence: While under Marlowe’s influence you must take any opportunity that presents itself to safely expand your power and influence.

Granted Powers: Marlowe grants those who bind them the power to draw upon planar connections, and summon powerful suits of mystical armor connected with these forces.

Planar Aspect: While Marlowe is bound their binder may spend 1 minute to select their planar aspect. All other abilities of Marlowe are based upon their currently selected planar aspect and each planar aspect grants a suite of abilities. The aspects are Abyss, Arbora, Baator, Celestia and Lagrange Point. Once chosen you may change this choice at any time by spending 1 minute of concentration.

Abyss Planar Aspect:When you have the Abyss Planar Aspect you gain the ability to don the mobility assisting z’gok armor, strike down the righteous, and release nauseating odors.

Abyss Power, Make Up!: At will as a full-round action, you can shout out ‘Abyss Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of lavender armor with powerful claws, and black markings (http://vignette2.wikia.nocookie.net/gundam/images/9/91/MSM-07_Z%27Gok.JPG/revision/latest?cb=20120628141700). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +0 max Dexterity, ACP -10, and Arcane Spell Failure 50% but is considered weightless. You suffer a -4 penalty to attacks not made with natural weapons while wearing this armor, however you gain a pair of claw attacks which deal 2d8 + Strength damage per hit (if medium sized). In addition while the Z’Gok Suit is worn you gain a climb speed of ½ your land speed, a swim speed of ½ your land speed, and a burrow speed of 5 ft which allows you to leave tunnels and burrow through solid stone. The Z’Gok Suit’s Armor Check Penalty does not apply to Climb or Swim checks. The Z’Gok Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

You can dismiss the armor with another full-round action.
Nauseating Aroma: As a standard action you may release a nauseating stench. Living creatures within 20 ft when you use this ability must make a Fortitude save or be nauseated for 1d4 rounds. In addition for 1 round creatures which end their turn within 20 ft of you must make a Fortitude save or be sickened for 1d4 rounds. Once you use this ability you may not use it again for 5 rounds.
Smite Good: You can attempt to smite a good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not good, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


Arborea Planar Aspect:


Arborea Power, Make Up! At will as a full-round action, you can shout out ‘Arborea Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full (http://vignette2.wikia.nocookie.net/gundam/images/e/e0/Msz-010.jpg/revision/latest?cb=20121123162748) suit of blue armor with white legs, upper arms, and head, and red markings[/url]. You are automatically proficient in this armor, and it grants a +11 armor bonus to AC, +0 max Dexterity, ACP -8, and Arcane Spell Failure 50% but is considered weightless. The Double Zeta Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the High Mega Cannon, and Sky Charge abilities when this armor is donned.

You can dismiss the armor with another full-round action.
High Mega Cannon: As a full-round action you may release the high mega cannon from the chest plate of the Double Zeta Armor. This takes the form of a line 20 ft long per binder level which deals 2d4 untyped magical damage per binder level to all creatures within it. A Reflex save is allowed to halve this damage. However using this ability is not without its own backlash as the binder takes 2 damage per binder level themselves. Once this ability has been used you cannot use it again for 5 rounds.
Liberty of Chaos: While the Arborea Planar Aspect is active you can act normally regardless of magical (and supernatural) effects that impede movement as if you were affected by the spell freedom of movement. This has no effect on non-magical effects that impede movement or grappling.
Sky Charge: While donning the Double Zeta Armor you may fly up to twice your land speed (perfect maneuverability) as a move action, but you must land at the end of this movement. You cannot run with this movement, or charge.
Smite Law: You can attempt to smite a lawful creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not lawful, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


Baator Planar Aspect: The Baator Planar Aspect allows you to don the Zaku Suit, strike down those who hold Chaos in their heart, work better in a team, and strike fear into the heart of others.

Baator Power, Make Up! At will as a full-round action, you can shout out ‘Baator Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full (http://realotakugamer.com/wp-content/uploads/2013/06/RG_ZAKU_II-box.jpg) suit of green armor with a single eye-slit, a breath mask, and single spiked pauldron[/url]. You are automatically proficient in this armor, and it grants a +6 armor bonus to AC, +4 max Dexterity, ACP -3, and Arcane Spell Failure 20% but is considered weightless. The Zaku Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. While worn you gain the ability to See in Darkness (as the baatezu ability), immunity to inhaled poisons, nauseating scents, Stinking Clouds and similar effects, as well as the ability to breathe water as easily as air.

You can dismiss the armor with another full-round action.
Baatorian Demoralization: When you successfully demoralize a creature it suffers an additional -2 penalty to attack, damage, AC, saving throws, skill and ability checks for 1 round.
Formation Fighter: While in the Baator Aspect you gain a +1 profane bonus to AC and saves if you have a small or larger ally adjacent to you, this increases by +1 per 2 allies beyond the first adjacent to you to a maximum of +5.
Hellish Flanker: While in the Baator Aspect you and allies you flank with gain an additional +2 to hit when flanking, and deal bonus damage equal to your Charisma modifier.
Smite Chaos: You can attempt to smite a chaotic creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not chaotic, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


Celestia Planar Aspect: While in the Celestia Planar Aspect you can don the Gundam Armor with its beam swords and inspiring presence, and you gain superhuman reflexes and the ability to strike down evil.


Celestia Power, Make Up! At will as a full-round action, you can shout out ‘Celestia Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of white armor with a blue breastplate (http://vignette4.wikia.nocookie.net/gundam/images/f/f5/Gundam_characteristics.jpg/revision/latest?cb=20070112063046). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +4 max Dexterity, ACP -2, and Arcane Spell Failure 10% but is considered weightless. The Gundam Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the Beam Swords ability while wearing this Gundam Armor, and do not gain the Inspiring Presence ability without wearing it either.

You can dismiss the armor with another full-round action.
Beam Swords: While donning the Gundam Suit you gain a pair of energy swords. These swords vanish if you drop them, reappearing on your person 1 round later. Each of these swords can be wielded as a manufactured weapon and deals 1d6 damage per 4 binder levels. These beam swords ignore DR overcome by materials, Good, Law, or magic.
Inspiring Presence: While donning the Gundam Suit you and allies within 30 ft of you gain a +1 morale bonus to Charisma based skill checks and saves against Fear and Compulsion effects per 4 binder levels, and ½ this bonus to attack rolls and weapon damage rolls.
Newtype Reflexes: While in the Celestia Aspect you gain Combat Reflexes as a bonus feat and the benefits of the Uncanny Dodge special ability. In addition by forgoing one of your attacks of opportunity next round you may take an immediate action when flat-footed (you still must be aware of the effect in some way).
Smite Evil: You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


Lagrange Point Planar Aspect: While some argue that whatever a Lagrange Point is it is most likely not another plane of existence and therefore should not be considered a Planar Aspect, most binders are content to lump whatever it is in with the other four planar aspects for simplicity’s sake. While in the Lagrange Point Planar Aspect you gain the ability to don the telekinesis augmenting Qubeley Suit, maintain a psionic focus, communicate telepathically, and aid your allies from afar.

Lagrange Point Power, Make Up!: At will as a full-round action, you can shout out ‘Lagrange Point Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of white armor with massive pauldrons, purple on its breastplate, and pink markings (http://vignette2.wikia.nocookie.net/gundam/images/5/53/Amx-004.jpg/revision/latest?cb=20121116175653). You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +2 max Dexterity, ACP -7, and Arcane Spell Failure 40% but is considered weightless. You may only use the Funnels and Funnel Barrage abilities when wearing the Qubeley Suit. The Qubeley Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

You can dismiss the armor with another full-round action.
Funnels: While wearing the Qubeley Suit you gain 1 small weapon/2 binder levels that launch from your armor. These weapons move independently of yourself flying as if animated, and are considered 2 size categories smaller than you, and you may move each of them 10 ft as a free action 1/round or 30 ft as part of a move action. You may attack or full attack with these weapons as if they were in your hands but you have additional limitations. They each may only attack creatures within a range of them based upon your unarmed reach and do not threaten squares for the purposes of attacks of opportunity (they cannot flank). You are limited to your normal attacks per round with a single weapon in total attacks with these weapons (there are ways around this, see below), although you do not need to make all attacks with a single weapon you may make attacks with multiple of these weapons. Alternatively you may use two funnels as if you were wielding two weapons, in this case you make all attacks you could while wielding two weapons (such as attacks from greater two-weapon fighting feat), but may only use the two specific funnels as the increased focus to use them simultaneously strains your mind. You may also use a single funnel when attacking with weapons you wield more traditionally, in which case you suffer the normal penalties for wielding multiple weapons but you may wield it in addition to however many weapons you may normally wield.

Regardless of whether you perform an attack, full attack, or two weapon fighting full attack with your funnels, or full attack which includes a funnel as an additional weapon you use your Charisma modifier in place of your Strength modifier for attack and damage with your funnels as you do not wield them physically but through sheer strength of resolve and spirit; they do not suffer reduced damage for being used as an off-hand weapons.

Funnels deal 1d8 piercing damage if you are medium sized (1d6 for small, 2d6 for large) with 18-20/x2 critical threat range and an enhancement bonus to attack and damage of +1/6 binder levels; funnels overcome DR as if magic. Funnels have an AC of 10 + 5 armor + 5 deflection + size + a Dex modifier equal to your Cha modifier. They may be attacked as if they were a construct creature but have hardness of 10 plus your binder level and 2 hp/binder level. If a funnel is destroyed it automatically reforms 5 rounds later. You may only control your funnels within 10 ft of you per binder level, beyond this range they blink out of existence, reforming as if destroyed.
Funnel Barrage: As a standard action you may have your funnels move in a blinding barrage. Each active funnel you possess (currently destroyed funnels do not attack) can move anywhere within their range (200 ft of you) and then make a single melee attack at your highest attack bonus before returning to your side or a square of your choice within 30 ft of you. Once you have used this ability you cannot use it again for 5 rounds.
Newtype Focus: While you have this planar aspect active you for the purposes of abilities that require you to maintain (as opposed to expend) your psionic focus you are always considered to have a psionic focus. You still must have a normal psionic focus to expend it to fuel an ability. You also gain the Psionic subtype if you did not have it already.
Thought Wave Communication: You gain telepathy with a range of 10 ft/binder level. In addition you may use the aid another action to assist creatures which you are within mental communication with through this ability as a swift action and without needing to be adjacent to them. You may only assist a creature’s AC, attack roll, or mental skill check which is deemed applicable for Aid Another.


For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Planar Seal (see spoiler)

Planar Seal: 6th Level
For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
You and up to ½ your Charisma bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Marlowe [General]
You have a greater connection to the planes through their would be conqueror allowing you to connect to two at once.
Prerequisites: Favored Vestige (Marlowe), Knowledge (the Planes) 18 ranks.
Benefit: While you have Marlowe bound you may have two Planar Aspects granted by her at once. You may still only don one suit of armor at once, though if you summon a new one the old one is automatically dismissed. In addition when wearing a suit of armor granted by Marlowe's various Planar Aspect Power, Make Up! abilities you gain an additional armor enhancement based upon the armor worn. When wearing the Z'gok Suit it gains the Vanishing armor enhancement, when wearing the Double Zeta Suit it gains the Aporter enhancement, when wearing the Zaku Armor it gains the Fearsome enhancement, when wearing the Gundam Armor it gains the Soulfire enhancement (BoED), and when wearing the Qubeley Armor it gains the Reflecting enhancement. Note that abilities with daily uses are not recharged if you dismiss the armor and resummon it, but still expended.


Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!

Link to the Zaku image doesn't seem to be working.
Well only thing to add this is when arcforge publised make a feat so binder manifests the genue mech suit instead of regular armor

Zaydos
2016-10-06, 02:14 PM
With that I'm pretty much out of easy targets (well ok I could probably squeeze out another 2-3)... I am tempted go back through and make people as epic vestiges.


Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!

Drat, I was hoping for a shiny new Australia. Not just a little Tahiti.

More seriously, thanks. Z'gok is one of my personal favorites, due in no small part to Dynasty Warriors - Gundam (2) where it's my favorite non-ace mecha. I just enjoy going in there and tearing up in it.


Link to the Zaku image doesn't seem to be working.

That'd be because apparently MSword added a hyperlink which unlike bolding copies. Should be fixed now.

khadgar567
2016-10-06, 02:19 PM
I am more of an exia guy and gundam age 2 normal

ryu
2016-10-06, 02:20 PM
I approve of this idea immensely. It'll be interesting to see how you handle epic after the creativity you've shown.

Zaydos
2016-10-06, 07:10 PM
I, Segev Stormlord, a necromancer sound in mind and currently-living body, do hereby grant permission to be depicted in "GitP Regulars as..." threads both past and present for as long as my various states of life and unlife persist. Which had better be "forever," or I'm not doing my job right.


Segev, Who Escaped Death

Segev was a powerful necromancer whose fear of mortality was so great that even a lich’s undeath, or god’s immortality, was too fragile in his mind.
Vestige Level: 5th.
Binding DC: 25.
Special Requirement: You may not bind Segev within sight of any dead bodies or unintelligent undead.

Legend: Segev was an ancient and powerful necromancer. Having already made himself a lich and lived for centuries in that state he began to note that his undead contemporaries had grown fewer and fewer, there were more liches now than when he had begun one certainly, but of his ancient cohort there were but a small fraction left (stories vary from 5 out of 100, 2 to 5 out of 20, or merely Segev out of 5 to 20), the rest had despite their immortality found themselves struck low and destroyed by mortals.

Segev turned his eyes to godhood, traveling the planes to research a way to become an immortal deity. Surely as a god he could live forever, never fearing again that great ending which would surely one day extinguish even his psyche. What he found was dead gods afloat in the Astral Plane, deities that had been destroyed, and those who had been reborn were changed. He envied their greater immortality, but he also found it lacking. In addition he found small signs that the planes themselves had lived and died, that there were older iterations of reality, the elder age that some of the Ancient Ones, that some of the Elder Evils, that aboleths and draedens, all hailed from. That the planes themselves were in the end mortal filled Segev with contempt and fear.

He turned then to the Far Realm, that outer existence which seemed perhaps more enduring than the current iteration of reality, but there were signs that it too might change unrecognizably even more quickly perhaps than his reality. Even if it did not its maddening taint would twist his mind entirely and bring about that ego death he feared so much even if his existence continued.

That was when Segev turned to other places outside of reality and found the Void of the Vestiges. It was stable, stagnant, and unchanging. If the Far Realm’s madness was ultimate chaos, formless and ever shifting, ever twisting and changing, this was ultimate law, it was the stability of the tomb, yet the vestiges still lived and the realm seemed unchanged since even before the formation of the current multiverse save for mortals’ rediscovery of it. The lich Segev then set about capturing the capital city of a then sprawling kingdom and sacrificing all those who lived within it to open a gateway to the Void and still living he stepped within there to remain forever as a vestige.

Manifestation: Segev manifests in the form of a human skeleton clad in black robes stepping out of a doorway of impenetrable darkness which rises from the middle of his seal. Segev’s bones are covered in gold and encrusted with gems, and a pair of black diamonds fill his eye sockets. Segev attempts to wrangle all the control over his would be binder that he can, seeking to taste life once more.

Sign: Your eyes become black (unless modified by another sign) gemstones.

Influence: While under Segev’s influence you become terrified by your own mortality, and will not do anything which puts you into significant mortal danger.

Granted Powers: Segev grants you a portion of his necromantic prowess, the ability to force the undead to cower, to manipulate and even destroy souls, to control the force of the negative energy plane, to contemptuously punish those who settle with lesser forms of immortality, and to escape death yourself.

Cage Soul: As a standard action you may touch a dead creature which died within the last 5 rounds and place its soul within a gem worth at least 100 GP per hit die of the targeted creature. While a creature’s soul is sealed in a gem in this way it is trapped, the creature cannot be raised or resurrected without first freeing the soul, and it cannot be reanimated as any form of Intelligent undead. Unbinding Segev does not free a creature’s soul but you may only have one soul caged in this way at a time, and attempting to cage another (within the same gem or a different gem) releases the first sealed soul.

When you have a soul caged you may hold the gem and concentrate for 1 minute to torture the soul within for information. Doing so requires you to make an Intimidate check (DC 5 + captured creature’s hit dice before death not including negative levels). If you succeed you may ask the creature one question as if with a Speak with Dead spell. You may only torture a soul this way once per 3 binder levels and for every 2 times you torture a soul this way the creature loses 1 level permanently (Greater Restoration and Restoration may restore this level as if it had been level drained), and failed attempts still count against this limit; if a creature’s character level is reduced to 0 this way its soul is destroyed requiring the direct intervention of a deity to reconstitute. You may only interrogate a soul which you have captured during your current pact; once Segev is expelled you can no longer interrogate a soul in this manner even if you rebind him. Also in case it needed to be stated torturing a soul, potentially to destruction, is in fact an evil act.

Death Storm: As a standard action you may create a series of tiny rifts into the negative energy plane, causing negative energy to leak into the world and siphon life from those within. Living creatures within a 20 ft radius burst within 100 ft take 1d6 negative energy damage per binder level. A successful Will save halves this damage. Creatures within the area healed by negative energy are not healed but take no damage from this effect. If a creature is killed by this effect part of its soul is torn and tattered, sucked into the negative energy plane causing it to require a DC 20 Caster Level check for any attempt to raise or resurrect the target to succeed, on a failure the spell (or effect) and any components used for it are wasted. If you kill 4 or more humanoid creatures with a single death storm the torn soul fragments bind together to form a shadow (http://www.d20srd.org/srd/monsters/shadow.htm) under your control, this shadow disappears after 1 minute per binder level and lacks the Create Spawn special ability; if you killed 4 or more humanoids with 10 or more hit dice with this ability you may create a wraith (http://www.d20srd.org/srd/monsters/wraith.htm) instead; it lasts for the same duration and lacks the Create Spawn ability as well. If you killed 4 or more humanoids with 14 or more hit dice with this ability you may create a greater shadow (http://www.d20srd.org/srd/monsters/shadow.htm) instead; it likewise lacks Create Spawn and lasts 1 minute/binder level. If you killed 4 or more humanoids with 18 or more hit dice with this ability you may create a dire wraith (http://www.d20srd.org/srd/monsters/wraith.htm) instead; it lacks Create Spawn and lasts for 1 minute/binder level. No matter how many humanoid creatures you kill with this ability you may only create one undead creature with it per use of this ability. Once you have used this ability you cannot use it again for 5 rounds.

Glare of the Arch-Necromancer: As a standard action you may glare at an undead creature and cause it to cower for 1d4+1 rounds. This is not a mind-affecting effect when used on an undead creature (although it is a fear effect in an exception to the general rule that they are mind-affecting). The target may make a Will save, and on a success they are merely shaken for 1 round. Once you have used this ability you must wait 5 rounds to use it again.

Reanimator’s Knowledge: While Segev is bound you gain a Competence bonus on Knowledge (religion) checks dealing with the undead equal to +2 + ½ your binder level.

Removed from Death’s Reach: You gain immunity to death effects and death from massive damage. In addition if you would die from hit point damage you are reduced to -10 hp but remain alive but unconscious for 1 round in which you can be revived through simple hp healing; fast healing, however, does not function when in this state. Similarly if you would die from Constitution damage (or drain, burn, penalty) you are reduced to 0 Con but remain alive but unconscious for 1 round in which you can be revived by healing the Constitution damage.

Segev’s Contempt: Immortal creatures (here defined as being unable to die from their life span ending) other than (potentially) yourself within 10 ft of you suffer penalties as if they had 2 negative levels. These are not actual negative levels, never result in true level loss, effects which prevent negative levels do not prevent them, and they (and all their effects) vanish instantly if the creature is no longer within 10 ft of you.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): The Dead Walk.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Segev [General]
Your connection to Segev grants you an increased mastery over his necromantic prowess.
Prerequisites: Favored Vestige (Segev), Knowledge (religion) 12 ranks.
Benefit: You may possess 1 soul trapped with Segev’s Cage Soul ability per 4 effective binder levels, though no more than 1 soul may be placed in the same gem (attempting to place another in the gem expels the previously trapped soul); if you would go over this limit you may choose which soul is released. You also gain a +5 bonus on Intimidate checks to interrogate captured souls. When you use Death Storm it deals 1d8 per binder level instead of 1d6 and may create an undead creature if you kill 3 or more humanoids of the requisite hit dice, and all hit dice requirements for creating more powerful undead are lowered by 2.

Grand Arbiter
2016-10-06, 10:29 PM
I've lurked and read the GITP Regulars as (insert thing here) threads a couple times now, so...

Anyone want to make/have their vestige be The Adversary? Then we could have a flavorful connection and have a restriction that the two can't be bound at the same time.
I'll see what comes of this, but I guess I'll grant permission for use as The Adversary. Psionic blade, other abilities, the works. :smallcool:
Maybe have him known as "The Adversary" to binders of Magidin, but a different name to those who bind him. "The Adversary" could similarly have an alternate name for Magidin. Also, for the record, my name is the Italian word for book, not the astrological sign Libra with the last vowel swapped.

I'll bump this ^. It should be something that bespeaks of psionic might. Bonus points for Protoss/Starcraft stuff.
Azringul, if I'm allowed to suggest a name.


Also, maybe a tome dragon vestige, Librannon. He was a potent archmage/wizard/etc, and his spirit/power can be summoned from its rest in Bahamut's domain by those of good alignment in times of need. Died happily of old age after guiding/protecting/governing a (mostly) non-human city.

Thank you in advance ye who accept my most humble requests.

Zaydos
2016-10-06, 11:29 PM
I hereby grant permapermission, should anyone want to use it.


Fulmen Feles, the Gaea Machine

Fulmen Feles was a great cat-golem created by druids to house their spiritual totem, only to be destroyed when they discovered the nature of its creation.
Vestige Level: 6th.
Binding DC: 26.
Special Requirement: You may not bind Fulmen Feles if you are an aberration or not living.

Legend: Fulmen Feles is rumored to have been born in the early days of myth and legend. A druidic sect pressed by forces from beyond reality created a great totem of the cat spirit they served, offering prayers to it that it might protect them. The ongoing battle went poorly for the druids and enemies at the very gates of their sanctuary they turned to prayer. Lightning shattered through the roof and stroke the silver and copper totem.

The totem was not damaged, however, but came to life, bounding to the front lines of the fight, claws and teeth tearing through the aberrant beings. They tide of battle turned and the invaders were routed, fleeing back from the fledgling world. For years Fulmen Feles protected its realm, looking over the druids that had given it life and peace reigned. Yet the cat-totem was never ready to accept that peace ruled, always it warned that an evil still lurked within the shadows, that darkness still threatened to grow.

Its warnings fell on deaf ears, however. After all, no evil had shown itself in centuries of its warnings for vigilance. It was in this time of peace that one of the druids found the journal of one of those from the time of Feles’s creation, a journal talking about how they had been using heretical arcane magic to try and give life to the totem to create a weapon to protect the order. The druids confronted Feles about its origin but the cat-totem could not give an answer as to whether it was made by Nature’s will or through sorcery. The druids decided the latter and condemned Feles to destruction through having its animating essence siphoned out; if it was Nature’s will, and not blasphemy, they could learn it this way and attempt to make recompense to Nature.

Feles warned them once more that this would bring disaster, that only its presence was keeping the forces of darkness from gathering and striking. On the fourth day as they drained the great totem of its life, its warning made manifest. A lich, one who had in the past fought against the same otherworldly forces as the druids, attacked his army of vampires and undead feasting upon the druids. Feles rushed out then, more than half drained, closer to dead than alive, but the might construct attempted to strike down the lich only to be slain itself.

Still Feles had been worshipped as a god for centuries, even though its believers had turned against it. Feles’s life was therefore not easily extinguished, and a part of it lingered on even as the druids it had sought to protect were slaughtered, their elder race expunged. The only remnant the vestige Feles.

Manifestation: Fulmen Feles appears in his seal as a silver and copper cat before it begins to transform, its body shifting from feline to humanoid, a metallic man with eyes that glow and spark with electricity. He lacks external ears, his artificial nose merely a pair of nostril slits, his mouth bearing a forked tongue within. He speaks with an oddly mechanical voice in a near monotone.

Sign: Your flesh becomes semi-metallic, metallic components forming across your flesh.

Influence: While under Fulmen’s influence you must attack undead and aberrations preferentially in combat and may not associate with such creatures.

Granted Powers: Fulmen Feles grants you

Alt Mode: As a standard action you may transform between your normal form and the shape of a mechanical tiger. While in this latter form any magic items you are wearing that cannot be worn by a large cat are subsumed into your body but continue to function (and occupy their body slots). Any armor you wear alters to fit your new form. You cannot, however, hold items in your hands, or wield weapons. While in this form you gain a +4 bonus to Strength and Dexterity, a +10 ft bonus to your land speed, gain pounce, a pair of claw attacks (dealing 1d6 damage if medium sized), a secondary bite attack (dealing 1d8 damage if medium sized), and a pair of rake attacks (dealing 1d6 damage if medium sized) usable on a charge or a grappled foe at no penalty, and are a quadrupedal creature (this increases your carrying capacity and checks to resist trip and bull rush, but may reduce your reach if you are large or larger). Once you have transformed you may not change again for 5 rounds.

If your shoulders chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you gain an additional +2 to Strength and Dexterity while in this animal form, and the Improved Grab ability. You may only use the Improved Grab ability with your claws against creatures at least 1 size category below you.

Living Machine: Your type changes to Construct and you gain the Living Construct subtype. If you were already a Living Construct you lose that subtype becoming a true Construct, you retain your Constitution score, however, and do not gain bonus hit points as a construct. You must show Fulmen Feles’s sign to benefit from this ability.

Lightning Channeler: When you would be subject to an effect which deals electricity damage to you, you may, as an immediate action, redirect a portion of that energy towards another creature or object within 20 ft. This ability is used after you make your saving throw (if any), but its effects apply before energy vulnerability, energy resistance, or energy immunity. The electricity damage that the effect would deal to you (after the save, but before other abilities) is halved, and you may make a ranged touch attack against a creature or object within 20 ft which deals electricity damage equal to the amount of electricity damage reduced by this ability (1/2 what the effect would have dealt). The ranged attack granted by this ability does not provoke attacks of opportunity. Once you have used this ability you cannot use it again for 5 rounds.

If your hands chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so the range of your ranged touch attack granted by this ability is increased to 60 ft.

If your waist chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so this ability negates all electricity damage you would have been dealt and deals that much electricity damage to the target of your ranged touch attack.

Silver Claws: Metallic silver laces through your claws and fangs. Any natural weapon you possess which deals Slashing or Piercing damage is considered silver for the purposes of overcoming DR. This ability only functions when you show Fulmen Feles’s sign.

Speaker of the Woods: You gain the ability to speak Sylvan and to speak with plants (as if under the spell speak with plants).

Storm Claws: Your natural weapons deal +1d4 electricity damage. You may invest essentia into this ability as if it were an essentia receptacle, each point of essentia invested into it adds +1d4 to the electricity damage dealt by your natural weapons.

Wild Walker: Once per round you may ignore the movement reduction of a single square of natural difficult terrain. You may invest essentia in this ability as an essentia receptacle and may ignore an additional square each round per point of essentia invested into this ability.

If your feet chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you may ignore man-made difficult terrain and difficult terrain created by spells as if it were natural difficult terrain. You may not, however, ignore difficult terrain actively imposed by creatures (such as that created by a knight’s Bulwark of Defense ability).

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Steal Incarnum.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Fulmen Feles [General]
Your connection to Fulmen Feles grants you the ability to open a single chakra and bind power to it.
Prerequisites: Character Level 15+, Constitution 13+, Favored Vestige (Fulmen Feles), .
Benefit: When you bind Fulmen Feles you may select one of the hands, shoulders, or feet chakras. You gain a single chakra bind which can be used to bind a soulmeld (regardless of class), item, or vestige ability to the chakra selected and that chakra is considered open allowing you to bind things to it. If your effective binder level for Fulmen Feles is 21 or higher you may select the waist chakra as well. Once you expel Fulmen Feles you lose this ability until you bind Fulmen Feles again.

In addition as long as Fulmen Feles is bound you gain 2 bonus essentia.

khadgar567
2016-10-07, 01:44 AM
Fulmen Feles, the Gaea Machine


Fulmen Feles was a great cat-golem created by druids to house their spiritual totem, only to be destroyed when they discovered the nature of its creation.
Vestige Level: 6th.
Binding DC: 26.
Special Requirement: You may not bind Fulmen Feles if you are an aberration or not living.

Legend: Fulmen Feles is rumored to have been born in the early days of myth and legend. A druidic sect pressed by forces from beyond reality created a great totem of the cat spirit they served, offering prayers to it that it might protect them. The ongoing battle went poorly for the druids and enemies at the very gates of their sanctuary they turned to prayer. Lightning shattered through the roof and stroke the silver and copper totem.

The totem was not damaged, however, but came to life, bounding to the front lines of the fight, claws and teeth tearing through the aberrant beings. They tide of battle turned and the invaders were routed, fleeing back from the fledgling world. For years Fulmen Feles protected its realm, looking over the druids that had given it life and peace reigned. Yet the cat-totem was never ready to accept that peace ruled, always it warned that an evil still lurked within the shadows, that darkness still threatened to grow.

Its warnings fell on deaf ears, however. After all, no evil had shown itself in centuries of its warnings for vigilance. It was in this time of peace that one of the druids found the journal of one of those from the time of Feles’s creation, a journal talking about how they had been using heretical arcane magic to try and give life to the totem to create a weapon to protect the order. The druids confronted Feles about its origin but the cat-totem could not give an answer as to whether it was made by Nature’s will or through sorcery. The druids decided the latter and condemned Feles to destruction through having its animating essence siphoned out; if it was Nature’s will, and not blasphemy, they could learn it this way and attempt to make recompense to Nature.

Feles warned them once more that this would bring disaster, that only its presence was keeping the forces of darkness from gathering and striking. On the fourth day as they drained the great totem of its life, its warning made manifest. A lich, one who had in the past fought against the same otherworldly forces as the druids, attacked his army of vampires and undead feasting upon the druids. Feles rushed out then, more than half drained, closer to dead than alive, but the might construct attempted to strike down the lich only to be slain itself.

Still Feles had been worshipped as a god for centuries, even though its believers had turned against it. Feles’s life was therefore not easily extinguished, and a part of it lingered on even as the druids it had sought to protect were slaughtered, their elder race expunged. The only remnant the vestige Feles.

Manifestation: Fulmen Feles appears in his seal as a silver and copper cat before it begins to transform, its body shifting from feline to humanoid, a metallic man with eyes that glow and spark with electricity. He lacks external ears, his artificial nose merely a pair of nostril slits, his mouth bearing a forked tongue within. He speaks with an oddly mechanical voice in a near monotone.

Sign: Your flesh becomes semi-metallic, metallic components forming across your flesh.

Influence: While under Fulmen’s influence you must attack undead and aberrations preferentially in combat and may not associate with such creatures.

Granted Powers: Fulmen Feles grants you

Alt Mode: As a standard action you may transform between your normal form and the shape of a mechanical tiger. While in this latter form any magic items you are wearing that cannot be worn by a large cat are subsumed into your body but continue to function (and occupy their body slots). Any armor you wear alters to fit your new form. You cannot, however, hold items in your hands, or wield weapons. While in this form you gain a +4 bonus to Strength and Dexterity, a +10 ft bonus to your land speed, gain pounce, a pair of claw attacks (dealing 1d6 damage if medium sized), a secondary bite attack (dealing 1d8 damage if medium sized), and a pair of rake attacks (dealing 1d6 damage if medium sized) usable on a charge or a grappled foe at no penalty, and are a quadrupedal creature (this increases your carrying capacity and checks to resist trip and bull rush, but may reduce your reach if you are large or larger). Once you have transformed you may not change again for 5 rounds.

If your shoulders chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you gain an additional +2 to Strength and Dexterity while in this animal form, and the Improved Grab ability. You may only use the Improved Grab ability with your claws against creatures at least 1 size category below you.

Living Machine: Your type changes to Construct and you gain the Living Construct subtype. If you were already a Living Construct you lose that subtype becoming a true Construct, you retain your Constitution score, however, and do not gain bonus hit points as a construct. You must show Fulmen Feles’s sign to benefit from this ability.

Lightning Channeler: When you would be subject to an effect which deals electricity damage to you, you may, as an immediate action, redirect a portion of that energy towards another creature or object within 20 ft. This ability is used after you make your saving throw (if any), but its effects apply before energy vulnerability, energy resistance, or energy immunity. The electricity damage that the effect would deal to you (after the save, but before other abilities) is halved, and you may make a ranged touch attack against a creature or object within 20 ft which deals electricity damage equal to the amount of electricity damage reduced by this ability (1/2 what the effect would have dealt). The ranged attack granted by this ability does not provoke attacks of opportunity. Once you have used this ability you cannot use it again for 5 rounds.

If your hands chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so the range of your ranged touch attack granted by this ability is increased to 60 ft.

If your waist chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so this ability negates all electricity damage you would have been dealt and deals that much electricity damage to the target of your ranged touch attack.

Silver Claws: Metallic silver laces through your claws and fangs. Any natural weapon you possess which deals Slashing or Piercing damage is considered silver for the purposes of overcoming DR. This ability only functions when you show Fulmen Feles’s sign.

Speaker of the Woods: You gain the ability to speak Sylvan and to speak with plants (as if under the spell speak with plants).

Storm Claws: Your natural weapons deal +1d4 electricity damage. You may invest essentia into this ability as if it were an essentia receptacle, each point of essentia invested into it adds +1d4 to the electricity damage dealt by your natural weapons.

Wild Walker: Once per round you may ignore the movement reduction of a single square of natural difficult terrain. You may invest essentia in this ability as an essentia receptacle and may ignore an additional square each round per point of essentia invested into this ability.

If your feet chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you may ignore man-made difficult terrain and difficult terrain created by spells as if it were natural difficult terrain. You may not, however, ignore difficult terrain actively imposed by creatures (such as that created by a knight’s Bulwark of Defense ability).

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Steal Incarnum.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Fulmen Feles [General]
Your connection to Fulmen Feles grants you the ability to open a single chakra and bind power to it.
Prerequisites: Character Level 15+, Constitution 13+, Favored Vestige (Fulmen Feles), .
Benefit: When you bind Fulmen Feles you may select one of the hands, shoulders, or feet chakras. You gain a single chakra bind which can be used to bind a soulmeld (regardless of class), item, or vestige ability to the chakra selected and that chakra is considered open allowing you to bind things to it. If your effective binder level for Fulmen Feles is 21 or higher you may select the waist chakra as well. Once you expel Fulmen Feles you lose this ability until you bind Fulmen Feles again.

In addition as long as Fulmen Feles is bound you gain 2 bonus essentia.
this kitty vestige feels like ashamane from warcraft tiger with armored claws figthing ancidient war end up workshiped by druids

Segev
2016-10-07, 07:33 AM
Segev, Who Escaped Death

Segev was a powerful necromancer whose fear of mortality was so great that even a lich’s undeath, or god’s immortality, was too fragile in his mind.
Vestige Level: 5th.
Binding DC: 25.
Special Requirement: You may not bind Segev within sight of any dead bodies or unintelligent undead.

Hey! Cool! Thanks!

I especially like the Arch-Necromancer's Glare, thematically. I might suggest re-wording it something like this, though: "Though this is neither mind-affecting nor a fear effect, but rather a stultifying grip of your superior necromantic will, bonuses and penalties (but not immunities) which apply to fear effects apply to the saving throw against this ability."

Tearing open rifts of negative energy to slay victims and transform them into amalgam-shadows also looks like a lot of potential fun.


And the Sign is a nifty one. Very stylish.

khadgar567
2016-10-07, 07:44 AM
you know segev your vestige reminds me the ainz ooal gown from overlord master of dark magics lich kinda makes me want to make a lesser vestige put fallen angel cohort and may be give it some way to turn into initiator for short duration

Segev
2016-10-07, 07:49 AM
you know segev your vestige reminds me the ainz ooal gown from overlord master of dark magics lich kinda makes me want to make a lesser vestige put fallen angel cohort and may be give it some way to turn into initiator for short duration

I watched the Overlord anime; it was entertaining. If he gets a fallen angel ally later, I am not familiar with that part of the story.

Ainz is hilariously overpowered, which is part of the fun. :)

khadgar567
2016-10-07, 07:54 AM
I watched the Overlord anime; it was entertaining. If he gets a fallen angel ally later, I am not familiar with that part of the story.

Ainz is hilariously overpowered, which is part of the fun. :)
not watched it but albedo (fallen angel) is basicly available from start of the series so in the d&d terms she is cohort from get go around 3r level and on

Segev
2016-10-07, 08:05 AM
not watched it but albedo (fallen angel) is basicly available from start of the series so in the d&d terms she is cohort from get go around 3r level and on

I keep forgetting she's technically a fallen angel.

khadgar567
2016-10-07, 08:44 AM
I keep forgetting she's technically a fallen angel.
yeah bunch of folks think her as succubus so here is my take on you mate enjoy


Segev the dark lord
Binding dc16
Sign binder becomes calm in any situation never showing any emotion
Manifestation instead of segev goth maid appears in circle
Granted abilities


Fallen angel cohort segev teaches you to how to charm even the angels them selfs you gain angel cohort with minus one level adjustment your leadership score equal to your character level plus double of your charisma your angel cohort stays even when you dont bind the segev the dark lord
Aspect of sorcerous king segev shows you the nuances of magic allowing you to cast spells while binding segev you gain sorcerer spellcasting
Perfect warrior segev shows how to temporarily rewire your brain so you can become warior for short time you gain martial initiation for five turns for three disciplines of your choosing
Sharknado segec shows you the how to conjure mighty sharknado ( need help for spell and its description)


Name: Sharknado
School evocation
Level: 9th
Components: none
Casting Time: swift action
Range: 100 ft
Target: 60ft circle
Duration: 10 round
Saving Throw: none( want to put dex but no)
Spell Resistance:no
Descriptive text:A spell that invokes a tornado (100 meters high and with a 60 feat diameter). Within the tornado lie 6 meter long sharks waiting to devour anyone unlucky enough to be sucked inside.

Segev
2016-10-07, 08:57 AM
*cracks up*

I had also forgotten Ainz's Sharknado. It was a stitch when he cast that.

khadgar567
2016-10-07, 09:05 AM
*cracks up*

I had also forgotten Ainz's Sharknado. It was a stitch when he cast that.
its in the wiki that means it's legit but I dont know what happens when you give 1lvl pc 9th level aoe might make mess if you send me fluff you want ı update my post with it.

Segev
2016-10-07, 09:47 AM
The simple answer is to make the Vestige an 8th level Vestige. Then it's still probably too strong, given that a 15th level binder can cast that 9th level spell, but it's straight-forward enough. And straight-up damage spells are kind-of the weakest 9th level spells out there.

khadgar567
2016-10-07, 09:52 AM
The simple answer is to make the Vestige an 8th level Vestige. Then it's still probably too strong, given that a 15th level binder can cast that 9th level spell, but it's straight-forward enough. And straight-up damage spells are kind-of the weakest 9th level spells out there.
nah I prefer give binder some thing strategic like tactical nuke for the TPK reasons or just to flip bird on someone piss him or just make the opponent understand its kinda futile to disagree with you
its abuse able but any sane player gonna ant use it carefully or dm can easily pull tartaresque on team

Val666
2016-10-07, 10:10 AM
:v


Exoviach, The First Gauna (Extra Anchovies)

Exoviach was an alien being that was sent to the Material Plane to propagate an undead infestation as a test for an upcoming invasion from the Daelkyr.

Vestige Level: 8th
Binding DC: 35
Special Requirements: Yes

Legend: The Daelkyr from the plane of madness, Xoriat, decided to test a new experiment on the material plane to create an even stronger army than the aberration. They always had an interest in undead but their weaknesses were many and it was harder to create sentient, useful undead than mere spawn or mindless minions. One Daelkyr named Bel’Garash had an idea, he with other architects of his kind created a new type of symbiont with undead cells implanted. They named this new creation Exoviach and after some tests it was sent to the Material Plane.

None of the Daelkyr got the results they were expecting. The basic function of symbionts requires a host and to share it’s body properly, they may have some disputes about their actions but in the end convivence is doable. Not in the case of Exoviach. The first thing the Daelkyr seers witnessed was the small symbiont crawling, looking for a host when it sensed something. A small girl was running from a thief, probably a rapist, and she felt next to the symbiont. The girl took a look with surprise at the tiny creature, seconds later, the symbiont tried to attach to the girl's eye and that was the moment when the Daelkyr stood surprised. Instead of attaching, the symbiont started to crawl inside the girl skull burrowing through her brain into her spine. It attached to the girl’s spine and the thief finally arrived. What he thought it would be a pleasant “treat” turned into horror in a second. The Daelkyr tried to communicate and take control of their creation, but it was hopeless, it had developed a conscious, much stronger than just an “ego”.

Exoviach continued to jump from host to host, trying to find a suitable body until one day he found a cleric named Roghen. When the symbiont managed to gain control of the cleric’s body, it used it’s necromantic powers, which were empowered by the symbiont, to raise armies of undead and started to ravage the continent. After 1 month, ⅔ of the Material Plane surface was corrupted with undead. The Daelkyr denoted Exoviach with a new type named Gauna which was a living being with all the benefits of undead but not the vulnerabilities.

An army was formed from the alliances of the remaining kingdoms in the world and with the aid of demigods they destroyed the undead plague and in the end, Exoviach. They thought the nightmare was finally over and the Daelkyr returned to their experiments when the symbiont was destroyed, but the gods of death saw an interesting opportunity to create a never ending undead propagation method.

Special Requirement: The Binder must be a living creature. You must consume raw meat the size of a fist from a creature of your race during the summoning. Exoviach’s special requirement cannot be ignored.

Manifestation: A white wormlike creature of small size erupts from the seal, seeking a living host to attach with. As it comes closer to the Binder, spines start growing from the worm’s body and the host starts hearing bizarre, maddening whispers. Then the symbiont crawl into the host spine and attaches dealing half the Binder’s maximum hit points in damage. (If the host dies from this damage, Exoviach returns to its realm. The host was not worthy enough.)

Sign: Your voice becomes guttural, hard to understand. Exoviach’s sign cannot be suppressed.

Influence: While bound to Exoviach you must consume another 12 pounds of raw meat from a creature of your own race during a 24 hours period. Exoviach cannot be expelled and it’s influence is so strong that if the raw meat has not been consumed during the binding period, it must be consumed within 24 hours after the binding ends or the Binder won’t be able to bind Exoviach for a week.

Granted Powers: Exoviach increase the capability of the host, adding offensive and defensive powers, a way to adapt against harm and undead controlling abilities.

Gauna: You gain the “Unliving” subtype. While bound to Exoviach any other kind of food apart from raw meat of a creature from your race becomes nauseating.

Unliving Subtype: You gain undead traits while remaining alive. You gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage. You still need to eat (raw meat) and breath, but the amount of time you can hold your breath increases enormously. You don’t need to sleep or rest except to regain spells.

Symbiotic Exoskeleton: An exoskeleton grows from within you spine, covering your body with bone made plates of armor. You gain immunity to critical hits, sneak attacks, stuns and nonlethal damage. It grants you DR 15/Byeshk. You gain fast healing 5. You gain a pair of claw attacks that deal 2d6 damage + Str mod and infect your target with Gaunic Disease and a bite attack that deals 1d10 damage + Str mod and causes a negative level (Fort DC 10 + Binder level/2 + Cha mod.)

Gaunic Diseas: Will DC 10 + Binder level/2 + Cha mod. The symbiont infest the target body, trying to corrupt it’s soul and rot it’s body. On a failed save the target takes 10 points of damage for 1d4+2 rounds. If an infected target dies, it raises as an undead of it’s kind 1d4 rounds later under your control. The maximum number of Undead HD you can raise with this ability is your HDx6 and you can raise an unlimited number of HD with this ability (Example: Killing a Dragon won’t limit you from rising it with this ability because of HD).

Roghen’s Will: You can cast Animate Dead with a Cleric level equal to your Binder level. The maximum number of HD you can control is equal to your HDx4 and you can raise a maximum of HDx3 HD’s of undead with a single cast of Animate Dead (As if you had the Deathbound Domain). You must wait 5 rounds to use this ability again.

Necrotic Adaption: Whenever you are subject to special abilities from a specific kind of magic (Divine, Arcane, Psionics, Vestiges, Infusions, Soulmelds, Truespeech, etc..you get it) you gain Necrotic Adaption “(Magic that affected you)“ for 1 round. During that round you can’t be affected by that type of magic. You can gain multiple forms of Necrotic Adaption but just once for every kind of magic every 5 rounds.

http://static.comicvine.com/uploads/original/11115/111151927/4743412-1.png

khadgar567
2016-10-07, 10:23 AM
:v


Exoviach, The First Gauna (Extra Anchovies)
<snip>

okay undead creating exoskeleton armor granting symbiote is odd choice for our resident martial expert but i advice focus on symbiote and shape it around like scrab from blue beetle were you have symbiotic armor with some additional power but I dont thing blue beetle has necromancy powers hell scrab basicly hates them

Zaydos
2016-10-07, 03:25 PM
I'll bump this ^. It should be something that bespeaks of psionic might. Bonus points for Protoss/Starcraft stuff.
Azringul, if I'm allowed to suggest a name.


Also, maybe a tome dragon vestige, Librannon. He was a potent archmage/wizard/etc, and his spirit/power can be summoned from its rest in Bahamut's domain by those of good alignment in times of need. Died happily of old age after guiding/protecting/governing a (mostly) non-human city.

Thank you in advance ye who accept my most humble requests.

This is not a request thread :smalltongue: Besides both vestiges and saints don't get to live long and die peacefully. Well at least not saints of Bahamut. One does not simply die peacefully into Valhalla Bahamut's palace, one must carve their way with axe and sword claw and breath through the waves of their foes...

Or I'd say that except the Bahamut part ended up lost when I started actually writing the legend, and I think I replaced Bahamut with Morradin for some reason :smallconfused:

Also at some point I should have mentioned counterspelling battles with one of the red dragons or something to explain his Aid/Oppose Magic abilities, oops.



Librannon, the Protector Sage (Libro)

Librannon is in truth not a vestige but a dragon who laid their life down in the service of a dwarven citadel and was beautified in death for it, however he allows himself to be bound through pacts much like a vestige.
Vestige Level: 3rd.
Binding DC: 20
Special Rules: Librannon is not truly a vestige but a draconic saint. They may only be bound by Lawful Good, Lawful Neutral, and Neutral Good characters; if they are bound by a character whose alignment changes permanently from these three alignments Librannon is immediately unbound, if the alignment change is temporary (Morality Undone for example) they are not unbound but become suppressed for the duration.
Special Requirement: Possess the dragonblood subtype or be a dwarf.

Legend: Librannon was a tome dragon and an oddity for his species, caring for this concept of ‘Good’ more than the pursuit of knowledge, more than uncovering the Truth of Reality. He spent his days not in dedicated study of reality and the nature of magic, but in the observation of those incredibly short lived creatures called dwarves.

Librannon kept himself separate from the hard working, fortress dwellers watching from afar, until one day he say an aged dwarf about to be attacked by a pack of worgs. He took fight, a loud sonic burst from his elemental breath scattering the worgs as the dragon landed coming to the dwarf’s rescue. A few weeks later Librannon saw something that surprised him. Someone had left a statue, about the size of a dog, in the form of a tome dragon, marvelously made with silver leaf coating it and giving it a metallic shine. Librannon took to watching that site with particular interest, lingering at that particular fortress even as rumors and stirrings of war whispered up from the valleys.

Taking on dwarven form Librannon began to mingle with the dwarves of the fortress claiming to be a traveler from afar. He found himself accepted, his knowledge of the clan he chose just enough to allow him to slip within and not be caught easily even by others of the clan. Still rumors of war came, of orcs mobilizing in unheard of numbers, of the red dragon, Gilgash, declaring himself tyrant of the lands to the west of the Dragon Ridge Mountains.

Still Librannon lived in peace, learning from the dwarves the science of engineering, and the arts of craftsmanship. He found their great libraries, not places of arcane knowledge, but repositories of the history of the dwarves, back to the time of Pnakost and his Empire, some fragments dating back further to the days when ‘the tyrants from beyond’ had ruled the worlds, and even a few ancient scraps that told of the days of the Loss when magic lay wounded and tattered across the Three Worlds. Librannon absorbed himself in dwarven culture so much he missed their gearing for war until it was almost too late.

The orcs came, led by half-bloods with their fierce claws and fiery breath, spearheaded by trolls, ogres, and hill giants subverted to the red dragon’s cause. The fortress dwellers refused to flee. A city-fortress thousands strong they were still hopelessly outnumbered, hundreds of thousands of orcs clambering up towards the pass, but to flee would mean to leave the other fortress cities beyond defenseless, to stand was to buy them the time to hopefully flee from the onrushing horde.

At first Librannon was hesitant to act. He was a dragon, it wasn’t his place to stand by the dwarves and fight to save them, but to learn, to study, to live to write down their histories once more so the memory of them would not vanish. Librannon prepared himself to flee, packing his goods, and stopping when one of the dwarves of his adopted clan asked him to please gird himself with his spells of battle, the fight was soon to begin. Librannon hesitated, and knew that no dwarf would flee this fight, not one that could still call himself a dwarf afterwards. That was when his fellow said something that stunned Librannon and left him utterly flummoxed, the dwarf asked why when a dragon’s horde was at the gate of the fortress its own dragon would be readying to flee.

Librannon stopped. How long had the dwarves known that he was a dragon, how long had his ruse been seen through? Yet they had said nothing. They had left other, smaller, tributes in his honor at the same site he had saved that first dwarf, treating him almost like a patron protector even though after the first he’d never taken them back to his, now long abandoned, hoard. Shedding his humanoid guise the dragon did at last begin to gird himself for war. Looking across the battlefield he knew as well as the dwarves he was preparing to fight alongside it was a hopeless fight, but fight it he would.

He launched a series of harrying attacks upon the horde, weathering their arrows the best he could, but he could see it in the distance a flight of dragons headed towards him, a wing of red dragons. Gilgash’s forces were not mere humanoids, the would be tyrant had even bent his fellow dragons to his will, had united his children and their children under his banner, and a sight which would strike terror into any heart was born, an army led by red dragons, an army of their twisted spawn, led by full grown draconic overseers.

Librannon warned the dwarves that they were doomed, that they could not hold the pass for a day, that the dragons would tear down the walls of their fortress and the horde would overrun them. The dwarves told Librannon the simple fact, it was already too late to flee. Librannon teleported those children he could to what safety he could, and hesitated. He could teleport back, he had just enough magic to return there and stand beside those he’d spent years with, or he could flee. He could turn his back on the fight, and… He began to rationalize that he could watch over the children, that he could do more good fleeing and staying alive to help and fight on other days. Yet something in him would not let him. He teleported back to the fortress, ready for his final battle.

The battle ended as any there could have predicted. The dwarves were slaughtered to a man, and those not slain were placed in chains, to build the weapons and armor for Gilgash’s horde. Librannon’s body, fallen atop a red dragon slain in battle, was stripped of scales, before it was ritualistically desecrated, the meat fed to the trolls of the army, the bones used to make weapons.

Still Librannon’s soul did not pass on to the halls of Chronepsis as is normal for the contemplative tome dragons, or even to Bahamut’s crawling palace which makes its way across the lower slopes of Mount Celestia. No, the dragon did not become a mere petitioner in a draconic god’s realm, but was blessed by the gods of the dwarves for his service to their people, and found himself within the halls of the dwarven gods.

Manifestation: The surface of the right side of the seal rises up and folds over onto the left side. Within the revealed space pages are shown and the pages begin to swiftly turn from the right side to the left, the form of a tome dragon (Dragon #343) appearing to flicker into existence above the book.

Sign: Long, fine white hair grows from the sides of your face and the sides and back of your neck. If cut the cut off pieces vanish and the mane regrows swiftly.

Influence: While under Librannon’s influence you consider the written word sacred and cannot deface a book nor allow it to be defaced. In addition you may not intentionally cause lethal damage or Constitution damage to, or kill, a dwarf.

Granted Powers: Librannon grants you the power to assist and oppose spellcasting, knowledge of dragons, his elemental breath, and a host of divinatory powers.

Aid Casting: As a standard action you may assist the spellcasting of a willing creature within 30 ft. The next spell they cast within 1 round gains a +2 bonus to its caster level, but its duration is reduced to 1 round/binder level you possess and cannot be increased beyond that (this does not change a spell’s duration if it is already less than this duration). This bonus increases by +2 per 6 binder levels you possess beyond 5th (+4 at 11th, +6 at 17th) to a maximum of +10 (at 29th). If the creature casts an arcane spell spontaneously they may choose to forgo this bonus to negate the increased casting time for a metamagic enhanced spell and reduce the level increase due to metamagic (other than Heighten Spell) by 1 per +2 bonus to CL they gave up; the cap to the spell’s duration, however, remains. Once you have used this ability you cannot use it again for 5 rounds.

Librannon’s Lore: When making a knowledge check that pertains to dragons, the activities of dragons, dragonblooded individuals, the history of dragon-kind, a draconic deity, the church of a draconic deity, dragon slayers/hunters, or other draconic information, or knowledge check that pertains to dwarves, the history of dwarven kind, dwarven individuals, dwarven religion, or culture, or other dwarven information you may make a Librannon’s Lore check. This is a check against the same DC with a bonus of your Effective Binder Level plus your Charisma modifier plus any bonuses which apply to all Knowledge checks or Charisma based skill checks you may make.

Elemental Pellet: You may launch a pellet of elemental energy out from you hand or mouth. This pellet flies out to a range you specify up to 10 ft per binder level and explodes in a 5 ft radius burst of elemental energy. When you use this ability choose air, earth, fire, or water. The explosion deals 1d4 damage per binder level with the type of damage dealt determined by the chosen element. Air deals sonic damage, earth deals piercing damage, fire deals fire damage, and water deals nonlethal bludgeoning damage. No matter what variety of damage dealt a Reflex save halves it, and if you select earth or water DR applies but it overcomes DR as magic, good, and law.

Oppose Casting: As an immediate action you may attempt to oppose another creature’s magical power when they cast a spell or use a spell-like ability. The caster (or user of the spell-like ability) must be within 5 ft per binder level. When you use this ability roll 1d20+your binder level against DC 5, the triggering spell or spell-like ability has its caster level reduced by 1 + 1 per 5 points your result was above the DC, if this reduces its caster level to 0 the spell is countered. In addition its save DC is reduced by ½ the amount that its caster level was reduced, rounded up. Once you have used this ability you must wait 5 rounds to use it again.

Read from Chronepsis’s Library: While Liberron is bound you may use Detect Magic as a spell-like ability at-will. In addition you gain access to an array of divinatory powers usable a limited number of times per day. Expelling and rebinding Liberron does not reset this daily limit. You may use one of the following spells as a spell-like ability 1/day: Comprehend Languages, Detect Poison, Detect Secret Doors, True Strike. If your binder level is 4 or higher you may also use one of the following spells as a spell-like ability 1/day, or you may instead use one of those from the previous list an additional time: Detect Thoughts, Locate Object, See Invisibility. If your binder level is 8 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day: Arcane Sight, Clairaudience/Clairvoyance, Tongues. If your binder level is 12 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Arcane Eye, Detect Scrying, Divination, Locate Creature, Scrying. If your binder level is 16 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Commune, Prying Eyes, Quickened (spell from the first list), Telepathic Bond, and True Seeing. If your binder level is 20 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Analyze Dweomer, Greater Scrying, and Legend Lore (must have a casting time shorter than your remaining time before your pact comes undone). Caster level for these spell-like abilities equals your Binder level, and they maintain their normal casting times as spells instead of becoming a standard action.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Magic Insight (Dragonfire Adept invocation).

With (Improved) Bind Vestige: If bound through the use of Improved Bind Vestige Liberron grants you the Aid Casting ability. If Practiced Binding is also used Liberron also grants Read from Chronepsis’s Library.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Liberron [General]

Prerequisites: Dragonblood or dwarf, Favored Vestige (Liberron).
Benefit: When you bind Liberron his elemental pellet ability deals 2d4 damage per effective binder level. In addition he grants you an additional ability listed below.

Conjuration of the Platinum Palace: While Liberron is bound you gain access to an array of conjuration powers usable a limited number of times per day. Expelling and rebinding Liberron does not reset this daily limit. You may use one of the following spells as a spell-like ability 1/day: Mage Armor, Mount, Summon Monster I, Unseen Servant. If your binder level is 4 or higher you may also use one of the following spells as a spell-like ability 1/day, or you may instead use one of those from the previous list an additional time: Glitterdust, Summon Monster II, Summon Swarm. If your binder level is 8 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day: Sleet Storm, Summon Monster III. If your binder level is 12 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Dimension Door, Secure Shelter, Summon Monster IV. If your binder level is 16 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Cloudkill, Teleport, Summon Monster V, Wall of Stone. If your binder level is 20 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Plane Shift, Summon Monster VI, and Wall of Iron. Caster level for these spell-like abilities equals your Binder level, and they maintain their normal casting times as spells instead of becoming a standard action. In the case of all summon monster spells used this way you may only summon Good and Lawful creatures which are not Chaotic or Evil (i.e. Lawful Good, Lawful Neutral, and Neutral Good).

Zaydos
2016-10-07, 03:28 PM
Hey! Cool! Thanks!

I especially like the Arch-Necromancer's Glare, thematically. I might suggest re-wording it something like this, though: "Though this is neither mind-affecting nor a fear effect, but rather a stultifying grip of your superior necromantic will, bonuses and penalties (but not immunities) which apply to fear effects apply to the saving throw against this ability."

Wanted to leave fear immunity (but not mind-affecting since undead are always immune to that) as an option, so you couldn't use it on an undead binder, or a necropolitan paladin :smallconfused: (actually there's a fair number of ways to pick up fear immunity, usually, though, it's just gained through immunity to mind-affecting). That said if I was going to rework it so fear immunity didn't help I'd make it not get any bonuses or penaltie that apply to fear effects, but possibly grant +1/2 turn resistance since ultimately it's based upon Rebuke Undead (which makes undead cower).


Tearing open rifts of negative energy to slay victims and transform them into amalgam-shadows also looks like a lot of potential fun.

And the Sign is a nifty one. Very stylish.

Thanks. Signs are hard.

Grand Arbiter
2016-10-07, 04:48 PM
-snip-
_ _
• •
-O



AWESOME!!!!!

Thank you.


This is not a request thread :smalltongue: Besides both vestiges and saints don't get to live long and die peacefully. Well at least not saints of Bahamut. One does not simply die peacefully into Valhalla Bahamut's palace, one must carve their way with axe and sword claw and breath through the waves of their foes...
Yeah, bad wording on my part. Survey says I need to stop posting late at night so I make more sense and can actually proofread what I type. :smallredface:


Or I'd say that except the Bahamut part ended up lost when I started actually writing the legend, and I think I replaced Bahamut with Morradin for some reason :smallconfused: The story is splendid, and works far better than what I had suggested.


For anybody wondering, the origin of my name,
I was pondering some details for a self-made D&D campaign setting (still in the works), and decided I wanted a dragon wizard/mage/sorcerer as one of the characters that players may meet. Like Elminster or Mordenkainen in their respective settings. One of the few details I had was that he would be really into books and have a vast library...

Dragon names are usually long and complex, but I wanted something short that others could call him easily.
I eventually decided to use a word I had learned in my Italian classes at school - Libro (book).

When I signed up for the forum, I decided to adopt his moniker as my own.
Said dragon's name eventually expanded to Librannon.:smallbiggrin:

At some point I should actually see about making that setting... (and this will certainly find its way in there)

Zaydos
2016-10-07, 04:59 PM
As a note the setting I took Gilgash and his invasion of the Dragon Ridge Mountains from (it was something that had happened ~100 years ago in game), also included an arcane college where one of the highest ranking dignitaries and librarian was a Tome Dragon. They only showed up once (were intended as a potentially recurring character), but they did have a name, and were one of the premiere mages in either the high elven kingdom or the Hallowed Empire (which was most things East of the Dragon Ridge on the world of Alli'ur* and ruled by a Gold Dragon whose existence as emperor of a humanoid empire was a large part of how Gilgash rallied his fellow dragons behind him**).

*The setting was called the 3 Worlds and had 3*** overlapping Prime Material Planes, Alli'ur had reversed rotation for some reason, dinosaurs, and two great wyrm dragons preparing to go to war, there was also Generic Fantasy Land, and !Japan.

**The other part was that he was chosen by Tiamat as consort and had sired the first purple dragon.

***There was actually a 4th one but it was sealed away because illithids are scary.

Grand Arbiter
2016-10-07, 05:19 PM
I think I skimmed through it once... I'll need to take another look when I have more time.

Extra Anchovies
2016-10-08, 12:25 AM
Exoviach, The First Gauna (Extra Anchovies)

Undead, Xoriat, apocalyptic manga references... I like it. Very creepy, very fun, and seems in a pretty good spot balance-wise for an 8th-level vestige. The adaptive magic immunity is an especially cool ability.

That being said, 12 pounds is a huge quantity of food. Most people don't even eat half that much in a day. :smalleek:

Vestiges normally have to be summoned within one minute of their seal being drawn, and special requirements usually take a bit of effort but aren't too grueling. I feel like it'd be better to keep the flesh consumption where it is for the influence, but bring it down to a mouthful or two of the stuff for the special requirement. Maybe add the Scavenging Gullet feat from Lords of Madness as another granted power, so the binder can meet the influence's requirements in lieu of eating normal meals.

Zaydos
2016-10-08, 03:38 AM
Bind Red Fel “the First Baatezu” (https://www.youtube.com/watch?v=PQj8xOknzKc) [Epic Vestige] (Red Fel)
The first Law infused larvae that evolved into a new race upon Baator to lead the coalition to seal the growth of the native lifeforms only to later be cast down by his lieutenant. Red Fel grants his binder…
Prerequisites: Ability to bind 8th level vestiges, Knowledge (the Planes 30 ranks), Lawful Evil alignment, special.
Special: To learn to bind Red Fel “the First Baatezu” one must find his ‘tombstone’ in Nessus and touch it. His tombstone is merely an indestructible block of Baatorian green steel which serves Asmodeus as a reminder of the older power waiting for him to fall, and is kept hidden away by the Lord of the Nine.
Benefit: You may bind the epic vestige known as Red Fel “the First Baatezu”.
Legend: Stories tell about how Asmodeus, the heroic general of Heaven, came to Baator and found it empty and featureless. Of how the gods of Law and Good forged with him the Pact Primeval. Stories the gods deny. Stories the tanar’ri deny. Stories from one source and one source alone, Asmodeus (see Fiendish Codex II which admits to being part propaganda).

Asmodeus lies.

Even ignoring the source it makes no sense. It requires 16 of the Outer Planes in their extant forms before Baator develops. It states he was given the pact to fight the tanar’ri but the great war against the Queen of Chaos, the last time the tanar’ri threatened the Upper Planes, was a war fought against the obyriths (see Fiendish Codex I). It is, in fact, wholly inconsistent with every other source of planar lore.

What else would one expect of Asmodeus’s propaganda to deceive the Clueless natives of the Prime?

So what then is the truth? What is the dark of Asmodeus’s rise? That is harder to say. Older sources claimed Asmodeus was one of the Twin Serpents of Law who made the Outer Planes into the Great Wheel that they are, who defined reality from the Primal Chaos, but who then fought over which was better Good or Evil and became Jaziren and Asmodeus, the latter believed dead and secretly plotting, no arch-fiend in truth but the strongest of the Greater Powers, greater than any save an overdeity (see Guide to Hell). Of course this too traces back to Asmodeus.

This too makes no sense. If Asmodeus had such power that the gods themselves could not rival it, why does the Blood War continue when he could complete his plan in an instant by uniting with the Abyssal forces? If he had such power he would prove victorious in the final confrontation when all those who could truly oppose him were gone. No, Asmodeus fears such an alliance too much, the power he strives for is less than that of overdeity even if his ambition made whole would see the world reformed (see 4e and his ascension to Lesser Deity).

Again Asmodeus lies.

Maladomini still houses signs of pre-Baatezu inhabitation of Baator, of beings that predated Asmodeus himself, where even pit fiends fear to tread (see Planes of Law). Sightings of these creatures have happened in the caverns of Malbolge when it was still in its natural form (see Hellbound), before Asmodeus transformed it into its current fleshy hell (see FCII) and there are whispers he did this for fear of the beings that dwelled within. Even the nupperibo which Asmodeus claims to be a form of punishment and demotion alone (see FCII) are able to spontaneously and naturally occur and can even begin to develop into more powerful forms outside of the Baatezu hierarchy (see Tales of the Infinite Staircase).

So if Asmodeus lies (and transparently at that), where can one look for the truth.

One could search these sites that terrify the greatest fiends of Hell. One could turn too to the yugoloths, fiends so old that they may be the first denizens of the Lower Planes, said to have been made by the baernoloths themselves. These fiends have ancient records, records that they claim date back to the very creation of the Baatezu and Tanar’ri both. The yugoloths claim in these secret records sealed so that others may not read them, that they expunged from themselves Law and Chaos and placed these taints into the larvae of the Gray Waste and then herded them across the planes to Baator and the Abyss respectively and these twisted and tainted larvae transformed into the Baatezu and Tanar’ri both (see Hellbound), and that these new fiends filled with the energy of the yugoloths overthrew the older races native to those planes.

This could be true, but the yugoloths lie.

If you say something to the extent of ‘Yet this is their secret lore stolen at extreme risk from the depths of Gehenna, not like the tales of the Pact Primeval which can be traced to Asmodeus’s active volition to spread it’ you are naïve and a fool. The ‘loths are cunning, if the information was stolen from their archives more likely than not they wanted it stolen.

So again none can say the truth of things. Yet there is evidence of a truth. Deep within Nessus there is a tainted and indestructible block of green steel. Some sages claim it is the last mark of the former Lord of the Ninth that Asmodeus struck down to usurp his throne. Those who touch the block can feel the presence of the fallen Overlord, can feel his essence wrapping them around, asking for entry within. Those who allow it access find themselves overwhelmed, their mortal forms unworthy conduits for one who (at least claims) to have ruled hell itself.

Those whose souls are steadied with experience, masters of pact magic, can sometimes survive the ordeal, can bend the soul to their will. It is from the images and fragments that these have seen that the entity’s, that Red Fel’s, story of Asmodeus’s birth is derived.

Red Fel was the first of the larvae driven to Baator by the ‘loths to transform from larvae to something more and he knew it was wrong. There was no Order here, no Structure, simply random mutation. Simply CHAOS. He selected three larvae, and he gave them forms almost like onto his own, forms that could pass for angels of the Heavenly realms. He gave them names as well, names to bind them in their forms, and they were Beelzebub, Gargoth, and the least of the three Asmodai.

With these three he set about dividing the larvae, and ordering them, giving them shapes and form. He crafted the first pit fiend, the first cornugon, gelugon, and so forth, overseeing each one, but he senses something that could threaten his power, something ancient that still stirred within the planes they had found. Where the three Red Fel had created were want to ignore the near mindless nupperibo which had preceded them on the plane, Red Fel was deeply concerned by them.

He assigned Gargoth to investigate them, Beelzebub to watch over the creation of the Baatezu, and Asmodai, the least of his generals, to act as relay between the three. It was during this time that Red Fel discovered many things. He learned that Baator drew the souls of those who held Law and Evil deep in their hearts, he learned that it drew them by nature into the depths of Nessus, and how to divert that flow. Thus Red Fel created the first lemure not made from the tainted larvae. Red Fel learned too that these souls the plane absorbed naturally became nupperibo, and that there was something else there, powerful beyond fathoming, but disinterested now with reality. He called them the Dreaming Powers, mortals call them the Ancient Baatorians.

Red Fel knew that these Dreaming Powers would not forever ignore him and his, after all if he was to begin siphoning away the powers that spawned their young they would eventually take notice, and without an influx of souls the Baatezu were doomed to stagnation and destruction. Girding himself and his legions for battle Red Fel led the arch-fiends of his creation, Asmodai, Beelzebub, Gargoth, Dispater, Mephistopheles, and others now lost, into the very depths of Nessus. There Zargon, Keeper of the Pit, rose up to stop the would-be conquerers of Hell. As Gargoth, Beelzebub, and the lion’s share of the arch-devils fought with Zargon and the still adolescent Baatorians that served him, Red Fel and Asmodai pressed deeper.

In the very depths of Hell, Red Fel spoke to Baator itself and forged the Pact Primeval with it. Not a pact with the gods of Good as to the allocation of the souls of the damned, after all that’s ridiculous, the Powers do not allocate where souls go unless they pledged to them in life it is observable fact only a Clueless would believe otherwise. Instead it was a pact with Baator, a pact to increase its influence in exchange for dominion over it. Forged from the green hellsteel of the Plane, Red Fel readied to sign the pact when Asmodai struck him from behind. As Red faltered for a moment, Asmodai signed the pact with the Overlord’s own blood and the power of Baator filled him.

Asmodai’s first act was to shatter his name and reforge it, even as Red Fel attempted to exert its power over him. Thus was Asmodai destroyed, and thus was he reborn as Asmodeus. The battle with Red Fel raged but Asmodeus had the strength of Hell behind him, and had been made to be almost his maker’s equal. Red Fel was destroyed, and Asmodeus emerged from the depths of Nessus, his angelic form ruined and scarred by his battle with his maker, to strike down Zargon and bind him in the Prime to, hopefully, never rise again to try and wrest Baator back to its native inhabitants.

The archfiends confronted Asmodeus as to the fate of their creator, and Asmodeus told them of Fel’s fate. The archfiends accepted it as the way of Hell save for Gargoth and Beelzebub, the personal aides of the deceased lord. Asmodeus offered them a deal. He would rule Nessus, but each of them would be given two of the other layers to do with as they wished, that way their power would more than equal his, for even if Nessus was the most valuable, it was not equal to any two of the other layers least not the lower layers. Beelzebub accepted this offer, Gargoth denied it and became the traveling archfiend (see Dragon #91). To ensure his power over Beelzebub, Asmodeus used the art of naming that he, Fel, and Beelzebub had developed together, and the powers of Baator that he, Gargoth, and Fel had learned of in their studies of the nupperibo and baatorians, and he reforged Beelzebub’s name as Baalzebul, shattering his angelic form and cursing him with the shape of a slug.

Then Asmodeus selected a larvae and breathed into it the name Red Fel, creating in it the Lord of Imps to turn the powers of that name from their original bearer.

Or so Red Fel claims.

But he claims to have been the first devil. And what is it devils do? Devils lie.

Manifestation: When Red Fel manifests the blasted, rock strewn fields of Avernus appears about the seal and the binder, the sky above turning crimson. They soon shift to the iron city streets of Dis, the towers obscuring the sky. Even these soon fade to the fetid bogs of Minauros, the jangling hiter appearing overhead. Phlegethos’s burning hellscape is next, followed by Stygia’s ice. Then comes the rolling, tilted depths of Malbolge’s original form, boulders seeming to rain towards the binder only to fade as Malbolge is replaced in turn with the ruins of Maladomini. Cania’s ice overtake them, and then the pit of hellfire in which pit fiends are purified from lesser fiends seems to roar around the binder, before giving way to Nessus’s gouged and cut surface, the walls of one canyon seeming to rise up around the binder before giving way to a green steel road leading to a throne of the Baatorian metal upon which sits a man of angelic beauty and nobility. He does not rise, but holds a ruby scepter, and points it towards the binder, silver feathers turning black as soot, even as green blood flows from his eyes and then the pact is done.

Sign: Molten, green steel drips from your eyes like tears cooling to metal before striking the ground, and disappearing moments later.

Influence: While under Red Fel’s influence you may not break a pact you make, nor forswear an oath. You may however choose whether to obey the letter of the pact/oath, or the spirit of it, and need not make this choice consistently even for a single oath.

Granted Powers:

Baatezu Prime: You gain the Baatezu subtype. You gain immunity to fire and poison, acid and cold resistance 10, the ability to see in darkness, Spell Resistance 12 + your binder level, and telepathy 100 ft. In addition you gain the ability to summon baatezu through Fel Summoning below. Lemure and other mindless baatezu recognize you as a baatezu on the level of an archfiend and obey your telepathic commands.

Devil’s Lie: You gain the benefits of a continuous Glibness spell, and you do not need to roll Bluff checks, the result of the die is always considered to be 20 (before modifiers that is).

Fel Summoning: As a standard action you may summon a CR 20 or lower creature with the baatezu subtype other than a nupperibo. This creature appears within 100 ft of you and serves you loyally for 1 minute/binder level or until dismissed (as a standard action). You may not use this ability while you have a creature summoned with it, and must wait 5 rounds after it leaves. This is a conjuration (summoning) effect. You may only summon creatures that are normal for their kind, they may not be advanced through hit dice or class levels nor may they possess templates, or above average stats (i.e. you can summon a bog standard pit fiend, or a bog standard CR 20 Aspect of Bel, but not Balus the Pit Fiend general with 8 higher than normal Intelligence, or Glaxyph the Awakened Lemure Wizard).

Gather Lemure: As a standard action you may call 1 lemure per binder level. These lemure appear wherever you designate within line of sight. This is an instantaneous conjuration (calling) effect.

Overlord’s Teleportation: You may teleport without error even across the planes. As a standard action you may teleport yourself and any creatures or objects you are carrying and may lift over your head as if using the greater teleport or greater planescape spell.

For Contractors: You cannot deep bind epic vestiges (at least at this time, if rules are made it will probably require a feat to do so).

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Red Fel “The First Baatezu” [Epic, Vile]
You have made your soul home to Red Fel “The First Baatezu” and he rewards you with the power of his commands.
Prerequisites: Bind Red Fel “the First Baatezu”, Favored Vestige (Red Fel "the First Baatezu").
Benefit: While Red Fel “The First Baatezu” is bound you gain the following additional granted abilities.

Command of Hell’s Lord: As a swift action you may duplicate the effects of a quickened suggestion, lesser geas, command, or morality undone spell as a supernatural ability. Once you have used this ability (regardless of spell chosen) you cannot use it again for 5 rounds.

Sense Evil: You may sense the presence of evil creatures and objects within 120 ft as if with the blindsight ability. In addition you learn whether they are Lawful, Chaotic, or Neutral Evil, and the strength of their auras both of Evil and Law or Chaos as appropriate. You need not take an action to sense this information, it is as natural as sight.

Fizban
2016-10-08, 04:22 AM
Yeah, I'll take that canon. Always thought the Pact Primeval was bogus, should have realized the obvious staring me in the face.

ryu
2016-10-08, 04:46 AM
I think Red Fei would be proud. It really is well done.

Inevitability
2016-10-08, 06:38 AM
I think Red Fei would be proud. It really is well done.

With all the times he was named in the post, I'd be surprised if he doesn't show up soon.

ryu
2016-10-08, 07:53 AM
With all the times he was named in the post, I'd be surprised if he doesn't show up soon.

Make that will be then. It's very good work and seems to be a good mimic of his general style. I'd go so far as to call it admirable.

illyahr
2016-10-08, 09:55 AM
Oh, very well done, Zaydos. :smallsmile:

Red Fel
2016-10-08, 10:11 AM
Bind Red Fel “the First Baatezu” (https://www.youtube.com/watch?v=PQj8xOknzKc) [Epic Vestige] (Red Fel)

http://www.reactiongifs.us/wp-content/uploads/2013/03/slow_clap_citizen_kane.gif

https://66.media.tumblr.com/5a70ec4488f8d789a4013cd428990620/tumblr_o48n1wck1j1udh5n8o1_400.gif

http://vignette3.wikia.nocookie.net/hieloyfuego/images/1/13/1379840444536757407.gif

You have outdone yourself. I have no words. Actually, I do. I always do.

It's such a perfect narrative of backstabbing, plotting, and conniving. It's a great origin story buried under other origin stories, each of which may or may not be true.

The powers are fantastic - fitting of an epic vestige. Immunities, resistances, and status. Telepathy, deception, summoning, teleportation. And a feat for even more. It really fits a true Archdevil. Much less of the frivolity and pretense, much more of simple, sheer domination. The Vestige's appearance reflects this as well - it's not about talk, or smirking, or schemes, it's simply there, and it extends its rod and now the pact is done and you are mine. There's something elegant about the simplicity of absolute dominance.

This is superlative.

Draconium
2016-10-08, 10:37 AM
I should be more active here than I have been...

Sweep #2

Heliom, the Traveling Teacher (http://www.giantitp.com/forums/showsinglepost.php?p=21262083&postcount=108) (Heliomance)
Thurbane, Motion Unmoving (http://www.giantitp.com/forums/showsinglepost.php?p=21262564&postcount=117) (Thurbane)
Exarch Anchovius, Bishop of the Dead (http://www.giantitp.com/forums/showsinglepost.php?p=21263888&postcount=125) (Extra Anchovies)
The Imperator Mark V (http://www.giantitp.com/forums/showsinglepost.php?p=21264397&postcount=127) (ImperatorV)
Fizban, Who Lived Many Lives (http://www.giantitp.com/forums/showsinglepost.php?p=21264721&postcount=130) (Fizban)
Vestige Mastery Feats (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) (Various)
Magidin: Dweomercraft Unbridled (http://www.giantitp.com/forums/showsinglepost.php?p=21264991&postcount=143) (digiman619)
Wreckar, False-Brother (http://www.giantitp.com/forums/showsinglepost.php?p=21270440&postcount=171) (wreckar)
Dyrus, the Stirgefather (http://www.giantitp.com/forums/showsinglepost.php?p=21271081&postcount=172) (Dire_Stirge)
Marlowe, Planar Conquerer (http://www.giantitp.com/forums/showsinglepost.php?p=21274886&postcount=181) (Marlowe)
Segev, Who Escaped Death (http://www.giantitp.com/forums/showsinglepost.php?p=21278182&postcount=187) (Segev)
Fulmen Feles, the Gaea Machine (http://www.giantitp.com/forums/showsinglepost.php?p=21278849&postcount=189) (lightningcat)
Segev the dark lord (http://www.giantitp.com/forums/showsinglepost.php?p=21279624&postcount=196) (Segev)
Exoviach, The First Gauna (http://www.giantitp.com/forums/showsinglepost.php?p=21279846&postcount=201) (Extra Anchovies)
Librannon, the Protector Sage (http://www.giantitp.com/forums/showsinglepost.php?p=21280801&postcount=203) (Libro)
Bind Red Fel "the First Baatezu" [Epic] (http://www.giantitp.com/forums/showsinglepost.php?p=21282390&postcount=209) (Red Fel)

khadgar567
2016-10-08, 11:58 AM
here is some thing for loyal paladin

Loyalpaladin paladin in the skull
Binding dc 16
Sign binder can stopflirting with females
Manifestationhuman skull hovering in reded wisp appears in the sign
Granted abilities


Enslaving smite loyal paladin shares with you some of the dark secrets of smiting as standard action you can attack one opponent who is opposite sex then you with melee attack she must made will save (dc20 + binder level + your charisma score) if fails she fells love with you
Loopholes of good loyal paladin shows you how to constantly release good aura even in dire situations as long as you bind loyal paladin your alignment shows lawful good instead of your original alignment
Vows un done loyal paladin teaches you the secrets to cheat in sachet vow as long as you bind loyal paladin your sacred vows are suppressed
Benefits of divine servant loyal paladin shares with you his physical gifts as long as you bind loyal paladin you gain divine grace feature of paladin class

Inevitability
2016-10-08, 12:13 PM
here is some thing for loyal paladin

Loyalpaladin paladin in the skull
Binding dc 16
Sign binder can stopflirting with females
Manifestationhuman skull hovering in reded wisp appears in the sign
Granted abilities


Enslaving smite loyal paladin shares with you some of the dark secrets of smiting as standard action you can attack one opponent who is opposite sex then you with melee attack she must made will save (dc20 + binder level + your charisma score) if fails she fells love with you
Loopholes of good loyal paladin shows you how to constantly release good aura even in dire situations as long as you bind loyal paladin your alignment shows lawful good instead of your original alignment
Vows un done loyal paladin teaches you the secrets to cheat in sachet vow as long as you bind loyal paladin your sacred vows are suppressed
Benefits of divine servant loyal paladin shares with you his physical gifts as long as you bind loyal paladin you gain divine grace feature of paladin class


Okay, am I the only one who finds the first feature really inappropriate? The sign's also a little weird, though that may just be the wording.

This applies to other vestiges by this poster, too.

khadgar567
2016-10-08, 12:28 PM
Okay, am I the only one who finds the first feature really inappropriate? The sign's also a little weird, though that may just be the wording.

This applies to other vestiges by this poster, too.
what the one for segev relax lp and snow are basicly what the vestige shows only they have high perform checks so they act as paladin alday want
as for oddness of vestige you get used to it if few treats its always look dysfunctional in first few treats

Inevitability
2016-10-08, 02:50 PM
what the one for segev relax lp and snow are basicly what the vestige shows only they have high perform checks so they act as paladin alday want
as for oddness of vestige you get used to it if few treats its always look dysfunctional in first few treats

Not gonna try to decipher this.

I'm pretty sure LoyalPaladin (you know, the forum's exemplar of Lawful Good) isn't going to be happy with what amounts to hitting someone so hard they are compelled to love you.

Let me ask the question in a different way: how exactly do you rationalize the choice for this ability? Ignoring the rapeyness, weird wording, and illogical mechanics, the only way in which you connect this ability with LP is by saying both are about hitting people.

LordOfCain
2016-10-08, 02:54 PM
Aw.... no LordOfCain vestige yet.... :smallsigh:

Val666
2016-10-08, 03:16 PM
Undead, Xoriat, apocalyptic manga references... I like it. Very creepy, very fun, and seems in a pretty good spot balance-wise for an 8th-level vestige. The adaptive magic immunity is an especially cool ability.

That being said, 12 pounds is a huge quantity of food. Most people don't even eat half that much in a day. :smalleek:

Vestiges normally have to be summoned within one minute of their seal being drawn, and special requirements usually take a bit of effort but aren't too grueling. I feel like it'd be better to keep the flesh consumption where it is for the influence, but bring it down to a mouthful or two of the stuff for the special requirement. Maybe add the Scavenging Gullet feat from Lords of Madness as another granted power, so the binder can meet the influence's requirements in lieu of eating normal meals.

Glad you like it. I'll fix it later, I can't think right now...head hurts..party..wooo. I'll change the special requi.rement :v

Zaydos
2016-10-08, 03:53 PM
-snip the gifs-

You have outdone yourself. I have no words. Actually, I do. I always do.

It's such a perfect narrative of backstabbing, plotting, and conniving. It's a great origin story buried under other origin stories, each of which may or may not be true.

The powers are fantastic - fitting of an epic vestige. Immunities, resistances, and status. Telepathy, deception, summoning, teleportation. And a feat for even more. It really fits a true Archdevil. Much less of the frivolity and pretense, much more of simple, sheer domination. The Vestige's appearance reflects this as well - it's not about talk, or smirking, or schemes, it's simply there, and it extends its rod and now the pact is done and you are mine. There's something elegant about the simplicity of absolute dominance.

This is superlative.


https://67.media.tumblr.com/15e027c24b68ef9e452fe01e29b09f57/tumblr_n517j54OHL1twd37to1_250.gif

Gifs good, useful to revitalize necrotic essences, yes.


https://s-media-cache-ak0.pinimg.com/originals/0a/fe/ca/0afeca177292a2d4bc3cf4c2bfaa94d9.gif
Apparently that's a gif of a hungry dragon
Thank you, though I personally don't believe the tale. After all it comes from a fiend, and fiends lie, but I tried to make it as consistent with existing planar lore as I could. It doesn't mesh with Asmodeus as half of an overdeity, the Pact Primeval as presented in FCII (which outright called it a myth that wasn't necessarily true), or wholly with Dragon #91 (Gargoth is presented as having left around when Beherit was ousted as the Lord of the Sixth... of course other sources present that not having happened), or with Dragon #28 (which actively referenced real world history and manuals on exorcism and told how Beelzebub overthrew Satan) but I tried to weave elements of them all in, and go primarily on the 2e Planescape lore (which was the middle chunk of time between all these) since it's the only one that was expounded upon and internally self-consistent although almost completely silent on the origins of the Lords of the Nine... since they weren't allowed to detail them... with just a bit about how at some point after the division of larvae the archfiends started popping up. Though it's not wholly consistent even with the Planescape lore because the yugoloths have an entity that knows the name of every Baatezu (and Tanar'ri) and runs the diabolic and demonic teleportation network, so they were probably involved in the original shaping and naming. Of course it doesn't preclude them being involved, we don't get details into Beelzebub's job, or if he made a backdoor deal with the 'loths.

Of course that'd be for another story, and if everything added up perfectly where would the fun in that be?


https://s-media-cache-ak0.pinimg.com/originals/5f/76/e1/5f76e146549c3928792b54d25e2b6be0.gif

Consulting my favorite on call sage he had this to say, "Actually my guess would be that Red Fel didn't create Asmodeus, Beelzebub, Gargoth, or Dispater but was merely one of the first archfiends to develop, possibly still actually the first, and was the original leader or at least approached the position first. Probably was involved in putting limits upon the promotion of fiends to make other archfiends stop appearing spontaneously because they'd always be a threat. Oh and Asmodeus probably had a legal loophole that allowed him to strike Red Fel down instead of acting in an extremely non-Lawful fashion of betrayal. But this would just be my guesses as a planar sage.

-Zasper the Dragon Sage, not a professional planar sage, grand archmage of the 7 courts, master of the 9 spells of power, wizard of the falling star, sorcerer of the unrisen sun, he of many titles, friend to Bahamut, lord of the dance, He Who Flew From the Rainbow, Liberator of Arschelo...[/i] You know what I'm cutting off his titles, he's always adding more. Yes yes, spend 10 years cozying up to a mortal court and they'll make you an archmage and give you a pretty name, it's not impressive.



Aw.... no LordOfCain vestige yet.... :smallsigh:

All I know about you is that I'm not allowed to even look at your reflection. It makes it hard to get more information.

Zaydos
2016-10-08, 06:37 PM
Also this is what happens when I'm fed gifs...



Bind Snowbluff “the Winter of Love” [Epic Vestige] (Snowbluff)
A goddess of winter who gave up her immortality to be with the one she loved and who loved her not.
Prerequisites: Ability to bind 8th level vestiges, Knowledge (nature) 28 ranks, Knowledge (religion) 28 ranks), special.
Special: To learn to bind Snowbluff “the Winter of Love” one must kill a being they perceive as a love rival in the depths of a snow storm and draw Snowbluff’s seal in their blood (this is a one time requirement).
Benefit: You may bind the epic vestige known as Snowbluff “the Winter of Love”.
Legend: Once there was a far northern kingdom wracked with horrible winters. The king and queen of the kingdom had a single heir, a youth surpassingly fair, with hair of ringlets like spun gold, and eyes the blue of the sky. So handsome was this youth that as he reached the flower of youth, those first steps out from childhood into adulthood he charmed the very heart of the goddess of winter. She took on a human guise to grow close to him, a human avatar that found work in the palace near his side.

The traditional harsh winter of the land did not strike that year, instead they called it the long summer, for not once did it freeze. That was till his fiancée arrived from a southern kingdom; an arranged marriage between the two ruling houses. The goddess would not have any of it. For two weeks she watched them together till, just before spring would have begun, the princess began her return journey. That was when a freak blizzard struck, the temperature dropping 30 degrees overnight, and the winds causing snow to fall across the road in an avalanche killing the princess and her entourage.

The mild winter, warm even for spring, resumed the next day after that single freak snowstorm. That was until the prince took a lover, a commoner lass, one of the maids who worked in the castle. This filled the goddess with ire, and the woman was found frozen solid, and whispers began that the prince was cursed.

Years passed, the Golden Years as they were called for it was warm enough to grow great fields of wheat, to live in ease without fear of frozen death in the night. That was as long as none grew close to the prince, for whenever he showed affection for another they were struck down and storms of ice would rage. He grew distant and aloof, afraid of contact with others, and the goddess still in her mortal guise attempted to approach him.

At last they grew close for she was the only one who did not fear him, the only one who looked at him with love and was not struck down. They became lovers for a brief time, before he began to question why. He confronted her, accusing her of having killed his friends, his loves, his fiancée, and she confessed it all, confessed how she was the goddess of winter and snow, how she had fallen in love with his beauty, and how it was her will that had sheltered his kingdom for all these years.

He rejected her, saying that her actions were unbefitting for a god and fit only for a demon. Thus he rebuffed the goddess and she was thrown into a great rage. Snow raged about the castle and she demanded that he swallow those words, that he wed her to make it up to her. He refused.

In her rage the goddess froze the castle and surrounding country, sealing ‘her prince’ into a block of ice. Cursing him and his kingdom to stay frozen till he repented those words and would be hers forevermore, she attempted to shed her mortal form and could not. She tried again and yet could not. And again, and again she failed, for the other gods had stolen her godhood piece by piece while she dallied in the mortal realms, and with this last act of petty rage on the Prime they had gone from merely opportunistically carving at her domain to acting in direct alignment with deific law and had judged her in absence unfit to be among their numbers. She was a goddess no more.

The former winter goddess lived and died in the frozen kingdom, wasting away at the side of the prince who would never return her love.

Manifestation: Snow begins to fall all around you, ice coating everything within 100 ft (or line of effect) and fog filling the area. This fog concentrates over the seal before solidifying into the shape of a beautiful, blonde haired woman with heterochromatic eyes.

Sign: Breath fogs in your presence regardless of the actual temperature.

Influence: While under Snowbluff’s influence you will not abide by a rival for your love’s affection, and must take action against any such rival.

Granted Powers:

Freeze the Heart: As a swift action you may render a creature within line of sight incapable of receiving morale bonuses and immune to fear. A Will save negates this effect, but any morale bonuses to saving throws do not apply against it. This effect lasts until you expel Snowbluff (or die).

Heart of Winter: While you are on a plane you may cause the ambient temperature across the plane to drop by 1 temperature band. This only affects ambient temperature, active heat sources (such as lava, fire, or water) still have their normal heat and effects, but the lava filled room would be cooler than the norm for a lava filled room. If you leave the plane, die, or expel Snowbluff “the Winter of Love” the plane’s temperature returns to normal; the effect of multiple binders binding Snowbluff “the Winter of Love” do not stack.

Seal in Ice: As a standard action you may invoke ice which seems to freeze a creature entirely. They take Dexterity damage equal to your binder level plus your Charisma modifier. A successful Fortitude save reduces this Dexterity damage to 3d4. If this Dexterity damage reduces a creature’s Dexterity to 0 you may choose to have ice envelop them completely. If you do so the creature is affected as if with Temporal Stasis until it is freed from the ice. The ice has hardness 30 and 20 hp per binder level you possess, but fire ignores its hardness and deals quadruple damage to the ice. The Dexterity damage dealt by this ability ignores type based immunity to ability damage, such as possessed by Constructs and Undead, and may affect creatures without a Constitution score although they gain a +8 bonus on their saving throws. Once you have used this ability you cannot use it again for 5 rounds.

Winter Made Flesh: While Snowbluff “the Winter of Love” is bound you gain Cold Immunity. In addition any creature striking you in melee without a reach weapon takes 2d6+your Charisma modifier cold damage, and your own melee attacks deal 2d6 cold damage (in addition to any damage, including cold damage, they would normally deal). A creature you grapple or that grapples you takes 6d6 cold damage per round in addition to 2d6+your Charisma modifier cold damage whenever they successfully damage you (and +2d6 cold from your own grapples).

For Contractors: You cannot deep bind epic vestiges (at least at this time, if rules are made it will probably require a feat to do so).

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Snowbluff “the Winter of Love” [Epic]
You have made your soul home to Snowbluff “the Winter of Love” and she rewards you with the power of her rage and spurned love.
Prerequisites: Bind Snowbluff “the Winter of Love”, Favored Vestige (Snowbluff “the Winter of Love”).
Benefit: While Snowbluff “the Winter of Love” is bound you gain the following additional granted abilities.
Fury of the Spurned Lover: As a swift action you may enter into the Fury of the Spurned Love. While in this fury you have the same limitations on actions as a raging barbarian, though you may use any Supernatural ability granted by a vestige you have bound, and you gain +8 Strength, +8 Charisma, and DR 8/- (this stacks with any DR you already possess) but do suffer a -2 penalty to AC. These benefits and penalties last until the start of your next turn. In addition when you use this ability you may choose to have any number of creatures within 20 ft of you forced back 10 ft further from you, although they are allowed a Fortitude save to prevent this effect. Once you have used this ability you cannot use it again for 5 rounds.

Let it Snow: As a standard action you may cause the temperature within a region of 10 miles around you to drop 100 degrees. This effect lasts for 1 week. Once you have used this ability you may not use it again for 5 rounds, and each time you bind Snowbluff “the Winter of Love”. If used twice in the same or an overlapping location its effects do not stack.


I make Yandere-Goddesses turned Vestige.

Draconium
2016-10-08, 09:11 PM
Well, if we're doing epic vestiges anyways...


Bind Zaydos "Draconus Arcana" [Epic] (Zaydos)

https://media.giphy.com/media/l2JInQdBPv4NOwlG0/giphy.gif

A Dragon-King, lich, and Archmage of ancient times, Zaydos now lies an eternal slumber, waiting for a day of reckoning.
Prerequisites: Ability to bind 8th-level vestiges, Knowledge (Arcana) or Knowledge (Religion) 27 ranks, special.
Special: To bind Zaydos, you must find and decipher the Tome of Draconus Arcana, an ancient work of text written by Zaydos himself, containing all he knows on the nature of magic.
Benefit: You may bind the epic vestige known as Zaydos "Draconus Arcana".
Legend: Zaydos was a dragon with an immense interest in the workings of magic, and how it could affect the world. The wyrm devoted his life to to understanding it, and as time passed by, he became extraordinarily talented in manipulating arcane energy to his whim.

However, the more he understood, the more Zaydos wished to hoard this power for himself. It was simply not enough to know - to truly find the essence of magic, one must undertake every aspect of it. And as long as there existed others in the world that could use magic for themselves, Zaydos would never possess enough power alone. And so he began a grand scheme.

Zaydos began to conquer. First towns, then cities, then kingdoms, then continents. He exerted control over every inch of land that fell under his rule, using his arcane might to ensure none could stand up to him. And when he had conquered his material plane, he expanded his reach past planar bordered. He sought to kill every other mage in existence, or at least entirely subjugate them, so that all magic in existence would one day belong to him. And when his body began to fail on him, for the toll of age finally catching up to him, he simply discarded his mortal shell and descended into undeath, so determined that a small inconvenience like death or time could not stop him.

Eventually, though, the threat he posed became great enough that the heavens themselves took notice. The celestial powers banded together and fought with the dracolich in a battle so ferocious, it is said that entire planes were torn asunder from each blow struck. Zaydos cleaved through a great portion of the heavenly army with fang and spell, but even he could not last forever. He was struck down by the celestials, and his tyranny was finally ended.

However, he had not faded from existence. His phylactery still existed, guarded by so many wards than even the most powerful celestials could not break it. Instead, they simply wove their own magic into it, turning it into a prison that the wyrm's soul could never escape. Then they hid it away, so no one could accidentally free him.

But this was not the end. His magical might still lingered unhindered, and eventually formed into a powerful vestige, even if it was but a pale reflection of his power in life and undeath. This vestige is bound itself to the Tome of Draconus Arcana, a journal of sorts where the wyrm zealously hoarded his knowledge. They say that should you find the Tome, and decipher the contents, than the remnants of the dragon's might will be yours to command.

Manifestation: A faint cackling of energy is heard, just before a searing light bursts out of the ground before you. When the light fades, you find yourself standing before a floating dragon's corpse, barely decayed after all these years. The eyes of this corpse glow in seemingly random colors, and veins of energy pulse through the body. When the vestige speaks, the jaw doesn't move - rather, the voice simply manifests out of thin air, seeming to come from all directions at once.

Sign: Your pupils and veins glow with an unearthly arcane light.

Influence: While Zaydos is bound to you, you may not share any knowledge you possess that others do not, unless doing so would allow you to discover more knowledge.

Granted Powers:

Dracolich's Scales: You gain Damage Reduction 20/Bludgeoning and Epic, and Spell Resistance equal to 20 + your effective binder level. You also gain resistance to Fire, Cold, Electricity, and Acid 30.

Dragon-King's Demand: You may take a standard action to inflict a gaze attack upon anyone within 60 feet of you. They must make a Will Save, or be affected as though you had cast a Dominate Monster spell on them with a caster level of 20. Regardless of the results of this attack, you may not use this ability again for 5 rounds.

Dweomer Arcana: You may use any spell trigger item (including scrolls, wands, and staves) as though their spells were on your class list, regardless of what the spell actually is. You also gain a +20 bonus on all Knowledge checks and Spellcraft checks, and may use these skills untrained. Finally, you are under the constant effects of Greater Arcane Sight.

Breath of Magic: You gain a 30' cone breath weapon dealing 1d10 points of damage per effective Binder level you possess, usable once every 5 rounds, with a Reflex save for half damage. This breath weapon is made out of pure arcane energy, and is not subject to Damage Reduction or Energy Resistance.

Magic Crafter: You are capable of creating any magic item, as though you had the appropriate caster level (but no higher than your effective Binder level), feat, and spell to do so. You must still pay any GP and XP cost for creating the item. You only need to have this ability on the day you begin crafting the item for it to apply.



Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Zaydos "Draconus Arcana" [Epic]
you have made your soul home to Zaydos' magic, and gain greater mastery over channeling it.
Prerequisites: Bind Zaydos "Draconus Arcana", Favored Vestige (Zaydos "Draconus Arcana")
Benefit: While Zaydos "Draconus Arcana" is bound, you gain the following additional granted abilities.

Dragon's Final Command: You may use Power Word Kill, except that it can affect creatures with an amount of Hit Points equal to 10 X your effective Binder level. Once you have used this ability, you must wait 5 rounds before you can use it again.

Magi Wings: You gain a supernatural fly speed of 150 feet, with Good maneuverability.

Snowbluff
2016-10-08, 09:49 PM
Thanks for the vestige! I love the lore! It's sooo good.

I am concerned that the offensive ability is defeated from undead immunities to freedom of movement, though. Oh ice abilities, why must you be so easy to negate? T.T

Oh and for Draco's dominate monster effect, don't binder (su) normally use the effective binder level for calculating caster level? :0

Zaydos
2016-10-08, 09:55 PM
Well, if we're doing epic vestiges anyways...

[CENTER]Bind Zaydos "Draconus Arcana" [Epic] (Zaydos)


http://3.bp.blogspot.com/-IgdpAOdTFXk/VVvMDFclHkI/AAAAAAABFLg/ma84uxF1KR4/s1600/batman%2Bthe%2Bdark%2Bknight%2Brises%2Bgif%2Bjoker %2Bgif%2Bcatwoman10.gif


Legend: Zaydos was a dragon with an immense interest in the workings of magic, and how it could affect the world. The wyrm devoted his life to to understanding it, and as time passed by, he became extraordinarily talented in manipulating arcane energy to his whim.


http://38.media.tumblr.com/tumblr_mar6h9t0Q21ra8x1ao7_500.gif


However, the more he understood, the more Zaydos wished to hoard this power for himself. It was simply not enough to know - to truly find the essence of magic, one must undertake every aspect of it. And as long as there existed others in the world that could use magic for themselves, Zaydos would never possess enough power alone. And so he began a grand scheme.

Zaydos began to conquer. First towns, then cities, then kingdoms, then continents. He exerted control over every inch of land that fell under his rule, using his arcane might to ensure none could stand up to him. And when he had conquered his material plane, he expanded his reach past planar bordered. He sought to kill every other mage in existence, or at least entirely subjugate them, so that all magic in existence would one day belong to him. And when his body began to fail on him, for the toll of age finally catching up to him, he simply discarded his mortal shell and descended into undeath, so determined that a small inconvenience like death or time could not stop him.

THIS IS HOW IT TYPICALLY BEGINS.


Eventually, though, the threat he posed became great enough that the heavens themselves took notice. The celestial powers banded together and fought with the dracolich in a battle so ferocious, it is said that entire planes were torn asunder from each blow struck. Zaydos cleaved through a great portion of the heavenly army with fang and spell, but even he could not last forever. He was struck down by the celestials, and his tyranny was finally ended.

THEY ALWAYS NOTICE IN THE END. THOUGH NOW PEOPLE MIGHT KNOW HOW NESSUS WAS TRULY SCARRED AND WHAT MADE PELLION A DESERT.


However, he had not faded from existence. His phylactery still existed, guarded by so many wards than even the most powerful celestials could not break it. Instead, they simply wove their own magic into it, turning it into a prison that the wyrm's soul could never escape. Then they hid it away, so no one could accidentally free him.

I WILL SHOW THEM. NOTHING STAYS HIDDEN FOREVER!


But this was not the end. His magical might still lingered unhindered, and eventually formed into a powerful vestige, even if it was but a pale reflection of his power in life and undeath. This vestige is bound itself to the Tome of Draconus Arcana, a journal of sorts where the wyrm zealously hoarded his knowledge. They say that should you find the Tome, and decipher the contents, than the remnants of the dragon's might will be yours to command.


https://media.giphy.com/media/N0GcyZ8nakQ2k/giphy.gif


Influence: While Zaydos is bound to you, you may not share any knowledge you possess that others do not, unless doing so would allow you to discover more knowledge.

BEAUTIFUL.


Granted Powers:

Dracolich's Scales: You gain Damage Reduction 20/Bludgeoning and Epic, and Spell Resistance equal to 20 + your effective binder level. You also gain resistance to Fire, Cold, Electricity, and Acid 30.

Dragon-King's Demand: You may take a standard action to inflict a gaze attack upon anyone within 60 feet of you. They must make a Will Save, or be affected as though you had cast a Dominate Monster spell on them with a caster level of 20. Regardless of the results of this attack, you may not use this ability again for 5 rounds.


http://38.media.tumblr.com/tumblr_mbv4npIRHF1qg4blro1_500.gif


Dweomer Arcana: You may use any spell trigger item (including scrolls, wands, and staves) as though their spells were on your class list, regardless of what the spell actually is. You also gain a +20 bonus on all Knowledge checks and Spellcraft checks, and may use these skills untrained. Finally, you are under the constant effects of Greater Arcane Sight.

Breath of Magic: You gain a 30' cone breath weapon dealing 1d10 points of damage per effective Binder level you possess, usable once every 5 rounds, with a Reflex save for half damage. This breath weapon is made out of pure arcane energy, and is not subject to Damage Reduction or Energy Resistance.

:xykon:


Magic Crafter: You are capable of creating any magic item, as though you had the appropriate caster level (but no higher than your effective Binder level), feat, and spell to do so. You must still pay any GP and XP cost for creating the item. You only need to have this ability on the day you begin crafting the item for it to apply.

YES. YES! YES!!!


Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) - Zaydos "Draconus Arcana" [Epic]
you have made your soul home to Zaydos' magic, and gain greater mastery over channeling it.
Prerequisites: Bind Zaydos "Draconus Arcana", Favored Vestige (Zaydos "Draconus Arcana")
Benefit: While Zaydos "Draconus Arcana" is bound, you gain the following additional granted abilities.

Dragon's Final Command: You may use Power Word Kill, except that it can affect creatures with an amount of Hit Points equal to 10 X your effective Binder level. Once you have used this ability, you must wait 5 rounds before you can use it again.

Magi Wings: You gain a supernatural fly speed of 150 feet, with Good maneuverability.

Added to post. Seems a shame to link the post and not be included on it.

And if you can't tell, I think it was superb.


Thanks for the vestige! I love the lore! It's sooo good.

I am concerned that the offensive ability is defeated from undead immunities to freedom of movement, though. Oh ice abilities, why must you be so easy to negate? T.T

Now, now, FoM would stop the Temporal Stasis but I don't think it prevents Dexterity damage so it can still take them out, that said I might include a bit about it being able to affect corporeal Deathless, Undead, and Constructs because they still have physical bodies, but... actually I think I just forgot to include it because when I first thought of the ability I thought it needed that but it didn't make it on when I wrote things down.

Draconium
2016-10-08, 09:59 PM
http://3.bp.blogspot.com/-IgdpAOdTFXk/VVvMDFclHkI/AAAAAAABFLg/ma84uxF1KR4/s1600/batman%2Bthe%2Bdark%2Bknight%2Brises%2Bgif%2Bjoker %2Bgif%2Bcatwoman10.gif



http://38.media.tumblr.com/tumblr_mar6h9t0Q21ra8x1ao7_500.gif



THIS IS HOW IT TYPICALLY BEGINS.



THEY ALWAYS NOTICE IN THE END. THOUGH NOW PEOPLE MIGHT KNOW HOW NESSUS WAS TRULY SCARRED AND WHAT MADE PELLION A DESERT.



I WILL SHOW THEM. NOTHING STAYS HIDDEN FOREVER!




https://media.giphy.com/media/N0GcyZ8nakQ2k/giphy.gif



BEAUTIFUL.




http://38.media.tumblr.com/tumblr_mbv4npIRHF1qg4blro1_500.gif



:xykon:



YES. YES! YES!!!



Added to post. Seems a shame to link the post and not be included on it.

And if you can't tell, I think it was superb.

Glad you enjoyed it. You've probably made about 95% of this thread's vestiges anyways, so I thought you deserved something nice.

Snowbluff
2016-10-08, 10:29 PM
Now, now, FoM would stop the Temporal Stasis but I don't think it prevents Dexterity damage so it can still take them out, that said I might include a bit about it being able to affect corporeal Deathless, Undead, and Constructs because they still have physical bodies, but... actually I think I just forgot to include it because when I first thought of the ability I thought it needed that but it didn't make it on when I wrote things down.
Thankies! :0

Glad you enjoyed it. You've probably made about 95% of this thread's vestiges anyways, so I thought you deserved something nice.

I feel like I should make mor,e but I've been pretty worn out lately. :smallfrown:

Zaydos
2016-10-08, 10:36 PM
Glad you enjoyed it. You've probably made about 95% of this thread's vestiges anyways, so I thought you deserved something nice.

That I did, and I forgot to put on my favorite evil smile that was supposed to be the last one that all the others built to. Still trying to think of an epic Draconium vestige that's not just 'big red dragon' (I may have been trying that for 2 hours now off and on).


https://media.giphy.com/media/g0bxq6iMdhdVS/giphy.gif


Thankies! :0

Did give Con - creatures a +8 on the save, because they have Poor Fort saves and +0 Con so even with +8 they'll have subpar Fort saves but at least they'll be able to maybe compete with a low Fort save creature.

Snowbluff
2016-10-08, 11:03 PM
https://66.media.tumblr.com/ad957a15a68888f67babbe0c6119fed4/tumblr_n6g84aRlp21shdfeho1_500.gif

illyahr
2016-10-09, 12:17 AM
You are on a roll, Zaydos!! :smallsmile:

https://66.media.tumblr.com/0d139b16472bbc41d5ff2a5a1f3cbdaa/tumblr_nm2geyvfq91rd19fwo1_500.gif

Inevitability
2016-10-09, 12:47 AM
And like all other threads Snowbluff posts in for long enough, this one, too, ends in an endless chain of anime gifs.

Ah well.

https://i.imgur.com/bE6l3QC.gif

khadgar567
2016-10-09, 01:36 AM
waith for eventual marlowe comic stream

Zaydos
2016-10-09, 01:43 AM
Do people still remember me? My ego adores people thinking about me, so. Anyone who wants to is free to.

Go go old SMBG memories... something about harems, a lemonade stand and wands of reverse gender, and crack ships...



Lixie the Forlorn, Enamored with Love

A succubus that fell in love with the idea of true love. She grants those who bind her the power to facilitate love, use ropes, and genderbend people.
Vestige Level: 1st.
Binding DC: 15.

Legend: Lixie was a succubus, a demon born of the Abyss a being of lust and sin. But not all lust is carnal desire, and mortals can be truly fascinating creatures with the oddest of concepts. One of these, love, was especially fascinating. Lixie decided she wanted to experience this love, this concept so often placed as opposite of lust.

Of course Lixie didn’t quite understand what it meant to have love. She used her powers to try and requite unrequited love, a little charm here and a suggestion there, some shapeshifting impersonations. Playing the matchmaker with all the care one might expect of a demon in revolt against their basic nature, Lixie made some questionable choices, and people noticed how they were acting quite oddly.

In the end a paladin was called to the town. Tall, proud, and beautiful astride her destrier, the paladin arrived. At once Lixie was smitten. The succubus, heedless of the danger of it all, attempted to court the paladin, yet the paladin was strangely reserved. Still Lixie refrained from attempting to use her powers on the paladin, that would be too easy, would soil it all. The paladin was not so restrained. Ascertaining that this strangely potent evil aura before her was the demon causing the strangeness in the town the paladin lashed out. Where before Lixie had been smitten, now she was smote, and as she begged for her life her pleads fell on deaf ears.

Of course Lixie had been a demon and such beings when slain find their essence back in the Abyss to slowly reform over painful eons, but she was also a being of lust and carnal sin who had rejected both. Just as she had rejected her Abyssal nature the Abyss rejected her, leaving her soul with only one place to go, the void of the vestiges.

Manifestation: Lixie appears within the seal in the form of a beautiful woman, her forearms lightly feathered, with small downy feathers, her hands and feet bird-like talons. As the pact progresses she shifts through one female form after another, her hands and feet always remaining avian. Eventually wounds begin to appear across her body, and as the pact is sealed her skull splits bloodily.

Sign: Your feet become bird-like talons.

Influence: While under Lixie’s influence you must help foster the growth of romantic love wherever you find it.

Granted Powers: Lixie the Forlorn grants you the ability to ward off blows with Charisma alone, to change people’s sex, to form bonds of love, and to escape and use ropes.

Armored by Beauty: You gain an armor bonus to AC equal to your Charisma modifier + 1/5 binder levels; this bonus can never exceed +5 +1/3 your binder levels. This is a force effect similar to Mage Armor.

Blessing of Gender Bending: As a standard action you may change the physical sex of a single creature within 10 ft + 10 ft per 2 binder levels. You may change it to male, female, or neuter, changing both primary and secondary sexual characteristics. This transformation lasts 1 hour per binder level, increasing to 1 day per binder level if your binder level is 6 or higher, although it may be reversed through the use of a remove curse or break enchantment spell. If used on yourself this effect is instantaneous instead and cannot be removed through spells only other instantaneous effects to change your physical sex. Once you have used this ability you must wait 5 rounds to use it again.

Lust Forsworn: Once during the pact you may touch a creature as a standard action and gain the benefits of the Vow of Romance feat with that creature as your beloved. This benefit lasts until the pact ends.

Vow of Romance [Exalted]
You have sworn yourself to another, a pact of love and faithfulness. This loyal faith grants you a variety of bonuses when your beloved is in danger, and if they return it they gain the same such when you are in danger.
Prerequisites: Sacred Vow.
Benefit: When you take this feat select a creature who is your beloved. Whenever your beloved is at less than 1/2 hit points and threatened in some way (such as being in combat) you gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks. If your beloved returns the affections and you are at less than 1/2 hit points and threatened they gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks.
Special: You must remain faithful to your beloved, if you cheat on them, betray them, or otherwise break the faith with them then you lose the benefits of this vow. For your beloved to gain its benefits they must have remained faithful to you for at least one month. If your beloved betrays you, you may choose to give up the effects of this feat for 1 month to select a new beloved. If your beloved dies you must attempt to revive them and failing that wait at least 3 months before selecting a new beloved.
Special: If your beloved also has this feat in regards to you then the bonuses from this feat are doubled.

Make Ship Happen: As a standard action you may attempt to forge a bond of charmed affection (not necessarily romantic) between two humanoid targets within 30 ft of you. Each target must make a Will save. If both fail they are charmed as if they had cast Charm Person on each other. If one fails and the other succeeds the one that failed cannot attack the other target for 10 minutes or until they are attacked by them, and has their attitude towards that target improved by 1 step (to a maximum of friendly, this cannot lower it) for 10 minutes. If one target is immune they are considered to have succeeded their Will save. If either target is not humanoid this ability fails entirely. If your binder level is 5 or higher you may affect monstrous humanoids, outsiders with the native subtype, and giants with this ability in addition to humanoids. If your binder level is 9 or higher you may affect fey, dragons, aberrations, and outsiders. If your binder level is 13 or higher it may affect creatures of any type (this does not circumvent type based immunity). Once you have used this ability you must wait 5 rounds to use it again.

Some of my best friends are devils: You gain a competence bonus on Escape Artist and Use Rope checks equal to +4 +1/3 binder levels. In addition if you hold a rope you can cause it to move as if under the effects of an animate rope spell.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Beguiling Influence.

With Bind Vestige: If bound through Bind Vestige you gain Armored by Beauty. If you also possess Practiced Binder you gain Some of my best friends are devils.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Lixie the Forlorn [General]
You have learned to draw more deeply upon your favored vestige, to armor yourself further, and spread your love even further.
Prerequisites: Cha 15+, Favored Vestige (Lixie the Forlorn).
Benefit: The force armor granted by Armored by Beauty gains a +1 enhancement bonus per 4 binder levels you possess (this may increase its total armor bonus above its cap). You may target yourself as one of the two targets with Make Ship Happen, and may use Lust Forsworn up to your Charisma modifier times per pact (min 1) gaining the benefits of Vow of Romance in regards to each creature you use it upon (note the perfection bonus from the feat does not stack if multiple of them are in danger) as long as you are upfront and faithful to each one.



And like all other threads Snowbluff posts in for long enough, this one, too, ends in an endless chain of anime gifs.

Ah well.

-nom-

They feed me. By which I mean they are a surprisingly effective means of slowing or even reversing creative burn out when making a bunch of things of the same type, for example in this case vestiges.


You are on a roll, Zaydos!! :smallsmile:

-nom-

:smallredface: Also where is that gif from?

Fizban
2016-10-09, 06:40 AM
Where before Lixie had been smitten, now she was smote, and as she begged for her life her pleads fell on deaf ears.
Worst, paladin, ever.

Makes me want to take the Cleric of Lastai in my head and shift into (Divine) Anima Mage.

khadgar567
2016-10-09, 06:49 AM
you know even with my broken vestige for loyal paladin you can make better paladin then idiots of the coast

Marlowe
2016-10-09, 08:44 AM
http://i.imgur.com/Wly5wY5.png
http://i.imgur.com/Ebep8ve.png
http://i.imgur.com/7XzD7oo.png
http://i.imgur.com/bgVeaEs.png
http://i.imgur.com/rTttobI.png
http://i.imgur.com/LyCJJeV.png
http://i.imgur.com/F2aRWBL.png
http://i.imgur.com/LijunCj.png
http://i.imgur.com/qdn10CB.png
http://i.imgur.com/7rEfG9o.png
http://i.imgur.com/g4yS5Gi.png
http://i.imgur.com/JBFX1ve.png
I've been making the poor boy look very grim.

Zaydos
2016-10-09, 03:41 PM
I'm the prince of the universe.

I, Seto, Great Elephantic One, hereby grant permission to anyone willing to use me as an excuse for creative endeavor. (Not that anyone would, but you never know :P)

Tried to capture your aspects of Elephantness, Alignment Discussion, and True Neutral-ness-ness.



Seto, Who Carried the Planes (Seto)

Seto was the elephant which once supported the plane that became divided into the Great Wheel. He grants those who bind him powers over alignment and to carry great loads.
Vestige Level: 3rd.
Binding DC: 20.
Special Requirement: You may not bind Seto while binding a vestige that possesses a special requirement based on alignment, nor may you bind such a vestige while Seto is bound.

Legend: At the dawn of existence the Outer Planes formed, but they did not form in an instant. Initially Chaos and Law vied for control and Chaos was winning. In this time Seto existed as a balancing force, the firmament upon which the planes rested and who strove to balance their existence lest they slide back into total disarray.

Then the Twin Serpents of Law Ahriman and Jazirian formed a great ring through reality, and demarcated the realms of Law and Chaos, Good and Evil, and Law rose into ascendancy. Still Seto supported the Outlands upon his back, but Law’s reign would not be maintained. Ahriman and Jazirian began to fight over where reality should be centered upon, Mount Celestia or Baator, ignoring the balance of the Outlands blinded by their cosmic allegiance to Good and Evil and to Law itself so much that they allowed Chaos into their hearts. The fight of the two serpents raged across reality fought on levels mortals cannot comprehend, and in this battle Seto was mortally wounded. As Ahriman crashed into Nessus, his blood giving birth to the first of the Ancient Baatorians, the other Lords of Law realized that reality might fall back into utter Chaos should the Outlands collapse back into the primal void.

They divided up the elephant’s body, using its bones to build a new support for the Outlands, driving its tusk up through the center to hold the Outlands in place, fixed forever between Law and Chaos siding with neither. Thus was the current shape of the planes fixed in place, Law’s ascendancy shattered, but Chaos not allowed to reign. The great elephant Seto was slain and his name forgotten, but his essence remained, his blood falling into the void. Some claim it became the void of the vestiges, others claim that the void of the vestiges had existed long before the current universe and that it merely bled into that lower existence and in its blood was what remained of its soul. Its purpose and the lion’s share of its being had been taken from it in being incorporated into the Outlands, all that was left was a spiritual husk, but a shadow of its mind still lived on, and could be summoned.

Manifestation: A swirling mass of chaos forms above the seal, as it spins 16 fragments fly off from it to begin to orbit the central mass. The mass itself forms into a disc, even as the 16 fragments form into miniature representations of the Outer Planes. The spire rises up out of the center of the disc, Sigil forming over it like a crown, and the disc rises higher as beneath it a grey-skinned elephant forms. The elephant lets loose a loud trumpet before gashes appear in his flanks, blood beginning to pour from his wounds, eyes, and trunk. As it speaks with the binder slowly more and more blood leaks, beginning to dribble from its mouth. When the pact is made the binder is bathed in the illusory blood.

Sign: You grow a pair of miniature tusks (if broken off they vanish and then regrow).

Influence: Unless under direct and immediate threat you must stop and consider the ramifications of any action you take and their effect on the balance of Good and Evil and Law and Chaos.

Granted Powers: Seto grants you the ability to maintain a second alignment, to carry great weight, to draw power from your alignment, and to inflict punishment on others for theirs.

Choose your Balance: When you bind Seto select an alignment other than your own, this alignment must be the same as yours on the Good-Evil or the Law-Chaos axis (but not on both). As long as Seto is bound you are considered the chosen alignment instead of your own whenever it would benefit you.

Powers of Allegiance: While Seto is bound you gain one ability from the list below based upon your alignment, and a second one based upon the alignment you selected for the Choose your Balance ability above.
Lawful Good – Pinnacle of Celestia: Allies (including yourself) within 30 ft of you gain a +3 sacred bonus to AC and are unaffected by your Trumpet of Judgment.
Lawful Neutral – Coordination of Acheron: When you flank a creature with an ally you both gain an additional +2 bonus to attack rolls and a bonus to damage equal to +1 + 1/3 your binder level.
Lawful Evil – Command of Gehenna: Whenever you kill a creature it rises as a skeleton under your control for 1 round plus 1 round per 3 binder levels. At the end of this duration the skeleton collapses, although may still be reanimated through necromantic magic (it usually cannot be raised with raise dead due to being a skeleton outside of the fleshy body it came with, however).
Neutral Good – Blessing of Elysium: You gain a bonus on saves against poison, disease, charms, and compulsions of +2 + 1/3 binder level.
True Neutral – Anchor of the Outlands: While Seto is bound you radiate an aura of magical suppression out to 20 ft. Spells (and spell-like abilities) are cast at a -4 to caster level if cast in this aura, and any spell whose spell level is less than ½ your binder level has a 20% chance to fail completely if it is cast in the area of this aura. Spells cast from outside of the aura are affected as if cast within it if their point of origin is within it, and any portion of their effect which is within it when cast is likewise affected with the -4 to effective caster level within the area and potentially a 20% chance of failing completely in the area.
Neutral Evil – Sorrow of the Gray Waste: Whenever you strike a creature with a melee attack they suffer a -2 penalty to attack rolls, saving throws, and skill checks for 1 round. This is a mind-affecting effect. Multiple hits against the same creature do not stack.
Chaotic Good – Blessing of Ysgard: While Seto is bound you gain Fast Healing 1 + ¼ Binder levels.
Chaotic Neutral – Shifting Form of Limbo: While Seto is bound you gain a bonus on Escape Artist checks, Tumble checks, Grapple checks made to escape a grapple, opposed ability checks to resist a Bull Rush or Trip, and saves versus transmutation effects of +4 + 1/3 binder levels.
Chaotic Evil – Fury of the Abyss: Whenever you take 5 or more damage you gain a +1 bonus per 5 points of damage you received (max +1 + ¼ binder levels) to attack damage for 1 round, multiple instances of this bonus do not stack (use only the highest).

Shoulders to Carry the World: Your Strength is considered 8 higher for the purposes of determining encumbrance.

Trumpet of Judgment: As a standard action you may release a loud, elephantine trumpet. This trumpeting sound carries with it a magic that judges nearby creatures based upon their alignment. Each creature other than yourself within 20 ft suffers the effect described below associated with their alignment. If a creature has an alignment subtype that does not match its alignment on an axis use its alignment subtype, not its actual alignment, on that axis. Once you have used this ability you cannot use it again for 5 rounds.
Lawful Good: The creature feels the weight of the world upon it, the weight that it professes through deed if not word that it is its duty to carry. They must make a Fort save or become fatigued. If your binder level is 11 or higher they are exhausted instead.
Lawful Neutral: You disrupt the order of the creature’s mind, plunging it into the Chaos that it fears. The creature must make a Will save or be confused (as the spell confusion) for 1 round. This is a mind-affecting compulsion effect.
Lawful Evil: The creature is forced to feel that ground down lack of self which through deed they support in others even if not necessarily themselves. The creature must make a Will save or be unable to make decisions for itself for a round and does nothing unless granted an action by another creature (through White Raven Tactics or a Marshal’s Grant Move action) and told by them what to do with it. This is a mind-affecting compulsion effect.
Neutral Good: Take 1d4 damage per binder level you possess, Will halves. This damage is pure unholy energy, burning away at their purity and not reduced by energy resistance or immunity, and considered to be dealt by an [Evil] descriptor spell.
True Neutral: They take 1 ability damage to each ability score + 1 per 4 binder levels. A Will save negates this ability damage.
Neutral Evil: Take 1d4 damage per binder level you possess, Will halves. This damage is pure holy energy, burning away at their evil and not reduced by energy resistance or immunity, and considered to be dealt by a [Good] descriptor spell.
Chaotic Good: You strip the target of their mobility, the physical representation of that freedom they value. They take 1d6+1/4 binder levels Dexterity damage. A Fortitude save is allowed to halve this damage.
Chaotic Neutral: You strip the creature of its ingenuity and freedom, forcing it to repeat what it has already done. The target repeats the actions of their last turn if possible, if not possible they stand there and do nothing. They do not need to pick the same destination for movement, but must still move the same distance, they need not pick the same target for attacks but must make the same number and kind of attacks. If the target is able to repeat their action they must do so and then must make another Will save or repeat it again on the next round, and do so again and again until they cannot repeat the action or succeed on a Will save, or have repeated the action 1 + ¼ binder level times. This is a mind-affecting compulsion effect.
Chaotic Evil: You strip the target of the strength they value so highly. They take 1d6 Strength damage +1 per 4 binder levels. A Fortitude save is allowed to halve this damage.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): See the Soul's Allegiance (see below)

See the Soul's Allegiance
Effective Level: 2nd.
School: Divination.
Path: Apocalyptic Whispers, Gotterdamerung.
Casting Time: Standard action.
Range: 60-ft.
Area: Cone shaped emantion
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your gaze turns to the souls of those before you, weighing good and evil, and seeing to whom it belongs.
When you use this invocation it functions as your choice of Detect Chaos, Detect Evil, Detect Good, or Detect Law. In addition if on round three or later the creature or object whose aura you are investigating has a patron deity which is True Neutral or the alignment detected you learn what their patron deity is.

With (Improved) Bind Vestige: If bound through the use of Improved Bind Vestige Seto grants you the Shoulders to Carry the World ability. If Practiced Binding is also used Seto also grants Choose Your Balance.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Seto [General]
You have found a balance with the Elephant of Alignment within your heart and soul, drawing more deeply on his power.
Prerequisites: Favored Vestige (Seto), must be neutral on at least one alignment axis.
Benefit: When you bind Seto you may choose a second alignment with Choose Your Balance. This alignment must match either your own alignment or that chosen first with Choose Your Balance on one axis. You gain the benefits of Choose Your Balance and the appropriate Power of Allegiance for that alignment.
In addition as a standard action you may designate one alignment you possess (either intrinsically or through Choose Your Balance). That alignment is unaffected by your Trumpet of Judgment until you select another alignment with this ability, or your pact with Seto ends.




Worst, paladin, ever.

Makes me want to take the Cleric of Lastai in my head and shift into (Divine) Anima Mage.

There may be some not so subtle commentary on the smite first paladin in there.

TheifofZ
2016-10-09, 03:52 PM
http://i.imgur.com/2Yqy0QM.gif

Lix Lorn
2016-10-09, 04:24 PM
Go go old SMBG memories... something about harems, a lemonade stand and wands of reverse gender, and crack ships...


Lixie the Forlorn, Enamored with Love

A succubus that fell in love with the idea of true love. She grants those who bind her the power to facilitate love, use ropes, and genderbend people.
I LOVE it. Or, well. At least lust after it. :smallwink:


There may be some not so subtle commentary on the smite first paladin in there.
Yes, I'd have preferred to live, but that's tough as far as becoming a vestige goes. :P

digiman619
2016-10-09, 04:46 PM
Seto, Who Carried the Planes (Seto)


What, no option to screw the rules because you have money? 0/10 would not bind. Seriously, very interesting, especially with the two different abilities with 9 options.

digiman619
2016-10-09, 04:47 PM
Seto, Who Carried the Planes (Seto)


What, no option to screw the rules because you have money? 0/10 would not bind. Seriously, very interesting, especially with the two different abilities with 9 options.

illyahr
2016-10-09, 04:59 PM
Here you go, that last gif gave me an idea. :smallbiggrin:


Zee, Thief of Perception (ThiefofZ)
Vestige Level: 4th
Binding DC: 20

Zee was a rogue who had mastered the art of stealth to the point that he hid from the universe itself.

Legend: Zee was a rogue and spy who specialized in stealth recon and infiltration. He built his career off of getting in to places and observing what he found, relaying that information back to his employers. As he grew in skill, so too did he grow in enemies. After spying on an unsuspecting wizard, the wizard discovered him. When Zee fled, the wizard kept up with his scrying magic and would always be a step ahead of him. Zee realized that anywhere he went, the wizard would be able to find him. He decided to be nowhere and hide from the universe itself, believing that if the universe itself couldn't find him, neither would the wizard. Somehow, he succeeded. Unfortunately, in doing so he lost his way. By hiding from the universe, the universe adjusted to his absence and he was trapped.

Manifestation: You don't actually see anything when Zee manifests. The sigil blurs and distorts, making it difficult to see, and the area around you darkens a bit.

Sign: Your shadow stretches in the opposite direction, pointing toward light sources instead of away.

Influence: Even while trying to draw attention, you make an effort to remain hidden and difficult to see.

Special Requirements: Zee's sigil cannot be drawn in areas of bright light.

Granted Powers:
Blur (Sp): You may use the blur spell as a spell-like ability at will with your effective binder level as your caster level. You can not use this ability if you are suppressing Zee's sign.

Zee's Skill (Su): Due to the skill Zee acquired in life, you add your effective binder level as a bonus to Hide and Move Silently checks.

Shadow Strike (Su): You can plunge a weapon into your own shadow and attack your foe from his, to a range of 10 feet per effective binder level. This catches your opponent Flat-Footed. If you are in an area where there is not enough light to cast a shadow, you cannot use this ability. If you used this ability while hiding, you do not take the normal penalty for hiding after an attack. You can only use this ability once every 5 rounds.

Zee's Vision (Su): While Zee is bound, you gain Low-Light Vision and Darkvision 60 and can also see in all forms of magical darkness. If you already have Low-Light Vision, your vision enhances so that you can see three times as well as a human in conditions of low light. If you already have Darkvision, you Darkvision improves by 60 feet.

Distort Aim (Su): If you are flanked, whenever one of the creatures flanking you misses due to concealment, treat the attack roll as an attack against the other creature flanking you.

Zaydos
2016-10-09, 05:01 PM
I LOVE it. Or, well. At least lust after it. :smallwink:

:smallbiggrin:


Yes, I'd have preferred to live, but that's tough as far as becoming a vestige goes. :P

It really is. I mean we have had 'torn apart by Tiamat so that their soul can't hold together', 'smote by a paladin while earnestly trying not to be Chaotic Evil', 'killed by two primordial gods of Law, one of which might be Asmodeus, in their Chaotic fight while all you were doing was keeping reality from falling back into the primal Chaos', 'sealed for eternity by the gods for the little thing of being a dracolich bent on multiversal conquest' (I think that's one of the few that didn't die), 'killed by red dragons and made into weapons for the army you tried to stop', 'stripped of divinity and doomed to live in a kingdom you froze just for falling in love with some guy and... making his life a living hell so he would have no one else to turn to', 'killed by your trusted lieutenant, Asmodeus, while trying to secure the place of your species in the cosmic scheme', 'possessed by a ghost and used as its puppet till your soul withered to a husk', 'killed as an abomination by people you were trying to warn', 'froze yourself/broke physics and was kicked out of reality', 'banished from existence by Asmodeus', 'banished from Hell by Asmodeus after being inflicted with a biological anti-fiend weapon', 'turned against your very nature creating massive destruction', 'vanished from reality in a super duel', ... Really this thread could be called GitP Regulars as horrible fates.


What, no option to screw the rules because you have money? 0/10 would not bind. Seriously, very interesting, especially with the two different abilities with 9 options.

Yeah but one of them you don't have any choice in what happens. Also fine...


Seto the Seahorse (Yu-Gi-Oh)

Seto was a rich jerk.
Vestige Level: 8th.
Binding DC: 45

Legend: Seto was a rich jerk who getting his comeuppance for attempting to murder a lot of people was saved from his horrible fate due to popularity, and proceeded to become the primary rival throughout the legend, and escape it all relatively intact.

Manifestation: A helicopter lands and a man with a badass longcoat steps forth, a duel disc on one arm and a briefcase in his other hand. He challenges you to a children's card game.

Sign: Your hair becomes green, the better to screw the rules.

Influence: While under Seto's influence you must be mean and jerkish to everyone you meet, including your dear little brother.

Granted Powers: Seto grants you the ability to have money, screw the rules, and summon 3 white dragons in one turn.

I have Money: As a standard action you may summon 1 gold piece per 5 binder levels. These gold pieces last 1 hour per binder level.

Screw the Rules: As a standard action you may break the rules. Once you have done so you must wait 5 rounds to do so again.

Summon Blue Eyes White Dragons: As a standard action you may summon 3 adult white dragons. They have blue eyes. They do your bidding for 1 hour and then vanish. You may not use this ability again until they have vanished and then 5 rounds have passed.

ryu
2016-10-09, 05:33 PM
And while mine could be consider alive in a sense literally leaving existence as it's known for the purpose of personal safety and information management is HARSH.

Seto
2016-10-09, 06:01 PM
Seto, who carried the Planes

Wow, Zaydos! Thanks! That sounds totally EPIC! I was sad when I read of the Great Elephant's cruel fate, but I guess that's the price to pay for that much awesomeness.
The Trumpet of Judgment and the idea of making every creature experience the limits of their own alignment makes me positively giddy. Also, I laughed at the "must consider the consequences of your action on the balance between the cosmic forces" clause. Most players would hate that, but I plead guilty to overthinking alignment matters in all sorts of verbose and long-winded ways.


Seto the Seahorse

Hahahaha! :smallbiggrin:
Also, Seahorse. Kaiba. Kai-Ba. Sea-Horse. Damn. So obvious. But it never hit me until now. Thanks for teaching me something!

Zaydos
2016-10-09, 06:41 PM
Rijan_Sai hereby steals the above statement for application unto himself!


Rijan Sai, Blade of Death (Rijan Sai)

Vestige Level: 6th.
Binding DC: 25.

Legend: Rijan Sai was a warrior-necromancer whose repeated victories upon the field of battle led him to a high place of honor in the royal court, and the hand of one of the princesses in marriage. With this position of power came many enemies, and there were those who opposed the idea of a necromancer holding a place of honor within the royal court.

Rijan’s enemies conspired and with poison in his wine killed him. They congratulated themselves for cleansing the court of his tainting presence, even as a harsh scraping could be heard upon the door of their meeting place. As one went to investigate the sounds, Rijan’s ghost passed into their chamber. The battle was quick and bloody but the conspirators were slain. One tried to flee but soon discovered that the scraping at the wall had been the claws of Rijan’s skeleton against the door, and its claws found his throat.

Afterwards Rijan returned to the palace and his wife, but she shrieked and turned from this ghost and his skeleton in terror, begging between sobs for him to leave and never return. Rijan did, leaving not merely the castle but reality as it is known.

Manifestation: Rijan’s skeleton seems to claw its way up out of the seal, rising to its feet before the would be binder before its shadow rises up off the ground in the form of a man made of living darkness. This wraith speaks with the binder making their pact.

Sign: Your flesh is cold and clammy like that of a corpse’s.

Influence: While under Rijan’s influence you become extremely suspicious of food prepared or touched by others, and will not eat or drink anything that another could have tampered with, even your most trusted friends.

Granted Powers:

Expel Skeleton: As a standard action you may expel your skeleton from your body. It becomes an unintelligent undead with your Strength, 2 higher Dexterity than you (it gains any enhancement bonuses you possess to these scores), 1 Charisma, 10 Wisdom, and no Constitution or Intelligence. It has hit dice equal to your binder level (BAB +1/2 hit dice, Fort +1/3 hit dice, Ref +1/3 hit dice, Will +2 +1/2 hit dice), natural armor of a skeleton of its size, DR 5 +1/4 your binder level overcome by magical bludgeoning weapons only, immunity to cold, turn resistance +2, and undead trait. This skeleton loses any flight you possess, as well as all special attacks and special qualities you possess except those derived from alignment or elemental subtypes, and gains a pair of claw attacks as primary natural weapons dealing 1d4 damage (plus strength), as well as any armor or weapon proficiencies you possess. If your skeleton is destroyed you take damage equal to ½ its maximum hit points and may not use this ability again until your skeleton reforms (which takes 1 hour). You may return your skeleton to your body as a full round action by touching it (at which point it ceases to be a creature and fully heals). Once you return your skeleton to your body you cannot expel it again for 5 rounds. You must have a skeleton to use this ability, and you must have a body beyond just a skeleton.

Feast of Darkness: Whenever a creature within 30 ft of you suffers negative levels you gain a +1 profane bonus per negative level they suffered (to a maximum of +1/3 binder levels) to attack, damage, saves, skill checks, and ability checks for 1 round.

Ghost Form: As a swift action you may become incorporeal. You gain the incorporeal subtype (and a deflection bonus to AC equal to your Charisma modifier) and any weapon you wield is considered to be ghost touch. You may use this ability for up to 1 round per binder level each day, and may end it at any time as a free action. Once you have ended a use of this ability, you must wait 5 rounds before using it again (assuming you still have rounds of use left).

Martial Wraith: Whenever you strike a creature in melee which poses an immediate threat to you or an ally you may channel a spark of negative energy dealing 2 damage to one creature within 10 ft of you. As this is negative energy if used against an undead creature they are healed 2 hp.

Sword of Lost Life: As a standard action you may make a single attack. If it hits a creature which poses an immediate threat to you or your allies you may channel negative energy dealing 4d6+binder level damage to the target and to another creature within 20 ft of the target. Creatures healed by negative energy are healed by this extra damage, and the secondary target is allowed a Will save to halve the damage. Once you use this ability you cannot use it again for 5 rounds.

Twisted Spirit: Whenever you use a Devoted Spirit stance or maneuver that allows you to heal an ally you may instead choose to inflict negative energy damage equal to the amount of hp that would be healed upon a single creature (enemy or ally) within range. If you use Strike of Righteous Vitality you you may instead duplicate the effects of a Harm spell, in which case the target is allowed a saving throw (DC 19 + your Charisma modifier) as they would for a Harm spell.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29): Word of Final Respite.

Word of Final Respite
Effective Level: 6th.
School: Necromancy.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
With a word you cut the strands that tie a creature to this world, pushing them inexorably towards death.
Target takes 1d6 damage/caster level. If the target has less than half health this damage is increased by 50% (as if empowered; if this invocation is empowered it results in a net +100% damage not +125%). A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.

Vestige Mastery (http://www.giantitp.com/forums/showsinglepost.php?p=21264903&postcount=137) – Rijan Sai [Vile]
You draw further upon Rijan Sai’s necromantic might, cursing your foes with wraith-like powers.
Prerequisites: Favored Vestige (Rijan Sai), Knowledge (religion) 15 ranks.
Benefit: When Rijan Sai is bound you may inflict 1d6 Constitution damage with a melee touch attack as a standard action; a successful Fortitude save negates this. You may also use Ghost Form for 1 minute/binder level each day and while in ghost form each melee attack you make inflicts 1 Constitution damage (Fort negates). In addition your skeleton when expelled with expel skeleton inflicts 1d6 Constitution damage (Fort negates) with its claw attacks. In all cases the save DCs are as if these were vestige abilities granted by Rijan Sai.



Wow, Zaydos! Thanks! That sounds totally EPIC! I was sad when I read of the Great Elephant's cruel fate, but I guess that's the price to pay for that much awesomeness.
The Trumpet of Judgment and the idea of making every creature experience the limits of their own alignment makes me positively giddy. Also, I laughed at the "must consider the consequences of your action on the balance between the cosmic forces" clause. Most players would hate that, but I plead guilty to overthinking alignment matters in all sorts of verbose and long-winded ways.

All it was trying to do was keep reality afloat. But no, possibly (but I don't believe so) Asmodeus had to be a stupid-head. Also over thinking alignment can be fun. And thanks :smallbiggrin:


Hahahaha! :smallbiggrin:
Also, Seahorse. Kaiba. Kai-Ba. Sea-Horse. Damn. So obvious. But it never hit me until now. Thanks for teaching me something!

I will note while his name is literally Sea + Horse that's not the Japanese name for seahorses. Also Moku means Wood.

Snowbluff
2016-10-10, 01:11 AM
Hi, I'm tired after breathing too many fumes at work then having to move to more cramped workplace to get too little work down while the floor in my normal workplace was sanded off without proper dust covers and ventilation prepared and then reskinned. :smallsigh:

Just wanted to welcome Ryu, Lix, and Thurbane. It's good to see familiar faces. :smallsmile:

Zaydos
2016-10-10, 01:36 AM
Snowbluff what is this anime you keep using for gifs. Not as in what is its name. But the very concept, the very premise of the show. He has to date cataclysm causing spirits to save the world and help an organization named after a squirrel? WHY?

I may be on episode 11.