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Xuldarinar
2018-08-21, 03:27 AM
BINDER
You have delved into the occult and learned how to bind vestiges. Vestiges are spirits cast out of the cycle of life and death, often cast beyond the planes by circumstance and sealed from existence with knowledge being the only key to return them to the great sphere. Through esoteric study you now hold that key.




FEAT 2 BINDER DEDICATION
Prerequisites Charisma 16, trained in Occult
You gain the ability to bind vestige through use of ritual. To contact a vestige, you must draw its unique seal visibly on a surface, making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration. Once the deal is drawn, you must perform a ritual requiring an action to summon the corresponding vestige. This action requires you touch the seal and call out the vestige using both its name and its title. Once this action has been performed a manifestation of the vestige appears in the seal’s space, after which point you have 1 round to address the vestige or it disappears. To make a pact with the summoned vestige, you must make a binding check. You are considered Trained in Binding and apply your Charisma modifier to this check. This process requires 1 minute, but you can choose to make a rushed binding check as an action at a -4 penalty. The DC for this check is equal to 13 + the Vestige's Level x 2. No one can use an aid action for this check. Succeed or fail, you gain the powers granted by the vestige for 24 hours and you cannot end this early. If you fail the binding check, the vestige influence your personality and actions, as described in their description. If you attempt to resist its influences, you take a -1 penalty on checks made until that vestige leaves you. If your check is successful, the vestige does not assert any influence over your actions nor your personality. As long as you have a vestige bound, you manifest a specific sign of its presence. This sign is real, not an illusory or shapechanging effect. You may conceal or reveal this effect as an action, but only if you succeeded on your binding check.
You are allowed to bind any 1st level vestige, and gain an ability marked with an asterisk (*) in its entry. The DC of abilities granted by your bound vestige is equal to your Class DC. Abilities granted by a vestige are Occult in nature and, unless otherwise stated, require an action to use. Abilities granted that replicate a spell or power are always treated as having a spell-level equal to half of your level and are always heightened if they have a heightened entry. Occult is a signature skill for you.




FEAT 4 BASIC SOUL BINDING
Prerequisites Binder Dedication
When you bind a vestige you gain all of the abilities listed in its entry. At 6th level, you gain access to 2nd level vestiges. At 8th level, you gain access to 3rd level vestiges. In addition, if you don't already have one, you gain a pool of 1 Focus Point, which you can Refocus by communing with your Vestige. This Focus Point can be spent on any non-passive abilities granted by your Vestige, unless otherwise stated.




FEAT 4 EXPLOIT VESTIGE
Prerequisites Binder Dedication
While binding a vestige you may select one of the vestige’s abilities to forgo. You gain a spell slot of any level up the highest you can cast, or you gain 1 additional Focus Point. If you utilize this ability, you take a -2 penalty to your Binding check.
Special If you possess the Patron Vestige feat and use this feat on your patron vestige, you automatically fail your binding check.




FEAT 4 PATRON VESTIGE
Prerequisites Binder Dedication
Select one vestige that you have previously bound. That vestige now is your patron. You have access to all abilities granted by this vestige. If you possess the Basic Soul Binding feat, you instead treat your Class DC as 1 point higher for the purposes of using abilities granted by this vestige. When binding this vestige you automatically succeed at the binding check.
Special If you belong to a class that requires that you have a patron deity, you now treat your patron vestige as your patron deity. If you possess a domain, it must be changed to one associated with your patron and you may only use it if you have your patron vestige bound. You may change you patron vestige, but it must be one that you have previously bound. This act should be considered roughly similar to changing your patron deity. Divine abilities granted from a that require you to have a patron deity are now treated as coming from the occult tradition instead. This does not change the spell list you have access to. If the vestige has a Special Requirement that restricts you from doing something, such as binding a specific vestige, these restrictions are treated as your patron's Anathema. Unless otherwise stated, all vestiges have Dagger as their favored weapon.




FEAT 6 EXPEL VESTIGE
Prerequisites Binder Dedication
Once per day you can attempt to expel a vestige to which you are bound. To do so you must draw its seal and go through the entire process used to summon it. If you succeed on the binding check this time, you expel the vestige and can summon a different one in its place if you wish. Regardless of success or failure, you take a -4 penalty on your next binding check with any vestige, and the next time you attempt to bind the vestige you expelled.
Special If you possess the Patron Vestige feat and attempt to expel your patron vestige, you must attempt a binding check when expelling them. if you fail this check the vestige is still expelled, but the next time you bind your patron vestige you do not automatically succeed at the new binding check, suffering the same -4 penalty as normal.





FEAT 8 RAPID PACT MAKING
Prerequisites Binder Dedication
You no longer take a penalty for attempting to make a rushed binding check.





FEAT 12 EXPERT SOUL BINDING
Prerequisites Basic Soul Binding, master in Occult
You gain the ability to bind 4th level vestiges. You become an expert for the purpose of Binding and utilizing abilities granted by a bound vestige. At 14th level you gain the ability to bind 5th level vestiges. At 16th level you gain the ability to bind 6th level vestiges.






FEAT 18 MASTER SOUL BINDING
Prerequisites Expert Soul Binding, legendary in Occult
You gain the ability to bind 7th level vestiges. You become a master for the purpose of Binding and utilizing abilities granted by a bound vestige. At 20th level you gain the ability to bind 8th level vestiges.






VESTIGES
Below are Vestiges, updated and altered for use with Pathfinder 2nd Edition's Binder Archetype, as detailed above.

I would like to, at some point, give all the vestiges new names and variations on their legends to help them fit into Pathfinder's setting. For the time being we are using their original names because it helps in translation. Once the mechanics are better hammered out, the fluff can altered.


AMON, THE VOID BEFORE THE ALTAR
Level: 1st
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Darkvision*: You gain darkvision, allowing you to see in darkness and dim light as well as you can see in bright light, though your vision in darkness is black and white. This is a passive effect.
Fire Breath: You vomit forth a line of fire. This line extends 10 feet and deals 1d6 + Charisma fire damage. Each creature in the area to attempt a save. A successful Reflex save halves this damage and a critical success negates. On a critical failure the creature takes double damage. You may expend an additional focus point to increase the damage dealt by 1d6.
Ram Attack: You can use the ram's horns that you gain from Amon's sign as a natural weapon. Treat them as a natural melee weapon that deals 1d6 points of damage, with the charge and deadly (d6) properties. You are trained with them. You cannot use this if you do not show Amon's sign. This is a passive effect.

Associated Domain: Fire
Favored Weapon: Horns


AYM, QUEEN AVARICE
Level: 1st
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Halo of Fire: As a reaction to being attacked in melee, you may deal 1d6 plus your charisma modifier fire damage to the attacking creature, unless they are using a weapon with exceptional reach. Alternatively, as an action, you may make a melee touch attack to deal 1d6 plus your charisma modifier as fire damage.
Medium Armor Training: You are considered trained in medium armor.
Resistance to Fire: You gain resistance to fire equal to half of your level (minimum 1)
Ruinous Attack*: Your melee attacks deal double damage to objects.
Unburdened: If your Speed would be reduced by armor you wear or the encumbered condition, you ignore 5 feet of that reduction. This is a passive effect.

Associated Domain: Wealth
Favored Weapon: Warhammer

LERAJE, THE GREEN HERALD
Level: 1st
Special Requirements: To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje''s name and title. In addition, Leraje hates Amon and will not answer your call if you have bound Amon within the past 24 hours.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Low-Light Vision: You gain Low-Light Vision, allowing you to see in dim light as if it were bright light. This is a passive effect.
Precise Shot: Your penalty when using a weapon with the Volley trait on a target within the specified distance is -1 instead of -2. This is a passive effect.
Ricochet: Make two Strikes, each against adjacent targets. You make a single attack roll for both and apply the result to the Armor Class of both targets. Extra damage from abilities may only be applied to the first Strike, designated when making the attack roll.
Weapon Training*: You are considered trained with longbows, composite longbows, shortbows, and composite shortbows. If you already are trained in any of these weapons, you gain a +1 circumstance bonus on attack rolls with them. This is a passive effect.

Associated Domain: Ambition
Favored Weapon: Longbow

NABERIUS, THE GRINNING HOUND
Level: 1st
Special Requirements: He manifests only for a summoner who is trained in Deception.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Illusory Disguise: You can alter the appearance of your form as an action. This effects works like the illusory disguise spell.
Naberus's Skills*: At the time you bind Naberus, select a number of skills equal to your Constitution modifier. These must be skills you are untrained in. You may use the these skills as if you were trained in them, though your proficiency modifier is still equal to your level minus 2. This is a passive effect.
Persuasive Words: You can direct a verbal command at a single creature within 30 feet as if using the command spell.
Silver Tongue: You are treated as having the Assurance feat for Deception and Diplomacy. This is a passive effect.

Associated Domain: Secrecy
Favored Weapon: Dagger


RONOVE, THE IRON MAIDEN
Level: 1st
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Cold Iron and Magic Attacks: Your unarmed attacks are treated as magical and cold iron, allowing them to bypass resistances accordingly. This is a passive effect.
Far Hand: You gain the Mage Hand cantrip. This does not cost a Focus Point.
Feather Fall*: As an you can slow your descent. This functions as the feather fall spell, except it only works on yourself, it is not dismissed when you land, and will continue to function until Ronove is no longer bound or you choose to dismiss the effect.
Incredible Movement: You gain a +10-foot conditional bonus on your Speed whenever you're not wearing armor. This is a passive effect.
Ronove's Fists: Attacks made with your fists deal 1d6 and you use your normal proficiency when making a lethal attack with a nonlethal unarmed attack. This is a passive effect.

Associated Domain: Perfection
Favored Weapon: Fist


DAHLVER-NAR, THE TORTURED ONE
Level: 2nd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Mad Soul: Binding to Dahlver-Nar grants you immunity to confusion and stupefied effects. This is a passive effect.
Maddening Moan: As an action you can emit a frightful moan. Every creature within 30 feet of you must succeed on a Will save or be flat-footed and slowed 1 for 1 round.
Natural Armor: Your unarmored defense is trained, and you may add your Constitution modifier as an item bonus to your AC and half of your Constitution modifier as an item bonus to TAC. This is a passive effect.
Shield Self As an action you can designate one creature within 60 feet to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects and it takes the rest. The effect ends immediately if you designate another creature or if either you or the creature dies. Any damage dealt to you after the effect ends is no longer split, but damage already split is not reassigned to you. An unwilling target of this ability can attempt a Will save to negate the effect. You may spend an additional Focus Point to increase the range of this effect by 40 feet.

Associated Domain: Knowledge
Favored Weapon: Dagger

HAAGENTI, MOTHER OF MINOTAURS
Level: 2nd
Special Requirements: You must be either Large, or be able to speak Jotun.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Confusing Touch: You may make a touch attack, forcing your target to succeed on a Will save or become confused for 2 rounds. On a critical failure, your target may not attempt another save to end the effect early.
Immunity to Transformation: Whenever you are placed under the effects of an ability that would force you into a new shape, such as polymorph or petrification, you may choose to return to your normal form at the start of your next turn. This does not consume an action. This is a passive effect.
Weapon Training: You are trained with the battle axe, and greataxe.

Associated Domain: Might
Favored Weapon: Battle axe

MALPHAS, THE TURNFEATHER
Level: 2nd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Bird's Eye Viewing: As an action you can summon a dove or raven to aid your powers of observation. The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. This dove or raven otherwise functions as a familiar, using Charisma as your spellcasting modifier. This bird remains until you dismiss it as an action, summon another one, or stop binding with Malphas.
Invisibility: As an action you can make yourself invisible, functioning as the invisibility spell.
Poison Weapon: So long as you have malphas bound, you possess the Poison Weapon rogue feat. This is a passive effect.
Sneak Attack: When attacking a flat-footed creature using an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage.


Associated Domain: Passion
Favored Weapon: Dagger

SAVNOK, THE INSTIGATOR
Level: 2nd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Call Armor: As an action, you can summon a suit of full plate armor, which appears on your body. You can dismiss the armor as another action.
Heavy Armor Training: You are considered trained with Heavy Armor.
Move Ally: As an action you can swap positions with any visible ally within 30 feet. Objects carried by you or your ally go along, but creatures do not. The movement is instantaneous.
Savnok's Armor: While wearing your called armor, damage from non-piercing weapons dealt to you is reduced by 1 point. If you an Expert in heavy armor, this is increased to 2 points. If you are a Master in heavy armor, this is increased to 3 points. If you are Legendary in heavy armor, this increases to 4 points.

Associated Domain: Protection
Favored Weapon: Gauntlet



ANDROMALIUS, THE REPENTANT ROGUE
Level: 3rd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Jester's Mirth: As an action you can cause an opponent to break into uncontrollable laughter. This ability functions like hideous laughter
Locate Item: As an action, you can sense the direction of any well-known or clearly visualized object that lies within 800 feet. If you wish to find a specific object, this ability only works if you have seen the object first hand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of one object in a round. This ability does not reveal the direction of a disguised object such as a secret door unless you can visualize its disguised form, nor does this ability reveal the distance of the object.
See the Unseen: As an action you can use see invisibility
Sense Trickery: You gain a +2 circumstance bonus on Perception checks to oppose Deception checks. In addition, you automatically notice when a creature uses Thievery to take something from you. This is a passive effect.
Sneak Attack: When attacking a flat-footed creature using an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 2d6 extra precision damage.

Associated Domain: Freedom
Favored Weapon: Dagger


FOCALOR, PRINCE OF TEARS
Level: 3rd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Aura of Sadness: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. This is a passive effect.
Focalor's Breath: As an action you can exhale towards a single creature within 30 feet. That creature is blinded for 1 round unless it succeeds on a Fortitude save.
Lightning Strike: As an action you can call forth a bolt of lightning. This functions as lightning bolt.
Water Breathing: You can breath both water and air with equal ease. This is a passive effect.

Associated Domain: Water
Favored Weapon: Dagger


KARSUS, HUBRIS IN THE BLOOD
Level: 3rd
Special Requirements: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a summoner who is trained in Arcana. He also hates Amon and will not answer your call if you have bound Amon within the past 24 hours.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Heavy Magic: The save DC for each effect of every magic item you use increase by 1. This is a passive effect.
Karsus's Senses: You can see magical auras as if by means of Detect Magic, but this effect is always active. This is a passive effect.
Karsus's Touch You can produce a dispel magic effect with a touch. This functions as the spell, except it has a range of touch.
Karsus's Will: You can use scrolls, staves, and wands as if you are a wizard, possessing access to the arcane spell list and all the correct spell casting actions. This is a passive effect.

Associated Domain: Magic
Favored Weapon: Staff


PAIMON, THE DANCER
Level: 3rd
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Dance of Death: When you use this ability, you may move up to your speed and make a strike against any creature you move past. When using this ability you cannot make more than one attack against any given creature more than once.
Paimon's Blades: You are considered trained with the rapier and short sword. This is a passive effect.
Paimon's Dexterity: You gain a +2 bonus to Dexterity. If your Dexterity score is 18 or greater, this only increases it by +1. This is a passive effect.
Paimon's Skills: You are considered trained in Acrobatics and Performance. This is a passive effect.

Associated Domain: Passion
Favored Weapon: Rapier



AGARES, TRUTH BETRAYED
Level: 4th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Earth and Air Mastery: You gain a +1 circumstance bonus to attack rolls and damage rolls if both you and your target are touching the ground. Any airborne foe takes a -1 circumstance penalty on attack rolls and damage rolls against you. This is a passive effect.
Earthshaking Step: As an action, you can stomp on the ground, causing every creature within 10 feet of you that is either standing or climbing on a surface connected to the ground to make a Reflex save or fall prone. You and your Elemental Companion are never knocked prone by the use of this ability
Elemental Companion: You can summon a minor earth elemental as the Summon Monster spell, except this elemental remains until slain, is more than 30 feet away from you, or your pact ends.
Fear Immunity: You have immunity to fear based conditions. This is a passive effect.
True Speech: You can speak, understand, read, and write all languages spoken by creatures within 30 feet of you. To use an unfamiliar langauge, you must hear it spoken and see the speaker. Once you have used it, you can continue to do so for as long as your pact lasts. When speaking or writing in a language you are not familiar, you cannot lie. This is a passive effect.

Associated Domain: Earth
Favored Weapon: Scimitar

ANDRAS, THE GRAY KNIGHT
Level: 4th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Weapon Training: You are considered to be trained with the greatsword. lance, longsword, and rapier. This is a passive effect.
Mount: You can call a horselike creature to serve as your mount. This functions as Phantom Steed.
Retributive Strike: You gain the paladin's Retributive Strike reaction. This is considered a passive effect.
Sow Discord: As an action you can force an enemy to attack a randomly determined ally within reach on his next action, and he must do so as his first attack. The target must be within 40 feet of you and a successful Will save negates the effect. the foe must strike for lethal damage and use whatever weapon is in hand. If no one is within the foe's reach, this ability has no effect.

Associated Domain: Zeal
Favored Weapon: Greatsword

BUER, GRANDMOTHER HUNTRESS
Level: 4th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Buer's Knowledge: You are considered trained in Medicine, Nature, and Survival.
Buer's Purity: You have immunity to disease and poison. Making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. This is a passive effect.
Delay Diseases and Poisons: Each ally within 30 feet of you is temporarily immune to the effects of poison and disease. Allies in the area make saving throws against disease and poisons normally but they do not incur the effects of failure as long as they stay within range. An ally that leaves the area immediately suffers all the effects for any missed saves, progressing the poison or disease. This is a passive effect.
Heal: You are able to heal others as with the Heal spell.

Associated Domain: Healing
Favored Weapon: Short bow

EURYNOME, MOTHER OF THE MATERIAL
Level: 4th
Special Requirements: Eurynome hates Amon and will not answer your call if you have bound Amon within the past 24 hours.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Animal Friend: All animals automatically have an initial attitude of Friendly towards you. This is a passive effect.
Euryome's Maul: As an action you can summon a Large +1 warhammer. you are trained with this weapon and can wield it in one hand without penalty. This warhammer disappears if it leaves your grasp for more than one round.
Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that ingests it takes 1d6 persistent poison damage. A successful Fortitude save will end the effect. This is a passive effect.
Water Dancing: As an action you can move on liquid as if it were firm ground. This ability functions like the water walk spell, except that it affects only you.

Associated Domain: Nature
Favored Weapon: Dagger

TENEBROUS, THE SHADOW THAT WAS
Level: 4th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Bind Undead: With a word, the undead answer to your commands. This functions as if using bind undead.
Darkness: You cloak the area in darkness as if using darkness.
Greater Darkvision: You gain greater darkvision, allowing you to see in darkness, including magical darkness, and dim light as well as you can see in bright light, though your vision in darkness is black and white. This is a passive effect.
Touch of the Void: You empower your weapons with the utter cold of the void. One weapon touched as an action deals 1d8 cold damage in addition to damage it normally deals. This lasts for 1 minute.
Vessel of Emptiness: As an action you can disrupt your presence, drawing energy from the shadow plane to travel around. This functions as the Dimension Steps power.

Associated Domain: Darkness
Favored Weapon: Staff



ACERERAK, THE DEVOURER
Level: 5th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Detect Undead: While you have Acererak bound, you are able to sense the presence of undead. This functions as detect alignment, except it can only be used to detect the auras of creatures that are undead. This is a passive effect.
Paralyzing Touch: As an action you may make a touch attack against a foe in range, forcing them to make a Fortitude save. On a success, the creature is slowed for 1 round for 1 round. On a failure, the creature is paralyzed for 1 round. On a critical failure, the creature is paralyzed permanently, falls prone, and appears to be dead, though a creature who succeeds at a DC 25 Medicine check recognizes the victim is alive.
Speak with Dead: At any time you may ask a dead creature questions and it will answer. The corpse's knowledge is limited to what it knew in life, including the languages it spoke. Answers are brief, cryptic, repetitive, especially if the creature would have opposed you in life. If the creature's alignment was different than yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer or attempt to deceive you, using the Deception skill against you. The corpse can only speak about what it knew in life. A damaged corpse may give partial answers or partially correct answers, and one lacking a mouth will not speak at all. Undead creatures will not answer your questions by means of this effect. This is a passive effect.
False Lichdom: While you have Acererak bound you are treated as immune to asleep, death effects, disease, paralysis and poison. Additionally, negative energy heals you as if you were were undead. This is a passive effect.

Associated Domain: Undeath
Favored Weapon: Staff

BALAM, THE BITTER ANGEL
Level: 5th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Balam's Cunning: As a reaction you can reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original.
Icy Glare: As an action you can glare at a creature to chill them to their very core. One creature who can see you takes 2d6 cold damage. A successful Will save negates this damage.
Prescience: You gain a glimpse of the future a moment before it happens. This knowledge manifests as a +2 circumstance bonus to initiative, Reflex saves, AC, and TAC. This is a passive effect.

Associated Domain: Fate
Favored Weapon: Greatsword

DANTALION, STAR EMPEROR
Level: 5th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Awe of Dantalion: As an action you can inspire awe in your foes. Any creature that sees you must make a Will save or be unable to attack you for 1 round. If you take any hostile action against the affected creature or its allies after using this effect, the effect ends.
Dantalion Knows: While bound to Dantalion, you have a +4 circumstance bonus to any skill check made to recall information. This is a passive effect.
Read Thoughts: As an action you can attempt to read the surface thoughts of any creature you can see. If the creature makes a successful Will save, you cannot read its thoughts nor can you attempt to read its thoughts again for 1 minute.
Thought Travel: As an action you can instantly teleport yourself and any objects you cary to any location you can see within 70 feet. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the space because it contains a solid body, the attempt to travel fails and you are stunned for 1 round. Otherwise, you always arive at the exact location desired.

Associated Domain: Family
Favored Weapon: Dagger

GERYON, THE DEPOSED LORD
Level: 5th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Acidic Gaze: The gaze of your devlish eyes can cause foes to erupt with acid. When you use this ability, each opponent within 30 feet of you must succeed a Will save or take 2d6 points of acid damage. Opponents can avert or close their eyes to protect themselves. You can choose to focus your gaze on a specific creature to effect only one rather than all opposing creatures in range. You cannot use this ability if you do not show Geryon's sign.
All-Around Vision: Your extra eyes allow you to look in any direction, granting you a +2 circumstance bonus on Perception checks. Opponents gain no benefits from flankign you. When confronted by a creature with a gaze attack, however, you cannot avert your eyes though you can still close them. You cannot use this ability if you do not show Geryon's sign. This is a passive effect.
Greater Darkvision: You gain greater darkvision, allowing you to see in darkness, including magical darkness, and dim light as well as you can see in bright light, though your vision in darkness is black and white. You cannot use this ability if you do not show Geryon's sign. This is a passive effect.
Swift Flight: As an action, for one round, you gain a flight speed of 60 feet with perfect maneuverability.

Associated Domain: Tyrany
Favored Weapon: Dagger

OTIAX, THE KEY TO THE GATE
Level: 5th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Air Blast: You can focus the air around you into a concentrated blast that batters opponents. You can use your air blast as a melee touch attack against an adjacent foe or one that is up to 10 feet away. This deals 2d6 points of bludgeoning damage, but you do not add your Strength bonus to the damage roll. You cannot use this ability if you do not show Otaix's sign. This counts as a passive effect.
Combat Reflexes You are treated as if you possess the Combat Reflexes feat. This is a passive effect.
Concealing Mist: You can whip the mist that constantly surrounds you into a concealing screen that grants you concealment. You cannot use this concealment to hide. You can suppress or activate this ability as an action. A severe wind suppresses your mist. You cannot use this ability if you do not show Otaix's sign. This is a passive effect.
Open Portal: As an action you can open a door, chest, box, window, bag, pouch, bottle, barrel, or other container. This ability has a range of 120 feet.
Unlock: As an action, you can unlock a single lock you can touch, provided your Class DC exceeds the Thievery DC of the lock. This ability grants you no protection from any traps that might be associated with the lock.



Associated Domain: Air
Favored Weapon: Dagger



CHUPOCLOPS. HARBINGER OF FOREVER
Level: 6th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Aura of Despair: Every creature within 10 feet of you takes a -2 circumstance penalty on attack rolls, checks, saves, and weapon damage rolls. You can suppress or activate this ability as an action. This is a passive effect.
Ethereal Watcher: As an action you can become ethereal. You remain on the Ethereal Plane indefinitely if you take no actions, but you return to the Material Plane immediately after taking an action.
Ghost Touch: Your melee attacks are treated as possessing the Ghost Touch property. This is a passive effect.
Bite: You gain a bite attack that deals 1d6 piercing damage. You do not gain this if you hide the Sign of Chupoclops. This is a passive effect.
Pounce: If you charge a foe, you may make a free bite attack at the end of the charge. This is a passive effect.
Soulsense: You notice and locate living creatures within 10 feet as if you possessed blindsense ability. You also also sense the strength and type of their life forces. This is a passive effect.

Associated Domain: Fate
Favored Weapon: Bite

HAURES, THE DREAMING DUKE
Level: 6th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Inaccessible Mind: You are protected from any effort to detect, influence, or read your emotions or thoughts. You can suppress or activate this ability as an action. This is a passive effect.
Incorporeal Movement: When moving, you become nearly incorporeal and can ignore the effects of difficult terrain. You can even move through an enemy's space, but not through walls or other solid barriers. Furthermore, any attacks of opportunity directed at you while you move have a 50% miss chance. You can suppress or activate this ability as an action. This is a passive effect.
Induce Hallucination: As an action you can cast hallucination.
Phantasmal Killer: As an action you can cast phantasmal killer.

Associated Domain: Dreams
Favored Weapon: Dagger

IPOS, PRINCE OF FOOLS
Level: 6th
Special Requirement: None.
Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Cold Iron Claws: Your fingernails harden intol cold iron, granting you one claw attack per hand. These claws deal 1d6 damage and are considered cold iron weapons. If you already have a claw attack, use the damage from this ability only if this ability provides better damage. You cannot use this ability if you do not show Ipos's sign. This is a passive effect.
Flash of insight: As an action you gain a true seeing effect.
Planar Attenuation: You gain protection from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, and so on. You can change the plane to which you are attuned as an action. This is a passive effect.
Rend: If you hit a foe with both of your claw attacks in a given round, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage.

Associated Domain: Knowledge
Favored Weapon: Claws

SHAX, SEA SISTER
Level: 6th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Freedom of Movement: As an action you can give yourself the ability to ignore restraints for 1 round.
Immunity to Electricity: You gain immunity to electricity damage. This is a passive effect.
Storm Strike: As an action you can deliver a Strike to a creature within reach. This attack deals 1d6 electricity damage and 1d6 sonic damage in addition to the normal damage for a Strike.
Swim Speed: You gain a swim speed equal to your land speed. You can move through water without making any checks, and gain a +4 circumstance bonus on any checks made to perform actions involved with swimming. This is a passive effect.


Associated Domain: Water
Favored Weapon: Dagger

ZAGAN, DUKE OF DISAPPOINTMENT
Level: 6th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Aversion: As an action you can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save or gain an aversion to you, snakes, or snake-like creatures for 5 rounds. An affected creature must stay 20 feet away from you, any snake, or snake-like creature, alive or dead. If they are already within 20 feet, the target must spend their next action moving away if able. If they are unable to move away or they are attacked by anything they are given an aversion to by this ability, they are overcome with revulsion. This bestows a -4 circumstance penalty to Dexteirty until the effect wears off or the subject is no logner within 20 feet of you. When you use this power, a ghostly image of Zagan manifests around your body and speaks your command with you before vanishing.
Grappler: You are considered trained in Athletics for the purpose of the Grapple action. In addition, you are considered to be Large for the purpose of making grapple checks and damage you deal with grappling is considered lethal damage. This is a passive effect.
Scent: You gain the scent sense, out to 30 feet. This is a passive effect.
Constrict: When you do a successful grapple, you deal 1d8 + 1-1/2 x your Strength modifier damage. This is a passive effect.

Associated Domain: Ambition
Favored Weapon: Dagger

7th and 8th level vestiges are in a lower post due to limited room!

khadgar567
2018-08-21, 05:50 AM
I give you my permision to you use atziri the demon princess, paimon the queen of lust, nyotengu the winged mistress, kasmeer the phantasmal mistress and derteto the mistress of pleasure.

Kyrell1978
2018-08-22, 04:42 PM
So, I totally read that as bender archtype and came on here expecting to see some crazy warforged with alternate racial features. Lol.

khadgar567
2018-08-22, 05:02 PM
So, I totally read that as bender archtype and came on here expecting to see some crazy warforged with alternate racial features. Lol.
or blind earthbender npc.

Xuldarinar
2018-08-22, 05:33 PM
So, I totally read that as bender archtype and came on here expecting to see some crazy warforged with alternate racial features. Lol.



or blind earthbender npc.

Hah. I appreciate the reference, both of you. That said, no.. Neither.

At this point I'm looking for feedback on what is there and some ideas to kick around. I will be gradually converting vestiges over, but right now we have the first two levels so theres enough to go on at least as far a number of the feats are concerned.

noob
2018-08-22, 06:29 PM
You gain the ability to bind 4th level vestiges. You become an expert for the purpose of Binding and utilizing abilities granted by a bound vestige. At 14th level you gain the ability to bind 5th level vestiges. At 8th level you gain the ability to bind 6th level vestiges.
so at level 12 you can bind level 6 vestiges but not level 5 vestiges?

Xuldarinar
2018-08-23, 12:39 AM
so at level 12 you can bind level 6 vestiges but not level 5 vestiges?

Good catch. Thank you. That was a horrible typo, but it has been fixed. This is one of the reasons I wanted community feedback before continuing: 3rd party proof reading.

Xuldarinar
2018-08-24, 04:53 AM
I have now completed all of the Vestiges, however we are still not done here. One, you may notice that only up to 6th are in the original post. Sadly, this is due to space constraints, so here are the rest:


ELIGOR, DRAGON'S SLAYER
Level: 7th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Chromatic Strike: You may charge a melee attack with acid, cold, electricity, fire, or poison. You make a Strike at a creature within melee range, and deal an additional 1d6 points of damage of your chosen energy type.
Eligor's Strength: You gain a +2 bonus to Strength. If your Strength score is 18 or higher, this becomes a +1 bonus. This is a passive effect.
Eligor's Resilience: You gain a +3 circumstance bonus to AC. This is a passive effect.
Heavy Armor Training: You are considered trained in heavy armor. This is a passive effect.


Associated Domain: Zeal
Favored Weapon: Longsword

MARCHOSIAS, KING OF KILLERS
Level: 7th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Death Attack: If you study a target for three rounds and then attack them, provided they are flat-footed and you use an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, the creature is either paralyzed or dies (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target neither detects you nor recognizes you as an enemy. When you attack, the victim my make a Fortitude save against the paralysis or death effect. If they fail against the paralysis effect, they are rendered helpless and unable to act for 1d6 +9 rounds. Once you've completed the three rounds of study, you must make the death attack within the next three rounds.
Fiery Retribution: Whenever you perform an attack that deals precision damage, you deal an extra 3d6 points of damage. This is a passive effect.
Smoke Form: As an action you can assume the form of a smoke cloud. This ability functions like the gaseous form spell, except you can remain gaseous for as long as you wish.
Silent and Sure: You are considered trained in Stealth and get a +4 circumstance bonus to stealth checks. This is a passive effect.


Associated Domain: Death
Favored Weapon: Dagger



HALPHAX, THE ANGEL OF THE ANGLE
Level: 8th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Damage Reduction: You gain damage reduction 10/adamantine. You cannot use this ability if you do not show Halphax's sign. This is a passive effect.
Halphax's Knowledge: you are considered trained with, and gains a +4 circumsstance bonus with, Crafting and Siege Engineer Lore. This is a passive effect.
Imprison: You can imprison a foe deep in the earth with only a touch. As an action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude save or be imprisoned for 20 rounds, trapped in a state of suspended animation. If you miss the touch attack, this ability does not consume a Focus Point, but it still does if the target succeeds on their save. You cannot imprison a creature while you already have another imprisoned form this ability.
Stone Wall: as an action you can bring a flat, vertical wall of stone to spring into being. This functions as Wall of Stone, except it disappears after 1 minute.
Secure Shelter: As a standard action you can bring a sturdy stone building into being at any point on the ground within 60 feet of you, as long as the space can accommodate its dimensions. You cannot summon a new tower while you already have one standing from this effect. You can dismiss the structure as an action.


Associated Domain: Earth
Favored Weapon: Dagger

ORTHOS, SOVEREIGN OF THE HOWLING DARK
Level: 8th
Special Requirements, Manifestation, Sign, and Influence: These are unchanged.
Granted Abilities:
Blindsight: You gain echolocation (auditory blindsight) out to 30 feet. This is a passive effect.
Displacement: As an action you can surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance unless the attacker can locate you by some means other than sight. True seeing allows the user to determine your position. You can suppress or activate this as an action. This is a passive effect.
Whirlwind Breath: As an action you can exhale a scouring blast of wind in a 60-foot cone. This deals 15d6 points of damage. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed a Fortitude save or be knocked prone and moved 1d4x10 feet away from you.

Associated Domain: Darkness
Favored Weapon: Dagger



These do not include the "non-core" vestiges, such as things introduced on the Wizards of the Coast Website, Dragon Magazine, or anyone's created vestiges. We'll get to those eventually.


At this point however, I would like work to turn towards two things: Altering these vestiges for balance, and creating new names (and stories as needed) for these vestiges so they can fit in Pathfinder's setting. A creature from the far realm may instead be from the Dark Tapestry. A follower of Olidammara wouldn't exist, but perhaps a follower of a different good humored god of thieves tried pulling something. I know these may not all fit, given I'm already pushing things here, so once we start filling in stories I may store full entries elsewhere. But for now, mechanically, they work here.

Xuldarinar
2018-08-24, 07:25 AM
Possible 1st level Vestige retooling, replacing Amon.

ARODEN, THE BROKEN PROPHET
Level: 1st
Once the living god, a deity of humanity and innovation, his disappearance left all of his followers in silence and disarray. Now he takes the form of a twisted vestige,
Legend: A hundred years ago, Aroden's followers anticipated the arrival of their god as foretold under the Starfall Doctrine, marking the beginning of a new age. Instead storms racked the world for weeks and when the clouds parted he was gone without a trace. Scholars have ever since debated just what happened to him, whether he was slain or something else. Whatever the truth, Aroden's essence lingeres in the form of a vestige, his symbol a recent discovery. Once the god of humanity in all of their best qualities, he now exists as a spirit of storms and knowledge, broken. Binder scholars have turned to him for answers when called, but none, even those who revere him as he was in life, have heard the answer.
Manifestation: Aroden manifests in a swirling torrent of clouds arising from the iris of his seal. What appears briefly as Aroden as many have depicted him quickly becomes a mockery of that very image. His form waterlogged and emaciated, his features appearing with disturbing proportions, all sculpted from the clouds. A pair of tall horns flow up from his head, appearing not unlike the headdress and helmets worn by many of his devoted. When he speaks his voice it howls like rushing winds and booms like thunder.
Sign: One of your eyes clouds over, turning a milky white in hue.
Granted Abilities:
Breath of the Storm: You vomit forth a line of electricity. This line extends 10 feet and deals 1d6 + Charisma electricity damage. Each creature in the area to attempt a save. A successful Reflex save halves this damage and a critical success negates. On a critical failure the creature takes double damage. You may expend an additional focus point to increase the damage dealt by 1d6.
Darkvision*: You gain darkvision, allowing you to see in darkness and dim light as well as you can see in bright light, though your vision in darkness is black and white. This is a passive effect.
Horns of the Azlanti: As an action you can sprout a tall pair of horns. Treat them as a natural melee weapon that deals 1d6 points of damage, with the charge and deadly (d6) properties. You are trained with them. Growing them and dismissing them is an action. This is a passive effect.

Associated Domain: Knowledge
Favored Weapon: Longsword

Xuldarinar
2019-08-06, 01:58 PM
With pathfinder 2nd edition out, it was high time to dig this back up. Mechanically things are unchanged enough in the areas this refers to it does not appear I have to change a thing.

Edit: Ok. I had to eat my words. There were changes and so I've gone through and made all the ones needed that I caught.

khadgar567
2019-08-07, 08:35 AM
well first of all congratulation mate you kinda hit the hammer in the head of aroden plot but the old aroden vestige feels more proper for golarion fluff nice work and good to see you aliveç

argol228
2019-11-12, 08:00 PM
so is there plans on making this a full class?