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Eldritch_Ent
2007-10-21, 04:20 PM
Well, I suppose some people could always use some help homebrewing Vestiges, and Binders never get any love, so I decided to give people who like Binders a quick shot in the arm, even if I miss the vein. Over the course of the next few weeks I hope to add more to this thread, including example Vestiges, A few Binder prestige classes, and a table that will help in creating mathematically balanced Vestiges. However, as I'm studying taxes right now, my time is limited- But fear not, this is what I'm doing to keep my sanity between cram sessions, so steady progress should be made. :smallbiggrin:


The Anatomy of a Vestige-

The Name- All good vestiges have a name. Especially one that sounds vaguely demonic or strange. A good start is looking up a list of mythical monster names, especially notable creatures from mythology, folklore, and even religion. Few people will stand for summoning "Bob the Quackulant", so properly naming a vestige is a big help. If you're having trouble, just use a name from a myth, legend, or fairytale and abse the Vestige off of the creature selected. (It's what WOTC did, after all.)

The Legend- This is the important part to have in mind before you do the other parts, as it can give you a good idea of which powers the vestige might have and why. It will also help if you can explain just HOW the vestige became a vestige, or in some cases where it's not a vestige why it might be acting like one. Looking at old stories of ancient monsters might help get your creative juices flowing.

The Sign- Which should be fairly obvious, but practical to conceal. Just pick a notable feature of the Vestige and make the caster have it. (Like a change in skin color or an extra, useless, appendage.)

The Influence- Which should be something fairly common but not horrible... Generally if you pick two actions related to the Legend and present them in this format-
Fear X, Hate X, Do X for Y rounds, Do X under Y conditions, or Do not do X.
you should be in good condition. If you're really desperate, just ask these-
What caused the Vestige to become a Vestige? Most vestiges have issues with whatever caused their demise or Vestigehood, and will have you avoid it.
What did the Vestige love most in life? Most vestiges crave to have their life back, and will be eager to revel in whatever their favorite pleasure was.
Remember, the binder is not in any way obliged to follow these, so don't expect a Vestige with "stop breathing" to be a good way to kill your players, but they will incur a -1 penalty for the rest of the binding period if they fail to follow it. (Not that they'll ever summon that vestige again, mind you.)

There are three basic rules for balancing a Vestige's powers-
1: Never give the Vestige a power greater than, or less than a class that gets it as a class ability of the same level-range could cast. Also, try not to give it any abilities "below" that, either in quantity or quality. A quick rule of thumbs is never give a Vestige a Spell or Maneuver higher than their Vestige Rank.
2: Combat abilities that deal damage or have a minor effect, like Polar Ray, Lightning Bolt, Grease, Tasha's Hideous laughter, should generally by 1/5 rounds. More powerful or hard to avoid effects like Otto's Irresistable Dance, Glitterdust or Force-Cage should be limited to 1, 2, or 3/day depending on utility, and more importantly, the EXP/GP cost avoided by it being an SU ability. Truly powerful effects, like Wish, might best be avoided unless you really know what you're doing, especially since most classes hate when someone else gets access to their "capstone" abilities.
3: Give a Vestige either 3 very useful abilities, 4 moderately useful abilities, or 5 less useful abilities within their level range. A Vestige should, generally, have at least one "1/5 rounds" damage-dealing abilitiy to be used in combat.

One remaining factor to consider is the Vestige's "Binding DC". A Quick rule of thumb shoulld be (Vestige Rank x 3) + 10, with younger, weak-willed or particularly desperate Vestiges having lower DC's, but older, strong-willed and aloof vestiges having higher ones.

On a final note, The Vestige's "Seal" is generally merely a highly abstract representation of the Vestige done in lines with some arrows, dots, and circles in them. Never fill in spaces.



Any questions, comments, or suggestions on things you want added to the guide? Want to add your own information or request a vestige? Post!

Eldritch_Ent
2007-10-21, 04:21 PM
Reserved space.

Eldritch_Ent
2007-10-21, 04:24 PM
Binder Variant: Deific Binder

Deific Binder

This is a Binder Variant that requires the Divine Handbook and Tome of Magic. However, in practice it's a Cleric that gives up it's ability to pray for any cleric spell ever, and one spell slot per level, in exchange for a few powers, namely extra utility for their Turning, access to the Smite ability, and the Communications/Spiritual Fortitude/Sudden Salvation/Foresight abilities.

Fluff-wise, instead of binding vestiges, you instead bind various deities- taking on parts of their power to further their cause.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Bind Deific Vestige, Domain Power

2nd|
+1|
+3|
+0|
+3|Communications (Augury)

3rd|
+2|
+3|
+1|
+3|Turning

4th|
+3|
+4|
+1|
+4|Divine Knowledge

5th|
+3|
+4|
+1|
+4|Bind Pure Force

6th|
+4|
+5|
+2|
+5|Smite, Soul Guardian

7th|
+5|
+5|
+2|
+5|Communications (Divination)

8th|
+6/1|
+6|
+2|
+6|

9th|
+6/1|
+6|
+3|
+6|Communications (Commune)

10th|
+7/2|
+7|
+3|
+7|

11th|
+8/3|
+7|
+3|
+7| Spiritual Fortitude

12th|
+9/4|
+8|
+4|
+8|

13th|
+9/5|
+8|
+4|
+8|Communication (Legend Lore)

14th|
+10/5|
+9|
+4|
+9|

15th|
+11/6/1|
+9|
+5|
+9|

16th|
+12/7/2|
+10|
+5|
+10|Communications (Moment of Prescience)

17th|
+12/7/2|
+10|
+5|
+10|Sudden Salvation

18th|
+13/8/3|
+11|
+6|
+11|Foresight

19th|
+14/9/4|
+11|
+6|
+11|

20th|
+15/+10/5|
+12|
+6|
+12|Apotheosis, Miracle[/table]

To Bind a deity, you must inscribe a binding circle with their holy sign in it. Then, you must succeed at a binder check with a DC of (10 + Divine Rank of deity), using only your Charisma bonus + d20. Succeed, and you may bind the Deity. Fail, and you don't bind the Deity and cannot try that specific deity again until the next day. (If you have ranks of cleric for that deity, you automatically bind it.) You may only Bind a Deity with Divine Ranks of your effective Binder level or lower. You may bind more than one deific Vestige at a time, but the sum of the deities you bind must not be higher than your Deific Binder level, and you must be able to take one of it's domains using Domain Power. You may bind a Vestige and Deity at the same time, but the Vestige(s) "occupy" Divine Ranks equal to twice their Vestige Rank. Regardless of your binder level, a Deific Vestige may only provide benefits up to it's Divine Rank. Deific Vestiges influence you to not break their alignment, and carry a notable physical feature of that deity as a Sign. Only deities with Divine Rank 1 or greater may be bound with this ability.

If you try to bind a deity of an opposing alignment or who doesn't like your race in general (Like an elf trying to bind Grummsh), take a -4 penalty to your binding check for each opposing factor.

Small Gods and Pure Forces- Due to the lack of a perfect distribution of deities ranked 1 through 20, the Binder often turns to the help of "Small Gods" and "Pure Forces". A small god is a spirit of either a specific place or mortal concept- too weak to be called a god outright, Their power is unreliable at worst, and weak at best compared to proper gods, but they are still above mankind, and are the Divine Binder's source of initial power. When summoning a small god, you only gain one domain from it, along with the ability to turn and smite a mundane thing. (For example, the Small God of Mice might grant the trickery domain, and the ability to turn and smite cats.) A "Pure Force" is simple taking the power of a alignment into you, such as Good or Evil. It is literally binding the same force that gives godless clerics and paladins their powers. This force is always one of the five alignments, Good, Evil, Law, Chaos, or Neutral, and is always considered a Deific Vestige of Divine Rank equal to your Deific Binder level.

Smite (SU): A Deific Binder may choose to smite an opposing force to their current bound deities, such as Law, Kobolds, or Water. The Deific Binder chooses what to smite upon binding a Deific vestige, and cannot change this until they bind again. You may have multiple available smites if you've bound more than one deity, but only one per each deity. All Deities draw smites from the same pool.

Turning (SU): A Deific Binder may Turn an opposing force to their deities as a Cleric with levels equal to the providing Deity's divine rank. You only gain one turning category per deity bound, with all deities sharing the same turning pool. These turning attempts may not be used for Divine Metamagic.

Domain Power (SU): You may, upon summoning a Deity for the day, choose a number of domains equal to one for every four levels in Deific Binder you have. If binding multiple deities, you must take at least one domain from each deity bound. You may prepare spells for the day as a cleric your level, but only spells from those Domains. You gain the domain powers from said domains as normal, but you do not get the additional spell per day from domains. Your caster level is equal to the Divine Rank of your bound deity. Any Deity can grant any 0th level spell, regardless of domain. Unless otherwise stated, a deity cannot grant more than (Divine rank / 5) domains, rounded up.

Divine Knowledge (SU): You may, as a standard action, ask your deity about any subject regarding it's portfolios. Add your bound Deity's divine rank as a Divine bonus to any knowledge check regarding it's portfolio.

Apotheosis (EX)- Whenever you bind a Deific Vestige, you may choose to have a single Deific Vestige count as having a divine rank equal to your current empty Deific Vestige slots, . (Which makes the binding check a flat 30 regardless of the slots filled.) When this ability is used, and if the Vestige has an alignment other than true neutral or an applicable domain, you are treated as being an Outsider with a subtype either of the Deities Alignment or of one of the Deities applicable domain subtypes, your choice. (Applicable domains are ones such as Fire, Plants, Evil, Constructs...). All of your attacks carry the chosen subtype as long as you are bound to your vestige. In addition, you gain access to all the Domains of the chosen Deity, regardless of number. This last rule does not apply to pure forces, which are capped at four domains.

Miracle (SU)- Once per day, when bound to a Deific Vestige using Apotheosis and this vestige is divine rank 16 or greater, you may request a Miracle of it, as per the spell Miracle. You pay the experience point cost as normal, and if the Miracle is granted the Deity is disabled for an hour afterwards. You retain all spells known during this period, but cannot bind another Deific Vestige.

Communication (SU)- As your binder level increases, the amount of interaction between you and your bound deities increases. Then as you attain additional levels of communication, you gain new powers and an extra use of all the Communication powers you already had.

Spiritual Fortitude (SU): Whenever you succesfully make a save against a save-or-die effect that deals a secondary effect upon a succesful save, ignore that effect.

Foresight (SU): As long as you are bound to a deific vestige, you are considered to be under the Foresight effect.

Sudden Salvation (SU): Whenever bound to a vestige and you lose a saving throw against a "save or die" effect, (Or any effect that might forcibly remove your soul from your body), your vestige allows you a second saving throw, using its divine rank as its bonus. If this save fails, the vestige automatically prevents the main effect, but you still suffer any secondary effect and lose all benefits of your vestige for a number of rounds equal to the amount it failed the save by, In effect becoming "unbound" for the duration. you may not cast or pray for new spells that were granted by that deity during this period, but regain said spells once the period is over. If you have bound multiple vestiges, you may choose which vestige of yours makes this roll.

Soul Guardian (SU): Same as the Binder's Soul Guardian ability.

Eldritch_Ent
2007-10-21, 04:26 PM
Last reserved space, I swear. This one will just be for miscellanious things like feats, magic items, and other things that don't take up much space.

Hey, here's one now!

Greater Seal of the Spirit

The Greater Seal of the spirit works like a normal seal of the spirit,but instead changes to match any vestige. In addition, it automatically summons a set of Binder's Tools (+2 to your check from having the right tools)

400 gold from +2 skill check
(5 * 9 * 1800) / 5
Usable 1 times a day
Strong Conjuration, Major Creation, CL 10,
16600 base price, 8300 to craft, 8 days, 664 xp

puppyavenger
2007-10-21, 04:46 PM
WOTC has some aritlces on vestige makin, you might find them useful first ones http://www.wizards.com/default.asp?x=dnd/dd/20060324a

Eldritch_Ent
2007-10-25, 06:57 AM
Thanks for the link Puppy Avenger, I didn't know about it before, so thanks for showing it to me. :)

Anyway, Variant Class up. Tell me what you think, please!

Karma Guard
2007-10-25, 07:56 PM
Re: the variant.

I'd specify that you're not actually binding the deity itself, but maybe the idea of it, or a sliver of its powers. I'd think binding a deity would be a little more powerful than binding a vestige. :smallwink:

Otherwise, this feels underpowered. I'd rather just make actual vestiges that represent the god and grant actual vestige abilities. With just granting Smiting and domains, it feels bland. :|

Eldritch_Ent
2007-10-26, 05:17 AM
Okay, it needs a slight power boost... How about this-

Divine Chameleon

5th level ability
Whenever a Divine Binder binds a Deific Vestige, he gains a measure of that Deity's skill. The bonus granted depends on the Deity.
Martial- You gain the DR, rages and move speed of a barbarian 4 levels lower than your Vestige's Divine rank.
Divine- You gain the unarmed damage, move speed, and armor bonus of a monk 4 levels lower than your Vestige's divine rank.
Arcane- You may prepare arcane spells as well as regular spells among your choices for the day. You gain no spells per level, but when you bind an Arcane Deific Vestige, you may pick a school of magic and include spells from it in your spells for the day.
Scoundrel- You gain backstab damage equal to a rogue 4 levels lower than your deific vestiges divine rank.
Natural- you gain the ability to Wildshape as a Druid 4 levels lower than your Deific Vestige's Divine Rank.

Pure Forces also carry these abilities. Neutral is Natural, Evil is Scoundrel. Chaos is Martial. Good is Divine. Lawful is Arcane. This ability may not be used with small gods.


Also, I thought the fact you were only taking a barest amount of their power was kind of implied? :smalltongue:

Edit: One of the reasons I didn't make a vestige for every god is 1: That would take forever and I'm short on time, and 2: That a lot of places that use homebrew anyway use homebrewer pantheons as well, and I wanted to make a system that could be easily applied to any deity.