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View Full Version : Binder Fix, Vestige Embodiment [PEACH]



mesc
2020-03-09, 07:29 AM
So me and my friends thought the binder was a really cool class, but needed some boost, especially at levels 5-7. So we came up with these 3 ideas to fix it.

1. Change the vestige acquirement into gain 1 at 5th, 9th, 13th and 17th level (5 vestiges at lv 17)
2. Improve some of the vestiges, and making them scale better.
3. Create a completely new ability: being able to embody the vestige, which basically lets you draw forth more power and become more like the vestige.

Comments and suggestions are greatly appreciated.

Soul Embodiment (Su): Beginning at 7th level, you can ask a vestige for more power, drawing in more of that vestige’s essence and taking on a form more resembling that vestige. Once per day, as a swift action, while you are bound to a vestige, you may embody that vestige.

When you embody a vestige, you must make a binding check. This will determine how long you stay in this form. While embodying a vestige, you gain a new otherworldly form which cannot be concealed by the suppress sign feat. In addition, upon embodying a vestige, you are considered to be under their influence, and must also adhere to the vestige’s greater influence. Both normal and greater influence cannot be ignored even with a good pact while embodying the vestige. Furthermore, while embodying a vestige, failure to adhere to the vestige’s influence deals 1d6 damage to you in addition to applying the penalty.

After the duration of which you stay in the vestige’s form, you suffer from backlash, the specifics of which are detailed in the descriptions of each individual vestige. Each vestige gives you different powers and abilities when you embody them, which are detailed in the individual vestige descriptions. In addition, when embodying a vestige, all supernatural abilities you gained from being bound to that vestige are used as if you had an EBL of 4 binder levels higher. You can only embody one vestige at a time.

mesc
2020-03-09, 07:30 AM
First Level Vestiges: [WIP, suggestions are appreciated]


Dwarven Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.

Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.
If your EBL is at least 8, both the damage opponents receive when striking you and the damage you deal when striking opponents increases to 2d6 fire damage. Both of these damage values increase to 3d6 at EBL 15.

Greedy Sunder: You gain the benefit of the Improved Sunder feat. Furthermore, whenever you successfully destroy an object, you can choose to have it become supernaturally repaired a minute after its destruction, as if it was never destroyed in the first place.

Armor Proficiency: You gain proficiency with medium armor. If you are already proficient with medium armor, you instead gain proficiency with heavy armor.

Resistance to Fire: You have resistance to fire 10. At 5th, 9th, 13th, and 17th EBL the fire resistance increases by 5.

Ruinous Attack: Your melee attacks deal double damage to objects and constructs. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming hardness and damage reduction.

1. Halo of Fire damage increases by 1d8 at 8th and 15th EBL
2. Greedy Sunder: As improved Sunder + Repairs any item you destroy after 1 minute
3. If you are already proficient with medium armor, you become proficient with heavy armor instead.
4. Resistance to fire increases by 5 at 5th, 9th, 13th, and 17th EBL


Aym's Embodiment:

Form: You become a little shorter and stockier, and you gain the horns of a bull and A flaming halo in the shape of a lion’s mane.The star brand on your body as a part of Aym’s sign is now a red Gem the shape of that brand, and 3 spectral flaming platinum coins orbit around your head.

Abilities: You gain a +4 bonus to strength and constitution

Greater Influence: While embodying Aym, she forbids you from attacking dwarves who haven’t attacked you first. In addition, if anyone steals from you, you must make it your top priority to get the stolen item back, no matter the consequence.

Duration: one round/4 rolled in binding check

Backlash: Upon reverting back, the binder is consumed with guilt for the greed that has overcome them while embodying Aym. The binder must pay the next dwarf that is introduced to them an amount of gp equal to their normal EBL squared times 10. Until this occurs, they cannot bind Aym.

Horn Attack: You can use the bull’s horns that you gain from embodying Aym as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus, treat it as if it was a two-handed weapon). When you perform a full-attack, you may make one additional attack using these horns.

Greater Halo of Fire: Your Halo of Fire ability gained by binding Aym intensifies as a result of the flaming lion’s mane and deals twice as much dice of damage. For example at 8th level, Halo of Fire deals 4d6 damage instead of 2d6. In addition to this, your Halo of Fire deals damage to anyone who ends their turn adjacent to you.

Corrupting Greed: You can send one of the three spectral coins that orbit your head to corrupt an opponent in sight with greed as a standard action. When you activate this ability one of the three coins orbiting your head moves to target the opponent's space and orbits the target opponent’s head. The opponent must make a will save. If they succeed, the coin continues to orbit their head and they must continue making saving throws at the start of each of their turns.

If they fail, they feel an overwhelming sense of greed, and they must attempt to steal any object being held or carried by a creature closest to them. They can take no action that would not lead them towards stealing an item from a creature. This lasts for 1 round or until they successfully steal an item from a creature. When the duration ends, the coin orbiting the target’s head disappears along with any item they stole. If they have failed to steal an item, select one item that you can see the creature is carrying. The stolen item, or the item you selected, materializes in your hand or on the ground within 5 feet of you (your choice). If there are no more coins orbiting your head or your enemies, Aym’s embodiment ends early and you suffer the backlash immediately. When Aym’s embodiment ends, all coins disappear.

Dwarven Opportunist: After successfully landing a sunder attack on a weapon, regardless if the weapon was destroyed or not, you may attack the opponent whose weapon you sundered again.




Darkvision: You gain darkvision out to 60 feet. If you already have darkvision, the range of your dark vision increases by 30 ft instead.

Furious Retaliation: When you attack a creature that successfully attacked and dealt damage to you in the last round, your first successful attack against them deals an additional 1d6 points of damage.
At 4th, 8th, 12th, 16th, and 20th EBL, the damage increases by 1d6.

Fire Breath: You can vomit forth a 30 feet line of fire as a standard action. The line deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 3 rounds.
At 4th EBL and every EBL thereafter, the line increases by 10 feet (up to a maximum of 80 ft).

Ram Attack: You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus, treat it as if it was a two handed weapon). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign.
At 5th, 10th, 15th and 20th EBL, the damage of the horns increases by 1d6, and the bonus damage from making a charge increases by 1d8.

1. New ability: Furious Retaliation
2. Fire Breath: Slight range change and cooldown is now 3 rounds instead of 5.
3. Ram Attack damage increases by 1d6/1d8 at 5th, 10th, 15th, 20th EBL


Amon Embodiment

Form: Your head becomes that of a black ram, you gain the body and limbs of a wolf and a serpent for a tail, when you speak, fire escapes your mouth.

Greater Influence: Amon’s rage overcomes you. You must attack anybody who is indifferent or worse towards you, prioritizing clerics of living deities that rule over fire, the sun, and law.

Duration: one round/6 rolled in binding check

Backlash: Upon reverting back, the binder is set alight with the black fire of hatred. For 2d6 rounds, the binder takes 1d6 fire damage per round. This fire cannot be put out, as it burns your soul. Additionally, nothing can catch alight from it. Furthermore, for the duration that the fire burns, all fire damage you take is doubled and all fire damage you deal is halved.

Size: Your Size becomes medium

Speed: Your speed becomes 40 feet if it was originally lower.

Stats: Your ability scores change into the following if they were originally lower. Changes to your constitution score temporarily change your hit points. Any hit points gained or lost from you constitution score changing, is similarly gained or lost at the end of the embodiment when your constitution score returns to normal.



EBL
STR
DEX
CON


11-14
16
14
16


15-18
19
16
19


19-22
22
18
22


23+
25
20
25



Natural attacks: You gain two claw attacks (1d4 each) and two bite attacks (1d6 each). One of these bite attacks is poisonous (1d6 Con damage initial and secondary)

Natural armor: You gain a natural armor bonus of +4 to AC, or your existing natural armor bonus to AC increases by 2.

Greater Fire Breath: Your Fire Breath becomes wider and longer, covering a larger area. The Fire Breath becomes a 10 or 20 feet wide line (your choice), and the maximum range of the line becomes up to 200 feet.

Cone of Ashes: Embodying Amon gives you the power to breathe out a cloud of black ash that obscures the sight of those caught in it. As a standard action you can breathe out a cloud of ash that takes the shape of a 30 ft cone. Anybody caught in the cone must succeed on a fortitude save or suffer from the ash. Creatures who breathe choke on the ash, becoming unable to act (treat as stunned) for 1 round, and short of breath (treat as fatigued) for 2 rounds. Creatures with eyes are blinded for 1d6 rounds. Once you have used this ability, you cannot do so again for 5 rounds.




Ascetics: You do not need to eat food or drinks while bound to Ronove.
At 5th EBL, you gain the benefits of the Endure Elements spell.
At 10th EBL, you can meditate for 2 hours in place of sleeping for 8 hours. While meditating, you are immobile, but remain fully aware of your surroundings. You can cease meditating at any time.
At 15th EBL, you gain the benefits of the Attune Form spell.
At 20th EBL, you do not need to breathe either.

Overcome Damage Reduction: Your melee attacks count as magic for the purpose of overcoming damage reduction.
When you attain an effective binder level of 7th, your melee attacks also count as cold iron for the purpose of overcoming damage reduction.
At 13th level, her melee attacks are treated as adamantine weapons for the purpose of dealing bypassing damage reduction and hardness

Far Hand: As a swift action, you can lift and move an unattended object to which you have line of effect, as long as it is within 10 feet per effective binder level of your position.

The force manipulating the object is considered Medium in size, and it has a Strength score equal to your effective binder level. During the swift action, you can move the object up to 5 feet per effective binder level.

If the object weighs enough to constitute a medium or heavy load for an individual of the force’s Strength, you can move it only half the normal distance. If the object to be moved would constitute a medium or heavy load for you, activating this ability is a move action.

If the item could only be pushed or dragged by such a person (that is, it weighs up to five times the maximum load), you can move it just 5 feet per move action. The force cannot lift the object more than 5 feet off the ground.

In any round during which you do not use a swift action to manipulate the object, you lose control of it. You can never move an object outside the range of this ability, and you lose control of the object if you move too far away from it or if a creature touches it. You can move only one object at a time in this fashion.

Alternatively, you can thrust the telekinetic force all in one go as standard action. If so, the strength score of the force instead becomes 10 + your EBL. Additionally you can choose to push a creature instead of moving an object. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force’s Strength modifier. If the bull rush is successful, the target moves in the direction you indicate. Once you have used your Far Hand in this way, it dissipates, and you cannot use it again for 5 rounds.

Feather Fall: You automatically fall as though under the influence of a feather fall spell. You can suppress or activate this ability as a free action.

Ronove’s Fists: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk, such as flurry of blows.

Sprint: You gain a +10-foot enhancement bonus to your base land speed.

1. New Ability: Ascetics
2. Overcome Damage Reduction: At 13th EBL, your attacks are also treated to be adamantine for purposes of overcoming Damage Reduction and Hardness.
3. When you use Far Hands as a bull rush, your strength score is instead 10 + EBL.


Ronove's Embodiment [WIP, suggestions are appreciated]

Form: While embodying Ronove, you become extremely skinny and your skin takes on a rusted, metallic hue.

Abilities: You gain a +4 bonus to strength and dexterity.

Greater Influence: [WIP]

Duration: one round/4 rolled in binding check

Backlash: [WIP]

Feather Steps: Your steps are swift but as light as a feather.
Firstly, the enhancement bonus to your base land speed from Sprint becomes +20 feet.
Secondly, you gain the effects of the Air Walk and Freedom of Movement spells.
Thirdly, you ignore difficult terrain and any effect that would reduce your movement speed.
Fourthly, you can walk vertically and any surface will support you, no matter how much you weigh. This allows you to walk on walls, water, lava, or even the thinnest tree branches. When moving in this way, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do you need to make Balance checks to avoid slipping on slippery surfaces.
Finally, you ignore any mechanical traps that use a location-based trigger.

Improved Far Hand: The strength score of Far Hands is doubled.

Iron Maiden: You can imprison a large or smaller creature within 30 feet of you, inside an iron maiden and bury it deep underground. A coffin-shaped iron box with spikes in the interior emerges from the ground and soars towards the target, and then slams shut before burrowing back deep underground. The target must succeed on a reflex save or be trapped inside the iron maiden and take 3d6 damage, ignoring damage reduction.

A trapped creature can take no actions and takes 3d6 damage every round, ignoring damage reduction. They remain trapped for as long as you embody Ronove, or until they die, whichever comes first. At the end of the duration, the iron maiden surfaces back into the ground and releases the creature. You can also freely end the duration and release the creature as a free action on your turn.

If the target makes its save, you must wait 1d4 rounds before using this ability again. You cannot imprison a creature while you already have another imprisoned from the use of this ability.

At 16th and 21th EBL, the damage dealt initially and every round increases by 1d6.

Rapid Blows: When you make a melee attack as a standard action, you can make one additional unarmed strike attack. If you performed a full-attack, you may instead make two additional unarmed strike attacks.



Leraje, The Green Herald

Hide Bonus: You gain a bonus on Hide checks equal to 4 + ⅓ your EBL

Low-Light Vision: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.

Piercing Shot: Once per round, when one of your ranged attacks hit a creature, you can make it continue its flight in a straight line, possibly letting it hit another creature. You use the same attack roll if so. All distance traveled counts towards the weapon’s range.
At 6th EBL, and every 5 EBL thereafter, you can use Piercing Shot one additional time per round.

Point Blank Shot: You gain the benefit of the Point Blank Shot feat, if you already have the feat, you gain an additional +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 ft.

Ricochet Shot: As a standard action, you can make a single ranged attack, and if the projectile would hit a wall, or a hard solid object, you may redirect its momentum up to 180 degrees, allowing it to continue its path as if it were shot in that new direction. Each time you do, you impose a -2 penalty on the weapon’s attack rolls and damage rolls. You may even recover from missed attacks this way: if a failed attack would also miss a creature’s touch AC, it continues past the creature, potentially rebounding off of another wall for another attempt to hit. All distance traveled, regardless of direction, counts towards the weapon’s range. You may attempt a number of redirections equal to 1 + ¼ your EBL .

Weapon Proficiency: While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with One of those weapons, you instead gain a +1 competence bonus on attack rolls with that weapon.

1. Hide bonus increases by 1 per 3 EBL
2. New Ability: Piercing Shot
3. Scrapped the old Richocet Shot and replaced it with a completely different one that actually richocets now
4. If you already have point blank shot or the proficiencies, they give you a bonus instead.


Leraje Embodiment [WIP, suggestions are appreciated]

Form: [WIP]

Abilities: You gain a +6 bonus to dexterity

Greater Influence: While embodying Leraje, you must challenge any creature you see that is holding a ranged weapon. You will prioritize attacking them.

Duration: one round/4 rolled in binding check

Backlash: [WIP]

Leraje's Bow: You summon a replica of Leraje's Bow [WIP]

Improved Ricochet: You no longer take a penalty when redirecting if you use the Ricochet ability.

Arrows of Self Doubt: When you successfully hit an enemy with an arrow, their pride and sense of self get wounded. They take a penalty on all attack and damage rolls equal to your Charisma modifier for 1 round.

Camouflage: You gain the camouflage ability as ranger.




Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell.

Faster Ability Healing: You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour.

Naberius’s Skills: At the time you make your pact, you can choose a number of skills equal to your Constitution bonus (if any). Your choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. If your Constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly, and they remain inaccessible to you until you make another pact with Naberius.

Persuasive Words: You can direct a verbal command at a single living target within 30 feet as if using the command spell. A successful Will save negates the effect. When your effective binder level reaches 14th, your words become even more persuasive and this ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds.

Silver Tongue: You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a –10 penalty on the check.)

None, Naberius is a great Vestige

Naberius Embodiment [WIP, suggestion appreciated]

Form: [WIP]

Abilities: You gain a +4 bonus to Charisma

Greater Influence: While embodying Naberius, you must be the loudest person in the room at all times. [WIP]

Duration: one minute/2 rolled in binding check

Backlash: [WIP]

Improved Persuasive Words: You can use Persuasive Words at-will without cooldown.
Furthermore, your control over others heightens, allowing you to issue a strict command, as if using the Lesser Geas spell with some exceptions. The target must instead have fewer Hit Dice than your EBL - 4, and the duration lasts for only 1 day. This ability takes 1 round to activate, during that time, you must make concentration checks as if casting a spell. Once you have used Improved Persuasive Words to mimic Lesser Geas, you cannot use it in this way again for 5 rounds.

Alter Self: You can alter the appearance of your form as a standard action. This effect works like the Alter Self spell, except the duration lasts for as long as you embody Narberius, or until you discharge it.

Naberius’s Mastery: When using any of the following skills: Bluff, Diplomacy, any skill you have ranks in, and skills you chose for Naberius’s Skills, treat a roll of 9 or lower in the skill check as a 10.

Silence: You can silence a creature within 30 feet of you, making them mute for 1 round per EBL. The target must succeed on a will save or become unable to utter any sound. Once you have used this ability, you cannot do so again for 5 rounds.

mesc
2020-03-09, 07:53 AM
2nd Level Vestiges (WIP):


Mad Soul: Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion effects. Furthermore, anyone targeting you with a thought detection, mind control, or telepathic ability also makes contact with Dahlver-Nar’s tortured mind and takes 1d4 points of Wisdom damage.

Maddening Moan: You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Maddening moan is a mind-affecting sonic ability.

Maddening Touch: You can cause others to go mad with a touch. The target of your touch attack must succeed on a Will saving throw or take 1d4 points of wisdom damage. This ability instead deals 1d6 damage at 5th EBL, 1d8 damage at 10th EBL, 1d10 damage at 15th EBL, and 1d12 damage at 20th EBL.

Natural Armor: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any). At EBL 7, the enhancement bonus instead becomes equal to your full Constitution bonus. At 13th and 19th EBL, the bonus increases by 1.

Shield Self: At will as a standard action, you can designate one creature within 10 feet per effective binder level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save to negate the effect.

1. Mad Soul ability now deals wisdom damage to people who try looking into your thoughts instead of just a passive immunity to madness.
2. New Ability: Maddening Touch. I felt that even though Dahlver-Nar is a great vestige, he lacked any form of offense.
3. Natural Armor uses your full Con mod or increases at higher EBL


Dahlver-Nar's Embodiment[WIP]




Bird’s Eye Viewing: At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) 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. You use the bird’s skill checks, or your own, whichever are higher, to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but you must use your own skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell).
If you have the Trapfinding ability, you can use the bird to find traps so long as doing so doesn’t require it to manipulate an object. The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action), or stop binding with Malphas.

Invisibility: As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a standard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds.

Poison Use (Homebrew ver. that replaces all Poison Use): You can apply a poison or oil to a weapon as a move action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying or delivering poison.
If a character gains Poison Use from a second class, the character automatically gains Improved Poison Use.

Sudden Strike: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four EBL anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.
Furthermore, when attacking a surprised target in the surprise round, your first attack against the target is automatically a critical hit, and the amount of extra damage dice from Sudden Strike is tripled. (Homebrew addition added to all Sudden Strike).

1. Bird's Eye Viewing lets you use your own skill bonuses for observations
2. Replaced Poison Use and Sudden Strike with a homebrew version.



Malphas's Embodiment [WIP]

Form:

Abilities: You gain a +4 bonus to dexterity and a +2 bonus to charisma

Greater Influence:

Duration: one minute/ 1 rolled in binding check

Backlash:

Additional Granted Abilities:

Improved Bird’s Eye Viewing: You can have multiple doves summoned at a time, all of which can be summoned as a single standard action. You can have up to 1 + 1 per 4 EBL number of birds at a time. Each bird also gains the benefits of your Nondetection ability (see below).
Furthermore, as a full-round action, you can dismiss one of the birds and immediately take its place instead, teleporting there. Once you have used this ability in this way, you cannot do so again for 5 rounds.

Improved Poison Use: You gain the benefits of the Master of Poisons feat as a bonus feat, allowing you to apply poisons or oils as a swift action. Furthermore, the DC to resist poisons you deliver increases by 1.

Nondetection: You, including all the equipment you carry or hold, and all of your summoned birds gain the benefit of Nondetection. Furthermore as a standard action, you can bestow Nondetection to a creature or object you touch (no save). The Nondetection lasts for 1 day.

Quick Hands: You gain a bonus to Sleight of Hand checks equal to half your EBL. If the check was made to plant poison without being seen, then you further gain a +4 bonus on Sleight of Hand checks.

Perfect Invisibility: Your invisibility ability is greatly empowered. While invisible, your movements create no sound and you become undetectable against all mortal senses and means. Hearing, scent, tremorsense, blindsense, and even mindsight cannot detect you. Even spells that trigger around nearby creatures such as Symbol spells do not pick you up. However, if powder is thrown at you, an outline will still be made.
You can also opt to use the normal Invisibility ability instead, in which case the cooldown becomes 1 round instead.

Traceless: You leave no trails or scent and cannot be tracked.




Confusion: You can confuse a target within 30 feet of you. The target must succeed on a Will save or become confused for 1 round per three effective binder levels you possess. When you attain an effective binder level of 19th, this ability functions as a maze spell. Once you have used this ability, you cannot do so again for 5 rounds.

Immunity to Transformation: No mortal magic can permanently affect your form while you are bound to Haagenti. Effects such as polymorph or petrification might force you into a new shape, but at the start of your next turn, you can immediately resume your normal form as a free action. You remain affected by such effects only when you choose to do so.

Powerful Build: You gain the Powerful Build trait. Your physical stature lets you function in many ways as if you were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can also use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change your size category.

Powerful Charge: When you charge, if your melee attack hits, it deals an extra 1d8 points of damage.
At 4th EBL and every 4 EBL thereafter, this ability deals an additional 1d8 points of damage.

Shield Proficiency: You are proficient with shields, including tower shields. If you are already proficient with one of those shields, you instead increase the shield AC bonus of that shield by 1 when you wield that shield.

Weapon Proficiency: You are proficient with the battleaxe, greataxe, handaxe, and throwing axe. If you are already proficient with one of those weapons, you instead gain a +1 competence bonus to attack rolls using that weapon.

1. Changed Confusion into a target within 30 feet instead of a touch attack.
2. Gave Powerful Build
3. New Ability: Powerful Charge
4. If you are already proficient with the shield or weapon, you instead gain a bonus when using that shield or weapon.


Haagenti's Embodiment

Form: Your body becomes that of a winged minotaur whose body is rimmed with ice. You possess a frost-rimed pure white fur with icicles growing out of some portions of your muscular body. You also have horns and a beard that are made out of ice.

Greater Influence: [WIP]

Duration: one round/6 rolled in binding check

Backlash: [WIP]

Cold Subtype: You gain the cold subtype, unless you possess the fire subtype, in which case you lose the fire subtype.

Size: You become large and all equipment worn or carried by a creature becomes large as well.

Speed: You gain a flight speed of 30 feet (average)

Stats: Your ability scores change into the following if they were originally lower. Changes to your constitution score temporarily change your hit points. Any hit points gained or lost from you constitution score changing, is similarly gained or lost at the end of Haagenti’s embodiment when your constitution score returns to normal.



EBL
STR
DEX
CON


11-14
20
10
16


15-18
24
11
19


19-22
28
12
22


23+
32
13
25



Column of Ice: Once per round, as a free action, you can make a column of ice (up to 20 feet radius and a height of up to 20 feet + 5 feet / 2 EBL) rise from the ground, lifting any object or creature standing in the area into the air. Creatures can choose to avoid the column by succeeding on a Reflex save, moving out of the area. Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of damage. All columns of ice created disappear at the end of Haagenti’s embodiment.

Moving or fighting atop the ice column requires a DC 10 Balance check or fall prone. Whenever a creature falls prone on top of the ice column, they must immediately succeed on a DC 12 Reflex saving throw or slip off the column, taking commensurate falling damage.

Alternatively, instead of making a column of ice rise, you can make a column of ice fall and descend back into the ground. You can also choose to double the maximum radius of the column of ice (up to 40 feet), but the maximum height is halved.

Supernatural Ice Column: hardness 16; hp 16 per foot of thickness of the radius; Climb DC 30

Frigid Gale: You release a strong gale of cold wind in a 20 foot burst, centered on you but not including you. Affected creatures who fail on a fortitude save take 1d6 cold damage / 2 EBL, be slowed for 2 rounds, and be pushed out of the area of this ability. Even if they succeed on the saving throw, they still take half the damage, but are no longer slowed or pushed. Creatures immune to cold are unaffected by the cold damage or slow, but the push effect. Once you have used this ability, you cannot do so again for 5 rounds.

Icy Armaments: Weapons and shields you wield become sheathed in a layer of frigid cold ice. Whenever you make an attack, the target and all creatures within 5 feet of the target, take 1d6 cold damage / 5 EBL. Shields you don also grant you Damage Reduction / - , equal to half of your EBL. This damage reduction stacks with all other Damage Reduction.




Call Armor: At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binder levels, the armor’s quality improves, as given on the following table. You can dismiss the armor with another full-round action.



EBL
Armor Summoned


1st-3rd
Masterwork Full Plate


4th-6th
+1 Full Plate


7th-9th
+2 Light Fortificatin Full Plate


10th-12th
+3 Moderate Fortification Full Plate


13th-15th
+4 Moderate Fortification Full Plate


16th-18th
+5 Heavy Fortification Full Plate


19th+
+6 Heavy Fortification Full Plate




Heavy Armor Proficiency: You are proficient with heavy armor.

Instigating Taunts: Your actions and words taunt your enemies, infuriating them and preventing them from focusing on your allies. As a swift action, you can taunt an enemy. A taunted enemy takes a -1 penalty to attack rolls and a -2 penalty to damage rolls when attacking creatures other than you. Furthermore, all of your allies also gain a +1 morale bonus to saving throws and spell resistance against the abilities (su, ex, sl) and spells of taunted foes.
At 5th EBL and every 5 EBL thereafter, the penalty to attack rolls increases by 1, while the penalty to damage rolls increases by 2, and the morale bonus to saving throws and spell resistance increases by 1.
At 9th and 17th EBL, you can taunt one additional enemy with each use of this ability.

Move Ally: You can instantly swap positions with any visible willing ally within 10 feet + 5 feet per EBL of your position. Objects carried by you or your ally (up to the maximum load for each) go along, but creatures do not. The movement is instantaneous and does not provoke attacks of opportunity.
Using this ability is a standard action at first, though at 6th level you can use it as a move action, at 11th level you can use it as a swift action, and at 16th level you can use it as an immediate action. Once you have used this ability, you cannot do so again for 3 rounds.

Savnok’s Armor: While wearing your called armor, you can ignore some of the damage from attacks by non-piercing weapons. This ability gives you Damage Reduction / piercing, equal to your EBL.
When your effective binder level reaches 13th, your damage reduction can be overcome only by attacks that are both magic and piercing.

1. The summoned armor progression is changed
2. New Ability: Instigating Taunts
3. Move Ally range is now 10 feet + 5 feet / EBL, and the progression for action used to activate it is changed. Lastly the cooldown for the ability is now 3 rounds instead of the usual 5.
4. The damage reduction of Savnok's Armor is now equal to your EBL


Savnok's Embodiment

mesc
2020-03-09, 08:25 AM
3rd Level Vestiges:


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. Aura of sadness is a mind-affecting ability.

Focalor’s Breath: As a swift action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round (no save). Once you have used this ability, you cannot do so again for 5 rounds

Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every two effective binder levels you possess above 5th. A successful Reflex save halves this damage. Furthermore, the lightning spreads after impact, dealing 1 point of electricity for every dice of damage the lightning deals, to all creatures within 10 feet of the target (including the target but excluding you), with no save. This ability functions outdoors, indoors, underground, and even underwater.
At 8th and 15th EBL, you can call down an additional bolt of lightning, but each lightning bolt must target a different creature.

Water Breathing: You can breathe both water and air easily.

1. Focalor's Breath is now a swift action instead of standard, and no longer allows a save.
2. Changed the scaling of Lightning Strike's damage into +1d6 every 2 EBL instead of every
3. Furthermore, you can now call down additional lightning bolts at higher EBL. Lastly, added a new additional effect that deals a small amount of damage to all creatures within 10 feet of the target, including the target themselves and any allies, but not you.


Focalor's Embodiment[WIP]




Spellcasting [do you think Karsus should have spellcasting?]:
You can cast and prepare a limited amount of wizard spells. After you have binded to Karsus, you can prepare and cast spells as a wizard of half your EBL, except your spells per day are the following. You do not gain any bonus spells per day even if you have a high intelligence score. Furthermore, after casting a spell, you cannot do so again for 3 rounds.



EBL
0th
1st
2nd
3rd
4th


3rd - 5th
3
-
-
-
-


6th-8th
4
1
-
-



9th-12th
5
2
1
-
-


13th-15th
5
3
2
1
-


16th-18th
5
3
2
2
1


19th+
5
4
3
2
1



Heavy Magic: The save DC for each effect of every magic item you use increases by 2. At 7th, 13th and 19th EBL, the save DC further increases by 1.

Karsus’s Senses: You can sense magic auras as easily as others can detect odors, and concentrating on them reveals them to your sight. You are always aware of the presence or absence of magical auras. When you concentrate as a standard action, you automatically detect the number of different magical auras within 30 feet, and the power of the most potent aura within 30 feet, as though you had cast detect magic on the area and concentrated for 2 rounds. You do not need to concentrate to maintain this effect, but concentrating for 1 additional round reveals the location and strength of the auras in the area. A second round of concentration allows you to determine the school of all magical auras automatically.
You cannot use this ability if you are blinded, but otherwise it functions as detect magic for the purposes of concealment and the materials pierced. If you encounter an aura of overwhelming strength, however, you are dazzled so long as it remains within range of Karsus’s senses.
Furthermore, you gain the benefits of Read Magic while bound to Karsus.

Karsus’s Touch: You can produce a dispel magic effect with a touch. To do so, you must make a successful melee touch attack against a creature or an object as a standard action that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binder level) against each ongoing spell currently in effect on the object or creature. The DC for this check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, it remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a summoned monster or a conjured object), you must touch the target and make a dispel check to end the spell that brought it into being.
If you are able to target a spell effect, such as the flames of a wall of fire, you can make a dispel check to dispel the spell effect.
If the touched object is a magic item, you must make a dispel check (the DC is the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. An interdimensional interface (such as a bag of holding) is temporarily closed by this effect. A suppressed item becomes non-magical for the duration, but its physical properties are unchanged, so a suppressed magic sword is still a masterwork sword.
You can use Karsus’s touch a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.

Karsus’s Will: You can use spell trigger and spell activation items, such as scrolls, wands and staves, as if you were a wizard of your effective binder level.

1. debating whether to give Karsus extremely limited spellcasting
2. Heavy Magic increases by 1 at 7th, 13th and 19th EBL.
3. Karsus' Senses now gives Read Magic as well
4. Karsus's Touch now works on spell effects you can touch.


Karus's Embodiment [WIP]




Dance of Death: When you use this ability, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. When you use your dance of death, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), and you cannot attack any single creature more than once. Once you have used this ability, you cannot do so again for 3 rounds.

Paimon’s Blades: You gain proficiency with the rapier and short sword, and you may use your Dexterity modifier in place of your Strength modifier for attack rolls and damage rolls when using those weapons. Furthermore, whenever you wield such weapons in both your primary and offhand, you gain the benefit of the Two-Weapon Fighting feat.
At BAB +6, you also gain the benefit of the Improved Two-Weapon Fighting feat when wielding those weapons.
At BAB +11, you also gain the benefit of the Greater Two-Weapon Fighting feat when wielding those weapons.

Paimon’s Dexterity: You gain a +4 bonus to Dexterity.

Paimon’s Skills: You can use the Tumble skill untrained. You gain a +4 bonus on Tumble checks and Perform (dance) checks.

Uncanny Dodge: You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. If you have uncanny dodge from another source, you gain improved uncanny dodge instead. See the rogue class features on page 50 of the Player’s Handbook.

Whirlwind Attack: You gain the benefit of the Whirlwind Attack feat.
At 6th EBL, you can use Whirlwind Attack as a standard action.
At 11th EBL, you can make a second attack at a -5 penalty against all creatures within reach, but only as a full-round action.
At 16th EBL, you can use Whirlwind Attack with a second attack also as a standard action.

1. Dance of death now has a cooldown of 3 rounds instead of 5 rounds.
2. Paimon's blades allow you to use your dex mod for attack and damage rolls as well instead of just weapon finesse. Furthermore it gives you the TWF feat chain depending on your BAB.
3. Whirlwind attack gets improved at higher EBL.


Paimon's Embodiment [WIP]

mesc
2020-03-09, 08:39 AM
4th Level Vestiges:

mesc
2020-03-09, 09:09 PM
5th Level Vestiges:

Silva Stormrage
2020-03-10, 02:40 AM
I really like the concept as the Binder is one of my favorite classes and does need some reworking in my opinion. I will go over the individual changes for the vestiges later but first impressions.

1) It might be useful to have the changes you made to each vestige listed somewhere. It's really hard to tell what changes have been made to what vestiges and as someone who knows what each vestige does at least vaguely it can make it easy to overlook a change.
2) With the +4 EBL boost when embodying a vestige. It's a good idea and a decent buff for the vestiges without really breaking anything. Except for the bane of Binder fixes: Zceryll. +4 EBL with Zceryll gives them a summon monster 2 levels higher than normal which can just utterly shatter game balance. I would specify that Zceryll either can't be embodied (Her spirit is tied too closely to the far realms or is too chaotic/etc) or as part of her embodiment she doesn't get the bonus.
3) When embodying a vestige you are "In addition to the vestige’s normal influence, you must also adhere to the vestige’s greater influence" . Normally binders CAN ignore an influence even with a bad pact, they just suffer a -1 penalty for a variety of rolls. When you embody a vestige do you have the choice of ignoring an influence or do you 100% have to follow the influence and if you are incapable of following through with it you gain the penalty and damage.
4) I am not really sure why you changed Amon's line progression? It's even nerfed at 4th-13th level really. It's not like a decent long range breath weapon is particularly strong. I would of just changed it to 30ft baseline and 10ft/level extra (Max 80ft). But that's a minor quibble, it just stuck out to me.

mesc
2020-03-10, 07:26 AM
I really like the concept as the Binder is one of my favorite classes and does need some reworking in my opinion. I will go over the individual changes for the vestiges later but first impressions.

1) It might be useful to have the changes you made to each vestige listed somewhere. It's really hard to tell what changes have been made to what vestiges and as someone who knows what each vestige does at least vaguely it can make it easy to overlook a change.

I have added a summary of changes for each vestige, right before the embodiment section.



2) With the +4 EBL boost when embodying a vestige. It's a good idea and a decent buff for the vestiges without really breaking anything. Except for the bane of Binder fixes: Zceryll. +4 EBL with Zceryll gives them a summon monster 2 levels higher than normal which can just utterly shatter game balance. I would specify that Zceryll either can't be embodied (Her spirit is tied too closely to the far realms or is too chaotic/etc) or as part of her embodiment she doesn't get the bonus.


Yeah Zceryll really is a major exception for vestiges. I was actually thinking of limiting the number of summons Zceryll can have at any moment. Then add that the EBL bonus not count towards the summoning ability.



3) When embodying a vestige you are "In addition to the vestige’s normal influence, you must also adhere to the vestige’s greater influence" . Normally binders CAN ignore an influence even with a bad pact, they just suffer a -1 penalty for a variety of rolls. When you embody a vestige do you have the choice of ignoring an influence or do you 100% have to follow the influence and if you are incapable of following through with it you gain the penalty and damage.


Whoops forgot to add that greater influence cannot be ignored. I felt adding some sort of greater influence which restricts the player's actions in an encounter make an interesting extra challenge. Along with the backlash, it forces the player to think carefully about which vestige they should embody.



4) I am not really sure why you changed Amon's line progression? It's even nerfed at 4th-13th level really. It's not like a decent long range breath weapon is particularly strong. I would of just changed it to 30ft baseline and 10ft/level extra (Max 80ft). But that's a minor quibble, it just stuck out to me.

Hmmm true, at first my rationale was that the damage of Amon's line scaled well enough already, at least compared to pretty much the other vestige abilities, so the original area of 50 ft. at 5th level seemed a bit much for me. But now that im comparing it to other line effects like lightning bolt...

mesc
2020-03-13, 02:12 AM
Question what do you think would be more appropriate for the form when embodying a vestige. A form that resembles the vestige before they became a vestige, still full of grace, OR after the vestige became a vestige, looking more monstrous or alien.

Silva Stormrage
2020-03-14, 02:26 AM
Question what do you think would be more appropriate for the form when embodying a vestige. A form that resembles the vestige before they became a vestige, still full of grace, OR after the vestige became a vestige, looking more monstrous or alien.

Definitely the latter, I don't see why when channel their otherworldly nature they would suddenly make you appear like they did when they were alive. Plus many vestiges were simply basic humanoids and would have much less interesting appearances compared to their vestigial aspects.