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View Full Version : D&D 3.x Class "Welcomer" [binder PRC that brings vestiges in as summons]



Elves
2020-05-06, 01:35 AM
This is a random idea I had just now, this is a rough draft done on the spot, simply to get it down. It's not for "The Age of Warriors". Gonna let this thread sink and then revisit it in a while.

Elves
2020-05-06, 01:37 AM
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Welcomer

[change name]
Binders traditionally use their own bodies as the vessel for the vestiges they usher back into the world. Some, however, learn to usher in vestiges as full-fledged apparitions.
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While having a less-than-truly-physical body can be frustrating for a vestige, this alternate form of pact does provide them more independence...which can, of course, come back to bite the binder who brought them here.




ENTRY REQUIREMENTS
Class: Binder level 5th


Table: the Welcomer------Hit Die: d6
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Level
BAB
Fort
Ref
Will
Special
Soul Binding


1st
+0
+2
+0
+2
Embodied vestige, aid vestige, strive for control
+1 binder level


2nd
+1
+3
+0
+3
Vestige expulsion, vestige hover
+1 binder level


3rd
+2
+3
+1
+3
Vestige size (small), vestige size (large)
+1 binder level


4th
+3
+4
+1
+4
[new aid vestige ability]
+1 binder level


5th
+3
+4
+1
+4
Vestige flight, void pilgrimage
+1 binder level


6th
+4
+5
+2
+5
Vestige size (huge)
+1 binder level


7th
+5
+5
+2
+5
[new aid vestige ability]
+1 binder level


8th
+6
+6
+2
+6
Incorporeal vestige
+1 binder level


9th
+6
+6
+3
+6
Vestige size (gargantuan)
+1 binder level


10th
+7
+7
+3
+7
Open the gates
+1 binder level



Class Skills: as binder.

Skill points at each level: 2 + Intelligence modifier


CLASS FEATURES

Weapon and Armor Proficiencies: You gain no additional weapon or armor proficiencies.

Soul Binding: At each level, your soul binding ability advances as if you had gained a binder level. You don’t gain any other abilities a binder would have gained.

Embodied Vestige: As a standard action you can cause a vestige you have a pact with to manifest as an embodied spirit, separate from you. While they’re externally manifested, you don’t show their sign or suffer from their influence, and you gain none of their granted abilities.
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They're a Medium outsider with Hit Dice equal to 1 + your class level. Assign their feats when you form a pact with them. If they grant proficiency with any weapons, they appear with up to two +1 weapons drawn from the list of weapons they grant proficiency with. If they grant proficiency with any armor, they appear wearing a suit of +1 armor of a type they grant proficiency with. The enhancement bonus of these armaments increases by 1 at class levels 4th, 7th, and 10th.
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Embodied vestiges are only semi-solid. Attacks and adverse effects affecting them, except force effects, have a 33% miss chance, applied after all other forms of miss chance.
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Embodied vestiges are treated as summoned creatures. If they're killed or banished, your pact with them is not broken, but you lose all effects of your pact until you call them back -- either by drawing an occult seal and summoning them back to the Material, or by using your Aid Vestige ability (see below).
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As a standard action, you can order an embodied vestige to re-inhabit you, returning the conditions of your pact to normal. If they took damage while embodied, they heal 5 + class level hp each round they spend inhabiting you in a normal pact. An embodied vestige can’t be healed except by re-possessing you or by using your Aid Vestige class feature (see below).
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You have an empathic link with your embodied vestiges, just as wizards have with their familiars.

Aid Vestige: You can use the following abilities on your embodied vestiges.
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• [I]Empower Vestige: You can use the Aid Another action on one of your embodied vestiges at 30 foot range. You grant double the normal bonus when doing this. Furthermore, when you use this ability on an embodied vestige, they gain a +4 bonus to all of their ability scores for 1 round.
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• Protect Vestige: As a standard action, with a range of 50 feet, you can grant one of your embodied vestiges a +4 bonus to AC, DR/- equal to your effective binder level, and immunity to critical hits for 1 round. They also heal hp equal to 10 times your class level.
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• Teleport Vestige: As a move action, you can use an effect like the dimension hop spell on one of your embodied vestiges, except that its range is based on your effective binder level.
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• Recall Vestige: As a full-round action, if one of your embodied vestiges has been dispelled or killed, you can call them back from the void. They reappear possessing you, rather than embodied, and with 0 effective hp.
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• X (requires class level 4th)
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• X (requires class level 7th)

Strive for Control: While your vestiges are embodied, there’s a chance they break free from you. This is the hard mechanic to work out, not sure how to do it -- you don’t want the pact to permanently end or the binder gets gimped. But having it only be until the end of the encounter seems lame.

Vestige Expulsion: At 2nd level, if you die while any vestiges you have pacts with are possessing you, they manifest as embodied vestiges with their current hit point totals. They appear in the same space as your corpse or in a space adjacent to it.

Vestige Hover: At 2nd level, your embodied vestiges can hover up to 10 feet above the ground.

Vestige Size: At 3rd level, your embodied vestiges can change size to small, medium, or large as a swift action. At 6th level they can become huge. At 9th level they can become gargantuan.

Vestige Flight: At 5th level, your embodied vestiges gain a 40-foot fly speed with perfect maneuverability.

Void Pilgrimage (Su): Starting at 5th level, you may phase into the Void as a swift action. This is a teleportation effect. While you’re in the Void, you’re floating alone in an endless expanse of nothingness. While you’re there, your embodied vestiges, who remain in reality, can’t take damage or be affected by negative effects. However, there’s a cumulative 10% chance each turn that they break free. Phasing back into reality is a standard action. You can spend up to two rounds per class level in the Void each day.

Incorporeal Vestige: At 8th level, your embodied vestiges can become incorporeal (or corporeal again) as a swift action.

Open the Gates: At 10th level, once per day, you can rip open a doorway to the Void and let the spirits trapped inside flow out in a joyous, terrifying, pandorical release. This ability has a range of 30 feet and takes a standard action. First, you create a yawning portal to the Void between 5 and 20 feet long, which emits a swarm of vestiges, dealing untyped damage equal to 1d10 times your effective binder level to anyone within 30 feet directly in front of the portal. Then, you may choose to affect each creature within 60 feet of the portal with one granted ability of any vestige you have a high enough effective binder level to bind but don’t currently have a pact with. You can’t use the same granted ability twice.

Elves
2020-05-06, 01:39 AM
Reserved for any more content.


Nothing here is final, but if there's a mechanical center to the idea of this class, it's that by giving vestige summons their own granted abilities on a generic chassis it seems like you can create an array of diverse summons without having to stat them all out in a laborious (and unreadably long) way.

The "Aid Vestige" ability is there to give the binder something to do.