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The Demented One
2008-01-05, 09:52 PM
The multiverse is home to many strange and alien creatures, but it is perhaps the most terrible and inhuman of these that are known to scholars of the occult and forbidden as the Outer Gods, the Great Olds Ones, the most alien and horrible aspects of reality. Though some men, half-mad fools of cultists, worship them as gods, this is not the truth. They are best described as Cosmic Horrors, the ultimate evils born of the multiverse itself. They care little for men, though some, such as the Crawling Chaos, Nyarlathotep, take an interest in the mortal races. However, some cultists and scholars of occult have devised rituals and rites for contacting these Great Old Ones, and tapping their power. Although they are not like vestiges, trapped between worlds, they exist partially within the same dimension vestiges do, allowing binders and users of pact magic to tap their strength. Forbidden passages in ancient tomes such as the Necronomicon, the Book of Eibon, and Unaussprechlichen Kulten discuss the methods for binding the power of the Great Old Ones, and dire warnings of the consequences for taking them lightly. For, although the Old Ones are willing to allow mortals some of their power, it is never without dire consequences.

Other threads in this series include:
The Stars Are Right (http://www.giantitp.com/forums/showthread.php?t=68834)
Not Dead Which Can Eternal Lie (http://www.giantitp.com/forums/showthread.php?t=69093)

The Demented One
2008-01-05, 09:54 PM
Great Cthulhu, The Dreaming God
Great Cthulhu is a dread Great Old One, who lies dead dreaming in his house at sunken R’lyeh, blessing his servants with his power as a vestige.

http://www.pathguy.com/cthulhu6_s.jpg

Vestige Level: 7th
Binding DC: 30

Legend
Great Cthulhu is one of the ancient Great Old Ones, beings of immense and terrible power who came to this world before the first mortal races arose, for reasons unknown. He lies in the deepest lairs of the sea in his city, though some call it a prison, a place of strange and alien geometries known as R’lyeh. Whether imprisoned or merely sleeping, he lies dormant in that terrible, sunken ruin, touching the world only in the dreams of his mad followers.

Though Cthulhu’s physical form is bound in R’lyeh, he is capable of manifesting himself within mortal minds and souls, just as a vestige. Though most that would bind themselves to the Lord of R’lyeh are his own half-mad cultists, some binders believe they can call on him without submitting to his will. Though it is possible to do so, most pact mages who call on Cthulhu are eventually driven to his service by the nightmares he plagues them with.

Special Requirement
Great Cthulhu does not have any special requirements for those who bind themselves to him. However, any non-evil binder that forms a pact with Cthulhu suffers strange and alien dreams the next time they go to sleep, as the nightmare spell, with a caster level of 20 and a DC 25 Will save. Evil binders experience the same dreams, but suffer no ill effects.

Manifestation
Once Cthulhu’s seal is drawn, a great pillar of water erupts from it, forming a great column. Within it, the shadow of Cthulhu’s physical form, a great, titanic thing, vaguely humanoid in form, but with traits of both octopus and dragon. The voice of Cthulhu emanates from the pillar of water, speaking directly to the mind of the binder.

Sign
Those who bind to Great Cthulhu grow a number of small, octopus-like tentacles around their mouth.

Influence
Cthulhu’s influence is alien and maddening. Those bound to him begin to act irrationally, ranting and raving like madmen or exulting in hysteric euphoria in moments of weakness. Though it is possible to restrain this madness, it is always all too easy, almost comfortable, to slip back into it.

Granted Abilities
Cthulhu grants powers over both the seas and the minds of men.

Alien Geometries (Su)
Binding to Cthulhu causes the space around you to twist in alien, non-Euclidean angles. You gain a 20% miss chance against all attacks due to this spatial distortion.

Blasphemous Flesh (Ex)
While bound to Cthulhu, you gain a +4 enhancement bonus to your Strength, and gain a single tentacle attack with a 10-ft. reach that deals 1d6 damage. If you successfully hit a creature with your tentacle attack, you may attempt to start a grapple as a free action, without provoking an attack of opportunity. You do not gain this ability if you do not display Cthulhu’s sign.

Call of Cthulhu (Su)
You may use the nightmare strike ability whenever you make a melee attack, as a swift action before you make the attack roll. If the attack is successful, the creature struck by it takes 1d6 points of Wisdom damage, with a Will save to halve the damage. Once you have used this ability, you must wait 5 rounds before you can use it again.

Gift of R’lyeh (Ex)
Those bound to Cthulhu may breathe both air and underwater, and gain a swim speed of 60 ft.

The Demented One
2008-01-05, 09:55 PM
Nyarlathotep, the Crawling Chaos
Nyarlathotep is the malevolent servant of Azathoth, the envoy of the Outer Gods. Capable of assuming a thousand and one forms, he wanders the world, spreading corruption and madness.

http://members.shaw.ca/csstrowbridge/Tulzscha/Nyarlathotep.jpg

Vestige Level: 6th
Binding DC: 27

Legend
Unlike most of the Great Old Ones or Outer Gods, Nyarlathotep is not bound, dormant, or deep within the reaches of space. He wanders the world in various guises, spreading fear, depravity, and madness. His forms and their names are legion–the Audient Void, the Blind Ape of Truth, the Black Man, the Haunter in the Dark, the God of the Bloody Tongue. He allows mortals to draw on his power as a vestige, knowing that, though they think themselves to have mastered the Crawling Chaos, they are merely his pawns.

Manifestation
Nyarlathotep initially manifests within his seal as a tall, dark-skinned member of his summoner’s race. He slowly, fluidly shifts through dozens of forms, until coming to rest in the form of a swirling black void, filled with stars, from which he speaks with his summoner’s voice.

Sign
The eyes of those bound to Nyarlathotep turn black, and seem to have small stars within them.

Influence
Those bound to Nyarlathotep become malevolent and deceptive. The urge to manipulate and control others becomes almost impossible to resist, and things like loyalty and truth lose all importance for you, unless they benefit you.

Granted Abilities
Nyarlathotep grants you powers of transformation and deception.

Blood of Chaos (Su)
Just like the Crawling Chaos, you can change your form at will. This functions as the polymorph spell, with caster level equal to your binder level. Once you have used this ability, you must wait 5 rounds before you can use it again.

Change Shape (Su)
While bound to Nyarlathotep, you may change your form, as the disguise self ability, at will as a swift action. This ability lasts until you choose to dismiss it or change your form again. You cannot use this ability to disguise yourself while using the blood of chaos ability.

Inscrutable Mask (Su)
While bound to Nyarlathotep, you gain immunity to mind-affecting spells and abilities and effects that alter or detect your thoughts or emotions, as the mind blank spell. You may suppress or resume this ability as a swift action.

Nyarlathotep’s Guile (Su)
While bound to Nyarlathotep, you gain a +4 enhancement bonus to Charisma and a +10 competence bonus on Bluff checks. In addition, you may use suggestion at will as a supernatural ability. Once you have used it, you must wait 10 minutes before you can use it again.

The Demented One
2008-01-05, 09:56 PM
Yog-Sothoth, the Lurker at the Threshold
A great and terrible force of the cosmos, Yog-Sothoth is the omnipresent Outer God of Time and Space, who knows and sees all.

http://img244.imageshack.us/img244/6619/yogpj2.jpg

Vestige Level: 8th
Binding DC: 40

Legend
Yog-Sothoth is among the greatest of the Outer Gods, thought by many to be second in power only to Azathoth, and by some to be even more powerful than that blind Demon Sultan. Yog-Sothoth is present everywhere and always, conterminous with all of time and space. Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.

Binders can access the cosmic powers of Yog-Sothoth, binding him–or at least, the portion of him that exists in their time and place–to themselves as a vestige, to gain power over time and space. Although it is foolish to open oneself to his incomprehensible will and influence, many binders are desperate enough for his power to take such a risk.

Manifestation
Yog-Sothoth manifests within his seal as a multitude of intersecting luminous spheres that whirl in seemingly meaningless patterns and configurations. He speaks through the song of the spheres’ whirling, with a voice ancient and terrible to hear.

Sign
Those bound to Yog-Sothoth are surrounded by tiny, luminous spheres that orbit their body.

Influence
Yog-Sothoth does not force his will on those bound to him, for they are too insignificant for him to take notice of. However, opening one’s mind to the vastness of the Lurker at the Threshold has been known to drive men mad. Those who bind to Yog-Sothoth become cold and impersonal, almost inhuman, and begin obsessing over the geometries of space and time.

Granted Abilities
Yog-Sothoth grants those bound to him power over time and space.

Forgotten from Time (Su)
As a standard action, you may make a touch attack against a single creature. If you succeed, that creature is temporarily removed from time, seeming to vanish. It remains trapped outside of time for up to 5 rounds. Each round, it may make a Will save, DC 10 + ½ your binder level + your Charisma modifier, to return. If it fails all these saves, then it automatically returns at the end of its 5th round. It returns in the same space it was when you used this ability. Once you have used this ability, you cannot use it until 5 rounds after your target returns.

Key to the Gate (Su)
You can bend space to travel through it, as the spell dimension door, with caster level equal to your binder level, at will. Once you use this ability, you must wait 5 rounds before you can use it again. In addition, you may use this ability to travel even farther, as the greater teleport spell, but you may do so only once while bound to Yog-Sothoth, and you cannot use the key to the gate ability for an hour after doing so.

Turn Back Time (Su)
By tapping the awful might of Yog-Sothoth, you may reverse time, as the psionic power time regression, albeit with no XP cost. However, doing so stretches the limits of your mind, dealing 2d6 points of Wisdom drain to you. You may only use this ability once while bound to Yog-Sothoth.

Walk the Void (Su)
You may bend the borders of reality, allowing you to exist on both the Material and Ethereal planes, as the blink spell. This effect lasts for as long as you are bound to Yog-Sothoth. You may suppress it or resume it as a swift action.

The Demented One
2008-01-05, 09:57 PM
Shub-Niggurath, The Black Goat of the Woods with a Thousand Young
The Great Mother of the Great Old Ones, Shub-Niggurath is a protean entity, constantly sloughing off and devouring her aberrant offspring.

http://img219.imageshack.us/img219/3977/shubre3.jpg

Vestige Level: 7th
Binding DC: 30

Legend
Shub-Niggurath is one of the most ancient and feared Great Old Ones, not for the power she holds, but for the legions of monstrous offspring that serve her. She is constantly spawning new servitors, her vile Dark Young. Though Shub-Niggurath exists in the deepest reaches of the cosmos, her spawn roam throughout the world, either summoned there by cultists or there under their ow n power. This Great Mother can be channeled by Binders, granting them power over her pseudonatural young.

Manifestation
Shub-Niggurath manifests within her seal in the form of a black goat’s head, floating in its center and speaking with a harsh, but female, voice. However, a keen Binder may notice loathsome tentacles occasionally emerging from the eye sockets or mouth, dripping with ooze and ichor.

Sign
Those bound to Shub-Niggurath are covered in filthy black fur, matted with dried ooze.

Influence
Shub-Niggurath drives those bound to her into a state of torpor and inactivity, causing them to feel lethargic or weak. Those bound to her try to exert themselves as little as possible, using their summoned minions instead.

Granted Abilities
Shub-Niggurath grants those bound to her the power to summon and control her offspring.

Call the Dark Young (Su)
As a full-round action, you may summon one of Shub-Niggurath’s loathsome offspring, as the summon monster VII spell, with caster level equal to your binder level. However, any creature you summon that would normally have the Celestial or Fiendish template instead has the Pseudonatural template (see Complete Arcane). You cannot summon creatures that do not have one of the templates. In addition to the creatures from the normal summoning list, you may also summon 1d3 Giberring Mouthers, an Athach, or a Chuul. The summoned aberration serves you for a number of rounds equal to your Binder level. Once you use this ability, you cannot use it again until 5 rounds after the end of its duration.

Dark Whispers (Su)
You gain telepathy to 100 ft. while bound to Shub-Niggurath.

Eldritch Summons (Ex)
While bound to Shub-Niggurath, you gain the Augment Summoning feat as a bonus feat. In additon, any creature you summon has maximum hp for each Hit Dice.

The Demented One
2008-01-05, 09:58 PM
Hastur, the King in Yellow
A malevolent Great Old One, Hastur was once a mere mortal, but he was empowered by the Outer Gods, transforming him into the unspeakable King in Yellow.

http://carcosa.se/img/yellowking.jpg

Vestige Level: 4th
Binding DC: 22

Legend
Hastur was once a simple mortal priest of the Outer Gods, but he was empowered by their envoy, Nyarlathotep, in return for his service to them. In the strange and often alien world of the Dreamlands, he is the King in Yellow, lord of the land of dim Carcosa, where he is seated upon the Nightmare Throne. He leads the cult of the Yellow Sign, and is known to them as the High Priest Not to Be Described. His name bears a vile power, and he can be summoned simply by speaking it.

Hastur uses mortal Binders often as servants. His various cults often call on his strength, and he takes great pleasure in allowing foolish mortals who recite his name to take on his power, knowing the ruin it will lead them to.

Special Rules for Binding
There are two ways that a mortal can bind to Hastur. The first is to do so normally, in which case it functions just like a normal pact. However, the more dangerous method is to simply recite his name three times. Doing so is dangerous, but has advantages–chanting his name is a free action, and one not need to be able to bind 4th level vestiges, or even to have a Binder level at all, to do so. However, binding to Hastur in this way is always a bad pact, and cannot be voluntarily ended by the Binder–only at Hastur’s will does the pact end. However, knowledge of this is highly esoteric, contained within only a few tomes of forbidden binding lore. Knowing Hastur’s name itself requires a DC 20 Knowledge (Arcana) checks for anyone who cannot bind 4th level vestiges or higher, and knowing that he can be bound by saying his name requires a DC 25 Knowledge (Arcana) check.

Manifestation
Hastur manifests within his seal as a floating yellow mask, marked with the eldritch Yellow Sign.

Sign
Those bound to Hastur have the Yellow Sign appear, like a tattoo, on their brow.

Influence
Those bound to Hastur become hedonistic and perverse, taking delight in decadence and aestheticism. In addition, those who bind to him by the recitation of his name risk falling under the direct control of Hastur–he may manipulate them, as if they were dominated, as he pleases, with no chance for saves or spell resistance.

Granted Abilities
Hastur grants those who bind to him the power to corrupt both the mind and flesh of mortals.

Pallid Mask (Su)
You can take on the visage of Hastur himself, a loathsome mask that inspires fear in the hearts of all who see it. As a standard action, you can evoke the Pallid Mask of Hastur, causing all creatures within a 30 ft. of you that can see to become panicked for 1d6 rounds unless they make a Will save. Those that succeed on this save cannot be affected again by the pallid mask ability for as long as you remain bound to Hastur. Once you have used this ability, you cannot use it again until 5 rounds after the end of its duration.

Touch of Carcosa (Su)
You gain a touch attack that causes 1d10 damage plus your binder level. For every 5 points of damage this touch attack deals, you gain a point of temporary hp, that lasts for as long as you remain bound to Hastur.

Yellow Sign (Su)
You can channeling maddening energies from the mark of the Yellow Sign on your brow to torment the minds of your foes. As a standard action, you may release a burst of yellow light from your brow. All other creatures within 30 ft. of you that can see must make a Will save or be confused for 1 round. Once you use this ability, you cannot use it again for 5 rounds. You cannot use this ability if you do not display Hastur’s sign.

puppyavenger
2008-01-05, 10:00 PM
Why is Cthulhu stronger than Nyarlathotep and Shub-Niggurath? isn't Shub-Niggurath one of the 3 strongest Mthos creautres?

The Demented One
2008-01-05, 10:02 PM
Why is Cthulhu stronger than Nyarlathotep and Shub-Niggurath? isn't Shub-Niggurath one of the 3 strongest Mthos creautres?
For one, their level isn't indicative of their power themself, but that which mortals can gain from them. Secondly, the various Mythos stories seem to be pretty inconsistent in terms of who's more powerful than who, so I tried to just pick out a set of flavorful abilities, and then set the level of the vestige to what's appropriate.

Xuincherguixe
2008-01-05, 10:08 PM
I don't know much about Binders and Vestiges, and I'm not especially familiar with the Mythos. But if I understand correctly shouldn't anything channeling things of this level break in some gruesome fashion? Insanity at a minimum, if not having their body blow up, and then mysteriously devoured by something no one can see?

Though I suppose "creative license" works.

The Demented One
2008-01-05, 10:12 PM
I don't know much about Binders and Vestiges, and I'm not especially familiar with the Mythos. But if I understand correctly shouldn't anything channeling things of this level break in some gruesome fashion? Insanity at a minimum, if not having their body blow up, and then mysteriously devoured by something no one can see?

Though I suppose "creative license" works.
Well, I didn't want to have it be impossible for PC's to use them. Some of them do have a pretty high price to pay - Yog-Sothoth will run you out of Wisdom pretty fast, and Hastur, if you bind him the cheap way, basically has free run of your body. I tried to get their influences sufficiently Lovecraftian - Cthulhu drives you mad, Nyarlathotep makes you a manipulative, evil trickster, Shub-Niggurath drains you of your will to act, and so on.

Icewalker
2008-01-05, 10:15 PM
I like them. Very impressive stuff.

But...now a load of people who act like Chuck Norris fans but with Cthulu will be after you for not making him level three billion. :smallwink:

The Demented One
2008-01-05, 10:21 PM
I like them. Very impressive stuff.

But...now a load of people who act like Chuck Norris fans but with Cthulu will be after you for not making him level three billion. :smallwink:

When the Boogeyman goes to sleep every night, he checks his closet for Cthulhu.

Cthulhu doesn't read books. He stares them down until he gets the information he wants.

There is no theory of evolution. Just a list of creatures Cthulhu has allowed to live.

Outer space exists because it's afraid to be on the same planet with Cthulhu.

Cthulhu does not sleep. He waits.

Cthulhu is the reason why Waldo is hiding.

Cthulhu counted to infinity - twice.

Cthulhu doesn’t wear a watch, HE decides what time it is.

Remember the Soviet Union? They decided to quit after reading Lovecraft.

Contrary to popular belief, America is not a democracy, it is a Cthulhuship.

FlyMolo
2008-01-05, 10:32 PM
These are pretty awesome. I wish I had ToM so I could read about binders. And I wish I had read more Lovecraft.

Edit: Being devoured by something nobody can see would be pretty creepy. Like, his foot detaches from his ankle, then shreds itself like it's being chewed, then vanishes. Then another body part, then another, and another, and so on.

Xuincherguixe
2008-01-05, 10:33 PM
... that works really well, it's almost like...

Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

*hangs self*

Krimm_Blackleaf
2008-01-05, 10:34 PM
I love this thread.:smallbiggrin:

The Demented One
2008-01-05, 10:37 PM
... that works really well, it's almost like...

Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

*hangs self*
IA! IA! CHUCKTHULHU FTAGHN!

Vadin
2008-01-05, 11:09 PM
Mind if I spice a few of these up a little?

Cthulhu doesn't read books. He stares them down until they go insane and repeat the information he wants until the end of days.


Outer space exists because it's afraid to be in the same dimension as Cthulhu.


Cthulhu does not sleep. He dreams.


Cthulhu counted to infinity - without numbers.

Guyr Adamantine
2008-01-05, 11:13 PM
Those are really great, and your Cthulhu is better than the version I saw before. But, despite being fantastic, there is some trouble with Yog-Soggoth and Hastur. There shouldn't be a mechanic for influence, since the character can always choose to deny it. Influence is pure roleplaying.

SurlySeraph
2008-01-05, 11:20 PM
Nice. I can't believe no one thought to homebrew vestiges for Mythos deities before. All very flavorful, and they look balanced to me.

Now if you'll excuse me, I'm going to go paint the Elder Sign on everything I own before the Shoggoths show up.

The Demented One
2008-01-05, 11:22 PM
Those are really great, and your Cthulhu is better than the version I saw before. But, despite being fantastic, there is some trouble with Yog-Soggoth and Hastur. There shouldn't be a mechanic for influence, since the character can always choose to deny it. Influence is pure roleplaying.
For Yog-Sothoth, I felt the slow grinding away of Wisdom is probably the best way to represent going insane - you can't bind to something like Yog-Sothoth without lasting consequences. For Hastur, the mechanical influence only comes into play if you take the shortcut - there should be serious consequences for such things, and possession by Hastur seems about right.

Guyr Adamantine
2008-01-05, 11:39 PM
For Yog-Sothoth, I felt the slow grinding away of Wisdom is probably the best way to represent going insane - you can't bind to something like Yog-Sothoth without lasting consequences. For Hastur, the mechanical influence only comes into play if you take the shortcut - there should be serious consequences for such things, and possession by Hastur seems about right.
You're right about the wisdom lost meaning madness, but any intelligent player could simply take the penalty to checks instead of starting to see their brain melt, since it is influence.

And sorry about Hastur, I missed the part about "special pacts".

dyslexicfaser
2008-01-06, 01:28 AM
Very neat. If I better understood how to properly balance vestiges, I'd try my hand at making a Ganathatoa (or however you spell that) or Atlach-Nacha.

The Demented One
2008-01-06, 10:52 AM
You're right about the wisdom lost meaning madness, but any intelligent player could simply take the penalty to checks instead of starting to see their brain melt, since it is influence.
I think you're right on that one. Hopefully his new influence should be Lovecraftastic.


Very neat. If I better understood how to properly balance vestiges, I'd try my hand at making a Ganathatoa (or however you spell that) or Atlach-Nacha.
Those are two of the ones I'm considering for the second installment of this...

MorkaisChosen
2008-01-07, 12:34 PM
COOOOOOOOL.

I got a book of short stories (including Call of Cthulhu) by Lovecraft for Christmas, and I'm slightly hooked. These look good to me... Almost good enough to... No! No, I can't!

Oh, no! I've been corrupted by their dark influence!

I'm tempted to buy a WotC sourcebook!

Ia! Ia! WotCthulhu ftaghn!

Also, Chuckthulhu? Hell yeah.

Stycotl
2008-01-07, 09:21 PM
darn it demented, binders were the only new caster system that i hadn't explored in ToM, and i had determined not to check it out cuz i have too many magic systems to worry about as it is.

but now i may have to go figure binders out after all...

good job though. very flavorful. very well done.

aaron out.

Krimm_Blackleaf
2008-01-14, 12:57 AM
Hastur, the King in Yellow
[snip]

http://www.macguff.fr/goomi/unspeakable/WEBIMAGES/CARTOON/u15-invest.jpg

Green and Red
2008-01-16, 03:28 PM
Not sure about that one, since i have not so much knowledge about binders, but couldnt someone who does not sleep bind cthulluh without the negative side effect of the special requirement?

the nightmare spell contains this :


Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.

The Demented One
2008-01-16, 07:30 PM
Not sure about that one, since i have not so much knowledge about binders, but couldnt someone who does not sleep bind cthulluh without the negative side effect of the special requirement?

the nightmare spell contains this :
Yup. Kalashtar and 'forged too.

Belkarsbadside1
2009-08-08, 08:42 PM
OMG I love this. I've always wanted to be a Cthulhu worshipper in a game, Now I can. :)

dyslexicfaser
2009-08-08, 09:21 PM
Wow, been awhile since I saw this.

Made me love it all over again, honestly. Belkarsbadside1, make sure to check out his Cthulhu-themed PrCs in his sig, too. They are moderately awesome.

Krimm_Blackleaf
2009-08-09, 05:46 AM
Wow, been awhile since I saw this.

Made me love it all over again, honestly. Belkarsbadside1, make sure to check out his Cthulhu-themed PrCs in his sig, too. They are moderately awesome.

And mine.:smallbiggrin: