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The Demented One
2008-01-13, 01:09 PM
Vestige Cultist

Most practitioners of pact magic view the vestiges they summon and bind to be little more than tools. Some may consider them companions or equals, but for the most, they are treated little different than a fighter’s sword or a wizard’s spellbook–not cruelly, but certainly not respectfully. For a Vestige Cultist, however, this is different. They believe that vestiges are no less than a form of divinity, a pantheon of gods lost between the worlds, only able to enter ours by incarnating in the bodies of loyal followers. A Vestige Cultist does not merely respect vestiges–he reveres them. Over time, Vestige Cultists developed techniques and rites that actually allowed them to call divine power from their vestige companions, just as a cleric does from his deity. They are not a large or popular faction–most binders consider their beliefs to be nonsensical or absurd, while the Seropaeanean Order believes their doctrines to be blasphemous insults to true gods, and classifies them as enemies second only to the hated Anima Magi. However, the divine power Vestige Cultists wield speaks at least somewhat to the truth of their beliefs, and gives them the strength to stand against those who say otherwise.

d8 HD

Requirements
To qualify to become a Vestige Cultist, you must fulfill all the following criteria.
Feats: Skilled Pact Making
Skills: Knowledge (Religion) 8 ranks, Knowledge (The Planes) 8 ranks
Special: Soul Binding class feature

Skills
The Vestige Cultist’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+2|
+0|
+2|Domain Vestige (1), Soul Binding +1|4|2+1|0+1|–|–|–|–

2nd|
+1|
+3|
+0|
+3|Soul Binding +2, Vestige’s Sustenance|4|3+1|1+1|–|–|–|–

3rd|
+2|
+3|
+1|
+3|Soul Binding +3|4|3+1|2+1|0+1|–|–|–

4th|
+3|
+4|
+1|
+4|Mystic Strike, Soul Binding +4|4|4+1|3+1|1+1|–|–|–

5th|
+3|
+4|
+1|
+4|Lay on Hands, Soul Binding +5|4|4+1|3+1|2+1|0+1|–|–

6th|
+4|
+5|
+2|
+5|Mettle, Soul Binding +6|4|4+1|4+1|3+1|1+1|–|–

7th|
+5|
+5|
+2|
+5|Domain Vestige (2), Soul Binding +7|4|4+1|4+1|4+1|2+1|0+1|–

8th|
+6|
+6|
+2|
+6|Greater Mystic Strike, Soul Binding +8|4|4+1|4+1|4+1|3+1|1+1|–

9th|
+6|
+6|
+3|
+6|Resolute Spirit, Soul Binding +9|4|4+1|4+1|4+1|4+1|2+1|0+1

10th|
+7|
+7|
+3|
+7|Deity’s Gaze, Soul Binding +10|4|4+1|4+1|4+1|4+1|3+1|1+1[/table]

Class Features
All the following are class features of the Vestige Cultist prestige class.

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

Spellcasting
Beginning at first level, you gain the ability to prepare and cast divine spells from the Vestige Cultist spell list (see below). To cast a spell, you must have a Charisma score of at least 10 + the spell’s level. The DC of your spells is equal to 10 + the spell’s level + your Charisma modifier. You gain bonus spells based on your Wisdom score. When you gain 0 spells of a given level on the Vestige Cultist table, above, you gain only the bonus spells you are entitled to based on your Constitution score.

Soul Binding
At each level except 5th and 10th, your soul binding ability improves as if you had gained a level of the Binder class. This increases your effective binder level, the bonus you receive on binding checks, and the level and number of vestiges you may bind. You do not, however, gain any other abilities or advantages a Binder would have gained.

Domain Vestige (Su)
Vestige Cultists have learned how to tap their vestige companions for access to divine domains. Whenever you bind to a vestige, you may choose to bind it as your domain vestige. You may only be bound to a single domain vestige. You gain its domain ability. In addition, each day, you gain a single domain spell slot of each level. You do not prepare spells in these. Instead, while bound to a domain vestige, you may expend a domain spell slot to spontaneously cast a spell of that slot’s level or lower from the vestige’s domain list. A full list of vestiges and their domains is given below. At 7th level, you may bind two domain vestiges at the same time, instead of just one.

Vestige’s Sustenance (Su)
At 2nd level, the energies you have drawn from bound vestiges ward you from harm. You gain immunity to fear effects, poison, and disease, including supernatural diseases.

Mystic Strike (Su)
At 4th level, you gain the ability to channel your spells through melee attacks. As a standard action, you may cast any divine spell with a range of touch that you have prepared and deliver the spell through your weapon with a melee attack. The spell’s casting time must be 1 standard action or less. If the attack is successful, then the creature hit is affected by the spell as normal.

Lay on Hands (Su)
At 5th level, you gain the power to heal wounds with your touch. Each day you can heal a total number of hit points of damage equal to your binder level times your Charisma modifier. You may choose to divide this healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how much of your daily allotment of points to use as damage after successfully touching an undead creature.

Alternatively, evil Vestige Cultists may choose, upon gaining this ability, to channel negative energy. If they do, they can use it to heal the undead, and to harm living creatures. Once they make this choice, they cannot change it.

Mettle (Ex)
At 6th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.

Greater Mystic Strike (Su)
At 8th level, you can channel spells through a full attack. Doing so requires a full-round action. All creatures hit as part of the full attack are affected by the spell as normal. If the spell has a duration longer than 1 round, it is still discharged at the end of the round. You cannot channel spells of 5th level or higher with this ability.

Resolute Spirit (Su)
At 9th level, you can resist harmful magics. You gain spell resistance equal to 10 + your effective binder level.

Deity’s Gaze (Su)
At 10th level, you can use the divine power granted to you to momentarily step outside of time for just a moment, peering into the future. Once per day, as a free action, you may apply an insight bonus equal to your binder level on any attack roll, ability check, skill check, or saving throw. Alternatively, you may gain an insight bonus to your AC equal to your binder level against a single attack.

The Demented One
2008-01-13, 01:10 PM
Vestige Cultist Spell List

0th level
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1st level
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd level
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield OtherF: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.

3rd level
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.

4th level
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
RestorationM: Restores level and ability score drains.

5th level
Atonement FX: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.

6th level
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living: Touch attack kills subject.

The Demented One
2008-01-13, 01:13 PM
Vestige Domains

Below are the domains associated with each vestige. Domains from the Spell Compendium are marked with an *, and also have an alternative domain that can be used instead of them if you do not have that book.

Tome of Magic Vestiges
{table=head]Vestige|Domain
Acerak|Death
Agares|Earth
Amon|Fire
Andras|War
Andromalius|Trickery
Aym|Dwarf*/War
Balam|Oracle*/Knowledge
Buer|Healing
Chupoclops|Destruction
Dahlver-Nar|Madness*/Protection
Dantalion|Mind*/Knowledge
Eligor|War
Eurynome|Chaos
Focalor|Storm*/Water
Geryon|Evil
Haagenti|Strength
Halphax|Creation*/Protection
Haures|Illusion*/Trickery
Ipos|Knowledge
Karsus|Magic
Leraje|Elf*/War
Malphas|Suffering*/Animal
Marchosias|Fire
Naberius|Charm*/Trickery
Orthos|Windstorm*/Air
Otiax|Portal*/Travel
Paimon|Celerity*/War
Ronove|Strength
Savnok|Planning*/War
Shax|Water
Tenebrous|Darkness*/Death
Zagan|Scalykind*/Animal
[/table]

Other Wizards Vestiges
{table=head]Vestige|Domain
Abysm (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Knowledge
Arete (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Healing
Astaroth (http://www.wizards.com/default.asp?x=dnd/we/20070307a)|Creation*/Protection
Desharis (http://www.wizards.com/default.asp?x=dnd/we/20070307a)|Community*/Travel
The Triad (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)|Courage*/War
Vanus (http://www.wizards.com/default.asp?x=dnd/dd/20060407a)|Hatred*/Evil
Zceryll (http://www.wizards.com/default.asp?x=dnd/frcc/20070718)|Madness*/Chaos
[/table]

Homebrew Vestiges
{table=head]Vestige|Domain
Alric (http://www.giantitp.com/forums/showthread.php?t=84880)|Craft*/Knowledge
Atlach-Nacha (http://www.giantitp.com/forums/showpost.php?p=3757653&postcount=2)|Spider*/Animal
Azathoth (http://www.giantitp.com/forums/showpost.php?p=3769169&postcount=2)|Madness*/Fire
Basatan (http://www.giantitp.com/forums/showpost.php?p=4564128&postcount=2)|Water
Beltet (http://www.giantitp.com/forums/showthread.php?t=10299)|Knowledge
Colossus (http://www.giantitp.com/forums/showthread.php?t=56190)|Craft*/War
Cthugha (http://www.giantitp.com/forums/showpost.php?p=3757660&postcount=3)|Fire
Cthulhu (http://www.giantitp.com/forums/showpost.php?p=3753314&postcount=2)|Dream*/Water
Dagon and Hydra (http://www.giantitp.com/forums/showpost.php?p=3769179&postcount=3)|Water
Dark Plea (http://www.giantitp.com/forums/showthread.php?t=10945)|Dream*/Evil
Dromilius (http://www.giantitp.com/forums/showthread.php?t=10945)|Community*/Law
Ghatanothoa (http://www.giantitp.com/forums/showpost.php?p=3757664&postcount=4)|Earth
Ghroth (http://www.giantitp.com/forums/showpost.php?p=4564132&postcount=3)|Madness*/Air
Gith (http://www.giantitp.com/forums/showthread.php?t=10945)|War
Glaaki (http://www.giantitp.com/forums/showpost.php?p=3769186&postcount=4)|Death
Hastur (http://www.giantitp.com/forums/showpost.php?p=3753328&postcount=6)|Madness*/Destruction
Ithaqua (http://www.giantitp.com/forums/showpost.php?p=3757671&postcount=5)|Cold*/Water
Kurrothk (http://www.giantitp.com/forums/showthread.php?t=84859)|Balance*/War
Luna (http://www.giantitp.com/forums/showthread.php?p=5598238)|Moon*/Animal
Mordiggian (http://www.giantitp.com/forums/showpost.php?p=4564135&postcount=4)|Hunger*/Death
Naphia (http://www.giantitp.com/forums/showthread.php?p=587964)|Plant
Nodens (http://www.giantitp.com/forums/showpost.php?p=3769191&postcount=5)|War
Nyarlathotep (http://www.giantitp.com/forums/showpost.php?p=3753316&postcount=3)|Trickery
Nyog'Sothep (http://www.giantitp.com/forums/showpost.php?p=4564140&postcount=5)|Storm*/Water
Reshar (http://www.giantitp.com/forums/showthread.php?t=54640)|War
Rhan-Tegoth (http://www.giantitp.com/forums/showpost.php?p=3769202&postcount=6)|Gluttony*/Strength
Rhogog (http://www.giantitp.com/forums/showpost.php?p=4564146&postcount=6)|Strength
Seradess (http://www.giantitp.com/forums/showthread.php?t=10945)|Fire
Shub-Niggurath (http://www.giantitp.com/forums/showpost.php?p=3753323&postcount=5)|Summoner*/Healing
Shudde M’ell (http://www.giantitp.com/forums/showpost.php?p=3757679&postcount=6)|Earth
Sol Invictus (http://www.giantitp.com/forums/showthread.php?p=5593060)|Sun
Taratai (http://www.giantitp.com/forums/showthread.php?t=10945)|Dream*/Good
Ubbo-Sathla (http://www.giantitp.com/forums/showpost.php?p=4564148&postcount=7)|Pestilence*/Strength
Vorvadoss (http://www.giantitp.com/forums/showpost.php?p=4564151&postcount=8)|Fire
Vox (http://www.giantitp.com/forums/showthread.php?t=37802)|Liberation*/Chaos
Y’Golonac (http://www.giantitp.com/forums/showpost.php?p=3769206&postcount=7)|Lust*/Evil
Yidhra (http://www.giantitp.com/forums/showpost.php?p=4564158&postcount=9)|Healing
Yog-Sothoth (http://www.giantitp.com/forums/showpost.php?p=3753319&postcount=4)|Time*/Travel
[/table]

Valairn
2008-01-13, 01:45 PM
Its like an Ur-Priest/Binder/Duskblade. What's that, like three source books in one PrC? You sir win! :-D. Otherwise its very neat, I'll run some numbers on this and get back to you.

Stycotl
2008-01-13, 01:53 PM
wow.
.
.
.
wow.
very well thought out. i'm tempted to say it's on the overpowered side, but then i'm tempted to keep my mouth shut because it is really cool and i don't want to see anything changed.

felicitaciones. aaron out.

Illiterate Scribe
2008-01-13, 01:54 PM
I had a premonition that this was coming when you first put out those extra domains. I liek. :smallamused:

I'm a bit concerned, though, at

a) the inclusion of mettle + grace means that their saves will be nasty.

b) these sorts of casters can be fairly risky when combined with dual spellcasting advancement - I've got no idea how to circumvent that, though.

Stycotl
2008-01-13, 01:56 PM
any special feats, npcs, locations, lore, or anything else in the works?

Krimm_Blackleaf
2008-01-13, 02:29 PM
This class is simply gorgeous. I was going to make a binder/warlock class based on being a cultist with a lot of focus on your new old-ones vestiges, but it's only appropriate you beat me to the punch.

The Demented One
2008-01-13, 02:49 PM
very well thought out. i'm tempted to say it's on the overpowered side, but then i'm tempted to keep my mouth shut because it is really cool and i don't want to see anything changed.
I'd also been somewhat worried about the balance...anything in particular strike you as being too powerful?


the inclusion of mettle + grace means that their saves will be nasty.
Ooh, good catch. I think they can do without the save bonus.


these sorts of casters can be fairly risky when combined with dual spellcasting advancement - I've got no idea how to circumvent that, though.
I'm hoping that the restricted spell list should keep that stuff from getting too powerful, combined with the natural flaws of dual casters. A Binder/Vestige Cultist/Sorcerer/Mystic Theurge would probably lose too many caster levels to be overly effective.

Icewalker
2008-01-13, 02:57 PM
Very nice.

A few writing issues: Vestige's Grace needs to say "when bound to a vestige," and Domain Vestige says you can use two at 2nd level, instead of 7th as it is on the table.

Also, it seems to me that their lay-on-hands shouldn't be restricted to positive energy. Evil binders should put out negative energy with it.

The Demented One
2008-01-13, 03:19 PM
A few writing issues: Vestige's Grace needs to say "when bound to a vestige," and Domain Vestige says you can use two at 2nd level, instead of 7th as it is on the table.
That was more an issue with the flavor text than the mechanics, hopefully fixed.


Also, it seems to me that their lay-on-hands shouldn't be restricted to positive energy. Evil binders should put out negative energy with it.
Good idea.

Stycotl
2008-01-14, 11:27 PM
well, yesterday when i saw this, i thought something in it was possibly overpowered. now, i can't find whatever it was that i was looking at. so, looks good to me. maybe it was cleared up in your revision. or maybe i'm just going crazy.

aaron out.

yosho
2008-01-21, 10:04 PM
I must say that this is an awsome class that you have made. However I have one question. The Domain Vestige ability never specifies how many levels of spells you gain per day. I cannot tell wether one of these vestige cultists can cast up to 6th or 9th level spells from thier domain slot. Clearification on would be nice. Other than that I salute you on making an great prc.

Collin152
2008-01-22, 09:04 PM
Mmmm, I love this. This fits perfectly a concept I had floating around in my thoughts.
One of these days, I'll figure out how to do it in a balanced way and start contributing to the supply of Binder-material.
Oh, did I mention I loved this? Cause I do.

JakStone
2008-01-22, 10:14 PM
You officially win. I love seeing new binder material and this? This is /awesome./ I do, to, worry about mettle - maybe make it a half thing, and have it only apply to will saves? I hate to suggest anything, though, since this is awesome.

HellFencer
2008-01-23, 04:43 PM
First off, I want to say, bully for you on making new binder material. Its a welcome topic in my book. :D

I hate to be a stick in the mud, but I don't like the flavor at all. I don't like the idea of vestiges being revered as deities that then grant divine spells. Makes no sense to me, based on what vestiges are all about and the fact that most are nothing like a deity. Tenebrous was once a god, so it makes sense that he could possibly grant divine magic to his binders.

Personally, I think you should not receive new spells through the vestige, instead just increasing the amount of spells you already have. This goes hand in hand with my idea that vestiges don't grant new divine magic. Doing it this way is more like the Anima Mage, which I agree with more (but only slightly).

Honestly, I think you should do more with stripping powers away from vestiges in order to power your divine magic. Otherwise, you have a cleric that can cast like a duskblade.

Again, I apologize for the strict criticism; I'm usually much more easy-going, but I love my binders. :P

crazedloon
2008-07-09, 11:11 AM
Interesting class.

I agree it seems a little powerful and the flavor is a little off.... However given the right world the flavor may be just fine :smallwink:

Now for more specific critiques:
As far as the flavor is concerned I don't see why the binder would continue to use all the available vestiges. It would seem to me that a Cultist in this manner would specialize in a proffered vestige much like a cleric may revere all the gods but gains his powers from only one. Personally I would change the requirement of Skilled Pact Making to Favored Vestige. And then you may wish to tie in the favored vestige to the extra domain spells. In this manner you only gain domain powers and spells from your Favored Vestige and at the levels you gain a second vestige binding you gain Favored Vestige as a bonus feat and the ability to double bind the domain vestige.

The channeling ability seams a little out of place. You may wish to make the binder lose something in return for the channeled effect (much like a anima mage's vestige metamagic) I would think losing access to one ability, for a number of rounds perhapse 5 like the anima mage, from a bound Vestige would be reasonable.

JoshuaZ
2008-07-09, 04:03 PM
As to the individuals who are saying that it isn't good due to fluff issues: the issue of where the power from this is coming can be handled better in some campaign settings than others: in particular if one at all has divine casters who worship an ideal this seems reasonable.

The argument that the Vestige Cultists should only worship a single vestige is interesting but I don't think is too serious an issue. Although most divine d&d classes insist that one worship a single deity to gain divine power and certainly even in many polytheistic cultures priests had specified deities the opposite was often the case. Insistence on this rule strikes me as a henotheistic (http://en.wikipedia.org/wiki/Henotheism) conceit arising in part because we live in a prevailing monotheistic culture and it is easy for us to wrap our minds around henotheism and monolatrism than full-out polytheism.



I'm hoping that the restricted spell list should keep that stuff from getting too powerful, combined with the natural flaws of dual casters. A Binder/Vestige Cultist/Sorcerer/Mystic Theurge would probably lose too many caster levels to be overly effective.

You only need 1 level binder and 1 level of Vestige Cultist to qualify for the divine end of Mystic Theurge.

There are two different ways of building up from there: either as a spontaneous caster (and thus get 2nd level spells at even levels 4,6,8 etc.) or get a prepared caster spells at odd levels.

For the sorcerer side one could for example get in by sor 4/binder 1/Vestige Cultist one. Sor 4/Binder 1/Vestige Cultist 1/MT 9 leaves you at level 15 with 6th level divine spells, first level vestiges, and 7th level arcane spells (effectively a 13th level sorcerer). If you then take 5 levels of some other prestige class you end up with 9th level arcane spells at 20th level. So this better than the standard Sor 4/Clr 3/MT 10/ Arcane PrC 4 which doesn't give you ninth level arcane casting.

This isn't as bad as taking levels in Ur-Priest (where you can get 9th level casting on both sides if I'm not mistaken) but this isn't anything to sneeze at.

However, if you do this with wizard instead of sorcerer you get ninth level spells easily. Moreover, if you do Wiz 3/Binder 2/Vestige Cultist 1/ MT 9 you may then use some of the remaining 5 levels for some other PrC that advances both binding and spell casting. Anima Mage doesn't quite fit flavor wise and you can't qualify for your Pact Scholar (http://www.giantitp.com/forums/showthread.php?t=84757) since it requires 3rd level vestiges. But if there is another binding/arcane combination class out there that requires only 2nd level vestiges and only second level arcane casting then one could advance that nicely (even so, I suspect that most people would just choose 5 levels of archmage). Regardless of the build, one gets a small amount of what amounts to additional daily flexibility since the domain slots are spontaneous. For a careful wizard this could be very useful insurance.

So overall, this is a little better than standard mystic theurge builds in terms of when you get/if you get 9th level arcane casting. However, your divine side is weaker as a result and you only get a small amount of binding to make up for it.



A few other minor comments:
In the "Other Wizards Vestiges" table you have "Domainl" instead of "Domain".

I'm not sure that this needs to lose 2 binder levels. I think only losing one at 10th or only losing one at 5th might be fine.

Also, there should be some ability added at 3rd level. I have three suggestions for that (alternatively it might make sense to let players choose one):

Knowledge of the Vestiges Your contact with vestiges has given you additional understanding of divine magic. Pick one level 1 or level 0 spell from the cleric list and add it to your class list.

Favored Patron Unlike many Vestige Cultists your worship focuses on a specific vestige. Pick a Favored Vestige. Whenever you cast any domain spells from that vestige your effective caster level is increased by 1.

Residual Divine Energy Your close association with the power of vestiges has left you with residual power even when you are not bound to the vestige. Pick one vestige that you are able to bind to. You gain the ability to use its first level domain spell as a spell-like ability usable once a day. You may use it twice a day at 6th level and 3 times a day at 9th level.

The Demented One
2008-07-10, 10:50 AM
For the sorcerer side one could for example get in by sor 4/binder 1/Vestige Cultist one. Sor 4/Binder 1/Vestige Cultist 1/MT 9 leaves you at level 15 with 6th level divine spells, first level vestiges, and 7th level arcane spells (effectively a 13th level sorcerer). If you then take 5 levels of some other prestige class you end up with 9th level arcane spells at 20th level. So this better than the standard Sor 4/Clr 3/MT 10/ Arcane PrC 4 which doesn't give you ninth level arcane casting.
Still, at 15th level, it's much better to be able to cast 8th level arcane spells than 7th level arcane spells and 6th level divine spells. All dual casters have that problem - access to spells of Xth level is always more useful than having twice as many spells of (X-1)th level. Even if you get 9th level spells on one side by 20th level, a straight arcane caster's going to have already hade those for a good few levels.


So overall, this is a little better than standard mystic theurge builds in terms of when you get/if you get 9th level arcane casting. However, your divine side is weaker as a result and you only get a small amount of binding to make up for it.
It may be stronger than a standard mystic theurge build, but I'd still say it's weaker than a straight-up caster.


In the "Other Wizards Vestiges" table you have "Domainl" instead of "Domain".
I'll fix that.


I'm not sure that this needs to lose 2 binder levels. I think only losing one at 10th or only losing one at 5th might be fine.
Think you're right there.