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View Full Version : 4E Vestige Binding [Ritual, Feats, and Powers] (PEACH)



RTGoodman
2008-09-27, 12:06 AM
4E Vestige-Binding

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[Download the PDF! (http://rtg0922.googlepages.com/4eVestigeBinding.pdf)]


New Ritual: Bind Vestige
You drawn the secret seal of a vestige, a quasi-immortal remnant of a long-dead god or creature. The manifestation of the vestige appears, and you begin to bargain with it in order to gain some of its power.

Level: 1.................Component Cost: 5 gp
Time: 10 minutes ....Market Price: 50 gp
Duration: 24 hours...Key Skill: Arcana


You must perform this ritual in a relatively quiet place, using sand, dirt, water, chalk, blood, or some other substance to draw your chosen vestige’s seal on the ground, and you must meet any special requirements as required by the vestige you have attempted to bind (as detailed in that vestige’s Bound Vestige feat). You can only perform this ritual immediately after an extended rest while you still have all encounter and daily powers unexpended. You can summon and attempt to bind any vestige for whom you have the Bound Vestige feat.

At the conclusion of the ritual, you make an Arcana check to determine the strength of your binding ritual. You can choose to replace encounter or daily Warlock spells you know with powers from the vestige’s Bound Vestige feat, with the maximum number determined by the strength of your binding (see table below). You cannot choose powers from your vestige if you do not yet normally have access to Warlock spells of that level, no matter the strength of the binding, For the duration of the effect of the ritual, you may not use the powers you have replaced and are treated as though you did not know them and had learned the vestige’s power in their place.

You may bind more than one vestige at a time (if your chosen vestiges allow such an act), but doing so requires you to perform the Bind Vestige ritual multiple times. For each vestige you attempt to bind after the first, you take a cumulative -10 penalty on your Arcana check to determine the strength of the binding.


{table=head]Arcane Check Result | Effect
9 or lower | The vestige chooses not to grant you power and the ritual fails.
10 – 19 | The vestige answers your call. You may only choose to be granted the lowest-level power from your vestige’s Bound Vestige feat in exchange for an equal-level Warlock spell. You may only have up to two swapped powers from vestiges at one time.
20 – 29 | As above, but you may choose to be granted either or both of the two lowest level powers from your vestige in place of Warlock spells of the same level. You may choose to be granted up to four total vestige powers from all your bound vestiges.
30 - 39 | As above, but you may switch as many powers as your vestige grants for Warlock spells of the same level. You may have up to six total vestige powers granted to you.
40 or higher | As above, but you may have any number of powers swapped from all of your bound vestiges.
[/table]


Example: Malthasar is a 12th level Warlock/Life-Stealer with the Bound Vestige: Tenebrous feat. After an extended rest, he can choose to perform the Bind Vestige feat to summon Tenebrous. At the conclusion of the ritual, he gets a 21 on his Arcana check. He decides to replace his Fiendish Resilience spell with the Tenebrous Utility 2 power Shadowburst, but even though he rolled higher than 20 on his Arcana check he cannot swap in Tenebrous’ next higher-level ability, since Malthasar does not yet have access to 13th level powers.

RTGoodman
2008-09-27, 12:07 AM
Bound Vestige Feats and Vestige Powers


Bound Vestige: Acererak [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Acererak. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.
Special: You must provide a human tooth or a gemstone when performing the Bind Vestige feat to bind Acererak. The item is not used up in the process.



Body of Unlife-TAB--TAB-Acererak Utility 2
As your enemy strikes at you with elemental
attack, you feel Acererak grant you a slight
amount of his resistance.
Daily ♦ Pact
Immediate Interrupt-TAB-Personal
Trigger: An enemy targets you with an attack
that has the Cold or Lightning keyword.
Effect: You gain Resist 10 to Cold and Lightning
until the end of your next turn.

Lich Touch-TAB--TAB-Acererak Attack 13
You reach out and with a chilling touch
freeze your enemy in place.
Encounter ♦ Fear, Necrotic, Pact
Standard Action-TAB-Melee touch
Target: One creature
Attack: Dexterity + 2 vs. Reflex
Hit: 3d8 + Charisma modifier necrotic
damage and the target is stunned (save
ends).

Necromantic Burst-TAB-Acererak Attack 23
You draw upon the necromantic powers of
the former lich and blast those around you
with dark energy.
Encounter ♦ Implement, Necrotic, Pact
Standard Action-TAB-Close burst 5
Targets: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier necrotic damage, and
you push the target 3 squares.


Bound Vestige: Amon [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Amon. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.
Special: You may not bind Amon at the same time as you bind Chupoclops.


Spectral Charger-TAB--TAB-Amon Attack 7
You summon forth a spectral a black wolf
with the head of a ram and a serpent for a
tail, which charges your enemy.
Encounter ♦ Conjuration, Pact
Standard Action-TAB-Ranged 8
Target: One enemy in range
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage and
the target is pushed 1 squares and knocked
prone.
Miss: Half damage and the target is pushed
1 square.

Hellfire Breath-TAB--TAB-Amon Attack 17
Burning with Amon’s rage, you belch forth
a great gout of sickening, hellish flame.
Encounter ♦ Fire, Necrotic, Pact
Standard Action-TAB-Close burst 3
Targets: Each creature in burst
Attack: Charisma or Constitution vs. Reflex
Hit: 3d6 + Charisma or Constitution modifier
fire and necrotic damage, and the target is
weakened and slowed until the end of your
next turn.

Anathema of Light-TAB--TAB-Amon Utility 22
The remnant of a fallen god protects you from
his former dominions of fire and light.
Daily ♦ Pact
Standard Action-TAB-Personal
Effect: Until the end of the encounter, you are
immune to fire and radiant damage. Each time
you are struck by a power with either of those
descriptors, you heal 1d6 hit points.



Bound Vestige: Andras [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Andras. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Warcry of the Fallen-TAB--TAB-Andras Attack 5
You channel the courage of Andras the Gray
Knight, inspiring allies and striking fear in the
hearts of enemies.
Daily ♦ Fear, Healing, Implement, Pact, Radiant
Standard Action-TAB-Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier radiant damage.
Effect: The area of the power fills with light and
each ally gains a number of temporary hit points
equal to 1d6 + your Charisma modifier.

Gray Knight’s Steed-TAB--TAB-Andras Utility 16
You summon a smoky gray steed that bears you
based on thought alone.
Daily ♦ Pact
Standard Action-TAB-Personal
Effect: The smoky steed allows you to move a
number of squares equal to your land speed
+ your Charisma modifier as a move action. You
gain a +4 power bonus to AC against opportunity
attacks caused by this movement.
Sustain Minor: The power persists.

Moral Retribution-TAB--TAB-Andras Utility 22
Andras, a scion of good and evil, revolts
against the attacks of such extremes.
Daily ♦ Necrotic, Pact, Radiant
Immediate Reaction-TAB-Personal
Trigger: An enemy targets you with a necrotic
or radiant power.
Effect: Until the end of the encounter, any
enemy that deals necrotic or radiant damage
to you takes half of that damage of the
opposite type.



Bound Vestige: Andromalius [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Andromalius. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.
Special: In addition to the normal costs of the Bind Vestige ritual, you must supply any two of the following in order to bind Andromalius: a belt pouch, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lock picks, or a mouse. Both items are used up in the ritual.


Social Insight-TAB--TAB-Andromalius Utility 6
The Repentant Rogue grants you great insight
into social situations.
Daily ♦ Charm, Pact
Free Action-TAB-Personal
Effect: You gain a +4 power bonus on Bluff and
Diplomacy checks and Insight checks to oppose
Bluff checks.

Feign Death-TAB--TAB-Andromalius Utility 16
Andromalius wards off a potentially lethal blow
and you make use of the opportunity to set up
a deadly attack.
Encounter ♦ Healing, Pact
Immediate Reaction-TAB-Personal
Trigger: An enemy’s attack drops you to 0 or
fewer hit points.
Effect: You spend a healing surge and fall prone
in your square. You gain combat advantage
against the next target you attack and you deal
an additional 2d6 damage if you succeed on that
attack. You must make this attack by the end of
your next turn.

Jester’s Mirth-TAB-Andromalius Attack 23
With the aid of the Jester, you force your
opponents to break into hideous,
uncontrollable gales of laughter.
Encounter ♦ Charm, Implement, Pact
Standard Action-TAB-Close burst 8
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 3d8 psychic damage, and the target
is stunned (save ends). Saves to throw
off the effects of this power are made
with a -2 penalty.
Miss: Half damage and the target is stunned
for one round.



Bound Vestige: Buer [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Buer. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.
Special: You must perform the Bind Vestige feat outside in order to bind Buer.


Antitoxin-TAB--TAB--TAB--TAB-Buer Utility 6
Buer lends you some of her knowledge of
poison and disease so that you might better
help yourself or others.
Daily ♦ Pact
Standard Action-TAB-Ranged 8
Target: You or one ally within range
Effect: The target gains resist 10 poison until
the end of the encounter and a +2 bonus on
Endurance checks and Fortitude defense against
disease.

Healing Circle-TAB--TAB--TAB-Buer Utility 16
Buer’s healing magic flows through you, and
your nearby allies gain a slight reprieve from
pain.
Daily ♦ Healing, Pact
Standard Action-TAB-Close burst 5
Targets: You and each ally in burst
Effect: The targets gain hit points as if they
had spent a healing surge. They gain an
additional number of hit points equal to your
Charisma modifier.

Eye of the Huntress-TAB--TAB-Buer Attack 25
Buer lends you her experience and teaches you
to stalk your quarry mercilessly.
Encounter ♦ Implement, Pact
Standard Action-TAB-Ranged 12
Target: One creature in range
Attack: Intelligence vs. Reflex
Hit: 3d8 + Constitution modifier damage. In
addition, the target takes an extra 2d8 damage
every time you hit it with an attack (save ends).
Miss: Half damage.



Bound Vestige: Chupoclops [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Chupoclops. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.
Special: You may not bind Chupoclops at the same time as you bind Amon. You must also provide a handful of dirt from a tomb or grave in order to bind Chupoclops.


Spiderbite-TAB--TAB-Chupoclops Attack 3
Your shadow breaks into a swarm of illusory
spiders, which flow towards the enemy and
cover his body.
Encounter ♦ Illusion, Implement, Pact, Poison
Standard Action-TAB-Ranged 6
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier poison damage
and 5 ongoing poison damage, and the target
is weakened (save ends both).

Harbinger of Fear-TAB-Chupoclops Attack 15
Your visage becomes like that of Chupoclops,
a great, terrifying spider, and your enemies
flee you.
Daily ♦ Fear, Illusion, Implement, Pact
Standard Action-TAB-Close burst 8
Targets: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage,
and you push the target a number of squares
equal to 2 + your Charisma modifier.
Miss: Half damage, and you push the targets
2 squares.

Body of the Vestige-TAB-Chupoclops Utility 22
Like a vestige, you shed your physical body and
walk unimpeded through objects and creatures
alike.
Daily ♦ Pact
Standard Action-TAB-Personal
Effect: For a number of rounds equal to 1 +
your Charisma modifier, you become insubstantial
(half damage from all attacks) and gain the phasing
ability (you ignore difficult terrain and can move
through obstacles and creatures, but must end
your move in an unoccupied square). You also
gain a fly speed equal to your land speed and
the ability to hover.
Sustain Standard: The benefits persist.



Bound Vestige: Dahlver-Nar [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Dahlver-Nar. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Cloud of Teeth-TAB-Dahlver-Nar Attack 7
Teeth appear to grow all over your body
and then fly off in every direction, striking
at nearby enemies.
Encounter ♦ Implement, Pact
Standard Action-TAB-Close burst 2
Target: Each enemy in burst
Attack: Constitution vs. Reflex
Hit: 3d6 + Constitution modifier damage.
Effect: You gain concealment until the end
of your next turn.

Torturous Link-TAB-Dahlver-Nar Attack 17
You forcefully create a psychic bond between
yourself and the target, hurting it as you take
damage.
Encounter ♦ Implement, Pact, Psychic
Standard Action-TAB-Ranged 8
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage
and when you take damage you share it equally
with the target (save ends). If the damage does
not divide evenly, the target takes the remainder.

Madness-TAB--TAB-Dahlver-Nar Attack 23
You glare at the opponent and impart some
of the Tortured One’s madness upon that target.
Encounter ♦ Charm, Implement, Pact, Psychic
Standard Action-TAB-Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier psychic damage
and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).



Bound Vestige: Eligor [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Eligor. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Chromatic Blast-TAB--TAB--TAB-Eligor Attack 3
With the encouragement of the Dragon Slayer,
you channel the power of the mighty beasts to
blast your foe.
Encounter ♦ Implement, Pact; see text
Standard Action-TAB-Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d6 + Constitution modifier damage. You
choose each time you use this power whether
the damage is Acid, Cold, Fire, Lightning, or
Poison damage. The power gains the descriptor
based on the type you choose.
Effect: You gain Resist 5 to the damage type
you chose until the end of your next turn.

Dragon Slayer’s Armor-TAB-Eligor Utility 16
Eligor shrouds you with armor that protects
you from both physical and elemental blows.
Daily ♦ Conjuration, Pact; see text


Standard Action-TAB-Personal
Effect: Until the end of your next turn, you
gain a +4 power bonus to AC and Reflex
defense. You also gain Resist 20 to one of
the following energy types, which you can
change each time you use the power: acid,
cold, fire, lightning, or poison. This power
gains the descriptor of that energy type.
Sustain Minor: The effect persists.

Dragon Knight’s Wrath-TAB-Eligor Attack 25
Your enemy breaks through your defenses,
but he does not escape unscathed.
Daily ♦ Pact; see text
Immediate Reaction-TAB-Close burst 3
Trigger: An enemy within range hits you
with an attack and you become bloodied.
Targets: Each enemy in burst
Attack: Charisma or Constitution vs. Reflex
Hit: 4d8 + Constitution or Charisma modifier
damage of one of the following types, chosen
each time you use the power: acid, cold, fire,
lightning, or poison. The power gains the
matching descriptor each time you choose.
In addition, each target is knocked prone
and blinded (save ends blindness).
Miss: Half damage, and the target is dazed
until the end of your next turn.



Bound Vestige: Halphax [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Halphax. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Wall of Iron-TAB--TAB--TAB-Halphax Utility 6
Halphax’s knowledge of architecture and
engineering flickers in your mind as you conjure
a wall of solid iron.
Daily ♦ Conjuration, Pact
Standard Action-TAB-Area wall 8 within 10
Effect: You conjure a wall made of contiguous
squares filled with solid iron. The wall lasts until
the end of your next turn. It can be up to 8
squares long and 4 squares high. The wall blocks
line of sight and line of effect and provides
superior cover.
Sustain Minor: The wall persists.

Iron Protection-TAB--TAB-Halphax Utility 16
With the assistance of Halphax, you summon
the very iron of the earth to protect one dear
to you.
Daily ♦ Conjuration, Pact
Standard Action-TAB-Ranged 8
Target: One ally within range.
Effect: The target gains +2 to AC and defenses
and resist 5 to all damage until the end of the
encounter or for 5 minutes.

Imprison the Mind-TAB--TAB-Halphax Attack 25
You banish the opponent to a far plane, trusting
Halphax to keep it imprisoned for a time.
Daily ♦ Implement, Pact, Teleportation
Standard Action-TAB-Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d12 + Charisma modifier damage and the
target is banished to a distant unknown plane.
It completely disappears from its space. No
creature can target it with powers, and it in
turn can do nothing to effect any other creatures.
Each round on its turn it may make an at attack
against you (Int vs. Will) to escape. Each round
it fails to escape it takes a further 1d12 + Charisma
modifier damage. The target gains a cumulative +5
bonus to its attack roll to escape for each round it
is imprisoned after the first. When it succeeds on
its attack roll to escape, it reappears in its former
square. If the square is occupies, it appears in the
closest unoccupied square and takes 1d10 damage.
Miss: Half damage and the target is not imprisoned.



Bound Vestige: Malphas [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Malphas. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Redirection-TAB--TAB--TAB-Malphas Utility 6
You pry into your opponents mind, charming
him and convincing him that his ally is his real
enemy.
Daily ♦ Charm, Pact
Immediate Interrupt-TAB-Personal
Trigger: An enemy targets you with a melee
attack.
Effect: The enemy targets one of its allies
within melee reach.

Traitor’s Stealth-TAB--TAB-Malphas Utility 16
With the aid of Malphas, you fade from view,
waiting for the perfect moment to reappear
and strike.
Daily ♦ Illusion, Pact
Standard Action-TAB-Personal
Effect: You become invisible until the end of
your next turn. If you attack, this power ends.
Sustain Minor: The power continues to work
until you attack or stop sustaining it.

Turnfeather’s Blessing-TAB-Malphas Utility 22
You sprout great black wings, feathered like a
dove’s, and Malphas protects you from the
type of deception that led to his downfall.
Daily ♦ Pact
Standard Action-TAB-Personal
Effect: You gain a fly speed of 8 until the end
of your next turn. You also gain immunity to
charm and fear effects and a +10 bonus to
Insight checks to see through illusions.
Sustain Minor: You can sustain this power
until the end of the encounter or for 5 minutes.
If you don’t sustain the power, you float gently
down to the ground and the other benefits last
until the end of your next turn.



Bound Vestige: Otiax [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Otiax. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Air Blast-TAB--TAB--TAB--TAB-Otiax Attack 3
As you blast at the foes before you, the winds
and mists flow from your fingers.
Encounter ♦ Implement, Pact
Standard Action-TAB-Ranged 10
Target: Each enemy in the blast
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier
damage, and the target is pushed 2 squares.

Concealing Mist-TAB--TAB--TAB-Otiax Utility 16
Fog whirls around you, wrapping you in concealing
vapors.
Daily ♦ Illusion, Pact
Standard Action-TAB-Personal
Effect: You gain concealment against creatures
within 5 squares and total concealment against
creatures more than 5 squares away. This lasts
for a number of rounds equal to your Charisma
modifier.

Tendrils of Mist-TAB--TAB--TAB-Otiax Attack 25
The ground seems to explode upward and hundreds
of wispy tentacles snake out, grasping at your
enemies.
Daily ♦ Conjuration, Implement, Pact
Standard Action-TAB-Area burst 3 in 20 squares
Target: Each enemy in burst
Attack: Charisma or Constitution vs. Reflex
Hit: 4d8 + Charisma or Constitution modifier
damage and the target is immobilized (save ends).
Effect: The burst creates a zone filled with smoky
tentacles until the end of the encounter or for 5
minutes. The zone is difficult terrain for your enemies,
but you and your allies may enter it as normal. Any
enemy that begins its turn in the area takes 4d8
damage. An enemy that ends its move in the area
is immobilized (save ends).



Bound Vestige: Tenebrous [Binder]
Prerequisites: Warlock; Ritual Caster, knowledge of the Bind Vestige ritual
Benefit: You can perform a Bind Vestige ritual to bind Tenebrous. When you do so, you may choose to be granted any of the following powers in place of Warlock powers you know of the same level.


Shadowburst-TAB--TAB--TAB-Tenebrous Utility 2
Shadow flows from your hand and covers the
indicated area, though it does nothing to hamper
your vision.
Encounter ♦ Illusion, Pact
Minor Action-TAB-Area burst 1 in 8 squares
Effect: The area fills with shadow that remains until
the end of your next turn. The cloud blocks line of
sight for every creature except you. Any creature
except you entirely within the area of the shadow
is blinded.

Bane of Unlife-TAB--TAB--TAB-Tenebrous Attack 15
Tenebrous’ hatred of the undead flows through you
and you draw on radiant power to destroy them.
Daily ♦ Implement, Pact, Radiant
Standard Action-TAB-Close burst 5
Target: Each undead creature in burst
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier radiant damage and
you push the target 3 squares.
Miss: Half damage and the target is not pushed.

Shadow of Dread-TAB--TAB-Tenebrous Attack 23
Shadows creep up your enemy’s body, chilling it
and inspiring fear in its heart.
Encounter ♦ Fear, Implement, Necrotic, Pact
Standard Action-TAB-Ranged 8
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier necrotic damage and
the target is dazed and takes a
-2 penalty to attack rolls, AC, and defenses until
the end of your next turn.

RTGoodman
2008-09-27, 12:09 AM
(Sorry for a triple post, but depending on if I add more vestiges or not I might need a third post. There's a LOT of formatting above and I don't know how close the above is to the post character limit.)

So, this was originally an article proposal I sent to WotC for Dragon Magazine, but it's been way past the two months that I'm supposed to wait and I wanted to get it out there.

It's a lot and I haven't looked over all of it in a couple of months, but I think it's pretty well-formatted and such.

In case you're wondering, the mentality behind this was thus: Back during the pre-4E hype phase, one of the big buzz-phrases floating about the internet was that the new 4E Warlock had beaten up the (3.5) Binder and taken his stuff. Once 4E debuted, though, we saw that wasn't really true - sure Warlocks make pacts now, but the pacts are pretty specific and don't really have some of the cool factor of 3.x Binders. So, I basically tried to create a way for Warlocks to gain access to new powers through vestiges without having to homebrew a whole new class. (Also, it's apparently a popular idea - WotC itself is starting to implement feat-only multiclass where you sort of multiclass into a class that doesn't exist fully but has a small list of powers - that's VERY similar to what I've proposed.)

RTGoodman
2008-09-28, 02:10 PM
Just gonna bump this up once, to see if I can get SOME feedback...

Siberys
2008-09-28, 03:42 PM
I like it, though I didn't go over it for balance.

Any more vestige feats? My favorites (Karsus and Paimon) are absent from your list. Plus, you might want to make some vestiges of your own.

One thing I notice is that some become less useful at higher levels. With retraining, this doesn't seem to be a problem (and in fact appears intentional), but some way for the powers to scale may be good. Also, you might want to make it "same level or lower".

EDIT: Also, why warlock specific? I mean, I can see reasons for it, and a multiclasser could qualify, but...

RTGoodman
2008-09-28, 06:53 PM
Any more vestige feats? My favorites (Karsus and Paimon) are absent from your list. Plus, you might want to make some vestiges of your own.

Yeah, I'll probably do more at some point, but I just chose the ones I did because they were easy to come up with powers for and were a pretty diverse group.


One thing I notice is that some become less useful at higher levels. With retraining, this doesn't seem to be a problem (and in fact appears intentional), but some way for the powers to scale may be good. Also, you might want to make it "same level or lower".

I didn't think about that (I wrote basically all of this up about 2 days after 4E came out and I didn't even think about how you replace powers at higher levels), so I'll have to think back over it. I might say that you can swap in a Binder power for any Warlock power of that Binder power's level or higher. As in, you could swap in a level 6 Binder Utility power for a level 6 Warlock spell, a level 10 Warlock Utility spell, a level 16 Utility spell, etc. That might need some tweaking, though, so I'll have to look back over it first.


EDIT: Also, why warlock specific? I mean, I can see reasons for it, and a multiclasser could qualify, but...

Well, I figure it fits Warlocks better than anything else, but I guess it could actually work for any class that could use the ritual. I'll have to ponder on that a bit, though - the powers were designed to give the Warlock (an Arcane Striker) some more Control and Striker powers, and I don't know if it would really fit for Fighters or Paladins or whatnot. I don't know if it could HURT, though...

Shadow_Elf
2008-09-28, 08:22 PM
Well, I figure it fits Warlocks better than anything else, but I guess it could actually work for any class that could use the ritual. I'll have to ponder on that a bit, though - the powers were designed to give the Warlock (an Arcane Striker) some more Control and Striker powers, and I don't know if it would really fit for Fighters or Paladins or whatnot. I don't know if it could HURT, though...

Fighters and Paladins without an MC don't typically take Ritual Caster...

Jaerc
2008-09-29, 01:57 PM
I do like this a lot. It shows a good grasp on the 4e rules and executes them to bring appropriate flavor. Woo!

Opening this up to everyone does strip some of the flavor to it, but adds a whole new realm of character and story possibilities. From the standpoint of game balance though, if this were to happen the vestiges would probably have to be looked over and tweaked to avoid giving people the ability to fill multiple roles. (Side note: I don't mind mutli-role characters, but the 4e encounter balance does :()

Heres a thought. Warlocks are better at binding then other people. We could modal that with allowing them to have more vestige bound, more easily (say they don't take the -10 Arcana penalty a second time) or allow them more freedom with how powers are swapped than other classes would get.

One more thing: try to add a Special requirement to each Bound Vestige feat to amp up the texture. :)

Siberys
2008-10-01, 01:24 PM
Well, I really like THIS (http://forums.gleemax.com/showthread.php?t=1063023&highlight=Incarnum+thread) conversion of Incarnum, and thought I might be able to adapt it to binding.

With it, I was thinking we'd have two options; Either a) each vestige is functionally a Soulmeld, or b) each vestige gives access to a list of magic items that can be shaped as soulmelds.

Option A

Binder [Warlock]
Tier: Heroic
Prerequisites: Cha 13, Warlock
Benefit: You can bind vestiges to yourself. When you take this feat, you learn three vestiges, and may bind one to yourself each day.

A Vestige functions in all ways as a magic item of the same type with the following stipulations. You cannot remove a Vestige once it is bound but you can dismiss it as a standard action at any time: it will not be available again however until you take a short or extended rest.

Most vestiges do not occupy a particular Magic Item slot, but instead count as Wondrous Items. Those that do, however, have some special rules. In the case of armour Vestiges a Vestige has only the magical qualities of the armour type selected: it adds an enhancement bonus to AC and provides you access to any properties or powers associated with the selected type of armour but it adds no base armour class bonus and applies no penalties. Weapon Vestiges function as any weapon with which you are proficient that that Vestige can be applied to. For example, if you bound a +1 Paimon and are proficient with Military heavy blades, it could work as a Longsword, a Scimitar, a Greatsword, etc. Switching the stats of your weapon vestiges takes a minor action. If you are using a mundane weapon, you may have the weapon vestige applied to it, so long as that weapon is a valid weapon for the Vestige. You may have only one weapon vestige bound at a time.

Vestiges count as magic items worn. If you are wearing a magic amulet you cannot bind an amulet Vestige. The only special consideration in this case is mundane equipment of the same type: these do not disrupt the binding of Vestiges and can therefore be worn alongside the Vestige. Mundane armour can therefore be worn alongside armour Vestiges but should it have any magical qualities the Vestige becomes impossible to bind.

At 1st level you can bind only one Vestige at a time and you know how to bind only three different Vestiges.

As you advance in level you learn to bind more Vestiges simultaneously and you learn the secrets of binding a wider range of Vestiges.



Level Vestiges Known Vestiges Bound
1st - 10th 3 1
11th – 20th 5 2
21st – 30th 7 3


You may only bind vestiges of a level equal to or lower than your current level, but when you learn a new vestige, you know all of its versions for each level.

Extra Vestiges [Warlock]
Tier: Heroic
Prerequisites: Int 13, Cha 13, Warlock, Binder
Benefit: You learn two more vestiges which you can bind.

Example Vestige

Paimon • Level 5+ Vestige


5 +1 10 +2
15 +3 20 +4
25 +5 30 +6
Weapon: Light Blade, Heavy Blade
Critical: +1d6 per plus, and you can shift one square.
Property: Use your Dexterity in place of Strength when making basic attacks with Paimon.
Property: Warlocks are considered proficient with Paimon.
Property: Level 10+: You may shift as a minor action instead of a move action.
Level 20+: You may shift as a minor action instead of a move action. When you shift, you may shift 2 squares instead of just one.
Power (Encounter): Standard Action. burst 1, target enemies. Make a basic melee attack against each target.
Power (Daily): level 15+: Standard Action. Shift a number equal to your speed, and make a basic melee attack against each enemy whose threatened area you moved through.


The above magic item is NOT balanced; I just threw it together.

Vestiges should scale with level, provide a benefit at all, and allow some neato powers. The above is what I'm looking for, but needs serious balancing. To make a note, though; Vestiges SHOULD be more powerful than a standard magic item, but HOW much more is my question.

Option B

Binder [Warlock]
Tier: Heroic
Prerequisites: Cha 13, Warlock
Benefit: You can summon vestiges to yourself. When you take this feat, you learn one vestige, and may bind one granted ability to yourself each day.

A granted ability functions in all ways as a magic item of the same type with the following stipulations. You cannot remove a granted ability once it is bound but you can dismiss it as a standard action at any time: it will not be available again however until you take a short or extended rest.

Many granted abilities do not occupy a particular Magic Item slot, but instead count as Wondrous Items. Those that do, however, have some special rules. In the case of armour granted abilities a granted ability has only the magical qualities of the armour type selected: it adds an enhancement bonus to AC and provides you access to any properties or powers associated with the selected type of armour but it adds no base armour class bonus and applies no penalties. Weapon granted abilities function as any weapon with which you are proficient that that granted ability can be applied to. For example, if you summoned Paimon and bound a +1 Duelist's and and are proficient with Military light blades and rapiers, it could work as a shortsword or rapier. Switching the stats of your weapon granted abilities takes a minor action. If you are using a mundane weapon, you may have the weapon granted ability applied to it, so long as that weapon is a valid weapon for the granted ability. You may have only one weapon granted ability bound at a time.

granted abilities count as magic items worn. If you are wearing a magic amulet you cannot bind an amulet granted ability. The only special consideration in this case is mundane equipment of the same type: these do not disrupt the binding of granted abilities and can therefore be worn alongside the granted ability. Mundane armour can therefore be worn alongside armour granted abilities but should it have any magical qualities the granted ability becomes impossible to bind.

At 1st level you can bind only one granted ability at a time and you know how to bind the granted abilities associated with one Vestige.

As you advance in level you learn to bind more granted abilities simultaneously and you learn the secrets of summoning a wider range of Vestiges.



Level Vestiges known Granted Abilities Bound
1st 1 1
2nd – 5th 1 2
6th – 10th 1 3
11th – 15th 2 4
16th – 20th 2 5
21st+ 3 6


You may only bind granted abilities of a level equal to or lower than your current level, but when you learn a new Vestige, you know all of its granted abilities for each level.

Extra Vestiges [Warlock]
Tier: Heroic
Prerequisites: Int 13, Cha 13, Warlock, Binder
Benefit: You learn one more vestiges whose granted abilities you can bind.

Example Vestige

Paimon
Duelists Weapon, Acrobat Boots, Boots of Balance, Boots of Striding, Boots of Striding and Springing, Ring of Freedom of Movement, Dynamic Belt, Agile Armor, Reflexive Armor, etc. ...


In the latter, each vestige has a list of associated magic item types representing the granted abilities. I'd like option A, but it probably needs some work.

Anyways, just an Idea I had that could be used. It occured to me that by making up one magic item or list of items for each vestige instead of 3 powers, one might lower the workload while keeping some robustness.