Bolt-Lash: You gain access to a single, indestructible whip composed of scintillating white psionic energy, with which you are always proficient. This "bolt-lash" gives off light as a torch, and bears the following traits and abilities:
- As a free action, you may bring this bolt-lash to appear in one of your hands. When not in your grasp, it disappears to remain suppressed along with any spells and effects in place upon it, until you bring it to appear once more.
- Despite lacking weight and mass, this bolt-lash is always considered a manufactured light melee weapon made for use in one hand and remains matched to your size at all times. Feats and abilities that normally apply to whips may apply to this bolt-lash as well.
- Like a whip, this bolt-lash cannot be used to threaten the area into which it can make an attack.
- Unlike a whip, attacks made using this bolt-lash do not provoke attacks of opportunity.
- Attacks with this bolt-lash are melee touch attacks with a reach of 20 feet at Medium size, each dealing a base amount of untyped energy damage appropriate for a short sword of your size, to which your add your highest mental ability modifier. Strength does not apply to the damage dealt by this bolt-lash.
- Attacks with this bolt-lash, ignore half of any hardness a target may have (rounded up). At your option, you may use this bolt-lash to deal nonlethal damage with no penalty on your attack roll.
- In addition to the disarmingMiC and ghost touch special abilities, this bolt-lash gains an enhancement bonus on attack and damage rolls of +1 for every four effective binder levels you possess.
The "bolt-lash" provided by this ability expires when your pact with Drasatas does. A given creature may only use one "bolt-lash" at a time, regardless of how many to which they have access.
Impart Essence: As a free or immediate action, you may target and channel your essence into another single willing creature within 50 feet + 5 feet for each effective binder level you possess. For every point of lethal damage you willingly and actually take upon yourself when using this ability, the affected target heals 1d2 points of damage. You may not take an amount of damage greater than your effective binder level or your remaining hit points – 1. Damage healed in excess of the target's full normal hit point total, are gained as temporary hit points that last for 1 minute. Once you have used this ability, you cannot do so again for 5 rounds.
Blood Bond: Once per round as a free or immediate action, you may target and form a mystic connection with one willing creature as if using the
shield other spell, with an effective caster level equal to your effective binder level. This effect has no maximum duration, but ends should you dismiss it as a free or immediate action, should you and the affected target move out of range with one another, should you affect a new target with this ability or should your pact with Uther end.
Hammer : You may call up to one mystical light hammer or warhammer, made of adamantine and matched to your normal size, to appear anywhere in your possession or space. This light hammer gains abilities based upon your EBL.
EBL |
Adamantine Light Hammer or Warhammer Called |
9 or less |
+1 ghost touch, throwing, returning, sizingMiC, windcutting1 |
10-11 |
+2 ghost touch, throwing, returning, sizingMiC, windcutting1 |
12-13 |
+3 ghost touch, throwing, returning, sizingMiC, windcutting1 |
14-15 |
+3 ghost touch, throwing, distance, returning, sizingMiC, windcutting1 |
16-17 |
+4 ghost touch, throwing, distance, returning, sizingMiC, windcutting1 |
18-19 |
+4 ghost touch, throwing, distance, seeking, returning, sizingMiC, windcutting1 |
20+ |
+5 ghost touch, throwing, distance, seeking, returning, sizingMiC, windcutting1 |
- Windcutting: This weapon is considered a "siege weapon" whenever wind speeds or effects would negatively impact any ranged attack it is used to make.
- A lesser crystal of illuminationMiC remains attached inside this weapon. This augment crystal is considered part of the weapon itself, and can never be removed or replaced by another. When your effective binder level reaches at least 12th, this augment crystal becomes a greater crystal of illuminationMiC.
- An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by this weapon or its augment crystal.
- This weapon and its augment crystal both have an effective caster level equal to your effective binder level.
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The weapon called instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession, or should it be destroyed. You may only call one weapon at a time with this ability.
Tangleseed: As a standard action, you may produce and launch a glowing seed with instantaneous effect. When launched, this seed travels in a straight line to explode at any spot you select within 100 feet + 10 feet for each effective binder level you possess. If aimed as a ranged touch attack, any target struck by the seed directly takes 1d4 bludgeoning damage, and is denied a saving throw against that seed's following explosion. If the seed misses its intended target, it simply erupts at the nearest corner of that target's space. When the seed explodes, it expels a tangled web of magical thorny vines within an instantaneous 20-ft-radius burst. For each effective binder level you possess, the explosion deals 1d3–1 piercing damage to each creature and object in its area of effect (Reflex half). Every target that fails its save is also entangled in the thorny vines for a number of rounds equal to your effective binder level. Any airborne creatures relying on wings to fly, fall freely while entangled by this effect. Whenever an entangled target touches the ground or some other solid surface, the creeping vines wrapped around it latch onto that surface and prevent that target from leaving that location. As a full-round action, an entangled creature can attempt to escape these vines with a Strength check or Escape Artist check (DC 15 + half your effective binder level + your Charisma modifier). Each round during its turn, an entangled target that attempts to move or escape automatically takes 1d2–1 piercing damage for each effective binder level you possess. Any vines an entangled target escapes, simply disappear. The full effect of this ability is considered magical for the purpose of overcoming damage reduction and affecting incorporeal targets. This effect ends instantly should you dismiss it as a free or immediate action. Once you have used this ability, you cannot do so again for 5 rounds.