Quote Originally Posted by caledscratcher View Post
I give permissions to be used at any given point in time for these threads.

Also, how about:

...as random loot tables?
...as critical hit cards?
...as plot twist cards?
...as style feats?
...as psionic powers?
...as skill tricks/skill unlocks?
...as mythic path abilities?

Just a few thoughts~

Wanna make a con-

I have just been informed I have apparently already surpassed my magical girl vestige quota. I was not previously informed this was a thing...

So have some fruit instead.


Caled, the Mask Warrior (caledscratcher)


Vestige Level: 2nd.
Binding DC: 17.

Legend: Not much is known about the Masked Warrior. Only that when a race of strange creatures called the ‘kaijin’ attacked an island nation she appeared upon a strange, two-wheeled animate object and did battle with them in an alien pink suit of armor. When the ‘kaijin’ were vanquished she too fell, turning into ash which was blown away upon the wind.

Manifestation: Caled appears as a woman in strange pink [url=http://2.bp.blogspot.com/-S2RVOj2kat4/U1x5iDzIdRI/AAAAAAAAUgk/MB7Jj33E01A/s1600/Kamen+Rider+Gaim+Episode+17.jpg[/url] seeming to drive into the seal upon the back of a strange two-wheeled animate vehicle coming into it from a far distant place viewed through a portrait.

Sign: A strangely ornate and irremovable belt forms around your waist. If you’re wearing a belt it merges with it.

Influence: While Caled is bound you may not talk through misunderstandings, instead you must let them fester or resolve themselves with combat.

Granted Powers:

Henshin: As a swift action you can transform into an ‘armored’ form. If you are armored your armor extends and transforms, an almost skin-tight suit clinging to any place not already covered, if you are not armored such a suit forms over you, and any magical clothing you wear (non-magical clothing is shunted into a non-dimensional space). While in this armored form you gain a +4 armor bonus to AC (this does not stack with existing armor bonuses), and the Max Dex of any armor you wear is increased by 1. While in this armored form you gain a +2 enhancement bonus to Strength and Constitution, this increases to +4 at 7th level, +6 at 14th level, and +8 at 21st level. In addition when you enter this armored form you gain temporary hit points equal to ½ your Charisma modifier times your Binder level (minimum your binder level). These temporary hit points last until lost or you exist this form (as a standard action). Once you exit this form you cannot re-enter it for 1 minute.

This armored suit is unique to the binder and is always the same, with minor changes due to armor worn beneath (full plate creates a heavier version with the same motif and general themes), and always includes a full helmet and full body coverage.

Finishing Kick: As a standard action you may jump towards an opponent and make a single unarmed attack at the end of the jump. Make a Jump check as if making a running jump (even if you are not) and you may jump up to twice that distance. At the end of that movement you make a single unarmed strike and add your Charisma modifier to hit. If the target has 75% or less of their maximum health this attack ignores DR. If the target has 50% or less of their maximum health it deals double damage, increasing to triple damage if your binder level is 14 or higher. If the target has 25% or less of their maximum health they must make a Fortitude save, or if they have Con – a Will save, or take damage equal to twice their maximum health. Once you have used this ability you cannot use it again for 5 rounds.

Kamen Fighting: You gain the benefit of the Improved Unarmed Strike and Superior Unarmed Strike feats using your binder level in place of your character level (if your binder level is 3rd or less treat it as 3rd).

Smite Kaijin: You can attempt to smite an aberration, elemental, monstrous humanoid, plant (creature plants only, inanimate plants are not valid targets), or outsider with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not one of the allowed types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Unassuming Alter Ego: You gain a +4 competence bonus to Profession checks.


For Contractors: Leaps and Bounds.

Vestige Mastery – Caled [General]
While Caled is bound you gain the ability to summon forth an intelligent cycle to ride into battle.
Prerequisites: Favored Vestige (Caled), Ride 4 ranks.
Benefit: While Caled is bound you gain the ability to summon forth a Rider Cycle. This “Rider Cycle” is a two-wheeled animate object of your natural size, with a hardness of your binder level (for the purposes of Caled) to a maximum of 15. You may ride it, and it functions as a war trained steed, and has double the normal carrying capacity for a quadruped of its size and strength. Unlike normal animate objects it is Intelligent and has Intelligence 4, but it does not gain feats, or skill ranks. This Rider Cycle has a +2 higher natural armor than normal for an animate object of its size, and the Empathic Link, Improved Evasion, Share Spells, and Share Saving Throws abilities as a paladin’s special mount. If your binder level (for Caled) is high enough this Rider Cycle gains additional benefits as shown on the table below.

Calling this “Rider Cycle” is a standard action and it appears in an empty space adjacent to you (this is a conjuration calling effect). Items carried by the Cycle are not carried with it, and you may dismiss it to a nondimensional space as a standard action. If the Cycle is destroyed you cannot summon it again for 8 hours, in addition if the cycle is stored in its nondimensional space for 8 hours it is fully repaired (even if it wasn’t destroyed before hand).

Binder Level Bonus Hit Dice Natural Armor Strength Adjustment Int Special
8th-10th +2 +2 +1 6 -
11th-14th +4 +4 +2 7 Improved Speed
15th-20th +6 +6 +3 8 Spell Resistance
21st +8 +8 +4 9 Missiles

Improved Speed: Its speed increases by 10 ft.

Spell Resistance: It gains Spell Resistance of your effective binder level +5.

Missiles: As a standard action the Rider Cycle may fire a missile which explodes in a 10 ft radius within 100 ft dealing 1d6 damage per 5 binder levels you possess, this damage is half force and half fire, and a Reflex save (as if it was an ability granted to you by Caled) halves this damage.