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    Titan in the Playground
     
    Jeff the Green's Avatar

    Join Date
    Feb 2010
    Location
    The Great PNW
    Gender
    Male

    Default [3.5 PrC] Faust had nothing on me: Warlock/Binder Theurge (WIP; PEACH)

    Author's note: I'm still working to finish up the new vestige abilities, but with the limited number of invocations published, I could use some help. If you have ideas, or know of some good homebrew invocations that could work, let me know.

    Twice-Bound Soul


    Image by bramLeech. Used with permission.

    Oh, how cute. The little librarian has learned to call on Naberius. Child, when you were in swaddling I had already traded my soul to seven different beings, and now all of them lend me power. You are barely worth noticing.
    —Esthus Damotiax, Twice-Bound Soul

    There are many forms of forbidden power, but the greatest of them are pacts with devils and with vestiges. Twice-bound souls have signed their immortal souls away not just once, like many warlocks or binders, but many times. This provides them with great power, but comes at a cost. While their vestigial and diabolic patrons work together to empower them, once they die their soul is kept in chains so it cannot be stolen by the other powers that lay claim to it. Despite this, no few souls have made these faustian bargains and so wreaked havoc against their enemies.

    Hitdie
    d6.

    Requirements
    To qualify to become a twice-bound soul, a character must fulfill all of the following criteria.

    Skills
    Bluff 8, Diplomacy 8, Intimidate 8, Knowledge (the planes) 4

    Feats
    Favored Vestige and any two of: Consecrate Spell-Like Ability, Corrupt Spell-Like Ability, Empower Spell-Like Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Spell-Like Ability, Purify Spell-Like Ability, Quicken Spell-Like Ability, Violate Spell-Like Ability, and Widen Supernatural Ability.

    Invocations
    Ability to use least invocations.

    Special
    Ability to bind a 2nd level vestige.

    Table: The Twice-Bound Soul
    Level Base Attack[br]Bonus Fort Save Ref Save Will Save Special Invocations
    1st
    +0
    +2
    +0
    +2
    Oblivion bound, soul binding +1, versatile invoker 3/day +1 level of existing invocation-using class
    2nd
    +1
    +3
    +0
    +3
    Soul binding +2 +1 level of existing invocation-using class
    3rd
    +2
    +3
    +1
    +3
    Soul binding +3, vestige blast +1 level of existing invocation-using class
    4th
    +3
    +4
    +1
    +4
    Soul binding +4, versatile invoker 4/day +1 level of existing invocation-using class
    5th
    +3
    +4
    +1
    +4
    Soul binding +5, vestige invocations -
    6th
    +4
    +5
    +2
    +5
    Soul binding +6 +1 level of existing invocation-using class
    7th
    +5
    +5
    +2
    +5
    Soul binding +7, vestigial awareness +1 level of existing invocation-using class
    8th
    +6
    +6
    +2
    +6
    Soul binding +8, versatile invoker 5/day +1 level of existing invocation-using class
    9th
    +6
    +6
    +3
    +6
    Soul binding +9, vestige defenses +1 level of existing invocation-using class
    10th
    +7
    +7
    +3
    +7
    Pact of the favored, soul binding +10 -
    Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Speak Language, Spellcraft, Use Magic Device

    Class Features
    All of the following are Class Features of the the twice-bound soul prestige class.

    Weapon and Armor Proficiency
    Twice-bound souls gain no proficiency with any weapon or armor.

    Invocations
    At each level except 5th and 10th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a twice-bound soul, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Soul Binding Bonus
    At each level, your soul binding ability improves as if you had also gained a level in the binder class. Your twice-bound soul levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.

    Oblivion Bound (Ex)
    You have sworn away your soul to both the being that granted you your warlock abilities and one or more vestiges. As a result, if you die (or are destroyed, if you are undead or a construct), you must plead you case to whichever being possesses your soul if you wish to be returned to life. If any spell or ability that would return you to life (or undeath or working order), short of a wish or miracle, is cast on you, you must succeed on a Diplomacy or Bluff check. The DC of this check is equal to 5 + 5 times the number of times you have taken the Favored Vestige feat + your caster level or your effective binder level, whichever is higher. Because it is your soul, shorn of you body, that attempts to persuade your possessor to release him, you do not gain bonuses from items, or from class features or feats that are not permanent in nature (such as the beguiling influence invocation or a cloak of charisma).

    If you succeed on the check, the spell functions as normal. If you fail, the attempt to raise you fails and any material or XP component is wasted. The character that attempted to raise you receives no special knowledge of why the attempt failed.

    Versatile Invoker (Ex)
    When you first pledge your soul to two masters you learn to blend the techniques each has granted you. You may use an invocation or eldritch blast as a Supernatural Ability or a vestige granted granted ability as a Spell-Like Ability. You can use this ability 3/day at first level, and gain an additional daily use at 4th and 8th level.

    Vestige Blast (Su)
    Starting at 3rd level, you can blend the power of a vestige you are bound to with your eldritch blast. Once per turn as a free action, you may choose one power of a vestige you have bound that is normally available only once per five rounds, or any power of a vestige you have bound that does not have any powers normally available only once per five rounds. You lose access to this power and do not regain it for five rounds (you cannot select an ability you currently cannot use), but your next eldritch blast changes in appearance and gains an additional effect depending on the vestige whose power you forwent. Unless otherwise specified, this effect can be combined with an eldritch essence and a blast shape as normal.

    The saving throw DC for any vestige blast effect is equal to 10 + 1/2 effective binder level + your Charisma modifier. Your effective binder level for the purpose of this effect is increased by two if you have the Favored Vestige feat for the appropriate vestige.

    Vestige Invocations (Sp)
    At 5th level, you gain the ability to shape your bound vestige's powers into invocations. When you bind a vestige, you gain access to a number of invocations, as in the Vestige Abilities sidebar. You can use the vestige invocations of the vestiges to which you are bound so long as you have access to normal invocations of that grade. So, for example, a twice-bound soul that normally has access to least and lesser invocations that binds Naberius gains access to the beguiling influence and charm invocations.

    Vestigial Awareness (Su)
    Starting at 7th level, your connection to your vestiges gives you increased awareness of your surroundings. You gain a +2 bonus to Spot and Listen for each vestige to which you are bound. This increases to +3 if you have the Favored Vestige feat for the appropriate vestige.

    Vestige Defenses (Su)
    When you reach 9th level, your unholy patrons work in tandem to improve your defenses. Your DR/Cold Iron increases by 2 for each vestige to which you are bound and for which you have the Favored Vestige feat, and by 1 for each other vestige to which you are bound. (If you do not have DR/Cold Iron, treat yourself as having DR 0/Cold Iron and then increase the damage reduction by 2 for each vestige to which you are bound and for which you have the Favored Vestige feat, and by 1 for each other vestige to which you are bound.)

    Pact of the Favored (Su)
    At 10th level you gain extraordinary power when you bind to a favored vestige. Whenever you bind to a vestige for which you have the Favored Vestige feat, you gain access to Vestige Invocations of one grade higher than you can normally access. You also add your warlock caster level - 8 to your Effective Binder Level for the vestige abilities of a vestige for which you have the favored vestige feat. Finally, you add your Effective Binder Level - 10 to your warlock caster level for the purpose of determining the effect of any eldritch blast empowered by a vestige for which you have the Favored Vestige Feat and for determining the effect of any Vestige Invocation granted by a vestige for which you have the Favored Vestige Feat.

    Vestige abilities
    Spoiler
    Show
    Abysm
    Vestige Blast: Needed
    Vestige Invocation (least): Needed
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Needed

    Acererak
    Vestige Blast: An eldritch blast empowered by Acererak takes the appearance of gems streaming at the target trailing a foul black smoke. The target takes an additional 1d6 negative energy damage per two effective binder levels, and is surrounded by 3d6 animated traps for one round per three effective binder levels. If the target moves from his square, the traps trigger and the target must make a reflex save for each each trap. Each failed save deals 2d4 piercing damage.
    Vestige Invocation (least): All-Seeing Eyes
    Vestige Invocation (lesser): Curse of Dispair
    Vestige Invocation (greater): Penetrating Blast (DrM)
    Vestige Invocation (dark):Utterdark Blast

    Agares
    Vestige Blast: An eldritch blast empowered by Agares has no special appearance, but any creature hit by it appears momentarily to have been bitten about the legs or wings by a stone crocodile. The target must make a reflex save or have its legs or wings encased in stone. If he is on the ground and has legs, he becomes unable to move for one round per effective binder level. If he is flying using wings, he immediately plummets to the ground and is unable to take flight using his wings again. The stone may be destroyed, freeing the target, by dealing 10 HP/effective binder level damage to it (it has hardness 8) or by making a DC 25 Strength check.
    Vestige Invocation (least): Earthen Grasp
    Vestige Invocation (lesser): Stony Grasp
    Vestige Invocation (greater): Caustic Mire
    Vestige Invocation (dark): Dark Foresight

    Amon
    Vestige Blast: An eldritch blast empowered by Amon appears as a glowing coal that bursts into flame upon striking its target. The target takes an additional 1d6 fire damage per two effective binder levels and must make a reflex save or catch on fire.
    Vestige Invocation (least): Devil's Sight
    Vestige Invocation (lesser): Brimstone Blast
    Vestige Invocation (greater): Wall of Perilous Flame
    Vestige Invocation (dark): Eldritch Doom

    Andras
    Vestige Blast: An eldritch blast empowered by Andras appears as a ghostly knight in armor atop a similarly phantom steed that charges the target with a lance. The target takes an additional 1d6 damage per two effective binder levels if it is Good or Evil.

    In addition, any outsider with the Good or Evil subtypes, any divine caster with a particularly powerful alignment aura (such as clerics of an evil god or paladins), and any creature with [Exalted] or [Vile] feats must make a Will save. On a failed save, the alignment of the target is radically altered to the opposite the former alignment with respect to Good and Evil. Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. Once a creature has failed a saving throw to this ability, his alignment cannot be changed by the same twice-bound soul's vestige blast again. This is a Mind-Affecting, Compulsion effect.
    Vestige Invocation (least): Eldritch Glaive
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Bewitching Blast
    Vestige Invocation (dark): Impenetrable Barrier

    Andromalius
    Vestige Blast: An eldritch blast empowered by Andromalius is utterly undetectable. Whatever the target holds in its hands (or equivalent appendage) appears to have vanished. They actually remain in the target's hands, but the target must make a Will saving throw to realize this. A target that has successfully saved against this ability in the last 24 hours gains a +4 bonus on his Will saving throw.
    Vestige Invocation (least): Leaps and Bounds
    Vestige Invocation (lesser): Flee the Scene
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Steal Summoning

    Arete
    Vestige Blast: The target must make a Will save or forget why he is fighting for 1 minute. His disposition towards all of his previous enemies becomes indifferent while under this effect. Any hostile action toward the target ends this effect. This is a Mind-Affecting, Charm effect.
    Vestige Invocation (least): Otherworldly Whispers
    Vestige Invocation (lesser): Void Sense
    Vestige Invocation (greater): Bewitching Blast
    Vestige Invocation (dark): Word of Changing

    Ashardalon (Dragon Magic)
    Vestige Blast: An eldrtich blast empowered by Ashardalon appears as a great gout of flame you breathe forth from your nostrils. The blast affects all creatures in a 60-foot cone, and deals an extra 6d6 damage. Half of this extra damage is fire damage and half of it is vile damage. Vile damage cannot be healed except within the area of a consecrate or hallow spell (see BoVD, pg. 34). In addition, any good creature capable of casting divine spells must make a Fortitude save or be stunned for one round. This ability may not be combined with a blast shape.
    Vestige Invocation (least): Draconic Insight (DrM)
    Vestige Invocation (lesser): Ignore the Pyre (DrM)
    Vestige Invocation (greater): Devil's Whispers (City)
    Vestige Invocation (dark): Greater Draconic Flight

    Astaroth (Cityscape Web Enhancement)
    Vestige Blast: An eldritch blast empowered by Astaroth appears as a ragged ghostly angel appearing and embracing the target, burning it with tainted energy and preventing it from harming itself. The target becomes unable to perform any action that would endanger itself, including moving within melee reach of an enemy, performing any action that would trigger an Attack of Opportunity from an enemy that threatens the target, or doing anything that would directly result in taking damage. The target may make a Will save to attempt such an action. On a successful save he is able to do so freely, while on a failure he is unable to, though his action is not wasted. This effect lasts for 1 round plus 1 round per three effective binder levels. This is a Mind-Affecting, Compulsion effect.
    Vestige Invocation (least): Miasmic Cloud
    Vestige Invocation (lesser): Fell Flight
    Vestige Invocation (greater): Devil's Whispers (City)
    Vestige Invocation (dark):

    Aym
    Vestige Blast: An eldritch blast empowered by Aym appears no different from normal, but the target briefly becomes very rich. Any creature affected by the blast is encased in molten gold for 1 round plus 1 round per five Effective Binder Levels. It takes 1d4 damage per round and becomes encumbered as though it were carrying one load heavier.
    Vestige Invocation (least): Baleful Utterance
    Vestige Invocation (lesser): Thieves' Bane (City)
    Vestige Invocation (greater): Wall of Perilous Flame
    Vestige Invocation (dark): Eldritch Doom

    Balam
    Vestige Blast: An eldritch blast empowered by Balam appears as a ray of ink-black energy with a streaming tail of frost crystals. Damage from the blast is half negative energy damage and half cold damage, and the target must make a Fortitude save or be staggered for 1d4+1 rounds.
    Vestige Invocation (least): Otherworldly Whispers
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Hellspawned Grace
    Vestige Invocation (dark): Dark Foresight

    Buer
    Vestige Blast: An eldritch blast empowered by Buer appears as a chakram with a lion's head in the center, glowing with power. The target is healed by the eldritch blast rather than harmed. The amount of HP healed is equal to the damage the eldritch blast would have done.
    Vestige Invocation (least): Serpent's Tongue
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Needed

    Chupoclops
    Vestige Blast: The target and all enemies within 10 feet of the target must make a Will saving throw or be affected as if by a crushing despair spell. This is a Mind-Affecting, Compulsion effect.
    Vestige Invocation (least): Baleful Utterance
    Vestige Invocation (lesser): Curse of Despair
    Vestige Invocation (greater): Painful Slumber of Ages (CM)
    Vestige Invocation (dark): Eldritch Doom

    Dahlver-Nar
    Vestige Blast: An eldritch blast empowered by Dhlver-Nar appears to be the twice-bound soul's teeth dislodging themselves and flying to the target, embedding in its flesh. The target must make a Will saving throw or be stunned for one round. If it succeeds on its saving throw it is merely dazed for one round. The DC of the saving throw is increased by 1 for each Tooth of Dahlver-Nar you wear.
    Vestige Invocation (least): Needed
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Nightmares Made Real
    Vestige Invocation (dark): Perilous Veil (DrM)

    Dantalion
    Vestige Blast: An eldritch blast empowered by Dantalion appears as a dazzling ray of starlight. The target and any creature within five feet of it are blinded for one round.
    Vestige Invocation (least): Beguiling Influence
    Vestige Invocation (lesser): Voidsense
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Dark Foresight

    Desharis (Cityscape Web Enhancement)
    Vestige Blast: Needed
    Vestige Invocation (least): Cocoon of Refuse (City)
    Vestige Invocation (lesser): Thieves' Bane (City)
    Vestige Invocation (greater): Warlock's Call
    Vestige Invocation (dark): Impenetrable Barrier (DrM)

    Eligor
    Vestige Blast: An eldritch blast modified by Eligor is a swift action and grants you a breath weapon, usable once per round, for one round plus one round per two effective binder levels above 14th. You may choose to manifest this breath weapon as a 30' cone or a 60' line, and any creature in the area is affected as though by your eldritch blast, but may make a Reflex save for half damage. You also gain a single breath effect available to a Dragonfire Adept of your effective binder level (see Dragon Magic, page 77), which you may use with this breath weapon. This ability cannot be combined with a blast shape and does not directly affect any targets.
    Vestige Invocation (least): Deafening Roar (DrM)
    Vestige Invocation (lesser): Frightful Presence (DrM)
    Vestige Invocation (greater): Dragonward (DrM)
    Vestige Invocation (dark): Greater Draconic Flight (DrM)

    Eurynome
    Vestige Blast: An eldritch blast empowered by Eurynome appears as a chaotic orb of energy, earth, water, and sky. 1d6 + 1 per two effective binder levels above eighth, to a maximum of + 7, creatures chosen randomly from the summon nature's ally III list are summoned next to the target and begin attacking it. (If more creatures are summoned than can fit adjacent to the target, the extra appear as close as possible.) At 11th EBL the twice-bound soul may choose to summon creatures from the summon nature's ally IV list instead, at 14th EBL from the summon nature's ally V list, at 17th EBL from the summon nature's ally VI list, and at 20th EBL the twice-bound soul may choose to summon creatures from the summon nature's ally VII list. Only creatures capable of surviving in the environment they are summoned into may be summoned; if an inappropriate creature would be summoned choose an alternate random creature. (For example, only aquatic creatures may be summoned into water, and only creatures with a fly speed may be summoned without a solid surface supporting them.) The summoned creatures remain for a number of rounds equal to the twice-bound soul's effective binder level or until they are brought to 0 hit points.
    Vestige Invocation (least): Call of the Wild
    Vestige Invocation (lesser): Hungry Darkness
    Vestige Invocation (greater): Nightmares Made Real
    Vestige Invocation (dark): Dark Discorporation

    Focalor
    Vestige Blast: An eldritch blast empowered by Focalor appears as a great bolt of lightning flashing from your eyes. Your eldritch blast becomes a 120 ft. line and deals an additional 1d6 lightning damage per three Effective Binder Levels to all in its path. A successful Reflex save halves hall damage from the blast. This ability cannot be combined with a blast shape.
    Vestige Invocation (least): Needed
    Vestige Invocation (lesser): Touch of Despair
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Needed


    Geryon
    Vestige Blast: The target must make a Fortitude saving throw or have its eyes explode, dealing an extra 3d6 damage and blinding it. If it fails it must also make a Will saving throw or be nauseated for 1 round.
    Vestige Invocation (least): See the Unseen
    Vestige Invocation (lesser): Crawling Eye (CM)
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Path of Shadow

    Haagenti
    Vestige Blast: The target must make a Fortitude saving throw or become both hideously ugly and insecure, incurring a -4 penalty to Charisma for 1 minute. Multiple penalties from this effect do not stack.
    Vestige Invocation (least): Hideous Blow
    Vestige Invocation (lesser): Mask of Flesh
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Word of Changing

    Halphax
    Vestige Blast: The target is banished to an extradimensional labyrinth, as the maze spell.
    Vestige Invocation (least): Entropic Warding
    Vestige Invocation (lesser): Wall of Gloom
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Impenetrable Barrier

    Haures
    Vestige Blast: The target must succeed on a Will save or become confused for 1 minute.
    Vestige Invocation (least): See the Unseen
    Vestige Invocation (lesser): Walk Unseen
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Needed

    Ipos
    Vestige Blast: Unless he succeeds on a Will saving throw, the target is transported to a random point on a random plane. Each of the next 10 subsequent rounds on your turn, the subject may attempt a Will saving throw as an immediate action. If he succeeds, he returns to the point where he originally stood and the effect ends. If he fails, he is transported to a random point on a random plane. If at the end of the ten rounds he has failed all ten saving throws he returns to the point where he originally stood and is dazed for one round.
    Vestige Invocation (least): Spiderwalk
    Vestige Invocation (lesser): Flee the Scene
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Path of Shadow

    Karsus
    Vestige Blast: You may attempt a dispel check (1d20 + effective binder level, maximum +20) against the highest caster level effect affecting the target. If successful, the effect is dispelled and you gain temporary hitpoints equal to its caster level.
    Vestige Invocation (least): Magic Insight (DrM)
    Vestige Invocation (lesser): Relentless Dispelling (CM)
    Vestige Invocation (greater): Needed: Needed
    Vestige Invocation (dark): Caster's Lament

    Leraje
    Vestige Blast: An eldritch blast modified by Leraje appears as an arrow made of pure energy. You may make an immediate Hide check, opposed by the target's Spot check. The target receives a penalty to the check equal to the number of dice of damage your eldritch blast dealt to it. If you beat your target's Spot check, you are effectively hidden from the target even if you do not have cover or concealment and even if it was observing you.
    Vestige Invocation (least): All-Seeing Eyes
    Vestige Invocation (lesser): Witchwood Step (CM)
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Retributive Invisibility

    Malphas
    Vestige Blast: An eldritch blast empowered by malphas appears as a spectral raven or dove flying at the target. You may apply your sudden strike damage to your eldritch blast. This ability cannot be combined with a blast shape that transforms your eldritch blast into something other than a touch attack or multiple touch attacks.
    Vestige Invocation (least): Call of the Wild (CM)
    Vestige Invocation (lesser): Charm
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Retributive Invisibility

    Marchosias
    Vestige Blast: An eldritch blast modified by Marchosias manifests as a dagger of flame thrown at the target. You may apply your death attack to your the target of your eldritch blast. This ability cannot be combined with a blast shape that transforms your eldritch blast into something other than a touch attack or multiple touch attacks.
    Vestige Invocation (least): Miasmic Cloud
    Vestige Invocation (lesser): Ignore the Pyre
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Retributive Invisibility

    Naberius
    Vestige Blast: Vestige Blast: An eldritch blast modified by Naberius appears as a grinning canine maw appearing from the ether and savaging the target. Effect Needed
    Vestige Invocation (least): Beguiling Influence
    Vestige Invocation (lesser): Charm
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Dark Foresight

    Orthos
    Vestige Blast: An eldritch blast modified by Orthos is utterly undetectable. The target must make a Will save or be unable to detect you by any means. Once each round thereafter it may attempt a Will save as a free action to end this effect.
    Vestige Invocation (least): Otherworldly Whispers (CM)
    Vestige Invocation (lesser): Walk Unseen
    Vestige Invocation (greater): Chilling Tentacles
    Vestige Invocation (dark): Retributive Invisibility

    Otiax
    Vestige Blast: An eldritch blast empowered by Otiax appears as wispy tendrils of mist that reach out and strangle the target. The target must make a Reflex save or be entangled for one round per Effective Binder Level. If it fails the initial save, it may attempt another Reflex save as a free action once per round after the first. If it succeeds, it is able to act normally for that turn, but is entagled again on the next.
    Vestige Invocation (least): Otherworldly Whispers (CM)
    Vestige Invocation (lesser): Voidsense
    Vestige Invocation (greater): Nightmares Made Real (CM)
    Vestige Invocation (dark): Binding Blast (CM)

    Paimon
    Vestige Blast: An eldritch blast modified by Paimon is a swift action and transforms your hand into a lambent blade until the beginning of your next turn. This blade counts as a rapier except that you make touch attacks with it and any creature you strike with it is affected as though by your eldritch blast. This ability cannot be combined with a blast shape and does not directly affect any targets.
    Vestige Invocation (least): Leaps and Bounds
    Vestige Invocation (lesser): Flee the Scene
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Dark Discorporation

    Ronove
    Vestige Blast: An eldritch blast modified by Ronove is a swift action and causes your hands to be surrounded by fell energy. For one round plus one round per five effective binder levels, any creature you hit with your unarmed attacks is affected as though by your eldritch blast. This ability cannot be combined with a blast shape and does not directly affect any targets.
    Vestige Invocation (least): Leaps and Bounds
    Vestige Invocation (lesser): Flee the Scene
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Path of Shadow

    Savnok
    Vestige Blast: An eldritch blast modified by Savnok causes your called armor to be wreathed in energy. For one round plus one round per five effective binder levels, any creature that strikes you with a melee weapon or touch attack is affected as though by your eldritch blast and any creature grappling you is affected as though by your eldritch blast at the end of your turn. This ability cannot be combined with a blast shape and does not directly affect any targets.
    Vestige Invocation (least): Entropic Warding
    Vestige Invocation (lesser): Deteriorating Blast (DrM)
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Impenetrable Barrier

    Shax
    Vestige Blast: An eldritch blast modified by Shax appears as a bolt of lightning. It deals an additional 1d6 electricity damage per four Effective Binder Levels and the target must make a Reflex save or be knocked prone.
    Vestige Invocation (least): Miasmic Cloud
    Vestige Invocation (lesser): Eldritch Chain
    Vestige Invocation (greater): Eldritch Line
    Vestige Invocation (dark): Energy Immunity (DrM)

    Tenebrous
    Vestige Blast: An eldritch blast modified by Tenebrous appears as a jet of inky black fluid that coats the target. Any living creature that could normally be raised as a zombie and that does not possess more than double your effective binder level, when slain outright by your eldritch blast, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single blast, you can't create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see animate dead, page 198 of the Player's Handbook) apply to newly created undead gained through this ability.
    Vestige Invocation (least): Frightful Blast
    Vestige Invocation (lesser): The Dead Walk
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Utterdark Blast

    Zagan
    Vestige Blast: An eldritch blast modified by Zagan appears as a great ethereal serpent that flies from your hand to bite the target. The eldritch blast is poisonous, dealing an initial and secondary 1d6 + 1 per 5 effective binder levels Constitution damage on a failed Fortitude saving throw.
    Vestige Invocation (least): Serpent's Tongue
    Vestige Invocation (lesser): Needed
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Word of Changing

    Zceryll
    Vestige Blast: An eldritch blast empowered by Zceryll appears as a beam of starlight shining on the target. The target is momentarily transformed into an alien being, disorienting it. It must make a Fortitude save or be stunned for one round. Regardless of the success or failure of the save, the target is sickened for 1d4 rounds.
    Vestige Invocation (least): Otherworldly Whispers
    Vestige Invocation (lesser): Dread Seizure
    Vestige Invocation (greater): Needed
    Vestige Invocation (dark): Steal Summoning
    Last edited by Jeff the Green; 2014-06-28 at 05:52 PM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Halfling in the Playground
     
    Kinsmarck's Avatar

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    Default Re: [3.5 PrC] Faust had nothing on me: Warlock/Binder Theurge (WIP; PEACH)

    I like the crunch of this class, though it seems to be missing whatever the effects are of Vestige Blasts. I do, however, question its fluff. Vestiges don't bargain for souls; they bargain for chances to experience the material world again. As I understand it, they do not even exist on a known plane of existence, stranded as they are in some indefinable other-space. So, having made a deal to secure a mortal's soul doesn't do them any favors, aside from...what, company perhaps?

    Edit: D'oh. Scratch the bit about blasts. Somehow missed the spoiler bar.

    I could perhaps see this as a good villain's PrC if they fluff behind it is that the vestige may literally trade places with the mortal's soul upon death, binding them away to wherever vestiges live, and allowing said vestige to use the mortal's body (undead, reborn, whatever it may be) to walk the world again. Could be particularly menacing if it's one of the darker vestiges, like Acererak.
    Last edited by Kinsmarck; 2013-03-01 at 11:22 PM.

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    Colossus in the Playground
     
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    Default Re: [3.5 PrC] Faust had nothing on me: Warlock/Binder Theurge (WIP; PEACH)

    Everything between 6th and 10th level of this class seems extremely dull in comparison to the rest of it. It's like, versatile invoking? Pretty cool, there's a lot of stuff you can do with it. Vestige blast? Awesome, versatility like that is great. Vestige invocations? Amazing, warlocks are always strapped for invocations known. And then suddenly skill bonuses and low DR. The capstone is kind of neat (nothing like the early abilities but at least it gives you a bit of a power boost) but the first half of the class is just so much cooler than the second.
    Quote Originally Posted by Inevitability View Post
    Greater
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    comparative adjective
    1. Describing basically the exact same monster but with twice the RHD.
    Quote Originally Posted by Artanis View Post
    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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    Titan in the Playground
     
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    Default Re: [3.5 PrC] Faust had nothing on me: Warlock/Binder Theurge (WIP; PEACH)

    Quote Originally Posted by Dainbramaged01 View Post
    I like the crunch of this class, though it seems to be missing whatever the effects are of Vestige Blasts. I do, however, question its fluff. Vestiges don't bargain for souls; they bargain for chances to experience the material world again. As I understand it, they do not even exist on a known plane of existence, stranded as they are in some indefinable other-space. So, having made a deal to secure a mortal's soul doesn't do them any favors, aside from...what, company perhaps?

    Edit: D'oh. Scratch the bit about blasts. Somehow missed the spoiler bar.

    I could perhaps see this as a good villain's PrC if they fluff behind it is that the vestige may literally trade places with the mortal's soul upon death, binding them away to wherever vestiges live, and allowing said vestige to use the mortal's body (undead, reborn, whatever it may be) to walk the world again. Could be particularly menacing if it's one of the darker vestiges, like Acererak.
    Actually, I think a vestige might very well desire a soul for company. And the idea of spending an eternity having to entertain Zceryll or Otiax is rather terrifying.

    I may have to steal that idea, if you don't mind.

    As for the latter, more serious, suggestion, I like it, but I think it'd make the PrC unusable for PCs, which I don't want to do.

    Quote Originally Posted by Flickerdart View Post
    Everything between 6th and 10th level of this class seems extremely dull in comparison to the rest of it. It's like, versatile invoking? Pretty cool, there's a lot of stuff you can do with it. Vestige blast? Awesome, versatility like that is great. Vestige invocations? Amazing, warlocks are always strapped for invocations known. And then suddenly skill bonuses and low DR. The capstone is kind of neat (nothing like the early abilities but at least it gives you a bit of a power boost) but the first half of the class is just so much cooler than the second.
    Yeah, I was a little worried about that. I think—I took a long break from design and forgot some of what I'd planned—Vestigial Awareness and Vestige Defenses were intended to be more along the lines of Vestige Blast and Vestige Invocations, different abilities for each vestige, but I realized that would be far too much work. And I'd probably run out of ideas for different modes of awareness for each vestige. I'm not convinced that it's a huge problem, though, given that as you gain levels you gain access to new vestiges, more vestiges/day, and higher grade invocations. Sort of how a Wizard's class features are his spells.

    I'm going to do a serious reconsideration of class features, and hopefully come up with a better idea for post-5th level. In the mean time, I'd like to know what everyone else (and you too, Flickerdart) think of my rationalization for having lackluster late-game class features.

    And, of course, I could still use help filling in the rest of the Vestige Abilities.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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    Dwarf in the Playground
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    Default Re: [3.5 PrC] Faust had nothing on me: Warlock/Binder Theurge (WIP; PEACH)

    You could reduce the class to six levels, moving vestigial awareness to two and and vestigial defenses to four, with pact of the favored moving to six.

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