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    Ogre in the Playground
    Join Date
    Sep 2011

    Default Faint Vestiges (D&D 3.5 Binder ACF, PEACH)

    FAINT VESTIGES

    Some binders spend less time on wringing every possible benefit out of a pact, and instead research vestiges more deeply. These binders learn to contact very weak vestiges, ones much closer to nonexistence than reality. These vestiges are much like the conventional pact subjects, but are usually added on to a series of pacts as almost an afterthought. Nevertheless, they are just as desperate to experience reality as regular vestiges.

    To select this alternate class feature, a binder gives up their Pact Augmentation ability, and gains the Bind Faint Vestige ability at 2nd level. In exchange, for every augmentation they would have been able to select, they can bind a Faint Vestige. Faint Vestiges effectively take the place of a pact augmentation--they do not count towards the maximum vestiges bound in the Soul Binding class feature, and a binder cannot bind more Faint Vestiges than pact augmentations they otherwise would have.

    Faint Vestiges are very weak, and only grant two abilities to a binder that contacts them, but their binding DCs are also slightly lower than conventional vestiges. They also have no special requirements.

    Heterodox cleric and heterodox paladin levels stack for the purposes of the number and level of Faint Vestiges the binder can bind.

    A Faint Vestige can be used as the patron for the Knight of the Sacred Seal prestige class, but only up to 3rd level. A character cannot take the 4th or 5th levels of Knight of the Sacred Seal if their patron is a Faint Vestige.

    Researching Faint Vestiges is unusual, and if a character ceases to regard them as important, they will not become more skilled at contacting them. Thus, a characters' effective binder level for the purposes of which levels of Faint Vestiges they can bind is limited, if they take a prestige class. Only levels of Binder, heterodox paladin, heterodox cleric, or a prestige class that advances pact augmentation count towards effective binder level for the purposes of Faint Vestiges. For example, a Binder 10/Knight of the sacred Seal 5 can bind 7th-level vestiges, but only 5th-level Faint Vestiges, and her binding check is reduced when binding Faint Vestiges. On the other hand, a Binder 1/Heterodox Cleric 6 can bind up to 1st-level vestiges and 4th-level Faint Vestiges.

    LIST OF FAINT VESTIGES

    Vestige Level Binding DC
    Seludarn 1st 12
    Unieck 1st 13
    Banhgithak 2nd 17
    Nanvall 2nd 15
    Derachos 3rd 18
    Wraivath 3rd 18
    Funentyr 4th 21
    Ruvle 4th 20
    Athibaxis 5th 24
    Glieserocke 5th 23
    Hittich 6th 25
    Yttris 6th 24
    Clayonon 7th 28
    Osimitichitim 7th 29
    Ix No 8th 30
    Lvarischane 8th 29

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    ATHIBAXIS, MOTHER HATEWEAVER
    Legend: A blighter with an even more intense hatred for nature than usual, Athibaxis also enjoyed life a philosopher. She had independently decided that nature’s kill-or-be-killed treatment of its children, and how it punished those who broke front it, made the whole thing evil to the core. She believed she was doing good deeds through deforestation. Her philosophical bent led her to get into an argument with another druid, who insisted that her gnomish body was a natural construct, and that if she really hated everything natural, she would start with what was most easily within reach. In response, Athibaxis set herself on fire to the shock of the druid, and stabbed him to death as she was burning. She survived for a few more seconds, cursing the world around her, before dying.
    Manifestation: Whispers of blasphemous words fill the binder’s ears as specks of charcoal whirl around in a cyclone. The specks slowly conglomerate together, first into a small skeleton that bleaches to white, then to muscles over it that discolor with blood, and finally to tanned skin. The newly-formed Athibaxis cries out in pain and rage as she hovers in the wind, facing away. Her steel gray eyes finally flick towards the binder, her white hair rises, and she hisses an acknowledgement of the practitioner’s presence.
    Sign: Your eyes turn steel gray, and appear to flicker as if with an inner fire.
    Influence: Athibaxis dislikes the natural world, but sitting so long in the void has let her to be a more contemplative philosopher. When you are given the opportunity for a moral debate, you are to champion your alignment tirelessly until the opposing party backs down.
    Granted Abilities: Rot: You can touch a dead organic object and cause it to rot as if it had aged one month in the span of seconds. This is unlikely to work on treated wood, or objects that do not rot. Once you have used this ability, you cannot do so again for 5 rounds.
    Undying Hate: You gain the benefit of the Diehard feat.


    BANHGITHAK, THE INFECTED SERRATION
    Legend: An orcish cleric of Gruumsh, Banhgithak expressed his fanatical dedication in a gruesome way. He pierced himself with needles and swords, one by one, to enhance his appearance for war. These unsterilized weapons infected his puncture wounds, over time. Tragically, this began a plague, which killed many orcs. Gruumsh was conflicted--Banhgithak was clearly incredibly strong, but he killed so make of his chose race. Indecisive, Gruumsh tossed him into the void, planning to deal with him later. But as the vestiges are untouchable by the gods, he was never retrieved, and remains in wait to see battle again.
    Manifestation: A wall of green skin, stretched tight, manifests over the seal. Pins and needles hold the flesh against an invisible surface. A face forms in the folds of skin in the center, tusks jutting out from the jaw. In a strained, distorted voice, the face praises Gruumsh, pus foaming out of its mouth and dripping onto the seal.
    Sign: Small needles appear all over your skin. They fit under your clothing, and are thin enough to not be obvious from a distance.
    Influence: Banhgithak requires you to have a piercing weapon with you at all times. You become more pious to whatever god you worship.
    Granted Abilities: Body Spikes: When you grapple a creature, whenever you would deal unarmed strike damage, the damage is increased as if you were one size category larger. You must show Banhgithaks' sign to use this ability.
    Orc Blood: For all effects related to race, you are considered an orc in addition to your actual race. If you are already an orc or have the Orc Blood ability from some other source, such as being a half-orc, orc-specific magical items function for you as if their caster level was increased by 1.


    CLAYONON, THE WIND IN THE PRISM
    Legend: A free raptoran, Clayonon expressed himself with mischief. As his job, Clayonon traded expensive magical items. His two sides came together when he acquired an efreeti bottle one day. Hiding it away, he waited until he could have privacy, and opened it--to his misfortune. The insane efreeti attacked and trapped Clayonon's soul in an onyx, duplicating the spell with a wish.

    Clayonon's soul stewed in the gem for years, carried on the efeeti's person as it traveled to and from the the Elemental Plane of Fire. Finally, Claynon was released when his onyx was used as a component to animate a corpse--though where was released may have been a crueler fate. His soul almost obliterated as a spell component, he faded into vestigedom, never to be heard from again, except for by pact magic practitioners.
    Manifestation: Three vertical panes of semitransparent black glass form a triangular barrier inside of the seal, accompanied by loud crackling sounds. A single beam of light begins to move in slow motion, bouncing up, down, and around inside of the prism. Clayonon's ethereal voice comes from the tip of the beam of light, interrupted with static every time it hits one of the glass walls.
    Sign: A wisp of smoke emerges from one of your shoulders, approximately once per minute, passing through your clothing and armor.
    Influence: Clayonon gives those who make pacts with him a yearning for freedom and personal space. He requires that you not be adjacent to an ally for longer than one minute at a time.
    Granted Abilities: Gliding: You can glide, as the racial ability of a raptoran.
    Item Appraisal: You can use detect magic and identify at-will with a caster level equal to your binder level.

    DERACHOS,THE DESCENDENCY
    Legend: Some psions strive for enlightenment as part of their psionic arts, and Derachos counted himself among their number. As part of his asceticism, he often fasted for extended periods, and grew very thin even for a gray elf. Later in his life, his health declined due to malnutrition, but he ignored his body and continued his extreme pursuits. Derachos is said to have died of starvation at the moment of enlightenment, pulling his soul metaphorically upwards and downwards at the same time. Pulled in all different directions for his afterlife, he eventually wound up where vestiges reside, and joined them with a seal of his own.
    Manifestation: Old and withering paper surrounds the bones of a skeleton. The skeleton descends from high above the seal, coming to rest in a sitting position. The paper covering its face abruptly pops and scatters, fluttering around its body as it speaks.
    Sign: Your cheeks become hollow, as if you were underfed.
    Influence: Derachos has a mild resentment for ascetic principles, after his death. He demands that you attack unarmed enemies before all others, unless you can determine that they are not monks.
    Granted Abilities: Fruit of Life: You can invest some of your life force to produce food. By taking a negative level, you can create a large, greenish fruit in your hands, which is sufficient to feed one Medium creature for one day. The negative level lasts until the pact with Derachos ends, and you are not at risk of permanent level loss from this level. You cannot use this ability if your total negative levels would become equal to or greater than your character level by using it. Once you have used this ability, you cannot do so again for 5 rounds.
    Meditative Focus: By meditating for 10 minutes, you can activate another vestige's power as if your effective binder level were 1 higher.

    FUNENTYR, THE CLAWS OF WHITE ICE
    Legend: Funentyr was a legendary ice beast of a glacial, distant world. One fateful day, he was imprisoned, as the spell, deep inside the ice. Time passed, and the glacier later split, dividing the steel sphere and cutting Funentyr away from one of his claws. The spell’s energy diffused away, and he was able to break free eventually. He came back for the sorcerer who imprisoned him, fought, and died. But the part of his consciousness still in his claw was still in temporal stasis, and not allowed be freed. The fragment tunneled away into a place without time or timelessness, the void.
    Manifestation: Four points of ice and steel emerge from the base of the seal, growing up and widening. They rise until they seem to be the points of a giant claw, at which point a sphere of steel and ice lands on the points, balanced in place by all four. The sphere rotates and screeches at high speed, the screeching emulating a voice in its own twisted way.
    Sign: Several of your hairs turn white, and several others become steel gray.
    Influence: You gain a particular liking for the cold touch of metal, and desire to cold onto metal as much as you can. Funentyr also requires that you behave as if friendly to any clawed creature, until you and confidently determine that it is hostile.
    Granted Abilities: Claws of a Fell Beast: As a full-round action, you can summon a cat. The cat has the [Cold] subtype and its natural weapons deal an additional point of cold damage. If the cat gets more than 30’ away from you, it vanishes. You may only have one cat at a time in this way, and to control the cat, you must use Handle Animal checks or some other method—it does not understand any language.
    Reattach: If you lose a body part, you can reattach it by holding the fallen body part to the proper location for 5 minutes.

    GLIESEROCKE, THE FLAIL IN THE HAND
    Legend: The courts of the fey are strange and confusing to mortals and even other fey. Glieserocke, a jermlaine, had stood up to the Winter Court many times throughout his life, and eventually organized a small army of other jermlaine in a tavern cellar. Leading them as their unusually brave general, he marched his army of rats and rat-fey into a meeting of the Winter Court, and once inside, he charged at the nearest official. His ordinary tiny dagger could not pierce a fey's skin, and his army behind him was dispersed easily with a few flashy illusions and evocations--the jermlaine were cowards, and the rats were rats.

    Offended by Glieserocke's violent attempt at being taken seriously, the fey collectively banished Glieserocke. Welcome nowhere, the magic sent him the only place he could go--where all vestiges go.
    Manifestation: A mound of rat skulls builds up, each one appearing on top of the pile and rolling to its edges. Black snow falls as a mist over the pile, accruing as a filthy mess. Over the pile, the mist forms the vague shape of a jermlaine as it falls. The jermlaine holds a large-for-its-size flail. It lets out a loud squeak before making the pact.
    Sign: Your two front teeth extend to four times their length, appearing much like those of a rat.
    Influence: Glieserocke gives you an unusual fondness for rats and other small animals. When you encounter one outside of combat, he requires that you pet it or make some other gesture of affection towards it.
    Granted Abilities: Disrespecting Charge: When you charge, you can take a penalty to your AC (to a maximum of your base attack bonus) to gain a bonus equal to half of that value to your attack roll. This bonus applies only to attacks on that particular charge, and the AC penalty lasts until the beginning of your next turn.
    Pest Affinity: You can use speak with animals at-will, except that you can only communicate with rats.

    HITTICH, OF THE WRITHING SNAKES
    Legend: The records of Hittich are sparse, as he—or she, or it—was paid almost no attention to. But the story goes that a hexblade’s viper familiar learned to perform its own curses and gained its own magical talents. After much study, it summoned a mass of snakes to become part of. Hittich them consumed it master as part of the swarm, but not before one last curse from the hexblade was set upon it. Killing his master severed his soul as a familiar, and the curse caused him to live on not in the afterlife, but as a vestige.
    Manifestation: An ordinary, if pale and gaunt-looking, elven man walks onto the seal, and sneers at the binder. HE looks down at his hand, which closes into a fist, and then begins to develop scales. Frightened, the man tries to brush off the scales, but it has no effect. The scale harden and his fingers merge into a single greenish lump, which then splits down the middle, opening to form the mouth of a snake. The snake-arm rears up and bites into the man’s neck. He struggles for another few seconds before collapsing onto his knees, and then falls over, dead. The snake arm detaches from his neck and slithers towards the binder, looking up expectantly.
    Sign: In the back of your head, possibly concealed by your hair, the very tip of an embedded snake’s tail juts out an inch or so.
    Influence: Hittich does not tolerate bad luck. If you roll a 1 on a d20 at any time, you must immediately curse the situation that caused you to experience the bad luck, if you are capable.
    Granted Abilities: Writhe in Place: You can stand up from prone as an immediate action. Once you have used this ability, you cannot do so again for 5 rounds.
    Snake’s Curse: Creatures make a Fortitude save after every 2 rounds that they grapple you. If they fail, they take 1 Constitution damage.


    IX NO, THE CONNECTED CONSCIOUSNESS
    Legend: Ix No were a dvati pair of thieves, generally unremarkable except for their unusually close bond, even for dvati. They always carried out their crimes together even when only one of them would be necessary or expedient, so when only one of them was captured by the city guard, the other was distraught. After several failed attempts at a prison break, assisted by their twin, the captured dvati was sentenced to public hanging. During the hanging, their twin ran through the crowd to try to save their other half, but was apprehended by the city watch as well, and could not perform the rescue. The hanging complete, the dvati's soul was nearly torn in half. But the power fo the bond between the two was so strong that they met again an hour later, in the space between life and death, and resigned themselves to the void. Both bodies were disposed of as normal, but their soul was forever untouchable.
    Manifestation: A jet black square appears, bobbing up and down over the seal and rotating rapidly. It unfolds into the origami shape of a dvati head, with a face on both sides. A noose is visible around the neck of the back face, but not from the front. The double-head swivels around at times to allow each twin to speak when it has something to say.
    Sign: Rope burns scar the palms of your hands.
    Influence: Ix No makes you feel a closer bond with your siblings, if you have any. Ix No also requires that you refer to yourself in the first person plural instead of singular, i.e. "we" instead of "I". If you ignore this grammatical quirk, you can do so for 1 hour without taking the stacking penalty again.
    Granted Abilities: Dimensional Pocket: You can generate a dimensional pocket effect, as the lurk power, with a manifester level equal to your binder level and with no augmentations. Once you have used this ability, you cannot do so again for 5 rounds.
    Duolocation: You gain the benefit of the Trickery Devotion feat. If the image is destroyed before 1 minute elapses, you take 4 Constitution damage.

    LVARISCHANE, THE TEMPORAL ANOMALIST
    Legend: An archmage, Lvarischane was a student of time above all else. His favorite spells were those such as haste, time stop, and celerity. They would ultimately by his downfall—he used time-distorting spells so much that an inevitable was sent from Mechanus to stop the warping of reality he caused. Lvarischane almost won the ensuing duel, but he pushed the limits of his power, and time could not stand under his disruptions any longer. The weight of so much temporal flexing caused his indiviudal timeline to collapse, erasing him from time. All that was left of his soul was deposited among the vestiges.
    Manifestation: A man on brilliant red-and-gold robes, carrying a staff in one hand and an hourglass in the other, remarks that the binder took too long. The binder recalls that the man was there during the entire drawing of the seal. Lvarischane speaks slightly before the binder finishes their sentences during the pact-making, and every time he turns over the hourglass, he changes positions with no apparent transition.
    Sign: Your heartbeat is accompanied by a faint ticking noise (DC 20 Listen check).
    Influence: When you are idle, your arms swing back and forth, like a pendulum. You become fixated on time, after watching water clocks or keeping careful track of how ling things take.
    Granted Abilities: Steal time: As a swift action, you can use swift haste, as the spell. Once you have used this ability, you cannot do so again for 5 rounds.
    Contingency: When you bind Lvarischane, select one ability of a vestige or faint vestige you have bound. You can set that ability to activate in response to a condition, similarly to how the contingency spell works, except that a chosen vestige ability activates instead of a spell. If the vestige whose ability you have contingent leaves you, the contingency wears off as well. If the ability has a 5-round recharge time, the contingency activation counts normally--thus, it will not activate if the ability is recharging.

    NANVALL, THE BALANCE OF NOTHING
    Legend: The druid Nanvall grew up in a forest adjacent to a booming city. With a sharp distaste for the nextdoor rebellion against nature, Nanvall periodically heckled it with fire and wild animals, though his efforts were fruitless in driving the city away. After several decades, his hatred came to a boil, and he launched a one-animal assault on the city, taking the shape of a giant eagle and attempting to tear up the foundations of the streets and buildings.

    His attack was short-lived, and the city guard retaliated with burning arrows. Set ablaze, Nanvall barely managed to retreat with his life, heavily burned. Nevertheless, he waited for another year, learning the path of the planar shepherd--choosing the void of the vestiges as his preferred plane. Once again, he waged an assault, but this time he would be destroyed for good--a cannon through his chest killed him. But being a devotee of the void, his soul went there in afterlife instead of to the Outlands, marking him as a vestige for all time.
    Manifestation: A cylinder of flame bursts up from inside the seal, and slowly contracts. A dead tree is revealed, its branches burning and slowly falling to the floor and they break off. As the cylinder contracts to nothing, the tree is revealed to have but once branch left, high at the top, with a charred eagle perched on it. The eagle screeches at the binder as the pact is made, but speaks no words.
    Sign: A camouflaged feather is nestled in your hair, and rooted to your scalp. If you are bald, the feather is white.
    Influence: You gain a distaste for city dwellers, but an affinity for fire. If there is an open fire within 10 feet, even in combat, Nanvall requires you to take a move action to warm yourself with it.
    Granted Abilities: Alertness: You gain the benefit of the Alertness feat.
    Void Shephard: You may activate a vestige's ability as a move action if it would otherwise require a full-round action or less. Once you have used this ability, you cannot do so again for 5 rounds.
    OSIMITICHITIM, THE CONNECTED UNCONSCIOUS
    Legend: The details of who Osimitichitim was have been lost to time, but his deeds are still known. As a psion, he mindlinked with many creatures and incarnated the power, creating a web of interconnected minds—a cloud of consciousness. As he added more creatures to his collective, he began to spend more and more time mentally communicating with the cloud and less time physically moving. Over time, his mind, in effect, migrated into becoming the cloud itself, leaving his body to die. It did, and the connections survived. As it shrank over the decades and centuries, the members dying, Osimitichitim’s consciousness shrank as well. When finally only one member remained, he existed in a state of not-quite death, and the strain of clinging on to “life” got to him. He finally dropped off into nothingness, leaving existence as a vestige.
    Manifestation: A spiderweb is woven by a shimmering spider of ectoplasm at breakneck speed, covering the seal. The web beings to rise, then contorts into a saddle shape. The spider returns to its center and faces the binder. It does not speak, but the binder hears its voice in his mind.
    Sign: One of your front teeth turns into green crystal.
    Influence: Under Osimitichitim, a binder acts disinterested, but focused. Additionally, Osimitichitim likes the state of dreaming, and requires you to sleep or rest for 2 hours longer than you normally need to.
    Granted Abilities: Dreaming Awareness: By closing your eyes, you gain a piercing vision that allows you to perceive everything around you. You can see everything within 100' of you, ignoring line of effect and line of sight. Effectively, you see through walls, the ground, your eyelids, and everything else, but this only lasts for 1 round. After that point, you are blinded for 4 rounds, and you lose all supernatural senses for that duration. Once you have used this ability, you cannot do so again for 5 rounds.
    Mindlink: You can use mindlink at-will, as the power. Your manifester level is equal to your binder level, and you may not augment this power. You can have only one instance of mindlink active at one time.

    RUVLE, DAUGHTER OF ALACRITY
    Legend: Ruvle, a halfling woman, prided herself on her speed--bards sang of her quickness in the local taverns, and it was said that she could outrace dragons in flight. Such exaltations of her talent caught the attention of a disguised succubus that wandered into town one day. Jealous, the succubus decided to punish the mortal for daring to be better than even a fiend, and snuck into her home at night. The succubus awoke Ruvle by pouring moth wax into her right eye, and when the victim screamed, the wax also poured into her throat. Laughing madly, the succubus took off into the night, confident that she had won.

    Some years later, somewhere in the Abyss, the succubus was passing the time by throwing rocks. Out of nowhere, someone ran out, caught one of them, and threw it back. As the succubus flinched, the figure ran towards her, and caught the rock again. Ruvle had cut a vertical slit in the wax over her eye to be able to see, and the wax had failed to completely seal her throat. There, the two did battle, and the succubus could not land any blows on her faster opponent. The succubus died, her spirit soon to be gone for good--but Ruvle would have none of that. Lore suggests that she was fast enough to catch the soul before it vanished, and held onto it as it became nothing. Never letting go, Ruvle followed it into nothing--the void. While the succubus's soul was finally destroyed, Ruvle became locked outside of reality, where not even the fastest being could escape.
    Manifestation: A dollop of red, molten wax falls from above and lands on something invisible a few inches above the seal. An ear-shredding scream erupts, and the wax settles over the now-visible form of a halfling woman, her body burned black and her hair in tatters. The wax covers her eye and bleeds over the side of her face and into her mouth, and leaves a long vertical slit to see out of. The woman lays spreadeagle, and moves her arms and legs as if making snow angels.
    Sign: Fine, bright red arteries surround your right eye in a sparse ring.
    Influence: Ruvle makes you want to move, constantly. If you can move, you may not spend two consecutive rounds in combat without taking at least a 5-foot step of movement. Teleportation counts as movement.
    Granted Abilities: Alacrity: As a swift action, you may move half your speed. Once you have used this ability, you cannot do so again for 5 rounds.
    Scarred Eye: As a standard action, you can gaze at an enemy with your right eye. They must make a Will save or be sickened for the rest of the encounter. This ability cannot escalate a creature's status condition to nauseated. This is a gaze attack. Once you have used this ability, you cannot do so again for 5 rounds.


    SELUDARN, THE ALCHEMICAL SNIPER
    Legend: Seludarn was an alchemist who transmuted all sorts of objects into precious metals. When the nobles of the kingdom he resided in came after him, desiring the gold, he refused. In defense of his home from the greedy ones, he pelted them with alchemical items. Half of the four nobles died, but the ones that survived came back to engage Seludarn with an army. Seeing his fate is either death or slavery, Seludarn transmuted himself into nothingness instead of being taken as an endless producer of gold. As nothingness, he became a vestige.
    Manifestation: A torus of prismatic alchemical brew winds itself into existence above the seal, undulating and swinging. Gouts of fire, acid, and electricity burst and crackle along the surface. Strands of the mixture reach towards the binder, then collapse into a single, two-inch-wide tentacle. A mouth bubbles into existence at the end, and spits that it has no gold for the binder.
    Sign: Your clothing becomes faintly stained in a variety of colors. If you change clothing, the stains disappear from the clothes you discard and reappear on the ones you wear.
    Influence: Seludarn makes you evasive towards those of higher social standing than you. HE also requires you to deny any requests for money that you receive.
    Granted Abilities: Snipe: You can fire an alchemical ray that deals 1d4 damage, plus 1d4 per six binder levels. This damage can be fire, cold, electricity, or acid damage, and the range of the ray is 25 feet plus 5 feet per two binder levels. Though activating this ability is supernatural, the ray itself is extraordinary—you can fire it into an antimagic field. Once you have used this ability, you cannot do so again for 5 rounds.
    Alchemical Brews: You can make Craft (Alchemy) checks untrained and without being a spellcaster. You gain a +4 bonus to Craft (alchemy) checks.

    UNIECK, THE ARCANE MILD
    Legend: A lovable cantrip-using bard, Unieck provided the entertainment for an inexperienced adventuring party. Their life and times were unremarkable, until they got caught up in a plot involving a lich. As adventuring parties are wont to do, they kicked in the door, so to speak, and approached the lich. It didn't go well for them, and everyone died--save for Unieck, who ran away.

    Irritated, the lich tracked him down and trapped his soul. After some debate, the lich eventually disposed of the gem by throwing it into a sphere of annihilation. Unieck was released into nothingness, escaping from reality and settling into the void.
    Manifestation: Very poor music accompanies a shower of gem dust, which settles on the invisible shape of a gray elf. He carries a flute, and continues playing it for a few seconds before dropping his arms and bowing. His face twists into a rictus grin, and the gem dust of his head starts to knit together into the shape of a skull. The bard brings the flute back to his toothy mouth before beginning the pact.
    Sign: Your footsteps resonate as notes of music. They do not form a pleasing melody.
    Influence: Unieck makes you drawn to displays of trivial magic and mildest wealth. When targeted by a spell of a level equal to or less than your effective binder level divided by 6, Unieck requires you to fail your saving throw due to fascination.
    Granted Abilities: Light: Your fingertips glow, as a torch. For the purposes of magical darkness, this is a 0th-level [Light] effect. You can supress or reactivate this ability as a swift action.
    Least Arcana: You can use prestidigitation at-will.

    WRAIVATH, THE SHAPE ESCHEWED
    Legend: Wraivath was a warshaper that learned to shape themselves more extensively than even other shapers of their kind. Eventually, he could shape himself into monsters, degenerate forms, and a kind of protoplasmic tumor. Satisfied with the latter form, he took shelter in the sewers of a city, and there her grew and grew as an ooze-like form. This came to the attention of adventurers, called in to kill him with fire. Wraivath was reduced back to a humanoid form. To escape, he took a desperate measure and shaped himself into as small a form as he could. The smallest he could go turned out to be nothing at all. Having lost the concept of shape entirely, his soul was expelled from existence, and landed near the edge of nothing, among vestiges.
    Manifestation: A heavy rain falls on the seal for several seconds, and stops abruptly. The rainclod, previously unseen, descends from above, rapidly passing through the seal, leaving only a mouse, not even a puddle of water. The mouse takes a lick of the water, and then its face reshapes into that of a tiny crocodile. It bulges and distorts into the proper size, and the mouses’s body is lefted into the air from the size of its jaw. The mouse, seemingly independent from the head, flails and tries to touch the floor. Meanwhile, the crocodile head speaks to the binder with a gurgling voice and a rapidly-morphing tongue, its eyes closed.
    Sign: Your lips become misshapen—they are wavy, in a word.
    Influence: Wraivath makes you a filthy individual—you care little for personal hygeine. Wraivath also forbids you from eating solid foods; whatever you meat must be a mash, some kind of liquid, or something else that you do not have to chew.
    Granted Abilities: Formholding: Transmutation effects on you last for double their normal duration.
    Minor Reshaping: As a standard action, you can gain a number of temporary hit points equal to your binder level divided by 4 (minimum 1). These temporary hit points do not stack with each other, and last for a number of minutes equal to your Charisma modifier (minimum 1). Once you have used this ability, you cannot do so again for 5 rounds.

    YTTRIS, THE COLD STEEL EXPELLED
    Legend: Yttris, a nymph, is the victim of swordsman that was both a truenamer and a werewolf. Unlikely though that may be, Yttris confirms it to binders who ask about her. The werewolf attacked her with a cold iron sword, and before delivering the final blow, transmuted his sword into thinaun via Transmute Weapon. Yttris was expelled into the void by the reverting of the thinaun back to ordinary cold iron, when the utterance wore off. The soul was no longer trapped, just gone, in the space of pseudoexistence.
    Manifestation: The seal opens up to reveal a placid puddle. Out of it rises a steel orb, almost the diameter of the seal itself, covered in scrambled sylvan text. Patches of dying mosses cover it and black water flows from its top. In the distorted reflection of the steel, the binder sees not themselves, but the vague shape of a disfigured and limping nymph, wearing a wolf's head as a helmet. The nymph's voice comes from the center of the orb.
    Sign: One of your feet is twisted slightly, causing you to walk and run awkwardly. It has no effect on your movement or balance, but it does appear strange.
    Influence: Yttris asks of you to speak clearly and without hidden meanings. You cannot use Bluff to convey hidden messages.
    Granted Abilities: Defense against Lycans: You can summon a nonmagical silver dagger in your hand. You take no penalty from attacking with this dagger in a grapple. If you have the Two-Weapon Fighting feat, you can summon two daggers with the same standard action, one in each hand. If you release a dagger, it disappears. You can only have one dagger at a time in this way, or if you have the Two-Weapon Fighting feat, two daggers at a time--one in each hand.
    Nymph's Grace: You gain a bonus to Dexterity checks and Dexterity-based skill checks equal to one-half your Charisma modifier, rounding down (minimum 1).
    Last edited by Kazyan; 2014-05-03 at 01:46 AM. Reason: Typos everywhere

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    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Default Re: Faint Vestiges (D&D 3.5 Binder ACF, PEACH)

    Very interesting, I like the concept. Minor benefits added to pacts instead of pact augmentations isn't a bad trade, IMO, but it's one you'd have to think about before taking.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    Allnightmask's Avatar

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    Post Re: Faint Vestiges (D&D 3.5 Binder ACF, PEACH)

    After your other works I was caught off guard that this one got past me. I'll give it a proper once over when I can. It seems like a entertaining alternative to the rather bland augmentation in the normal binder.

    EDIT: I am checking these again and I still feel I would pick faint vestiges over the pact augmentations.

    Everyone wants Diehard...I don't care what you say, Athibaxis is gold. I can't think of any orc only items so Banhgithak feels underrepresented. Is Identify and Gliding enough for a 7th level vestige? Clayonon feels really high level otherwise. I feel bad for Derachos but I don't know what could be changed for him. Funentyr is well done faint vestige only because I'm a monster who fears traps himself.

    Hittich would be on my binding routine, fricking trip builds. Lvarischane is excellent as all reason. Nanvall is a wonderful low level choice. Osimitichitim feels level appropriate, thus a joy to bind. Ruvle has me worrying because I swear I remember a feat that lets you sneak attack sickened foes, but that a used feat and requires a team mate. Seludarn feels just about as good as he should, though his backstory feels off.

    Ix No is alright, that penalty though... Glieserocke's charge is pretty decent and talking with rats might come up more often then I think. Unieck is bound I don't care about the influence, my DM always kills our light effects with one off effects. Wraivath's formholding is just great. Yttris feels underpowered, I imagine it's because I can't throw the daggers...Would making them last long enough for a ranged attack be out of the question?
    Last edited by Allnightmask; 2013-08-26 at 01:27 PM. Reason: Actual Reviewing

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    Zaydos's Avatar

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    Default Re: Faint Vestiges (D&D 3.5 Binder ACF, PEACH)

    I haven't read all the faint vestiges but I like the concept as I always found pact augmentations bland, boring, and lacking in flavor especially compared to the rest of the class.

    At first I was worried they'd be too powerful, but I am pleasantly surprised to say that most of them looked like reasonable abilities that I could see being useful in the right situation but that I'm not sure I'd pick over DR 1/-. Which means you hit a pretty good balance from what I can tell.
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