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    Default Infernal Pacts: Or Binding the Lords of the Nine (New Vestiges)

    Infernal Pacts: Or Binding the Lords of the Nine

    On page 18 of Tome of Magic there is a sidebar about making vestiges different and I’ve always felt it was a shame that other options for vestiges were never explored. I like binders, I like that they are allowed to be morally ambiguous, but the way the fluff was written, casting them in a light similar to diabolists and demon-binders, always made me want to explore more varied examples. Why couldn’t they make pacts with other spirits than just those bound beyond reality? Why not pacts with nature spirits, great elementals on a scale almost equal to that of the archomentals, the gods themselves, or even outsiders letting themselves be a vessel for the fiend or celestial in exchange for power? Of all the options, though, it was probably the infernal pact aspect which I felt needed the most exploration. While the idea of full-fledged fiendish possession by just some random imp, gabrezu, or horned devil appeals to me as an option for Evil binders, it was the archfiends themselves which appealed to me most. They are presented as beings of power nearly equaling that of the gods, known for making pacts with mortals wherein they grant power in return for future favors or souls. In pact magic you have the formation of a mechanic to represent a variety of those pacts. I am glad they left it as just a “hey look you could do this” in Tome of Magic, but some form of fiendish pact magic would have been a nice addition in Fiendish Codex II or both Fiendish Codices. Even so this is, and has always been, truly the domain of homebrew.

    As such I made this for the Lords of the Nine as they interest me more than the Abyssal Lords, and hopefully this will interest others as well.

    Binding an Archfiend:
    Allowing a portion of a being of pure Law and Evil into your soul is an inherently corruptive act. While it can be performed by Chaotic or Good creatures it will corrode at those traits. The more time spent bound the greater this effect. A creature that is both Chaotic and Good or has the Chaotic or Good subtype cannot bind a Lord of the Nine even if they have the Ignore Special Requirements feat, doing so is inherently damaging to them.
    You may not have a pact with a Lord of the Nine and another type of outsider lord at the same time (again Ignore Special Requirements does not circumvent this).
    If you are actively in the service of the archfiend (or binding it to pursue the fulfillment of a task they assigned) they are able to rescind their influences even if you made a bad pact with them.
    In addition binding an archfiend comes at a cost. Unless binding one in the service of them (i.e. working on a mission they actively endorsed) you incur a debt to the archfiend which it can call in at a future time by giving you a task that may last up to as long as you have bound the archfiend. If you do not pursue this task you suffer 2 negative levels and you lose 1 point of maximum hp each day that they do not pursue the task which cannot be removed by any mortal magic including Miracle or Wish (another outsider lord of similar rank, or a god, can remove it but doing so will incur a similar debt if not a greater one from that entity). These effects are temporarily lifted while in pursuit of the task (including what the archfiend considers “reasonable” delays; being imprisoned and seeking to escape counts as pursuing the task unless escaping actively goes against the task), but this simply suspends the accruement of hp penalty and temporarily lifts the max hp penalty and negative levels if you quit the pursuit of the task they return in full force. If you actively pursue the task for a consecutive block of time which is as long as you had bound the archfiend, or complete the task the penalties are all lifted. Due to this infernal debt few Good creatures are willing to bind archfiends even though they could. It is possible to accrue debt to several Lords of the Nine at once if you bind multiple of them; it is not possible, however, to accrue debt to Mephistopheles at double speed even if you bind both his Lesser and Greater pacts.
    Another cost of binding an archfiend is that while it is bound you automatically fail all saving throws against that archfiend’s powers if it so desires, and suffer a -2 to Will saves against effects generated by creatures with the Baatezu type that are not actively serving an opposed Lord of the Nine and have not betrayed the Baatezu as a whole. This penalty is cumulative if multiple Lords of the Nine are bound at once, and is additive in the case of binding both of Mephistopheles’s pacts.

    I am not sure about the levels of the vestiges, and you will note that the Binding DCs are, across the board, higher than is normal for a vestige of their level (closer on average to those of a vestige 1 level higher). If you can help place the vestiges' levels more accurately, or even just confirm that hey I dartboarded fairly well, that would be appreciated.

    The Lords of the Nine


    Bel Lord of the First:
    Vestige Level: 4th.
    Binding DC: 23.
    Special Requirement: You may not make a pact with Bel within 60-ft of a Chaotic creature, such is his loathing for the Tanar’ri.
    Manifestation: A flash of heat erupts from the center of the seal as the ground shakes slightly and green steel begins to coalesce in the center. The green steel takes the form of an armored warrior, blood dripping from each joint of its armor. The warrior speaks on behalf of Bel forming the pact and touching you on each shoulder with its blade when the pact is completed.
    Sign: You grow large and scaly, your mass increasing as infernal scales, similar to those of a pit fiend, form across your body.
    Influence: While under Bel’s influence you cannot abide to work with the creatures of Chaos. You may not actively help a creature you know or presume to be chaotic. In addition Bel requires that you attack the forces of the Tanar’ri on sight, whether fiends true or their mortal servants.
    Granted Abilities:
    Devil’s Girth: Your size increases by 1 size category, granting you a +4 size bonus to Strength and a -2 penalty to Dexterity. Your reach may increase (if a tall creature that is not normally “small” it will). You must be showing Bel’s sign to benefit from this ability.

    Blows of Blood: Your attacks ignore DR of Chaotic creatures other than DR /- or DR /epic. In addition your attacks deal +1d6 damage to chaotic creatures, increasing to +2d6 against outsiders with the Chaotic and Evil subtypes.

    Marshal’s Assault: As a standard action make a single melee attack against a creature you threaten. If you hit you deal regular damage and any ally which threatens that creature can immediately make a melee attack against it. Once you have used this ability you cannot use it again for 5 rounds.

    Hell’s Wall: As a standard action you can create a raging inferno of flame 10-ft tall filling 2 consecutive 5-ft squares plus 1 per 3 effective binder levels, all portions of this wall must be within 10-ft per EBL of you. Any creature in one of the squares as the fire manifests takes 1d10 fire damage per 2 effective binder levels, a successful Reflex save halves (a creature only takes this damage once per use of this ability no matter how many squares of their combat space it manifests in). Any creature beginning in the wall or entering it takes 1d6 + your EBL fire damage. These flames last 3 rounds. Once you have used this ability you cannot use it again for 5 rounds.

    Dispater Lord of the Second:
    Vestige Level: 4th.
    Binding DC: 25.
    Special Requirement: You may not make a pact with Dispater if you currently are indebted to Baalzebul for a pact with him, or have Baalzebul bound.
    Manifestation: Steel rises up across the seal forming the City of Dis in miniature concealing the seal completely. Dispater's head forms, transparent, over the center of the city, eyes burning with intellect and power.
    Sign: Your skin turns a dull grey, as little metal horns grow from your forehead.
    Influence: While under Dis’s influence you are fascinated by high quality metalwork and must take your time to appreciate it unless under an immediate physical threat. In addition you must forgo outbursts of emotion, remaining calm and collected at all times.
    Granted Abilities
    Blessing of Iron: When wielding a metal slashing or piercing weapon its threat range is doubled (this stacks with Improved Critical or Keen).

    Skin of Dis: You gain Damage Reduction 1/non-metal per 2 (effective) binder levels you possess.

    Rusting Touch: You gain the ability to rust metal with a touch as a standard action. This functions as Rusting Grasp except that it destroys an additional 1-ft radius of metal and reduces AC from armor by +1 per 3 EBL beyond 7th, and beginning at EBL 13 can be used to destroy magical items made of metal although they are allowed a Will save to negate (whether attended or not). Once you have used this ability you must wait 5 rounds to use it again.

    Past of Iron: With a touch you can learn the history of a metal object. This functions like the psionic power Object ReadingXPH fully augmented with a ML of your EBL, except that it only functions on items that are at least partially metal and has a duration measured in rounds (10 rounds + 10 rounds per level beyond 3rd) and the information gained is per round instead of per minute. Once you have used this ability you must wait 5 rounds after it has ended to use it again.

    Strength of Iron: The armor check penalty of metal armor you wear is reduced by 2, the max Dex bonus is increased by 1, the reduction on your speed is as if the armor were one weight category less (to a minimum of light), and any arcane spell failure is reduced by 5%.

    Mammon Lord of the Third
    Vestige Level: 5th.
    Binding DC: 28.
    Sign: Your teeth extend into serpentine fangs, even as your face stretches forward like a snake’s.
    Influence: While under Mammon’s influence you are consumed by miserly greed. You cannot willingly part with wealth unless under dire necessity or if it would gain you more wealth, and cannot pass up an opportunity to make money unless it would be a suicidal task or obviously lose you more wealth than it would gain you.
    Granted Powers:
    Tongue of Bewitchment: You gain a +8 competence bonus to Diplomacy and Bluff checks.

    Commanding Voice: As a standard action you can issue an order to a creature within 30-ft. That creature must make a Will save or be compelled to follow that order as if dominated for 1 round; this is a mind-affecting, compulsion effect. Once you have used this ability you must wait 5 rounds to use it again.

    Mammon’s Fangs: You gain a bite attack as a primary natural weapon dealing 1d6 damage (if medium sized) and inflicting poison with a primary and secondary damage of 1d4 Constitution damage. You must show Mammon’s sign to use this ability.

    Snake’s Blood: You gain a +4 bonus on saves versus poison and Fire resistance of twice your effective binder level.

    Fierna Lord of the Fourth:
    Vestige Level: 5th.
    Binding DC: 27.
    Special Requirement: You may not make a pact with Fierna if you have made a pact with Levistus within the last 24 hours.
    Sign: Your body takes on a fiercely sensual appearance, reminiscent of a succubus or incubus, and a flickering cloak of fire surrounds you producing light as a torch.
    Influence: While under Fierna’s influence you must take every opportunity to cause pain to your enemies that presents itself to you. You relish and delight in torture, both physical and psychological. In addition you cannot stand those more Charismatic than you and must work to harm, humiliate, or otherwise hinder them if you meet them.
    Granted Powers:
    Lady’s Beauty: While Fierna is bound you gain a +4 bonus to Charisma.

    Cloak of Flames: Whenever a creature attacks you with a non-reach melee weapon they take fire damage equal to half your effective binder level plus your Charisma modifier.

    Hell’s Lash: As a standard action you may release a powerful blast of destructive force. This force deals 1d6 damage per effective binder level in a 60-ft line, a successful Reflex save halves this damage; this is a force effect. Any creature damaged by this ability must make a Will save or be frightened for 1 round; this portion is a mind-affecting, fear effect. Once you have used this ability you may not use it again for 5 rounds.

    Revel in Pain: Whenever a creature other than yourself within 30-ft of you takes lethal damage you heal 1 hp per 15 points of lethal damage they received.

    Belial, Former Lord of the Fourth:
    Debts incurred are to Belial himself, although as the Lord of the Fourth Fierna can call in such debts in her father's place should she so desire (at least till he calls them in).
    Vestige Level: 4th.
    Binding DC: 25.
    Sign: Your eyebrows harden turning upwards as they move outward to rise up in a pair of horns. Your pupils also turn a crimson red.
    Influence: Belial's influence pushes you towards hedonistic self-indulgence. In addition Belial requires that you give no truthful information about yourself to those who lack it already.
    Granted Powers:
    Riot: Uttering a word of dark speech you shatter the ranks of your enemies turning them against each other. As a standard action you may induce confusion in all creatures within a 15-ft radius burst within 30-ft. This functions as the confusion spell except that it only lasts 1 round, and "attack the nearest creature" always causes them to attack the nearest of their allies instead of other closer creatures. This is a mind-affecting compulsion effect and a successful Will save resists it. Once you have used this ability you cannot use it again for 5 rounds.

    Rout: Uttering a word of dark speech you shatter the ranks of your enemies turning them fleeing from you in terror. As a standard action you may induce fear in all creatures within a 30-ft cone. Any creature that fails its Will save is frightened for 1 round per 3 EBLs you possess, or are cowered if they have 10 or more less hit dice than your EBL. This is a mind-affecting fear effect. Once you have used this ability you cannot use it again for 5 rounds.

    Keeper of Secrets: You are immune to any effect that reads your thoughts, and any scrying effect targeting you automatically fails.

    Levistus Lord of the Fifth:
    Vestige Level: 5th.
    Binding DC: 28.
    Special Requirement: You must draw the seal to bind Levistus within 10-ft of a pool of water or ice at least 1 foot in diameter.
    Manifestation: A trail of black water stretches from the pool or ice (if there is none it just appears at the edge of the seal) running into the seal and filling it/covering its lines with the black water. Levistus does not appear, but his voice echoes from the surface of the Stygian water as he speaks to the binder to form the pact.
    Sign: Your eyes and veins become black as the River Styx and your hair takes on a perpetually wet appearance.
    Influence: While Levistus is bound you may not gain or grant the benefit of a flanking bonus. In addition you become secretive and unwilling to pass information to other creatures which do not have it without some immediate payment from them.
    Granted Powers
    Memories of Styx: Tapping into the memories lost in the River Styx that runs throughout Stygia you gain a +8 competence bonus to all Knowledge checks and may make Knowledge checks untrained.

    Spell Parry: You gain Spell Resistance 12 + your EBL as long as you are armed and not denied your Dexterity bonus against the source of the spell.

    Styx Parry: When you are struck by a melee attack you may, as an immediate action, make a melee attack. You replace your AC against the attack with the result of this attack roll, and should the result be higher than the attacker’s AC you inflict damage on your attacker as if you had attacked them and they suffer a -4 penalty to Intelligence for 5 rounds. Once you have used this ability you cannot use it again for 5 rounds.

    Ice Scrying: By spending a standard action you may look into a patch of ice at least 1-ft on each side and view a location within 1 mile per effective binder level. You may see and hear as if you were at the desired spot (using your normal abilities to see and hear including any spell effects currently active on you). This ability lasts for 1 round per 2 EBL. Once you have used this ability you cannot use it again for 5 rounds after it has ended.

    Glasya Lord of the Sixth:
    Vestige Level: 7th.
    Binding DC: 33.
    Special Requirement: You may not make a pact with Glasya if you currently are indebted to Levistus for a pact with him, or have Levistus bound.
    Sign: Your skin turns a coppery gold, and plague sores spread across your flesh.
    Influence: While under Glasya’s influence you develop a fascination with beauty, and its destruction. Whenever you meet a creature with higher Charisma than yours you must either respond with infatuation or destructive hatred leading to them being destroyed or having their Charisma reduced below yours. In addition Glasya’s enmity towards Levistus for killing her mother is still strong and you may not knowingly work with his followers.
    Granted Powers:
    Aura of Confusion: You are surrounded by an aura of energy which warps the minds of nearby creatures. Any creature without the Baatezu subtype beginning its turn within 10-ft of you must make a Will save or be confused (as the Confusion spell) for 1 round. This is a mind-affecting, compulsion effect.

    Plague’s Beauty: You may cause a disease in a target with a touch (as the Contagion spell). Unlike most plagues, though, the symptoms of the sickness seems to bring out some profane beauty in the creature, high-lighting their finest features in often disturbing ways. Any creature suffering this disease gains a competence bonus to Diplomacy and Intimidate checks equal to the highest amount of ability damage they are currently suffering due to the disease (if they have damage to an ability score due to another source and some of the damage to the ability score is healed it is considered to be damage caused by the disease that is healed first). Once you have used this ability you cannot use it again for 5 rounds.

    Devil’s Willfulness: You gain a +4 bonus on saves versus mind-affecting effects unless they are from a Lawful Evil source. If the source is a creature with the Baatezu subtype you instead suffer a -2 penalty (this stacks with the penalty to Will saves against Baatezu inflicted by binding one of the Lords of the Nine).

    Baalzebul Lord of the Seventh
    Vestige Level: 6th.
    Binding DC: 30.
    Special Requirement: You may not make a pact with Baalzebul if you currently are indebted to Dispater for a pact with him, or have Dispater bound.
    Sign: Your body grows corpulent and fat, muscle seemingly becoming simple lard. In addition a non-functional third eye, like a giant fly’s eye, forms on your forehead.
    Influence: While under Baalzebul’s influence you find it hard to tell the truth, lying compulsively. In addition you cannot stand insults to yourself, being forced to repay any insult to your status or appearance with humiliation or destruction.
    Granted Powers:
    Lord of Lies: You gain a +15 competence bonus on Bluff checks and may lie through magical detection as if under the effects of a Glibness spell.

    Weakening Gaze: The diabolic power of your eyes grant them a weakening gaze. When you use this ability each opponent within 30-ft of you must succeed at a Will save or take 2 points of Strength damage. Opponents can avert or close their eyes to protect themselves as normal for a gaze attack. You can focus your gaze as a standard action on target creature as normal for a gaze attack. You may exclude specific creatures within range, such as your allies, if desired. You must show Baalzebul’s sign to use this ability.

    Lord of Flies: As a standard action you may summon one swarm of infernal flies (treat as a swarm of locusts but their attacks overcome damage reduction as if evil, lawful, and magic) per 3 EBL. All swarms must be contiguous with each other and within 10-ft per 3 binder levels. The swarms are stationary after being summoned and will not pursue creatures if they flee. These swarms remain for 3 rounds before vanishing. Once you have used this ability you must wait 5 rounds before using it again.

    Mephistopheles Lord of the Eighth (Lesser Pact)
    Vestige Level: 2nd.
    Binding DC: 20.
    Manifestation: A ball of hellfire bursts into existence in the center of the seal. An infernal voice issues from the flames bartering with the binder seeking to make some form of final compromise or pact.
    Sign: The odor of brimstone surrounds you.
    Influence: While under Mephistopheles’s influence you are filled with rage. You may not cease battle against a creature that has injured you in combat without finishing the combat or a direct order from a superior.
    Granted Power:
    Hellfire Strike: As a swift action you may infuse your next attack with Hellfire adding 1d6 damage from hellfire.

    Unburnt by Flames: You gain Fire resistance 10. At EBL 8 this increases to 20. At EBL 12 this increases to 30. At EBL 18 this becomes fire immunity.

    Cowing Strike: As a standard action you may make a melee attack. A creature struck by this attack in addition to taking damage as regular, must make a Will save or be shaken for 1 minute. Once you have used this ability you must wait 5 rounds before using it again. If you also have Mephistopheles’s greater pact bound the target is cowered for 1 round on a failed save before being shaken for 1 minute.

    Spoiler: Improved Bind Vestige Feat
    Show
    If you take the Improved Bind Vestige feat and bind Mephistopheles's lesser pact you gain the Hellfire Strike ability granted by this vestige. If you also take the Practiced Binder feat you gain the Unburnt by Flames ability granted by Mephistopheles's lesser pact.


    Mephistopheles Lord of the Eight (Greater Pact):

    Vestige Level: 6th.
    Binding DC: 31.
    Manifestation: Hellfire erupts along the lines of the seal, bathing your surroundings in a horrible red light. With a cackling laugh Mephistopheles forms from the flames seeming to his binder to tower over the binder unrealistically, even as he may seem but 15-ft tall to others.
    Sign: An aura of semi-solid hellfire surrounds you like a cloak or cape. These flames produce neither light nor heat.
    Influence: While under Mephistopheles’s influence you are filled with ambition and desire for power. You must pursue any opportunity to rise socially or within an organization you are part of and if the opportunity presents itself must act to undermine your superiors’ positions if it cannot be easily traced back to you.
    Granted Powers:
    Evoke Hellfire: As a standard action you can create a 10-ft radius burst of hellfire (see FCII) within 100-ft. This hellfire deals 1d6 (untyped) damage per EBL to all creatures within the radius, half on a successful Reflex save. Once you have used this ability you must wait 5 rounds before using it again.

    Shielding Flames: Although they do not burn, the semi-corporeal flames that flicker around your body grant you a +1 deflection bonus to your AC per 3 EBL. You must show Mephistopheles’s sign to gain this benefit.

    Hell’s Truths: As a swift action you can gain the benefits of a True Seeing spell for one round, but in so doing you also glimpse the essence of Baator, ultimately Law and Evil, taking 1 point of Wisdom damage unless you possess the Law or Evil subtype and are Lawful Neutral, Lawful Evil, or Neutral Evil. Once you have used this ability you must wait 5 rounds before using it again.

    Asmodeus Lord of the Nine Hells:
    Vestige Level: 8th.
    Binding DC: 37.
    Special Requirement: You must be Lawful Evil to bind Asmodeus.
    Manifestation:The ground cracks, becoming a broken surface as a spire of stone grows from it topped with a ruby. The spire soon darkens to black obsidian as a voice speaks in the mind of the would be binder bartering the pact. When it is complete the binder grabs the rod a sign of the sealing of the pact.
    Sign: Your flesh becomes craggy and broken like the surface of Nessus, even as a ruby-like growth forms on the backs of your hands.
    Influence: While under Asmodeus’s influence every action you make must benefit yourself in some way and you may never act out of true altruism.
    Granted Powers:
    Stature of the Great: Whenever a creature makes an attack against you (including a spell or other attack that does not include an attack roll) they must make a Will save or fail to make the attack as your aura of absolute mastery causes their body to freeze in place. A spell, or ability, that fails this way is still expended as if it had been used. A creature only needs to make this save for their first attack against you each round.

    Strip Power: As a standard action you may make a melee touch attack against a target. On a success you automatically dispel one spell effect currently on the target (or that is the target if you targeted a free standing spell effect) and can dispel more as if with a targeted greater dispel magic effect using your EBL as your bonus on the dispel checks. Once you have used this ability you cannot use it again for 5 rounds.

    Words of Hell’s King: You gain a +8 competence bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks.

    Inexorable Dominion: As a standard action you may utter a word of dark speech. One target within 60-ft must make a Will save or be stunned for 1d3+1 rounds. A creature suffers a -2 to this save for every 50 hp less than 200 hp they currently have. This is a mind-affecting ability. Once you have used this ability you cannot use it for another 5 rounds.

    Hell’s Regalia: You gain Acid, Cold, and Fire Resistance 10 and a +4 bonus on saves versus poison. If you have Mammon bound this becomes immunity to poison.

    Zariel, Former Lord of the First
    Binding Zariel leaves you indebted to the current Lord of the First, Bel, who has captured the former lord and imprisoned her beneath his fortress.
    Vestige Level: 3rd.
    Binding DC: 23.
    Special Requirement: You must draw Zariel's seal in a place not open to the sky.
    Sign: Scars form across your back, as if wings had been torn from you, and acid burns appear across your cheeks as if you had cried tears of acid.
    Influence: You hate being bound or confined, going to drastic lengths to avoid such confinement. Even so you cannot defy an order from a superior, and must obey it to the letter (if not necessarily the spirit).
    Granted Powers:
    Fires of Rage: As a standard action you can create a 5-ft radius burst of fire within 60-ft dealing 1d6 damage per EBL to all creatures within the blast. A successful Reflex save halves this damage. Once you have used this ability you cannot use it again for 5 rounds.

    Lust for Freedom: As an immediate action when you must make a Will save against a compulsion or charm effect you may activate this ability to make 2 saving throws and keep the better of the two. Once you have used this ability you cannot use it again for 5 rounds.

    Felled by Treachery: You gain Uncanny Dodge as the rogue ability using your EBL as your rogue level.

    Nightmares in Shadows: You may see twice as far in low-light conditions as usual, but all additional distance granted this way is considered shadowy illumination.

    Spoiler: Improved Bind Vestige Feat
    Show
    If you take the Improved Bind Vestige feat and bind Zariel you gain the Felled by Treachery ability granted by this vestige. If you also take the Practiced Binder feat you gain the Lust for Freedom ability.


    Moloch, Banished Lord of the Sixth
    While one may bind Moloch alongside one of the Lords of the Nine, Asmodeus does not take kindly to this, due to Moloch's rogue and banished status.
    Vestige Level: 6th.
    Binding DC: 30.
    Special Requirement: You may not be indebted to Glasya or Asmodeus when binding Moloch, as Moloch is banished by Asmodeus's power and refuses to work with one who will inevitably betray him.
    Sign: Upon your back and left cheek appear (usually red) discolorations of the skin in the shape of a multi-headed flail.
    Influence: You hate being bound or confined, going to drastic lengths to avoid such confinement. Even so you cannot defy an order from a superior, and must obey it to the letter (if not necessarily the spirit).
    Granted Powers:
    Lash of Hell: While Moloch is bound all weapon and natural weapon attacks you make are considered to be evil aligned for the purpose of overcoming Damage Reduction and Regeneration.

    Fires of the Exiled King: As a swift action you can imbue one held weapon with fire until end of turn. All melee (or thrown) attacks you make with that weapon until the end of your current turn deal an additional 1d6 + your EBL fire damage. Due to the unholy nature of these flames they ignore any fire resistance or immunity possessed by Good aligned creatures. Once you have used this ability you cannot do so again for 5 rounds.

    Stride the Hell Peaks: As a swift action you may teleport up to 30-ft to an empty square as long as you have line of sight and line of effect to the designated square. This is a teleportation effect. Once you have used this ability you cannot do so again for 5 rounds.

    Banished from the Planes: If an effect would transport you to another plane against your will you are instead teleported 100-ft in a random direction. Even if you are willing this ability activates in response to any effect which would transport you onto Baator, including planar portals.

    Spoiler: Moloch in my games
    Show
    Due to near apocalypse events on the Outer Planes, Moloch has (at least for now) usurped Asmodeus's place. Glasya has been exiled and replaced with a druid-lich who has not yet obtained true archfiend status (she can still be bound but is an enemy to the current regime), and Moloch has taken over Asmodeus's 9th level vestige, and binding his (now lesser) pact does not remove your ability to enter Baator.


    New Feat(s):
    Regalia of the Dread Lords:
    By showing the sign of a Lord of Hell you make yourself more intimidating and terrifying to those around you.
    Prerequisites: Ability to bind 1 or more of Baatorian archfiends as vestiges.
    Benefits: When showing the sign of a Baatorian archfiend (including Geryon) you gain a +2 bonus to intimidate checks for each sign of a Baatorian vestige that you are showing (even if the target cannot see them). In addition your natural armor bonus to AC increases by 1 per 2 such signs you show.

    Spoiler: BAATORIAN VESTIGES
    Show
    A Baatorian vestige is any archfiend native to Baator and bound as a vestige, including former Lords of Nine such as Geryon, Moloch, or Zariel, or any devil bound through a pact of possession. This would also apply to any Ancient Baatorians which could be bound in either such manner, but does not apply to deities which can be bound as vestiges even if they are themselves inhabitants of Baator (with the possible exception of Tiamat and Asmodeus should he be considered a deity).
    Last edited by Zaydos; 2014-02-09 at 04:29 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Infernal Pacts: Or Binding the Lords of the Nine (New Vestiges)

    I am always a fan of homebrew for binders. This looks pretty awesome so far, and I already really like the idea of playing a binder focused on Paimon and Levistus.

    Are you familiar with the Lesser Key of Solomon? That's where most of the names used for vestiges came from. The thing is some of the Archfiends get their names from the same source, specifically Glasya and Amadeus (though it's Amoday in the LKoS). I feel that might actually be why Wizards didn't g much more into depth with it. They've had enough people accuse DnD of being satanic already It gets awkward when you have a class based around a 17th century grimoire, binding beings named after demons some people might believe in. Basically I just assume WotC was worried they'd step on their own toes if they weren't careful with it.

    I would really like to see the Demon Princes if you get around to them.

  3. - Top - End - #3
    Titan in the Playground
     
    Zaydos's Avatar

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    Erutnevda

    Default Re: Infernal Pacts: Or Binding the Lords of the Nine (New Vestiges)

    Yeah, Goetic demonology which I learned about due in large part Binding. I was almost tempted to reference Asmodeus's place as I forget the exact title but demon lord of lust it just doesn't fit with D&D's Asmodeus. You're right, though, that it might be why they didn't go much more in depth in it, but I still wish they had done it instead of Faustian pacts in FCII, the other possibilities such as nature spirits... well there was nothing that came out later than Tome of Magic that could have had that stuff so that probably covers why they never expanded it. Still makes me sad and makes me always want to see it done.

    As for Abyssal Lords I'm likely to make stuff for demonic/diabolic possession as pact magic (I've started on it already, but there are more kinks to work out than there were with these) before I get to them, and possibly one of the celestial courts (archon would be easiest, but I'd be more interested in eladrin or guardinal but that requires me to look up stuff in 2e books), though anybody who wants to make them should feel free to I'd like to see it.

    And yes Paimon and Levistus just naturally go together.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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