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  1. - Top - End - #61
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II



    Roll a reflex save! Peanuts are flammable.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  2. - Top - End - #62
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Ooooh! New thread!

    Thanks Draconium both for the vestige and for alerting me to the new thread!

  3. - Top - End - #63
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Permission granted to use and abuse

    If I may make a tiny request though, I'd prefer to be a 1st level vestige. Seem to have a real shortage of those.

  4. - Top - End - #64
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by NeoPhoenix0 View Post
    Permapermission granted
    Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...

    NeoPhoenix, the Chaos Senshi (NeoPhoenix)


    NeoPhoenix was an early champion of Chaos who rebelled against the Lords of Chaos because she found them too Lawful. She grants those who bind her the power of her fuku and anarchic magic.

    Vestige Level:6th.
    Binding DC: 27.
    Special Requirements: Non-Chaotic binders cannot bind NeoPhoenix the Chaos Senshi (well without a feat to ignore this).

    Legend: Good and Evil have their champions, blackguards and paladins, yet it is Law and Chaos which are older. It is in this conflict that NeoPhoenix served. Empowered by the forces of Chaos, she was their greatest warrior, the general of their forces, in the clash against primal Order. She wielded freedom, creativity, and spontaneity as her weapons, as sword and shield, against the forces of order.

    Legends say she won battle after battle in the name of Chaos and then she stopped. She refused to obey the Lords of Chaos, but instead rebelled against them. For obeying them always and eternally was no different than following order. Chaos demanded freedom, and that meant even the Lords of Chaos must die. Of course NeoPhoenix was merely a mortal champion and rebellion against the Lords of Chaos was beyond even their greatest champion. NeoPhoenix was defeated and destroyed, but in some sort of twisted inspiration the Lords of Chaos did not let her die, instead they converted her soul into colors and banished her forever to the void.

    Manifestation: A resplendent, prismatic bird of fire appears within the seal with a loud shriek. It circles around one to thirty-three times before forming into a geometrical shape which then explodes in a flash of light to reveal a human woman dressed in a sailor fuku. Her reaction following this varies.

    Sign: A tattoo appears on your cheek in the form of a stylized bird which constantly shimmers and changes color.

    Influence: While NeoPhoenix is bound you may not extinguish fires. In addition you must act upon your urges and natural desires, and dare to be stupid yourself.

    Granted Powers:

    Anarch's Fuku: As a full-round action you may call a sailor fuku which forms around your body resplendent in more colors than the mortal mind can comprehend. You can dismiss this fuku with a move action (and if you remove it it vanishes immediately). While worn this fuku counts as light armor with an armor bonus of +6, no max Dexterity bonus, no armor check penalty, no weight, and no arcane spell failure. In addition this fuku gains magical enhancements based upon your binder level as shown on the table below. If you dismiss and then resummon your Anarch's Fuku it's daily use limited abilities do not reset. If you are male you become female while wearing your Anarch's Fuku.

    Effective Binder Level Enhancements
    8th or less +1 enhancement bonus
    9th-12th +2 Blurring
    13th-16th +2 Greater Blurring
    17th-19th +4 Greater Blurring
    20th +4 Greater Blurring which grants DR 5/law

    Chaos Knows No Master: You gain a +2 bonus to and advantage on Will saves against compulsion effects. Whenever you make a Will save against a compulsion effect you gain a +2 bonus to that save and may roll twice taking the better result.

    I Dare You, But Only if You Want To: As a standard action you can dare a creature to indulge in their deepest desires. The target must be within 30 ft of you. They must make a Will save and if they fail their alignment is changed to Chaotic Neutral if they are Good or Neutral or Chaotic Evil if they are Evil for 1 round per binder level, in addition they are compelled to act upon any repressed desires they may have for the duration of this effect. This is a mind-affecting, language dependent, compulsion. Once you have used this ability you must wait 2d4 rounds before using it again and whether a creature succeeds or fails its saving throw you cannot affect it with your I Dare You, But Only if You Want To ability for 1 hour.

    In the Name of the Infinite Rainbow: As a standard action you may call out your attack and release a prismatic ray at a single target within 10 ft per binder level. This functions like the spell Prismatic Spray except it is a single target, you must hit them with a ranged touch attack, it does not automatically blind creatures with 8 or less hit dice but any target must make a Reflex save or be blinded for 1d3 rounds, and you must roll an additional 1d6 before rolling 1d8. On a 1-5 you roll 1d8 as normal. On a 6 you roll 1d8 on the table below. Once you have used this ability you must wait 2d4 rounds before using it again.

    Roll Ray
    1 The 8th Ray: The target is knocked back 10 ft per binder level and falls prone unless they succeed on a Fortitude save. If they strike an object or creature the movement is halted (they still fall prone) but they both receive 1d6 damage per 10 ft of movement prevented this way.
    2 Octarine: The target takes 80 untyped magic damage (Reflex halves).
    3 Irrigo: The target forgets the last 1 minute and takes 3d6 Intelligence damage. A Will save prevents the memory loss and halves the ability damage. This is a mind-affecting effect.
    4 Color Out of Space: The target becomes insane as the spell insanity and takes 3d6 Wisdom damage, a Will save prevents the insanity and halves the Wisdom damage.This is a mind-affecting compulsion.
    5 Smaudre: The target loses the ability to cast spells, use spell-like abilities, and lose all supernatural abilities they possess for 1 minute and takes 3d6 Charisma damage. A Will save prevents the suppression of spells, spell-like abilities, and Su abilities, and halves the Charisma damage.
    6 Fuligin: The target dies, this is a death effect. If the target succeeds on a Fortitude save they do not die but instead merely suffer 2d4 negative levels.
    7 Hooloovoo: The target is dominated (as dominate monster) and under your control for 1d4+1 rounds. This is a mind-affecting compulsion, and a Will save is allowed to negate it.
    8 Roll again once on this table and once upon the regular table.

    Phoenix's Luck: When you make a skill check you may choose to use this ability to gain a luck bonus to that skill check equal to your binder level. Once you have used this ability you cannot use it again for 2d4 rounds and you cannot use it again on the same skill for 4d12 hours.

    For Contractors: Riftwalk (Doomsayer Invocation).

    Quote Originally Posted by Snowbluff View Post


    Roll a reflex save! Peanuts are flammable.
    But I have Energy Immunity (Fire). Never forget dragons can cast spells.
    Last edited by Zaydos; 2016-10-02 at 12:48 AM.
    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)

  5. - Top - End - #65
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...

    NeoPhoenix, the Chaos Senshi (NeoPhoenix)


    Vestige Level:6th.
    Binding DC: 27.
    Special Requirements: Non-Chaotic binders cannot bind NeoPhoenix the Chaos Senshi (well without a feat to ignore this).

    Legend: Good and Evil have their champions, blackguards and paladins, yet it is Law and Chaos which are older. It is in this conflict that NeoPhoenix served. Empowered by the forces of Chaos, she was their greatest warrior, the general of their forces, in the clash against primal Order. She wielded freedom, creativity, and spontaneity as her weapons, as sword and shield, against the forces of order.

    Legends say she won battle after battle in the name of Chaos and then she stopped. She refused to obey the Lords of Chaos, but instead rebelled against them. For obeying them always and eternally was no different than following order. Chaos demanded freedom, and that meant even the Lords of Chaos must die. Of course NeoPhoenix was merely a mortal champion and rebellion against the Lords of Chaos was beyond even their greatest champion. NeoPhoenix was defeated and destroyed, but in some sort of twisted inspiration the Lords of Chaos did not let her die, instead they converted her soul into colors and banished her forever to the void.

    Manifestation: A resplendent, prismatic bird of fire appears within the seal with a loud shriek. It circles around one to thirty-three times before forming into a geometrical shape which then explodes in a flash of light to reveal a human woman dressed in a sailor fuku. Her reaction following this varies.

    Sign: A tattoo appears on your cheek in the form of a stylized bird which constantly shimmers and changes color.

    Influence: While NeoPhoenix is bound you may not extinguish fires. In addition you must act upon your urges and natural desires, and dare to be stupid yourself.

    Granted Powers:

    Anarch's Fuku: As a full-round action you may call a sailor fuku which forms around your body resplendent in more colors than the mortal mind can comprehend. You can dismiss this fuku with a move action (and if you remove it it vanishes immediately). While worn this fuku counts as light armor with an armor bonus of +6, no max Dexterity bonus, no armor check penalty, no weight, and no arcane spell failure. In addition this fuku gains magical enhancements based upon your binder level as shown on the table below. If you dismiss and then resummon your Anarch's Fuku it's daily use limited abilities do not reset. If you are male you become female while wearing your Anarch's Fuku.

    Effective Binder Level Enhancements
    8th or less +1 enhancement bonus
    9th-12th +2 Blurring
    13th-16th +2 Greater Blurring
    17th-19th +4 Greater Blurring
    20th +4 Greater Blurring which grants DR 5/law

    Chaos Knows No Master: You gain a +2 bonus to and advantage on Will saves against compulsion effects. Whenever you make a Will save against a compulsion effect you gain a +2 bonus to that save and may roll twice taking the better result.

    I Dare You, But Only if You Want To: As a standard action you can dare a creature to indulge in their deepest desires. The target must be within 30 ft of you. They must make a Will save and if they fail their alignment is changed to Chaotic Neutral if they are Good or Neutral or Chaotic Evil if they are Evil for 1 round per binder level, in addition they are compelled to act upon any repressed desires they may have for the duration of this effect. This is a mind-affecting, language dependent, compulsion. Once you have used this ability you must wait 2d4 rounds before using it again and whether a creature succeeds or fails its saving throw you cannot affect it with your I Dare You, But Only if You Want To ability for 1 hour.

    In the Name of the Infinite Rainbow: As a standard action you may call out your attack and release a prismatic ray at a single target within 10 ft per binder level. This functions like the spell Prismatic Spray except it is a single target, you must hit them with a ranged touch attack, it does not automatically blind creatures with 8 or less hit dice but any target must make a Reflex save or be blinded for 1d3 rounds, and you must roll an additional 1d6 before rolling 1d8. On a 1-5 you roll 1d8 as normal. On a 6 you roll 1d8 on the table below. Once you have used this ability you must wait 2d4 rounds before using it again.

    Roll Ray
    1 The 8th Ray: The target is knocked back 10 ft per binder level and falls prone unless they succeed on a Fortitude save. If they strike an object or creature the movement is halted (they still fall prone) but they both receive 1d6 damage per 10 ft of movement prevented this way.
    2 Octarine: The target takes 80 untyped magic damage (Reflex halves).
    3 Irrigo: The target forgets the last 1 minute and takes 3d6 Intelligence damage. A Will save prevents the memory loss and halves the ability damage. This is a mind-affecting effect.
    4 Color Out of Space: The target becomes insane as the spell insanity and takes 3d6 Wisdom damage, a Will save prevents the insanity and halves the Wisdom damage.This is a mind-affecting compulsion.
    5 Smaudre: The target loses the ability to cast spells, use spell-like abilities, and lose all supernatural abilities they possess for 1 minute and takes 3d6 Charisma damage. A Will save prevents the suppression of spells, spell-like abilities, and Su abilities, and halves the Charisma damage.
    6 Fuligin: The target dies, this is a death effect. If the target succeeds on a Fortitude save they do not die but instead merely suffer 2d4 negative levels.
    7 Hooloovoo: The target is dominated (as dominate monster) and under your control for 1d4+1 rounds. This is a mind-affecting compulsion, and a Will save is allowed to negate it.
    [/td][/tr]

    Phoenix's Luck: When you make a skill check you may choose to use this ability to gain a luck bonus to that skill check equal to your binder level. Once you have used this ability you cannot use it again for 2d4 rounds and you cannot use it again on the same skill for 4d12 hours.

    For Contractors: Riftwalk (Doomsayer Invocation).



    But I have Energy Immunity (Fire). Never forget dragons can cast spells.
    fixed the second table just to see perfectly

  6. - Top - End - #66
    Troll in the Playground
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Socratov, the First Bartender (Socratov)


    Vestige Level: 2nd.
    Binding DC: 17.

    Legend: Socratov's origin takes place early in the development of civilization. Beer, ale, wine, alcohol in all its forms was a newly discovered font of hedonism. Of course someone had to be the first to make a living by running an establishment which provided beer, and food, occasionally with entertainment. Socratov was that someone. She founded the very first bar, becoming the first bartender.

    The story of how this led to Socratov becoming a truly ancient vestige is rather a bit more obscure. Some claim it involves the Great Old Ones and rebellion against them. Some claim Socratov was cursed by a god for spreading drunkennes, others for getting a god drunk. Others that Socratov was killed by adventurers and the world would not let them fade completely due to their contribution to its development. Whatever the truth, Socratov now exists as a vestige.

    Manifestation: Socratov appears out of a port bottle which thrusts itself up through the seal. She pours forth in the form of a pink-haired woman of the binder's species flipping a golden coin. On one side of the coin is written Beer on the other Civilization.

    Sign: Your hair turns pink.

    Influence: While under Socratov's influence you must not deny an offer to imbibe alcohol, or to recite poetry.

    Granted Powers:

    Barkeep: While Socratov is bound you gain a +6 competence bonus to Profession (Bartender) checks.

    Convert Poison: When you take ability damage or drain due to poison as an immediate action you can gain an alchemical bonus to that ability score equal to twice the damage received for 1 round, this bonus is applied simultaneously with the damage so that the damage never actually reduces your ability score to 0 if it would have until after the enhancement fade. The bonus is based upon the actual amount of damage taken after effects which would lower it (so if you take 0 because you're immune or it's reduced by an amount as high as the damage you gain +0). Once you have used this ability you cannot use it again for 5 rounds.

    Disillusioned to Glamor: While Socratov is bound you gain a +4 bonus on Will saves to disbelieve illusions; the bartender has seen all things fabulous and they no longer bind her mind.

    Host Revel: By spending an hour leading up to a number of other creatures equal to 1/3 your binder level in revelry including food, drink, and entertainment you may grant yourself and the creatures you led into revelry a +1 morale bonus to attack rolls, saving throws, skill and ability checks for 4 hours or until you use this ability again.

    Intoxicating Personality: If you spend at least one minute talking to a creature you may cause it to become intoxicated (with no saving throw, although a creature immune to poison or the negative effects of alcohol is immune to this effect) as a free action. The creature remains intoxicated for 1 minute per binder level you possess.

    Spoiler: Intoxicated
    Show
    An intoxicated character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Any saving throw bonus against poison applies to effects which intoxicate a creature, as does poison immunity, and dwarves receive an additional +2 on saves against intoxication (this stacks with their racial bonus on saves versus poison).


    Nauseating Touch: As a standard action you may make a melee touch attack against a creature. If you hit it must make a Fortitude save. If it fails its Fortitude save it becomes nauseated for 1d3 rounds and then sickened for 1d4+1 rounds, if it succeeds on its save it is merely sickened for 1d3 rounds. Once you use this ability you must wait 5 rounds before using it again.

    For Contractors: Create Feast (Jinnblood, Daily Invocation).



    Thanks. I just went on Bards + Hitting stuff.



    Wait I'm taking 1d6 fire damage a round

    That'd be more worrisome if I didn't obsessively cast Energy Immunity for the... 2 energy types I'm not naturally immune to.
    Oh myyyyyy, this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).
    Warlock Poetry?
    Or ways to use me in game?
    Better grab a drink...

    Currently ruining Strahd's day - Avatar by the Outstanding Smuchsmuch

    First Ordained Jr. Tormlet by LoyalPaladin

  7. - Top - End - #67
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Yay! Socratov has sweet new avatar! Oh, and this:
    Spoiler: Purus.
    Show














    There was a time when I thought I'd have no idea what to do with these two. Silly me.

  8. - Top - End - #68
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    Inevitability's Avatar

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness may also be involved.
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

    Extended signature!

  9. - Top - End - #69
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Socratov View Post
    Oh myyyyyy, this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).
    you know socratow I like your von carstein vampire/trunamer look more suitable your knew avatar looks like oots and marlowe's comic had child

  10. - Top - End - #70
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Dire_Stirge View Post
    A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness may also be involved.
    Hmm.... HMMM... okay, I'll see.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  11. - Top - End - #71
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Ohh ohh. Can I be a vestige? Notes for Creators: Look at my avatar.
    Last edited by LordOfCain; 2016-10-01 at 09:18 AM.
    Quote Originally Posted by Red Fel View Post
    Imagine how many problems you can solve, how many ways you can help your friends, when not constrained by paltry morality! Imagine how much good you can achieve when you're willing to go to any length to achieve it! Imagine the monsters you can slay when you are the greatest monster of them all!
    Company Website: http://lernaeanstudio.com
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  12. - Top - End - #72
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Marlowe View Post
    Yay! Socratov has sweet new avatar!
    Quote Originally Posted by khadgar567 View Post
    you know socratow I like your von carstein vampire/trunamer look more suitable your knew avatar looks like oots and marlowe's comic had child
    Indeed, I have a new avatar, Twoflower is my latest character as a 5e halfling wild magic sorcerer and in the very same position as Rincewind, though doing a better job at it... That is, not running away but often just appying fire to the problem until said problem goes away... Funnily in terms of random effects, she has twice been frightened by huge vultures and twice gotten the benefit of being unaffected by alcohol, including all shenanigans you can do with that...
    Warlock Poetry?
    Or ways to use me in game?
    Better grab a drink...

    Currently ruining Strahd's day - Avatar by the Outstanding Smuchsmuch

    First Ordained Jr. Tormlet by LoyalPaladin

  13. - Top - End - #73
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by LordOfCain View Post
    Ohh ohh. Can I be a vestige? Notes for Creators: Look at my avatar.
    any more info or may I go with comand and conquer one instead

  14. - Top - End - #74
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Socratov View Post
    Oh myyyyyy, this is just fantastic. No other owrds for it. Zaydos, once again I tip my hat to your awesomenss in crafting homebrew about my forum persona(e?).
    A link to the Great Takei himself, impressive tribute... Now I have an itch to make more Star Trek vestiges (I thought I'd made Data but he's not there with Kirk Tiberon and Spock Harspock).

    Quote Originally Posted by Dire_Stirge View Post
    A bit of information for prospective vestige-creators: I'm big on Lawful Neutrality, dislike situational or flavorless game mechanics. I guess madness may also be involved.

    Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.
    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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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    A link to the Great Takei himself, impressive tribute... Now I have an itch to make more Star Trek vestiges (I thought I'd made Data but he's not there with Kirk Tiberon and Spock Harspock).




    Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.
    relax zaydos and focus on chronicler of monsters as main aspect like gaining ability to use raw knowlege of monsters as the vestiges main power mabe studying the target for X amount of turns give aditional damage to attacks against it

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post


    Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.
    Hah! No way man! Lawful Neutral is the alignment of WEE JAS, AKA the BEST GODDESS EVER (aside from Luna).

    Magic. Death. Beauty. All of the Domains you'll ever need. What Domains you got, bitch?
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  17. - Top - End - #77
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post

    Lawful Neutral... My least favorite variation of Lawfulness. Can't trust the filthy Neutrals, they're likely to get taken over by Orcus.
    I'm offended! Good job.

    I have to ask though, why do you dislike LN? The way I see it, it's the most diverse of all Lawfuls. LE will always be out for power, with their rules being just another means to this end, and LG will always be following a particular set of values: those belonging to cosmic good. LN can be anything from a dutiful guard to an obnoxious bureaucrat to a mechanical abomination.
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

    Extended signature!

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    For your viewing pleasure:

    Frostscape of Absolute Zero (Snowbluff)
    Vestige Level: 8
    Binding DC: 30

    Legend: Tales tell that Frostscape was a powerful ice mage with extremely violent tendencies. Every day was spent creating new and painful ways to inflict pain and torment upon those lesser beings, by which any creature that was not Frostscape. After a time, an idea came up that caught his attention and held it fast: What would happen if you tried to chill something beyond what was physically possible? Magic could do thing that were impossible, so why not see what happened if something had no heat left at all? Frostscape studied every cold-based creature he could find, from white dragons to yuki-on-na, and found that even these creatures could be harmed by cold if you applied enough magic. Frostscape eventually got one of his IZ test subjects to a point of absolute zero, when all molecular motion ceases, and tried to push beyond it. The resultant cold snap froze everything within a mile of his tower. By the time it had thawed enough to explore, Frostscape was no where to be found.

    Manifestation: No physical sign of Frostscape shows when he is summoned. Instead, the ground inside the written sigil becomes layered with frost and the temperature drops noticeably.

    Sign: When Frostscape is bound, the binder's skin and hair turn a pale white color.

    Influence: While under the influence of Frostscape, the binder must take every opportunity to make the lives of those around them more difficult or painful in some way.

    Granted Powers:
    Aura of Ice (Su): As a standard action, the binder can release an icy aura that chills everything within 10 feet. Any creature other than the binder in this radius must make a Fortitude save (DC 10 + 1/2 the binder's effective binder level + the binder's Charisma modifier) each round it is active or take 2d6 cold damage and 1d4 Dexterity damage. The Fortitude save halves the cold damage and negates the Dex damage. This ability ignores Cold Resistance, and creatures with Cold Immunity still take half damage (and can save for 1/4 damage). The binder can turn suppress this ability with another standard action.

    Chill Touch (Sp): At will, the binder can use chill touch as a spell-like ability except that the binder adds half of his effective binder level to the damage. The DC to resist is 11 + the binder's Charisma modifier.

    Love of Suffering (Ex): Whenever someone binding Frostscape inflicts damage to another creature, they gain a +2 insight bonus to attack rolls, damage rolls, skill and ability checks, and saves for every 10 points of damage inflicted as you learn the weak points of your enemy. If you go more than 5 rounds without inflicting damage to another creature, the effect ends.

    Come Here, My Pet (Su): A binder can attempt to lure a target closer by gazing into their eyes. The target is allowed a Will save (DC 10 + 1/2 the binder's effective binder level + binder's Charisma modifier) to resist the effect. If the target fails the save, they make every effort to move closer to the binder, up to and including attacking allies who prevent the movement. The compulsion ends the turn after the target's movement places them adjacent to the binder, so long as they are adjacent to the binder at the start of their turn. This is a mind-affecting (compulsion) effect. The binder can only use this ability once every 5 rounds.
    Last edited by illyahr; 2016-10-02 at 10:06 AM.
    See my Extended Signature for my list of silly shenanigans.

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  19. - Top - End - #79
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Dire_Stirge View Post
    I'm offended! Good job.

    I have to ask though, why do you dislike LN? The way I see it, it's the most diverse of all Lawfuls. LE will always be out for power, with their rules being just another means to this end, and LG will always be following a particular set of values: those belonging to cosmic good. LN can be anything from a dutiful guard to an obnoxious bureaucrat to a mechanical abomination.
    Because my persona is Lawful Evil Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).

    Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).

    *I mean I've seen this with CN as well but it's less of a problem then than with CG. I just flat banned evil alignments as a kid, and since then I can't remember an issue I had with someone who actually openly was playing CE... actually no... that was NE and they merely postured about betraying the party it was the non-Evil pixie** that started the fight and the CE sorcerer who played the hero in it.

    **If you're a 1 hit die pixie do not pick a fight with a shadow dragon able to automatically kill you as a standard action, it's a bad idea.

    Quote Originally Posted by Snowbluff View Post
    Hah! No way man! Lawful Neutral is the alignment of WEE JAS, AKA the BEST GODDESS EVER (aside from Luna).

    Magic. Death. Beauty. All of the Domains you'll ever need. What Domains you got, bitch?
    Artifice, Community, Rune, Scalykind (Dragon), Creation apparently.
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...

    NeoPhoenix, the Chaos Senshi (NeoPhoenix)
    Let's see here, like the fluff. Wait, have I been wearing this fuku so long that it has become a part of me?

    Anarch's Fuku:
    Now that is some good mage armor.

    I Dare You, But Only if You Want To:
    I sound like a tsundere! a very influential tusundere... guess i've been hanging out with snowbluff that long.

    In the Name of the Infinite Rainbow:
    Ooooooo, overly-complicated random effect. Love it.

    and a couple minor bonuses.... wait... I see what you did there. very clever.
    Because cosmic law compels me to make NeoPhoenix as a teleportation themed vestige...

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Because my persona is Lawful Evil Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).
    Yeah, sucky players can ruin any alignment. Whether it's backstabbing mustache-twirlers or psychotic paladins, all it does is give a bad name to the alignment as a whole.

    I suppose the reasons you give are why I dislike CG too.

    Quote Originally Posted by Zaydos View Post
    Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).
    Mine are inevitables and formians (ain't I predictable?), though I can't help but admit modrons are awesome.
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Because my persona is Lawful Evil Mostly I just wanted to post the Futurama reference. That said I've had more trouble with LN players taking Lawful Neutral to the dumbest possible extreme than any other alignment than CG (which I've seen played as CE with disclaimers of but I'm good honest I killed those goblins*). Not really the alignment's fault, but I've actually never seen it played well. Either it's in a PbP which dies before they can really develop a character, ends up marked on the sheet and you'd never know if it wasn't for looking at it (which I've only actually seen with characters who had mechanical necessities for being Lawful), or they end up going on some weird 'I am the LAW' power trip and I don't know why people do that (ok one was the god of the Law, but that doesn't make declaring laws retroactively to justify your actions Lawful behavior).

    Strangely enough my favorite exemplar species as a kid were eladrin (CG) and modrons (LN).

    *I mean I've seen this with CN as well but it's less of a problem then than with CG. I just flat banned evil alignments as a kid, and since then I can't remember an issue I had with someone who actually openly was playing CE... actually no... that was NE and they merely postured about betraying the party it was the non-Evil pixie** that started the fight and the CE sorcerer who played the hero in it.

    **If you're a 1 hit die pixie do not pick a fight with a shadow dragon able to automatically kill you as a standard action, it's a bad idea.
    How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by NeoPhoenix0 View Post
    How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.
    Yeah... Which kinda is what he portrayed to be a problem. Just depends on how your conscience works, I guess...

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by NeoPhoenix0 View Post
    How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.
    aka you are more religious then your deities and angel and you can smite it here is my description to chaotic good

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by NeoPhoenix0 View Post
    Let's see here, like the fluff. Wait, have I been wearing this fuku so long that it has become a part of me?
    Yes.

    Now that is some good mage armor.
    Worse than Greater Luminous Armor + Blur against Evil creatures until the DR comes online, but yeah it's Good Mage Armor.

    I sound like a tsundere! a very influential tusundere... guess i've been hanging out with snowbluff that long.
    The ability name was a direct quote.

    Ooooooo, overly-complicated random effect. Love it.
    I figured you would.

    and a couple minor bonuses.... wait... I see what you did there. very clever.


    Quote Originally Posted by Dire_Stirge View Post
    Yeah, sucky players can ruin any alignment. Whether it's backstabbing mustache-twirlers or psychotic paladins, all it does is give a bad name to the alignment as a whole.
    The Harmonium didn't help (though the other Lawful factions are among my favorites), they abused sanctify the wicked magical methods to capture creatures and force their alignment to change to Lawful Good so much it made a whole layer of a Lawful Neutral/Lawful Good plane to slide into Mechanus. Though arguably they're as likely to be Good as Neutral.

    I suppose the reasons you give are why I dislike CG too.
    It used to be my favorite alignment. Though whenever I'm Chaotic Good I end up robbing a burning building... in my defense only twice did I start the fire (once was because we'd just had a charmed enemy telling us that the mayor was their boss and found that the only other exit from the dungeon than the one monsters were emerging and attacking the town from went straight into the mayor's basement...)

    Actually one of those times I wasn't necessarily CG we couldn't pin it down between CG, CN (because he did heroics out of belief that there'd be karmic rewards), or LN (because he believed that the universe did and should follow certain structural laws above and beyond those of physics, and that these metaphysical laws should not only be obeyed but actively encouraged). He just happened to believe his place in cosmic law was as the dashing swashbuckling bravado and lady's man (he wasn't very good at it). His sheet listed him as Chaotic Alcoholic.

    Mine are inevitables and formians (ain't I predictable?), though I can't help but admit modrons are awesome.
    I never really liked the inevitables or formians, but I was introduced to the latter when 3.0 came out and they replaced the modrons with them and I hated the formians for that. Then inevitables appeared in Manual of the Planes to again replace the morons I was a kid, it made me angry.

    Oooh we need to do GiantITP regulars as inevitables at some point.

    But being 100% serious LN is not my least favorite alignment, I'm more interested in playing it than CE for example, and I've never wanted to get rid of it (I've contemplated getting rid of CG and LE before mostly because I've seen too many people play them as 'I'm usually Good but Evil when convenient'). Lawful Neutral at least I can point to the player and go 'the player would be causing this problem in a system without alignment'. It is my least favorite Lawful alignment, but that's because I prefer heroic heroes of heroism and dastardly villains of Machiavellian dastardliness.

    Quote Originally Posted by NeoPhoenix0 View Post
    How do you mess up CG? it's simple. You are good and you won't let silly laws and social bull get in the way of following your conscience.
    By trying to argue that if something is Chaotic it doesn't matter if it's Evil it's still CG (no, robbing peasants is not a Good act, no actively attacking the party because they don't want you to be party leader is not a Good act*). The players would have been problems regardless of alignment. It's the same way people mess up CN.

    *Actually one of them caused this problem as LG when he declared himself the mayor of a town by force**, but by the point they caused it they didn't try and justify it with their alignment and took the change to CE in stride that time.

    **This led to his angry mob turning on him, his barricading himself in the mayor's office while they burnt it down, and my character robbing the burning mayor's office to give the money he could find to the peasantry.
    Last edited by Zaydos; 2016-10-01 at 01:23 PM.
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by illyahr View Post
    For your viewing pleasure:

    Frostscape of Absolute Zero (Snowbluff)
    Vestige Level: 8
    Binding DC: 30
    Ooh nice. It's a little weak for an 8th level, but I like the flavor.

    the Aura needs to be renamed, too. It doesn't function like an aura, does it?

    Quote Originally Posted by Zaydos View Post
    Artifice, Community, Rune, Scalykind (Dragon), Creation apparently.
    Oh right. Hahaha!
    Last edited by Snowbluff; 2016-10-01 at 02:29 PM.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Khadgar, Master of the House
    Vestige Level: 3rd
    Binding DC: 20

    Legend: Khadgar was once a powerful nobleman who liked to keep his dealings in order. He was very precise when it came to his work and expected his home to be the same, or risk his displeasure. His servants all wore uniforms that had to be pressed and neat and his home had to be kept so as well. During a daily inspection of his house, he noticed that he didn't recognize one of his servants. This was unusual by itself as his thorough nature kept him up to date on everyone who worked for him. Upon questioning, it turned out that the "new servant" was, in fact, a servant of Asmodeus, who had heard of Khadgar's precision in all things and had decided to test him to see if he would make a worthy lieutenant. To sweeten the deal, Asmodeus gave Khadgar a bit of his dark power. However, Khadgar refused, stating that he was no one's servant and that Asmodeus had interfered with the running of his house. Asmodeus, to his displeasure, discovered that the power he had given Khadgar had taken root in someone who was almost a devil himself and would not return. To prevent such a being becoming a full devil and threatening his reign, Asmodeus banished Khadgar to realms uncharted, never to threaten him.

    Manifestation: Khadgar himself does not appear, as you do not have an appointment. Instead, the image of an incorporeal maid appears to relay your request to her master.

    Sign: No matter what you are wearing, minor cosmetic changes appear to make it always seems to look reminiscent of either a maid or butler uniform.

    Influence: You always stand straight and at attention. Every movement is measured and precise, with no wasted movements.

    Special Requirements: Khadgar refuses to answer unless you make your request precisely on the hour.

    Granted Abilities:
    Dark Gift of Asmodeus (Su): Add half your binder to your warlock levels to determine the level of your Eldritch Blast. If you have no levels in warlock, you are treated as a warlock of half your binder level for the purpose of determining your eldritch blast power.

    Quiet in the Ranks (Su): You can unleash a rebuke that stuns all opponents in a 20' burst centered on yourself. All enemies in the area must make a Will save (DC 10 + 1/2 your effective binder level + your Charisma modifier) or be stunned for 1d4 rounds. You can use this ability once every 5 rounds.

    Of All He Surveys (Ex): Due to his forceful and commanding nature, Khadgar bestows a bonus on Diplomacy, Intimidate, and Sense Motive checks equal to half your effective binder level.

    Dark Servant: While Khadgar is bound, you attract the service of a supernatural servant. This servant takes the appearance of a creature of your race, dressed in a maid or butler outfit. It otherwise functions as an unseen servant except that it can move up to 10 times your effective binder level in weight.

    Aura of Authority (Sp): It is difficult for people to show aggression towards you. This functions as the sanctuary spell except as noted. Whenever someone tries to make a hostile action toward you (an attack, a hostile spell, etc.) they must make a Will save (DC 11 + your Charisma modifier) or fail to act. This effect is always active and does not deactivate if you attack.

    Improved Bind Vestige: Anyone with the Improved Bind Vestige feat can bind Khadgar. You gain the ability Of All He Surveys while Khadgar is bound. If you have Practiced Binder, you also gain the Dark Servant ability.

    Quote Originally Posted by Snowbluff View Post
    Ooh nice. It's a little weak for an 8th level, but I like the flavor.

    the Aura needs to be renamed, too. It doesn't function like an aura, does it?
    Whoops, that aura was supposed to be an "each round" kind of thing. Also, the morale bonus is based on how much damage you do, so you could theoretically keep increasing it if you keep dealing higher amounts of damage (which applies to all of your abilities, since they are damage rolls also). 'Come Here, My Pet' allows you to kite a target into your ice aura since the compulsion only ends during the turn after they are next to you. If you move before then, they have to keep moving also. Phrased the wording of each to make them clearer.
    Last edited by illyahr; 2016-10-01 at 03:31 PM.
    See my Extended Signature for my list of silly shenanigans.

    Anyone is welcome to use or critique my 3.5 Fighter homebrew: The Vanguard.

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Permission, of course.

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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by GrayDeath View Post
    Hmmm, even if I am not yet big enough (^^), I am giving my permission.
    After all, I am OLD enough at least. ^^
    Bifrons, Carrier of the Gray Death (GrayDeath)


    Bifrons was a pit fiend bard who betrayed Hell for power from an even older evil. He grants those who bind him the power of the Gray Death which wasted him away, and the music of the Eternal Song which gave him his power to challenge the Lords of the Nine themselves.

    Vestige Level: 6th.
    Binding DC: 25.

    Legend: Bifrons was a pit fiend of great power and ambition. Determined to push himself beyond the rank of pit fiend and into the ranks of the nobility of Hell he worked to form his own little barony within Cania. Ambitious and cunning, Bifrons knew he needed power from the outside to rise, no one can truly do it on their own merits alone. He was not favored by Mephistopheles and had been assigned to that schemer, so support from above was not an option, and Mephistopheles was far more secure than Zariel so following in Belís footsteps of betrayal was not an option; besides Bel was assigned to the front lines of the Blood War and the Lords of the Nine only accepted him because he kept the Blood War at bay from Avernus, it was not an option on the lower layer of Cania. Instead Bifrons looked for support from outside of Baator. He sought out an ancient existence, an entity of sorts which had existed since before the Great Wheel itself and which had seen its own powers turned against it when it and its kin had tried to reclaim the Great Wheel to the Chaos which came before. Bifrons petitioned this existence, the Eternal Song, and became its devotee and carrier back into the Great Wheel.

    As vessel of the Eternal Song Bifrons rose in power, known as the Singing Fiend, his song seemed to bind even the cold, steely hearts of the Baatezu, and he began to truly suspect that he might in fact be able to overthrow Mephistopheles. He was wrong. The Lord of the 8th clashed with Bifrons and the archfiendís hellfire burned Bifrons to the ground. Mephistopheles demoted Bifrons and cast his soul stuff into the hellfire of Cania, but Bifrons crawled back forth. He was a pit fiend, he had survived the 1000 years in the fire pit before when a mere gelugon, now demoted to nupperibo he was still not to be dismayed so easily. The Eternal Song sustained him, and reinforced his sense of identity, and still singing its profane refrains Bifrons emerged from the hellfire pit as a pit fiend once more.

    Asmodeus intervened now. While the civil war in Mephistophelesís domain had been one thing, the Lord of the Nine would not allow the Eternal Song the foothold in Baator it sought, not for long. He banished Bifrons from Baator and the pit fiend found himself utterly incapable of returning there, but that was not all he did, he infected Bifrons with the Gray Death, a horrible disease made by the Oinoloth at Asmodeusís request. This purest strain was too much for any power short of a Power to heal him of, and only the Eternal Song kept Bifrons from wasting away entirely to nothing. He wandered the planes, carrying the fiendish disease across the Great Wheel, even as his own powers waned more and more. Eventually, hope abandoned, Bifrons wandered into the wastes of Oinos, never to be seen again until he was discovered by binders as a vestige.

    Sign: Your skin turns dark gray, pieces of flesh peeling away from sores as pustules form across your body.

    Influence: While under Bifronsís influence you are unable to directly act against the forces which serve the Ancient Ones/Great Old Ones, and similar primordial beings that predate the birth of the world. Bifrons also requires you to attack any victory dragon you see on the extreme off chance you see one.

    Granted Powers:

    Disease Sense: You are able to sense the presence of diseases within 60 ft including what disease they are, whether they are in a creature or object, and the location of that patch of disease. This allows you to detect diseased creatures within range as if with blindsense. You may detect the Gray Death at a much further distance, up to 60 miles without needing line of effect.

    Hellfire Accompaniment: As a standard action you can create a number of miniature instruments made of hellfire equal to 1 plus your Charisma modifier (minimum 1), these fiery instruments float around you and provide bright illumination out to 10 ft per instrument. These instruments play music at your direction, allowing you to use them to make Perform checks (using any instrumental perform), perform hands free bardic music (you still must take any normal actions), or accompany the playing of you or another creature offering a bonus on a Perform check equal to the number of instruments. Dismissing your hellfire accompaniment is a move action.

    Songs of Hell: By playing a song of Hellish power you can grant your allies a variety of benefits. You must play this song for 1 minute and cannot play other special songs during this time; you may play this song indefinitely on the instruments granted by your Hellfire Accompaniment and it takes no action to play although you must spend a full-round action to begin. You must play the song loudly and proudly, a muted song loses its effect until played at full blast for 1 minute. Once you have played for 1 minute allies within 60 ft of you gain some benefit based upon the tune you currently play, but only if theyíve heard at least 1 minute worth of the song within the last 10 minutes (this needs not have been 1 continuous minute of song, and they need not have been within 60 ft if they could hear it). Although it takes no action to continue to play the song it takes a standard action to switch tunes and once you have switched tune you cannot do so again for 5 rounds. The tunes available to you through this ability are:

    • Ballad of Hellfire: By playing this tune you grant allies the power to channel hellfire through their weapons. When you play this tune allies within 60 ft of you find their weapons wreathed in hellish flames. These fires do not burn them, but they add 2 + Ĺ your Charisma modifier hellfire damage to each weapon attack they make. This damage coming from hellfire is not reduced by DR, or energy resistance. Allies benefiting from this effect also find that their weapons provide light as torches.
    • Eternityís Refrain: By playing this tune you grant allies a fraction of the Eternal Songs resilience and endurance. When you play this tune allies within 60 ft of you gain 2 temporary hit points at the beginning of each of their turns (these temporary hit points last indefinitely but do not stack with other temporary hit points including those granted by this ability) and the benefits of the Endurance feat.
    • Flight of the Erinyes: By playing this tune you grant allies a sense of fearlessness and the blessing of victory as they march forward. When you play this tune allies within 60 ft of you add your Charisma modifier as a morale bonus on saves versus fear or disease, and they gain a +2 morale bonus to AC.
    • Song of Lies: By playing this tune you grant allies the power to lie and deceive. When you play this tune allies within 60 ft of you may use your Charisma modifier in place of their own for Bluff and Disguise checks. In addition while you play this tune you may use Perform in place of Bluff, and may make a Perform check as a standard action to distract creatures which can hear and see you to allow your allies to hide even if observed (by these distracted creatures) for 1 round. This is an opposed Perform vs Sense Motive check.
    • Vampireís Anthem: By playing this tune you grant allies the power to draw life from those they kill. When you play this tune allies (including yourself) within 60 ft of you gain the following benefits: Whenever they kill a creature they heal hit points equal to twice its hit dice, and whenever they make a successful melee attack against a creature which poses a direct threat to themselves or you in an immediate way they regain 2 hp.
    • Wolfpack Hymn: By playing this tune you can grant allies improved mobility on the battlefield. When you play this tune allies within 60 ft of you find that they may move up to 10 ft (but no greater than their speed Ė 5ft) as a swift action.


    Touch of the Gray Death: With a touch you can afflict a creature with the Gray Death. The target must make a Fortitude save or contract the baleful, supernatural disease. Immunity to disease does not prevent the Gray Death with the exception of a good aligned paladinís Divine Health or other immunity which represents a good-aligned blessing from a higher power (not merely being an angel) and is Ex or Su, creatures without Constitution scores also remain immune; bonuses to saves versus disease also do not apply unless from one of the aforementioned sources (bonuses to saves or Fort saves in general still apply). If they fail they contract the disease with an immediate onset time and take 1d4 ability damage to each ability; this damage replaces the Gray Deathís normal damage even for subsequent days. If a creature contracts the Gray Death from one you have infected they use the Gray Deathís normal ability damage and save DC or those of your Touch of the Gray Death ability whichever are lower. If your binder level is or higher it deals 1d6 damage to each ability score instead, this increases further to 1d8 at , 1d10 at , and 2d6 at 20th. Gray Death inflicted with this ability can only be cured by a Remove Disease (or other magical healing) with a caster level at least equal to your binder level, those that contract it second hand use either this minimum caster level or 8th whichever is lower; non-Good creatures treat their CL as 2 lower for the purpose of removing this disease. Once you have used this ability you cannot use it again for 5 rounds.

    Spoiler: The Gray Death
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    The Gray Death is no natural disease. Created on Oinos specifically to infect fiends. The Gray Death causes a creatures flesh to take a strange, dark gray coloration, even as sores and pustules form across their body. A diseased creature is contagious, through contact with diseased fluids or flesh. While infected with the Gray Death the creature becomes unaffected by Conjuration (Healing) spells unless a DC 20 Caster Level check (a non-Good creature suffers a -2 penalty to this check) is made and cannot naturally heal hit point damage (including fast healing; regeneration is unaffected). The Gray Death does not heal naturally and can only be cured through the application of magical means. Even then it requires a CL of 8th or higher and a DC 20 Caster Level check; non-Good creatures treat their CL as 2 lower for the purpose of removing this disease.

    The Gray Death has an onset period of 1d4 days, deals 1d6 damage to each ability score when it inflicts damage, and has a Fort save DC of 22.


    Vessel of the Eternal Song: When you would take damage that would reduce you to 0 or lower hit points or fail a save against a death effect you may call upon Bifronsís connection to the Eternal Song. Make a Perform check and reduce the damage dealt by that amount, or if you had failed a save compare the Perform result to the save DC and if the Perform result matches or exceeds the DC you are considered to have succeeded the save. Your Hellfire Accompaniment applies to this ability. Once you use this ability you must wait 5 rounds before using it again.

    For Contractors: Plague Viper (Doomsayer Invocation).
    Last edited by Zaydos; 2016-10-02 at 12:51 AM.
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    Zaydos.... have i mentioned that i love you?
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