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  1. - Top - End - #181
    Titan in the Playground
     
    Zaydos's Avatar

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

    Marlowe, Planar Conquerer


    Marlowe was a would be planar conqueror who attacked the planes with an army of constructs powered by the souls of mystical maidens. They grant their binder the ability to draw upon planar energies in the form of powerful armors.
    Vestige Level: 7th.
    Binding DC: 30.

    Legend: Marlowe was a mortal who dreamed of seizing power. With their fleet of helm equipped vessels they consolidated power in their native Crystal Sphere and enslaved its population of mystically blessed maidens, using them to power machines of war, massive constructs. With these machines Marlowe declared war upon the Planes themselves.

    The invasion landed Marlowe in the middle of the Upper Planes, a fleet of Spelljamming vessels equipped with powerful constructs which seemed poise to ruin the idyllic peace of Elysium. The guardinals proved outmatched as the force looted and pillaged as it went. The archons and eladrin rushed to the aid of their celestial brethren and in the eternal battlefield of the Lower Planes the Blood War lessened as both sides took advantage of the chaos in the Upper Planes to work their own agendas in the celestial realms.

    In the end however a force managed to release five of the mystical maidens from Marlowe’s control and the five battled with the would be emperor using the conqueror’s own construct juggernauts and Marlowe was forced to try and flee back to his home plane but in the midst of his retreat Marlowe’s flagship was damaged causing it to break up between planes. Only fragments of the vessel were found on the Prime or Bytopia where the final battle had taken place, and Marlowe herself was never found again.

    Manifestation: Marlowe manifests as a miniature, iron spelljamming vessel which flies up out of the seal. It projects the image of the head of some spider-creature with black chitin which speaks with the binder making the pact.

    Sign: Any clothes you wear become colored based upon your planar aspect. Green with Baator, Blue with Celestia, Red with Arborea, Lavender with Abyss, and White with Lagrange Point.

    Influence: While under Marlowe’s influence you must take any opportunity that presents itself to safely expand your power and influence.

    Granted Powers: Marlowe grants those who bind them the power to draw upon planar connections, and summon powerful suits of mystical armor connected with these forces.

    Planar Aspect: While Marlowe is bound their binder may spend 1 minute to select their planar aspect. All other abilities of Marlowe are based upon their currently selected planar aspect and each planar aspect grants a suite of abilities. The aspects are Abyss, Arbora, Baator, Celestia and Lagrange Point. Once chosen you may change this choice at any time by spending 1 minute of concentration.

    Abyss Planar Aspect:When you have the Abyss Planar Aspect you gain the ability to don the mobility assisting z’gok armor, strike down the righteous, and release nauseating odors.
    • Abyss Power, Make Up!: At will as a full-round action, you can shout out ‘Abyss Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of lavender armor with powerful claws, and black markings. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +0 max Dexterity, ACP -10, and Arcane Spell Failure 50% but is considered weightless. You suffer a -4 penalty to attacks not made with natural weapons while wearing this armor, however you gain a pair of claw attacks which deal 2d8 + Strength damage per hit (if medium sized). In addition while the Z’Gok Suit is worn you gain a climb speed of ½ your land speed, a swim speed of ½ your land speed, and a burrow speed of 5 ft which allows you to leave tunnels and burrow through solid stone. The Z’Gok Suit’s Armor Check Penalty does not apply to Climb or Swim checks. The Z’Gok Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

      You can dismiss the armor with another full-round action.
    • Nauseating Aroma: As a standard action you may release a nauseating stench. Living creatures within 20 ft when you use this ability must make a Fortitude save or be nauseated for 1d4 rounds. In addition for 1 round creatures which end their turn within 20 ft of you must make a Fortitude save or be sickened for 1d4 rounds. Once you use this ability you may not use it again for 5 rounds.
    • Smite Good: You can attempt to smite a good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not good, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Arborea Planar Aspect:

    • Arborea Power, Make Up! At will as a full-round action, you can shout out ‘Arborea Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of blue armor with white legs, upper arms, and head, and red markings[/url]. You are automatically proficient in this armor, and it grants a +11 armor bonus to AC, +0 max Dexterity, ACP -8, and Arcane Spell Failure 50% but is considered weightless. The Double Zeta Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the High Mega Cannon, and Sky Charge abilities when this armor is donned.

      You can dismiss the armor with another full-round action.
    • High Mega Cannon: As a full-round action you may release the high mega cannon from the chest plate of the Double Zeta Armor. This takes the form of a line 20 ft long per binder level which deals 2d4 untyped magical damage per binder level to all creatures within it. A Reflex save is allowed to halve this damage. However using this ability is not without its own backlash as the binder takes 2 damage per binder level themselves. Once this ability has been used you cannot use it again for 5 rounds.
    • Liberty of Chaos: While the Arborea Planar Aspect is active you can act normally regardless of magical (and supernatural) effects that impede movement as if you were affected by the spell freedom of movement. This has no effect on non-magical effects that impede movement or grappling.
    • Sky Charge: While donning the Double Zeta Armor you may fly up to twice your land speed (perfect maneuverability) as a move action, but you must land at the end of this movement. You cannot run with this movement, or charge.
    • Smite Law: You can attempt to smite a lawful creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not lawful, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Baator Planar Aspect: The Baator Planar Aspect allows you to don the Zaku Suit, strike down those who hold Chaos in their heart, work better in a team, and strike fear into the heart of others.
    • Baator Power, Make Up! At will as a full-round action, you can shout out ‘Baator Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of green armor with a single eye-slit, a breath mask, and single spiked pauldron[/url]. You are automatically proficient in this armor, and it grants a +6 armor bonus to AC, +4 max Dexterity, ACP -3, and Arcane Spell Failure 20% but is considered weightless. The Zaku Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. While worn you gain the ability to See in Darkness (as the baatezu ability), immunity to inhaled poisons, nauseating scents, Stinking Clouds and similar effects, as well as the ability to breathe water as easily as air.

      You can dismiss the armor with another full-round action.
    • Baatorian Demoralization: When you successfully demoralize a creature it suffers an additional -2 penalty to attack, damage, AC, saving throws, skill and ability checks for 1 round.
    • Formation Fighter: While in the Baator Aspect you gain a +1 profane bonus to AC and saves if you have a small or larger ally adjacent to you, this increases by +1 per 2 allies beyond the first adjacent to you to a maximum of +5.
    • Hellish Flanker: While in the Baator Aspect you and allies you flank with gain an additional +2 to hit when flanking, and deal bonus damage equal to your Charisma modifier.
    • Smite Chaos: You can attempt to smite a chaotic creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not chaotic, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Celestia Planar Aspect: While in the Celestia Planar Aspect you can don the Gundam Armor with its beam swords and inspiring presence, and you gain superhuman reflexes and the ability to strike down evil.

    • Celestia Power, Make Up! At will as a full-round action, you can shout out ‘Celestia Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of white armor with a blue breastplate. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +4 max Dexterity, ACP -2, and Arcane Spell Failure 10% but is considered weightless. The Gundam Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the Beam Swords ability while wearing this Gundam Armor, and do not gain the Inspiring Presence ability without wearing it either.

      You can dismiss the armor with another full-round action.
    • Beam Swords: While donning the Gundam Suit you gain a pair of energy swords. These swords vanish if you drop them, reappearing on your person 1 round later. Each of these swords can be wielded as a manufactured weapon and deals 1d6 damage per 4 binder levels. These beam swords ignore DR overcome by materials, Good, Law, or magic.
    • Inspiring Presence: While donning the Gundam Suit you and allies within 30 ft of you gain a +1 morale bonus to Charisma based skill checks and saves against Fear and Compulsion effects per 4 binder levels, and ½ this bonus to attack rolls and weapon damage rolls.
    • Newtype Reflexes: While in the Celestia Aspect you gain Combat Reflexes as a bonus feat and the benefits of the Uncanny Dodge special ability. In addition by forgoing one of your attacks of opportunity next round you may take an immediate action when flat-footed (you still must be aware of the effect in some way).
    • Smite Evil: You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Lagrange Point Planar Aspect: While some argue that whatever a Lagrange Point is it is most likely not another plane of existence and therefore should not be considered a Planar Aspect, most binders are content to lump whatever it is in with the other four planar aspects for simplicity’s sake. While in the Lagrange Point Planar Aspect you gain the ability to don the telekinesis augmenting Qubeley Suit, maintain a psionic focus, communicate telepathically, and aid your allies from afar.
    • Lagrange Point Power, Make Up!: At will as a full-round action, you can shout out ‘Lagrange Point Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of white armor with massive pauldrons, purple on its breastplate, and pink markings. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +2 max Dexterity, ACP -7, and Arcane Spell Failure 40% but is considered weightless. You may only use the Funnels and Funnel Barrage abilities when wearing the Qubeley Suit. The Qubeley Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

      You can dismiss the armor with another full-round action.
    • Funnels: While wearing the Qubeley Suit you gain 1 small weapon/2 binder levels that launch from your armor. These weapons move independently of yourself flying as if animated, and are considered 2 size categories smaller than you, and you may move each of them 10 ft as a free action 1/round or 30 ft as part of a move action. You may attack or full attack with these weapons as if they were in your hands but you have additional limitations. They each may only attack creatures within a range of them based upon your unarmed reach and do not threaten squares for the purposes of attacks of opportunity (they cannot flank). You are limited to your normal attacks per round with a single weapon in total attacks with these weapons (there are ways around this, see below), although you do not need to make all attacks with a single weapon you may make attacks with multiple of these weapons. Alternatively you may use two funnels as if you were wielding two weapons, in this case you make all attacks you could while wielding two weapons (such as attacks from greater two-weapon fighting feat), but may only use the two specific funnels as the increased focus to use them simultaneously strains your mind. You may also use a single funnel when attacking with weapons you wield more traditionally, in which case you suffer the normal penalties for wielding multiple weapons but you may wield it in addition to however many weapons you may normally wield.

      Regardless of whether you perform an attack, full attack, or two weapon fighting full attack with your funnels, or full attack which includes a funnel as an additional weapon you use your Charisma modifier in place of your Strength modifier for attack and damage with your funnels as you do not wield them physically but through sheer strength of resolve and spirit; they do not suffer reduced damage for being used as an off-hand weapons.

      Funnels deal 1d8 piercing damage if you are medium sized (1d6 for small, 2d6 for large) with 18-20/x2 critical threat range and an enhancement bonus to attack and damage of +1/6 binder levels; funnels overcome DR as if magic. Funnels have an AC of 10 + 5 armor + 5 deflection + size + a Dex modifier equal to your Cha modifier. They may be attacked as if they were a construct creature but have hardness of 10 plus your binder level and 2 hp/binder level. If a funnel is destroyed it automatically reforms 5 rounds later. You may only control your funnels within 10 ft of you per binder level, beyond this range they blink out of existence, reforming as if destroyed.
    • Funnel Barrage: As a standard action you may have your funnels move in a blinding barrage. Each active funnel you possess (currently destroyed funnels do not attack) can move anywhere within their range (200 ft of you) and then make a single melee attack at your highest attack bonus before returning to your side or a square of your choice within 30 ft of you. Once you have used this ability you cannot use it again for 5 rounds.
    • Newtype Focus: While you have this planar aspect active you for the purposes of abilities that require you to maintain (as opposed to expend) your psionic focus you are always considered to have a psionic focus. You still must have a normal psionic focus to expend it to fuel an ability. You also gain the Psionic subtype if you did not have it already.
    • Thought Wave Communication: You gain telepathy with a range of 10 ft/binder level. In addition you may use the aid another action to assist creatures which you are within mental communication with through this ability as a swift action and without needing to be adjacent to them. You may only assist a creature’s AC, attack roll, or mental skill check which is deemed applicable for Aid Another.


    For Contractors: Planar Seal (see spoiler)

    Spoiler
    Show
    Planar Seal: 6th Level
    For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
    You and up to ½ your Charisma bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.


    Vestige Mastery - Marlowe [General]
    You have a greater connection to the planes through their would be conqueror allowing you to connect to two at once.
    Prerequisites: Favored Vestige (Marlowe), Knowledge (the Planes) 18 ranks.
    Benefit: While you have Marlowe bound you may have two Planar Aspects granted by her at once. You may still only don one suit of armor at once, though if you summon a new one the old one is automatically dismissed. In addition when wearing a suit of armor granted by Marlowe's various Planar Aspect Power, Make Up! abilities you gain an additional armor enhancement based upon the armor worn. When wearing the Z'gok Suit it gains the Vanishing armor enhancement, when wearing the Double Zeta Suit it gains the Aporter enhancement, when wearing the Zaku Armor it gains the Fearsome enhancement, when wearing the Gundam Armor it gains the Soulfire enhancement (BoED), and when wearing the Qubeley Armor it gains the Reflecting enhancement. Note that abilities with daily uses are not recharged if you dismiss the armor and resummon it, but still expended.
    Last edited by Zaydos; 2016-10-06 at 04:33 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)

  2. - Top - End - #182
    Firbolg in the Playground
     
    Marlowe's Avatar

    Join Date
    Apr 2007
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    NO LONGER IN CHINA!

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

    Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!

    Link to the Zaku image doesn't seem to be working.

  3. - Top - End - #183
    Troll in the Playground
    Join Date
    Dec 2013
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    turkey
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Marlowe, Planar Conquerer


    Marlowe was a would be planar conqueror who attacked the planes with an army of constructs powered by the souls of mystical maidens. They grant their binder the ability to draw upon planar energies in the form of powerful armors.
    Vestige Level: 7th.
    Binding DC: 30.

    Legend: Marlowe was a mortal who dreamed of seizing power. With their fleet of helm equipped vessels they consolidated power in their native Crystal Sphere and enslaved its population of mystically blessed maidens, using them to power machines of war, massive constructs. With these machines Marlowe declared war upon the Planes themselves.

    The invasion landed Marlowe in the middle of the Upper Planes, a fleet of Spelljamming vessels equipped with powerful constructs which seemed poise to ruin the idyllic peace of Elysium. The guardinals proved outmatched as the force looted and pillaged as it went. The archons and eladrin rushed to the aid of their celestial brethren and in the eternal battlefield of the Lower Planes the Blood War lessened as both sides took advantage of the chaos in the Upper Planes to work their own agendas in the celestial realms.

    In the end however a force managed to release five of the mystical maidens from Marlowe’s control and the five battled with the would be emperor using the conqueror’s own construct juggernauts and Marlowe was forced to try and flee back to his home plane but in the midst of his retreat Marlowe’s flagship was damaged causing it to break up between planes. Only fragments of the vessel were found on the Prime or Bytopia where the final battle had taken place, and Marlowe herself was never found again.

    Manifestation: Marlowe manifests as a miniature, iron spelljamming vessel which flies up out of the seal. It projects the image of the head of some spider-creature with black chitin which speaks with the binder making the pact.

    Sign: Any clothes you wear become colored based upon your planar aspect. Green with Baator, Blue with Celestia, Red with Arborea, Lavender with Abyss, and White with Lagrange Point.

    Influence: While under Marlowe’s influence you must take any opportunity that presents itself to safely expand your power and influence.

    Granted Powers: Marlowe grants those who bind them the power to draw upon planar connections, and summon powerful suits of mystical armor connected with these forces.

    Planar Aspect: While Marlowe is bound their binder may spend 1 minute to select their planar aspect. All other abilities of Marlowe are based upon their currently selected planar aspect and each planar aspect grants a suite of abilities. The aspects are Abyss, Arbora, Baator, Celestia and Lagrange Point. Once chosen you may change this choice at any time by spending 1 minute of concentration.

    Abyss Planar Aspect:When you have the Abyss Planar Aspect you gain the ability to don the mobility assisting z’gok armor, strike down the righteous, and release nauseating odors.
    • Abyss Power, Make Up!: At will as a full-round action, you can shout out ‘Abyss Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of lavender armor with powerful claws, and black markings. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +0 max Dexterity, ACP -10, and Arcane Spell Failure 50% but is considered weightless. You suffer a -4 penalty to attacks not made with natural weapons while wearing this armor, however you gain a pair of claw attacks which deal 2d8 + Strength damage per hit (if medium sized). In addition while the Z’Gok Suit is worn you gain a climb speed of ½ your land speed, a swim speed of ½ your land speed, and a burrow speed of 5 ft which allows you to leave tunnels and burrow through solid stone. The Z’Gok Suit’s Armor Check Penalty does not apply to Climb or Swim checks. The Z’Gok Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

      You can dismiss the armor with another full-round action.
    • Nauseating Aroma: As a standard action you may release a nauseating stench. Living creatures within 20 ft when you use this ability must make a Fortitude save or be nauseated for 1d4 rounds. In addition for 1 round creatures which end their turn within 20 ft of you must make a Fortitude save or be sickened for 1d4 rounds. Once you use this ability you may not use it again for 5 rounds.
    • Smite Good: You can attempt to smite a good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not good, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Arborea Planar Aspect:

    • Arborea Power, Make Up! At will as a full-round action, you can shout out ‘Arborea Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of blue armor with white legs, upper arms, and head, and red markings[/url]. You are automatically proficient in this armor, and it grants a +11 armor bonus to AC, +0 max Dexterity, ACP -8, and Arcane Spell Failure 50% but is considered weightless. The Double Zeta Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the High Mega Cannon, and Sky Charge abilities when this armor is donned.

      You can dismiss the armor with another full-round action.
    • High Mega Cannon: As a full-round action you may release the high mega cannon from the chest plate of the Double Zeta Armor. This takes the form of a line 20 ft long per binder level which deals 2d4 untyped magical damage per binder level to all creatures within it. A Reflex save is allowed to halve this damage. However using this ability is not without its own backlash as the binder takes 2 damage per binder level themselves. Once this ability has been used you cannot use it again for 5 rounds.
    • Liberty of Chaos: While the Arborea Planar Aspect is active you can act normally regardless of magical (and supernatural) effects that impede movement as if you were affected by the spell freedom of movement. This has no effect on non-magical effects that impede movement or grappling.
    • Sky Charge: While donning the Double Zeta Armor you may fly up to twice your land speed (perfect maneuverability) as a move action, but you must land at the end of this movement. You cannot run with this movement, or charge.
    • Smite Law: You can attempt to smite a lawful creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not lawful, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Baator Planar Aspect: The Baator Planar Aspect allows you to don the Zaku Suit, strike down those who hold Chaos in their heart, work better in a team, and strike fear into the heart of others.
    • Baator Power, Make Up! At will as a full-round action, you can shout out ‘Baator Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of green armor with a single eye-slit, a breath mask, and single spiked pauldron[/url]. You are automatically proficient in this armor, and it grants a +6 armor bonus to AC, +4 max Dexterity, ACP -3, and Arcane Spell Failure 20% but is considered weightless. The Zaku Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. While worn you gain the ability to See in Darkness (as the baatezu ability), immunity to inhaled poisons, nauseating scents, Stinking Clouds and similar effects, as well as the ability to breathe water as easily as air.

      You can dismiss the armor with another full-round action.
    • Baatorian Demoralization: When you successfully demoralize a creature it suffers an additional -2 penalty to attack, damage, AC, saving throws, skill and ability checks for 1 round.
    • Formation Fighter: While in the Baator Aspect you gain a +1 profane bonus to AC and saves if you have a small or larger ally adjacent to you, this increases by +1 per 2 allies beyond the first adjacent to you to a maximum of +5.
    • Hellish Flanker: While in the Baator Aspect you and allies you flank with gain an additional +2 to hit when flanking, and deal bonus damage equal to your Charisma modifier.
    • Smite Chaos: You can attempt to smite a chaotic creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not chaotic, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Celestia Planar Aspect: While in the Celestia Planar Aspect you can don the Gundam Armor with its beam swords and inspiring presence, and you gain superhuman reflexes and the ability to strike down evil.

    • Celestia Power, Make Up! At will as a full-round action, you can shout out ‘Celestia Power, Make Up!’ to summon a suit of medium armor, which appears about your body in the form of a full suit of white armor with a blue breastplate. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +4 max Dexterity, ACP -2, and Arcane Spell Failure 10% but is considered weightless. The Gundam Armor gains a +1 enhancement bonus to AC per 4 effective binder levels. You may only use the Beam Swords ability while wearing this Gundam Armor, and do not gain the Inspiring Presence ability without wearing it either.

      You can dismiss the armor with another full-round action.
    • Beam Swords: While donning the Gundam Suit you gain a pair of energy swords. These swords vanish if you drop them, reappearing on your person 1 round later. Each of these swords can be wielded as a manufactured weapon and deals 1d6 damage per 4 binder levels. These beam swords ignore DR overcome by materials, Good, Law, or magic.
    • Inspiring Presence: While donning the Gundam Suit you and allies within 30 ft of you gain a +1 morale bonus to Charisma based skill checks and saves against Fear and Compulsion effects per 4 binder levels, and ½ this bonus to attack rolls and weapon damage rolls.
    • Newtype Reflexes: While in the Celestia Aspect you gain Combat Reflexes as a bonus feat and the benefits of the Uncanny Dodge special ability. In addition by forgoing one of your attacks of opportunity next round you may take an immediate action when flat-footed (you still must be aware of the effect in some way).
    • Smite Evil: You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.


    Lagrange Point Planar Aspect: While some argue that whatever a Lagrange Point is it is most likely not another plane of existence and therefore should not be considered a Planar Aspect, most binders are content to lump whatever it is in with the other four planar aspects for simplicity’s sake. While in the Lagrange Point Planar Aspect you gain the ability to don the telekinesis augmenting Qubeley Suit, maintain a psionic focus, communicate telepathically, and aid your allies from afar.
    • Lagrange Point Power, Make Up!: At will as a full-round action, you can shout out ‘Lagrange Point Power, Make Up!’ to summon a suit of heavy armor, which appears about your body in the form of a full suit of white armor with massive pauldrons, purple on its breastplate, and pink markings. You are automatically proficient in this armor, and it grants a +8 armor bonus to AC, +2 max Dexterity, ACP -7, and Arcane Spell Failure 40% but is considered weightless. You may only use the Funnels and Funnel Barrage abilities when wearing the Qubeley Suit. The Qubeley Suit gains a +1 enhancement bonus to AC per 4 effective binder levels.

      You can dismiss the armor with another full-round action.
    • Funnels: While wearing the Qubeley Suit you gain 1 small weapon/2 binder levels that launch from your armor. These weapons move independently of yourself flying as if animated, and are considered 2 size categories smaller than you, and you may move each of them 10 ft as a free action 1/round or 30 ft as part of a move action. You may attack or full attack with these weapons as if they were in your hands but you have additional limitations. They each may only attack creatures within a range of them based upon your unarmed reach and do not threaten squares for the purposes of attacks of opportunity (they cannot flank). You are limited to your normal attacks per round with a single weapon in total attacks with these weapons (there are ways around this, see below), although you do not need to make all attacks with a single weapon you may make attacks with multiple of these weapons. Alternatively you may use two funnels as if you were wielding two weapons, in this case you make all attacks you could while wielding two weapons (such as attacks from greater two-weapon fighting feat), but may only use the two specific funnels as the increased focus to use them simultaneously strains your mind. You may also use a single funnel when attacking with weapons you wield more traditionally, in which case you suffer the normal penalties for wielding multiple weapons but you may wield it in addition to however many weapons you may normally wield.

      Regardless of whether you perform an attack, full attack, or two weapon fighting full attack with your funnels, or full attack which includes a funnel as an additional weapon you use your Charisma modifier in place of your Strength modifier for attack and damage with your funnels as you do not wield them physically but through sheer strength of resolve and spirit; they do not suffer reduced damage for being used as an off-hand weapons.

      Funnels deal 1d8 piercing damage if you are medium sized (1d6 for small, 2d6 for large) with 18-20/x2 critical threat range and an enhancement bonus to attack and damage of +1/6 binder levels; funnels overcome DR as if magic. Funnels have an AC of 10 + 5 armor + 5 deflection + size + a Dex modifier equal to your Cha modifier. They may be attacked as if they were a construct creature but have hardness of 10 plus your binder level and 2 hp/binder level. If a funnel is destroyed it automatically reforms 5 rounds later. You may only control your funnels within 10 ft of you per binder level, beyond this range they blink out of existence, reforming as if destroyed.
    • Funnel Barrage: As a standard action you may have your funnels move in a blinding barrage. Each active funnel you possess (currently destroyed funnels do not attack) can move anywhere within their range (200 ft of you) and then make a single melee attack at your highest attack bonus before returning to your side or a square of your choice within 30 ft of you. Once you have used this ability you cannot use it again for 5 rounds.
    • Newtype Focus: While you have this planar aspect active you for the purposes of abilities that require you to maintain (as opposed to expend) your psionic focus you are always considered to have a psionic focus. You still must have a normal psionic focus to expend it to fuel an ability. You also gain the Psionic subtype if you did not have it already.
    • Thought Wave Communication: You gain telepathy with a range of 10 ft/binder level. In addition you may use the aid another action to assist creatures which you are within mental communication with through this ability as a swift action and without needing to be adjacent to them. You may only assist a creature’s AC, attack roll, or mental skill check which is deemed applicable for Aid Another.


    For Contractors: Planar Seal (see spoiler)

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    Planar Seal: 6th Level
    For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
    You and up to ½ your Charisma bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.


    Vestige Mastery - Marlowe [General]
    You have a greater connection to the planes through their would be conqueror allowing you to connect to two at once.
    Prerequisites: Favored Vestige (Marlowe), Knowledge (the Planes) 18 ranks.
    Benefit: While you have Marlowe bound you may have two Planar Aspects granted by her at once. You may still only don one suit of armor at once, though if you summon a new one the old one is automatically dismissed. In addition when wearing a suit of armor granted by Marlowe's various Planar Aspect Power, Make Up! abilities you gain an additional armor enhancement based upon the armor worn. When wearing the Z'gok Suit it gains the Vanishing armor enhancement, when wearing the Double Zeta Suit it gains the Aporter enhancement, when wearing the Zaku Armor it gains the Fearsome enhancement, when wearing the Gundam Armor it gains the Soulfire enhancement (BoED), and when wearing the Qubeley Armor it gains the Reflecting enhancement. Note that abilities with daily uses are not recharged if you dismiss the armor and resummon it, but still expended.
    Quote Originally Posted by Marlowe View Post
    Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!

    Link to the Zaku image doesn't seem to be working.
    Well only thing to add this is when arcforge publised make a feat so binder manifests the genue mech suit instead of regular armor

  4. - Top - End - #184
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    With that I'm pretty much out of easy targets (well ok I could probably squeeze out another 2-3)... I am tempted go back through and make people as epic vestiges.

    Quote Originally Posted by Marlowe View Post
    Now THAT is really impressive work, and I loved to see the Z'gok turn up. Thanks so much with peppermint sprinkles! When I have conquered this benighted planet; YOU shall be governor of Tahiti!
    Drat, I was hoping for a shiny new Australia. Not just a little Tahiti.

    More seriously, thanks. Z'gok is one of my personal favorites, due in no small part to Dynasty Warriors - Gundam (2) where it's my favorite non-ace mecha. I just enjoy going in there and tearing up in it.

    Link to the Zaku image doesn't seem to be working.
    That'd be because apparently MSword added a hyperlink which unlike bolding copies. Should be fixed now.
    Peanut Half-Dragon Necromancer by Kurien.

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  5. - Top - End - #185
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    I am more of an exia guy and gundam age 2 normal

  6. - Top - End - #186
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    I approve of this idea immensely. It'll be interesting to see how you handle epic after the creativity you've shown.
    Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
    Yes I know it's sarcasm. It's a joke. Pale green is for snarking
    Thread wins: 2

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

    Quote Originally Posted by Segev View Post
    I, Segev Stormlord, a necromancer sound in mind and currently-living body, do hereby grant permission to be depicted in "GitP Regulars as..." threads both past and present for as long as my various states of life and unlife persist. Which had better be "forever," or I'm not doing my job right.
    Segev, Who Escaped Death


    Segev was a powerful necromancer whose fear of mortality was so great that even a lich’s undeath, or god’s immortality, was too fragile in his mind.
    Vestige Level: 5th.
    Binding DC: 25.
    Special Requirement: You may not bind Segev within sight of any dead bodies or unintelligent undead.

    Legend: Segev was an ancient and powerful necromancer. Having already made himself a lich and lived for centuries in that state he began to note that his undead contemporaries had grown fewer and fewer, there were more liches now than when he had begun one certainly, but of his ancient cohort there were but a small fraction left (stories vary from 5 out of 100, 2 to 5 out of 20, or merely Segev out of 5 to 20), the rest had despite their immortality found themselves struck low and destroyed by mortals.

    Segev turned his eyes to godhood, traveling the planes to research a way to become an immortal deity. Surely as a god he could live forever, never fearing again that great ending which would surely one day extinguish even his psyche. What he found was dead gods afloat in the Astral Plane, deities that had been destroyed, and those who had been reborn were changed. He envied their greater immortality, but he also found it lacking. In addition he found small signs that the planes themselves had lived and died, that there were older iterations of reality, the elder age that some of the Ancient Ones, that some of the Elder Evils, that aboleths and draedens, all hailed from. That the planes themselves were in the end mortal filled Segev with contempt and fear.

    He turned then to the Far Realm, that outer existence which seemed perhaps more enduring than the current iteration of reality, but there were signs that it too might change unrecognizably even more quickly perhaps than his reality. Even if it did not its maddening taint would twist his mind entirely and bring about that ego death he feared so much even if his existence continued.

    That was when Segev turned to other places outside of reality and found the Void of the Vestiges. It was stable, stagnant, and unchanging. If the Far Realm’s madness was ultimate chaos, formless and ever shifting, ever twisting and changing, this was ultimate law, it was the stability of the tomb, yet the vestiges still lived and the realm seemed unchanged since even before the formation of the current multiverse save for mortals’ rediscovery of it. The lich Segev then set about capturing the capital city of a then sprawling kingdom and sacrificing all those who lived within it to open a gateway to the Void and still living he stepped within there to remain forever as a vestige.

    Manifestation: Segev manifests in the form of a human skeleton clad in black robes stepping out of a doorway of impenetrable darkness which rises from the middle of his seal. Segev’s bones are covered in gold and encrusted with gems, and a pair of black diamonds fill his eye sockets. Segev attempts to wrangle all the control over his would be binder that he can, seeking to taste life once more.

    Sign: Your eyes become black (unless modified by another sign) gemstones.

    Influence: While under Segev’s influence you become terrified by your own mortality, and will not do anything which puts you into significant mortal danger.

    Granted Powers: Segev grants you a portion of his necromantic prowess, the ability to force the undead to cower, to manipulate and even destroy souls, to control the force of the negative energy plane, to contemptuously punish those who settle with lesser forms of immortality, and to escape death yourself.

    Cage Soul: As a standard action you may touch a dead creature which died within the last 5 rounds and place its soul within a gem worth at least 100 GP per hit die of the targeted creature. While a creature’s soul is sealed in a gem in this way it is trapped, the creature cannot be raised or resurrected without first freeing the soul, and it cannot be reanimated as any form of Intelligent undead. Unbinding Segev does not free a creature’s soul but you may only have one soul caged in this way at a time, and attempting to cage another (within the same gem or a different gem) releases the first sealed soul.

    When you have a soul caged you may hold the gem and concentrate for 1 minute to torture the soul within for information. Doing so requires you to make an Intimidate check (DC 5 + captured creature’s hit dice before death not including negative levels). If you succeed you may ask the creature one question as if with a Speak with Dead spell. You may only torture a soul this way once per 3 binder levels and for every 2 times you torture a soul this way the creature loses 1 level permanently (Greater Restoration and Restoration may restore this level as if it had been level drained), and failed attempts still count against this limit; if a creature’s character level is reduced to 0 this way its soul is destroyed requiring the direct intervention of a deity to reconstitute. You may only interrogate a soul which you have captured during your current pact; once Segev is expelled you can no longer interrogate a soul in this manner even if you rebind him. Also in case it needed to be stated torturing a soul, potentially to destruction, is in fact an evil act.

    Death Storm: As a standard action you may create a series of tiny rifts into the negative energy plane, causing negative energy to leak into the world and siphon life from those within. Living creatures within a 20 ft radius burst within 100 ft take 1d6 negative energy damage per binder level. A successful Will save halves this damage. Creatures within the area healed by negative energy are not healed but take no damage from this effect. If a creature is killed by this effect part of its soul is torn and tattered, sucked into the negative energy plane causing it to require a DC 20 Caster Level check for any attempt to raise or resurrect the target to succeed, on a failure the spell (or effect) and any components used for it are wasted. If you kill 4 or more humanoid creatures with a single death storm the torn soul fragments bind together to form a shadow under your control, this shadow disappears after 1 minute per binder level and lacks the Create Spawn special ability; if you killed 4 or more humanoids with 10 or more hit dice with this ability you may create a wraith instead; it lasts for the same duration and lacks the Create Spawn ability as well. If you killed 4 or more humanoids with 14 or more hit dice with this ability you may create a greater shadow instead; it likewise lacks Create Spawn and lasts 1 minute/binder level. If you killed 4 or more humanoids with 18 or more hit dice with this ability you may create a dire wraith instead; it lacks Create Spawn and lasts for 1 minute/binder level. No matter how many humanoid creatures you kill with this ability you may only create one undead creature with it per use of this ability. Once you have used this ability you cannot use it again for 5 rounds.

    Glare of the Arch-Necromancer: As a standard action you may glare at an undead creature and cause it to cower for 1d4+1 rounds. This is not a mind-affecting effect when used on an undead creature (although it is a fear effect in an exception to the general rule that they are mind-affecting). The target may make a Will save, and on a success they are merely shaken for 1 round. Once you have used this ability you must wait 5 rounds to use it again.

    Reanimator’s Knowledge: While Segev is bound you gain a Competence bonus on Knowledge (religion) checks dealing with the undead equal to +2 + ½ your binder level.

    Removed from Death’s Reach: You gain immunity to death effects and death from massive damage. In addition if you would die from hit point damage you are reduced to -10 hp but remain alive but unconscious for 1 round in which you can be revived through simple hp healing; fast healing, however, does not function when in this state. Similarly if you would die from Constitution damage (or drain, burn, penalty) you are reduced to 0 Con but remain alive but unconscious for 1 round in which you can be revived by healing the Constitution damage.

    Segev’s Contempt: Immortal creatures (here defined as being unable to die from their life span ending) other than (potentially) yourself within 10 ft of you suffer penalties as if they had 2 negative levels. These are not actual negative levels, never result in true level loss, effects which prevent negative levels do not prevent them, and they (and all their effects) vanish instantly if the creature is no longer within 10 ft of you.

    For Contractors: The Dead Walk.

    Vestige Mastery - Segev [General]
    Your connection to Segev grants you an increased mastery over his necromantic prowess.
    Prerequisites: Favored Vestige (Segev), Knowledge (religion) 12 ranks.
    Benefit: You may possess 1 soul trapped with Segev’s Cage Soul ability per 4 effective binder levels, though no more than 1 soul may be placed in the same gem (attempting to place another in the gem expels the previously trapped soul); if you would go over this limit you may choose which soul is released. You also gain a +5 bonus on Intimidate checks to interrogate captured souls. When you use Death Storm it deals 1d8 per binder level instead of 1d6 and may create an undead creature if you kill 3 or more humanoids of the requisite hit dice, and all hit dice requirements for creating more powerful undead are lowered by 2.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Old: My homebrew (updated 9/9)

  8. - Top - End - #188
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Libro View Post
    I've lurked and read the GITP Regulars as (insert thing here) threads a couple times now, so...
    Quote Originally Posted by digiman619 View Post
    Anyone want to make/have their vestige be The Adversary? Then we could have a flavorful connection and have a restriction that the two can't be bound at the same time.
    I'll see what comes of this, but I guess I'll grant permission for use as The Adversary. Psionic blade, other abilities, the works.
    Maybe have him known as "The Adversary" to binders of Magidin, but a different name to those who bind him. "The Adversary" could similarly have an alternate name for Magidin. Also, for the record, my name is the Italian word for book, not the astrological sign Libra with the last vowel swapped.
    I'll bump this ^. It should be something that bespeaks of psionic might. Bonus points for Protoss/Starcraft stuff.
    Azringul, if I'm allowed to suggest a name.


    Also, maybe a tome dragon vestige, Librannon. He was a potent archmage/wizard/etc, and his spirit/power can be summoned from its rest in Bahamut's domain by those of good alignment in times of need. Died happily of old age after guiding/protecting/governing a (mostly) non-human city.

    Thank you in advance ye who accept my most humble requests.
    "Ye are who ye are on all o' yer days. All o' em. Includin' that worst an' tha best. Ev'ry single one counts. All tha way ta tha end."

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    Aphelion Rings of an Exiled Star Reboot IC OOC #B22222

  9. - Top - End - #189
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by lightningcat View Post
    I hereby grant permapermission, should anyone want to use it.
    Fulmen Feles, the Gaea Machine


    Fulmen Feles was a great cat-golem created by druids to house their spiritual totem, only to be destroyed when they discovered the nature of its creation.
    Vestige Level: 6th.
    Binding DC: 26.
    Special Requirement: You may not bind Fulmen Feles if you are an aberration or not living.

    Legend: Fulmen Feles is rumored to have been born in the early days of myth and legend. A druidic sect pressed by forces from beyond reality created a great totem of the cat spirit they served, offering prayers to it that it might protect them. The ongoing battle went poorly for the druids and enemies at the very gates of their sanctuary they turned to prayer. Lightning shattered through the roof and stroke the silver and copper totem.

    The totem was not damaged, however, but came to life, bounding to the front lines of the fight, claws and teeth tearing through the aberrant beings. They tide of battle turned and the invaders were routed, fleeing back from the fledgling world. For years Fulmen Feles protected its realm, looking over the druids that had given it life and peace reigned. Yet the cat-totem was never ready to accept that peace ruled, always it warned that an evil still lurked within the shadows, that darkness still threatened to grow.

    Its warnings fell on deaf ears, however. After all, no evil had shown itself in centuries of its warnings for vigilance. It was in this time of peace that one of the druids found the journal of one of those from the time of Feles’s creation, a journal talking about how they had been using heretical arcane magic to try and give life to the totem to create a weapon to protect the order. The druids confronted Feles about its origin but the cat-totem could not give an answer as to whether it was made by Nature’s will or through sorcery. The druids decided the latter and condemned Feles to destruction through having its animating essence siphoned out; if it was Nature’s will, and not blasphemy, they could learn it this way and attempt to make recompense to Nature.

    Feles warned them once more that this would bring disaster, that only its presence was keeping the forces of darkness from gathering and striking. On the fourth day as they drained the great totem of its life, its warning made manifest. A lich, one who had in the past fought against the same otherworldly forces as the druids, attacked his army of vampires and undead feasting upon the druids. Feles rushed out then, more than half drained, closer to dead than alive, but the might construct attempted to strike down the lich only to be slain itself.

    Still Feles had been worshipped as a god for centuries, even though its believers had turned against it. Feles’s life was therefore not easily extinguished, and a part of it lingered on even as the druids it had sought to protect were slaughtered, their elder race expunged. The only remnant the vestige Feles.

    Manifestation: Fulmen Feles appears in his seal as a silver and copper cat before it begins to transform, its body shifting from feline to humanoid, a metallic man with eyes that glow and spark with electricity. He lacks external ears, his artificial nose merely a pair of nostril slits, his mouth bearing a forked tongue within. He speaks with an oddly mechanical voice in a near monotone.

    Sign: Your flesh becomes semi-metallic, metallic components forming across your flesh.

    Influence: While under Fulmen’s influence you must attack undead and aberrations preferentially in combat and may not associate with such creatures.

    Granted Powers: Fulmen Feles grants you

    Alt Mode: As a standard action you may transform between your normal form and the shape of a mechanical tiger. While in this latter form any magic items you are wearing that cannot be worn by a large cat are subsumed into your body but continue to function (and occupy their body slots). Any armor you wear alters to fit your new form. You cannot, however, hold items in your hands, or wield weapons. While in this form you gain a +4 bonus to Strength and Dexterity, a +10 ft bonus to your land speed, gain pounce, a pair of claw attacks (dealing 1d6 damage if medium sized), a secondary bite attack (dealing 1d8 damage if medium sized), and a pair of rake attacks (dealing 1d6 damage if medium sized) usable on a charge or a grappled foe at no penalty, and are a quadrupedal creature (this increases your carrying capacity and checks to resist trip and bull rush, but may reduce your reach if you are large or larger). Once you have transformed you may not change again for 5 rounds.

    If your shoulders chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you gain an additional +2 to Strength and Dexterity while in this animal form, and the Improved Grab ability. You may only use the Improved Grab ability with your claws against creatures at least 1 size category below you.

    Living Machine: Your type changes to Construct and you gain the Living Construct subtype. If you were already a Living Construct you lose that subtype becoming a true Construct, you retain your Constitution score, however, and do not gain bonus hit points as a construct. You must show Fulmen Feles’s sign to benefit from this ability.

    Lightning Channeler: When you would be subject to an effect which deals electricity damage to you, you may, as an immediate action, redirect a portion of that energy towards another creature or object within 20 ft. This ability is used after you make your saving throw (if any), but its effects apply before energy vulnerability, energy resistance, or energy immunity. The electricity damage that the effect would deal to you (after the save, but before other abilities) is halved, and you may make a ranged touch attack against a creature or object within 20 ft which deals electricity damage equal to the amount of electricity damage reduced by this ability (1/2 what the effect would have dealt). The ranged attack granted by this ability does not provoke attacks of opportunity. Once you have used this ability you cannot use it again for 5 rounds.

    If your hands chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so the range of your ranged touch attack granted by this ability is increased to 60 ft.

    If your waist chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so this ability negates all electricity damage you would have been dealt and deals that much electricity damage to the target of your ranged touch attack.

    Silver Claws: Metallic silver laces through your claws and fangs. Any natural weapon you possess which deals Slashing or Piercing damage is considered silver for the purposes of overcoming DR. This ability only functions when you show Fulmen Feles’s sign.

    Speaker of the Woods: You gain the ability to speak Sylvan and to speak with plants (as if under the spell speak with plants).

    Storm Claws: Your natural weapons deal +1d4 electricity damage. You may invest essentia into this ability as if it were an essentia receptacle, each point of essentia invested into it adds +1d4 to the electricity damage dealt by your natural weapons.

    Wild Walker: Once per round you may ignore the movement reduction of a single square of natural difficult terrain. You may invest essentia in this ability as an essentia receptacle and may ignore an additional square each round per point of essentia invested into this ability.

    If your feet chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you may ignore man-made difficult terrain and difficult terrain created by spells as if it were natural difficult terrain. You may not, however, ignore difficult terrain actively imposed by creatures (such as that created by a knight’s Bulwark of Defense ability).

    For Contractors: Steal Incarnum.

    Vestige Mastery - Fulmen Feles [General]
    Your connection to Fulmen Feles grants you the ability to open a single chakra and bind power to it.
    Prerequisites: Character Level 15+, Constitution 13+, Favored Vestige (Fulmen Feles), .
    Benefit: When you bind Fulmen Feles you may select one of the hands, shoulders, or feet chakras. You gain a single chakra bind which can be used to bind a soulmeld (regardless of class), item, or vestige ability to the chakra selected and that chakra is considered open allowing you to bind things to it. If your effective binder level for Fulmen Feles is 21 or higher you may select the waist chakra as well. Once you expel Fulmen Feles you lose this ability until you bind Fulmen Feles again.

    In addition as long as Fulmen Feles is bound you gain 2 bonus essentia.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

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  10. - Top - End - #190
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    Fulmen Feles, the Gaea Machine


    Fulmen Feles was a great cat-golem created by druids to house their spiritual totem, only to be destroyed when they discovered the nature of its creation.
    Vestige Level: 6th.
    Binding DC: 26.
    Special Requirement: You may not bind Fulmen Feles if you are an aberration or not living.

    Legend: Fulmen Feles is rumored to have been born in the early days of myth and legend. A druidic sect pressed by forces from beyond reality created a great totem of the cat spirit they served, offering prayers to it that it might protect them. The ongoing battle went poorly for the druids and enemies at the very gates of their sanctuary they turned to prayer. Lightning shattered through the roof and stroke the silver and copper totem.

    The totem was not damaged, however, but came to life, bounding to the front lines of the fight, claws and teeth tearing through the aberrant beings. They tide of battle turned and the invaders were routed, fleeing back from the fledgling world. For years Fulmen Feles protected its realm, looking over the druids that had given it life and peace reigned. Yet the cat-totem was never ready to accept that peace ruled, always it warned that an evil still lurked within the shadows, that darkness still threatened to grow.

    Its warnings fell on deaf ears, however. After all, no evil had shown itself in centuries of its warnings for vigilance. It was in this time of peace that one of the druids found the journal of one of those from the time of Feles’s creation, a journal talking about how they had been using heretical arcane magic to try and give life to the totem to create a weapon to protect the order. The druids confronted Feles about its origin but the cat-totem could not give an answer as to whether it was made by Nature’s will or through sorcery. The druids decided the latter and condemned Feles to destruction through having its animating essence siphoned out; if it was Nature’s will, and not blasphemy, they could learn it this way and attempt to make recompense to Nature.

    Feles warned them once more that this would bring disaster, that only its presence was keeping the forces of darkness from gathering and striking. On the fourth day as they drained the great totem of its life, its warning made manifest. A lich, one who had in the past fought against the same otherworldly forces as the druids, attacked his army of vampires and undead feasting upon the druids. Feles rushed out then, more than half drained, closer to dead than alive, but the might construct attempted to strike down the lich only to be slain itself.

    Still Feles had been worshipped as a god for centuries, even though its believers had turned against it. Feles’s life was therefore not easily extinguished, and a part of it lingered on even as the druids it had sought to protect were slaughtered, their elder race expunged. The only remnant the vestige Feles.

    Manifestation: Fulmen Feles appears in his seal as a silver and copper cat before it begins to transform, its body shifting from feline to humanoid, a metallic man with eyes that glow and spark with electricity. He lacks external ears, his artificial nose merely a pair of nostril slits, his mouth bearing a forked tongue within. He speaks with an oddly mechanical voice in a near monotone.

    Sign: Your flesh becomes semi-metallic, metallic components forming across your flesh.

    Influence: While under Fulmen’s influence you must attack undead and aberrations preferentially in combat and may not associate with such creatures.

    Granted Powers: Fulmen Feles grants you

    Alt Mode: As a standard action you may transform between your normal form and the shape of a mechanical tiger. While in this latter form any magic items you are wearing that cannot be worn by a large cat are subsumed into your body but continue to function (and occupy their body slots). Any armor you wear alters to fit your new form. You cannot, however, hold items in your hands, or wield weapons. While in this form you gain a +4 bonus to Strength and Dexterity, a +10 ft bonus to your land speed, gain pounce, a pair of claw attacks (dealing 1d6 damage if medium sized), a secondary bite attack (dealing 1d8 damage if medium sized), and a pair of rake attacks (dealing 1d6 damage if medium sized) usable on a charge or a grappled foe at no penalty, and are a quadrupedal creature (this increases your carrying capacity and checks to resist trip and bull rush, but may reduce your reach if you are large or larger). Once you have transformed you may not change again for 5 rounds.

    If your shoulders chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you gain an additional +2 to Strength and Dexterity while in this animal form, and the Improved Grab ability. You may only use the Improved Grab ability with your claws against creatures at least 1 size category below you.

    Living Machine: Your type changes to Construct and you gain the Living Construct subtype. If you were already a Living Construct you lose that subtype becoming a true Construct, you retain your Constitution score, however, and do not gain bonus hit points as a construct. You must show Fulmen Feles’s sign to benefit from this ability.

    Lightning Channeler: When you would be subject to an effect which deals electricity damage to you, you may, as an immediate action, redirect a portion of that energy towards another creature or object within 20 ft. This ability is used after you make your saving throw (if any), but its effects apply before energy vulnerability, energy resistance, or energy immunity. The electricity damage that the effect would deal to you (after the save, but before other abilities) is halved, and you may make a ranged touch attack against a creature or object within 20 ft which deals electricity damage equal to the amount of electricity damage reduced by this ability (1/2 what the effect would have dealt). The ranged attack granted by this ability does not provoke attacks of opportunity. Once you have used this ability you cannot use it again for 5 rounds.

    If your hands chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so the range of your ranged touch attack granted by this ability is increased to 60 ft.

    If your waist chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so this ability negates all electricity damage you would have been dealt and deals that much electricity damage to the target of your ranged touch attack.

    Silver Claws: Metallic silver laces through your claws and fangs. Any natural weapon you possess which deals Slashing or Piercing damage is considered silver for the purposes of overcoming DR. This ability only functions when you show Fulmen Feles’s sign.

    Speaker of the Woods: You gain the ability to speak Sylvan and to speak with plants (as if under the spell speak with plants).

    Storm Claws: Your natural weapons deal +1d4 electricity damage. You may invest essentia into this ability as if it were an essentia receptacle, each point of essentia invested into it adds +1d4 to the electricity damage dealt by your natural weapons.

    Wild Walker: Once per round you may ignore the movement reduction of a single square of natural difficult terrain. You may invest essentia in this ability as an essentia receptacle and may ignore an additional square each round per point of essentia invested into this ability.

    If your feet chakra is open and you are able to bind things to it you may bind this ability to it (this counts as a chakra bind), if you do so you may ignore man-made difficult terrain and difficult terrain created by spells as if it were natural difficult terrain. You may not, however, ignore difficult terrain actively imposed by creatures (such as that created by a knight’s Bulwark of Defense ability).

    For Contractors: Steal Incarnum.

    Vestige Mastery - Fulmen Feles [General]
    Your connection to Fulmen Feles grants you the ability to open a single chakra and bind power to it.
    Prerequisites: Character Level 15+, Constitution 13+, Favored Vestige (Fulmen Feles), .
    Benefit: When you bind Fulmen Feles you may select one of the hands, shoulders, or feet chakras. You gain a single chakra bind which can be used to bind a soulmeld (regardless of class), item, or vestige ability to the chakra selected and that chakra is considered open allowing you to bind things to it. If your effective binder level for Fulmen Feles is 21 or higher you may select the waist chakra as well. Once you expel Fulmen Feles you lose this ability until you bind Fulmen Feles again.

    In addition as long as Fulmen Feles is bound you gain 2 bonus essentia.
    this kitty vestige feels like ashamane from warcraft tiger with armored claws figthing ancidient war end up workshiped by druids

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

    Quote Originally Posted by Zaydos View Post
    Segev, Who Escaped Death


    Segev was a powerful necromancer whose fear of mortality was so great that even a lich’s undeath, or god’s immortality, was too fragile in his mind.
    Vestige Level: 5th.
    Binding DC: 25.
    Special Requirement: You may not bind Segev within sight of any dead bodies or unintelligent undead.
    Hey! Cool! Thanks!

    I especially like the Arch-Necromancer's Glare, thematically. I might suggest re-wording it something like this, though: "Though this is neither mind-affecting nor a fear effect, but rather a stultifying grip of your superior necromantic will, bonuses and penalties (but not immunities) which apply to fear effects apply to the saving throw against this ability."

    Tearing open rifts of negative energy to slay victims and transform them into amalgam-shadows also looks like a lot of potential fun.


    And the Sign is a nifty one. Very stylish.

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

    you know segev your vestige reminds me the ainz ooal gown from overlord master of dark magics lich kinda makes me want to make a lesser vestige put fallen angel cohort and may be give it some way to turn into initiator for short duration

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

    Quote Originally Posted by khadgar567 View Post
    you know segev your vestige reminds me the ainz ooal gown from overlord master of dark magics lich kinda makes me want to make a lesser vestige put fallen angel cohort and may be give it some way to turn into initiator for short duration
    I watched the Overlord anime; it was entertaining. If he gets a fallen angel ally later, I am not familiar with that part of the story.

    Ainz is hilariously overpowered, which is part of the fun. :)

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

    Quote Originally Posted by Segev View Post
    I watched the Overlord anime; it was entertaining. If he gets a fallen angel ally later, I am not familiar with that part of the story.

    Ainz is hilariously overpowered, which is part of the fun. :)
    not watched it but albedo (fallen angel) is basicly available from start of the series so in the d&d terms she is cohort from get go around 3r level and on

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

    Quote Originally Posted by khadgar567 View Post
    not watched it but albedo (fallen angel) is basicly available from start of the series so in the d&d terms she is cohort from get go around 3r level and on
    I keep forgetting she's technically a fallen angel.

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

    Quote Originally Posted by Segev View Post
    I keep forgetting she's technically a fallen angel.
    yeah bunch of folks think her as succubus so here is my take on you mate enjoy


    Segev the dark lord
    Binding dc16
    Sign binder becomes calm in any situation never showing any emotion
    Manifestation instead of segev goth maid appears in circle
    Granted abilities

    • Fallen angel cohort segev teaches you to how to charm even the angels them selfs you gain angel cohort with minus one level adjustment your leadership score equal to your character level plus double of your charisma your angel cohort stays even when you dont bind the segev the dark lord
    • Aspect of sorcerous king segev shows you the nuances of magic allowing you to cast spells while binding segev you gain sorcerer spellcasting
    • Perfect warrior segev shows how to temporarily rewire your brain so you can become warior for short time you gain martial initiation for five turns for three disciplines of your choosing
    • Sharknado segec shows you the how to conjure mighty sharknado ( need help for spell and its description)


    Name: Sharknado
    School evocation
    Level: 9th
    Components: none
    Casting Time: swift action
    Range: 100 ft
    Target: 60ft circle
    Duration: 10 round
    Saving Throw: none( want to put dex but no)
    Spell Resistance:no
    Descriptive text:A spell that invokes a tornado (100 meters high and with a 60 feat diameter). Within the tornado lie 6 meter long sharks waiting to devour anyone unlucky enough to be sucked inside.
    Last edited by khadgar567; 2016-10-07 at 08:46 AM.

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

    *cracks up*

    I had also forgotten Ainz's Sharknado. It was a stitch when he cast that.

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

    Quote Originally Posted by Segev View Post
    *cracks up*

    I had also forgotten Ainz's Sharknado. It was a stitch when he cast that.
    its in the wiki that means it's legit but I dont know what happens when you give 1lvl pc 9th level aoe might make mess if you send me fluff you want ı update my post with it.

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

    The simple answer is to make the Vestige an 8th level Vestige. Then it's still probably too strong, given that a 15th level binder can cast that 9th level spell, but it's straight-forward enough. And straight-up damage spells are kind-of the weakest 9th level spells out there.

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

    Quote Originally Posted by Segev View Post
    The simple answer is to make the Vestige an 8th level Vestige. Then it's still probably too strong, given that a 15th level binder can cast that 9th level spell, but it's straight-forward enough. And straight-up damage spells are kind-of the weakest 9th level spells out there.
    nah I prefer give binder some thing strategic like tactical nuke for the TPK reasons or just to flip bird on someone piss him or just make the opponent understand its kinda futile to disagree with you
    its abuse able but any sane player gonna ant use it carefully or dm can easily pull tartaresque on team

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

    :v

    Exoviach, The First Gauna (Extra Anchovies)

    Exoviach was an alien being that was sent to the Material Plane to propagate an undead infestation as a test for an upcoming invasion from the Daelkyr.

    Vestige Level: 8th
    Binding DC: 35
    Special Requirements: Yes

    Legend: The Daelkyr from the plane of madness, Xoriat, decided to test a new experiment on the material plane to create an even stronger army than the aberration. They always had an interest in undead but their weaknesses were many and it was harder to create sentient, useful undead than mere spawn or mindless minions. One Daelkyr named Bel’Garash had an idea, he with other architects of his kind created a new type of symbiont with undead cells implanted. They named this new creation Exoviach and after some tests it was sent to the Material Plane.

    None of the Daelkyr got the results they were expecting. The basic function of symbionts requires a host and to share it’s body properly, they may have some disputes about their actions but in the end convivence is doable. Not in the case of Exoviach. The first thing the Daelkyr seers witnessed was the small symbiont crawling, looking for a host when it sensed something. A small girl was running from a thief, probably a rapist, and she felt next to the symbiont. The girl took a look with surprise at the tiny creature, seconds later, the symbiont tried to attach to the girl's eye and that was the moment when the Daelkyr stood surprised. Instead of attaching, the symbiont started to crawl inside the girl skull burrowing through her brain into her spine. It attached to the girl’s spine and the thief finally arrived. What he thought it would be a pleasant “treat” turned into horror in a second. The Daelkyr tried to communicate and take control of their creation, but it was hopeless, it had developed a conscious, much stronger than just an “ego”.

    Exoviach continued to jump from host to host, trying to find a suitable body until one day he found a cleric named Roghen. When the symbiont managed to gain control of the cleric’s body, it used it’s necromantic powers, which were empowered by the symbiont, to raise armies of undead and started to ravage the continent. After 1 month, ⅔ of the Material Plane surface was corrupted with undead. The Daelkyr denoted Exoviach with a new type named Gauna which was a living being with all the benefits of undead but not the vulnerabilities.

    An army was formed from the alliances of the remaining kingdoms in the world and with the aid of demigods they destroyed the undead plague and in the end, Exoviach. They thought the nightmare was finally over and the Daelkyr returned to their experiments when the symbiont was destroyed, but the gods of death saw an interesting opportunity to create a never ending undead propagation method.

    Special Requirement: The Binder must be a living creature. You must consume raw meat the size of a fist from a creature of your race during the summoning. Exoviach’s special requirement cannot be ignored.

    Manifestation:
    A white wormlike creature of small size erupts from the seal, seeking a living host to attach with. As it comes closer to the Binder, spines start growing from the worm’s body and the host starts hearing bizarre, maddening whispers. Then the symbiont crawl into the host spine and attaches dealing half the Binder’s maximum hit points in damage. (If the host dies from this damage, Exoviach returns to its realm. The host was not worthy enough.)

    Sign: Your voice becomes guttural, hard to understand. Exoviach’s sign cannot be suppressed.

    Influence: While bound to Exoviach you must consume another 12 pounds of raw meat from a creature of your own race during a 24 hours period. Exoviach cannot be expelled and it’s influence is so strong that if the raw meat has not been consumed during the binding period, it must be consumed within 24 hours after the binding ends or the Binder won’t be able to bind Exoviach for a week.

    Granted Powers: Exoviach increase the capability of the host, adding offensive and defensive powers, a way to adapt against harm and undead controlling abilities.

    Gauna: You gain the “Unliving” subtype. While bound to Exoviach any other kind of food apart from raw meat of a creature from your race becomes nauseating.

    Unliving Subtype: You gain undead traits while remaining alive. You gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage. You still need to eat (raw meat) and breath, but the amount of time you can hold your breath increases enormously. You don’t need to sleep or rest except to regain spells.

    Symbiotic Exoskeleton: An exoskeleton grows from within you spine, covering your body with bone made plates of armor. You gain immunity to critical hits, sneak attacks, stuns and nonlethal damage. It grants you DR 15/Byeshk. You gain fast healing 5. You gain a pair of claw attacks that deal 2d6 damage + Str mod and infect your target with Gaunic Disease and a bite attack that deals 1d10 damage + Str mod and causes a negative level (Fort DC 10 + Binder level/2 + Cha mod.)

    Gaunic Diseas: Will DC 10 + Binder level/2 + Cha mod. The symbiont infest the target body, trying to corrupt it’s soul and rot it’s body. On a failed save the target takes 10 points of damage for 1d4+2 rounds. If an infected target dies, it raises as an undead of it’s kind 1d4 rounds later under your control. The maximum number of Undead HD you can raise with this ability is your HDx6 and you can raise an unlimited number of HD with this ability (Example: Killing a Dragon won’t limit you from rising it with this ability because of HD).

    Roghen’s Will: You can cast Animate Dead with a Cleric level equal to your Binder level. The maximum number of HD you can control is equal to your HDx4 and you can raise a maximum of HDx3 HD’s of undead with a single cast of Animate Dead (As if you had the Deathbound Domain). You must wait 5 rounds to use this ability again.

    Necrotic Adaption: Whenever you are subject to special abilities from a specific kind of magic (Divine, Arcane, Psionics, Vestiges, Infusions, Soulmelds, Truespeech, etc..you get it) you gain Necrotic Adaption “(Magic that affected you)“ for 1 round. During that round you can’t be affected by that type of magic. You can gain multiple forms of Necrotic Adaption but just once for every kind of magic every 5 rounds.

    Spoiler
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    Last edited by Val666; 2019-10-04 at 04:50 PM.
    Pew pew

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

    Quote Originally Posted by Val666 View Post
    :v

    Exoviach, The First Gauna (Extra Anchovies)
    <snip>
    okay undead creating exoskeleton armor granting symbiote is odd choice for our resident martial expert but i advice focus on symbiote and shape it around like scrab from blue beetle were you have symbiotic armor with some additional power but I dont thing blue beetle has necromancy powers hell scrab basicly hates them

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

    Quote Originally Posted by Libro View Post
    I'll bump this ^. It should be something that bespeaks of psionic might. Bonus points for Protoss/Starcraft stuff.
    Azringul, if I'm allowed to suggest a name.


    Also, maybe a tome dragon vestige, Librannon. He was a potent archmage/wizard/etc, and his spirit/power can be summoned from its rest in Bahamut's domain by those of good alignment in times of need. Died happily of old age after guiding/protecting/governing a (mostly) non-human city.

    Thank you in advance ye who accept my most humble requests.
    This is not a request thread Besides both vestiges and saints don't get to live long and die peacefully. Well at least not saints of Bahamut. One does not simply die peacefully into Valhalla Bahamut's palace, one must carve their way with axe and sword claw and breath through the waves of their foes...

    Or I'd say that except the Bahamut part ended up lost when I started actually writing the legend, and I think I replaced Bahamut with Morradin for some reason

    Also at some point I should have mentioned counterspelling battles with one of the red dragons or something to explain his Aid/Oppose Magic abilities, oops.


    Librannon, the Protector Sage (Libro)


    Librannon is in truth not a vestige but a dragon who laid their life down in the service of a dwarven citadel and was beautified in death for it, however he allows himself to be bound through pacts much like a vestige.
    Vestige Level: 3rd.
    Binding DC: 20
    Special Rules: Librannon is not truly a vestige but a draconic saint. They may only be bound by Lawful Good, Lawful Neutral, and Neutral Good characters; if they are bound by a character whose alignment changes permanently from these three alignments Librannon is immediately unbound, if the alignment change is temporary (Morality Undone for example) they are not unbound but become suppressed for the duration.
    Special Requirement: Possess the dragonblood subtype or be a dwarf.

    Legend: Librannon was a tome dragon and an oddity for his species, caring for this concept of ‘Good’ more than the pursuit of knowledge, more than uncovering the Truth of Reality. He spent his days not in dedicated study of reality and the nature of magic, but in the observation of those incredibly short lived creatures called dwarves.

    Librannon kept himself separate from the hard working, fortress dwellers watching from afar, until one day he say an aged dwarf about to be attacked by a pack of worgs. He took fight, a loud sonic burst from his elemental breath scattering the worgs as the dragon landed coming to the dwarf’s rescue. A few weeks later Librannon saw something that surprised him. Someone had left a statue, about the size of a dog, in the form of a tome dragon, marvelously made with silver leaf coating it and giving it a metallic shine. Librannon took to watching that site with particular interest, lingering at that particular fortress even as rumors and stirrings of war whispered up from the valleys.

    Taking on dwarven form Librannon began to mingle with the dwarves of the fortress claiming to be a traveler from afar. He found himself accepted, his knowledge of the clan he chose just enough to allow him to slip within and not be caught easily even by others of the clan. Still rumors of war came, of orcs mobilizing in unheard of numbers, of the red dragon, Gilgash, declaring himself tyrant of the lands to the west of the Dragon Ridge Mountains.

    Still Librannon lived in peace, learning from the dwarves the science of engineering, and the arts of craftsmanship. He found their great libraries, not places of arcane knowledge, but repositories of the history of the dwarves, back to the time of Pnakost and his Empire, some fragments dating back further to the days when ‘the tyrants from beyond’ had ruled the worlds, and even a few ancient scraps that told of the days of the Loss when magic lay wounded and tattered across the Three Worlds. Librannon absorbed himself in dwarven culture so much he missed their gearing for war until it was almost too late.

    The orcs came, led by half-bloods with their fierce claws and fiery breath, spearheaded by trolls, ogres, and hill giants subverted to the red dragon’s cause. The fortress dwellers refused to flee. A city-fortress thousands strong they were still hopelessly outnumbered, hundreds of thousands of orcs clambering up towards the pass, but to flee would mean to leave the other fortress cities beyond defenseless, to stand was to buy them the time to hopefully flee from the onrushing horde.

    At first Librannon was hesitant to act. He was a dragon, it wasn’t his place to stand by the dwarves and fight to save them, but to learn, to study, to live to write down their histories once more so the memory of them would not vanish. Librannon prepared himself to flee, packing his goods, and stopping when one of the dwarves of his adopted clan asked him to please gird himself with his spells of battle, the fight was soon to begin. Librannon hesitated, and knew that no dwarf would flee this fight, not one that could still call himself a dwarf afterwards. That was when his fellow said something that stunned Librannon and left him utterly flummoxed, the dwarf asked why when a dragon’s horde was at the gate of the fortress its own dragon would be readying to flee.

    Librannon stopped. How long had the dwarves known that he was a dragon, how long had his ruse been seen through? Yet they had said nothing. They had left other, smaller, tributes in his honor at the same site he had saved that first dwarf, treating him almost like a patron protector even though after the first he’d never taken them back to his, now long abandoned, hoard. Shedding his humanoid guise the dragon did at last begin to gird himself for war. Looking across the battlefield he knew as well as the dwarves he was preparing to fight alongside it was a hopeless fight, but fight it he would.

    He launched a series of harrying attacks upon the horde, weathering their arrows the best he could, but he could see it in the distance a flight of dragons headed towards him, a wing of red dragons. Gilgash’s forces were not mere humanoids, the would be tyrant had even bent his fellow dragons to his will, had united his children and their children under his banner, and a sight which would strike terror into any heart was born, an army led by red dragons, an army of their twisted spawn, led by full grown draconic overseers.

    Librannon warned the dwarves that they were doomed, that they could not hold the pass for a day, that the dragons would tear down the walls of their fortress and the horde would overrun them. The dwarves told Librannon the simple fact, it was already too late to flee. Librannon teleported those children he could to what safety he could, and hesitated. He could teleport back, he had just enough magic to return there and stand beside those he’d spent years with, or he could flee. He could turn his back on the fight, and… He began to rationalize that he could watch over the children, that he could do more good fleeing and staying alive to help and fight on other days. Yet something in him would not let him. He teleported back to the fortress, ready for his final battle.

    The battle ended as any there could have predicted. The dwarves were slaughtered to a man, and those not slain were placed in chains, to build the weapons and armor for Gilgash’s horde. Librannon’s body, fallen atop a red dragon slain in battle, was stripped of scales, before it was ritualistically desecrated, the meat fed to the trolls of the army, the bones used to make weapons.

    Still Librannon’s soul did not pass on to the halls of Chronepsis as is normal for the contemplative tome dragons, or even to Bahamut’s crawling palace which makes its way across the lower slopes of Mount Celestia. No, the dragon did not become a mere petitioner in a draconic god’s realm, but was blessed by the gods of the dwarves for his service to their people, and found himself within the halls of the dwarven gods.

    Manifestation: The surface of the right side of the seal rises up and folds over onto the left side. Within the revealed space pages are shown and the pages begin to swiftly turn from the right side to the left, the form of a tome dragon (Dragon #343) appearing to flicker into existence above the book.

    Sign: Long, fine white hair grows from the sides of your face and the sides and back of your neck. If cut the cut off pieces vanish and the mane regrows swiftly.

    Influence: While under Librannon’s influence you consider the written word sacred and cannot deface a book nor allow it to be defaced. In addition you may not intentionally cause lethal damage or Constitution damage to, or kill, a dwarf.

    Granted Powers: Librannon grants you the power to assist and oppose spellcasting, knowledge of dragons, his elemental breath, and a host of divinatory powers.

    Aid Casting: As a standard action you may assist the spellcasting of a willing creature within 30 ft. The next spell they cast within 1 round gains a +2 bonus to its caster level, but its duration is reduced to 1 round/binder level you possess and cannot be increased beyond that (this does not change a spell’s duration if it is already less than this duration). This bonus increases by +2 per 6 binder levels you possess beyond 5th (+4 at 11th, +6 at 17th) to a maximum of +10 (at 29th). If the creature casts an arcane spell spontaneously they may choose to forgo this bonus to negate the increased casting time for a metamagic enhanced spell and reduce the level increase due to metamagic (other than Heighten Spell) by 1 per +2 bonus to CL they gave up; the cap to the spell’s duration, however, remains. Once you have used this ability you cannot use it again for 5 rounds.

    Librannon’s Lore: When making a knowledge check that pertains to dragons, the activities of dragons, dragonblooded individuals, the history of dragon-kind, a draconic deity, the church of a draconic deity, dragon slayers/hunters, or other draconic information, or knowledge check that pertains to dwarves, the history of dwarven kind, dwarven individuals, dwarven religion, or culture, or other dwarven information you may make a Librannon’s Lore check. This is a check against the same DC with a bonus of your Effective Binder Level plus your Charisma modifier plus any bonuses which apply to all Knowledge checks or Charisma based skill checks you may make.

    Elemental Pellet: You may launch a pellet of elemental energy out from you hand or mouth. This pellet flies out to a range you specify up to 10 ft per binder level and explodes in a 5 ft radius burst of elemental energy. When you use this ability choose air, earth, fire, or water. The explosion deals 1d4 damage per binder level with the type of damage dealt determined by the chosen element. Air deals sonic damage, earth deals piercing damage, fire deals fire damage, and water deals nonlethal bludgeoning damage. No matter what variety of damage dealt a Reflex save halves it, and if you select earth or water DR applies but it overcomes DR as magic, good, and law.

    Oppose Casting: As an immediate action you may attempt to oppose another creature’s magical power when they cast a spell or use a spell-like ability. The caster (or user of the spell-like ability) must be within 5 ft per binder level. When you use this ability roll 1d20+your binder level against DC 5, the triggering spell or spell-like ability has its caster level reduced by 1 + 1 per 5 points your result was above the DC, if this reduces its caster level to 0 the spell is countered. In addition its save DC is reduced by ½ the amount that its caster level was reduced, rounded up. Once you have used this ability you must wait 5 rounds to use it again.

    Read from Chronepsis’s Library: While Liberron is bound you may use Detect Magic as a spell-like ability at-will. In addition you gain access to an array of divinatory powers usable a limited number of times per day. Expelling and rebinding Liberron does not reset this daily limit. You may use one of the following spells as a spell-like ability 1/day: Comprehend Languages, Detect Poison, Detect Secret Doors, True Strike. If your binder level is 4 or higher you may also use one of the following spells as a spell-like ability 1/day, or you may instead use one of those from the previous list an additional time: Detect Thoughts, Locate Object, See Invisibility. If your binder level is 8 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day: Arcane Sight, Clairaudience/Clairvoyance, Tongues. If your binder level is 12 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Arcane Eye, Detect Scrying, Divination, Locate Creature, Scrying. If your binder level is 16 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Commune, Prying Eyes, Quickened (spell from the first list), Telepathic Bond, and True Seeing. If your binder level is 20 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Analyze Dweomer, Greater Scrying, and Legend Lore (must have a casting time shorter than your remaining time before your pact comes undone). Caster level for these spell-like abilities equals your Binder level, and they maintain their normal casting times as spells instead of becoming a standard action.

    For Contractors: Magic Insight (Dragonfire Adept invocation).

    With (Improved) Bind Vestige: If bound through the use of Improved Bind Vestige Liberron grants you the Aid Casting ability. If Practiced Binding is also used Liberron also grants Read from Chronepsis’s Library.

    Vestige Mastery – Liberron [General]

    Prerequisites: Dragonblood or dwarf, Favored Vestige (Liberron).
    Benefit: When you bind Liberron his elemental pellet ability deals 2d4 damage per effective binder level. In addition he grants you an additional ability listed below.

    Conjuration of the Platinum Palace: While Liberron is bound you gain access to an array of conjuration powers usable a limited number of times per day. Expelling and rebinding Liberron does not reset this daily limit. You may use one of the following spells as a spell-like ability 1/day: Mage Armor, Mount, Summon Monster I, Unseen Servant. If your binder level is 4 or higher you may also use one of the following spells as a spell-like ability 1/day, or you may instead use one of those from the previous list an additional time: Glitterdust, Summon Monster II, Summon Swarm. If your binder level is 8 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day: Sleet Storm, Summon Monster III. If your binder level is 12 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Dimension Door, Secure Shelter, Summon Monster IV. If your binder level is 16 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Cloudkill, Teleport, Summon Monster V, Wall of Stone. If your binder level is 20 or higher you may use one of the following spells as a spell-like ability 1/day, or may use one of those from one of the previous lists an additional time per day with this use: Plane Shift, Summon Monster VI, and Wall of Iron. Caster level for these spell-like abilities equals your Binder level, and they maintain their normal casting times as spells instead of becoming a standard action. In the case of all summon monster spells used this way you may only summon Good and Lawful creatures which are not Chaotic or Evil (i.e. Lawful Good, Lawful Neutral, and Neutral Good).
    Last edited by Zaydos; 2016-10-07 at 03:31 PM.
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  24. - Top - End - #204
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Segev View Post
    Hey! Cool! Thanks!

    I especially like the Arch-Necromancer's Glare, thematically. I might suggest re-wording it something like this, though: "Though this is neither mind-affecting nor a fear effect, but rather a stultifying grip of your superior necromantic will, bonuses and penalties (but not immunities) which apply to fear effects apply to the saving throw against this ability."
    Wanted to leave fear immunity (but not mind-affecting since undead are always immune to that) as an option, so you couldn't use it on an undead binder, or a necropolitan paladin (actually there's a fair number of ways to pick up fear immunity, usually, though, it's just gained through immunity to mind-affecting). That said if I was going to rework it so fear immunity didn't help I'd make it not get any bonuses or penaltie that apply to fear effects, but possibly grant +1/2 turn resistance since ultimately it's based upon Rebuke Undead (which makes undead cower).

    Tearing open rifts of negative energy to slay victims and transform them into amalgam-shadows also looks like a lot of potential fun.

    And the Sign is a nifty one. Very stylish.
    Thanks. Signs are hard.
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  25. - Top - End - #205
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Quote Originally Posted by Zaydos View Post
    -snip-
    _ _
    • •
    -O


    Spoiler
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    AWESOME!!!!!


    Thank you.

    This is not a request thread Besides both vestiges and saints don't get to live long and die peacefully. Well at least not saints of Bahamut. One does not simply die peacefully into Valhalla Bahamut's palace, one must carve their way with axe and sword claw and breath through the waves of their foes...
    Yeah, bad wording on my part. Survey says I need to stop posting late at night so I make more sense and can actually proofread what I type.

    Or I'd say that except the Bahamut part ended up lost when I started actually writing the legend, and I think I replaced Bahamut with Morradin for some reason
    The story is splendid, and works far better than what I had suggested.


    For anybody wondering, the origin of my name,
    Spoiler: and how Librannon is related to it ...
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    Quote Originally Posted by Libro View Post
    I was pondering some details for a self-made D&D campaign setting (still in the works), and decided I wanted a dragon wizard/mage/sorcerer as one of the characters that players may meet. Like Elminster or Mordenkainen in their respective settings. One of the few details I had was that he would be really into books and have a vast library...

    Dragon names are usually long and complex, but I wanted something short that others could call him easily.
    I eventually decided to use a word I had learned in my Italian classes at school - Libro (book).

    When I signed up for the forum, I decided to adopt his moniker as my own.
    Said dragon's name eventually expanded to Librannon.

    At some point I should actually see about making that setting... (and this will certainly find its way in there)
    "Ye are who ye are on all o' yer days. All o' em. Includin' that worst an' tha best. Ev'ry single one counts. All tha way ta tha end."

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  26. - Top - End - #206
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    As a note the setting I took Gilgash and his invasion of the Dragon Ridge Mountains from (it was something that had happened ~100 years ago in game), also included an arcane college where one of the highest ranking dignitaries and librarian was a Tome Dragon. They only showed up once (were intended as a potentially recurring character), but they did have a name, and were one of the premiere mages in either the high elven kingdom or the Hallowed Empire (which was most things East of the Dragon Ridge on the world of Alli'ur* and ruled by a Gold Dragon whose existence as emperor of a humanoid empire was a large part of how Gilgash rallied his fellow dragons behind him**).

    *The setting was called the 3 Worlds and had 3*** overlapping Prime Material Planes, Alli'ur had reversed rotation for some reason, dinosaurs, and two great wyrm dragons preparing to go to war, there was also Generic Fantasy Land, and !Japan.

    **The other part was that he was chosen by Tiamat as consort and had sired the first purple dragon.

    ***There was actually a 4th one but it was sealed away because illithids are scary.
    Peanut Half-Dragon Necromancer by Kurien.

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  27. - Top - End - #207
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    I think I skimmed through it once... I'll need to take another look when I have more time.
    "Ye are who ye are on all o' yer days. All o' em. Includin' that worst an' tha best. Ev'ry single one counts. All tha way ta tha end."

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

    Quote Originally Posted by Val666 View Post
    Exoviach, The First Gauna (Extra Anchovies)
    Undead, Xoriat, apocalyptic manga references... I like it. Very creepy, very fun, and seems in a pretty good spot balance-wise for an 8th-level vestige. The adaptive magic immunity is an especially cool ability.

    That being said, 12 pounds is a huge quantity of food. Most people don't even eat half that much in a day.

    Vestiges normally have to be summoned within one minute of their seal being drawn, and special requirements usually take a bit of effort but aren't too grueling. I feel like it'd be better to keep the flesh consumption where it is for the influence, but bring it down to a mouthful or two of the stuff for the special requirement. Maybe add the Scavenging Gullet feat from Lords of Madness as another granted power, so the binder can meet the influence's requirements in lieu of eating normal meals.
    Please use they/them/theirs when referring to me in the third person.
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    Lay on hands? More like Lay your Eyes on this sick elbow drop!

  29. - Top - End - #209
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Bind Red Fel “the First Baatezu” [Epic Vestige] (Red Fel)

    The first Law infused larvae that evolved into a new race upon Baator to lead the coalition to seal the growth of the native lifeforms only to later be cast down by his lieutenant. Red Fel grants his binder…
    Prerequisites: Ability to bind 8th level vestiges, Knowledge (the Planes 30 ranks), Lawful Evil alignment, special.
    Special: To learn to bind Red Fel “the First Baatezu” one must find his ‘tombstone’ in Nessus and touch it. His tombstone is merely an indestructible block of Baatorian green steel which serves Asmodeus as a reminder of the older power waiting for him to fall, and is kept hidden away by the Lord of the Nine.
    Benefit: You may bind the epic vestige known as Red Fel “the First Baatezu”.
    Legend: Stories tell about how Asmodeus, the heroic general of Heaven, came to Baator and found it empty and featureless. Of how the gods of Law and Good forged with him the Pact Primeval. Stories the gods deny. Stories the tanar’ri deny. Stories from one source and one source alone, Asmodeus (see Fiendish Codex II which admits to being part propaganda).

    Asmodeus lies.

    Even ignoring the source it makes no sense. It requires 16 of the Outer Planes in their extant forms before Baator develops. It states he was given the pact to fight the tanar’ri but the great war against the Queen of Chaos, the last time the tanar’ri threatened the Upper Planes, was a war fought against the obyriths (see Fiendish Codex I). It is, in fact, wholly inconsistent with every other source of planar lore.

    What else would one expect of Asmodeus’s propaganda to deceive the Clueless natives of the Prime?

    So what then is the truth? What is the dark of Asmodeus’s rise? That is harder to say. Older sources claimed Asmodeus was one of the Twin Serpents of Law who made the Outer Planes into the Great Wheel that they are, who defined reality from the Primal Chaos, but who then fought over which was better Good or Evil and became Jaziren and Asmodeus, the latter believed dead and secretly plotting, no arch-fiend in truth but the strongest of the Greater Powers, greater than any save an overdeity (see Guide to Hell). Of course this too traces back to Asmodeus.

    This too makes no sense. If Asmodeus had such power that the gods themselves could not rival it, why does the Blood War continue when he could complete his plan in an instant by uniting with the Abyssal forces? If he had such power he would prove victorious in the final confrontation when all those who could truly oppose him were gone. No, Asmodeus fears such an alliance too much, the power he strives for is less than that of overdeity even if his ambition made whole would see the world reformed (see 4e and his ascension to Lesser Deity).

    Again Asmodeus lies.

    Maladomini still houses signs of pre-Baatezu inhabitation of Baator, of beings that predated Asmodeus himself, where even pit fiends fear to tread (see Planes of Law). Sightings of these creatures have happened in the caverns of Malbolge when it was still in its natural form (see Hellbound), before Asmodeus transformed it into its current fleshy hell (see FCII) and there are whispers he did this for fear of the beings that dwelled within. Even the nupperibo which Asmodeus claims to be a form of punishment and demotion alone (see FCII) are able to spontaneously and naturally occur and can even begin to develop into more powerful forms outside of the Baatezu hierarchy (see Tales of the Infinite Staircase).

    So if Asmodeus lies (and transparently at that), where can one look for the truth.

    One could search these sites that terrify the greatest fiends of Hell. One could turn too to the yugoloths, fiends so old that they may be the first denizens of the Lower Planes, said to have been made by the baernoloths themselves. These fiends have ancient records, records that they claim date back to the very creation of the Baatezu and Tanar’ri both. The yugoloths claim in these secret records sealed so that others may not read them, that they expunged from themselves Law and Chaos and placed these taints into the larvae of the Gray Waste and then herded them across the planes to Baator and the Abyss respectively and these twisted and tainted larvae transformed into the Baatezu and Tanar’ri both (see Hellbound), and that these new fiends filled with the energy of the yugoloths overthrew the older races native to those planes.

    This could be true, but the yugoloths lie.

    If you say something to the extent of ‘Yet this is their secret lore stolen at extreme risk from the depths of Gehenna, not like the tales of the Pact Primeval which can be traced to Asmodeus’s active volition to spread it’ you are naïve and a fool. The ‘loths are cunning, if the information was stolen from their archives more likely than not they wanted it stolen.

    So again none can say the truth of things. Yet there is evidence of a truth. Deep within Nessus there is a tainted and indestructible block of green steel. Some sages claim it is the last mark of the former Lord of the Ninth that Asmodeus struck down to usurp his throne. Those who touch the block can feel the presence of the fallen Overlord, can feel his essence wrapping them around, asking for entry within. Those who allow it access find themselves overwhelmed, their mortal forms unworthy conduits for one who (at least claims) to have ruled hell itself.

    Those whose souls are steadied with experience, masters of pact magic, can sometimes survive the ordeal, can bend the soul to their will. It is from the images and fragments that these have seen that the entity’s, that Red Fel’s, story of Asmodeus’s birth is derived.

    Red Fel was the first of the larvae driven to Baator by the ‘loths to transform from larvae to something more and he knew it was wrong. There was no Order here, no Structure, simply random mutation. Simply CHAOS. He selected three larvae, and he gave them forms almost like onto his own, forms that could pass for angels of the Heavenly realms. He gave them names as well, names to bind them in their forms, and they were Beelzebub, Gargoth, and the least of the three Asmodai.

    With these three he set about dividing the larvae, and ordering them, giving them shapes and form. He crafted the first pit fiend, the first cornugon, gelugon, and so forth, overseeing each one, but he senses something that could threaten his power, something ancient that still stirred within the planes they had found. Where the three Red Fel had created were want to ignore the near mindless nupperibo which had preceded them on the plane, Red Fel was deeply concerned by them.

    He assigned Gargoth to investigate them, Beelzebub to watch over the creation of the Baatezu, and Asmodai, the least of his generals, to act as relay between the three. It was during this time that Red Fel discovered many things. He learned that Baator drew the souls of those who held Law and Evil deep in their hearts, he learned that it drew them by nature into the depths of Nessus, and how to divert that flow. Thus Red Fel created the first lemure not made from the tainted larvae. Red Fel learned too that these souls the plane absorbed naturally became nupperibo, and that there was something else there, powerful beyond fathoming, but disinterested now with reality. He called them the Dreaming Powers, mortals call them the Ancient Baatorians.

    Red Fel knew that these Dreaming Powers would not forever ignore him and his, after all if he was to begin siphoning away the powers that spawned their young they would eventually take notice, and without an influx of souls the Baatezu were doomed to stagnation and destruction. Girding himself and his legions for battle Red Fel led the arch-fiends of his creation, Asmodai, Beelzebub, Gargoth, Dispater, Mephistopheles, and others now lost, into the very depths of Nessus. There Zargon, Keeper of the Pit, rose up to stop the would-be conquerers of Hell. As Gargoth, Beelzebub, and the lion’s share of the arch-devils fought with Zargon and the still adolescent Baatorians that served him, Red Fel and Asmodai pressed deeper.

    In the very depths of Hell, Red Fel spoke to Baator itself and forged the Pact Primeval with it. Not a pact with the gods of Good as to the allocation of the souls of the damned, after all that’s ridiculous, the Powers do not allocate where souls go unless they pledged to them in life it is observable fact only a Clueless would believe otherwise. Instead it was a pact with Baator, a pact to increase its influence in exchange for dominion over it. Forged from the green hellsteel of the Plane, Red Fel readied to sign the pact when Asmodai struck him from behind. As Red faltered for a moment, Asmodai signed the pact with the Overlord’s own blood and the power of Baator filled him.

    Asmodai’s first act was to shatter his name and reforge it, even as Red Fel attempted to exert its power over him. Thus was Asmodai destroyed, and thus was he reborn as Asmodeus. The battle with Red Fel raged but Asmodeus had the strength of Hell behind him, and had been made to be almost his maker’s equal. Red Fel was destroyed, and Asmodeus emerged from the depths of Nessus, his angelic form ruined and scarred by his battle with his maker, to strike down Zargon and bind him in the Prime to, hopefully, never rise again to try and wrest Baator back to its native inhabitants.

    The archfiends confronted Asmodeus as to the fate of their creator, and Asmodeus told them of Fel’s fate. The archfiends accepted it as the way of Hell save for Gargoth and Beelzebub, the personal aides of the deceased lord. Asmodeus offered them a deal. He would rule Nessus, but each of them would be given two of the other layers to do with as they wished, that way their power would more than equal his, for even if Nessus was the most valuable, it was not equal to any two of the other layers least not the lower layers. Beelzebub accepted this offer, Gargoth denied it and became the traveling archfiend (see Dragon #91). To ensure his power over Beelzebub, Asmodeus used the art of naming that he, Fel, and Beelzebub had developed together, and the powers of Baator that he, Gargoth, and Fel had learned of in their studies of the nupperibo and baatorians, and he reforged Beelzebub’s name as Baalzebul, shattering his angelic form and cursing him with the shape of a slug.

    Then Asmodeus selected a larvae and breathed into it the name Red Fel, creating in it the Lord of Imps to turn the powers of that name from their original bearer.

    Or so Red Fel claims.

    But he claims to have been the first devil. And what is it devils do? Devils lie.

    Manifestation: When Red Fel manifests the blasted, rock strewn fields of Avernus appears about the seal and the binder, the sky above turning crimson. They soon shift to the iron city streets of Dis, the towers obscuring the sky. Even these soon fade to the fetid bogs of Minauros, the jangling hiter appearing overhead. Phlegethos’s burning hellscape is next, followed by Stygia’s ice. Then comes the rolling, tilted depths of Malbolge’s original form, boulders seeming to rain towards the binder only to fade as Malbolge is replaced in turn with the ruins of Maladomini. Cania’s ice overtake them, and then the pit of hellfire in which pit fiends are purified from lesser fiends seems to roar around the binder, before giving way to Nessus’s gouged and cut surface, the walls of one canyon seeming to rise up around the binder before giving way to a green steel road leading to a throne of the Baatorian metal upon which sits a man of angelic beauty and nobility. He does not rise, but holds a ruby scepter, and points it towards the binder, silver feathers turning black as soot, even as green blood flows from his eyes and then the pact is done.

    Sign: Molten, green steel drips from your eyes like tears cooling to metal before striking the ground, and disappearing moments later.

    Influence: While under Red Fel’s influence you may not break a pact you make, nor forswear an oath. You may however choose whether to obey the letter of the pact/oath, or the spirit of it, and need not make this choice consistently even for a single oath.

    Granted Powers:

    Baatezu Prime: You gain the Baatezu subtype. You gain immunity to fire and poison, acid and cold resistance 10, the ability to see in darkness, Spell Resistance 12 + your binder level, and telepathy 100 ft. In addition you gain the ability to summon baatezu through Fel Summoning below. Lemure and other mindless baatezu recognize you as a baatezu on the level of an archfiend and obey your telepathic commands.

    Devil’s Lie: You gain the benefits of a continuous Glibness spell, and you do not need to roll Bluff checks, the result of the die is always considered to be 20 (before modifiers that is).

    Fel Summoning: As a standard action you may summon a CR 20 or lower creature with the baatezu subtype other than a nupperibo. This creature appears within 100 ft of you and serves you loyally for 1 minute/binder level or until dismissed (as a standard action). You may not use this ability while you have a creature summoned with it, and must wait 5 rounds after it leaves. This is a conjuration (summoning) effect. You may only summon creatures that are normal for their kind, they may not be advanced through hit dice or class levels nor may they possess templates, or above average stats (i.e. you can summon a bog standard pit fiend, or a bog standard CR 20 Aspect of Bel, but not Balus the Pit Fiend general with 8 higher than normal Intelligence, or Glaxyph the Awakened Lemure Wizard).

    Gather Lemure: As a standard action you may call 1 lemure per binder level. These lemure appear wherever you designate within line of sight. This is an instantaneous conjuration (calling) effect.

    Overlord’s Teleportation: You may teleport without error even across the planes. As a standard action you may teleport yourself and any creatures or objects you are carrying and may lift over your head as if using the greater teleport or greater planescape spell.

    For Contractors: You cannot deep bind epic vestiges (at least at this time, if rules are made it will probably require a feat to do so).

    Vestige Mastery – Red Fel “The First Baatezu” [Epic, Vile]
    You have made your soul home to Red Fel “The First Baatezu” and he rewards you with the power of his commands.
    Prerequisites: Bind Red Fel “the First Baatezu”, Favored Vestige (Red Fel "the First Baatezu").
    Benefit: While Red Fel “The First Baatezu” is bound you gain the following additional granted abilities.

    Command of Hell’s Lord: As a swift action you may duplicate the effects of a quickened suggestion, lesser geas, command, or morality undone spell as a supernatural ability. Once you have used this ability (regardless of spell chosen) you cannot use it again for 5 rounds.

    Sense Evil: You may sense the presence of evil creatures and objects within 120 ft as if with the blindsight ability. In addition you learn whether they are Lawful, Chaotic, or Neutral Evil, and the strength of their auras both of Evil and Law or Chaos as appropriate. You need not take an action to sense this information, it is as natural as sight.
    Last edited by Zaydos; 2016-10-08 at 03:55 AM.
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  30. - Top - End - #210
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    Default Re: [3.5/PF] GitP Regulars as Vestiges Type II

    Yeah, I'll take that canon. Always thought the Pact Primeval was bogus, should have realized the obvious staring me in the face.
    Attention Imgur Users! Imgur apparently doesn't like hosting images anymore and only works in certain places or for people who already have the image cached: No one can see your avatars or images!
    Also Photobucket users? Don't know if it's a bandwidth or region lock or something, but I'm seeing some avatars blurred out with a watermark that looks like the photobucket icon.
    And Tinypic went down a while back, seeing plenty of old avatars showing their downed image.
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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