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    Barbarian in the Playground
    Join Date
    Oct 2007
    Gender
    Male

    Default Demonbinder (If the Fiendbinder were a base class)

    Okay, while the crunch is pretty much finished, the fluff, and the descriptions and all that jazz are unfinished. Most of them just reference the class they're from. I'll fix that eventually; what I want comments on right now is the crunch. Any and all comments/suggestions/critiques are appreciated!

    DEMONBINDER

    Alignment: Any.

    Hit Die: d6.

    Class Skills
    The demonbinder’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any, taken individually) (Int), Profession (Wis), Spellcraft (Int), Truespeak (Int).

    Skill Points at 1st Level: (2 + Int modifier) x4.
    Skill Points at Each Additional Level: 2 + Int modifier.

    Table: The Demonbinder
    {table="head"]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4th|5th|6th

    1st|+0|+0|+0|+2|Summon familiar|3|1|-|-|-|-|-

    2nd|+1|+0|+0|+3| - |3|2|-|-|-|-|-

    3rd|+1|+1|+1|+3|Binding|3|2|-|-|-|-|-

    4th|+2|+1|+1|+4| - |3|3|1|-|-|-|-

    5th|+2|+1|+1|+4|Bonus feat|3|3|2|-|-|-|-

    6th|+3|+2|+2|+5|Truename research|4|3|3|-|-|-|-

    7th|+3|+2|+2|+5| - |4|3|3|1|-|-|-

    8th|+4|+2|+2|+6|Practiced order|4|3|3|2|-|-|-

    9th|+4|+6|+3|+6|Bonus feat|4|4|3|3|-|-|-

    10th|+5|+3|+3|+7|Bound warrior|4|4|3|3|1|-|-

    11th|+5|+3|+3|+7| - |4|4|3|3|2|-|-

    12th|+6/+1|+4|+4|+8|Bind soul|4|4|4|3|3|-|-

    13th|+6/+1|+4|+4|+8|Bonus feat|4|4|4|3|3|1|-

    14th|+7/+2|+4|+4|+9| - |4|4|4|3|3|2|-

    15th|+7/+2|+5|+5|+9|Double command|4|4|4|4|3|3|-

    16th|+8/+3|+5|+5|+10|Outside favor|4|4|4|4|4|3|1

    17th|+8/+3|+5|+5|+10|Bonus feat|4|4|4|4|4|3|2

    18th|+9//+4|+6|+6|+11|Gift of the great|4|4|4|4|4|4|2

    19th|+9/+4|+6|+6|+11| - |4|4|4|4|4|4|3

    20th|+10/+5|+6|+6|+12|Summon horde|4|4|4|4|4|4|4[/table]

    Class Features
    All of the following are class features of the demonbinder.

    Weapon and Armor Proficiency: A demonbinder is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor of any type interferes with a demonbinder's gestures, which can cause his spells with somatic components to fail.

    Spells: A demonbinder casts arcane spells which are drawn from the demonbinder spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    To learn or cast a spell, a demonbinder must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a demonbinder’s spell is 10 + the spell level + the demonbinder’s Intelligence modifier.
    Like other spellcasters, a demonbinder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Demonbinder. In addition, he receives bonus spells per day if he has a high Intelligence score.
    A demonbinder may cast any spell on the demonbinder spell list, provided that he can cast spells of that level.
    Upon reaching 5th level, and at every third demonbinder level after that (8th, 11th, and so on), a demonbinder can choose to learn a new spell in place of one he already knows. In effect, the demonbinder “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level demonbinder spell the demonbinder can cast. A demonbinder may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    As noted above, a demonbinder need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

    Summon Familiar: As Sorcerer.

    Binding: As Fiendbinder, except you may bind any Outsider or Elemental with a CR equal to the character's class level –2 (Yes, despite the name, the demonbinder may bind outsiders and elementals of any alignment or locale. Most demonbinders look down on those they’re binding, and refer to them all as “demons”). The cost to bind is equal (to the creature's CR -1) squared and multiplied by 100. The command DC is equal to 15 + (2x the creature's CR). Any creature of Huge or larger counts as 1 CR higher for every size larger than Large they are. Also, upon gaining this ability, a demonbinder never requires magic to learn a creature’s personal truename, though it still helps.

    A note: DMs are free to arbitrarily refuse to let a demonbinder do something ridiculously cheesy, like, say, bind an Efreeti and make it grant them Wishes. That's the main thing I can think of, but there's always the possibility of cheesier things, so, just noting.

    Bonus Feat: At fifth level, and every four levels thereafter, the demonbinder gains a bonus feat from the following list:
    Obscure Personal Truename, Personal Truename Backlash, Truename Rebuttal, Minor Utterance of the Evolving Mind, Utterance of the Evolving Mind, Utterance of the Crafted Tool, Utterance of the Perfected Map, Improved Familiar, or any recitation feat.
    Alternatively, instead of gaining a bonus feat, a demonbinder may choose to learn his own personal truename.

    Truename Research: At sixth level, the demonbinder gains this feat for free, regardless of whether or not they meet the prerequisites.

    Practiced Orders: The demonbinder may give a thrall an order that lasts twice as long as usual (i.e., may command a thrall to be a mount for two hours instead of one) for every +3 they add to the DC.

    Bound Warrior: As the fiendbinder ability Call Forth Fiend, except it may be any outsider or elemental the demonbinder may bind, and it can be performed any number of times per day; however, the DC increases by +2 after each successful attempt.

    Bind Soul: As the fiendbinder ability Bind Tortured Soul¸ except the soul does not necessarily come from fiendish realms.

    Double Command: As the fiendbinder ability.

    Outside Favor: As the fiendbinder ability Archfiend’s Favor, except the bonus is only 1/4 the demonbinder’s class level, and it applies to any outsider or elemental.

    Gift of the Great: As the fiendbinder ability Gift of the Archfiend, except you can gain the benefits of any elemental subtype, or the following:

    Archon traits: Darkvision out to 60 feet and low-light vision; Immunity to electricity and petrification; +4 racial bonus on saves against poison; and you are surrounded by a Magic Circle against Evil effect.

    Angel traits: Darkvision out to 60 feet and low-light vision; Immunity to acid, cold, and petrification; Resistance to electricity 10 and fire 10; +4 racial bonus on saves against poison.

    Summon Horde: As the fiendbinder ability Summon Fiends, except you summon 1d6 CR 9 outsiders or elementals of the same type, or 1d4 CR 11s.

    Spell list:
    0: Arcane Mark, Detect Poison, Detect Magic, Mage Hand, Prestidigitation, Read Magic.
    1: Alarm, Charm Person, Comprehend Languages, Feather Fall, Magic Aura, Magic Weapon, Protection from [Alignment].
    2: Alter Self, Daze Monster, Darkness, Detect Thoughts, Fog Cloud, Magic Mouth, Protection from Arrows.
    3: Arcane Sight, Dispel Magic, Fly, Magic Circle against [Alignment], Phantom Steed, Suggestion, Tongues.
    4: Charm Monster, Detect Scrying, Dimensional Anchor, Lesser Geas, Lesser Planar Binding, Scrying.
    5: Break Enchantment, Dismissal, Dominate Person, Mage’s Faithful Hound, Planar Binding, Sending, Teleport.
    6: Banishment, Geas, Greater Dispel Magic, Greater Planar Binding, Greater Teleport, Plane Shift, Shadow Walk, Trueseeing.
    Last edited by DaTedinator; 2008-05-15 at 04:09 PM. Reason: Cleaning up a bit.
    Thanks to Dashwood for the avatar!

    Check out my Homebrew.

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