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    Titan in the Playground
     
    Zaydos's Avatar

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    Default Avengers Assemble... within me (6 new vestiges)

    So I decided to make some vestiges inspired by the Avengers, got a Hulk one still in the works but decided to post what I'd gotten thus far because my internet access is limited at the moment. Added Hulk.

    Tonjak, the Living Armor
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    Tonjak was a suit of armor granted with fabulous powers and a life all its own, as a vestige it grants its binder the same powers it manifested in life.
    Level: 6th.
    Binding Check DC: 26.
    Legend: Story tells that Tonjak was the masterpiece of a skilled artificer, a suit of armor so fine it seemed to have a life of its own. This armor had a terrible secret and a terrible price, its power came at the cost of its wearers life. Tonjak’s creator paid this horrible price, his life siphoned away from him in battle yet Tonjak kept fighting uninhabited. Tonjak continued, guided by an unknown purpose, until it dove into the depths of Hell itself. There the armor was shattered by Asmodeus, brought low and broken by his ruby rod. Yet something of it still lingered, some enchantment which remained even if only as a shadow of itself, becoming a vestige.
    Manifestation: Tonjak appears as an animate suit of red and golden armor, its face plate missing and chest cracked and crushed. Dents mar its form, scoffs and damage from myriad battles. The vestige does not speak, only occasionally producing a whining sound, like two mechanisms scraping across each other.
    Sign: Your face becomes unmoving and impassive even as your hands and chest turn red.
    Influence: Tonjak fought on without fear or guidance after its creator was slain. If you fall under its influence you show the same arrogant disregard for danger and your own injuries. You show no fear of physical destruction, and will not retreat from combat due to injuries or even pause in it to heal your wounds mid battle.
    Granted Abilities: While bound to Tonjak you possess some of the great powers that the mystic armor held before its destruction.
    Force Armor: As a full round action you can manifest an armor of gold and red energy around yourself. This armor provides an armor bonus to AC of 4 + ½ your EBL, and may be dismissed as a standard action. This is considered a force effect and protects against incorporeal touch attacks.
    Moderate Fortification: As if your body was no longer fully human your weakest points become better protected granting you a 50% chance of negating any critical hit or sneak attack that would be applied to you.
    Repulsor Blast: You gain the ability to project powerful blasts of force from the palms of your hands which can knock opponent back. You must have a hand free and make a ranged touch attack with a range of 60-ft against the target. If you hit the target they take 1d4 force damage per (effective) binder level and you must make a bull rush check using your effective binder level as your Strength modifier to push back the target; you are considered to be moving with the target out to the maximum range of your repulsor blast. Once you use this ability you must wait 5 rounds before using it again.
    Flight: While Tonjak is bound you gain a 60-ft fly speed with good maneuverability. Despite this flight’s maneuverability you may not hover in place unless you spend a move action to do so.
    Spirit of Iron: While Tonjak is bound you can fight on despite your body failing, granting you the Diehard feat as a bonus feat.


    Pymos, Verminkin
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    Pymos was once an arcanist and expert on vermin of all sorts and those who bind him find they are able to assume a variety of sizes and command insects just as he once could.
    Vestige Level: 6th
    Binding Check DC: 25.
    Legend: Pymos was once a promising young wizard, whose intellect and inventiveness were the envy of his fellows at a great academy. His studies turned towards insects and arachnids, researching the nature of vermin both mundane and monstrous. Pymos made great leaps, creating magic to control vermin with ease, bypassing their small minds entirely. This led to a greater envy from his fellows and one slipped the researcher a vile poison which slowly but surely increased Pymos’s obsession with his own studies.
    Pymos dived into his research with a new passion, neglecting family and friends estranging himself from his fiancée and driving himself to be alone. Even his academic relationships suffered as the mage grew irritated with any diversion from his research. His health suffered as the mage went days without food or sleep, and slowly he wasted away. Only on the brink of his own death did Pymos realize what he had lost in his pursuit of his research and in the clarity of oncoming death, Pymos turned his intellect towards finding the culprit.
    One of his fellows, now a highly influential wizard, was found stripped to the bone by ants. Pymos himself was never seen again, stories tell that he had dispersed his consciousness throughout swarms of ants to extract his vengeance others say that his vengeance secured Pymos turned again to his research and even in death he could not quit his obsession.
    Manifestation: Pymos manifests as a man dressed in red robes, his head that of a giant ant. His voice is resonant and deep.
    Sign: Antennae grow from your head even as your eyes become like those of ants.
    Influence: Pymos’s obsessiveness is infectious and those who fall under his influence find it difficult to turn from any task once started. Even a finished task will be returned to, obsession driving the binder to seek to perform it perfectly. When under Pymos’s influence the binder must take 20 on any check that they can.
    Granted Powers: While bound to Pymos you can change your size to nearly any size that a vermin can possess, summon swarms of winged ants, and charm vermin.
    Growth: As a full round action you can grow up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. If you increase 1 size category you gain +2 Strength and -2 Dexterity, if you increase 2 you gain +4 Strength and -2 Dexterity, if you increase 3 you instead gain +8 Strength and -4 Dexterity. You may return to your normal size as a full-round action.
    Shrinking: As a full round action you can shrink up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. You gain -2 Strength and +2 Dexterity per reduction in size category. You may return to your normal size as a full-round action.
    Summon Ant Swarm: As a standard action you can summon one or more swarms of winged ants (treat as swarms of locusts) within 60-ft. These swarms may appear in areas occupied by other creatures, and remain stationary unless ordered to move as a standard action. These swarms remain 3 rounds or until dispersed. Once you have used this ability you may not use it again for 5 rounds.
    Dominate Vermin: As a standard action you may attempt to dominate the mind of any vermin within 60-ft. This functions as Dominate Person except that it may (only) affect vermin ignoring their mindless trait and type based immunity to mind-affecting effects, its duration is as long as you have Pymos bound or until you activate this ability again. Once you use this ability you must wait 5 rounds before using it again.


    Anstark the Inventor:
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    In life Anstark was a great inventor of magical artifice, and as a vestige he bestows some of this same inventiveness to those who bind him.
    Level: 4th.
    Binding Check DC: 22
    Legend: Anstark was a great inventor of magical armaments, even among the dwarves his talents were well renown. Anstark grew ambitious, attempting to make the ultimate weapon, a suit of armor which would render its wearer unrivaled in power across the planes. Anstark made his armor, a wonderful design, and set off to prove its power with a one-man war on Hell itself. Unfortunately his armor was powered in part by the life force of the wearer and Anstark found his very essence being drained away. Anstark’s soul itself was whittled away leaving something that the world could no longer tether, neither heaven or hell and sentencing him to eternity as a vestige.
    Special Requirements: Anstark’s sign must be drawn with wine or another alcoholic substance.
    Manifestation: Anstark appears as a man with black hair and a goatee. His chest is bare of flesh, a glowing crystal taking the place of his heart, and below that his body unravels into scrap metal. Anstark always appears with a bottle of wine, liquor, or spirits in hand.
    Sign: A glowing crystal forms atop your chest over your heart.
    Influence: In his life Anstark was fond of alcohol and other intoxicants and even as a vestige he attempts to compel those who have bound him to indulge likewise. While influenced by Anstark a binder can never refuse an offer of alcohol or other intoxicating substance, and if they are able to obtain it without an immediate risk to themselves must do so.
    Granted Powers: Anstark grants those who bind him a measure of his inventiveness manifesting a tool for every occasion, a knack for improving arms and armor, and the ability to more easily manipulate magical tools.
    Anstark’s Talent: While Anstark is bound you gain a +4 competence bonus to Knowledge (Arcana), Spellcraft, and Use Magic Device checks and may make all of them untrained. In addition you may take 10 on Use Magic Device checks even when rushed or threatened.
    Summon Wand: As a move action you may conjure a wand into existence. This wand may contain any 1st level or lower sorcerer spell from the Player’s Handbook (increasing to 2nd level at EBL 8, and 3rd at EBL 15) without an expensive material component and with a casting time of one standard action or less at a caster level of your Effective Binder Level and vanishes at the end of your turn. Any spell cast from the wand has its duration reduced to 3 rounds if it would normally be longer. Once you have used this ability you may not do so again for 5 rounds. You may use this ability to call wands with no more than 2 plus your Intelligence modifier (minimum 1) in different spells each day.
    Enhance Item: You gain a pool of weapon and armor enhancement bonuses equal to one-half your EBL which you can parcel out among as many weapons and armors as you desire. For each bonus you imbue an item with it gains a +1 enhancement bonus (as if magical) and may strike targets as a magic weapon if it is a weapon. This bonus does not stack with enhancement bonuses it might have from other sources (such as Masterwork or being magic), and the bonus on any one item can never exceed 1/4th your EBL.


    Logarth, the Hunter
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    In life Logarth was a mighty hunter who became as much beast as man, and he grants those who bind him some of his primal power.
    Level: 5th
    Binding DC: 25.
    Legend: Legends do not agree on whether Logarth was an elf, orc, dwarf, human, or even a gnome, what they do agree upon is that in order to become a great hunter Logarth infused himself with the powers of beasts. He grew less and less humanoid, and more and more animalistic. As he did Logarth found himself alienated from his people. To win their favor he sought more and more difficult prey. One day Logarth went after prey that was beyond even his talents. Stories conflict on what happened next. Some say Logarth attempted to hunt a god of the hunt, others that he decided to hunt a being from beyond this reality. Whatever the truth, Logarth never returned but haunted the dreams of his people for years before a binder realized that the hunter’s spirit was a partially free vestige and through a special ritual pushed it fully into their realm.
    Manifestation: Logarth appears with a humanoid face, his hair thick and heavy sideburns obscuring most of it. From the neck down he seems an amalgam of beast parts, each time he is summoned different animals are thrown into the mix. Always, though, he remains bipedal and from his two “arms” three metal claws thrust between the digits of their paws.
    Sign: Logarth’s sign is the metal claws which spring from the back of the binder’s hands positioned between their knuckles.
    Influence: Logarth was once a mighty hunter and even now he cannot abide letting prey go free. Logarth demands that you provide your own food, not accepting that given to you by others (even in exchange for goods or services) and that you pursue any enemy that would escape from you not relenting until they are captured or dead.
    Granted Powers: Logarth grants those who bind him an accelerated healing rate, the instincts and senses of a beast of prey, and his two powerful claws.
    Claws: While binding Logarth you gain two pairs of metal claws which can be used as primary or secondary natural weapons. These claws deal 1d6 (if medium sized) plus Strength (if primary) or ½ Strength (if secondary) damage and threaten a crit on a 19-20 dealing x3 damage. They overcome DR and Hardness as if they were made of adamantine. You may not use these claws unless you are showing Logarth’s sign.
    Fast Healing: When Logarth is bound you gain Fast Healing 2, this increases to 3 at 12th, 4 at 15th, and 5 at 18th.
    Fast Ability Damage Healing: While Logarth is bound you heal 1 point of ability damage to all ability scores each round. You do not heal ability drain with this ability.
    Uncanny Dodge: While Logarth is bound your combat senses sharpen granting you the Uncanny Dodge as a barbarian. If you already have Uncanny Dodge you instead gain Improved Uncanny Dodge and may add your EBL to your level in classes which grant Uncanny Dodge to determine your effective level for what rogues can flank you.
    Scent: While Logarth is bound your nose sharpens granting you the ability to find prey without sight or sound. You gain the Scent ability.


    Rojar the Nomad:
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    In life Rojar was a noble warrior, skilled in armed and unarmed combat.
    Vestige Level: 3rd level.
    Binding Check DC: 19.
    Legend: In life Rojar was a noble knight, dedicated to the defense of the people and loyal servant to his lord. Rojar became known as the Knight of the Shield in his role as protector, and became a shining beacon of hope. Rojar’s liege-lord died, and his son took the throne. For several years the new king ruled well but each year he grew more decadent and corrupt, and eventually Rojar was forced to choose between the people of his country and his liege-lord.

    His hands stained with the blood of a king, Rojar began a pilgrimage of repentance, seeking his true self in his wanderings. Rojar swore a great oath before the gods to wander acting as guard and protector to the weak until his conscience was clear once more. In death he was thrice offered the chance to rescind his oath and move on to paradise and thrice he refused the gods.
    Special Requirements: Even as a vestige Rojar continues to keep his vow. As such, Rojar never (wholly willingly) binds to a creature which is neither good nor lawful.
    Manifestation: Rojar manifests as a man in scale-mail armor, and a heavy blue cloak. The cloak’s hood covers Rojar’s face completely, and his hands drip constantly with blood. Upon his arm he bears a round shield blazoned with the symbol of a god of law and good, though which god’s changes between manifestations.
    Sign: Your hair becomes blonde and your eyes blue even as your muscles become more prominent and toned.
    Influence: While under Rojar’s influence you cannot pass over any request for aid unless such aid would be unquestionably used for evil. In addition Rojar hates the breaking of oaths and sworn word, and requires that you never betray an agreement or oath that you make.
    Granted Powers: Rojar grants the binder increased physical prowess, the ability to call his shield, and some of his skill with it.
    Physical Perfection: While Rojar is bound you gain a +2 to Strength, Dexterity, and Constitution.
    Call Shield: As a standard action you may call a shield to your arm. The summoned shield is round and bears Rojar’s sign upon it. This shield when used to perform a shield bash overcomes DR as if it were made from adamantine and has the following weapon traits:
    Damage (Medium) Damage (Small) Damage Type Range Increment (thrown) Crit
    1d8 1d6 Bludgeoning 20-ft x3

    If thrown the shield does not provide a shield bonus to AC until the start of your next turn. The summoned shield is both a magic shield and weapon with the following traits based on your effective binder level.
    EBL Shield Enchantment Weapon Enchantment
    7 or less +1 +1 Returning
    8-10 +2 +1 Returning Distance
    11-14 +3 +1 Returning Distance Holy
    15-18 +4 +2 Returning Distance Holy
    19+ +5 +3 Returning Distance Holy
    Shield Fighter: While Rojar is bound you gain the Shield Ward and Improved Shield Bash feats as bonus feats.
    Living Shield: Exercising some of the power and skill of Rojar you make your shield seem to come alive. As a standard action you throw your shield at one target within 30-ft dealing 1d6 bludgeoning damage (DR applies, counts as magic and adamantine) per EBL which then rebounds to another target within 15-ft of the previous target dealing half the damage dealt to the initial target per 4 EBL before returning to your hands. Each target gets a Reflex save for half damage, and if a target with evasion successfully saves the shield instantly returns without hitting any other targets. In a round in which you use this ability you lose your shield bonus to AC from Rojar’s shield until the start of your next turn. Once you have used this ability you must wait 5 rounds before using it again.


    Mjol, Warrior of Thunder
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    A once powerful god of war and lightning, Mjol was struck down through treachery lingering as a vestige.
    Vestige Level: 8th.
    Binding Check DC: 34.
    Legend: Mjol’s story is one of tragedy caused by treachery. Mjol was a brave deity, one of the few to take an active role in the Prime manifesting to defend both his worshipers and other mortals. Mjol had a half-mortal half-brother, who often accompanied Mjol on his expeditions. This brother, though, grew jealous of Mjol and resentful of being in his brother’s shadow.

    While Mjol’s actions were well regarded by the gods of men, elves, and dwarves, but his actions led to his being hated by the monstrous races and their deific patrons. His brother plotted with a coalition of these deities to steal from Mjol his divine essence. Together they set a trap for the thunder god, taunting him into battle on the Prime while his brother and a giant god stole away into his divine realm to steal his eternal essence.

    When they attempted to steal his essence Mjol felt it across the worlds and rushed back in time to strike at his foes. Mjol knew he had returned too late but, in a final act of defiance against his traitorous brother and the monstrous gods, struck at his own eternal essence turning his full power against his own divine nature. His realm was destroyed, and Mjol the god was never heard from again even in the Astral he took no form.
    Manifestation: Mjol appears merely as the silhouette of a large man back lit by a swirling vortex of lighting. Small wings adorn his head, and the broken shaft of a weapon hangs from one hand. When Mjol speaks it is only in a faint whisper, like the echo of thunder heard from a very far distance.
    Sign: Mjol’s sign is a pair of tiny wings which ascend from the sides of your head just above your ears.
    Influence: When under the influence of Mjol a binder finds it hard to resist the taunts and insults of others. Insults may not be ignored, they must be responded to and either cast down through one-upmanship or honor restored through defeating them in combat. In addition you become suspicious of your allies, knowing that even the closest friend could harbor secret jealousy.
    Granted Powers: When Mjol is bound you gain a portion of his strength and thunderous power, able to move like the lightning bolt and summon his mighty hammer to your hand.
    Mjol’s Strength: You gain a +4 bonus to Strength.
    Mjol’s Hammer: As a standard action you may summon a mystical warhammer to your hand. This warhammer gains enchantments based upon your EBL. You are considered proficient in this weapon.
    EBL Traits
    15 or less +2 Throwing Returning CollisionMiC
    16-18 +2 Shocking Throwing Returning CollisionMiC
    19-20 +3 Shocking Throwing Returning CollisionMiC
    Flesh of Mjol: You gain a portion of Mjol’s deific resistance gaining DR 10/magic and immunity to electricity.
    Lightning Leap: You can fly with the speed of thunder moving up to 60-ft with a good maneuverability as a swift action. Once you have used this ability you must wait 5 rounds before doing so again.
    Open Portal: Once per day when Mjol is bound you may open a portal (10-ft to a side) to another location familiar to you either on your plane or on another plane. This portal remains open for 1 round allowing any creature that can pass through it to do so.


    Maest, the Worldbreaker
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    A being of strength and rage, Maest grants his binder both of these in quantity.
    Vestige Level: 8th.
    Binding Check DC: 35.
    Legend: Even the skalds don’t know from where Maest first sprung. Some tales say he was the result of a mage’s powers trying to transform themselves into the perfect warrior, some say that he was born of the ultimate weapon turned on its creator for the sake of a child, some say he is the rage living inside every living being given form. Even whether Maest has ever been anything but a vestige is little known.
    Manifestation: Maest appears as a large man, impossibly squat. Eight feet tall, and more than four feet broad, Maest’s skin changes from green to gray and back while he deals with his binder, boils of blood forming and exploding across his flesh only to seal shut again.
    Sign: Your skin takes on a green tint, as your head flattens along the top and your body expands slightly.
    Influence: While under Maest’s influence you feel your rage constantly swelling. You are easily angered, and lash out destructively at those who anger you, seeking to break and destroy with anger and force.
    Granted Powers: Maest grants his binder his rage fueled strength, tough skin, and the power to make powerful leaps which shake the earth itself.
    Strength through Rage: You may enter a rage-like state as a swift action, gaining a bonus to Strength equal to half your effective binder level for 1 round, during which time you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Once you have used this ability you must wait 5 rounds before using it again.
    Skin of Maest: Maest hardens your flesh granting you an enhancement bonus to Natural Armor equal to your Constitution modifier.
    Body of Maest: Your body enlarges granting you the Powerful Build trait as long as you show Maest’s sign.
    Earthshaker Leap: As a full round action you may make a massive leap which shakes the ground you land on. As part of this action make a Jump check, multiply result by 10 to determine distance, travel (up to) full distance as part of this full round action and when you land any creature within 10-ft must make a Reflex save or fall prone and take 2d8+1-1/2 Strength damage. You may land on a creature in which case you must make a melee touch attack against then that creature takes 6d8+4-1/2 Strength modifier damage and must make a Fortitude save or fall prone, then you land in an unoccupied adjacent space and other creatures near the target are unaffected; if you miss your melee attack you simply land in an unoccupied space adjacent to the target. Once you use this ability you must wait 5 rounds before using it again.


    Jana van Din, the Wasp-Lady
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    Jana was a famed seamstress who betrayed by her lover and used as an experiment tried to avenge herself only to see them both destroyed.

    Vestige Level: 3rd.

    Binding Check DC: 18.

    Legend: Legend says Jana was a famed seamstress whose work was spoken of across the land even in the distant torus of Sigil and beyond. It was not this fabled skill which made her become a vetige, however. Her lover was a powerful mage skilled at bio-thaumaturgy and when her father was murdered she went to him for aid in taking vengeance. Promising her it would only be temporary her lover infused her with the nature of a variety of now extinct electric wasp, causing her body to warp and shrink and giving her the power to avenge her father. When she had done so and returned to have the transformation undone he revealed he had lied, and had simply used her to test his latest theories and that she was trapped forever in that form. Jana was furious and spent years attempting to take vengeance upon him by any means available to her, but it was all to no avail when at last he trapped her. His magic shrunk her even further, causing her to dwindle till she was too small to see, till she was too small to sense, till she was too small even to exist.

    Manifestation: Jana appears as a diminutive creature obviously feminine but no longer wholly human, her body half insectile the yellow carapace of a wasp covering what should be smooth flesh. Her voice is high pitched and carries a distinct buzz as she negotiates with her binder.

    Sign: Small wasp-like antennae rise from your head.

    Influence: While under Jana’s influence you feel the need to put an end to fights and quarrels between friends interfering even when your help is neither desired nor wanted.

    Granted Powers: Jana van Din grants you the ability to mollify allies and curb the blows of those which turn upon their allies even if not in control of their own thoughts, she grants you the benefits of the modifications that were made on her person, and the ability to close with foes without suffering harm.

    Bio-Electric Sting: You may as a standard action release a blast of electricity from your hands. These bolts have a range of 20 ft and are a ranged touch attack usable at-will. They deal 1d6 electricity damage per 2 effective binder levels.

    Insect’s Dance: Attacks of opportunity made by creatures at least 2 size categories larger than you automatically miss.

    Peacemaker’s Calm: Creatures within 10-ft/EBL which regard you as an ally when not under the influence of charm or compulsion effects suffer a -2 penalty to attack rolls against you or your allies.

    Wasp’s Flight: As a move action you may shrink 3 size categories, gain a +4 bonus to Strength and a +8 bonus to Dexterity (this is instead of any normal size-based modifiers) and fly up to twice your land speed with good maneuverability. You may use this ability as part of a charge, in which case it is a full-round action like normal for a charge, or may use Bio-Electric Sting as a standard action at any point of the movement in which case it deals double the usual damage.
    Last edited by Zaydos; 2015-08-22 at 01:08 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Dwarf in the Playground
     
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Well first, I love the binder class, so more vestiges are always great in my book.

    Second I want to say good work! I like that you kept the theme rather close to all the characters. I can't speak for the balance on the Thor one though since I've never really had a chance to play with 8th level vestiges.

    Lastly, besides Hulk, are there any other characters you're thinking of doing?

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by desero clades View Post
    Well first, I love the binder class, so more vestiges are always great in my book.

    Second I want to say good work! I like that you kept the theme rather close to all the characters. I can't speak for the balance on the Thor one though since I've never really had a chance to play with 8th level vestiges.

    Lastly, besides Hulk, are there any other characters you're thinking of doing?
    I have a mechanical backbone for the Wasp, but she ended up feeling potentially overpowered and like they had too much overlap with Iron Man/Giant Man (shrinking, flight, bio-electric bolts) but still might add her. If I get a good idea for Spider-Man I might add him too (he joined the Avengers at some point).
    Peanut Half-Dragon Necromancer by Kurien.

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    Titan in the Playground
     
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    So you made both Tony Stark and his suit into vestiges, eh?

    Rojar's Special Requirements could be better worded, like a straight "you must be Good or Lawful".

    I eagerly await the Hulk. That should be good.
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    Dwarf in the Playground
     
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by Zaydos View Post
    I have a mechanical backbone for the Wasp, but she ended up feeling potentially overpowered and like they had too much overlap with Iron Man/Giant Man (shrinking, flight, bio-electric bolts) but still might add her. If I get a good idea for Spider-Man I might add him too (he joined the Avengers at some point).
    I agree on wasp having too many cross overs... I don't think it is too needed. Spider-man would be an awesome vestige! I'd probably go with Spider Climb at will, Web once per 5 rounds, and possibly spring attack as that's how I imagine his fighting style to be like. The only thing I'm a little stumped on would be his web swinging abilities.

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Summon Wand is more than mildly insane...
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    I'm no good at balancing powers and the like, so I can't comment on the mechanics, but let me say: I like this a lot. I could see this becoming a thing.
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by Grod_The_Giant View Post
    Summon Wand is more than mildly insane...
    Not really he spends effectively a full round to only cast up to a single 3rd level spell which can only be from the Player's Handbook on the sorcerer list which at most lasts 3 rounds. It is handy but hardly breakable.

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Added the Hulk.

    Quote Originally Posted by Morph Bark View Post
    So you made both Tony Stark and his suit into vestiges, eh?
    Tried to make them as one, had too many abilities. Besides apparently the suit does something to Stark's brain and if you take it away he'll actually think of clever ways around things. I might have re-watched Iron-man 3 recently.

    Quote Originally Posted by Grod_The_Giant View Post
    Summon Wand is more than mildly insane...
    Yeah I'm still somewhat worried about that, hopefully...

    Quote Originally Posted by Amnoriath View Post
    Not really he spends effectively a full round to only cast up to a single 3rd level spell which can only be from the Player's Handbook on the sorcerer list which at most lasts 3 rounds. It is handy but hardly breakable.
    this balances it out, although I'm a little worried at 8th level since you can still spam 2nd level spells (Knock, Invisibility, Glitterdust) but the fixed DC for wands should help to limit it somewhat.
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Things that would be useful to spam, even with low save DCs and 3-round durations:
    • Unseen Servant
    • Comprehend Languages
    • Detect Hidden Doors
    • Identify


    • Web
    • Detect Thoughts
    • Locate Object
    • Gust of Wind
    • Continual Flame (to be sold as Everburning Torches)
    • Shatter
    • Knock
    • Whispering Wind


    • Dispel Magic
    • Explosive Runes
    • Arcane Sight
    • Clairaudience/Clairvoyance
    • Tounges

    Not to mention all the Summon Monster spells for "trapfinding."

    Nothing that bad on its own, but when you get access to all of them... spontaneously... at will...
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    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Added a requirement that they have a no expensive material component, casting time of one standard action or less (on that note I thought wands left it at the normal casting time as of the Rules Compendium stealth errata, was I wrong?), and limited it to 2 + Int modifier different spells each day.

    Think that's enough to keep it somewhat reasonable?
    Last edited by Zaydos; 2013-10-11 at 01:45 PM.
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by Grod_The_Giant View Post
    Things that would be useful to spam, even with low save DCs and 3-round durations:
    • Unseen Servant
    • Comprehend Languages
    • Detect Hidden Doors
    • Identify


    • Web
    • Detect Thoughts
    • Locate Object
    • Gust of Wind
    • Continual Flame (to be sold as Everburning Torches)
    • Shatter
    • Knock
    • Whispering Wind


    • Dispel Magic
    • Explosive Runes
    • Arcane Sight
    • Clairaudience/Clairvoyance
    • Tounges

    Not to mention all the Summon Monster spells for "trapfinding."

    Nothing that bad on its own, but when you get access to all of them... spontaneously... at will...
    1. Unseen Servant is primarily an outside combat helper as it can't do anything in battle other than move.
    2. The Detect spells require 3 rounds to get full use. Also Identify has a casting time way to long to be completed in a round as it vanishes at the end of your turn not the end of the spell.
    3. Low-level summon monster spells while do set off traps so your players don't get hit, the problem is they set them off. Doesn't do much good with a base alarm. Any wise DM will have half-way smart foes that realize someone is here and/or construct a full area trap so a peon doesn't ruin it.
    4. Yes an array of outside utility but even they have their limitations. Locate Object requires intimate knowledge to get the exact one.
    5. Having to wait three rounds after speaking and understanding foreign languages can look really suspicious. I wouldn't put it past a good DM to have something be lost in translation.
    6. One explosive rune at a time. I would say the 3 round rule overrides the permanent effect.
    7. Gust of Wind has a Fort. save and Dispel Magic caps at 10.
    Again this is quite handy but overall I only see it being effectively used outside of combat as the action cost and limitation is too high to buff. Also many of the good low level debuffs are outside the PHB.
    Last edited by Amnoriath; 2013-10-11 at 01:50 PM.

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by Zaydos View Post
    Added a requirement that they have a no expensive material component, casting time of one standard action or less (on that note I thought wands left it at the normal casting time as of the Rules Compendium stealth errata, was I wrong?), and limited it to 2 + Int modifier different spells each day.

    Think that's enough to keep it somewhat reasonable?
    Binders aren't incentivised to have a high intelligence as they are charisma based and asked to be fairly competent physically. Honestly, the cooldown limitation is fine.

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    "A lot of out-of-combat-utility" is still really good. I wouldn't say that it's broken, but it makes for an extremely strong vestige. Especially on top of two other quite useful abilities.

    (I will admit that I missed the "PHB only" part when I first read it, but I stand by my estimate of "too good.")
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Rojar's shield ability could be better exemplified as a heavy shield with the "Ranged" quality (MIC 13) rather than making a new weapon with the returning quality.
    Last edited by Beelzebub1111; 2013-10-11 at 04:32 PM.

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by Grod_The_Giant View Post
    "A lot of out-of-combat-utility" is still really good. I wouldn't say that it's broken, but it makes for an extremely strong vestige. Especially on top of two other quite useful abilities.

    (I will admit that I missed the "PHB only" part when I first read it, but I stand by my estimate of "too good.")
    Yeah, that's why I decided to limit it to 2 + Int mod different wands per day and remove access to any with expensive material components. Hopefully it's still a good vestige without being extremely good.

    Quote Originally Posted by Beelzebub1111 View Post
    Rojar's shield ability could be better exemplified as a heavy shield with the "Ranged" quality (MIC 13) rather than making a new weapon with the returning quality.
    I thought about it, but wanted it to have more damage, a better crit, and double the range. Possibly because I'm a bit of a Cap fanboy.
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    So been a long time but I finally added the last of the founding members of the Avengers, that's right, the Wasp. They're in the OP and I really need to stop numbering how many things are in homebrew threads... "30"+ true dragons and "6" new vestiges.
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    Default Re: Avengers Assemble... within me (6 new vestiges)

    Quote Originally Posted by desero clades View Post
    I agree on wasp having too many cross overs... I don't think it is too needed. Spider-man would be an awesome vestige! I'd probably go with Spider Climb at will, Web once per 5 rounds, and possibly spring attack as that's how I imagine his fighting style to be like. The only thing I'm a little stumped on would be his web swinging abilities.
    Give him a fly speed equal to his land speed +10ft with clumsy or average maneuverability with the caveat that he must end his movement on a surface he can use spider climb on.
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    I just want to say that I really appreciate the obscure-ish references here, like calling back to Steve's time as the Nomad or naming the Hulk's vestige after the Maestro.

    I think the Falcon (or Wilson!Cap) would make a great vestige, what with the flight and bird-kinship. Vision is another strong contender, particularly if his origin story as a vestige evoked the stupid "magic demon babies who never existed" thing he had with Scarlet Witch.

    Also! The new Ms. Marvel is going to be an Avenger after the Secret Wars. Lot of fun you could have there.

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    Post Re: Avengers Assemble... within me (6 new vestiges)

    Ideas for "Mjol, the Reign of Thunder" (as a 7th level vestige).
    If I had to remove an ability from this vestige, it would be Realm Traversal.

    Spoiler: Mjol's Prowess
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    Mjol's Prowess: You gain a +4 bonus to Strength, along with Brutal ThrowMM5 as a bonus feat. You also gain proficiency with warhammers, and may throw them with a range increment of 20 feet.

    Spoiler: Mjol's Hammer
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    Mjol’s Hammer: As a standard action, you may call a mystical warhammer made of obduriumSBG and matched to your normal size, to appear anywhere in your possession or space. This warhammer gains abilities based upon your EBL.
    EBL ObduriumSBG Warhammer Called
    13 or less +3 throwing, returning, sizingMiC, windcutting1.
    14-15 +3 collisionMiC, throwing, returning, sizingMiC, windcutting1.
    16-17 +3 collisionMiC, throwing, distance, returning, sizingMiC, windcutting1.
    18-19 +4 collisionMiC, throwing, distance, returning, sizingMiC, windcutting1.
    20+ +5 collisionMiC, throwing, distance, returning, sizingMiC, windcutting1.
    1. Windcutting: This warhammer is considered a "siege weapon" whenever wind speeds or effects would negatively impact any ranged attack it is used to make.
    2. A greater crystal of energy assault (electricity)MiC remains attached inside this warhammer. This augment crystal is considered part of the warhammer itself, and can never be removed or replaced by another.
    3. An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by this warhammer or its augment crystal.
    4. This warhammer and its augment crystal both have an effective caster level equal to your effective binder level.
    This warhammer instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Mjol end. You may only call one warhammer at a time with this ability.

    Spoiler: Hurl Hammer
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    Hurl Hammer: If you throw Mjol's Hammer as a standard action, you can make a single ranged attack roll at your highest base attack bonus, and check its result against the AC of every creature in a straight line from your position, out to any location within the attack's normal maximum throwing range. This attack suffers no penalties due to distance, and damage is rolled separately against each creature the weapon hits. Only the first creature, if struck, suffers any precision-based damage. If the binder also makes a Strength check when using this ability, the warhammer may continue to travel unrestricted through each barrier broken outright by the Strength check, in addition to those against which the warhammer deals enough damage to destroy. Each creature located behind any of these barriers may also gain the benefit of partial or full concealment against the attack itself. Once you have used this ability, you cannot do so again for 5 rounds.

    Spoiler: Storm Affinity
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    Storm Affinity: You gain immunity to electricity and sonic damage. You also gain a +8 bonus on saving throws against any spell or effect with the air, electricity or sonic descriptor. In addition, wind speeds affect you as if you were one size larger than you actually are.

    Spoiler: Lightning Rush
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    Lightning Rush: As a swift action, you may instantly take an extra move action, while ignoring any difficult terrain. You may not take more than one extra move action during any given turn. Once you have used this ability, you cannot do so again for 5 rounds.

    Spoiler: Realm Traversal
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    Realm Traversal: As a standard action, you may produce a supernatural effect identical to greater plane shift or greater teleport with an effective caster level equal to your effective binder level. Once you have used this ability, you cannot do so again for 2d3 hours.


    Ideas for "Maest, the Worldbreaker" (an 8th level vestige).

    Spoiler: Furious Rampage
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    Furious Rampage: As a swift action, you may enter a furious episode similar to rage, gaining a bonus to Strength based on your effective binder level for 1d3 rounds, during which time you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Once you have used this ability, you cannot do so again for 5 rounds.
    EBL Strength Bonus
    15 or less +6
    16-17 +8
    18-19 +10
    20+ +12

    Spoiler: Rapid Healer
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    Rapid Healer: You gain Fast Healing 1, which stacks with any Fast Healing you already possess.

    Spoiler: Athletic Durability
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    Athletic Durability: You gain a bonus on Climb, Jump and Swim checks equal to your effective binder level. You also gain a +8 bonus on all Constitution checks and Fortitude saving throws against all effects, forces and events that apply only to living creatures.

    Spoiler: Roaring Shout
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    Roaring Shout: As a standard action, you may generate an instantaneous sonic attack in a cone-shaped spread extending out to a range of 120 feet. For each effective binder level you possess, this attack deals 1d6-1 sonic damage to all creatures (Reflex half) and nonmagical brittle objects (Reflex negates) in the area. Brittle objects include those of a crystalline, glass, ceramic or porcelain nature. Creatures that fail this save are also deafened for 2d6 rounds and dazed for 1 round, unless they succeed at a Fortitude saving throw to reduce the deafness to 1 round and avoid being dazed. At your option, the saving throws this ability imposes, may be based off your Strength or Charisma. Once you have used this ability, you cannot do so again for 5 rounds.

    Spoiler: Anger Management
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    Anger Management: You gain a bonus on Intimidate checks equal to your effective binder level. You may use the Intimidate skill in an attempt to demoralize one foe you threaten as a swift action, or to demoralize all foes you threaten as a standard action. Any foe you successfully demoralize remains shaken for a number of rounds equal to your effective binder level, or until they witness you rendered helpless or dead.

    Spoiler: Maest's Stature
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    Maest's Stature: Your body enlarges, granting you the Powerful Build trait (XPH 12) as long as you show Maest’s sign. If you already possess the Powerful Build trait, you gain a +2 bonus to Strength instead.


    Ideas for "Rojar, the Noble Nomad" (as a 4th level vestige).
    The Physical Infusion ability is written to account for those without a Constitution score.

    Spoiler: Physical Infusion
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    Physical Infusion: You gain a +2 bonus to Strength and Dexterity. You also gain a +2 bonus on all Constitution checks and Fortitude saving throws. In addition, your full normal hit point total increases by an amount equal to your effective binder level.

    Spoiler: Just Persona
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    Just Persona: You gain Subduing StrikeBoED as a bonus feat, and a +8 bonus on Diplomacy checks.

    Spoiler: Rojar's Shield
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    Rojar's Shield: As a standard action, you may call a mystical heavy shield made of obduriumSBG and matched to your normal size, to appear anywhere in your possession or space. This shield gains abilities based upon your EBL.
    ObduriumSBG Heavy Shield Called
    This particular heavy shield is round and bears Rojar's sign upon it. It is crafted so that it can be thrown as a weapon with a range increment of 10 feet, using the base damage and critical modifier of a normal shield bash attack.
    EBL As a shield As a weapon
    6 or less +1 commanderMiC, sonic resistance +1 sizingMiC
    7 +1 anchoring, commanderMiC, sonic resistance +1 returning, sizingMiC
    8 +2 anchoring, commanderMiC, sonic resistance +1 returning, sizingMiC
    9 +2 anchoring, commanderMiC, sonic resistance +1 defending, returning, sizingMiC
    10 +2 anchoring, commanderMiC, sonic resistance +2 defending, returning, sizingMiC
    11 +2 anchoring, commanderMiC, sonic resistance +2 defending, distance, returning, sizingMiC
    12 +3 anchoring, commanderMiC, sonic resistance +2 defending, distance, returning, sizingMiC
    13 +3 anchoring, bashing, commanderMiC, sonic resistance +2 defending, distance, returning, sizingMiC
    14 +3 anchoring, bashing, commanderMiC, sonic resistance +3 defending, distance, returning, sizingMiC
    15 +3 anchoring, bashing, commanderMiC, sonic resistance +3 defending, deflectingCW, distance, returning, sizingMiC
    16 +4 anchoring, bashing, commanderMiC, sonic resistance +3 defending, deflectingCW, distance, returning, sizingMiC
    17 +4 anchoring, bashing, commanderMiC, light fortification, sonic resistance +3 defending, deflectingCW, distance, returning, sizingMiC
    18 +4 anchoring, bashing, commanderMiC, light fortification, sonic resistance +4 defending, deflectingCW, distance, returning, sizingMiC
    19 +4 greater anchoring, bashing, commanderMiC, light fortification, sonic resistance +4 defending, deflectingCW, distance, returning, sizingMiC
    20+ +5 greater anchoring, bashing, commanderMiC, light fortification, sonic resistance +5 defending, deflectingCW, distance, returning, sizingMiC
    1. A lesser crystal of arrow deflectionMiC remains attached inside this shield. This augment crystal is considered part of the shield itself, and can never be removed or replaced by another.
    2. An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by this shield or its augment crystal.
    3. This shield and its augment crystal both have an effective caster level equal to your effective binder level.
    This shield instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Rojar end. You may only call one shield at a time with this ability.

    Spoiler: Shield Bearer
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    Shield Bearer: You gain proficiency with all types of shields. Upon making a pact with Rojar, you gain one of the following as a bonus feat for every four effective binder levels you possess, provided you meet their prerequisites normally: Active Shield DefensePH2, Agile Shield FighterPH2, Improved Shield Bash, Shield ChargeCW, Shield SlamCW, Shield SpecializationPH2, and Shield WardPH2.

    Spoiler: Shield Ricochet
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    Shield Ricochet: If you throw Rojar's Shield as a standard action to make a successful ranged attack against a primary target, you may then make an additional ranged attack with the shield from the primary target's location at a –4 penalty, against a secondary target within one range increment that you can locate. Precision-based damage only applies against the primary target.


    Ideas for "Anstark, the Industrious Armorer" (as a 5th level vestige).
    The progression of the 'agility' and 'balance' abilities of Anstark's Armor represent system upgrades to the armor's coordination/reaction software.... and despite its many abilities, Anstark's Armor stays within the limits of enhancement bonus and ability bonus maximums.

    Spoiler: Armored Aptitude
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    Armored Aptitude: You gain proficiency with all types of armor. You also gain Heavy Armor OptimizationRoS and Greater Heavy Armor OptimizationRoS as bonus feats.

    Spoiler: Anstark's Armor
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    Anstark's Armor: As a full round action, you may call a mystical suit of full plate armor made of either mithral or adamantine, and matched to your normal size, to appear anywhere in your possession or space. This armor gains abilities based upon your EBL.
    EBL Full Plate Armor Called (Mithral or Adamantine)
    9 or less +1 nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance
    10 +1 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance
    11 +1 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, agilityMiC
    12 +2 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, agilityMiC
    13 +2 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, agilityMiC, balanceMiC
    14 +3 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, agilityMiC, balanceMiC
    15 +3 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, improved agilityMiC, balanceMiC
    16 +4 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, improved agilityMiC, balanceMiC
    17 +4 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, improved agilityMiC, improved balanceMiC
    18 +4 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, improved agilityMiC, improved balanceMiC, light fortification
    19 +4 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, greater agilityMiC, improved balanceMiC, light fortification
    20+ +5 halfweightUd, nimblenessMiC, easy travelMiC, anti-impactCW, deepSw, gilledMiC, cold resistance, fire resistance, greater agilityMiC, improved balanceMiC, light fortification
    1. A lesser crystal of aquatic actionMiC remains attached inside this armor. This augment crystal is considered part of the armor itself, and can never be removed or replaced by another.
    2. An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by this armor or its augment crystal.
    3. This armor and its augment crystal both have an effective caster level equal to your effective binder level.
    This armor instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Anstark end. You may only call one armor at a time with this ability.

    Spoiler: Elude Touch
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    Elude Touch: You gain a bonus to Armor Class against all touch attacks equal to half your effective binder level (rounded down); however, your touch AC can never exceed your Armor Class against normal attacks.

    Spoiler: Iron Fists
    Show
    Iron Fists: You may use gauntlets as if you possessed the Improved Unarmed Strike feat.

    Spoiler: Anstark's Gauntlets
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    Anstark's Gauntlets: As a standard action, you may call up to one pair of mystical gauntlets made of adamantine and matched to your normal size, to appear anywhere in your possession or space. These gauntlets gain abilities based upon your EBL.
    EBL Adamantine Gauntlets Called
    9 or less +1
    10-11 +1 brutal surgeMiC
    12-13 +1 brutal surgeMiC, defending
    14-15 +2 brutal surgeMiC, defending
    16-17 +3 brutal surgeMiC, defending
    18-19 +4 brutal surgeMiC, defending
    20+ +5 brutal surgeMiC, defending
    1. You gain unlimited uses of the brutal surge ability these gauntlets possess.
    2. You may add your effective binder level on Strength checks involving the brutal surge ability these gauntlets possess.
    3. A lesser crystal of illuminationMiC remains attached inside each of these gauntlets. This augment crystal is considered part of the gauntlet itself, and can never be removed or replaced by another. When your effective binder level reaches at least 16th, this augment crystal becomes a greater crystal of illuminationMiC.
    4. An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by these gauntlets or their augment crystals.
    5. These gauntlets and their augment crystals each have an effective caster level equal to your effective binder level.
    Each of these gauntlets instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Anstark end. You may only call up to one pair of these gauntlets at a time with this ability.

    Spoiler: Master Mechanic
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    Master Mechanic: You may make Disable Device checks untrained. You also gain a +8 bonus on all Craft and Disable Device checks.


    Ideas for "Kwill, the Guileful Guardian" (currently a 4th level vestige).

    Spoiler: Triggerman
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    Triggerman: You gain proficiency with all types of crossbows and firearms, including exotic ones. In addition, you gain Rapid Reload as a bonus feat for all weapons to which it can be applied.

    Spoiler: Kwill's Boltguns
    Show
    Kwill's Boltguns: As a standard action, you may call up to one pair of mystical hand crossbows and one additional crossbow of any other kind, to appear anywhere in your possession or space. While these crossbows are made of darkwood and matched to your normal size, they also gain abilities based upon your EBL.
    EBL Darkwood Crossbows Called
    5 or less +1 sizingMiC
    6-7 +1 collisionMiC, sizingMiC
    8-9 +1 collisionMiC, quick-loadingMiC, sizingMiC
    10-11 +1 collisionMiC, quick-loadingMiC, distance, sizingMiC
    12-13 +1 collisionMiC, quick-loadingMiC, distance, psychokineticMiC, sizingMiC
    14-15 +2 collisionMiC, quick-loadingMiC, distance, psychokineticMiC, sizingMiC
    16-17 +3 collisionMiC, quick-loadingMiC, distance, psychokineticMiC, sizingMiC
    18-19 +4 collisionMiC, quick-loadingMiC, distance, psychokineticMiC, sizingMiC
    20+ +5 collisionMiC, quick-loadingMiC, distance, psychokineticMiC, sizingMiC
    1. When called, each of these crossbows arrives without ammunition.
    2. An equivalent mental action of basic intent, replaces any command word or command thought normally required to activate any ability possessed by these crossbows or any augment crystals attached to them.
    3. These crossbows each have an effective caster level equal to your effective binder level.
    Each of these crossbows instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Kwill end. You may only call up to one pair of hand crossbows, and one additional crossbow of any other kind, at a time with this ability.

    Spoiler: Obtain Ammo
    Show
    Obtain Ammo: As a swift action, you may call one masterwork crossbow bolt or firearm bullet of any type and matched to your normal size, to appear anywhere in your possession or space. This bolt or bullet can be made of adamantine, cold iron or silver. Each bolt and bullet called using this ability, instantly returns whence it came should you dismiss it as a free or immediate action, should it leave your possession for more than 1 round, should it be destroyed or should your pact with Kwill end. Once you have used this ability, you cannot do so again for 5 rounds.

    Spoiler: Footloose Outlaw
    Show
    Footloose Outlaw: You may use any skill untrained. You may also add your Charisma bonus (if any) as a bonus on Balance, Sleight of Hand and Tumble checks.
    Last edited by Andion Isurand; 2015-09-18 at 04:03 AM.

  21. - Top - End - #21
    Bugbear in the Playground
     
    Andion Isurand's Avatar

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    Default Re: Avengers Assemble... within me (6 new vestiges)

    If the zealous suggestions in my previous post remain as they currently are, I'd probably be inclined to add one or more feats a binder must take in order to bind these vestiges. I would then mention these feats under the "Special Requirements" for each one.

    Such feats might look something like this, for the sake of showing an example:

    ACCESS THE HOST OF HEROES
    Prerequisite: effective binder level 3rd, the ability to form and maintain a pact with a vestige.
    Benefit: You are able to keep a pact with one vestige belonging to the Host of Heroes at any given time.

    GATHER THE HOST OF HEROES
    Prerequisite: Access the Host of Heroes, effective binder level 8th, the ability to form and maintain pacts with two or more vestiges at the same time
    Benefit: You are able to keep pacts with more than one vestige belonging to the Host of Heroes at the same time.


    Edit: Never mind... I missed seeing the Ignore Special Requirements feat.
    Last edited by Andion Isurand; 2015-09-16 at 09:20 PM.

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