User:ThunderGod Cid/Binder

Binder
Binders are inherently awesome in theory, since they should only be limited in what they can do by the kinds of vestiges they form pacts with and the abilities those spirits possess. The Tome of Magic forces a binder to find ten minutes whenever he wants to bind a vestige (20 minutes if he even possesses the means to expel one first). In any game, that kind of time is impossible to find in combat. And even when the binder can use multiple vestiges simultaneously, it usually only increases his power horizontally, not vertically. The conclusion is that the strength of each vestige must be increased to a better standard, and his ability to expel and acquire new vestiges should not be hindered.

This binder is not actually all that different than the one presented in the Tome of Magic; but since the class is adapted for a Wizard-level game (where encounters are often resolved in only a few rounds), he is capable of binding multiple vestiges to himself at once, and able to switch rapidly between highly specialized forms. Think of binding vestiges as preparing buffing spells that last for the entire day, but can only be activated one at a time.

Making a Binder
Abilities: Charisma is pivotal to the success of any binder, as it completely governs nearly every aspect of their abilities, from summoning vestiges to using their powers. After that, the most important stats depend on what vestiges the binder decides to utilize.

Races: Any race may become a binder, but those without magic are usually without knowledge of the cosmos and those who exist outside it and are thus less likely to become binders.

Alignment: Any.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Complex.

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

Weapon and Armor Proficiency: A binder is normally proficient with simple weapons, but no forms of armor or shields. When he summons a vestige, however, he automatically gains proficiency with any equipment that vestige provides.

 (Su): A binder‘s power comes from the ability to fuse vestiges to his own life force, inextricably tying their abilities and wills to him for a time. At the beginning of each day, the binder may form or renew a pact with a number of vestiges according to his class level (see Soul Bindings on Table: The Binder). This process is a 10 minute ritual per vestige bound, during which the binder must make a binding check (for which his roll is 1d20 + ½ his binder level + his Charisma modifier). As he gains levels, the difficulty of the binding check increases; the DC for a binder check is equal to 10 + his binder level. You cannot be aided in any way when making a binder check. A binding is successful regardless of whether or not you make this check, but there are additional benefits to making a good pact.

Once a vestige is bound to the binder, activating its specific form and powers is a swift action. Deactivating a vestige is a free action that can be used even out of turn. Each vestige offers its own unique array of abilities to the binder, which are detailed in each vestige’s description. There are multiple different types of vestiges that denote the nature of their abilities: Martial (focusing on weapon skills), Magic (granting access to spells and other similar effects), and Creature (channeling the spirit on an intelligent monster that usually results in a physical transformation into a similar beast).

Along with a some of the previous vestiges (which have been re-tooled to fit this binding mechanic), new vestiges have been added. Starting at 1st level, the binder can bind to a maximum of two vestiges; he gains the ability to bind another at 6th, 11th, and 16th level.

 (Su): At 1st level and every odd-numbered class level thereafter, the binder gains a pact augmentation, which allows him to draw greater power from the vestiges that he binds. Most pact augmentations only increase the basic essentials for survivability, and are chosen each time the binder assumes the powers of another vestige. Once the binder dismisses his current vestige, all pact augmentation benefits it was providing are lost.

List pact augmentations...

 (Ex): A 2nd level binder that makes a good pact may suppress the signs of that vestige as a free action. See the vestiges section for more about signs.

 (Ex): Vestiges have abilities far greater than those of most of the binder's opponents, and they don't always cooperate as nicely as they should. As such, the binder has learned to shield his life force from outside influences. At second level, he becomes immune to fear effects. At 6th level he gains immunity to energy and ability drain (or ability damage). At 11th, level, his protection improves further, making him immune to all death effects. Finally, at 16th level the binder permanently benefits from the effects of a mind blank spell.

 (Su): A 4th level binder can now call upon the granted abilities of a vestige as an immediate action.

 (Su): So long as he is bound to at least vestige, a binder of 8th level or higher can commune with any vestige with whom he has currently formed a pact at will.

 (Su): By 12th level, the binder has mastered the art of manipulating his soul through much experience binding vestiges to his own life force. This allows him to actually divide his soul into two and store that which does not remain in his body into a Tiny or smaller object. This operates in the same manner as a lich’s phylactery, recreating and resuscitating the binder’s body 1d10 days after his death unless destroyed.

Vestiges
Players may have noticed that most vestiges are evil, vengeful spirits. There’s a good reason for this; good entities have a higher tendency to die without want or regret, emotions that often pave the way for the worst of mortal vices. As such, most beings that remain in the cosmos after their deaths due to unresolved issues are not the type who play nice. Most are bloodthirsty lunatics who loathe their cursed existence as a vestige beyond explanation, and will do anything to get another taste of the real world no matter how brief. Being called upon to mercilessly destroy shit doesn’t hurt either. Even the most wicked of vestiges realize that a binder is their only conduit to the real world, and so they will often protect their greatest resource with matchless fervor even if they do not see eye to eye.

Occasionally, good beings do have the misfortune of meeting the circumstances required to become vestiges, but they are also more selective in choosing whom they lend their power since they do so out of an earnest desire to help those in need and not merely a chance to wreak havoc on the world again. Also, as the Tome of Magic helpfully pointed out, existing beyond life and death in a distant, lonely pocket of the cosmos is really trying on one’s sanity, so even once-pure spirits have a tendency to change when left without company for a thousand years.

Vestige Descriptions
Except for name (which goes above), the signs and, more importantly, the granted abilities, just about everything below is fluff text. If you want to make your own vestige and are too lazy to fill out every section, omit them as necessary.

Legend: Each vestige has a unique story. If you feel like going very in-depth, knock yourself out.

Sign: Upon connecting itself to a binder, each vestige leaves behind a mark to exhibit its presence. A sign usually has some effect that usually has little to no impact on the outcome of a battle but could potentially be annoying, which is why making a good pact is actually, well, good.

Influence: Vestiges have wills of their own, and attempt to impose themselves on those who would bind them as much as possible. While this would never extend to the binder losing control, they might take on certain personality traits of the vestige. These should only affect gameplay if you want them to.

Granted Abilities: This is the important stuff. All abilities that a vestige grants are available immediately in their most basic form, and advance in strength and potency as the binder gains levels. These abilities can only be accessed when a vestige is activated, not simply when it is bound.

Note that any powers that are restricted to certain uses per day cannot have their limits reset by deactivation and reactivation of a vestige.

Acererak, The Devourer [Magic]
The lich Acererak grants his binders many of the qualities and abilities of his undead form, not to mention his formidable arcane power.

Granted Abilities:

Hunter of the Living: Acererak gives his binder the ability to constantly see as though he possessed lifesense (see the eponymous Libris Mortis) and a deathwatch effect.

Negative Energy Adaptation: He who binds Acererak is now healed by negative energy as well as positive energy.

Cero: A binder using Acererak may summon a ball of dark energy and throw it at an opponent. This abiliy can be used as an attack action that deals 1d6 negative energy damage per two class levels or as a standard action that deals 1d6 damage per class level. Regardless of the action used, this ability is always a ranged touch attack.

Spheres: The binder gains basic access to the Bone sphere and one other sphere from the following list: Carnage, Death, Heresy, Terror, or Violation.

Unlike normal spheres, these come from the powers of the vestige, not the binder himself, so only by improving his binding abilities can he tap into the greater powers of the sphere. As such, these spheres improve according to his class level instead of his character level.

Focalor, Prince of Tears [Magic]
The eternally weeping Focalor grants his summoner power over water and lightning as well as creating a powerful aura of despair that saps the morale of others.

Granted Abilities:

Drowning in Sorrow: As a standard action, you may designate a living creature within close range (25 feet +5 feet per two binder levels). That target must succeed on a Fortitude save or begin drowning, becoming unable to take any actions (other than perhaps writhing on the ground)

Icingdeath, the Tundra Wyrm [Creature]
The ghostly spirit of a skeletal white dragon envelops you, and a bone-chilling cold sweeps through the area, covering everything around you with frost.

Granted Abilities:

Breath weapon for 1d6 cold damage per class level (offer Reflex save), must wait 1d4+1 rounds after use before it can be used again

Area around you becomes layered in ice (acts as a grease spell for duration of binding)

Shards of sharp ice create a blade barrier around you

Damage ignores cold resistance and immunity

Kas, Vecna’s Swordmaster [Martial]
The vampiric lieutenant of Vecna, widely feared for his own power as well as that of his liege, grants those who dare to summon him his superb swordsmanship, necromantic power, and the ability to destroy mages and other foes alike. Legend: Kas is known throughout the cosmos as the traitorous second-in-command to Vecna, the lich-god of secrets and dark magic. For unknown reasons (but most likely due to personal ambition) Kas attempted to overthrow Vecna. While he was eventually destroyed by his lord, the vampire managed to take Vecna’s left hand and left eye with him to the grave. While these two artifacts—as well as the sword that bears his name—were seemingly all that remained of Kas, what happened to him after his defeat is unclear to most scholars.

Many presumed that he simply ceased to exist, as do most undead, but his spirit endured. The power of his malice was so great that Kas remained, albeit possessing no material form whatsoever. For years, he existed in a realm of nothingness, siphoning off parts of his essence into the artifact now known as the Sword of Kas. Now, however, the ambitions of certain binders have allowed him to return to the world, if only for short periods.

Influence: One who binds Kas to themselves emits strong feelings of enmity towards magic users, which they return in kind. So long as you are bound to Kas, all non-hostile NPC spellcasters have an attitude one step worse than normal (to a minimum of unfriendly)

Manifestation: Your skin becomes pale, teeth lengthen, and eyes turn red like those of a vampire. All divinations detect you (or do not detect you) as if you are undead. You are filled with a supernatural strength, and you can feel an unparalleled martial ability flowing through you.

Granted Abilities:

Mage Slayer: bonus Combat feat

Sword of Kas: A masterwork adamantine longsword (with which you automatically have proficiency) appears in your hand. When Kas is bound to you, you may substitute any feats you normally possess for Combat feats or, if you are not using Races of War, Chosen Weapon feats (for a longsword). Although it is merely an imitation of the real sword of Kas, this longsword is made all the more deadly with the vampire’s spirit.

Blood Thirst: You may use vampiric touch as a spell-like ability once per round when you hit with an attack with the Sword of Kas. Your caster level for this effect is equal to your class level.

Ignatius, Fallen Knight [Martial]
Legend: This man’s last name has been erased from the history books and from his own memory; in only a single lost text (his death order) is he referred to by so much as his given name. Once a noble paladin and crusader for good who was turned to darkness by perceived corruption within his order, Ignatius was renowned as a peerless rider and mounted fighter whose charge was renowned for its lethality. When his superiors would not punish an alleged murderer who Ignatius had captured, he sought to discredit them. Planting large amounts of money in their coffers, Ignatius deluded himself into believing they had accepted bribes. He then challenged each of his superiors to single combat, in which he slew them all on the end of his lance. Stripped of his status, Ignatius’ plot became an all-out rebellion, but he was caught and sentenced to death for his crimes.

In an infamous execution, his captors put a noose on the fallen knight’s head and tied it to a tree, attaching another rope to his steed. Pressed to sprint away, the horse separated its master’s head from his shoulders and dragged his corpse for many miles before collapsing of fatigue and starvation.

A vile demon—most likely the same one who pressed Ignatius into committing his crimes—reanimated his body and supplied him with a demonic horse to carry out his final crusade. The headless horseman stormed the stronghold of his order and razed it to the ground, but never managed to find his lost head. Bereft of his head and unable to rest, Ignatius’s body was eventually sealed by a powerful cleric who, unable to slay him entirely, banished him to the Astral Plane, where he has floated aimlessly ever since. Those who know the site of his sealing can still access a measure of his power by forming a pact, and pledging to seek out the fallen knight’s lost head.

Sign: When Ignatius manifests, the user’s head appears to vanish. As a result, they become blind, deaf, and mute. This is swiftly mitigated, however, by the granted abilities of the vestige.

Influence: You cannot feel your own head (even if you or someone else attempts to directly touch it) so long as you are bound to Ignatius.

Manifestation:

Granted Abilities:

Blindsight: Blindsight out to 20 feet per class level, no penalties for being deprived of senses.

Dark Steed: Acquire a nightmare with HD equal to your own as a mount (for which you are considered to have a number of ranks in the Ride skill equal to your binder level or your normal ranks, whichever is higher)

Knight’s Arms: ghostly armor (which grants you an armor bonus equal to one half your class level)

Last Chance of Valor: There is no better way to gain (or regain) honor than by proving your worth in battle. When you make a charge attack you add an amount of damage corresponding with your binder level: 1d6 at 1st level, 2d6 at 3rd level, 3d6 at 4th level, 4d6 at 6th level, 5d6 at 7th level, 7d6 at 8th level, 9d6 at 9th level, 11d6 at 10th level, 14d6 at 11th level, 16d6 at 12th level, 20d6 at 13th level, 100 points at 14th level, 110 points at 15th level, 125 points at 16th level, 150 points at 17th level, 175 points at 18th level, 200 points at 19th level, and 250 points of damage at 20th level.

This bonus damage cannot be multiplied by the charge, but is instead added to the end in the same fashion as precision-based damage. If you are capable of making a full attack on a charge, this damage is only added to the first successful attack.

Shattered Jade: When you make a charge attack, you can now attack everyone within the line of effect of your charge, provided you kill each opponent that you attacked previously. In addition, you may make an attack roll when you charge to break any magical barrier (your roll is opposed by a caster level check made by the effect or its source) in your path.

Taksh, the Weeping Willow [Creature]
The massive tree Taksh makes its user an immobile fortress, possessing huge size, strength and power as well as the ability to use powerful vines to constrict opponents.

Legend: A treant of tremendous size and power, Taksh ruled over an entire forest that it considered its domain. It selfishly defended this territory from all intruders, regardless of their allegiances or intentions. But when two armies clashed inside its forest, Taksh could not stop their combined onslaught. The entire region was razed to the ground, Taksh’s body charred black from the ceaseless flames. The two armies were both decimated by the blaze, but Taksh remained, its forest twisted by the evil and rot of war. Unable to move from its spot, blood seeped from the creatures bark as it creaked a baleful moan that resonated for miles. To this day, it retains the nickname of the Weeping Willow, and to approach it is considered a suicidal task. But binders have been able to recognize its moan as a calling, an offering of power to anyone willing to accept.

Influence: When you are bound to Taksh, you are overwhelmed by sorrow and feelings of vengeance. You are also highly sympathetic to those who wish to defend nature, but have no patience for those who wish to do so through non-violent means.

Sign: Your body erupts into flames that are harmless, but cast out bright light all around you.

Manifestation: When Taksh manifests, the binder’s legs sink into the ground and form roots, reducing his Dexterity score to 0 and thus preventing him from moving for the duration of the binding. He also incurs all other penalties for having no Dexterity score, and apply your Intelligence modifier to initiative normally.

Miracle-Gro: Your body turns into a massive tree, assimilating all your magical items and flesh into this transformation. Your body becomes covered in bark, granting you a natural armor bonus equal to your class level in addition to any pact augmentation bonuses you have. You also gain one size category for every five binder levels you possess, affecting your space and reach accordingly. All normal weapons and items you possess are nullified so long as you are bound to Taksh. In return, you gain one slam attack (dealt as a creature of your adjusted size according to the table below) per three binder levels. Each of these slams ignores damage reduction as if they were magical weapons and deal a base damage of 1d8 (assuming you are a Medium binder). Increase the damage dealt according to your increased size.

Your defensive abilities are also greatly increased due to Taksh’s influence. While in this form, you gain fast healing equal to your class level and immunity to fire damage in addition to the natural armor bonuses.

Aura of Sorrow: Anyone within a distance of 20 feet per class level of a binder who has manifested Taksh is overwhelmed by feelings of grief and sorrow, taking a -1 morale penalty to all attack rolls, damage rolls, saving throws, and skill checks per four class levels the binder possesses.

Grip Vine: As a move-equivalent action, a binder who has summoned Taksh may direct the massive vines protruding from his form to attack a single opponent within close range, initiating a grapple check on a successful attack roll using his adjusted Strength score and size modifiers for the check. If the target loses the grapple check, they are considered bound and held, unable to move or act except to resist the vine. Every round thereafter in which the target fails a grapple check, the vines tighten their grip, dealing 1d8 crushing damage per two binder levels. In addition, the binder can also use the vines to draw in creatures that fail the grapple check, bringing them towards him a number of feet equal to his adjusted reach.

Shoikan Grove:

Compost: If a creature is pulled until he is adjacent to Taksh, the binder who has manifested the tree can make a full attack with all his slam attacks as an immediate action.

Yojimbo, Mercenary King [Martial]
Legend: Yojimbo grew up the cousin of an eastern monarch, constantly jealous of the privileges he saw as exclusive to his fellows. Eventually becoming a samurai as per his duties as a noble, Yojimbo was reportedly cast from his family for holding his charge--a lording he had been tasked with protecting--hostage for ransom money. The sum was far more than the family was willing to pay, and apparently far more than it took to hire an army to move against the ronin. Realizing the hopelessness of his situation, Yojimbo killed the child and fled rather than attempt to salvage his honor. Once away from the influence of his former liege, he predictably became a blade-for-hire, charging ridiculous amounts of money to perform any task with no questions asked. Before long, he had formed his own private army, a bloodthirsty group of fighters known for taking on any work no matter how grisly.

Even after years of hoarding, Yojimbo was still not satiated. He eventually set his sights on the grand goal of being an emperor, recalling the vast riches enjoyed by the family he had previously served (even though by that point he had actually far surpassed even their level of wealth). His invasion was preempted, however, by a massive force arrayed by his former lord and his clientele, all of whom mutually agreed that he was too much a threat to remain alive. Despite barricading himself in his treasure vault, Yojimbo could not resist the powers rallied against him, and a powerful archmage melted his entire vault into slag. The Mercenary King’s body was never recovered, allegedly buried in a river of molten gold and gems. He is only survived by his unsurpassed greed, which eternally mourns the loss of his treasure while constantly craving more.

Influence: You insist on monetary payment for any favor or task, no matter how insignificant, so long as you are bound to Yojimbo.

Manifestation: You gain a suit of brilliant, shining armor that encases you from head to toe. Closer inspection reveals that each of the plates is actually made of solid gold, and studded with all manner of gemstones. A magnificent belt also appears, fitted with Yojimbo's signature weapons: throwing knives, a wakizashi, and a long katana that emanates an aura of malevolent power and causes ones hands to shake through sheer proximity.

Granted Abilities: Yojimbo only desires one thing: money. As long as the binder is willing to sacrifice cold, hard cash, his abilities will increase proportionally to services rendered; for an exorbitant sum, he is capable of instantly slaying basically any creature you could possibly encounter. Any weapon with which you attack while bound to Yojimbo has a flat enhancement bonus equal to one third your class level (maximum +5).

Speed of Greed: Yojimbo’s limitless avarice prompts his binder to move in a much more proactive manner, allowing them to move up their base speed as a swift action.

Gold Mail: Yojimbo's gold-encrusted armor

The Golden Horde: Anything slain by Yojimbo is automatically turned into a statue of solid gold, which then shatters into a pile of gold coins. Sadly, these newly acquired riches suffer the same fate as all of the Mercenary King’s wealth, becoming a pile of worthless slag immediately after separating. There is no way of reversing any of the steps of this transformation, which utterly destroys the creature’s remains and prevents any form of revival that requires remains to be present.

Tribute to the King: The only way to access Yojimbo’s potentially limitless offensive strength is to attack is through monetary payment. At the beginning of every turn, you must pay at least 1 gold piece and roll a d% die to activate Yojimbo’s abilities. The likelihood of each ability is dependent on how much gold is given, based on the table below. These abilities are listed according to their power relative to each other; if you gain a more powerful ability, you may instead choose one of the less powerful abilities instead.

Need table...


 * Daigoro: You designate a foe within close range (25 feet + 5 feet per two binder levels) to whom you have a clear path. When you use this ability, you summon a ferocious hound (treat as a wolf) that charges at your opponent and attacks normally as though it had charged. This hound cannot be attacked or destroyed by any means, and only exists for the amount of time it takes for it to attack.


 * Kozuka: As a full-round action, you throw a dart at each opponent within 30 feet, and can continue making attacks until you have made up to one attack per class level (you cannot make more than one attack against the same foe). All of these attacks are made at your highest base attack bonus.


 * Wakizashi: You strike with Yojimbo’s feared wakizashi, which attacks as a weapon two sizes larger than a wakizashi normally would be for you. You make a full attack with this weapon and apply any attack options normally.


 * Zanmato: If the binder is lucky (or desperate) enough to coax this ability from Yojimbo, then they probably deserve to win D&D. The binder draw’s Yojimbo’s katana, which strikes as though under the effect of a true strike spell and, if successful, as an automatic, augmented critical hit that deals five times normal damage and affects even creatures that are normally not affected by critical hits. Attacking in this fashion is a full-round action.

The amount of gold given to Yojimbo not only affects to probability of occurrence for each effect, but also influences the effectiveness of the attacks used. For every 100 gold you pay Yojimbo, add 1 point of bonus damage to any attacks he makes this turn. This damage is multiplied on a critical hit.