Doombinder (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 6-29-19
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

This binder prestige class binds you strongly to apocalyptic and eldritch vestiges, limiting your options but improving your abilities. 6 7 Moderate Good Poor Good

"Pact Magic" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


Doombinder[edit]

The final hour is upon us. The end times have begun!
—Jamora, Elan Doombinder, Book of Dark Prophecies

The end times are here, and you are their prophet. Or, perhaps, the only thing keeping it bound and hidden away. In your experience as a binder you have come across vestiges such as Chuboclops and The Black Beast of Chaos, apocalyptic entities that would destroy their world were they released. Fortunately for the world something has stopped them and they are relegated to the realm of non-being that is vestiges, yet they continue to make their mark on the world and in the shadows. Regardless if you are aligned with their interests, or if you are merely trying to know your enemy, you have focused your binding research upon them.

Becoming a Doombinder[edit]

Entry Requirements
Skills: Knowledge History 4 ranks or Knowledge Xeno 4 ranks.
Special: Binder level 7, Dark insight of 0 or greater, must have come in contact with an artifact related to an apocalyptic event.

Table: The Doombinder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Corrupt Augmentation, Corruption, Elder Signs (minor), Soul Binding Progression, Restricted Binds
2nd +1 +3 +0 +3 Elder Signs (moderate), Pact Mastery +1
3rd +2 +3 +1 +3 Corrupt Augmentation, Pact Control
4th +3 +4 +1 +4 Elder Signs (major), Pact Mastery +2
5th +3 +4 +1 +4 Corrupt Augmentation, Pact Mindswitch
6th +4 +5 +2 +5 Apothesis, Elder Manifestation, Elder Signs (overwhelming), Pact Mastery +3

Class Skills (4 + Int modifier per level.)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (history) (religion) (the planes) (xeno) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis).


Class Features[edit]

All of the following are class features of the Doombinder.

Corrupt Augmentation: At 1st, 3rd, and 5th level the doombinder receives a new ability which they always have access to, regardless if they are bound or not. Each time you level you can choose new augmentations, otherwise your selection is fixed. Choose from the following:

Alien Biology (Ex): Your body takes on new and alien organs drawn from the nature of the apocalyptic entities you've bound to. You become immune to critical hits and sneak attacks.

Alternate Form (Su): Choose a creature with a CR of your character level -3 or less. You can transform into that creature or back at will as is using polymorph as a standard action. However your transformation is always into a disturbed, eldritch, monstrous looking form of the creature selected. You can gain this multiple times, selecting a new form each time, and may change your forms known whenever you level.

Dark Insight Spells: You gain the effects of the Born Wizard feat, except you only have dark insight spells as your class spell list. You gain one free spell per spell level, and can add more to your spellbook with no additional charges or cost per page used. Use your Charisma for the purpose of spell DCs.

Divine Resistance (Su): You gain SR 10 + HD against any divine spells, and may suppress this spell resistance as a free action for 1 round.

Eat the Worm (Su): If you die, you may attempt to possess a creature as per a ghost's malevolence ability within 10 ft/level of your body. As long as you obtain a body within 3 rounds you can continue to persist in ghost form, otherwise you perish. If you manage to ritualistically devour your own corpse over the course of 1 hour before the duration of malevolence is up, your stolen body shifts into your old form and you are reborn while the possessed creature is now dead.

Eldritch Blastwave (Su): As a standard action you can release a wave of unknown alien energy centered on you. The blast deals 1d6 points of damage per level with a Reflex save DC 10 + 1/2 HD + Cha modifier for half in a 20 ft radius burst. This power acts like a breath weapon, and has a 1d4 round cooldown.

Eldritch Knowledge (Su): You gain all Knowledge skills as class skills, and the effect of bardic knowledge concerning all things alien, eldritch, and forbidden. If you successfully identify a creature, you can mark them as a move action. You are always aware of a marked creature's position, distance, status (as per status) and if you have the ability you may always speak telepathically to them regardless of range or plane. You still have concealment, but can always target the correct square. You can only have one marked creature at a time. The marked creature has the feeling of being watched at all times while this is in effect, and can disrupt the effect with any effect that would prevent, suppress, or negate detect thoughts.

Feral Strike (Ex): Choose a feral strike weapon. You gain it, and it is considered to be made out of elderein. In addition you may enhance your feral strike weapons as if they were masterwork weapons, and you possessed the appropriate item creation feats.

Horrifying Appearance (Su): You become something unspeakable. Activating this ability is a free action, and any creature that can see you must make Will save DC 10 + 1/2 HD + Cha modifier or become frightened for 1 minute or shaken on a successful save if they have fewer HD than you do. Those who have greater HD instead save against shaken for 1 minute, save negates. 1/day your appearance can carry with it the memetic effects of insidious suggestion against those who failed. The most dangerous aspect is that live feeds of your appearance carry this effect at a -4 penalty to DC. You can also choose to have any image taken of you and any mirrors of you be distorted regardless if your ability is active. This is considered a gaze attack.

Mind of Madness (Ex): Your mind is a minefield of danger. As an immediate action you can punish a creature using divinations or reading your mind, striking them with inflict psychosis (DC 10 + 1/2 HD + Cha modifier), and cause any information they gather from it to be wrong, twisted, and disturbing. Your own resistance to madness effects increases by your class level, to a maximum of 6.

Corruption: Bound closely with the powers that would unmake the world, the doombinders body gains a scar not unlike a sign and in addition to a vestige's sign. Unlike a vestige sign this is permanent and cannot be suppressed, but it can be disguised or hidden by clothing. It is usually a minor but noticeable change such as glowing eyes, off-color skin eyes or hair, black blood, distorted proportions, arcane runes tattooed upon them, or an aura of unnatural presence near them.

Elder Signs (Su): Much like an Elder EvilEE the doombinder begins to exhibit a change upon their own surroundings simply by existing. When bound to a vestige from their restricted binds list, this aura spreads out to 100 ft and may be toggled on and off as a free action. There are four levels to the sign's effective strength, and by default it remains faint. At 2nd level second round of any stressful situations and beyond you can choose to upgrade it to a moderate sign as a free action. When you reach 4th level, you can upgrade it to a strong sign after 3 rounds, and when you reach 6th level you can upgrade it to an overwhelming sign on the 4th round. If an aura affects creatures, you can always choose to exclude yourself from its effects and can reduce the effect any number of levels as a free action.

For the purpose of interacting with elderein your elder sign counts as an elder evil's sign two steps lower. Therefore your strong aura acts as a faint sign, and your overwhelming aura counts as a moderate sign.

Elder signs usually come with various visual effects such as swarms of insects, alien runes, or the sky altering color. Regardless of appearance it will have one chosen effect selected from below. Once chosen, it cannot be changed. Choose from the Elder Signs List here.

Soul Binding Progression: At each level the doombinder continues to progress their effective binder level, including the highest level of vestige the doombinder has access to and number of vestiges they may bind at one time. They do not progress bonus feats, new pact augmentation abilities, or soul guardian abilities. If entered at the earliest moment, binder level 7, they will start this class with Soul Binding (2).

Restricted Binds: While the doombinder has access to 2 vestiges at once (as they acquire Soul Binding (2) upon becoming a level 8 binder), their first selection can only be chosen from a limited list of vestiges associated with, being the cause of, or otherwise fated to be apocalyptic events. Choose your vestiges from the following list:

1st—Drop of Deep Violet.

2nd—Phizbirro the Blasphemous.

3rd—Cenobites of the Rail.

4th—TenebrousToM.

5th—Biokaryota the Blooming Growth, The Black Beast of Chaos.

6th—ChuboclopsToM, Melusine the Oroboros of Time, ZceryllToM.

7th—Right Hand of Darkness.

8th—Consumption the Everwyrm, Dark Cloud of the Void, The Underkings.

Pact Mastery (Ex): The 2nd level doombinder gains a +1 bonus to binding checks and effective binder level when binding vestiges from their restricted binds list. This increases to +2 at 4th level, and +3 and 6th level.

Pact Control (Ex): At 3rd level a doombinder who has made a good pact with a vestige may choose to willingly fall under the control and influence of one of their vestiges, as well as rescind it, as a free action on their turn.

Pact Mindswitch (Ex): If the 5th level doombinder falls under the sway of a mind-affecting effect, they can choose to switch their mind out as an immediate action. They immediately fall under influence of their vestige (as per Pact Control) but cannot revert it for 1 hour. However the mind-affecting effect is suppressed. The mind-affecting effect is not dismissed, and comes back into effect when the doombinder regains full control. It also doesn't prevent them from falling under a second mind-affecting effect while control is switched.

Apothesis: At 6th level the doombinder fundamentally changes, becoming an Outsider although they consider whatever plane they are on to be their home plane. They also gain DR/magic equal to 1/2 their HD, rounded up. They may still count as a member of their original type. They gain a unique mark and ritual associated to themselves which they may teach to others. If they die, they enter a state of being not unlike a vestige. Those who know the ritual, a process which takes at least 10 minutes, may bind you to themselves as if they were a 1st level binder even if they have no binder ranks. This is always considered a bad pact unless they have binder levels, in which case your DC equals your character level. You don't technically have any influence other than what social pressure you can apply. However they gain your Corruption as the vestige sign, and a good pact can suppress it if they have the class ability Suppress Sign.

As a pseudo-vestige you are capable of telepathically communicating with your host at any time. Your host may allow you to speak through their body in your own voice. You have no ability to do anything other than purely mental actions that do not require concentration, and have the senses of your host body. You retain your mental skills. Your host meanwhile does gain abilities, using your corrupt augmentations as your vestige granted abilities. You are considered a 1st level vestige for the purpose of interacting with spells and effects.

You may choose to dismiss yourself, and you automatically unbind after 24 hours. Unlike an actual vestige only one person may be bound to you at a time and you are aware of who is attempting to bind you (but no other information). You remember events and actions if you are revived, and are not available as a vestige while you still live.

Elder Manifestation (Su): When a 6th level doombinder is in a stressful situation for more than 4 or more rounds and they possess an active overwhelming elder sign, they can choose to reset their elder sign back to faint and use one of the following powerful abilities. See the Elder Signs List here.

Campaign Information[edit]

Playing a Doombinder[edit]

Combat: As a binder, you have options. You have less options due to being forced with certain apocalyptic beasts, but the options are always there and they allow you to focus on what you prefer.

Advancement: Classes which advance binding may also help once you get out at 13th level, or simply take more binder.

Resources: In the end, doombinders are alone in the world, for who wants to associate with someone channeling the power of the end times?

Doombinders in the World[edit]

HE COMES!
—Gorefield, Tibbit Doombinder

NPC Reactions: If they aren't screaming, they aren't aware of what you are.

Doombinder Lore[edit]

Characters with ranks in Knowledge Arcana can research Doombinders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Doombinders are binders that associate themselves with apocalyptic vestiges and monsters. This may be an attempt to stop them, or they themselves trying to kickstart the apocalypse.
15 As they gain power, doombinders become as unto small elder evils. They gain an elder evil's sign which increases the longer they spend near you that distorts reality itself.
20 Powerful doombinders not only can command forces that channel eldritch horrors themselves, but even if they die they persist in the minds of other binders, ready to return.
30 Those that reach this level of success can research specific doombinders, their favored binds, motives, location, or trivia about them.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length6 +
Minimum Level7 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft + and Spot +
Skill Points4 +
SummaryThis binder prestige class binds you strongly to apocalyptic and eldritch vestiges, limiting your options but improving your abilities. +
TitleDoombinder +
Will Save ProgressionGood +