Hairbinder (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 3-15-16
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Mages which bind spirits into their hair, allowing them to cast and use their hair as living weapons. 20 0 Moderate Poor Good Good Spontaneous Arcane Spellcasting Partial


Hairbinder[edit]

Perhaps it was the magic shampoo the wizard gave you, or perhaps a demon has possessed your hair. Whatever the cause, the hairbinder has an uncanny control over their normally unliving hair turning them into deadly weapons.

Making a Hairbinder[edit]

Abilities: Charisma is used for the hairbinder's supernatural abilities, but Constitution is important to everyone and Strength or Dexterity can be used for those wishing to engage in the more fighting aspects of the class.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Hairbinder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, Hair Lash, Hair Style (1), Minor Styling, Spirit Bond 1
2nd +1 +0 +3 +3 AC Bonus 2
3rd +2 +1 +3 +3 Hair Style (2) 3
4th +3 +1 +4 +4 Spirit Power 3 1
5th +3 +1 +4 +4 Hair Style (3) 4 2
6th +4 +2 +5 +5 Hair Lash (+5 ft reach, no provoking) 4 3
7th +5 +2 +5 +5 Hair Style (4) 4 3 1
8th +6 +2 +6 +6 Improved Hair Style, Spirit Power 4 4 2
9th +6 +3 +6 +6 Hair Style (5) 5 4 3
10th +7 +3 +7 +7 Hair Lash (+10 ft reach, hookshot) 5 4 3 1
11th +8 +3 +7 +7 Hair Style (6) 5 4 4 2
12th +9 +4 +8 +8 Spirit Power 5 5 4 3
13th +9 +4 +8 +8 Hair Style (7) 5 5 4 3 1
14th +10 +4 +9 +9 Hair Lash (+15 ft reach, invulnerable hair) 5 5 4 4 2
15th +11 +5 +9 +9 Hair Style (8) 5 5 5 4 3
16th +12 +5 +10 +10 Greater Hair Style, Spirit Power 5 5 5 4 3 1
17th +12 +5 +10 +10 Hair Style (9) 5 5 5 4 4 2
18th +13 +6 +11 +11 Hair Lash (+20 ft reach, artifact) 5 5 5 5 4 3
19th +14 +6 +11 +11 Hair Style (10) 5 5 5 5 5 4
20th +15 +6 +12 +12 Apotheosis, Spirit Power 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana) (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the hairbinder.

Weapon and Armor Proficiency: A hairbinder is proficient with all simple weapons, plus any martial weapons subject to weapon finesse, and whips. Hairbinders are also proficient with light armor, but not shields. A hairbinder can cast hairbinder spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hairbinder wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Hairbinder still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A hairbinder casts arcane spells drawn from the hairbinder spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hairbinder must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a hairbinder's spell is 10 + the spell level + the hairbinder’s Charisma modifier.

Like other spellcasters, a hairbinder can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hairbinder. In addition, she receives bonus spells per day if he has a high Charisma score.

The hairbinder's selection of spells is extremely limited. A hairbinder begins play knowing four 0-level spells and two 1st-level spells of the hairbinder's choice. At each new hairbinder level, she gains one or more new spells, as indicated on Table: Hairbinder Spells Known. (Unlike spells per day, the number of spells a hairbinder knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells).

Each level a hairbinder can choose to learn a new spell in place of one she already knows. In effect, the hairbinder “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hairbinder spell the hairbinder can cast. A hairbinder may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A hairbinder need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Hairbinders choose their spells from the following list as well as the homebrew Hairbinder spell list:

0—arcane mark, cook, detect magic, force stoolSpC, launch boltSpC, launch ItemSpC, light, mage hand, message, prestidigitation, read magic, Repel LiquidSpC, resistance, Summon Rope of SpidersilkSpC

1st—aspect of the wolfSpC, bel's ambush, benign transpositionSpC, branch to branchSpC, comprehend languages, detect alignment, detect power level, devilish spew, disguise self, endure elements, entangle, feather fall, jump, kiden's harassing spirit, mage armor, magic missile, magic weapon, mount, nerveskitterSpC, protection from alignment, retort, shield, silverbeardSpC, true strike, unseen servant, withstand energy.

2nd—alhazarde lance, alhazarde's sword, alter self, arcane lock, arcane sight, avoid planar effectsSpC, baleful transpositionSpC, battering ramSpC, blacklight, blur, briar webSpC, combustSpC, dark waySpC, daylight, dispel magic, divine mount, false gravitySpC, false life, fearsome grappleSpC, fire wingsSpC, gaseous form, greater mage armorSpC, heroism, illusory script, keen edge, knock, locate object, magic circle against alignment, manyjawsSpC, mirror image, mountain stanceSpC, obscure object, protection from arrows, resist energy, ring of bladesSpC, rope trick, scan, secret page, see invisibility, shadow spraySpC, shatter, slapping handSpC, spider climb, tongues, voodoo doll, water breathing, web, whispering wind.

3rd—anticipate teleportSpC, armor of darknessSpC, arrow stormSpC, assay spell resistanceSpC, attune formSpC, bands of steelSpC, black tentacles, blade stormSpC, blink, detect scryingSpC, dimension door, dimensional anchor, dismissal, displacement, entangling staffSpC, flame arrow,SpC flame whipsSpC, flight of the dragonSpC, force clawSpC, ghostly chant, greater endure elementsSpC, greater magic weapon, haste, interposing hand, kelpstrandSpC, knight's moveSpC, lesser planar binding, life lockSpC, locate creature, mage's faithful hound, magic vestment, mass resist energySpC, phantom steed, poison vinesSpC, polymorph, protection from energy, resilient sphere, secret chest, scrying, sending, shadow bindingSpC, shrink item, slow, stoneskin, telepathic bond, wasp rider.

4th—analyse dweomer, antimagic field, aspect of the earth hunterSpC, baleful polymorph, contact other plane, forceful hand, greater anticipate teleportationSpC, greater blinkSpC,greater dispel magic, greater heroism, gutsnakeSpC, planar binding, shadow handSpC, shadowy grapplerSpC, spell dampen, spell resistance, true seeing.

5th—banishment, control weather, grasping hand, greater arcane sight, mage's magnificent mansion, mage's sword, reverse gravity, spell turning, statue, suddenly doomtrain, telekinetic sphere.

6th—black blade of disasterSpC, clenched fist, dimensional lock, discern location, fist of god, foresight, greater planar binding, hyperbite, iron body, limited wish, protection from spells, meteor swarm, mind blank, moment of prescience, steal life, suddenly phantom train.

Table: Hairbinder Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Cantrips: Hairbinder's learn a number of cantrips, or 0-level spells, as noted on Table: Hairbinder Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Hair Lash (Ex): The hairbinder possesses prehensile hair that she can use a weapon not unlike a whip. A 1st level hairbinder gain a Feral Strike (Hair Lash), it possesses the following profile:

Hair Lash

Simple Two-Handed Melee

Cost: — gp
Damage (Small): 1d6
Damage (Medium)1: 2d4
Critical: ×3
Weight2: — lbs
Type3: Slashing and Piercing and Bludgeoning
HP4: 10
Hardness: 1

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


The hair lash has the reach and mechanics of a whip and feats which work with a whip work with it, however it provoke attack of opportunity when used in melee. As normal for feral strike, your hair lash may be enhanced as a manufactured weapon, additionally it may be given material properties at the same price as a manufactured weapon. Unlike a normal feral strike, if their hair lash is sundered it regrow within 1d4 rounds and is restored at full hit points. As the hairbinder gains levels, their hair lash improve:

At 6th level, the reach of their hair lash increases by +5 ft, and it no longer provokes for attacking in melee.

At 10th level, the reach of their hair lash increases by a total of +10 ft. In addition, you may use your hair as if it were 3D Maneuver Gear, and gain 3D Maneuver Gear Proficiency as a bonus feat.

At 14th level, the reach of their hair lash increases by a total of +15 ft. Your hair can no longer take damage, cannot be severed, and can hold an unlimited amount of weight (though your neck might not).

At 18th level, the reach of their hair lash increases by a total of +20 ft. Your hair is now considered an artifact, and does not shut down in an antimagic field.

Hair Style: Hairbinders learn to do many hair styles, and actually dress up their hair in predetermined patterns ahead of time. Taking an hour to style one's hair after 8 hours of rest, they can fill their available slots with any hair style. This is known as preparing a hair style. Hair styles act not unlike an initiator's stances. You may have only one hair style active at a time, and shift between them as a swift action to a different prepared hair style. You gain a hair style slot at 1st and every odd level beyond (3rd, 5th, etc). Choose from the list of hair styles below.

Awaken Hair (Ex): You awaken the bound spirit in your hair, letting it act as its own semi-aware creature. It can make perception checks (using your listen and spot scores) for you, and sees 360 degrees around.

Awaken Hair, Improved (Ex): Your hairs aid you when making attacks of opportunity, you gain the benefits of Combat Reflexes except you may use your Charisma to determine the number of extra attacks of opportunity you make in a round. Additionally once per round when you take an attack of opportunity you may make an extra hair lash attack, consuming an additional attack of opportunity for the round. Requires Awaken Hair, minimum level 8th.
Awaken Hair, Greater (Ex): Your hairs can make an attack with the hair lash at your highest attack bonus as a free action once per round. Requires Improved Awaken Hair, minimum level 16th.

Feather Dreads (Su): You are always under the effect of feather fall, and gain a glide speed. For every 10 ft dropped, they may travel 20 ft horizontally (poor maneuverability).

Feather Dreads, Improved (Su): You gain a fly speed equal to twice your land speed (average maneuverability). Requires Feather Dreads, minimum level 8th.
Feather Dreads, Greater (Su): Your fly speed becomes perfect maneuverability, and you may use the supersonic ability of Wings of Thunder. Requires Improved Feather Dreads, minimum level 16th.

Flowing Locks (Ex): Whenever you are missed with an attack, you may take a free 5 ft step which does not count towards your 5 ft step for the round.

Flowing Locks, Improved (Ex): Your free 5 ft steps may become 10 ft steps. Alternatively you can choose not to take your 10 ft step, and instead take an attack of opportunity once per round (regardless how many attacks of opportunity you have). Requires Flowing Locks, minimum level 8th.
Flowing Locks, Greater (Ex): Your free 10 ft steps may become 15 ft steps. In addition you are no longer limited to once per round on your attacks of opportunity from Flowing Locks. Requires Improved Feather Dreads, minimum level 16th.

Go Bald (Su): When you enter this hair style, you may choose a target within 60 ft. The bright flash of your shiny head forces them to make a Will save (DC 10 + 1/2 HD + Cha modifier) or have them go blind for 1d4 rounds. They are instead dazzled for 1 round on a successful save. Because this occurs when you enter a style, you can do this every other round. Whenever you are bald, you lose access to your hair lash but can force another save against blinding as a standard action.

Go Bald, Improved (Su): You can now choose to blind everyone within a 30 ft radius, centered on yourself. In addition, if you are under a status effect which had a saving throw to resist and you go bald, you gain another saving throw against a single effect in order to end it. You may only attempt to end a status effect like this once per effect. Requires Go Bald, minimum level 8th.
Go Bald, Greater (Su): The blinding effect now lasts 5 rounds, and you may extend it up to a 60 ft radius. When you attempt to end a status effect by shedding your hair, you now gain a +6 bonus on the new saving throw. Requires Flowing Locks, minimum level 16th.

Medusa's Snakes (Ex): You may poison your hair with a contact or injury poison as a free action, with no threat of poisoning yourself. Your hair takes on a snake-like appearance.

Medusa's Snakes, Improved (Su): Your hair gains the wounding weapon enhancement for free, except it deals Dex damage and when you kill a creature or a creature's Dexterity becomes 0, you can choose to petrify them instead of killing them. Requires Medusa's Snakes, minimum level 8th.
Medusa's Snakes, Greater (Su): As a standard action, you can gaze at a target within 60 ft and force them to make a Fortitude save (DC 10 + 1/2 HD + Cha modifier) or take 1d10 Dex damage. In addition the Dex damage from Improved Medusa's Snakes increases to 2 points per hit. Requires Improved Medusa's Snakes, minimum level 16th.

Mummy Wraps (Ex): You gain a scaling armor bonus as your wrap your hair around yourself equal to 3 + 1/2 your class level. It counts as light or non-armor whenever beneficial with no Maximum Dex or armor class penalty, and may be enhanced (though it only applies when you have your hair as armor via this style). When in this style, your hair lash is 5 ft shorter than normal (minimum 5 ft).

Mummy Wraps, Improved (Ex): Your hair gives you DR/adamantine equal to half your level. Requires Iron Hair, minimum level 8th.
Mummy Wraps, Greater (Ex): Your damage reduction becomes damage resistance, bypassed by adamantine. This applies your damage reduction against any source of damage, not just physical. Requires Improved Iron Hair, minimum level 16th.

Otherworldly Hair (Su): Your hair becomes ghost touch, and acts as a weapon of your appropriate alignment. For example, a chaotic good hairbinder would have their hair lash count as chaotic and good damage. If you are true neutral, you may select an alignment when you prepare this hair style.

Otherworldly Hair, Improved (Su): You gain the appropriate alignment-bane enhancements according to your alignment (Holy, Unholy, Axiomatic, and Anarchic enhancements). Requires Otherworldly Hair, minimum level 8th.
Otherworldly Hair, Greater (Su): Each time you strike an outsider with your hair lash, they must make a DC 20 Will save or be dismissed back to their home plane. If you are of an opposing alignment to an outsider on either one of the alignment axis, then you ignore the outsider's DR and resistances. Requires Improved Otherworldly Hair, minimum level 16th.

Shape Hair (Ex): You may now form your hair lash into any weapon you are proficient with. This may allow you to wield two different two-handed weapons, one being your hair.

Shape Hair, Improved (Su): You can make objects out of your hair as if using major creation, with the same casting time and duration. However everything is made of hair, with effectively 1 hardness instead of its normal hardness. Requires Shape Hair, minimum level 8th.
Shape Hair, Greater (Su): The duration of your shape hair creations is now permanent, and they have the durability of the materials they are duplicating. Requires Improved Shape Hair, minimum level 16th.

Spirit Hair (Ex): You may use your Charisma modifier in place of your Strength or Dexterity for anything involving your hair lash.

Spirit Hair, Improved (Su): Your hair lash now may deal half physical damage and the other half purely magic damage which is not decreased by damage reduction. Requires Spirit Hair, minimum level 8th.
Spirit Hair, Greater (Ex): Your hair lash may now deal pure magic damage. It can also destroy force effects and prismatic wall and prismatic sphere as if it were the appropriate countering spells. Requires Improved Spirit Hair, minimum level 16th.

Tangled Hair (Ex): When you grapple with your hair, you can silence the creature right away as if you had pinned them. The target must hold their breath while being grappled.

Tangled Hair, Improved (Ex): When you pin a creature with your hair, you can choose to immobilize them in a knotty hairball. This leaves them pinned with your last grapple check, but you need not maintain the grapple. Requires Tangled Hair, minimum level 8th.
Tangled Hair, Greater (Ex): You can now grapple any number of creatures at a time, using a single grapple check to maintain grapple on all grappled creatures. Grappled creatures are entangled and remain entangled for 1 round after escaping. Requires Improved Tangled Hair, minimum level 16th.

Weave Wave (Su): You can project your hair out in sharp threads, effectively giving yourself a physical breath weapon attack. You may project your hair in either a 15 ft cone or 30 ft line, dealing 1d6 points of slashing and piercing damage with a DC 10 + 1/2 HD + Cha modifier Reflex save for half. You may use this once every 1d4 rounds. It counts as a breath weapon for the purposes of feats, spells, and abilities.

Weave Wave, Improved (Su): The cooldown time of your weave wave is reduced to 1 round. The cone becomes 30 ft and the line 60 ft. Requires Weave Wave, minimum level 8th.
Weave Wave, Greater (Su): The damage die of your hair increases to 1d8. The cone becomes 60 ft and the line becomes 120 ft. Requires Improved Weave Wave, minimum level 16th.

Minor Styling (Su): At will, the hairbinder can enact any number of hairstyle changes as a free action. This includes hair color, length, curliness, and styles. This minor shapeshifting ability gives the hairbinder a +4 bonus on Disguise checks, but no other mechanical effects.

Alternatively by reducing the reach of their hair lash by 5 ft., the hairbinder may create clothes out of her hairs. She may create any kind of nonmagical clothes but not any armor, she decide on the fabric, texture color and other detail of the clothing when it created. She may resume or discontinue this ability as a free action.

Spirit Bond: Hairbinders bind various spirits into their hair in order to produce the strange and magical effects with their hair abilities. The type of spirit gives you a host of different powers, as well as the archetype associates with the spirit. The type of spirit gives a series of bonus spells which are added to your spells known list for free. The archetype grants various scaling benefits. Choose one each from the list below.

AC Bonus: A 2nd level hairbinder add her Charisma bonus as a shield bonus to AC while she is wearing light or no armor. She lose this bonus if her hair lash is sundered.

Apotheosis: At 20th level, the hairbinder's bond to its spirit in its hair changes them fundamentally. They become an Outsider with the Native subtype, though they may still count as a member of their original type when beneficial. They also gain DR 10/alignment, with one alignment chosen. Lastly, they may greater plane shift between their current plane and one outer plane which corresponds with their alignment at will.

Spirit Bond[edit]

Spirit Archetype[edit]

Blaster: The blaster you deal an extra point of damage per die when she use a a spell or supernatural ability which deal damage.

At 4th level, they gain +1 DC to any abilities which deal hit point damage. At 8th level, the cap on damage dice rises by 5 (allowing fireball to reach 15d6 damage at CL 15). At 12th level, you gain Sculpt Spell metamagic applied to your damaging spells for free. At 16th, the cap on damage dice rises to your HD -5 (if larger). And at 20th, you may automatically bypass SR on spells which have saving throws.

Grappler: The grappler may use their hair lash with the finesse of a hand,granting them the Advanced Whip Tactic feat but only for your hair lash. They also gain the unarmed strike of a Monk and may apply their unarmed damage to their hair lash (if better).

At 4th level, they gain Improved Grapple as a bonus feat, even if she does not meet the prerequisites.

At 8th level, your hair lash gains the Improved Grab ability.

At 12th level, you gain a form of death attack similar to the assassin, after successfully pinning a foe for at least 3 rounds you may force the creature to make a Fortitude save (DC 10 + 1/2 HD + Cha modifier) or die has it neck is broken or it horribly asphyxiate. Alternatively you may make the creature Unconcious for 1 hour instead of killing it. A creature which has multiple head or do not need it head to live AND do not need to breath is immune to this ability.

At 16th, you are constantly under the effect of tyranny of movement and at 20th, you may grapple anything regardless of size.

Summoner: The summoner may summon creatures up to their CR as a 1 round action 1/day. The summoned creature is based on your spirit type. Celestial may summon any good aligned outsider. Eldritch may summon any aberration. Fey may summon any fey. Fiend may summon any evil aligned outsider. Ghost may summon any undead. Quori may summon any creature with the psionic subtype. And vestige may summon any outsider with at least one neutral alignment. These summons have a duration of Concentration, and otherwise act as summon monster spells. You gain an additional use per day at 5th level and every five levels beyond.

At 4th level, you cannot lose focus on your summon if you are damaged. At 8th level, you gain a +4 dodge bonus to AC or +4 bonus to saves (your choice when you summon) while concentrating on your summon. At 12th level, you may concentrate on your summon as a move action. At 16th, you gain an automatic shield other with your summon at your choosing. And at 20th, you can obtain total concealment by a wave of hair while concentrating on your summon. However, everyone has total cover to you as well. Your hair may be breached by dealing 50 points of damage to the surrounding cover of hair.

Spirit Type[edit]

Celestial: 1st-bless; 2nd-graceSpC; 3rd-hallow; 4th-bolt of glory; 5th-exalted word; 6th-greater spell immunity.

Eldritch: 1st-disturbing visage; 2nd-deform body; 3rd-mask of forbidden horror; 4th-passage of the warp; 5th-came back wrong; 6th-forbidden call.

Fey: 1st-charm person; 2nd-suggestion; 3rd-confusion; 4th-mislead; 5th-screen; 6th-irresistible dance.

Fiend: 1st-bane; 2nd-infernal woundSpC; 3rd-unhallow; 4th-wrackSpC; 5th-vile word; 6th-flensingSpC.

Ghost: 1st-deathwatch; 2nd-speak with dead; 3rd-telekinesis; 4th-magic jar; 5th-soulbinding sword; 6th-ethereal jaunt.

Quori: 1st-sleep; 2nd-detect thoughts; 3rd-fear; 4th-nightmare; 5th-evil glareSpC; 6th-weird.

Vestige: 1st-possessed hand; 2nd-nondetection; 3rd-time jump; 4th-spectral vanish; 5th-sequester; 6th-time stop.

Human Hairbinder Starting Package[edit]

Weapons: None (Hair Lash).

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Diplomacy 4 Cha
Disguise 4 Cha
Listen 4 Wis
Spot 4 Wis

Feat: Improved Initiative.

Bonus Feats: Combat Reflexes.

Gear: Chains Shirt.

Gold: 25g.

Campaign Information[edit]

Playing a Hairbinder[edit]

Religion: Hairbinders show no unusual attraction or rejection of religion beyond what is normal for their place of origin.

Other Classes: The hairbinder is certainly unconventional, and if demonic-powered probably unpopular with the clerics. They are fine gishes though.

Combat: You are a gish, and your magic selection often compliments and supports your fighting ability.

Advancement: While the magic can be progressed by any class, many stay single classed to reap the benefits of class features.

Hairbinders in the World[edit]

You messed up my hair.
—Brooke, Human Hairbinder, Esmeralis Court Records

Daily Life: Being able to just have stylish hair at whim probably cuts down on perpetration time each morning. You may have an attraction for fashion.

Organizations: Hairbinders are a rare oddity, and thus rarely organize.

NPC Reactions: One might wonder what kind of hair products this stranger is using to make hair like THAT.

Hairbinder Lore[edit]

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

Knowledge The Planes
DC Result
10 Hairbinders are beings who can control their hair, and shape it into weapons or cast spells by shaping their hair into various supernatural effects.
15 Hairbinders can produce many hairstyles at a whim, each which carries its own unique supernatural abilities, and powers which come from the spirit inhabiting their hair.
20 Powerful hairbinders are practically bonded with the spirit in their hair.
30 Those that reach this level of detail can research specific hairbinders, their whereabouts, motives, trivia, and what spirit they have bound.

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Eiji-kun's Homebrew (5204 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
ClassMelee +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionPartial +
Cost— gp +
Critical×3 +
Damage2d4 +
Damage TypeSlashing +, Piercing + and Bludgeoning +
Fortitude Save ProgressionPoor +
Hardness1 +
Hit Points10 +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
ProficiencySimple +
Range+
Rated ByGrand Showmanship +
RatingRating Pending +
Reflex Save ProgressionGood +
SizeTwo-Handed +
SkillBluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Sleight of Hand +, Spellcraft +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryMages which bind spirits into their hair, allowing them to cast and use their hair as living weapons. +
TitleHairbinder +
Weight+
Will Save ProgressionGood +