Nifft
Penguin Herder
12/25/2007 Edits: Added a bunch of Fey and Elemental spirits -- I think they are pretty much done, and I'd very much like commentary on the abilities & taboos, especially any effects that are missing or effects that are too strong in combination.
Thanks, -- N
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Everybody loves Binders! So here's some nifty Binder stuff, starting with racial sub levels for the ToM class, and then some new classes for use with or without ToM.
Elf binder Hit Dice: d6
Class Skills (6 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Kn(arcana, history, nature, religion, the planes), Listen, Perform, Profession, Sense Motive, Spot, Survival
1: Just like a normal Binder, but lower HD and more skill points. Way more. Why? Because lots of Binder stuff relies on Con, and thus an Elf Binder needs some love.
4: Racial Weapon Bonus (Ex): Your racial weapon knowledge interacts synergistically with knowledge granted by bound Vestiges, which could grant you a bonus to attack rolls with Elf racial weapons (bows, rapiers and longswords, plus others at the DM's option).
If a Vestige would grant you proficiency with an Elf racial weapon, you instead gain a +1 bonus to attack rolls with that weapon. If a Vestige would grant you an attack or damage bonus with an Elf racial weapon, that bonus doubles.
This replaces the bonus Feat you would normally gain.
6: Soul Guardian (Su): Your bound Vestiges guard your soul in sympathy with your ancient fey heritage. At 6th level, you gain a +4 bonus to saves vs. Enchantment effects. This stacks with any racial bonus you already have, and replaces the immunity to fear you would normally gain.
Half-Elf Binder Hit Dice: d8
Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Kn(arcana, history, local, religion, the planes), Listen, Profession, Sense Motive, Spot
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the Elemental Resistance and Damage Reduction options. Instead, add the following ability to your pact augmentation option list:
4: Pact negotiator (Ex): You gain the Negotiator feat. If you already have that feat, you instead gain Skill Focus in any one Binder class skill.
Additionally, your talent for negotiation extends to Vestiges: you gain a +2 bonus on Binding checks.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestiges guard your soul in sympathy with your ancient fey heritage. At 6th level, you gain a +4 bonus to saves vs. Enchantment effects. This stacks with any racial bonus you already have, and replaces the immunity to fear you would normally gain.
Halfling Binder Hit Dice: d8
Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Intimidate, Kn(arcana, history, religion, the planes), Profession, Ride, Sense Motive
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the Attack Bonus and Damage Bonus options. Instead, add the following ability to your pact augmentation option list:
4: Rider (Ex): You gain the feats Skill Focus (Ride) and Mounted Combat, even if you do not meet the qualifications.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestige guards your soul against fear, boosting your innate racial courage until it spills out of your small body. You are immune to fear (as usual), but you additionally project an aura of courage which grants allies within 10 ft. of you a +2 bonus to saves against fear.
Half-Orc Binder Hit Dice: d10
Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Kn(arcana, history, religion, the planes), Profession, Sense Motive, Survival
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the usual Pact Augmentation options. You use this list instead:
4: Pact persuasion (Ex):
You gain the feat Persuasive. If you already have this feat, you instead gain Skill Focus with any one Binder class skill.
Additionally, your affinity for intimidation grants you a +2 bonus to Binding checks.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestige partakes of your inner psychic turmoil, and pays your foes back with shards of pure rage.
Whenever a foe targets you with a [mind-affecting] effect or Divination effect (or Clairsentience effect), your foe must make a Will save (DC 10 + 1/2 your EBL + your Cha modifier) or become Shaken for 1 minute.
This replaces the immunity to fear you would normally gain at 6th level.
Thanks, -- N
- - - - -
Everybody loves Binders! So here's some nifty Binder stuff, starting with racial sub levels for the ToM class, and then some new classes for use with or without ToM.
Elf binder Hit Dice: d6
Code:
[u]L BAB F / R / W Special[/u]
1 +0 +2 /+0 /+2 Soul Binding (1 vestige)
4 +3 +4 /+1 /+4 Racial Weapon Bonus
6 +4 +5 /+2 /+5 Soul Guardian (enchantment resistance)
Class Skills (6 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Kn(arcana, history, nature, religion, the planes), Listen, Perform, Profession, Sense Motive, Spot, Survival
1: Just like a normal Binder, but lower HD and more skill points. Way more. Why? Because lots of Binder stuff relies on Con, and thus an Elf Binder needs some love.
4: Racial Weapon Bonus (Ex): Your racial weapon knowledge interacts synergistically with knowledge granted by bound Vestiges, which could grant you a bonus to attack rolls with Elf racial weapons (bows, rapiers and longswords, plus others at the DM's option).
If a Vestige would grant you proficiency with an Elf racial weapon, you instead gain a +1 bonus to attack rolls with that weapon. If a Vestige would grant you an attack or damage bonus with an Elf racial weapon, that bonus doubles.
This replaces the bonus Feat you would normally gain.
6: Soul Guardian (Su): Your bound Vestiges guard your soul in sympathy with your ancient fey heritage. At 6th level, you gain a +4 bonus to saves vs. Enchantment effects. This stacks with any racial bonus you already have, and replaces the immunity to fear you would normally gain.
Half-Elf Binder Hit Dice: d8
Code:
[u]L BAB F / R / W Special[/u]
2 +1 +3 /+0 /+3 Pact augmentation (1 ability), suppress sign
4 +3 +4 /+1 /+4 Pact negotiator
6 +4 +5 /+2 /+5 Soul Guardian (enchantment resistance)
Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Kn(arcana, history, local, religion, the planes), Listen, Profession, Sense Motive, Spot
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the Elemental Resistance and Damage Reduction options. Instead, add the following ability to your pact augmentation option list:
- +2 Insight bonus to all Charisma-based skill checks
4: Pact negotiator (Ex): You gain the Negotiator feat. If you already have that feat, you instead gain Skill Focus in any one Binder class skill.
Additionally, your talent for negotiation extends to Vestiges: you gain a +2 bonus on Binding checks.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestiges guard your soul in sympathy with your ancient fey heritage. At 6th level, you gain a +4 bonus to saves vs. Enchantment effects. This stacks with any racial bonus you already have, and replaces the immunity to fear you would normally gain.
Halfling Binder Hit Dice: d8
Code:
[u]L BAB F / R / W Special[/u]
2 +1 +3 /+0 /+3 Pact augmentation (1 ability), suppress sign
4 +3 +4 /+1 /+4 Rider
6 +4 +5 /+2 /+5 Soul Guardian (aura of courage)
Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Intimidate, Kn(arcana, history, religion, the planes), Profession, Ride, Sense Motive
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the Attack Bonus and Damage Bonus options. Instead, add the following ability to your pact augmentation option list:
- +2 Insight bonus to all Dexterity-based skill checks
4: Rider (Ex): You gain the feats Skill Focus (Ride) and Mounted Combat, even if you do not meet the qualifications.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestige guards your soul against fear, boosting your innate racial courage until it spills out of your small body. You are immune to fear (as usual), but you additionally project an aura of courage which grants allies within 10 ft. of you a +2 bonus to saves against fear.
Half-Orc Binder Hit Dice: d10
Code:
[u]L BAB F / R / W Special[/u]
2 +1 +3 /+0 /+3 Pact augmentation (1 ability), suppress sign
4 +3 +4 /+1 /+4 Pact persuasion
6 +4 +5 /+2 /+5 Soul Guardian (bound rage)
Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Kn(arcana, history, religion, the planes), Profession, Sense Motive, Survival
2: Pact augmentation (Su): By taking this racial substitution level, you forever lose access to the usual Pact Augmentation options. You use this list instead:
- +10 HP
- DR 2/-
- +5 ft. Enhancement bonus to land speed
- +1 Insight bonus to melee attack rolls
- +2 Insight bonus to damage rolls
4: Pact persuasion (Ex):
You gain the feat Persuasive. If you already have this feat, you instead gain Skill Focus with any one Binder class skill.
Additionally, your affinity for intimidation grants you a +2 bonus to Binding checks.
This replaces the bonus feat you normally would gain.
6: Soul Guardian (Su): Your bound Vestige partakes of your inner psychic turmoil, and pays your foes back with shards of pure rage.
Whenever a foe targets you with a [mind-affecting] effect or Divination effect (or Clairsentience effect), your foe must make a Will save (DC 10 + 1/2 your EBL + your Cha modifier) or become Shaken for 1 minute.
This replaces the immunity to fear you would normally gain at 6th level.
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