4E Binder
From ENWiki
| Fan Content |
|---|
| D&D 4e |
| This page is fan content for 4th Edition D&D. |
This is a conversion of the Binder, from the 3.5 Tome of Magic, turning the class into a 4E ritual. For more detailed information on Pact Magic see the Tome of Magic.
Contents |
New Ritual: Bind Vestige
By calling to forgotten powers outside of existence you coerce them into your very soul and reclaim some of their power for your own, at least for a limited time.
Level: By Vestige Level (VL)
Component Cost: 50gp/VL at Heroic, 150gp/VL at Paragon, 500gp/VL at Epic
Category: Summoning
Market Price: 150gp/VL at Heroic, 500gp/VL at Paragon, 1500gp/VL at Epic
Time: 10 minutes
Key Skill: Diplomacy
Duration: 24 hours, or until expelled
| Vestige Level | Bad
Pact | Good
Pact | Augmented
Pact |
|---|---|---|---|
| 1st–3rd | <14 | 15-19 | 20+ |
| 4th–6th | <16 | 17-20 | 21+ |
| 7th–9th | <18 | 19-22 | 23+ |
| 10th–12th | <20 | 21-24 | 25+ |
| 13th–15th | <21 | 22-25 | 26+ |
| 16th–18th | <23 | 24-27 | 28+ |
| 19th–21st | <25 | 26-29 | 30+ |
| 22nd–24th | <26 | 27-30 | 31+ |
| 25th–27th | <27 | 28-31 | 32+ |
| 28th–30th | <28 | 29-32 | 33+ |
You draw the symbol of a specific Vestige, a being of nonexistence, and call its essence back to the material plane. You entreat it to dwell in your body so that it may again experience life. Depending on your choice of words it may be content to simply live within you quietly, or it may usurp your mind and force you to live as it would have done during its existence.
While Bound to a Vestige a character loses all powers and features of his/her class, paragon paths, or epic destinies, but retains any racial powers it may have. To replace what is lost, the Vestige grants its binder new powers and features which depend on the specific Vestige called. A player character may only be bound to a single Vestige at a time. Performing the Bind Vestige ritual while bound to another Vestige will result in the called Vestige growing angry with the caller. The angry Vestige will immediately disappear and refuses to be called for 1 week.
A player may dismiss a Vestige he has made a good pact with at any time using a minor action. However, if the player has made a bad pact with a Vestige it takes a standard action and uses a healing surge to dismiss the Vestige. If a player has dismissed a Vestige no other Vestiges will answer his call for the rest of the day at the Heroic Tier. At Paragon Tier however a player may call up to two Vestiges each day, and at Epic Tier a player may call up to three Vestiges per day. Regardless of the tiers of play, players may never have more than a single Vestige bound to them at a time.
A player can make strong pacts with vestiges that go above and beyond a simple good pact. By making a high enough diplomacy check you can earn one of the Pact Augmentations below (see the above table).
Pact Augmentations
- Retain all your At-Will powers, except one of your choice.
- Retain all your Encounter powers, except one of at least equal level to the vestige's encounter power level.
- Retain all your Daily power, except one of at least equal level to the vestige's daily power level.
- Gain the recharge power from the Vestige.
- Swap the ability used for the Vestige's Powers to a different ability of your choice.
Vestiges by Level
Level 1
Ritual Cost: 150gp
Component Cost: 50gp
- Amon (Controller) by Ziegander
- Aym (Defender)
- Leraje (Striker)
- Naberius (Leader)
- Ronove (Striker)
Level 5
Ritual Cost: 750gp
Component Cost: 250gp
- Dahlver-Nar (Controller? Leader?)
- Haagenti (Defender? Leader?)
- Malphas (Striker)
- Savnok (Defender/Striker?)
Level 9
Ritual Cost: 1,350gp
Component Cost: 450gp
- Andromalius (Striker)
- Focalor (Controller)
- Karsus (Defender? Leader?)
- Paimon (Striker)
Level 15
Ritual Cost: 7,500gp
Component Cost: 2,250gp
- Agares (Defender? Controller?)
- Andras (Defender) by LordKiwi
- Buer (Leader)
- Eurynome (Striker)
- Tenebrous (Controller)
Level 19
Ritual Cost: 9,500gp
Component Cost: 2,850gp
- Acererak (Leader? Controller?)
- Balam (Striker? Controller?)
- Dantalion (Leader? Controller?)
- Geryon (Striker)
- Otiax (Controller???)
Level 25
Ritual Cost: 37,500gp
Component Cost: 12,500gp
- Chupoclops (Striker)
- Haures (Controller)
- Ipos (Leader? Controller?)
- Shax (Striker? Controller?)
- Zagan (Defender???)
Level 29
Ritual Cost: 43,500gp
Component Cost: 14,500gp
- Eligor (Defender)
- Halphax (Leader?)
- Marchosias (Striker)
- Orthos (Controller)
Vestige Rules
Amon
Level: 1
Role: Controller
Binding Cost: 50gp
Features: Firebrand, Burning Desire, Darkvision
- Firebrand: Whenever you deal fire damage to a creature, any allies adjacent to it may choose to mark it. Further, ignore the cover or concealment of creatures marked this way when you target them with powers (aside from superior cover or total concealment) (save ends).
- Burning Desire: Whenever you use an Action Point or take your Second Wind you wreath your body in flames which last for 3 rounds. During these rounds any enemy that targets you with a melee attack is dealt 3 fire damage.
- Darkvision: You see normally within natural darkness within Close Burst 5.
Amon's Influence: If you made a Bad Pact with Amon you become fiercely self-reliant, and in order to be effected by healing powers of good characters those characters must make an attack vs your will defense using their highest ability modifier.
Powers:
- At Will: Flame Shot – Standard Action. Fire. Constitution vs Ref. Ranged 10. One target. 1d10 fire damage to target, 1d4 fire damage to adjacent creatures.
- Encounter: Fire Breath – Standard Action. Fire. Constitution vs Ref. Close Blast 3. All within range. 1d8 fire damage to each target. 3 Ongoing fire damage (save ends).
- Daily: Rout of Flame – Standard Action. Fire. Constitution vs Fort. Burst 2 within 10. All within range. 3d8 fire damage to each target and each target is pushed up to 3 squares away from origin square. Miss: Half damage, targets aren’t pushed.
- Recharge [Pact Augment Only]: Ram’s Counter (5, 6) – Immediate Interrupt. Trigger: You are the target of a charge attack. Constitution +2 vs Fort. The creature targeting you. 1d6 damage and the target is knocked prone in any square adjacent to you.
Aym
Level: 1
Role: Defender
Binding Cost: 50gp
Features: Stock and Stone, Fire Resistance, Furnace of Wrath
- Stock and Stone: While bound to Aym you are proficient with cloth, leather, hide, chainmail, and scale armors. Further, like Dwarves, you ignore the speed penalty for wearing heavy armor or for carrying a heavy load.
- Fire Resistance: While bound to Aym you have Resistance to Fire 5+1/2 your level.
- Furnace of Wrath: Whenever you deal damage to a foe with a melee attack you may choose to mark that foe. Marks applied this way last until the beginning of your next turn. Whenever a foe marked this way moves into a square adjacent to one of your allies it is dealt 1d6 + your Strength modifier fire damage.
Aym's Influence: You become exceptionally greedy and get angry when you can't horde your friends about yourself. You gain no power bonuses from powers used by allies that are more than 2 squares away from you.
Powers:
- At-Will: Ruinous Attack - Standard Action, Martial, Weapon. You strike ferociously at your foe's weapon or armor seeking to destroy it. Requirement: You must be wielding a heavy blade, axe, or hammer. Strength vs Ref, Melee weapon. One enemy within reach. Strength modifier damage and either of the foe's wielded weapon, worn shield, or worn armor takes a hit. After taking a number of hits weapons, shields, and armor can be broken with this attack. Off-hand weapons take two hits. One Handed weapons take three. Versatile weapons take four, and Two Handed weapons take five. Light armors take three hits. Heavy armors take five hits. Light shields take two hits. Heavy shields take four hits. Once an item is broken in this way it is nonfunctional until repaired.
- Encounter: Halo of Fire - Standard Action, Arcane, Weapon. You swing your weapon around yourself creating a fearsome ring of flames. Strength vs AC. Close Burst 1. Each enemy within burst. 1d6+Strength modifier fire damage. Foes dealt damage this way can't make opportunity attacks until the end of your next turn.
- Daily: Flame Shield - Minor Action, Arcane. You slam a blade into the ground protecting you and those around you from harm. For the rest of the encounter you and any adjacent allies gain Resistance to Fire 10+1/2 your level and Resistance to Weapons 5.
- Recharge [Pact Augmentation Only]: Weight of the Mountain (5, 6) - Standard Action, Martial, Weapon. You bring your heaviest blow to bear upon your foes with the strength of all those that dwell in the mountains. Requirement: You must be wielding a heavy blade, axe, or hammer. Strength vs AC, Melee weapon. One enemy within reach. 1[W]+Strength modifier+Your level damage. Foe is knocked prone or dazed (your choice). You must choose to use this power at the beginning of your turn, if you do, you may not use a move action during that turn.
Andras
Level: 15
Role: Defender
Binding Cost: 2,250gp
Features: Wolf Mount. Ghostly Armoury, Mark of Apathy
- Wolf Mount: As a standard action you can summon or dismiss a ghostly black wolf to ride on. Instead of using the normal riding rules, increase your speed to 8 and your size by one category (this doesn’t affect your weapon damage).
- Ghostly Armoury: Your armour and weapon have a ghostly image of Andras’s Scale armour and Bastard sword superimposed over them. The basic damage for your weapon increases to 1d10 and your basic bonus to armour class increases to +10 but you lose your dexterity or intelligence modifier to AC (if any).
- Mark of Apathy: Every time you attack an enemy, whether you hit or miss, you can choose to mark them till the end of your next turn. While marked they suffer a -2 on attack rolls for any attack that doesn’t include you as a target. They also become slowed.
Andras’s Influence: You weary from battle quickly, if you have no encounter or recharge abilities available you suffer -2 to hit.
Powers:
- At Will: Resounding Smite - Standard Action. Exploit, Weapon. A ghostly image of your blade keeps striking after your initial attack has finished. Strength vs AC. Melee Weapon. One enemy within reach. 1[W] + Strength modifier damage. Sustain Minor: Make a secondary attack. Secondary Attack: Strength vs Fort. Damage equal to your strength modifier. The power ends if you miss.
- Encounter: Wolf’s Pack Intercept - Immediate Interrupt. Exploit. Sensing an ally in danger, your wolf mount springs to their defence. Range 8. Trigger: An ally within range is the target of a melee attacked. You can shift up to 8 squares to become adjacent to the attacker. They take a -4 to hit and you may make a secondary attack against them. Secondary Attack: Strength + 5 vs AC. 2d6 + Strength modifier. Special: You must be using your Wolf Mount ability to use this power. Note this isn't a weapon power so you don't get bonuses to hit and damage from your weapon.
- Daily: Sow Discord - Move Action. Exploit, Zone. You cloud the senses of nearby enemies, making them disorganised and chaotic. Close burst 4. Effect: Till the end of your next turn all enemies within the zone take -2 to hit anyone except you. The zone follows you if you move. Sustain Minor: The zone persists till the end of your next turn.
- Recharge [Pact Augment Only]: Sure Blow (4, 5, 6) - Standard Action. Exploit, Weapon. You make an attack that is sure to hurt. Melee Weapon. One enemy within reach. Strength + 2 vs AC. 1[W] + Strength modifier damage. Miss: Strength damage.
Vestige Feats
Heroic
Augmented Pacts
Requirements: Ritual Casting, Cha 13
Effect: When you perform the Bind Vestige ritual, as long as you make a good pact with a vestige you automatically gain the Augmentation of your choice and gain further augmentations depending on your diplomacy check. For every 5 you exceed the Augmented Pact value on the above table you gain an additional Pact Augmentation.
Refreshing Absence
Requirements: Ritual Casting, Con 13
Effect: When you expel a Vestige you can use a healing surge.
Paragon
Contingent Vestige
Requirements: Augmented Pacts, Int 15
Effect: When you summon a Vestige you can choose not to bind it immediatly. During the duration of the ritual you can bind the Vestige to you as a minor action. You can only bind the Vestige to you in this way once per ritual.
Vestige Versatility
Requirements: Ritual Casting, Augmented Pacts, Cha 15
Effect: When you perform the Bind Vestige ritual, as long as you form a good pact you may choose to retain all of your original class, paragon path, and/or epic destiny features in addition to gaining the features associated with the vestige.
Epic
Bind Second Vestige
Requirements: Ritual Casting, Augmented Pacts, Cha 19
Effect: Even while bound to another vestige you may call a second without angering it as long as you have made a sufficiently Augmented Pact with the vestige you are currently bound to. This second vestige must be at least 4 levels lower than the vestige you are currently bound to and you must have gained the Pact Augmentations to retain your at-will powers, your encounter powers, and your daily powers. When you bind this second vestige you replace your second highest level encounter and dailies, and replace another at-will of your choice. The only Pact Augmentations you can gain when binding this second vestige are those to gain its recharge power and to change its associated ability score.
Recall Pact
Requirements: Contingent Vestige, Int 19
Effect: When you expel a Vestige the ritual does not expire, instead you may recall the vestige as a minor action. You cannot recall a Vestige in the same encounter as you expelled it. Once the 24 hour duration of the ritual expires you can no longer recall the vestige without resummoning it.
Binder Class?
Binder
"I call you forth!"
Class Traits
Role: NULL. You are a blank slate to be molded by your vestiges.
Power Source: Vestige? You call forth ancient unknowable powers.
Key Abilities: Strength, Constitution, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Religion (Int) and from the class skills list below, choose three trained skills at 1st level. Class
Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha)
Build Options: ???, ???
Class Features: Bind Vestige,
Class Feature
Ritual casting as a bonus feat. Knowledge of all binding rituals.
You do not have to pay for binding rituals














