D&D 4E Anyone make a Binder class for 4E?


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My proposal is to forget about the Binder as a class of it's own. Binders are merely individuals that initiate the Bind Vestige ritual. Using the ritual, a member of any class can bind itself with a Vestige. Yes this can completely change their role, but this is less worrisome if anyone can do it rather than simply a single class which can change its role whenever it desires.

I have a basic write up of how I see my proposal working. If anyone is interested I'll post it here.

That sounds better than my idea to make a class of it.

By my understanding Rituals are designed so that they are useful to cover gaps in a party... not got a Rogue? Use Knock, otherwise just get the rogue to do it, it's quicker and cheaper.

Binder rituals could do the same thing for combat. You do a 5 minute ritual and get some of your powers replaced. Each Vestige can have 2-3 powers (at-wills, encounter, daily or utility) that produce a certain role.

Got no wizard and you're about to fight a hoard of minions? Better bind a vestige that lets you gain some controller powers.
You are a Wizard and you're going to fight a single big boss... get some striker powers.

i.e. you do the ritual to fill in for combat roles you may be lacking in, much like normal rituals work in non-combat.
To make it useful you may need to call the vestige in mid-combat then perform the ritual to calm it after the fight is over (or be cursed).
 

That sounds better than my idea to make a class of it.

By my understanding Rituals are designed so that they are useful to cover gaps in a party... not got a Rogue? Use Knock, otherwise just get the rogue to do it, it's quicker and cheaper.

Binder rituals could do the same thing for combat. You do a 5 minute ritual and get some of your powers replaced. Each Vestige can have 2-3 powers (at-wills, encounter, daily or utility) that produce a certain role.

Got no wizard and you're about to fight a hoard of minions? Better bind a vestige that lets you gain some controller powers.
You are a Wizard and you're going to fight a single big boss... get some striker powers.

i.e. you do the ritual to fill in for combat roles you may be lacking in, much like normal rituals work in non-combat.
To make it useful you may need to call the vestige in mid-combat then perform the ritual to calm it after the fight is over (or be cursed).

I like it. A much better idea than making a class based around it. Makes sure that the ritual doesn't directly increase one's combat effectiveness, only changed their combat focus.

One more class I don't have to make : )
 




I originally posted this up on the wizards boards... you know... the dead ones...

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.

Code:
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
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.

Code:
Diplomacy Check Result        Result of the Pact
9+Vestige Level or lower       A Bad Pact, Vestige gains control over Binder
10+Vestige Level to 15+VL    A Good Pact, Binder has control over Vestige
16+VL or higher                   For every 5 the Binder beats a DC of 11+VL the Binder
                gains a Pact Augmentation (see below)

Pact Augmentations

  • 5 bonus hitpoints which last as long as the Ritual lasts (can be taken multiple times, stacks)

  • +1 to melee attack rolls (can be taken only once)

  • +1 to ranged attack rolls (can be taken only once)

  • +2 to weapon damage rolls (can be taken multiple times, stacks)

  • +2 to damage rolls of powers with the acid, cold, fire, force, lightning, sonic, or thunder keywords (can be taken multiple times, choose one keyword each time, stacks)

  • +1 to opportunity attack rolls (can be taken only once, stacks with other Augmentations that add to attack rolls)

  • +1 to attack rolls against enemies that grant you Combat Advantage (can be taken only once, stacks with other Augmentations that add to attack rolls)

  • +1 to AC, Fortitude, Reflex, or Will Defense (can be taken multiple times, choose one type of defense each time, stacks)

  • +1 to saving throws (can be taken multiple times, stacks)
  • Retain a single class feature of your choice.
  • Retain a single At-Will power of your choice.
  • Retain a single Encounter power of your choice (to take this you must have also retained an At-Will power through Pact Augmentation).
  • Retain a single Daily power of your choice (to take this you must have also retained an At-Will power and an Encounter power through Pact Augmentations).
 
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So here is how I envision vestiges to be constructed under the ritual system. Tell me what you think. If a lot of people like it we can start converting vestiges.

Amon, Level 1 Binding
Role: Controller
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 your alignment becomes unaligned 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. Your highest modifier vs Ref. Ranged 10. One target. 1d10 fire damage to target, 1d4 fire damage to adjacent creatures.

Per Encounter: Fire Breath – Standard Action. Fire. Your highest modifier vs Ref. Close Blast 3. All within range. 1d8 fire damage to each target. 3 Ongoing fire damage (save ends).

Per Day: Rout of Flame – Standard Action. Fire. Your highest modifier 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: Ram’s Counter (5, 6) – Immediate Interrupt. Trigger: You are the target of a charge attack. Your highest modifier +2 vs Fort. The creature targeting you. 1d6 damage and the target is knocked prone in any square adjacent to you.

The idea here is that anyone can bind vestiges, and anyone can benefit from any vestige equally. Each vestige has it's own features, powers, and a single recharge power. Each vestige is also associated with a role. I'm not sure about using "Your highest modifier vs X Defense" but I did that so everyone could benefit from any vestige equally. If anyone can think of a better way, be my guest.
 


That looks great.

I'd suggest that the at-will/encounter/daily powers only replace the highest level available power of the user... so they keep access to their other abilities to avoid being one trick ponies for the encounter. It also means if you use the daily ability of the vestige you have spent one of your own daily abilities, which strikes me as fair.

Pact Augmentations, I'm a bit iffy about, the numbers in 4E are quite well controlled and anything new that boosts them seems a little dangerous. I'd suggest that instead you can use them to gain the binding features and recharge power.

You get the three main powers by default, plus one feature, then for every 4(?) you roll over the required number you get either another feature, the recharge power or swap out the primary ability of the vestiges powers for your own (thus allowing some vestiges to fit well with certain classes, but let that restriction be overcome).

Lord Kiwi,
 

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