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Gaming W/Jemal - FinalFantasy D&D (Going Again!)
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<blockquote data-quote="Avalon®" data-source="post: 3569731" data-attributes="member: 48208"><p>Jemal, here's the write-up for the binder. Sorry if it's a bit long but most of it pertains to fluff and RP situations.</p><p></p><p>[sblock=Binder]-d8 HD</p><p>-BAB as Cleric</p><p>-Saves as Cleric</p><p>-2 +Int skillpoints per level</p><p>-Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Info, Intimidate, Knowledge (Arcana, History, </p><p></p><p>Religion, The Planes), Profession, Sense Motive</p><p>-Proficient with simple weapons and light armor but not shields</p><p>-[sblock=Soul Binding]Make pacts with vestiges to gain their abilities. You can only bind one vestige at lvl 1. You can bind another </p><p></p><p>vestige at lvl 8, 14, and 20. You must complete summoning and binding each vestige separately. Your effective binder level or EBL </p><p></p><p>(equal to your level in binder plus soul binding bonuses you recieve from PRCs or other sources) determines what level of vestige </p><p></p><p>you can bind. You can only summon vestiges of levels you qualify for.[sblock=List]1st-2nd: 1st level vestiges</p><p>3rd-4th: 2nd level vestiges</p><p>5th-6th: 3rd level vestiges</p><p>7th-9th: 4th level vestiges</p><p>10th-11th: 5th level vestiges</p><p>12th-14th: 6th level vestiges</p><p>15th-16th: 7th level vestiges</p><p>17th-20th: 8th level vestiges[/sblock]</p><p></p><p>To contact a vestige, you must draw its seal visibly on a surface at least 5 ft across. Doing so takes 1 minute of concentration that </p><p></p><p>provokes AoO's. A seal is potent for only 1 minute after drawing and you must draw a new one to contact a vestige. Some vestiges </p><p></p><p>may require other requirements as noted in their entry.</p><p></p><p>Once the seal is drawn, you must perform a ritual that takes a full-round action to summon the vestige. The ritual fails if you cannot </p><p></p><p>be hears (e.g. in high winds or in an area of silence.) An image then appears w/in the seal that is merely an illusion. This image cannot </p><p></p><p>harm or be harmed by any creature. You must address it w/in 1 round or it disappears.</p><p></p><p>To perform a pact with a summoned vestige, you must make a binding check (1d20 + EBL + Cha mod). This process requires one </p><p></p><p>minute but you can rush it as a full-round action at a -10 penalty. The DC for this checks varies w/ each vestige (as noted in their </p><p></p><p>entry). Others cannot aid you in making a pact.</p><p></p><p>Whether the binding check succeeds or fails, you gain a vestige's powers for 24 hours. During that time you cannot rid yourself of </p><p></p><p>this vestige unless you possess the Expel Vestige feat. The success of the check does, however, determines other aspects of the </p><p></p><p>pact. If you fail on the binding check (known as making a bad pact), the vestige changes your general demeanor, and it can force you </p><p></p><p>to perform or refrain from certain actions. If you succeed on the binding check (known as a good pact), the vestige has no control </p><p></p><p>over your demeanor and actions.</p><p></p><p>While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and </p><p></p><p>free-willed, and you encounter a situation you cannot or will not refrain from doing or perform a required one, you take a -1 penalty </p><p></p><p>on attack rolls, saving throws and checks until that vestige leaves you. If you fail to fulfill the requirements of more than 1 vestige or </p><p></p><p>disobey 1 vestige more than once, the penalties stack.</p><p></p><p>As long as you are bound to a vestige, you show a specific physical sign of its presence, as noted in its entry. This is not an illusory </p><p></p><p>or shapechanging effect. This sign is real and a true seeing spell sees it as it is. You can hide a sign thru mundane or magical means or </p><p></p><p> you can prevent it from appearing at all if you have the suppress sign ability.</p><p></p><p>Vestiges cannot be targeted or expelled by any means except by the Expel Vestige feat and can only be suppressed by an antimagic </p><p></p><p>field or similar effect.</p><p></p><p>The DC for a saving throw against any supernatural power granted by a vestige is 10 +1/2 EBL +Cha mod.[/sblock]</p><p>-Suppress Sign: At 2nd level, you when you make a good pact, you can not to exhibit the physical sign of a vestige at will. </p><p></p><p>Supressing or revealing a sign is a swift action. You cannot use this ability if you have made a poor pact with that vestige.</p><p>-Gain a bonus feat at lvl 4, 11, and 18 from the ff list: [sblock=Bonus Feat]-Armor Prof (Medium, Heavy)</p><p>-Diligent</p><p>-Investigator</p><p>-Martial Weapon Prof</p><p>-Negotiator</p><p>-Persuasive</p><p>-Shield Prof</p><p>-Defense against the Supernatural</p><p>-Empower Supernatural Ability</p><p>-Enlarge Supernatural Ability</p><p>-Expel Vestige</p><p>-Rapid Pact Making</p><p>-Extend Supernatural Ability</p><p>-Favored Vestige</p><p>-Favored Vestige Focus</p><p>-Rapid Recovery</p><p>-Ignore Special Requirements</p><p>-Improved Binding</p><p>-Skilled Pact Making</p><p>-Sudden Ability Focus</p><p>-Supernatural Crusader</p><p>-Supernatural Opportunist</p><p>-Widen Supernatural Ability[/sblock]</p><p>-Pact Augmentation: Whenever you are bound to at least one vestige, you can choose one ability from the ff list. You can choose </p><p></p><p>another ability from the list at lvl 5, 10, 16, 20 [sblock=List]+5 Hp</p><p>Energy Resistance 5 (acid, cold, electricity, fire, or sonic)</p><p>+1 insight bonus on saving throws</p><p>DR 1/-</p><p>+1 insight to AC</p><p>+1 insight on attack rolls</p><p>+1 insight on damage rolls</p><p>+2 insight bonus on initiative checks[/sblock]</p><p>-Soul Guardian: Beginning at 6th level, you gain immunity to fear effects as long as you are bound to a vestige. As you attain higher </p><p></p><p>binder levels, you gain more abilities. @9th, you gain the slippery mind ability. @13th, you gain immunity to energy drain and negative </p><p></p><p>levels. @19th, you gain immunity to all mind-affecting spells and abilities.[/sblock]</p><p></p><p>Btw, I'll be posting the vestiges that I'm planning on using that I'm eligible to bind probably tomorrow.</p></blockquote><p></p>
[QUOTE="Avalon®, post: 3569731, member: 48208"] Jemal, here's the write-up for the binder. Sorry if it's a bit long but most of it pertains to fluff and RP situations. [sblock=Binder]-d8 HD -BAB as Cleric -Saves as Cleric -2 +Int skillpoints per level -Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Info, Intimidate, Knowledge (Arcana, History, Religion, The Planes), Profession, Sense Motive -Proficient with simple weapons and light armor but not shields -[sblock=Soul Binding]Make pacts with vestiges to gain their abilities. You can only bind one vestige at lvl 1. You can bind another vestige at lvl 8, 14, and 20. You must complete summoning and binding each vestige separately. Your effective binder level or EBL (equal to your level in binder plus soul binding bonuses you recieve from PRCs or other sources) determines what level of vestige you can bind. You can only summon vestiges of levels you qualify for.[sblock=List]1st-2nd: 1st level vestiges 3rd-4th: 2nd level vestiges 5th-6th: 3rd level vestiges 7th-9th: 4th level vestiges 10th-11th: 5th level vestiges 12th-14th: 6th level vestiges 15th-16th: 7th level vestiges 17th-20th: 8th level vestiges[/sblock] To contact a vestige, you must draw its seal visibly on a surface at least 5 ft across. Doing so takes 1 minute of concentration that provokes AoO's. A seal is potent for only 1 minute after drawing and you must draw a new one to contact a vestige. Some vestiges may require other requirements as noted in their entry. Once the seal is drawn, you must perform a ritual that takes a full-round action to summon the vestige. The ritual fails if you cannot be hears (e.g. in high winds or in an area of silence.) An image then appears w/in the seal that is merely an illusion. This image cannot harm or be harmed by any creature. You must address it w/in 1 round or it disappears. To perform a pact with a summoned vestige, you must make a binding check (1d20 + EBL + Cha mod). This process requires one minute but you can rush it as a full-round action at a -10 penalty. The DC for this checks varies w/ each vestige (as noted in their entry). Others cannot aid you in making a pact. Whether the binding check succeeds or fails, you gain a vestige's powers for 24 hours. During that time you cannot rid yourself of this vestige unless you possess the Expel Vestige feat. The success of the check does, however, determines other aspects of the pact. If you fail on the binding check (known as making a bad pact), the vestige changes your general demeanor, and it can force you to perform or refrain from certain actions. If you succeed on the binding check (known as a good pact), the vestige has no control over your demeanor and actions. While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation you cannot or will not refrain from doing or perform a required one, you take a -1 penalty on attack rolls, saving throws and checks until that vestige leaves you. If you fail to fulfill the requirements of more than 1 vestige or disobey 1 vestige more than once, the penalties stack. As long as you are bound to a vestige, you show a specific physical sign of its presence, as noted in its entry. This is not an illusory or shapechanging effect. This sign is real and a true seeing spell sees it as it is. You can hide a sign thru mundane or magical means or you can prevent it from appearing at all if you have the suppress sign ability. Vestiges cannot be targeted or expelled by any means except by the Expel Vestige feat and can only be suppressed by an antimagic field or similar effect. The DC for a saving throw against any supernatural power granted by a vestige is 10 +1/2 EBL +Cha mod.[/sblock] -Suppress Sign: At 2nd level, you when you make a good pact, you can not to exhibit the physical sign of a vestige at will. Supressing or revealing a sign is a swift action. You cannot use this ability if you have made a poor pact with that vestige. -Gain a bonus feat at lvl 4, 11, and 18 from the ff list: [sblock=Bonus Feat]-Armor Prof (Medium, Heavy) -Diligent -Investigator -Martial Weapon Prof -Negotiator -Persuasive -Shield Prof -Defense against the Supernatural -Empower Supernatural Ability -Enlarge Supernatural Ability -Expel Vestige -Rapid Pact Making -Extend Supernatural Ability -Favored Vestige -Favored Vestige Focus -Rapid Recovery -Ignore Special Requirements -Improved Binding -Skilled Pact Making -Sudden Ability Focus -Supernatural Crusader -Supernatural Opportunist -Widen Supernatural Ability[/sblock] -Pact Augmentation: Whenever you are bound to at least one vestige, you can choose one ability from the ff list. You can choose another ability from the list at lvl 5, 10, 16, 20 [sblock=List]+5 Hp Energy Resistance 5 (acid, cold, electricity, fire, or sonic) +1 insight bonus on saving throws DR 1/- +1 insight to AC +1 insight on attack rolls +1 insight on damage rolls +2 insight bonus on initiative checks[/sblock] -Soul Guardian: Beginning at 6th level, you gain immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, you gain more abilities. @9th, you gain the slippery mind ability. @13th, you gain immunity to energy drain and negative levels. @19th, you gain immunity to all mind-affecting spells and abilities.[/sblock] Btw, I'll be posting the vestiges that I'm planning on using that I'm eligible to bind probably tomorrow. [/QUOTE]
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