Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Into the New World - Recruitment OPEN (Current players stay OUT!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nightbreeze" data-source="post: 3862751" data-attributes="member: 46755"><p>So here's a list of first-second-third level vestiges</p><p></p><p>[sblock=First level]</p><p>[sblock=Chinua, the wolf]</p><p>Binding DC: 15</p><p>[sblock=legend]Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, untroubled by the rise of other races. In the mists of the past, three masters of magic joined together to overtake the young world. They devised a spell which would let them control anyone who shared the blood of the target sacrificed in the ritual. Upon hearing that the first wolf was nearby, they hatched a plot. By killing her, the three could gain mastery over all wolves, a fitting beast to be start of their armies. The three found Chinua, and bound her with powerful spells. Unnable to move, the ritual began around her, as she watched in horror as they carved mystic runes deep into her flesh. It was only when night fell, and the moon looked down to see her granddaughter trapped by the three wizards that Chinua had any help. Grandmother Moon broke the spell on Chinua, who quickly ate two of the wizards, while the third fled far away. Drained by the spells of the three wizards and her wounds, Chinua passed away that night under the eye of the moon. Unwilling to let her granddaughter die, the Moon caught Chinua's spirit, and released it into the realm of spirits called.[/sblock]</p><p><strong></strong></p><p><strong>Special Requirement</strong>: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua.</p><p><strong></strong></p><p><strong>Manifestation</strong>: A wolf with yellow eyes the size of a small pony appears and slowly sits down, watching the binder silently. </p><p></p><p><strong>Sign</strong>: The binder's eyes turn a shade of yellow like that of some wolves.</p><p></p><p><strong>Influence</strong>: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them.</p><p></p><p><strong>Granted abilities</strong>: </p><p><em>Pack Tactics</em>: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus.</p><p><em>Hamstring</em>: The binder gains the benefits of Improved Trip, even if they do not meet the requirements.</p><p><em>Hunter in the Night</em>: The binder gains the benefit of the Track feat, and a +2 bonus to survival checks when trying to track a target.</p><p><em>Mother's Voice</em>: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds.</p><p><em>Beast Voice</em>: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals.</p><p></p><p>Comments: In order to use this, I'll have to take the skill Survival, even if originally I didn't plan to. Aside for the combat buffs, in the wilds this vestige can be really great, when wolves are near around, thanks to the ability to speak with them and charm them. They would act as scout or guards, for example. [/sblock]</p><p></p><p>[sblock=Ral, the flower of peace]</p><p>Bind DC: 14</p><p></p><p>Legend: [sblock] Born three hundred years ago, Ral was born into an age of chaos, when rivaling towns battled over the few natural resources. He entered the militia at a young age, and is said to have spent four years as a solider, as history and the lies have obscured the truth. After seeing the bloodshed and the futility of the wars, Ral threw down his sword and began to speak against war and killing in any form. He quickly gained a small but devoted following of those left with nothing due to the war, and began to train them how to defend themselves without killing. Unfortunately for Ral, two of the most powerful warlords at that time saw him as a rising threat to their power, and they sent a assassian and a spirit-talker of the Blood to kill Ral. When the two killers found him, they were able to stab him, while the spirit-talker cursed Ral to fall forever through the Abyss. Perhaps Ral was motivated by a higher force, because the curse rebounded on the priest, sending both Ral and the death-priest beyond the reach of spirits and men. [/sblock]</p><p></p><p><strong>Special Requirement</strong>: The binder may not have killed any creature by their own hand within the last 12 hours.</p><p></p><p><strong>Manifestation</strong>: Ral appears as a man clothed at first in the blood of others, which slowly slides off, revealing a glowing white humanoid body. When it speaks, the sounds of war can be heard echoing in the distance.</p><p></p><p><strong>Sign</strong>: Binders under the influence of Ral move with a careful grace, and their voice becomes softer making them unnable to shout.</p><p><strong></strong></p><p><strong>Influence</strong>: Those under the influence of Ral cannot kill a sentient target unless it has already killed someone else.</p><p></p><p><strong>Granted Abilities</strong>:</p><p></p><p><em>Improved Disarm</em>: The binder gains the Improved Disarm feat while bound to Ral.</p><p></p><p><em>Aura of peace</em>: The binder may cast Sanctuary with a caster level equal to her binder level. Once used, this ability may not be used for another five rounds. Ral's sign must be shown while this power is in use.</p><p></p><p><em>Merciful Blow</em>: A binder may add their charisma bonus+1 (minimum of 1) to the damage of any attacks they make, but the attack is nonlethal damage. [Edit: This Ability may only be used once every five rounds. No limit makes this too potent at low levels, and since that's when level 1 vestiges are used...]</p><p></p><p><em>Harmony in battle</em>: The binder gains the Combat Expertise feat while bound to Ral. [/sblock]</p><p></p><p>[sblock=Charn, the Hare]</p><p>Binding DC: 15</p><p></p><p>[sblock=Legend] The first prey animal to be made when the sky and sea came apart, the Hare was hunted by Chinua, the first wolf. In that earliest of days, death was not final, and after being caught, Charn would return to be hunted again. When the early days ended with the betrayel of the youngest spirit, Charn left the mortal world to his children and left the world, only returning when called by binders.[/sblock]</p><p></p><p><strong>Special Requirement</strong>: A binder may not bind Charn while Chinua is bound to them.</p><p></p><p><strong>Manifestation</strong>: Charn appears as a hare, who must be eaten whole by the binder when their pact is made, when the pact ends, the hare appears as bones beside the binder, slowly returning to full health before fading away.</p><p></p><p><strong>Influence</strong>: The binder becomes as careful as the prey animals, and when confronted with sudden suprises is often stunned by fear.</p><p></p><p><strong>Granted Abilities</strong>: The Hare grants powers related to speed and escape.</p><p></p><p><em>Fleet of Foot</em>: While bound to Charn, the binder's speed increases by 10 feet when running. At eighth level this bonus increases to 20 feet, and at fourteenth level it increases to a 30 foot bonus.</p><p></p><p><em>Prey's Senses</em>: While not able to track like a predator, Charn offers a binder the keen senses of the hunted. The binder gains a +2 bonus to Listen and Spot checks. At eighth level, the bonus becomes +4, and at fourteenth level it becomes +6.</p><p></p><p><em>Masking the Trail</em>: The binder may use Pass without Trace on themselves only at will. When the duration ends, the binder must wait at least an hour to use the ability again.</p><p></p><p><em>Legs of the Hare</em>: The binder gains a +10 bonus to Jump checks, and may make unarmed kick attacks which deal 1d6 damage and the binder is treated as having improved unarmed strike when making kick attacks only. [/sblock]</p><p></p><p>[sblock=Leraje]</p><p>Bind DC: 15</p><p>[sblock=Legend] Leraje was one of the greates archers of the world know, her master rivaling that of the greater spirits. One day she was tricked by a jealous spirit to challenge her god into a contest: that she would be able to pierce her own heart with an arrow. Because of her pride, she went on a managed to do it: she cast an arrow aiming at her god, and managed to make it ricochet against the arrow that the surprised god used to block her. Her arrow pierced her own heart, and while dying, the enraged god cursed her because of her pride [/sblock]</p><p></p><p>Abilities: same as in the Tome of Magic: hide bonus, low light vision, precise shot, ricochet and proficiency with longbow</p><p>[/sblock]</p><p></p><p>[sblock=Ronove, the Bronze maiden]</p><p>Bind DC: 17</p><p>[sblock=legend]</p><p>Ronove was a hermit who was the first to claim that humans could gain supernatural powers not because of the spirit's blessing, but because of their own mind and heart. She was able do astonishing feats, and he gained many followers, but she costantly needed to prove his worth. At the end, she told his disciples to bury him in a bronze coffing, and dig her up only when they saw a sign from her. They did so, and waited for a long time, but no sign came. One by one, they lost faith and deserted her, until just one remained. He dug up the coffin and there was nothing inside. Then he tracked all of the fellow disciples and told them the story, but non believed him.[/sblock]</p><p></p><p>Abilities: same as in the tome of magic: far hand, feather fall, ronove's fists, sprint. Also cold iron and magic attacks. [/sblock]</p><p></p><p>[sblock=Naberius, the grinning hound]</p><p></p><p>Same as in the Tome of Magic. Legend may be reworked to view him as one of the spirits who first entered into human society, and is pleased with knowledge, decieving and arts. [/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=Second level]</p><p>[sblock=Dorun, the mountain]</p><p>Bind DC: 17</p><p></p><p>[sblock=Legend] The Mountain rests at the center of all things, the basis on which the world was built. When the world was built, the bones of Mountain were taken to form the mountains that the races see these days. With his body spread among the world, the spirit of Mountain was cast into the ether to be summoned by binders.</p><p>[/sblock]</p><p></p><p><strong>Manifestation</strong>: The mountain appears as a mountain which reaches up into the sky, speaking with a voice that shakes the ground and bones of a summoner.</p><p></p><p><strong>Special Requirements</strong>: The Mountain can only be summoned by a binder when the circle is drawn on rock.</p><p></p><p><strong>Sign</strong>: The mountain makes the binder's skin seem rough and grey, which makes it mistaken for stone.</p><p></p><p><strong>Influence</strong>: Those under the influence of the mountain partake of its stability. They may not take a move action in place of a standard action.</p><p></p><p>Granted Abilities:</p><p><em>Stance of the Mountain</em>: The binder becomes exceptionally stable, gaining a +4 bonus to resist trip attempts and bull rushes due to their exceptional stability. This bonus is applied in any situatuion that the benefit of stability would apply.</p><p></p><p><em>Mastery of the Bones</em>: The binder gains the Climb movement mode, and all assoicated bonuses.</p><p></p><p><em>Force of Stone</em>: You gain the feat Improved Bull Rush, even if you do not meet the normal requirements for the feat.</p><p></p><p><em>Harden the Bones</em>: You may use the spell Transmute Mud to Rock, except that the range is Close. Once used, this ability may not be used for another five rounds. [/sblock]</p><p></p><p>[sblock=Sindalla, the Cat Queen]</p><p>[sblock=legend] Sindalla was a ruler of a great and rich city. She was a true creature of beauty and compassion. It was through her that the “Sandwood Truce” was made. The truce stopped the warring between all of the know cities and races. She had many pets: tigers, lions, jaguars and other great cats. </p><p></p><p>One day her cats began to show some strange disease. Worried, the queen called the greatest sages to try and find the source of the disease. Unfortunately the sages could come up with nothing. The cats were doomed to die.</p><p></p><p>Sindalla decided to take matters in her own hands. She began a dark ritual. She combined a part of her soul and life force with that of her pets. Unfortunately the ritual was too much. The cats were saved, but it cost Sindalla her life.</p><p></p><p>With only a part of her soul, she is forced to roam the realm of nothingness, unless she is bound by a binder back to the mortal world. [/sblock]</p><p></p><p>Binding DC: 20</p><p></p><p><strong>Manifestation</strong>: Sindalla appears as a beautiful woman astride a gigantic cat. She wears a Tiger striped gown of the purest silk. The woman growls, as the cat speaks in a soft feminine voice.</p><p></p><p><strong>Sign</strong>: When the Vestige of Sindalla is upon someone they show very light stripes and spots like many of the great cats. They also talk in a soft purring voice.</p><p></p><p><strong>Influence</strong>: Sindalla is ever the peacekeeper. When the vestige of Sindalla is upon you, you will always seek a diplomatic solution to any dispute. The binder cannot make any offensive action until they are attacked first.</p><p></p><p><strong>Granted Abilities:</strong></p><p>Sindalla grants people powers of persuasion and diplomacy. She also graces them with the skills and abilities of the great cats she once cared so much for.</p><p></p><p><em>Presence of the Diplomat</em>: The character gains a +4 bonus to charisma while hosting Sindalla’s vestige.</p><p></p><p><em>Voice of Peace</em>: The character gains a +4 bonus to any type of diplomacy check that he or she makes.</p><p></p><p><em>Claws of the Cat</em>: The character can grow claws that deal damage appropriate to their size. These claws are considered magical for purposes of what they can strike. The character gains the ability to use two claw attacks per round with the claws and gains the benefit of the “Improved Unarmed Strike” feat if they do not already possess it. You cannot use this ability if you do not show Sindalla’s sign.</p><p></p><p>Small: 1d3</p><p>Medium: 1d4</p><p>Large: 1d6</p><p></p><p><em>Agility of the Feline</em>: Once per day the binder can use Sindralla's power to increase their agility. This has the same effect as a "cats grace" spell. The duration of the ability is equal to the spell, using the characters effective binder level.</p><p></p><p><em>Charm Person</em>: The character can use the spell “Charm Person” as a special ability. The number of times per day this can be used it equal to ½ the characters effective binder level. Once used this ability cannot be used for another 5 rounds. [/sblock]</p><p></p><p>[sblock=Rimpit, the Frog]</p><p>Binding DC: 15</p><p>[sblock=Legend]Rimpit was a frog-like being that existed before humanoids arose. He might have been a contemporary of Charn and Chinua. The vesige says little about its origin.[/sblock]</p><p></p><p><strong>Special Requirement</strong>: Rimpit will only appear if a handful of dead insects is placed within his seal. The insects must be freshly killed.</p><p></p><p><strong>Manifestation</strong>: Rimpit appears as a large frog that sits in his seal. Rimpit speaks in a croaking voice and only gives curt answers if the binder questions him.</p><p></p><p><strong>Sign</strong>: The binder's eyes become large and protruding like those of a frog. His skin always seems wet and his voice takes on a croaking quality.</p><p></p><p><strong>Influence</strong>: Rimpit makes the binder seem distant, almost taciturn. The binder never initiates conversation and ignores anyone around him, unless it would be dangerous to do so. Rimpit's influence forces the binder to go about barefoot and barehanded at all times.</p><p></p><p><strong>Granted Abilities</strong>: Rimpit grants binders the attributes that frogs use to hunt and survive.</p><p></p><p><em>Wide-angle Vision</em>: The binder's vision encompases a much greater area. He cannot be flanked unless his enemy is a rogue four levels higher than the binder's level. He also gains a +4 bonus to Spot checks.</p><p></p><p>If he has the Uncanny Dodge feature from another class those levels stack with his binder levels.</p><p></p><p>The binder must show Rimpit's sign to use this power.</p><p></p><p><em>Frog Legs</em>: The binder can leap triple the normal distance for his race. He makes jump checks at +10. At 7th level the binder can make an attack following a leap, if it is made in the same round.</p><p></p><p><em>Sticky Pads</em>: The binder can move along surfaces as if under the influence of a Spider Climb spell with unlimited duration. The binder must have bare hands and feet to use this power. The binder must use all four limbs to move across a surface. he can remain stationary with only two limbs, though. This allows him to manipulate objects while sticking with his feet.</p><p></p><p><em>Slippery Skin</em>: The binder's wet skin makes him hard to grasp. He gains a +4 bonus to Escape Artist checks. [/sblock]</p><p></p><p>[sblock=Furtur: The Thunder and the Storm]</p><p>Bind DC: 18</p><p>Special Requirement: Yes</p><p></p><p>[sblock=Legend]: At the dawn of recorded time, the Gods sealed and imprisoned the Titans throughout the multiverse and turned their attentions to the new world, creating the races and lands that we know today. Despite the best attempts to find every last titan, one remained free. The titan known as Furtur plotted in the deep spaces, seeking to destroy both the gods and their creation so he and the other titans could remake the world as they saw fit. As the Gods worked, Furtur set his plan in motion, the deep oceans boiling into towering mountains of black steam. As he was about to crush the gods as they worked on the new lands, Furtur was struck down by the newly-christened god of thunder. His body fell into the clouds he had created, but never fell back out. His blood became the first rains, his body the first clouds, his soul a Vestige.</p><p>[/sblock]</p><p><strong>Special Requirements</strong>: Furtur despises Euronyme, considering her a traitor. He will not answer the call of anyone who has bound to Euronyme.</p><p></p><p><strong>Manifestation</strong>: Furtur's appearance is a grotesque conglomeration of humanoid, cervine and draconic forms. His lower half and head is that of a stag, complete with mighty rack of antlers, and a pair of draconic wings grow from his back. When he appears, it seems as if there is a torrential downpour localized entirely within the area of the seal, and Furtur only speaks once the binder addresses him, his voice a hoarse rumble.</p><p></p><p><strong>Sign</strong>: While bound to Furtur, your body is charged with static electricity. Your hair stands on end, and sparks fly to anything you touch. These sparks are not powerful enough to cause damage or ignite anything, but they are strong enough to be felt, and make an unprepared creature jump in surprise.</p><p></p><p><strong>Influence</strong>: Furtur's influence gives you an innate distrust of authority. You suspect ulterior motives in even the most benevolent authority figure, and must make a Sense Motive check whenever the opportunity presents itself.</p><p></p><p>Granted Abilities:</p><p></p><p><em>One with the Winds</em>: While bound to Furtur, you are treated as being one size larger for determining the effects that high winds have on you(DMG pg94). You are also treated as being one additional size category larger for every two binder levels beyond 3rd you possess, up to a maximum of 5 size categories at 11th level. If this would increase your size beyond Collossal, you are considered immune to the effects of nonmagical wind. At 13th level, you may make ranged attacks in any wind condition without penalty. This ability is continually active while you are bound to Furtur.</p><p></p><p><em>Lightning Touch</em>: While bound to Furtur, you may discharge the static electricity you are charged with against an adjecent enemy. This requires a Melee touch attack and deals 1d6 points of electricity damage per 2 Binder levels. At 10th-level you may use this ability on any creature within 30 feet, requiring a Ranged touch attack. At 15th-level, this ability may function like the Chain Lightning spell, except the distance between the caster and original target cannot be more than 30 feet. Once you have used this ability, you may not use it again for 5 rounds, nor may you use this ability if you do not show Furtur's sign.</p><p><em></em></p><p><em>Spawn Storm</em>: While bound to Furtur, you may generate a small, localized rainstorm as a Standard Action. The storm has a diameter of 20 feet and can be generated anywhere within 100 feet of the binder. Once Generated, the storm remains for a number of rounds equal to 1/2 your EBL, rounded down. The rain automatically extinguishes any nonmagical, unprotected flame, and anyone within the storm takes a -4 penalty to Search and Spot checks, as well as a -2 penalty to Listen checks. Ranged attacks into or out of the storm are made at a -2 penalty. You may use this ability once per day for every 3 binder levels you possess. At 10th level, you may use this ability to create a Sleet Storm effect instead of a regular rainstorm, however the effect must still be generated within 100 feet of the binder.At 17th level, you may also use Control Weather once per day, but only for the purpose of creating some form of precipitation.[/sblock]</p><p></p><p>Malphas - as in tome of magic</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nightbreeze, post: 3862751, member: 46755"] So here's a list of first-second-third level vestiges [sblock=First level] [sblock=Chinua, the wolf] Binding DC: 15 [sblock=legend]Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, untroubled by the rise of other races. In the mists of the past, three masters of magic joined together to overtake the young world. They devised a spell which would let them control anyone who shared the blood of the target sacrificed in the ritual. Upon hearing that the first wolf was nearby, they hatched a plot. By killing her, the three could gain mastery over all wolves, a fitting beast to be start of their armies. The three found Chinua, and bound her with powerful spells. Unnable to move, the ritual began around her, as she watched in horror as they carved mystic runes deep into her flesh. It was only when night fell, and the moon looked down to see her granddaughter trapped by the three wizards that Chinua had any help. Grandmother Moon broke the spell on Chinua, who quickly ate two of the wizards, while the third fled far away. Drained by the spells of the three wizards and her wounds, Chinua passed away that night under the eye of the moon. Unwilling to let her granddaughter die, the Moon caught Chinua's spirit, and released it into the realm of spirits called.[/sblock] [B] Special Requirement[/B]: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua. [B] Manifestation[/B]: A wolf with yellow eyes the size of a small pony appears and slowly sits down, watching the binder silently. [B]Sign[/B]: The binder's eyes turn a shade of yellow like that of some wolves. [B]Influence[/B]: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them. [B]Granted abilities[/B]: [I]Pack Tactics[/I]: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus. [I]Hamstring[/I]: The binder gains the benefits of Improved Trip, even if they do not meet the requirements. [I]Hunter in the Night[/I]: The binder gains the benefit of the Track feat, and a +2 bonus to survival checks when trying to track a target. [I]Mother's Voice[/I]: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds. [I]Beast Voice[/I]: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals. Comments: In order to use this, I'll have to take the skill Survival, even if originally I didn't plan to. Aside for the combat buffs, in the wilds this vestige can be really great, when wolves are near around, thanks to the ability to speak with them and charm them. They would act as scout or guards, for example. [/sblock] [sblock=Ral, the flower of peace] Bind DC: 14 Legend: [sblock] Born three hundred years ago, Ral was born into an age of chaos, when rivaling towns battled over the few natural resources. He entered the militia at a young age, and is said to have spent four years as a solider, as history and the lies have obscured the truth. After seeing the bloodshed and the futility of the wars, Ral threw down his sword and began to speak against war and killing in any form. He quickly gained a small but devoted following of those left with nothing due to the war, and began to train them how to defend themselves without killing. Unfortunately for Ral, two of the most powerful warlords at that time saw him as a rising threat to their power, and they sent a assassian and a spirit-talker of the Blood to kill Ral. When the two killers found him, they were able to stab him, while the spirit-talker cursed Ral to fall forever through the Abyss. Perhaps Ral was motivated by a higher force, because the curse rebounded on the priest, sending both Ral and the death-priest beyond the reach of spirits and men. [/sblock] [B]Special Requirement[/B]: The binder may not have killed any creature by their own hand within the last 12 hours. [B]Manifestation[/B]: Ral appears as a man clothed at first in the blood of others, which slowly slides off, revealing a glowing white humanoid body. When it speaks, the sounds of war can be heard echoing in the distance. [B]Sign[/B]: Binders under the influence of Ral move with a careful grace, and their voice becomes softer making them unnable to shout. [B] Influence[/B]: Those under the influence of Ral cannot kill a sentient target unless it has already killed someone else. [B]Granted Abilities[/B]: [I]Improved Disarm[/I]: The binder gains the Improved Disarm feat while bound to Ral. [I]Aura of peace[/I]: The binder may cast Sanctuary with a caster level equal to her binder level. Once used, this ability may not be used for another five rounds. Ral's sign must be shown while this power is in use. [I]Merciful Blow[/I]: A binder may add their charisma bonus+1 (minimum of 1) to the damage of any attacks they make, but the attack is nonlethal damage. [Edit: This Ability may only be used once every five rounds. No limit makes this too potent at low levels, and since that's when level 1 vestiges are used...] [I]Harmony in battle[/I]: The binder gains the Combat Expertise feat while bound to Ral. [/sblock] [sblock=Charn, the Hare] Binding DC: 15 [sblock=Legend] The first prey animal to be made when the sky and sea came apart, the Hare was hunted by Chinua, the first wolf. In that earliest of days, death was not final, and after being caught, Charn would return to be hunted again. When the early days ended with the betrayel of the youngest spirit, Charn left the mortal world to his children and left the world, only returning when called by binders.[/sblock] [B]Special Requirement[/B]: A binder may not bind Charn while Chinua is bound to them. [B]Manifestation[/B]: Charn appears as a hare, who must be eaten whole by the binder when their pact is made, when the pact ends, the hare appears as bones beside the binder, slowly returning to full health before fading away. [B]Influence[/B]: The binder becomes as careful as the prey animals, and when confronted with sudden suprises is often stunned by fear. [B]Granted Abilities[/B]: The Hare grants powers related to speed and escape. [I]Fleet of Foot[/I]: While bound to Charn, the binder's speed increases by 10 feet when running. At eighth level this bonus increases to 20 feet, and at fourteenth level it increases to a 30 foot bonus. [I]Prey's Senses[/I]: While not able to track like a predator, Charn offers a binder the keen senses of the hunted. The binder gains a +2 bonus to Listen and Spot checks. At eighth level, the bonus becomes +4, and at fourteenth level it becomes +6. [I]Masking the Trail[/I]: The binder may use Pass without Trace on themselves only at will. When the duration ends, the binder must wait at least an hour to use the ability again. [I]Legs of the Hare[/I]: The binder gains a +10 bonus to Jump checks, and may make unarmed kick attacks which deal 1d6 damage and the binder is treated as having improved unarmed strike when making kick attacks only. [/sblock] [sblock=Leraje] Bind DC: 15 [sblock=Legend] Leraje was one of the greates archers of the world know, her master rivaling that of the greater spirits. One day she was tricked by a jealous spirit to challenge her god into a contest: that she would be able to pierce her own heart with an arrow. Because of her pride, she went on a managed to do it: she cast an arrow aiming at her god, and managed to make it ricochet against the arrow that the surprised god used to block her. Her arrow pierced her own heart, and while dying, the enraged god cursed her because of her pride [/sblock] Abilities: same as in the Tome of Magic: hide bonus, low light vision, precise shot, ricochet and proficiency with longbow [/sblock] [sblock=Ronove, the Bronze maiden] Bind DC: 17 [sblock=legend] Ronove was a hermit who was the first to claim that humans could gain supernatural powers not because of the spirit's blessing, but because of their own mind and heart. She was able do astonishing feats, and he gained many followers, but she costantly needed to prove his worth. At the end, she told his disciples to bury him in a bronze coffing, and dig her up only when they saw a sign from her. They did so, and waited for a long time, but no sign came. One by one, they lost faith and deserted her, until just one remained. He dug up the coffin and there was nothing inside. Then he tracked all of the fellow disciples and told them the story, but non believed him.[/sblock] Abilities: same as in the tome of magic: far hand, feather fall, ronove's fists, sprint. Also cold iron and magic attacks. [/sblock] [sblock=Naberius, the grinning hound] Same as in the Tome of Magic. Legend may be reworked to view him as one of the spirits who first entered into human society, and is pleased with knowledge, decieving and arts. [/sblock] [/sblock] [sblock=Second level] [sblock=Dorun, the mountain] Bind DC: 17 [sblock=Legend] The Mountain rests at the center of all things, the basis on which the world was built. When the world was built, the bones of Mountain were taken to form the mountains that the races see these days. With his body spread among the world, the spirit of Mountain was cast into the ether to be summoned by binders. [/sblock] [B]Manifestation[/B]: The mountain appears as a mountain which reaches up into the sky, speaking with a voice that shakes the ground and bones of a summoner. [B]Special Requirements[/B]: The Mountain can only be summoned by a binder when the circle is drawn on rock. [B]Sign[/B]: The mountain makes the binder's skin seem rough and grey, which makes it mistaken for stone. [B]Influence[/B]: Those under the influence of the mountain partake of its stability. They may not take a move action in place of a standard action. Granted Abilities: [I]Stance of the Mountain[/I]: The binder becomes exceptionally stable, gaining a +4 bonus to resist trip attempts and bull rushes due to their exceptional stability. This bonus is applied in any situatuion that the benefit of stability would apply. [I]Mastery of the Bones[/I]: The binder gains the Climb movement mode, and all assoicated bonuses. [I]Force of Stone[/I]: You gain the feat Improved Bull Rush, even if you do not meet the normal requirements for the feat. [I]Harden the Bones[/I]: You may use the spell Transmute Mud to Rock, except that the range is Close. Once used, this ability may not be used for another five rounds. [/sblock] [sblock=Sindalla, the Cat Queen] [sblock=legend] Sindalla was a ruler of a great and rich city. She was a true creature of beauty and compassion. It was through her that the “Sandwood Truce” was made. The truce stopped the warring between all of the know cities and races. She had many pets: tigers, lions, jaguars and other great cats. One day her cats began to show some strange disease. Worried, the queen called the greatest sages to try and find the source of the disease. Unfortunately the sages could come up with nothing. The cats were doomed to die. Sindalla decided to take matters in her own hands. She began a dark ritual. She combined a part of her soul and life force with that of her pets. Unfortunately the ritual was too much. The cats were saved, but it cost Sindalla her life. With only a part of her soul, she is forced to roam the realm of nothingness, unless she is bound by a binder back to the mortal world. [/sblock] Binding DC: 20 [B]Manifestation[/B]: Sindalla appears as a beautiful woman astride a gigantic cat. She wears a Tiger striped gown of the purest silk. The woman growls, as the cat speaks in a soft feminine voice. [B]Sign[/B]: When the Vestige of Sindalla is upon someone they show very light stripes and spots like many of the great cats. They also talk in a soft purring voice. [B]Influence[/B]: Sindalla is ever the peacekeeper. When the vestige of Sindalla is upon you, you will always seek a diplomatic solution to any dispute. The binder cannot make any offensive action until they are attacked first. [B]Granted Abilities:[/B] Sindalla grants people powers of persuasion and diplomacy. She also graces them with the skills and abilities of the great cats she once cared so much for. [I]Presence of the Diplomat[/I]: The character gains a +4 bonus to charisma while hosting Sindalla’s vestige. [I]Voice of Peace[/I]: The character gains a +4 bonus to any type of diplomacy check that he or she makes. [I]Claws of the Cat[/I]: The character can grow claws that deal damage appropriate to their size. These claws are considered magical for purposes of what they can strike. The character gains the ability to use two claw attacks per round with the claws and gains the benefit of the “Improved Unarmed Strike” feat if they do not already possess it. You cannot use this ability if you do not show Sindalla’s sign. Small: 1d3 Medium: 1d4 Large: 1d6 [I]Agility of the Feline[/I]: Once per day the binder can use Sindralla's power to increase their agility. This has the same effect as a "cats grace" spell. The duration of the ability is equal to the spell, using the characters effective binder level. [I]Charm Person[/I]: The character can use the spell “Charm Person” as a special ability. The number of times per day this can be used it equal to ½ the characters effective binder level. Once used this ability cannot be used for another 5 rounds. [/sblock] [sblock=Rimpit, the Frog] Binding DC: 15 [sblock=Legend]Rimpit was a frog-like being that existed before humanoids arose. He might have been a contemporary of Charn and Chinua. The vesige says little about its origin.[/sblock] [B]Special Requirement[/B]: Rimpit will only appear if a handful of dead insects is placed within his seal. The insects must be freshly killed. [B]Manifestation[/B]: Rimpit appears as a large frog that sits in his seal. Rimpit speaks in a croaking voice and only gives curt answers if the binder questions him. [B]Sign[/B]: The binder's eyes become large and protruding like those of a frog. His skin always seems wet and his voice takes on a croaking quality. [B]Influence[/B]: Rimpit makes the binder seem distant, almost taciturn. The binder never initiates conversation and ignores anyone around him, unless it would be dangerous to do so. Rimpit's influence forces the binder to go about barefoot and barehanded at all times. [B]Granted Abilities[/B]: Rimpit grants binders the attributes that frogs use to hunt and survive. [I]Wide-angle Vision[/I]: The binder's vision encompases a much greater area. He cannot be flanked unless his enemy is a rogue four levels higher than the binder's level. He also gains a +4 bonus to Spot checks. If he has the Uncanny Dodge feature from another class those levels stack with his binder levels. The binder must show Rimpit's sign to use this power. [I]Frog Legs[/I]: The binder can leap triple the normal distance for his race. He makes jump checks at +10. At 7th level the binder can make an attack following a leap, if it is made in the same round. [I]Sticky Pads[/I]: The binder can move along surfaces as if under the influence of a Spider Climb spell with unlimited duration. The binder must have bare hands and feet to use this power. The binder must use all four limbs to move across a surface. he can remain stationary with only two limbs, though. This allows him to manipulate objects while sticking with his feet. [I]Slippery Skin[/I]: The binder's wet skin makes him hard to grasp. He gains a +4 bonus to Escape Artist checks. [/sblock] [sblock=Furtur: The Thunder and the Storm] Bind DC: 18 Special Requirement: Yes [sblock=Legend]: At the dawn of recorded time, the Gods sealed and imprisoned the Titans throughout the multiverse and turned their attentions to the new world, creating the races and lands that we know today. Despite the best attempts to find every last titan, one remained free. The titan known as Furtur plotted in the deep spaces, seeking to destroy both the gods and their creation so he and the other titans could remake the world as they saw fit. As the Gods worked, Furtur set his plan in motion, the deep oceans boiling into towering mountains of black steam. As he was about to crush the gods as they worked on the new lands, Furtur was struck down by the newly-christened god of thunder. His body fell into the clouds he had created, but never fell back out. His blood became the first rains, his body the first clouds, his soul a Vestige. [/sblock] [B]Special Requirements[/B]: Furtur despises Euronyme, considering her a traitor. He will not answer the call of anyone who has bound to Euronyme. [B]Manifestation[/B]: Furtur's appearance is a grotesque conglomeration of humanoid, cervine and draconic forms. His lower half and head is that of a stag, complete with mighty rack of antlers, and a pair of draconic wings grow from his back. When he appears, it seems as if there is a torrential downpour localized entirely within the area of the seal, and Furtur only speaks once the binder addresses him, his voice a hoarse rumble. [B]Sign[/B]: While bound to Furtur, your body is charged with static electricity. Your hair stands on end, and sparks fly to anything you touch. These sparks are not powerful enough to cause damage or ignite anything, but they are strong enough to be felt, and make an unprepared creature jump in surprise. [B]Influence[/B]: Furtur's influence gives you an innate distrust of authority. You suspect ulterior motives in even the most benevolent authority figure, and must make a Sense Motive check whenever the opportunity presents itself. Granted Abilities: [I]One with the Winds[/I]: While bound to Furtur, you are treated as being one size larger for determining the effects that high winds have on you(DMG pg94). You are also treated as being one additional size category larger for every two binder levels beyond 3rd you possess, up to a maximum of 5 size categories at 11th level. If this would increase your size beyond Collossal, you are considered immune to the effects of nonmagical wind. At 13th level, you may make ranged attacks in any wind condition without penalty. This ability is continually active while you are bound to Furtur. [I]Lightning Touch[/I]: While bound to Furtur, you may discharge the static electricity you are charged with against an adjecent enemy. This requires a Melee touch attack and deals 1d6 points of electricity damage per 2 Binder levels. At 10th-level you may use this ability on any creature within 30 feet, requiring a Ranged touch attack. At 15th-level, this ability may function like the Chain Lightning spell, except the distance between the caster and original target cannot be more than 30 feet. Once you have used this ability, you may not use it again for 5 rounds, nor may you use this ability if you do not show Furtur's sign. [I] Spawn Storm[/I]: While bound to Furtur, you may generate a small, localized rainstorm as a Standard Action. The storm has a diameter of 20 feet and can be generated anywhere within 100 feet of the binder. Once Generated, the storm remains for a number of rounds equal to 1/2 your EBL, rounded down. The rain automatically extinguishes any nonmagical, unprotected flame, and anyone within the storm takes a -4 penalty to Search and Spot checks, as well as a -2 penalty to Listen checks. Ranged attacks into or out of the storm are made at a -2 penalty. You may use this ability once per day for every 3 binder levels you possess. At 10th level, you may use this ability to create a Sleet Storm effect instead of a regular rainstorm, however the effect must still be generated within 100 feet of the binder.At 17th level, you may also use Control Weather once per day, but only for the purpose of creating some form of precipitation.[/sblock] Malphas - as in tome of magic [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Into the New World - Recruitment OPEN (Current players stay OUT!)
Top