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New Binder Feats
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<blockquote data-quote="Xulin" data-source="post: 3958308" data-attributes="member: 50390"><p>The first feat is completely pointless. I don't think anyone needs to expel vestiges 2 time in a day.</p><p></p><p>The penalties for the second one are much too high - if you turn it on, you MAY or may not be able to turn it off. Plus, with 2 points per round, a person with 19 Cha will only last 10 rounds in a day. If you have a tough opponent early on and use this, even if it only lasts 3 rounds, you're sitting on a Cha of 13 for the rest of the day - if you have to make anymore binding checks for the day, you just made it harder on yourself. Besides, losing control of your character for a day is very, very bad. It's like casting Dominate Person on yourself, auto-failing the save, and giving control to some random stranger in the street. Only worse, because you can't save against it.</p><p></p><p>Plus, the benefits don't make sense. +2 you saving throws against your abilities is not crazy, but doubling the benefits from pact augmentation is weird. What if they get binding through some other means, like the Soul Binding feat? This provides no benefit for them.</p><p></p><p>I would make that feat work like this:</p><p><strong>Empowered Binding</strong></p><p>In times of crisis, you can call upon greater strength from your vestige, at the risk of losing control over your vestige.</p><p></p><p><strong>Prerequisites:</strong> Soul Binding, Cha 15+</p><p><strong>Benefit:</strong> As a free action usable a number of times per day equal to your charisma modifier, you can call upon a greater strength from any one vestige you currently have bound to you, as long as your pact with that vestige was a good pact.</p><p>For a number of rounds equal to your charisma modifier, you receive a +2 increase to your binder level and DC for that vestige's supernatural abilities. Further, every round spent in empowered binding counts as 2 rounds for refreshing that vestige's abilities.</p><p>At the end of this time, you must roll a will save (DC = 15 + number of times Empowered Binding was used this day). If you fail, you take 1d4 points of Cha damage and your pact with this vestige becomes a bad pact. If you should reduce your charisma below 15, you lose the benefit of this feat until you recover the damage.</p></blockquote><p></p>
[QUOTE="Xulin, post: 3958308, member: 50390"] The first feat is completely pointless. I don't think anyone needs to expel vestiges 2 time in a day. The penalties for the second one are much too high - if you turn it on, you MAY or may not be able to turn it off. Plus, with 2 points per round, a person with 19 Cha will only last 10 rounds in a day. If you have a tough opponent early on and use this, even if it only lasts 3 rounds, you're sitting on a Cha of 13 for the rest of the day - if you have to make anymore binding checks for the day, you just made it harder on yourself. Besides, losing control of your character for a day is very, very bad. It's like casting Dominate Person on yourself, auto-failing the save, and giving control to some random stranger in the street. Only worse, because you can't save against it. Plus, the benefits don't make sense. +2 you saving throws against your abilities is not crazy, but doubling the benefits from pact augmentation is weird. What if they get binding through some other means, like the Soul Binding feat? This provides no benefit for them. I would make that feat work like this: [B]Empowered Binding[/B] In times of crisis, you can call upon greater strength from your vestige, at the risk of losing control over your vestige. [B]Prerequisites:[/B] Soul Binding, Cha 15+ [B]Benefit:[/B] As a free action usable a number of times per day equal to your charisma modifier, you can call upon a greater strength from any one vestige you currently have bound to you, as long as your pact with that vestige was a good pact. For a number of rounds equal to your charisma modifier, you receive a +2 increase to your binder level and DC for that vestige's supernatural abilities. Further, every round spent in empowered binding counts as 2 rounds for refreshing that vestige's abilities. At the end of this time, you must roll a will save (DC = 15 + number of times Empowered Binding was used this day). If you fail, you take 1d4 points of Cha damage and your pact with this vestige becomes a bad pact. If you should reduce your charisma below 15, you lose the benefit of this feat until you recover the damage. [/QUOTE]
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