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Spirit Binders (Tome of Magic variants) - updated TWICE 12/25
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<blockquote data-quote="Nifft" data-source="post: 2814237" data-attributes="member: 6562"><p><strong>Elemental Spirits</strong></p><p></p><p><strong>Elemental Spirits</strong></p><p></p><p>Elemental spirits tend to respond to the raw power and innate strengths of their summoner. They must be addressed in the appropriate elemental language (Aquan, Auran, Ignan or Terran).</p><p></p><p>To bind yourself to an Elemental Spirit, you must speak in a loud, clear voice (in the appropriate language). You must be near a large quantity of the element in question.</p><p></p><p>Determining the nature of a particular Elemental Spirit's Sign requires a Knowledge (Planes) check with a DC 15 + minimum EBL required to bind that Spirit. You may substitute a Knowledge (Nature or Arcana) chack at DC +5 above the Kn(Planes) check.</p><p></p><p></p><p><strong>Shard</strong>: [Earth]</p><p>Requirement: EBL 1, Wis 11+</p><p>- (Su) You gain a pair of slam attacks which deal 1d6/1d4 (for medium/small). For every four EBL, your damage increases as though you went up a size category.</p><p>- (Su) For every five EBL, you gain DR 1/-, which stacks with any similar DR derived from Pact Augmentations.</p><p>- (Su) You gain Stability (+4 to resist being bull rushed or tripped).</p><p>- (Su) Once every 5 rounds, you can hurl a magical shard of rock which deals piercing damage equal to your slam attack damage, up to a range of 50 ft. + 10 ft. per EBL. Resolve this as a ranged touch attack and treat the damage as a magical weapon.</p><p></p><p><strong>Tinder</strong> [Fire, Light]</p><p>Requirement: EBL 1, Cha 11+</p><p>- (Su) You can call fire to your hands as a move action, with which you can make touch attacks which deal 1d4 +1/2 EBL fire damage, up to 1d4+5. You are considered armed while flames surround your hands. If you choose to make a normal attack with your hands (or claws), your attack deals normal damage plus fire damage. You can dismiss the flames as a free action.</p><p>- (Sp) Once every 5 rounds, you can focus the flames on both your hands into a ray (Close range) which deals 1d6 + 1d6 per EBL fire damage if it strikes. This use extinguishes the flames in your hands, but you can re-ignite them as a move action. You cannot use this ability if your hands are not aflame.</p><p>- (Sp) <em>Resist elements</em> at will.</p><p>- (Su) You are immune to any effect that would render you Dazzled. If your EBL is at least 8, you are immune any effect that would render you Blind.</p><p></p><p><strong>Zephyr</strong> [Air]</p><p>Requirement: EBL 3, Int 12+</p><p>- (Su) You do not need to breathe. You are not affected by bad odors (including the stench of a ghast or troglodyte, or a <em>stinking cloud</em> spell).</p><p>- (Sp) Once every 5 rounds, you can summon a <em>gust of wind</em> or a <em>fog cloud</em>. If your EBL is at least 8, you may summon a <em>wind wall</em>.</p><p>- (Su) You gain the benefit of the Deflect Arrow feat (even if unqualified). If you already have the Deflect Arrow feat, the benefits stack -- you can deflect two arrows each round.</p><p>- (Su) You gain a deflection bonus to your AC equal to 1/3 your EBL.</p><p></p><p><strong>Rill</strong> [Water]</p><p>Requirement: EBL 5, Wis 13+</p><p>- (Su) You can walk on water.</p><p>- (Sp) <em>Create water</em> at will.</p><p>- Mist Ward (Sp): Once every 5 rounds, you can shield an ally within 30 ft. with mist, granting him concealment for 1 minute. Additionally, he gains fire resistance 5, and only takes half damage from effects that seek to dehydrate him (<em>horrid wilting</em>, <em>dessicate</em>, etc.). A strong wind (<em>gust of wind</em> or the like) will remove the mist for 1 round, but it will reappear on his next action.</p><p>For every 3 EBL above 5th, you can shield an additional ally. All targets must be within 30 ft. of yourself when you invoke this ability.</p><p>- Water Dancer (Su): You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This ability does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain any benefit from this ability.</p><p></p><p><strong>Snap</strong> [Cold]</p><p>Requirement: EBL 5, Cha 13+</p><p>- Frozen Shield (Sp): You can summon a clear ice tower shield which hovers near you, giving you a +4 shield bonus to AC. It is similar to the <em>shield</em> spell in that it absorbs damage, but it absorbs fire damage instead of <em>magic missile</em>s. Your Frozen Shield can absorb up to 12 x EBL points of fire damage before being destroyed. Your Frozen Shield has hardness 6 and starts with 12 x EBL hp.</p><p>- Slow Freeze (Su/Sp): Once every 5 rounds, you can invoke Freeze on a creature within Close range (25 ft. + 5 ft. / 2 EBL). On the first round, the creature suffers 1d6 cold damage and must make a Fort save or be slowed for 1 minute. On the second round, the creature suffers 2d6 cold damage and must make another Fort save, to resist being slowed again. On the third round, the creature suffers 3d6 cold damage, and must make a final Fort save to resist being slowed. The durations for multiple slow effects overlap (do not stack). The slow effects are subject to SR and dispelling; the damage is not.</p><p> If your EBL is at least 13, this effect deals 2d6/3d6/4d6 cold damage instead.</p><p> If your EBL is at least 19, this effect deals 4d6/6d6/8d6 cold damage instead.</p><p>- Icewalking (Su): You can walk on any icy surface without fear of falling. You can even walk (but not run) on walls and ceilings so long as they are covered in ice.</p><p>- Frozen Blood (Su): You are immune to bleeding effects and Con loss due to weapons with the Wounding special ability.</p><p></p><p><strong>Pahoehoe</strong> [Fire, Earth]</p><p>Requirement: EBL 9, Cha 15+</p><p>- Melt Stone (Sp): You can use <em>stone shape</em> once every 5 rounds. However, the stone you have shaped is red hot, and deals 3d6 fire damage per round to anyone touching it for 1 minute.</p><p>- Heat (Su): Your body is burning hot to the touch (but in a magic way that does not harm your equipment). You are considered armed, and your touch attacks deal 2d6 fire damage. If you have natural attacks or are wielding a metal melee weapon, your attacks gain +2d6 fire damage. If your EBL is at least 13, you deal +3d6 fire damage instead, +1d6 per 3 EBL over 13. Any foe who grapples with you suffers this damage on your initiative. You leave smoking footprints (and are thus very easy to track).</p><p>- Liquid Magma (Su): You can melt into a pool of boiling mud. This is similar to <em>gaseous form</em>, except that you do not gain a fly speed, and the duration is not limited. Once you re-form into solid form, you cannot melt 5 rounds. While in liquid form you retain your Heat ability.</p><p>- Shifting Flow (Su): You gain the (Shapechanger) subtype, which renders you immune to (or allows you to remove) certain effects.</p><p></p><p></p><p><strong>Capricious Djinni</strong> [Air]</p><p>Requirement: EBL 11, Int 16+</p><p>- Shocking Blow (Su): Any weapon you wield gains the Shock special ability. If your EBL is at least 13, it also gains the Shocking Burst and Thundering special abilities.</p><p>- Divination Discharge (Su): Anyone who attempts to <em>scry</em> you suffers 1d6/EBL electrical damage (no save), and you are automatically aware of the attempt.</p><p>- Air Mastery (Su): You gain a +1 bonus to attack and damage rolls against airborne targets, and you gain a +1 dodge bonus to AC vs. attackers who are touching the ground.</p><p>- Dimension Discharge (Sp): Once every 5 rounds, you can teleport via lightning bolt to any location within Medium range to which you have a line of effect. Every creature in a line between your current location and your new location is struck for 1d8/2 EBL electrical damage (Reflex half). Like <em>dimension door</em>, using this ability ends your turn.</p><p></p><p></p><p><strong>Reflecting Pool</strong> [Water]</p><p>Requirement: EBL 13, Wis 17+</p><p>- Water Clone (Su): While touching large body of water, you can summon a water clone as a Swift action. This clone functions as the spell <em>mirror image</em>, except it is not illusory -- it cannot automatically be distinguished by <em>true sight</em>. Your clone has HP equal to your EBL, however, a clone normally disintegrates into water after taking any damage at all. If you wish to maintain a clone that has taken damaage, you may do so by taking non-lethal damage equal to half of what the clone has taken, "healing" your clone in the process. (If a clone takes more damage than your EBL, it is destroyed before you can "heal" it.)</p><p> Alternately, you can cause your clone to separate from your square, and you can use it to fight and as the origin of spells and effects (like the <em>project image</em> spell). You can only attack using melee attacks, and your attacks only deal 20% normal damage. You cannot act in the same round that your clone acts -- it can serve as a decoy or an agent, but not both at once.</p><p>- Mist Technique (Su): Any time you have partial concealment due to mist, fog, sleet or rain, you can take a Swift action to give yourself total concealment. When you use this ability, you gain the ability to see through these effects so that others do not gain any concealment from you. These effects persist until you taken an action that would end <em>invisibility</em>.</p><p>- Water Mastery (Su): You gain a +2 bonus to attack rolls and a +4 bonus on damage against targets who are on or under water. You gain a +2 dodge bonus to AC while on or under water.</p><p>- Liquid Anatomy (Su): You gain moderate fortification (50% chance to negate a critical hit or precision damage such as sneak attack).</p><p></p><p></p><p><strong>Black Marid</strong> [Cold, Death]</p><p>Requirement: EBL 15, Cha 18+</p><p>- Black Ice Armor (Su): You can augment your existing armor, or summon armor of ice. In either case, you are encased in what is effectively a mithral breastplate. It retains the properties of your previous armor (if any). You can dismiss the black ice armor as a free action and summon new armor (or re-augment your existing armor) as a standard action.</p><p> If you previously were wearing armor, its base armor bonus increases to 5, its hardness increases by +20, it gains +30 hit points, and if damaged it repairs itself 5 hit points each round (like fast healing).</p><p> If you were not wearing armor, your black ice armor is equivalent to a mithral breastplate with no enhancement bonus, but with the Shadow, Silent Moves and Slick properties. It has hardness 20 and 30 hit points, and if it is damaged, it repairs itself of 5 hit points each round (like fast healing).</p><p>- Black Ice Blade (Su): You can summon a longsword of black ice. You are proficient with this weapon. The longsword has an enhancement bonus equal to 1/4 your EBL, and deals an extra +2d6 points of cold damage. Additionally the black ice blade is considered to have the Bane property against any type of living creature you choose -- you can switch creature type as a Move action. (You may not select Constructs or Undead, and any creature with the (Cold) subtype is immune to this bane effect.) On a critical hit, you deal 2 points of Dexterity damage to your foe, and you heal 10 hit points of damage. You can dismiss your black ice blade as a free action and create a new blade as a standard action.</p><p>- Black Ice Shards (Su): You can fire cone of black ice shards every 5 rounds (60 ft. range, Reflex half), dealing 1d8/2 EBL damage. The damage is half piercing and half cold, and counts as a magic weapon for the purpose of penetrating DR.</p><p>- Black Ice Ward (Su): While you show the sign of the black ice (the armor or the blade), you are immune to death magic, as though you were under the effect of a <em>death ward</em> spell.</p><p></p><p><strong>Granite Dao</strong> [Earth]</p><p>Requirement: EBL 17, Wis 19+</p><p>- Petrifying Touch (Su): Once every 5 rounds, you can make a touch attack to petrify an opponent. If your touch attack hits, your foe must make a Fort save or turn to stone.</p><p>- Granite Mountain Hammer (Su): Once every 5 rounds, you can make a single melee attack as a standard action. Your attack deals an extra +8d8 Bludgeoning damage and penetrates any non-Epic damage reduction.</p><p>- Granite Grip, Avalanche Strike (Su): You gain a +12 bonus on Grapple and Bull Rush checks.</p><p>- Foot of the Mountain (Su): While you show the sign of blue granite, you gain Tremorsense out to 30 ft.</p><p></p><p><strong>Golden Phoenix</strong> [Fire, Air]</p><p>Requirement: EBL 17, Wis 19+</p><p>- Wings of the Sun (Su): You gain flaming magical wings which grant you perfect flight (speed 60 ft. or double your land speed, whichever is greater). If you are not flying, you can make a pair of Wing attacks as secondary natural weapons, which deal 1d8+1/2 Str + 2d6 fire damage. You can show or dismiss your wings as a Move action. When visible, your wings shed light equal to a <em>daylight</em> spell centered on you.</p><p>- Solar Protection (Su): You are immune to fire, and you gain energy resistance 20 against electrical and sonic attacks.</p><p>- Second Dawn (Su): If you are slain while bound to the Golden Phoenix, your body explodes in a 100 ft. burst dealing 20d6 +20 fire damage (Reflex half), and destroying your remains and equipment. One minute later (on your initiative), you and your equipment re-form, either in the same place that you exploded, or in the center of the nearest large fire (as you prefer). You act normally on the round your body re-forms. At the end of the round after your body re-forms, this pact ends -- but if you are slain before that round ends, this effect triggers again.</p><p></p><p></p><p></p><p><strong>Elemental Spirit Pact Augmentations</strong>:</p><ul> <li data-xf-list-type="ul"> DR 1/-</li> <li data-xf-list-type="ul"> Energy resistance 10 (vs. any one associated energy type)</li> <li data-xf-list-type="ul"> +2 Insight bonus to Fortitude saving throws</li> <li data-xf-list-type="ul"> +5 HP</li> </ul></blockquote><p></p>
[QUOTE="Nifft, post: 2814237, member: 6562"] [b]Elemental Spirits[/b] [b]Elemental Spirits[/b] Elemental spirits tend to respond to the raw power and innate strengths of their summoner. They must be addressed in the appropriate elemental language (Aquan, Auran, Ignan or Terran). To bind yourself to an Elemental Spirit, you must speak in a loud, clear voice (in the appropriate language). You must be near a large quantity of the element in question. Determining the nature of a particular Elemental Spirit's Sign requires a Knowledge (Planes) check with a DC 15 + minimum EBL required to bind that Spirit. You may substitute a Knowledge (Nature or Arcana) chack at DC +5 above the Kn(Planes) check. [b]Shard[/b]: [Earth] Requirement: EBL 1, Wis 11+ - (Su) You gain a pair of slam attacks which deal 1d6/1d4 (for medium/small). For every four EBL, your damage increases as though you went up a size category. - (Su) For every five EBL, you gain DR 1/-, which stacks with any similar DR derived from Pact Augmentations. - (Su) You gain Stability (+4 to resist being bull rushed or tripped). - (Su) Once every 5 rounds, you can hurl a magical shard of rock which deals piercing damage equal to your slam attack damage, up to a range of 50 ft. + 10 ft. per EBL. Resolve this as a ranged touch attack and treat the damage as a magical weapon. [b]Tinder[/b] [Fire, Light] Requirement: EBL 1, Cha 11+ - (Su) You can call fire to your hands as a move action, with which you can make touch attacks which deal 1d4 +1/2 EBL fire damage, up to 1d4+5. You are considered armed while flames surround your hands. If you choose to make a normal attack with your hands (or claws), your attack deals normal damage plus fire damage. You can dismiss the flames as a free action. - (Sp) Once every 5 rounds, you can focus the flames on both your hands into a ray (Close range) which deals 1d6 + 1d6 per EBL fire damage if it strikes. This use extinguishes the flames in your hands, but you can re-ignite them as a move action. You cannot use this ability if your hands are not aflame. - (Sp) [i]Resist elements[/i] at will. - (Su) You are immune to any effect that would render you Dazzled. If your EBL is at least 8, you are immune any effect that would render you Blind. [b]Zephyr[/b] [Air] Requirement: EBL 3, Int 12+ - (Su) You do not need to breathe. You are not affected by bad odors (including the stench of a ghast or troglodyte, or a [i]stinking cloud[/i] spell). - (Sp) Once every 5 rounds, you can summon a [i]gust of wind[/i] or a [i]fog cloud[/i]. If your EBL is at least 8, you may summon a [i]wind wall[/i]. - (Su) You gain the benefit of the Deflect Arrow feat (even if unqualified). If you already have the Deflect Arrow feat, the benefits stack -- you can deflect two arrows each round. - (Su) You gain a deflection bonus to your AC equal to 1/3 your EBL. [b]Rill[/b] [Water] Requirement: EBL 5, Wis 13+ - (Su) You can walk on water. - (Sp) [i]Create water[/i] at will. - Mist Ward (Sp): Once every 5 rounds, you can shield an ally within 30 ft. with mist, granting him concealment for 1 minute. Additionally, he gains fire resistance 5, and only takes half damage from effects that seek to dehydrate him ([i]horrid wilting[/i], [i]dessicate[/i], etc.). A strong wind ([i]gust of wind[/i] or the like) will remove the mist for 1 round, but it will reappear on his next action. For every 3 EBL above 5th, you can shield an additional ally. All targets must be within 30 ft. of yourself when you invoke this ability. - Water Dancer (Su): You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This ability does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain any benefit from this ability. [b]Snap[/b] [Cold] Requirement: EBL 5, Cha 13+ - Frozen Shield (Sp): You can summon a clear ice tower shield which hovers near you, giving you a +4 shield bonus to AC. It is similar to the [i]shield[/i] spell in that it absorbs damage, but it absorbs fire damage instead of [i]magic missile[/i]s. Your Frozen Shield can absorb up to 12 x EBL points of fire damage before being destroyed. Your Frozen Shield has hardness 6 and starts with 12 x EBL hp. - Slow Freeze (Su/Sp): Once every 5 rounds, you can invoke Freeze on a creature within Close range (25 ft. + 5 ft. / 2 EBL). On the first round, the creature suffers 1d6 cold damage and must make a Fort save or be slowed for 1 minute. On the second round, the creature suffers 2d6 cold damage and must make another Fort save, to resist being slowed again. On the third round, the creature suffers 3d6 cold damage, and must make a final Fort save to resist being slowed. The durations for multiple slow effects overlap (do not stack). The slow effects are subject to SR and dispelling; the damage is not. If your EBL is at least 13, this effect deals 2d6/3d6/4d6 cold damage instead. If your EBL is at least 19, this effect deals 4d6/6d6/8d6 cold damage instead. - Icewalking (Su): You can walk on any icy surface without fear of falling. You can even walk (but not run) on walls and ceilings so long as they are covered in ice. - Frozen Blood (Su): You are immune to bleeding effects and Con loss due to weapons with the Wounding special ability. [b]Pahoehoe[/b] [Fire, Earth] Requirement: EBL 9, Cha 15+ - Melt Stone (Sp): You can use [i]stone shape[/i] once every 5 rounds. However, the stone you have shaped is red hot, and deals 3d6 fire damage per round to anyone touching it for 1 minute. - Heat (Su): Your body is burning hot to the touch (but in a magic way that does not harm your equipment). You are considered armed, and your touch attacks deal 2d6 fire damage. If you have natural attacks or are wielding a metal melee weapon, your attacks gain +2d6 fire damage. If your EBL is at least 13, you deal +3d6 fire damage instead, +1d6 per 3 EBL over 13. Any foe who grapples with you suffers this damage on your initiative. You leave smoking footprints (and are thus very easy to track). - Liquid Magma (Su): You can melt into a pool of boiling mud. This is similar to [i]gaseous form[/i], except that you do not gain a fly speed, and the duration is not limited. Once you re-form into solid form, you cannot melt 5 rounds. While in liquid form you retain your Heat ability. - Shifting Flow (Su): You gain the (Shapechanger) subtype, which renders you immune to (or allows you to remove) certain effects. [b]Capricious Djinni[/b] [Air] Requirement: EBL 11, Int 16+ - Shocking Blow (Su): Any weapon you wield gains the Shock special ability. If your EBL is at least 13, it also gains the Shocking Burst and Thundering special abilities. - Divination Discharge (Su): Anyone who attempts to [i]scry[/i] you suffers 1d6/EBL electrical damage (no save), and you are automatically aware of the attempt. - Air Mastery (Su): You gain a +1 bonus to attack and damage rolls against airborne targets, and you gain a +1 dodge bonus to AC vs. attackers who are touching the ground. - Dimension Discharge (Sp): Once every 5 rounds, you can teleport via lightning bolt to any location within Medium range to which you have a line of effect. Every creature in a line between your current location and your new location is struck for 1d8/2 EBL electrical damage (Reflex half). Like [i]dimension door[/i], using this ability ends your turn. [b]Reflecting Pool[/b] [Water] Requirement: EBL 13, Wis 17+ - Water Clone (Su): While touching large body of water, you can summon a water clone as a Swift action. This clone functions as the spell [i]mirror image[/i], except it is not illusory -- it cannot automatically be distinguished by [i]true sight[/i]. Your clone has HP equal to your EBL, however, a clone normally disintegrates into water after taking any damage at all. If you wish to maintain a clone that has taken damaage, you may do so by taking non-lethal damage equal to half of what the clone has taken, "healing" your clone in the process. (If a clone takes more damage than your EBL, it is destroyed before you can "heal" it.) Alternately, you can cause your clone to separate from your square, and you can use it to fight and as the origin of spells and effects (like the [i]project image[/i] spell). You can only attack using melee attacks, and your attacks only deal 20% normal damage. You cannot act in the same round that your clone acts -- it can serve as a decoy or an agent, but not both at once. - Mist Technique (Su): Any time you have partial concealment due to mist, fog, sleet or rain, you can take a Swift action to give yourself total concealment. When you use this ability, you gain the ability to see through these effects so that others do not gain any concealment from you. These effects persist until you taken an action that would end [i]invisibility[/i]. - Water Mastery (Su): You gain a +2 bonus to attack rolls and a +4 bonus on damage against targets who are on or under water. You gain a +2 dodge bonus to AC while on or under water. - Liquid Anatomy (Su): You gain moderate fortification (50% chance to negate a critical hit or precision damage such as sneak attack). [b]Black Marid[/b] [Cold, Death] Requirement: EBL 15, Cha 18+ - Black Ice Armor (Su): You can augment your existing armor, or summon armor of ice. In either case, you are encased in what is effectively a mithral breastplate. It retains the properties of your previous armor (if any). You can dismiss the black ice armor as a free action and summon new armor (or re-augment your existing armor) as a standard action. If you previously were wearing armor, its base armor bonus increases to 5, its hardness increases by +20, it gains +30 hit points, and if damaged it repairs itself 5 hit points each round (like fast healing). If you were not wearing armor, your black ice armor is equivalent to a mithral breastplate with no enhancement bonus, but with the Shadow, Silent Moves and Slick properties. It has hardness 20 and 30 hit points, and if it is damaged, it repairs itself of 5 hit points each round (like fast healing). - Black Ice Blade (Su): You can summon a longsword of black ice. You are proficient with this weapon. The longsword has an enhancement bonus equal to 1/4 your EBL, and deals an extra +2d6 points of cold damage. Additionally the black ice blade is considered to have the Bane property against any type of living creature you choose -- you can switch creature type as a Move action. (You may not select Constructs or Undead, and any creature with the (Cold) subtype is immune to this bane effect.) On a critical hit, you deal 2 points of Dexterity damage to your foe, and you heal 10 hit points of damage. You can dismiss your black ice blade as a free action and create a new blade as a standard action. - Black Ice Shards (Su): You can fire cone of black ice shards every 5 rounds (60 ft. range, Reflex half), dealing 1d8/2 EBL damage. The damage is half piercing and half cold, and counts as a magic weapon for the purpose of penetrating DR. - Black Ice Ward (Su): While you show the sign of the black ice (the armor or the blade), you are immune to death magic, as though you were under the effect of a [i]death ward[/i] spell. [b]Granite Dao[/b] [Earth] Requirement: EBL 17, Wis 19+ - Petrifying Touch (Su): Once every 5 rounds, you can make a touch attack to petrify an opponent. If your touch attack hits, your foe must make a Fort save or turn to stone. - Granite Mountain Hammer (Su): Once every 5 rounds, you can make a single melee attack as a standard action. Your attack deals an extra +8d8 Bludgeoning damage and penetrates any non-Epic damage reduction. - Granite Grip, Avalanche Strike (Su): You gain a +12 bonus on Grapple and Bull Rush checks. - Foot of the Mountain (Su): While you show the sign of blue granite, you gain Tremorsense out to 30 ft. [b]Golden Phoenix[/b] [Fire, Air] Requirement: EBL 17, Wis 19+ - Wings of the Sun (Su): You gain flaming magical wings which grant you perfect flight (speed 60 ft. or double your land speed, whichever is greater). If you are not flying, you can make a pair of Wing attacks as secondary natural weapons, which deal 1d8+1/2 Str + 2d6 fire damage. You can show or dismiss your wings as a Move action. When visible, your wings shed light equal to a [i]daylight[/i] spell centered on you. - Solar Protection (Su): You are immune to fire, and you gain energy resistance 20 against electrical and sonic attacks. - Second Dawn (Su): If you are slain while bound to the Golden Phoenix, your body explodes in a 100 ft. burst dealing 20d6 +20 fire damage (Reflex half), and destroying your remains and equipment. One minute later (on your initiative), you and your equipment re-form, either in the same place that you exploded, or in the center of the nearest large fire (as you prefer). You act normally on the round your body re-forms. At the end of the round after your body re-forms, this pact ends -- but if you are slain before that round ends, this effect triggers again. [b]Elemental Spirit Pact Augmentations[/b]: [list] [*] DR 1/- [*] Energy resistance 10 (vs. any one associated energy type) [*] +2 Insight bonus to Fortitude saving throws [*] +5 HP [/list] [/QUOTE]
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Spirit Binders (Tome of Magic variants) - updated TWICE 12/25
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