What are the best Planar Bindings?

Plane Sailing

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With Lesser Planar Binding, a bit of time and supporting spells (magic circle, dimensional lock), there are a huge range of useful outsiders of 6HD or less that can be summoned.

Edit: With Planar Binding this goes up to 12HD

So which ones give the most 'bang for the buck'? Which ones do you recommend summoning and why?

I'm thinking at the moment of Djinni for transport, Succubi for infiltration or assassination missions, large Elementals for brute force work... but what else?

Cheers
 
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Jack Simth

First Post
Well, first off, it's 6 HD, not 8; your elementals can't get over medium, sorry.

All Archons have Continual Flame at will. Everburning Torches have a market price of 110 gp (cost to hire the spell at caster level 3). An Everburning Torch is just an otherwise normal torch with a Continual Flame spell on it. Regular Torches have a market price of 1 cp. You can get quite the profit margin with an Archon tapping Torches all day.

A Janni can get you back to the prime material (or the astral or one of the elemental planes), but not much of anywhere else. Useful if the Cleric isn't up to a Plane Shift, or if you've lost all the focuses for it.

Hound Archons make decent trackers (especially in Wolf form; take 10 Survival check for tracking in Wolf form is 26 - which is a halfling covering his tracks on a surface that doesn't bear marks - and the Wolf Hound Archon traveling at half speed has a move of 25, while the halfling going the distance to be hard to follow is traveling at a move of 10 due to half-speed to cover tracks).

A Succbus makes a useful spy/assasin (bluff +19, Disguise +17 (+19 acting, futher +10 when using Change Shape), listen and spot +19, charm monster, detect thoughts, and suggestion at will; Telepathy, Tongues, and and the Greater Teleportation come in handy for it, too).

An Quasit makes a useful scout (fly 50 perfect, self-only invisibility at will), as does an Imp (for exactly the same reasons, but the Imp is slightly harder to bind due to a higher Charisma score).

Beareded Devils make reasonable short-term meatshields.

Bralani get Cure Serious Wounds, twice per day.
 

nameless

First Post
A Nightmare makes an incredible (flying) mount. Etherealness at will it utterly broken as well. And the smoke ability shouldn't be underestimated - the nightmare gets full concealment while suffering no penalties to its vision from the smoke.

The Rekjar (MM3) has fabricate at will and can make lots of very cool stuff for you..

I wouldn't recommend binding elementals, they have lots of HD compared to their CR. Angels/Archons/Eladrins/Guardinals are much better choices for their low HD but lots of special abilities. A Hound Archon is probably the best fighter/meatshield/tracker you will get with Lesser Planar Binding. With full-on Planar Binding, Ghaele Eladrins and Trumpet Archons are king of the hill in pretty much every respect with their Cleric 13 casting. I prefer the Ghaele for the bevy of spell-like abilities.
 

Elethiomel

First Post
nameless said:
A Nightmare makes an incredible (flying) mount. Etherealness at will it utterly broken as well. And the smoke ability shouldn't be underestimated - the nightmare gets full concealment while suffering no penalties to its vision from the smoke.
The Nightmare entry says nothing about the rider being unaffected by the smoke, so I don't think it's such an incredible mount after all. If I were going to have a Nightmare mount, I'd have it de-smoked.
 

Sejs

First Post
I've always been a fan of things with class levels, but the OK on that one varies from DM to DM. Likewise templates. I tend more toward you compact with -Outsider X- instead of just ... any random outsider, whomever happens to pick up the phone.

I actually used to have a list of beings for use with lesser planar binding, each built along a particular theme (earth, air, shadow, fate, etc). For example, the Earth guy was built on the stats for an Ogre Barbarian (2) with the Earth Element Creature template, he wore an ornate bronze breastplate, wielded a big bronze hammer, and had the Rock Hurling feat from RoS. Oh, and had the special quality "Uncanny Ability To Find Throwin' Rocks" penciled in. :p

I could see if I can dig that up, if you'd like.
 


Nifft

Penguin Herder
Low HD Outsiders with class levels. :)

Imp / Quasit Rogue 3
Azer Crusader 4
Lantern Archon Scout 6


Extraplanar Monsters with one of the Half-Thingy templates.

Half-Fiend Shadow-Creature Pixie Rogue 6


Cheers, -- N
 

Victim

First Post
Jack Simth said:
A Succbus makes a useful spy/assasin (bluff +19, Disguise +17 (+19 acting, futher +10 when using Change Shape), listen and spot +19, charm monster, detect thoughts, and suggestion at will; Telepathy, Tongues, and and the Greater Teleportation come in handy for it, too).

Succubi are also hard to successfully bind thanks to their high CHA. But they do have pretty potent spell-likes and good skills.
 

frankthedm

First Post
Nifft said:
Lantern Archon Scout 6
Ahem...

Planar Binding, Lesser
Target: One elemental or outsider with 6 HD or less

Humanoids and Class Levels
Creatures with 1 or less HD replace their monster levels with their character levels. The monster loses the attack bonus, saving throw bonuses, skills, and feats granted by its 1 monster HD and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level character of the appropriate class.



I mentioned this idea here. Finally got around to doing the stats...

[sblock=Haeltar'n, Least Hunter of Baphomet, Half fiend minotaur suitable for Lessser Planar Binding]Large Outsider
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Fly 30 ft. (average).
Armor Class: 17 (+2 dex, –1 size, +6 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+16
Attack: Greataxe +11 melee (3d6+6/x3) or gore +11 melee (1d8+4) or Bite +11 melee (1d8+4)
Full Attack: Greataxe +11/+6 melee (3d6+6/x3) and gore +6 melee (1d8+2), Bite +6 melee (1d8+2) or two claws +11 Melee (1d6+6), gore +6 melee (1d8+2) & Bite +6 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6, Smite good, Spell like abilities
Special Qualities: Darkvision 60 ft., DR 5/magic, immunity to poison, natural cunning, resist acid 10, cold 10, electricity 10, and fire 10, scent, SR 11.
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 23, Dex 14, Con 17, Int 11, Wis 10, Cha 10
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Skills: Hide +2, Intimidate +9, Jump +15, Listen +13, Move silently +6, Search +13, Spot +13, Survival +7.
Feats: Skill focus (Survival), Power Attack, Track
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By character class

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

This fiendish minotaur speaks Abyssal, Giant & Common.

COMBAT

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities (Sp): Caster level 6, and the save DC is Charisma-based (10+ spell level ). Darkness 3/day, Desecrate 1/day, Unholy blight 1/day.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
[/sblock]


Here is a Lesser planar ally for the cult of elder elemental evil. I believe the Elemental would loose the ability to receive STR 1.5 on it's slams use to having additional [un]natural attack. Though from my understanding the template does let it keep the special qualities of being an elemental

From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘Destroy this creature or flee from it!'[Sblock=Half Far spawn Earth Pseudomental, Medium]Medium Outsider (Earth, Extraplanar)
Hit Dice: 6d8+36 (63 hp) [66 if you give monsters high average HP]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22 ( +12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +4/+9
Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)
Full Attack: Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Spell like Abilities: { } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day
Special Qualities: Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day
Saves: Fort +11, Ref +2, Will +4
Abilities: Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13
Skills: Concentration +11, Listen +11, Spot +11
Feats: Power Attack, weapon focus tentacle, blind fight.
Environment: Plane of Earth or areas of Far Rælm corruption
Organization: Solitary
Challenge Rating: 5.66
Treasure: None
Alignment: Chaotic Evil or Not Applicable
Advancement: 7 HD (Medium)

Pre-combat: If alerted to foes, use blur on self and glide into the nearest wall. Change to horrid form.
Round 1: Listen[+2] for party to pass, Glide out of wall near party use touch of idiocy casting defensively if needed and touch foe.
Round 2: If full attack is possible, do so, then adjust into wall to avoid reprisal.
Round 3: Adjust out of wall, full attack if possible. If surrounded, True Strike, power attack for full and fight defensively. Strike most annoying combatant.
Round 4: Full attack and adjust into wall or if party is clustered together, stinking cloud on group and glide beneath them.
Round 5: Launch full attacks from within the wall, using blind fight to reduce miss chance. Flee at 10 or less HP.
Earth pseudomentals speak Terran but rarely choose to do so.

Combat
Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex): An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.

Earth Glide (Ex): An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.[/SIZE]

True Strike (Su): Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target. Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.

Change Shape(Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass.This ability functions as described for the change shape ability (see page306 of the Monster Manual), except the creature: looses its slam attack, Push and Earth mastery, movement modes do not change, retains the tentacle attacks and gains two additional tentacle attacks when making a full attack, cannot be flanked, criticaly hit, and Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous form.[/Sblock]
 
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