Binder (3.5e Class)

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Binder

A Binder is a type of mage which uses arcane magic to bind the soul (or essence) of a creature (Normally a Elemental or Outsider) to a receptacle. This receptacle could be a inanimate construct, a weapon or armor, a creature, or even a place. These bindings cause anomalies to effect the receptacle.

Making a Binder

A Binder is normally a controller, in the back commanding his summoned and bound creatures. But when it comes to close quarters they can normally use a weapon with a creature bound to it. At higher levels they can actually create their own guards in the form of Golems.

Abilities: Their major abilities are all mental. Their Intelligence determines the highest spells they can cast. Charisma allows them to convince beings to do service at lower costs. Wisdom decides your will power, and a high will save allows the binder to control bound creatures better.

Races: any but Durzites are the most famous Binders, they are well-known for their golems and their cities which "somehow" seem full of magical energy.

Alignment: Any, but it's hard to not be of evil alignment when your class abilities are focused on forcing creatures into servitude.

Starting Gold:3d4 ×10 gp.

Starting Age: Complex.

Table: The Binder

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+ 0+0+0+2 Familiar, Gate of Souls 310
2nd+1+0+0+3 Binding Circle, Binder's Pact, Elemental Binding 2 HD, Monster Binding 420
3rd+1+1+1+3 Outsider Binding 2 HD 4210
4th+2+1+1+4 Elemental Binding 4 HD, Bonus Feat 4320
5th+2+1+1+4 Aparatus Binding 43210
6th+3+2+2+5 Outsider Binding 4 HD, Elemental Binding 6 HD 43320
7th+3+2+2+5 Sunder Apparatus 443210
8th+4+2+2+6 Elemental Binding 8 HD, Improved Familar 443320
9th+4+3+3+6 Bonus Feat, Outsider Binding 6 HD 4443210
10th+5+3+3+7 Constructive Binding, Elemental Binding 10 HD 4443320
11th+5+3+3+7 44443210
12th+6/+1+4+4+8 Elemental Binding 12 HD, Outsider Binding 8 HD 44443320
13th+6/+1+4+4+8 444443210
14th+7/+2+4+4+9 Bonus Feat, Elemental Binding 14 HD 444443320
15th+7/+2+5+5+9 Outsider Binding 10 HD, Soul Merge 4444443210
16th+8/+3+5+5+10 Elemental Binding 16 HD 4444443320
17th+8/+3+5+5+10 4444444321
18th+9/+4+6+6+11 Elemental 18 HD, Outsider Binding 12 HD 4444444332
19th+9/+4+6+6+11 Bonus Feat 4444444433
20th+10/+5+6+6+12 Aura Binding, Elemental 20 HD 4444444444

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Planes), Knowledge (Religion), Spellcraft (Int).

Class Features

All of the following are class features of the Binder.

Weapon and Armor Proficiency: Binders are proficient with all simple weapon, but not any type of armor or shield. Armour of any kind interferes with a Binders movements, which can cause spells with somatic components to fail.

Spells: A Binder casts arcane spells which are drawn from the Binder Spell list. A Binder must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the Binder must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Binders spell is 10 + the spell level + the Binders Intelligence modifier.

Like other spellcasters, a Binder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Binder. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Binder may know any number of spells. He must choose and prepare his spells ahead of time by getting a good nights sleep and spending 1 hour studying his spellbook. While studying, the Binder decides which spells to prepare.

Familiar: A Binder can obtain a familiar as a Wizard.

A character with more than one class that grants a familiar may have only one familiar at a time, but the classes stack for the purposes of determining the power of the Familiar.

Spellbooks: A Binder must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Binder can prepare from memory.

A Binder begins play with a spellbook containing all 0-level Binder spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Binder has, the spellbook holds one additional 1st-level spell of your choice. At each new Binder level, he gains two new spells of any spell level or levels that he can cast (based on his new Binder level) for his spellbook. At any time, a Binder can also add spells found in other Binder's spellbooks to her own.

Gate Of Souls: A Binder can create a portal within creatures under his command and teleport them to a extraplanar dimension in the astral space between the Binder's body and their soul. A Binder can as a full round action teleport three bound creatures or his familiar to the Gate of Souls. Or a Binder can as a full round action teleport two bound creatures or his familiar anywhere within 20 ft of the Binder from the Gate of Souls. The Gate of Souls is infinite in size and has the timeless trait.

Binding Circle: A Binder of 2nd level or above can create a binding circle. This is an non-mobile ring which a Binder can create as a full-round action. A binder can only create one Binding Circle per day. A Binding Circle is invisible to all except for the Binder who created it, until activated. If a creature that the Binder can enter a pact with enters a Binding Circle it activates. Once activated the creature can't exit the circle by normal means. A Binding Circle can be dispelled at anytime be the Binder that created it, or by a third party casting Dispel Magic or similar spells. A Binder can only have a number of binding circles equal to his Binder level in existence at one time. A creature can try and escape the circle once every hour. To escape it must succeed on a Will Save (DC=10 + Effective Binder Level + Wisdom Modifier). If it succeeds on the escape it returns to its home plane of existence.

You can trap summoned creatures in the Binding Circle but they only remain inside the circle one day or the spells duration (Whichever is longer), if a Binder hasn't successful made a Binder's Pact with the summoned creature within the allotted escape time, it immediately escapes (No save required). If the Binder succeeds on a Binder's Pact within the duration, the summoned creature must remain until the Pact has ended.

Once a creature is bound or escapes then the circle disappears. If not dismissed or used (by successfully binding a creature or the creature escaping) the circle will last indefinitely.

Binder's Pact: A Binder of 2nd level of above can enter a Pact with creatures trapped inside a Binding Circle. The Binder can only make a pact with creature he can bind. A Binder can only Bind up to his Binder Level + his Will Save in Hit Dice at at time.

The Binder is then free to talk with the trapped creature. He can then try to convince a trapped creature to do the Binding willingly. This generally results in a bargin between the creature and the binder. The cost can be gold, souls, a deed in return, experience and more. The exact details depend on the trapped creature and the pact so the specifics are determined by the DM.

To make a Binder's Pact with a trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Wisdom Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

What soul's a Binder can manipulate do depends of the Binder's level. At 1st level, a Binder can only bind a soul to a single deed (Potential Deeds).

Once bound to an act the creature then must then do the deed. Once the deed is complete the soul is free.

To determine how powerful you can make the effects your binding is dependent on your EBL (Effective Binder Level), your Effective Binder Level is equal to your Binder Level plus any additional modifiers.

Elemental Binding: A Binder of 2nd level or above can make a pact with an Elemental of 2 HD. At level four it increases to 4 HD. This limit increases by 2 HD every two levels thereafter.

If an Elemental is used in Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding, then the physical form of the elemental disappears.

Monster Binding: A Binder of 2nd level or above can make a pact with a Magical Beast summoned by a Summon Monster spell. A magical beast summoned in this way can be bound regardless of its HD, the HD of the magical beasts still count towards the HD limit of how many creatures can be bound.

A Magical Beast gains the Sunken Soul Template if they are the target of one of the following class features: Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding.

Outsider Binding: A Binder of 3rd level or above can make a pact with an Outsider of 2 HD. At 6th level a Binder can make a pact with an outsider of 4 HD. This limit increases by 2 HD every three levels thereafter.

If an Outsider is used in Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding, then the physical form of the Outsider disappears.

Bonus Feat: At level four and every five levels afterward (level 9, 14, and 19) you get a free feat with the Binding descriptor. A list of the feats with the Binding Descriptor can be found here.

Apparatus Binding: A Binder of 5th level or above can bind a creature to an item, instead of a deed. This item gains traits (Apparatus Binding Traits) depending on the bound creature.

To make a appartaus pact with a trapped creature a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Wisdom Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

Once a creature is bound into an object and the object becomes, it remains in that object for all of time (if willing) or for the duration of the Binders "current" life + one year per binder level. The HD of any creature bound to a item in this way is halved for the purposes of determining how many bound creatures can control.

Sunder Apparatus: A Binder of 7th level or above can undo the binding of a creature's soul and an object. To do this the Binder adds his Wisdom modifier and half his Binder level and makes a check (DC is orginal binders EBL + the Will Save of the magical item).

The soul can then be placed in either an aviliable body of the same species within 50 ft that has the Sunken Soul Template (if not an Elemental or Outsider), but if they are an elemental or outsider then they appear within 50 ft at full health.

Improved Familiar: At 8th level a Binder gains the Improved Familiar Feat.

Constructive Binding: A Binder of 10th level or above can bind a creature to an inanimate Golem or inanimate Construct, instead of a deed. This construct gains traits (Constructive Binding Traits) depending on the bound soul. The golem will become animate as soon as the soul enters the golem. This is only the way to animate a golem, and some other constructs require specific souls.

To make a Constructive Pact with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then try and do either a Diplomacy or Intimidate check, the Binder then adds his Wisdom modifier and half his Binder level to the check (DC is Base DC + 1/2 Spell Resistance + Will Save). If willing then no check is necessary.

Soul Merge: A Binder of 15th level or above can bind a creature to another creature, instead of a deed. This item gains traits (Soul Merging Traits) depending on the bound soul. You can't bind a soul to the body of a creature of the same species, unless you have the Legion of Souls Feat.

To make a Soul Merge with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Wisdom Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

If this succeeds then a secondary target within 10 ft of the Bound Creature must be choosen (This secondary target can be the Binder). If this target isn't willing then they must make a will save (DC 10 + Effective Binder Level + Charisma)

Aura Binding: A Binder of 20th level or above can bind a creature to entire area, instead of a deed. This area gains traits (Aura Binding Traits) depending on the bound soul. The size of the area you can effect is dependent on your EBL.

To make a Aura Pact with a trapped creature against the will of the trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Wisdom Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

Arcane Spells and Armor

Epic Binder's

Table: The Epic Binder's

Hit Die: d4

LevelSpecial
21stOutsider Binding 14 HD,
22ndElemental Binding 22 HD
23rdBonus Feat
24thElemental Binding 24 HD, Outsider Binding 16 HD
25th
26thBonus Feat, Elemental Binding 26 HD
27thOutsider Binding 18 HD
28thElemental Binding 28 HD
29thBonus Feat
30thElemental Binding 30 HD, Outsider Binding 20 HD

2 + Int modifier skill points per level.

Elemental Binding: As above.

Outsider Binding: As above.

Bonus Feats: The epic Binder gains a bonus feat (selected from the list of epic Binder bonus feats) every three levels after 20th.

Epic Binder Bonus Feat List: <-list of bonus epic feats->.

Playing a Binder

Religion: They normally worship the Moons of Magic which grant them the power to do their Binding.

Other Classes: They can normally relate well to conjurers. Warlocks seem to find a kinship with these Binders. Druids normally antagonize Binders saying its not natural to force a creatures soul into other things.

Combat: In combat they normally sit back and command their servants. They aren't good in direct combat as they have no combat spells or abilities. They eventually will create guards of their own by binding Elementals and outsiders to them or creating golems.

Advancement: As a caster it generally a bad choice to multi-class. But the following Prestige Classes are designed for the Binder: Golem Forger of the Durzites, Infuser of the Crown, and Keeper of the Bound Souls.

Binders in the World

I really don't see how my creating mindless undead is evil, but forcing an elemental into servitude in a body of stone isn't.
—Naïlo, Newesti Ex-Druid/Necromancer/Palemaster

The Binders are famous for creating cheap magical items, and are the only makers of Golems. They are sometimes merchants selling these goods to people.

Daily Life: The life of a Binder is one forsaken by Karmainian society. As the daily duties of a Binder require the slavery of a sentient creature. This is especially true in the creation of Golems.

Notables:

  • Nordake (Durzite Wizard 15/ Binder 20) was the first to discover the ways of the Binder.
  • Evon (Newesti Binder 18) creates colossal golems out of wood to protect the Newesti Homeland.
  • Amber (Karmainian Binder 14) Created a golem with true sentience while still being under her control.

Organizations: The Crown of Mages allows Binders into their midsts. They have many resources that would be of great help to any Binder. They even have class on Binding.

NPC Reactions: Most commoners will think a Binder is just a wizard. Until they see binding in action or a Golem. Most people veiw Binders with suspicion as they normal summon demons, and devils (but normally forget about Angels, Archons, and Guardinals). They also fear that they might be the Binders next victum.

Binder Lore

Characters with ranks in Knowledge (Arcana) can research Binder's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Arcana
DCResult
5Binders are arcane casters that can manipulate souls.
10Binders can bind souls of Elementals & Outsiders into a weapon, a creature, or even the area itself.
15Powerful Binders can manipulate the souls of humanoids and similar creatures. Leaving their old bodies as husks.
20The Most Powerful Binders can create a new soul. From this they can create new creatures.

Binder's in the Game

They can easily function as villians. Creating armies of Demons, or just forcing outsiders to be bound to their armour.

Sample Encounter: Amber has been kidnapping children. The lattest was three Sarli brothers. She placed their souls in a golem each. One a Amber Golem. One a Stone Golem. One a Iron Golem. The adventures have been sent out to stop her from turning any more children into golems.

EL 16: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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