< User:Proton < Reverse heartbreaker

User:Proton/Reverse heartbreaker/Binder

Table: The Binder

Hit Die: d8

Level Base
Attack Bonus
Special Maximum
Vestige Level
1st+0 Soul Binding 1st
2nd+1 Pact Augmentation (1 ability), Suppress Sign 1st
3rd+2 2nd
4th+3 Bonus Feat 2nd
5th+3 Pact Augmentation (2 abilities) 3rd
6th+4 Soul Guardian 3rd

Class Skills (2 + Int modifier per level)
Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Linguistics (Int), Sense Motive (Wis).

Class Features

All of the following are class features of the binder.

Weapon and Armor Proficiency: A binder is proficient with simple weapons and light armor, but not with shields.

Soul Binding (Su): Through special methods known only to binders, you can contact a vestige and make a pact with it. The maximum level of vestige you can summon equals ½ your binder level (rounded up). If the vestige you are trying to contact is of a higher level than your maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see Vestiges).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell), Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a −10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a −1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you disobey a vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapeshifting effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + ½ your binder level + your Cha modifier.

Pact Augmentation (Su): Beginning at 2nd level, you can draw additional power from the vestige you bind. As long as you are bound to a vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability.

At 5th level, you can make an additional selection from the list. You can choose a single ability multiple times, and their effects stack. For instance, you could choose bonus hit points twice, gaining +10 hit points.

Pact Augmentation Abilities:

  • +5 hit points
  • Energy resistance 5 (acid, cold, electricity, fire, or sonic)
  • +1 insight bonus on saving throws
  • Damage reduction 1/—
  • +1 insight bonus to Armor Class
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on initiative checks

Suppress Sign (Ex): At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.

Bonus Feat: At 4th level you gain a bonus feat of your choice from the following list: Armor Proficiency (medium), Armor Proficiency (heavy), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, and the binder-specific feats. This feat is in addition to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feat you choose.

Soul Guardian (Su): At 6th level, you have immunity to fear effects as long as you are bound to a vestige.

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